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Everything posted by AboveTheChemist
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Any way to get a group shot of my alts?
AboveTheChemist replied to CharBug's topic in General Discussion
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. -
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.
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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.
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They do, I made and viewed one last night.
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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.
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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
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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.
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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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tracker Badger - CoH Badge Tracker Website
AboveTheChemist replied to KeyboardKitsune's topic in Badges
I submitted a number of pull requests to add missing settitle IDs to the winter event and valentines event badges. If anyone notices any other badges missing settitle IDs, please let me know. -
I ran a few DFBs in early Jan (twice with a team of six, twice with a team of eight), but in both I was using XP boosts. I am happy to parse those logs for the exp gains if that would be of help.
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There are two that are possible rewards for defeating Snaptooth (either Partygoer or Heart of Light/Darkness as shown in my screenshot above) plus another for defeating Snaptooth 5 times. The badge for defeating Snaptooth 5 times could also have been earned during the Winter event.
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One further note about the Scratch/Ganymede missions. If you pre-clear the second mission before inviting someone of the opposite alignment to help with the click at the end, they won't get credit for the mission and won't get the badge (assuming they don't already have it). So you might want to check with them first to see if they need the badge and be willing to reset the mission, if you pre-cleared it.
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As a PSA for folks doing the Ganymede/Scratch missions, soloing the first mission is fine. But if you pre-clear the second mission before inviting someone from the opposite alignment to your team to hop in and click the item at the end, that other person won't get credit for having been on the mission long enough to get their badge. Of course if they already have the badge, it is not an issue, but you might want to check with them to make sure in case they want the badge too.
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Not sure if it is silent, but back when I played on Live (from around launch to around issue 4), there was a 'pew' sound effect when you selected a character and clicked 'Next' or 'Enter' to enter the game. It doesn't make that sound any more and I miss it. You can kinda hear it in this video at the 1:32 mark: Edit: I decided to fix this myself, and posted a zip file and instructions on how to get this sound back.
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Challenge accepted and completed (not by me) several months ago.
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There are also some recipe-rejection badge placeholders that show up via the /settitle command, but aren't currently 'live' badges. They are: Reject Common RecipesReject Uncommon RecipesReject Rare Recipes I have no idea how many rejected recipes it takes to earn each of these, and more importantly I have no idea if these will ever become anything more than placeholders. But, the game currently does keep track of the number of each recipe rejected by rarity. The /settitle IDs for these are 2310, 2311, and 2313, respectively.
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Slash Command for Teleport Prompt ?
AboveTheChemist replied to Andreah's topic in General Discussion
There is a way to control options like that with a slash command. According to Shenanigunner's CoX Tech Guide (page 79-80), there are a couple of ways to toggle that. /option_set PromptTeleportFromTeammates <0/1> /option_toggle PromptTeleportFromTeammates Presumably /option_set PromptTeleportFromTeammates 0 turns the prompt off, and /option_set PromptTeleportFromTeammates 1 turns the prompt on, but I haven't tested it for sure. Unfortunately, I am pretty sure the /option_set commands were broken back in the September patch. At least, the binds I have that used the /option_set command have not worked since then. It might be worth trying with these though just in case. -
I'm not sure if this is as cheap as you are looking for, but I put this build together for about 150 million over the summer. I think it might be slightly more expensive now, to the tune of maybe 175 million. Granted, I am extremely patient when bidding for my builds, placing relatively low bids and waiting sometimes a week or two for them to fill. It'll be more expensive for the less patient. Here's the build. I put it behind spoiler tags to avoid the wall o' text. There are no purples or ATOs, just uncommon and rare sets with a few choice PVP IOs thrown in. It provides 45% fire/cold defense and 90% fire resistance pre-incarnates. I had never had a farmer before and built him simply to see what all the fuss was about. It was a fun process and I am really happy with how he turned out. He can clear +4x8 fire farms with ease, and I use a macro/popmenu to convert inspirations to reds and consume them while I am farming. That plus the odd tap of Consume and/or Healing Flames is all he needs. I didn't include the incarnates I ended up using, but I generally stuck with the ones that would increase either damage or defense. Honestly I have not farmed much with him since getting the incarnates (I just haven't needed the money) so I am sure he's much more effective now than before. I make no claim that this is any kind of special or ultimate build. He does the job, though, and didn't break my bank in the process.
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I still use Ouro often simply because I know the enterbasefrompasscode option will change or go away eventually and I want to ween myself off of it so it's not so hard adjusting once the changes are made. Admittedly, if I get in a pinch and need to be somewhere fast, I hit the macro. Otherwise I stick with the non-exploit methods of travel.
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The 'Bug Hunter' and 'Flames of Prometheus' badges are special case badges. The way KeyboardKitsune has the Badger site set up at the moment, those two badges count towards your character total but not towards the badge counter on the badge collection page. Thus the discrepancy that you see above.
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I can guarantee this 100%, from my logs from just the other night (with color code tags removed for readability). I was converting by rarity, with the intent of landing in a type that would yield a guaranteed uncommon-to-rare conversion by type. 2020-01-13 06:28:53 Maelstrom's Fury: Damage/Endurance successfully converted to Thunderstrike: Damage/Recharge. Just this week I added code to my log parser to automatically compute the number of converters used, and due to cases like the one above where it is otherwise ambiguous whether the conversion was by rarity or by type, I had to generate a warning if the parser couldn't tell which conversion type had taken place. Two-month edit: I was converting this weekend, had this conversion happen, and thought of this thread. I was converting by rarity and it stayed in-set.