
_NOPE_
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Everything posted by _NOPE_
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VidiotMaps for Issue 24 and Beyond
_NOPE_ replied to Blondeshell's topic in Tools, Utilities & Downloads
I see what happened. My CoH Modder program was pointed to my "new launcher" installation, and I assumed that when I "updated" a mod, that it would pull from those paths: But, duh, I'm an idiot, it pulls from exactly where I (as a mod author) TELL the mod to pull the files from, no matter where the CoH Modder "root" path is pointed at, which contained the OLD files: This was a simple case of USER error, not a coding error... in this case, I was the user. The program did EXACTLY what I told it to do. I just told it to do the wrong thing. If you check now, the program should now show an updated "V5" of the map pack, and that should work. I just tested it myself on my "old launcher" install directory. -
VidiotMaps for Issue 24 and Beyond
_NOPE_ replied to Blondeshell's topic in Tools, Utilities & Downloads
I'll have to test and troubleshoot when I'm done with work. -
VidiotMaps for Issue 24 and Beyond
_NOPE_ replied to Blondeshell's topic in Tools, Utilities & Downloads
I'm assuming you're using the new launcher? If so, you're pointing to the old install, not the new one. The game should have installed (by default) to c:\games\homecoming\ That's where you have to point the app. -
VidiotMaps for Issue 24 and Beyond
_NOPE_ replied to Blondeshell's topic in Tools, Utilities & Downloads
Which directory are you pointing the CoH root folder to? -
VidiotMaps for Issue 24 and Beyond
_NOPE_ replied to Blondeshell's topic in Tools, Utilities & Downloads
I just removed the list entirely. There's no point, since you can see everything in the application itself. Those were really just a relic of when you could download the mods separately outside the application. -
If you get the version that I just uploaded (1.67), this should no longer be an issue.
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VidiotMaps for Issue 24 and Beyond
_NOPE_ replied to Blondeshell's topic in Tools, Utilities & Downloads
Thanks everyone. I've updated the Vidiotmaps on CoH Modder with this. -
VidiotMaps for Issue 24 and Beyond
_NOPE_ replied to Blondeshell's topic in Tools, Utilities & Downloads
@Juggy when I try to use this file, this is what I see when I go in the zone: That doesn't... seem right, right? With all of this stuff outside the map on the left there? Any ideas? Here's where I have the file, and here's the file's modified datetime: -
I'm going to need a little bit more context there @arthurh35353, what EXACTLY were you doing when that error triggered? Can you repeat the error at will? If so, what steps must I take to reproduce the error on my end?
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New version 1.66 has been uploaded, please get it now. It contains some internal bugfixes, as well as a new important feature - the ability to see when a mod has been updated to a new version by the author. Previously, when you had a mod installed or downloaded, I would automatically remove that mod from the Server Mod list. Now, I'm doing a version check on the mod, and if it's a lower version that's download or installed, the newer version will NOT be removed from the Server Mod list, and the entry on you "Uninstalled Local Mods" or "Installed Mods" list will show with a red background and have a suffix added of "***NEW VERSION AVAILABLE***, as you can see in the screenshot below:
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You shouldn't have to do that, you must have an old version. Get the newest version, it should work with both the old launcher and the new.
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Yeah, that'd basically be a completely different program.
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Yeah but @NiCad the thing is, I'm a programmer by trade. This is what I get paid for. I should be better than this. Now, yeah this program is something that I do in my spare time, but still should have tested and caught that issue.
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Not without getting me involved. You can of course load an existing mod into the Edit window and rename it, then re-upload. When you re-upload it'll be added to the database as a new entry with the new name. Then you just have to ask me to remove the old one. I want old mod removal to be a manual process, so that I make sure that nobody's doing anything cruel or mean, like wiping out all of the mods on the server.
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Now that the errors in there again, and I have time to look at it, I believe I have found the problem. I've just released a program update (v 1.65) where it should be fixed. The issue was that my "self healing code" was doing a comparison of the ModVersion alright, so that part was working correctly... doing *A* comparison. The problem was that the field was being treated like a STRING field rather than a NUMERICAL field. And in a string field, 8 > 11, because 8 comes after 1. So version 8 was being seen as a newer version than version 11, which is what caused the whole issue to begin with. Rookie mistake, and I'm mad at myself for it, ugh. Should be fixed now though:
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Yeah, no, my "I26 Map Pack" is just a merger of the original ViotMaps and @Blondeshell's MoreMaps pack. I haven't updated it since, and wouldn't know where to get the updated map files from to do so.
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Just checked this out myself, it looks like @Solarverse somehow managed to upload both a version 8 and version 11 of his "Original Thermal Radiation" which broke the database. I've removed the duplicate older entry and it should now be working. Not sure how this happened, as I had "self-healing" code put in to fix things like this. I'll have to look into it further when I have move time. Solarverse, anything you recall that was unusual the last time you uploaded/updated that mod? Any info would help me troubleshoot the issue.
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A Powers "API" of sorts (Gift to the community developers)
_NOPE_ replied to RubyRed's topic in Tools, Utilities & Downloads
You could probably find all of those on my "Rosetta Stone", but as Ruby stated, you'd have to also sift through tons of NPC stuff too, that's kind of unavoidable AFAIK. -
VidiotMaps for Issue 24 and Beyond
_NOPE_ replied to Blondeshell's topic in Tools, Utilities & Downloads
Sounds like something's messed up with your install. I'd delete the whole directory and try reinstalling. -
VidiotMaps for Issue 24 and Beyond
_NOPE_ replied to Blondeshell's topic in Tools, Utilities & Downloads
@tjjano33 why do things the hard way? Just use CoH Modder and point the program at your CoH directory 😛 -
Solarverse's SFX Consolidated List of Mods
_NOPE_ replied to Solarverse's topic in Tools, Utilities & Downloads
Probably. Try OpenOffice or LibreOffice. -
Solarverse's SFX Consolidated List of Mods
_NOPE_ replied to Solarverse's topic in Tools, Utilities & Downloads
@Solarverse what version number is the file named? We're up to version 5, which contains several worksheets (tabs) in the same workbook (file). -
Solarverse's SFX Consolidated List of Mods
_NOPE_ replied to Solarverse's topic in Tools, Utilities & Downloads
@Solarverse no special program, I just used the filters that you can see at the top header line and filtered the sheet by power name, as you can see in my screenshot. -
Solarverse's SFX Consolidated List of Mods
_NOPE_ replied to Solarverse's topic in Tools, Utilities & Downloads
I see three sounds associated with that power, @Force Redux @Solarverse: One in the power itself, and two in the associated pet: SOUND\OGG\POWERS\RADINFECT1 SOUND\OGG\WEAPONS\POISONGAS1_LOOP SOUND\OGG\THORNS\TORCH2_LOOP Did you try all three of these? -
Solarverse's SFX Consolidated List of Mods
_NOPE_ replied to Solarverse's topic in Tools, Utilities & Downloads
@Solarverse, AFAIK all sounds and graphics are local, because it would be way too much data to try to push during runtime, it'd really slow down an MMO if everyone was fetching assets all the time from the server. The server just keeps track of player movement, character data, etc.