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AboveTheChemist

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Everything posted by AboveTheChemist

  1. As far as I know, the game does not cache popmenus. I've worked with a lot of popmenus and have never seen behavior from the client that would indicate it is caching popmenus. Of course, my experience doesn't cover all possible scenarios, but I'd look for other possible causes first. The game will pull popmenu data first from the pigg files (for built-in popmenus or modded popmenus that were bundled as piggs), and then from the \data folder. Versions in the data folder will overwrite any versions in the piggs. Is it possible that you have another popmenu in your data folder that uses the internal 'costumes' menu name? Or, is it possible that you have two 'costumes' popmenus contained in one .mnu file? .mnu files can contain more than one popmenu so maybe you accidentally pasted two copies of the 'costumes' popmenu into one file? It might also help if you uploaded a copy of your 'costumes' menu here so I can see if I notice any other potential causes.
  2. You may already know this but the game stores the fog of war in individual files for each character, and what you describe sounds like something may be deleting those files, which will cause the fog to reset. If you are using the HC launcher, they are stored in a subfolder in <CoH Root>/accounts/<your_account_name>. I don't recall the exact subfolder name but I think it is something like maps or visited_maps. I suspect that is not the issue here, but it might not hurt to check to see if those are getting deleted somehow between play sessions just to rule it out.
  3. This should be true but there is a slight chance there are still some images on the wiki whose names don't match what is in the game files for macro image purposes. There is a curated list of images for use with the macro image command here (fair warning, lots of images on the page so it may be slow to load): https://homecoming.wiki/wiki/Macro_image_(Slash_Command) This covers all the icons whose dimensions will fit well in the power trays. Other icons (like badge icons) can technically be used as well, but they won't fit well in the power trays and generally look bad if used.
  4. I am only a month late, but I submitted the pull request on github to add the winter event badge. Pull requests usually get merged within a day or so of submittal, so if all goes as planned the new winter badge should appear on Badger soon.
  5. The top post has been updated to include the 2023 winter event badge. If anyone notices any issues with the data please let me know.
  6. Updated (in top post) to add the 2023 winter event badge. Please let me know if you notice any issues.
  7. You probably just need to update your vidiotmap install. About a year ago they created seasonal variants of the AP map textures, and shortly thereafter I updated vidiotmaps to account for the new textures. Without the update, you'll only see the badge markers in AP during the time between the winter event and the Halloween event (roughly Jan-Oct). Unless you were using my winter events gift map mod, in which case those intentionally only show the gift locations, and none of the normal vidiotmap markers.
  8. It's a beacon issue in Port Oakes and in Mercy Island that, as far as I am aware, dates back to the release of CoV. I just posted in the thread you linked with a longer explanation from Faultline.
  9. This dates back to a live-era bug with the beacons in Port Oakes, which also occurs in Mercy Island. This bug has been reported many times on the forums, including this thread and mutiple others that I don't feel the need to dig up at the moment. Here's the explanation of the issue that Faultline posted on the beta tester discord: The wiki location is correct, as is the vidiotmaps location. I know as I spent a lot of time checking them. If you have evidence that a vidiotmap location is in error, please let me know. I've checked most if not all of them and I don't know of any that are in error by more than a few pixels.
  10. Forgot to bump this once the winter event started, but better late than never if anyone needs an in-game map to aid in finding presents. It temporarily overwrites vidiotmaps (for the maps that have gifts), but it can easily be uninstalled once you've had your fill of presents.
  11. I have no idea if there are potential performance issues associated with installing a large number of mods, but one potential downside one might run into is that some mods may overwrite one another if they mod the same aspect of the game. I have several map mods available via the installer that have maps in common, so you'll run into that issue if you install all my map mods. I try to explain that up front but some folks still seem surprised when, for example, their vidiotmap for Atlas Park is different after they install my winter event maps.
  12. I'll try to get to it this weekend. I also need to update some of my mods to include that badge so I'll try to do that this weekend too.
  13. Indeed it is, see the third paragraph in the top post, and the Use instructions section. Long story short, it is the only practical method to invoke the bind_load command from within a popmenu.
  14. It's a fairly well documented bug at this point. Here's one thread, and I know there are a couple of others but I didn't really feel the need to dig for them. In the thread I linked, I quoted one of the devs that explained the issue to me, but the summary TheZag gave above is a great summary. And as RikOz pointed out, It is not related to vidiotmaps.
  15. I have a copy of DeTexturizer but I am hesitant to share since I am not the author. Prior to the availability of DeTexturizer, I wrote my own (simple) Python script to de-texturize texture files for my own personal use (and still use it regularly). If Python users would like me to share the code, just let me know. Otherwise, I am certain Michiyo's replacement tool will be fantastic, so the best option is probably to wait for that.
  16. There is no such mechanism that I am aware of, but if this is something that you strongly desire, it would be possible via a popmenu. You'd need to collect the coordinates of all the base portals, train stations, and whatever other landmark you wanted. Those can be used to create a popmenu that you open with a macro or keybind that lets you choose the zone you are in, and it would drop a thumbtack on your point of interest. It would take some legwork getting the coordinates of your points of interest, but otherwise the popmenu itself would be relatively simple.
  17. Do you have more than one CoH install? This has the classic hallmarks of having multiple CoH installs and installing vidiotmaps to the wrong one. Either that, or perhaps you forgot to set the assetpath flag as part of the City Mod Installer process.
  18. Yep, as far as I know that is what has been done to date. I can't remember which HC team member I spoke with, but during that conversation (which was around this time last year) my impression was that they did eventually plan to make 3 new variants for the Halloween, fall, and winter maps, to reflect the zone changes you mentioned.
  19. Unless something has changed with the Atlas Park map textures, the AP map won't return to 'normal' until after the winter event. AP is currently using the 'Halloween' map variant, and will change to the 'Fall' map variant once the Halloween event is over. The map will then change to the 'Winter' variant during the winter event. It will revert back to the 'normal' variant after the winter event and won't change again until next year's Halloween event. Also, there is currently no visible difference between the four AP map variants. I think the plan is to create different map textures to reflect the seasonal changes to the zone, but as far as I know those texture changes have not been implemented yet.
  20. As has been alluded to above, you need to update your vidiotmaps. The new texture names were rolled out around this time last year and vidiotmaps was updated accordingly shortly thereafter.
  21. Seasonal bump for anyone Halloween GM hunters that could use a map to help find Halloween GMs in their favorite zones! As far as I know, no locations have changed from last year but if anyone notices any GMs in a new spot, or in the wrong spot, please let me know. Thanks!
  22. Users who updated vidiotmaps via the old CoH Modder tool from about August to December 2020 may have downloaded a tampered copy that contained some nude costume textures. These aren't harmful for your computer, but they may make certain character models appear fully nude in-game. If you didn't knowingly install this 'nude mod' and wish to remove these nude costume textures, then simply delete the following files if they exist in your HC install: <CoH Root Folder>\data\texture_library\PLAYERS\AVATAR\Female\Masks\Hips\sf_hips_bikini_2.texture <CoH Root Folder>\data\texture_library\PLAYERS\AVATAR\Female\Masks\Chest\sf_chest_top_8.texture I've included similar instructions in the top post.
  23. Thanks to uploads from Solarverse and WanderingAries, plus a little extra digging on the forums, I think I have pieced together a crude picture of what happened. It appears that vidiotmaps was tampered with during the early months of CoH Modder's existence. WanderingAries provided a copy of vidiotmaps version 1 (dated August 6, 2020), which is clean. The version Solarverse provided is version 5 (dated December 15, 2020) which contains the tampered files. I don't have any versions between those two, so I can't say exactly when the tampered version was uploaded, but it seems clear that it was after version 1 but at or before version 5. On December 31, 2020 PK posted in the (old) vidiotmaps thread that vidiotmaps version 6 was available in CoH Modder and contained an "important bugfix". He was not specific as to what exactly was fixed, but I'd wager a princely sum that the bug (discovered by forum user Grim Lynn) was the two nude costume textures. Note also the next post wherein I asked if the bug was isolated to CoH Modder users, and PK said it was. This leads me to think that the tampering wasn't present in an original pre-Homecoming vidiotmaps source (like sourceforge), but was only added to a version uploaded to CoH Modder. So the tampering had likely been fixed in version 6, and as far as I can tell the next vidiotmaps update was the one I uploaded in Feb 2021. As I stated previously, I never noticed any of the added costume textures among the vidiotmaps files when I took over. Given the way the texture files are organized by folder, it would have been quite obvious that they were there, so I am confident vidiotmaps had been cleaned of the nude costume textures before I came along. If you have an old version of vidiotmaps kicking around from late 2020, I'd highly recommend updating it to the latest version, which is available here. There are install instructions there for both the City Mod Installer (which I strongly recommend), or for manual installation. There are also instructions for removing older vidiotmaps installations, which in this case I definitely recommend following, and I added instructions for removing the nude costume textures if you happen to be using a tampered copy of vidiotmaps.
  24. It helped me, at least. Although the newest upload I see there is from 2020. I don't see anything recently uploaded to that folder, but I might be mis-interpreting something. It did include the original CoH Modder vidiotmaps (version 1) which is definitely a helpful reference point.
  25. If you can include them easily, then that's fine, otherwise I am not too worried about those two files as I don't think much info would come from them. I'd love to see everything else that was in there, though, including any non-texture files. There may be some clues in the metadata somewhere that help narrow down a window for when a tampered file might have potentially been available.
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