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AboveTheChemist

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Everything posted by AboveTheChemist

  1. The Philotic Knight (PK) contacted me via private message (PM) on August 6, 2020, to let me know about the launch of the CoH Modder tool, as he wanted to include a couple of my early mods within it. So I think CoH Modder was launched sometime in August of 2020 and looking at the dates on your folders, it's possible that your version might have come from PK's CoH Modder tool. Unfortunately, PK himself told me later in the same PM conversation that the CoH Modder tool was not secure from tampering. Here's a screenshot from that conversation wherein I raised the question about tampering. This was about a day or two after I began actively using the CoH Modder tool to update and maintain my own mods (but before I became involved with vidiotmaps). Note for general readers that PK has since changed his username to _NOPE_. I would not have posted this while CoH Modder was still available, but since the tool is defunct and no longer available, I don't think there is any danger in revealing this info. The most likely cause of the nude costume texture issue seems to be perhaps vidiotmaps was tampered with, and perhaps there was a tampered version available on the CoH Modder tool for a brief time, but when I took vidiotmaps over, I overwrote the tampered version with a clean version. It's just a working theory but it seems to fit the facts as I am aware of them. @Solarverse (apologies for the ping, just wanted to make sure you saw this part), I've got a couple of questions that might help provide further info. In one of your screenshots you show the contents of a file called vidiotmaps_i26_coh_modder.zip. Can you please check the modified date for that zip file? That will pin down at least one date when the tampered mod could have potentially been available on CoH Modder. I assume it's roughly the same date as that shown on your mod folders (12/22/2020) but just want to be sure. If possible, can you please make that zip file and its contents available via Google drive or Dropbox or something? I've got some older archives of the mod, but there are certainly gaps in my library. If it does turn out that a tampered vidiotmaps was uploaded, I'd like to run some checks against known good maps to make sure that there weren't map texture files that were possibly tampered with on a more subtle level that are still kicking around in the current version of vidiotmaps. Thanks for the help, and sorry you went through this. Mod tampering is something that I've been concerned with for a while so I take this type of thing quite seriously. It makes me a tad sick to my stomach to think that someone might take something meant as a gesture of good will to the community and hijack it for nefarious purposes.
  2. I (unofficially) took over maintenance of vidiotmaps in February 2021. I can assure any user of vidiotmaps that no such files that modify costume parts have been included in the vidiotmaps mod during my tenure as curator of vidiotmaps. Further, I've checked my fairly extensive library of older vidiotmap installs and can find no trace of any files which modify costume parts. I've spent a good bit of time digging around in the files that make up the vidiotmaps mod and if any such files were in there, I would have noticed them long before now.
  3. I (unofficially) took over maintenance of vidiotmaps in February 2021. I can assure any user of vidiotmaps that no such files that modify costume parts have been included in the vidiotmaps mod during my tenure as curator of vidiotmaps. Further, I've checked my fairly extensive library of older vidiotmap installs and can find no trace of any files which modify costume parts. I've spent a good bit of time digging around in the files that make up the vidiotmaps mod and if any such files were in there, I would have noticed them long before now.
  4. It looks like the name is: Ouroboros Portal which is spelled slightly differently compared to how you have it above. I used the City of Data website to check, which is a handy reference for game data.
  5. Happy to help, and great news that you were able to find a viable solution! One other thing I'll mention that I learned yesterday after I posted is that apparently multiple popmenus can be combined in a single file. That's not a practice I would normally consider for most popmenus, but it looks like it might be worth consideration in this case. It looks like from your 'MACRO' option that you have now set up 6 sub-menus for MoDD, so instead of having 6 different popmenu files, as I understand it you could combine all the related sub-menus into one file. Again, this isn't something I've tested, but it might be worth a shot. Here's a quick example of how it should (theoretically) work:
  6. I don't see any obvious issues, although I have not had a chance to test the menu in-game. I admit I don't use menu hotkeys much so I am not as familiar with their limitations, but based on your observations there must be a limitation to their use beyond 2 sub-menus. I've searched the resources I can think of but I can't find any documentation of their being a limitation to hotkey function beyond 2 sub-menus. Popmenus can, in limited circumstances, be called from within other popmenus, so one possible solution that would let you keep the sequencing laid out above would be to split off the MoDD sub-menu as it's own separate popmenu. I made a thread about the issues that can arise from calling a popmenu from within a popmenu, but as long as you keep the popmenu call on the top level of the parent popmenu it should be fine. It would look something like this: This keeps you from going more than 2 deep on the sub-menus and I think should work for what you want to do. And if you want to add more 'Master Of' runs, you can add an entry to the parent popmenu and create a new popmenu for each new run you add. Fair warning that I have not tested this, so there's every chance that something may go awry. I'm not able to get to my computer to test at the moment but will try to remember to do so this evening.
  7. I realize I am way too late for this in this case, and this is directed to anyone reading the thread (not just the person quoted above), but it would be quite helpful if a tastefully cropped screenshot (or, barring that, a photo of your monitor) of the map issue you see in-game is included to help diagnose map issues. That being said, from what I have seen the Midnighter club map is used somewhat frequently for missions, and as a result I often see the badge marker appear on mission maps when there is no actual badge there. It's not ideal but since those image resources are shared, I am not aware of a way to remove the marker from the mission maps without having the badge marker in the static version of the Midnighter club disappear as well. That's how I understand it, at least, as those map modifications predate my time working on vidiotmaps. I can't explain an upside-down marker, though, and that's why a screenshot would have been helpful. In short, you didn't glitch the mod, it's just a quirk of that particular map resource.
  8. I think this is correct. I used to have keybinds that sent me a tell when I used certain inspirations, and I got the exact same chat ban once when I spammed the heal inspiration bind 7 times in 2 seconds:
  9. As far as I know it was not moved. Try the following command when you are in Neutropolis: /thumbtack 1853.7 974.4 -647.7 That will place a marker on the badge location. If it doesn't award, double-check your badge list to make sure you don't already have it. You can also verify if you have the badge or not using: /settitle 1404 That sets your title to "Eyes to the Future" if you already have it (it may take a minute or two to take effect), or it will say "Your badge title has been cleared" if you don't have the badge. Make note of your current badge title in case you need to change it back.
  10. As an addendum to biostem's excellent suggestion above, the /conprint command can be used to avoid having to create a chat channel. Just use: /conprint "$loc" and the current coordinates will be printed to the system channel (make sure the system channel is turned on in the desired chat window). The /showfps command might also work. For example: /showfps 3 will display the current camera coordinates in large print on the screen. Use /showfps 2 to display the coordinates in small print, and /showfps 0 to turn off the coordinates. Note that these are the camera coordinates, not the player's coordinates (unless the camera is zoomed into first person), but as long as the camera is zoomed relatively close to the character, the coordinates should be close enough to find stuff like badges and plaques. Circling back to your original question, can you give an example of a zone with badges for which there is no vidiotmap? I cannot think of one offhand but if you know of one please let me know and I will generate one for the next vidiotmap update.
  11. As far as I know most (or perhaps all) of the .bin files are packed into the .pigg files, which are in <CoH Root Folder>\assets and the various subfolders therein according to the server assets they contain. You'll need a pigg viewer to access the pigg files and extract any bin files you need. You can try this thread for some pigg viewer suggestions, the most recent posts are the most relevant: https://forums.homecomingservers.com/topic/5405-piggviewer/
  12. The nearly 40 runs worth of log data I collected assures me that it is the case. However, my results are tallied as gross total for the entire run, regardless of time, so I can't really speak in terms of inf/min. Perhaps the issue is that you are still trying to use Briggs' Bloody Rainbow farm, which was not updated (last time I checked at least, which has been a while) for the i27p5 changes. I tried using it at first and noticed, as you have, that the rewards were indeed lesser. When I changed to a nearly identical fire farm updated for i27p5 (as noted above, America's Angel's arc #41794), the rewards are virtually identical to my summer 2020 runs. Note also that my summer 2020 tests were after the 'Disabling XP No Longer Increases Influence' change, so if you are comparing numbers before that change took place then yes, you'll see a difference. I'm happy to post my spreadsheet and logs, if interested. I guess the TL;DR would be to make sure you are using a farm that has been updated for i27p5 as a basis of comparison for current AE farming income. Otherwise, the other posters seem to have good suggestions for non-AE farm missions, and best of luck on your search.
  13. I am not a regular farmer, but for some recent reward testing I've been using America's Angel's arc #41794. Rewards for that arc (including drops, XP, and inf) are essentially identical to some prior testing I ran back in summer of 2020 using Briggs' Bloody Rainbow #125.
  14. I've been taking a mini-break of late, mostly to focus on testing and mod updates for the next content update, and I'm putting together a couple of RetroPie builds for my two brothers. I should be back in-game relatively soon, though!
  15. The enhancements seem to work well now. I did notice a couple of bugs, though, spoilered below: I can also just DM bugs to you if you prefer not to clutter the thread unnecessarily.
  16. I'll echo most of what Luminara said. It looks quite nice, and was intuitive enough that I was able to go from a blank slate to a roughed out build in a matter of minutes, and for the stuff that wasn't immediately obvious, it didn't take me very long to figure out what I was missing. Up until it came time to add enhancements, that is, but maybe that feature isn't in yet so no worries. I think it looks great and I am really impressed. Over the years there have been at least two attempts at building a web planner that I have watched with great interest, only to watch them both fall silent and, I assume, die on the vine. This has great promise and is already much farther along than either of those two efforts. And you have absolutely nothing to be nervous about! This is a fantastic contribution and I sincerely hope you stick with it. If there is anything I can do to help out (mostly in terms of testing, I know squat about coding something like this), please let me know.
  17. The Kallisti map was updated with that badge over 2 years ago, so you'll likely need to update your installation. If your install is more than a year or so old, you will need to follow the instructions for removing/deleting old installations as well. The install process changed about a year ago and old installs will prevent new installs from appearing correctly. Instructions for everything I mentioned above can be found in the first two sections of the top post.
  18. The game ignores underscores so it doesn't matter if they are there or not. They can make the command more human-readable, though.
  19. Try this command to make sure you are standing in the right spot: /thumbtack -1086.0 -16.0 -7612.5 If so, try this command to make sure you don't already have the badge. This will potentially change your badge title so remember what you had if you need to change it back afterward. /settitle 110 If it changes your badge title to Purifier (or Defiler, if you are a rogue), then you already have the badge, and there is some other part of the accolade that you are missing. Or if you are a rogue, then you won't earn the accolade until you switch to hero or vigilante.
  20. This thread is defunct and this installation of vidiotmaps is no longer valid. The current vidiotmaps thread and installation process is at this link: https://forums.homecomingservers.com/topic/37216-vidiotmaps-for-homecoming/ Follow the new installation procedures there. I strongly recommend installation via City Mod Installer but there are manual install instructions there too. Further, you MUST follow the instructions in the section titled Removing/Deleting Old Installations. The new install procedure is different from the one laid out in this thread and if you don't remove this old installation, the new install won't show up in game. If you have further questions please post them in the new thread. Thanks!
  21. I use generally the same keys listed in the OP. WASD (and/or mouse if my mouse hand is free) for movement Numpad 1-8 to select teammates, and other numpad keys for various types of targeting LCTRL + Numpad 0-9 for tray 2 (main attacks) LSHIFT + Numpad 0-9 for tray 1 LALT + Numpad 0-9 for tray 3 F1-8 are mostly popmenus Plus a plethora of other keybinds to do a host of different things, which are largely sync'd across all my characters. For instance, LSHIFT+Middle Mouse Button (AKA clicking the wheel) activates my travel power on every character. I keep a 4th power tray open for rarely used powers (like Ouro or Rest) that I don't mind clicking, otherwise I don't click powers or use macros.
  22. I had not heard of this restriction before, but after a little digging on the wiki it looks like the 60-day inactivity restriction was removed in Issue 14. (source: https://homecoming.wiki/wiki/Issue_14#Other_Changes, second bullet down). The current Auction House wiki page (https://homecoming.wiki/wiki/Auction_House) does not mention the 60-day inactivity window, and simply states "Inventories, bids and items for sale remain in the Auction House indefinitely until claimed or acted on, even if the account is inactive for a long time." I have not interacted with the Wentworth Representative in-game to my knowledge, but I'll have a chat with her next time I am on and will amend the wiki if her dialogue is different from what is shown on the Wentworth's wiki page (and will bug report it if she still mentions the 60-day inactivity window).
  23. The market fee is determined by the final sale price, not the listing price. Assuming an item sells, the market fee is collected in two steps. The first is the listing fee, which is 5% of the listing price and non-refundable. The second is the transaction fee, which is 10% of the final sale price minus whatever was paid as the listing fee, and is only collected if the item sells. Listing items at low amounts of inf does save on listing fees, but the difference is made up at the back end when/if the items sells. Assume an item sells for 1 million inf. The total market fee for that item is 100,000 inf (10% of 1,000,000 inf) regardless of the list price. If that item is listed for 100 inf, the listing fee is 5 inf (5% of 100) and the transaction fee is 99,995 inf (100,000 inf - 5 inf), for a total fee of 100,000 inf. If that item is listed for 100,000 inf, the listing fee is 5,000 inf (5% of 100,000) and the transaction fee is 95,000 inf (100,000 inf - 5,000 inf), for a total fee of 100,000 inf. Listing at lower fees can be advantageous (and sometimes downright necessary) if one doesn't have the inf on hand to pay a higher listing fee, otherwise there is no benefit in terms of market fees of listing at a lower price assuming all one's items sell. If the items don't sell, that's a slightly different story due to the non-refundability of the listing fee, but I won't pursue that tangent here.
  24. Falling through map geometry has nothing to do with vidiotmaps. There is an issue with the minimap for the Founders safeguard mission that dates back to the live days, but that's not something that I can fix. It has to be fixed in the code itself, which is beyond my control. That particular issue appears regardless if one is using vidiotmaps. I think there is a similar issue with the Atlas safeguard map. Some old links for further reading (and there may have been others generated since these were): https://forums.homecomingservers.com/topic/6210-safeguard-mission-maps-out-of-kilter https://forums.homecomingservers.com/topic/11484-safeguardmayhem-map-issues https://forums.homecomingservers.com/topic/19115-ff-safeguard-exploration-badge
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