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AboveTheChemist

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    2022
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Posts posted by AboveTheChemist

  1. 40 minutes ago, majordeej said:

    Not sure if others are experiencing that

     

    You are not alone there. I've had to cut several testing sessions short due to nausea. I don't think anything specific to the labyrinth (in terms of stuff like effects or lighting) causes it for me. Any time I move quickly with repeated turns, I get motion sickness. It's just that it is hard to avoid doing that while traversing the labyrinth.

  2. 12 minutes ago, SuperBear said:

    The badgelist.mnu is an alphabetical badge list, but we already have that built into the badgesetlist.mnu it looks like.

     

    Essentially, yes, with some strong caveats. BadgeSetList is mine, and while I did originally create it as an offshoot of (among others) the alphabetical badge list menu 4+ years ago, even back then I made substantial formatting/content changes that resulted in the two menus bearing only a passing resemblance. So if you are hoping to get an exact 1:1 replication of the content of badgelist.mnu in my badgesetlist.mnu, you may be disappointed.

     

    Also, I was wrong about the last updated version of badgelist.mnu. If you take a look at the post at this link, it has a more recent update from 2023.

  3. 7 hours ago, SuperBear said:

    BadgeList.mnu (from 2021)

     

    I am fairly certain that this one is the alphabetic badge list popmenu at this link, which unfortunately doesn't appear to have been updated since Issue 27, page 6 (the post at this link is the latest I could find). It doesn't appear to be available in City Mod Installer but I might have overlooked it.

     

    The PetSummons.mnu appears to be the mod at this link. There are only two posts in that thread, one from the original mod author in 2022, and one from someone who apparently modified the original author's work and published an update as their own in 2023. Based on your info, I assume you have the latter. Both the original 2022 version (at this link) and the modified 2023 version (at this link) appear to be available in City Mod Installer, but I am not familiar with that mod at all so I might be looking at the wrong thing. At any rate, I don't see any updates newer than the one you already have.

     

    The transport menu isn't familiar to me and a cursory search didn't turn up anything so I am afraid I can't be much help with that one.

     

  4. Quick bump as I was recently reminded of the issue in the LRT menu due to the Rookie - Silent Sentinel swap as detailed in my post immediately above. I had actually forgotten that I had made the above post, but in the interest of trying to get it fixed, I'll gladly offer my services. If any devs read this and would like me to make the edits, test, and submit an updated popmenu, I am happy to do so to save you the trouble.

    • Thumbs Up 1
  5. 4 hours ago, LynnD said:

    Vidiot maps needs another update.

     

    I replied to your PM before I saw this, but the updates you mention were made months ago, as noted in the zone-specific update log in the top post. It sounds like you either need to update your vidiotmaps installation or delete an old installation that might be overwriting the most recent version. Instructions for those tasks can be found in the top post at this link.

     

    • Like 1
    • Microphone 1
  6. I have a couple of minimalist teleport hubs. The one on Everlasting is ELTP-7670. I built that same base on Torchbearer at TBTP-7677, and in the meantime Dacy spruced it up quite a bit (while maintaining the same functionality) as part of a demonstration class. Needless to say, her work looks infinitely better than mine. I do need to edit each to move the Striga Teleport over to the co-op teleport section.

    • Thanks 1
  7. 17 hours ago, AnneDroid said:

    Not sure where to report this, but after attempting to update the Badge Set List popmenu I'm seeing the following:

     

    I verified that the MD5 hash of the version I downloaded from the City Mod Installer matches the MD5 hash of my original mod pigg. It is highly likely that this is a download issue on your end.

  8. 11 hours ago, schrodingercat said:

    heya! I tried to update this using City Mod Installer, but it says:

     

    Offhand it sounds like an issue with the download. I recommend posting in the City Mod Installer thread as I can't offer anything beyond the most basic support for that tool, and you're more likely to get meaningful support in that thread. Alternately, you can try the manual installation process as laid out in the top post.

     

    EDIT: I verified that the MD5 hash of the version I downloaded from the City Mod Installer matches the MD5 hash of my original mod pigg, which further leads me to think it is a download issue on your end.

     

  9. Part of the issue regarding the black border is that the underlying image files are constrained to dimensions that are powers of two, typically 512 or 1024 pixels. CoH zones are all different shapes and sizes and don't necessarily fill all the space on that canvas completely. Further, each pixel on a given map represents either 10, 15, or 20 feet (approximately) in-game depending on the particular map (with a few oddball zones).

     

    For example, here is the map image for Founders Falls:

     

    founders_falls_orig.thumb.png.a71ea331704f6ef80694deca1038160b.png

     

    It is 1024x1024 pixels, and each pixel represents approximately 10 feet in game. Cropping that image to 512x512 results in insufficient space for the actual game map. Theoretically you might be able to crop it to 512x512 and lower the pixel resolution to 15 feet in order to get it to fit, but you would likely end up with a worse quality map, and you would still have a black border. I don't know how zone maps were/are created so something like that might not even be feasible. Such a change would also likely require re-calibrating all the static map markers (like contacts and stores) and how dynamic map markers (like player markers) move across the map, which might not be a trivial task.

     

     

  10. Just now, Duckbutler said:

    Map zoom should be a slider on the right side of the map. Why do I not see it in the screenshot?

     

    I noticed that as well and was just about to post about it. I don't think it is a window size issue because I frequently expand the map window to fill nearly the entire screen when I am working on map mod updates, and the zoom slider has never disappeared on me before. Unfortunately I don't have any explanation as to why the zoom slider appear to be missing.

  11. 46 minutes ago, FutureTails21 said:

    I want to test the powerset, but I can't seem to find the freebies menu or am I missing something?

     

    Try:

     

    /popmenu freebiesmenu

     

    If nothing comes up, the menu might be temporarily disabled. Otherwise, you can bind/macro that to your favorite key. That's assuming of course that it is not in its usual place in the menu at the end of the chat bar.

    • Thumbs Up 1
  12. 53 minutes ago, Display Name said:

    Please note that some time capsules do not appear in these map locations.

     

    There was probably someone else in the zone collecting capsules, and you just happened upon some locations that had not respawned yet. Those maps on the wiki are the same maps in the mod I linked earlier.

     

    EDIT to add that it took me 68 capsules to get the two defeat badges, but I did happen upon a couple of Rikti spawns that someone left. Were it not for those, it would have taken me at least a few more capsules.

     

    • Like 3
  13. 1 hour ago, PoptartsNinja said:

    They're asking what needs to happen for Cimerora to appear in the list of destinations at Oroboros, the answer is: successfully complete an ITF.

     

    This is partially correct. From the i27p4 patch notes:

     

    Quote

    You can now unlock Cimerora as a travel destination in the Ouroboros exit portal by earning the 'History In The Making' Cimerora Exploration Accolade badge or by earning the 'Temporal Strife' badge by completing the Imperious Task Force.

     

    • Thanks 1
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