Jump to content

AboveTheChemist

Members
  • Posts

    1822
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by AboveTheChemist

  1. 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.

  2. On 10/28/2023 at 1:16 AM, Razor Cure said:

    So now I am even more confused, Haha

     

    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.

  3. 6 hours ago, srmalloy said:

    The minimal fix is to copy the standard AP map texture to the filenames the client associates with the event zone configuration.

     

    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.

  4. 19 hours ago, TheZag said:

    It will 'fix itself' when the halloween event ends and then break again when winter atlas park arrives if you dont update.

     

    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.

  5. 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.

    • Thanks 2
  6. 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.

    • Like 2
    • Thanks 2
    • Thumbs Up 1
  7. 22 hours ago, WanderingAries said:

    Did that GDrive archive help any?

     

    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.

  8. 3 minutes ago, Solarverse said:

     

    Do you want files that I deleted as well? I would have to put them back in to do that. The unwanted files have been removed.

     

    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.

    • Thumbs Up 1
  9. 9 minutes ago, Solarverse said:

    I got my version before the original CoH Modder Tool was created by Philotic Knight.

     

    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_.

     

    pk_cohmod_convo.png.cb19a0192d64b436a6e9b6374af8746a.png

    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.

    1. 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.
    2. 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.

    • Like 2
  10. 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.

    • Like 2
    • Thanks 6
    • Thumbs Up 3
  11. 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.

    • Thanks 4
    • Thumbs Up 1
  12. 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:

     

    Spoiler
    // PURPOSE  Popmenu file for Master of Dilemma Diabolique sub-menus
     
    Menu "MoDD_Recruiting"
    {
    	<MoDD_Recruiting menu options>
    }
    
    Menu "MoDD_GroundRules"
    {
    	<MoDD_GroundRules menu options>
    }
    
    <repeat as necessary>

     

    Basically it seems like as long as you fully close one menu before starting another, they can be combined into a single file.

     

  13. 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:

     

    Spoiler

    Main (parent) popmenu:

     

    // PURPOSE  Popmenu file for Master of Incarnate Trials
     
    Menu "MoTrials"
    {
        Option "&1 Master of Dilemma Diabolique" "popmenu modd"
    }

     

    New MoDD popmenu split off from the parent:

     

    // PURPOSE  Popmenu file for Master of Dilemma Diabolique
     
    Menu "modd"
    {
        Title "Master of Dilemma Diabolique"
        Menu "&1 GROUND RULES"
        {
            Option "&1 INTRODUCTION"        "say Welcome to a MASTER OF DILEMMA DIABOLIQUE badge run!"
            Option "&2 BADGES"              "say There are FOUR badges to achieve a MoDD:"
            Option "&3 SPINEBREAKER"        "say SPINEBREAKER: Kill all 4 spines within 1 minute of each other"
            Option "&4 SENTINEL SMASHER"    "say SENTINEL SMASHER: Rescue only certain AVs"
            Option "&5 SACRIFICIAL LAMB"    "say SACRIFICIAL LAMB: Do not smush the Heroes with Diabolique"
            Option "&6 LIFE AND DEATH"      "say LIFE AND DEATH: Do not let Diabolique consume Essences"
            Option "&7 DONT WORRY"          "say I will post reminders when we are approaching badge stuff"
        }
        Menu "&2 LET'S GET STARTED"
        {
            Option "&1 QUEUE"               "say We are IN QUEUE, please hit the green button!"
            Option "&2 CLEAR MOBS"          "say Clear mobs from around the spines but DO NOT ATTACK the spines directly!"
            Option "&3 SPINE TEAM 1"        "say Team 1: NORTH spine"
            Option "&4 SPINE TEAM 2"        "say Team 2: CENTRAL spine"
            Option "&5 SPINE TEAM 3"        "say Team 3: EASTERN spine"
            Option "&6 SPINE TEAM 4"        "say Team 4: SOUTHERN spine"
        }
        Menu "&3 RESCUE HEROES"
        {
            Option "&1 ASSEMBLE"            "say Take the TP and come save some heroes!"
            Option "&2 POSITRON"            "say POSITRON HERE $loc"
            Option "&3 AURORA"              "say AURORA BOREALIS HERE $loc"
            Option "&4 LIBERTY"             "say MS. LIBERTY HERE $loc"
            Option "&5 BRAWLER"             "say BACK ALLEY BRAWLER HERE $loc"
        }
        Menu "&4 SENTINEL FIGHT"
        {
            Option "&1 NICE WORK"           "say Nice work! LORES OUT for the >>>Sentinel<<< fight!"
            Option "&2 WHITE SHIT"          "say Watch out for the WHITE AURA that he summons - standing in that will buff his regen!"
        }
    }

     

     

    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.

     

  14. On 9/15/2023 at 7:30 PM, Display Name said:

    In the mish, there's a badge in a circular room.  But the badge is UPSIDE down!?

     

    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.

    • Like 1
  15. 3 hours ago, Marine X said:

    I bet it was for too many chat events in a short period that triggered GM Bot

     

    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:

     

    Spoiler

    2019-08-31 18:46:13 [Tell] :Rustin Peace: Health
    2019-08-31 18:46:13 [Tell] -->Rustin Peace: Health
    2019-08-31 18:46:13 [Tell] :Rustin Peace: Health
    2019-08-31 18:46:13 [Tell] -->Rustin Peace: Health
    2019-08-31 18:46:13 [Tell] :Rustin Peace: Health
    2019-08-31 18:46:13 [Tell] -->Rustin Peace: Health
    2019-08-31 18:46:14 [Tell] :Rustin Peace: Health
    2019-08-31 18:46:14 [Tell] -->Rustin Peace: Health
    2019-08-31 18:46:14 [Tell] :Rustin Peace: Health
    2019-08-31 18:46:14 [Tell] -->Rustin Peace: Health
    2019-08-31 18:46:14 [Tell] :Rustin Peace: Health
    2019-08-31 18:46:14 [Tell] -->Rustin Peace: Health
    2019-08-31 18:46:14 [Tell] :Rustin Peace: Health
    2019-08-31 18:46:14 [Tell] -->Rustin Peace: Health
    2019-08-31 18:46:15 [Tell] You are banned from talking for 2 minutes, 0 seconds.

     

  16. 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.

    • Thanks 1
  17. 4 hours ago, CountVampyro said:

    I know you can type in /loc to get your current location, but it would be nice to have a way to display your current location as you travel through a zone (i.e. to find badges in zonse where Vidiot Maps is not available).  Anyone know a way to build a macro for this?

     

    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.

  18. 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/

     

    • Thumbs Up 1
  19. 1 hour ago, Warlawk said:

    I can assure you without a shred of doubt that is not the case... Using the bloody rainbow asteroid farm dedicated farming brutes could push out 2-2.3 mil inf per minute and that absolutely is not the case any more.

     

    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.

     

    • Like 1
  20. The enhancements seem to work well now. I did notice a couple of bugs, though, spoilered below:

     

    Spoiler

    1. The tool will allow one to slot multiple copies of the same enhancement. For instance, I could slot two of Thunderstrike: Accuracy/Damage in the same power, and that should not be possible.

    2. There is a slight typo in the web tool name in the upper left (Talon Planer instead of Talon Planner)

    3. When the data finishes loading, the little popup in the lower left says 'Loading is Pau!' That's not necessarily a typo, I am just not sure what 'Pau' means (unless it is a pop culture reference that I am missing)

     

    I can also just DM bugs to you if you prefer not to clutter the thread unnecessarily.

×
×
  • Create New...