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AboveTheChemist

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Everything posted by AboveTheChemist

  1. That sounds great! I basically just adapted the wiki export from another spreadsheet that I use to update another table on the wiki. To make the example table above, I just copied the data from the Reunion tab and pasted it into Excel. The data was in columns A through L (in row 2 for this example). In column M, I used the following formula: ="| "&A2&" || "&B2&" || "&C2&" || "&D2&" || "&E2&" || "&F2&" || "&G2&" || "&H2&" || "&I2&" || "&J2&" || "&K2&" || "&L2 Which basically just placed the contents of columns A through L between a series of double pipes. An example of output looked like: | ATC-999123 || ATC Base || Open || || || || || || || @AboveTheChemist || Unspecified || ATC's base I don't use Google sheets so I don't know if the formula would be the same, but if not then hopefully that is enough info to be able to replicate the formula in Google. I copied the resulting data into a text editor and had to manually add the row separator between each row, which looks like: |- That wasn't a big deal for the 20 or so entries I was dealing with, but I would definitely want to automate that step for the 600+ potential entries from the Google sheet. I then added the table header and footer and was more or less done. The end result would look something like this for a 2-row table: {| class="wikitable sortable" ! Base Code !! Base Name !! Availability !! Purpose !! Type !! Setting !! Location !! Description Tag !! Description Tag !! Owner !! Builder(s) !! Brief Description |- | ATC-999123 || ATC Base || Open || || || || || || || @AboveTheChemist || Unspecified || ATC's base |- | ATC-999124 || ATC Base II || Open || || || || || || || @AboveTheChemist || Unspecified || ATC's other base |- |} I am by no means a wiki table guru so there may be more stuff that could be done to improve the looks of the table. But it should just be a matter of formatting the Google sheet rows properly, adding the row separators, and pasting that in between the header and footer.
  2. Ugh, my reading comprehension failed me, and I think you are correct. Sorry about that! Although, it might not hurt to tinker on Brainstorm (or Live, if you have the powers) to see exactly which name formats powexec_name will accept. I don't know offhand that the example you gave in the last sentence wouldn't work. I checked the wiki but there wasn't any indication there. I am far from an expert in the usage of the various powexec commands.
  3. I took the liberty of grabbing the base code data for Reunion from the Google doc and turning it into a wiki table on the Reunion talk page. You can check it out here: https://homecoming.wiki/wiki/Talk:Reunion_Base_List Feel free to edit/tinker with it as you please if this has any promise, its just meant for testing purposes. And thunderforce raises a good point about being careful not to destroy wiki table entries that are not in the Google doc, but we can cross that bridge when/if needed. I am happy to lend whatever expertise I may offer to the effort of translating the Google doc to the wiki, if that project moves forward. All I ask is that we wait until shortly after i27p7 releases, because I am currently up to my eyeballs in getting vidiotmaps and some of the other mods I curate ready in time for the release of i27p7. Once the page releases and I release my mod updates, though, I should have more free time to devote.
  4. Looking at City of Data, all the examples you listed have different internal power names, so I assume that's how one would differentiate which one is used.
  5. Starting with your last question, I think this wiki help page might be useful: https://en.wikipedia.org/wiki/Help:Table It's Wikipedia but I think our wiki follows the same syntax rules. That being said, the beauty of the wiki is that you can get in there and play without without actually committing edits if you use the 'Show Preview' button. As helpful as the above link may or may not be, in my experience as someone who had never edited a wiki before it was just as helpful to enter page edit mode on a page and try different things and see how they turn out using the 'Show Preview' button until I got it right and felt comfortable actually committing my edits. Having read through most of this thread, I understand the concerns about trying to translate your Google doc into a wiki table, both from a duplication of effort point of view, and from a space point of view. The Google doc has a lot of columns and I am not sure offhand if trying to put that many columns on a wiki table will look the way that you would want it to look. One big table I maintain is the settitle listing table which I think pushes the limits for table width, if you need a basis of comparison to see if it would be worth trying to translate the format of the Google doc to the wiki. In terms of duplication of effort, it is possible to script a tool to translate a Google doc into a wiki table, if that route is of interest. The initial version of my settitle table linked above was output from a Python script I wrote, and subsequent edits are output from a specially formatted cell in Excel. If I can do it in Excel then I am sure that a similar method could be devised for the Google doc. With all that being said, and after having read over the thread, while I would prefer that the wiki base tables be maintained, I don't think I would have a ton of heartburn if the tables were replaced with a link to the Google doc. I certainly would not object to adding a link at the top of each wiki page that points to the Google doc as the most up-to-date source of base code info. That might actually encourage another wiki editor to bring the wiki pages up to date with the Google doc, if you and EB decide that trying to maintain both the Google doc and the wiki base listings is too much work.
  6. The HC wiki chat variables page should list all the available chat variables, and it has an example for how to use them.
  7. Good question, and the answer is yes. In the top left of the map window are two tabs. The one that says 'Zone' shows the map of the zone you are currently in. The one that says 'City' shows the overview map of the region you are in (Paragon City, Rogue Isles, or Praetoria). Each of the 'City' maps has a legend and/or text telling you what (most of) the symbols mean. Looking at those maps, I see they could use a little updating, but most of what you need to know should be covered there. Here's the one for Paragon City: The only thing that I think is missing is the pink lines you'll see in Independence Port and Talos Island, which are the paths for the Ghost Ship(s).
  8. Yes, it is perfectly fine to create the subfolders you need in the data folder.
  9. Badger does have the capability to read one's log files and import the badges one has. I wrote a guide for it here: https://forums.homecomingservers.com/topic/11333-new-badge-tracker/page/7/?tab=comments#comment-206763 It can be a little finicky and may require a little patience to get working properly, but it's not too hard to run through the steps and import one's badges.
  10. I confirmed this also occurs on merit vendors. Further, if you try to obtain the unstable aether, it throws a warning that your inventory is full (mine was not full). So currently there is no way to grant monstrous aether for testing purposes.
  11. Install order does not matter. The game reads the piggs alphabetically, so it is based on how I named the files. I set my map mods up so that the draw order is (from first to last): vidiotmaps (100+ maps) optimal path maps (49 maps) halloween maps (37 maps) winter maps (25 maps) Maps further down that list will overwrite those in the list above them. So the optimal paths maps will overwrite vidiotmaps, but only for those 49 maps contained in the optimal paths map mod. That way vidiotmaps will always be the 'base' set of maps and users can install/uninstall the other mods as needed.
  12. I don't know much about the sound files that play during character selection/creation, so I can't be much help there. On the sonic attack files, if you take a look at the thread for my banshee mod: https://forums.homecomingservers.com/topic/15062-sound-mod-banshee-themed-sonic-attack-sound-effects/ in the third spoilered section (under Further Reading), I list the powers in the set (most of them anyway), and which sound they use. I can't make the mod for you but if you or someone else wants to use that as a guide, that should hopefully make things easier. Making sound mods is pretty easy, especially if you are just re-using existing game sounds (like I was doing with my banshee set). The basic workflow is find the .ogg sound you want to use, rename it to the sound you want to replace, and under your data folder, put it in the proper folder structure for the sound you want to replace. It is good to use sounds that are roughly the same length as the ones you are replacing, because you want the sound to match the power casting animation, but sometimes that just takes a little trial and error.
  13. If you've removed the mod via the City Mod Installer, and you still see the mod in game, then the most likely explanation is that you still have a copy of the mod in your data folder that needs deleting. The way mods are installed changed (and definitely for the better) with City Mod Installer, and unfortunately any mod present in the data folder will overwrite any copy of that same mod that you try to install via City Mod Installer. The most thorough solution is to make a list of the mods you have (which may be tough if you have a lot of them), make sure they are installed via City Mod Installer, then move the contents of your <CoH Root Folder>\data folder to a safe place outside your CoH install. Play the game and if you notice mods missing, then you'll probably need to do some sleuthing to try and figure out which ones are missing so you can install them via City Mod Installer. If every mod shows up as expected, you can discard the old contents of your data folder if you like.
  14. Be sure to check if the toggle in options (at the bottom of the map window) isn't off for whichever category the AE marker is in.
  15. You can get a compiled version of Piglet here (courtesy of Michiyo): https://forums.homecomingservers.com/topic/5405-piggviewer/#comment-562266 The only folks that I am aware of that release new costume sets is the HC team. I could be wrong, but I don't think it is possible to mod in new costume sets. One could theoretically mod the textures of existing sets to tweak their appearance, but my expertise is with map textures so I am not exactly sure how that would work. The general procedure for modifying textures is as follows (and isn't idiot-proof, unfortunately, as I can personally attest): Find the texture you want to mod in the piggs and extract it (with Piglet, for example) Split the texture into two components: the texture header, and the DDS file Split the DDS file into two components: the DDS header, and the source image file (usually a BMP or PNG file) Modify the source image as desired, maintaining its dimensions Convert the source image back into a DDS file, using the same compression and number of mipmaps as the original DDS file Re-attach the texture header to convert it back into a texture file Place the modded texture in the CoH install directory, either within the assets folder as a compressed pigg file, or into the data folder as a texture file Steps 2, 3, 4, 5, and 6 require external software. I use simple Python scripts for steps 2 and 6, a tool called DDS converter for step 3, and the NVIDIA texture tool for step 5. For step 4, you can use whatever image editing tool you like (I keep it simple with Paint3D). This is my basic workflow for map textures. I think it would be similar for other game textures, but having modded only (well, mostly) maps, it may be slightly different for other textures. Here's some info from OuroDev that goes into a bit more detail and speaks specifically about costume textures: https://wiki.ourodev.com/view/Texture_modding And here's an older thread that may have some useful info: https://forums.homecomingservers.com/topic/11322-how-do-you-create-texture-mods/
  16. It appears to be the blank lines in between groups of binds causing the issue. I ran it as-is and saw the same output as your screenshot (more on that below). I removed the blank lines and it loaded without echoing the pink/yellow text to Sys. I noticed also that the text echoed in pink were the lines preceding each blank line. Oddly, when I loaded in the file as-is, this is what was reported in green text at the end: 2024-01-30 21:11:47 Keybinds file loaded: c:/Games/HC/accounts/<my_account_name>/Logs/chatlog 2024-01-30 When I loaded it after removing the blank lines, this is what was reported (I renamed the file to shen_temp.txt): 2024-01-30 21:12:36 Keybinds file loaded: c:/Games/HC/settings/beta/shen_temp.txt I thought maybe one of the file load/save binds was being triggered and trying to call a file that I don't have, but I removed all lines that tried to load or save a file and it still reported as trying to load my chatlog, so I am stumped as to what was happening there.
  17. I've actually got a mod to help with that. The standalone 'Rare Roulette Quick Reference' popmenu from this thread serves as a handy in-game reference when converting from uncommon to rares. For the true conversion enthusiast, there is a full 'Conversion Possibilities' menu available there as well, but for beginners I'd recommend sticking to the Rare Roulette QR menu.
  18. The market sales history bugs are some of the most well documented bugs on this forum. Here's one thread, there are many others: https://forums.homecomingservers.com/topic/5803-market-bug-different-items-are-sharing-sales-history/
  19. If you would be willing to share one of your bindfiles that exhibits the issue, I can create a dummy character tonight and try to load it and see if I can replicate the issue on my end. That way, if it's a quirk in your files causing the issue, perhaps we can find it. In your screenshot above, the yellow text that just says 'bind' looks like the feedback I get from the settitle bind I posted, but I honestly don't think I've ever seen anything like the pink text from loading a bind file.
  20. I'll shamelessly plug a couple of mods I made to help with gathering badges/plaques in a zone. They both essentially do the same thing, just via different methods. One is a map texture pack that is built on and overlays vidiotmaps, showing the optimal path to gather all the exploration badges and history plaques in a zone. It adds a red path to vidiotmaps that you can follow to gather all the badges/plaques. It is easily installed and uninstalled via the City Mod Installer, so you can essentially turn it off when you are done with it. The main thread for this mod is at this link. The second mod is basically a popmenu version of the same mod. You select the zone and a starting badge in that zone, then use a set of rolling keybinds to navigate along the route using in-game nav markers. It requires manual installation, but instructions and more info can be found in the mod thread at this link. Either of these mods will help you set up your own 'tour' of whichever zones you want, and collect the exploration badges and history plaques there in the most efficient manner possible.
  21. The text I see go by with the settitle bind file I posted above isn't pink, I think it is either yellow or green (can't recall offhand) so I think it might be going to a different channel (assuming neither one of us has changed the default colors of our chat channels). I know the pink text channel you mention because I /conprint a lot of stuff now and that is the channel it goes to (and the wiki says that is the Sys channel). I'll have to check tonight and find out the exact name of the channel the settitle binds go to. I just assumed that it was the Sys channel but I now highly doubt my assumption. Also, can you post a screenshot of what you are seeing? It's probably a long shot but there may be a clue in there.
  22. It was added as part of the build 2 patch notes. Scroll down a little and it is at the top of the first bulleted list under 'Marquee Features'.
  23. I tested some of my normal bind files last night, both on Live and on Brainstorm, and did not see the bind file contents printed to the Sys channel in either case. The only time I recall seeing bind file contents printed to the Sys channel is when I load in a special settitle bind file. It's a bind file embedded with 2550 settitle commands meant to determine which badges a character has. It has printed to the Sys channel for as long as I can remember, and I've been using it for years. I've included a copy here in case there is something in there that gives a hint as to why your bindfiles are printing to the Sys channel. settitle_all_1.txt
  24. Didn't think this was worth a dedicated bug report, but the texture for the new 'Face Turn' badge doesn't appear correctly at lower-end World Texture Quality settings (red boxes added to screenshot for emphasis). The rest of the new ones look fine at that setting.
  25. Inf can come easily at any level if you are willing to learn how the market works and how to make it work for you. There are many fantastic guides that cover the market from top to bottom, and they are compiled in a handy thread here: https://forums.homecomingservers.com/topic/29277-an-utterly-comprehensive-guide-to-marketing-guides/ In general, crafting and converting is the main way to earn via the market, but there are certainly other tactics depending on how deeply you want to delve into marketeering.
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