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AboveTheChemist

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Everything posted by AboveTheChemist

  1. Here's my final version of my previous screenshot. I adjusted the view a bit to even it up, moved the characters as close to the center as I could reasonably get them, adjusted their spacing, and adjusted their yaw so they were looking towards the camera. This took multiple iterations to get everything looking right, but I think it turned out fine. I've attached the demo file if anyone wants to plunk their characters in. Here's the lineup (spoilered) if you want to know who is where in the screenshot, so you'll know which ones are where to replace with your characters: If your characters are vastly different in size, you'll probably need to adjust positioning a bit. ouro_lineup.cohdemo
  2. I'm a bit late, but I couldn't find any leads in the pigg files. I had a revelation today for a way to get most of this data off the wiki, so I am pursuing that angle. I'll post again if/when I am able to put together a meaningful dataset, hopefully within the next week or two.
  3. Odd, it shows up fine for me.
  4. Here is some light reading where myself and others have been documenting this issue. Feel free to add yours if it isn't already in there.
  5. I'll preface this by giving full credit to Extor Prime. The emotes menu is fine work and I merely saw an opportunity to advance/expand their work in a way that I hope is useful. I took the liberty of running a comparison of the emotes in the original menu posted in the OP with the emotes listed on the wiki to see if any were missing. I also scrounged around the forums (thoroughly, but not necessarily exhaustively) to see if I could find any new emotes mentioned, and found some in this thread as well as this thread, some of which were not in the original menu. In total I found a little over 80 emotes that could be added to the menu, so I added them. Adding this many emotes necessitated adjusting the sub-menus slightly so that each sub-menu holds about 20 items. I also added all the costume change emotes in a section at the bottom. Each costume change emote allows you to choose which costume slot (1-10) to change to. You have to choose a different slot from the costume you are currently wearing. For instance, if you are wearing the costume in slot 2, and choose 2 from the costume change emote menu, nothing will happen. A few other items of note (behind spoiler tags to avoid a wall of text): The full list of emotes added is hidden below (not counting the costume change emotes, which are listed on the wiki page.) If I missed anything or if you notice any errors, please let me know! Edit: Download removed due to update, see post on 2-Dec-2020 below.
  6. I'll preface this by giving huge thanks to Janrith, ROBOKiTTY, Wingman, and anyone else who worked on these menus. They deserve full credit, and the work that I have done here is built upon the work that they have done. In an effort to customize the menu(s) for my personal use, I created a version that I thought others might find useful. I've been involved with several badge data collection/presentation efforts over the past few months, so the first step was to give the BadgeList menu a good once-over to flush out any typos, erroneous settitle IDs, or badge tags. Everything I found was shared with ROBOKiTTY so that they could update their version as well. From that point, I modified the menu as detailed below. I've hidden it behind spoiler tags to avoid a wall of text. The highlights include adding a modified version of Wingman's alphabetic Settitle.mnu to the bottom of Janrith's/ROBOKiTTY's BadgeList.mnu, adding badge requirements for stat-enhancing and temp power accolades, and adjusting some ordering and menu sizes to avoid overly long menus. I've attached my version if anyone wants to try it out. I changed the menu name slightly to 'BadgeSetList' so that it can be added to the game alongside other menus listed in this thread for comparison. Feel free to modify it as you see fit, and please let me know if you find any errors or have any questions. NOTE: If you are updating from an older version be sure to save out your old favorites, so you can replace them after overwriting with the updated file. EDIT: I have created a dedicated thread for my version of this menu. Updates can be found in that thread.
  7. In addition to the above info, a screenshot (one which includes the above info would be ideal) could help determine the badge. Although the icon doesn't become visible until the badge is earned, badges in progress have a dark space that matches the icon's shape/size. Seeing the shape of that dark space might provide a clue if it is a reasonably unique icon.
  8. I wrote a Python script a while back that reads through the settitle chat output to generate a list of badges. Right now it just produces a human-readable alphabetic list, but I am not sure how useful that would be for folks wanting to transfer their badge list to the app. I think it would be more useful if it could output the data chunk that could then be imported into the Badger web app, but I have not really looked into that. Unfortunately Python is the only language I know reasonably well, and I think ideally something like this would need to be written in a language capable of being run in the browser to make it even easier to use. I'll take some time this week to look into making my Python script produce the data chunk. If I can get that working, then I have a friend at work that might be able to point me in the right direction for turning that code into an app that can run in a browser. No promises, of course, but I'll see what I can come up with.
  9. Not sure on that one, it's more of a question for @KeyboardKitsune. I just help maintain the data that shows up on the website, and answer the odd question if I can.
  10. Were you looking at the badge tracker spreadsheet or the Badger website? This thread is geared toward the website, and those names are correct there.
  11. Here's the updated CSV I promised. It only contains the badges that were missing settitle integers in the version I posted earlier in the thread on Oct 24, 2019. As mentioned, this should cover all badges except Bug Hunter, A Nemesis Plot, and Flames of Prometheus. <Outdated data removed>
  12. That CSV of mine is a bit outdated. I've since been able to nail down the /settitle integers for the Winter Event and Valentines Event badges, and perhaps a few more. The only ones that are missing are the integers for Bug Hunter, A Nemesis Plot, and Flames of Prometheus. Tomorrow I can put together a more updated list (and can highlight the ones that have been added since I posted that original CSV). The settitle numbers are also up to date on the Badger site.
  13. Here's one I made today with a more deliberate eye towards showing a lineup of my characters. It's not final (positioning of the characters in the front row is a bit off) but it's another example of what one could do. That is exactly how I did mine as well.
  14. I confirmed last night that the badge titles immediately switch when switching from male to female costume (and back again).
  15. I could live with the first two bullet points, but it's the third one that is the crux of the issue for me, and I suspect I am not alone. If there was a way to remove the requirement of SG membership for storage access, and/or to grant access to storage on a per-character or global handle basis (regradless of SG affiliation), rather than a per-SG member basis, that might go a long way to solving the problem. Overall it's a good proposal though. I'd rather not see personal bases if a less complex solution could be found, but I am not wholeheartedly opposed to the idea.
  16. I had a similar thought. Something along the lines of setting up files that make for nice screenshots (like lining up on the steps of the Atlas City Hall) where all one has to do is drop in the costume data for each alt. This could be done for anywhere scenic that would make a nice screenshot. I also had a thought last night while running through Perez Park of setting up a demo file to drop alts in place of say a CoT circle where one's main is in the middle with all the alts circled around, or have the main on a soapbox in place of a Lost leader, with the alts standing in front listening intently. Something a little more silly/fun and the possibilities are numerous.
  17. I created a basic offline HTML map viewer a while back for personal use, but I thought it might be useful to the community at large. There are three viewers available: One that includes the VidiotMap image files available from the Homecoming Wiki, as well as any maps that were updated and/or new zones that are included in Blondeshell's MoreMaps4U update pack and my vidiotmaps updates. One that includes the optimal collection paths for badges and plaques, computed as solutions to travelling salesperson problems (TSP) and based on the most recent vidiotmaps. One that includes the Halloween event giant monster spawn maps and the winter event gift maps that I created. The zip files are available at the links below: CoH Zone Maps CoH TSP Maps CoH Event Maps The folder inside each zip file contains all the needed files. Simply save that folder to your location of choice. To use the zone maps, simply open either map_alpha.html or map_grouped.html in your browser of choice. To use the TSP (optimal badge/plaque collection path) maps, simply open either tsp_alpha.html or tsp_grouped.html in your browser of choice. To use the event maps, simple open either halloween_alpha.html or winter_alpha.html in your browser of choice. Each viewer has a large black button at the top (see the screenshot below). The button in the zone map viewer allows you to switch between alphabetized maps and maps grouped by zone type. The button in the TSP map viewer allows you to switch between alphabetized maps and maps grouped by zone type. The button in the event map viewer allows you to switch between the Halloween and Winter event maps (with zone names displayed alphabetically). For the zone map viewer, zones whose maps have been updated for Homecoming servers (i.e. the maps available in the vidiotmaps for Homecoming updates) will show the updated map above the older ParagonWiki version of the map. Keep in mind that the older maps from ParagonWiki may not be 100% accurate (especially in terms of badge/plaque locations) and are included for historical reference. Other zones that have remained relatively unchanged on Homecoming will only display the ParagonWiki map. The badge/plaque locations on these maps should be reliable but do keep in mind that these maps may not be 100% accurate either. The TSP map view uses the most recent available vidiotmaps map. The winter event and Halloween event maps utilize the stock in-game maps. I am not a web designer so don't expect too much in terms of the HTML interface. I learned enough HTML and CSS code to make it functional and relatively nice looking, and it's worked well enough for my purposes. If anyone would like to expand upon it, feel free. Credit goes to Blondeshell and anyone/everyone that worked on VidiotMaps in general. Here's a preview of what the zone map viewer looks like on my phone:
  18. I made a demo the other night for unrelated purposes and decided I would see what I could do in terms of getting a shot with my alts. I recorded a quick demo clip in Atlas Park of one of the heroes standing talking to reporters, and I edited it to insert my main talking to my alts (posing as reporters). It was a quick and dirty trial just to see if it would work, and I think it turned out fine. So, there's definitely potential going the demo editing route.
  19. One of my characters is a /sonic defender, and in concept she is a ghostly banshee-like spirit. From the outset, I never felt like the default sound effects of her sonic attack powers fit with that concept, so I endeavored to find a more fitting set of sounds. This mod is a work in progress. I personally only use a subset of the powers from Sonic Attack but I tried to find replacement sounds for each power so that others can use it for a similar concept. There are a few things to keep in mind: These sounds are more representative of a feminine voice. This will make anyone (and any NPC) nearby using powers from the Sonic Attack pool sound like a banshee, but it only changes the sounds you hear (unless those around you have installed the mod too). Unfortunately it's a bit of an 'all-or-nothing' situation so you'll have to decide for yourself if it is worth it. I made every effort to ensure that the length of the new sound was roughly the same as the original sound, and to test the sounds in-game to make sure the sound mates reasonably well with the animation. Overall I am quite pleased, although I noted an issue with Shockwave below. I have not fully verified that these modified sounds aren't shared with sound effects outside the Sonic Attack pool. There is a chance that these modifications may change some non-Sonic Attack sound effects (see my note about Amplify and Dreadful Wail below) and if I find any I will note them. Installation Removing/Deleting Old Installations Further reading: For those interested, I've listed below (behind the spoiler tag to avoid a wall of stuff) each Sonic Attack power, the original sound it used, as well as the sound I've selected as a replacement. I've also added the .ogg file itself for preview purposes. The .ogg files were found within the pigg files (viewed with Piglet) in sounds > Ogg, within either the Powers or Enemies folders as noted. All the replacement sounds are other sounds found in CoH and re-purposed for this mod. I didn't modify the actual sound effects at all, I just changed the filenames. For each, I took a copy of the 'new' sound, changed its name to that of the 'original' sound, and included it within the zip. Note that I have not modified the sound for Amplify or Dreadful Wail. Amplify is a buff that sounds reasonable as-is, and Dreadful Wail also sounds reasonable. In both cases I am certain those particular sound effects are used elsewhere in the game (the Dreadful Wail sound is used as the death wail of Circle of Thorns Nerva Spectral Demons) and I am hesitant to change either of them. The sounds for Screech and Shockwave were recycled from elsewhere in the set. Screech uses the same sound as Shriek, and Shockwave uses the same sound as Dreadful Wail. I don't currently plan on using Screech or Shockwave in my build, so these were lower priority and I just couldn't find other unique sounds to fit these two powers. With Shockwave, the sound effect seems to begin about a half a second too early for the animation, but honestly even the original sound for Shockwave seems a little ahead of the animation, and the delay is so slight that in the heat of battle it will likely be less noticeable. If I find suitable replacements in the future, I will update the file, and of course if anyone has any suggestions I am happy to entertain them. For now, though, I at least wanted to use something that fit the overall theme of the 'banshee' set. If anyone wants to explore other sounds in more detail, within the pigg files in sounds > Ogg > Enemies, there are a lot of Talons of Vengeance Siren sounds (the file names start with TOV_Siren_) that might also work. These were a bit too 'musical' for my concept (aside from using one for Siren's Song, which seemed fitting), but these might work well for a different banshee/siren concept. Also, in sounds > Ogg > N_DarkAstoria and in sounds > Ogg > NPCs, there are quite a few good male and female screams that might work. And of course there may be a file here or there that I completely missed that might be well suited for this concept.
  20. Here's some missing info for the Sonic Attack power Description: Sonic Attack > Screech Folder name: Powers File name: SonicScreech.ogg Description: Sonic Attack > Dreadful Wail Folder name: Powers File name: ScreamPBAOE.ogg Description: Sonic Attack > Power hits Target Folder name: Powers File name: sonichit2.ogg And one for the character select screen Category: N_UI Description: Click 'Next' on char select Folder name: N_UI File name: N_Launch.ogg I created a mod for the last one to replace the generic 'click' with the old-school 'pew' sound as it existed earlier in the game's timeline.
  21. They do, I made and viewed one last night.
  22. Thanks! I knew that might be an option but don't have much experience merging folders and wasn't quite sure how to explain it. I normally don't merge out of a (perhaps irrational) fear of something messing up. Edit: I did a little testing on folder merges and have a better feel for them now. I updated the instructions in the OP to simplify them based on this easier method of copy/merge.
  23. Back when I originally played, once I had chosen my character and clicked 'Enter Paragon City' (or 'Next' or whatever it was to actually enter the game) there was a nice 'pew' sound effect, which can be heard around time stamp 5:20 in this YouTube video when he clicks 'Yes' to enter the tutorial. That sound has sadly now been replaced with a somewhat generic 'click' sound. I rummaged through the pigg files this weekend, found the original sound, and made a quick mod to bring back that original 'pew' sound. Game modifications, be they modified maps, sounds, menus, etc., need to go in a folder called 'data' in the top directory of your CoH install folder. Each type of mod has its own sub-folders within the 'data' folder. The sound file is in the attached zip, pre-populated within the appropriate directory structure. Open the zip and copy the 'data' folder from the zip file directly into the top level of your CoH directory. If you already have a 'data' folder there, the new data should merge into the existing structure, although you may be prompted to merge or overwrite files with the new data. If that is the case, you may want to make a backup just to be safe. Otherwise, that's all it takes to restore a little bit of nostalgia to the game. char_launch_sound.zip
  24. I edited my post for clarity. Apologies, as in-depth discussions of such things are not my forte and clearly my grasp of the lingo was not what it could have been. Hopefully my meaning was/is clear in either case, especially to a more casual observer.
  25. 1. As far as I know the wiki is correct. 2, Technically what happens when you switch alignment is that you lose the accolade power and the badge changes name to its opposite equivalent. However, at the same time you are granted the accolade badge of the opposite alignment and gain its accolade power. For instance, if you are a hero with Task Force Commander, and you change to villain, you lose the 'Task Force Commander' accolade power and the badge name changes to Task Force Abandoner. At the same time you gain a badge called 'Invader' along with the 'Invader' accolade power, which has the same effect as the 'Task Force Commander' power.
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