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Everything posted by AboveTheChemist
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A Guide to Jerk Hacking on the Beta Server
AboveTheChemist replied to Jimmy's topic in Open Beta Testing
I think the freebies popmenu should have an option to grant those patron arc badges (along with some others like the stat accolades). -
A Guide to Jerk Hacking on the Beta Server
AboveTheChemist replied to Jimmy's topic in Open Beta Testing
Grant yourself one of the badges from the patron arcs (like Spider's Kiss) to unlock the patron pools. Not sure about the catalysts, unless you are not yet level 50. -
The unofficial Homecoming wiki Emotes page has been updated, and I know it lists at least some of the new emotes but I don't know if it is 100% up-to-date. If you go the popmenu route (via the link in GM Korvin's post), be sure to look at the update I added towards the bottom of that thread. I'll try to make some time this weekend to look into the HC wiki page to bring it totally up-to-date.
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My wife and I finished it last week and are also having withdrawals. I have already suggested a re-watch, and I imagine I would get a lot out of that since I am familiar with the characters now and don't have to wait so long between seasons. The ending was great. It will always hold a place among my favorite shows.
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You can use the /get_global_name command to find their global name and send them an email. That might be more effective, especially if the person is not a frequent forum user.
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Born in Battle missing progress in badge window
AboveTheChemist replied to ZorkNemesis's topic in Bug Reports
I have no idea if this is related to the issue, but I thought it a bit strange that while the Born in Battle badge lists a total of 7 badges required for completion, the progress bar and the percent complete value increment in values of 1/8 (which is equal to 12.5%). I suspected it might have to do with the fact that the badge for enduring 1 million points of damage is technically two mutually exclusive badges, one for Primal orgin (Adamant/Ironman/Ironwoman), and one for Praetorian origin (Laughs it Off). I tested it on the beta server and noted that awarding Ironman increments each counter (the numerical, progress bar, and percent complete values), and awarding Laughs it Off also increments each counter, EXCEPT in the case noted above when one of these two badges is the 5th badge awarded. In that case, the behavior was as noted in my post immediately above. So, I am not sure if the 1/8 increment anomaly is related to the numerical count issue mentioned above, but I thought it worth mentioning. Again I have screenshots if those would be helpful. I also checked another accolade (High Pain Threshold) that both requires a total of 7 badges AND has one requirement that is actually two mutually exclusive badges for Primal origin (The Unbroken Spirit) and Praetorian origin (Undaunted). In that case, the progress bar and the percent complete value increment in values of 1/7 (which is equal to 14.29%). -
Born in Battle missing progress in badge window
AboveTheChemist replied to ZorkNemesis's topic in Bug Reports
You are correct on both counts. I did some testing on the beta server (using the /badge_grant command) and it looks like when the 5th badge in the set is earned (and it's not tied to a specific badge, it's just whichever one you happen to earn 5th), the progress bar and the percent complete value both increase, but the numerical count remains at 4. When the sixth badge is earned, all three increment as normal, but the numerical count is 1 behind from that point forward. I tested it on two characters and granted the badges in different orders each time, noticing the same behavior each time. That's why I think it's just an issue with the numerical counter and is not related to any one specific badge. I have screenshots documenting the test and can post those if that would be helpful. The accolade awarded normally once all the badges listed above had been awarded. -
VidiotMaps for Issue 24 and Beyond
AboveTheChemist replied to Blondeshell's topic in Tools, Utilities & Downloads
Interesting observations! If you happen to test, please let me know. I will also try to remember to test it out this weekend. I can always submit amendments to the Badger site if needed. -
I did some testing on the beta server and I found two issues. The issues with the dismiss and actions commands not working were due to an invalid quote type. I didn't notice the issue until I pasted the text into Notepad++, where the differences in the quote types was easier to spot than on the forum. But, there are two quote types in use in the popmenu. One is a vertical double quote, and the other is a slanted double quote. The slanted quote type was causing the issue. I've attached an image showing the difference. Look closely at the quote types at the end of the two lines of code. The top is the correct vertical double quote, and the bottom is the slanted double quote that is causing the issue. If that slanted double quote is replaced with the proper vertical double quote, the commands will work as normal. The following lines have the invalid double quote at the end of the line (spoilered): The other issue, which you might not have noticed yet if you don't yet have the ability to summon demon princes, is that using the name 'demon prince' with the petcom_pow command was causing the command to be issued to all the pets, not just the demon prince. If the name is shortened to just 'prince', then those commands will apply only to the demon prince. In other words, this command: option "&Aggressive" "petcom_pow demon prince Aggressive" was setting all pets to aggressive, whereas this command: option "&Aggressive" "petcom_pow prince Aggressive" sets only the demon prince to aggressive. I have attached an edited version of the popmenu that includes all these fixes. I tested it fairly thoroughly on the beta server and am reasonably confident that it should work without issue. Feel free to rename that file whatever you like. mm_demons.mnu
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All you should need to type is /chat_save. That command automatically saves the settings to the 'chat.txt' file in the top level of your CoH directory (overwriting the existing if there is one there). There is a similar /chat_save_file <filename> command if you want to save the file under a different name or different location. There is more info in Shenanigunner's CoH/CoV technical guide (page 78) that covers the commands for the chat, options, and windows files, if you need more in-depth info. I am somewhat obsessive about having my windows, chat tabs, game options, etc. consistent among all my alts so I have set up the default files for chat, options, and windows to pull in all my custom settings automatically. There are similar commands (detailed in that PDF) that allow one to load in defaults for previously-existing characters.
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I think chat settings are pulled from the 'chat.txt' file in the top level of the CoH install directory upon character creation. The /chat_save command will save the current chat settings to that file, so perhaps once you have chat set up like you want it, use that command to save the settings out (and consider making a backup of the original 'chat.txt' file just in case) so that they can be loaded in as the defaults. There might also be some interplay with the 'options.txt' and/or 'wdw.txt' files but I am not 100% sure. At any rate, I have my preferred chat settings saved to 'chat.txt' and the brand new character I just created has all the chat tabs set up just like I want them, so it's something that is currently possible.
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I looked over the petcom_pow wiki page as well as the original numpad MM binds thread pretty thoroughly and based on those I don't see anything in the menu that seems incorrect. However, I would not use the singular 'Demon' instead of 'Demons', because it looks like that would cause issues based on the info on the wiki page. Perhaps go line by line and test each command to see if it works, and see if you notice any patterns there. Otherwise perhaps someone with some experience with masterminds might be able to spot the issue. Just to be clear, did you fully restart the game after making the adjustments to the popmenu?
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As the old saying (loosely) goes, an impatient CoH player and his inf are soon parted.
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Try this: There was a minor issue with the bracketing. In my experience, errors in bracketing can cause all kinds of wacky issues so it's better to fix those first and test it before trying to diagnose further issues. A cursory glance over the commands doesn't reveal anything immediately wrong, but I don't have any experience with mastermind commands so there could be something more subtle that I am not seeing.
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The fifth sound for the inspiration collector is; sound/Ogg/Powers/glow7_loop.ogg
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Base Inspiration Collector Sound
AboveTheChemist replied to Derek Icelord's topic in Tools, Utilities & Downloads
Nevermind, found it! My insp collector is totally silent now. sound/Ogg/Powers/glow7_loop.ogg: glow7_loop.ogg -
Base Inspiration Collector Sound
AboveTheChemist replied to Derek Icelord's topic in Tools, Utilities & Downloads
Nope, I picked a quiet corner of my base to test in. Do you have any other sounds silenced? If so it might be one of those. -
Base Inspiration Collector Sound
AboveTheChemist replied to Derek Icelord's topic in Tools, Utilities & Downloads
There is definitely one more sound on the live servers. I've checked it in two different bases. -
Base Inspiration Collector Sound
AboveTheChemist replied to Derek Icelord's topic in Tools, Utilities & Downloads
Yep, that is one of them! There is still a humming sound coming from it, but I'll see if I can track it down. -
VidiotMaps for Issue 24 and Beyond
AboveTheChemist replied to Blondeshell's topic in Tools, Utilities & Downloads
The Founder's Falls Safeguard mission map is bugged, and as I understand it, that dates all the way back to live. I do not know of a way to fix it. I don't know if there are other maps that are bugged in the same way, but it is certainly possible. -
I would encourage the use of the unofficial Homecoming wiki for this info. The ParagonWiki pages for enhancement sets and enhancement set bonuses do not accurately reflect the information as it exists on Homecoming. https://hcwiki.cityofheroes.dev/wiki/Enhancement_Sets https://hcwiki.cityofheroes.dev/wiki/Enhancement_Set_Bonuses I also added a set bonus comparision table page that makes it relatively easy to compare sets when optimizing for set bonuses.
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Fantastic, glad you got it working!
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Yep, that was my assumption as well, but I figured I would test and report just to be sure, especially since fighting level 55's came up earlier in the thread. My apologies for the inadvertent thread derail, by the way. I just posted the thing about the x1000 setting as a humorous aside, and never expected it to morph into an actual thing.
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I was not involved at all with the development of the chat log importer, but I'll take a stab. I don't think it is broswer specific. I would assume that it picks up the character name from the log file itself, since the system sends each character a welcome message (which includes the character's name) upon login. And the log file location you mentioned (in a folder beneath your account name) is the correct location for log files. As far as the issue with the import, I am not sure exactly how to diagnose it. If you look back over the last few pages, there have been a few methods mentioned to try, and it looks like you tried at least a couple of them. Aside from that, I don't have any other advice unfortunately. I just did a test import myself and it worked, so it is theoretically still working. Not that that helps you much, but keep trying, and hopefully it'll behave for you.
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I did a little of my own testing (with screenshots if anyone wants to see them). I grabbed the 'They Call Me The Doctor' mission from Ouro. The mission level was 40, I was exemplared to 39. At setting 0x1, the highest level mob I could find (Agent Chalmers) was level 41. At 4x8 Agent Chalmers was level 45. At 4x1000 Agent Chalmers was level 46, and I couldn't find a team size setting that would push Agent Chalmers's level above 46. So it looks like this is a way to effectively set the difficulty level to +5. I tried with a level 50 mission as well but could not push mob level above 54.