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AboveTheChemist

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Everything posted by AboveTheChemist

  1. It should be fairly easy to tack a submenu onto the fast travel menu that uses the LockedOption mechanic to see if a zone has been unlocked as a destination, since the Badge parameter can take multiple badge tags. Something like: LockedOption { DisplayName "Atlas Park" Command "" Badge AtlasParkTour1 AtlasParkTour2 AtlasParkTour3 AtlasParkTour4 AtlasParkTour5 AtlasParkTour6 AtlasParkTour7 AtlasParkTour8 } Earning any one of the 8 AP explore badges would show 'Atlas Park' as available. It might need a little reminder at the top that the user needs the Passport badge as well. I'll see if I can come up with a prototype.
  2. Looks great so far! I am actually in the process of moving the PBAoE category over to Melee AoE, and after that I'll move Targeted AoE over to Ranged AoE. I'm mostly just waiting for the site to finish propagating the changes. There will be a redirect in place so all the old links will still work, but there are 100+ pages that link to the PBAoE category page (and probably a roughly equivalent number that link to the Targeted AoE category) so I imagine eventually the old links (PBAoE and Targeted AoE) will need replacing with the new links (Melee AoE and Ranged AoE) to reduce confusion. I'll see what I can tackle over the next few days.
  3. I just installed and ran the tool for the first time and I am seeing this exact error message as well EDIT: It works fine now with the update below, thanks!
  4. Updated the dataset for i27 (and updated the data at the wiki link in the post immediately above). I'd also like to take a moment to remember BadgeTest of Brainstorm, the former (or soon to be former, depending on when they wipe the server) badge_grant champion of Brainstorm. I always thought he looked pretty snazzy for a randomly-costumed character. His successor has some big sandals to fill, but he'll be ready whenever there is new badge data to be had! Edit: Added Snowbound on Dec. 1, 2020
  5. I have also updated my version for Issue 27. In doing so, and in the interest of reducing confusion/clutter in this thread, I have moved my version to its own dedicated thread. I'll leave my previous posts as-is but further work on my project will be documented there. As I mentioned in a previous post, I sincerely appreciate all the hard work that has gone into this project since the first post, and I will certainly continue to pass along new/updated badge information as I find it so that both projects may continue to be as up to date as possible. Thanks!
  6. Please keep the discussion in this thread limited to this mod. Thank you! First and foremost, I offer sincere thanks to @Janrith, @ROBOKiTTY, @Wingman, and anyone else who worked on the predecessors to this menu. They deserve immense credit, and the work I have done on this project is built upon the work they accomplished. This project is an offshoot of the alphabetic badge list popmenu. My version of this project is a customized popmenu containing both a categorized and alphabetical badge listing, created in early 2020. Details on the history of the overall project can be found at the link above. For a detailed rundown of my own modifications, start with this post (from the above thread) and work your way down the thread from there. In the interest of keeping that thread dedicated to the original version of the project, I decided with the advent of Issue 27 to make a separate thread for my version. The original version is a fantastic menu and I strongly encourage everyone to try it out. As I've done from the outset, I will continue to share new and/or updated badge information with the creators of the original version so that both versions can be as up-to-date as possible. There are two variants of this menu available, one with the Favorites section enabled, and one with the Favorites section disabled. Installation instructions for each are available below. For those that wish to track/set their favorite badges, there are three 'Favorites' sections in the menu. One at the very top, one in the Accolades > Day Jobs section, and one in the standalone Day Jobs section. Users may wish to overwrite the badge information in those sections with their own respective favorites. If so, just keep in mind to retain a backup when updating so that these favorites sections are not overwritten. Please, at the very least, read the sections on Installation and Removing/Deleting Old Installations, as most of the answers to questions I receive are contained in those two sections. Installation Instructions (Favorites disabled) Installation Instructions (Favorites enabled) Removing/Deleting Old Installations (Favorites disabled) Opening Menu In-Game The version posted here has been updated according to the changelog in the spoiler box below. If anyone would like to take this menu and build upon it, please feel free to do so. All I ask is that credit be given to the prior authors and me for the work that has been done to date, and that you take credit for any modifications that you make to this menu. Otherwise, please let me know if you have any comments or questions, or if you notice anything that isn't correct. Thanks!
  7. My pleasure, I only discovered that little trick a little while back myself. As far as re-combining them, your best bet would probably be to look into The Philotic Knight's DeTexturizer project. Alternately, I wrote a Python script for recombining texture files a while back that I've been using again recently and it works great, but it requires some knowledge of Python.
  8. As part of Issue 27, the Siren's Call zone was rotated 90 degrees counterclockwise to match the city overview map (the one you see on the screen in a tram station). Details are in the original focused feedback thread. The vidiotmap will be incorrect until it is able to be updated to match this rotation. I also posted some info about how this change impacted zone coordinates, if that is of interest.
  9. You'll find the texture file for Siren's Call at data\texture_library\V_MAPS\Static\map_V_PvP_03_01.texture, if you want to move/delete/rename so that the native HC map can display.
  10. If you are interested in letting the playerbase (or the ones that read the forums at least) know about updates you've made, the original Unofficial Homecoming Wiki thread is as good as any. I'll periodically mention recent updates I've made, especially for larger-scale projects. You could probably post it on the discord too.
  11. Here is the thread I started a while back that was essentially for this purpose (the one EmmySky was referring to). I intended it as a place to request specific in-game info that might have been too time-consuming for any one wiki editor to collect themselves, and it worked well for that purpose. Feel free to post in there if there is specific information that you would like help gathering in-game so it can be added to the wiki. There is also a wiki-specific club if you would like to join. It may seem somewhat quiet but several of the regular wiki contributors (myself included) do check the forums regularly. I have some plans to update some things related to Issue 27 in the next day or three (and I added some updates last night), but my presence on the wiki has been a bit lighter of late because I just wrapped up a fairly intensive wiki update project about a month ago and I've been focusing more on a couple of other projects in the meantime.
  12. If you click on the texture you want, and then right click the image it shows in the preview window and click Export, Piglet will split the texture file into a DDS file and a header file when it extracts it.
  13. They are in texture_library\GUI\Cursors (assuming you are using a pigg viewer like Piglet)
  14. As a quick update, I've been able to compute optimal paths for all but Atlas Park. My workaround trick worked great for every zone with more than 12 badges/plaques except for Atlas Park. I'm still working on AP and hope to have something computed soon. I've also taken a closer look at the Sewer Network and Abandoned Sewer Network zones, as well as the three Underground zones in Praetoria (UG Imperial, UG Neutropolis, and UG Nova), and for now I am shelving any plans to include them in this project. The confined nature of those zones just make it too difficult to try to compute an optimal path, but I won't rule out potentially revisiting them down the line. For the Sewer Network and Abandoned Sewer Network maps, I think Jacke's post above covers it quite well. I was hoping to devote a decent chunk of time to this over the Thanksgiving holiday but with the release of Issue 27 page 1, I need to switch gears to updating some of my other mods/datasets/wiki pages, particularly those that relate to badges, to account for the changes in Issue 27. This is just a guess but I think it will probably be closer to Christmas before I have this TSP mod completed.
  15. It is as current as possible, at least until the new/updated badges in Issue 27 go live. I still occasionally need to correct things here and there in the data as I run across them, but I think the database is largely correct. Also it is not something you download, it's an entirely web-based tracker. My post from earlier this afternoon should cover how to use it.
  16. Go to the Badger site, which is here: https://n15g.github.io/badger/ If you just want to browse badges, either click 'Badges' in the ribbon at the very top, or click the grey 'Badge List' button near the top of the home page. Or, click here: https://n15g.github.io/badger/homecoming. There are several dropdowns and filters on the badges page that let you narrow the badge display results. If you want to record badges that your character has collected, either click 'Characters' in the ribbon at the very top, or click the dark blue 'Character List' button near the top of the home page. Or, click here: https://n15g.github.io/badger/character You'll be taken to the character page. Carefully read the note at the top of the page, then click the green 'New Character' button. A popup will appear which will ask some basic information about your character. Enter that info and click 'Done'. Your character will then appear in the character list. Click your character name to be taken to that character's page. There are two tabs. The 'Display' tab lets you view that character's badges (this tab will likely be empty initially), and the 'Collect' tab lets you add badges by hand. As with the badges page, there are several dropdowns and filters on the 'Collect' tab that let you narrow the badge display results. Click the open circles to the left of the badge name to add it to your character. Once you add badges they will appear on the 'Display' tab. If you wish to add badges automatically via your chat logs, please read this post, which walks you through those steps.
  17. Thanks for the offer! I spent most of yesterday searching for and trying out alternate algorithms, and I happened upon a nice brute force algorithm that produces optimal solutions for zones with up to 12 badges in 7 minutes or less.. That is a huge improvement over my previous method (which was a genetic algorithm), and I think I have a workaround for zones with more than 12 badges/plaques that I am tinkering with now. I've already computed optimal solutions for all zones with 12 badges or less, and if my workaround trick works I think I can get the rest computed within the next day or so. EDIT: If anyone happens along and is curious, my current (as of Feb 2024) computation method includes two different dynamic programming algorithms I found and adapted for this project. They are implemented in Python 3. The main algorithm computes the shortest distance and shortest path, and can complete the computations for all 55 zones included in this project in about 2 minutes on a 2016 high-end business computer. The second algorithm, which I use as a check, computes only the shortest path, and completes the calculations in about 30 seconds. I run both algorithms as part of one script so my timing numbers listed may not be exact, but together the main computation and check take about 2.5 minutes to run. That is a massive improvement in speed compared to the methods I used in the early stages of this project.
  18. I meant to mention this in my initial post (I've now edited it in) but I used the simplest straight-line path between each badge/plaque, which may not represent with 100% accuracy the true path one would take between badges (especially for badges within buildings or below ground level). I have not spent much time on either of the sewer network maps but I knew those maps are not conducive for straight line travel and would be problematic with my method. I appreciate the input and it's a bridge I'll cross when I get to it.
  19. EDIT: This thread was for the beta version of this mod. The full release version of this mod is now available in this thread. I have tidied up some of my now-outdated posts in this thread, but since there has already been some discussion of badge/plaque collection paths here, feel free to continue to discuss that here.
  20. If you don't want to wait, I made a mod a while back that restores that sound. It's in the CoH modder tool as well.
  21. I never tire of hearing the cracking/popping sound of ice control powers. The AoE/cone attacks in staff fighting are also satisfying to hear, especially when they connect with a lot of enemies.
  22. One of the many great changes on the horizon with the release of Issue 27, Page 1 is that the sound file included with this mod will become the standard character launch sound (again!). So, unless something changes between now and then, this mod will become obsolete when that patch goes live.
  23. I think that article might have been moved here, not 100% sure though: https://wiki.ourodev.com/view/Texture_modding
  24. Please ignore the request in my previous post. I finally figured out where to look in the leaked game data and I was able to track down the drop information for Unbreakable Guard, Reactive Defenses, and Preventive Medicine. Looks like they all follow the same schedule as Annihilation (A & B are set, C & D are SA, and E & F are TF), which makes sense considering all four were introduced in i24. Thanks again for the help! Edit: The wiki has been updated with this info as well now.
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