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More Titan Projects => Icon => Topic started by: Codewalker on December 11, 2012, 02:51:44 PM

Title: The Big Giant Icon Thread
Post by: Codewalker on December 11, 2012, 02:51:44 PM
Running Windows 7 x64 and getting a black screen and the error:

"Fatal Error"
File: bin/clientmessages-en.bin
Last Author/Status:Perforce.cpp failed to connect to Perforce

Unable to locate bin clientmessages-en.bin"

I miss something?

(I should add this is using the i23 live folder, last updated on That Final Day; I don't have Beta on this PC.)

That sounds like it's not being launched from the correct directory.

Try creating a shortcut to icon.exe. Then go to the properties for it and check the "Start in" box. It should say something like C:\Program Files\City of Heroes. If it doesn't, make sure it matches the path above -- up to the last \ before icon.exe.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 11, 2012, 02:53:08 PM
This is awesome, but one issue. My post apocalyptic set is solid white, with no textures at all.

I see people posting pics that have textures on them. What am I missing? If it's a non-updated file, can someone send it to me?

Are you running the I23 or I24 client? I think an early work-in-progress version of post-apocalyptic may have been in I23, but only on beta was it finished.

Also, you may want to try going in to the graphics settings (if you hit the back button you can get back to the logon screen) and making sure that the Ultra mode options are turned on.
Title: Re: The Big Giant Icon Thread
Post by: Elias on December 11, 2012, 02:53:44 PM
I just wanted to say thank you so much for this, Codewalker. I think I speak for much of the community when I say that this really means a lot to us. I bow before your awesomeness!
Title: Re: The Big Giant Icon Thread
Post by: Urbanknight on December 11, 2012, 03:00:02 PM
Codewalker, I can't thank you enough for doing this, I just have one question from a software illiterate. Where exactly do I put the -n at? Thanks.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 11, 2012, 03:07:24 PM
Codewalker, I can't thank you enough for doing this, I just have one question from a software illiterate. Where exactly do I put the -n at? Thanks.

I just added some instructions for that here (http://www.cohtitan.com/forum/index.php/topic,7288.msg89988.html#msg89988). Let me know if those work or if there's some way that I can make the procedure more clear.
Title: Re: The Big Giant Icon Thread
Post by: Tacitala on December 11, 2012, 03:16:33 PM
Thanks, [profanity].  I have both laundry and dishes to do today and now I'm all distracted. <3
Title: Re: The Big Giant Icon Thread
Post by: spindisc on December 11, 2012, 03:58:55 PM
Pure Awesome!  8)

Now, if I only could remember the command line parameters to start CoH in larger resolution than 1280*1024. I want to see this in my full 1900*1200.

Anyone who can help me out here?
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 11, 2012, 04:09:47 PM
Just hit the 'back' button on the first page and you'll be at the login screen. From there you can hit the Settings button and tweak all your graphics options.
Title: Re: The Big Giant Icon Thread
Post by: Elias on December 11, 2012, 04:24:46 PM
Unrelated to Icon itself, but is there a way to take screenshots inside the costume editor? Print screen doesn't seem to work as it did in-game, unfortunately. Is third party software the way to go on this one?
Title: Re: The Big Giant Icon Thread
Post by: GuyPerfect on December 11, 2012, 04:26:32 PM
Alt+Enter switches to windowed mode.

Also, you can Paste after a Print Screen using a program like Paint, GIMP, Photoshop, etc.
Title: Re: The Big Giant Icon Thread
Post by: Kistulot on December 11, 2012, 04:29:03 PM
Unrelated to Icon itself, but is there a way to take screenshots inside the costume editor? Print screen doesn't seem to work as it did in-game, unfortunately. Is third party software the way to go on this one?

Alt+Print screen does the trick :)

This is not only useful for CoH, its a command to copy whats in that exact window. Using that, and pasting it into any graphics program, you'll get what you're looking for :)
Title: Re: The Big Giant Icon Thread
Post by: spindisc on December 11, 2012, 04:32:36 PM
Just hit the 'back' button on the first page and you'll be at the login screen. From there you can hit the Settings button and tweak all your graphics options.

Ah! I run it with the -n parameter and then it jumped all the way to the Body tab and I if I clicked in Origion to Powers tab they all sent me back to Body.

But now it worked, although after setting it up I could not select the 'server' to enter the editor again. Had to restart, but it remembered my settings.
Title: Re: The Big Giant Icon Thread
Post by: Artillerie on December 11, 2012, 04:35:07 PM
Many thanks Codewalker, this is really helping to keep me cheerfull :)

One question please - i have gone for the NPC edit version on my CoH beta. When i run it i go straight to the character gender/dimensions page, skipping power selections completely - is this as intended?

Cheers again for this, amazing stuff!
Title: Re: The Big Giant Icon Thread
Post by: Elias on December 11, 2012, 04:35:37 PM
Thanks for the swift and handy reply guys!
Title: Re: The Big Giant Icon Thread
Post by: psicotic on December 11, 2012, 04:36:00 PM
Hello Codewalker i just wana say gratz and thanks for made this for the community of CoH.

If you Have some paypal account i happy donate some for you, you really deserve it!. ;D
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 11, 2012, 04:41:58 PM
One question please - i have gone for the NPC edit version on my CoH beta. When i run it i go straight to the character gender/dimensions page, skipping power selections completely - is this as intended?

I think so. The NPC edit mode was created by the Paragon devs for making NPCs to export -- Icon just gives you access to use it.

Since NPCs don't really have the normal things like Archetype and player powers, it makes sense that it would skip over those.
Title: Re: The Big Giant Icon Thread
Post by: Keen on December 11, 2012, 04:43:46 PM
Just tested this with the Steam client. Works flawlessly. Thanks, Codewalker!

On a related note, I'm part of the bunch that didn't download the latest Beta Client :P Any public download sources available?
Title: Re: The Big Giant Icon Thread
Post by: Leandro on December 11, 2012, 05:02:38 PM
Those of you who don't have the i24 client, email me at leandrotlz@gmail.com and I'll send it over to you.

Edit: check out the download options at http://www.savecoh.com/p/download-issue-24-beta.html
Title: Re: The Big Giant Icon Thread
Post by: sl701 on December 11, 2012, 05:04:34 PM
Thank you sooo much, Codewalker. I just came home from work and it works like a charm (using the I23 client).
Again, thank you very much  :D
Title: Re: The Big Giant Icon Thread
Post by: MZUPON29 on December 11, 2012, 05:10:31 PM
Adding my thanks onto the pile, can't wait to give this a try tonight.

That said, would it have been so hard for Those Gosh Darned NC Soft People to issue this as a standalone product?  Jackanapes...
Title: Re: The Big Giant Icon Thread
Post by: TanKaLoL on December 11, 2012, 05:11:30 PM
Thank you so much Codewalker  ;D
Title: Re: The Big Giant Icon Thread
Post by: therain93 on December 11, 2012, 05:15:05 PM
Thank you so much Codewalker  ;D
Yes.  I've posted in the other thread, but can't write it enough -- thank you Codewalker!  ( ' :
Title: Re: The Big Giant Icon Thread
Post by: Skull Thuggery on December 11, 2012, 05:26:26 PM
Thankyou! This is awesome.

I had moved my entire CoH folder to an external HD to save space. I dropped icon.exe into my CoH folder and it runs perfectly from the external hard drive. Good job.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on December 11, 2012, 05:38:30 PM
Infinity times thank you, Codewalker.

I've wanted NPC parts for a long time.

A. Loooooong. Time.

TIP: If you can save NPC costumes... you could probably upload them here http://demolition.mcuznz.ca/ to be put into a demo. Even if it isn't an NPC costume, you can still upload it to DEMOlition for it to be made into a demorecord file.

 ;D ;D ;D
Title: Re: The Big Giant Icon Thread
Post by: Arcana on December 11, 2012, 06:01:02 PM
Testing results:

Works fine in the Beta client
Works fine in the Live client
Does not work in the Test client

Also, if I make a copy of the Live client in another directory, Icon does not work from that directory.  It seems if your client registry keys point to a valid client you can't run Icon from another directory with a copy of that client.  You *can* apparently run it from a client directory when the registry keys do not exist at all; it will make them just like the client will (as Icon basically launches the client).
Title: Re: The Big Giant Icon Thread
Post by: Manga on December 11, 2012, 06:13:22 PM

FYI to everyone - some people are having problems launching the Mac version if the enclosing folder has a space in the name.  Try taking the space out.  Also make sure you follow these two steps, as they're very important to make sure the NC Launcher isn't launched:

 - Use the finder's Go To Folder command and select ~/Library/Preferences.

 - Delete com.ncsoft.* (anything beginning with that) and City of Heroes preferences.
Title: Re: The Big Giant Icon Thread
Post by: Felderburg on December 11, 2012, 06:18:15 PM
Oh man, access to the costume creator would be AMAZING!!! Too bad I just found this out at work...

Instructions for Mac Users
IMPORTANT:  MAKE A COPY OF YOUR CITY OF HEROES FOLDER.  Since we'll be modifying it irrecoverably, it's best to work with a copy.

That only applies to Mac users, right? I already have a copy, but I want to be sure.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on December 11, 2012, 06:19:59 PM
Oh man, access to the costume creator would be AMAZING!!! Too bad I just found this out at work...

That only applies to Mac users, right? I already have a copy, but I want to be sure.

Yes. For windows all you do is drop Icon.exe into one of your CoH folders then run it.

Perfectly safe. For windows.

 :D
Title: Re: The Big Giant Icon Thread
Post by: daveyfiacre on December 11, 2012, 06:25:29 PM
YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY
tytytytytytytytyyty tthaaaannkkk yooouuuuu


also, im curious about parts like the snakes and banished pantheon parts. im guessing because those are such altered rigs they dont work at all for the bodies, but they still do emotes and the talons have the snake tails... so how did they do that? XD

and i made a princess peach. ^_^ grrr for no umbrella mace option.

(https://images.weserv.nl/?url=sphotos-a.xx.fbcdn.net%2Fhphotos-prn1%2F60944_10101267525670430_198246204_n.jpg)
Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on December 11, 2012, 06:31:54 PM
"Bowser, you are SO eating this broom!"

Thank you yet again Codewalker. So very, very awesome! :)
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on December 11, 2012, 06:34:29 PM
also, im curious about parts like the snakes and banished pantheon parts. im guessing because those are such altered rigs they dont work at all for the bodies, but they still do emotes and the talons have the snake tails... so how did they do that? XD

Different geometry models, probably.
Title: Re: The Big Giant Icon Thread
Post by: Tardigrade on December 11, 2012, 06:45:10 PM
First off, thank you Codewalker for the program, RedRacoon for the hint, and TheManga for the Mac instructions. This post concerns that last bit. Like other posters, I've had problems getting the character creator to work on a Mac, so I thought I'd provide more detailed information in the hopes it'll help someone figure out what's going wrong.

I followed TheManga's instructions with one change: I used Property List Editor to edit Info.plist, rather than using TextEdit. (I think the PLE is installed with the Apple developer tools.) When I try to launch the edited client, I get an error dialog: "ERROR Failed to launch process!" That's the same whether I try the I23 or I24 clients. I'm able to get more information, and a different error, if I launch the client manually using Terminal:

$./City\ of\ Heroes\ Beta\ copy.app/Contents/MacOS/cider
Could not stat /Users/brian/Stuff/games/City of Heroes/City of Heroes Beta copy.app/Contents/Resources/transgaming/f_drive (No such file or directory), ignoring drive F:
err:virtual:MapViewOfFileEx the address 0xffffffff has already been reserved!
err:heap:HEAP_CreateSystemHeap system heap base address 0x65430000 not available
err:wave_audiodevice:audio_device_stereo_channels device 258 failed to get preferred stereo channels (0x77686f3f)
err:wave_audiodevice:audio_device_channel_volume_writable device 258 failed to get volume writable (0x77686f3f)
err:wave_audiodevice:audio_device_format failed to get device 258 format inputChannel: 0 (0x77686f3f)
err:wave_audiodevice:audio_device_format failed to get device 260 format inputChannel: 1 (0x77686f3f)
err:wave_audiodevice:audio_device_format failed to get device 262 format inputChannel: 1 (0x77686f3f)

The client tries to connect to a few sites, then gives me the following error dialog: "ALERT You can't run this program directly, please run NCSoft Launcher instead." (followed by the same in French and German).

On a different Mac I got a different error: "could not load library './City\ of\ Heroes\ copy.app/Contents/MacOS/cider.so' as Winelib application:". I've only been able to find that kind of error mentioned in two places with Google searches, so it's rare, whatever it is. On the Mac I'm testing now, I don't see that error.

I know that the I24 client I have works with the Icon program, as I copied the coh folder to a Windows machine and was able to launch the costume creator.

I suspect other Mac users encountering problems are having the same ones I am, so if anyone has suggestions for things to try, I'll test them and post my results here.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 11, 2012, 07:20:01 PM
Testing results:

Works fine in the Beta client
Works fine in the Live client
Does not work in the Test client

Makes sense, the offsets are hardcoded for the two builds mentioned in the OP.

I have another technique that I may employ at some point that would make it compatible with virtually any build, possibly even really old ones. It was first developed for an unreleased program and later used in Cameraman, but works well for robust... meddling. Just takes longer to put together.

Quote
Also, if I make a copy of the Live client in another directory, Icon does not work from that directory.  It seems if your client registry keys point to a valid client you can't run Icon from another directory with a copy of that client.  You *can* apparently run it from a client directory when the registry keys do not exist at all; it will make them just like the client will (as Icon basically launches the client).

That's odd. If that happens then I'd think client itself doesn't work in that circumstance?

Icon completely ignores the registry entries. Mostly out of necessity (a pop-up installation chooser would have taken longer to write), but that also makes it so you can just drop it into a folder tree and it'll work, assuming the client itself works.

It just launches cityofheroes.exe from the working directory that it's run from.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on December 11, 2012, 07:45:03 PM
You can save costumes while in NPC Edit mode.

 ;D
Title: Re: The Big Giant Icon Thread
Post by: John Phaser on December 11, 2012, 07:46:57 PM
Thank you very much Codewalker, from french players.

And I want to thank participants of this topic (http://www.cohtitan.com/forum/index.php/topic,7243.msg89274/boardseen.html#new) too, in which this idea wouldn't be possible :)
Title: Re: The Big Giant Icon Thread
Post by: daveyfiacre on December 11, 2012, 07:52:47 PM
yeah, thought so about the snake tails. :( lol

also curious, older npc pieces are not in here maybe? i cant really find Lord  Recluse stuff, or Kheldian man-sash...
just curious. :)

STILL OVERWHELMED WITH HAPPINESS WE STILL HAVE THIS. tytytytytytytyty
Title: Re: The Big Giant Icon Thread
Post by: Xenos on December 11, 2012, 08:15:42 PM
FYI to everyone - some people are having problems launching the Mac version if the enclosing folder has a space in the name.  Try taking the space out. 

Which folder do you consider the "enclosing folder"? The one the icon.exe is in, or anything higher up? If it is the folder icon.exe is in, mine is "coh". No spaces...and yes, I deleted all the files you recommended. Still the same problem: "Error. Failed to launch process".

Thanks for the suggestion though.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on December 11, 2012, 08:19:48 PM
also curious, older npc pieces are not in here maybe? i cant really find Lord  Recluse stuff, or Kheldian man-sash...
just curious. :)

Keep digging. Maybe try your Live version of the game.

There are a lot of NPC parts.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 11, 2012, 08:28:10 PM
The ones selectable in the creator are generally only the ones designed to be used with the player rig.

Older NPCs were often entire models. They might or might not use the same skeleton, but they didn't have interchangeable costume parts like players do -- even portions that were similar to player costumes were "baked in" to the model. Those models had lower polygon counts than players, for performance reasons. There are a few exceptions -- most of them static contacts like Woodsman.

Lord Recluse for instance has a geo file all to himself that the game treats as a single part.

Sometime right around CoV, the devs must have decided that graphics cards had improved to the point where they could just use player rigs for many NPCs. That meant that they could use the costume creator to design them -- making it easier and faster to do so. After that point many more NPCs were designed using discrete parts, which also meant they could mix and match for variety.

There are also a few costume parts -- like the elusive Kheldian sash -- that have separate geos for them, but have no entry in costume.bin. PPD Awakened use the player rig along with this piece in their belt slot:

male_BELT.geo/GEO_BELT_Sunstorm !Belt_V_Kheldian_PPD_01 none 4b4b4b ababab

That particular geo could be manually added to a demorecord and it should work, but it's not one of the selections that the costume creator gives -- even to devs.
Title: Re: The Big Giant Icon Thread
Post by: daveyfiacre on December 11, 2012, 08:32:32 PM
thanks so much Arachnion and Codewalker! :)

y'all are genius. and very very much appreciated.
Title: Re: The Big Giant Icon Thread
Post by: Felderburg on December 11, 2012, 09:32:25 PM
I would suggest adding a link or email or something in the OP for people who don't have CoH anymore.
Title: Re: The Big Giant Icon Thread
Post by: Omni-Nogard on December 11, 2012, 09:49:31 PM

Requirements
You must have either the latest Issue 23 (version 2320.201207182341.1) or Issue 24 (version 2400.201208211101.1) game client installed. The NCSoft launcher is not required. The Issue 24 client has more costume parts available and is recommended if you have it.


Well guess that means i wont be able to have fun, i uninstalled CoH fully. It was hurting me just sitting there asking to be clicked.
Title: Re: The Big Giant Icon Thread
Post by: kylehsin on December 11, 2012, 11:53:45 PM
Thank you so much for making and posting this. I'm sure I'm not the only one unable to thank you enough for this.
Title: Re: The Big Giant Icon Thread
Post by: MWDarkAge on December 11, 2012, 11:57:21 PM
Instructions for Mac Users
Thanks to TheManga for figuring this out! Original post here. (http://www.cohtitan.com/forum/index.php/topic,7243.msg89542.html#msg89542)

IMPORTANT:  MAKE A COPY OF YOUR CITY OF HEROES FOLDER.  Since we'll be modifying it irrecoverably, it's best to work with a copy.


Is the MAKE A COPY for both PC and MAC users, or just MAC? And if I didn't as a PC user, will I have problems later?
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on December 11, 2012, 11:58:26 PM
Quote
Instructions for Mac Users
I'm pretty sure those are for Mac users. ;)
Title: Re: The Big Giant Icon Thread
Post by: MWDarkAge on December 12, 2012, 12:03:51 AM
Yep... Should have read the all of the entries.

PC users only have to copy the icon application in the CoH directory.

I feel like it's Christmas :-)
Title: Re: The Big Giant Icon Thread
Post by: f1r3m0th on December 12, 2012, 12:06:13 AM
I've been seeing people posting in other threads that they have everything unlocked for costume pieces and powers.  My VIP got dropped from me the DAY of the announcement, so I was never able to re-up my VIP and couldn't access about 90% of the stuff I'd already unlocked (and even bought...grrrr)

I had i24 downloaded on my beta, but it's not liking me for some reason and only lets me use icon in my live folder.  Am I missing something?

@Firemoth
Title: Re: The Big Giant Icon Thread
Post by: Felderburg on December 12, 2012, 12:08:23 AM
Finally got home. So cool!!!! When was that Think Tank costume part added??
Title: Re: The Big Giant Icon Thread
Post by: WolfSoul on December 12, 2012, 12:11:49 AM
Ok, I'm at work and my brain is all full up, so I'm going to ask some stupid questions.

If I follow the directions, I will be able to access the character creation screens, correct?

Can I make just new characters or will my old ones be available?

These costumes are savable just like when the game was running?

And now, let me add my deep gratitude for the work you put into this. Thanks so much.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on December 12, 2012, 12:23:25 AM
If I follow the directions, I will be able to access the character creation screens, correct?
Yes.
Quote
Can I make just new characters or will my old ones be available?
You can access old saved costumes and that is as far as it can go. The actual characters were stored server-side, remember.

Quote
These costumes are savable just like when the game was running?
Yes, they are!
Title: Re: The Big Giant Icon Thread
Post by: Felderburg on December 12, 2012, 12:28:16 AM
Where are the unique NPC costumes stored? Everything works just fine, but I seem to be having a hard time discovering where the actual pieces are located. I've found a few; is it just trial and error through the categories?
Title: Re: The Big Giant Icon Thread
Post by: WolfSoul on December 12, 2012, 12:43:07 AM
Yes.You can access old saved costumes and that is as far as it can go. The actual characters were stored server-side, remember.
Yes, they are!

Squee!

Er...um... Yeah, dude, that's cool and..uh...stuff.

<.<

>.>

Squee!
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on December 12, 2012, 01:05:44 AM
You can access old saved costumes and that is as far as it can go.

Don't know if this is what you meant, but you can save new costumes with it, you know.

Ones with NPC parts when in -n mode even.

 :P
Title: Re: The Big Giant Icon Thread
Post by: LightBlack on December 12, 2012, 01:18:01 AM
I'm getting an Error! message stating "Unrecognized Version" for both my Beta Version and Live Version. I played up until the servers went down so I feel like I should have the correct clients. Any thoughts on this?

PS. I use a Windows 7x64.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 12, 2012, 01:25:30 AM
What do you have in your version.ini file from the directory that you put it in?
Title: Re: The Big Giant Icon Thread
Post by: NecrotechMaster on December 12, 2012, 01:49:24 AM
Finally got home. So cool!!!! When was that Think Tank costume part added??

the think tank got added i think for last years halloween, it was brought back earlier this year for the anniversary i believe

the fish-bowel looking one was only added with the retro sci fi costume set
Title: Re: The Big Giant Icon Thread
Post by: KnightHawk Prime on December 12, 2012, 02:11:03 AM
First off, thank you for the very appreciated early NewThanksMakKah Day present, and one of the spiffier ones I've gotten.

Icon has gone a long way towards relieving my normal holiday depression, and I think you for it, as I'm sure Tiri would, if I told her about this post. ;]


On a topic related to Icon, I have an interesting question:

Can Icon and Sentinel+ be linked in some fashion to pull up our old characters?

2cp. ;]
Title: Re: The Big Giant Icon Thread
Post by: JWBullfrog on December 12, 2012, 02:18:43 AM
You have just made me very happy.
 
Very, very nice work. Once again, the Titan crew comes through
Title: Re: The Big Giant Icon Thread
Post by: dishdude on December 12, 2012, 02:28:23 AM
Thank you so much.
Title: Re: The Big Giant Icon Thread
Post by: Leandro on December 12, 2012, 03:00:39 AM
Alright, I just sent the CohBeta folder to 19 people, and I'm waiting for a reply from 8 others, but I'm going to sleep.

Feel free to keep emailing leandrotlz@gmail.com if you need the Issue 24 files, but I won't be able to reply until I wake up.

Edit: check out the download options at http://www.savecoh.com/p/download-issue-24-beta.html
Title: Re: The Big Giant Icon Thread
Post by: JetFlash on December 12, 2012, 03:06:38 AM
Well, it's not the full game, but I'll take what I can get.  Thanks Codewalker!
Title: Re: The Big Giant Icon Thread
Post by: cpease61 on December 12, 2012, 03:11:11 AM
Im a mac user (one of the ones with a startup issue.

I have to ask there is a 3rd cider file called cider.real, that is not mentioned in the Mac instructions.

Is it just because you just dont change it, or is it an additional file that some others dont have?
Title: Re: The Big Giant Icon Thread
Post by: Golden Ace on December 12, 2012, 03:24:51 AM
Once again thanks CodeWalker
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on December 12, 2012, 04:18:09 AM
is not having capes normal or am I magical?
Title: Re: The Big Giant Icon Thread
Post by: TargetOne on December 12, 2012, 04:47:10 AM
This is too cool. Now I can at least view all the costumes I created in CoH, hadn't had a chance to get screenshots before the game closed.
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on December 12, 2012, 04:47:42 AM
is not having capes normal or am I magical?
Are you wearing another costume piece that blocks access to the back section? e.g. trenchcoat, etc.
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on December 12, 2012, 04:55:01 AM
Are you wearing another costume piece that blocks access to the back section? e.g. trenchcoat, etc.

Nope. This is the guy who couldn't get a cape:

Spoiler for Hidden:
(https://images.weserv.nl/?url=hero.thefannish.org%2Fimages%2FTurnarounds%2FStrongman.jpg)

And I just tried it with a totally cleared character, and still no cape option. Gonna try re-downloading it and will report back.

EDIT: No go! I am capeless.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 12, 2012, 05:05:36 AM
That belt has a cape on it, that's probably the source of your trouble.
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on December 12, 2012, 05:10:47 AM
That belt has a cape on it, that's probably the source of your trouble.

Oh no, I tried a blank character several times and no cape was present. And when I tried with this character, he didn't have his belt. I forgot to specify that in the post. It was just the only image I had of who I was working with.
Title: Re: The Big Giant Icon Thread
Post by: Pyro Embryo on December 12, 2012, 05:17:11 AM
This made me teary eyed...  Seeing the start up screen got me all emotional...  :-\
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 12, 2012, 05:30:42 AM
Oh no, I tried a blank character several times and no cape was present. And when I tried with this character, he didn't have his belt. I forgot to specify that in the post. It was just the only image I had of who I was working with.

Ah, I think I know what the problem is.

Uncheck the "Only show free costumes" button in the bottom left.
Title: Re: The Big Giant Icon Thread
Post by: Septipheran on December 12, 2012, 05:32:02 AM
Just wanted to say thanks again for this Codewalker. You are awesome.
Title: Re: The Big Giant Icon Thread
Post by: Felderburg on December 12, 2012, 05:52:59 AM
Maybe I'm missing something, but I can't seem to find the Ascension costume pieces.
Title: Re: The Big Giant Icon Thread
Post by: Manga on December 12, 2012, 05:55:52 AM
Im a mac user (one of the ones with a startup issue.

I have to ask there is a 3rd cider file called cider.real, that is not mentioned in the Mac instructions.

Is it just because you just dont change it, or is it an additional file that some others dont have?

That file is created by the NCSoft Launcher.  It contains the old Cider application, except with some sort of garbage in it so it no longer runs.  That's why cider_noui is used instead.

As for people who are having trouble modifying their install - I was under the impression that NCSoft solved the problem of Mac users using several different versions of Cider in the Mac version, but apparently I was wrong.  So rather than test out every version (which I don't even have anymore) and write up separate instructions for each, I'm going to attempt to distribute a customized package that I know works instead.  It will include instructions on how to copy over your CoH game files (because obviously it has to be distributed empty).
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on December 12, 2012, 06:03:02 AM
Ah, I think I know what the problem is.

Uncheck the "Only show free costumes" button in the bottom left.

It's always a combination of embarrassment and relief when it's something so simple to solve a problem.

Thank you very much for your help, Codewalker. And thank you again for making this program.
Title: Re: The Big Giant Icon Thread
Post by: Adrenalin on December 12, 2012, 06:22:46 AM
YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY
tytytytytytytytyyty tthaaaannkkk yooouuuuu


also, im curious about parts like the snakes and banished pantheon parts. im guessing because those are such altered rigs they dont work at all for the bodies, but they still do emotes and the talons have the snake tails... so how did they do that? XD

and i made a princess peach. ^_^ grrr for no umbrella mace option.

(https://images.weserv.nl/?url=sphotos-a.xx.fbcdn.net%2Fhphotos-prn1%2F60944_10101267525670430_198246204_n.jpg)

LOL Change the color option to blue and send this to the Mouse. Looks like Cinderella has finally had enough of her wicked step family.  ;)
Title: Re: The Big Giant Icon Thread
Post by: mikoroshi on December 12, 2012, 10:35:50 AM
'Allo, 'eroes.

Now I've got this working, I made some cool guys (and gals) I'd like to share!

Is there a thread for Icon-made toons going yet?


Nevermind.  I found it!  If anyone else was wondering the same thing, well here you are. (http://www.cohtitan.com/forum/index.php/topic,7281.0.html)


[[EDIT: Fixing mangled link ~Agge]]
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on December 12, 2012, 11:17:13 AM
the think tank got added i think for last years halloween, it was brought back earlier this year for the anniversary i believe
Correct.
Quote
the fish-bowel looking one was only added with the retro sci fi costume set
DO NOT WANT a fish-bowel helmet...

Also, thanks, Codewalker.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on December 12, 2012, 07:49:39 PM
The quote below regarding the character creator is from this thread: http://www.cohtitan.com/forum/index.php/topic,5754.0.html

"Literally trillions of costume combinations available right out of the box, with hundreds more costume pieces you could earn, unlock, craft, or purchase, making over 4.5 quindecillion (4.5 x 10^48) total combinations per costume"

Now, who volunteers to calculate and add up all the NPC costume parts we have?

 :P
Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on December 12, 2012, 07:51:08 PM
Not it!!
Title: Re: The Big Giant Icon Thread
Post by: Thirty-Seven on December 12, 2012, 08:24:54 PM
Awesome awesome stuff here, dude!
Title: Re: The Big Giant Icon Thread
Post by: Starhammer on December 12, 2012, 08:50:17 PM
'Allo, 'eroes.

Now I've got this working, I made some cool guys (and gals) I'd like to share!

Is there a thread for Icon-made toons going yet?


Nevermind.  I found it!  If anyone else was wondering the same thing, well here you are. (http://"http://www.cohtitan.com/forum/index.php/topic,7281.0.html")

Just so you know, when I try to use that link, it's not working :(

On a related note, I was finally able to make a "Brain in a jar" costume I'm completely happy with!

(gonna go try to find that thread manually now)

Also, while I was able to save the costume (which uses quite a few NPC parts) when I tried to load it I got an error about costume parts not existing.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on December 12, 2012, 09:06:34 PM
Just so you know, when I try to use that link, it's not working :(

On a related note, I was finally able to make a "Brain in a jar" costume I'm completely happy with!

(gonna go try to find that thread manually now)

Also, while I was able to save the costume (which uses quite a few NPC parts) when I tried to load it I got an error about costume parts not existing.

Did you try to load the costume in NPC mode (-n) or regular mode, which doesn't have NPC parts?

If the latter, then that's probably why it wouldn't load.

The modes are separate for a reason.

This is his link btw. http://www.cohtitan.com/forum/index.php/topic,7281.0.html
Title: Re: The Big Giant Icon Thread
Post by: Gambit-X on December 12, 2012, 10:00:19 PM
Title: Re: The Big Giant Icon Thread
Post by: Excavia on December 12, 2012, 10:15:59 PM
Codewalker you are amazing!!!  Thank you SO MUCH!!!   ;)
Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on December 12, 2012, 10:24:20 PM
Codewalker, you are my Hero!

Did you ever know you coded my Hero?
She's everything I would like to be!

:D
Title: Re: The Big Giant Icon Thread
Post by: SteelMountain on December 13, 2012, 12:12:43 AM
Thanks, very much appreciated!
Title: Re: The Big Giant Icon Thread
Post by: JWBullfrog on December 13, 2012, 01:48:40 AM
It just occurred to me that Codewalker has given us something that we have been asking for for years...
 
An offline costume creator...
 
So, without any hesitation I say... squee.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 13, 2012, 02:09:11 AM
It just occurred to me that Codewalker has given us something that we have been asking for for years...

The great irony is that it only took something like 40 minutes from realizing that it might be possible without having to implement the network protocol (which was plan A for Icon).

I'm very surprised someone hasn't done it before now.
Title: Re: The Big Giant Icon Thread
Post by: Golden Ace on December 13, 2012, 02:14:12 AM
CodeWalker

if you ever figure out how we can start the game, even if its only a local non-internet version...



Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on December 13, 2012, 02:16:23 AM
The great irony is that it only took something like 40 minutes from realizing that it might be possible without having to implement the network protocol (which was plan A for Icon).

I'm very surprised someone hasn't done it before now.

They say that necessity is the mother of invention. I suspect a large part of why it wasn't done before now is largely because the "need" wasn't dire.

It became dire, and you stepped up and came through. Good show :)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 13, 2012, 02:33:51 AM
Thiry-Seven's avatar.

Well played.

Well played indeed. :)
Title: Re: The Big Giant Icon Thread
Post by: Elfin on December 13, 2012, 03:04:50 AM
Very Cool Thank God I saved some costumes in the years I have been playing. The rest I can remake and save. Thank You Thank You I got to see Zanco and Elfin again.
Title: Re: The Big Giant Icon Thread
Post by: Arcana on December 13, 2012, 03:53:12 AM
CodeWalker

if you ever figure out how we can start the game, even if its only a local non-internet version...

The entirety of the costume editor exists within the game client.  All that's needed is a way to convince the client to run it without the game servers.

Unfortunately, the client doesn't have any idea how to do mapserving.  It would be just within the realm of possibility to start the game client with you in it: that's just a demorecord playback of sorts.  But the game client would have no idea how to spawn things, execute a world event, control spawned entities, calculate the effects of powers or anything like that.  That means no enemy spawns, no critters with any AI, no combat. That would require replacing the game servers with code that was capable of doing those things and sending them in the appropriate manner to the game client to process.
Title: Re: The Big Giant Icon Thread
Post by: Golden Ace on December 13, 2012, 04:40:27 AM
:(

sounds like magic to me.

but then so did making the character generator work

so...

(https://images.weserv.nl/?url=3.bp.blogspot.com%2F_PX7fseE4voc%2FTHKgo90ZE9I%2FAAAAAAAAAEo%2FotHsqf3Qhc4%2Fs1600%2Fmake%2Bit%2Bso_2.jpg)

:D

Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on December 13, 2012, 04:54:42 AM
For my own amusement, I took the badge graphics that Arachnion extracted and turned Clothes Horse into the vanilla editor icon, and the Clubbing one (since it's a party) for the dev-switch one.

Not quite sure why I can't keep certain parts of them transparent, but I'm pretty sure google will answer that question pretty fast once I get around to asking it.

EDIT: as predicted, a quick google fixed that! I win!
Title: Re: The Big Giant Icon Thread
Post by: Tyger on December 13, 2012, 05:25:05 AM
The entirety of the costume editor exists within the game client.  All that's needed is a way to convince the client to run it without the game servers.

Unfortunately, the client doesn't have any idea how to do mapserving.  It would be just within the realm of possibility to start the game client with you in it: that's just a demorecord playback of sorts.  But the game client would have no idea how to spawn things, execute a world event, control spawned entities, calculate the effects of powers or anything like that.  That means no enemy spawns, no critters with any AI, no combat. That would require replacing the game servers with code that was capable of doing those things and sending them in the appropriate manner to the game client to process.
I wonder how much of the basebuilding software is embedded in the client. I actually had a dream about it from the major enjoyment of seeing my Mender completed with the Ouroboros shoulder pad.

Seriously, this is one of the two favourite parts of the game I can now play with forever.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on December 13, 2012, 10:56:49 AM
:(
sounds like magic to me.
but then so did making the character generator work
In layman's terms:
The client can run the costume creator because all code and assets needed for that are part of the client.
The client is not capable of handling the gameplay on its' own. You'd need something that does the server's work, and that's not happening anywhere in the near future.
Title: Re: The Big Giant Icon Thread
Post by: Fleur_uk on December 13, 2012, 12:55:49 PM
Hello,

Is there anyways at this point to get the newest issue :(  I'm a couple behind.  And its not working for me? 
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on December 13, 2012, 01:05:29 PM
Yes. See here for details: http://www.cohtitan.com/forum/index.php/topic,7243.msg91011.html#msg91011
Title: Re: The Big Giant Icon Thread
Post by: Fleur_uk on December 13, 2012, 02:00:14 PM
Thanks horseman <3
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 13, 2012, 02:39:17 PM
In layman's terms:
The client can run the costume creator because all code and assets needed for that are part of the client.
The client is not capable of handling the gameplay on its' own. You'd need something that does the server's work, and that's not happening anywhere in the near future.

The best that could be reasonably done would be to "run around" an empty zone. To do that, you'd need to fool the game into loading a character into its internal "player" structure (demoplay code could probably be abused for that), as well as loading a map. You'd also need to disable the code that checks for a valid connection and gives you the Lost Connection to Mapserver message.

The client does have physics code locally for motion prediction, even though it's the server's physics that "wins" when they disagree. However that sync can be disabled. During the last month I was able to "walk around" Kallisti Wharf by going to Daveland, overriding my client's map files so that it loaded Kallisti Wharf when trying to load the Daveland map (which doesn't exist normally), and then using the debug features to decouple client/server sync -- otherwise I would have just fallen through the map.

So it is possible, though you wouldn't get powers or NPCs -- all of those are handled mostly serverside. However it would be a lot more work than getting the costume creator working, and any effort toward that would be better spent on something like implementing an actual server...
Title: Re: The Big Giant Icon Thread
Post by: JWBullfrog on December 13, 2012, 02:43:02 PM

So it is possible, though you wouldn't get powers or NPCs -- all of those are handled mostly serverside. However it would be a lot more work than getting the costume creator working...

In other words, give Codewalker an hour...
Title: Re: The Big Giant Icon Thread
Post by: Tyger on December 13, 2012, 03:40:32 PM
The best that could be reasonably done would be to "run around" an empty zone. To do that, you'd need to fool the game into loading a character into its internal "player" structure (demoplay code could probably be abused for that), as well as loading a map. You'd also need to disable the code that checks for a valid connection and gives you the Lost Connection to Mapserver message.

The client does have physics code locally for motion prediction, even though it's the server's physics that "wins" when they disagree. However that sync can be disabled. During the last month I was able to "walk around" Kallisti Wharf by going to Daveland, overriding my client's map files so that it loaded Kallisti Wharf when trying to load the Daveland map (which doesn't exist normally), and then using the debug features to decouple client/server sync -- otherwise I would have just fallen through the map.

So it is possible, though you wouldn't get powers or NPCs -- all of those are handled mostly serverside. However it would be a lot more work than getting the costume creator working, and any effort toward that would be better spent on something like implementing an actual server...
Sounds very Omega Man but I'd love to be able to do that (and I'd love to be able to get round Kallisti Wharf :D
Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on December 13, 2012, 04:57:24 PM
I Am Legend/Omega Man, Night of the Comet, The Quiet Earth...pick your Post-Apocalyptic poison :)
Title: Re: The Big Giant Icon Thread
Post by: Lucretia MacEvil on December 13, 2012, 05:13:45 PM
I'm having trouble!  :gonk:

Windows 7

I click the link in the OP, the download thingy comes up at the bottom of the web browser, I click on it, I click "Run" in the box that comes up, and I get an Error window that says "Failed to Launch Process"  Plz help!
Title: Re: The Big Giant Icon Thread
Post by: Lucretia MacEvil on December 13, 2012, 05:16:34 PM
I'm having trouble!  :gonk:

Windows 7

I click the link in the OP, the download thingy comes up at the bottom of the web browser, I click on it, I click "Run" in the box that comes up, and I get an Error window that says "Failed to Launch Process"  Plz help!

NVM, I figured it out.

Not a tech person... especially in the morning.
Title: Re: The Big Giant Icon Thread
Post by: blackjak on December 13, 2012, 05:18:35 PM
Weird. Just tried it out and got the same message. The wierd thing is that I am on a Mac... ???  What did you do, Lucretia?
Title: Re: The Big Giant Icon Thread
Post by: mikoroshi on December 13, 2012, 06:28:36 PM
Weird. Just tried it out and got the same message. The wierd thing is that I am on a Mac... ???  What did you do, Lucretia?
Don't just run it. Check the beginning of the thread for install and usage instructions.
Title: Re: The Big Giant Icon Thread
Post by: Lucretia MacEvil on December 13, 2012, 08:45:10 PM
I moved icon.exe from the "downloads" folder into the "City of Heroes" folder. 

It works now!

THANK YOU SOOOOO MUCHHHHH!!!!!! :D
Title: Re: The Big Giant Icon Thread
Post by: blackjak on December 13, 2012, 10:20:43 PM
Don't just run it. Check the beginning of the thread for install and usage instructions.
Yeah. Did that.
Copied file, deleted preferences, put Icon in coh folder and replaced plist.
Then got the message.  :'(
Title: Re: The Big Giant Icon Thread
Post by: NecrotechMaster on December 13, 2012, 11:24:32 PM
Yeah. Did that.
Copied file, deleted preferences, put Icon in coh folder and replaced plist.
Then got the message.  :'(

i think mac requires a few extra steps, which i believe are in the original post of the thread
Title: Re: The Big Giant Icon Thread
Post by: blackjak on December 13, 2012, 11:41:38 PM
i think mac requires a few extra steps, which i believe are in the original post of the thread
Oops. Forgot to add 'changed cider names' on my list there.
Title: Re: The Big Giant Icon Thread
Post by: Manga on December 14, 2012, 01:54:34 AM
I moved icon.exe from the "downloads" folder into the "City of Heroes" folder. 

It works now!

THANK YOU SOOOOO MUCHHHHH!!!!!! :D

No wonder I couldn't duplicate that problem...
Title: Re: The Big Giant Icon Thread
Post by: Xenos on December 14, 2012, 01:57:52 AM
blackjak, the Mac instructions don't seem to be working for every Mac user. There seem to be some differences in the Cider client we have. TheManga mentioned that he's working on a solution for the rest of us. I am sure that it will be up eventually.
Title: Re: The Big Giant Icon Thread
Post by: DooMTanker on December 14, 2012, 02:47:08 AM
Those of you who don't have the i24 client, email me at leandrotlz@gmail.com and I'll send it over to you.
Email sent, and thank you to you and Codewalker definitely :D
Title: Re: The Big Giant Icon Thread
Post by: Mouse-Man on December 14, 2012, 04:02:34 AM
"Thank you" just doesn't seem to be enough words in this situation. I've been unwilling to uninstall CoH on my system... just can't bring myself to do it. Now I don't have to.
Title: Re: The Big Giant Icon Thread
Post by: richard0427887 on December 14, 2012, 04:51:19 AM
You have my eternal gratitude Codewalker!!!  Creating new characters and costumes was a favorite hobby of mine with CoH and you've given that back to me.   Yes...I'm an admitted Altoholic.   Thank you again.   ;D
Title: Re: The Big Giant Icon Thread
Post by: SirThoreth on December 14, 2012, 07:20:59 AM
Wow, thank you for setting this up!
Title: Re: The Big Giant Icon Thread
Post by: Samuel Tow on December 14, 2012, 01:53:05 PM
OK, this is awesome! Thank you so much for the programme! :) Gotta' say, even with just the costume creator and no game, City of Heroes is still more fun than damn near anything else out there.
Title: Re: The Big Giant Icon Thread
Post by: DJMoose on December 14, 2012, 05:09:33 PM
The Black Knight set is available with this...

I bow to you, Code Walker.

You have helped ease my pain.
Title: Re: The Big Giant Icon Thread
Post by: Dark Horizon on December 14, 2012, 05:18:54 PM
OK, this is awesome! Thank you so much for the programme! :) Gotta' say, even with just the costume creator and no game, City of Heroes is still more fun than anything else out there.
Fixed ;)

Just want to point out that character editing mode works just fine with client version 23 (or at least on my 2320.201207182341.1), but NPC edit mode apparently requires the v24 beta (weird broken menu colors, oversized text, can't exit the editor to the login screen and have to kill it from Task Manager to get the client to shut down).  In both modes, saving and loading existing costumes works fine (unfortunately including all the broken file path errors that plagued my older saves and unresolved bugs in the editor [curse you, cape mantle colors!], but that's not a reflection on Codewalker's excellent work).
Title: Re: The Big Giant Icon Thread
Post by: Felderburg on December 14, 2012, 05:30:08 PM
but NPC edit mode apparently requires the v24 beta (weird broken menu colors, oversized text, can't exit the editor to the login screen and have to kill it from Task Manager to get the client to shut down).

That happens to me when I use the beta; I thought it was just part of the NPC edit mode that caused the colors and such. Although you can run it windowed to end the closing problem by just clicking the top right X.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 14, 2012, 05:35:41 PM
The menu colors in NPC mode I believe are intentional -- if you pay close attention to them you can see that they indicate the status of each part, whether it's normally accessible, uses an old-style unlock, is tied to a store product, or if it's marked as "Dev Only".

AFAIK the skip past the first few screens is on purpose as well. It's a dev tool that was never intended to be seen by players.
Title: Re: The Big Giant Icon Thread
Post by: NecrotechMaster on December 14, 2012, 05:46:25 PM
my thoughts exactly codewalker, i think it prolly skips the first few screens since all dev characters dont really have an AT, they are given powers in a separate interface prolly
Title: Re: The Big Giant Icon Thread
Post by: Zombie Hustler on December 14, 2012, 07:24:35 PM
Oh, wow! I hadn't checked in on the Titan Forums in a couple of days, and now I'm seeing this. This is awesome.

And it looks like it all came out on the 11th, so this is a nice belated birthday present for me!  ;D
Title: Re: The Big Giant Icon Thread
Post by: daveyfiacre on December 14, 2012, 08:50:56 PM
i have a new question!

was the AE character editor completely separate from online business like this one? the one where you could make new characters OR edit the colors of existing NPCs?

it probably is too tied up with the AE code huh? to be combined with this? i dont really remember, I avoided the AE the past couple years :P

just a thought. a probably completely unrelated codewise thought XD...
Title: Re: The Big Giant Icon Thread
Post by: Todogut on December 14, 2012, 10:16:53 PM
Titan Icon is really great, thanks!

I created a costume inside Icon, and I can click the Save button to save the costume.

I would like to use the character and costume in a demo file. Is there a way to do so? (I tried running Sentinel+ on my Icon-created character, but it gave an error message about not being connected to the server.) Can the necessary data be gotten from the saved costume file? I rarely used the save costumes feature and haven't yet looked at the files.

Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on December 14, 2012, 10:34:04 PM
Here's what you want:

http://demolition.mcuznz.ca/

It looks as well it may not run well on Internet Explorer, so if you have Chrome or Firefox, use those.
Title: Re: The Big Giant Icon Thread
Post by: KAKTOS on December 14, 2012, 10:42:43 PM
 Thank You  Thank You  Thank You

(had to figure out my ooold email/pw to post on here but it was worth the hassle just to say Thanks)
Title: Re: The Big Giant Icon Thread
Post by: daveyfiacre on December 14, 2012, 11:43:50 PM
HElp Help!

when i exited the betai24 Icon, my computer did something wierd and changed/removed it from my coh folder and now i cant put it back it says i need administrator permission or something. what happened? :(

i dont know how computers work :'(



:EDIT: ok i think i figured it out. stupid antivirus software. asfngnogannvaijnoadomfvnuiavn v GRRRRRRRRRRRRR. anyway, fixed now i think :D

had to move my CoHBeta folder, and then move it in and then make an exception with the antivirus software. ugh! computers! ;D
Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on December 15, 2012, 12:41:05 AM
Glad you got it worked out Davey :)
Title: Re: The Big Giant Icon Thread
Post by: Nitra on December 15, 2012, 12:45:25 AM
Codewalker.... thank you so much for helping us hold on to our characters and memories of coh amazing job!
Title: Re: The Big Giant Icon Thread
Post by: Hotaru on December 15, 2012, 12:57:52 AM
Thank you for this! So much awesome. I would've settled for this alone for xmas, but since I've already hooked up the new 23 inch monitor, I guess I'll keep that too. ;D
Title: Re: The Big Giant Icon Thread
Post by: Tyger on December 15, 2012, 01:13:49 AM
That happens to me when I use the beta; I thought it was just part of the NPC edit mode that caused the colors and such. Although you can run it windowed to end the closing problem by just clicking the top right X.
And to add: if you're in fullscreen mode then using alt+enter switches it to windowed mode while it's active. Side effect is it will advance to the next screen in the creator.

I love this mode so much though because I can finally see those damn Vanguard backpacks and belt w/thighplates. Plus I can see my Mender in her rightful outfit:
(https://images.weserv.nl/?url=imageshack.us%2Fa%2Fimg17%2F3418%2Fcityofheroes20121213005.th.png) (http://imageshack.us/photo/my-images/17/cityofheroes20121213005.png/)
(https://images.weserv.nl/?url=imageshack.us%2Fa%2Fimg141%2F3418%2Fcityofheroes20121213005.th.png) (http://imageshack.us/photo/my-images/141/cityofheroes20121213005.png/)
Didn't even have to change a single bodyscale on her either :)
Title: Re: The Big Giant Icon Thread
Post by: Rain Maker on December 15, 2012, 01:49:58 AM
Just wanted to quickly add my thanks to Codewalker for his efforts here. It's great to be able to see sets that I was never able to use, Titan Weapons and Bio Armor especially.
Title: Re: The Big Giant Icon Thread
Post by: FaelenLou on December 15, 2012, 01:55:26 AM
Not to be ungrateful for all of the work done by Codewalker (for the program), Leandro (for distributing the i24 client), et. al., but I can't find the Zeus or Tartarus helmets in the normal mode, but they are present in the NPC Edit mode. Is there any way to fix that?

I'm trying to recreate my toons and a good number of them use the Zeus helmet.
Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on December 15, 2012, 02:05:56 AM
Possibly not. If they work like the ascension set, they may only be accessible in the NPC version for now.
Title: Re: The Big Giant Icon Thread
Post by: Exodus Orion on December 15, 2012, 02:10:55 AM
I just want to add in my own thank you to you, Codewalker, and anyone who helped make this happen. I am so excited to have the ability to play in the CC again. I am using it both the normal and NPC versions with my beta client, but just curious, would there be any differences if I used them with the live client? Would I gain or lose anything if I did?

Right now on the normal version I don't see the Ascension pieces nor the crafted boots, but I can work around that by using the NPC editor version. So not I'm really worried about it.

Again, thank you so much. One of the best Christmas presents I could've hoped for.
Title: Re: The Big Giant Icon Thread
Post by: Tyger on December 15, 2012, 02:53:08 AM
I just want to add in my own thank you to you, Codewalker, and anyone who helped make this happen. I am so excited to have the ability to play in the CC again. I am using it both the normal and NPC versions with my beta client, but just curious, would there be any differences if I used them with the live client? Would I gain or lose anything if I did?
The Live client doesn't have the up-to-date versions of the Cyberpunk/Tech Knight pieces; anything that was to launch with/after i24 hit.
Title: Re: The Big Giant Icon Thread
Post by: Exodus Orion on December 15, 2012, 03:21:11 AM
Okay that's what I thought, just wanted to be sure. Thank you ^ ^
Title: Re: The Big Giant Icon Thread
Post by: Golden Ace on December 15, 2012, 03:46:03 AM
used to have jetboots on my character. can't find them for some reason.  :(
Title: Re: The Big Giant Icon Thread
Post by: Todogut on December 15, 2012, 03:51:30 AM
http://demolition.mcuznz.ca/

It looks as well it may not run well on Internet Explorer

Thanks, the demolition app worked fine for me using Internet Explorer.
Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on December 15, 2012, 03:52:18 AM
used to have jetboots on my character. can't find them for some reason.  :(

They aren't available on the regular Icon creator, you have to use the NPC version to access them.
Title: Re: The Big Giant Icon Thread
Post by: NecrotechMaster on December 15, 2012, 04:01:56 AM
i think all "unlockable" costume pieces (unlockable includes bought, paragon reward, or earned in game) might not be accessible unless you are in dev mode
Title: Re: The Big Giant Icon Thread
Post by: Felderburg on December 15, 2012, 04:08:01 AM
I can see the Celestial pieces in regular mode, though. Most others I can't, and I can't seem to get the Ascencion pieces in beta dev mode either.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 15, 2012, 04:32:12 AM
Paragon Market and Rewards Tree (Celestial, Fire/Ice, Mecha, Tech Knight) items should be unlocked in both live and beta.

In-game unlocks like Rularuu and Roman weapons, Ascenscion, and a few others are a bit more annoying. For now you can only access them in NPC mode. I'd like to get those in normal mode in a future version, but it's going to take building a list of every single one so that each piece is unlocked.
Title: Re: The Big Giant Icon Thread
Post by: Ice Trix on December 15, 2012, 06:10:53 AM
Just wanted to say thanks again in this thread too.

It's wonderful to have access to the costume creator. I'll love it for my PnP homeage game. And love it for just playing with.

Seeing and accessing the NPC parts is just icing on the cake.

You're awesome http://www.tumblr.com/tagged/who's-awesome (http://www.tumblr.com/tagged/who's-awesome)
Title: Re: The Big Giant Icon Thread
Post by: Globetrotter on December 15, 2012, 08:17:47 AM

In-game unlocks like Rularuu and Roman weapons, Ascenscion, and a few others are a bit more annoying. For now you can only access them in NPC mode. I'd like to get those in normal mode in a future version, but it's going to take building a list of every single one so that each piece is unlocked.

How do you get in NPC mode? Am I overloking a button?
Title: Re: The Big Giant Icon Thread
Post by: mikoroshi on December 15, 2012, 08:22:16 AM
How do you get in NPC mode? Am I overloking a button?

If you're using Windows, make a shortcut to icon.exe with the following properties:
(https://i7.photobucket.com/albums/y263/parker_daoc/shortcut.png)
Title: Re: The Big Giant Icon Thread
Post by: Globetrotter on December 15, 2012, 08:24:53 AM
Thanks!

Note to self: Start reading the first page first if you have any questions.
Title: Re: The Big Giant Icon Thread
Post by: SuburbanHell on December 15, 2012, 12:26:01 PM
If you're using Windows, make a shortcut to icon.exe with the following properties:
(https://i7.photobucket.com/albums/y263/parker_daoc/shortcut.png)

I feel like something got cut off here?
Title: Re: The Big Giant Icon Thread
Post by: Xieveral on December 15, 2012, 02:08:47 PM
I feel like something got cut off here?

Nope, all you have to do at the end of the target location is type " -n" outside the quotes.
Title: Re: The Big Giant Icon Thread
Post by: Elfin on December 15, 2012, 09:42:54 PM
I can't remember if I did this already but this is so awesome I have to make sure I say thanks. I guess recipe stuff like rocket boots do not show up. Thats a bummer but only a little cause this is really cool.
Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on December 15, 2012, 09:48:19 PM
Rocket-boots are available in NPC version.
Title: Re: The Big Giant Icon Thread
Post by: Elfin on December 15, 2012, 09:49:27 PM
Its sad but playing in the COH costume editor is more fun than playing CO, DCUO, STO, or SWTOR. LOVE it. And I will set up the npc version to get the rocket boots. Thanks again.
Title: Re: The Big Giant Icon Thread
Post by: Adelante on December 16, 2012, 03:55:27 AM
Thank you.  Oodles :D
Title: Re: The Big Giant Icon Thread
Post by: Elfin on December 16, 2012, 04:21:47 AM
Okay I got the NPC one working but how do you exit out of it since you can't go back to login and click exit. Its very cool though Codewalker You ROCK.
Title: Re: The Big Giant Icon Thread
Post by: NecrotechMaster on December 16, 2012, 04:38:53 AM
just close the program while in windowed mode

i think the shortcut keys for windowed mode is alt+enter
Title: Re: The Big Giant Icon Thread
Post by: Nyghtshade on December 16, 2012, 06:18:59 AM
Although I'm weighing in a bit late on this one, I too want to extend heartfelt thanks for making the Icon feature available to us again, Codewalker!  It's like an early Christmas present, and one which is making a lot of COH players overjoyed.  Thank you!
Title: Re: The Big Giant Icon Thread
Post by: SuburbanHell on December 16, 2012, 12:22:43 PM
Nope, all you have to do at the end of the target location is type " -n" outside the quotes.

Yeah, I tried that, and I only get to design wolf spiders.  Nothing else.  I'm guessing I'm missing something.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on December 16, 2012, 01:59:16 PM
Try unchecking the "show free costumes only" box.
Title: Re: The Big Giant Icon Thread
Post by: therain93 on December 16, 2012, 02:04:51 PM
Observations: 
No Jump Pack or Zero G Packs, although not too surprising since they were player powers and likely "baked" into the animation.
No goldbrickers jetpack - perhaps also backed into the player power and the the goldbricker model.  That was a sharp piece, whoever created that.
 
Title: Re: The Big Giant Icon Thread
Post by: Golden Ace on December 16, 2012, 02:16:04 PM
Its sad but playing in the COH costume editor is more fun than playing CO, DCUO, STO, or SWTOR. LOVE it. And I will set up the npc version to get the rocket boots. Thanks again.

still couldn't find the rocket boots with the -n.  :(

Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on December 16, 2012, 04:59:01 PM
They are there, trust me:

(https://images.weserv.nl/?url=corvusonline.net%2FCoX%2FRocketboot.jpg)

They are fairly close to the bottom of the list, a bit above the unique character boots.
Title: Re: The Big Giant Icon Thread
Post by: NecrotechMaster on December 16, 2012, 07:23:28 PM
Observations: 
No Jump Pack or Zero G Packs, although not too surprising since they were player powers and likely "baked" into the animation.
No goldbrickers jetpack - perhaps also backed into the player power and the the goldbricker model.  That was a sharp piece, whoever created that.

the unique backpacks that i noticed were the sky raiders rocket packs and a few other easily recognizeable pieces
Title: Re: The Big Giant Icon Thread
Post by: Elfin on December 16, 2012, 09:35:15 PM
I found the rocket boots. They are definetly thete.
Title: Re: The Big Giant Icon Thread
Post by: Tyger on December 17, 2012, 02:08:49 AM
Yeah, I tried that, and I only get to design wolf spiders.  Nothing else.  I'm guessing I'm missing something.
There's a couple of checkboxes beneath the body sliders labelled 'Fake Arachnos Solder' and 'Fake Arachnos Widow'. Make sure these are unchecked/empty.
Title: Re: The Big Giant Icon Thread
Post by: DJMoose on December 17, 2012, 03:54:59 AM
I for one had fun with the items hidden in the shoulders category:

Loincloth/Tabard thingys! 8)  I've wanted a costume part like this since I first started playing.
Spoiler for Hidden:
(https://images.weserv.nl/?url=www.ladymoiraine.com%2Fforum%2Fgallery%2F30%2F2147-161212222721-309691335.jpeg)

Also, I was slightly terrified by....this...thing...
Spoiler for Hidden:
(https://images.weserv.nl/?url=www.ladymoiraine.com%2Fforum%2Fgallery%2F30%2F2147-161212225119.jpeg)

(https://images.weserv.nl/?url=www.ladymoiraine.com%2Fforum%2Fgallery%2F30%2F2147-161212225149.jpeg)
I was also greatly saddened by this; yet another interesting plot wrinkle that would never see the light of day.
Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on December 17, 2012, 04:06:23 AM
Ewwww...how horrifically awesome!
Title: Re: The Big Giant Icon Thread
Post by: NecrotechMaster on December 17, 2012, 04:16:56 AM
thats awesome and horrific at the same time lol
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on December 17, 2012, 06:13:37 AM
Also, I was slightly terrified by....this...thing...
Spoiler for Hidden:
(https://images.weserv.nl/?url=www.ladymoiraine.com%2Fforum%2Fgallery%2F30%2F2147-161212225119.jpeg)

(https://images.weserv.nl/?url=www.ladymoiraine.com%2Fforum%2Fgallery%2F30%2F2147-161212225149.jpeg)
I was also greatly saddened by this; yet another interesting plot wrinkle that would never see the light of day.
I'm inclined to believe that was content scrapped from the game at (nearly) the last minute. They were first seen waaay back in mid-2011 and never again after that: http://webcache.googleusercontent.com/search?q=cache:3uOoMGGRf4oJ:boards.cityofheroes.com/showthread.php%3Fs%3Dde005ebb20e8122bd1a3cbf557838050%26t%3D263711+&cd=1&hl=en&ct=clnk&gl=pl&lr=lang_en|lang_pl&client=firefox-a
Title: Re: The Big Giant Icon Thread
Post by: Ashen Fury on December 17, 2012, 07:12:47 AM
I'm inclined to believe that was content scrapped from the game at (nearly) the last minute. They were first seen waaay back in mid-2011 and never again after that: http://webcache.googleusercontent.com/search?q=cache:3uOoMGGRf4oJ:boards.cityofheroes.com/showthread.php%3Fs%3Dde005ebb20e8122bd1a3cbf557838050%26t%3D263711+&cd=1&hl=en&ct=clnk&gl=pl&lr=lang_en|lang_pl&client=firefox-a

Not gonna lie, kind of got a little twinge of sad when i saw the cached coh forums layout. :(
Title: Re: The Big Giant Icon Thread
Post by: NecrotechMaster on December 17, 2012, 07:23:03 AM
im pretty sure there were awakened stuff in parts of first ward and in some of the mishs, idk if they looked exactly like that but it was definitely very similar

here we go, this (http://paragonwiki.com/wiki/File:Subjugator.jpg) is the one which was actually in game
Title: Re: The Big Giant Icon Thread
Post by: daveyfiacre on December 17, 2012, 08:30:02 PM
New Question for Codewalker!

Would it be possible to make costumes using the NPC version of Icon [with NPC parts], then save them, then load them in the non NPC version of Icon [just like we can now], BUT THEN have them still be useable by skipping "read as unusable"  and the "costume fix" part to view them with the powers/such?

:)
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on December 17, 2012, 08:45:48 PM
New Question for Codewalker!

Would it be possible to make costumes using the NPC version of Icon [with NPC parts], then save them, then load them in the non NPC version of Icon [just like we can now], BUT THEN have them still be useable by skipping "read as unusable"  and the "costume fix" part to view them with the powers/such?

:)

I ain't him, but I'll try this out right now :P

EDIT:
The non-NPC version won't take my fully made Statesman costume. It says "invalid parts", and using the fix makes him default and generic looking.

It seems the "invalid" checker on costume file loading needs to be disabled, if we wanna do like you said.

Which is probably impossible.

I also tried loading a costume I hand edited myself, in the NPC mode. It didn't let me load it, but it *did* show up in the costume select preview, somewhat.

When I forced it to load, it made a default looking character. If a costume says 'invalid parts' in NPC mode, you can skip it, but it probably won't work right.

I was trying to make a female Statesman and got the patterns for his outfit, but no mask/helm will show up or work.
Title: Re: The Big Giant Icon Thread
Post by: wei yau on December 17, 2012, 09:09:55 PM
Demo edit may your best option to achieve what you are trying to do.
Title: Re: The Big Giant Icon Thread
Post by: daveyfiacre on December 17, 2012, 09:44:01 PM
awww darn, i was trying to avoid having to learn demoediting because that seems complicatedddddd but i may have to overcome my fears and inhibitions sooner or later, huh.

thanks SO MUCH you two for trying/replying!!! :) i was going for something inbetween your two attempts Arachnion XD
Title: Re: The Big Giant Icon Thread
Post by: Felderburg on December 17, 2012, 09:50:07 PM
What I've done is placed two shortcuts on the desktop, one for normal Icon, the other for the NPC version. Works like a charm.
Title: Re: The Big Giant Icon Thread
Post by: Golden Ace on December 17, 2012, 10:16:41 PM
What I've done is placed two shortcuts on the desktop, one for normal Icon, the other for the NPC version. Works like a charm.

I did the same
Title: Re: The Big Giant Icon Thread
Post by: sgtcrispy on December 18, 2012, 07:24:09 PM
Codewalker, thank you so much for this.  ;D

P.S. I played on Mac OSX, and I tried simply copied the whole 14+ gig coh folder over from the app folder over to my win 7 pro 64bit bootcamp partition and it worked.
Don't know if that helps anyone, but it worked for me.
Title: Re: The Big Giant Icon Thread
Post by: Xenos on December 18, 2012, 10:12:18 PM
Just a follow up note on the Mac version.

I tried the new info.plist file supplied by TheManga and the result is unchanged (==> "Error. Failed to launch process"). Running it in Bootcamp works of course like a charm.

Let me know if there's something I should check that it's in the right place, post for you to look at, etc. I am assuming that I am not the only Mac player still having that problem, and I'd be happy to help make it work better.
Title: Re: The Big Giant Icon Thread
Post by: Kyriani on December 19, 2012, 12:29:47 AM
Thank you so much for this amazing gift you've given us! I can only hope that by some miracle someone with enough know how/access finds a way to turn this into a functional stand alone client! Maybe Arcanaville + one (or more) of her former coh dev friends (incognito of course) could figure out a way to make it happen. A well a gamer can dream no?
Title: Re: The Big Giant Icon Thread
Post by: daveyfiacre on December 19, 2012, 12:36:11 AM
Howdy again!

I cant seem to get the bubble path aura, which then i realized was an incarnate unlocked aura. have those been figured out and i need to reinstall the program? orrr are they one of those complicated to unlock costume pieces that i have to play with in the NPC version? XD

[also, i just found the "Wake" path aura and zomg it's fantastic :D/:(]


:EDIT: also, the Wake and Roaches path auras arent showing up in the NPC version XD. interestinnnggggggg
Title: Re: The Big Giant Icon Thread
Post by: Spikes01k on December 19, 2012, 03:10:34 AM
First!! OMDG THANK YOU so very much!!!

Sorry if this was answered already. What is meant by i24 client? I have the beta server still installed, how did/can one get the i24 client?

Thanks,
Spikes01k
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on December 19, 2012, 03:27:56 AM
First!! OMDG THANK YOU so very much!!!

Sorry if this was answered already. What is meant by i24 client? I have the beta server still installed, how did/can one get the i24 client?

Thanks,
Spikes01k
The Beta server *is* the I24 client. Beta had Issue 24 loaded on it. I24 had loads of stuff that's not available in the I23 (live) client.
Title: Re: The Big Giant Icon Thread
Post by: Power Play on December 19, 2012, 07:07:31 AM

Sorry if this has been covered, but I don't have the time at the moment to read all the pages of this thread.  My costume creator seems to be bugged.  In the body size sliders, the "Arms" slider doesn't make the arms thicker or thinner, but instead makes them huge or shrinks them down to almost nothing.  Do I have a bugged copy of the files?  Is this common?  If so, is there a fix?



Thanks for your help!
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on December 19, 2012, 07:25:45 AM
Nothing wrong with yours. That's what the arms slider does.
Title: Re: The Big Giant Icon Thread
Post by: Spikes01k on December 19, 2012, 10:28:05 AM
The Beta server *is* the I24 client. Beta had Issue 24 loaded on it. I24 had loads of stuff that's not available in the I23 (live) client.

Yeah, I tried running this in the beta on my laptop last night and it didn't work. Is there something special you have to do? Will try this on my desktop tonight.
Thanks!
Title: Re: The Big Giant Icon Thread
Post by: Tardigrade on December 19, 2012, 05:49:38 PM
Just a follow up note on the Mac version.

I tried the new info.plist file supplied by TheManga and the result is unchanged (==> "Error. Failed to launch process"). Running it in Bootcamp works of course like a charm.
I also tried the new Info.plist, with similar results. The only change from file I created by following the original instructions was the key CedegaGameName:

<    <string>c:\coh\cityofheroes.exe</string>
---
>    <string>c:\coh\icon.exe</string>

I tried moving the program to /Applications, and removing spaces from the filename, to no avail. (Removing spaces from the program's name made it refuse to run, claiming it was damaged. Restoring them fixed that error.) If I try to launch the program from Terminal, it first tries to connect to http://updates.gametreeonline.com/cityofheroes, then gives the following output, then pops up the "failed to launch process" warning.

{/Applications}$./City\ of\ Heroes.app/Contents/MacOS/cider
Could not stat /Applications/City of Heroes.app/Contents/Resources/transgaming/f_drive (No such file or directory), ignoring drive F:
err:process:fork_and_exec failed to parse filename
err:process:fork_and_exec Hmm. pid 8722 exec failed No such file or directory
err:process:PROCESS_Create Fork/exec failed
hFile = 64 unix file: 'cityofheroes.exe' cmdline 'cityofheroes.exe -project coh -startupexec charcreate.txt'
exec failed:: No such file or directory

TheManga (or anyone else who got the Mac version to work), any suggestions? I'm happy to try anything to provide more information.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on December 19, 2012, 06:07:17 PM
Yeah, I tried running this in the beta on my laptop last night and it didn't work. Is there something special you have to do? Will try this on my desktop tonight.
Thanks!

Are you using Windows?

If so, just stick icon.exe in your Beta folder, then run icon.exe and it will work.

If you are on mac, then you must follow the mac instructions.
Title: Re: The Big Giant Icon Thread
Post by: Power Play on December 19, 2012, 06:40:59 PM
Nothing wrong with yours. That's what the arms slider does.

Well, that has NEVER been what it did in all the years I played CoH.  It makes the arms, from the elbows down, shrink to the relative size of finger bones or enlarges them until they're twice the size of the entire body.  That's NOT what it's supposed to do.
Title: Re: The Big Giant Icon Thread
Post by: Risha on December 19, 2012, 06:48:24 PM
Oh, oh, OH!  I just tried this, and it worked...not great in graphics yet (need it up to 1900, but I will get it there), but, OMG!  Thank you, thank you, thank you!

And sad that it's all we have left, but thank you.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on December 19, 2012, 06:51:57 PM
Well, that has NEVER been what it did in all the years I played CoH.  It makes the arms, from the elbows down, shrink to the relative size of finger bones or enlarges them until they're twice the size of the entire body.  That's NOT what it's supposed to do.

Uhh... you *do* know that we never had the arms slider on live, real game servers right?

The arms slider only shows up in the -n NPC mode.... which was for developers only.

To support my theory, I just opened the regular player version of Icon. No arms slider there. At all.

I don't know what version of live CoH you were playing "all these years", but it wasn't the one I know. I was a six year vet.
Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on December 19, 2012, 07:01:44 PM
You are correct. Unless there was an arm slider before issue 4, we haven't had one. I've been playing 7 years and I never saw one until the NPC icon mode was made available to us.
Title: Re: The Big Giant Icon Thread
Post by: Arcana on December 19, 2012, 08:30:01 PM
You are correct. Unless there was an arm slider before issue 4, we haven't had one. I've been playing 7 years and I never saw one until the NPC icon mode was made available to us.

That option has never been available to players; no one should have any expectation of what dev-locked functionality is "supposed" to do.  The only thing those options are ordinarily supposed to be is invisible.
Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on December 19, 2012, 08:36:47 PM
That option has never been available to players

I didn't think so, but I could not personally attest to its lack of availability in-game at a time before I started playing.
Title: Re: The Big Giant Icon Thread
Post by: Superlorne on December 20, 2012, 01:50:22 AM
I find myself merely the latest in a very long line of thankful players, yet I will express my overjoyed appreciation nonetheless! Thank you, Codewalker, for your efforts in bringing the costume creator out of mothballs, revving it up with the NPC mode and throwing it out there for us to play with!

As a player, I spent much of my in-game time soloing or duoing with my wife. As a certified Altoholic, I created characters by the dozens, trying out the powersets, but it was the costume creator which took 90 to 99% of my time in creating any new character. It was easily the game feature I most enjoyed. I'd gush more, but my babbling will only add to the sea of appreciative noise, and besides, I'VE GOT COSTUMES TO MAKE!!!

<runs out of thread and is (almost) never seen again!>  :D
Title: Re: The Big Giant Icon Thread
Post by: Power Play on December 20, 2012, 06:12:44 AM
Uhh... you *do* know that we never had the arms slider on live, real game servers right?

Nowhere did I say -I- had ever USED the arm slider.  You folks need to learn to READ.  What I did say is that it is not operating correctly.

The shoulder slider, hip slider, leg slider, et cetera et cetera, all make the body part they change slightly larger or smaller proportionately, but they still match up with the body parts they intersect.  This one in NO WAY works properly.  Instead of making the forearms slightly thicker (think Popeye) or thinner, this makes them totally not match the arm at the elbow.  They grow or shrink WAY too much, compared to the rest of the sliders on the body.  What likely happened is that a decimal place was missed by a couple columns during the coding, making the slider change the arm 100 or even 1000 times as much as it's supposed to.

My original question was whether other people had arm sliders which worked correctly...meaning my data was corrupted somehow...or not.  Gee, that's a simple question.  What I said was that it never worked that way in all the time I played City of Heroes.  I NEVER saw an NPC created by the devs with disproportionately huge or vestigal forearms which did not match up with their own arms at the elbow.  They would have no reason to create such characters.  Ergo, the arm slider was NOT working the way it was intended.

It doesn't require a response such as, "I don't know what version of live CoH you were playing "all these years", but it wasn't the one I know. I was a six year vet."  I was playing the same one YOU were playing, and I was an eight and a half year vet.  Keep your implied insults to yourself, please.
Title: Re: The Big Giant Icon Thread
Post by: mikoroshi on December 20, 2012, 06:15:35 AM
I haven't used icon without -n, so I just assumed the arm slider is only available in -n mode, and never worked properly for the devs, they just never did anything with it, and it was "on the list" of things to fix eventually.
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on December 20, 2012, 06:21:00 AM
Nowhere did I say -I- had ever USED the arm slider.  You folks need to learn to READ.  What I did say is that it is not operating correctly.

The shoulder slider, hip slider, leg slider, et cetera et cetera, all make the body part they change slightly larger or smaller proportionately, but they still match up with the body parts they intersect.  This one in NO WAY works properly.  Instead of making the forearms slightly thicker (think Popeye) or thinner, this makes them totally not match the arm at the elbow.  They grow or shrink WAY too much, compared to the rest of the sliders on the body.  What likely happened is that a decimal place was missed by a couple columns during the coding, making the slider change the arm 100 or even 1000 times as much as it's supposed to.

My original question was whether other people had arm sliders which worked correctly...meaning my data was corrupted somehow...or not.  Gee, that's a simple question.  What I said was that it never worked that way in all the time I played City of Heroes.  I NEVER saw an NPC created by the devs with disproportionately huge or vestigal forearms which did not match up with their own arms at the elbow.  They would have no reason to create such characters.  Ergo, the arm slider was NOT working the way it was intended.

It doesn't require a response such as, "I don't know what version of live CoH you were playing "all these years", but it wasn't the one I know. I was a six year vet."  I was playing the same one YOU were playing, and I was an eight and a half year vet.  Keep your implied insults to yourself, please.
It doesn't work properly because we're not supposed to be able to use it. It's a dev function. If you don't like the way it functions, don't use it.

Incidentally, people didn't start getting uppity until you got uppity with my (COMPLETELY VALID) initial response (paraphrase, "it's what the arm slider does"). Just sayin'.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 20, 2012, 06:28:14 AM
And this is why the devs couldn't give us nice things.
Title: Re: The Big Giant Icon Thread
Post by: ThorsAssassin on December 20, 2012, 06:34:26 AM
And this is why the devs couldn't give us nice things.

lol truth!

Now I want a body slider that works like the arm slider does :)

I was wondering as well why the costume pieces don't show up for Shadowhunter. I have wanted that bear hood since I first saw it!
Title: Re: The Big Giant Icon Thread
Post by: mikoroshi on December 20, 2012, 06:35:23 AM
And this is why the devs couldn't give us nice things.

(https://gs1.wac.edgecastcdn.net/8019B6/data.tumblr.com/tumblr_m5tyyiF5vN1qbcfk2.jpg)

They gave me an amazing marriage proposal.
Title: Re: The Big Giant Icon Thread
Post by: ThorsAssassin on December 20, 2012, 06:39:34 AM
(https://gs1.wac.edgecastcdn.net/8019B6/data.tumblr.com/tumblr_m5tyyiF5vN1qbcfk2.jpg)

They gave me an amazing marriage proposal.

They....proposed to you?

Talk about dedication!
Title: Re: The Big Giant Icon Thread
Post by: mikoroshi on December 20, 2012, 06:44:11 AM
><

http://www.nypost.com/p/blogs/gamereport/city_of_heroes_engagement_2CZr7gzDuQrDymSiO2MK4K
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 20, 2012, 06:52:39 AM
Well, to clarify, I'm assuming that any dev use of the arm slider was done with moderation so that things didn't look distorted, or only with costume pieces specifically designed to be scaled that way. :)

There are quite a few NPC models with tweaked arm scale values, though mostly they are small variations. Marcus Cole, for instance, is one of them. As is Reichsman, who has slightly beefier than normal hands.

BCSs as well have big arms. Some of the Carnival of Light have smaller than normal.
Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on December 20, 2012, 07:06:14 AM
Nowhere did I say -I- had ever USED the arm slider.  You folks need to learn to READ.  What I did say is that it is not operating correctly.

*snip*

It doesn't require a response such as, "I don't know what version of live CoH you were playing "all these years", but it wasn't the one I know. I was a six year vet."  I was playing the same one YOU were playing, and I was an eight and a half year vet.  Keep your implied insults to yourself, please.

Need Decaf?
Title: Re: The Big Giant Icon Thread
Post by: mikoroshi on December 20, 2012, 07:07:03 AM
Need Decaf?

Snickers, definitely.
Title: Re: The Big Giant Icon Thread
Post by: Power Play on December 20, 2012, 07:08:30 AM
Incidentally, people didn't start getting uppity until you got uppity with my (COMPLETELY VALID) initial response (paraphrase, "it's what the arm slider does"). Just sayin'.

*ROTFLMAO!*

"It's what the arm slider does?"  And just HOW did you know that?  You're an authority on the developer version of the costume creator?  That's knowledge only a developer would have.  So, you inferring you have Paragon Studios' confidential information is a valid response to my simple question?  On my version, it works DIFFERENTLY than ANY other slider, making the body part a huge mismatch for the other body parts.  It is my belief that is NOT the way the devs intended that slider to work.  That's why I asked if others had that same issue.  When I stated it's not the way it had worked in CoH, it was from my personal experience from not having seen a SINGLE PC or NPC with mismatched forearms in eight and a half years of City of Heroes...not one...ever.

My initial response to you was not "uppity" in the slightest.  It was three simple statements and did not call anyone else's views or knowledge into question.  Your response also wasn't "(COMPLETELY VALID)" as you're not a developer.  Sorry, but you have a WAY overinflated opinion of your own importance.  Please check your ego at the door.

Well, to clarify, I'm assuming that any dev use of the arm slider was done with moderation so that things didn't look distorted, or only with costume pieces specifically designed to be scaled that way. :)

Exactly!  Thanks, Codewalker.  Moderation is NOT the way the current slider works, which is why I felt my version might be bugged.  As I stated, a misplaced decimal point which made the change 100 or 1000 times what was intended is something I would consider bugged.  I was simply wondering if anyone/everyone else's was the same as mine.

Need Decaf?

I just need people not to get self-important and just use a little respect when answering a simple question.  Just phrase every answer as if it was your mother asking the question.

Snickers, definitely.

Truth!  I don't need Decaf but I could sure use a Snickers bar right now.
Title: Re: The Big Giant Icon Thread
Post by: ThorsAssassin on December 20, 2012, 07:11:47 AM
><

http://www.nypost.com/p/blogs/gamereport/city_of_heroes_engagement_2CZr7gzDuQrDymSiO2MK4K

I actually knew that, just teasing ya there.

My Fiance and I were actually trying to get something set up in game, Melissa Bianco was going to wed our characters but time ran out. So I am right there with ya. We met in game in 2005 and in 2007 I moved across the country to be with her.

^5 :)
Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on December 20, 2012, 07:13:13 AM
Nowhere did I say -I- had ever USED the arm slider.  You folks need to learn to READ.

Really now?

Well, that has NEVER been what it did in all the years I played CoH.

The implication in what you said there is that you thought there was one in CoX.

Also...

That's NOT what it's supposed to do.

What were you saying about him not being a dev and not knowing what it should or shouldn't do? Come on now.

Aggelakis and Arachnion didn't mean any disrespect with their answers. Arachnion, especially, is one of the nicest most helpful people here. What he expressed was confusion, and then you overreacted and got insulting. There was no need for you to get so bent out of shape over it.

Take it from someone who gets irritated and snarky at times when he shouldn't, and just chill a bit. Deal?
Title: Re: The Big Giant Icon Thread
Post by: ThorsAssassin on December 20, 2012, 07:21:42 AM
lol I don't understand what the problem with arm sliders is honestly...

This is awesome!

(https://images.weserv.nl/?url=imageshack.us%2Fa%2Fimg7%2F9546%2Fthingn.jpg)
Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on December 20, 2012, 07:22:41 AM
Indeed. I think they are hilarious.

Title: Re: The Big Giant Icon Thread
Post by: FatherXmas on December 20, 2012, 07:34:23 AM
A tad brittle aren't we Power_Play?

Tina the brittle tech writer.

Comic 1 (http://dilbert.com/strips/comic/1995-08-29/) Comic 2 (http://dilbert.com/strips/comic/1995-08-30/)
Title: Re: The Big Giant Icon Thread
Post by: mikoroshi on December 20, 2012, 07:36:43 AM
Enough e-peen comparing and posturing!

Let's re-rail this thread!

Thanks Codewalker, when can we expect Icon to have an icon?  8)
Title: Re: The Big Giant Icon Thread
Post by: NecrotechMaster on December 20, 2012, 07:59:08 AM
what i think would be cool/good for an icon for this is the ncsoft logo with one of those "no" (http://upload.wikimedia.org/wikipedia/commons/thumb/d/d5/No_sign.svg/300px-No_sign.svg.png) symbols over it

if i had any artistic talent i would gladly throw one together lol
Title: Re: The Big Giant Icon Thread
Post by: Arcana on December 20, 2012, 08:08:45 AM
Nowhere did I say -I- had ever USED the arm slider.  You folks need to learn to READ.  What I did say is that it is not operating correctly.

Submit a bug report.
Title: Re: The Big Giant Icon Thread
Post by: ThorsAssassin on December 20, 2012, 08:12:59 AM
Submit a bug report.

And please wait near your computer as our support staff will get right back with you. Thank you for your understanding!
Title: Re: The Big Giant Icon Thread
Post by: Power Play on December 20, 2012, 08:16:18 AM
Really now?

Yes, really.

Quote
The implication in what you said there is that you thought there was one in CoX.

Noooo...  I said it had never done what it does in the costume creator in all the years I played City of Heroes.  That implies nothing.  It simply states nothing like that was EVER in the game.

Quote
What were you saying about him not being a dev and not knowing what it should or shouldn't do? Come on now.

It's called evidentiary deduction.  If you have a group of extremely similar items (the sliders) and one works considerably differently than the others, producing an excessive and unusable result, it can be considered to not be working as intended.  I say what I mean and so far everything I've said has been accurate.  "Come on now," yourself.

Quote
Aggelakis and Arachnion didn't mean any disrespect with their answers. Arachnion, especially, is one of the nicest most helpful people here. What he expressed was confusion, and then you overreacted and got insulting. There was no need for you to get so bent out of shape over it.

I only get "bent out of shape" when people get patronizing and self-important.  I asked a simple question and only reacted when others answered inappropriately.

Examples:

> I don't know what version of live CoH you were playing "all these years", but it wasn't the one I know. I was a six year vet.

(Obviously I was playing the same live version, since there was only one.  That reply is insulting and asinine.)

> Incidentally, people didn't start getting uppity until you got uppity with my (COMPLETELY VALID) initial response (paraphrase, "it's what the arm slider does"). Just sayin'.

(Characterizing my response as "uppity" was also insulting.  Insulting others as an excuse for one's own behavior is disrespectful and I do not accept that being done to me.  I made three simple statements (not "uppity" in any way) in my reply to the original response.  They did not insult or belittle anyone, nor did they call anyone's perception or mental health into question.)

All I ask is the same thing anyone else would want...to be dealt with with common courtesy and respect.  Implied insults and disrespect have never been appropriate.  I will repeat what I said in my previous post.  Answer as if it was your mother asking the question.

This is my last post on the subject.  I hope next time I ask a question it goes like this.

Q: "Is this working right?  Is everyone's the same way?  Is there a fix?"
A: Probably not...  Yes, as far as I know....  Not that I know of...

How much simpler that would have been, true?



Thanks!  *waves buhbye*
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on December 20, 2012, 08:28:26 AM
This is my last post on the subject.  I hope next time I ask a question it goes like this.

Q: "Is this working right?  Is everyone's the same way?  Is there a fix?"
A: Probably not...  Yes, as far as I know....  Not that I know of...
Hmm......

Quote from: Aggelakis
Nothing wrong with yours. That's what the arms slider does.

Hmmm..............
Title: Re: The Big Giant Icon Thread
Post by: eabrace on December 20, 2012, 08:33:09 AM
Enough e-peen comparing and posturing!
Indeed.  The e-peen slider is working properly.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 20, 2012, 12:13:01 PM
(https://images.weserv.nl/?url=www.geekosystem.com%2Fwp-content%2Fuploads%2F2010%2F04%2FScreen-shot-2010-04-01-at-11.23.22-AM-550x285.png)
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on December 20, 2012, 12:53:54 PM
Quote
Noooo...  I said it had never done what it does in the costume creator in all the years I played City of Heroes.  That implies nothing.  It simply states nothing like that was EVER in the game.
There was, since issue 8 or thereabouts. http://paragonwiki.com/wiki/Demo_Recording#Limitations_of_Demos
Title: Re: The Big Giant Icon Thread
Post by: damienray on December 20, 2012, 01:25:13 PM
Wow...too bad there's not a temper slider....
Title: Re: The Big Giant Icon Thread
Post by: LightBlack on December 20, 2012, 03:39:41 PM
Thanks Codewalker, when can we expect Icon to have an icon?  8)

Not the person this was addressed to, but you can set your own icon for Icon.exe. I personally have mine set to the original CoH icon. This is what I did using Windows 7. Instructions may vary for different OS's.

1) Create a shortcut on the desktop.
2) Right click on the shortcut.
3) Choose "Properties" on the dropdown menu. This will open a new window (A).
4) Select the "Shortcut" tab.
5) Click on the "Change Icon" button. For me this is in the middle of the bottom-third of the opened window. This will open a new window (B).
6) Find the folder that you have the City of Heroes program in (typically C://Program Files (x86)/ City of Heroes).
7) Select the icon you wish to use.
8) Click "Okay" to close selection window A.
9) Click "Apply".
10) Click "Okay" to close selection window B.


Enjoy!
Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on December 20, 2012, 04:18:34 PM
Wow...too bad there's not a temper slider....

Seriously!
Title: Re: The Big Giant Icon Thread
Post by: ThorsAssassin on December 20, 2012, 04:23:54 PM
lol truth!

Now I want a body slider that works like the arm slider does :)

I was wondering as well why the costume pieces don't show up for Shadowhunter. I have wanted that bear hood since I first saw it!

Yes...I just quoted myself...

 ;D
Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on December 20, 2012, 04:28:35 PM
Hey, self-referencing is an awesome way to show everyone that you actually remember the stuff you said online :)
Title: Re: The Big Giant Icon Thread
Post by: Risha on December 20, 2012, 04:49:48 PM
Just FYI, my path always put COH in a folder under NCSoft.  When the game ended, I pulled it (and beta and whatever) out, deleted the NCSoft stuff.  But it would be /Program Files (86x)/NCSoft   for some of you.
Title: Re: The Big Giant Icon Thread
Post by: LightBlack on December 20, 2012, 05:14:09 PM
Ah, good catch Risha! I forgot I did something similar :P .
Title: Re: The Big Giant Icon Thread
Post by: daveyfiacre on December 20, 2012, 05:45:39 PM
I was wondering as well why the costume pieces don't show up for Shadowhunter. I have wanted that bear hood since I first saw it!

i too was wondering. but im guessing this falls into the same category as all the other costume pieces i really wanted to play with if given dev costume capabilities [snakes, tuatha, LRecluse]:

body funkiness.

i also wanted his staff :(
Title: Re: The Big Giant Icon Thread
Post by: Risha on December 20, 2012, 06:05:55 PM
Well, I noticed some new tech-wear (if I recall rightly), before the end that I didn't have and didn't buy, and it's not on icon.
Title: Re: The Big Giant Icon Thread
Post by: ThorsAssassin on December 20, 2012, 06:21:24 PM
Well, I noticed some new tech-wear (if I recall rightly), before the end that I didn't have and didn't buy, and it's not on icon.

You mean Tech Knight? It's in there. Should be anyways. Maybe it's only on the Beta client. Which client are ya using?

Oh and I am right there with ya Davey!
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on December 20, 2012, 06:28:21 PM
i too was wondering. but im guessing this falls into the same category as all the other costume pieces i really wanted to play with if given dev costume capabilities [snakes, tuatha, LRecluse]:

body funkiness.

i also wanted his staff :(

Apparently, Lord Recluse has an entire Geometry file for himself, which is all self-contained.

In other words, until someone figures out and or cracks the .GEO files, we can't mess with them directly.

We can however, slip some pieces into a demofile costume, apparently. It's tedious to do though.

In the mean time, you could always load an NPC model like Recluse in a demo, and see them.

I know it's not the same as editing them or having their individual parts, but eh.

@ThorsAssassin and Risha: You mean the below set?

Some Tech Knight Images
http://i.imgur.com/Im8Su.jpg
http://i.imgur.com/zijfL.jpg
http://i.imgur.com/7DdcJ.jpg
http://i.imgur.com/Htaiq.jpg
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 20, 2012, 06:39:34 PM
Might also be referring to Cybertech (what the Cyberpunk set ended up getting renamed to), but that should be available as well, in both normal and NPC mode.
Title: Re: The Big Giant Icon Thread
Post by: Arcana on December 20, 2012, 07:11:17 PM
This is my last post on the subject.  I hope next time I ask a question it goes like this.

Q: "Is this working right?  Is everyone's the same way?  Is there a fix?"
A: Probably not...  Yes, as far as I know....  Not that I know of...

How much simpler that would have been, true?

As a matter of fact:

Sorry if this has been covered, but I don't have the time at the moment to read all the pages of this thread.  My costume creator seems to be bugged.  In the body size sliders, the "Arms" slider doesn't make the arms thicker or thinner, but instead makes them huge or shrinks them down to almost nothing.  Do I have a bugged copy of the files?  Is this common?  If so, is there a fix?

Thanks for your help!

Nothing wrong with yours. That's what the arms slider does.

Well, that has NEVER been what it did in all the years I played CoH.  It makes the arms, from the elbows down, shrink to the relative size of finger bones or enlarges them until they're twice the size of the entire body.  That's NOT what it's supposed to do.
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on December 20, 2012, 08:01:15 PM
I can put up my badge icos if anyone would like them? Clothes horse and clubber, but was thinking of fashion designer
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on December 20, 2012, 08:14:10 PM
Please do. :)
Title: Re: The Big Giant Icon Thread
Post by: MREBoy on December 20, 2012, 09:13:45 PM
So here's an idea/request:  Any possibility of an application or process to extract costume info from Sentinel+ XML dumps and convert them into *.costume files ?

While I did save all of my characters via dumps, I didn't save .costumes for many of them. If this is possible I would be very happy and could then fiddle with them, experiment with NPC bits & actually look at them outside of demorecords.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 20, 2012, 09:18:12 PM
It's on the list, but will take some work. Sentinel+ unfortunately doesn't capture the category and subcategory names for each piece so those will have to be reconstructed from costume.bin. Without that info, the costume can be displayed, but the editor won't recognize the pieces and will reset them all when you try to edit it.

Once that's written, it will be possible to convert demorecords and Sentinel+ XMLs to .costume files. We'll need to do that anyway in order for Sentinel+ dumps to be able to be used for... stuff.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on December 20, 2012, 09:23:53 PM
So here's an idea/request:  Any possibility of an application or process to extract costume info from Sentinel+ XML dumps and convert them into *.costume files ?

While I did save all of my characters via dumps, I didn't save .costumes for many of them. If this is possible I would be very happy and could then fiddle with them, experiment with NPC bits & actually look at them outside of demorecords.

http://demolition.mcuznz.ca/

This will turn your sentinel+ XML files into demorecords, with your costumes intact, but not as costume files.

However, if you posted those demos here in this thread or PMing, someone might be able to make them into individual costume files.
Title: Re: The Big Giant Icon Thread
Post by: DoctorDelaware on December 21, 2012, 12:47:49 AM
I'm getting a "couldn't read process memory: access denied" error, both from the icon program and the -n shortcut. I'm on a PC, 64-bit Windows 7, both icon program and shortcut are in the CoHBeta folder (which itself is in the NCSoft folder.) Assistance would be appreciated.

EDIT: Problem solved...have to run it as an administrator. Had this same problem with Sentinel, and somehow forgot about it.
Title: Re: The Big Giant Icon Thread
Post by: MuckyPete on December 21, 2012, 02:52:01 AM
For the Mac folks:

If you double click on Contents/MacOS/cider, the terminal will launch and you'll get a log (as I think someone mentioned). For some reason, it was looking for a file under Resources/transgaming/f_drive. I renamed c_drive to f_drive, re-ran things, and was now being told it couldn't find the directory c_drive. So! I duplicated the folder formerly known as c_drive, now f_drive, and now have two identical folders (contents wise) in Resources/transgaming. c_drive, and f_drive.

Now it's telling me it can't find charcreate.txt. Stumped!

Quote
Last login: Thu Dec 20 21:35:35 on ttys000
new-host-2:~ administrator$ /Users/administrator/Desktop/CoH_Media/City_of_Heroes_Costume_Creator.app/Contents/MacOS/cider ; exit;
2012-12-20 21:37:53.946 cider[12495:707] TransformProcessType failed! Err: -50
err:process:fork_and_exec failed to parse filename
hFile = 64 unix file: 'cityofheroes.exe' cmdline 'cityofheroes.exe -project coh -startupexec charcreate.txt'
exec failed:: No such file or directory
err:process:fork_and_exec Hmm. pid 12502 exec failed No such file or directory
err:process:PROCESS_Create Fork/exec failed
logout

[Process completed]
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on December 21, 2012, 06:49:02 PM
For the Mac folks:

If you double click on Contents/MacOS/cider, the terminal will launch and you'll get a log (as I think someone mentioned). For some reason, it was looking for a file under Resources/transgaming/f_drive. I renamed c_drive to f_drive, re-ran things, and was now being told it couldn't find the directory c_drive. So! I duplicated the folder formerly known as c_drive, now f_drive, and now have two identical folders (contents wise) in Resources/transgaming. c_drive, and f_drive.

Now it's telling me it can't find charcreate.txt. Stumped!

I don't know if this'll work, but here:

https://www.sugarsync.com/pf/D0133125_936_05220293
Title: Re: The Big Giant Icon Thread
Post by: Risha on December 21, 2012, 09:44:16 PM
Yes, the costume might have been cyber tech.  I'll look through when I get the chance...I just noticed a new set and nothing much was said (that I was following, anyway).

Many thanks,
Robin
Title: Re: The Big Giant Icon Thread
Post by: Heroid on December 22, 2012, 04:20:51 AM
This is awesome.  I just found this and running the character creator... it almost brings tears to my eyes.

Thank you.
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on December 22, 2012, 05:30:49 PM
My icons! A little rough on the edges, but they work.

Here's Clothes Horse, which I used for basic creator (http://hero.thefannish.org/images/graphics/cc1.ico) and here's Clubber (http://hero.thefannish.org/images/graphics/cc2.ico) which I decided to use for dev mode because it's a party, man. A party.
Title: Re: The Big Giant Icon Thread
Post by: Mouse-Man on December 23, 2012, 11:23:17 AM
Hey Codewalker, gotta question for you. Since the game is now "offline" and modding is no longer a dirty word, is it possible to actually add texture files to it so that new patterns show up under tights instead of just replacing textures like the old mods used to?
If so I have a lot of free time on my hands, photoshop, and a desire to expand two tone tights.
I have always disliked the need to replace parts to do it... more options is best options.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on December 23, 2012, 06:59:57 PM
Hey Codewalker, gotta question for you. Since the game is now "offline" and modding is no longer a dirty word, is it possible to actually add texture files to it so that new patterns show up under tights instead of just replacing textures like the old mods used to?
If so I have a lot of free time on my hands, photoshop, and a desire to expand two tone tights.
I have always disliked the need to replace parts to do it... more options is best options.

I tried replacing an existing face texture file with a different new one I made, but it didn't work.

It looked like a rainbow TV error screen (you know the one), but wrapped all around the face/head.

I didn't try actually replacing the contents of an existing file, or an entirely new one with it's own name.
Title: Re: The Big Giant Icon Thread
Post by: MaidMercury on December 23, 2012, 11:25:21 PM
I've downloaded the icon.exe, extracted and saved to CoH game folder.
It was wonderful to see Costume creator work, with CoH music playing.
felt strange... :-\

DEMOlition uploads my .costume file, I guess it created a CoHdemo file, least I saved the created text
it made in Wordpad.

Ran CoHDemolauncher...I assume you select the top window and locate your file?

The CoHDemolauncher doesn't seem to see my saved  CoHdemo file...maybe wordpad is still hiding my file.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on December 23, 2012, 11:39:58 PM
I've downloaded the icon.exe, extracted and saved to CoH game folder.
It was wonderful to see Costume creator work, with CoH music playing.
felt strange... :-\

DEMOlition uploads my .costume file, I guess it created a CoHdemo file, least I saved the created text
it made in Wordpad.

Ran CoHDemolauncher...I assume you select the top window and locate your file?

The CoHDemolauncher doesn't seem to see my saved  CoHdemo file...maybe wordpad is still hiding my file.

Make sure you save your file as .cohdemo.
Title: Re: The Big Giant Icon Thread
Post by: Risha on December 24, 2012, 12:48:45 AM
Thank you so much!  Again!  I needed to make a couple of secondary characters in my work in progress, and there it is!  I don't even have to find a server to park them on!  Though, of course, I can't put them in a setting that I would prefer.  But THANKS AGAIN!
Title: Re: The Big Giant Icon Thread
Post by: eshirako on December 24, 2012, 01:30:18 AM

     I just wanted to chime in with a "Thank you for making this possible," and I also wanted to thank an under-recognized hero, RedRaccoon.  Their comment of "I've had the character creator up since they took the servers down and it still works" was what changed things from "That sounds exceedingly-difficult" to "Oh, hey, that was easier than I thought!"

     So, thank you both, and thank you to all the other people who have been helping out with so many things!

     -liz

Title: Re: The Big Giant Icon Thread
Post by: Thirty-Seven on December 24, 2012, 03:55:10 PM
My icons! A little rough on the edges, but they work.

Here's Clothes Horse, which I used for basic creator (http://hero.thefannish.org/images/graphics/cc1.ico) and here's Clubber (http://hero.thefannish.org/images/graphics/cc2.ico) which I decided to use for dev mode because it's a party, man. A party.
Thanks for that!
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on December 26, 2012, 02:39:53 AM
I don't know if this'll work, but here:

https://www.sugarsync.com/pf/D0133125_936_05220293

I've gotten the similar situation, after performing the setup steps from the original post:

Quote
$ ./City\ of\ Heroes\ Beta\ Mac.app/Contents/MacOS/cider
Could not stat /Applications/City of Heroes Beta Mac.app/Contents/Resources/transgaming/f_drive (No such file or directory), ignoring drive F:
err:process:fork_and_exec failed to parse filename
hFile = 64 unix file: 'cityofheroes.exe' cmdline 'cityofheroes.exe -project coh -startupexec charcreate.txt'
exec failed:: No such file or directory
err:process:fork_and_exec Hmm. pid 5366 exec failed No such file or directory

So I've now downloaded your copy of charcreate.txt ...

... what directory should it go in, then?  ???

(this is using the Issue 24 beta client for mac; I needed to make the cider files and wineserver executable before I could get this far).

Thanks for whatever help you can provide, this is a heck of a christmas present!

--- Philip
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on December 26, 2012, 06:23:14 PM
@pmoyer:

Oh right, sorry.

I use Windows XP, and here I have it in a folder called "data" all lowercase, in the main city of heroes directory, where cityofheroes.exe is..

I don't really know anything about the mac version or macs in general though, sooo...
At the time I made that reply with my charcreate.txt, I wasn't focused apparently.

So if you can make a folder called "data" and place charcreate.txt there, where your City of Heroes mac folder is... might work.

 :)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 26, 2012, 06:26:03 PM
I don't think charcreate.txt is the problem, as that gets created automatically. From that error message, it looks like the missing file is cityofheroes.exe. It could be a problem with the working directory not being correct, but I don't know just a whole lot about how Cider launches it.
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on December 27, 2012, 02:16:58 AM
Ok, I tried again.  Using the mac steps from the first post on a copy of my (still working if the launcher is present) mac I23 client - I removed the various preferences, changed cider names, copied in icon.exe and Info.plist into their designated locations.  When I tried running from the command line, I once again got this:

Quote
$ ./City\ of\ Heroes\ copy.app/Contents/MacOS/cider
Could not stat /Applications/City of Heroes copy.app/Contents/Resources/transgaming/f_drive (No such file or directory), ignoring drive F:
err:process:fork_and_exec failed to parse filename
hFile = 64 unix file: 'cityofheroes.exe' cmdline 'cityofheroes.exe -project coh -startupexec charcreate.txt'
exec failed:: No such file or directory
err:process:fork_and_exec Hmm. pid 1309 exec failed No such file or directory
err:process:PROCESS_Create Fork/exec failed

So I'm not sure what else is going on; has any other mac users had this problem/come up with a solution? 
How many mac users have managed to get it to work with the first post's instructions?

Thanks in advance,
-- Philip

Title: Re: The Big Giant Icon Thread
Post by: Arachnion on December 27, 2012, 07:20:36 PM
pmoyer:

There are several errors in that code log, mainly object not found ones.

'cityofheroes.exe' cmdline 'cityofheroes.exe -project coh -startupexec charcreate.txt'
exec failed:: No such file or directory

This as Codewalker said, shows it can't find your .exe file... and since this is a Mac... I don't even know if mac uses exes.
Title: Re: The Big Giant Icon Thread
Post by: Arcana on December 27, 2012, 07:37:37 PM
Its been a while, but you might consider triple checking these instructions:

5. Right click on the City of Heroes application and select Show Package Contents.

6. Go to Contents > Resources > transgaming > c_drive > coh  ....  or that last part might be Program Files > City of Heroes.

7. Drag the icon.exe into the path above.

I have a hunch something somewhere around those steps might have gone awry.  Do you know if Applications/City of Heroes copy.app/Contents/Resources/transgaming actually exists?  If so, what are the subdirectories under it.  It seems to be looking for an "f_drive" subdirectory but that doesn't exist.
Title: Re: The Big Giant Icon Thread
Post by: The-Pendragon on December 27, 2012, 09:10:37 PM
I am trying to use this and getting "Application Launch failure" messages.  Any suggestions?
Title: Re: The Big Giant Icon Thread
Post by: PrinnyJ on December 27, 2012, 11:55:48 PM
Oh wow, Icon is fantastic!  I'm happy that I can finally play with those tier 9 costumes.  Thank you!
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on December 28, 2012, 01:00:09 AM
Just checking, I can't see any incarnate-acquired costume pieces in the creator, is that WAI/will be in there later or is there another thing I have to click.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on December 28, 2012, 01:12:52 AM
Should be available in the NPC mode.
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on December 28, 2012, 02:38:08 AM
Its been a while, but you might consider triple checking these instructions:

5. Right click on the City of Heroes application and select Show Package Contents.

6. Go to Contents > Resources > transgaming > c_drive > coh  ....  or that last part might be Program Files > City of Heroes.

7. Drag the icon.exe into the path above.

I have a hunch something somewhere around those steps might have gone awry.  Do you know if Applications/City of Heroes copy.app/Contents/Resources/transgaming actually exists?  If so, what are the subdirectories under it.  It seems to be looking for an "f_drive" subdirectory but that doesn't exist.

Nope. icon.exe's exactly where I put it, in that directory.  It's the same directory that has cityofheroes.exe -- /Applications/City\ of\ Heroes\ copy.app/Contents/Resources/transgaming/c_drive/coh.

I think the c_drive/f_drive thing is just CoH covering its bases as to what drives are available - "If c drive isn't available, check f for coh stuff.  If f drive isn't available, check c for coh stuff." - It would only be when both drives are missing that you're got a real problem.

There are several errors in that code log, mainly object not found ones.

'cityofheroes.exe' cmdline 'cityofheroes.exe -project coh -startupexec charcreate.txt'
exec failed:: No such file or directory

This as Codewalker said, shows it can't find your .exe file... and since this is a Mac... I don't even know if mac uses exes.

The mac can use .exe's because cider is what's used to drive them.  The cityofheroes.exe is right where it's supposed to be.  That's how CoH on the mac can run in the first place, cider's a virtual machine emulating an appropriate windows box.

When I start up the I23 mac client, with the launcher in place, it starts up just fine and brings up the login screen.  When I copy the I23 mac client, and perform all the steps, as listed, in the first post's instructions for mac, I get the error that I mentioned, and the character creator doesn't come up.

So, honestly, I'm stumped.  I'd like to know if any other mac owners have had this problem, or if they've even managed to get the modified client working in the first place.  :(

-- Philip
Title: Re: The Big Giant Icon Thread
Post by: blackjak on December 28, 2012, 02:45:07 AM
No luck here either. I have to say I  am actually impressed with Cider. I ran COH just fine. No ultra mode of course, but good anf stable the whole way. Screenies were all at a higher quality rez, but I  think that's just the way they save.
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on December 28, 2012, 03:10:02 AM
No luck here either. I have to say I  am actually impressed with Cider. I ran COH just fine. No ultra mode of course, but good anf stable the whole way. Screenies were all at a higher quality rez, but I  think that's just the way they save.

Yeah, me here!  For the two months I played, I didn't have any problems COH wise -- ran native resolution on my monitor 1600x1200, would change the quality up or down depending on how many people I anticipated in the zone, and ran in ultra at least a few times.  Probably would've needed to get a new graphic card if I'd kept playing, though. :)

--- Philip
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on December 28, 2012, 03:39:46 AM
From the messages I really do think it's a problem with the working directory.

Do you happen to have your original plist file for comparison? COH itself gets quite unhappy if the current working directory isn't the one where its data files are, so there must be something in the setup to tell it to change there first.
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on December 28, 2012, 04:15:18 AM
From the messages I really do think it's a problem with the working directory.

Do you happen to have your original plist file for comparison? COH itself gets quite unhappy if the current working directory isn't the one where its data files are, so there must be something in the setup to tell it to change there first.

Yes, I do.  Here are the relevant app/directory properties from Info.plist on my exisiting I23 CoH mac client:

Quote
<plist version="1.0">
    <dict>
        <key>apLaunch</key>
        <string>cider</string>
        <key>apPostURL</key>
        <string>https://tarts.transgaming.com/submit.cgi</string>
        <key>apURL</key>
        <string>http://updates.gametreeonline.com/cityofheroes</string>
        <key>CedegaGameDir</key>
        <string>C:\coh</string>
        <key>CedegaGameName</key>
        <string>c:\coh\cityofheroes.exe</string>
        <key>CFBundleDisplayName</key>
        <string>City of Heroes</string>
        <key>CFBundleExecutable</key>
        <string>cider</string>
        <key>CFBundleGetInfoString</key>
        <string>City of Heroes Beta v1.0.6998</string>
        <key>CFBundleIdentifier</key>
        <string>com.transgaming.cityofheroes</string>
        <key>CFBundleName</key>
        <string>City of Heroes</string>
        <key>CFBundleSignature</key>
        <string>COHC</string>
        <key>CFBundleVersion</key>
        <string>1.0</string>
        <key>CiderBuild</key>
        <string>6998</string>
        <key>CiderGameOptions</key>
        <string>-- cityofheroes.exe (null) -project CoH -launcher -setregion NA -setlocale 1033 -auth 64.25.36.88 </string>
        <key>NSPrincipalClass</key>
        <string>CiderApplication</string>
        <key>PrefsFolderName</key>
        <string>City of Heroes</string>
    </dict>
</plist>

Here are the relevant properties from the downloaded Info.plist I was instructed to replace it with:

Quote
<plist version="1.0">
<dict>
   <key>apLaunch</key>
   <string>cider</string>
   <key>apPostURL</key>
   <string>https://tarts.transgaming.com/submit.cgi</string>
   <key>apURL</key>
   <string>http://updates.gametreeonline.com/cityofheroes</string>
   <key>CedegaGameDir</key>
   <string>C:\coh</string>
   <key>CedegaGameName</key>
   <string>c:\coh\icon.exe</string>
   <key>CFBundleDisplayName</key>
   <string>City of Heroes</string>
   <key>CFBundleExecutable</key>
   <string>cider</string>
   <key>CFBundleGetInfoString</key>
   <string>City of Heroes Beta v1.0.6998</string>
   <key>CFBundleIdentifier</key>
   <string>com.transgaming.cityofheroes</string>
   <key>CFBundleName</key>
   <string>City of Heroes</string>
   <key>CFBundleSignature</key>
   <string>COHC</string>
   <key>CFBundleVersion</key>
   <string>1.0</string>
   <key>CiderBuild</key>
   <string>6998</string>
   <key>CiderGameOptions</key>
   <string>-- icon.exe</string>
   <key>LSMinimumSystemVersion</key>
   <string>10.5.7</string>
   <key>NSPrincipalClass</key>
   <string>CiderApplication</string>
   <key>PrefsFolderName</key>
   <string>City of Heroes</string>
</dict>
</plist>

(both of these files were edited down)

The ONLY differences between these two files are the "CedegaGameName" and "CiderGameOptions" parameters, which were provided in the changed file.

If there is some other file I should be looking into, please let me know.  There doesn't seem to be a "current working directory" property in either file.

Should I put back the "City of Heroes Preferences" directory into ~/Library/Preferences ? Although it doesn't appear to have anything in it, it may be still be needed.  Possibly.

-- Philip
Title: Re: The Big Giant Icon Thread
Post by: Xenos on December 28, 2012, 04:56:50 PM
I'd like to know if any other mac owners have had this problem, or if they've even managed to get the modified client working in the first place.  :(

As I had posted before, no luck in making the Mac instructions work either. Tried it a number of time. Also happy to post whatever Codewalker or TheManga want to see, if it helps.
Title: Re: The Big Giant Icon Thread
Post by: NecrotechMaster on December 28, 2012, 05:06:27 PM
Just checking, I can't see any incarnate-acquired costume pieces in the creator, is that WAI/will be in there later or is there another thing I have to click.

the standard mode acts as if you are a free player with no unlocks, to unlock everything as mentioned use the -n to get to dev mode for access to all locked costume pieces (either paid for or tier 9 VIP ones)
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on December 28, 2012, 06:18:02 PM
the standard mode acts as if you are a free player with no unlocks, to unlock everything as mentioned use the -n to get to dev mode for access to all locked costume pieces (either paid for or tier 9 VIP ones)

Incorrect.

Uncheck the "Only show free costumes" box near the bottom left of the screen in Standard Mode.
(https://images.weserv.nl/?url=s1.postimage.org%2Fzb0aq1jq7%2Ffreebox.png)

Boom. Enjoy paid, tier 9 sets, etc.

You do have to use -n however for Ascension/Incarnate pieces.
Title: Re: The Big Giant Icon Thread
Post by: Lycantropus on December 29, 2012, 09:55:14 AM
Thank you. That's all I really have to say.
Title: Re: The Big Giant Icon Thread
Post by: DeathToPoetry on December 30, 2012, 06:29:22 AM
Here are some Texture edits for different basic backgrounds for the Character
Creator and how to install/use them.  I know they work on Windows installs, but
not sure about Macs.

Download this zip file. (https://www.amazon.com/clouddrive/share?s=HtVChl7KQN8urns2Q_uBVc)

1) Place the Zip File in the Data folder of you City of Heroes Installation.
   Example: Mine is "C:\Program Files (x86)\NCSoft\City of Heroes\data" for
            the normal install and "C:\Program Files (x86)\NCSoft\CohBeta\data"
            for the beta

2) Unzip the file.  The correct folder structure and files will be put in place.

3) Remove the Zip File from the Data folder

4) Go to the deepest level of the installed directory tree to choose a
   background.
   Example: C:\Program Files (x86)\NCSoft\CohBeta\data\texture_library\GUI\CREATION\HybridUI\CharecterCreationUI

        Included are:
             background.texture000 - 000% White (Black) - starts Black
                  on Character creation without adjustment.  Adjusting Darker
                  has no effect.  Adjusting Lighter lightens to Grey.
             background.texture050 - 050% White (Grey) - starts Grey
                  on Character creation without adjustment.  Adjust Darker
                  to almost Black.  Adjust Lighter to almost White.
             background.texture100 - 100% White (Full White) - starts White
                  on Character creation without adjustment.  Adjusting Darker
                  darkens to Grey.  Adjusting Lighter has no effect.

        Not Included are:
             The Original Cityscape Background - Why?  If no file in the folder
                  is named "background.texture", the default (Original) is used.

5) To switch between backgrounds, you must rename the file you want to use.
   Example:  I decide to try a White background first.  I rename
             "background.texture100" to "background.texture".
             I then decide White isn't for me and want to try Black.  I rename
             "background.texture" to "background.texture100", and then rename
             "background.texture000" to "background.texture".


NOTE) Yes, the directory tree for the background fold looks mispelled. 
      That's how the Developers did it.
Title: Re: The Big Giant Icon Thread
Post by: Leandro on December 30, 2012, 02:03:40 PM
Titan Icon got mentioned in Massively Speaking on the 18th, I just heard it last night. I cut the specific bit and put it on SoundCloud so you don't have to skip around: https://soundcloud.com/leandrotlz/titan-icon-on-massively
Title: Re: The Big Giant Icon Thread
Post by: Arcana on December 31, 2012, 09:53:17 PM
Tangentially related:

http://www.superherohype.com/news/articles/174229-pixar-animator-creates-a-new-superhero-every-day

http://365supers.blogspot.com/
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on January 01, 2013, 02:27:00 AM
Happy early new years!

Titan Icon 1.0 has just been released. You can read the release notes here (http://www.cohtitan.com/forum/index.php/topic,7288.msg89988.html#msg89988) to see the list of changes, and download the new version here:

http://repo.cohtitan.com/icon/icon.exe
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on January 01, 2013, 03:44:53 AM
Tried Titan Icon 1.0 with my Mac I23 copied modified install.

Same behavior as before when starting up (it doesn't work, same failed to parse filename/no such file or directory errors) -- and no file browser window is opened to allow cityofheroes.exe to be found manually.

So, sadly, this still doesn't help. :P

Thanks for trying, though. :(

--- Philip
Title: Re: The Big Giant Icon Thread
Post by: corvus1970 on January 01, 2013, 03:45:07 AM
Woo hoo! Thanks codewalker, and happy new year! :)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on January 01, 2013, 03:49:29 AM
Same behavior as before when starting up (it doesn't work, same failed to parse filename/no such file or directory errors) -- and no file browser window is opened to allow cityofheroes.exe to be found manually.

Can you post the full error? At the very least the message should be slightly different than the old version and may provide some clues as to what isn't working.
Title: Re: The Big Giant Icon Thread
Post by: BobMc on January 01, 2013, 03:51:02 AM
Thank you!

The New Year is looking better than the old one already!
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on January 01, 2013, 04:04:53 AM
Can you post the full error? At the very least the message should be slightly different than the old version and may provide some clues as to what isn't working.

Quote

$ cd /Applications/
$ ./City\ of\ Heroes\ copy.app/Contents/MacOS/cider
Could not stat /Applications/City of Heroes copy.app/Contents/Resources/transgaming/f_drive (No such file or directory), ignoring drive F:
err:process:fork_and_exec failed to parse filename
hFile = 68 unix file: 'cityofheroes.exe' cmdline 'cityofheroes.exe -project coh -noverify'
exec failed:: No such file or directory
err:process:fork_and_exec Hmm. pid 1857 exec failed No such file or directory
err:process:PROCESS_Create Fork/exec failed
$


The only dialog box that appears is one that says "Error Failed to launch process!" and provides an OK button to close it and quit.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on January 01, 2013, 04:15:15 AM
That's really strange. Right before it tries to create the process, the very last thing that the new version of Icon does is verify that the exe file exists. That's why you're not getting the selection dialog, because it already sees the file in the right place.

You might try moving icon into a subdirectory and editing the info.plist to reference it there, but other than getting the selection dialog it probably wouldn't make a difference.  :-\
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on January 01, 2013, 04:32:23 AM
You might try moving icon into a subdirectory and editing the info.plist to reference it there, but other than getting the selection dialog it probably wouldn't make a difference.  :-\

created a subfolder "/icon-subfolder" in the /coh directory, modified the Info.plist so that CedegaGameName is now "c:\coh\icon-subfolder\icon.exe" ... and the exact same error message and behavior as before, no extra dialog boxes. :P

Title: Re: The Big Giant Icon Thread
Post by: ThorsAssassin on January 01, 2013, 07:40:17 AM
1.0 works like a dream over here Code. Thank you again for working to improve it. As well as anyone else involved.

I have 3 different versions of Icon 1.0 installed. One for i23 and i24 and then the N version in i24. Really appreciate being able to do a full character creation using the NPC parts. Still want that bear hood from Shadow Hunter though ;)


**EDIT**

I also notice that now we get to see Psi Melee and Radiation armor in action woot. I wonder if there is a way to get the FX code out of the PIGGS since these sets never actually made it into the game?

Title: Re: The Big Giant Icon Thread
Post by: Xieveral on January 01, 2013, 06:30:06 PM
Thank you again for your hard work!  ;D

Oh savage melee... how I would have loved you  :gonk:

(https://i191.photobucket.com/albums/z312/xieveral/comeatmebro.png)
Title: Re: The Big Giant Icon Thread
Post by: Mister Bison on January 01, 2013, 06:45:26 PM
Version History

Version 1.0

  • Icon now has an icon!
  • If cityofheroes.exe is not found in the current directory, a file browser window is opened to allow you to locate it manually. This should help people who run it from the Internet without reading the directions, and possibly give Mac users a workaround for Cider issues.
  • Most in-game unlocks such as the Ascension set, Incarnate auras, etc. should now work without having to use NPC mode.
  • 'Show free costumes only' checkbox is now forced off by default.
  • Patched the game's NPC editor to not skip the origin, archetype, and powers screens. This will allow you to get back to the login screen in NPC mode, as well as preview powers.
  • Icon is now slightly less of a stupid client hack and no longer uses a temporary file.

Does that mean we can use the NPC powersets though ? (that would hurt my eyes)

Edit: bold tag mistake.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on January 01, 2013, 07:05:55 PM
Does that mean we can use the NPC powersets though ? (that would hurt my eyes)

Probably not, I'll go look right now. EDIT: Nope. No NPC powersets.

Before if you tried to select origin/powers in NPC mode, it wouldn't work at all. Does work now however.

Thanks CW :D

EDIT 2: Found the wrong names slapped on these icons in NPC mode... newest Icon version:

(https://images.weserv.nl/?url=s1.postimage.org%2Fr9ws3fjnj%2Fuhhwhat.png)
Title: Re: The Big Giant Icon Thread
Post by: kokushokubara on January 01, 2013, 08:46:08 PM
much awesome sauce codewalker! :D
Title: Re: The Big Giant Icon Thread
Post by: NecrotechMaster on January 02, 2013, 05:25:54 AM
Incorrect.

Uncheck the "Only show free costumes" box near the bottom left of the screen in Standard Mode.
(https://images.weserv.nl/?url=s1.postimage.org%2Fzb0aq1jq7%2Ffreebox.png)

Boom. Enjoy paid, tier 9 sets, etc.

You do have to use -n however for Ascension/Incarnate pieces.

thanks for the clarification, it was a little unclear to me what was actually unlocked or locked in normal mode vs dev mode
Title: Re: The Big Giant Icon Thread
Post by: Tardigrade on January 03, 2013, 01:01:49 AM
Just to offer another datapoint: I get the same error messages pmoyer gets. The behavior with Icon 1.0 is the same as with 0.2.

Has anyone other than TheManga been able to get the Mac version to work? I'm starting to wonder if it's something special about their setup that's letting it work for them.
Title: Re: The Big Giant Icon Thread
Post by: blackjak on January 03, 2013, 01:29:32 AM
I get the same message on my mac that I  got before as well. Program failed to launch.
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on January 03, 2013, 01:38:04 AM
For what it's worth, I'm running on Mac OS 10.6.8 (Snow Leopard), on a 2x2.8 GHz Quad Core Intel Zeon Mac Pro with 12 GB 800 MHz memory.  (I have my reservations about Lion, still).  Though even with that setup, I ran I23 mac without any real problems.

--- Philip
Title: Re: The Big Giant Icon Thread
Post by: Cold Bob on January 03, 2013, 02:05:21 AM
Hello Codewalker!

As I am a bit of a technophobe, I didn't get around to installing Icon until today (January 2), and I gotta say: that was SIMPLE!  :)

Just to clarify: what was available on December 11th was upgraded on New Year's Day? I almost pooped myself when I saw Radiation Melee and Radiation Armor and Savage Melee in the character creator...yeah, the animations are just recycled animations from other powers, but it's nice to have the write ups for reference to What Might Have Been...

Thanks to everyone who worked on this project! It's great to have this piece of the City back available to play around with!
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on January 03, 2013, 02:09:18 AM
The only things there were unavailable before that are available now are some in-game unlocked costume items like the Incarnate pieces, pumpkin head, etc.

All of those powersets were unlocked in the original version as well. However all of them except for Psi Melee were just using placeholder power FX and animations while they were in development.
Title: Re: The Big Giant Icon Thread
Post by: Cold Bob on January 03, 2013, 02:13:25 AM
Thanks for the quick response, Codewalker, now I am heading back to Icon to play around with my new toy for the rest of the night! Oh HAPPY NEW YEAR!!!  :)
Title: Re: The Big Giant Icon Thread
Post by: Captain Redwing on January 03, 2013, 08:59:29 AM
I just found out about the existence of this brilliant piece of software today. First off, I want to sincerely thank Codewalker and anyone else that had a hand in this for creating it. I was really hoping someone would figure out how.

However, I didn't just register here merely so I could express my gratitude. I am a Mac user and like so many others on this forum, I was unable (initially) to get this to work. I was getting the same "Error: Failed to launch process!" message. But after playing around with things for a little while, I figured out how to get it to work!

First, it ended up being unnecessary for me to delete any preference files from the user Library folder. You still need to copy the icon.exe into the same folder as cityofheroes.exe (naturally) and you still need the modified Info.plist file (of course). The secret is with those pesky cider files. To fix the problem, go ahead and rename the file "cider" to "cider_die", but don't just rename "cider_noui" to "cider". Duplicate that file and rename the copy to "cider". You need both "cider" and "cider_noui" for it to work. At least, that's what worked for me. There you have it.

TL:DR - Mac users need to duplicate the file "cider_noui" and rename the copy to "cider", keeping both files. I hope this helps everyone.
Title: Re: The Big Giant Icon Thread
Post by: Xenos on January 03, 2013, 05:06:51 PM
TL:DR - Mac users need to duplicate the file "cider_noui" and rename the copy to "cider", keeping both files. I hope this helps everyone.

YOU, my good sir, are absolutely brilliant!!

I just tried it (with the Beta client) and it worked perfectly. Not sure how you figured it out, but I am eternally grateful. Thank you very much.

If this works for others as well, and I am pretty sure that it will, we should update the instructions in the OP.

This is exciting!!!  ;D
Title: Re: The Big Giant Icon Thread
Post by: blackjak on January 03, 2013, 05:45:56 PM
Why do these things get done when I  am nowhere near my computer!!! I will try the mac fix later and report back.
Title: Re: The Big Giant Icon Thread
Post by: Xenos on January 03, 2013, 06:20:28 PM
Why do these things get done when I  am nowhere near my computer!!! I will try the mac fix later and report back.

I think the question should rather be, why are you away from your computer, when these things get fixed!  ;)

I hope it works for you too...
Title: Re: The Big Giant Icon Thread
Post by: TinFoil on January 03, 2013, 06:47:21 PM
Thanks to everyone who has worked on this project to get it to the point it is! It's a bitter sweet feeling to put time working on awesome character design (and tweaking unplayed power sets) only to hit that 'Next' button to realize City of Heroes is still gone.
Title: Re: The Big Giant Icon Thread
Post by: Captain Redwing on January 03, 2013, 11:03:08 PM
YOU, my good sir, are absolutely brilliant!!

I just tried it (with the Beta client) and it worked perfectly. Not sure how you figured it out, but I am eternally grateful. Thank you very much.

Thank you! I was just trying different things, with preferences, with the Info.plst file, with the cider files, the launcher, trying every little thing I could think of. Then it just sort of hit me. What if it's still looking for that cider_noui file but also needs that version to be the regular cider file to get around the NC Soft launcher. So I tried it and lo and behold, it worked. Sometimes it's just all about trial and error.
Title: Re: The Big Giant Icon Thread
Post by: Tardigrade on January 03, 2013, 11:17:58 PM
mwytrykus, thank you so much! I can confirm that with your steps, I can run both the i23 and i24 clients.

Codeweaver, if you can, please edit the Mac instructions in the first post in the thread. Just change step 9 to this:

9. Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it.  Change that name to just "cider".
Title: Re: The Big Giant Icon Thread
Post by: Tardigrade on January 03, 2013, 11:30:24 PM
DeathToPoetry, thanks for the texture files. The gray is quite useful. They can be used on Macs:

Right click on the City of Heroes application and select Show Package Contents.
Go to Contents > Resources > transgaming > c_drive > coh.
If you don't see a folder called "data", create it.
Put the unzipped texture_library folder in the data folder.
Rename the files as in the original instructions.

How did you create the texture files? I've never been able to find details about the file format for City of Heroes texture files.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on January 04, 2013, 01:01:18 AM
TL:DR - Mac users need to duplicate the file "cider_noui" and rename the copy to "cider", keeping both files. I hope this helps everyone.

9. Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it.  Change that name to just "cider".

Excellent, thanks! I'll update the steps to include that.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on January 04, 2013, 02:15:10 AM
How did you create the texture files? I've never been able to find details about the file format for City of Heroes texture files.

They're mostly Microsoft DDS files (http://msdn.microsoft.com/en-us/library/bb943991.aspx) prefixed with a small proprietary header that are either uncompressed RGBA for icons/UI elements or DXT1, 3, or 5 compressed (aka S3TC) for regular textures.

The header has a flag that can optionally indicate it wraps a plain JPEG file instead -- for loading screens.

struct texhdr {
        int32_t hdrsize;    // Also the offset of the start of image data
        int32_t imgsize;    // length of image data
        int32_t width;
        int32_t height;
        uint32_t flags;      // 0x20000 = JPEG
        uint32_t unknown[2];
        unsigned char alpha;    // Either 00 or 01
        unsigned char magic[3];    // "TX2"
        char filename[];     // null-terminated pathname of original source file. MUST MATCH WHAT THE GAME IS EXPECTING (except for file extension which is ignored)
};

Sandwiched after the name but before the image data you'll sometimes find cached copies of the mipmaps from the DDS; these are embedded for quick loading of low-quality textures during zone in to give you something to look at while the full versions are being loaded.

It's important to respect the width and height of the actual texture header. DDS files mandate a power-of-2 sizing, but the .texture header can shave off some of those. That's why the old PiggViewer program extracts some badge images incorrectly, because it ignores the texture header and just uses the values in the DDS file, so it gets some extra junk from the non-power-of-2 sized textures.

Which, incidentally, is the reason that I delved into the format to write my own tools in the first place. :)
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on January 04, 2013, 03:47:47 AM
TL:DR - Mac users need to duplicate the file "cider_noui" and rename the copy to "cider", keeping both files. I hope this helps everyone.

Just tried it here, on both my original I23 and the downloaded I24... it WORKS.

HAPPY NEW YEAR, HURRAH! :) ^_^

Thank you so much!

--- Philip

.... now, all we need to do is to figure out how to run it in NPC mode... ;)
Title: Re: The Big Giant Icon Thread
Post by: Xenos on January 04, 2013, 07:34:15 PM
.... now, all we need to do is to figure out how to run it in NPC mode... ;)

NPC mode for the Mac turned out to be surprisingly simple. Meet my Pole Dancing Cop (just as proof that it works, of course):

(https://i97.photobucket.com/albums/l235/xenos_cox/COH%20Icons/Screenshot2013-01-04at110845AM_zpsc964d938.png)

All you need is one additional change in the info.plist file you place in Step 12:

Change:
Code: [Select]
<key>CiderGameOptions</key>
<string>-- icon.exe</string>

to:
Code: [Select]
<key>CiderGameOptions</key>
<string>-- icon.exe -n</string>

You simply add "-n".

Codewalker, maybe this step is something else you can add up front for the Mac user. Thanks.

I know the PC users went through this phase already...but it's great to have at least this part of the game back. And I just love the (limited) emotes we get in NPC mode.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on January 04, 2013, 08:02:04 PM
You could have your characters do *any emote* if you rigged them into a demorecord properly.

I advise going over the Demo Recording sub-forum in Multimedia if you've never messed with demos before.

Though I'm not quite sure how/if demorecords work on Macs....  :P

http://paragonwiki.com/wiki/Demo_Editing/List_of_MOVs#Valid_MOVs_for_the_player_skeleton

EMOTE_AIR_GUITAR_CYCLE is the first line for 'motes and where they start in the above list.
Title: Re: The Big Giant Icon Thread
Post by: blackjak on January 05, 2013, 01:30:22 AM
Finally got time to check it out and.......IT WORKS!  ;D ;D ;D ;D
I am on OSX Lion and the double cider file fix worked like a charm. Now to do the NPC version up...
Thanks a million for the find!
Title: Re: The Big Giant Icon Thread
Post by: ThePhlebotomist on January 05, 2013, 03:30:51 AM
Thank you so much!  I was surprised at how powerful a reaction I had interacting my characters again with the music in the background!
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on January 05, 2013, 10:12:44 AM
Yay! Thanks, Codewalker! You're the best.
Title: Re: The Big Giant Icon Thread
Post by: no hero on January 06, 2013, 06:35:21 AM
My main is in his signature costume and practicing attacks for my enjoyment.
While I have always planned on seeing my Reg again, I never believed it would be so soon.
The first words out of my mouth were, "Hello, old friend." I'm literally crying from joy right now.
Thank you, Codewalker.

In your debt and currently in my tears, @no hero.
Title: Re: The Big Giant Icon Thread
Post by: Mouse-Man on January 07, 2013, 05:27:18 PM
(https://images.weserv.nl/?url=img841.imageshack.us%2Fimg841%2F2452%2Fmetallicpattern001.jpg)  (https://images.weserv.nl/?url=img839.imageshack.us%2Fimg839%2F685%2Fsimplestripes001.jpg)

A couple of pattern edits I have done on my end. The metallic pattern replaces the "checkers" pattern and the simple stripe pattern replaces "stars 1". This is really where I would like to be able to add to the choices rather than replace them. I love classic spandex options and if I could, I'd keep adding to the patterns as an idea came up. I really do not like replacing existing options.
Title: Re: The Big Giant Icon Thread
Post by: Attache on January 09, 2013, 07:52:50 PM
I just found out about this and I couldn't be more pleased. If CoH HAD to go away, getting an offline creator was the one thing I'd hoped to see. Thanks to everyone who worked on it. You're all awesome.

I have to admit, though, it is somewhat tough to make your costume and then not be able to get into the city. And don't think I didn't try.  ;)
Title: Re: The Big Giant Icon Thread
Post by: Golden Ace on January 09, 2013, 09:55:46 PM
I just found out about this and I couldn't be more pleased. If CoH HAD to go away, getting an offline creator was the one thing I'd hoped to see. Thanks to everyone who worked on it. You're all awesome.

I have to admit, though, it is somewhat tough to make your costume and then not be able to get into the city. And don't think I didn't try.  ;)
I think we all did...

 :(
Title: Re: The Big Giant Icon Thread
Post by: Starhammer on January 09, 2013, 10:22:50 PM
(https://images.weserv.nl/?url=img841.imageshack.us%2Fimg841%2F2452%2Fmetallicpattern001.jpg) 

A couple of pattern edits I have done on my end. The metallic pattern replaces the "checkers" pattern and the simple stripe pattern replaces "stars 1". This is really where I would like to be able to add to the choices rather than replace them. I love classic spandex options and if I could, I'd keep adding to the patterns as an idea came up. I really do not like replacing existing options.

That metallic pattern is a beautiful effect. Wish I could have had that back in the day...
Title: Re: The Big Giant Icon Thread
Post by: hurple on January 10, 2013, 10:01:06 PM
OK, I just built a new PC (Win 7), so I don't have CoX on it.  However, I still have my old files on my old PC (Win XP)

So, if I install the game using the old installer, the copy the last code-base over it from the old machine, should that give me access?  Or, is all that too much work, and all I have to do is copy the code from the XP machine to the Win 7 machine?  I mean I don't *need* the link from the desktop to my game code, right?  Is that all I would lose by just doing a straight copy rather than the install/copy over thing...

Oh, and BTW... If anybody is interested or cares, when looking through my saved install files to decide what to put on my new PC, I found the standalone character creator from the failed overseas launch.  Does anybody want it?   ;D
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on January 10, 2013, 10:12:37 PM
OK, I just built a new PC (Win 7), so I don't have CoX on it.  However, I still have my old files on my old PC (Win XP)

So, if I install the game using the old installer, the copy the last code-base over it from the old machine, should that give me access?  Or, is all that too much work, and all I have to do is copy the code from the XP machine to the Win 7 machine?  I mean I don't *need* the link from the desktop to my game code, right?  Is that all I would lose by just doing a straight copy rather than the install/copy over thing...

Oh, and BTW... If anybody is interested or cares, when looking through my saved install files to decide what to put on my new PC, I found the standalone character creator from the failed overseas launch.  Does anybody want it?   ;D

Here you go. Beta client will give you all Live server had, and more. Plus it works with Icon and all demos.

http://www.savecoh.com/p/download-issue-24-beta.html

>Standalone character creator

Dude, that is OLD. As in, we don't need it *at all*. As in, 2006/2007 old. It's not even good for memories/investigation.

Titan Icon is *the* character creator we need, and none other.
Title: Re: The Big Giant Icon Thread
Post by: mikoroshi on January 10, 2013, 11:21:42 PM
Titan Icon is *the* character creator we need, and none other.

But is it the character creator this City deserves?
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on January 12, 2013, 12:13:47 AM

A couple of pattern edits I have done on my end. The metallic pattern replaces the "checkers" pattern and the simple stripe pattern replaces "stars 1". This is really where I would like to be able to add to the choices rather than replace them. I love classic spandex options and if I could, I'd keep adding to the patterns as an idea came up. I really do not like replacing existing options.


Oh, those are NICE. I hope someone figures out how to add. I'd love to have those as an option when creating things.
Title: Re: The Big Giant Icon Thread
Post by: ArachnosCommander on January 12, 2013, 12:45:30 AM
Thought: if there is a chance to add costume files, rather than replace, let's try to add our own category rather than mess with replacing original/legacy files.

Was thinking if there was a way to duplicate the Zombies! category in the client, we could just replace the items in the duplicate category, link them to a pre-existing frame, then we could make the character creator grow. Would be amazing what we could do especially with all of the talented artists we have in this community!
Title: Re: The Big Giant Icon Thread
Post by: Garble on January 12, 2013, 02:08:06 AM
Hi everyone!

I wanted to thank Codewalker and others for doing the formerly thought impossible and giving us this awesome toy!

What kind of costumes are available for I24 that aren't available for the I23 client? I tried downloading the 24 from torrent (Mac) and after downloading it, it won't run. It doesn't give an error message or anything. It just acts like it's going to load then does nothing. I've tried running it both unmodified and with the changes for icon and either way it does nothing.
I had to download the I24 because I had only been invited to Beta back when COV started.

The I23 works fine, though and I'm really grateful for that. I'm just wondering what I'm missing.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on January 12, 2013, 02:38:00 AM
Cybertech, Tech Knight ( I think), Post-Apocalyptic and Imperial Dynasty are ones I remember.
Title: Re: The Big Giant Icon Thread
Post by: Fennec on January 12, 2013, 02:50:01 AM
Cybertech, Tech Knight ( I think), Post-Apocalyptic and Imperial Dynasty are ones I remember.

Imperial Dynasty is available in the I23 client.  You forgot Cosmic Corsair.  :)
Title: Re: The Big Giant Icon Thread
Post by: Mister Bison on January 12, 2013, 09:02:42 AM
I have a question. Instead of having the whole game with all the (for now) useless pigg files like all the zones and NPCs, can't we just pack all the PC geometry and textures along with just everything else the character creator part needs ? That would be the "standalone" character creator everybody shouts to.

I think it just needs Icon also disabling the game's checking of some files' presence (namely, the ones it won't need).
Title: Re: The Big Giant Icon Thread
Post by: Felderburg on January 13, 2013, 06:58:47 PM
I have a question. Instead of having the whole game with all the (for now) useless pigg files like all the zones and NPCs, can't we just pack all the PC geometry and textures along with just everything else the character creator part needs ? That would be the "standalone" character creator everybody shouts to.

I think it just needs Icon also disabling the game's checking of some files' presence (namely, the ones it won't need).

Something like this would be cool, and would be helpful as people move on to new PCs and such. Trimming the CoH client so that it was just the costume creator would save space and time.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on January 13, 2013, 08:01:47 PM
Something like this would be cool, and would be helpful as people move on to new PCs and such. Trimming the CoH client so that it was just the costume creator would save space and time.

Codewalker would be better suited to look into this, but I might check it out myself sometime.

 8)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on January 13, 2013, 08:06:19 PM
I'm unlikely to do that, since one of the ulterior motives of writing Icon was to make sure that people held on to and didn't delete their COH files.

You know, just in case it might be useful to have the whole thing around at some point.
Title: Re: The Big Giant Icon Thread
Post by: Atlantea on January 14, 2013, 02:10:50 AM
OK, I just built a new PC (Win 7), so I don't have CoX on it.  However, I still have my old files on my old PC (Win XP)

So, if I install the game using the old installer, the copy the last code-base over it from the old machine, should that give me access?  Or, is all that too much work, and all I have to do is copy the code from the XP machine to the Win 7 machine?  I mean I don't *need* the link from the desktop to my game code, right?  Is that all I would lose by just doing a straight copy rather than the install/copy over thing...

Oh, and BTW... If anybody is interested or cares, when looking through my saved install files to decide what to put on my new PC, I found the standalone character creator from the failed overseas launch.  Does anybody want it?   ;D

Have you considered simply installing the old drive in your new computer's extra drive bay? As long as you make sure the old drive is not being read as the primary drive, it should be safe to simply use it as extra memory. I think you could simply run COH from the old drive then.

Title: Re: The Big Giant Icon Thread
Post by: Mister Bison on January 14, 2013, 07:41:39 AM
I'm unlikely to do that, since one of the ulterior motives of writing Icon was to make sure that people held on to and didn't delete their COH files.

You know, just in case it might be useful to have the whole thing around at some point.
You're talking to those who have the full game already, I was thinking of those that don't even have the game lying around anymore. Or not shapely (up to date) enough. Those only need the character creator.
Title: Re: The Big Giant Icon Thread
Post by: Arcana on January 14, 2013, 09:17:02 PM
I have a question. Instead of having the whole game with all the (for now) useless pigg files like all the zones and NPCs, can't we just pack all the PC geometry and textures along with just everything else the character creator part needs ? That would be the "standalone" character creator everybody shouts to.

I think it just needs Icon also disabling the game's checking of some files' presence (namely, the ones it won't need).
If someone really wanted to investigate this (this would be way down on my list of things to do) I will point out that as of City of Heroes Freedom the client was designed to begin working while streaming down the needed files from an update server: the character creator was designed to work with just the first stage files.  In other words, the devs did most of the work necessary to make this happen already.

I would, however, strongly discourage people from deleting client files that have a long-term interest in the future of the game.
Title: Re: The Big Giant Icon Thread
Post by: Arcana on January 14, 2013, 09:21:43 PM
Have you considered simply installing the old drive in your new computer's extra drive bay? As long as you make sure the old drive is not being read as the primary drive, it should be safe to simply use it as extra memory. I think you could simply run COH from the old drive then.
As long as all the required files are there, you can pretty much copy the game client anywhere and run it from any directory.  However, if you run it from a different place than it was originally installed or run it on a new PC where it has never run before all the game client settings will be reset to defaults.  Things like screen resolution, graphics and sound settings, windowed or full screen, chat logging, mouse inversion, etc.  But it will run.
Title: Re: The Big Giant Icon Thread
Post by: pewlagon on January 15, 2013, 06:53:49 PM
Forgive me for being a newb, but (I own a PC) how do I install this? Sadly, I'm a step by step person here and the first post doesn't explain much.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on January 15, 2013, 08:34:32 PM
Forgive me for being a newb, but (I own a PC) how do I install this? Sadly, I'm a step by step person here and the first post doesn't explain much.

1. Download icon.exe

2. Place icon.exe in the same folder as cityofheroes.exe

3. Run icon.exe

4. GOLD BABY GOLD :D
Title: Re: The Big Giant Icon Thread
Post by: pewlagon on January 16, 2013, 12:21:01 AM
Thanks!
Title: Re: The Big Giant Icon Thread
Post by: pewlagon on January 16, 2013, 03:23:52 AM
All I will say is, amazing. Enjoying this.
Title: Re: The Big Giant Icon Thread
Post by: WildThyme on January 19, 2013, 08:29:56 AM
LockOn pointed this out to me. My stubborness to keep the game in my computer and hold onto those costume files has paid off. Thank you. Thank you. Thank you!
Title: Re: The Big Giant Icon Thread
Post by: Lichtfunke on January 21, 2013, 07:19:41 PM
This is just so great *rubbing hands with glee*
It saved my day :)

Thank you Codewalker  :D
Title: Re: The Big Giant Icon Thread
Post by: streamwave on January 21, 2013, 07:20:46 PM
I'm running windows 7 and done what was said. Every time I try to get on it isn't letting me. In order to get on I have to redo the steps all over again. Also when I do get it loaded and running I have no cursor and that's making it hard to navigate and know what I'm trying to do. Thanks in advance for any help!
Title: Re: The Big Giant Icon Thread
Post by: Starkzilla on January 21, 2013, 10:22:04 PM
I just downloaded Icon and as soon as I saw that familiar blue 'loading...' bar appear on my screen I actually teared up. Thank you SO much for this.
Title: Re: The Big Giant Icon Thread
Post by: Crindon on January 21, 2013, 11:20:10 PM
I posted once before that I was unable to log onto the character creator via the icon program here lately.

Before it gave me the "blue screen of death" once I clicked it and the loading bar came up.

And now when I click it the loading bar pops up and stays up for a bit then screen goes black and monitor goes to sleep.

Any ideas?

And also I am running windows xp the computer is round about 4years old (I think)

Title: Re: The Big Giant Icon Thread
Post by: wmwconnors on January 23, 2013, 02:28:37 AM
I have only just learned about the Icon software and I have to say I'm very excited to potentially have access to my favorite character again. Sadly, I had been offline for a while and don't have the most recent edition of CoH on my machine. Will the software eventually incorporate older issues? Or is there some way to update my CoH files?

Like many people, CoH was a huge part of my life. Any help anyone can give me will be most welcome.

Thanks!

The Original Patriot, Defender of the Protector Server.
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on January 23, 2013, 04:34:25 AM
http://www.savecoh.com/p/download-issue-24-beta.html

Issue 24 (beta server) files. You'll need a torrent program or SugarSync.

I modified the first post to include a link and explanation under the Requirements section.
Title: Re: The Big Giant Icon Thread
Post by: MomentaryGrace on January 24, 2013, 11:51:52 PM
Late to the party but this is amazing.

Thanks for putting it out here for folks and troubleshooting it also.

I was surprised (for some reason) that it loaded my saved costumes... surprised and very pleased.



The downside is I'm now even more homesick but no regrets!


Title: Re: The Big Giant Icon Thread
Post by: TinToySoldier on January 28, 2013, 05:54:12 AM
Glad to know tha Icon is running.  But I cannot get it to work.  When I get to the Origin screen, I am unable to click on anything without the window disappearing.  What can I do to fix this?
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on January 28, 2013, 11:32:55 PM
Glad to know tha Icon is running.  But I cannot get it to work.  When I get to the Origin screen, I am unable to click on anything without the window disappearing.  What can I do to fix this?

Please elaborate.

Operating system? Other programs, if any, running at the same time?

Does the game quit out or does it just disappear?
Title: Re: The Big Giant Icon Thread
Post by: Sol Eternal on February 03, 2013, 05:34:53 PM
Nice. Thank you for this. It feels like my toons are caught in the Phantom Zone. They exist, just not where I want them to. Nice to see my main there again and fully animated. Activating the powers is nostalgiac to say the least.

City of Heroes Remembered:
http://youtu.be/uCvDCqjLGgE
Title: Re: The Big Giant Icon Thread
Post by: Risha on February 07, 2013, 08:39:32 PM
And it's time to put together new characters for my next manuscript...and WOW it was fun, though now I have to take pics of my screen.  Screenshot doesn't work, turns black, right?  Any other tips?

Many thanks.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on February 07, 2013, 11:31:39 PM
And it's time to put together new characters for my next manuscript...and WOW it was fun, though now I have to take pics of my screen.  Screenshot doesn't work, turns black, right?  Any other tips?

Many thanks.

Use windowed mode, then extend the window to fill your entire screen, maybe?

In windows:

Activate windowed mode > click square at top of window > done

 :)
Title: Re: The Big Giant Icon Thread
Post by: TinToySoldier on February 08, 2013, 03:19:35 AM
Please elaborate.

Operating system? Other programs, if any, running at the same time?

Does the game quit out or does it just disappear?

I am running Windows 7.   I tries running Icon after turning off all other programs.  The game just quits. 
Title: Re: The Big Giant Icon Thread
Post by: dishdude on February 08, 2013, 04:28:31 AM

Also, I was slightly terrified by....this...thing...
Spoiler for Hidden:
(https://images.weserv.nl/?url=www.ladymoiraine.com%2Fforum%2Fgallery%2F30%2F2147-161212225119.jpeg)

(https://images.weserv.nl/?url=www.ladymoiraine.com%2Fforum%2Fgallery%2F30%2F2147-161212225149.jpeg)
I was also greatly saddened by this; yet another interesting plot wrinkle that would never see the light of day.

KILL IT WITH FIRE!!!
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on February 08, 2013, 07:39:19 PM
I am running Windows 7.   I tries running Icon after turning off all other programs.  The game just quits.

I am unsure.

Codewalker would be the best person to ask regarding this issue.

I suggest you send him a Private Message here on the Titan Network.

 :)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on February 08, 2013, 07:45:21 PM
Really not enough information there to divine a cause. Did the game work before?

If you re-downloaded it, it's possible you may have gotten a corrupt file somewhere.

Past that, I'd ask if there's anything in the application log about a program crash, or if you can run cityofheroes.exe -project coh -console and if it makes it to the login screen.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on February 08, 2013, 08:37:24 PM
Really not enough information there to divine a cause. Did the game work before?

If you re-downloaded it, it's possible you may have gotten a corrupt file somewhere.

Past that, I'd ask if there's anything in the application log about a program crash, or if you can run cityofheroes.exe -project coh -console and if it makes it to the login screen.

We don't know what version of the client they're running either.

TinToySoldier, are you using the last updated, regular version of the game? Or Issue 24 beta server?

Icon only works with last updated regular version, or Issue 24 beta, I believe.

 :)
Title: Re: The Big Giant Icon Thread
Post by: Risha on February 16, 2013, 03:47:17 AM
All right, I am feeling particularly brain dead tonight.  I'm not sure I understand "activate window mode"  sorry.
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on February 16, 2013, 06:21:41 AM
ALT+Enter switches between fullscreen and windowed mode.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on February 16, 2013, 08:27:21 PM
ALT+Enter switches between fullscreen and windowed mode.

You can also exit out to the login screen, and change your game settings there, resolution to "Window/Windowed".

 :)
Title: Re: The Big Giant Icon Thread
Post by: Risha on March 02, 2013, 05:47:08 AM
Wowie, Zowie, it worked!  Thanks...
Title: Re: The Big Giant Icon Thread
Post by: comicjunkie1 on March 06, 2013, 01:33:29 AM
Ok, first of all, mad props and worlds of thanks go to you guys for fanangling this. Seriously made my wish come true...

HOWEVER... I can't get it to work!  :'(
I have a mac and I downloaded the I24 client from the torrent. Followed the directions on the frontpage, both with the given info.plist and the -n NPC version. I'm running Snow Leopard (10.6.8) with the most recent updates, etc.

When I try to run the app, the application bar jumps for a moment but nothing happens. The icon doesn't even show up. It looks like it wants to run but it stops before it even tries (for lack of better phrasing). Anybody have any ideas or fixes?

I REALLY REALLY REALLY want to get back to costuming!

EDIT: I just completely deleted the I24 client and redownloaded it from the torrent. I tried running it just to see what happened and it did the same thing, even without the Icon changes. The bar jumps for a second but nothing happens.
Title: Re: The Big Giant Icon Thread
Post by: Chance Jackson on March 10, 2013, 05:47:27 AM
Thank you so much for this!!!
Title: Re: The Big Giant Icon Thread
Post by: Chrome on March 14, 2013, 01:06:45 AM
This gave me a warm and fuzzy

-ChromeFamily
Title: Re: The Big Giant Icon Thread
Post by: Faceblood on March 22, 2013, 06:10:04 PM
 I'm having the same issue as comicjunkie1. Will it not work if the only CoX files I have are the I24?
Title: Re: The Big Giant Icon Thread
Post by: eabrace on March 22, 2013, 06:19:10 PM
Icon should work with both the I23 and I24 clients, so if you only have the I24 files, that shouldn't be the issue.

Unfortunately, I'm not familiar with how to run things on a mac, so I'm not much help beyond that.
Title: Re: The Big Giant Icon Thread
Post by: blackjak on March 22, 2013, 08:57:39 PM
Check in the first page of the thread. I have it up on my macbook pro, but I have forgotten the exact steps. I followed the ones posted here, though, with the added tweak that was added later:
Quote
First, it ended up being unnecessary for me to delete any preference files from the user Library folder. You still need to copy the icon.exe into the same folder as cityofheroes.exe (naturally) and you still need the modified Info.plist file (of course). The secret is with those pesky cider files. To fix the problem, go ahead and rename the file "cider" to "cider_die", but don't just rename "cider_noui" to "cider". Duplicate that file and rename the copy to "cider". You need both "cider" and "cider_noui" for it to work. At least, that's what worked for me. There you have it.

TL:DR - Mac users need to duplicate the file "cider_noui" and rename the copy to "cider", keeping both files. I hope this helps everyone.
Title: Re: The Big Giant Icon Thread
Post by: Faceblood on March 23, 2013, 05:52:25 PM
 I tried both ways of messing with the cider files, but still no luck. Is it possible I'm incorrectly launching the game? Because the same thing happens when I try to run it without modifying anything. I've just been clicking on the "City of Heroes Beta Mac" icon, but someone in the thread mentioned running from the command line.
Title: Re: The Big Giant Icon Thread
Post by: blackjak on March 23, 2013, 06:04:20 PM
I tried both ways of messing with the cider files, but still no luck. Is it possible I'm incorrectly launching the game? Because the same thing happens when I try to run it without modifying anything. I've just been clicking on the "City of Heroes Beta Mac" icon, but someone in the thread mentioned running from the command line.
No idea. I only have the last (I23?) version that I played on and it worked for me. Maybe Beta is a bit different. You might try PMing the OP of the quote that I used (I think it was mwytrykus).
Title: Re: The Big Giant Icon Thread
Post by: killerhctib on April 07, 2013, 10:36:09 PM
Hey I was wondering for when I get ready to enter the game it says failed server busy can anyone help me plz and thank you
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on April 08, 2013, 05:06:25 PM
Hey I was wondering for when I get ready to enter the game it says failed server busy can anyone help me plz and thank you

That's because there is no game. There is no server.

Titan Icon is ONLY an offline character creator.

:)
Title: Re: The Big Giant Icon Thread
Post by: killerhctib on April 09, 2013, 03:14:02 AM
A kk thank you  :)
Title: Re: The Big Giant Icon Thread
Post by: Prof.Ravenwood on April 17, 2013, 01:05:39 AM
Hi there.

First of all---thank you sooooooo much.  I said, from the beginning of CoH, that I would have paid $60 just for the character creator.  In fact, after they shut down, if they had released the character creator I would have gladly paid ANOTHER $60 just for that.

The only issue I have is that the game launches at 1024x768.  Very sad.  I can hit "back" and change the resolution, but once I do that, I can't do anything else.  In the settings screen I have an "apply" button, a cancel button and a default button.  But once I apply the settings, I can't close that window.  Clearly I'm missing something something obvious.  Can someone clue in the clueless?
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on April 17, 2013, 01:09:43 AM
That's strange, it's not remembering the settings between sessions? Once you set the resolution in there it should always remember it, just like the game did.

A workaround might be trying to set it to windowed mode (or just hitting alt+enter once it loads) and see if that sticks.
Title: Re: The Big Giant Icon Thread
Post by: Prof.Ravenwood on April 17, 2013, 01:26:41 AM
yeah--odd deal.  If I set the settings and then window and close the window (or right click on the tab in the taskbar) and close it, it does seem to remember.  Sorry to have bothered you all.

Let me just close with: THANK YOU!!!!!! :D
Title: Re: The Big Giant Icon Thread
Post by: Olde Glory on April 21, 2013, 07:31:24 PM
Thank God for Icon and the work that the community did to save what they could. I had to reformat my entire hard drive and lost all of my CoH files including my character. At least I still have that!
Title: Re: The Big Giant Icon Thread
Post by: MaidMercury on April 23, 2013, 05:06:20 AM
How do you know what Issue you have? (no jokes pleez  :roll:)
Title: Re: The Big Giant Icon Thread
Post by: Golden Ace on April 23, 2013, 12:36:50 PM
How do you know what Issue you have? (no jokes pleez  :roll:)

damn.  had one ready to go too...

Title: Re: The Big Giant Icon Thread
Post by: Arachnion on April 23, 2013, 04:20:24 PM
How do you know what Issue you have? (no jokes pleez  :roll:)

Do you know where you have your game client installed?

Infact, you do have the game still installed, right?

The folder with cityofheroes.exe in it.

There should be "version.ini" in that folder too. Open it with notepad or wordpad, either works.

Copy the text from version.ini and post it here.

If you need more help just ask.

Alternatively, just put ICON.exe in your game folder and see if it works or not, if it doesn't, you don't have a correct version.

;)
Title: Re: The Big Giant Icon Thread
Post by: Garble on April 23, 2013, 08:10:30 PM
I'm on a Mac and I can't seem to take screen captures.
Normally Shift Command 3 is what you hit on a mac for screen captures, but it doesn't work when Icon is running. I've tried going back to the fake log-in so I can open up settings, but those controls aren't in there.

I also haven't found anything about running demo recordings on a mac.

Icon is still fun as heck, but I'd like to be able to share or just look at the costumes without having to run the program.
Title: Re: The Big Giant Icon Thread
Post by: eabrace on April 23, 2013, 08:16:36 PM
Just as a quick and dirty check, try hitting ALT+ENTER to toggle between full screen and windowed mode.  Then see if you can get a screenshot.
Title: Re: The Big Giant Icon Thread
Post by: MR SUBARU on April 24, 2013, 09:59:28 PM
Wow i'm really enjoying this. I was afraid i'd never be able to view my characters again.
Title: Re: The Big Giant Icon Thread
Post by: MaidMercury on April 26, 2013, 12:23:17 AM
I can run Icon and create costumes.

used 'search' and found version.ini
double clicked file....

[Settings]
Version=2320.201207182341.1
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on April 26, 2013, 04:12:46 PM
I can run Icon and create costumes.

used 'search' and found version.ini
double clicked file....

[Settings]
Version=2320.201207182341.1

Looking at my Issue 24 beta version.ini, what you have is not it.

Most likely Issue 23, is what you have.

If Icon works, do you still have a problem that needs assistance?

:)
Title: Re: The Big Giant Icon Thread
Post by: MaidMercury on April 27, 2013, 06:39:15 PM
I notice you do need to edit the .cohdemo text file.
Removing null errors fixed some images but still, my boots are always white.
might be an issue problem?
Title: Re: The Big Giant Icon Thread
Post by: WildFire15 on April 28, 2013, 03:50:02 PM
sorry if this has been asked, but what's the likely hood of this getting an 'export' button that could create a model usable by a 3D printer? I think Golden Girl was showing off some pictures of a 3D printed version of her main character and a Malta Titan mech on the main forum before they were shut down, so I think it may be doable. Having not even seen a 3D printer yet, I don't know what difficulties there may be when it comes to modifying an in-game model to be usable by a 3D printer.
Title: Re: The Big Giant Icon Thread
Post by: Blondeshell on April 28, 2013, 04:35:34 PM
Read this thread (http://www.cohtitan.com/forum/index.php/topic,4947.0.html) for info about 3D printing.
Title: Re: The Big Giant Icon Thread
Post by: Joshex on May 01, 2013, 08:52:08 PM
codewalker, dropping a link here, maybe we can partner on something:

http://www.cohtitan.com/forum/index.php/topic,7467.40.html
Title: Re: The Big Giant Icon Thread
Post by: HeatSpike1 on May 17, 2013, 12:04:13 AM
HELP!!!

Okay, I run CoH on a mac.  So I followed all of the ''Mac Instructions'' for editing my contents folder to be able to run the costume designer when opening my CoH application. 

I'm doing all editing in the contents folder (after right clicking CoH icon and selecting ''show contents'').

I  have followed all instructions but when I double click on the CoH Icon now, nothing happens. 


Nevermind guys,

After much tweaking and re-tweaking I've figured it out!

AWESOME! - man makes me miss CoH so much! But I'll keep building characters and along with them great costumes... and along with that their final builds on mid's until #SaveCOH finally works, or we get a CoH 2 instead!

#CityofHeroes
 ;D
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 18, 2013, 04:15:00 AM
Would you mind posting what you did to get it to work, if it's not too much trouble? I don't have a Mac and unfortunately don't know too much about exactly how that Mac Cider wrapper stuff works, so the more information we can get out there to help people on that platform, the better!
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 18, 2013, 06:19:13 AM
Happy weekend!

Icon version 1.2 has just been posted. You can download it from the link in the original post (http://www.cohtitan.com/forum/index.php/topic,7288.msg89987.html#msg89987).

I haven't put up a detailed change log just yet -- I want to see if anyone spots the little easter egg I added. First one to find it gets a virtual cookie! :)
Title: Re: The Big Giant Icon Thread
Post by: JadeFalcon on May 18, 2013, 04:40:14 PM
Man it's great to be able to run around in Atlas Park with this update.

Thank you so much Codewalker.

:)
Title: Re: The Big Giant Icon Thread
Post by: damienray on May 18, 2013, 04:48:56 PM
WHAT ? How do we run around ??

-edit-
OMG I found it!
Showers Codewalker with cookies!!
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 18, 2013, 04:52:50 PM
I guess JadeFalcon gets the cookies then:

(https://i727.photobucket.com/albums/ww272/ft5512/misc/cookies_zpsf2d37722.jpg)

:)
Title: Re: The Big Giant Icon Thread
Post by: damienray on May 18, 2013, 04:54:12 PM
OMG OMG OMG OMG OMG OMG !!!!!!!!!!!!!!!!!!!!!! TYTYTYTYTYTYTYTYTY, Codewalker !!!!
Title: Re: The Big Giant Icon Thread
Post by: blackjak on May 18, 2013, 08:22:48 PM
Wow....this is both awesome and creepy. I am back in the city, but it is deserted. Not a single Hellion or mugging victim.This feels like a pretty major achievement guys!
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on May 18, 2013, 08:30:18 PM
Hot damn.

Great stuff, Codewalker!

Thanks!

;D
Title: Re: The Big Giant Icon Thread
Post by: JadeFalcon on May 18, 2013, 09:14:05 PM
I guess JadeFalcon gets the cookies then:

(https://i727.photobucket.com/albums/ww272/ft5512/misc/cookies_zpsf2d37722.jpg)

:)

Talk about doctorin' the tardis... Cool. ;)

Guess I should have said Atlas Park 33, nice touch putting that in.

To anyone else just discovering this update, you can enter Nerva Archipelago by selecting villain at the prompt or use the Going Rogue option on the first screen for Nova Praetoria/Imperial City. I don't want to spoil the tutorial option but it's awesome. Definitely give that a try.

Again my sincerest thanks for this Codewalker.
Title: Re: The Big Giant Icon Thread
Post by: blackjak on May 18, 2013, 09:31:11 PM
Talk about doctorin' the tardis... Cool. ;)

Guess I should have said Atlas Park 33, nice touch putting that in.

To anyone else just discovering this update, you can enter Nerva Archipelago by selecting villain at the prompt or use the Going Rogue option on the first screen for Nova Praetoria/Imperial City. I don't want to spoil the tutorial option but it's awesome. Definitely give that a try.

Again my sincerest thanks for this Codewalker.

0_0 Oh. My. Goodness. The awesomeness just continues...
Awwwww yeaaaahhhh!
Title: Re: The Big Giant Icon Thread
Post by: Kyriani on May 18, 2013, 09:54:59 PM
I'm literally in tears being able to run around atlas and the old outbreak tutorial! Thank you!
Title: Re: The Big Giant Icon Thread
Post by: blackjak on May 18, 2013, 10:01:44 PM
I'm literally in tears being able to run around atlas and the old outbreak tutorial! Thank you!
Hint: keep going with Rouge and redside. More goodness than a tree of sticks can shake with this one!
Title: Re: The Big Giant Icon Thread
Post by: Kyriani on May 18, 2013, 10:13:04 PM
I can only hope this will lead to us being able to eventually visit all the zones again... and actually play!
Title: Re: The Big Giant Icon Thread
Post by: blackjak on May 18, 2013, 10:54:37 PM
One question...can we only log out by exiting the game or is that just me?
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 18, 2013, 10:59:29 PM
Yes, you'll find that many things don't quite work right, as they depend on information from the server to function. The logout timer is one of those; so Exit Now to desktop is the only way out.
Title: Re: The Big Giant Icon Thread
Post by: blackjak on May 18, 2013, 11:02:27 PM
Oh well. Still awesome! ;D
Title: Re: The Big Giant Icon Thread
Post by: September on May 18, 2013, 11:09:03 PM
I know the doors are missing because they're summoned npcs.  However when I back away from a doorway far enough (across a 6 lane street) the doors appear. I guess when you're far enough away it fills in the holes with temp doors.  If you can change the distance at which this happens you might be able to keep the temp doors.  But thanks for what you've done CW this is great stuff.

Title: Re: The Big Giant Icon Thread
Post by: Lucretia MacEvil on May 18, 2013, 11:38:31 PM
Thank you thank you thank you!!!!

My city!  My wonderful city!  I can see it again!  I can run around in it again!

This is great!  Keep up the good work, it's much appreciated.
 ;D
Title: Re: The Big Giant Icon Thread
Post by: FatherXmas on May 18, 2013, 11:42:56 PM
You sir are a coding God.  Well done.

Now we wait for the C&D.
Title: Re: The Big Giant Icon Thread
Post by: Monsoon on May 19, 2013, 12:01:26 AM
I hadn't been playing around with the costume creator since I didn't want to tease myself with creating characters but being unable to play them.  But this...

*downloads*

*runs*

*loads .costume file*

I'm back in Paragon City again.  Getting all choked up and stuff now.
Title: Re: The Big Giant Icon Thread
Post by: goodtime on May 19, 2013, 12:10:32 AM
And you hardcoded 1 to fly and 2 to torch!   

Awesome, awesome, awesome.   Thank you very much.

And there's still Stuff to discover!
(https://i.imgur.com/XammdaF.jpg)
Title: Re: The Big Giant Icon Thread
Post by: Shenku on May 19, 2013, 12:15:12 AM
Nice touch on the name of the Atlas Park zone... ;)

Noticed some strange really bad lag happens occasionally, though not always, and going into/out of the enhancement screen results in the game not responding for about a minute followed by plopping back to the initial load in point(good if you want to get back to the center of the zone quickly I suppose...), and flying speed is ridiculously fast(and I mean ridiculously! Part of me only wishes we were able to fly that fast when the game was still running...)... Still, I love being able to fly around the game a little bit again. Thanks for all the awesome work you guys do! Here, have one internets.

(https://i60.photobucket.com/albums/h35/Riddle_thorn/plus1internets.jpg)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 19, 2013, 01:38:41 AM
Hmm, that's interesting. How did you manage to get Praetoria into Pocket D?  :o
Title: Re: The Big Giant Icon Thread
Post by: goodtime on May 19, 2013, 02:05:33 AM
Lol, I entered Praetoria, then went to the menu and selected "I.D." which brings me to the final page of the character creation screen... click next and it asks if I want to enter the tutorial, I say no, and BAM.

I just got a mix of outbreak and Nerva doing it again with a non-Praetorian.


Hmm, that's interesting. How did you manage to get Praetoria into Pocket D?  :o
Title: Re: The Big Giant Icon Thread
Post by: MoltenSlowa on May 19, 2013, 02:10:09 AM
...wow.

Codewalker, this is. I can't even...there are tears...

Thank you.
Title: Re: The Big Giant Icon Thread
Post by: JWBullfrog on May 19, 2013, 02:29:17 AM
Absolutely enraptured by this.
 
I don't quite have my game back but I have this. And this, is far, far more than I had hoped for.
 
Now my characters have something of a life again.
 
Title: Re: The Big Giant Icon Thread
Post by: Botzo on May 19, 2013, 02:43:27 AM
I will have your babies. Arnold style. Now quick question. If I were to livestream this somewhere, even for just a few minutes to show it off, would I or others or the projects ( or everything) get in trouble? There's still plenty of people who miss CoH but don't quite know about the Titan forums and the projects.
Title: Re: The Big Giant Icon Thread
Post by: Metal Mountain on May 19, 2013, 05:22:53 AM
Zone music - everything - thank you!
Title: Re: The Big Giant Icon Thread
Post by: FlyingCarcass on May 19, 2013, 02:32:58 PM
'twas neat running around Nerva last night. I found sea gulls!
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on May 19, 2013, 02:41:17 PM
Yeah, it's fun finding ways to get around the invisible one barriers and run up to the edges of the War WaSonic Fencing in Praetoria.  Also, you can get some funky sights by using the ID trick to bounce between different zones repeatedly.  Last night at one point I had the "Welcome to Praetoria" popup while staring at Nerva trees against the backdrop of the giant rotating ring of Pocket D and onscreen claiming I was in Prometheus Park!
Title: Re: The Big Giant Icon Thread
Post by: CaptainTelstar on May 19, 2013, 04:20:53 PM
I keep getting "Map failed to start. The server is busy, please try again later." as a message. Is there something I didn't figure out how to do to get to the tutorial?

EDITED TO ADD:  Never mind; I was using the old Icon still on my hard drive, not the new one I downloaded yesterday.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on May 19, 2013, 04:32:06 PM
Also, you can get some funky sights by using the ID trick to bounce between different zones repeatedly.
"Id trick"?
Title: Re: The Big Giant Icon Thread
Post by: Electro Kitty on May 19, 2013, 05:25:52 PM
I really cant believe I just walked around Atlas Park again :))

THANK YOU!!!!
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on May 19, 2013, 05:33:05 PM
"Id trick"?

Originally posted by goodtime

"Lol, I entered Praetoria, then went to the menu and selected "I.D." which brings me to the final page of the character creation screen... click next and it asks if I want to enter the tutorial, I say no, and BAM."

:)
Title: Re: The Big Giant Icon Thread
Post by: Randomvector on May 19, 2013, 05:43:10 PM
THANK YOU TIMES ONE MILLION!

Getting to see toons running around is so great.

Just, thank you so much.

Wish I had better words to express how much this makes me smile.
Like crawing out of the desert and getting a sip of water.
Title: Re: The Big Giant Icon Thread
Post by: Dannii on May 19, 2013, 06:06:58 PM
Tears of Joy!  I may not be able to take out villain's YET, but to be able to fly once again is more than I thought possible.  Thank you so much for this!
Title: Re: The Big Giant Icon Thread
Post by: sgtcrispy on May 19, 2013, 09:41:10 PM
Oh my...   :) :'( :) :'(
THANK YOU!
Title: Re: The Big Giant Icon Thread
Post by: Tanklet on May 19, 2013, 09:41:43 PM
So close to tears right now...

THANK YOU!!!!!!!!!
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 19, 2013, 09:44:01 PM
Updated the OP with full patch notes:

Quote
  • After completing character creation, you can "Enter Game" to load a map relevant to the character type that you selected, so that you can see your costume in action in the various running animations. There are a total of 6 maps currently accessible, based on your choices when entering the game.
  • This is an experimental feature, so many things won't work. Notably, doors are not usable and will freeze the client momentarily as it waits for a reply from a nonexistent server.
  • You can press '1' to toggle flight mode. This isn't quite the same as the true Fly, as without a functioning powers system I had to make pressing '1' change the laws of physics to something reasonably close to what it provides.
  • You can press '2' as a reminder to certain corporate entities that we're still here -- we never left.
  • The previously dev-only no-clipping mode has been made available so that you can reach indoor sections of these maps (since the doors don't work). Type /nocoll 1 in the chat window to turn it on; /nocoll 0 to turn it off.

It looks like all the various features have been discovered, but just in case.

The currently accessible maps are:


Look for an update mid-week with a command line option to load any zone or mission map, provided you know the filename and can guess some suitable coordinates to spawn at.
Title: Re: The Big Giant Icon Thread
Post by: HeatSpike1 on May 19, 2013, 09:53:28 PM
Map Failed to start.  The server is busy.  Please try again later

That's the message I get after I complete my character in titan icon and try to send them into game. 

futher info:
1) I  use Mac
2) according to my CoH info i'm using Beta v1.06998
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 19, 2013, 09:58:38 PM
That sounds like you're running the old one. Are you sure you overwrote the icon.exe you're actually launching with the 1.2 version? It should be inside the .app itself, but my Mac-fu is weak and I don't remember exactly how to open those in the finder.
Title: Re: The Big Giant Icon Thread
Post by: tommyboytrd on May 19, 2013, 10:06:05 PM
Codewalker, that latest update in amazing and inspirational. Also, very very nice touch on Atlas Park 33.

(https://i.imgur.com/yocJPD8.jpg)

Title: Re: The Big Giant Icon Thread
Post by: Arachnion on May 19, 2013, 10:38:11 PM
Look for an update mid-week with a command line option to load any zone or mission map, provided you know the filename and can guess some suitable coordinates to spawn at.

HUZZAH!

Thanks so much man!

:D
Title: Re: The Big Giant Icon Thread
Post by: Artillerie on May 19, 2013, 10:39:26 PM
Codewalker - if you are ever in Plymouth UK the drinks are on me. Thanks so much for this!
Title: Re: The Big Giant Icon Thread
Post by: Metal Mountain on May 19, 2013, 10:46:52 PM
I already replied once, but this is the best news of 2013 so far -

Giddy!!!!! ;D
Title: Re: The Big Giant Icon Thread
Post by: HeatSpike1 on May 19, 2013, 10:48:09 PM
That sounds like you're running the old one. Are you sure you overwrote the icon.exe you're actually launching with the 1.2 version? It should be inside the .app itself, but my Mac-fu is weak and I don't remember exactly how to open those in the finder.

Got it sorted out Codewalker, Thanks!

Also You and everyone else lending a hand at TN are AMAZING!!!!!

I hope we can all return to our community to our rightful Paragon City!
Title: Re: The Big Giant Icon Thread
Post by: SeaLily on May 19, 2013, 11:33:14 PM
Holy moly, well I know what I'm doing all day today.
Title: Re: The Big Giant Icon Thread
Post by: majordeej on May 19, 2013, 11:35:51 PM
THANK YOU!!!!

OMG, This just made my year (so far)!  I can't begin to tell you how happy I am about this.

I missed out on several (hundred) screenshots I needed for the NEW ALLIED FIGHTERS MDU Comics issues, and this function will make HUGE differences in helping to tell the stories! 

I'm excited to see when access to all zones/maps can be done!!!

You are amazing!!  THIS...this is what separates us from the other games...folks like you going the extra distance to save the game...one way or another. 

To the Captain Kirk of CoH!!! CHEERS!!
Title: Re: The Big Giant Icon Thread
Post by: Roughtrade on May 19, 2013, 11:46:10 PM
[Strike]Strangely enough, I can't find anything in ~/Library/Preferences search and I can't find Show Package Contents either.  But just clicking on the Icon Program did get me to the character creator.  Wish I had saved more of my old costumes.  I suppose there's no way to actual load the old characters but this is most awesome.[/Strike]

Nevermind.  Read the front page again and realized it only applied to MAC
Title: Re: The Big Giant Icon Thread
Post by: CMKook on May 19, 2013, 11:47:16 PM
its been nice to be able to see my characters again and fly around... I hope that we soon get to use our powers to fight evil again...nothing compares to CoH nothing...
Title: Re: The Big Giant Icon Thread
Post by: FatherXmas on May 20, 2013, 12:00:41 AM
Does demo record work in this as well.  At least that would let me walk about and record paths.
Title: Re: The Big Giant Icon Thread
Post by: Lenya on May 20, 2013, 12:01:10 AM
I'm crying like a baby... Thank you, thank you so much for giving me a few minutes with Kin.
Flying him through Atlas Park again was incredible.
Title: Re: The Big Giant Icon Thread
Post by: Tanklet on May 20, 2013, 12:17:56 AM
omg ... I loaded into Atlas ... I loaded into the Ski Chalet ...

... I know I said it before, and I'm saying it again...

THANK YOU!!!!!!

Glad I saved just about every cossie I ever created. I'm seeing my characters again .. :)
Title: Re: The Big Giant Icon Thread
Post by: Kriiden on May 20, 2013, 12:25:22 AM
Amazing work! You guys have been busy!
Title: Re: The Big Giant Icon Thread
Post by: Dannii on May 20, 2013, 12:28:52 AM
Amazing work! You guys have been busy!
I haven't figured out how to load in the ski chalet....  OOps wrong post quoted!
Title: Re: The Big Giant Icon Thread
Post by: Lolliad on May 20, 2013, 12:39:21 AM
If only you could have seen the face of my 5 yo daughter when I logged her in AP so she could fly again!!!
Even a pony for Christmas could not make her happier.
Title: Re: The Big Giant Icon Thread
Post by: Tanklet on May 20, 2013, 12:51:19 AM
I haven't figured out how to load in the ski chalet....  OOps wrong post quoted!

Hi there,
On the first screen, click "Going Rogue"
Then when you've made your character, go into the tutorial
Title: Re: The Big Giant Icon Thread
Post by: Blackmoor on May 20, 2013, 12:53:30 AM
Codewalker, a huge Thank You! for doing this for us. I can't wait to see what the future has in store.
Title: Re: The Big Giant Icon Thread
Post by: tommyboytrd on May 20, 2013, 01:30:12 AM
(https://i.imgur.com/zIwsaDT.jpg)

Atlas Park 33, how I missed thee. DING DONG I'M HOME
Title: Re: The Big Giant Icon Thread
Post by: kalistowns83 on May 20, 2013, 01:40:59 AM
Are there any instructions for PC? I looked through the thread and couldn't find any.
Title: Re: The Big Giant Icon Thread
Post by: tommyboytrd on May 20, 2013, 01:46:40 AM
Are there any instructions for PC? I looked through the thread and couldn't find any.

Just put the icon.exe in your CoX folder. Beta or live. Hit play.
Title: Re: The Big Giant Icon Thread
Post by: Tanklet on May 20, 2013, 01:49:25 AM
Just put the icon.exe in your CoX folder. Beta or live. Hit play.


Instructions

    Save icon.exe into your City of Heroes program folder. On a default install, this may be in C:\Program Files\City of Heroes, or C:\Program Files (x86)\City of Heroes on 64-bit systems. It should have a cityofheroes.exe file in it as well.

    Use Explorer to browse to that folder, and double click icon.exe. You can create a shortcut to it if desired.


The above is in the OP ... these are the instructions for PC
Title: Re: The Big Giant Icon Thread
Post by: bobhir123 on May 20, 2013, 01:53:39 AM
Thanks so much for this...
Title: Re: The Big Giant Icon Thread
Post by: Justice Blues on May 20, 2013, 02:37:51 AM
I just found out about this. loaded it up and it was wonderful. Just listening to the music at character creation was fantastic. Flying around AP33 was indescribable. I have so missed flying. Now if I could just get some 5th Column to pound on, it would be perfect. Thanks for all the work you did to make it happen.
Title: Re: The Big Giant Icon Thread
Post by: BraveStar on May 20, 2013, 02:43:13 AM
This is just unbelievably awesome!
Title: Re: The Big Giant Icon Thread
Post by: SeaLily on May 20, 2013, 02:55:15 AM
As time passes, nature reclaims our abandoned city.

(https://i.imgur.com/6ZSQrbS.jpg)
(https://i.imgur.com/WFExD8D.jpg)
(https://i.imgur.com/rs3salb.jpg)

Even the dance clubs are not free from nature.

(https://i.imgur.com/RMd0e1P.jpg)
(https://i.imgur.com/6XmwYCI.jpg)
(https://i.imgur.com/hTDbrLq.jpg)

Or uh, from cars?

(https://i.imgur.com/jxCDWwY.jpg)
(https://i.imgur.com/XDNrO6M.jpg)

Hold on, what's going on here?

(https://i.imgur.com/nh2nENE.jpg)

Oh.

(https://i.imgur.com/EFvTDvW.jpg)
(https://i.imgur.com/rKJPefq.jpg)

Ohhhhhhh.

(https://i.imgur.com/oE3j6Wk.jpg)

Pocket D's sky sure looks ominous when stuck into a normal city.

(https://i.imgur.com/m6J9R69.jpg)

And the Rogue Isles are much safer now that they've started erecting warwalls.

But here's something that seems busted in Atlas Park on it's own:

(https://i.imgur.com/e9ASgTe.jpg)

There's these patches of dirt that seem to be alligned to the wrong plane- presumably these are supposed to be on the ground above where I am here, not on the same level as the tunnel.  The parking lot in the area above this is suspiciously clean for the dirtier buildings that are around it, so I think someone made a mistake when putting this section together.

Anyway- this is super cool, so thanks for the update!  Hopefully there'll be more than just an empty city to run around in alone one of these days, though I doubt that sort of thing would be part of an offline mode hack.  ;)
Title: Re: The Big Giant Icon Thread
Post by: darkhawktman on May 20, 2013, 03:11:04 AM
Just loaded the new Icon and running around in the zones is awesome. Thank you for this addition. This is a bitter sweet update because I REALLY want to PLAY NOW!
Title: Re: The Big Giant Icon Thread
Post by: 4thirty5 on May 20, 2013, 04:06:45 AM
Brilliant.  Absolutely brilliant.
Title: Re: The Big Giant Icon Thread
Post by: healix on May 20, 2013, 04:30:37 AM
Don't know what I am doing wrong, but I can create a character and only have access to the tutorial and Atlas 33. I was able to save all my toons (from 2 accounts) as .xml zips. but they are not in the NCSoft/CoH folders.
Codewalker, I was among those who cried openly when I was once again able to just enter my City and fly around...no words can describe what that was like, only feels. I would love to see my original characters again, but at least I can do this. A thousand heartfelt thanks to you, Codewalker, for giving me back some heart healing.


(https://i.imgur.com/VN08FZFl.jpg)
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on May 20, 2013, 05:10:24 AM
Don't know what I am doing wrong, but I can create a character and only have access to the tutorial and Atlas 33.
Making a hero grants those options. Make a villain and a Praetorian for the other options.
Title: Re: The Big Giant Icon Thread
Post by: TigerKnight on May 20, 2013, 05:16:48 AM
God, I have so missed this.

Now we need our powers active and just some street crime. If we can't level up or leave, then that's fine. But to just be able to save someone is in some way therapeutic.
Title: Re: The Big Giant Icon Thread
Post by: healix on May 20, 2013, 05:38:11 AM
Making a hero grants those options. Make a villain and a Praetorian for the other options.

It doesn't save my creations..I have to make a new one each time
Title: Re: The Big Giant Icon Thread
Post by: Bronze Knight on May 20, 2013, 05:48:24 AM
We can get in game now? You guys are so COOL!

Seeing as I lost my characters I'm working on sculpting them from clay; this is going to help a lot with that! I Can get all those angles I was missing!

THANKYOU SO MUCH.
Title: Re: The Big Giant Icon Thread
Post by: Little David on May 20, 2013, 06:01:28 AM
Oh ... oh man.

I'M HOME AGAIN. (http://www.adultimum.net/studio/screenshots/coh20130519-130246-welcomehomelild.jpg)

Codewalker, you are amazing. I don't know how else ot put it. But being able to roam the Cities again is just ... it's wonderful!

(https://i.imgur.com/zIwsaDT.jpg)

Atlas Park 33, how I missed thee. DING DONG I'M HOME

Wait. Wait.

So you're the guy everyone's been talking about (http://www.cohtitan.com/forum/index.php/topic,8408.msg117432.html#msg117432)?

You're the guy in this gif (http://imgur.com/WSSxw)? Holy crap!
Title: Re: The Big Giant Icon Thread
Post by: Shenku on May 20, 2013, 06:04:03 AM
It doesn't save my creations..I have to make a new one each time

You can save your hero's costume to save some time, but you'll have to reload it and rechoose everything else, but it's better than nothing, which is what NCSoft left us with. :(

Oh, and I was messing around with that "ID glitch/trick", loaded up Pocket D, switched over to Atlas, and then popped into Outbreak with some interesting results of all 3 zones fused together... Trying to go into Nerva crashed the client though, so I guess it can only handle so many maps being loaded at once...
Title: Re: The Big Giant Icon Thread
Post by: Tyger on May 20, 2013, 06:19:22 AM
Title: Re: The Big Giant Icon Thread
Post by: HeatSpike1 on May 20, 2013, 06:57:07 AM
Let's save OUR city!

What can we players do to help out with the #saveCoH cause, Codewalker/Tony?

The more the merrier, let us know! 
Title: Re: The Big Giant Icon Thread
Post by: Rotten Luck on May 20, 2013, 07:28:05 AM
*loads up Icon... makes Rotten luck... Cries hearing the Atlas park song and looking at the statue*

Well it been months sense the force evacuation, It's still home. 
Title: Re: The Big Giant Icon Thread
Post by: Defiant Target on May 20, 2013, 09:07:33 AM
Amazing, Thank You !! 8)
Title: Re: The Big Giant Icon Thread
Post by: Lavena on May 20, 2013, 10:00:22 AM
Title: Re: The Big Giant Icon Thread
Post by: Ice Trix on May 20, 2013, 10:21:19 AM
Thank you. This is too awesome for words.
Title: Re: The Big Giant Icon Thread
Post by: Ice Trix on May 20, 2013, 10:28:11 AM
Also, fantastic work giving the ski chalet to us. I'll happily ski with daughter for hours now.

(despite the lift jumps etc not enabled)

So very happy.
Title: Re: The Big Giant Icon Thread
Post by: TonyV on May 20, 2013, 12:20:10 PM
What can we players do to help out with the #saveCoH cause, Codewalker/Tony?

The more the merrier, let us know!

Well, speaking for myself (I'll let Codewalker pipe up on his own if he needs any help), the main thing I want is for 1) people to keep the hope alive, and 2) when someone comes along saying, "You people are fooling yourselves, City of Heroes is gone and dead forever," that you either ignore them or politely remind them that there are still people working on this, and that they are making progress.

Because as cool as this is, it's still not our ultimate goal, and we're still continually working on one-upping our own efforts.
Title: Re: The Big Giant Icon Thread
Post by: Lightslinger on May 20, 2013, 12:36:48 PM
Well, speaking for myself (I'll let Codewalker pipe up on his own if he needs any help), the main thing I want is for 1) people to keep the hope alive, and 2) when someone comes along saying, "You people are fooling yourselves, City of Heroes is gone and dead forever," that you either ignore them or politely remind them that there are still people working on this, and that they are making progress.

Because as cool as this is, it's still not our ultimate goal, and we're still continually working on one-upping our own efforts.

This x1,000,000.

People like Codewalker, TonyV, anyone else involved with projects like this, they'll get us back 100% in-game one day. I have complete faith that people like that in our community won't stop until we're home again.

I've got a 4 year old son that grew up playing CoH with me. He was just getting old enough to have fun running around by himself when the game shut down. When I loaded the new Icon yesterday he said "The superheroes are back!" For him as much as for myself, I'll help to get City of Heroes back however I can.

I can't code, but if any of these efforts ever needed a tester, an admin, or any kind of financial help I would help out as much as I could. Just let me know :)
Title: Re: The Big Giant Icon Thread
Post by: grouchybeast on May 20, 2013, 01:16:53 PM
Thank you so much for all the hard work that's going into this.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 20, 2013, 01:24:01 PM
I know the doors are missing because they're summoned npcs.  However when I back away from a doorway far enough (across a 6 lane street) the doors appear. I guess when you're far enough away it fills in the holes with temp doors.

A lot of the building models have low-detail door geometry for viewing from a distance (i.e. farther than the entity view distance). The door entities fade in once you get closer, and the low-detail models are set up to disappear once you're close enough that the real doors should be covering them up. The LOD doors aren't animated or anything; they're just for looks.

Lol, I entered Praetoria, then went to the menu and selected "I.D." which brings me to the final page of the character creation screen... click next and it asks if I want to enter the tutorial, I say no, and BAM.

Ah, okay. There's a global "in character creation" flag that I don't think ever gets cleared, it probably normally happens as part of the server connection procedure.

Does demo record work in this as well.  At least that would let me walk about and record paths.

I don't think it does. My understanding of demo recording is that what it saves is more or less the stream of instructions straight from the server. It probably doesn't save the local motion prediction, which is supported by people reporting slight discrepancies between what they saw while recording and the authoritative sequence of events that the server sent back and got saved. I haven't actually tried it to see, though.

It doesn't save my creations..I have to make a new one each time

Yes, it doesn't save them. At its heart Icon is and will always be an offline character creator -- it simply grew the ability to take those creations out for a spin. You can save and load .costume files if you have any.

There are some related things in the works that may eventually allow for Sentinel+ imports to be used in so-called offline mode. It's a bit of a back burner issue though -- as I said while doing this sort of client side hack was a quick shortcut for having something to show "right now", it's not really the best way to go long term. I'm certain those efforts will continue progressing as well.
Title: Re: The Big Giant Icon Thread
Post by: tommyboytrd on May 20, 2013, 02:03:11 PM
Oh ... oh man.

I'M HOME AGAIN. (http://www.adultimum.net/studio/screenshots/coh20130519-130246-welcomehomelild.jpg)

Codewalker, you are amazing. I don't know how else ot put it. But being able to roam the Cities again is just ... it's wonderful!

Wait. Wait.

So you're the guy everyone's been talking about?

You're the guy in this gif (http://imgur.com/WSSxw)? Holy crap!

I have no clue if I've been talked about, but yeah, that's me and I loves the drums.

Also, I didn't make that gif. Wasn't even my idea. I just squeed at the idea to help make it.
Title: Re: The Big Giant Icon Thread
Post by: Shenku on May 20, 2013, 02:52:59 PM
ID glitch/trick?

Lol, I entered Praetoria, then went to the menu and selected "I.D." which brings me to the final page of the character creation screen... click next and it asks if I want to enter the tutorial, I say no, and BAM.

I just got a mix of outbreak and Nerva doing it again with a non-Praetorian.

Essentially, when you load up in a map, go to your ID from the game's menu (pops you back into the character creation screen) and change your alignment or whether or not you're entering the tutorial, and when you hit accept it'll load the new map without unloading the first one. Basically it results in both maps being present at the same time, essentially "fusing" the two maps together. I was able to get three maps up at a time before the client crashed on me, but others might be able to do more possibly (didn't have time to test it further last night)...

I kind of hope this glitch works with the other maps when the ability to load them is added. Can you imagine merging something like The Chantry with Atlas Park? Gotta be interesting to see... :P
Title: Re: The Big Giant Icon Thread
Post by: xXHalfSliceXx on May 20, 2013, 03:08:49 PM
While i just opened the Icon, I am at the first character creator screen, i cannot click on anything. my mouse is there, but nothing highlights.
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on May 20, 2013, 05:48:49 PM
As people can see, I'm not quite a huge writer on this forum (first post in fact) but I visit often. I would like to thank you everyone who could make all this possible. I thought I wouldn't go in it, thinking it is more painful than anything but I ended up going and... well, I won't go describing how it felt... I think we all know how it went...

Now I know many people asked lot of things for the next time something can be done. All those requests are good and I would like them as well. Though, I might have one that is different (unless someone did mention it and I forgot, I'm sorry). I will let you decide if it is doable or not.

I think that even if we can't use powers or anything, it would be good to have citizens walking around in the areas. I like to travel around but... I feel like I am in a ghost city and while it is great to visit, it makes me sad to see no one around. For example, it's hurtful to see Ms Liberty not standing at her usual spot in Atlas Park. Even if we can't talk or interact with anyone, at least, the city would feel alive again in a way...

Just a suggestion though and know that I'm very grateful for the work you guys have done :)

Thank you!
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on May 20, 2013, 08:39:26 PM
I too am looking forward to loading any other map.

Codewalker, you just friggin rule, man!

:)
Title: Re: The Big Giant Icon Thread
Post by: peachypeach on May 20, 2013, 09:14:51 PM
Oh WOW!! Hello, fellow coh-ers :) I'm having issues with the mac client.....it's so involved......if anyone can help pls message meh!!!! :o
Title: Re: The Big Giant Icon Thread
Post by: Tanklet on May 20, 2013, 09:49:11 PM

I think that even if we can't use powers or anything, it would be good to have citizens walking around in the areas. I like to travel around but... I feel like I am in a ghost city and while it is great to visit, it makes me sad to see no one around. For example, it's hurtful to see Ms Liberty not standing at her usual spot in Atlas Park. Even if we can't talk or interact with anyone, at least, the city would feel alive again in a way...


The thing about the citizens, is that spawning and controlling them is a server function. Controlling our characters (basic movements) is a client function because we're making the inputs (W, S, A, D). Inputs that control NPCs, bad guys, spawns, etc, come from an as of yet no longer existent server.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 20, 2013, 10:01:13 PM
Technically player motion is a server function, too. Fortunately, the client is able to simulate it in order to produce the illusion of not having lag. Otherwise, when you pressed 'W', it might take up to half a second or more for your character to react, depending on latency.

Normally the server does identical calculations, but if they get out of sync and the server sends back a different position than the client thinks you're in, the server 'wins', and the client snaps you back. That's what causes rubber-banding. On the live game, it happened most often due to the unpredictable movement of other players and NPCs, causing the space you thought was empty to actually have something solid in it.

Icon exploits that by patching the client and rewriting some of its code to think it's connected to a server, as well as setting appropriate physics parameters. Then it just lets you run around on predicted motion, never receiving any position corrections. It's theoretically possible to do something similar using Cheat Engine to modify the memory (assuming it can handle changing protection on read-only memory segments), but it would be a very tedious process of entering about 1,000 overrides by hand.
Title: Re: The Big Giant Icon Thread
Post by: faero malikite on May 20, 2013, 10:28:16 PM
I know this is probably solved in this thread somewhere but my brain started to melt as I read through it.
I am not computer savvy which definitely hurts me here, I have tried literally all day to follow the directions to do this and all I have ended up with is 5 new programs that have changed my startup page and now pop up every time I hover over something.

I do not have the game still on my PC.
I tried to download the torrent program that was recommended in the main post. (no idea if I did it successfully or not)
icon.exe is in my coh folder.
when I try to open the coh beta file it tries to open it with adobe and fails.
when I try to run the icon.exe it says no cityofheroes.exe file is found, I have the coh test.exe on my pc but it gives me an error message with that one as well.

help...me....please.....
Title: Re: The Big Giant Icon Thread
Post by: Hyper Ai on May 20, 2013, 10:29:00 PM
This put a huge smile on my face.

Being able to log in is great. I didn't realize how much CoX meant to me until it was gone. Many thanks for bringing a part of it back into my life.
Title: Re: The Big Giant Icon Thread
Post by: Reaper on May 20, 2013, 10:57:41 PM
 ;D This is great!  I, too, never realized how much I missed this game until I logged in and was standing in Atlas.  Now I don't have to revisit my old videos just to see some of these zones.  Thank you very much, Codewalker!
Title: Re: The Big Giant Icon Thread
Post by: Back Blast on May 20, 2013, 11:52:26 PM
Very nice and absolutely wonderful. Getting to fly about in AP was great. Are all the interiors there though? I could get inside AE with the clipping mode on but couldn't find the inside of city hall. I looked about under the map for it as well but couln't find it if it is there at all. I recall from past adventures in map holes and the like that most of the interiors were down under the map but I didn't see any of them on the AP map. I assume they are there somewhere, I just don't know where to look.
Title: Re: The Big Giant Icon Thread
Post by: tommyboytrd on May 21, 2013, 12:00:21 AM
Technically player motion is a server function, too. Fortunately, the client is able to simulate it in order to produce the illusion of not having lag. Otherwise, when you pressed 'W', it might take up to half a second or more for your character to react, depending on latency.

Normally the server does identical calculations, but if they get out of sync and the server sends back a different position than the client thinks you're in, the server 'wins', and the client snaps you back. That's what causes rubber-banding. On the live game, it happened most often due to the unpredictable movement of other players and NPCs, causing the space you thought was empty to actually have something solid in it.

Icon exploits that by patching the client and rewriting some of its code to think it's connected to a server, as well as setting appropriate physics parameters. Then it just lets you run around on predicted motion, never receiving any position corrections. It's theoretically possible to do something similar using Cheat Engine to modify the memory (assuming it can handle changing protection on read-only memory segments), but it would be a very tedious process of entering about 1,000 overrides by hand.

Have you used CE at all with this process?  Or just talking about theoreticals and not played with it?
Title: Re: The Big Giant Icon Thread
Post by: Bigg Beef on May 21, 2013, 12:18:35 AM
Can anyone help me with getting the music to work in game? I notice people saying the music was working in AP but mine is not, the music at the creation screen works fine.
Title: Re: The Big Giant Icon Thread
Post by: Lolliad on May 21, 2013, 12:22:43 AM
Interesting thing: With the /nocoll 1, I was able to go to Nova Praetoria and Neuropolis from Imperial city. I was also able to go inside pocket D (not just the ski chalet).
Title: Re: The Big Giant Icon Thread
Post by: SeaLily on May 21, 2013, 12:24:42 AM
Very nice and absolutely wonderful. Getting to fly about in AP was great. Are all the interiors there though? I could get inside AE with the clipping mode on but couldn't find the inside of city hall. I looked about under the map for it as well but couln't find it if it is there at all. I recall from past adventures in map holes and the like that most of the interiors were down under the map but I didn't see any of them on the AP map. I assume they are there somewhere, I just don't know where to look.

I was hoping for an answer to this, too.  AE obviously needs to use windows to look out into the zone, so it's where you'd imagine it should be, but the hospital, Icon, City Hall, Vanguard HQ, etc, are nowhere to be found.  I'm guessing the rooms are invisible from the outside?  But I have no idea where they would be, and hoping to randomly stumble upon them is less than ideal.

I want to get inside City Hall and go into the Mirror World that's inside it's reflective floor again.  That was my favorite bug back in the day.
Title: Re: The Big Giant Icon Thread
Post by: Noyjitat on May 21, 2013, 12:28:03 AM
Loaded up my saved costume for my main and upon hearing the atlas park music I began to cry. I wanna play again so badly.

PLEASE if anyone reading this has the power and money to buy and restore City of Heroes please do it! You will have some very happy and loyal lifetime customers!
Title: Re: The Big Giant Icon Thread
Post by: HeatSpike1 on May 21, 2013, 12:30:27 AM
Oh WOW!! Hello, fellow coh-ers :) I'm having issues with the mac client.....it's so involved......if anyone can help pls message meh!!!! :o

Peach, I had to do the mac version for my self.  Message me with questions that you're having.
Title: Re: The Big Giant Icon Thread
Post by: xXHalfSliceXx on May 21, 2013, 01:11:27 AM
Still have an issue with not being able to click anything when the Game Opens
Title: Re: The Big Giant Icon Thread
Post by: tommyboytrd on May 21, 2013, 01:40:45 AM
Still have an issue with not being able to click anything when the Game Opens

Make sure you had/have the last version of the game or beta. The when you open, make sure you have a origin selected along with CoH or CoV.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 21, 2013, 01:40:58 AM
Have you tried hitting alt+enter to switch between fullscreen and windowed mode? Other than that, I can't think of anything -- if you were able to play the game, it should be no different.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 21, 2013, 01:42:58 AM
I was hoping for an answer to this, too.  AE obviously needs to use windows to look out into the zone, so it's where you'd imagine it should be, but the hospital, Icon, City Hall, Vanguard HQ, etc, are nowhere to be found.  I'm guessing the rooms are invisible from the outside?  But I have no idea where they would be, and hoping to randomly stumble upon them is less than ideal.

Yes, most of the indoor areas are invisible unless you're in them as a performance optimization.

City Hall I believe is directly under the building, but it's FAR below the map. Try orienting yourself forward and then hitting X to sink straight down. The hospital I know is below it, but you'll zip through the floors really quick if you're moving fast.
Title: Re: The Big Giant Icon Thread
Post by: Gothica on May 21, 2013, 01:53:55 AM
<sob>--can't get in . . . .

Running Vista Home Premium SP2 64 bit. It's my older backup computer and the only one I still have CoH installed on, since crashed in December forced me to scrap my Win7 and XP machines with CoH on them.

Backed up my CoH directory.

Overwrote what was in the directory with the files from the torrent.

Ran icon.exe, from the main CoH directory, which brought up what appears to be the I24 splash screen, different from the old splash screen with Penelope Yin. version.ini shows version=2400.201208211101.1

Ran through costume creator, which in itself was enough to bring a tear to my eye.

Then when I tried to enter the game, got the "Map failed to start" message.

Tried again running the icon in the CoHbeta folder, standing independently and then placed in the main CoH directory. Same result.

Tried overwriting the files in the main CoH folder with the stuff from the CoHbeta folder. Same result.

Tried running the torrent file on a Windows 8 64 bit computer that has no CoH or NCSoft launcher installed on it. Same result.

Help . . . ?

And ty ty ty for all the hard work. I think all of us should send you a month's subscription fee, though if we did it I'm sure it would bring NCSoft lawyers down on you.

Title: Re: The Big Giant Icon Thread
Post by: Blackmoor on May 21, 2013, 02:22:18 AM
Can anyone help me with getting the music to work in game? I notice people saying the music was working in AP but mine is not, the music at the creation screen works fine.
Is it safe to assume you flew around the map a bit?

The music for the current neighborhood doesn't trigger when you spawn into the map, but will play when you enter from a different neighborhood on the map. Fly around a bit and it should trigger.

If not, it's a technical problem on your end.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 21, 2013, 02:23:50 AM
Ran icon.exe, from the main CoH directory, which brought up what appears to be the I24 splash screen, different from the old splash screen with Penelope Yin. version.ini shows version=2400.201208211101.1

You're close; that's the right version all right.

Map failed to start probably means you're running an old version of icon. Try clearing your internet cache and re-downloading it from the first post in this thread (http://www.cohtitan.com/forum/index.php/topic,7288.480.html), and make sure you overwrite the one that's in your COH directory.
Title: Re: The Big Giant Icon Thread
Post by: blackjak on May 21, 2013, 02:29:55 AM
Wow. I actually started playing Icon as a ghost character with the /nocoll command. Playing for God's sake!
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on May 21, 2013, 03:18:45 AM
Thank you for the nocoll command!

I'm off to finish looking at propaganda posters as Erika Enriche now!
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 21, 2013, 03:21:17 AM
Oh yeah, Studio 55 in Imperial is slightly forward and pretty much straight down from the door on the surface.

I'll probably enable /seeeverything in the next version to make those easier to find...
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on May 21, 2013, 03:39:16 AM
Technically player motion is a server function, too. Fortunately, the client is able to simulate it in order to produce the illusion of not having lag. Otherwise, when you pressed 'W', it might take up to half a second or more for your character to react, depending on latency.

Normally the server does identical calculations, but if they get out of sync and the server sends back a different position than the client thinks you're in, the server 'wins', and the client snaps you back. That's what causes rubber-banding. On the live game, it happened most often due to the unpredictable movement of other players and NPCs, causing the space you thought was empty to actually have something solid in it.

Icon exploits that by patching the client and rewriting some of its code to think it's connected to a server, as well as setting appropriate physics parameters. Then it just lets you run around on predicted motion, never receiving any position corrections. It's theoretically possible to do something similar using Cheat Engine to modify the memory (assuming it can handle changing protection on read-only memory segments), but it would be a very tedious process of entering about 1,000 overrides by hand.

Uh... being completely useless on that, I will trust you on that lol. I'm sorry if I have requested something that might be too huge. Like everyone, I'm a dreamer and forget reality sometimes... Please accept my sincere apologies :)
Title: Re: The Big Giant Icon Thread
Post by: Gothica on May 21, 2013, 03:52:23 AM
You're close; that's the right version all right.

Map failed to start probably means you're running an old version of icon. Try clearing your internet cache and re-downloading it from the first post in this thread (http://www.cohtitan.com/forum/index.php/topic,7288.480.html), and make sure you overwrite the one that's in your COH directory.

That fixed it. Running fine on Win8-64. Gypsy Witch, my main, is flying through AP.

I could kiss you.

You are a light that shines in the darkness.
Title: Re: The Big Giant Icon Thread
Post by: blackjak on May 21, 2013, 04:18:31 AM
Oh yeah, Studio 55 in Imperial is slightly forward and pretty much straight down from the door on the surface.

I'll probably enable /seeeverything in the next version to make those easier to find...
Icon is directly below itself as well. You can also enter the tiki lounge and go into the monkey cage.
Just had to do that...
Title: Re: The Big Giant Icon Thread
Post by: Greyhawke on May 21, 2013, 04:26:19 AM
This is amazing, and you have my heartfelt gratitude.

It does of course make you dream of what might come next, after the ability to load various maps, that is. I would love the ability to load my base. Not sure if its possible to pull the data for that from a demorecord and then drop it back into icon as a map, but wow that would be awesome.

Next would be the ability to have multiple people share the same map so you could actually use the settings for RP. This seems like it would be a huge stretch of the current tech, and may be something for a different project than Icon, but I can dream.

Just some wishful thinking out loud, of course. I am just truly in awe that you have given us this much. Thank you.
Title: Re: The Big Giant Icon Thread
Post by: borgking001a on May 21, 2013, 05:06:16 AM
I got it to work! Just a couple of questions, is Paragon suppose to be empty for Single player mode, and is there a way to add enemies to fight?
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on May 21, 2013, 06:12:20 AM
I got it to work! Just a couple of questions, is Paragon suppose to be empty for Single player mode, and is there a way to add enemies to fight?
That's the same question, really. This data was provided by the server. Since there is no server, there are no NPCs and no enemies. QED.
Title: Re: The Big Giant Icon Thread
Post by: MishaFox on May 21, 2013, 08:20:54 AM
THIS IS FANTASTIC!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: The Big Giant Icon Thread
Post by: TonyV on May 21, 2013, 08:27:12 AM
Title: Re: The Big Giant Icon Thread
Post by: Scendera on May 21, 2013, 09:03:13 AM
Look for an update mid-week with a command line option to load any zone or mission map, provided you know the filename and can guess some suitable coordinates to spawn at.

I'm sure someone will cheerfully post a list. I'm too noob to be very useful for a lot of the game but I'll help out with the zones I was familiar with if need be.
Title: Re: The Big Giant Icon Thread
Post by: Ice Trix on May 21, 2013, 10:01:51 AM
I know this is probably solved in this thread somewhere but my brain started to melt as I read through it.
I am not computer savvy which definitely hurts me here, I have tried literally all day to follow the directions to do this and all I have ended up with is 5 new programs that have changed my startup page and now pop up every time I hover over something.

I do not have the game still on my PC.
I tried to download the torrent program that was recommended in the main post. (no idea if I did it successfully or not)
icon.exe is in my coh folder.
when I try to open the coh beta file it tries to open it with adobe and fails.
when I try to run the icon.exe it says no cityofheroes.exe file is found, I have the coh test.exe on my pc but it gives me an error message with that one as well.

help...me....please.....

Not sure if you have gotten help yet.
It sounds like you may of clicked yes too many times while installing different stuff (re different home page and lots of stuff popping up).  Download malware bytes from www.malwarebytes.com and run a scan to clean your computer back up.

The rest I need to take simply so I can understand where you are at:

>I do not have the game still on my PC.
> I tried to download the torrent program that was recommended in the main post. (no idea if I did it successfully or not)
icon.exe is in my coh folder.

Okay, if your coh folder is about 4GB, then you probably have it. There should be a bunch of files in there with icon.exe e.g.
(https://i.imgur.com/hUkX9mD.png)

If not, you need to try downloading again. (http://www.savecoh.com/p/download-issue-24-beta.html)  If the torrent stuff is confusing you, try the sugarsync, or I can send you a dropbox link. I think you might find dropbox/sugar sync the easier way.

>when I try to open the coh beta file it tries to open it with adobe and fails.
This often happens when you try to run a file that Windows doesn't know what to use to open it (eg Windows will open .doc in Word etc). Adobe tends to be first on the list as it starts with an A, and you probably just clicked OK without understanding what it mean. It's a pretty common user error.
I'm not sure exactly what file you mean, (it may not matter) but if you right click on the file, and select properties, what do you see in the red marked boxes (see screen shot)
(https://i.imgur.com/9L7FrvD.png)

Please let me know how you get on after this, and I'll be happy to keep suggesting until its up and away. But I think a fresh download, and put all the downloaded files in their own folder - not an existing one.
Title: Re: The Big Giant Icon Thread
Post by: Ice Trix on May 21, 2013, 10:07:08 AM
Question: Should Icon walkaround  work from NPC mode, or do you need to be in regular mode. I had trouble with entering anything when in NPC mode ...
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on May 21, 2013, 12:10:52 PM
Downloaded this so fast it left burn marks on my router.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on May 21, 2013, 12:37:51 PM
Question: Should Icon walkaround  work from NPC mode, or do you need to be in regular mode. I had trouble with entering anything when in NPC mode ...
Works fine in NPC mode.
Title: Re: The Big Giant Icon Thread
Post by: Garble on May 21, 2013, 12:46:48 PM
Icon is directly below itself as well. You can also enter the tiki lounge and go into the monkey cage.
Just had to do that...

I went into the monkey cage too. I noticed the cage floor has debris such as barrels and junk like the random objects generated by Gravity Control's Propel. You can actually interact with these objects, knocking them around. And if you wait, the floor generates more of this stuff.

Thank you so so so so so so much codewalker!
Title: Re: The Big Giant Icon Thread
Post by: Bigg Beef on May 21, 2013, 12:54:11 PM
Is it safe to assume you flew around the map a bit?

The music for the current neighborhood doesn't trigger when you spawn into the map, but will play when you enter from a different neighborhood on the map. Fly around a bit and it should trigger.

If not, it's a technical problem on your end.

Flew around the map, all the other musics work great...except freedom plaza.....the most nostalgic music for me in the game.....guess ill fly around with youtube on repeat in the background lol
Title: Re: The Big Giant Icon Thread
Post by: Scendera on May 21, 2013, 01:47:07 PM
The music was a little fussy for me....first two times I loaded the Atlas Park theme itself didn't work but Promenade and such was fine, thereafter it's worked about 75% of the time.

tl;dr: If the theme you want won't load, dump it to desktop and try again.
Title: Re: The Big Giant Icon Thread
Post by: goodtime on May 21, 2013, 02:27:36 PM
Question: Should Icon walkaround  work from NPC mode, or do you need to be in regular mode. I had trouble with entering anything when in NPC mode ...
  I've found I cannot enter the game with any of the non-regular costume pieces.   If you click next on the final screen the costume tab flashes and I think there's an easily missed "Please purchase costume part" message.    Things like Cosmic Corsair and valkyrie set work fine.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 21, 2013, 03:06:52 PM
Have you used CE at all with this process?  Or just talking about theoreticals and not played with it?

Just talking theoretical. I've looked at CE once or twice, but it seems mostly geared toward searching for values in the data segments, specifically things that change in a predictable fashion (like HP and damage values).

The locations that Icon writes to are mostly code segment, because it's patching the instructions to do something different. I assume that CE would be able to do the same if provided with the offsets and what values to write there, but its search functionality wouldn't be too helpful for locating those.

So I use a debugger instead, which is good because it allows things like setting breakpoints, single stepping through code to see what it's doing, and changing registers so I can back up and try different things by resetting EIP.
Title: Re: The Big Giant Icon Thread
Post by: borgking001a on May 21, 2013, 03:48:45 PM
Flew around the map, all the other musics work great...except freedom plaza.....the most nostalgic music for me in the game.....guess ill fly around with youtube on repeat in the background lol

If you cannot level up with this mode, how did you fly around? 
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 21, 2013, 03:49:34 PM
Press '1'.
Title: Re: The Big Giant Icon Thread
Post by: borgking001a on May 21, 2013, 04:22:24 PM
Thank you!

Although, I wish I could beat some enemies up  :'(  I miss doing that!
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on May 21, 2013, 06:39:12 PM
Works fine in NPC mode.

If you are using regular player parts, then yes.

But if you are using actual NPC parts, it won't work.

Any chance you could sort that out, Codewalker? Or too much work?

Oh yeah, Studio 55 in Imperial is slightly forward and pretty much straight down from the door on the surface.

I'll probably enable /seeeverything in the next version to make those easier to find...

Please do.

Won't that cause a performance hit, though?

It'd be real nice, yes, but if the performance hit is too much, then eh.

--
I've seen a post in here asking for a map list when the any map loading function gets added.

Well, here's a list in advance, credit goes to Scuzzbopper of CoH Codex:

http://home.roadrunner.com/~scuzzbopper/maps.html

HOWEVER, the list is from 2008 and outdated. It is still very useful, though.
Title: Re: The Big Giant Icon Thread
Post by: Lenya on May 21, 2013, 08:24:48 PM
Flew around the map, all the other musics work great...except freedom plaza.....the most nostalgic music for me in the game.....guess ill fly around with youtube on repeat in the background lol

How on earth did you get there? I was just able to fly around Atlas Park... or I missed something.
Title: Re: The Big Giant Icon Thread
Post by: HeatSpike1 on May 21, 2013, 08:43:56 PM
Comment

Flew around the map, all the other musics work great...except freedom plaza.....the most nostalgic music for me in the game.....guess ill fly around with youtube on repeat in the background lol

Question

How on earth did you get there? I was just able to fly around Atlas Park... or I missed something.

Answer

The currently accessible maps are:

  • Freedom: Tutorial - Outbreak
  • Freedom: Hero - Atlas Park 33
  • Freedom: Villain - Nerva Archipelago
  • Going Rogue: Tutorial - Pocket D (Ski Chalet)
  • Going Rogue: Loyalist - Nova Praetoria
  • Going Rogue: Resistance - Imperial City

Lenya, it all depends on whether you make your toon a Hero, Villain, Resistance, or Loyalist.  And also whether you choose to enter the tutorial or not. Now just use Codewalkers quote from above to get where you want to go.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 21, 2013, 08:45:12 PM
Won't that cause a performance hit, though?

It slows down rendering when you have it on, but you only have to do that long enough to fly where you're going and then turn it off again. All I'd be doing is changing the accesslevel on the command to 0 so that it's usable. Maybe set up a hotkey.
Title: Re: The Big Giant Icon Thread
Post by: CraZboy on May 21, 2013, 09:40:42 PM
Ever dream that the world came to an end and you were the last survivor?

Damn .. this is nice stuff to run/fly the zones again.

Thank you

CraZ
Title: Re: The Big Giant Icon Thread
Post by: jkdpupil71 on May 21, 2013, 09:58:30 PM
I can get the costume creator working, but it doesn't save them and I can't get to any city or map.
Title: Re: The Big Giant Icon Thread
Post by: HeatSpike1 on May 21, 2013, 11:41:13 PM
I can get the costume creator working, but it doesn't save them and I can't get to any city or map.

What exactly are you doing after you finish up creating your character & costume?
Title: Re: The Big Giant Icon Thread
Post by: xXHalfSliceXx on May 22, 2013, 12:43:39 AM
Have you tried hitting alt+enter to switch between fullscreen and windowed mode? Other than that, I can't think of anything -- if you were able to play the game, it should be no different.
Game Crashs shortly after.

Make sure you had/have the last version of the game or beta. The when you open, make sure you have a origin selected along with CoH or CoV.

All worked, Character created with "Launch Icon (Costume Creator)
When i click Next at register, it says Server busy.

Next i tried the one "With NPC Pieces"
I get to the register part and it has Next in grey. Mouse over and says Please Purchase costume parts from the Paragon Market or remove them from your character. I even made a blank default one. Still says the same.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 22, 2013, 01:00:30 AM
When i click Next at register, it says Server busy.

That means you're not actually running the latest version. Make sure you overwrote the one that you're running with the copy from the original post.
Title: Re: The Big Giant Icon Thread
Post by: xXHalfSliceXx on May 22, 2013, 01:04:12 AM
That means you're not actually running the latest version. Make sure you overwrote the one that you're running with the copy from the original post.
I did a copy and paste from the Torrent Download.....
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on May 22, 2013, 01:23:53 AM
I did a copy and paste from the Torrent Download.....
The latest version OF ICON, not of the game.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 22, 2013, 01:35:24 AM
I did a copy and paste from the Torrent Download.....

There's your problem. That torrent was put together by a third party, and the copy that's included in it is an old one. Grab the latest Icon from here (http://repo.cohtitan.com/icon/icon.exe).
Title: Re: The Big Giant Icon Thread
Post by: therain93 on May 22, 2013, 04:33:55 AM
Simply astounding work -- fantastic job! 
One itty bitty sad tidbit for some -- only 1 costume slot is available, so for all of you SoAs, it appears that it will default to your original soldier costume.  Still, such an amazing accomplishment ( ' :
Title: Re: The Big Giant Icon Thread
Post by: primeknight on May 22, 2013, 06:05:49 AM
You have my heartfelt thanks for this!  This is wonderful and all that have worked on the code to get this far, well, you're awesome  :)





Also, how does one get out of /nocoll 1 mode?  And what other commands are there?
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on May 22, 2013, 08:16:37 AM
/nocoll 0
Title: Re: The Big Giant Icon Thread
Post by: healix on May 22, 2013, 09:42:56 AM
What exactly does /nocoll 0  and /nocoll 1 do when you are in?
Title: Re: The Big Giant Icon Thread
Post by: HeatSpike1 on May 22, 2013, 11:04:42 AM
What exactly does /nocoll 0  and /nocoll 1 do when you are in?

Nocoll 1 allows you to run/fly through objects and walls.
Nicolle 0 disables that function and goes back to normal.
Title: Re: The Big Giant Icon Thread
Post by: Garble on May 22, 2013, 12:09:59 PM
Not only does it let you get around not being able to open doors but it lets you...

See the scenery beyond the War Walls
(https://i64.photobucket.com/albums/h175/GarbledReverie/Screenshot2013-05-21at70524PM_zpsc371d325.jpg)

Fly above the ceiling of the sky
(https://i64.photobucket.com/albums/h175/GarbledReverie/Screenshot2013-05-21at70757PM_zpsc077f193.jpg)

Or even hang out under the floor of City Hall inside the reflection.
(https://i64.photobucket.com/albums/h175/GarbledReverie/Screenshot2013-05-21at72132PM_zps98dcfb78.jpg)

I can't thank you enough for this, Codewalker. :)
Title: Re: The Big Giant Icon Thread
Post by: Lycantropus on May 22, 2013, 12:55:37 PM
Was on it all day yesterday after reading about this and getting the update.

Going to futz around with it a while before going to work today and will some more after I get home.

Thank you. In a small way I have my city back.

Thank you.
Title: Re: The Big Giant Icon Thread
Post by: firenze on May 22, 2013, 03:03:24 PM
All I get every time I try to run this is: We couldn't find a cityofheroes.exe file in the current directory. Please select the game installation you wish to use.   I cannot find any way to do that.
Title: Re: The Big Giant Icon Thread
Post by: eabrace on May 22, 2013, 03:12:29 PM
Is the icon.exe in the same folder as your cityofheroes.exe?
Title: Re: The Big Giant Icon Thread
Post by: firenze on May 22, 2013, 06:24:14 PM
I don't appear to have an icon.exe anywhere
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on May 22, 2013, 07:04:10 PM
I don't appear to have an icon.exe anywhere
Then download icon.exe from the OP and put it in your City folder. Run that to get in.
Title: Re: The Big Giant Icon Thread
Post by: primeknight on May 22, 2013, 07:13:07 PM
/nocoll 0

Thank you  :)
Title: Re: The Big Giant Icon Thread
Post by: primeknight on May 22, 2013, 07:14:09 PM
Then download icon.exe from the OP and put it in your City folder. Run that to get in.

(there's a link in the first post of this topic)
Title: Re: The Big Giant Icon Thread
Post by: xXHalfSliceXx on May 22, 2013, 11:22:30 PM
Ok so if i just open the new icon.exe that is in my coh folder, i get to the COH creat origin, but cannot click anything once again...
Title: Re: The Big Giant Icon Thread
Post by: Stonehead on May 23, 2013, 03:33:50 AM
Thanks to everyone who made this possible.  Squee!


D
Title: Re: The Big Giant Icon Thread
Post by: PartyKake on May 23, 2013, 05:04:33 AM
I am back in Nerva! This is wonderful!

sure is quiet and lonely. oh well, just means I have all these houses to myself!
Title: Re: The Big Giant Icon Thread
Post by: Lycantropus on May 23, 2013, 06:35:53 AM
At least we can see it again. BE there.

I keep thinking "and if I could just", and "I can't wait 'til..."

I used to spend hours just wandering zones and taking screenshots of places and getting to know areas... I love to explore

Then I realize how happy I am to just be able to go there, fly, run, jump... hear the songs as I switch areas, and even just the ambient sound in a contextual sense... getting to explore my 'city' again...

For the moment, that's enough, and a sight more than we had not too long ago.

I cannot express this enough; Thank you Codewalker.

Just... thank you.
Title: Re: The Big Giant Icon Thread
Post by: Ice Trix on May 23, 2013, 09:28:55 AM
At least we can see it again. BE there.

I keep thinking "and if I could just", and "I can't wait 'til..."

I used to spend hours just wandering zones and taking screenshots of places and getting to know areas... I love to explore

Then I realize how happy I am to just be able to go there, fly, run, jump... hear the songs as I switch areas, and even just the ambient sound in a contextual sense... getting to explore my 'city' again...

For the moment, that's enough, and a sight more than we had not too long ago.

I cannot express this enough; Thank you Codewalker.

Just... thank you.

Yes, and having screen shots for new costumes in more places, joy :)
Title: Re: The Big Giant Icon Thread
Post by: Ice Trix on May 23, 2013, 09:30:17 AM
Works fine in NPC mode.
Yep, was PEBKAC error.

Edit: Thank you everyone who added additional information :D
Title: Re: The Big Giant Icon Thread
Post by: InOnePiece on May 23, 2013, 12:43:30 PM
For what it's worth, I've spent more time on icon in the last couple of days than I've spent on all other MMOs combined for the last couple of months. Thanks for doing this, and keep up the good work!
Title: Re: The Big Giant Icon Thread
Post by: Solaris on May 23, 2013, 03:53:06 PM
*man-hugs Codewalker* Too wonderful. Just...too. :'( :)
Title: Re: The Big Giant Icon Thread
Post by: Styrj on May 23, 2013, 05:48:34 PM
Excellent work Codewalker!!  :D  Whatever it is you are doing, please don't stop!!

BTW have you and nemerle had a chance to compare notes?  He is also doing great work with earlier version (I3 or I4). 
Title: Re: The Big Giant Icon Thread
Post by: JetFlash on May 23, 2013, 06:20:55 PM
Nicely done Codewalker.  Nicely done.   8)
Title: Re: The Big Giant Icon Thread
Post by: Nebularian on May 23, 2013, 08:52:09 PM
OMG.   Thank you thank you thank you.   It was wonderful to see Mercy Vengeance fly through the air again!!!!
Title: Re: The Big Giant Icon Thread
Post by: Lenya on May 23, 2013, 10:34:57 PM
Lenya, it all depends on whether you make your toon a Hero, Villain, Resistance, or Loyalist.  And also whether you choose to enter the tutorial or not. Now just use Codewalkers quote from above to get where you want to go.

Ah, got it. Thanks for the enlightment. I didn't dare to go to the tutorial since I wasn't sure if I can go on to AP afterwards, I suppose I cannot. But it's nice to have these options nontheless.
Title: Re: The Big Giant Icon Thread
Post by: xXHalfSliceXx on May 23, 2013, 10:42:05 PM
-n after update fixed my issue!

OMG im so happy i saved all my costumes!
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on May 24, 2013, 01:31:28 AM
I don't think it does. My understanding of demo recording is that what it saves is more or less the stream of instructions straight from the server. It probably doesn't save the local motion prediction, which is supported by people reporting slight discrepancies between what they saw while recording and the authoritative sequence of events that the server sent back and got saved. I haven't actually tried it to see, though.

I gave it a shot, and while a demo file was made (with a long series of camera positions and angles, and straight positions and angles), it doesn't include the character definition, so it stays in the last place of the file.

HOWEVER, when I fooled around a bit, and pasted in a generated character definition from a pregenerated file, and assigned the model id's to the CAM POS / PYR commands, and I got a flythrough, but from the point of view from my character.  When I tried on the non-CAM commands, I just got my character floating at the end.  So something can be done, but people with more knowledge on demo files can probably find SOME use out of this...

--- Philip
Title: Re: The Big Giant Icon Thread
Post by: JWBullfrog on May 24, 2013, 02:48:23 AM
Log in positions for other maps?
 
CW had mentioned something about needing a set of log in coordinates so, running a demo here then feeding it with another map in the playback ...
 
Hm, maybe I'm going about that the wrong way.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 24, 2013, 03:29:56 AM
Just wanted to pop in and let everybody know that I probably won't make the "mid-week" deadline for loading different maps, but it's still coming soon. Probably sometime this weekend.

I do have it working, but have a few more things I want to add to give it a little more polish, like a good way to specify coordinates to jump to.

(https://i727.photobucket.com/albums/ww272/ft5512/icon/galaxy_zps1e802043.jpg)

It's not strictly necessary, as you can always /nocoll your way through the geometry into the map if necessary, but it should help make things easier. Plus there's a few new features that are a surprise. :)
Title: Re: The Big Giant Icon Thread
Post by: Dannii on May 24, 2013, 03:35:11 AM
I can't wait to see what you have for us.  All I can say is thank you for everything you are doing. 
Title: Re: The Big Giant Icon Thread
Post by: Lycantropus on May 24, 2013, 04:12:53 AM
Me either! Take your time, the more surprises the merrier :D
Title: Re: The Big Giant Icon Thread
Post by: Tyger on May 24, 2013, 05:46:48 AM
Just wanted to pop in and let everybody know that I probably won't make the "mid-week" deadline for loading different maps, but it's still coming soon. Probably sometime this weekend.

I do have it working, but have a few more things I want to add to give it a little more polish, like a good way to specify coordinates to jump to.

(https://i727.photobucket.com/albums/ww272/ft5512/icon/galaxy_zps1e802043.jpg)

It's not strictly necessary, as you can always /nocoll your way through the geometry into the map if necessary, but it should help make things easier. Plus there's a few new features that are a surprise. :)
That's f&*king Galaxy City! You sexy code beast you! We used to hang around under that statue all the time before they killed the zone.
Title: Re: The Big Giant Icon Thread
Post by: CraZboy on May 24, 2013, 11:17:02 AM
Well, loading the various maps is freaking good news .. but, I must say, I just spent the last 2 hours SKIING down slopes in the winter chalet .. damn .. I cried the whole way through ..

That was terrific!! .. Bloody hell .. I miss CoX .. something has to be done ..

But, I do appreciate the fact that I can create my own costumes, and walk .. run (sprint), and FLY (FASSSSSSSSSSST) through Atlas, or other specified zones ..

CODEWALKER .. PM me .. I want to give you a special section in my web site .. http://www.cityofheroes.ca (http://www.cityofheroes.ca)

CraZ
Title: Re: The Big Giant Icon Thread
Post by: primeknight on May 24, 2013, 07:07:44 PM
Well, loading the various maps is freaking good news .. but, I must say, I just spent the last 2 hours SKIING down slopes in the winter chalet .. damn .. I cried the whole way through ..

That was terrific!! .. Bloody hell .. I miss CoX .. something has to be done ..

But, I do appreciate the fact that I can create my own costumes, and walk .. run (sprint), and FLY (FASSSSSSSSSSST) through Atlas, or other specified zones ..

CODEWALKER .. PM me .. I want to give you a special section in my web site .. http://www.cityofheroes.ca (http://www.cityofheroes.ca)

CraZ

How does one get to the ski chalet and pocket D? 

And what's the command for sprint?  Is is 2 or something?  (I know "1" is fly)

Thank you
Title: Re: The Big Giant Icon Thread
Post by: Sugoi on May 24, 2013, 07:20:04 PM
Codewalker,

Thank you, Thank You, Thank You for what you've done... It felt so great being able to take my main back home again for a visit, and a flying tour of the area.  My eyes filled with tears so quickly I couldn't believe it.

I'm really looking forward to surprising my son when he gets off work tonight.. and my RL friend who played the game with me from start until it finished when he visits tomorrow... I might have to dust off my main Villain to give the presentation the proper smirk.   ;D
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on May 24, 2013, 08:36:23 PM
How does one get to the ski chalet and pocket D? 

And what's the command for sprint?  Is is 2 or something?  (I know "1" is fly)

Thank you

    Freedom: Tutorial - Outbreak
    Freedom: Hero - Atlas Park 33
    Freedom: Villain - Nerva Archipelago
    Going Rogue: Tutorial - Pocket D (Ski Chalet)
    Going Rogue: Loyalist - Nova Praetoria
    Going Rogue: Resistance - Imperial City

Click on Going Rogue in the first character creation screen, then go to finish the character.

Choose to do the tutorial, should take you to Pocket D.

Don't know about Sprint though, maybe they just meant the regular running mode/animations.

:)
Title: Re: The Big Giant Icon Thread
Post by: Terra Shock on May 25, 2013, 12:38:37 AM
Been following the forum quite a while, long time vet of 7 yrs in the game. Finally had to register to say, Ummm, yeah, This is freekin awesome. Loved runnin the slopes again. TY TY TY Codewalker. /bow
Title: Re: The Big Giant Icon Thread
Post by: CreVo on May 25, 2013, 12:49:43 AM
I'm no fan of posting on the forums, haven't been for my whole CoH beginnings back in beta onward... But i think you deserve a thank you for your efforts in bringing some actual progress to saving City of heroes.
Title: Re: The Big Giant Icon Thread
Post by: Virlouny on May 25, 2013, 01:02:45 AM
Thank you so much Codewalker! And anyone who helped too!
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on May 25, 2013, 02:25:39 AM

And what's the command for sprint?  Is is 2 or something?  (I know "1" is fly)


There's no direct command to 'sprint', you're stuck at normal movement/jump speed.  (Given that Sprint's more of a power, I doubt that can be activated this way).  2 raises the torch.

Now, what I'm waiting for is for Walk to somehow be reactivated.  Then, my life would be complete.  For now. ;)

--- Philip
Title: Re: The Big Giant Icon Thread
Post by: Sugoi on May 25, 2013, 03:38:07 AM
Try R for Run.. worked for me
Title: Re: The Big Giant Icon Thread
Post by: malonkey1 on May 25, 2013, 05:17:34 AM
Okay, I'm woefully ignorant. I believe somebody mentioned "tricks" to get into other zones than the one they drop you in?
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on May 25, 2013, 11:40:12 PM
Okay, I'm woefully ignorant. I believe somebody mentioned "tricks" to get into other zones than the one they drop you in?

Do you mean this?

Interesting thing: With the /nocoll 1, I was able to go to Nova Praetoria and Neuropolis from Imperial city. I was also able to go inside pocket D (not just the ski chalet).

I assume they flew off the sides of the map, from Imperial.

Essentially, when you load up in a map, go to your ID from the game's menu (pops you back into the character creation screen) and change your alignment or whether or not you're entering the tutorial, and when you hit accept it'll load the new map without unloading the first one. Basically it results in both maps being present at the same time, essentially "fusing" the two maps together. I was able to get three maps up at a time before the client crashed on me, but others might be able to do more possibly (didn't have time to test it further last night)...

I kind of hope this glitch works with the other maps when the ability to load them is added. Can you imagine merging something like The Chantry with Atlas Park? Gotta be interesting to see... :P

There's the above, too.

:)
Title: Re: The Big Giant Icon Thread
Post by: srmalloy on May 25, 2013, 11:58:31 PM
After completing character creation, you can "Enter Game" to load a map relevant to the character type that you selected, so that you can see your costume in action in the various running animations. There are a total of 6 maps currently accessible, based on your choices when entering the game.

And it also does an admirable job of ripping off the scab... I spent about ten minutes recreating a character from a screenshot I'd taken in the costume editor, and ran around in Atlas Park for a while... but the feeling I got from being able to return to Atlas Park turned to feeling like Henry Bemis in the Twilight Zone episode "Time Enough at Last" -- I'd returned to a place I'd loved, but it's empty, missing all the residents that made it live.
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on May 26, 2013, 01:47:56 AM
Log in positions for other maps?
 
CW had mentioned something about needing a set of log in coordinates so, running a demo here then feeding it with another map in the playback ...
 
Hm, maybe I'm going about that the wrong way.

The Wiki has positions for all the badges. So, if you need a valid on-map position...
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on May 26, 2013, 01:58:48 AM
Interesting thing: With the /nocoll 1, I was able to go to Nova Praetoria and Neuropolis from Imperial city. I was also able to go inside pocket D (not just the ski chalet).
Do you mean this?

I assume they flew off the sides of the map, from Imperial.

There's the above, too.

:)

Actually, in the real game, when you're in one of the above ground Praetorian Zones you can 'see' the other two zones past the boundary field. However, you're not actually looking at the real zones, instead, you're looking at low-rez versions of the zones. Once you hit the boundary, you got zoned into the real zone.

And so, in the the ICON-ized version of Nova, when you have /nocoll 1 on, you can go past the boundary and visit the low-rez versions of the other zones.

In fact, I used the "ID trick" to load both Imperial City and Nova at the same time. The overlap is pretty close, but you can see the hi-rez and low-rez objects on top of each other.
Title: Re: The Big Giant Icon Thread
Post by: themamboman on May 26, 2013, 02:22:08 PM
I can't help but wonder if any of the Paragon devs are watching this and amazed at how far we can get into the client now.
Title: Re: The Big Giant Icon Thread
Post by: PhiloticKnight on May 26, 2013, 02:35:07 PM
I can't help but wonder if any of the NCSoft lawers are watching this and amazed at how far we can get into the client now.

Fix'd!
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on May 26, 2013, 07:25:49 PM
TO THE SKIES!!!
... damn, I really missed it.
(https://i.imgur.com/dUPItlX.jpg)
Title: Re: The Big Giant Icon Thread
Post by: Golden Ace on May 26, 2013, 07:47:46 PM
Someone figure out how to put codewalker is awesome on the side of a building. 

it needs to be done.
Title: Re: The Big Giant Icon Thread
Post by: malonkey1 on May 26, 2013, 10:17:58 PM
Well, if you could break open the pigg file and modify a building texture, then zip it back in, that'd do it.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on May 26, 2013, 11:46:48 PM
There are tools to get the textures out and replacement doesn't require altering the PIGGs.
http://www.nullfile.com/cohfrontline.com/mod_guide.html
Title: Re: The Big Giant Icon Thread
Post by: Flickershow on May 26, 2013, 11:47:04 PM
Thanks so much, Codewalker, for all the hard work you've poured into making Icon available to us.  I tried it for the first time today, and as hard as it was to return to an empty city, there was also a real thrill about being able to return and zoom through the sky like I used to.

You are a fine human being.

Cheers,

Flickershow



Title: Re: The Big Giant Icon Thread
Post by: johnrobey on May 27, 2013, 12:59:13 AM
THANK YOU, CODEWALKER!!!!!!  I got to have my avatars fly again!!!!!  THANK YOU!!!!!!    8)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 27, 2013, 06:29:25 AM
Icon 1.5 is out!

Get it from the original post, or here:
http://repo.cohtitan.com/icon/icon.exe (http://repo.cohtitan.com/icon/icon.exe)

What the heck happened to Icon 1.3 and 1.4? Simply put, I started out with a massive change of the way it patches the code, making it a lot more readable and understandable, as well as maintainable for me. There were so many changes it probably qualified as a near-complete rewrite just with that.

Then I revamped the rewrite, adding relocation support (a poor man's runtime linker as it were) so that I didn't have to manually recalculate call offsets every time I needed to insert code or change the order. This also represented a huge shift in the way things are handled internally.

Oh, and on top of that I quadrupled the number of points that it hooks into the COH code in order to add the necessary support for some new features.

So given the huge amount of differences, I felt that jumping straight to 1.5 was appropriate.

What's New?


You may notice a couple of "Issue 24 Client" only features. The detached camera controls in particular were only added in I24, so it cannot be implemented nearly as simply in the I23 client. If you have the I24 client available, I highly recommend using it as it contains everything that the I23 client does, and more.

Truth be told, the backporting of all of these features to the Issue 23 client took a significant amount of time and delayed the release. It's possible that future versions of Icon may only support the I24 Beta client, but I haven't made a final decision on that.

Have fun exploring!
Title: Re: The Big Giant Icon Thread
Post by: goodtime on May 27, 2013, 06:46:35 AM
Thank you very much, good sir, and a happy Memorial Day to you. 
Icon 1.5 is out!
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on May 27, 2013, 06:59:28 AM
Maps can be loaded! You can either use the F1 key or the /loadmap slash command. The map name should be specified in the same format as it is found in demorecords. The game doesn't care if the name ends in .txt or .bin, so you can use geobin/ paths too (just cut out the geobin and start the path with maps/). I'm sure helpful folks will be along shortly to post lists of all of the zones and interesting mission maps.
In fact, right about now:
http://home.roadrunner.com/~scuzzbopper/maps.html
http://paragonwiki.com/wiki/Demo_Editing/Scenic_Maps

https://docs.google.com/file/d/0B_hcneVADFXoYWVzRWlYZVNzbDg/edit?usp=sharing
https://docs.google.com/file/d/0B_hcneVADFXoQW9paTZCM2VhaWc/edit?usp=sharing

Also remember that the JPEG screenshots (if not edited) contain the map filename and coordinates at which they were taken. :)
Title: Re: The Big Giant Icon Thread
Post by: saipaman on May 27, 2013, 07:25:19 AM
Is there a way to turn a Sentinel file into a costume file?
Title: Re: The Big Giant Icon Thread
Post by: Defiant Target on May 27, 2013, 07:29:25 AM
Thank You :)
First place i loaded up map wise was    maps/MISSIONS/UNIQUE/TRIALROOMS/EDEN/TRIAL_04_01_ROOM.txt  one of my favourite maps and with the /map_dev lets me find all the rooms :D
Awesome Work
Title: Re: The Big Giant Icon Thread
Post by: Clerisy on May 27, 2013, 09:57:34 AM
So is there something I need to do to make screenshots work in Icon? They don't seem to, for some reason.

EDIT: Nevermind, figured it out! While I have this message though, might as well ask, is there a way to load into the game with the dev costume pieces?
Title: Re: The Big Giant Icon Thread
Post by: Adipup on May 27, 2013, 10:17:07 AM
Sorry to bother but how do I install I24?

I downloaded it from http://www.savecoh.com/p/download-issue-24-beta.html and at some point during the download my antivirus found malware latched on to it and deleted some of it's files. The files seemed to have redownloaded minus the malware.

When I try running icon in the folder it says "Failed to launch process!". I tried merging the folder with a copy of my I23 folder, but it still didn't work. What am I doing wrong?

Do I have to redownload I24? Do I have to find somewhere else to download it from?


EDIT: Nevermind! I got it working! Turns out some files didn't download completely. ^^
Title: Re: The Big Giant Icon Thread
Post by: Rotten Luck on May 27, 2013, 12:34:23 PM
*hordes of cheering fans* CODEWALKER! CODEWALKER! *Shakes pom poms*
Title: Re: The Big Giant Icon Thread
Post by: Dannii on May 27, 2013, 12:48:50 PM
CodeWalker Your my Hero!  This is amazing!
Title: Re: The Big Giant Icon Thread
Post by: Scendera on May 27, 2013, 01:17:53 PM
It's actually loading my custom keys from the keybind file without being prompted, but the GUI doesn't reflect this. **Not** complaining in the slightest, because loading straight off is precisely what I had hoped for!

Others might be a little confused if this happens, particularly since you can't load the file so it shows in the key mapping options menu (which did work in 1.2).

Again, not complaining, I'm exceptionally happy with how it works! Thank you for making this available for us!
Title: Re: The Big Giant Icon Thread
Post by: themamboman on May 27, 2013, 01:35:28 PM
Anyone have a list of the latest zones?  The two resources online don't seem to have the latest ones.

Found a few from old demos:


Praetorian refugee island off Peregrine
MAPS/MISSIONS/UNIQUE/I24_UNIQUE_MAPS/HERO_ARC/ARC_2/IOM_CARNIVAL_ISLAND_FIRE.TXT

Dr Kanes Haunted Mansion tunnel
maps/Missions/unique/Halloween2011/Halloween2011.txt

New Dark Astoria arc final later battle
MAPS/MISSIONS/UNIQUE/I22_UNIQUE_MAPS/DARK_ASTORIA/DREAM_DOCTOR/IOM_MOT_FAKESHOWDOWN.TXT

Praetorian underground
MAPS/MISSIONS/UNIQUE/I24_UNIQUE_MAPS/INCARNATE_ARC/TUNNELS_HAMIDON_ENCOUNTER.TXT

Nightward
maps/City_Zones/P_City_00_09/P_City_00_09.txt

Title: Re: The Big Giant Icon Thread
Post by: johnrobey on May 27, 2013, 01:37:14 PM
THANK YOU, CODEWALKER, and Thank You, Fifth Horseman!!!!!   Thank you in general to all the fans here on Titan Network forums!  You guys rock and are literally making my day 100% AWESOME!!!!  THANK YOU!!!!!   8)

*joins the chorus with @Rotten Luck et al in shaking pom poms and cheering!   ;)
Title: Re: The Big Giant Icon Thread
Post by: Scendera on May 27, 2013, 01:42:37 PM
Rather out of date but gotten me into King's Row and Faultline just fine so far..

http://home.roadrunner.com/~scuzzbopper/maps.html
Title: Re: The Big Giant Icon Thread
Post by: Bliz on May 27, 2013, 02:12:23 PM
Duuuuuuuude, that is TOO AWESOME! :D
Title: Re: The Big Giant Icon Thread
Post by: Metal Mountain on May 27, 2013, 02:36:48 PM
I dont know about others but I cant wait to get home and pay homage to Hero 1's cape.

Seems appropriate.
Title: Re: The Big Giant Icon Thread
Post by: InOnePiece on May 27, 2013, 04:18:53 PM
Is there a map for Kallisti Wharf?
Title: Re: The Big Giant Icon Thread
Post by: Tyger on May 27, 2013, 04:49:13 PM
Icon 1.5 is out!

Get it from the original post, or here:
http://repo.cohtitan.com/icon/icon.exe (http://repo.cohtitan.com/icon/icon.exe)

(https://images.weserv.nl/?url=media.tumblr.com%2Ftumblr_m913mrJPgA1rucijv.gif)


  • Icon now supports a -r command line option to create a random character and jump straight into Atlas Park. Random is random, you have been warned. Issue 24 Client Only!

Don't knock it. We had some rather good combinations come out of that. True we did have some abominations like an infamous cow-monster but it can be equally great as well as horrifying :)
Title: Re: The Big Giant Icon Thread
Post by: Scendera on May 27, 2013, 04:54:38 PM
Hmm...is there a way to do the full Kheldian transformations? I found what seemed to be the base animation that triggers before you make the actual change to squid, but not sure what to do next to actually squid it up.

infamous cow-monster

Also, pics!
Title: Re: The Big Giant Icon Thread
Post by: Shenku on May 27, 2013, 05:24:11 PM
Works pretty good, been able to get quite a few different zones/missions to load with out any real issues of note.

Kinda sad that the "ID Trick" was removed, any chance something like that(the ability to merge your current zone with the one you're about to load) will get added back in at a later date(Maybe as a slash command)? Would be nifty for those of us who aren't as Demo-Editing savvy as others are... If it's not possible because of other changes you made, then it's understandable why it was removed. It was just fun to play around with. :P

Anyways, great job, and thanks for all you guys are doing!
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on May 27, 2013, 05:37:06 PM
Is there a map for Kallisti Wharf?

This is for Issue 24 Client

maps/Missions/outdoor_missions/Outdoor_Kallisti_Wharf/IOM_Stadium/IOM_Stadium.txt

This one is the most "complete", per se. The map is not finished in entirety.

I have not tested it in Icon yet, but it works in demos, so yeah.

Map location originally found by Codewalker and or Leandro here at Titan.

:)
Title: Re: The Big Giant Icon Thread
Post by: InOnePiece on May 27, 2013, 05:54:14 PM
This is for Issue 24 Client

maps/Missions/outdoor_missions/Outdoor_Kallisti_Wharf/IOM_Stadium/IOM_Stadium.txt

This one is the most "complete", per se. The map is not finished in entirety.

I have not tested it in Icon yet, but it works in demos, so yeah.

It works fine for me in the Beta client... thanks for the map! Definitely an incomplete zone. Or, Alaska. There's a bridge to nowhere there, so...
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on May 27, 2013, 06:14:17 PM
Kinda sad that the "ID Trick" was removed, any chance something like that(the ability to merge your current zone with the one you're about to load) will get added back in at a later date(Maybe as a slash command)? Would be nifty for those of us who aren't as Demo-Editing savvy as others are... If it's not possible because of other changes you made, then it's understandable why it was removed. It was just fun to play around with. :P
Just press F1, paste a map name copied from one of the lists, press OK and you're there.
Anyone have a list of the latest zones?  The two resources online don't seem to have the latest ones.
After a bit of pigg diving, these are the map names from /geobin/ that do not figure in the earlier list. I've done a little cleaning, but I can't guarantee all of those maps will load: https://docs.google.com/file/d/0B_hcneVADFXoR001WHc4ZTNvaHM/edit?usp=sharing
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on May 27, 2013, 06:23:14 PM
It works fine for me in the Beta client... thanks for the map! Definitely an incomplete zone. Or, Alaska. There's a bridge to nowhere there, so...

Issue 24 is Beta.

EDIT: I'm sure Codewalker won't mind me bringing this up again.

Kallisti Wharf Interior Office Map - Needs Issue 24 Client

http://www.cohtitan.com/forum/index.php/topic,7238.msg93180.html#msg93180

Download mapsTest.pigg from the link above, put it in your Issue 24 beta client (the one with cityofheroes.exe) folder's "piggs" folder.

Open Icon and load into any map. Then load this map file: maps/OfficeTest.txt

I haven't tried it yet in Icon, but the map works in demos.

;D
Title: Re: The Big Giant Icon Thread
Post by: InOnePiece on May 27, 2013, 06:38:09 PM
Issue 24 is Beta.

Got it, was just using the two interchangeably. Elysium was interesting... wonder what the story was there. Also, kind of funny that when I loaded the BAF map it immediately placed me in the hospital. :)

EDIT: I know it drops you in a random spot, just saying it's almost as though my computer expected me to go to the hospital frequently anyway.
Title: Re: The Big Giant Icon Thread
Post by: Tyger on May 27, 2013, 06:39:02 PM

Also, pics!
I'll work on a close-up in a demo but

Close-up in a costume file:
(https://images.weserv.nl/?url=img547.imageshack.us%2Fimg547%2F2919%2Fcowmooflage.jpg)

From the 2011 contest in Galaxy City (creepy slouch, 5th in from the left):
(https://img.photobucket.com/albums/v737/Woodlandfae/CoX%20Player%20Meet%202010/CoX%20Player%20Meet%202011/screenshot_110904-14-13-15.jpg)
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on May 27, 2013, 06:43:26 PM
You won't mind if I put those maps from your post below in my post here, Fifth?
After a bit of pigg diving, these are the map names from /geobin/ that do not figure in the earlier list. I've done a little cleaning, but I can't guarantee all of those maps will load: https://docs.google.com/file/d/0B_hcneVADFXoR001WHc4ZTNvaHM/edit?usp=sharing

Huge Map List (Includes Issue 24 Unique Maps and etc [of course only in the beta client which is I24] )
http://privatepaste.com/206064bc6a

Some clarification:

Maps labeled "V" are Villain maps, "P" maps are Praetoria, regular "City_" maps without P or V are Hero, IIRC.

Thanks a ton, Fifth!

:D
Title: Re: The Big Giant Icon Thread
Post by: Du Hast on May 27, 2013, 06:45:09 PM
this what I made the other night, too bad you cant take NPC costume characters in game  for action shots or at least poses and backgrounds

(https://i74.photobucket.com/albums/i271/steel77/NaziMachine.jpg) (http://s74.photobucket.com/user/steel77/media/NaziMachine.jpg.html)

(https://i74.photobucket.com/albums/i271/steel77/NaziMachineback.jpg) (http://s74.photobucket.com/user/steel77/media/NaziMachineback.jpg.html)
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on May 27, 2013, 06:48:47 PM
*Might* be possible in an update, Du Hast.

We'll need Codewalker to answer that one.
Title: Re: The Big Giant Icon Thread
Post by: Hellguard on May 27, 2013, 07:44:31 PM
I can't tell you how ecstatic I am to have this!  Great job Codewalker and others! 

Am I overlooking maps for Pocket D and the ski chalet?  I can't seem to find the names on any of these lists.

Title: Re: The Big Giant Icon Thread
Post by: DarthDelicious on May 27, 2013, 07:50:05 PM
This is so awesome!! (https://images.weserv.nl/?url=www.deedeeproductions.nl%2Fimages%2FDeeDee%2FSmilies%2Fenthousiasticdd.gif)
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on May 27, 2013, 07:59:50 PM
I can't tell you how ecstatic I am to have this!  Great job Codewalker and others! 

Am I overlooking maps for Pocket D and the ski chalet?  I can't seem to find the names on any of these lists.

I don't know the name off the top of my head, but Pocket D and the chalet are a "default map" in Icon, last I checked.

On the first Character Creation screen, click "Going Rogue" as if you're making a Praetorian.

Then when you finish, choose to go to the Tutorial. Should send you right to Pocket D.

:)
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on May 27, 2013, 08:05:02 PM
I have a list of some of the new (and some never used) interesting maps here (http://paragonwiki.com/wiki/User:Zombie_Man/Reference#Interesting_Maps).

E.g., this one:

maps/Missions/Unique/jumppuzzles/Jumppuzzles_Layout_01.txt

It's a platform jumper with a tron-like ski slope.   :o :o ;D
Title: Re: The Big Giant Icon Thread
Post by: xXHalfSliceXx on May 27, 2013, 08:05:51 PM
It was working the other day.
Now when i open it it goes to the select Freedom or Rogue, but i cannot click anything....

I am beginning to think, coh doesnt want me to come back
Title: Re: The Big Giant Icon Thread
Post by: Hellguard on May 27, 2013, 08:09:59 PM
I don't know the name off the top of my head, but Pocket D and the chalet are a "default map" in Icon, last I checked.

On the first Character Creation screen, click "Going Rogue" as if you're making a Praetorian.

Then when you finish, choose to go to the Tutorial. Should send you right to Pocket D.

:)

Thanks!
Title: Re: The Big Giant Icon Thread
Post by: downix on May 27, 2013, 08:24:46 PM
This is for Issue 24 Client

maps/Missions/outdoor_missions/Outdoor_Kallisti_Wharf/IOM_Stadium/IOM_Stadium.txt

This one is the most "complete", per se. The map is not finished in entirety.

I have not tested it in Icon yet, but it works in demos, so yeah.

Map location originally found by Codewalker and or Leandro here at Titan.

:)
Resisting Urge to finish/fix the map....
Title: Re: The Big Giant Icon Thread
Post by: FlyingCarcass on May 27, 2013, 08:25:00 PM
Heh, Recluse's Victory doesn't know which side won the future.

(https://img.photobucket.com/albums/v650/Flying_Carcass/city%20of%20heroes%20part%202/rvmishap_zpsbfce4e65.png)
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on May 27, 2013, 09:01:50 PM
Am I overlooking maps for Pocket D and the ski chalet?  I can't seem to find the names on any of these lists.
It's maps/City_Zones/City_02_04/City_02_04.txt
Title: Re: The Big Giant Icon Thread
Post by: TonyV on May 27, 2013, 09:12:30 PM
I can't tell you how ecstatic I am to have this!

Sure you can, we're all friends here!
Title: Re: The Big Giant Icon Thread
Post by: Ohioknight on May 27, 2013, 10:33:30 PM
Yeah, this is incredibly awesome and it can't be said too much.

THANK YOU CODEWALKER! 

At least 1/5th of what I loved about the game is back.
Title: Re: The Big Giant Icon Thread
Post by: FlyingCarcass on May 27, 2013, 10:39:25 PM
I came across an interesting feature of this new icon while attempting to satiate my curiosity.

According to a post by Leandro in another thread, it's possible to make custom maps with a text editor and load them with -demoplay.
http://www.cohtitan.com/forum/index.php/topic,7551.0.html

I was curious to see if icon 1.5 could open a custom map and if the user could run around on it, so I copied the first mymap.txt example (from the thread I linked above) and put it in CoH's data/maps folder (I had to create the /maps folder). I then loaded up icon, pressed f1, and typed in the custom map's location. The map loaded.

(https://img.photobucket.com/albums/v650/Flying_Carcass/city%20of%20heroes%20part%202/interestingpotentialcoh1_zpsd34fdfea.png)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 27, 2013, 10:51:47 PM
Resisting Urge to finish/fix the map....

I think Leandro has already said that he plans to try to finish that map when he gets time, it's one of the reasons he was experimenting with editing them :)
Title: Re: The Big Giant Icon Thread
Post by: downix on May 27, 2013, 11:20:02 PM
Now, a clever person would use the demo reading feature to add in elements, such as doors, through special files.
Title: Re: The Big Giant Icon Thread
Post by: Golden Ace on May 27, 2013, 11:42:47 PM
It's maps/City_Zones/City_02_04/City_02_04.txt

ha!  just did the ski run

I'm terrible at this.  can someone post a list of all zones?
Title: Re: The Big Giant Icon Thread
Post by: Tyger on May 27, 2013, 11:45:30 PM
I came across an interesting feature of this new icon while attempting to satiate my curiosity.

According to a post by Leandro in another thread, it's possible to make custom maps with a text editor and load them with -demoplay.
http://www.cohtitan.com/forum/index.php/topic,7551.0.html

I was curious to see if icon 1.5 could open a custom map and if the user could run around on it, so I copied the first mymap.txt example (from the thread I linked above) and put it in CoH's data/maps folder (I had to create the /maps folder). I then loaded up icon, pressed f1, and typed in the custom map's location. The map loaded.

(https://img.photobucket.com/albums/v650/Flying_Carcass/city%20of%20heroes%20part%202/interestingpotentialcoh1_zpsd34fdfea.png)
I was wondering this too but for SG maps. I was wondering if they could be loaded via this map command.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 27, 2013, 11:50:54 PM
I was wondering this too but for SG maps. I was wondering if they could be loaded via this map command.

I don't think it would work with /loadmap directly, but it's something I want to look at in a future version. It should be possible to load them as demoplay can do it.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on May 28, 2013, 12:11:25 AM
ha!  just did the ski run

I'm terrible at this.  can someone post a list of all zones?

There's a bunch here.

http://www.cohtitan.com/forum/index.php/topic,7288.msg118883.html#msg118883

:)
Title: Re: The Big Giant Icon Thread
Post by: Golden Ace on May 28, 2013, 12:19:17 AM
There's a bunch here.

http://www.cohtitan.com/forum/index.php/topic,7288.msg118883.html#msg118883

:)

Cool something to play with
Title: Re: The Big Giant Icon Thread
Post by: wei yau on May 28, 2013, 12:33:52 AM
This is amazing.  Simply and beautifully amazing.

Thank you.

For some reason, however, I am not hearing sounds or music.  Can someone point me in the right direction to fix this issue?
Title: Re: The Big Giant Icon Thread
Post by: Shenku on May 28, 2013, 12:40:23 AM
Just press F1, paste a map name copied from one of the lists, press OK and you're there.

I don't mean simply "map loading" I was referring to how the ID Glitch wouldn't unload the first zone when loading up the second zone. So, starting the game by loading into Pocket D for instance, then popping into ID and switching to Atlas, would merge Pocket D and Atlas Park together(Ski Chalet going through some of the buildings even.). It's not really a big deal to lose the glitch, it was just interesting to look at the results of said fused zones.
Title: Re: The Big Giant Icon Thread
Post by: 6ix7even on May 28, 2013, 12:51:07 AM
Glad to see detached camera doing someone some good, finally.

PS, adjusting roll in your camera is a quick trip to nausea.
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on May 28, 2013, 12:57:31 AM
This is excellent! Having trouble iding which map is Siren's Call in the giant list o'maps. http://privatepaste.com/206064bc6a (http://privatepaste.com/206064bc6a)

The ones with siren's call in the file name are missions, as far as  I can tell.
Title: Re: The Big Giant Icon Thread
Post by: Tyger on May 28, 2013, 01:03:10 AM
I don't think it would work with /loadmap directly, but it's something I want to look at in a future version. It should be possible to load them as demoplay can do it.
(https://images.weserv.nl/?url=media.tumblr.com%2Ftumblr_m913mrJPgA1rucijv.gif)
Ahem, I mean: I look forward to seeing that :D
Title: Re: The Big Giant Icon Thread
Post by: jupiknight on May 28, 2013, 01:27:41 AM
I think I will literally die if/when we're ever able to connect via LAN and see each other on these maps again. If chat works, too even, oh my jesus.
Title: Re: The Big Giant Icon Thread
Post by: themamboman on May 28, 2013, 01:30:54 AM
Hey, I found the predecessor to Pocket D, it was called Paragon Dance club.  Looked like one of the standard warehouse maps, just with laser lights and music. Don't have the name in front of me but it was listed in one of the older map listings posted earlier.

Title: Re: The Big Giant Icon Thread
Post by: goodtime on May 28, 2013, 01:44:41 AM
For some reason, however, I am not hearing sounds or music.  Can someone point me in the right direction to fix this issue?

If you back out of the tutorial to the login screen and click on settings, check your audio volumes.  Otherwise, there's a thread somewhere - I wish I could remember - about editing the CoH executable for sound.   I thought that was only for demos, but maybe not. 
Title: Re: The Big Giant Icon Thread
Post by: Cryono on May 28, 2013, 01:45:43 AM
(https://images.weserv.nl/?url=fc00.deviantart.net%2Ffs70%2Ff%2F2013%2F147%2F5%2F3%2Fbhd_by_funkayriven-d66umyy.jpg)

Man this was something else.

What an experience to have again.
Title: Re: The Big Giant Icon Thread
Post by: themamboman on May 28, 2013, 01:48:35 AM
So, quick way to get to the Matrix room?
Title: Re: The Big Giant Icon Thread
Post by: Sugoi on May 28, 2013, 02:46:26 AM
While doing some exploring, I found a way to get to the Matrix Room using this map:

Echo: Galaxy City Hospital / Arena / Matrix Room - maps/City_Zones/City_01_04/city_01_04.txt

It's a multiple level map area, so if you /nocoll 1, then use the Galaxy City Arena as a marker, you can dive thru the floor and get to the Matrix Room. ;D
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on May 28, 2013, 03:09:58 AM
Okay, I give up on finding the answer after searching. Along with wanting to know which map is Siren's Call, I also need to know how to tell which client you have. I thought I had i24, but it wouldn't let me detach the camera and I don't want to download the client without being sure it wasn't just an odd bug.

Please and thank you!
Title: Re: The Big Giant Icon Thread
Post by: Tanklet on May 28, 2013, 03:17:58 AM
I also need to know how to tell which client you have.

This is a question I have too. If components of I24 never left beta, then I probably don't have it, because I was never good at keeping Beta up to date. :/
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 28, 2013, 03:32:11 AM
It's real easy to tell. If your loading screen has Penelope Yin and Shadowhunter duking it out, you're running Issue 23. If it has Marauder and Pendragon looking a little too... happy... about something, you're running Issue 24 Beta.
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on May 28, 2013, 03:34:08 AM
It's real easy to tell. If your loading screen has Penelope Yin and Shadowhunter duking it out, you're running Issue 23. If it has Marauder and Pendragon looking a little too... happy... about something, you're running Issue 24 Beta.

drat! I DO have the wrong client. Thanks, Codewalker!
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on May 28, 2013, 03:45:38 AM
Okay, I give up on finding the answer after searching. Along with wanting to know which map is Siren's Call, I also need to know how to tell which client you have. I thought I had i24, but it wouldn't let me detach the camera and I don't want to download the client without being sure it wasn't just an odd bug.

Please and thank you!

Siren's Call is:     maps/City_Zones/V_PvP_03_01/V_PvP_03_01.txt

Found here: http://home.roadrunner.com/~scuzzbopper/maps.html

The 'complete list' of zones posted in this thread isn't complete because they're extracting map names from the piggs labeled 'maps' and not searching all the pigg files. The new 'download in stages while starting to play' feature put the main maps in the staged loading piggs, and so, they aren't found all in the same place.
Title: Re: The Big Giant Icon Thread
Post by: Sugoi on May 28, 2013, 03:50:43 AM
Here's some map results I've come up with by plugging in numbers, copying the line (starting with 'maps') and using F1, Ctrl-V and OK to see where it goes.
More results to follow soon.

Outbreak Tutorial - maps/City_Zones/City_00_01/city_00_01.txt

Kings Row - maps/City_Zones/City_01_02/city_01_02.txt

Galaxy City - maps/City_Zones/City_01_03/city_01_03.txt

Echo: Galaxy City Hospital / Arena / Matrix Room - maps/City_Zones/City_01_04/city_01_04.txt
This is a multi-layered map, to get to Matrix Room use the GC Arena as a marker and go straight down.

Steel Canyon - maps/City_Zones/City_02_01/city_02_01.txt

Skyway City - maps/City_Zones/City_02_02/city_02_02.txt

Paragon Dance Party (Original) - maps/City_Zones/City_02_03/city_02_03.txt

Pocket D / Winter Ski Chalet - maps/City_Zones/City_02_04/city_02_04.txt

Faultline - maps/City_Zones/City_02_05/city_02_05.txt
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on May 28, 2013, 04:05:13 AM
Wow, looking at an Arachnos mesh map in Dev mode is enlightening to see how heavily they had to kludge those maps. I knew about the huge black walls they put up around the map to keep the client from drawing those unexplored parts of the map. Then they added a no-teleport/no-go field to each and every wall of the map to keep PCs and NPCs from leaving through the maps many holes. And to top it off, they added a thick low point-of-view fog to the map, to again keep the client from drawing parts of the map that weren't nearby.

The Arachnos maps were a hot mess from the get go... and still are. (Sorry I6 devs!)
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on May 28, 2013, 04:15:11 AM
Siren's Call is:     maps/City_Zones/V_PvP_03_01/V_PvP_03_01.txt

Found here: http://home.roadrunner.com/~scuzzbopper/maps.html


Perfect, thank you! I was so bad at not being killed, I never got to properly explore the pvp zones.
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on May 28, 2013, 04:16:40 AM
REQUEST:

If one of our script gods can do us a favor and extract *all* the map file names from *all* the piggs of I24/Beta, please. They're not all in the piggs with 'map' in the name.

Thanks!
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on May 28, 2013, 06:55:47 AM
First update = 6 maps
Last update = all maps

What is next? Linking all the maps and working through the City in a more... usual way? :P

I might have missed it in all the maps listed but I don't see anywhere the Praetoria maps though... am I just blind because it's 3 am and I have been on that all night long? LOL
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on May 28, 2013, 07:02:11 AM
REQUEST:
If one of our script gods can do us a favor and extract *all* the map file names from *all* the piggs of I24/Beta, please. They're not all in the piggs with 'map' in the name.
That's what I did, actually. You're welcome to grab the Pigg Viewer and verify on your own: http://www.mediafire.com/download/ks4ale2m6spc57a/PiggViewer-1.61.zip
Title: Re: The Big Giant Icon Thread
Post by: Hellguard on May 28, 2013, 09:21:34 AM


I might have missed it in all the maps listed but I don't see anywhere the Praetoria maps though... am I just blind because it's 3 am and I have been on that all night long? LOL

I haven't verified any of these, but here are some from http://privatepaste.com/206064bc6a from an earlier post:

maps/Missions/outdoor_missions/P_Outdoor_Imperial/IOM_Imperial_Rooftop.txt
maps/Missions/outdoor_missions/P_Outdoor_Neutropolis/IOM_Neutropolis_AntiMatterReactor.txt
maps/Missions/outdoor_missions/P_Outdoor_Neutropolis/IOM_Neutropolis_Neighborhood.txt
maps/Missions/outdoor_missions/P_Outdoor_Neutropolis/IOM_Neutropolis_NeuronsTower.txt
maps/Missions/outdoor_missions/P_Outdoor_Neutropolis/IOM_Neutropolis_NeuronsTower_Generic.txt
maps/Missions/outdoor_missions/P_Outdoor_Neutropolis/IOM_Neutropolis_Tower_i19TF.txt
maps/Missions/outdoor_missions/P_Outdoor_Nova/IOM_CMF.txt
maps/Missions/outdoor_missions/P_Outdoor_Nova/IOM_CourtHouse_Roof.txt
maps/Missions/outdoor_missions/P_Outdoor_Nova/IOM_Magisterium.txt
maps/Missions/outdoor_missions/P_Outdoor_Nova/IOM_PPD_Roof.txt
maps/Missions/outdoor_missions/P_Outdoor_Nova/IOM_Rooftop.txt
maps/Missions/outdoor_missions/P_Outdoor_Nova/IOM_South_Aetna.txt
maps/Missions/outdoor_missions/P_Outdoor_Nova/IOM_South_Aetna_Generic.txt
maps/Missions/outdoor_missions/P_Outdoor_Nova/IOM_TPN_Campus.txt
maps/Missions/Unique/Praetoria/AbandonedWarehouse_Portal.txt
maps/Missions/Unique/Praetoria/EndGame/BAF/IOM_BAF.txt
maps/Missions/Unique/Praetoria/EndGame/Lambda_Sector/IOM_LambdaSector.txt
maps/Missions/Unique/Praetoria/Imperial_Loyalist/Brandt_OldLab.txt
maps/Missions/Unique/Praetoria/Imperial_Loyalist/Imperial_FixadineLab.txt
maps/Missions/Unique/Praetoria/Imperial_Loyalist/Tunnels_to_ImperialTunnels.txt
maps/Missions/Unique/Praetoria/Imperial_Loyalist/Tunnels_to_PeoplesPark.txt
maps/Missions/Unique/Praetoria/Imperial_Resistance/BAF_Prison.txt
maps/Missions/Unique/Praetoria/Imperial_Resistance/Seer_Mind.txt
maps/Missions/Unique/Praetoria/Imperial_Resistance/Tunnels_Hostage.txt
maps/Missions/Unique/Praetoria/MoralChoice/Imperial_Crusader_MoralChoice.txt
maps/Missions/Unique/Praetoria/MoralChoice/Imperial_Power_MoralChoice.txt
maps/Missions/Unique/Praetoria/MoralChoice/Imperial_Responsibility_MoralChoice.txt
maps/Missions/Unique/Praetoria/MoralChoice/Imperial_Warden_MoralChoice.txt
maps/Missions/Unique/Praetoria/MoralChoice/Neutropolis_Crusader_MoralChoice.txt
maps/Missions/Unique/Praetoria/MoralChoice/Neutropolis_Power_MoralChoice.txt
maps/Missions/Unique/Praetoria/MoralChoice/Neutropolis_Responsibility_MoralChoice.txt
maps/Missions/Unique/Praetoria/MoralChoice/Neutropolis_Warden_MoralChoice.txt
maps/Missions/Unique/Praetoria/MoralChoice/NoMansLady.txt
maps/Missions/Unique/Praetoria/MoralChoice/Nova_Crusader_MoralChoice.txt
maps/Missions/Unique/Praetoria/MoralChoice/Nova_Power_MoralChoice.txt
maps/Missions/Unique/Praetoria/MoralChoice/Nova_Warden_MoralChoice.txt
maps/Missions/Unique/Praetoria/Neutropolis_Resistance/Broken_Lab.txt
maps/Missions/Unique/Praetoria/Neutropolis_Resistance/Metronome_Lair.txt
maps/Missions/Unique/Praetoria/Nova_Loyalist/PPD_Station.txt
maps/Missions/Unique/Praetoria/Nova_Loyalist/PPD_Station_Captive.txt
maps/Missions/Unique/Praetoria/Nova_Resistance/Nova_Tunnels_to_Tunnels.txt
maps/Missions/Unique/Praetoria/Rift_Enclosure_Loyalist/Rift_Enclosure.txt
maps/Missions/Unique/Praetoria/Rift_Enclosure_Loyalist/Rift_Enclosure_i19_TF.txt
maps/Missions/Unique/Praetoria/tech/Cut_The_Power.txt
maps/Missions/Unique/Praetoria/tech/Failed_Experiments_Lab_Break_In.txt
maps/Missions/Unique/Praetoria/tech/IC_MoralChoice_01.txt
maps/Missions/Unique/Praetoria/tech/Neurons_Lab_01.txt
maps/Missions/Unique/Praetoria/tech/Neurons_Lab_Haywire.txt
maps/Missions/Unique/Praetoria/tech/TEST_Lab.txt
maps/Missions/Unique/Praetoria/Tunnels/Copy of PaulTest.txt
maps/Missions/Unique/Praetoria/Tunnels/PaulTest.txt
maps/Missions/Unique/Praetoria/Tunnels/P_Tunnels_45_Layout_08_02.txt
maps/Missions/Unique/Praetoria/Tunnels/Escape_Route/Copy of Escape_Route.txt
maps/Missions/Unique/Praetoria/Tunnels/Escape_Route/Escape_Route.txt
maps/Missions/Unique/Praetoria/Tunnels/LetheLoch/LetheLoch.txt
maps/Missions/Unique/Praetoria/Tunnels/MakeshiftHospital/MakeshiftHospital.txt
maps/Missions/Unique/Praetoria/Tunnels/MakeshiftPrison/MakeshiftPrison.txt
maps/Missions/Unique/Praetoria/Tunnels/ReroutedMainlines/ReroutedMainlines.txt
maps/Missions/Unique/Praetoria/Tunnels/ResistanceHQ/ResistanceHQ_01.txt
maps/Missions/Unique/Praetoria/Tunnels/ResistanceHQ/ResistanceHQ_02.txt
maps/Missions/Unique/Praetoria/Tunnels/ResistanceHQ/temporarylevel.txt
maps/Missions/Unique/Praetoria/Tunnels/ResistanceMeetingPlace/ResistanceMeetPlace.txt
maps/Missions/Unique/Praetoria/Tunnels/ResistanceMeetingPlace/ResistanceMeetPlace_01.txt
maps/Missions/Unique/Praetoria/Tunnels/ResistanceMeetingPlace/ResistanceMeetPlace_02.txt
maps/Missions/Unique/Praetoria/Tunnels/SabotagedMainlines/SabotagedMainlines.txt
maps/Missions/Unique/Praetoria/Tunnels/SentryGuns/SentryGuns.txt
maps/Missions/Unique/Praetoria/Tunnels/Star_Crossed_Moral_Choice/Copy of Star_Crossed_Moral_Choice.txt
maps/Missions/Unique/Praetoria/Tunnels/Star_Crossed_Moral_Choice/Star_Crossed_Moral_Choice.txt
maps/Missions/Unique/Praetoria/Tunnels/TemporaryEncampment/TemporaryEncampment.txt
maps/Missions/Unique/Praetoria/Tunnels/ToxicWasteDump/ToxicWasteDump_01.txt
maps/Missions/Unique/Praetoria/Tunnels/ToxicWasteDump/ToxicWasteDump_02.txt
maps/Missions/Unique/Praetoria/Tunnels/Trip_Wires/Copy of Trip_Wires.txt
maps/Missions/Unique/Praetoria/Tunnels/Trip_Wires/Trip_Wires.txt
maps/Missions/Unique/Praetoria/Tunnels/TunnelJunction/TunnelJunction.txt
maps/Missions/Unique/Praetoria/Tunnels/TunnelJunction/TunnelJunction_02.txt
maps/Missions/Unique/Praetoria/Tunnels/WaterPumpingStation/WaterPumpingStation_01.txt
maps/Missions/Unique/Praetoria/Tunnels/WaterPumpingStation/WaterPumpingStation_02.txt
maps/Missions/Unique/Praetoria/Tunnels/WaterPumpingStation/WaterPumpingStation_03.txt
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on May 28, 2013, 12:53:52 PM
That's what I did, actually. You're welcome to grab the Pigg Viewer and verify on your own: http://www.mediafire.com/download/ks4ale2m6spc57a/PiggViewer-1.61.zip

I did see your earlier post here...

Just press F1, paste a map name copied from one of the lists, press OK and you're there. After a bit of pigg diving, these are the map names from /geobin/ that do not figure in the earlier list. I've done a little cleaning, but I can't guarantee all of those maps will load: https://docs.google.com/file/d/0B_hcneVADFXoR001WHc4ZTNvaHM/edit?usp=sharing

But rereading that, I now realize that I had to put the two lists you posted together for the full list.

So... I put the two lists together and put it up as a Google Spreadsheet that anyone with the link can read and edit. So, if people want to annotate the list or add valid /loc's for a map, please do so! The link is...


https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE&usp=sharing

or: tinyurl.com/CoHallMaps


And thanks, The Fifth Horseman, for pulling out those lists!
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on May 28, 2013, 02:34:17 PM
I haven't verified any of these, but here are some from http://privatepaste.com/206064bc6a from an earlier post:

*snip*

There are these, too:

maps/City_Zones/P_City_00_01/F_City_00_01.txt
maps/City_Zones/P_City_00_01/P_City_00_01.txt
maps/City_Zones/P_City_00_02/F_City_00_02.txt
maps/City_Zones/P_City_00_02/P_City_00_02.txt
maps/City_Zones/P_City_00_03/F_City_00_03.txt
maps/City_Zones/P_City_00_03/P_City_00_03.txt
maps/City_Zones/P_City_00_04/P_City_00_04.txt
maps/City_Zones/P_City_00_05/P_City_00_05.txt
maps/City_Zones/P_City_00_06/F_City_00_06.txt
maps/City_Zones/P_City_00_06/P_City_00_06.txt
maps/City_Zones/P_City_00_07/F_City_00_07.txt
maps/City_Zones/P_City_00_07/P_City_00_07.txt
maps/City_Zones/P_City_00_08/F_City_00_08.txt
maps/City_Zones/P_City_00_08/P_City_00_08.txt
maps/City_Zones/P_City_00_09/P_City_00_09.txt
Title: Re: The Big Giant Icon Thread
Post by: wyldhunt on May 28, 2013, 02:48:00 PM
First, THANK YOU Codewalker and all others who are working to restore City of Heroes to player use!!! Regarding an easier (well, less technical) way to load the maps: I just tried, and found /popmenu doesn't work currently. I'm a bit surprised at that, because I figured popmenu to be a client-only interface-style command which didn't need server communication (as /macro does work).

Codewalker, I know this would be an interim step to restoring all the zone transfer points and such, however if you've already figured a way to get popmenu working again, would you mind restoring that functionality in the next iteration of Icon? If so, I could create a map.mnu (with several sub-menus, of course) to enable us players to more easily load the various maps. Even further, integrating edit_pos into loadmap would enable us to specify a map/pos in one command - big but here: if this takes away energy/time from your main goal, please completely ignore these requests! There is no way I can thank you enough for what you've already done!!!

Fifth Horseman, since you already have shared Google Docs with map paths in them, are you up for adding all the ones recently found not already in those docs? If not, do you mind if I create and share Google Docs for this?

Thanks again!
Wyldhunt - Guardianite since I2

My current mood: "Gents, our hope is restored!"
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on May 28, 2013, 03:08:16 PM
Fifth Horseman, since you already have shared Google Docs with map paths in them, are you up for adding all the ones recently found not already in those docs? If not, do you mind if I create and share Google Docs for this?
There's a reason the new bunch is on a separate list - I have not had the time to test all the maps and confirm they actually work. Some don't contain anything but debug stuff, others don't even load.
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on May 28, 2013, 05:32:43 PM
OMG! I haven't checked here for a while for an update.

I never realized you could at least get into the outbreak map or the first zones and run around!

Even though it is empty, it is still awesome to do that. It brought tears to my eyes.

I have to try loading other maps but this is a huge step into getting something back.

I wish there was a way to give hero's their powers and activate them. But its a great leap forward and I am certainly glad I never erased my files.

I even made a copy on an external drive to be safe.

Title: Re: The Big Giant Icon Thread
Post by: Kistulot on May 28, 2013, 08:59:04 PM
Codewalker,  thank you SO MUCH.

Your work thusfar has been truly amazing. Do you intend to do more? Without actual gameplay all I can imagine is the ability to use abilities nontargeting, spawn npcs, become npcs, and uhm... yeah, that's really all that even vaguely comes to mind, but thats just an idea/suggestion, and a curiosity. You've done so much I would never try to beg for more :)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 28, 2013, 09:07:17 PM
There are very real limits on what can be done with this method, and while it could be pushed a little further; each new piece requires substantially more effort than the "easy" ones. Multiplayer for instance will likely never happen (there are better ways to do that being worked on independently).

I do have some tentative plans to hook up a Lua scripting engine to what I have so far in order to allow an easier way to play around with the engine without having to know assembly language. Who knows, maybe innovative folks will come up with some minigames using it. That is a ways off, so I wouldn't expect to see that until version 2.0 at the earliest.

That said, there is an easter egg/teaser that I'm a little surprised nobody has discovered yet. I'll give a hint: You don't need /loadmap to see it (and doing so is counterproductive).
Title: Re: The Big Giant Icon Thread
Post by: Shenku on May 28, 2013, 09:53:04 PM
That said, there is an easter egg/teaser that I'm a little surprised nobody has discovered yet. I'll give a hint: You don't need /loadmap to see it (and doing so is counterproductive).

So I'm stumped... If /loadmap would be "counterproductive", then I imagine it's something hidden away in one of the starting maps maybe, or some sort of slash command, or something like that... ???

Any chance at another hint? (Maybe in a PM if you don't want to make it too easy for everyone here?)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 28, 2013, 09:56:52 PM
It's not something that you need any slash commands or Icon-specific binds to find.
Title: Re: The Big Giant Icon Thread
Post by: Neutron-Star on May 28, 2013, 10:20:06 PM
Possible easter egg spoiler . . . .












I found Coyote in the Outbreak map.  Is that it?  He's in his usual place.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 28, 2013, 10:24:16 PM
*applauds*

:)
Title: Re: The Big Giant Icon Thread
Post by: Sol Eternal on May 28, 2013, 10:24:55 PM
Many many many thanks. It's great to fly around the zones, hear the ambiance, ski the slopes, visit Pocket D, everything. This was awesome.
Title: Re: The Big Giant Icon Thread
Post by: Neutron-Star on May 28, 2013, 10:42:01 PM
*applauds*

:)

Thanks, but mostly thanks to YOU!  This has been a wonderful experience for all of us. As others have said, please let us know how we can support (or reward) you for this.

Also, I'm having some technical trouble if anyone has any ideas.  Seems that I can only load a few maps before I get an "assertion failure" and crash. Using i23 client on a Mac. Is there a memory management trick I can try or some maps I should avoid?  Same thing was happening using the "ID trick" with version 1.2. Still loving it even if I have to relaunch the program frequently.

Title: Re: The Big Giant Icon Thread
Post by: Kistulot on May 28, 2013, 10:57:40 PM
There are very real limits on what can be done with this method, and while it could be pushed a little further; each new piece requires substantially more effort than the "easy" ones. Multiplayer for instance will likely never happen (there are better ways to do that being worked on independently).

I definitely understand that :) The main reason behind my asking was knowing eventually you'd hit up against the limitations of what you literally can do with this method. So it felt worth asking, since this has been an amazing success so far, how much more is possible. You really have given us so much already.

I do have some tentative plans to hook up a Lua scripting engine to what I have so far in order to allow an easier way to play around with the engine without having to know assembly language. Who knows, maybe innovative folks will come up with some minigames using it. That is a ways off, so I wouldn't expect to see that until version 2.0 at the earliest.

That is a really awesome idea. It would give me a reason to learn Lua script a little quicker than I intended to boot. Absolutely no rush, but that is a cool idea.

That said, there is an easter egg/teaser that I'm a little surprised nobody has discovered yet. I'll give a hint: You don't need /loadmap to see it (and doing so is counterproductive).

Having that there is really encouraging... thanks again for all of your amazing work :)
Title: Re: The Big Giant Icon Thread
Post by: Hyper Ai on May 29, 2013, 12:39:43 AM
This is all kinds of awesome. Thanks Code!

I had to go check out the old Rikti crash site. Spent lots of time there street sweeping before the change. Took one of my favorite screenies there as well:

(https://faces.cohtitan.com/render/image/large/0/12334.jpg)

maps/City_Zones/Trial_05_01/Trial_05_01.txt
Title: Re: The Big Giant Icon Thread
Post by: MishaFox on May 29, 2013, 12:43:13 AM
Ok Admit it!
How many people loaded the game and then caught yourself trying to start a chat with others in game?
Title: Re: The Big Giant Icon Thread
Post by: JWBullfrog on May 29, 2013, 12:44:12 AM
guilty. I even tried to check my SG list to see who was online.
 
Pathetic, I know. And I loved every minute of it.
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on May 29, 2013, 12:49:14 AM
I keep getting nervous leaving my toon in 'non-safe' afk places. I have to keep reminding myself there are no enemies or players to kill him in my absence. :)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 29, 2013, 01:13:30 AM
I admit that more than once while testing a new feature I found myself just flying aimlessly around zones instead of closing it and going back to what I was working on...
Title: Re: The Big Giant Icon Thread
Post by: blackjak on May 29, 2013, 01:19:53 AM
I flew around for an hour when I had planned on playing a bit of CO. Didn't miss it... :)
Title: Re: The Big Giant Icon Thread
Post by: wei yau on May 29, 2013, 01:20:27 AM
If you back out of the tutorial to the login screen and click on settings, check your audio volumes. 

Thank you!  That was exactly it!

Have to admit, I feel a little sheepish now.
Title: Re: The Big Giant Icon Thread
Post by: Gelle on May 29, 2013, 01:20:50 AM
I can't tell you how much fun this has been. The link to the full list of maps has kept me laughing with joy all day. Is there any way I can donate to a Pay Pal account of yours, Codewalker? For the mere fact that you are an amazing person who I appreciate? Which by the way, THANK YOU SOOOO MUCH FOR THIS! :D
Title: Re: The Big Giant Icon Thread
Post by: Gelle on May 29, 2013, 01:22:57 AM
Ok Admit it!
How many people loaded the game and then caught yourself trying to start a chat with others in game?

ME! totally me! Then I hit enter and bid you all a very good day. I love you guys. <3
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 29, 2013, 02:29:19 AM
Glad to see detached camera doing someone some good, finally.

Maybe more than you know.

The way the detached camera sets up dynamic keybinds when it's in use proved to be a perfect self-contained example of how to add custom commands on top of the default ones without having to muck around with modifying the existing tables in memory. Made things a LOT easier not having to have a million hooks everywhere.
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on May 29, 2013, 02:48:08 AM
First off, THANK YOU, Codewalker!  Thanks to these Icon updates, I've been able to have Aerianne run around zones she's never even been in before, nor could have without an alignment change. :) (I have seen the Code Dungeon in Grandville, I have seen the Thorn Tree in Nerva Peninsula...) I've also been able to have characters who never have had a chance to fly (or that matter, -exist- in CoH) to take to the sky, wings spread.

However, I have noticed something, that may not be fixable given the current setup, and I don't know if it'd be worth the work to 'fix'...

When Icon was first rolled out with the -n flag, a lot of people were having fun using the NPC character pieces (especially the ones used for signature characters, like Mother Mayhem or Sister Solaris).  However, I have found that while those costume files can be saved (and presumably the files can be used in that mini-demo-file creator webapp to make a demo file), those costume settings are still considered invalid for the purpose of completing character generation, and therefore the character creator won't allow that costume to "Enter Game", as it throws the invalid/missing character pieces error, and won't allow it until it's 'fixed'.

Again, I don't know if this is fixable, but it's something that may need to be looked at in the future.

Even so, I'm still getting goosebumps running characters through the zones, and poking around to see some of the tricks the devs used to make our city.  For instance, did you know that the super-reflective floors in Paragon City Hall and the Arena Lobbies were actually accomplished by mirrored geometry beneath a translucent floor?  It's actually quite clever! :)

--- Philip

(Who would like to suggest those who are looking at that spreadsheet of maps to add a column to note which maps throw an access error (like Paragon Dance Party) for those who haven't tried it yet...)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 29, 2013, 02:49:58 AM
...those costume settings are still considered invalid for the purpose of completing character generation, and therefore the character creator won't allow that costume to "Enter Game", as it throws the invalid/missing character pieces error, and won't allow it until it's 'fixed'.

This has already been fixed in my development version and will be in 1.6, which should be along shortly. Still have one or two more things to add and I23 regression testing (it's a small enough incremental build that it's not too much of a burden).
Title: Re: The Big Giant Icon Thread
Post by: HeatSpike1 on May 29, 2013, 02:58:14 AM
Codewalker... just.... just.... WOW!!!!!!

You and the rest of the Titan Network are making a lot of people very happy! Hopefully our community can claim it's rightful place back in Paragon together! Thank you, keep up the FANTASTIC work, and let us know if we can help out in any way at all.
Title: Re: The Big Giant Icon Thread
Post by: Ohioknight on May 29, 2013, 03:27:04 AM
Y'know, at this point we could have costume contests again (offline) with a little planning
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on May 29, 2013, 04:03:23 AM

That said, there is an easter egg/teaser that I'm a little surprised nobody has discovered yet. I'll give a hint: You don't need /loadmap to see it (and doing so is counterproductive).

Strange enough, maybe i'm just becoming too much of a dreamer... But if Coyote is there.... I just can't totally wait to see Ms Liberty on her usual stand.... You are awesome... progressing at the speed of light!
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 29, 2013, 04:12:30 AM
If you really want to have some fun, try targeting him and using /mov DANCE1 :)

The coordinates displayed by F3 also apply to your current target if you have one...
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on May 29, 2013, 04:36:05 AM
If you really want to have some fun, try targeting him and using /mov DANCE1 :)

The coordinates displayed by F3 also apply to your current target if you have one...


Haha!!! Totally Working! He's holding a torch right now! We found an ally in CoH!

Edit: Does it mean we will see the others soon? Come on, you can share that secret between me, you and ... all the ones who will see this :P
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on May 29, 2013, 04:54:14 AM
I'm so glad the thread mentions Coyote, because I probably would have freaked out and gone 'HAUNTED GAME' if I'd seen him without warning.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 29, 2013, 05:00:05 AM
I'm so glad the thread mentions Coyote, because I probably would have freaked out and gone 'HAUNTED GAME' if I'd seen him without warning.

I was kind of hoping that would be the reaction, actually. :)
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on May 29, 2013, 05:00:53 AM
First off, THANK YOU, Codewalker!  Thanks to these Icon updates, I've been able to have Aerianne run around zones she's never even been in before, nor could have without an alignment change. :) (I have seen the Code Dungeon in Grandville, I have seen the Thorn Tree in Nerva Peninsula...) I've also been able to have characters who never have had a chance to fly (or that matter, -exist- in CoH) to take to the sky, wings spread.

However, I have noticed something, that may not be fixable given the current setup, and I don't know if it'd be worth the work to 'fix'...

When Icon was first rolled out with the -n flag, a lot of people were having fun using the NPC character pieces (especially the ones used for signature characters, like Mother Mayhem or Sister Solaris).  However, I have found that while those costume files can be saved (and presumably the files can be used in that mini-demo-file creator webapp to make a demo file), those costume settings are still considered invalid for the purpose of completing character generation, and therefore the character creator won't allow that costume to "Enter Game", as it throws the invalid/missing character pieces error, and won't allow it until it's 'fixed'.

Again, I don't know if this is fixable, but it's something that may need to be looked at in the future.

Even so, I'm still getting goosebumps running characters through the zones, and poking around to see some of the tricks the devs used to make our city.  For instance, did you know that the super-reflective floors in Paragon City Hall and the Arena Lobbies were actually accomplished by mirrored geometry beneath a translucent floor?  It's actually quite clever! :)

--- Philip

(Who would like to suggest those who are looking at that spreadsheet of maps to add a column to note which maps throw an access error (like Paragon Dance Party) for those who haven't tried it yet...)

And there was a bug with that mirrored floor in City Hall early on. People could teleport INTO the mirrored part and be stuck underneath City Hall and then had to get a GM to move them back to Atlas properly.
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on May 29, 2013, 06:13:38 AM
(Who would like to suggest those who are looking at that spreadsheet of maps to add a column to note which maps throw an access error (like Paragon Dance Party) for those who haven't tried it yet...)

Are you using this? maps/City_Zones/City_02_03/City_02_03.txt

I log into that map with no problems. Are you using I23 or I24/Beta?
Title: Re: The Big Giant Icon Thread
Post by: Illusionss on May 29, 2013, 06:47:26 AM
This thread has 35 pages, so forgive me, I have not read the whole thing.

I'd like to ask: is there any chance the Rulaaru weapons will be added to the costume creator later?

And what about Bane Spiders? I'd love to recreate my Bane, but right now he's forced to wear a Crab backpack, and that kinda borks the whole thing. What about the Arachnos maces?

Thank you for what we have now. I load into the game several times a day now.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on May 29, 2013, 09:07:00 AM
I see the Rulaaru weapons in NPC mode. :)
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on May 29, 2013, 01:57:42 PM
This thread has 35 pages, so forgive me, I have not read the whole thing.

I'd like to ask: is there any chance the Rulaaru weapons will be added to the costume creator later?

And what about Bane Spiders? I'd love to recreate my Bane, but right now he's forced to wear a Crab backpack, and that kinda borks the whole thing. What about the Arachnos maces?

Thank you for what we have now. I load into the game several times a day now.

Make sure you're using the Beta/Issue24 client.

Run Icon1.5 (see first post in this thread for Icon1.5) in NPC Edit Mode by...

Quote
NPC Edit Mode

To launch the game in NPC Edit mode, you need to run Icon with a -n switch.

On Windows, the easiest way to do that is to create a shortcut to icon.exe (right click on icon.exe and use "Create Shortcut"). Once its created, right click on the shortcut and go to properties.

In the first box, "Target", go to the VERY end of the line, after everything else. Add a space, then type -n

Hit OK. You can then rename the shortcut so that you know it's for the NPC editing version, or move it to your desktop if you want.

While in the character creator, under the body tab (where you chose gender/huge and body sliders) click the radio button for the soldier you want at the bottom left of screen.
Title: Re: The Big Giant Icon Thread
Post by: daveyfiacre on May 29, 2013, 03:22:08 PM
THANK YOU!!!!! YAY! :)

now, when i went to nerva i zoned into the hospital but couldnt get out the door. i checked back a few pages but wasnt sure how to exit xD
Title: Re: The Big Giant Icon Thread
Post by: wyldhunt on May 29, 2013, 03:29:40 PM
There's a reason the new bunch is on a separate list - I have not had the time to test all the maps and confirm they actually work. Some don't contain anything but debug stuff, others don't even load.
I'm with the program now - I'd missed your post about your second csv earlier.

For all: I've verified and labelled here some of the maps which weren't included at http://home.roadrunner.com/~scuzzbopper/maps.html (http://home.roadrunner.com/~scuzzbopper/maps.html), however were in posts by The Fifth Horseman, Arachnion, and others. There is some duplicate information, however this is to help clarify other information (such as the versions of GC and DA):

Galaxy City (pre-I21): maps/City_Zones/City_01_03/City_01_03.txt
Galaxy City (Echo): maps/City_Zones/City_01_04/city_01_04.txt
Destroyed Galaxy City: maps/City_Zones/N_City_00_01/N_City_00_01.txt
Dark Astoria (Echo): maps/City_Zones/Hazard_03_01/Hazard_03_01.txt
Dark Astoria (I21+): maps/City_Zones/Coop_06_01/Coop_06_01.txt
Fort Trident: maps/City_Zones/City_06_02/City_06_02.txt
The Crucible: maps/City_Zones/V_City_06_02/V_City_06_02.txt
Ouroboros: maps/City_Zones/City_06_01/City_06_01.txt
Precinct Five: maps/City_Zones/P_City_00_05/P_City_00_05.txt 
Nova Praetoria: maps/City_Zones/P_City_00_01/P_City_00_01.txt 
Underground Nova: maps/City_Zones/P_City_00_06/P_City_00_06.txt
Imperial City: maps/City_Zones/P_City_00_02/P_City_00_02.txt 
Underground Imperial: maps/City_Zones/P_City_00_07/P_City_00_07.txt
Neutropolis: maps/City_Zones/P_City_00_03/P_City_00_03.txt 
Underground Neutropolis: maps/City_Zones/P_City_00_08/P_City_00_08.txt
First Ward: maps/City_Zones/P_City_00_04/P_City_00_04.txt 
Night Ward: maps/City_Zones/P_City_00_09/P_City_00_09.txt

I'm calling out  two other interesting "non-mission" maps below - I'm guessing these were in process towards I24, maybe?
maps/City_Zones/City_05_02/City_05_02.txt - notice the Cole memorial hospital in a Paragon City-style zone
maps/City_Zones/V_PvP_06_01/V_PvP_06_01.txt - notice this is interior Praetorian, and the map file name is marked for PvP

Wyldhunt
Guardianite since I2
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on May 29, 2013, 03:32:39 PM
THANK YOU!!!!! YAY! :)

now, when i went to nerva i zoned into the hospital but couldnt get out the door. i checked back a few pages but wasnt sure how to exit xD

The answer you seek is in the updated second post of this thread:

Quote
/fly
Default keybind: 1
Take to the skies!

/map_dev
Default keybind: F4
Show normally hidden developer markers most likely used as part of the map editing process. Neighborhood volumes, spawn points, etc. More importantly, it also makes indoor sections (which are normally invisible when you're not inside them) show up, so they're easier to find in no-clip mode. Pressing F4 again turns it off.

/no_clip
Default keybind: F5
Toggles no-clipping mode on and off. Basically the same as using /nocoll 1, but is a toggle so it can be easily bound, and also displays an on-screen message to notify you if it's on or off.

Use /fly and /noclip to go anywhere.
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on May 29, 2013, 03:41:13 PM
For all: I've verified and labelled here some of the maps which weren't included at http://home.roadrunner.com/~scuzzbopper/maps.html (http://home.roadrunner.com/~scuzzbopper/maps.html), however were in posts by The Fifth Horseman, Arachnion, and others. There is some duplicate information, however this is to help clarify other information (such as the versions of GC and DA):

Thanks for the updates. All that info is being compiled here to which anyone can contribute:


https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE&usp=sharing

or: www.tinyurl.com/CoHallMaps


(I'm still surprised people haven't been flipping out over this:

maps/Missions/Unique/jumppuzzles/Jumppuzzles_Layout_01.txt    :o )

Title: Re: The Big Giant Icon Thread
Post by: Kistulot on May 29, 2013, 03:52:15 PM
The two jumping/sliding puzzles are fun! Make me miss combat jumping a bit, but they definitely are fun. Makes me think they were going to be the next event, if not just a test of one variety or another.
Title: Re: The Big Giant Icon Thread
Post by: daveyfiacre on May 29, 2013, 03:52:48 PM
Thanks for the updates. All that info is being compiled here to which anyone can contribute:


https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE&usp=sharing

or: www.tinyurl.com/CoHallMaps


(I'm still surprised people haven't been flipping out over this:

maps/Missions/Unique/jumppuzzles/Jumppuzzles_Layout_01.txt    :o )

thanks! i didnt know that's what that no_clipping command meant. xD

and OH MY GOD dat map.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 29, 2013, 03:57:52 PM
(I'm still surprised people haven't been flipping out over this:
maps/Missions/Unique/jumppuzzles/Jumppuzzles_Layout_01.txt    :o )

That map has been in the client files for forever. I don't remember when the first time I saw it (via demo editing) was, but it was years and years ago. Wanting to go there was one of the things that directly led to wanting my own server to play around with someday, which itself led to beginning to dissect the .bin files, and eventually to things like Cameraman, Icon, etc.

(yes, I did finally manage to get there on the beta server once through ... nefarious means. it's even cooler when the little jump pads spawn)
Title: Re: The Big Giant Icon Thread
Post by: Shenku on May 29, 2013, 04:26:40 PM
Oh boombox emote... How I missed you and your random dance parties... :(


(https://i1206.photobucket.com/albums/bb456/Shenku85/screenshot_130529-11-17-26_zps88f66c56.jpg)
(Finally figured out why I couldn't find him in the tutorial map... Have to load into the tutorial first from the character creator, loading in after the fact doesn't seem to show him there... Different maps, or something?)

Really wish other games had such an awesome emote for random dance parties. I really miss random dance parties...
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on May 29, 2013, 08:11:41 PM
This has already been fixed in my development version and will be in 1.6, which should be along shortly. Still have one or two more things to add and I23 regression testing (it's a small enough incremental build that it's not too much of a burden).

YAY!

:)
Title: Re: The Big Giant Icon Thread
Post by: goodtime on May 29, 2013, 09:13:02 PM
Is there a way to turn a Sentinel file into a costume file?
You could write a code or script to do most of it, but there's some information that the XML file doesn't have (and neither does the demo file data, for that matter: BodySetName and RegionName).  The game engine will load a costume file without them and display the costume just fine, but the costume creator gives you the "Failed to Load XXX Costume Creator may not have access to parts" message, and will revert those parts to the defaults when you apply it to your model.   You could add those manually, but there are 10-20 for each costume depending on your costume choices.
Title: Re: The Big Giant Icon Thread
Post by: Dannii on May 29, 2013, 10:30:36 PM
There are many people that don't have i24 beta... It might be a good idea to post the link for that along with each update for icon.  Just a thought.
Title: Re: The Big Giant Icon Thread
Post by: xXHalfSliceXx on May 29, 2013, 10:37:47 PM
can anyone help me? it was working the other day.

Now yesterday and today it is not working.

I can open it but i cannot click on anything...
Title: Re: The Big Giant Icon Thread
Post by: Golden Ace on May 29, 2013, 10:49:49 PM
I feel sheepish even asking because you've done so much already but is there a chance to get the emotes working again?

...

and I want to kill something...

when I say kill I mean arrest of course... :-[
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 29, 2013, 11:24:17 PM
can anyone help me? it was working the other day.

Now yesterday and today it is not working.

I can open it but i cannot click on anything...

It seems to be something specific to your computer as yours is the only report I've seen of such a problem. We need more details about exactly what's happening.

Do you see the mouse cursor or is it invisible?

Do the buttons react at all (change color, highlight) to mousing over them?

Does the sound and music play as normal?

Are you running windowed or fullscreen?

Video drivers up to date?

Do you have any third party overlay software (Steam, XFire, etc.)? If so, have you tried closing it?

Any special mouse / keyboard software running that you can shut down?

A good next step is to make sure EVERYTHING is closed (including all the stuff that lives down in the right corner), to rule out interference from third party software. Even antivirus programs can possibly interfere, so we need to check.
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on May 29, 2013, 11:36:11 PM
I feel sheepish even asking because you've done so much already but is there a chance to get the emotes working again?

While not working they way they were before, you can do emotes... and a lot more of them. From the second post of this thread:

Quote
/mov [name]
Default keybind: None
Makes your character play an animation. The animation should be specified in the same format as MOV commands from demorecords. You can find a full list here (http://paragonwiki.com/wiki/Demo_Editing/List_of_MOVs#Valid_MOVs_for_the_player_skeleton).

I always wanted: /mov PL_THREECARDMONTY_LOOP
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on May 29, 2013, 11:48:20 PM
There are many people that don't have i24 beta... It might be a good idea to post the link for that along with each update for icon.  Just a thought.

Good idea. But until it's done, here's the link for an I24/Beta d/l: http://www.savecoh.com/p/download-issue-24-beta.html
Title: Re: The Big Giant Icon Thread
Post by: xXHalfSliceXx on May 30, 2013, 12:42:37 AM
It seems to be something specific to your computer as yours is the only report I've seen of such a problem. We need more details about exactly what's happening.

Do you see the mouse cursor or is it invisible?

Do the buttons react at all (change color, highlight) to mousing over them?

Does the sound and music play as normal?

Are you running windowed or fullscreen?

Video drivers up to date?

Do you have any third party overlay software (Steam, XFire, etc.)? If so, have you tried closing it?

Any special mouse / keyboard software running that you can shut down?

A good next step is to make sure EVERYTHING is closed (including all the stuff that lives down in the right corner), to rule out interference from third party software. Even antivirus programs can possibly interfere, so we need to check.
Teamspeak and my fraps overlay were running. which they were before. but i closed them now its working.
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on May 30, 2013, 12:56:34 AM
Are you using this? maps/City_Zones/City_02_03/City_02_03.txt

I log into that map with no problems. Are you using I23 or I24/Beta?

I used that map, and I'm in I24/Beta.  It brings up the Paragon Dance Party splash screen, then crashes.

-- Philip
Title: Re: The Big Giant Icon Thread
Post by: Illusionss on May 30, 2013, 01:12:05 AM
Make sure you're using the Beta/Issue24 client.

Run Icon1.5 (see first post in this thread for Icon1.5) in NPC Edit Mode by...

While in the character creator, under the body tab (where you chose gender/huge and body sliders) click the radio button for the soldier you want at the bottom left of screen.

THANK YOU VERY MUCH!!
Title: Re: The Big Giant Icon Thread
Post by: Dannii on May 30, 2013, 01:17:25 AM
Good idea. But until it's done, here's the link for an I24/Beta d/l: http://www.savecoh.com/p/download-issue-24-beta.html
Thank you ;D
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on May 30, 2013, 01:44:15 AM
I used that map, and I'm in I24/Beta.  It brings up the Paragon Dance Party splash screen, then crashes.

-- Philip

I don't know why PDP is crashing for you. Did you try a reboot of the computer to make sure no other programs were interfering?
Title: Re: The Big Giant Icon Thread
Post by: wei yau on May 30, 2013, 01:54:31 AM
Thanks to you, Codewalker, The Mockingjay can take to the skies as she never could before.

(https://images.weserv.nl/?url=i.minus.com%2Fjb0iWaaLdsdmVY.jpg) (http://minus.com/lb0iWaaLdsdmVY)
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on May 30, 2013, 02:37:31 AM
I don't know why PDP is crashing for you. Did you try a reboot of the computer to make sure no other programs were interfering?

I'll give it another shot later with nothing on, as I've been able to visit other main maps while multiple apps are running in the background.
Title: Re: The Big Giant Icon Thread
Post by: Illusionss on May 30, 2013, 03:06:34 AM
Please excuse non-techy cluelessness! I downloaded the i24 client from the savecoh site, and there all the files are in a zip file. What do I do now? Do I extract all those to my regular CoH folder?

The zip has one folder called CoHBeta inside, and when I open that, I see a whole bunch of files, as in my regular CoH folder. I'm sort of at a loss as to what to do now.
Title: Re: The Big Giant Icon Thread
Post by: FatherXmas on May 30, 2013, 03:24:25 AM
Copy the latest Icon into the CoHBeta folder and run it.  You will probably need to set your graphics once you are in the game.
Title: Re: The Big Giant Icon Thread
Post by: Haggard4Life on May 30, 2013, 04:38:48 AM
Please excuse non-techy cluelessness! I downloaded the i24 client from the savecoh site, and there all the files are in a zip file. What do I do now? Do I extract all those to my regular CoH folder?

The zip has one folder called CoHBeta inside, and when I open that, I see a whole bunch of files, as in my regular CoH folder. I'm sort of at a loss as to what to do now.

I had this same problem and it turned out that I needed WinZip to to unzip all the split files.  The WinZip program handles everything as long as you have all the split files in the same folder.  (You can download the free trial here (http://www.winzip.com/win/en/index.htm).  I uninstalled it right after it was done. :) ).
Title: Re: The Big Giant Icon Thread
Post by: Ice Trix on May 30, 2013, 12:19:06 PM
Again, thank you SO MUCH.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on May 30, 2013, 12:26:11 PM
Please excuse non-techy cluelessness! I downloaded the i24 client from the savecoh site, and there all the files are in a zip file. What do I do now? Do I extract all those to my regular CoH folder?
If you want to replace your regular CoH client with the beta client.
Otherwise just unpack it anywhere else and you'll have a functional i24 client AND the regular i23 one. :)
I had this same problem and it turned out that I needed WinZip to to unzip all the split files.  The WinZip program handles everything as long as you have all the split files in the same folder.  (You can download the free trial here (http://www.winzip.com/win/en/index.htm).  I uninstalled it right after it was done. :) ).
7Zip is freeware and does the same stuff. :)
Title: Re: The Big Giant Icon Thread
Post by: MishaFox on May 30, 2013, 05:15:02 PM
I hate to be the one to bring this up but what does NCSoft think of you basically copying their game a recreating it? I'd really hate to see us all get sued by them.
Title: Re: The Big Giant Icon Thread
Post by: Little David on May 30, 2013, 05:26:57 PM
Father Xmas was expecting it, actually. But I don't think they'd sue everybody. I think the absolute worst case scenario would be NCSoft forcing Titan Network to shut down with a cease and desist.
Title: Re: The Big Giant Icon Thread
Post by: saipaman on May 30, 2013, 05:32:03 PM
Going after people distributing the client is a waste of money UNLESS there is a working private server to go with it.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 30, 2013, 05:47:18 PM
It would be interesting. Icon does not contain any of NCSoft's intellectual property*. It simply allows you to use the content that already exists on your hard drive, that we all paid for when we bought the box copy from the store.

If they tried to argue that it bypasses effective copy-protection measures (it doesn't, but a lawyer might try to stretch the definition), well, there's a specific DMCA exemption (http://www.copyright.gov/1201/anticirc.html) that permits bypassing such restrictions if they are obsolete (due to the manufacturer no longer maintaining them) and preventing access to legally acquired works.

Worst case scenario, Tony decides that it's not worth the hassle and just removes the download, leaving thousands of copies in the hands of everybody who wants it and no single point that can be shut down.

Best case scenario, the community steps up to the plate and mounts a legal defense, resulting in NCSoft being slapped down in court for attempting to abuse copyright law to stifle free speech. Might even get a punitive ruling against them, or even access to some of their internal documents during discovery.

* This is also why we won't endorse links to people distributing the client of their own accord. As a common carrier, we also wouldn't go out of our way to remove them unless they were shown to be infringing and we were requested to do so.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on May 30, 2013, 05:48:28 PM
I hate to be the one to bring this up but what does NCSoft think of you basically copying their game a recreating it? I'd really hate to see us all get sued by them.

Judging by their total lack of reaction towards anything the community has done or tried since the shutdown...

Besides, it's not exactly copying/recreating the game.

It's enabling access to the client, so we may view maps, use the character creator, see MOV animations, fly around, etc.

I wouldn't worry about it at all, :)
Title: Re: The Big Giant Icon Thread
Post by: GamingGlen on May 30, 2013, 10:01:53 PM
Thanks so much, Codewalker.  If you're ever in the Ft. Lauderdale, Fl, area, I'm buying.. drinks, dinner, hook... well, not the last one. :D
Title: Re: The Big Giant Icon Thread
Post by: malonkey1 on May 31, 2013, 12:19:05 AM
Thanks so much, Codewalker.  If you're ever in the Ft. Lauderdale, Fl, area, I'm buying.. drinks, dinner, hook... well, not the last one. :D

...But if you don't buy hooks, how do you plan to catch fish?
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on May 31, 2013, 12:38:52 AM
I don't know why PDP is crashing for you. Did you try a reboot of the computer to make sure no other programs were interfering?

Ok, tried again, I24/Beta on a freshly-started Mac Pro... and when I try to change maps to the PDP, it dies on me.  Ahwell.

--- Philip
Title: Re: The Big Giant Icon Thread
Post by: saipaman on May 31, 2013, 12:58:58 AM
Think of the publicity we could get if NCSoft made an issue of it and we fought back!
Title: Re: The Big Giant Icon Thread
Post by: Garble on May 31, 2013, 01:04:51 AM
I can only make the I23 version work on my Mac. I downloaded the Mac Beta from the torrent on savecoh.com and followed the directions but when I click on it, nothing happens at all.

I'm loving being able to explore the city again, but seeing all the I24-only stuff makes me frustrated.
Title: Re: The Big Giant Icon Thread
Post by: Golden Girl on May 31, 2013, 03:28:39 AM
I hate to be the one to bring this up but what does NCSoft think of you basically copying their game a recreating it?

Players are simply accessing the art assets that are already on their computer which they paid for when they purchased the game. NCsoft also has no revenue stream from CoH which could be damaged by the Icon program, and none of those developing the Icon program are making money from it and NCsoft's IP.

As NCsoft requested, we're just flying free - http://na.cityofheroes.com/en/sunset.php
Title: Re: The Big Giant Icon Thread
Post by: Shenku on May 31, 2013, 03:53:24 AM
Players are simply accessing the art assets that are already on their computer which they paid for when they purchased the game. NCsoft also has no revenue stream from CoH which could be damaged by the Icon program, and none of those developing the Icon program are making money from it and NCsoft's IP.

As NCsoft requested, we're just flying free - http://na.cityofheroes.com/en/sunset.php

Technically speaking, not everyone even needed to pay for it when the servers were still up since Free to Play basically meant letting people download all of those art assets for free(technically, even the market place only art assets, since they were already on your computer). Essentially, Icon is giving us access to what was freely distributed content, but is now unavailable. I'm no lawyer, but I think that changes things a little bit from a legal standpoint, doesn't it? I mean, they were letting us download all the art assets to our computers for free, after all, why shouldn't we be allowed to access stuff that's on our own computers?

It's not piracy or anything like that, so as long as we don't rip the models/textures out and attempt to resell them I don't think there's a legal leg to stand on for NCSoft to shut down Icon.

Private servers, on the other hand, are an entirely different kettle of worms...
Title: Re: The Big Giant Icon Thread
Post by: Ohioknight on May 31, 2013, 04:32:10 AM
Theoretically, wouldn't even private servers not violate IP if they were reverse engineered for function?  How much of the game is client side? (granted, I'm sure even Codewalker isn't interested in that level of insane development)
Title: Re: The Big Giant Icon Thread
Post by: LLX on May 31, 2013, 06:39:36 AM
I was thinking the same thing, i think it would be pretty easy to set up a private server for CoH-Icon and as long as we don't make any money off of it we should be fine legally....right?
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 31, 2013, 07:05:32 AM
(https://repo.cohtitan.com/icon/icon16promo_sm.jpg) (http://repo.cohtitan.com/icon/icon16promo.jpg)
Title: Re: The Big Giant Icon Thread
Post by: downix on May 31, 2013, 07:17:08 AM
You bad, bad man......
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 31, 2013, 07:25:07 AM
Icon 1.6
The penultimate screenshot studio.

Download - http://repo.cohtitan.com/icon/icon.exe (http://repo.cohtitan.com/icon/icon.exe)

Source Code - New! - http://repo.cohtitan.com/icon/icon-src-16.zip (http://repo.cohtitan.com/icon/icon-src-16.zip)

New in 1.6:
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on May 31, 2013, 08:30:04 AM

  • New command: /spawn_npc
    You can use this slash command to create an NPC at your current position. It takes two parameters, the costume to use (this is the same as shows up in demorecords), and the name for your NPC. Some examples:

    /spawnnpc Model_Statesman Statesman
    /spawnnpc 5th_Mek_Man Mr. Roboto
    /spawnnpc Nemesis A Plot?

List of models here. (http://home.roadrunner.com/~scuzzbopper/models.html)
Title: Re: The Big Giant Icon Thread
Post by: savecoh111 on May 31, 2013, 08:51:59 AM
thanks for the effort. tehre is stil la few things that I like to note.
I wonder how long the stocks of NCSOFT is going to last? last year it dropping 50% on level A stocks. The Korean buyers are pisssssssssssed loosing millions of what ever the translation of millions of Dollars USA right. Bad news for them and good news for us. one foot in the grave. once the other dropes its going to be a big time liquidation. wait 3 to 6 months from now see what happens.
 excuse me icon download Costume designer that creates costumes with out the use of the internet. Cool Concept. my problem are
A)COH.exe file dose not work
B)at the log on screen it crashes.
C)if you go back and find the server list. That Dose not work. all the server names there can have lots of costume and game save there. that is not working.
D) I cannot save a collection of the characters I created. every time start all over from scratch.
E)when I do enter a zone. my weapons and targeting system and drop pets from Masterminds do not work. there is no one to kill its like being in side a Ghost town. Nothing.
F)I am screaming for contacts to get me missions!
Title: Re: The Big Giant Icon Thread
Post by: darkgob on May 31, 2013, 10:34:28 AM
savecoh111, that's because there's no servers to connect to.  The only thing your computer is running is the game client, which doesn't have any of the things you're missing (NPCs, living game world, powers, contacts, missions).  The only way to get those is with a private server.

You can save the costumes you make, however, in the costume creator itself.

---

On another topic: Codewalker, you are a god among men.  One question: now that we're spawning NPC models, is there pray tell any chance this could be used to spawn custom NPCs from the costume info generated by demorecords?
Title: Re: The Big Giant Icon Thread
Post by: Energy Aura on May 31, 2013, 11:00:54 AM
Excellent work.  To me it seems like you have already done so much it's hard to believe. 

So here's a question:

How tough would it be to "link" the maps to one another? I.E. I make a character, log into Atlas Park, run/fly over to Steel Canyon Tunnel, The Hollows or Perez Park doors and zone into said map...

Just wondering...And wouldn't that take the burden of loading and map zoning off the future server to have it hard coded as these tunnels/doors/ferries/ships lead to static locations (one exception it the Striga cargo ship).

Granted this would only work in CoH as CoV uses only a ferry/train type system to move to zones.

Once again great work and it's cool to be able to "play" with no internet connection.
Title: Re: The Big Giant Icon Thread
Post by: SeaLily on May 31, 2013, 11:04:33 AM
thanks for the effort. tehre is stil la few things that I like to note.
I wonder how long the stocks of NCSOFT is going to last? last year it dropping 50% on level A stocks. The Korean buyers are pisssssssssssed loosing millions of what ever the translation of millions of Dollars USA right. Bad news for them and good news for us. one foot in the grave. once the other dropes its going to be a big time liquidation. wait 3 to 6 months from now see what happens.
 excuse me icon download Costume designer that creates costumes with out the use of the internet. Cool Concept. my problem are
A)COH.exe file dose not work
B)at the log on screen it crashes.
C)if you go back and find the server list. That Dose not work. all the server names there can have lots of costume and game save there. that is not working.
D) I cannot save a collection of the characters I created. every time start all over from scratch.
E)when I do enter a zone. my weapons and targeting system and drop pets from Masterminds do not work. there is no one to kill its like being in side a Ghost town. Nothing.
F)I am screaming for contacts to get me missions!

I don't think you understand what this is.  This isn't CoH but playable offline.  This is just the costume editor and the ability to run/fly around in empty zones, this update just adds the ability to spawn NPCs and make them do animations.

You don't have any powers, there are no enemies or contacts or missions.  There are no servers and there's no characters to 'save', just costumes, which you can still save.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on May 31, 2013, 11:18:31 AM
I don't think you understand what this is.  This isn't CoH but playable offline.
His post structure sounds exactly like I remember pikabko1000's, just FYI.
Title: Re: The Big Giant Icon Thread
Post by: Sekoia on May 31, 2013, 11:27:45 AM
Feel free to disregard user savecoh111. Based on his IP address (and posting style), he is indeed Pikabko. Pikabko is banned, and now so is savecoh111.
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on May 31, 2013, 11:28:09 AM
Thanks, Codewalker! These are some great updates
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 31, 2013, 11:56:40 AM
I was going to give him the benefit of the doubt since he was at least attempting to remain civil, which is appreciated, but OK.
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on May 31, 2013, 12:10:52 PM
(https://i50.photobucket.com/albums/f346/zombie_guy/City%20of%20Heroes/Demo%20and%20Help/Stateses_zps606c3619.jpg)
Title: Re: The Big Giant Icon Thread
Post by: Gothenem on May 31, 2013, 12:19:14 PM
(https://i50.photobucket.com/albums/f346/zombie_guy/City%20of%20Heroes/Demo%20and%20Help/Stateses_zps606c3619.jpg)

Statespam?

Spamsman?

Marcus Spam?

Spamus Cole?

C'mon, work with me here. ;)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 31, 2013, 12:21:46 PM
Sweet Zombie Statesmen!
Title: Re: The Big Giant Icon Thread
Post by: Tyger on May 31, 2013, 12:41:43 PM
Statespam?

Spamsman?

Marcus Spam?

Spamus Cole?

C'mon, work with me here. ;)
It's just a meeting of all 50 States, man :D
Title: Re: The Big Giant Icon Thread
Post by: CMKook on May 31, 2013, 01:02:56 PM
running version 1.6 and have seen pics of people using emotes like bow but they don't work for me...am i missing something?
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on May 31, 2013, 01:10:46 PM
Statespam?
Spamsman?
Marcus Spam?
Spamus Cole?
C'mon, work with me here. ;)
Marcus Cole Corps, of course!
Title: Re: The Big Giant Icon Thread
Post by: wei yau on May 31, 2013, 01:14:34 PM
Oh. wow.

I can't even.

Once I figure out this F3 coordinate editor thingee, I think you've made demo editing so much easier for me.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 31, 2013, 01:18:53 PM
Indeed. That shot with the Phalanx probably would have taken me an hour or two to fine tune with demo editing. With Icon it took about 20 minutes.

While it can't yet, I'm hoping for 1.7 or 1.8 to include the ability to generate demorecords based on the stuff you've placed. Right now as soon as you start up /demorecord the game deletes all the NPCs you've placed, probably because Icon has to fool it into thinking they're entities from a demo playback to stop it from trying to move them based on prediction data from the server (which just sends them to 0,0,0).
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 31, 2013, 01:27:37 PM
Also, here's a list of all NPC models, dumped fresh from the I24 version of VillainCostume.bin:

https://docs.google.com/spreadsheet/ccc?key=0AhIRRsGz_pIedEpKNktybkN4MFlLSGlpNUdmWFcxa3c
Title: Re: The Big Giant Icon Thread
Post by: Dinah Might on May 31, 2013, 01:47:07 PM
Sorry I am slightly late to the party.

Is there any way to load (or "Spawn") user created characters instead of NPC's?
Title: Re: The Big Giant Icon Thread
Post by: Gothenem on May 31, 2013, 02:03:56 PM
Hey Codewalker, is there a way you can get Icon to allow spawning of character created toons, via a .costume file?

Also, am I the only sad person here who started to repopulate Atlas Park with the normal NPC's?
Title: Re: The Big Giant Icon Thread
Post by: Sugoi on May 31, 2013, 02:11:48 PM
Statespam?

Spamsman?

Marcus Spam?

Spamus Cole?

C'mon, work with me here. ;)

Looks like Cole Slaw to me...
Title: Re: The Big Giant Icon Thread
Post by: eabrace on May 31, 2013, 02:19:48 PM
(https://images.weserv.nl/?url=www.rumproast.com%2Fimages%2Fuploads%2Frim-shot-johnny-utah.jpg)
Title: Re: The Big Giant Icon Thread
Post by: Sugoi on May 31, 2013, 02:21:22 PM
Hey Codewalker, is there a way you can get Icon to allow spawning of character created toons, via a .costume file?

Also, am I the only sad person here who started to repopulate Atlas Park with the normal NPC's?

I don't know if I want them around... they were pretty pushy.
Title: Re: The Big Giant Icon Thread
Post by: MWRuger on May 31, 2013, 03:06:56 PM
I was thinking the same thing, i think it would be pretty easy to set up a private server for CoH-Icon and as long as we don't make any money off of it we should be fine legally....right?

Short Answer, No.

Long Answer, No.
The courts have ruled that  even if you do not earn money or charge any one for one cent, it is still  violation of copyright if you use someone else's intellectual property without their specific consent. This does not address Trademark infringement which is subject to more rigorous enforcement and restrictions for proper use.

Practically, if a right holder never heard about the violation they would be unable to send a C&D letter. Such a Server would to be PRIVATE, unadvertised, and undiscussed.

(No, I don't know of any private servers. Wish I did)
Title: Re: The Big Giant Icon Thread
Post by: MWRuger on May 31, 2013, 03:11:18 PM
Codewalker,

Just realized I never thanked you for your hard work. I suspect that if we ever get an Offline COH or private servers, it will be built on the base of your hard work. Even if that never happens, this is a significant achievement and you are to be congratulated.

I think that what would have to happen to make an Offline COH would be to create a small emulated network with the server side running as a single machine and the client "logging in" to server via emulation. No idea how that could be written.
Title: Re: The Big Giant Icon Thread
Post by: Scendera on May 31, 2013, 03:19:35 PM
I'll work on a close-up in a demo but

Close-up in a costume file:
*snipped for load times*

That's awesome!
Title: Re: The Big Giant Icon Thread
Post by: Dinah Might on May 31, 2013, 03:23:23 PM
Yeah.... Codewalker is awesome.

I don't know whether to love him or hate him.  I love him because I can see myself in Paragon City again, but I hate him because he has given me "Hope".  I now visit this thread EVERY DAY, almost SEVERAL TIMES a day to see what advancements he has made.   I hang on to his every word!

That being said, why doesn't Titan Icon have it's on section on the forums similar to the games being developed?

I love you Codewalker... or hate you ... but mostly love you.
Title: Re: The Big Giant Icon Thread
Post by: Dannii on May 31, 2013, 03:27:34 PM
Hey Codewalker, is there a way you can get Icon to allow spawning of character created toons, via a .costume file?

Also, am I the only sad person here who started to repopulate Atlas Park with the normal NPC's?
No, I am in now trying to repopulate Atlas. 
Title: Re: The Big Giant Icon Thread
Post by: downix on May 31, 2013, 03:35:04 PM
A way to save the NPC's state would be next I'll assume.
Title: Re: The Big Giant Icon Thread
Post by: Tacitala on May 31, 2013, 03:46:19 PM
I had things to do today.

Important things like laundry and dishes and cleaning the bathroom.

But, no... this is going to be me:

(https://i636.photobucket.com/albums/uu85/Tacitala/responsibility_internet_zpsd29d1b03.png)

(Thank you for all of your hard work.  It's not an at home server for me to play solo on, but it's allowed me to have a part of the fun of the game back <3 )
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 31, 2013, 03:47:21 PM
Is there any way to load (or "Spawn") user created characters instead of NPC's?

Not yet. One idea I have for this is to enable the /tailor command (though this will require hacking out the cost check since you have 0 influence) and adding a way to spawn an NPC clone of your own costume.
Title: Re: The Big Giant Icon Thread
Post by: goodtime on May 31, 2013, 03:57:44 PM
Icon 1.6
Happy 6 months since D-Day.   :/

Thank you again for the awesome work.
Title: Re: The Big Giant Icon Thread
Post by: Stonehead on May 31, 2013, 04:31:28 PM
Icon 1.6
The penultimate screenshot studio.
Again, thanks for the hard work. 


d
Title: Re: The Big Giant Icon Thread
Post by: GenericHero05 on May 31, 2013, 05:04:36 PM
I've been attempting the /spawn_npc command but the only ones that work for me are the three examples that Codewalker gave. I pulled up the list of Model Names but I cant get any to work. What am I doing wrong?
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on May 31, 2013, 05:09:38 PM
running version 1.6 and have seen pics of people using emotes like bow but they don't work for me...am i missing something?

Reread all of the first two posts of this thread which Codewalker keeps updating. You need to use the /mov command for emotes and use the internal name of the emotes. Relevant part...

Quote
/mov [name]
Default keybind: None
Makes your character play an animation. The animation should be specified in the same format as MOV commands from demorecords. You can find a full list here (http://paragonwiki.com/wiki/Demo_Editing/List_of_MOVs#Valid_MOVs_for_the_player_skeleton).
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on May 31, 2013, 05:25:40 PM
I've been attempting the /spawn_npc command but the only ones that work for me are the three examples that Codewalker gave. I pulled up the list of Model Names but I cant get any to work. What am I doing wrong?

Are you giving them names?

:P
Title: Re: The Big Giant Icon Thread
Post by: Lolliad on May 31, 2013, 05:56:42 PM
First NPC spawned was Ms Liberty (like 50% of everybody I guess). Second was Lusca in Prometheus Park (that's another story).

I feel less alone now. Our city is slowly coming back to life.
You remember that video?

http://www.youtube.com/watch?v=XLtqCR6-n3Y

I really feel like we are in the reconstruction; thanks to codewalker and everybody working on the different projects out there.
Title: Re: The Big Giant Icon Thread
Post by: GenericHero05 on May 31, 2013, 06:43:07 PM
Are you giving them names?

:P

Spot on. Thanks!
Title: Re: The Big Giant Icon Thread
Post by: Dannii on May 31, 2013, 06:44:33 PM
First NPC spawned was Ms Liberty (like 50% of everybody I guess). Second was Lusca in Prometheus Park (that's another story).

I feel less alone now. Our city is slowly coming back to life.
You remember that video?

http://www.youtube.com/watch?v=XLtqCR6-n3Y

I really feel like we are in the reconstruction; thanks to codewalker and everybody working on the different projects out there.
Watching that video brought Tears to my eyes.  I'm going to be honest, I love the fact that there are people that are trying to give us a new Home.  However, I don't know if it will feel like being home again, and that is scary. 
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 31, 2013, 07:04:23 PM
How tough would it be to "link" the maps to one another? I.E. I make a character, log into Atlas Park, run/fly over to Steel Canyon Tunnel, The Hollows or Perez Park doors and zone into said map...

The information for the direct zone transfers does exist in the client files (the monorail lines do not). Well, mostly, it's just a filename, so a search would have to be done to find the full path.

However, the client doesn't have any logic that actually makes use of this information. This suggests that the server uses the same map files, which makes sense as it would double the work to have to update separate maps.

So things like the highway tunnels might be possible, "just" by checking if the player is in the appropriate volume and adding logic to Icon to switch to the zone (probably means adding a per-frame hook). There's some extra things that would need to be put into place, like building a table of the properties and recording which volume goes where.

Things like the hazard zone gates are a much different matter, as they depend on the server to spawn an NPC that acts like a door.
Title: Re: The Big Giant Icon Thread
Post by: Golden Girl on May 31, 2013, 07:24:11 PM
Icon really does need it's only forum section now - currently, it's getting way more attention then Mids or the build planner.
Title: Re: The Big Giant Icon Thread
Post by: downix on May 31, 2013, 08:07:05 PM
The information for the direct zone transfers does exist in the client files (the monorail lines do not). Well, mostly, it's just a filename, so a search would have to be done to find the full path.

However, the client doesn't have any logic that actually makes use of this information. This suggests that the server uses the same map files, which makes sense as it would double the work to have to update separate maps.

So things like the highway tunnels might be possible, "just" by checking if the player is in the appropriate volume and adding logic to Icon to switch to the zone (probably means adding a per-frame hook). There's some extra things that would need to be put into place, like building a table of the properties and recording which volume goes where.

Things like the hazard zone gates are a much different matter, as they depend on the server to spawn an NPC that acts like a door.
Could you have a bounding box on the hazard doors?
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on May 31, 2013, 08:29:59 PM
Icon really does need it's only forum section now - currently, it's getting way more attention then Mids or the build planner.

Not necessary.

Besides.... of course it is.

Why would we need to use Mids or the build planner... without a game to go with it...?

:o
Title: Re: The Big Giant Icon Thread
Post by: Rotten Luck on May 31, 2013, 08:33:15 PM
I agree with the forum section.  A few reason is to list all the Maps, NPCs, of course Pictures!  Updates can also be talked in each released with a fresh thread.
Title: Re: The Big Giant Icon Thread
Post by: olliande on May 31, 2013, 08:39:24 PM
Not necessary.

Besides.... of course it is.

Why would we need to use Mids or the build planner... without a game to go with it...?

:o

Because !!!

Nobody say I was sane.
Title: Re: The Big Giant Icon Thread
Post by: metalb00 on May 31, 2013, 08:46:32 PM
Codewalker, Thank you for all your hard work man!!!
Title: Re: The Big Giant Icon Thread
Post by: darkgob on May 31, 2013, 09:26:39 PM
Any way to delete a spawn that can't be targeted?  ;D

EDIT: Nvm, got Rularuu to spawn :)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 31, 2013, 09:29:42 PM
Currently the only two ways are to either load a new map (which clears all entities even if it's the same map), or hack your accesslevel to 9 and use /selectanyentity 1 to be able to target it.
Title: Re: The Big Giant Icon Thread
Post by: darkgob on May 31, 2013, 09:30:49 PM
Currently the only two ways are to either load a new map (which clears all entities even if it's the same map), or hack your accesslevel to 9 and use /selectanyentity 1 to be able to target it.
Sounds like an idea for a new feature  ;)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on May 31, 2013, 09:35:37 PM
I don't really want to make it give you 9 by default, because for one thing it makes the ` key always open the console which can be annoying if you normally bind that to something else (I use it for autorun). Most of the client debug commands just cause weird and buggy things to happen; the one to see everything is probably the most interesting and it's already unlocked.

I thought about making Icon change /selectanyentity to accesslevel 0. While testing 1.6 I ran into a fun crash you can get with the help of that command. It's triggered by targeting yourself and hitting Shift+Delete...

That was fixed with a simple check, but mostly I didn't do it because I didn't want to have an ever-growing list of command table offsets to maintain for both I23 and I24.
Title: Re: The Big Giant Icon Thread
Post by: darkgob on May 31, 2013, 09:37:26 PM
TRIVIA! Spawning SS_SpaceIsland will get you the green model that was displayed for body types in the classic costume creator. (Or something close to it, anyway...)
Title: Re: The Big Giant Icon Thread
Post by: Tivomaniac on May 31, 2013, 09:58:21 PM
Holy cow this dude is TALL!

/spawn_npc Rularuu_Rularuu Rularuu Big Boss
Title: Re: The Big Giant Icon Thread
Post by: blackjak on May 31, 2013, 10:15:37 PM
Jumping into this here 3rd update in as many weeks...soooo...can you point the npc spawn command at saved costume files (in other words, spawn your other toons for a group shot)? Forgive me if this is a noob question, but I never got into demoediting (or I should say not yet).
Title: Re: The Big Giant Icon Thread
Post by: darkgob on May 31, 2013, 10:40:18 PM
getting increasingly angry as I discover all the cool unused models
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on May 31, 2013, 10:51:08 PM
getting increasingly angry as I discover all the cool unused models

I hope you're compiling a list then, friend!

:)
Title: Re: The Big Giant Icon Thread
Post by: OzonePrime on May 31, 2013, 11:16:59 PM
Codewalker you are definitely a HERO! Thank you, so much, for all of the hard work you've done here!  :)
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on May 31, 2013, 11:50:31 PM
Meet the QuantumState's Man. (http://www.youtube.com/watch?v=Xe-0NA-V8i0&list=UUdT78vBEGartXjGPpTU19Jg&index=1)
Title: Re: The Big Giant Icon Thread
Post by: darkgob on May 31, 2013, 11:53:35 PM
I hope you're compiling a list then, friend!

:)
Haven't been keeping track, no.  :-[

Flying around and looking at what I've spawned...I had a write-up all written here and was gonna post pictures, but decided Tumblr albums would be easier.  WARNING: My Tumblr theme contains some NSFW words, and browse the rest of my posts at your own potential peril.

http://darkgob.tumblr.com/post/51839433017/neat-unused-models-from-coh-spawned-with-coh (http://darkgob.tumblr.com/post/51839433017/neat-unused-models-from-coh-spawned-with-coh)

http://darkgob.tumblr.com/post/51839682595/neat-unused-models-from-coh-spawned-with-coh (http://darkgob.tumblr.com/post/51839682595/neat-unused-models-from-coh-spawned-with-coh)

As I was writing this post, the client popped up with the message about logging you out for inactivity.  Interesting, I would have thought that would be a server-side thing/
Title: Re: The Big Giant Icon Thread
Post by: LLX on June 01, 2013, 12:06:20 AM
made a little Lives tream to explore 1.6 enjoy!

http://www.twitch.tv/nekollx/c/2359649
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on June 01, 2013, 12:07:31 AM
Thank you once again, Codewalker.  It's so nice to be able to fiddle around with a reasonable chunk of the game again.

Also, it finally allowed me to make Mr. G. and The Center stand next to each other long enough to verify something.
Spoiler for Hidden:
(https://i17.photobucket.com/albums/b58/Anaxphone/screenshot_130531-13-15-14.jpg)
Title: Re: The Big Giant Icon Thread
Post by: Blondeshell on June 01, 2013, 12:16:20 AM
http://darkgob.tumblr.com/post/51839682595/neat-unused-models-from-coh-spawned-with-coh (http://darkgob.tumblr.com/post/51839682595/neat-unused-models-from-coh-spawned-with-coh)

Referencing a couple contacts shown in your pics:

http://paragonwiki.com/wiki/Inconspicuous_Female_39757

http://paragonwiki.com/wiki/Number_Six
Title: Re: The Big Giant Icon Thread
Post by: Golden Ace on June 01, 2013, 12:27:26 AM
Wow.  Nice

Zombie Man I'm gonna have nightmares about statesman now.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on June 01, 2013, 12:30:06 AM
The giant Avatar of Hamidon was used in some of the new I24 arcs on beta; several could be seen rampaging through the ruins of Praetoria on the horizon.

The Arachnos BCUs and Longbow Mender clockwork were introduced to the factions for I24 as well -- "salvaged" Praetorian tech.

I believe the powered prisoners were part of the Brickstown changes or possibly the zone event.

Council War Walkers showed up in Provost Marchand's (http://paragonwiki.com/wiki/Provost_Marchand) mid-level arc.

The Arachnos Devoured I believe showed up as a minor sub-plot in the Dark Astoria arcs.
Title: Re: The Big Giant Icon Thread
Post by: Rabgix on June 01, 2013, 03:58:00 AM
For some reason I cannot find my cityofheroes.exe file. Yet I've never changed anything. What do I do?
Title: Re: The Big Giant Icon Thread
Post by: Florian145 on June 01, 2013, 04:29:14 AM
sooooo, I just found this program.   AWESOME!!!!!! 


















Title: Re: The Big Giant Icon Thread
Post by: goodtime on June 01, 2013, 04:39:26 AM
For some reason I cannot find my cityofheroes.exe file. Yet I've never changed anything. What do I do?
In windows look for

Program Files/City of Heroes/ or
Program Files/NCSoft/City of Heroes/ or
Program Files (x86)/City of Heroes/ or
Program Files (x86)/NCSoft/City of Heroes/ or
\steam\steamapps\common  (if you downloaded it from Steam)



Title: Re: The Big Giant Icon Thread
Post by: Rabgix on June 01, 2013, 04:46:07 AM
I managed to get it to work, but I have to use the link in this forum every time. And do it a lot too since my computer's graphics would make parts disappear over time.
Title: Re: The Big Giant Icon Thread
Post by: Energy Aura on June 01, 2013, 04:55:03 AM
(https://i50.photobucket.com/albums/f346/zombie_guy/City%20of%20Heroes/Demo%20and%20Help/Stateses_zps606c3619.jpg)

I used to have that nightmare all the time before "Jack" left CoH...
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on June 01, 2013, 04:59:51 AM
Wonderful Work once again from Codewalker. It's a wonderful feature.

Though, I was wondering... Am I the only one that wishes they would all be where they should be originally without me placing them? (Not a critic to Codewalker... Just saying eventually, I hope it is where we are going :) )
Title: Re: The Big Giant Icon Thread
Post by: Golden Girl on June 01, 2013, 05:21:29 AM
I used to have that nightmare all the time before "Jack" left CoH...

But then you took an ED to the knee?
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on June 01, 2013, 07:28:20 AM
Why yes, Darkgob, I would like a petite lap Nemesis.


edit: that sounded less filthy when I thought it sounded like a clear reference to a petite lap giraffe.
Title: Re: The Big Giant Icon Thread
Post by: Megajoule on June 01, 2013, 02:41:31 PM
I'm pretty sure I've said this before, but it bears repeating:
Thank you so much, Codewalker.  You are awesome.
Title: Re: The Big Giant Icon Thread
Post by: darkgob on June 01, 2013, 05:11:26 PM
Why yes, Darkgob, I would like a petite lap Nemesis.


edit: that sounded less filthy when I thought it sounded like a clear reference to a petite lap giraffe.
I NEED AN ADULT  :gonk:
Title: Re: The Big Giant Icon Thread
Post by: Garble on June 01, 2013, 05:39:37 PM
Neat things I learned that everyone might not know...

Some spawns have effects that remain stationary to where you summoned them even if you move the spawned npc. For instance, Hamidon's membrane stays wherever you summoned him even if you move him (leaving a giant, green jello behind) but if you delete that instance of Hamidon the abandoned membrane will vanish with him. The Nemesis warhorse is entirely a visual effect that remains in the same place even if you move its invisible, collidiable anchor around. The Witch Rift also leaves it's visual appearance behind, however the sound effects will move along with the anchor.

The anti-gravity wells from the shadow shards and the ski slopes can be summoned (ss_launcher_01) and they ACTUALLY WORK. If you summon one without nocoll active it will throw you way up in the air. The gravity well doesn't seem to leave an anchor you can target, so you can't move or delete them.

Not all of the mov commands work on I23 but some of them do!

Some of the mov commands will cause the targeted npc to delete. Transform, for example, makes them turn into... nothing.

The biggest npc that I could spawn appears to be the Rikti Destroyer. It's about the same size as the crashed ship in the Rikti War Zone.
Title: Re: The Big Giant Icon Thread
Post by: Bitters on June 01, 2013, 06:18:56 PM
Has anyone else played around with changing values in your saved costume files? You can now log into the game without some restrictions, like body size, just to let everyone know.
Title: Re: The Big Giant Icon Thread
Post by: Blacjac84 on June 01, 2013, 06:42:39 PM
Finally found my password for this site. :p

Anyways, I have a question about the downloadable source code.  Unless I missed it, I have no clue where to put the source code or what good it is for.  I have been enjoying Icon 1.6 without it, but I still need my curiosity satisfied.

http://s171.photobucket.com/user/Blacjac84/media/cityofheroes2013-05-3112-46-23-31.png.html?sort=3&o=0 (http://s171.photobucket.com/user/Blacjac84/media/cityofheroes2013-05-3112-46-23-31.png.html?sort=3&o=0)

So, how do I post a picture here?  This picture is of Ghost Widow and company preparing to attack the Rikti ship in RWZ.  My widow is in the picture as well.
Title: Re: The Big Giant Icon Thread
Post by: Blacjac84 on June 01, 2013, 06:45:14 PM
I found it.  Photobucket changed things around. :p

(https://i171.photobucket.com/albums/u294/Blacjac84/cityofheroes2013-05-3112-46-23-31.png) (http://s171.photobucket.com/user/Blacjac84/media/cityofheroes2013-05-3112-46-23-31.png.html)
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on June 01, 2013, 06:49:17 PM
Finally found my password for this site. :p

Anyways, I have a question about the downloadable source code.  Unless I missed it, I have no clue where to put the source code or what good it is for.  I have been enjoying Icon 1.6 without it, but I still need my curiosity satisfied.

The source code is for developers/coding type people.

It's so others could possibly add into/make their own Icon variants if they so chose to and were skilled enough.

You don't need it, nor do you have to put it anywhere, if you have no intention of looking at it with a technical eye, or wish to work with it.

:)
Title: Re: The Big Giant Icon Thread
Post by: Blacjac84 on June 01, 2013, 06:53:50 PM
Ah, thanks for the confirmation.  I kinda figured that, but wasn't sure.  I'm not really code-savvy, so I might as well be reading an ancient dead language for all I know.   :P
Title: Re: The Big Giant Icon Thread
Post by: Daimyoshi on June 01, 2013, 06:57:11 PM
Codewalker is Gawd!
Title: Re: The Big Giant Icon Thread
Post by: LLX on June 01, 2013, 06:58:45 PM
Well he IS named after one of THE best codeing forums on the interwebs "Codewalkers.com"
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on June 01, 2013, 09:13:48 PM
The source code is for developers/coding type people.

It's so others could possibly add into/make their own Icon variants if they so chose to and were skilled enough.

You don't need it, nor do you have to put it anywhere, if you have no intention of looking at it with a technical eye, or wish to work with it.

:)

I learned assembly years and years and years ago. I may give it a look, at least to refresh myself a bit.

I used to be a good programmer awhile back - mostly visual basic and such but I learned all kinds of languages back in high school and college.

Title: Re: The Big Giant Icon Thread
Post by: Volcanichic on June 01, 2013, 09:49:46 PM
Thank you so much for this,,made it east too,and thats great for someone who's not so tech savoy.  My only issue is that I have no clue how to change maps? I've never used the demorecord or anything.  I know so far I have to type /load map  but have no clue where to fing the map names. I've looked in my game folder and even tried putting in the names by typing /load map steel canyon . Sorry like I said ,not very tech savoy. Any help ? List of map names would be awesome :0)
Title: Re: The Big Giant Icon Thread
Post by: goodtime on June 01, 2013, 09:57:18 PM
I know so far I have to type /load map  but have no clue where to fing the map names. I've looked in my game folder and even tried putting in the names by typing /load map steel canyon . Sorry like I said ,not very tech savoy. Any help ? List of map names would be awesome :0)
Scroll back through the thread, there are several links posted.

And it's tech savvy.  :D
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on June 01, 2013, 09:57:27 PM
Thank you so much for this,,made it east too,and thats great for someone who's not so tech savoy.  My only issue is that I have no clue how to change maps? I've never used the demorecord or anything.  I know so far I have to type /load map  but have no clue where to fing the map names. I've looked in my game folder and even tried putting in the names by typing /load map steel canyon . Sorry like I said ,not very tech savoy. Any help ? List of map names would be awesome :0)

http://www.cohtitan.com/forum/index.php/topic,7288.msg119025.html#msg119025
http://www.cohtitan.com/forum/index.php/topic,7288.msg118874.html#msg118874
http://www.cohtitan.com/forum/index.php/topic,7288.msg118821.html#msg118821

http://www.cohtitan.com/forum/index.php/topic,7288.msg119215.html#msg119215
http://www.cohtitan.com/forum/index.php/topic,7288.msg119219.html#msg119219
http://www.cohtitan.com/forum/index.php/topic,7288.msg119013.html#msg119013
http://www.cohtitan.com/forum/index.php/topic,7288.msg119038.html#msg119038
http://www.cohtitan.com/forum/index.php/topic,7288.msg118994.html#msg118994

Title: Re: The Big Giant Icon Thread
Post by: Volcanichic on June 01, 2013, 10:22:53 PM
AWESOME!!! Thanks guys :0)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on June 01, 2013, 10:42:13 PM
http://www.cohtitan.com/forum/index.php/topic,7288.msg119025.html#msg119025
http://www.cohtitan.com/forum/index.php/topic,7288.msg118874.html#msg118874
http://www.cohtitan.com/forum/index.php/topic,7288.msg118821.html#msg118821

http://www.cohtitan.com/forum/index.php/topic,7288.msg119215.html#msg119215
http://www.cohtitan.com/forum/index.php/topic,7288.msg119219.html#msg119219
http://www.cohtitan.com/forum/index.php/topic,7288.msg119013.html#msg119013
http://www.cohtitan.com/forum/index.php/topic,7288.msg119038.html#msg119038
http://www.cohtitan.com/forum/index.php/topic,7288.msg118994.html#msg118994

If somebody feels like consolidating these into a master list, I'll update the original post with a link to it.
Title: Re: The Big Giant Icon Thread
Post by: Triplash on June 01, 2013, 10:56:41 PM
Holy crap on a cracker! This'll teach me to not stay updated on things I thought were "done" :o

Codewalker, you da MAN!!! Thank you for all this work! I'll be exploring it more in time, so far all I've really done is park Trip on Ms Liberty's little platform (someone's gotta be there when the rookies start showing up, right?) and just kind of let the program run while I do other things around the house. I can't count how many times it's wanted to log me out for inactivity. It's crazy how comforting it is just to see Trip standing there, doing her little idle stance, watching the war walls be all war-wally......   :-\    :D   :(   ???    ;D

And hey look, Statesman even managed to log back in and get his Army of Me badge! Congrats Statesie! woohoo :D


Not yet. One idea I have for this is to enable the /tailor command (though this will require hacking out the cost check since you have 0 influence) and adding a way to spawn an NPC clone of your own costume.

What about doppelgangers or AE contact holograms? Is there any way to adapt something from one of them?
Title: Re: The Big Giant Icon Thread
Post by: Ohioknight on June 01, 2013, 11:15:17 PM
Short Answer, No.
Long Answer, No.
The courts have ruled that  even if you do not earn money or charge any one for one cent, it is still  violation of copyright if you use someone else's intellectual property without their specific consent. This does not address Trademark infringement which is subject to more rigorous enforcement and restrictions for proper use.

Yes, but would this interfere with private servers using reverse engineered server code that EMULATED the COH servers -- what IP or Trademarks would be involved that are not involved in ICON?
Title: Re: The Big Giant Icon Thread
Post by: JennSpace on June 02, 2013, 01:46:15 AM
I'm kinda late with this ^^ but thank you muchly Codewalker, Fifth Horseman and everyone involved with Icon and recovering our beautiful Paragon City, thank you sincerely :3 I've lurked on these forums ever since those koreans-whose-name-must-not-be-pronounced announced the ''sunset'' of our world and FINALLY ...I've decided to make an account! lol I'd be happy and it would be an honor for me to help with project Icon to the limit of my capabilities but my ''capabilities'' in coding and programming are next to nonexistant XP I'll do my best! : )     
Title: Re: The Big Giant Icon Thread
Post by: HeatSpike1 on June 02, 2013, 03:33:11 AM
So any info how exactly how to load the maps?

I've tried:

/loadmap Atlas Park
/loadmap _Atlas Park
/loadmap_AtlasPark
/loadmap_AtlasPark.txt

and others, no idea exactly what the cmd is for loading maps, thanks guys!

Title: Re: The Big Giant Icon Thread
Post by: Metal Mountain on June 02, 2013, 03:55:41 AM
drumroll?  8)
Title: Re: The Big Giant Icon Thread
Post by: Dannii on June 02, 2013, 04:05:29 AM
So any info how exactly how to load the maps?

I've tried:

/loadmap Atlas Park
/loadmap _Atlas Park
/loadmap_AtlasPark
/loadmap_AtlasPark.txt

and others, no idea exactly what the cmd is for loading maps, thanks guys!
click the F1 key type   maps/City_Zones/City_01_01/City_01_01.txt which takes you to Atlas Park.  There are several links to files with lists of maps.
Title: Re: The Big Giant Icon Thread
Post by: Tahliah on June 02, 2013, 04:25:08 AM
First NPC spawned was Ms Liberty (like 50% of everybody I guess). Second was Lusca in Prometheus Park (that's another story).

I feel less alone now. Our city is slowly coming back to life.
You remember that video?

http://www.youtube.com/watch?v=XLtqCR6-n3Y

I really feel like we are in the reconstruction; thanks to codewalker and everybody working on the different projects out there.

When the Buffy "Where do we go" song started and everyone began cleaning up and rebuilding AP . . . I cried tears.  It was beautiful. And perfect for what is going on here.
Title: Re: The Big Giant Icon Thread
Post by: HeatSpike1 on June 02, 2013, 04:48:24 AM
click the F1 key type   maps/City_Zones/City_01_01/City_01_01.txt which takes you to Atlas Park.  There are several links to files with lists of maps.

I'm on a Mac so F1 is dim brightness.  Any other options?
Title: Re: The Big Giant Icon Thread
Post by: malonkey1 on June 02, 2013, 05:03:59 AM
/loadmap <map_name> would be the chat command.
Title: Re: The Big Giant Icon Thread
Post by: daveyfiacre on June 02, 2013, 05:07:25 AM
(https://sphotos-a.xx.fbcdn.net/hphotos-ash3/7088_10101623092631390_1870268339_n.jpg)

Silver Cyclone and his husband, Serpent Drummer, emerge from a cavern after doomsday and set out to search the scorched world for survivors.

:D [thank you, AGAIN Codewalker & Company & folks for making this possible.] now if you can somehow find away to give me access to a snake tail [i know, separate model], shadow hunter's bear pelt [i knowww i knowwww] and all those random beautiful but old and probable impossible to separate details from npc's i can only spawn and cry over...  lol
Title: Re: The Big Giant Icon Thread
Post by: FatherXmas on June 02, 2013, 05:23:05 AM
And you can find the name of each map here (https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0).
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on June 02, 2013, 06:09:24 AM
I'm on a Mac so F1 is dim brightness.  Any other options?

If you've got a keyboard with an "fn" key (either the lower left on laptops, usually, or the middle cluster of keys on an extended keyboard), press "fn" and the function key desired "F1", "F2", AT THE SAME TIME, to trigger function commands.

-- Philip
Title: Re: The Big Giant Icon Thread
Post by: Kistulot on June 02, 2013, 06:43:16 AM
If you've got a keyboard with an "fn" key (either the lower left on laptops, usually, or the middle cluster of keys on an extended keyboard), press "fn" and the function key desired "F1", "F2", AT THE SAME TIME, to trigger function commands.

-- Philip

Sounds like this is actually a case of FN lock.

In your   Keyboard & Mouse panel in System Preferences there should be a checkbox that says, "Use F1-F12 keys to control software features." If its checked, then you wont have to hold FN :)
Title: Re: The Big Giant Icon Thread
Post by: blackjak on June 02, 2013, 11:17:24 AM
I'm on a Mac so F1 is dim brightness.  Any other options?

On macs, hold the "fn" key at the bottom of the keyboard ( lower left).
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on June 02, 2013, 12:34:32 PM
I actually have a coding question - maybe.

When you create a character you pick two base powers, create a costume and then save the costume file, I looked at it and it only has the costume items saved in the file.

So when you get to a zone with Icon - you have at least your first two powers you picked.

Where is that stored or saved? or is it just in memory? The toons were all saved on the server but if you can get into the maps with the powers t must be local someplace.

Would there be way to modify it into thinking the level of the toon was 50 and then run a free respec to pick all the powers?

I know they can't be turned on or activated but it might be something.

Title: Re: The Big Giant Icon Thread
Post by: dragon7 on June 02, 2013, 12:35:01 PM
Codewalker You are a god! I see so much potential for a resurgence of COX a tear ran down my cheek and I know one day I will be going home thanks to you. I know this request is a long way off if even possible but can the I-24 be made to host say 6 other members?

Bringing the giant down would be nice.... but I will settle for giving him a black eye.   
Title: Re: The Big Giant Icon Thread
Post by: Gothenem on June 02, 2013, 01:54:37 PM
They are not quite at that point yet. There is alot of work that was done by the servers in CoX. Most of the calculations and all that were done server-side, and then cross-checked client side. Without a server, it would be impossible to "re-create" City, even in single-player mode.

Icon works a little differently than the actual game did (even though it doesn't feel like it). I do believe they are trying to do something along those lines, but I can't quite be sure.

Patience is a virtue. We have Icon 1.6, let's be patient and wait. Eventually we will get something in exchange. Even if it is one of the Plan Z options.
Title: Re: The Big Giant Icon Thread
Post by: Ohioknight on June 02, 2013, 04:29:19 PM
There are few things sillier or more awesome than a dance party of  Rularuu's (he does a great Micheal Jackson)

Thank you again Codewalker!

(Hey, anybody know how to delete or move a car you spawned as an NPC?)
Title: Re: The Big Giant Icon Thread
Post by: Garble on June 02, 2013, 04:38:26 PM
Does anyone have a working version of I24 for Mac??

I got the one from here http://www.savecoh.com/p/download-issue-24-beta.html but I cannot make it work. Several others have said it doesn't work for them either.

I'm thinking if someone has one they know works, we could set up a Google Drive account (5MB of storage free) to host it the way savecoh has the P.C. version on SugarSync.

Icon works great with I23, but there's some stuff that's just not available.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on June 02, 2013, 05:51:13 PM
Codewalker You are a god! I see so much potential for a resurgence of COX a tear ran down my cheek and I know one day I will be going home thanks to you. I know this request is a long way off if even possible but can the I-24 be made to host say 6 other members?
No. What you're asking for is a private server; Icon is a hack of the game client to get you into the map. These are two completely different things, though from various mentions in different threads I'm fairly sure a private server (other than SEGS) is being worked on.
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on June 02, 2013, 05:53:36 PM
(Hey, anybody know how to delete or move a car you spawned as an NPC?)

I believe Codewalker mentioned above that if it's untargetable, it's undeletable.

Though, do try: /targetcustomnext base

which can sometimes target certain spawned items like doors.
Title: Re: The Big Giant Icon Thread
Post by: Megajoule on June 02, 2013, 06:35:13 PM
When the Buffy "Where do we go" song started and everyone began cleaning up and rebuilding AP . . . I cried tears.  It was beautiful. And perfect for what is going on here.

YMMV.  Being quite familiar with the episode, and that song's original context - a situation where they've "won" a hollow victory, and are singing to reassure themselves that things worked out okay despite none of them really believing it - I've never really cared for its inclusion in that video.  I suppose that if you don't know that, or really listen to the lyrics, it might be seen as genuinely hopeful, but...
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on June 02, 2013, 07:24:38 PM
Now a Wiki Page: http://paragonwiki.com/wiki/Titan_Icon

I'll be throwing the valid maps, movs, and NPC-objects on the Wiki so that people can annotate them Wiki style and stop worrying about accidentally altering the Google Docs (which is too easy to do).
Title: Re: The Big Giant Icon Thread
Post by: Noyjitat on June 02, 2013, 09:31:54 PM
We've joined forces to fight a common enemy.
Target: Ncsoft
Reason: Prolong self existence
Goal: Traitorous Scumbags eliminated
Result: Game returned to players

(https://images.weserv.nl/?url=img268.imageshack.us%2Fimg268%2F1590%2Fscreenshot130602172520.jpg)
Title: Re: The Big Giant Icon Thread
Post by: Defiant Target on June 02, 2013, 09:51:47 PM
So happy to be playing with ICON :)

(https://img.photobucket.com/albums/v331/skelPS/screenshot_130602-21-00-36_1.jpg) (http://smg.photobucket.com/user/skelPS/media/screenshot_130602-21-00-36_1.jpg.html)
(https://img.photobucket.com/albums/v331/skelPS/screenshot_130602-21-14-55.jpg) (http://smg.photobucket.com/user/skelPS/media/screenshot_130602-21-14-55.jpg.html)

And my attempt , Rikti time traveling for an ITF :P
(https://img.photobucket.com/albums/v331/skelPS/screenshot_130602-12-08-46.jpg) (http://smg.photobucket.com/user/skelPS/media/screenshot_130602-12-08-46.jpg.html)
(https://img.photobucket.com/albums/v331/skelPS/screenshot_130602-12-04-50.jpg) (http://smg.photobucket.com/user/skelPS/media/screenshot_130602-12-04-50.jpg.html)
(https://img.photobucket.com/albums/v331/skelPS/screenshot_130602-12-07-48.jpg) (http://smg.photobucket.com/user/skelPS/media/screenshot_130602-12-07-48.jpg.html)
(https://img.photobucket.com/albums/v331/skelPS/screenshot_130602-12-06-34.jpg) (http://smg.photobucket.com/user/skelPS/media/screenshot_130602-12-06-34.jpg.html)
(https://img.photobucket.com/albums/v331/skelPS/screenshot_130602-12-05-33.jpg) (http://smg.photobucket.com/user/skelPS/media/screenshot_130602-12-05-33.jpg.html)
(https://img.photobucket.com/albums/v331/skelPS/screenshot_130602-12-07-01.jpg) (http://smg.photobucket.com/user/skelPS/media/screenshot_130602-12-07-01.jpg.html)

Thanks Codewalker & All
Title: Re: The Big Giant Icon Thread
Post by: Hellguard on June 02, 2013, 10:04:48 PM
So happy to be playing with ICON :)

(https://img.photobucket.com/albums/v331/skelPS/screenshot_130602-21-00-36_1.jpg) (http://smg.photobucket.com/user/skelPS/media/screenshot_130602-21-00-36_1.jpg.html)

I saw someone earlier say something about changing the body scale... how exactly do you do it?  I messed around with something that I thought was right in my costume file, but nothing seemed to happen.
Title: Re: The Big Giant Icon Thread
Post by: Defiant Target on June 02, 2013, 10:09:46 PM
once you have saved a costume file while using ICON you can edit it, i used notepad and the 2nd line down "scale" i changed my original value from 125 to 5525 this size you see in the above pic.
i had to use the clever detach camera to get the screenie :D

I have always wanted to do this since i'd seen the gigantic zombies from the zone invasions
Title: Re: The Big Giant Icon Thread
Post by: Hellguard on June 02, 2013, 10:23:08 PM
once you have saved a costume file while using ICON you can edit it, i used notepad and the 2nd line down "scale" i changed my original value from 125 to 5525 this size you see in the above pic.
i had to use the clever detach camera to get the screenie :D

I have always wanted to do this since i'd seen the gigantic zombies from the zone invasions

Thanks!  That was the value I was changing but I just wasn't being ambitious enough!
Title: Re: The Big Giant Icon Thread
Post by: Esper68 on June 02, 2013, 11:07:54 PM
Thanks you!  Although I seem to be missing the ability to change the skirt type.  I'm looking for the wedding one.
Title: Re: The Big Giant Icon Thread
Post by: goodtime on June 02, 2013, 11:59:25 PM
once you have saved a costume file while using ICON you can edit it, i used notepad and the 2nd line down "scale" i changed my original value from 125 to 5525 this size you see in the above pic.
Awesome
Title: Re: The Big Giant Icon Thread
Post by: Tyger on June 03, 2013, 12:01:15 AM
Thanks you!  Although I seem to be missing the ability to change the skirt type.  I'm looking for the wedding one.
After the Skirt update: you pick the style of 'mini' 'midi' 'long' and then the types are the secondary. So you want Mini/Pencil/Long->Bridal.

In NPC mode; you'll see both types listed; make sure to pick 'skirts/shorts' not 'skirts'
Title: Re: The Big Giant Icon Thread
Post by: batqueen on June 03, 2013, 12:44:17 AM
Soooo happy this has been done! I already feel better. thankyou thankyou thankyou thankyou

 One quick question- can we use FX in ICON? And if so, how should it be written? (wait, that's two questions...)
Title: Re: The Big Giant Icon Thread
Post by: Noyjitat on June 03, 2013, 12:51:42 AM
I'm looking for an emote but I'm not sure what they have it labeled as. Its in the mission where your doppelganger kills all the really bad versions of you at the portal at the end of the mission. he/she is kinda leaning against a rail and in pain/dying. I thought it might be wounded or something but that wasn't it.
Title: Re: The Big Giant Icon Thread
Post by: Noyjitat on June 03, 2013, 01:03:12 AM
I'm sorry I can't do this anymore, I can't use this program. I just flew over to where a pylon should of been and had a realization that i'll never be able to run another mothership raid and burst into tears. The hardest I've cried since the game was shutdown. People might think this is silly to still be grieving but at the moment of typing this I realize now that I'd do anything to play again. Id run back to back msrs right now if I had some way of getting the game and people to play with.

For now I'm going to avoid using this program. It's just too painful on me.

Thank you for your work codewalker.
Title: Re: The Big Giant Icon Thread
Post by: batqueen on June 03, 2013, 01:10:32 AM
I'm relying on the word of others that eventually, we will be able to fully "log in", and that this is just to keep us busy until something does come along. After all, at one point, just after shut down, I ran out and downloaded all the music I could find, because I would never be able to hear it in Paragon City again.  I hear it every day now.

by the way, Is anyone using FX in their new Icon screenshots? some of them look like it.
Title: Re: The Big Giant Icon Thread
Post by: Tahliah on June 03, 2013, 03:05:51 AM
YMMV.  Being quite familiar with the episode, and that song's original context - a situation where they've "won" a hollow victory, and are singing to reassure themselves that things worked out okay despite none of them really believing it - I've never really cared for its inclusion in that video.  I suppose that if you don't know that, or really listen to the lyrics, it might be seen as genuinely hopeful, but...

"Once More With Feeling" is one of my favorite episodes, and yes, the scene/song does indicate a sort of hollow victory over Sweet, but it's also an awareness that they've all just spent the entire episode baring their souls and that they're not exactly who they've always been or thought they were (thought of themselves or of each other).  The Scoobies, et al, are worried about all they've revealed and all they've learned, their world and foundations shaken, and they try for solidarity, an almost phony unity (that they quickly see as such and drop each others' hands), but it slowly falls apart under the weight of the revelations.

However, they're still "we" and still determined to stay "we" and rebuild as best they can--intending to go wherever they go together.  I think, in these terms, it's a perfect analogy for what's happened with the COH community.  We all had to examine ourselves and our relationship with the game and with each other, we were shaken, felt defeated and confused, but ultimately, we're still "we" and are going to carry on wherever we go together. 

Or some kind of happy horse poop. ;)
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on June 03, 2013, 03:06:40 AM
I'm sorry I can't do this anymore, I can't use this program. I just flew over to where a pylon should of been and had a realization that i'll never be able to run another mothership raid and burst into tears. The hardest I've cried since the game was shutdown. People might think this is silly to still be grieving but at the moment of typing this I realize now that I'd do anything to play again. Id run back to back msrs right now if I had some way of getting the game and people to play with.

For now I'm going to avoid using this program. It's just too painful on me.

Thank you for your work codewalker.

I couldn't bear to log in much and play live once I knew the game was shutting down.

Yes I could spend hours doing missions, or TF's or Incarnate missions to boost up my 50s. But for what? I personally felt it was just a waste of time.

I did log in some of my better toons to take screenshots and chat with people about the shutdown, but I had no more urge to actually play the game.

I hadn't logging in for a few months and when I saw the message I felt like I was punched in the gut.

And when I sat thought about all the places I would never be able to run around in again, I actually sat and cried.

And then Icon came along and I was happy to at least get to the costume creator. Once I found out about the updates that you could actually log into a map and walk around again, It was sheer joy for me to set foot in places I thought I would never, ever set foot in again.

And although its just your toon and an empty city - to just be able to see the buildings and the billboards and all the landmarks makes me really happy.
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on June 03, 2013, 06:11:20 AM
It's all a matter of perception...

Some see it like bringing back bad feelings of sadness...
Others see it like the road to happiness...

Some feel they can't do anything in ICON...
Others feel they can do a lot they couldn't do before...

Some burst in tears seeing it as rubbing their face into the mud and adding some insults to the injuries...
Others see it like an answer to their prayers to bring the game back and to find back the beloved City they lost...

For each human, there is a way to live it. Your memories are yours. Your feelings are yours. Everyone will live things differently but we all have the same fight and goal... to Save City of Heroes.

Is the ICON our future golden ticket to get back our game or is it just now a graphical tool that will always stay a graphical tool? Only future... and CodeWalker... will tell.



PS: Sorry to Codewalker if he sees "Graphic Tool" as an insult. Don't get me wrong. I'm a huge fan of what he does and I'm really impressed of what he has done. Just that for now, in this early stage of developpement, we can build a hero look, make some NPC appears in a chosen map and to take screenshots of it. It's what I mean by "Graphic Tool". But I'm well aware it is still early stage :) Keep up the great work, Codewalker :)

Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on June 03, 2013, 11:44:11 AM
I'm looking for an emote but I'm not sure what they have it labeled as. Its in the mission where your doppelganger kills all the really bad versions of you at the portal at the end of the mission. he/she is kinda leaning against a rail and in pain/dying. I thought it might be wounded or something but that wasn't it.
Had a demo of that one.
MOV BUM_SLEEP_CUTSCENE 0
Title: Re: The Big Giant Icon Thread
Post by: Tyger on June 03, 2013, 01:39:34 PM
Just had to add Icon to the viral exception list in AVG. The thought: "I WANT to be infected with this" ;D

It's been fine up until today so AVG must've updated something to its list and given me a false positive.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on June 03, 2013, 02:02:14 PM
Heuristics, probably.
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on June 03, 2013, 03:24:02 PM
Heuristics, probably.

What he said.

I had to add it to my list as well since it got blocked the first time I used it.
Title: Re: The Big Giant Icon Thread
Post by: Thunder Glove on June 03, 2013, 05:01:14 PM
Is the ICON our future golden ticket to get back our game or is it just now a graphical tool that will always stay a graphical tool? Only future... and CodeWalker... will tell.

... a graphical tool, I suspect.  Icon is an incredible tool (and getting more incredible with each update), but, as I understand it, the game needs a server in order to be able to spawn "real" NPCs, like contacts and enemies.  It also needs the server for combat logic and mission logic, and even to keep track of where our character actually is in the Cities.

Icon can make objects, but only the server can make a glowie. (... well, at least, an actual working mission-related glowie.  At this rate, I wouldn't be surprised if "simulated" glowies that don't actually do anything but flash and hum were possible.  I miss that sound)
Title: Re: The Big Giant Icon Thread
Post by: primeknight on June 03, 2013, 07:59:22 PM
This is wonderful and keeps getting better.

Thank you so much!
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on June 03, 2013, 09:03:56 PM
... a graphical tool, I suspect.  Icon is an incredible tool (and getting more incredible with each update), but, as I understand it, the game needs a server in order to be able to spawn "real" NPCs, like contacts and enemies.  It also needs the server for combat logic and mission logic, and even to keep track of where our character actually is in the Cities.

Icon can make objects, but only the server can make a glowie. (... well, at least, an actual working mission-related glowie.  At this rate, I wouldn't be surprised if "simulated" glowies that don't actually do anything but flash and hum were possible.  I miss that sound)

I have tried clicking on things in the zones that used to be clickable. Some just don't do anything, some the game hangs like its waiting for a response and then after a while you can move again. But its nice to see some animation and sound effects and music as you go around.

I love there is no detection. I flew all the way up to the highest you can go in Steel and turned off fly and plummeted to the ground. Normally in the live game that would basically kill you, in Icon as it is now, you just hit the ground at full speed.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on June 03, 2013, 09:26:17 PM
PS: Sorry to Codewalker if he sees "Graphic Tool" as an insult.

No offense taken. There's a reason the first version was published with a title of Offline Costume Creator, and 1.5 / 1.6 became Screenshot Studio.

Icon was always intended and designed to be a "Graphic Tool" of sorts. That's why it's named after the tailor. Where there are things I want do with it, like better integration with demorecording, it will never be a full recreation of City of Heroes -- that's way outside its scope. There are better ways to do that than hacking into the client's memory at runtime, projects which can exist in parallel with Icon.
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on June 03, 2013, 10:57:56 PM
Is it me, or is the Freak Olympics map crashing you too?

Maps/Missions/Unique/Artified/Freak_Olympic_Awards
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on June 04, 2013, 12:00:51 AM
No offense taken. There's a reason the first version was published with a title of Offline Costume Creator, and 1.5 / 1.6 became Screenshot Studio.

Icon was always intended and designed to be a "Graphic Tool" of sorts. That's why it's named after the tailor. Where there are things I want do with it, like better integration with demorecording, it will never be a full recreation of City of Heroes -- that's way outside its scope. There are better ways to do that than hacking into the client's memory at runtime, projects which can exist in parallel with Icon.


You know... in my rightful mind, I knew it... At the same time, I just kinda feel down now... I know I just hoped too much but still... I guess I had some hopes left deep in me... :(
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on June 04, 2013, 12:05:30 AM
What, did I need to add a wink or something?

 ;) ;) ;)
Title: Re: The Big Giant Icon Thread
Post by: HeatSpike1 on June 04, 2013, 12:05:50 AM

You know... in my rightful mind, I knew it... At the same time, I just kinda feel down now... I know I just hoped too much but still... I guess I had some hopes left deep in me... :(

Hey,

If our CoX community sticks together, continuing the desire for the return of our game... who's to say a company/investor won't wake up and see the obvious? - profit and loyalty (a great combination for any business)

Dwindling away or losing hope is our worst enemy at this point.  Continue hoping and publicizing our cause and desire for CoX to return and we'll always have a shot!
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on June 04, 2013, 12:09:35 AM
What, did I need to add a wink or something?

 ;) ;) ;)

I guess I'm being slow here... I don't get it... Maybe you should send me a private message so I wake up? Lol
Title: Re: The Big Giant Icon Thread
Post by: Draeth Darkstar on June 04, 2013, 12:52:55 AM
Icon was always intended and designed to be a "Graphic Tool" of sorts. That's why it's named after the tailor. Where there are things I want do with it, like better integration with demorecording, it will never be a full recreation of City of Heroes -- that's way outside its scope. There are better ways to do that than hacking into the client's memory at runtime, projects which can exist in parallel with Icon.

You know... in my rightful mind, I knew it... At the same time, I just kinda feel down now... I know I just hoped too much but still... I guess I had some hopes left deep in me... :(

What, did I need to add a wink or something?

 ;) ;) ;)
I guess I'm being slow here... I don't get it... Maybe you should send me a private message so I wake up? Lol
There are better ways to do that than hacking into the client's memory at runtime, projects which can exist in parallel with Icon.
...projects which can exist in parallel with Icon.
;) ;) ;)
Title: Re: The Big Giant Icon Thread
Post by: Dannii on June 04, 2013, 01:38:34 AM

Hmmmm now this is getting interesting.  I wish I knew more about scripting!
Title: Re: The Big Giant Icon Thread
Post by: Sakura Tenshi on June 04, 2013, 01:40:20 AM
I feel dumb for asking this but, I've been using /spawn_npc and inputting a model name from the gdoc list but it's not doing anything, am I supposed to load the names into specific files on my system first?
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on June 04, 2013, 01:44:21 AM
What, did I need to add a wink or something?

 ;) ;) ;)

You know, it'd be a great hook for you if you ended just about every post with a winkie!
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on June 04, 2013, 01:45:31 AM
I feel dumb for asking this but, I've been using /spawn_npc and inputting a model name from the gdoc list but it's not doing anything, am I supposed to load the names into specific files on my system first?

Are you giving the command two parameters? First is the objects internal designation, the second is a name you give it that shows up on its reticle.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on June 04, 2013, 02:02:53 AM
You know, it'd be a great hook for you if you ended just about every post with a winkie!

My post almost consisted of the words "If I were winking any harder I'd be Golden Girl", but I didn't know if people would take it the wrong way.
Title: Re: The Big Giant Icon Thread
Post by: Sakura Tenshi on June 04, 2013, 02:39:00 AM
Are you giving the command two parameters? First is the objects internal designation, the second is a name you give it that shows up on its reticle.
I can't say I have, I've been just copying and pasting from the gdocs list. If this is a demoedit thing, I'm afraid I'm a bit unfamiliar.
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on June 04, 2013, 02:43:26 AM
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on June 04, 2013, 02:50:19 AM
You can put quotes around the name for the NPC if it makes it easier to read.

/spawnnpc Diabolique "Little Miss Phase Happy"

They're not strictly necessary -- since the first parameter can never have spaces it's smart enough to know that everything after it must be part of the name. But they do make it a bit more readable.
Title: Re: The Big Giant Icon Thread
Post by: Sakura Tenshi on June 04, 2013, 02:58:19 AM
I see, now, thank you!
Title: Re: The Big Giant Icon Thread
Post by: blackjak on June 04, 2013, 03:08:23 AM
Could there be a way to spawn your alts as NPC's? Always wanted to do a group shot with all my alts as a sort of SG but never got into the demo-editing thing to do it. If not, this may be a great add on for a future update.
Title: Re: The Big Giant Icon Thread
Post by: Energy Aura on June 04, 2013, 04:21:31 AM
We've joined forces to fight a common enemy.
Target: Ncsoft
Reason: Prolong self existence
Goal: Traitorous Scumbags eliminated
Result: Game returned to players

(https://images.weserv.nl/?url=img268.imageshack.us%2Fimg268%2F1590%2Fscreenshot130602172520.jpg)

The master of Liberty Mother Ship Raids has "Liberated" us...

So when is server maintenance over?  LOL
Title: Re: The Big Giant Icon Thread
Post by: primeknight on June 04, 2013, 05:07:59 AM
The master of Liberty Mother Ship Raids has "Liberated" us...

So when is server maintenance over?  LOL

Dude! I remember you being there all the time.  That's awesome.  When CoH comes back I'll be right there with you again: raiding that bloody Mothership!
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on June 04, 2013, 11:58:11 AM
You can put quotes around the name for the NPC if it makes it easier to read.

/spawnnpc Diabolique "Little Miss Phase Happy"

They're not strictly necessary -- since the first parameter can never have spaces it's smart enough to know that everything after it must be part of the name. But they do make it a bit more readable.

Updated the Wiki with that info. Thanks Codegod!
Title: Re: The Big Giant Icon Thread
Post by: Cinnder on June 04, 2013, 05:36:10 PM
Icon just served me as the equivalent of a friend who tells you you have some food stuck in your teeth.

For approximately the last year of the game, I had a Dom I would play every few days for a mish or two on the solo DA content.  He spent so much time in there I had designed a new Incarnate costume for him.

Just loaded him on the Grandville map in Icon, and for the first time I see that the costume looks kinda crappy in normal sunlight.  :D
Title: Re: The Big Giant Icon Thread
Post by: Cinnder on June 04, 2013, 05:37:05 PM
Could there be a way to spawn your alts as NPC's? Always wanted to do a group shot with all my alts as a sort of SG but never got into the demo-editing thing to do it. If not, this may be a great add on for a future update.

I would love to be able to do this!
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on June 04, 2013, 06:40:43 PM
Could there be a way to spawn your alts as NPC's? Always wanted to do a group shot with all my alts as a sort of SG but never got into the demo-editing thing to do it. If not, this may be a great add on for a future update.

Personally, IF such an ability was added (I have no idea on the feasability of this), I think a command along the lines of:

/spawncostume "<costume file name>" "<NPC name>"

would probably be the best bet for command implementation.  Since you are able to recreate NPC and PC costumes in Icon and save them, the .costume files will still be in the COH costume folder.  Then, triggering this would spawn a pre-saved costumed character at the current location, like how /spawnnpc now works for all the NPC object models.  Mind you, it may be necessary to include a tag in there for M/F/H to determine which body frame the costume should be loaded on, but since I'm only giving suggestions here, Codewalker definitely has a better idea of the viability of the entire idea. :)

--- Philip
Title: Re: The Big Giant Icon Thread
Post by: malonkey1 on June 04, 2013, 07:02:14 PM
Actually, costume gender is preincluded in the file.
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on June 04, 2013, 07:31:32 PM
Actually, costume gender is preincluded in the file.

Ok, my mistake.  I hadn't looked directly in the files for a while.  And congrats on post #900! :)

--- Philip
Title: Re: The Big Giant Icon Thread
Post by: Kistulot on June 05, 2013, 03:16:38 AM
Personally, IF such an ability was added (I have no idea on the feasability of this), I think a command along the lines of:

/spawncostume "<costume file name>" "<NPC name>"

would probably be the best bet for command implementation.  Since you are able to recreate NPC and PC costumes in Icon and save them, the .costume files will still be in the COH costume folder.  Then, triggering this would spawn a pre-saved costumed character at the current location, like how /spawnnpc now works for all the NPC object models.  Mind you, it may be necessary to include a tag in there for M/F/H to determine which body frame the costume should be loaded on, but since I'm only giving suggestions here, Codewalker definitely has a better idea of the viability of the entire idea. :)

--- Philip

I tried my hand at looking at the source for something like this, and I'm not sure the game at the moment would like a costume file for anything but the Costume Creator. Looking at the way we've been doing things, with things like Mov and spawning existing models, it seems to me like taking the data created by a demorecord would be more useful but I'm not really good enough at C with no experience with assembly so... all I had was vague ideas until I had to close out or be frustrated.

Can the current version demo record? Just a curiosity. Obviously I'm just musing myself, but it seems like that the newer Models, including say Diabolique and new Penny use costume creator pieces, so if we could just make models using the data in the same way, maybe something to point to an external file, such as how you can use an external map...

But this is just theorizing. This is really an awesome program, and saying again, I am ever grateful for the time thats been spent developing this even if it is just a singleplayer art program :)
Title: Re: The Big Giant Icon Thread
Post by: Ouroboratika on June 05, 2013, 07:19:49 AM
I just registered an account here to thank you for this! I started playing CoH just before Issue 5 when I was 12, so I pretty much grew up through my teens playing it. I stopped playing towards the end, but I still enjoyed reading up on updates. Now that CoH is gone, I've really been missing it and having troubles finding a game that gives me the same feelings, and so I'm beyond excited to redownload the game and give this a try. :)
Title: Re: The Big Giant Icon Thread
Post by: Agent Zhien on June 05, 2013, 04:36:36 PM
Hey Codewalker, this is an amazing piece of work so far, thanks SOOO much! I love making Machinima vids and this will really prove useful!
I've used WoW Model Viewer in the past to make such vids, and they have some of the below options not implemented here, so are you perhaps planning on adding any of the following? -->
1.) A means of extracting a textured model from the code into a format that can be imported into other 3D programs?
2.) The ability to run animations from a selection tool in the character creator?
3.) The ability to make the background in the character creator a different color? (I use greenscreen effects to put models over backgrounds in vids)
4.) The ability to load NPC models in the character creator so we can see them up close (and perhaps apply #2 to them so they can be animated)?

WoW Model Viewer was a perfect toy for viewing graphics and animations of every in-game model, so if you ever find the time to implement similar options (or an exclusive program to just view models and animations) that'd make creating fan videos a breeze :). In the meantime, keep up the great work!
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on June 05, 2013, 04:52:47 PM
*snip*

I'm not Codewalker, but I enjoy model viewers, poking at game files, and the like.

I'll go over your points, with my opinion.

1.) This seems outside the scope of a project like Icon. Extracting actual game assets and simply viewing them in-game are two different things.
2.) The NPC edit mode of Icon has functionality for this, but it was put there/coded in by the original developers.
3.) You can change the color of the background in the creator, yes. However it will take a texture replacement. A lot easier than it sounds.
4.) There was functionality for this in the Mission Architect. You could make custom mobs that had different colors than the source NPC.

For point 4, Codewalker or someone will need to bring in the relevant bits from the Architect Entertainment system.

Those being the list of source NPCs and the ability to recolor/view them in a character creator-like interface.

Point 2 sounds like it will simply need more animations added to the dropdown box of choices you can pick.

:)
Title: Re: The Big Giant Icon Thread
Post by: daveyfiacre on June 05, 2013, 09:13:28 PM
I'm not Codewalker, but I enjoy model viewers, poking at game files, and the like.

I'll go over your points, with my opinion.

1.) This seems outside the scope of a project like Icon. Extracting actual game assets and simply viewing them in-game are two different things.
2.) The NPC edit mode of Icon has functionality for this, but it was put there/coded in by the original developers.
3.) You can change the color of the background in the creator, yes. However it will take a texture replacement. A lot easier than it sounds.
4.) There was functionality for this in the Mission Architect. You could make custom mobs that had different colors than the source NPC.

For point 4, Codewalker or someone will need to bring in the relevant bits from the Architect Entertainment system.

Those being the list of source NPCs and the ability to recolor/view them in a character creator-like interface.

Point 2 sounds like it will simply need more animations added to the dropdown box of choices you can pick.

:)


if point 4 were to ever happen I would just about die. :D
Title: Re: The Big Giant Icon Thread
Post by: goodtime on June 05, 2013, 10:19:51 PM
1.) A means of extracting a textured model from the code into a format that can be imported into other 3D programs?
There's a previous thread on this that may be of some help (http://www.cohtitan.com/forum/index.php/topic,4947.0.html).   The white map ( maps/white.txt ) used in a demo file may be of some help.
Title: Re: The Big Giant Icon Thread
Post by: claudiolima on June 05, 2013, 11:44:52 PM
I tried download all parts but something seems corrupted. 7zip can't descompact... (sry my english)
Title: Re: The Big Giant Icon Thread
Post by: DeadMetal on June 05, 2013, 11:51:16 PM
Great work codewalker, however I am trying desparately to load the Parez Park map, please anyone advised on how to do this.
Title: Re: The Big Giant Icon Thread
Post by: Ouroboratika on June 05, 2013, 11:59:14 PM
Great work codewalker, however I am trying desparately to load the Parez Park map, please anyone advised on how to do this.

Here's a list of all the maps. I found it earlier in the thread.

https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0 (https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0).
Title: Re: The Big Giant Icon Thread
Post by: malonkey1 on June 06, 2013, 12:21:24 AM
I tried download all parts but something seems corrupted. 7zip can't descompact... (sry my english)

No worries. The word you want is decompress.
Title: Re: The Big Giant Icon Thread
Post by: GamingGlen on June 06, 2013, 06:47:41 PM
I'm happily making a comic book of screenshots again, but I noticed a lot of emotes I wish had been in the game. For instances: sitting AND talking, sitting with face facing left or right, sitting with face facing left or right AND talking.  There's many more.

And being able to place NPCs where I want them, doing emotes that I want them to do... almost better than COH being live, for the sake of screenshots. 

Put away the tar and feathers, I said ALMOST!!!!!   
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on June 07, 2013, 12:37:34 AM
I'm happily making a comic book of screenshots again, but I noticed a lot of emotes I wish had been in the game. For instances: sitting AND talking, sitting with face facing left or right, sitting with face facing left or right AND talking.  There's many more.

And being able to place NPCs where I want them, doing emotes that I want them to do... almost better than COH being live, for the sake of screenshots. 

Put away the tar and feathers, I said ALMOST!!!!!

I here ya. It's weird seeing he city so lifeless and empty - bu tfor me its better then no city at all.

I'm not making comics or anything the least bit ambitious but I am able to get screenshots of a lot of places I didn't get a chance to getbefore the game closed.

I made a screensaver slideshow with my screenshots and a ton I downloaded from here and other places. Something to keep me happy as I see all the familiar places pop up on my screen.
Title: Re: The Big Giant Icon Thread
Post by: Illusionss on June 07, 2013, 05:29:15 PM
After some trouble and experimentation - I am not really handy with this sort of thing - I got issue24 beta onto my desktop and I can launch Icon from that folder. The only problem is, the 50 or so costumes I had saved on the other version of Icon are now gone. Do I have to make them all over again? That was a lot of work.... it can be done again of course, but am I just overlooking something stupid?
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on June 07, 2013, 05:33:54 PM
After some trouble and experimentation - I am not really handy with this sort of thing - I got issue24 beta onto my desktop and I can launch Icon from that folder. The only problem is, the 50 or so costumes I had saved on the other version of Icon are now gone. Do I have to make them all over again? That was a lot of work.... it can be done again of course, but am I just overlooking something stupid?

You made these 50 or so in Issue 23, then?

As long as you didn't overwrite your Issue 23 with Issue 24, then your costumes will be in the Issue 23 folder.

Your I23 folder being wherever you installed it, of course.

Usually under Program Files for Windows, but I'm real bad at explaining this sort of thing, so..

:P
Title: Re: The Big Giant Icon Thread
Post by: Illusionss on June 07, 2013, 07:00:51 PM
No, I know if I pull up my issue 23 Icon, those will still be over there.

I'm going to have to make them again for the issue 24 one though, right? Oh well, first world problems  8)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on June 07, 2013, 07:03:59 PM
You just need to copy the costumes folder from you I23 folder to your I24. Be sure and use right click copy / paste to do it, or hold control while dragging to make sure you don't move by accident.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on June 07, 2013, 07:43:08 PM
Yeah, just copy your I23 costumes folder over to I24, they'll work fine.

I probably should've mentioned that in the first place, but I was a bit pre-occupied at the time.

Assuming you have no costumes in your I24 folder for them, there's no worry of overwriting or copying over anything.

:D
Title: Re: The Big Giant Icon Thread
Post by: claudiolima on June 08, 2013, 12:07:56 AM
I trying  "/ spawn_npc" and nothing appears.  ???
Title: Re: The Big Giant Icon Thread
Post by: saipaman on June 08, 2013, 12:11:07 AM
Go back to this post and you'll see what you did wrong:

http://www.cohtitan.com/forum/index.php/topic,7288.msg119950.html#msg119950
Title: Re: The Big Giant Icon Thread
Post by: GamingGlen on June 08, 2013, 02:54:45 AM
Something else I just realized moving about the empty Paragon City: no villains mugging citizens every few 100 feet.

That was one of the things that bugged me about the game, way too many street spawns.
Title: Re: The Big Giant Icon Thread
Post by: batqueen on June 08, 2013, 03:04:35 AM
Funny,  I used to be on my way somewhere, and stop and beat the tar out of a group of greys, because- 5 guys against one little old lady? really?
Title: Re: The Big Giant Icon Thread
Post by: Shenku on June 08, 2013, 06:05:18 AM
Funny,  I used to be on my way somewhere, and stop and beat the tar out of a group of greys, because- 5 guys against one little old lady? really?

I think a lot of people did that, I know I did. We were heroes after all, it's what we did. Didn't matter that we got no experience or reward of any kind, but that wasn't the point. We did it because it was the "heroic" and "right" thing to do.

Or it was because we were simply bored, and wanted to see how far across Atlas Park/how high we could punch a Hellion with a knock-back/up power 6-slotted for knock-back... :P
Title: Re: The Big Giant Icon Thread
Post by: æhæd on June 08, 2013, 01:51:33 PM
Thanks Christopher Robin for pointing me back here today, and thank you wonderful people for restoring my Secret Garden  :-*. Flying around solo in random maps is actually all that I need. I feel so at peace suddenly.
Title: Re: The Big Giant Icon Thread
Post by: Illusionss on June 08, 2013, 02:12:19 PM
Well, I copied my costumes over to the new beta file, and then it stopped letting me enter the game. So I re-downloaded, and now I am in an endless Tiaxti loop. Trying to open the files merely returns me to Tiaxti, which says I have already downloaded the file. Trying to drag the folder icon onto my desktop just gets me an error message.

Guess this isn't for me, but I will continue to enjoy the issue 23 version.
Title: Re: The Big Giant Icon Thread
Post by: Golden Ace on June 08, 2013, 02:13:38 PM
Didn't matter that we got no experience or reward of any kind, but that wasn't the point. We did it because it was the "heroic" and "right" thing to do.


Ah this brings me back.  Sappers.  I had a special bind for sappers. I would constantly press it while flying through a zone where sappers were known to be.  when one came into my sites I would fly half a zone to get to him and hit him with my holds, and only my holds. slowly letting him stay there frozen unable to do anything while his health slowly whittles away to nothing. NOBODY DOES THAT TO ME YOU HEAR ME SAPPERS??!!!!  Yeah I probably killed thousands of them that way over the years.
Title: Re: The Big Giant Icon Thread
Post by: malonkey1 on June 08, 2013, 02:59:33 PM
you need "/spawn_npc <NPC_Model_Name> <NPC name>"

two parameters, first the name of the model, then the name that hovers over it when you target it.
Title: Re: The Big Giant Icon Thread
Post by: Shenku on June 08, 2013, 05:38:02 PM
Ah this brings me back.  Sappers.  I had a special bind for sappers. I would constantly press it while flying through a zone where sappers were known to be.  when one came into my sites I would fly half a zone to get to him and hit him with my holds, and only my holds. slowly letting him stay there frozen unable to do anything while his health slowly whittles away to nothing. NOBODY DOES THAT TO ME YOU HEAR ME SAPPERS??!!!!  Yeah I probably killed thousands of them that way over the years.

I had that bind too, but also incorporated into it the terms "Cyst" "Void" and "Quantum" for when I was playing on my Kheldians. Had a bunch of instances when teaming where I almost needed to disable the bind because one of my teammates had Quantum in their name, and I had for whatever reason forgotten about the bind, which made me continuously target them every time I hit my Tab key to target the next enemy... Using Tab targeting spoils you for those instances that you have to manually target enemies mid-fight with your mouse...

"Dagnabbit Quantum Hero! Why do I keep targeting you!?" >:(
Title: Re: The Big Giant Icon Thread
Post by: Blackmoor on June 08, 2013, 08:08:48 PM
Well, I copied my costumes over to the new beta file, and then it stopped letting me enter the game. So I re-downloaded, and now I am in an endless Tiaxti loop. Trying to open the files merely returns me to Tiaxti, which says I have already downloaded the file. Trying to drag the folder icon onto my desktop just gets me an error message.

Guess this isn't for me, but I will continue to enjoy the issue 23 version.

You're clearly doing something wrong, but don't give up! The fact that you were previously able to launch icon from the i24 folder says that you were initially on the right track.

"Well, I copied my costumes over to the new beta file, and then it stopped letting me enter the game."

If you simply copied the "costumes" folder from your i23 folder to the new i24 folder, this wouldn't be happening.

Make sure that you still have a full "costumes" folder in your i23 client folder, and then delete everything i24. Then, download the i24 client using BitTorrent instead. :)
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on June 08, 2013, 09:36:31 PM
You're clearly doing something wrong, but don't give up! The fact that you were previously able to launch icon from the i24 folder says that you were initially on the right track.

"Well, I copied my costumes over to the new beta file, and then it stopped letting me enter the game."

If you simply copied the "costumes" folder from your i23 folder to the new i24 folder, this wouldn't be happening.

Make sure that you still have a full "costumes" folder in your i23 client folder, and then delete everything i24. Then, download the i24 client using BitTorrent instead. :)

Yeah, this.

Illusionss, what operating system do you have, if you know?

Windows XP? Windows 7? Mac?

:)
Title: Re: The Big Giant Icon Thread
Post by: Wulfrich on June 08, 2013, 10:56:17 PM
Thank you codewalker for doing this.
Title: Re: The Big Giant Icon Thread
Post by: Spineshank on June 08, 2013, 10:56:30 PM
First of all, thanks for all of the hard work and dedication that went into this. I've been 'spottily' following this from the beginning, and it's came a long, long way. Just being able to fly around the city once again has taken the edge off. As many others have said, there's been nothing out there, nor will there likely ever be, to fill that void.

Anyways, have 2 questions. I'll apologize now, as I'm sure they've already been answered, but Search has failed me, and sifting through so many pages seems silly when I can ask someone to reiterate.

1) A while back, we were able to use a 'Dev' version of the costume creator to utilize some of the awesome pieces that were never made available. Is/will there be an icon release to accommodate a 'Dev' version?

2) Is there a way to wield weapons, like a sword or shield? Would love to get some shots of some toons that are "battle-ready"

Thanks again guys, keep up the great work.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on June 08, 2013, 11:10:51 PM
1) A while back, we were able to use a 'Dev' version of the costume creator to utilize some of the awesome pieces that were never made available. Is/will there be an icon release to accommodate a 'Dev' version?

2) Is there a way to wield weapons, like a sword or shield? Would love to get some shots of some toons that are "battle-ready"

Thanks again guys, keep up the great work.

1) See the below:
Quote from: Codewalker
NPC Edit Mode

To launch the game in NPC Edit mode, you need to run Icon with a -n switch.

On Windows, the easiest way to do that is to create a shortcut to icon.exe (right click on icon.exe and use "Create Shortcut"). Once its created, right click on the shortcut and go to properties.

In the first box, "Target", go to the VERY end of the line, after everything else. Add a space, then type -n

Hit OK. You can then rename the shortcut so that you know it's for the NPC editing version, or move it to your desktop if you want.

The above instructions work with the latest Icon version.

(https://images.weserv.nl/?url=s1.postimg.org%2F7mp8la8sr%2Ficonshortcuthelp.png)

2) Not as far as I know. Your shield might show up, but not sure. Weapons only appear when you get into the battle pose.

However, they could possibly show up if you use a weapon related MOV.

I'll go try it.

EDIT: Doesn't seem to work very good. The animations activate, but aren't consistent/steady/they don't stay with your weapon out.

Still unsure about shields.

???
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on June 09, 2013, 12:03:48 AM
I find I quite creepy to use the "noclip" command and get under the cities. Usually you can find some of the indoor rooms down around there and I one flew down towards a huge blue box an turned out to be the arena lobby.

Or to fly down inside City Hall and see the mirror version they used for the reflection in the floor.

Title: Re: The Big Giant Icon Thread
Post by: Spineshank on June 09, 2013, 12:34:28 AM
Awesome, thanks for the info Arachnion.

Didn't even think to try the NPC Edit mode with this version. As for the weapons, I can deal without those. As stated, just being able to run around is awesome enough.
Title: Re: The Big Giant Icon Thread
Post by: Golden Girl on June 09, 2013, 02:20:20 AM
Or to fly down inside City Hall and see the mirror version they used for the reflection in the floor.

I always thought that was one of the cleverest graphical "tricks" in the game, and it was nice the way they kept it even after adding reflective textures in I18.
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on June 09, 2013, 03:54:59 AM
I always thought that was one of the cleverest graphical "tricks" in the game, and it was nice the way they kept it even after adding reflective textures in I18.

Also made for a great glitch where if you targeted your teleport circle just the right way you could teleport down there. I remember hearing about people having to petition a GM to get them out since it didn't work both ways.

Got fixed of course at some point.

Just like the one time in Grandville after a patch they forgot the doors on the main building so no one could get in.

Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on June 09, 2013, 04:28:29 AM
Just like the one time in Grandville after a patch they forgot the doors on the main building so no one could get in.
I respec'd one of my off-toons into recall friend for that. I played Taxibot for a few hours ferrying people in and out of the tower :)


edit: speelink...I don't know how you plaid a Taxibot.
Title: Re: The Big Giant Icon Thread
Post by: Insatiable One on June 09, 2013, 04:57:37 AM
ok i was able to load map yesterday and today i cant.  i reinstalled to see if that cleared it up.  f1 also never worked for me.   but /loadmap_prompt brought up the interface wher ei coul denter a map location previously, but it doesnt do that anymore.  any suggestions?
Title: Re: The Big Giant Icon Thread
Post by: Triplash on June 09, 2013, 09:07:01 AM
edit: speelink...I don't know how you plaid a Taxibot.

...Multiclass him as a lumberjack?
Title: Re: The Big Giant Icon Thread
Post by: malonkey1 on June 09, 2013, 02:00:25 PM
...Multiclass him as a lumberjack?

Oh, I'm a lumberjack, and I'm okay; I sleep all night and I work all day...
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on June 09, 2013, 03:48:26 PM
I always thought that was one of the cleverest graphical "tricks" in the game, and it was nice the way they kept it even after adding reflective textures in I18.

They removed true reflective surfaces shortly after attempting them in Ultra Mode in favor of pseudo-reflections with cube maps. True reflections was too flop intensive.
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on June 09, 2013, 03:56:15 PM
I don't know how you plaid a Taxibot.
Step one- Render Arbi Fab unconscious to prevent interference...
Title: Re: The Big Giant Icon Thread
Post by: RockLeeXIII on June 09, 2013, 05:53:51 PM
 :) Thank you :)

i'm speechless :) being able to fly thru the city again really makes me happy :)

I look forward to more releases :)
Title: Re: The Big Giant Icon Thread
Post by: Wyrm on June 09, 2013, 11:00:23 PM
I didn't stop grinning from the moment the "Loading" bar appeared mid-screen.  Weird as this may sound, my favorite moment was hearing the CC music again.  Everything else was just gravy; when I heard the music, I had something important back.

Thank you.  I don't know why I waited so long to dl this.
Title: Re: The Big Giant Icon Thread
Post by: Von Krieger on June 10, 2013, 01:07:16 AM
Oh, I'm a lumberjack, and I'm okay; I sleep all night and I work all day...

....and hangs around in bars? Eeeeurgh!
Title: Re: The Big Giant Icon Thread
Post by: Fyyar on June 10, 2013, 08:21:49 AM
Thanks for this - Just made me realized how much  I have missed CoH. Flying through Steel Canyon and Kings Row...  good memories :)
Title: Re: The Big Giant Icon Thread
Post by: Draeth Darkstar on June 10, 2013, 09:03:39 AM
Is it possible to make spawned NPCs fly and/or appear with VFX from powers on them (specifically, toggle powers)?

Also, is it possible to make your avatar appear with toggle VFX?
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on June 10, 2013, 09:50:44 AM
Not currently. If you want to do that, you should look into demo editing instead.
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on June 10, 2013, 11:11:41 AM
Just a FYI Data Point: The Wikified version of the Titan Icon announcement (http://paragonwiki.com/wiki/Titan_Icon) which includes all the pertinent links has had over 560 hits. The page was created just a week ago.
Title: Re: The Big Giant Icon Thread
Post by: r00tb0ySlim on June 10, 2013, 06:02:03 PM
Just a FYI Data Point: The Wikified version of the Titan Icon announcement (http://paragonwiki.com/wiki/Titan_Icon) which includes all the pertinent links has had over 560 hits. The page was created just a week ago.

This is awesome..Thanks!!!
Title: Re: The Big Giant Icon Thread
Post by: r00tb0ySlim on June 10, 2013, 09:57:33 PM
OK, so I get to character select screen and it shuts down at first click or if I minimize my CoH program folder....any ideas?  I am updated to i23.  I'm not stupid, just dumb and it's been a long day.....Thanks all.
Title: Re: The Big Giant Icon Thread
Post by: Lycantropus on June 10, 2013, 10:00:11 PM
Just a FYI Data Point: The Wikified version of the Titan Icon announcement (http://paragonwiki.com/wiki/Titan_Icon) which includes all the pertinent links has had over 560 hits. The page was created just a week ago.
Agreed. that is awesome. :)

Another feature of this I'd like to see is to be able to save progress on maps, or be able to create/edit new ones. Like many others, I'm guilty of trying to repopulate maps with citizens and the like ;D

*edit: Naturally, I find Leandro's thread about how to create maps not ten minutes later... of course that still doesn't invalidate my wish to have something a little less... complicated*

I don't know how hard that would be though, nor do I think I'd want to potentially break any of the actual game assets (the original mapsets) to do it; like have us be able to save them as separate load files or something. I think it might be fun to be able to set up and populate maps, and maybe even share them with each other, like artistic scenes and stuff.

Also, I know the system had to be fidgeted with to simulate Fly. Is there a way to simulate Sprint or Combat Jump as well? I've been skiing a lot too, and noticed that it's a bit trickier without them.

I don't know what the limits of what Icon can do, and I don't want to take away from other related projects that may or may not exist in parallel to Icon. Frankly, it's just nice to be able to run around "my city" again all the same.

Lyc~
Title: Re: The Big Giant Icon Thread
Post by: malonkey1 on June 10, 2013, 10:11:03 PM
OK, so I get to character select screen and it shuts down at first click or if I minimize my CoH program folder....any ideas?  I am updated to i23.  I'm not stupid, just dumb and it's been a long day.....Thanks all.

You'll want to upgrade to I24 (Linky! (http://www.savecoh.com/p/download-issue-24-beta.html)). That should smooth out the glitches a bit.
Title: Re: The Big Giant Icon Thread
Post by: r00tb0ySlim on June 10, 2013, 10:24:33 PM
Ok..gonna upgrade then for the win.  Thanks malonkey1  :)
Title: Re: The Big Giant Icon Thread
Post by: Donathius on June 10, 2013, 11:02:48 PM
For your consideration I present Lord Recluse(https://i.imgur.com/JtOmx3R.jpg)
Title: Re: The Big Giant Icon Thread
Post by: Cyclone Jack on June 10, 2013, 11:42:25 PM
This is amazing!  Thank you for all the time you have put into this.  Just having the costume creator is fantastic, but to be able to fun (and fly) around the city, even if it is empty, scratches that itch.  Now to figure out where the costumes are saved to. :)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on June 11, 2013, 06:55:26 AM
Titan Icon 1.7
What's this I hear about a party in Firebase Zulu?

Download! (http://repo.cohtitan.com/icon/icon.exe)

Release Notes:
Title: Re: The Big Giant Icon Thread
Post by: downix on June 11, 2013, 07:28:40 AM
There went any productive work tomorrow...
Title: Re: The Big Giant Icon Thread
Post by: Twi on June 11, 2013, 07:34:34 AM
Work is for losers, anywho.
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on June 11, 2013, 09:38:56 AM
Oh heck yes
Title: Re: The Big Giant Icon Thread
Post by: Energy Aura on June 11, 2013, 10:12:17 AM
Nice work CW.  Another step towards a reawakened dream of a playable CoH!!!

Hats off to you
Title: Re: The Big Giant Icon Thread
Post by: darkgob on June 11, 2013, 10:25:30 AM
Stop being so awesome dammit!!!
Title: Re: The Big Giant Icon Thread
Post by: Sugoi on June 11, 2013, 11:00:19 AM
Really Sweet!

First thing I did was to bring my 2nd Main character, Frankie Fusion (Kin/Rad Def) into Atlas to report for upgrade training from my Favorite character Sugoi (Emp/Psy Def).  Hmm now I have to find a good image server to load some of these things up online to share em!

(https://i37.photobucket.com/albums/e86/Sugoi-chan/screenshot_130611-06-44-42.jpg) (http://s37.photobucket.com/user/Sugoi-chan/media/screenshot_130611-06-44-42.jpg.html)

Yay Photobucket!
Title: Re: The Big Giant Icon Thread
Post by: OzonePrime on June 11, 2013, 11:24:55 AM
There went any productive work tomorrow...

Lol! You said that right!
Thank you, Codewalker!
Title: Re: The Big Giant Icon Thread
Post by: Triplash on June 11, 2013, 11:31:33 AM
(https://i813.photobucket.com/albums/zz55/KansasCrawford/Funny%20Pics/HotDarn_zps2739945c.jpg)
Title: Re: The Big Giant Icon Thread
Post by: Dasher on June 11, 2013, 12:13:13 PM
Quick question: McAfee went bugsh*t when I went to download this, gave me a big red warning pop up about detecting trojans and viruses.
Ran a scan, McAfee said it was clean.
Comments? Suggestions? Advice?
Title: Re: The Big Giant Icon Thread
Post by: Tyger on June 11, 2013, 12:25:28 PM
Quick question: McAfee went bugsh*t when I went to download this, gave me a big red warning pop up about detecting trojans and viruses.
Ran a scan, McAfee said it was clean.
Comments? Suggestions? Advice?
False Positive. I had it with version 1.6 and AvG. I'd imagine it's because of how Icon modifies the City.exe; it's picking it up as viral activity. I had similar behaviour with the Halo Editing Kit.
Title: Re: The Big Giant Icon Thread
Post by: skippy7721 on June 11, 2013, 12:41:50 PM
This is really great!

I was wondering, to have the cars and pedestrians walking, is that server side as well?
Title: Re: The Big Giant Icon Thread
Post by: goodtime on June 11, 2013, 01:28:18 PM
I want to pay my supergroup rent so I can go inside.  :(

Thanks again, Codewalker.  Excellent work.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on June 11, 2013, 01:35:02 PM
I was wondering, to have the cars and pedestrians walking, is that server side as well?

Pedestrians are purely server side. They use AI pathing, which the client has neither the code to handle, nor the data for the path nodes.

Car routes do technically exist in the client-side maps (you can even see them with F4 on). I'm not sure how much code it would take to simulate that, but my initial feeling is that it would be a lot.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on June 11, 2013, 04:27:50 PM
There went any productive work tomorrow...
That it did.
Title: Re: The Big Giant Icon Thread
Post by: Xenos on June 11, 2013, 04:29:50 PM

  • New command: /load_costume Filename
    By popular demand, this command loads a costume from a .costume file. The file should be located in the "costumes" subfolder of your COH install -- this is the same one that is used for loading or saving costumes from the character creator. You should not include the .costume extension in the name, just use the name of the character that the costume was saved for.

    If you are targeting an NPC when you use this command, it will load the costume onto that target instead of yourself.

....aaannd cue the group shots!

This is really quite fantastic. Seriously, your work on Icon is nothing short of amazing. Not only am I getting to rediscover the City with all the graphic bells and whistles turned on (got a new iMac), I'll finally be able to have an all-star team of all my favorite characters. Very cool.

Time to rebuild all the costumes I did not save...unless someone has figured out a smart and easy way to extract the costume files from the Sentinel files??? I think someone was working on that...
Title: Re: The Big Giant Icon Thread
Post by: Ouroboratika on June 11, 2013, 05:26:08 PM
I'm really curious about the access level commands. Is there any way to find a list of these commands?
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on June 11, 2013, 05:28:36 PM
Hit the backtick (`) key, may also be tilde (unshifted ~) on your keyboard to bring up the console. cmdlist will show you most of them, though there may be too many to scroll through the whole list. cmds [name] will search. That's all built into the client (if you have AL>1) and not new commands added by Icon.

One thing that definitely won't work is the map editor, since Icon overwrites part of its UI code in order to steal the coordinate editor for F3. However the map editor doesn't work without a server to handle the commands that it sends anyway.
Title: Re: The Big Giant Icon Thread
Post by: Ouroboratika on June 11, 2013, 05:36:27 PM
Awesome, thanks! I'll check it out.
Title: Re: The Big Giant Icon Thread
Post by: GuyPerfect on June 11, 2013, 05:39:03 PM
Icon now includes the patch that allows the game client to load any files as overrides from data/. This should make loading custom maps, geobins, and other mods easier in the future.

To showcase this, I've prepared a zip file. Add its contents to the data/ subdirectory of your City of Heroes installation.

http://repo.cohtitan.com/icon/EchoAtlas_r2.zip

IMPORTANT: This is only for the Issue 24 client.

It will add a new map of Atlas Park that uses the original, 2004 launch data, complete with old-fashioned Atlas statue.

To get to it, use the following slash command:

Code: [Select]
/loadmap maps/City_Zones/City_01_01/City_01_01_Echo.txt
(https://i7.photobucket.com/albums/y255/bgng/WhatAmThis_zps974166f1.jpg)
Title: Re: The Big Giant Icon Thread
Post by: RockLeeXIII on June 11, 2013, 06:40:02 PM
Once again CodeWalker , i am at a loss for words ... awesome job does not even cut it  :)

thank you very much ...  :)
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on June 11, 2013, 06:47:33 PM
Hit the backtick (`) key, may also be tilde (unshifted ~) on your keyboard to bring up the console. cmdlist will show you most of them, though there may be too many to scroll through the whole list. cmds [name] will search. That's all built into the client (if you have AL>1) and not new commands added by Icon.

One thing that definitely won't work is the map editor, since Icon overwrites part of its UI code in order to steal the coordinate editor for F3. However the map editor doesn't work without a server to handle the commands that it sends anyway.

You can also sort commands by letter using cmds a, cmds b, etc IIRC.

:)
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on June 11, 2013, 07:29:44 PM
Arachnion and I got the Titan Icon wiki page updated.
Title: Re: The Big Giant Icon Thread
Post by: Cyclone Jack on June 11, 2013, 07:42:40 PM
The file should be located in the "costumes" subfolder of your COH install -- this is the same one that is used for loading or saving costumes from the character creator.

Just an FYI, my costumes are saving to:

C:\Users\%currentuser%\AppData\Local\VirtualStore\Program Files (x86)\NCSoft\City of Heroes Icon\costumes

If I am in C:\Program Files (x86)\NCSoft\City of Heroes Icon\costumes I have to click on Compatibility Files, which redirects me to the above path.  Not sure why it is doing this for me, but if other users find that their costumes are saving, but cannot be found in the default path, they know where to look.
Title: Re: The Big Giant Icon Thread
Post by: angelo.pampalone on June 11, 2013, 09:12:37 PM
To showcase this, I've prepared a zip file. Add its contents to the data/ subdirectory of your City of Heroes installation.

http://repo.cohtitan.com/icon/EchoAtlas.zip
.....

Hi, I don't have a data directory in my CohBeta (i24 downloaded after CoH closure).
How do I proceed?

Angelo
Title: Re: The Big Giant Icon Thread
Post by: GuyPerfect on June 11, 2013, 09:20:29 PM
Just create a directory called data. It'll be at the same level as costumes, piggs and screenshots. Inside that data directory, put the contents of the zip file.
Title: Re: The Big Giant Icon Thread
Post by: Defiant Target on June 11, 2013, 09:23:37 PM
This gets better and better, Thank You  ;D

I can now build my army ......  ;)


(https://img.photobucket.com/albums/v331/skelPS/screenshot_130611-21-07-29.jpg) (http://smg.photobucket.com/user/skelPS/media/screenshot_130611-21-07-29.jpg.html)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on June 11, 2013, 09:38:27 PM
I sure hope you used /bind for that and didn't type all those loadcostumes by hand...
Title: Re: The Big Giant Icon Thread
Post by: Defiant Target on June 11, 2013, 09:55:50 PM
I sure hope you used /bind for that and didn't type all those loadcostumes by hand...

Ha now he mentions it :P  :roll: ;D

Yes i did it by hand tho didn't take that long  ;)
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on June 11, 2013, 10:02:46 PM
(https://images.weserv.nl/?url=s10.postimg.org%2F6u10tcvyh%2Fscreenshot_130611_17_56_32.jpg)
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on June 11, 2013, 10:20:57 PM
Thank you very much! I remember to have asked you not long ago if we would have at least the NPC back to their original place and it feels way less lonely now to have them there :)

Ms Liberty took her rightful spot lol

Thank you for your hardwork :)
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on June 11, 2013, 10:33:25 PM
Now to see which of the big monsters can do /em popdance...
Title: Re: The Big Giant Icon Thread
Post by: GenericHero05 on June 11, 2013, 11:22:50 PM
To showcase this, I've prepared a zip file. Add its contents to the data/ subdirectory of your City of Heroes installation.

http://repo.cohtitan.com/icon/EchoAtlas.zip

It will add a new map of Atlas Park that uses the original, 2004 launch data, complete with old-fashioned Atlas statue.

To get to it, use the following slash command:

Code: [Select]
/loadmap maps/City_Zones/City_01_01/City_01_01_Echo.txt
(https://i7.photobucket.com/albums/y255/bgng/WhatAmThis_zps974166f1.jpg)



For me, the map loads fine but I don't have any Atlas statue.
Title: Re: The Big Giant Icon Thread
Post by: GuyPerfect on June 12, 2013, 12:16:20 AM
* Are you running the Issue 24 client?
* Did defnames.bin get copied correctly into the data/bin directory?
* Did the .bin files for both the zone and the statue get copied correctly into the data/geobin/... directories?
* Did the .geo file get copied correctly into the data/object_library/... directory?

If yes to all of those...

* Try deleting lods.bin and see if that fixes it.
Title: Re: The Big Giant Icon Thread
Post by: borgking001a on June 12, 2013, 12:35:55 AM
Titan Icon 1.7
What's this I hear about a party in Firebase Zulu?

Download! (http://repo.cohtitan.com/icon/icon.exe)

Release Notes:
  • Icon now displays a message with its version number when first entering a map, to help you be sure that you're running the version you intend to.

  • Some of the residents of Paragon City thought that empty zones were boring, and decided to come hang out. This includes contacts, trainers, and any npc that's a "Persistent" NPC -- one that is hardcoded in the map data to always be present and not spawned conditionally by the server. If you want to return to the ghost town, you can use:

  • New command: /clear_npc
    Wipes all NPCs off the face of the map.

  • Known Issue: Some NPCs display a P-string for a name instead of their actual name. Unfortunately, the localized names for some of the NPCs are not present in the client files, as this is information that is normally sent by the server. If your favorite NPC is affected by this, feel free to use:

  • New command: /rename Name
    Changes the name of the targeted entity to what you specify after the command. May optionally be enclosed in quotes, but not required. If you don't have an NPC targeted, changes your own name.

  • New command: /load_costume Filename
    By popular demand, this command loads a costume from a .costume file. The file should be located in the "costumes" subfolder of your COH install -- this is the same one that is used for loading or saving costumes from the character creator. You should not include the .costume extension in the name, just use the name of the character that the costume was saved for.

    If you are targeting an NPC when you use this command, it will load the costume onto that target instead of yourself.

  • New command: /be_npc NPC_Name
    Ever wanted to know what it was like to be the Avatar of Hamidon? Type "/benpc Avatar_Hamidon" and find out! This takes the same type of NPC costume specification as the /spawn_npc command -- see the wiki page for links to a full list.

    You can also use this command while targeting an NPC to turn it into a different NPC.

  • Along with persistent NPCs, Icon now spawns all the doors that are referenced by zone maps. They are non-functional, but look better than empty spaces where they should be.

  • Fixed the /spawn_npc command to prevent a buffer overflow that could possibly crash the client if very long names are used.

  • Icon now includes the patch that allows the game client to load any files as overrides from data/. This should make loading custom maps, geobins, and other mods easier in the future.

  • New command: /access_level Number
    This command changes your client access level. Cheater.

    The default access level is 0. Higher access levels unlock many, many developer and debugging commands, which are outside the scope of this post. There are no commands that require higher than access level 9.

    Caution! These commands are intended for developer use, and many are not user-friendly. Several of them will crash your game client. Proceed at your own risk.

At the rate you're going, you could make this a single player game!
Title: Re: The Big Giant Icon Thread
Post by: Heroette on June 12, 2013, 01:02:02 AM
Thank you for all your hard work.  I will have to make Penelope next time.
Title: Re: The Big Giant Icon Thread
Post by: GuyPerfect on June 12, 2013, 01:04:49 AM
I have edited my earlier post (http://www.cohtitan.com/forum/index.php/topic,7288.msg120734.html#msg120734) to say that the Atlas Park patch MUST have the Issue 24 client, not Issue 23.
Title: Re: The Big Giant Icon Thread
Post by: GamingGlen on June 12, 2013, 01:45:41 AM
Quote
At the rate you're going, you could make this a single player game!

Shush you.  This is one of those things we don't talk about.  :-X   (but hope for!  ;) )   
Title: Re: The Big Giant Icon Thread
Post by: Blackmoor on June 12, 2013, 02:15:25 AM
At the rate you're going, you could make this a single player game!

I'm going to mercilessly tease you about this post on our next Magisterium run. Just you wait.
Title: Re: The Big Giant Icon Thread
Post by: Torroes.Prime on June 12, 2013, 03:22:41 AM
damn it Codewalker I get home from work I see my email box over loaded with all my Demo editors (http://www.cohtitan.com/forum/index.php/topic,7277.0.html) asking if they're fired and they just link back to this! Stop giving me heart attacks!
Title: Re: The Big Giant Icon Thread
Post by: Shenku on June 12, 2013, 03:54:00 AM
I just wasted the last four hours recreating 13 of my most played characters who's costumes I didn't have saved already, then assembling them into a group shot that I never would have found the time to demo edit together otherwise, all the while during time I should have spent being productive...

(https://i1206.photobucket.com/albums/bb456/Shenku85/screenshot_130611-22-40-37_zps2b2b9b77.jpg~original)

On the plus side, I enjoyed every minute of it...

Side note: Yeah, I know the typical tribute everyone does is suppose to have them all holding torches, but I couldn't get Cookie Thief to stop eating her cookies... She does love her some cookies... :P
Title: Re: The Big Giant Icon Thread
Post by: Torroes.Prime on June 12, 2013, 05:24:01 AM
okay, I must be doing something wrong. I can't spawn npcs. I could, I did it. I even macroed the command to spawn Statesmans... just cause. but now I can not spawn NPCs at all. I've tried every variant of the command I can think of including:

spawn_npc black_swan
/spawn_npc black_swan
Spawn_Npc black_swan
/Spawn_npc black_swan
/SPAWN_NPC BLACK_SWAN
spawn_npc black_swan
Spawn_Npc black_swan
Spawn_npc black_swan
SPAWN_NPC BLACK_SWAN

In every case now I get the following response:
Unknown command: spawnnpc black_swan

or whatever variant of the command I have used. Does anyone have any thoughts or suggestions as to a remedy for this?
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on June 12, 2013, 05:25:11 AM
You need two parameters for the spawnnpc command.

/spawn_npc MODELNAMEHERE DISPLAYNAMEHERE
Title: Re: The Big Giant Icon Thread
Post by: Torroes.Prime on June 12, 2013, 05:34:46 AM
You need two parameters for the spawnnpc command.

/spawn_npc MODELNAMEHERE DISPLAYNAMEHERE

tried it. Still unknown command.
Title: Re: The Big Giant Icon Thread
Post by: Lycantropus on June 12, 2013, 05:52:22 AM
Hey Torroes! It's because it's /spawnnpc (there's no _ in between the two) then put a space between the link and the name

So, as in your example, you want to spawn Black Swan you need to type in:

/spawnnpc Black_Swan Black Swan

(the first is the command, the next is the code, the third you need to give it a name- doesn't have to be black swan though could be /spawnnpc Black_Swan Natalie Portman Psycho... if you wanted. The first two are the relevant ones)

Hope that helps!

P.S. Thank you so much, Codewalker, and all the others that work so hard to keep Paragon City vital. Tonight was one of those nights I missed it a lot (why do all the other MMO's have such a small team limit...)

Lyc~ the Proton werewolf (inside joke)
Title: Re: The Big Giant Icon Thread
Post by: RockLeeXIII on June 12, 2013, 07:22:33 AM
okay, I must be doing something wrong. I can't spawn npcs. I could, I did it. I even macroed the command to spawn Statesmans... just cause. but now I can not spawn NPCs at all. I've tried every variant of the command I can think of including:

spawn_npc black_swan
/spawn_npc black_swan
Spawn_Npc black_swan
/Spawn_npc black_swan
/SPAWN_NPC BLACK_SWAN
spawn_npc black_swan
Spawn_Npc black_swan
Spawn_npc black_swan
SPAWN_NPC BLACK_SWAN

In every case now I get the following response:
Unknown command: spawnnpc black_swan

or whatever variant of the command I have used. Does anyone have any thoughts or suggestions as to a remedy for this?

greetings

been doing this  all of yesterday ... try this :

/spawn_npc black_swan swan

should work fine ... was  spawning zombies just around random maps ... and having alot of fun ... reminded me of the early Halloween event last year ...
/spawn_npc zombie_invasion_13 billy

thanks again code walker
Title: Re: The Big Giant Icon Thread
Post by: Triplash on June 12, 2013, 07:38:23 AM
Now to see which of the big monsters can do /em popdance...

Finally! Someone who has their priorities straight! :D
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on June 12, 2013, 08:16:57 AM
tried it. Still unknown command.
For giggles and for CYA, what version does it say when you load it up? If it says 1.7, you're good. If it doesn't say anything, you're running the wrong version.
Title: Re: The Big Giant Icon Thread
Post by: darkgob on June 12, 2013, 10:32:10 AM
Hey Torroes! It's because it's /spawnnpc (there's no _ in between the two)
It doesn't matter, the client ignores underscores in slash commands.
Title: Re: The Big Giant Icon Thread
Post by: GenericHero05 on June 12, 2013, 11:12:09 AM
* Are you running the Issue 24 client?
* Did defnames.bin get copied correctly into the data/bin directory?
* Did the .bin files for both the zone and the statue get copied correctly into the data/geobin/... directories?
* Did the .geo file get copied correctly into the data/object_library/... directory?

If yes to all of those...

* Try deleting lods.bin and see if that fixes it.

Delete lods.bin worked like a charm. Thanks so much!
Title: Re: The Big Giant Icon Thread
Post by: spindisc on June 12, 2013, 02:15:14 PM
Title: Re: The Big Giant Icon Thread
Post by: Back Blast on June 12, 2013, 02:18:01 PM
This is just too cool. Went a little crazy last night and turned myself into a jet plane and helicopter and zoomed around AP. Kinda fun and funny. *whoosh* *thupthupthupthup* Also tried being the ghost ship. Camera doesn't zoom out enough on that one though. And rikti dropships are interesting too. A bunch of the bomb-dropping animation is baked into the model it appears. Crazy fun and nice seeing a little life returned to the place.
Title: Re: The Big Giant Icon Thread
Post by: Torroes.Prime on June 12, 2013, 04:24:04 PM
okay got the command to work to spawn NPCs. New challenge.

As I hope some of you know, I am heading up a project to continue CoH in fan comic format (http://www.cohtitan.com/forum/index.php/topic,7277.0.html). I can already see that Icon will be a HUGE asset to that effort. The ability to spawn NPCs where we want, and change them will be absolutely monumental for our efforts. That being said, it a bit tedious to type in names of NPCs and maps so I'm trying to create a pop menu for my demo editors to use to make it more a matter of point and click, rather then type and use to accomplish a lot of things.

So Basically I'm building a series of popmenus that the editors can load up. THen they macro the menu so it's in a power tray. They can click on the macro, get a pop menu, lets say it's for maps of atlas park. So you get a list of map variants like so:

"Atlas Park Destroyed, Wrecked MegaMech"
"Atlas Park Fashion Show"
"Atlas Park Destroyed"

And you need the more classic destroyed atlas park map, the one with out big giant mech remains. Great you click on "Atlas Park Destroyed" and it would load that map.

I've tested the command "loadmap MAPS/MISSIONS/OUTDOOR_MISSIONS/V_OUTDOOR_ATLAS/RECLUSE_RUINED/V_OUTDOOR_ATLAS_RECLUSE.TXT" and it works just fine.

I've bound the same command and it works.

I've macroed the command and it still works like a charm.

I put it in a popmenu, load the menu, use the command....and I get "LoadMapsInDevOnly"

I attempt to use the approach with spawning NPC, but when I use the command in a popmenu I just get "Unknown command: spawnnpc Model_statesman Statesman" but I can spawn the NPC using a macro or a bind no problem.

Does anyone have any suggestions for this? Or should I just start collecting a list of all the NPC models and map locations for my demo editors and tell 'em to C&P it?

Here are the menu's I've been building for reference:

Menu "Maps"
{
   Title "Atlas Park"
   Option "Atlas Park Destroyed, Wrecked MegaMech" "loadmap MAPS/MISSIONS/OUTDOOR_MISSIONS/V_OUTDOOR_ATLAS/RECLUSE_RUINED/V_OUTDOOR_ATLAS_RECLUSE.TXT"
   Option "Atlas Park Fashion Show" "loadmap MAPS/MISSIONS/OUTDOOR_MISSIONS/OUTDOOR_FLASHBACK/IOM_FB_ATLAS_PARK_WTO/IOM_FB_ATLAS_PARK_WTO.TXT"
   Option "Atlas Park Destroyed" "loadmap MAPS/MISSIONS/OUTDOOR_MISSIONS/V_OUTDOOR_ATLAS/RECLUSE_RUINED/V_OUTDOOR_ATLAS_RECLUSE.TXT"
}

Menu "Spawns"
{
   Option "Spawn Statesman" "spawnnpc Model_statesman Statesman"
   Option "Spawn Lord Recluse" "spawnnpc Signature_Lord_Recluse_Escape Lord recluse"
}
Title: Re: The Big Giant Icon Thread
Post by: GuyPerfect on June 12, 2013, 04:27:03 PM
Delete lods.bin worked like a charm. Thanks so much!

I've prepared a new version of the patch without the lods data, and it works fine from here. Would you try it out and see if it broke for you?

http://repo.cohtitan.com/icon/EchoAtlas_r2.zip
Title: Re: The Big Giant Icon Thread
Post by: Voltium on June 12, 2013, 05:39:11 PM
Is there a way to make NPCs passive? Like the enemy ones. Or make them aggressive? Like enemies?
You know, to fight Statesman with Lord Recluse or something. I may have missed it.
Title: Re: The Big Giant Icon Thread
Post by: eabrace on June 12, 2013, 05:53:30 PM
Is there a way to make NPCs passive? Like the enemy ones. Or make them aggressive? Like enemies?
I'm pretty sure that's server-side logic that Icon can't reproduce.
Title: Re: The Big Giant Icon Thread
Post by: Voltium on June 12, 2013, 05:55:14 PM
I'm pretty sure that's server-side logic that Icon can't reproduce.

Ah, okay. Thanks!
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on June 12, 2013, 06:00:36 PM
Right. Icon can in theory give them a red border (my initial tests on Coyote resulted in this), but they won't actually do anything since there's no AI or powers system.

Similarly, try moving an NPC into midair and notice how they just hang there and don't fall. All of the physics for entities other than the player (and even that is only an estimation) is handled server-side.
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on June 12, 2013, 06:06:28 PM
Right. Icon can in theory give them a red border (my initial tests on Coyote resulted in this), but they won't actually do anything since there's no AI or powers system.

Similarly, try moving an NPC into midair and notice how they just hang there and don't fall. All of the physics for entities other than the player (and even that is only an estimation) is handled server-side.

And if I recall and understood what you already said before, it's not something you want to go into, right? What if someone else wants to help you on the server side of stuff?
Title: Re: The Big Giant Icon Thread
Post by: Illusionss on June 12, 2013, 10:31:17 PM
CODEWALKER I WANT TO SEND CHIVAS REGAL TO YOUR HOUSE BECAUSE YOU DESERVE IT
Title: Re: The Big Giant Icon Thread
Post by: wyldhunt on June 12, 2013, 11:00:15 PM
@Torroes Prime (and all others interested) - thanks to your post and some fiddling, I got a working popmenu for maps! While "loadmap" doesn't work in popmenu entries, "beginchat" does, and that's all I needed for a workaround. Here's a maps.mnu file with all the City, Hazard, Trial, etc. maps for Paragon, Praetoria, Rogue Isles, Coop, and PvP: https://docs.google.com/file/d/0B5FhLhcBjWhvQ2g0bW5LLU9jTFE/edit?usp=sharing (https://docs.google.com/file/d/0B5FhLhcBjWhvQ2g0bW5LLU9jTFE/edit?usp=sharing). This could of course be expanded for the mission maps and such, and other menus could be made for animations (/mov commands) and NPCs.

For those who want to use this but are unfamiliar with popmenu, check http://paragonwiki.com/wiki/Popmenu (http://paragonwiki.com/wiki/Popmenu) to get started.

Also, Codewalker - fantastic work! I wish I had time to delve into the code (got your source), but although I've programmed C++ (and plenty others), I've never reverse-engineered anything, and just don't have the massive time required to get up to speed - next summer I will, but by then who knows where the various CoH-related and successor projects will be?

Wyldhunt
Guardianite since I2
Title: Re: The Big Giant Icon Thread
Post by: Shenku on June 13, 2013, 12:54:55 AM
So I was poking around the .costume files, and I just figured out that you can adjust the scales with some... Well... Interesting results...

(https://i1206.photobucket.com/albums/bb456/Shenku85/screenshot_130612-19-49-21_zpsafe5e7a5.jpg~original)

Side note, I think Mr. Fantastic wants his stretchy-pants back... :o
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on June 13, 2013, 02:19:05 AM
So I was poking around the .costume files, and I just figured out that you can adjust the scales with some... Well... Interesting results...

Side note, I think Mr. Fantastic wants his stretchy-pants back... :o

Now, make a slender man (http://www.youtube.com/watch?v=OVHi8N0RHfE).
Title: Re: The Big Giant Icon Thread
Post by: Torroes.Prime on June 13, 2013, 02:39:29 AM
@Torroes Prime (and all others interested) - thanks to your post and some fiddling, I got a working popmenu for maps! While "loadmap" doesn't work in popmenu entries, "beginchat" does, and that's all I needed for a workaround. Here's a maps.mnu file with all the City, Hazard, Trial, etc. maps for Paragon, Praetoria, Rogue Isles, Coop, and PvP: https://docs.google.com/file/d/0B5FhLhcBjWhvQ2g0bW5LLU9jTFE/edit?usp=sharing (https://docs.google.com/file/d/0B5FhLhcBjWhvQ2g0bW5LLU9jTFE/edit?usp=sharing). This could of course be expanded for the mission maps and such, and other menus could be made for animations (/mov commands) and NPCs.

For those who want to use this but are unfamiliar with popmenu, check http://paragonwiki.com/wiki/Popmenu (http://paragonwiki.com/wiki/Popmenu) to get started.

Also, Codewalker - fantastic work! I wish I had time to delve into the code (got your source), but although I've programmed C++ (and plenty others), I've never reverse-engineered anything, and just don't have the massive time required to get up to speed - next summer I will, but by then who knows where the various CoH-related and successor projects will be?

Wyldhunt
Guardianite since I2

god damn it. THIS IS why I flipping love the CoH community! Thanks Wyldhunt. That's a huge help.
Title: Re: The Big Giant Icon Thread
Post by: Illusionss on June 13, 2013, 03:41:20 AM
Please excuse more cluelessness! I managed to load someone into one of the steel canyon mission maps, and it was excellent. However I have not been able to get into any other maps, and I am wondering what I am doing wrong.

Do I type exactly: [for instance]

MAPS/MISSIONS/OUTDOOR_MISSIONS/V_OUTDOOR_STMARTIAL/MAINSTREET/V_OUTDOOR_STMARTIAL_MAINSTREET.TXT

or does there need to be a slash command in front of that, I know this sounds so stupid but I cant remember what I did, the one time I got in.

like,

/MAPS/MISSIONS/OUTDOOR_MISSIONS/V_OUTDOOR_STMARTIAL/MAINSTREET/V_OUTDOOR_STMARTIAL_MAINSTREET.TXT

or is it

/loadmap/MAPS/MISSIONS/OUTDOOR_MISSIONS/V_OUTDOOR_STMARTIAL/MAINSTREET/V_OUTDOOR_STMARTIAL_MAINSTREET.TXT

Argh!!!! I have tried it all these ways and nothing is working.
Title: Re: The Big Giant Icon Thread
Post by: Michiyo on June 13, 2013, 03:55:18 AM
Please excuse more cluelessness! I managed to load someone into one of the steel canyon mission maps, and it was excellent. However I have not been able to get into any other maps, and I am wondering what I am doing wrong.

Do I type exactly: [for instance]

MAPS/MISSIONS/OUTDOOR_MISSIONS/V_OUTDOOR_STMARTIAL/MAINSTREET/V_OUTDOOR_STMARTIAL_MAINSTREET.TXT

or does there need to be a slash command in front of that, I know this sounds so stupid but I cant remember what I did, the one time I got in.

like,

/MAPS/MISSIONS/OUTDOOR_MISSIONS/V_OUTDOOR_STMARTIAL/MAINSTREET/V_OUTDOOR_STMARTIAL_MAINSTREET.TXT

or is it

/loadmap/MAPS/MISSIONS/OUTDOOR_MISSIONS/V_OUTDOOR_STMARTIAL/MAINSTREET/V_OUTDOOR_STMARTIAL_MAINSTREET.TXT

Argh!!!! I have tried it all these ways and nothing is working.

you can either type /loadmap MAPS/MISSIONS/OUTDOOR_MISSIONS/V_OUTDOOR_STMARTIAL/MAINSTREET/V_OUTDOOR_STMARTIAL_MAINSTREET.TXT (note the space between /loadmap and MAPS), or hit F1 and enter the map name directly without the /loadmap command.
Title: Re: The Big Giant Icon Thread
Post by: Lycantropus on June 13, 2013, 04:40:29 AM
CODEWALKER I WANT TO SEND CHIVAS REGAL TO YOUR HOUSE BECAUSE YOU DESERVE IT
You kidding? Codewalker deserves the single malt! I want to send a bottle of Glenlivet!

(or... frankly, whatever your choice of drink is, if any... you deserve it!)

Lyc~ The 'scotch-snob' werewolf  ;D
Title: Re: The Big Giant Icon Thread
Post by: GenericHero05 on June 13, 2013, 01:01:16 PM
I've prepared a new version of the patch without the lods data, and it works fine from here. Would you try it out and see if it broke for you?

http://repo.cohtitan.com/icon/EchoAtlas_r2.zip

It works just fine.  Thanks again!
Title: Re: The Big Giant Icon Thread
Post by: Torroes.Prime on June 13, 2013, 04:27:33 PM
has anyone tried using the Demorecord slash command in Icon? I've been trying it and I'm getting some very disheartening results.

when I first use /demorecord it wipes all NPCs from the map, including ones I've spawned.

Okay, I'll just start demo recording, do the spawns I need, change costumes as needed and then get the screen caps I need from the longer demo. No biggie.

I do the work, I hit /demostop.

Once again all NPCs vanish. Hoping that I've got a working demo I close out, and go to run the demo. All I can see in the demo is the map and my toon blinking through 5-8 positions in a straight line over and over and over. Any help here?
Title: Re: The Big Giant Icon Thread
Post by: eabrace on June 13, 2013, 04:38:48 PM
has anyone tried using the Demorecord slash command in Icon? I've been trying it and I'm getting some very disheartening results.

It was a few pages back, but yes.

While it can't yet, I'm hoping for 1.7 or 1.8 to include the ability to generate demorecords based on the stuff you've placed. Right now as soon as you start up /demorecord the game deletes all the NPCs you've placed, probably because Icon has to fool it into thinking they're entities from a demo playback to stop it from trying to move them based on prediction data from the server (which just sends them to 0,0,0).

So, when you try to record a demo right now, even if you placed NPC after starting the recording, Icon is fooling the game into thinking that what you're placing is already part of a playback, not an entity that it needs to add to the new demo its recording.
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on June 13, 2013, 05:12:12 PM
On, the bright side, that's one way to clear out untargetable NPCs without having to rezone. ;)
Title: Re: The Big Giant Icon Thread
Post by: Torroes.Prime on June 13, 2013, 05:15:14 PM
It was a few pages back, but yes.

So, when you try to record a demo right now, even if you placed NPC after starting the recording, Icon is fooling the game into thinking that what you're placing is already part of a playback, not an entity that it needs to add to the new demo its recording.

Well phooey. That makes it about 80% less effective for what I was hoping I could use it for. Still it helps.

On, the bright side, that's one way to clear out untargetable NPCs without having to rezone. ;)

Yeah, but that wasn't a problem.
Title: Re: The Big Giant Icon Thread
Post by: Kistulot on June 13, 2013, 06:53:31 PM
I want to thank you again, Codewalker, for the amazing gift icon 1.7 has given us. Being able to set up group shots of old friends, and alternate costumes for the same character, feels awesome. Once we get the FX (if we can, obviously not understanding your limitations I know some things just wont do) I think I'll have a hard time wanting more from Icon that isn't beyond the scope of this program.

Thanks for all of your hard work, and persistence. You've accomplished something really amazing here, and you deserve all the praise you get and more :)
Title: Re: The Big Giant Icon Thread
Post by: Epelesker on June 13, 2013, 06:58:08 PM
I'm needing some insight regarding one of the maps. I'm trying to load one of the hazard zones (off the top of my head, [hazard_05_01]) that I think should be Eden or something...

...but it comes out with a dirt path crossroads surrounded by war walls with one single building by one of the gates.

04_01 is Crey's Folly and 06_01-3 are the Shadow Shard zones.


I had a little fun with 1.7 last night what with the beNPC command. I know I said before (somehwere) that I prefer Icon as a novelty thing, but damn, I was bloody Mako last night. And a tank. And a fighter jet. And...
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on June 13, 2013, 07:20:48 PM
I'm almost wondering if there is not a way to restore the old first login menu of CoH... I think it would be pretty cool!

Of course, totally unnecessary and far to be first priority... but would be cool :p
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on June 13, 2013, 08:23:50 PM
I'm needing some insight regarding one of the maps. I'm trying to load one of the hazard zones (off the top of my head, [hazard_05_01]) that I think should be Eden or something...

...but it comes out with a dirt path crossroads surrounded by war walls with one single building by one of the gates.

04_01 is Crey's Folly and 06_01-3 are the Shadow Shard zones.


You found Elysium, an unused dev sandbox.

maps/City_Zones/Hazard_05_01/Hazard_05_01.txt   Elysium (unused)

See the big list of maps for all maps and many annotations: https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0

Also see and bookmark the link in my sig to find that link and other helpful ones as you play with Titan Icon.

Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on June 13, 2013, 08:42:19 PM
I'm needing some insight regarding one of the maps. I'm trying to load one of the hazard zones (off the top of my head, [hazard_05_01]) that I think should be Eden or something...

...but it comes out with a dirt path crossroads surrounded by war walls with one single building by one of the gates.

04_01 is Crey's Folly and 06_01-3 are the Shadow Shard zones.
Eden is maps/City_Zones/Trial_04_01/Trial_04_01.txt . Zone names aren't uniform, and according to the Codex what you have actually been loading is a scrapped zone called "Elysium"
Title: Re: The Big Giant Icon Thread
Post by: samfivedot on June 13, 2013, 08:51:33 PM
So the very first thing I did was spawn a Kronos Titan and make him do /popdance. I don't know what that says about me.

(https://images.weserv.nl/?url=i41.tinypic.com%2F31525v5.jpg)
Title: Re: The Big Giant Icon Thread
Post by: batqueen on June 13, 2013, 09:24:20 PM
Once again, thank you Codewalker and others for your great work on this! I'm having trouble trying to get the popmenu thing to work- this wasn't something I did in the actual game. After checking my spelling on folders in my installation,  re-reading the wiki page on popmenus, and trying all sorts of commands, I still can't get anything to come up-  exactly what is the command to bring up a menu? The apostrophe bind only brings up the old generic "options" menu. Thanks.
Title: Re: The Big Giant Icon Thread
Post by: Illusionss on June 13, 2013, 09:38:26 PM
Thanks very much Neo, its now working for me.

Never thought I would see St. Martial again.... brought a tear to my eye.
Title: Re: The Big Giant Icon Thread
Post by: crashpositron on June 13, 2013, 11:29:11 PM
Thanks Codewalker!  Sometimes I wished I could just go back to Paragon one more time - and now I can!  I've /be_npc'd  myself into a Sybil and tried all the maps out.  (Anyone that hasn't tried it yet, there is one thing in there that tore at my heartstrings more than others - a brand new zone that we would have gotten in Issue 24! I want to play in there!) Also, there are at least a couple of new power sets in the Character Creator.

It is very nice being able to use emotes with /mov.  Anyone found the Sexy Walk emote in that long list of  MOV? Hoping powers are coming soon - they work in Character Creator, I hope they can soon work in Icon.  Seeing all these maps again makes me want to give a pile of Council some Street Justice.

Handy hint, open the Icon.exe description page in your browser.  Then you can copy the map name, MOV name or NPC name with Ctrl-C and paste in with Ctrl-V into the commands inside Icon.
Good work Codewalker!
Title: Re: The Big Giant Icon Thread
Post by: batqueen on June 14, 2013, 12:26:33 AM
Finally got the map menu to work- '/popmenu maps' did the trick. Thank you wyldhunt!
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on June 14, 2013, 12:56:03 AM
So the very first thing I did was spawn a Kronos Titan and make him do /popdance. I don't know what that says about me.
It says that great minds think alike.
Title: Re: The Big Giant Icon Thread
Post by: crashpositron on June 14, 2013, 01:45:29 AM
Using fly & \no_clip, I can now go all the places I couldn't before.  My biggest disappointment? The Forbidden Zone around Praetoria.  I would like to have had the Devs hide a Hamidon back there  ;D
Title: Re: The Big Giant Icon Thread
Post by: Triplash on June 14, 2013, 01:59:53 AM
Anyone found the Sexy Walk emote in that long list of  MOV?

I forget the exact name but look for one called something like "walk cycle". It will animate even while you're standing still, but while moving the motions will match themselves to your speed. It's a bit of a brisk pace, like one of those power walkers that do laps around the food court in the mall, but overall it looks pretty smooth.
Title: Re: The Big Giant Icon Thread
Post by: Achilles6 on June 14, 2013, 02:11:19 AM
My God...I wanna cry!!!!!! I get to recreate my characters (mostly) and zoom around all the zones. I almost can't believe it!! This community really is the very best!   ;D
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on June 14, 2013, 04:31:56 AM
It is very nice being able to use emotes with /mov.  Anyone found the Sexy Walk emote in that long list of  MOV? Hoping powers are coming soon - they work in Character Creator, I hope they can soon work in Icon.  Seeing all these maps again makes me want to give a pile of Council some Street Justice.

The "PLAYER_WALK_*" MOVs seem to be the "sexy walk" that you get with female models, but I haven't had any luck getting it to trigger while moving the character.
Title: Re: The Big Giant Icon Thread
Post by: Sonic Moonbeam on June 14, 2013, 06:05:24 AM
Codewalker, OMG I cannot thank you enough for what you and others have done. I just ran across a post by accident about ICON and came here to sign up to say thanks. I was just telling someone a few days ago about the game and the 7 years I played and how I was making several videos using the demo editor and never got to finish them because I didn't feel like wading through demo files to find costume pieces to try to create what I wanted so now I can start work on finishing them!

Thank you!!!!!!

Title: Re: The Big Giant Icon Thread
Post by: DarthDelicious on June 14, 2013, 11:43:46 AM
First.... *MAJOR SQUEEZING HUG* for the one(s) making the Icon stuff happening. It's so freaking awesome! (https://images.weserv.nl/?url=www.deedeeproductions.nl%2Fimages%2FDeeDee%2FSmilies%2Fenthousiasticdd.gif)

Now I have a question.
Is it possible to set a stance to both the character you log on to and all the NPC's you put in there? So they will stop the cycling through several and stick with the one you want? (https://images.weserv.nl/?url=www.deedeeproductions.nl%2Fimages%2FDeeDee%2FSmilies%2FBig+Smile.png)
And how do I do this, if it is possible?

*waves*


Title: Re: The Big Giant Icon Thread
Post by: GenericHero05 on June 14, 2013, 03:09:13 PM
I just wasted the last four hours recreating 13 of my most played characters who's costumes I didn't have saved already, then assembling them into a group shot that I never would have found the time to demo edit together otherwise, all the while during time I should have spent being productive...

(https://i1206.photobucket.com/albums/bb456/Shenku85/screenshot_130611-22-40-37_zps2b2b9b77.jpg~original)

On the plus side, I enjoyed every minute of it...

Side note: Yeah, I know the typical tribute everyone does is suppose to have them all holding torches, but I couldn't get Cookie Thief to stop eating her cookies... She does love her some cookies... :P

That is awesome. What command do you use for this?
Title: Re: The Big Giant Icon Thread
Post by: GenericHero05 on June 14, 2013, 03:21:42 PM
One of my favorite group of baddies were the Freakshow.  In fact, I still remember the first time I defeated one and turned to leave when it rezzed behind me.  I darn near soiled my armor.  Anyway, here is a list you can copy and paste to spawn them:

/spawn_npc FRKB Bile (Archvillain)
/spawn_npc FRKC Clamor (Archvillain)
/spawn_npc FRKD Dreck (Archvillain)
/spawn_npc FRK_01 Freak
/spawn_npc FRK_02 Freak
/spawn_npc FRK_03 Freak
/spawn_npc FRK_04 Freak
/spawn_npc FRK_05 Freak
/spawn_npc FRK_06 Freak
/spawn_npc FRK_07 Freak
/spawn_npc FRK_08 Freak
/spawn_npc FRK_09 Freak
/spawn_npc FRK_10 Freak
/spawn_npc FRK_12 Mad Freak
/spawn_npc FRK_13 Mad Freak
/spawn_npc FRK_14 Mad Freak
/spawn_npc FRK_15 Mad Freak
/spawn_npc FRK_16 Mad Freak
/spawn_npc FRK_17 Mad Freak
/spawn_npc FRK_21 Swiper
/spawn_npc FRK_22 Smasher
/spawn_npc FRK_23 Swiper
/spawn_npc FRK_24 Swiper
/spawn_npc FRK_25 Swiper
/spawn_npc FRK_26 Smasher
/spawn_npc FRK_27 Smasher
/spawn_npc FRK_28 Swiper
/spawn_npc FRK_31 Metal Swiper
/spawn_npc FRK_32 Metal Swiper
/spawn_npc FRK_33 Metal Smasher
/spawn_npc FRK_34 Metal Swiper
/spawn_npc FRK_35 Metal Smasher
/spawn_npc FRK_36 Metal Swiper
/spawn_npc FRK_37 Metal Swiper
/spawn_npc FRK_38 Metal Swiper
/spawn_npc FRK_41 Tank Swiper
/spawn_npc FRK_42 Tank Swiper
/spawn_npc FRK_43 Tank Smasher
/spawn_npc FRK_44 Tank Swiper
/spawn_npc FRK_45 Tank Swiper
/spawn_npc FRK_46 Tank Swiper
/spawn_npc FRK_47 Noise Tank
/spawn_npc FRK_48 Noise Tank
/spawn_npc FRK_50 Stunner/Juicer
/spawn_npc FRK_51 Stunner/Juicer
/spawn_npc FRK_52 Stunner/Juicer
/spawn_npc FRK_53 Stunner/Juicer
/spawn_npc FRK_54 Stunner/Juicer
/spawn_npc FRK_Juicer_Rikti_01 Juicer Rikti
/spawn_npc FRK_Juicer_Rikti_02 Juicer Rikti
/spawn_npc FRK_Rikti_Tech_01 Tank Rikti
/spawn_npc FRK_Rikti_Tech_02 Tank Rikti
/spawn_npc FRK_Rikti_Tech_03 Tank Rikti
/spawn_npc FRK_Rikti_Tech_04 Tank Rikti
/spawn_npc FRK_Rikti_Tech_05 Tank Rikti
/spawn_npc FRK_Rikti_Tech_06 Tank Rikti
/spawn_npc Model_Superfreak The Superfreak
/spawn_npc Sneaky_Freaks_01 Sneaky Swiper
/spawn_npc Sneaky_Freaks_02 Sneaky Swiper
/spawn_npc Sneaky_Freaks_03 Sneaky Swiper
/spawn_npc Sneaky_Freaks_04 Sneaky Swiper
/spawn_npc Sneaky_Freaks_05 Sneaky Swiper
/spawn_npc Sneaky_Freaks_06 Sneaky Swiper
/spawn_npc Sneaky_Freaks_07 Sneaky Swiper
/spawn_npc Sneaky_Freaks_08 Sneaky Swiper
/spawn_npc Sneaky_Freaks_09 Sneaky Swiper
/spawn_npc Sneaky_Freaks_10 Sneaky Swiper
/spawn_npc Sneaky_Freaks_11 Sneaky Swiper
/spawn_npc Sneaky_Freaks_12 Sneaky Swiper
/spawn_npc Sneaky_Freaks_13 Sneaky Swiper
/spawn_npc Sneaky_Freaks_14 Sneaky Swiper
/spawn_npc Sneaky_Freaks_15 Sneaky Swiper
/spawn_npc Sneaky_Freaks_16 Sneaky Swiper
/spawn_npc Sneaky_Freaks_17 Sneaky Tank
/spawn_npc Sneaky_Freaks_18 Sneaky Tank

Enjoy!
Title: Re: The Big Giant Icon Thread
Post by: Torroes.Prime on June 14, 2013, 03:27:26 PM
One of my favorite group of baddies were the Freakshow.  In fact, I still remember the first time I defeated one and turned to leave when it rezzed behind me.  I darn near soiled my armor. 

I had a 1 in a ten-trillion chance encounter with Freakshow one. Was fighting a group, killed one, got a purple. He rezzed. Killed him again, got a 2nd purple. Never happened again, but damn was that a shocker.
Title: Re: The Big Giant Icon Thread
Post by: Shenku on June 14, 2013, 04:49:10 PM
That is awesome. What command do you use for this?

A combination of "/spawnnpc MiscNPCModelNameHere MyCharacterNameHere" then targeted them and followed up with "/load_costume CharacterCostumeFileNameHere" to replace their model with my character's costumes, and I just went through and spawned/replaced the NPCs with my characters one at a time, moved to the next spot and repeated. Took maybe twenty minutes to place them all, mostly cause I was trying to decide who was standing where. The most time conssuming part was trying to reverse engineer costumes from screenshots for most of those characters...

At some point, I'm going to do the other fourty some characters of mine from Victory Server, and get them all into a mass group shot, but the above characters were the more influential ones that I had made over my many years in Paragon, so I wanted to at least have a picture with all of them... Cowbell Hero (Don't ask...) and Captain Flapjack (Pancake Pirate themed Thugs/Traps MM, and I created him before the cartoon, dagnabbit!) and most of my other goofy non-serious characters can wait until then.
Title: Re: The Big Giant Icon Thread
Post by: darkgob on June 14, 2013, 08:40:15 PM
Codewalker and/or other associated entities: any chance of getting a program out there that can extract costume data from SentinelPlus files?
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on June 14, 2013, 09:32:13 PM
Sentinel records use XML format... open the file in Notepad and see what you get.
Title: Re: The Big Giant Icon Thread
Post by: darkgob on June 14, 2013, 09:46:40 PM
Sentinel records use XML format... open the file in Notepad and see what you get.
Something that will not import directly into the game client.  Hence my question.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on June 14, 2013, 10:03:47 PM
Sentinel records use XML format... open the file in Notepad and see what you get.

Yeah, I just had a quick look at a Sentinel XML and a standard costume file.

It would require a bit of editing by hand, just to get one costume.

I am seeing lines which show up in regular costume files, that don't seem to show up in Sentinel XML costume blocks, however.

???
Title: Re: The Big Giant Icon Thread
Post by: Tacitala on June 14, 2013, 10:16:16 PM
Yeah, I just had a quick look at a Sentinel XML and a standard costume file.

*pokes head in* I just did as well.  The notation Sentinel uses is the same as with demo files (which is why Demolition (http://demolition.mcuznz.ca/) can directly use a Sentinel file to make a basic demo, I think) if that would help get things worked out.

Quote
It would require a bit of editing by hand, just to get one costume.

I saved off my costume files, but if I could work out how to translate by hand I'd be willing to do that for a friend who lost all of his costume files (but not his Sentinel files thankfully).  That would at least get him to be able to play in Icon, without having to try to work out the scales on his characters just from screenshots and demos.

Also, having just looked over her data again, I miss my namesake even more.   :'(
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on June 14, 2013, 10:24:43 PM
*pokes head in* I just did as well.  The notation Sentinel uses is the same as with demo files (which is why Demolition (http://demolition.mcuznz.ca/) can directly use a Sentinel file to make a basic demo, I think) if that would help get things worked out.

I saved off my costume files, but if I could work out how to translate by hand I'd be willing to do that for a friend who lost all of his costume files (but not his Sentinel files thankfully).  That would at least get him to be able to play in Icon, without having to try to work out the scales on his characters just from screenshots and demos.

Also, having just looked over her data again, I miss my namesake even more.   :'(

Found some old demo file format FAQ guide, had some costume format info, may still be useful.

Gonna make a new thread in Multimedia and stop clogging up this one.

http://www.cohtitan.com/forum/index.php/topic,8600.new.html#new
Title: Re: The Big Giant Icon Thread
Post by: srmalloy on June 15, 2013, 02:22:18 AM
Quote
Now to see which of the big monsters can do /em popdance...
Finally! Someone who has their priorities straight! :D

Oh, Ghu... This reminded me of the first time I was playing my Bots/Dark MM and had him set all his bots to doing the popdance... I lost it giggling; that animation on the bots -- doing it in a group, too -- just looked so wrong it was hilarious.
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on June 15, 2013, 03:05:52 AM
Codewalker, from the bottom of my homesick heart, THANK YOU!

--Super Firebug

Incoming munitions always have the right of way.
Title: Re: The Big Giant Icon Thread
Post by: crashpositron on June 15, 2013, 03:37:51 AM
Found some more places - if you use no_clip and fly under the zones, sometimes you will see doors floating down there.  This lead to inside scenes like the hospital interior, the Atlas Vanguard lobby with the Rikti guy in it, etc.
Title: Re: The Big Giant Icon Thread
Post by: Energy Aura on June 15, 2013, 05:01:02 AM
Found some more places - if you use no_clip and fly under the zones, sometimes you will see doors floating down there.  This lead to inside scenes like the hospital interior, the Atlas Vanguard lobby with the Rikti guy in it, etc.

The Arenas and the enhancement shops are under the map as well.  Usually they are slightly offset from their above ground actuals.  Now I understand why when I used to target friends when playing they would show up under the map.  "And the circle has closed..."

Title: Re: The Big Giant Icon Thread
Post by: Nebularian on June 15, 2013, 01:51:42 PM
Found some more places - if you use no_clip and fly under the zones, sometimes you will see doors floating down there.  This lead to inside scenes like the hospital interior, the Atlas Vanguard lobby with the Rikti guy in it, etc.

AH-HA!  Yep. Was finally able to walk around inside each of the Icon Shops (for some reason, you have to go further down in the Atlas shop than you do in Steel, IP, or FF).  Haven't tried the University in Steel...wonder if you can do that and see Monty?   (Sigh...now I want to go to the Midnighter arc LOL)
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on June 15, 2013, 04:25:41 PM
Had the hardest time with the steel canyon seraph labs map. I ducked under, but could only find one floor! And using the camera co-ordinates sent me to space. Witchcraft, probably.

It was cool seeing npcs again. The cops in outbreak, ms liberty, the skull you do the undercover mission at...
Title: Re: The Big Giant Icon Thread
Post by: Kistulot on June 15, 2013, 09:40:13 PM
AH-HA!  Yep. Was finally able to walk around inside each of the Icon Shops (for some reason, you have to go further down in the Atlas shop than you do in Steel, IP, or FF).  Haven't tried the University in Steel...wonder if you can do that and see Monty?   (Sigh...now I want to go to the Midnighter arc LOL)

Monty is indeed right where you'd hope him to be for a bit of familiar-face feelings. Also melty-monty is where he should be in Night Ward to boot.
Title: Re: The Big Giant Icon Thread
Post by: brucetromp on June 16, 2013, 02:41:39 AM
Hey Codewalker, just wanted to add my HUGE, EXTREME thanks for this!  I can now ditch the Paxil ;-)
Title: Re: The Big Giant Icon Thread
Post by: Cinnder on June 16, 2013, 04:44:09 AM
Ditto on the thanks here, Codewalker!  And especially for fulfilling the request to allow us to put our costume files on NPCs so for the first time my main can stand shoulder to shoulder with some of her fellow heroes.  You are truly outstanding!

Now for the "give 'em an inch" request...  I find to my dismay that for some of my older characters I never saved their costumes to individual files.  Is there a way to pull this info from the Sentinel saves I made of each character before shutdown?

[Edit] Oops, nevermind.  I see the next thread down deals with this very topic.  Seems to be a work in progress, though.
Title: Re: The Big Giant Icon Thread
Post by: Fyyar on June 16, 2013, 03:15:07 PM
Playing around with Icon just made me realized how much I miss the game. I really liked it. Many good memories.
Title: Re: The Big Giant Icon Thread
Post by: Pengy on June 16, 2013, 05:30:36 PM
Had the hardest time with the steel canyon seraph labs map. I ducked under, but could only find one floor! And using the camera co-ordinates sent me to space. Witchcraft, probably.

Try -3840, 0, -4387. Set pitch and roll to 0 if you use the coordinate setting tool.
It's about 1000 feet north of the northern war wall.
Title: Re: The Big Giant Icon Thread
Post by: GuyPerfect on June 16, 2013, 09:28:31 PM
Press the F4 key to toggle "view everything" mode, which makes the underground areas visible when not actually inside them.
Title: Re: The Big Giant Icon Thread
Post by: PatrickMagellen on June 16, 2013, 10:45:26 PM
This is gonna sound dumb... but....
I downloaded everything.... (atleast I think I did)
and I can access the costume creator just fine.....
but I read somewhere that there is a way to enter maps or zones??
WOW.....
I really need to learn HOW to do that  :o
Title: Re: The Big Giant Icon Thread
Post by: wyldhunt on June 16, 2013, 11:00:41 PM
This may already be general knowledge, however I've just caught on to the following and related commands being useful to allow us to target the NPCs showing on the maps: /target_custom_next notteammate. I've bound them to my favorite targeting keys and found static-map NPCs I never contacted during the live game.

Other "tricks" I've found:
1. Display continuous power FX (such as Charged Armor) by placing the FX path into a costume file (in an unused costume part which already includes the FX line), however this ignores power customization colors, so I get original (where available), bright (white) or dark (black) only.

2. Mimic a very slow teleport by playing one of the the appropriate MOV files (e.g., PREDICT_TELEPORT then TELEPORT_HIDE) and using /edit_pos to change position, and using the next appropriate MOV file (e.g., TELEPORT_SPAWN).

3. Enable some of the emotes by editing the quickchat.mnu to include equivalent or near-equivalent MOV files, making sub-menus where needed for randomization (such as "roll dice") or alternate animations (such as flying vs standing "Taunt 1"). If there is interest in this from others, I'll complete and share the result.

There are some interesting commands available via /access_level and the console. I found the Mission Editor talked about - of course, there's no way to actually test nor play the missions w/o a server component, though the missions can be edited and saved locally. Speed_scale (access level 1) and velscale (access level 9) both work, so these commands could be used by those interested in changing their speed to mimic the various runs. I haven't found a command to alter jump height yet. There is also a levelup command, and this does grant access to powers (including seemingly randomizing assignment to Power Pool powers), however the actual power buttons/etc are not available to use.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on June 16, 2013, 11:20:44 PM
Finish character creation same way you would normally - bam, you're in the according starting zone.
As to moving between different maps, it was somewhere around page ... 46-ish? in this thread, along with a list of map names to use.
Title: Re: The Big Giant Icon Thread
Post by: PatrickMagellen on June 16, 2013, 11:25:58 PM
Hmmmm.....
I may have the folder or something in the wrong spot or something then.  :-[
I always get the message of "Server is busy" or unavailable or something like that....
I bet that is what I did. :gonk:
Title: Re: The Big Giant Icon Thread
Post by: wyldhunt on June 17, 2013, 03:43:27 AM
1. Display continuous power FX (such as Charged Armor) by placing the FX path into a costume file (in an unused costume part which already includes the FX line), however this ignores power customization colors, so I get original (where available), bright (white) or dark (black) only.
A bit more on this - for at least Fiery Aura and Electric Armor, I was able to find "original" fx for all the toggle powers (by mining powers.txt and fxinfo.txt from bin.pigg), and transferring the colors from each character's powercust file to its costume file, I was able to effectively tint the Fx. This means I could have my Brute and Tanker going around in their toggled armor glory! (...using /loadcostume after entering the "game" proper, of course, as these would not load into the costume creator with the additional Fx lines.)

Still, it's not actual powers, and it's not elegant to do this way, but I'm learning my way around the files and such at least, and my characters feel a little more complete in Codewalker's Icon CoX.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on June 17, 2013, 04:33:11 AM
Hmmmm.....
I may have the folder or something in the wrong spot or something then.  :-[
I always get the message of "Server is busy" or unavailable or something like that....
I bet that is what I did. :gonk:
Make sure you're using Issue 24 (Beta) client and the most recent version of Icon.
Title: Re: The Big Giant Icon Thread
Post by: batqueen on June 17, 2013, 05:20:07 AM
A bit more on this - for at least Fiery Aura and Electric Armor, I was able to find "original" fx for all the toggle powers (by mining powers.txt and fxinfo.txt from bin.pigg), and transferring the colors from each character's powercust file to its costume file, I was able to effectively tint the Fx. This means I could have my Brute and Tanker going around in their toggled armor glory! (...using /loadcostume after entering the "game" proper, of course, as these would not load into the costume creator with the additional Fx lines.)

Still, it's not actual powers, and it's not elegant to do this way, but I'm learning my way around the files and such at least, and my characters feel a little more complete in Codewalker's Icon CoX.

very interesting info to test out, wyldhunt, appreciate you sharing it! I would've never thought of trying anything like this on my own.  :o
Title: Re: The Big Giant Icon Thread
Post by: Megajoule on June 17, 2013, 05:29:39 AM
It will add a new map of Atlas Park that uses the original, 2004 launch data, complete with old-fashioned Atlas statue.
But not, it seems, the original City Hall signage over the entrance (changed from 3D letters to a bump-mapped texture to, as I understood at the time, make localization easier).  Alas, this data is probably not in the client any longer.  I wonder what you could do with an original set of install CDs, though?
Title: Re: The Big Giant Icon Thread
Post by: Ice Trix on June 17, 2013, 06:09:06 AM
Having such a blast with this. Thanks ever so much for the updates.
Title: Re: The Big Giant Icon Thread
Post by: Jdawg95 on June 17, 2013, 06:56:21 AM
Hey everyone! Long time lurker here; I'm having some technical difficulties with getting Icon running (I'm on a mac), Is this where I should post questions about that?  :-[
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on June 17, 2013, 12:56:24 PM
Try -3840, 0, -4387. Set pitch and roll to 0 if you use the coordinate setting tool.
It's about 1000 feet north of the northern war wall.

Thanks (and thanks to GuyPerfect too)! I'll try that out tonight.
Title: Re: The Big Giant Icon Thread
Post by: Xenos on June 17, 2013, 04:14:00 PM
Hey everyone! Long time lurker here; I'm having some technical difficulties with getting Icon running (I'm on a mac), Is this where I should post questions about that?  :-[

As good a place as any. Not many of us Mac users around, but we'll see what we can do.
Title: Re: The Big Giant Icon Thread
Post by: malonkey1 on June 17, 2013, 06:57:23 PM
Hey everyone! Long time lurker here; I'm having some technical difficulties with getting Icon running (I'm on a mac), Is this where I should post questions about that?  :-[

Try switching OS. :P

Here's the instructions in post 1:

Instructions for Mac Users
Thanks to TheManga for figuring this out! Original post here. (http://www.cohtitan.com/forum/index.php/topic,7243.msg89542.html#msg89542)

IMPORTANT:  MAKE A COPY OF YOUR CITY OF HEROES FOLDER.  Since we'll be modifying it irrecoverably, it's best to work with a copy.
  • Download icon.exe from the link above.

  • Toss the NCSoft Launcher in the trash.  Not really necessary, but it's fun.  Laugh while the trash empties.

  • Use the finder's Go To Folder command and select ~/Library/Preferences.

  • Delete com.ncsoft.* (anything beginning with that) and City of Heroes preferences.

  • Right click on the City of Heroes application and select Show Package Contents.

  • Go to Contents > Resources > transgaming > c_drive > coh  ....  or that last part might be Program Files > City of Heroes.

  • Drag the icon.exe into the path above.

  • Back up to Contents and select MacOS.  Click slowly twice in the name "cider" to rename it.  Change the name to "cider_die".

  • Right-click on cider_noui and choose "Duplicate". Click slowly on the name "cider_noui copy" to rename it.  Change that name to just "cider".

  • Backup to Contents again.

  • Download this Icon.plist file:  http://repo.cohtitan.com/icon/Info.plist

  • Go to Contents again, and drop the Info.plist there, replacing the existing one.

  • Close everything up and launch the City of Heroes application.  It will go directly into the costume creator!

  • (OPTIONAL) Change the name of the City of Heroes application to something like "CoH Costume Creator" to differentiate it.
Title: Re: The Big Giant Icon Thread
Post by: Rubberlad on June 17, 2013, 07:38:39 PM
This is great. Just to be able to see the old girl again is just wonderful.

Codewalker, are you accepting donations for your work?
Title: Re: The Big Giant Icon Thread
Post by: blackjak on June 17, 2013, 08:28:06 PM
Try switching OS. :P
Ugh! Don't start that! (I know you're joking. COXers are pretty cool wit us Mac users. Not so much everywhere else, for sure!)
If it still doesn't work try this:
Quote
However, I didn't just register here merely so I could express my gratitude. I am a Mac user and like so many others on this forum, I was unable (initially) to get this to work. I was getting the same "Error: Failed to launch process!" message. But after playing around with things for a little while, I figured out how to get it to work!

First, it ended up being unnecessary for me to delete any preference files from the user Library folder. You still need to copy the icon.exe into the same folder as cityofheroes.exe (naturally) and you still need the modified Info.plist file (of course). The secret is with those pesky cider files. To fix the problem, go ahead and rename the file "cider" to "cider_die", but don't just rename "cider_noui" to "cider". Duplicate that file and rename the copy to "cider". You need both "cider" and "cider_noui" for it to work. At least, that's what worked for me. There you have it.

TL:DR - Mac users need to duplicate the file "cider_noui" and rename the copy to "cider", keeping both files. I hope this helps everyone.
Title: Re: The Big Giant Icon Thread
Post by: skippy7721 on June 17, 2013, 08:58:02 PM
Does anyone just click the  "Pop Help" button just to hear a noise that reminds them of enhancements?


Oh dear..

Title: Re: The Big Giant Icon Thread
Post by: Spineshank on June 17, 2013, 11:38:39 PM
Been having fun with the new version. It's really amazing the amount of emotions that come with putting all your favorite characters, from multiple servers and accounts, in one location.

It's pretty breathtaking, when you've nurtured every single one from conception to total slotted beasts.

Any other ideas on cool maps to do group shots, send 'em my way! I had a ton of fun doing this.

(https://i.imgur.com/Ry3CVvp.jpg)

(https://i.imgur.com/Dh3YLXO.jpg)
Title: Re: The Big Giant Icon Thread
Post by: HeatSpike1 on June 18, 2013, 12:35:02 AM
Dam I really miss this game.... alot....   :'(
Title: Re: The Big Giant Icon Thread
Post by: TonyV on June 18, 2013, 08:01:51 PM
By the way, Codewalker is on vacation, so if he doesn't answer a question or respond to something, don't get mad or offended.  :)
Title: Re: The Big Giant Icon Thread
Post by: Kistulot on June 18, 2013, 08:07:10 PM
I think if anyone at all gave Codewalker a hard time about anything they'd need to answer to the rest of us :)

For when you get back, I hope you had a good vacation Codewalker!

I ended up having a little fun making a CoH look for a character originally made for the brief time I tried CO. The CO look is this...

(https://i7.photobucket.com/albums/y287/kistulot/screenshot_2012-12-06-21-25-03_zps0ea71789.jpg)

But here we have her out of her powersuit, working on two versions in a praetorian techlab!

(https://i7.photobucket.com/albums/y287/kistulot/screenshot_130616-11-49-55_zpsb8c68dfb.jpg)

As a note, setting someones MOV to Off will make them untargetable. It turned out to make for a better picture with the second mannequin there I think.
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on June 18, 2013, 08:17:56 PM
By the way, Codewalker is on vacation, so if he doesn't answer a question or respond to something, don't get mad or offended.  :)

Vacation?  NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

Though well deserved.

From just being in the costume editor to being able to log into maps and generate npcs and now we have mostly all of the standard npcs back where they belong is just amazing.

I'm betting the next update will have purse snatching Hellions again! 

Title: Re: The Big Giant Icon Thread
Post by: doc7924 on June 18, 2013, 09:06:01 PM
Are all the old maps still in the pigg files?

Like Founders without the tram line and other zones that changed a lot over the years?

Title: Re: The Big Giant Icon Thread
Post by: skippy7721 on June 18, 2013, 09:09:56 PM
This may have been covered.

I would love to be able to load my old costumes into CoH from the sentinel files I extracted if that's even possible.


So my question is, is it?  ???
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on June 18, 2013, 09:39:37 PM
This may have been covered.
Yeah, it's over in this topic. (http://www.cohtitan.com/forum/index.php/topic,8600.0.html)
Short answer is that there's no automated utility to do that yet.  Although Codewalker did pop his head in while on vacation to make a few technical observations.  Feel free to see what's been said over there and keep an eye out for more updates on the matter.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on June 18, 2013, 09:57:52 PM
Are all the old maps still in the pigg files?

Like Founders without the tram line and other zones that changed a lot over the years?

Possibly.

Although, I have no clue what they are called in the files, or if they're even still loadable/work.

I suggest checking the map lists linked here:
http://paragonwiki.com/wiki/Titan_Icon#Load_a_Map

EDIT: Oh my... the Architect interface seems to work! With NPC viewing and recoloring too! :o

You can't seem to test stories or have any of that related stuff work, though..

Gonna need someone other than me to verify this.

Give yourself access level 9 with the info from this:
http://paragonwiki.com/wiki/Titan_Icon#Developer_Commands

Then open the console and put in "architect" that'll pop up the interface.

(https://images.weserv.nl/?url=s13.postimg.org%2Fq71kgbj1j%2Farchitecticon.png)
Title: Re: The Big Giant Icon Thread
Post by: Randomvector on June 18, 2013, 11:38:17 PM
ok can't seem to find this mapname anywhere. Anyone know what the map name is for the post nuke drop tyrant fight in the magisterium itrial is?
Title: Re: The Big Giant Icon Thread
Post by: wyldhunt on June 19, 2013, 12:06:13 AM
EDIT: Oh my... the Architect interface seems to work! With NPC viewing and recoloring too! :o

You can't seem to test stories or have any of that related stuff work, though..

Gonna need someone other than me to verify this.

Give yourself access level 9 with the info from this:
http://paragonwiki.com/wiki/Titan_Icon#Developer_Commands

Then open the console and put in "architect" that'll pop up the interface.
I'd found the "architect" command the other day with the same results as you... and yes, it makes me want to get to powers and enemies and mission runs even more!
Title: Re: The Big Giant Icon Thread
Post by: wyldhunt on June 19, 2013, 12:17:40 AM
ok can't seem to find this mapname anywhere. Anyone know what the map name is for the post nuke drop tyrant fight in the magisterium itrial is?
I think this is the one you're looking for: maps/Missions/P_Endgame/Magisterium/P_Magisterium.txt

It's broken up into sections, so you'll want to use /no_clip and /map_dev to explore all the different sections to find the final battle section of the map.
Title: Re: The Big Giant Icon Thread
Post by: Randomvector on June 19, 2013, 02:25:06 AM
I think this is the one you're looking for: maps/Missions/P_Endgame/Magisterium/P_Magisterium.txt

It's broken up into sections, so you'll want to use /no_clip and /map_dev to explore all the different sections to find the final battle section of the map.

thats it. Thanks a ton. Was going nuts.
Title: Re: The Big Giant Icon Thread
Post by: Blondeshell on June 19, 2013, 02:39:18 AM
Are all the old maps still in the pigg files?

Like Founders without the tram line and other zones that changed a lot over the years?

I've not tested this, but I'd guess you'd have to go extract them from an old version of the pigg files. You might be able to copy them into the /data folder like the VidiotMaps overlay was done, but I have no idea if they reference assets that are not available in the current version of the piggs. Could be an interesting project.

Aside from the small updates like adding the AE buildings, auction houses, and such, these'd be the zones to check:

Atlas Park
Faultline
Founders' Falls
The Hollows
Kings Row
Steel Canyon
Title: Re: The Big Giant Icon Thread
Post by: batqueen on June 19, 2013, 02:47:01 AM
I just tried the Architect editor, and was able to write a story, build the toons, and save the story. It also saved my custom critters, and was able to use a previously made loyalty group that it gave me as a choice. Of course, eventually, I reached up and hit the "save and test button" whereupon it dumped me back out, and I already knew it would, but the feeling is still there. I was 'this close! This close!' to being back in.  Something in my poor addled brain wants to forget what Codewalker said some time ago, that this is not the full way in. But dammit, i was this close.
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on June 19, 2013, 02:53:32 AM
I just tried the Architect editor, and was able to write a story, build the toons, and save the story. It also saved my custom critters, and was able to use a previously made loyalty group that it gave me as a choice. Of course, eventually, I reached up and hit the "save and test button" whereupon it dumped me back out, and I already knew it would, but the feeling is still there. I was 'this close! This close!' to being back in.  Something in my poor addled brain wants to forget what Codewalker said some time ago, that this is not the full way in. But dammit, i was this close.

Would be completely awesome if somehow the AE could actually get working to run the missions. I know without a server it could never happen but to be THIS close is very exciting.


Title: Re: The Big Giant Icon Thread
Post by: doc7924 on June 19, 2013, 02:56:19 AM
Can you load mission maps with this or only city zones?

I tried to load one of the indoor mission map files from the piggs but all I got was a blue empty space.

Maybe I got the name slightly wrong or is it something Icon cannot do....yet?

Title: Re: The Big Giant Icon Thread
Post by: Blondeshell on June 19, 2013, 03:00:00 AM
Make sure the spelling, capitalization, and punctuation you use are *exactly* as it's listed. Any change will give you the default empty map.
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on June 19, 2013, 03:05:23 AM
Make sure the spelling, capitalization, and punctuation you use are *exactly* as it's listed. Any change will give you the default empty map.

So I'm guessing you can load those maps - just have to spell it exactly the way it is in the file.

Cool. I may have gotten excited and missed a capital letter or something.
Title: Re: The Big Giant Icon Thread
Post by: Blondeshell on June 19, 2013, 03:12:19 AM
Yes, I'm currently running around in one of the Flooded Office maps. One caveat: mission maps behave the same as outside zones in that doors and elevators don't work. That means that offices are kinda boring when you can only access one floor.
Title: Re: The Big Giant Icon Thread
Post by: Blondeshell on June 19, 2013, 03:48:53 AM
I tested accessing old map versions by extracting them into the /data subfolder, but the game doesn't recognize them. It's possible that Icon isn't currently designed to scan the /data folder first to see if there's anything there.
Title: Re: The Big Giant Icon Thread
Post by: Kistulot on June 19, 2013, 06:42:44 AM
Yes, I'm currently running around in one of the Flooded Office maps. One caveat: mission maps behave the same as outside zones in that doors and elevators don't work. That means that offices are kinda boring when you can only access one floor.

Hitting F4 shows off the Dev words that highlight each room on the map when you noclip outside of their barriers. Makes it a lot easier to get around. Says Room1, Room2, End, etc.
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on June 19, 2013, 01:43:45 PM
I don't know if it is possible to do offline wise... but it would be awesome I think if for next issue, the simple fact of linking all those maps together would be done.

You know... like in the good old fashion way of... you are in Atlas, you click on the police guard, you are in Hollows. Or you click the door of the City Hall and then, you are in City Hall...

I love the awesome work from Codewalker, don't get me wrong.... But those small details can sometimes make the experience even better.
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on June 19, 2013, 02:22:39 PM
I don't know if it is possible to do offline wise... but it would be awesome I think if for next issue, the simple fact of linking all those maps together would be done.

You know... like in the good old fashion way of... you are in Atlas, you click on the police guard, you are in Hollows. Or you click the door of the City Hall and then, you are in City Hall...

I love the awesome work from Codewalker, don't get me wrong.... But those small details can sometimes make the experience even better.

It could be possible to hardcode in links so if you clink on a door or one of the hazard guards it would automatically load the appropriate map.

We see the stationary NPCs hardcoded in now so that might not be too big of deal - just time consuming to code all of the links.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on June 19, 2013, 02:25:59 PM
I tested accessing old map versions by extracting them into the /data subfolder, but the game doesn't recognize them. It's possible that Icon isn't currently designed to scan the /data folder first to see if there's anything there.

Version 1.7 (the latest) should have support for it.

"Icon now includes the patch that allows the game client to load any files as overrides from data/. This should make loading custom maps, geobins, and other mods easier in the future."

Right from Codewalker's notes.

GuyPerfect's Atlas Park map (in this thread somewhere) apparently works, though I haven't tried it myself.
Title: Re: The Big Giant Icon Thread
Post by: Jdawg95 on June 19, 2013, 07:03:54 PM
Thanks for all the mac help everyone! I know it must be something I'm doing, but I can't seem to figure it out. I'm following the steps perfectly, and I've gone through them many times, but when I try to launch city of heroes, it just bounces on the dock for a few minutes and then disappears. I don't get any kind of error message telling me what's wrong, either  :-\
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on June 19, 2013, 07:13:48 PM
I propose that someone alter the Atlas statue to look like Codewalker, holding up and supporting our world. He deserves it!
Title: Re: The Big Giant Icon Thread
Post by: batqueen on June 19, 2013, 08:28:03 PM
I propose that someone alter the Atlas statue to look like Codewalker, holding up and supporting our world. He deserves it!


^This, lol
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on June 19, 2013, 08:32:59 PM
Thanks for all the mac help everyone! I know it must be something I'm doing, but I can't seem to figure it out. I'm following the steps perfectly, and I've gone through them many times, but when I try to launch city of heroes, it just bounces on the dock for a few minutes and then disappears. I don't get any kind of error message telling me what's wrong, either  :-\

Probably not at all your problem but I have a PC with Comcast Constant Guard and the first time I launched Icon I had the same thing - it would seem to start then - poof - gone. Found out Constant Guard stopped it from running and once I set Icon as an approved program it worked fine.

Title: Re: The Big Giant Icon Thread
Post by: Xenos on June 19, 2013, 09:07:55 PM
Thanks for all the mac help everyone! I know it must be something I'm doing, but I can't seem to figure it out. I'm following the steps perfectly, and I've gone through them many times, but when I try to launch city of heroes, it just bounces on the dock for a few minutes and then disappears. I don't get any kind of error message telling me what's wrong, either  :-\

Not much to go by to help you figure it out.

Is this the same client that you used to play the game before they took the servers offline? Or did you download it from somewhere?

Which version of COH? I23 or I24? Which version of Mac OS? (I don't think that either matters, but it's helpful to know)

Running Activity Monitor (from the Application -> Utilities folder) might also show you a bit more of what's happening or not happening.

It sounds like the client is looking for something that it's not finding. Just need to figure out what that is...
Title: Re: The Big Giant Icon Thread
Post by: malonkey1 on June 19, 2013, 09:39:48 PM
Version 1.7 (the latest) should have support for it.

"Icon now includes the patch that allows the game client to load any files as overrides from data/. This should make loading custom maps, geobins, and other mods easier in the future."

Right from Codewalker's notes.

GuyPerfect's Atlas Park map (in this thread somewhere) apparently works, though I haven't tried it myself.

Wait, does that mean...WE COULD MAKE CUSTOM COSTUME PARTS? Oh my head!!
Title: Re: The Big Giant Icon Thread
Post by: Jdawg95 on June 19, 2013, 09:56:49 PM
Not much to go by to help you figure it out.

Is this the same client that you used to play the game before they took the servers offline? Or did you download it from somewhere?

Which version of COH? I23 or I24? Which version of Mac OS? (I don't think that either matters, but it's helpful to know)

Running Activity Monitor (from the Application -> Utilities folder) might also show you a bit more of what's happening or not happening.

It sounds like the client is looking for something that it's not finding. Just need to figure out what that is...

I didn't have the client anymore, so I downloaded i24 from the provided link. (http://www.savecoh.com/p/download-issue-24-beta.html)
I'm running Mac OS X 10.7.5, and when I try to open the application once I'm done with all the steps, It doesn't show up on the activity monitor. I'll try and see if there are any programs blocking it or something, and if it helps I can do a quick screen record of the entire process and put it up on youtube? Again, thanks for the help everyone haha. I'm feeling extremely nostalgic just looking at the old statesman icon and browsing the forums. Hopefully I get this worked out.
Title: Re: The Big Giant Icon Thread
Post by: GuyPerfect on June 19, 2013, 10:00:57 PM
I tested accessing old map versions by extracting them into the /data subfolder, but the game doesn't recognize them. It's possible that Icon isn't currently designed to scan the /data folder first to see if there's anything there.

Correct. Every map older than Issue 21 won't load because the geobin format changed in that Issue to specify a custom loading screen like the comic book in the new tutorial. Since the format doesn't match, the data can't be loaded.

Which brings us to...

GuyPerfect's Atlas Park map (in this thread somewhere) apparently works, though I haven't tried it myself.

The post in question is right over yonder (http://www.cohtitan.com/forum/index.php/topic,7288.msg120734.html#msg120734).

What I did there was take the format of the map geobins from the launch client, decoded the Atlas map, then saved it in the Issue 24 format. It wasn't too hard considering the format schemas are baked into the EXE files and are easy to extract.

So on the one hand, the old versions of the zones are no longer in the piggs. However, they do still exist in old piggs, but in incompatible formats.

I propose that someone alter the Atlas statue to look like Codewalker, holding up and supporting our world. He deserves it!

I never thought this would come up, but Codewalker's skin and clothing happen to take the appearance of unpolished granite.
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on June 19, 2013, 10:45:19 PM
I'm posting this to consolidate some Icon-related stuff. That way, when I mention Icon in CO chat to someone who hasn't heard about it, I can just give this reply number.

A good source of information about Icon is Paragonwiki's Icon page, at http://paragonwiki.com/wiki/Titan_Icon (http://paragonwiki.com/wiki/Titan_Icon). You'll also find links to lists of zone maps, NPCs and other stuff (the map and NPC lists are more-easily handled if copied and pasted into a spreadsheet, but you might have to do that a couple-hundred lines at a time; I did). The Icon program itself can, of course, also be acquired from the first post in this thread.

For those who have uninstalled CoH, various routes to getting the Issue 24 beta files can be found at at http://www.savecoh.com/p/download-issue-24-beta.html (http://www.savecoh.com/p/download-issue-24-beta.html). I used the SugarSync route, myself, and did NOT have to install the SugarSync client (good thing, too, since I'm suspicious of such things). If you uninstalled CoH, never fear: Codewalker himself says that all you need is a copy of someone's CoH folder, so the I24 beta folder will do it.

Wyldhunt gave us a REALLY convenient way to change zone maps (thanks, pally!). You'll find it in reply #1018 (http://www.cohtitan.com/forum/index.php/topic,7288.msg120897.html#msg120897) of this thread. (Thanks for the link, Fifth Horseman.)

Is there anything else that would be useful here?
Title: Re: The Big Giant Icon Thread
Post by: Blondeshell on June 19, 2013, 11:12:41 PM
Correct. Every map older than Issue 21 won't load because the geobin format changed in that Issue to specify a custom loading screen like the comic book in the new tutorial. Since the format doesn't match, the data can't be loaded.

What I did there was take the format of the map geobins from the launch client, decoded the Atlas map, then saved it in the Issue 24 format. It wasn't too hard considering the format schemas are baked into the EXE files and are easy to extract.

So on the one hand, the old versions of the zones are no longer in the piggs. However, they do still exist in old piggs, but in incompatible formats.

Ah, thanks for that, Guy. I'd missed the original mention of those details.
Title: Re: The Big Giant Icon Thread
Post by: Shenku on June 20, 2013, 01:18:36 AM
Wait, does that mean...WE COULD MAKE CUSTOM COSTUME PARTS? Oh my head!!

Technically, you always could, to an extent anyways...

I've done some minor texture mods in the past while the game was still running(like battle damaged Straps 2 for Female characters (http://i1206.photobucket.com/albums/bb456/Shenku85/Rhea_Silvia_zps0a9a4c3d.jpg)), and they were still there when I loaded up Icon, even several versions ago.

Adding in new options without them replacing current ones, or adding new costume part models is a bit of a different pickle and I haven't the foggiest on that regard just yet...
Title: Re: The Big Giant Icon Thread
Post by: GuyPerfect on June 20, 2013, 01:46:41 AM
Technically, you always could, to an extent anyways...

That's a big technically. (-:

Before Icon overrode the exception that prevents the game from loading from data/geobin (and presumably data/object_library), the only way to insert a new costume part into the game would be to add it to the piggs.
Title: Re: The Big Giant Icon Thread
Post by: Gothenem on June 20, 2013, 03:23:28 AM
Finally taking some time to play in Icon 1.7

I am right now, populating the Hellion base....

(https://i515.photobucket.com/albums/t358/Gothenem/screenshot_130619-23-05-32.jpg)
Hellions guarding the entrance. You can see some of the custom hellion designs I did for an old Architect mission.


(https://i515.photobucket.com/albums/t358/Gothenem/screenshot_130619-23-05-38.jpg)
Looking into the base. Two more guards stand ready.

(https://i515.photobucket.com/albums/t358/Gothenem/screenshot_130619-23-05-48.jpg)
A hellion sits on the ledge, while a girlfriend from hell entertains her "boyfriends".

(https://i515.photobucket.com/albums/t358/Gothenem/screenshot_130619-23-06-12.jpg)
A better look at the girlfriend and her "boyfriends".

(https://i515.photobucket.com/albums/t358/Gothenem/screenshot_130619-23-06-50.jpg)
A well dressed Damned guards the bottom of the ramp.

(https://i515.photobucket.com/albums/t358/Gothenem/screenshot_130619-23-06-43.jpg)
A look down the ramp.

(https://i515.photobucket.com/albums/t358/Gothenem/screenshot_130619-23-07-00.jpg)
A better look at the other entertaining Girlfriend and her admirers.

(https://i515.photobucket.com/albums/t358/Gothenem/screenshot_130619-23-07-07.jpg)
Hellions gather and talk.

(https://i515.photobucket.com/albums/t358/Gothenem/screenshot_130619-23-07-30.jpg)
A view of the other side of the gathering.

(https://i515.photobucket.com/albums/t358/Gothenem/screenshot_130619-23-07-43.jpg)
A sleeping Hellion in the corner.
Title: Re: The Big Giant Icon Thread
Post by: Xenos on June 20, 2013, 06:10:46 AM
I didn't have the client anymore, so I downloaded i24 from the provided link. (http://www.savecoh.com/p/download-issue-24-beta.html)

If you check the comments on that page, you'll see that some other people are experiencing the same problem you are having.

The latest comment is suggesting a solution. I have no idea if that might help in your case, or if it is the right thing to do (suggesting terminal commands is above my pay grade), but here it is:
Quote
For those of you having problems with the Mac version, it could be a permission issue. Open a terminal (it's under applications/utilities) and type the following;

$: sudo chmod -R 777 (Path to your CoH app)/City of Heroes Beta Mac

With (Path to your CoH app) replaced with the actual path.

I can tell you that the permissions for my COH app are set to Read & Write...

If you try it, let us know if it works.
Title: Re: The Big Giant Icon Thread
Post by: Jdawg95 on June 20, 2013, 07:15:52 AM
If you check the comments on that page, you'll see that some other people are experiencing the same problem you are having.

The latest comment is suggesting a solution. I have no idea if that might help in your case, or if it is the right thing to do (suggesting terminal commands is above my pay grade), but here it is:
I can tell you that the permissions for my COH app are set to Read & Write...

If you try it, let us know if it works.

Hey, thanks for the help. Unfortunately, The only response the terminal gives me when I try this is:
$: sudo chmod -R 777 /Applications/City of Heroes Beta Mac
-bash: $:: command not found

I don't think I made any typos, and I figured if I did it would come up with a syntax error or something. I'll go check on that page again and read the comments to see if that can give me any insight for right now.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on June 20, 2013, 08:18:46 AM
Wyldhunt gave us a REALLY convenient way to change zone maps (thanks, pally!). You'll find it in reply #1018 of this thread.

Is there anything else that would be useful here?
Direct link to Wyldhunt's post: http://www.cohtitan.com/forum/index.php/topic,7288.msg120897.html#msg120897
Title: Re: The Big Giant Icon Thread
Post by: daveyfiacre on June 20, 2013, 12:38:57 PM
Wait, does that mean...WE COULD MAKE CUSTOM COSTUME PARTS? Oh my head!!

i believe you might also be interested in fennec's posts here:
http://www.cohtitan.com/forum/index.php/topic,7699.0.html

:) i still need to download a few of these mod-replacements. i wonder if he's done any more lately!
Title: Re: The Big Giant Icon Thread
Post by: mobbyg on June 20, 2013, 02:33:14 PM
If you check the comments on that page, you'll see that some other people are experiencing the same problem you are having.

The latest comment is suggesting a solution. I have no idea if that might help in your case, or if it is the right thing to do (suggesting terminal commands is above my pay grade), but here it is:
I can tell you that the permissions for my COH app are set to Read & Write...

If you try it, let us know if it works.

Just started visiting this forum, but have been a lurker on Reddit for CoX for a while. I'm running Mac OS X 10.8.4 and the quoted solution worked perfectly! I was in and created a new character and went right into the tutorial. This is awesome!!! I'll start playing with the commands to add and try things out.

When it went free to play, I just never got around to downloading the new client and getting back on. Now that I can still kind of "goof around", I am a happy camper. I can't wait till a full on playable game is available!  :D
Title: Re: The Big Giant Icon Thread
Post by: Xenos on June 20, 2013, 06:56:18 PM
Hey, thanks for the help. Unfortunately, The only response the terminal gives me when I try this is:
$: sudo chmod -R 777 /Applications/City of Heroes Beta Mac
-bash: $:: command not found

I am pretty certain that $: represents the command prompt, and there was no need to type that into Terminal. It was looking for a command called "$:", which of course it did not find. Try it without including $:

FYI, "sudo" allows a permitted user to execute a command as the superuser, and "chmod" sets the permissions of a file or directory.
Title: Re: The Big Giant Icon Thread
Post by: Jdawg95 on June 20, 2013, 08:32:18 PM
I am pretty certain that $: represents the command prompt, and there was no need to type that into Terminal. It was looking for a command called "$:", which of course it did not find. Try it without including $:

FYI, "sudo" allows a permitted user to execute a command as the superuser, and "chmod" sets the permissions of a file or directory.

Alright, so this time it looked like it was about to work, but I got this:


chmod: /Applications/City: No such file or directory
chmod: of: No such file or directory
chmod: Heroes: No such file or directory
chmod: Beta: No such file or directory


I typed in /Applications/City of Heroes, so I don't know if it got confused on the spacing or something. It's definitely in my applications folder though, so I dont know. I might try updating my OS X since mobbyg had luck with the technique on 10.8.4
Title: Re: The Big Giant Icon Thread
Post by: Jdawg95 on June 20, 2013, 08:56:54 PM
Fixed! ;D It was in fact the permissions. Since "sudo chmod -R 777 /Applications/City of Heroes Beta Mac" was coming up with the error message:
chmod: /Applications/City: No such file or directory
chmod: of: No such file or directory
chmod: Heroes: No such file or directory
chmod: Beta: No such file or directory
 
What I did was create a folder named "City" (One word, no spaces) and put the application in there. Then I typed in the command prompt:
sudo chmod -R 777 /Applications/City
and it worked perfectly! I guess I can't use spaces in my terminal when telling it where to look. But I'm completely new to this, so I'm not sure.

Thanks for all your help everyone! Especially Xenos. This community is absolutely amazing. Long live city of heroes, no matter what the incarnation is.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on June 20, 2013, 09:18:18 PM
I typed in /Applications/City of Heroes, so I don't know if it got confused on the spacing or something. It's definitely in my applications folder though, so I dont know. I might try updating my OS X since mobbyg had luck with the technique on 10.8.4

You probably needed to put double-quotes around it. sudo chmod -R 777 "/Applications/City of Heroes" or somesuch.

If Macs do tab-completion in terminals, which I would hope so as any decent unix-based system created in the last 20 years does, you could also type /Applications/City[TAB] (pressing TAB) and it should fill in the rest and quote or escape if necessary.
Title: Re: The Big Giant Icon Thread
Post by: Xenos on June 20, 2013, 09:20:54 PM
Fixed! ;D

Glad you got it working! :)

I figured the path to the COH folder might be another issue, but I am far from an expert in Terminal commands myself, so I am cautious about giving advice in that area.

If I am not sure about he proper path, I usually just type my command and than drag and drop the file or folder into the Terminal window. That usually inserts the proper path.

Have fun!
Title: Re: The Big Giant Icon Thread
Post by: Garble on June 20, 2013, 11:36:11 PM
Finally!!!

For me it took a bit longer. It kept insisting that there was no such file or directory.

After renaming the app City_of_Heroes_Beta_Icon and CityofHeroesBetaIcon and TitanIcon and still no luck, I made an alias and got info and found the computer sees it as TitanIcon.app

Even though the .app doesn't show in the finder window the computer still knows it's there and cant find it otherwise.

sudo chmod -R 777 "/Applications/TitanIcon.app" worked!!! (after renaming the app TitanIcon)

I'm still having some issues that I had been assuming were I23 related such as not being able to load some maps like
MAPS/MISSIONS/OUTDOOR_MISSIONS/V_OUTDOOR_ATLAS/RECLUSE_RUINED/V_OUTDOOR_ATLAS_RECLUSE.TXT
or
MAPS/MISSIONS/UNIQUE/SIGNATURESTORYARCS/ONEWILLDIE_STORY_1/ISSUE7/SS_SPACE.TXT
Most mission maps seem to never finish loading.

Even so, major thanks to everyone for figuring out how to make I24 for Macs work!! :D
Title: Re: The Big Giant Icon Thread
Post by: r00tb0ySlim on June 21, 2013, 12:11:19 AM
Missing:  One large rocket.  Please return.  No questions asked.  :o
HaHa...Having a blast run'n my Dinky Dawg toon around the maps.  Thanks Codewalker!!!

(https://i.imgur.com/ijmwZDd.jpg?2)
Title: Re: The Big Giant Icon Thread
Post by: Tom_Neverwinter on June 21, 2013, 12:35:09 AM
Having a black screen when loading icon as administrator on window 7 x64 vmworkstation 9.0
issue v24 (i'm assuming I need an additional run argument such as -r?)
I can hear the music and hit buttons as I hear a click sound over the music

Help greatly appreciated,
Thanks in advanced
Title: Re: The Big Giant Icon Thread
Post by: Jdawg95 on June 21, 2013, 12:37:44 AM
Even so, major thanks to everyone for figuring out how to make I24 for Macs work!! :D

Congratulations! I too share your excitement, especially considering all of the non-bias support this forum lends to mac users. Been messing around with it for a couple of hours, and my procrastination just got maxed out with purple IOs.

Good luck with those map glitches. This is probably some completely different issue, but when I exited the game and reloaded, most of the problems I was having loading maps was fixed. I'm not sure how that would work, but my running theory is that I accidentally reset all the nemesis plots.
Title: Re: The Big Giant Icon Thread
Post by: primeknight on June 21, 2013, 07:59:07 PM
Hi again,

As a small thank you, here's a screenshot of a few favorite characters:

(https://lh5.googleusercontent.com/-l7_gwIILIdU/UcNaAPfJdVI/AAAAAAAAC-Q/xs000JJbE7k/s912/2013-06-20.jpg)
Title: Re: The Big Giant Icon Thread
Post by: eviella on June 21, 2013, 11:11:49 PM
Thank you for this.  Even with all the limits, I can have my characters wander around in the game again.

Then alt-tab back to IRC to chat with other friends doing the same thing.

I miss our game so much, to have anything back is a miracle.  Thank you so much; I barely have words.
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on June 22, 2013, 12:24:46 AM
When I change maps, sometimes I respawn inside a building, such as a hospital. I keep forgetting about pressing ] to jump to another respawn point, and I tend to use /no_clip (F5) instead, to "ghost" out of the building. It's also handy for finding other building interiors in a zone, by sinking through the ground and having a look around. The view from down there keeps reminding me of the underground Umbrella Corp. facilities in the "Resident Evil" movies.
Title: Re: The Big Giant Icon Thread
Post by: BitLoadR on June 22, 2013, 07:08:10 PM
Thank you CodeWalker for this awesome tool!
I've been trying a few things with 1.7 and this is one of the results...

(https://s25.postimg.cc/4hilrshsb/Jewely_with_sigs.jpg) (https://postimg.cc/image/4hilrshsb/)

(fltr: Manticore, Sis Psy, Minx, Star Jewel, Miss L., States, Synapse)

Yes, Star Jewel is my toon.

Now for a crash course in Demo Editing.
Title: Re: The Big Giant Icon Thread
Post by: Kyriani on June 22, 2013, 07:41:21 PM
Ya know I always wondered why Sister Psyche's costume in game doesnt match her artwork. Her gloves and boots are wrong as is the color of her overall outfit. Her shoulder rings are also inconsistently displayed in the artwork and not shown in game.

The thing is... the boots and gloves options exist in the standard game and have since launch... and the color is just a few shades closer to blue than the her in game avatar suggests.

I've remade her costume properly in game and it was easy enough to match the artwork.

(https://images.weserv.nl/?url=images.wikia.com%2Fparagon%2Fimages%2Fb%2Fb1%2F196px-SisterPsyche.png)(https://images.weserv.nl/?url=images.wikia.com%2Fparagon%2Fimages%2F0%2F02%2FSister_Psyche.jpg)(https://i524.photobucket.com/albums/cc325/NicMercy/sisterpsyche_zps18244cab.jpg)
Title: Re: The Big Giant Icon Thread
Post by: goodtime on June 23, 2013, 12:29:15 AM
Anyone else notice these three hanging out at the metro in Brickstown?  Alec Parson, Aurora Pena, Pendragon:(https://i.imgur.com/VW7l0jr.jpg)
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on June 23, 2013, 03:14:36 AM
You should check out by Manticore and Swan... Marauder, Riptide, and some PPD hardsuits are standing there by the picnic tables. :)
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on June 23, 2013, 03:38:31 AM
I was checking out the three NPCs in Bricks, mentioned above, and left the computer for a couple of minutes to tend to something. When I got back, I saw CoH on the screen, and absent-mindedly leaned in to check the chat window, to see if someone had said something I needed to reply to. Almost seven months later, and Icon brings it that close to the surface again.
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on June 23, 2013, 04:56:28 AM
I was checking out the three NPCs in Bricks, mentioned above, and left the computer for a couple of minutes to tend to something. When I got back, I saw CoH on the screen, and absent-mindedly leaned in to check the chat window, to see if someone had said something I needed to reply to. Almost seven months later, and Icon brings it that close to the surface again.
I had to modify my saved option/chat/wdw files to remove my chat window on load. I kept looking at my global channel wondering why no one was talking. >.<
Title: Re: The Big Giant Icon Thread
Post by: goodtime on June 23, 2013, 11:24:38 AM
You should check out by Manticore and Swan... Marauder, Riptide, and some PPD hardsuits are standing there by the picnic tables. :)
They changed up the little park, too.   Added some benches, art and a plaque I'm aching to click.  :(

(https://images.weserv.nl/?url=chattypics.com%2Ffiles%2Fscreenshot_130623061512_x49u2384no.jpg)
Title: Re: The Big Giant Icon Thread
Post by: daveyfiacre on June 23, 2013, 04:47:42 PM
now, i know that emotes are tricksy, and we cant really do MOVs at the specific target without having the target do it instead... but is there any potential to make "Macros" that que the series of Movs needed to "cast" specific powers?

does that make sense?

would that be within the scope of things Icon can potentially do? or is that also too much power/server/side-code related? cuz dont we have the animations and sounds and Movs? I dont really know the slightest bit about programming and even after the many years playing, i only learned how to make a basic macro to switch costumes after someone spelled it out for me.

 ;D just curious
Title: Re: The Big Giant Icon Thread
Post by: Garble on June 23, 2013, 06:30:09 PM
Good luck with those map glitches. This is probably some completely different issue, but when I exited the game and reloaded, most of the problems I was having loading maps was fixed. I'm not sure how that would work, but my running theory is that I accidentally reset all the nemesis plots.

It might be that my poor, old mac just dosen't have the ummph it used to. I've been running Icon at a higher image quality than I used to run the game since Icon doesn't have to load all the server info. It could be that the maps I'm trying need too much ram or I'm screwing up the names.

I'm still having fun though...
(https://i64.photobucket.com/albums/h175/GarbledReverie/CoX/Screenshot2013-06-21at50329PM_zps10ffd2cf.jpg)
Naaaaaaaaants ingonyaaaaaaaaama bagithi Baba
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on June 23, 2013, 08:02:28 PM
now, i know that emotes are tricksy, and we cant really do MOVs at the specific target without having the target do it instead... but is there any potential to make "Macros" that que the series of Movs needed to "cast" specific powers?

does that make sense?

would that be within the scope of things Icon can potentially do? or is that also too much power/server/side-code related? cuz dont we have the animations and sounds and Movs? I dont really know the slightest bit about programming and even after the many years playing, i only learned how to make a basic macro to switch costumes after someone spelled it out for me.

 ;D just curious

Probably would work, yes. You'd have to learn what MOVs do what though.

http://paragonwiki.com/wiki/Demo_Editing/List_of_MOVs

Although I haven't tried with MOVs specifically, macros do work in Icon.

I made a macro to open up the Architect slash command. It worked.

I'm afraid I don't have much time at the moment though to investigate this, I suggest you read up on how to make macros:

http://paragonwiki.com/wiki/Macro_%28Slash_Command%29
http://paragonwiki.com/wiki/The_Players%27_Guide_to_the_Cities/Slash_Commands,_Macros,_Keybindings,_and_Emotes#Macros

For a quick macro creation reference:
Code: [Select]
/macro AE architect
Giving yourself access level 9 from the info here http://paragonwiki.com/wiki/Titan_Icon#Developer_Commands, the above macro should work.

:)
Title: Re: The Big Giant Icon Thread
Post by: Triplash on June 23, 2013, 08:14:20 PM
I'm still having fun though...
(https://i64.photobucket.com/albums/h175/GarbledReverie/CoX/Screenshot2013-06-21at50329PM_zps10ffd2cf.jpg)
Naaaaaaaaants ingonyaaaaaaaaama bagithi Baba

Oh, well done! :D

/e clap
Title: Re: The Big Giant Icon Thread
Post by: CraZboy on June 23, 2013, 09:11:33 PM
This is awesome .. thank you so much .. even went to visit an old friend:

(https://images.weserv.nl/?url=www.cityofheroes.ca%2Fmisk%2F1.jpg)

Is there a way to load costumes from the sentinel files I saved ?
That would be awesome if someone could tell me.

CraZboy
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on June 23, 2013, 09:15:39 PM
Is there a way to load costumes from the sentinel files I saved ?
That would be awesome if someone could tell me.

Not yet.

It's being worked on, see this thread:
http://www.cohtitan.com/forum/index.php/topic,8600.0.html

Xenos has recently worked out a way to make a .costume file from sentinel files:
http://www.cohtitan.com/forum/index.php/topic,8600.msg122056.html#msg122056

He hasn't publically posted his method yet, soon though, I'm sure.

Keep in mind it won't be a program, nor do we have one at the moment for this.

:)
Title: Re: The Big Giant Icon Thread
Post by: CraZboy on June 23, 2013, 09:22:38 PM
Not yet.

It's being worked on, see this thread:
http://www.cohtitan.com/forum/index.php/topic,8600.0.html

Xenos has recently worked out a way to make a .costume file from sentinel files:
http://www.cohtitan.com/forum/index.php/topic,8600.msg122056.html#msg122056

He hasn't publically posted his method yet, soon though, I'm sure.

Keep in mind it won't be a program, nor do we have one at the moment for this.

:)

Interesting reading .. thank you!

CraZboy
Title: Re: The Big Giant Icon Thread
Post by: Turjan on June 23, 2013, 11:27:31 PM
Codewalker for President! :D  8)

Thanks to his amazing creation I was able to reassemble not only most of my own SuperGroup characters in one place, but also throw in a couple of friends' heroes from the SG too.

And where else would I have them all meet up but at the Supergroup Registrar in Atlas? Because they want their SuperGroup back!!  ;D

(https://i.imgur.com/yeBPVOX.jpg)
Title: Re: The Big Giant Icon Thread
Post by: TonyV on June 23, 2013, 11:58:07 PM
I propose that someone alter the Atlas statue to look like Codewalker, holding up and supporting our world. He deserves it!

We thought about this, but you have no idea just how ugly he is.  He's so ugly that he even scares the blind kids.  He's so ugly that he makes onions cry.  He's so ugly that when he goes to see the psychiatrist, she makes him lie on the couch face down.  He's so ugly that when he looks in the mirror, his reflection turns to stone.  He's so ugly that his neighbors pitched in for him to get tinted windows.  He's so ugly that his birth certificate has a letter of apology stapled on the back.  He's so ugly that even his Rice Krispies won't talk to him.

(I kid, I've never seen him in person, the guy could be friggin' Adonis as far as I know, but I like to imagine that he's really ugly to compensate for his brilliance and to boost my self esteem...)
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on June 24, 2013, 12:31:01 AM
He's so ugly that even his Rice Krispies won't talk to him.
I made the cat go tearing out of the room in fright with my sudden cackling at this one. I have no idea why it's so funny, but I can just imagine the little cartoon dudes making creeped-out faces and shaking their heads, while pushing each other around. LOL
Title: Re: The Big Giant Icon Thread
Post by: Blondeshell on June 24, 2013, 01:32:05 AM
We thought about this, but you have no idea just how ugly he is.  He's so ugly that he even scares the blind kids.  He's so ugly that he makes onions cry.  He's so ugly that when he goes to see the psychiatrist, she makes him lie on the couch face down.  He's so ugly that when he looks in the mirror, his reflection turns to stone.  He's so ugly that his neighbors pitched in for him to get tinted windows.  He's so ugly that his birth certificate has a letter of apology stapled on the back.  He's so ugly that even his Rice Krispies won't talk to him.

For some reason, my mind kept drifting toward Blue Steel while reading this. Maybe we should set up an arena match for them.  8)
Title: Re: The Big Giant Icon Thread
Post by: Spineshank on June 24, 2013, 02:30:44 AM
Another shot of all my toons, enjoying the hot tub in Faultline.

(https://i.imgur.com/H1eQxfG.jpg)
Title: Re: The Big Giant Icon Thread
Post by: RockLeeXIII on June 24, 2013, 11:27:29 AM
Quote from: Super Firebug on June 19, 2013, 07:13:48 pm

    I propose that someone alter the Atlas statue to look like Codewalker, holding up and supporting our world. He deserves it!

I like this idea ... perhaps not him but perhaps his avatar should do the trick as well :)
i've been following this thread since the release of icon 1.7 ... it's been very interesting and
the ideas going around are really good ...
as for myself ... i've been really happy to be able to bring back all my avatars and add those items
that i could not during my retail play ...


thanks again CodeWalker :)
i look forward to the next release
Title: Re: The Big Giant Icon Thread
Post by: Turjan on June 24, 2013, 02:22:14 PM
We thought about this, but you have no idea just how ugly he is.  He's so ugly that he even scares the blind kids.  He's so ugly that he makes onions cry.  He's so ugly that when he goes to see the psychiatrist, she makes him lie on the couch face down.  He's so ugly that when he looks in the mirror, his reflection turns to stone.  He's so ugly that his neighbors pitched in for him to get tinted windows.  He's so ugly that his birth certificate has a letter of apology stapled on the back.  He's so ugly that even his Rice Krispies won't talk to him.
lol
When I read that, I immediately thought of the Police Squad episode with Frank Drebin doing standup... :D

(https://i.imgur.com/EtaBMoK.jpg)

"My sister was so ugly we had to tie a pork chop round her neck to get the dog to play with her!"
Title: Re: The Big Giant Icon Thread
Post by: Triplash on June 24, 2013, 03:30:45 PM
We thought about this, but you have no idea just how ugly he is.  He's so ugly that he even scares the blind kids.  He's so ugly that he makes onions cry.  He's so ugly that when he goes to see the psychiatrist, she makes him lie on the couch face down.  He's so ugly that when he looks in the mirror, his reflection turns to stone.  He's so ugly that his neighbors pitched in for him to get tinted windows.  He's so ugly that his birth certificate has a letter of apology stapled on the back.  He's so ugly that even his Rice Krispies won't talk to him.

Y'know, after all this ribbing, I think that poor man deserves a song.

http://www.youtube.com/watch?v=gew2R0M2b8s


:P ;D
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on June 24, 2013, 07:51:17 PM
Okay, I've been talking Icon up on CO's CoX chat channel, letting former players know about it. Quite a few of them have mentioned their having uninstalled CoH, so they no longer have their game files. I've read posts here that talk about downloading and using the I24-beta files, which has led me to believe that, maybe, all that Icon needs is a COPY of someone's CoH folder, and not a formal install. I haven't been able to find out for sure, though. So, could someone please tell me whether or not CoH has to be INSTALLED for Icon to work? Thanks.
Title: Re: The Big Giant Icon Thread
Post by: eabrace on June 24, 2013, 08:14:32 PM
I'm pretty sure (but others more qualified to answer may correct me) that just having all of the files in the right place is all that's required - which means that you should be able to just copy someone else's CoH beta directory onto your machine and run Icon.

Even if that's not the whole story, just getting those files copied and put in place is a major step in the right direction.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on June 24, 2013, 09:03:34 PM
Okay, I've been talking Icon up on CO's CoX chat channel, letting former players know about it. Quite a few of them have mentioned their having uninstalled CoH, so they no longer have their game files. I've read posts here that talk about downloading and using the I24-beta files, which has led me to believe that, maybe, all that Icon needs is a COPY of someone's CoH folder, and not a formal install. I haven't been able to find out for sure, though. So, could someone please tell me whether or not CoH has to be INSTALLED for Icon to work? Thanks.

Can always just give them this link:
http://www.savecoh.com/p/download-issue-24-beta.html

Then see what happens once it's all downloaded and in place.

:D
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on June 24, 2013, 09:08:31 PM
Quite a few of them have mentioned their having uninstalled CoH, so they no longer have their game files.

Bap them over the head; we told people not to do that. :P

That said, a copy works fine. COH itself has never needed a "formal install", and simply copying the files has been my preferred method for years -- just to avoid downloading tons of patches.
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on June 25, 2013, 03:57:25 AM
Bap them over the head; we told people not to do that. :P

That said, a copy works fine. COH itself has never needed a "formal install", and simply copying the files has been my preferred method for years -- just to avoid downloading tons of patches.

When I got my notebook 'puter and installed CoH onto it, I knew enough to copy the piggs folder from my desktop, which saved me a LOT of download time. And I made it a practice to save that graphics folder from CoH, CO and STO, in case I need to re-install any of them.
Title: Re: The Big Giant Icon Thread
Post by: Noyjitat on June 25, 2013, 11:53:30 AM
So is it presently not possible to do animations such as energy blasts, zeus lightning etc? With the /mov commands all you see is the characters movement and animation for that power. And only certain emotes will show your weapon if you have claws, swords etc. As an example for weapons when I try to have my character do any pistol attack the pistols are invisible and no bullets are shown nor is any sound played. Emotes like ultimate power and costume change emotes seem to still have effects and sound however.

I was thinking about making a video later with my characters introducing themselves followed by using a power.
Title: Re: The Big Giant Icon Thread
Post by: skippy7721 on June 25, 2013, 11:59:32 AM
Is there a list presently available that shows what moves do what? I know my katana scrapper would be most thankful  :)
Title: Re: The Big Giant Icon Thread
Post by: Cold Bob on June 25, 2013, 01:56:25 PM
Hello all! I need some help...

I have an earlier version of Icon installed (whatever version was current back in January), and it launches with no problems, but when I went poking around my program files, C:\Program Files (x86)\City of Heroes does not exist as a folder. And when I search my hard drive for ALL my programs, the "City of Heroes" and "City of Heroes BETA" icons steer me to the NcSoft launcher, before giving me an error message.

Is it possible my "City of Heroes" and "City of Heroes BETA" program files have been deleted? If so, how can I still use Icon?

I'm DESPERATE to get back into Paragon City. How can I upgrade Icon 1.3 (or whatever it was back in January) to Icon 1.7?
Title: Re: The Big Giant Icon Thread
Post by: TonyV on June 25, 2013, 02:55:41 PM
I have an earlier version of Icon installed (whatever version was current back in January), and it launches with no problems, but when I went poking around my program files, C:\Program Files (x86)\City of Heroes does not exist as a folder. And when I search my hard drive for ALL my programs, the "City of Heroes" and "City of Heroes BETA" icons steer me to the NcSoft launcher, before giving me an error message.

Right-click on the City of Heroes BETA icon and pick Properties.  The path in the target edit box (minus the executable filename) is the folder you need to put Icon in.
Title: Re: The Big Giant Icon Thread
Post by: ag88t88 on June 25, 2013, 04:39:28 PM
So I haven't messed with all the commands yet, and it seems like obviously most of the game isn't functional, but just being able to cruise around Atlas Park again, (AP33!) and hear some of the sounds and music and see it.... That's quite cool. I've been really missing CoH this last month, I've had time on my hands and nothing I wanted to play more than this game.   Atlas Park may be an empty ghost town on my computer instead of the vibrant social hub it once was on a network, but it was still nice to see part of Paragon, god I miss that city. 


Thank you!
Title: Re: The Big Giant Icon Thread
Post by: Cold Bob on June 25, 2013, 07:14:53 PM
Got Icon 1.7 up and running no problem. Thanks TonyV for your prompt response to my post.

My friends, I have to say, I had no idea how much I have missed the ability to "fly", until I made it back in Paragon City this afternoon for the first time in almost seven months. Atlas Park has never looked so special to me, until today.

Keep up the good work, Codewalker, et. al.

Thank you very, very much for the Icon program!
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on June 25, 2013, 08:19:59 PM
Congrats on getting up and running on your computer.  Goes a long way towards soothing the withdrawal symptoms, no?
Title: Re: The Big Giant Icon Thread
Post by: CaptainHonor on June 25, 2013, 08:27:32 PM
Long time lurker had to make an account to thank Codewalker for his amazing work.

Cant wait for next update!

Title: Re: The Big Giant Icon Thread
Post by: Lolliad on June 26, 2013, 01:40:17 AM
I'm waiting for the next update like a child waiting for his next present at Christmas. I can't stand in place and I try to guess what will be in it. (traditional zoning? moving cars and citizens? Pie for everyone?)
Title: Re: The Big Giant Icon Thread
Post by: pktheater on June 26, 2013, 04:44:50 AM
Just wanted to take a moment to thank Codewalker for all the hard work getting Icon up and running. I've missed Paragon City, Praetoria, and the Rogue Islands fiercely and appreciate the ability to visit now even in a limited capacity. I've been running a tabletop Marvel Superheroes game (FASERIP version) and having access to the costume creator has added a new dimension for me and for the players.

Once again, thank you for all the work. I look forward to whatever the Titan code crew has in store in the coming weeks and months.
Title: Re: The Big Giant Icon Thread
Post by: Iron-Emerald on June 26, 2013, 09:37:04 AM
Yeah, I don't think I've said it here yet so thanks so much for doing this! I was happy enough to have the character creator back with the first version of Icon, but when I looked again and saw you could actually explore the city now... It's so great to be able to load the game up and wander the streets again now. My heroes have even started exploring parts of the Rogue Isles they never visited, trying to get to the bottom of just what's happened to everyone.
Title: Re: The Big Giant Icon Thread
Post by: batqueen on June 26, 2013, 08:07:33 PM
OK, this is a popmenu to make it easier to cycle through the time of day in Icon.  Install your new time menu to your COHbeta folder, in \data\texts\English\menus. That should do it. I use a bind to call up menus, like
'/bind F3 popmenu time' and when I press F3, I  get a popmenu for time of day. It will write the time in the chat window automatically, press enter to activate. yes, I'm really too lazy to type over and over..

link for menu file
https://www.box.com/s/elv02dlcx0i63ftd9cr9

of course, you can add more times, whatever the significant time is for your toons. Does not work on every map, some maps seem to have a static time set.
Still working on emote menu.

Thank you to Codewalker for making Icon, and wyldhunt for showing everybody about making menus work  for Icon.

(fixed link)
Title: Re: The Big Giant Icon Thread
Post by: ImperialChain on June 27, 2013, 05:12:12 AM
Like everyone else, thank you so much Codewalker! You are the best hero around! I'm enjoying driving my battle tank around Perez Park and Boomtown  ;D

I just have a little issue with icon at the moment. So I have both my original i23 and the i24 (which I downloaded since It got deleted with the NCsoft Launcher) versions of the game but I have trouble loading up some of the maps. All the city zones load up fine on both versions of the game but some maps get stuck on the loading bar and crash the game. With the i24 version I can get into Kallisti Wharf but other maps like the space map or even the platform jumper thing mentioned way back can't seem to load. Is there a way to fix this?
Title: Re: The Big Giant Icon Thread
Post by: wyldhunt on June 27, 2013, 01:21:51 PM
Still working on emote menu.
batqueen, I have a partially-completed emote menu here: https://docs.google.com/file/d/0B5FhLhcBjWhvNzNOT0NWVk1sd1E/edit?usp=sharing (https://docs.google.com/file/d/0B5FhLhcBjWhvNzNOT0NWVk1sd1E/edit?usp=sharing). This is meant as a replacement to the default quickchat.mnu, and the emotes are set up to closely follow the original menu. I did have to create subcategories for: 1) randomized effects, such as /e dice, 2) alternate animations for flying/standing, and 3) some for which I could not verify the emote vs movs via ParagonWiki (such as the various sitting emotes). This replacement is not complete, however, I've abandoned this project for now, as I think I'd rather just create a better-categorized popmenu of all of the movs, without all the multiplicate entries of the emote menu.

Since I found that Codewalker seems to have a placeholder for an /fx command in his source code for his updates to Icon, I'm wondering whether /fx will be available in the next few versions. That's what I'm waiting to see before I proceed, because with an /fx command, calling powers gets a little easier (still would need object spawning for weapons/shields/etc, which I don't know whether fx entries include, and would desire power customization tinting, which appears to be separate from fx entries).

Codewalker, I do have one request, if possible: if you can "easily" find how to enable the slash commands you're creating/modifying to be called from keybinds/popmenus directly, rather than just from the chat/command lines, would you please include this in future updates?
Title: Re: The Big Giant Icon Thread
Post by: Illusionss on June 27, 2013, 03:52:22 PM
As I slowly get better at all this, and recreate various much-loved toons and see maps that I thought were lost & gone forever [hell-o, Carnival Warehouse Rave map *sniffle*] I still have to say: Pootle-ing around in Icon IS STILL BETTER than any other game I have tried since the shuttering of CoX.

Now even better, with the addition of a few NPCs in the zones!

Codewalker, you have made so many people happy with your efforts. I hope the good karma that this generates rolls around your way, sooner rather than later.
Title: Re: The Big Giant Icon Thread
Post by: Cold Bob on June 27, 2013, 06:52:19 PM
Having the Issue 24 files installed, I just spent an hour poking around Kallisti Wharf, using the outdoor instanced mission maps, and detaching the camera (with the F2 button) to get through the instanced War Walls...

WOW! Just...WOW!

To have the capability to explore what WOULD have been the new zone for Issue 25 -- quite a treat!

So, Christie Square would have been the area around the train station, and Old Slough would have been the area surrounding the PPD headquarters...

Even though the zone was obviously a work-in-progress, highlights of my "tour" included the building with the domed garden on the roof (Map File Name: maps/Missions/outdoor_missions/Outdoor_Kallisti_Wharf/IOM_Vanguard_CO/IOM_Vanguard_CO.txt) and the stadium (Map File Name: maps/Missions/outdoor_missions/Outdoor_Kallisti_Wharf/IOM_Stadium/IOM_Stadium.txt) and just Christie Square itself (the more finished version, the one with the covered tunnel connected to the train station, Map File Name: maps/Missions/outdoor_missions/Outdoor_Kallisti_Wharf/IOM_Christie_Square/IOM_Christie_Square.txt)

All beautiful stuff!

I just wonder if Kallisti Wharf was meant to fit in to the area north of Steel Canyon, but east of Independence Port?

Can anybody else recommend a Map File they think is particularly outstanding/particularly worth revisiting?

I wouldn't have even thought of looking for Kallisti Wharf, except somebody else in this thread mentioned its availability.

With almost 3000 Map Files in the speadsheet (linked to the Icon wiki page), there's a lot left to explore!
Title: Re: The Big Giant Icon Thread
Post by: batqueen on June 27, 2013, 07:01:54 PM
  wyldhunt- yeah, the emote menu I was fooling around with was not meant to replace or replicate the old emote menu like yours. Mine was not that well thought through! It was just a collection of emotes I used regularly and once again was tired of typing out over and over. I was running into strange anomalies, like a costume change emote wouldn't  work on me, but would work on another npc I had targeted. Once I saw it work on an npc, I tried it again on myself- still nothing. SO, a real work in progress here, but still interesting to work on. Another menu I've been fooling with is one that calls up the /spawn_npc command into the chat box, some with pre-defined npcs, heroes amd mobs that I like to use a lot. It would be nice to know if eventually fx can be called up, or if it will always have to go through the chat box first. These things would have an impact on writing this stuff out for sure.
  I have been able to do time commands and emotes from key binds, but it takes up all my keys, there are too many things to call up, and that's mainly why I switched to menu form for a multitude of things. I am greedy with game commands, and cheap on typing.
Title: Re: The Big Giant Icon Thread
Post by: darkgob on June 27, 2013, 08:41:35 PM
Having the Issue 24 files installed, I just spent an hour poking around Kallisti Wharf, using the outdoor instanced mission maps, and detaching the camera (with the F2 button) to get through the instanced War Walls...
Why not just turn clipping on?
Title: Re: The Big Giant Icon Thread
Post by: JKPhage on June 27, 2013, 11:53:45 PM
batqueen, I have a partially-completed emote menu here: https://docs.google.com/file/d/0B5FhLhcBjWhvNzNOT0NWVk1sd1E/edit?usp=sharing (https://docs.google.com/file/d/0B5FhLhcBjWhvNzNOT0NWVk1sd1E/edit?usp=sharing).

Hate to sound totally computer illiterate, but how would one go about using this menu download? I'm absolutely terrible at using the /mov command and if I had a menu to choose from it would make setting up screenshots much easier.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on June 27, 2013, 11:57:38 PM
Codewalker, I do have one request, if possible: if you can "easily" find how to enable the slash commands you're creating/modifying to be called from keybinds/popmenus directly, rather than just from the chat/command lines, would you please include this in future updates?

Not sure on that one. Icon uses an extra keybind "layer" to add commands and key bindings. It works similarly to how the detached camera takes over with special temporary key bindings when it's active.

The chat window and console check all active layers when trying to execute commands. I would have assumed that popmenus use the same command processor, but I guess not.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on June 28, 2013, 12:34:17 AM
Hate to sound totally computer illiterate, but how would one go about using this menu download? I'm absolutely terrible at using the /mov command and if I had a menu to choose from it would make setting up screenshots much easier.

Read this page, plus anything further related to "Popmenu".

http://paragonwiki.com/wiki/Popmenu_%28Slash_Command%29

 :)
Title: Re: The Big Giant Icon Thread
Post by: Nebularian on June 28, 2013, 02:38:09 PM
Has anyone gotten into the Ritki base?   I notice that, with clipping on, I can get into some buildings and see the NPC's (like Icon). But that does not seem to work with the Ritki base.
Title: Re: The Big Giant Icon Thread
Post by: Pengy on June 28, 2013, 03:48:49 PM
Has anyone gotten into the Ritki base?   I notice that, with clipping on, I can get into some buildings and see the NPC's (like Icon). But that does not seem to work with the Ritki base.
You mean in the Rikti War Zone? The Google spreadsheet linked here someplace gives coordinates of 328, -1184, -2315. You might also try 360, -1358, -2224.
Title: Re: The Big Giant Icon Thread
Post by: goodtime on June 28, 2013, 05:15:50 PM
Has anyone gotten into the Ritki base?   I notice that, with clipping on, I can get into some buildings and see the NPC's (like Icon). But that does not seem to work with the Ritki base.
Are you using Icon v1.7?   You can cycle through the spawn points using left and right brackets [,] and F12 will send you to a random spawn point.

Sometimes it's easier to use F12, because there are usually 6+ spawn points at every door, portal or rez point. 
Title: Re: The Big Giant Icon Thread
Post by: Nebularian on June 28, 2013, 08:08:25 PM
Are you using Icon v1.7?   You can cycle through the spawn points using left and right brackets [,] and F12 will send you to a random spawn point.

Sometimes it's easier to use F12, because there are usually 6+ spawn points at every door, portal or rez point.

That did it.  By going to the war zone via F1 (maps/City_Zones/War_05_01/War_05_01.txt) and then cycling through F12 it eventually ended up inside the Base.   Cool.  Thanks!
Title: Re: The Big Giant Icon Thread
Post by: BitLoadR on June 28, 2013, 10:36:26 PM
...another one after a few hours of costume building and positioning.
(https://s25.postimg.cc/bxhvdld7f/ndhu-full_-_nonames.jpg) (https://postimg.cc/image/bxhvdld7f/)
(front: Sentrion; middle: Gemstone, Miss Unity, Capt. Unity, Star Jewel, Lumitia, BitLoadR; back: Synchronus, Mustfure, Dawnshade, Novaspark, Ion Blaze)
Title: Re: The Big Giant Icon Thread
Post by: Pherdnut on June 29, 2013, 07:43:09 PM
So has anybody documented what all the various directories/files are all about? Sounds like you guys have a lot figured out on the general stuff. I'm primarily a JS dev but comfortable enough with general programming and have a clue about what mucking with assembly entails. Sticking my copy of COH in version control and breaking stuff would be a fun way to learn enough to maybe help out.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on June 29, 2013, 07:57:19 PM
So has anybody documented what all the various directories/files are all about? Sounds like you guys have a lot figured out on the general stuff. I'm primarily a JS dev but comfortable enough with general programming and have a clue about what mucking with assembly entails. Sticking my copy of COH in version control and breaking stuff would be a fun way to learn enough to maybe help out.

Are you talking about what makes up a typical installation of the game client?

The .pigg files and the like, yes?

If you're talking code/programming wise however, you'd be best off asking and or speaking with Codewalker and GuyPerfect.
Title: Re: The Big Giant Icon Thread
Post by: Pherdnut on June 29, 2013, 08:21:29 PM
Yeah, everything I guess. Just thought maybe there'd be a roadmap somewhere but I'll just tinker until I have more specific questions to ask I guess.
Title: Re: The Big Giant Icon Thread
Post by: MWRuger on June 30, 2013, 01:01:50 AM
Again, Thanks Codewalker! It is bittersweet, but it is worth it to me.  I don't know if we will ever be able to play solo with Icon or not or even if there will ever be private servers. But if their are it will be because of your work. I wish I could help but unless it was something simple I'd just be in the way.

But hey, if you need some graphic design or suss out to make some new costume pieces, let me know. I do mostly 2-D but I have CS 6 and know how to use it. (mostly)
Title: Re: The Big Giant Icon Thread
Post by: blackjak on June 30, 2013, 01:51:00 AM
Possibly a dumb question...how do I know which issue I have. I ask because I am having trouble with assertion failures when I try to load a map. I am on a mac and have no problems using the function commands that are listed as I24 only...I just don't remember which one I actually have. An earlier poster had the same problem and had I23, but I couldn't find an answer to his dilemma.
Title: Re: The Big Giant Icon Thread
Post by: Blackmoor on June 30, 2013, 02:33:14 AM
Possibly a dumb question...how do I know which issue I have. I ask because I am having trouble with assertion failures when I try to load a map. I am on a mac and have no problems using the function commands that are listed as I24 only...I just don't remember which one I actually have. An earlier poster had the same problem and had I23, but I couldn't find an answer to his dilemma.
Do your loading screens have Penelope Yin & Shadowhunter on them, or do they show Marauder, Paladin and The Center? The former is i23, the latter is i24.
Title: Re: The Big Giant Icon Thread
Post by: blackjak on June 30, 2013, 02:59:55 AM
Well there you go. I23 it is. So I23 is a no go with map loading?
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on June 30, 2013, 03:04:45 AM
Map loading works fine on I23, as does anything other than the features indicated as being I24 only.

A few people have reported some crashing or hanging problems that I've never been able to reproduce. It seems to happen more often on Macs, but some Mac users don't have any issues at all.
Title: Re: The Big Giant Icon Thread
Post by: blackjak on June 30, 2013, 03:08:59 AM
I have tried a few maps from several post's link. Maybe it's OSX and maybe it's the maps I'm trying (the latest was Fort Trident). I get the loading screens for the mapzones and then the assertion failure. No telling...
Title: Re: The Big Giant Icon Thread
Post by: powerfuse on June 30, 2013, 06:17:44 AM
Messing around with the dev commands, and I found a few commands that are for using powers, but they dont work. Will using powers, combat, clickables (doors, contacts, etc.), or leveling up ever be possible?

I also want to say thanks for all the hard work that is being put into this. Thank you for letting us fly around in our home city again! :)
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on June 30, 2013, 01:42:53 PM
Messing around with the dev commands, and I found a few commands that are for using powers, but they dont work. Will using powers, combat, clickables (doors, contacts, etc.), or leveling up ever be possible?

I also want to say thanks for all the hard work that is being put into this. Thank you for letting us fly around in our home city again! :)

I am not savvy on how MMO's work in the sense of how much was server based and how much is local.

My assumption was powers and emotes and other things like that were local and then broadcast to the server so everyone in your range would see what you do. 

Title: Re: The Big Giant Icon Thread
Post by: Codewalker on June 30, 2013, 02:58:47 PM
My assumption was powers and emotes and other things like that were local and then broadcast to the server so everyone in your range would see what you do.

No, those are all handled server side. The client just sends commands indicating what it wants to do, which the server validates before executing them.

Sequence goes something like this. Highly simplified, obviously this doesn't go across the wire as plain text but as an optimized binary protocol. MOV and FX names made up because I don't want to go look them up for a sample illustration.

Player1 -> Server: "/em dance"
Server -> Player1, Player2, Player3: "Entity update for Player1: Animating MOV DANCE3"

Player1 -> Server: "Activate tray slot 5."
Server -> Player1: "Power Ice Blast activating."
Server -> Player1, Player2, Player3: "Entity update for Player1: Animating MOV CAST_HANDS2. Playing FX POWERS/ICEBLAST.FX with target ent 221."
Server -> Player1: "Power Ice Blast recharging. Estimated recharge time 8 seconds."
Server -> Player1, Player2, Player3: "Entity update for ent 221 (Chief Soldier): Took 55 damage. Animating MOV GENERIC_HIT. Playing FX POWERS/ICEBLAST_HIT.FX."

Player1 -> Server: "Control state update: Want to move forward."
Server -> Player1, Player2, Player3: "Entity update for Player 1: New location 56,50,102. Animating MOV RUN_LOOP."
Server -> Player1, Player2, Player3: "Entity update for Player 1: New location 56,50,112."
Server -> Player1, Player2, Player3: "Entity update for Player 1: New location 56,50,118."
Player1 -> Server: "Control state update: No longer want to move forward."
Server -> Player1, Player2, Player3: "Entity update for Player 1: Animating MOV READY."

(third update was only 118 because the server detected that Player1 hit a wall)
Title: Re: The Big Giant Icon Thread
Post by: Echoshard on June 30, 2013, 03:03:51 PM
(https://i.imgur.com/QIWwE0f.gif)

Thanks Codewalker.  I can't upvote you, so here's a gif I made.  :D
Title: Re: The Big Giant Icon Thread
Post by: Garble on June 30, 2013, 03:33:46 PM
I have tried a few maps from several post's link. Maybe it's OSX and maybe it's the maps I'm trying (the latest was Fort Trident). I get the loading screens for the mapzones and then the assertion failure. No telling...

I'm on a mac and have switched from I23 to I24 and under both I've been unable to load certain maps. City zone maps seem to work okay, but many mission specific maps and others (like the old Paragon Dance Party) refuse to finish loading. I'll even get the correct image for the loading screen so I know I've typed it correctly, but the progress bar stops a little over half-way and it just never gets anywhere. In those instances I have to force-quit Icon.

I was thinking it was a RAM issue, but Paragon Dance Party is actually much smaller than most of the maps I've successfully loaded.
I've been trying not to complain too much, because I really am having fun, and I really appreciate everyone here being so helpful and patient with all the mac-related issues. But, yeah, you're not the only one having trouble with maps.
Title: Re: The Big Giant Icon Thread
Post by: blackjak on June 30, 2013, 03:48:32 PM
I'm on a mac and have switched from I23 to I24 and under both I've been unable to load certain maps. City zone maps seem to work okay, but many mission specific maps and others (like the old Paragon Dance Party) refuse to finish loading. I'll even get the correct image for the loading screen so I know I've typed it correctly, but the progress bar stops a little over half-way and it just never gets anywhere. In those instances I have to force-quit Icon.

I was thinking it was a RAM issue, but Paragon Dance Party is actually much smaller than most of the maps I've successfully loaded.
I've been trying not to complain too much, because I really am having fun, and I really appreciate everyone here being so helpful and patient with all the mac-related issues. But, yeah, you're not the only one having trouble with maps.
Is it still a problem with I24 or mostly with I23?
And yes, I am eternally grateful of the Mac love shown for Icon. We don't get much of that in gaming...
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on June 30, 2013, 05:25:20 PM
It may just be that some maps refuse to load.

I can never get PDP to work for me, either.

:P
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on June 30, 2013, 08:05:27 PM
I'm on a mac and have switched from I23 to I24 and under both I've been unable to load certain maps. City zone maps seem to work okay, but many mission specific maps and others (like the old Paragon Dance Party) refuse to finish loading. I'll even get the correct image for the loading screen so I know I've typed it correctly, but the progress bar stops a little over half-way and it just never gets anywhere. In those instances I have to force-quit Icon.

Yep, getting the same issue here, on a Mac OS 10.6.8 machine, running Icon 1.7 with CoH client I24.  The mac itself is a Mac Pro 12 GB 2x2.8 GHz Quad-core, which should have sufficient power.  Seems to be the more obscure maps and various mission maps.  The loading screen appears, it gets about halfway or all the way, then I get the "Assertion Failure" error; with OK the only button, I click that and Icon/CoH exits.  I've thought about compiling a list of the maps which fail, but having to restart the program every single time (I suppose I could just use the random load option) would get tiring after a while. :/ :P

Could it be possibly be an application memory load error?  Is there a way to control how much memory CoH grabs on startup, or to make it multithreaded?

--- Philip
Title: Re: The Big Giant Icon Thread
Post by: blackjak on June 30, 2013, 08:41:26 PM
Well...I know it wouldn't load Paragon Dance Party, Fort Triton and what I thought may be the Hero 1 memorial (maps/MISSIONS/UNIQUE/DOORMISSIONS/TECH_30_CAPE.txt). That's a start...

edit: Storm Palace ( maps/City_Zones/Trial_06_01/Trial_06_01.txt )
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on June 30, 2013, 09:04:10 PM
No, those are all handled server side. The client just sends commands indicating what it wants to do, which the server validates before executing them.

Sequence goes something like this. Highly simplified, obviously this doesn't go across the wire as plain text but as an optimized binary protocol. MOV and FX names made up because I don't want to go look them up for a sample illustration.

Player1 -> Server: "/em dance"
Server -> Player1, Player2, Player3: "Entity update for Player1: Animating MOV DANCE3"

Player1 -> Server: "Activate tray slot 5."
Server -> Player1: "Power Ice Blast activating."
Server -> Player1, Player2, Player3: "Entity update for Player1: Animating MOV CAST_HANDS2. Playing FX POWERS/ICEBLAST.FX with target ent 221."
Server -> Player1: "Power Ice Blast recharging. Estimated recharge time 8 seconds."
Server -> Player1, Player2, Player3: "Entity update for ent 221 (Chief Soldier): Took 55 damage. Animating MOV GENERIC_HIT. Playing FX POWERS/ICEBLAST_HIT.FX."

Player1 -> Server: "Control state update: Want to move forward."
Server -> Player1, Player2, Player3: "Entity update for Player 1: New location 56,50,102. Animating MOV RUN_LOOP."
Server -> Player1, Player2, Player3: "Entity update for Player 1: New location 56,50,112."
Server -> Player1, Player2, Player3: "Entity update for Player 1: New location 56,50,118."
Player1 -> Server: "Control state update: No longer want to move forward."
Server -> Player1, Player2, Player3: "Entity update for Player 1: Animating MOV READY."

(third update was only 118 because the server detected that Player1 hit a wall)

So basically anything besides moving your character went to the server first and then animated on your pc. No wonder nothing works when you click them (powers and emotes).
Title: Re: The Big Giant Icon Thread
Post by: malonkey1 on June 30, 2013, 10:34:01 PM
Is there a way to "fool" the program into playing power emotes?
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on June 30, 2013, 11:47:49 PM
Is there a way to "fool" the program into playing power emotes?
If you can find it here:
http://paragonwiki.com/wiki/MOVs#Valid_MOVs_for_the_player_skeleton
...you can play it with the /mov command. However, FX won't be attached.
Title: Re: The Big Giant Icon Thread
Post by: Illusionss on July 01, 2013, 03:19:53 AM
Please excuse a really stupid question, but I have looked all over and I just cant find a simple list.

We have all kinds of glorious lists of various mission maps, and those are wonderful. BUT!! Do we have a list, of just the basic ZONES maps? You know, where you can go to a whole zone like we can to Atlas and Nerva.

I would like a list of all the hero and all the villain zones, just those. I like to fly around. The mission maps are great, but often comparatively small. In a whole zone I can go here and there and take a million screenies, just like the old days.  8)
Title: Re: The Big Giant Icon Thread
Post by: goodtime on July 01, 2013, 03:27:37 AM
Please excuse a really stupid question, but I have looked all over and I just cant find a simple list.
Look for the downloadable maps list popmenu file (maps.mnu) someone made.   Follow the instructions for where to put it, then whenever you want to zone, just type /popmenu maps in the chat window.   It's awesomesauce.
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on July 01, 2013, 05:55:39 PM
Look for the downloadable maps list popmenu file (maps.mnu) someone made.   Follow the instructions for where to put it, then whenever you want to zone, just type /popmenu maps in the chat window.   It's awesomesauce.

That's Wyldhunt's work. You'll find it in Reply #1018 in this thread. Tremendous time-saver. In my Reply #1118, you'll find links to it and other Icon-related goodies.
Title: Re: The Big Giant Icon Thread
Post by: Jdawg95 on July 01, 2013, 09:20:28 PM
(https://i.imgur.com/QIWwE0f.gif)

Thanks Codewalker.  I can't upvote you, so here's a gif I made.  :D

+1 for synchronization with the scrolling code
Title: Re: The Big Giant Icon Thread
Post by: Unsung_Corpsmen on July 01, 2013, 11:41:40 PM
OK prolly already been answered a hundred times over but I didn't see it after lurking in the 60 pages before registering to ask. I have the i24 beta and Icon Thank you so much. My little group of Citaholics missed it. back on topic. Is there a way to advance your lvl so you can get powers and fly or use ae and lvl or anything to allow a gaming experience? Lvl'n would be heaven to be able to play my signature toon again at max lvl...even just casting powers......uh so nice.
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on July 01, 2013, 11:49:12 PM
No. ICON is for playing dressup and visiting maps.
Title: Re: The Big Giant Icon Thread
Post by: Unsung_Corpsmen on July 01, 2013, 11:56:35 PM
Dang it....sorry I am greedy. I will take the crack I get and enjoy it....lol. Thanks again Code Walker, you are a god among mortals.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on July 01, 2013, 11:57:36 PM
AE/Mission Architect is partially functional.

The whole interface seems to work, however you can't run stories or test them.

You can make new custom critters, view/recolor NPCs, and look at minimaps, though.

EDIT:

Give yourself Access Level 9 using the instructions on this page
http://paragonwiki.com/wiki/Titan_Icon#Developer_Commands

Then open the console, type in "architect", should work.

You could make a macro to do this as well, however you need to have raised your Access Level to 9 first.
http://paragonwiki.com/wiki/Macro_%28Slash_Command%29

Use "architect" while making the macro.

:)
Title: Re: The Big Giant Icon Thread
Post by: Unsung_Corpsmen on July 02, 2013, 12:33:19 AM
Thanks...got it running now......Woot!!!!!!!!  In all the CmdList there isnt a lvl editor or anything. I will scrurry thru it again. Wierd.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on July 02, 2013, 12:48:49 AM
As explained earlier, there was a level editor - but it required an active connection to the server.
Title: Re: The Big Giant Icon Thread
Post by: Unsung_Corpsmen on July 02, 2013, 12:50:49 AM
Self lvl....my lvl....beyond lvl 1 for the toons
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on July 02, 2013, 12:54:41 AM
You could use /accesslevel 9, then use /levelup 50 and it will grant you powers, but you can't actually use any of them since all the powers implementation was on the server.

As mentioned above, the Mission Architect editor is mostly functional. However you can't play the missions since combat and powers are handled 100% on the server, and Icon just fools the client into letting you access what it already has.

There's no functional difference between AE missions and regular missions.
Title: Re: The Big Giant Icon Thread
Post by: Unsung_Corpsmen on July 02, 2013, 01:12:41 AM
ARGH.........Ok thanks for the help on all my silly questions.
Title: Re: The Big Giant Icon Thread
Post by: Unsung_Corpsmen on July 02, 2013, 01:34:30 AM
I have to say. I just spent the most enjoyable 2 hours just flying around as my namesake. Thank you Codewalker again. A million times thank you.
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on July 02, 2013, 02:42:32 AM
You could use /accesslevel 9, then use /levelup 50 and it will grant you powers, but you can't actually use any of them since all the powers implementation was on the server.

As mentioned above, the Mission Architect editor is mostly functional. However you can't play the missions since combat and powers are handled 100% on the server, and Icon just fools the client into letting you access what it already has.

There's no functional difference between AE missions and regular missions.

Oh cool. I didn't know about the levelup command - even though the powers are useless without a server I could at least pretend my heroes are at full force.
Title: Re: The Big Giant Icon Thread
Post by: daveyfiacre on July 02, 2013, 02:52:57 AM
AE/Mission Architect is partially functional.

The whole interface seems to work, however you can't run stories or test them.

You can make new custom critters, view/recolor NPCs, and look at minimaps, though.

EDIT:

Give yourself Access Level 9 using the instructions on this page
http://paragonwiki.com/wiki/Titan_Icon#Developer_Commands

Then open the console, type in "architect", should work.

You could make a macro to do this as well, however you need to have raised your Access Level to 9 first.
http://paragonwiki.com/wiki/Macro_%28Slash_Command%29

Use "architect" while making the macro.

:)


follow up question, can you load the custom-colored NPCs the same way we can load other saved costumes? i know theyre kept in a different folder but can we load the NPCs with the altered colors chosen for a custom critter with Icon?
Title: Re: The Big Giant Icon Thread
Post by: Unsung_Corpsmen on July 02, 2013, 03:22:53 AM
Oh cool. I didn't know about the levelup command - even though the powers are useless without a server I could at least pretend my heroes are at full force.
Yeah, I loaded up all my powers in my trays and such and flew around.....really made me feel like I was playing Unsung. I wont lie I got a lil choked up when I flew around and forgot about it being empty and flew to under Atlas to see who was around. Found noone. So sad.
Title: Re: The Big Giant Icon Thread
Post by: Ultrarocket on July 02, 2013, 03:53:04 AM
Messing around with the dev commands, and I found a few commands that are for using powers, but they dont work. Will using powers, combat, clickables (doors, contacts, etc.), or leveling up ever be possible?

I also want to say thanks for all the hard work that is being put into this. Thank you for letting us fly around in our home city again! :)

Oh how I dream to be able to engage in combat and use powers. I understand powers are server based, but does it hurt to hope that one day icon can somehow find a way...

Perhaps a fool's hope.
Title: Re: The Big Giant Icon Thread
Post by: batqueen on July 02, 2013, 05:13:43 AM
If I'm going to be "on" for a while,  I add some powers, and I actually start a chat tab, just to watch the system list off when I change neighborhoods in a zone. Now entering Aeon City!   :-[
Title: Re: The Big Giant Icon Thread
Post by: Kyriani on July 02, 2013, 12:57:48 PM
You could use /accesslevel 9, then use /levelup 50 and it will grant you powers, but you can't actually use any of them since all the powers implementation was on the server.

As mentioned above, the Mission Architect editor is mostly functional. However you can't play the missions since combat and powers are handled 100% on the server, and Icon just fools the client into letting you access what it already has.

There's no functional difference between AE missions and regular missions.

Do these commands allow you to go through the level up process and choose the powers you want? Or does it just randomly give you stuff? Is it possible to go through the level up process and pick the powers you want currently? Or have we not gotten that far yet?
Title: Re: The Big Giant Icon Thread
Post by: Unsung_Corpsmen on July 02, 2013, 01:05:53 PM
I tried it lastnight.....It simple makes you lvl 50 with all your primary powersets availale to you for slotting into the trays, and it fills your xp bar as if you were lvl 50. No selection just the look my friend.
Title: Re: The Big Giant Icon Thread
Post by: HeatSpike1 on July 02, 2013, 04:10:42 PM
I miss coh more and more all the time. I really hope we get a chance to play again together in paragon.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on July 02, 2013, 05:35:20 PM
follow up question, can you load the custom-colored NPCs the same way we can load other saved costumes? i know theyre kept in a different folder but can we load the NPCs with the altered colors chosen for a custom critter with Icon?

Are you asking if you can load custom critters/custom NPCs in the Costume Creator, like costume files?

No, it's not possible, as far as I know.

Sorry.
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on July 02, 2013, 06:52:39 PM
You could use /accesslevel 9, then use /levelup 50 and it will grant you powers, but you can't actually use any of them since all the powers implementation was on the server.

As mentioned above, the Mission Architect editor is mostly functional. However you can't play the missions since combat and powers are handled 100% on the server, and Icon just fools the client into letting you access what it already has.

There's no functional difference between AE missions and regular missions.

Well, I know it's mostly our fault for believeing so but we still have hopes that someday, we will be able to play...
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on July 02, 2013, 06:53:08 PM
We can costume our characters to look like NPCs, if that's what the question is. At the Titan Icon wiki page (http://www.paragonwiki.com/wiki/Titan_Icon), there's a list of NPCs. You just type /be_npc model_<NPC name> (you have to use the NPC name as it's given on the list) . If you're targeting an NPC, you can make that NPC look like another; I turned Penny Yin, in Indy Port, "back" into Sister Psyche. If you're not targeting anyone, the command works on yourself; I turned my toon into Miss Liberty, and flew her around Atlas.

EDIT: Oh, the question is about AE. The word "custom" completely got by me. Never mind.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on July 02, 2013, 07:00:58 PM
MA's custom critters embed a costume struct in the .critter file, so you could probably extract it by hand with notepad even if loading them directly won't work.

I'm not sure if the color-customized NPCs use the same format or something different.
Title: Re: The Big Giant Icon Thread
Post by: skippy7721 on July 02, 2013, 07:49:39 PM
Okay so I have to ask... as I have gotten all the more sad about the passing of City of Heroes as of late.

Codewalker...do you foresee any future updates to Icon? I won't ask as to what the updates could pertain to but the fact that you would be updating it eventually again...would give I know me and maybe others as well something to look forward to down the road.
Title: Re: The Big Giant Icon Thread
Post by: TonyV on July 02, 2013, 07:59:39 PM
I don't know how closely he's monitoring this thread, but I can tell you that we are definitely working on more stuff to come.  I can't tell you what or give you much of a timeframe because that's a recipe for people getting mad and upset if timelines are pushed or something gets dropped, but we are definitely not sitting still.  Codewalker in particular is being stretched as thin as we can stretch him working on a bunch of stuff right now, so give us a bit of time.  I promise that nothing we're working on isn't cool.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on July 02, 2013, 08:22:53 PM
All it takes is a little faith, skippy.

;)
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on July 02, 2013, 08:29:59 PM
This reminds me of when they did Issue updates.

The forums would be full of people "I want the update NOW! I can't wait!"

Then the update is released with a lot of tiny glitches and bugs.

The forums would be full of people "Why did they release the gamer so soon?" "They should have waited and tested all the bugs!"

Title: Re: The Big Giant Icon Thread
Post by: skippy7721 on July 03, 2013, 12:43:50 AM
Okay awesome, thanks Tony. I wasn't sure if the latest Icon was the final Icon or if there would continue to be releases. For me at least...it's like you guys are releasing actual game expansions in terms of the impact on me. Thank you, all of you, for everything you've done so far.
Title: Re: The Big Giant Icon Thread
Post by: Shenku on July 03, 2013, 01:25:27 AM
Title: Re: The Big Giant Icon Thread
Post by: Mantic on July 03, 2013, 05:22:33 AM
First, since I haven't posted in ages, I want to say thank you to Codewalker, TonyV, and everyone who is working on this and other reverse engineering projects. Your work is keeping City of Heroes alive both in terms of the software itself and all the players who might otherwise have drifted away and accepted NCSoft's pronouncement of CoX's death.

Now, about Icon: is there any hope of enabling demo record output via Icon? Yes, I am aware that demo output was originally based on data received from the server, but I'm not sure how raw that transcription actually was.

If some level of demo output can be emulated (by Icon itself recording activity, via available client functions, or otherwise), it might also be useful as a 'loading' system that would use output NPC state information stored in demo format to restore previously composed scenes.


Title: Re: The Big Giant Icon Thread
Post by: Menrva Channel on July 03, 2013, 06:44:51 AM
OMG WE CAN FLY AGAIN! Like, seriously, that almost made me cry.... again--but in a good way. I had the track "Flight" going to Man of Steel and hit the command and man.... it was like being home!

I do have a question. I have a friend who loved speedsters. What would the chances be of activating super speed in the future?
Title: Re: The Big Giant Icon Thread
Post by: malonkey1 on July 03, 2013, 01:22:30 PM
OMG WE CAN FLY AGAIN! Like, seriously, that almost made me cry.... again--but in a good way. I had the track "Flight" going to Man of Steel and hit the command and man.... it was like being home!

I do have a question. I have a friend who loved speedsters. What would the chances be of activating super speed in the future?

Well, I believe there's a dev command for setting run speed. You could probably bind that to a key if you wanted.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on July 03, 2013, 03:18:32 PM
Well, I believe there's a dev command for setting run speed. You could probably bind that to a key if you wanted.

Yes, there is.

However, it's a very poor substitute for super speed, IMO.

No special effects, acts kinda strange, etc.
Title: Re: The Big Giant Icon Thread
Post by: Harpospoke on July 03, 2013, 05:28:12 PM
To all working on this....You rock.   Just felt like saying it.    ;D
Title: Re: The Big Giant Icon Thread
Post by: Unsung_Corpsmen on July 03, 2013, 05:43:27 PM
I am off work injured for the next month and since the 29 of June I have spent so many hrs flying around Atlas and all the other maps and have a feeling I will that I need to pay a sub for it. Its unreal the things you miss when they are gone. Haven't started to take screenshots just enjoying my old haunts but they are coming. I seriously stopped playing all the games i have on steam and have been in game for hours. Thank you all again.
Title: Re: The Big Giant Icon Thread
Post by: ipwn on July 04, 2013, 12:00:24 AM
I am LOVING this, I have been heart broken since the closure... My kids and I spent soooo many hours playing this. Hell they grew up playing it lol
I don't care if it stays single player. I would never stop playing it!!! Wish I had something I could do to help :( But sadly, I'm just a correctional officer, All I can do it spray it with OC and apply hand restraints and escort it to segregation lol

"Sgt Aungst to Central and the West yard, be advised, I have a restricted move from the Live Server to segregation. Advise when the yard is clear" lmfao
Title: Re: The Big Giant Icon Thread
Post by: Starhammer on July 04, 2013, 12:02:37 AM
So in regard to power activation... I see a lot about how we can get partial power animations with /mov <emote> but no power effects. However, the powers activate just fine, with their effects, in the power customization tab of the costume creator. So I'm wondering if there's any way to extract/transpose/whatever that data into a /mov response.

Also, is there any way to tweak the /camdist cap of 800? Normally 800 is more than enough, but not quite when you want to experience the full glory of flying around as the Hamidon Seed or the Atlas Park blimp...
Title: Re: The Big Giant Icon Thread
Post by: ipwn on July 04, 2013, 03:42:33 AM
Any plans to have instances available or mobs to dispatch in the main maps? My kids are hounding me after showing them the progress so far lol
And still this is a major achievement for you guys, This is just plain awesomesauce!!! I can't get over it :)
Title: Re: The Big Giant Icon Thread
Post by: Scendera on July 04, 2013, 05:01:04 AM
That stuff is all stored in the database on the server. Without looking at the code I can't be sure, but my guess is the currently placed nostalgia npcs are simply a line or two of code added in to spawn them as part of the zone loading process, using the same commands available to players for such. Doable in small numbers, prohibitive for larger ones.

That's just tackling the issue of the NPCs, as well. Things like linking powers, animations, and their effects on the mob...again, database. What you want would be going pretty well into emulated server territory. Not that I'm opposed morally, but that's not what he's trying for atm.

If you want an idea of how an MMO emulated server works, you should easily be able to look up EQ or WoW servers to get an understanding...each game will have its own quirks but the underlying concepts are going to be pretty similar.

I don't mean to be negative and the very last thing I want is to destroy anyone's hopes. I just happen to know a little bit about how MMOs work and would rather try to help others do the same so they don't get their hopes up and end up hurt.
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on July 05, 2013, 04:53:02 AM
I have a couple of older computers sitting around, with pre-Freedom CoH still installed. Is it possible to replace a specific pigg file, and get the old Atlas Park back? If so, which file would it be? Thanks for any help.
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on July 05, 2013, 06:58:13 AM
maps/MISSIONS/UNIQUE/ARTIFIED/CLOCKWORK_KINGDOM.txt <-- kept crashing on me. It's supposed to be the Clockwork King's lair, according to the list I have. Known bug?
Title: Re: The Big Giant Icon Thread
Post by: Mantic on July 05, 2013, 10:26:49 AM
I have a couple of older computers sitting around, with pre-Freedom CoH still installed. Is it possible to replace a specific pigg file, and get the old Atlas Park back? If so, which file would it be? Thanks for any help.

No need digging through old files; GuyPerfect already did the work:

To showcase this, I've prepared a zip file. Add its contents to the data/ subdirectory of your City of Heroes installation.

http://repo.cohtitan.com/icon/EchoAtlas_r2.zip

IMPORTANT: This is only for the Issue 24 client.

It will add a new map of Atlas Park that uses the original, 2004 launch data, complete with old-fashioned Atlas statue.

To get to it, use the following slash command:

Code: [Select]
/loadmap maps/City_Zones/City_01_01/City_01_01_Echo.txt
(https://i7.photobucket.com/albums/y255/bgng/WhatAmThis_zps974166f1.jpg)
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on July 05, 2013, 10:44:37 AM
That stuff is all stored in the database on the server. Without looking at the code I can't be sure, but my guess is the currently placed nostalgia npcs are simply a line or two of code added in to spawn them as part of the zone loading process, using the same commands available to players for such. Doable in small numbers, prohibitive for larger ones.
According to what Codewalker posted earlier, the currently present NPCs are part of the map data. This and this only is why and how they can be spawned in the first place.

Any plans to have instances available or mobs to dispatch in the main maps?
You can switch between maps in Icon, that's the extent of it.
There is no technical possibility to make Icon include enemies or combat, and consequently no plan to do so. The client does not contain any code to handle power mechanics. It was all done server-side.
An actual substitute server is a separate matter entirely - for the time being, there is SEGS and last I checked it did not have the power mechanics running either.
Title: Re: The Big Giant Icon Thread
Post by: Scendera on July 05, 2013, 10:46:46 AM
Ah, that makes sense...tbh I wouldn't have expected them to be hard coded like that.
Title: Re: The Big Giant Icon Thread
Post by: Rust on July 05, 2013, 02:17:33 PM
I would love to give Icon a shot, but sadly I uninstalled my Client and every time I go to torrent the i24 Client, my Anti-Virus warns me of Trojans infecting the file. I've been trying to pull the seed from savecoh.com, but as much as I miss the City I also don't want to infect my computer.
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on July 05, 2013, 02:44:11 PM
I would love to give Icon a shot, but sadly I uninstalled my Client and every time I go to torrent the i24 Client, my Anti-Virus warns me of Trojans infecting the file. I've been trying to pull the seed from savecoh.com, but as much as I miss the City I also don't want to infect my computer.
Ignore your anti-virus. The torrent is safe. The only way for the torrent to have a virus or trojan is for every single person that is seeding it (and every single person who has previously downloaded it) to also have a virus or trojan in their copy. And obviously that is not true (as I got my copy from there and my copy is safe). Torrents are literally 100% copies downloaded to your computer that are 100% equal to what's been put up.
Title: Re: The Big Giant Icon Thread
Post by: Ice Trix on July 05, 2013, 03:13:07 PM
The torrent would be safe but use the sugar sync or mega download method on the page ( http://www.savecoh.com/p/download-issue-24-beta.html ) if worried.
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on July 05, 2013, 06:27:03 PM
I used SugarSync, and had no problem with the result. You can ignore installing their client, too; it's not needed for the I24 folder.
Title: Re: The Big Giant Icon Thread
Post by: Rust on July 05, 2013, 07:08:32 PM
Everything downloaded.

Man, I'd forgotten how much I missed the Character Creator. The only downside though, every time I try to enter the City to run around and snag screenshots, it tells me the map failed to load and the server is busy.
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on July 05, 2013, 07:34:40 PM
Thanks, Mantic and GuyPerfect.

I got Classic AP to load by manually typing in the command, so I tried inserting it into the popmenu, but it won't work. Here's what I have; the line I inserted is in the middle (Echo: Atlas Park):

         Option "Atlas Park" "beginchat /loadmap maps/City_Zones/City_01_01/City_01_01.txt"
         Option "Echo: Atlas Park" "beginchat /loadmap maps/City_Zones/City_01_01/City_01_01_Echo.txt"
         Option "Galaxy City (pre-I21)" "beginchat /loadmap maps/City_Zones/City_01_03/City_01_03.txt"

It appears in the menu, but selecting it does nothing. Adding the line is the only change I made to the popmenu file. Where did I mess up? Thanks for any help.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on July 05, 2013, 07:39:49 PM
Everything downloaded.

Man, I'd forgotten how much I missed the Character Creator. The only downside though, every time I try to enter the City to run around and snag screenshots, it tells me the map failed to load and the server is busy.

Are you using the latest version of Icon?

1.7
Title: Re: The Big Giant Icon Thread
Post by: batqueen on July 05, 2013, 07:56:44 PM
Thanks, Mantic and GuyPerfect.

I got Classic AP to load by manually typing in the command, so I tried inserting it into the popmenu, but it won't work. Here's what I have; the line I inserted is in the middle (Echo: Atlas Park):

         Option "Atlas Park" "beginchat /loadmap maps/City_Zones/City_01_01/City_01_01.txt"
         Option "Echo: Atlas Park" "beginchat /loadmap maps/City_Zones/City_01_01/City_01_01_Echo.txt"
         Option "Galaxy City (pre-I21)" "beginchat /loadmap maps/City_Zones/City_01_03/City_01_03.txt"

It appears in the menu, but selecting it does nothing. Adding the line is the only change I made to the popmenu file. Where did I mess up? Thanks for any help.

I can't quite tell from looking at it, but make sure you have a space between "beginchat and /loadmap.
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on July 05, 2013, 08:23:04 PM
Weird. It works now, and I didn't change anything. I DID remember to save Wordpad after I inserted the line, and I DID close Icon and run it again, but it didn't work. So I closed Icon again, went to do something else, and re-opened it, and it works. I probably forgot to save or restart SOMEthing somewhere. Oh, well.

So, if someone wants to insert the line into their "maps.mnu" file, there it is. It's great to have the "real" AP back, without the shiny new flower bushes that looked suspiciously like the ones in Nova Praetoria; they made AP look like Praetoria had established a foothold.
Title: Re: The Big Giant Icon Thread
Post by: MWRuger on July 05, 2013, 09:30:55 PM
To TonyV, Codewalker and anyone else working on ICON.

Please, please have patience with us. I know it can be frustrating to answer the same questions, over and over again. It might seem like "That's nice. But what have you done for me lately?" But it's not.

It is really more like a drowning man who has been tossed a board in the ocean. He incredibly grateful and he love's the board. It's the most awesome board in the history of the universe. Greatest. Board. Ever.

But he's still a drowning man in the middle of the ocean. Many of us feel lost at sea without COH. You guys absolutely rock and we'll try to be patient until you can drop a raft or a maybe even a lifeboat. But honestly,  until we find our way home we will always be lost, drifting until the patient sea swallows us up.

We'll do our best to cling to the board while you try and find us a path home. But hurry whenever you can, some of us are very tired.
Title: Re: The Big Giant Icon Thread
Post by: Rust on July 05, 2013, 09:51:06 PM
Are you using the latest version of Icon?

1.7

*cough*

Well. That fixed that. Much obliged and definitely in love.
Title: Re: The Big Giant Icon Thread
Post by: powerfuse on July 06, 2013, 11:08:14 PM
I was trying a bunch of /mov commands and I notice that some (but not many) do actually have effects tied to them. Some of the Katana animations have that air swipe effect, '/mov sledgehammer' will make your char continuously hit the ground with a large rock hammer with a dust effect on the ground when you hit it :P

Again I can't thank you guys enough for working on this, if I met you in person I would probably '/mov thank_a' :)
Title: Re: The Big Giant Icon Thread
Post by: JanessaVR on July 07, 2013, 12:56:52 AM
Title: Re: The Big Giant Icon Thread
Post by: Rust on July 07, 2013, 01:20:50 AM
And with the transaction of money underway, we've opened these hard working coders to legal action by NCSoft.

The reason Icon slips under the radar is because nothing being done is utilizing extra assets. All of this material is already present on computers. Yes for people like myself, we got it via a Torrented file, but in theory the only assets being utilized are assets that were left behind on peoples computers after the game officially shut down. All Icon does is give access to those assets.

The minute Icon moves into "Private Server" territory - especially private server territory in which money is being exchanged - NCSoft has a rock solid case for Theft. At the very least, it would result in a big ol' Cease and Desist order by NCSoft which would effectively kill any future development of Icon.

Icon is a fitting memorial and at least for me gives me back the feature I most enjoyed about City of Heroes - The Character Creator (If my thousand plus alts over the game's lifespan is any indication). It can never be that which we lost, though. Heck, I'd say my ultimate dream is somehow tying the various maps together to re-create the city as a whole entity that we can journey through. The Pipe Dream, of course, would be to somehow turn City of Heroes - or at least some facet of it - into a Single Player experience. Which given my layman knowledge of coding is a daunting task even when you don't consider the kind of resource hog that would be on one's computer.
Title: Re: The Big Giant Icon Thread
Post by: JanessaVR on July 07, 2013, 01:27:34 AM
I disagree, strongly.

One - the whole idea is to develop a Community Server - that is being worked on right now, so this issue will come up anyway.  I repeat - a "private server" is already an explicit development goal here.  Surely you are aware that this has been discussed here on numerous occasions?

Two - If we don't distribute copyrighted content, NCSoft's got nothing on us.  In this "baby step," if all the server stores is a character name and X,Y,Z position in the game, then that is not copyrighted material.  I repeat, if we don't distribute that, we're in the clear.  That's been debated ad nauseam in other threads already.
Title: Re: The Big Giant Icon Thread
Post by: Ice Trix on July 07, 2013, 01:51:47 AM
And with the transaction of money underway, we've opened these hard working coders to legal action by NCSoft.
(snip)

You should read this thread if you haven't already: http://www.cohtitan.com/forum/index.php/topic,8695.0/all.html as it has posts covering and countering a lot of what you say already.
Title: Re: The Big Giant Icon Thread
Post by: batqueen on July 07, 2013, 01:54:12 AM
Icon is NOT a "memorial". I don't for one moment believe it was ever intended to be. It is a babysitter, until we can get back into Paragon again. Enjoy the jingly keys. ;)
Title: Re: The Big Giant Icon Thread
Post by: malonkey1 on July 07, 2013, 02:16:56 AM
Icon is NOT a "memorial". I don't for one moment believe it was ever intended to be. It is a babysitter, until we can get back into Paragon again. Enjoy the jingly keys. ;)

Damn. I can't find a GIF of the bit from Family Guy where Chris is lying on his back pawing at keys being dangled over him. Pretend that that GIF is here.
Title: Re: The Big Giant Icon Thread
Post by: Rust on July 07, 2013, 08:02:01 AM
I stand corrected.
Title: Re: The Big Giant Icon Thread
Post by: sawlight88 on July 07, 2013, 08:22:09 AM
is there a way to get the updated client if its not already on my computer? or are people who uninstalled game SOL???
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on July 07, 2013, 08:25:25 AM
also if its not a problem, message me help because sometimes these forums get clogged!
TL;DR: NO PLAYABLE PRIVATE SERVER AT THIS TIME. PERIOD.

is there a way to get the updated client if its not already on my computer? or are people who uninstalled game SOL???
http://www.savecoh.com/p/download-issue-24-beta.html
Title: Re: The Big Giant Icon Thread
Post by: Blackshear on July 07, 2013, 10:30:36 AM
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on July 07, 2013, 02:19:39 PM
Edit:  Actually, Codewalker, any chance Icon will eventually be able to load SentinelPlus files in some capacity or other?
Debatable, given that it turned out Sentinel exports are missing some of the information the game client appears to be expecting from costume definitions: http://www.cohtitan.com/forum/index.php/topic,8600.0.html
Title: Re: The Big Giant Icon Thread
Post by: Scrilon on July 07, 2013, 04:21:04 PM
Is the new server being worked on? If so, when can we expect to see it?
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on July 07, 2013, 06:20:14 PM
This is not the thread you are looking for. Titan Icon exploits the client to grant us access to some of the client-side functionality, but it cannot and will not replace an actual game server.

There is a very recent thread with the same question, so I'll refer you there: http://www.cohtitan.com/forum/index.php/topic,8738.0.html
Title: Re: The Big Giant Icon Thread
Post by: Tyger on July 07, 2013, 07:54:03 PM
Icon is NOT a "memorial". I don't for one moment believe it was ever intended to be. It is a babysitter, until we can get back into Paragon again. Enjoy the jingly keys. ;)
To me it's like suckling sweet nectar off a baby's head:
(https://images.weserv.nl/?url=alfa.gifs-planet.com%2Fanim%2F28.gif)

Mmm, head.
Title: Re: The Big Giant Icon Thread
Post by: Blondeshell on July 07, 2013, 07:57:11 PM
This is not the thread you are looking for. Titan Icon exploits the client to grant us access to some of the client-side functionality, but it cannot and will not replace an actual game server.

There is a very recent thread with the same question, so I'll refer you there: http://www.cohtitan.com/forum/index.php/topic,8738.0.html

Also: http://paragonwiki.com/wiki/Titan_Icon
Title: Re: The Big Giant Icon Thread
Post by: Triplash on July 07, 2013, 08:01:36 PM
This is not the thread you are looking for.

Are you legally allowed to say that without the picture? Here use this one:

(https://i813.photobucket.com/albums/zz55/KansasCrawford/Funny%20Pics/StarWarsTelemarketer_zps3e97a567.jpg)

Crap, wrong one... stupid telemarketers! >:(

*shuffles some files around* Aha, found it!

(https://i813.photobucket.com/albums/zz55/KansasCrawford/Funny%20Pics/ThisisNottheThread_zps889c48fc.jpg)

Whew! Thank goodness... wouldn't want you to get in trouble with the Meme Police. I got your back, buddy. ;)
Title: Re: The Big Giant Icon Thread
Post by: Blackshear on July 09, 2013, 01:22:33 AM
Debatable, given that it turned out Sentinel exports are missing some of the information the game client appears to be expecting from costume definitions:

Well, no biggie.  As soon as the ability to save costumes was added to the game I went nuts with it...while I'm sure I am by no means the heavyweight champion of costume saving, the 341 files in my costume folder still strike me as a decent number.  There are only a few that I neglected to save, and I'm sure they can be easily recreated.
Title: Re: The Big Giant Icon Thread
Post by: Pinnacle Blue on July 09, 2013, 03:19:34 AM
Was bored, so I decided to give all this a whirl.  Very nearly ended up following the Mac instructions but I noticed they didn't quite make sense, so everything's working fine.

OMG.

I'M FLYING AGAIN!
Title: Re: The Big Giant Icon Thread
Post by: Ohioknight on July 09, 2013, 05:20:52 AM
I disagree, strongly.

One - the whole idea is to develop a Community Server - that is being worked on right now, so this issue will come up anyway.  I repeat - a "private server" is already an explicit development goal here.  Surely you are aware that this has been discussed here on numerous occasions?

Two - If we don't distribute copyrighted content, NCSoft's got nothing on us.  In this "baby step," if all the server stores is a character name and X,Y,Z position in the game, then that is not copyrighted material.  I repeat, if we don't distribute that, we're in the clear.  That's been debated ad nauseam in other threads already.

Personally I'm hoping that the endgame is a private server SOFTWARE PACKAGE released into the wild.  At that point the servers are immortal and even if there were a dedicated shut-down effort, two would spring up for every one shut down (and ideally we'd have the ability to play privately in our own worlds if we wanted)
Title: Re: The Big Giant Icon Thread
Post by: JanessaVR on July 09, 2013, 05:41:46 AM
Personally I'm hoping that the endgame is a private server SOFTWARE PACKAGE released into the wild.  At that point the servers are immortal and even if there were a dedicated shut-down effort, two would spring up for every one shut down (and ideally we'd have the ability to play privately in our own worlds if we wanted)
I'm not disagreeing.
Title: Re: The Big Giant Icon Thread
Post by: Scendera on July 09, 2013, 05:45:09 AM
I think everyone hopes for that. I know I certainly do!

That said, the more it's openly discussed the more chance of a crackdown, so it might be better if there was less talk about it.
Title: Re: The Big Giant Icon Thread
Post by: malonkey1 on July 09, 2013, 01:43:05 PM
What I'd like to see is that there's a server pack, but also that one could modify the game itself, too. (New Powers, different missions, new maps, etc).
Title: Re: The Big Giant Icon Thread
Post by: Rust on July 09, 2013, 02:31:33 PM
Honestly, I'd love to get the AE fully functional and then allow us to somehow share user created content.
Title: Re: The Big Giant Icon Thread
Post by: Dinah Might on July 09, 2013, 02:54:06 PM
My concern with a private server is that I will never find out about it.  I don't have any skills to contribute to the creation of the new games, or creation of the private server, and I'm not confident in my skills to make a fan site.  I feel that I am border line "lurker" on these websites despite the fact that I visit this site, and numerous other City of Heroes sites DAILY.  I am still living the CoH lifestyle.  The advantage to the NCSoft servers was the diversity of the community.  I hope the private servers (if they come) will be as diverse.  If anyone is listening, and IS creating a private server, I miss this game immensely and want to be part of it.

Also, I want to contribute to...... well anything to keep the memory of this game alive, but I don't know what to do.  Thus I offer my services to anyone who needs help.  Unclear what I can do, but I want to help!
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on July 09, 2013, 02:54:57 PM
OMG.

I'M FLYING AGAIN!
Does the heart some good, no?
Title: Re: The Big Giant Icon Thread
Post by: Dinah Might on July 09, 2013, 02:55:51 PM
Honestly, I'd love to get the AE fully functional and then allow us to somehow share user created content.

As a follow up to my previous post.  If this would happen I would GLADLY create a TON of missions to be traded.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on July 09, 2013, 03:46:55 PM
Honestly, I'd love to get the AE fully functional and then allow us to somehow share user created content.

Due to how AE works, it's not something that could happen until there already is a functioning server capable of normal missions. It add additional complexity on top of the standard mission and combat engines, it does not replace them.
Title: Re: The Big Giant Icon Thread
Post by: Rust on July 09, 2013, 06:42:27 PM
I figured it was a mere pipe dream. Heck, the reason AE was never updated when the servers were up was because the coding for it was a jumbled mess.
Title: Re: The Big Giant Icon Thread
Post by: Pinnacle Blue on July 09, 2013, 07:19:51 PM
In my excitement I forgot to do something very important, so here goes:  Thank you Codewalker and everyone who has worked on and is working on adding functionality to our previously dormant software.  You guys simply friggin' rock.  I just wish I'd saved more of my costumes!
Title: Re: The Big Giant Icon Thread
Post by: MWRuger on July 09, 2013, 07:25:47 PM
CODEWALKER:


Quick question, I had some ideas about how to work around some server systems and I did a short write up.

I would prefer not to post it. It's long, a little technical and I don't want to engage in a public discussion of it's merits or goals. What's the best way to get this to you Codewalker? I am sure that you are buried in PM's and the like.  Contact me via PM and let me know the best way.

BTW, if it's utter crap, no worries. Just tell me so.
Title: Re: The Big Giant Icon Thread
Post by: Mantic on July 10, 2013, 02:51:39 PM
As stated, bringing AE online is no different than server functionality in the open world.

But, assuming the communication packet formats have been deciphered, it strikes me that a "private server" could be much more powerful than AE without having to deal with AE's clunky in-game file transfer mechanism and other quirks. In a way, defining a new server model would free the game of many of the barriers that the Paragon team constantly ran into. All maps would be available. NPC placements could be specific, rather than procedural (not that procedural placements wouldn't be possible). With a new AI system entirely it would be possible to add pretty much any powers (even things that are completely unique to the character, combining FX and effects in different ways) and tweak the behavior accordingly.

I imagine using script files to configure such new NPCs and missions. All the hard limits imposed by AE would not be a factor, and content authors could create lots of new things by mixing and matching available elements in the client. For example, new NPCs could be defined to have new power effects, like costume change transformations linked to power activation like so many players did, or even complete attribute changes handled the same way (characters like the Incredible Hulk and Captain Marvel). New power effects such as growing/shrinking, etc. could be added because it's already technically possible with the available client functionality and the attribute changes would be defined in the server code (script).

To me, what seems the most daunting factor of creating a new server (beyond the grind-work of actually reverse engineering the client-server communication protocols) is recreating all the balanced content for levels 1-50 and beyond. After all, the only thing we have to reference is the records of that material on Paragon Wiki; all those NPCs, all those missions, were part of the server data. Plus, there are legal reasons not to even follow that model, and instead create only new content. Even with the limits imposed by AE, I know it was very difficult (!) to balance challenges for different levels; poor player response to low rewards made it all the worse. Without a complete reference to the numbers and AI of the original system, content authors will have to re-balance every bit of content they create or restore.
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on July 10, 2013, 06:24:20 PM
You know, I read all posts on this topic and I admire everyone's ideas and Codewalker's work but I am kinda wondering if we are not maybe putting too much hope and expectations towards the ICON thing.

I don't mean that Codewalker wouldn't be able to make it work but I have a feeling that many people expect the complete game to be back when I think Codewalker made it clear it wouldn't be a revival of the game.

Or am I the one misunderstanding either people's perception or Codewalker's plans?
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on July 10, 2013, 06:38:15 PM
There may be some element of wishing that somehow a magic key will unlock the full game again with Icon, but mot of us realize that it isn't going to happen that way.

However, I'd offer three counterpoints:
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on July 10, 2013, 06:57:52 PM
Oh of course. I wish too to have that magic key opening too.

While I don't want to be the party killer or the hope destroyer here, I just want people to be aware fhat the full game won't come back. I wouldn't like to have CodeWalker having people upset at him because of that, after how hard he has worked on all of this.

And I wasn't sure to be honest how far people were wishing...
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on July 10, 2013, 06:59:15 PM
It's a very useful tool already and a nice balm for that itch to run around CoH once more; it keeps some of us busy and not despairing of playing our game again.

You know, many folks have said how they played with the CC for hours. And how their kids, though too young to play the game, loved to run around in the game.

Well... here you go. Those itches can be scratched once more.
Title: Re: The Big Giant Icon Thread
Post by: Mantic on July 10, 2013, 08:43:58 PM
The only way to "unlock the box" would be to get access to NCSoft's server files. Almost everything game-related was defined there. If a new server is developed, it will be doing everything differently, and any content it offers will have to be built, or rebuilt, from the ground up.

So, if the reverse engineering efforts make it possible for a new server to interact with the client, we will not get the City of Heroes we once played back that way. But it will be the beginning of something like City of Heroes 2. Hooking into the original client, using it's resources and control mechanisms, will make things feel very familiar. Beyond that, though, it will be a different game, with nothing but new content.

It's hard to decide whether to characterize that as a tragedy or a blessing... but if it ever gets to that point I expect I'll be leaning more toward the latter.

Icon would then be more of a development tool, because it isn't actually needed for the client to connect to a server.
Title: Re: The Big Giant Icon Thread
Post by: Triplash on July 10, 2013, 09:53:41 PM
It's hard to decide whether to characterize that as a tragedy or a blessing...

The tragedy has already happened. Every step closer to playing it as a full-fledged game again is a blessing.

Maybe it will only be a shadow of its former self... or a mirror, or a clone, or whatever. But if Icon has taught me anything, it's that a small piece of this game is still better than all the others currently out there.

One thing I do feel completely positive about is this: with the chance to write much cleaner code from the start, and the opportunity to make changes and additions without a corporation overseeing direction or schedule, we're likely to see our fair city grow much faster and advance far beyond what it could have back when it "officially" existed.

Between tragedy or blessing, I know which one I'd call that.
Title: Re: The Big Giant Icon Thread
Post by: Tom_Neverwinter on July 11, 2013, 06:14:06 PM
Just go work on S.E.G.S., have both a character creator / map viewer and a server emulator.
If you get a C&D so be it at least you tried.
Title: Re: The Big Giant Icon Thread
Post by: Illusionss on July 11, 2013, 10:18:52 PM
Currently back up to 45 costumes saved on the CoH Beta Icon, with still more to go.

I pull up an appropriate screenie, recreate that costume, and I can actually zone in now.

Then I F1, type in where I want to go, and I go there [unless I made a mistake, in which case I go to what appears to be heaven.  ;)] Yesterday I visited a large mission map located at the pier in Warburg. I zone in with my new Mace Scrapper, who just happens to look exactly like my much-missed Bane Spider, and there is what appears to be all of Warburg laid out before me, with appropriate zone music. I honestly nearly cried.

I still miss this game to the tenth power. I think things would be so much harder without Icon, though. I am very grateful that it exists. These things can be hard to see, but being totally bereft would be so much worse.
Title: Re: The Big Giant Icon Thread
Post by: JanessaVR on July 11, 2013, 10:38:32 PM
Title: Re: The Big Giant Icon Thread
Post by: batqueen on July 12, 2013, 05:10:57 AM
I've got a question- could there be any way to turn on a Rikti green sky, or Zombie Invasion red sky? or is this something that will have to wait for the "compatible server"?
Title: Re: The Big Giant Icon Thread
Post by: TonyV on July 12, 2013, 06:22:05 AM
I don't mean that Codewalker wouldn't be able to make it work but I have a feeling that many people expect the complete game to be back when I think Codewalker made it clear it wouldn't be a revival of the game.

Or am I the one misunderstanding either people's perception or Codewalker's plans?

Icon is a separate effort from the efforts to restore a complete game, but I think it was an important demonstration that Codewalker is intimately familiar with how the client works.  From that, I'm hoping that people imply that when we say that we have the APIs mapped out that it used to communicate with the server, while Icon isn't definitive proof of that statement, we're not just making stuff up.

Not that I'm accusing you of accusing us of making stuff up, but others have implied that recreating the server is beyond our capability.  While Icon isn't definitive proof that we'll be able to, I'm hoping that it's evidence of what we are capable of, and by extension, that it will give people who may be thinking "I don't know, it's been almost seven and a half months and they still haven't finished bringing the game back yet" a bit more faith in our efforts.  Aside from the fun of playing around with it and giving people access to commands that only developers had access to, it's intended to be a morale booster and a cool toy to play around with until we have something even cooler to show off.
Title: Re: The Big Giant Icon Thread
Post by: JanessaVR on July 12, 2013, 06:40:42 AM
Well, Tony, I'm a programmer and what you said is in fact what I have inferred the state of our Community Server efforts to be.  Icon is both proof of concept and something to "keep us company" while we wait for a more advanced product - which its existence certainly proves the RE team is sufficiently knowledgeable to create.
Title: Re: The Big Giant Icon Thread
Post by: Illusionss on July 12, 2013, 02:16:32 PM
I've got a question- could there be any way to turn on a Rikti green sky, or Zombie Invasion red sky? or is this something that will have to wait for the "compatible server"?

You know what I miss, is just plain old night. Altho those skies you mention would be nice too... I really liked that outdoor Halloween event one we got when the banners went up, that was the best night sky ever. I suspect these things are firmly server-side, tho.

Sometimes I just go to Night Ward for the sole purpose of being in the dark.
Title: Re: The Big Giant Icon Thread
Post by: Kyriani on July 12, 2013, 02:17:28 PM
Icon is a separate effort from the efforts to restore a complete game, but I think it was an important demonstration that Codewalker is intimately familiar with how the client works.  From that, I'm hoping that people imply that when we say that we have the APIs mapped out that it used to communicate with the server, while Icon isn't definitive proof of that statement, we're not just making stuff up.

Not that I'm accusing you of accusing us of making stuff up, but others have implied that recreating the server is beyond our capability.  While Icon isn't definitive proof that we'll be able to, I'm hoping that it's evidence of what we are capable of, and by extension, that it will give people who may be thinking "I don't know, it's been almost seven and a half months and they still haven't finished bringing the game back yet" a bit more faith in our efforts.  Aside from the fun of playing around with it and giving people access to commands that only developers had access to, it's intended to be a morale booster and a cool toy to play around with until we have something even cooler to show off.

I just have to say Tony that posts like this are what REALLY boost my morale. Not hearing anything about progress on the actual game can leave many people wondering and pessimistic. When you talk about actual work still being done towards getting the client running again, THAT is what gives me hope!
Title: Re: The Big Giant Icon Thread
Post by: skippy7721 on July 12, 2013, 02:19:02 PM
Kyriani, what you said...when things go silent I think most of our hearts being to sink so even if Tony isn't really telling us much it's still HUGE for morale.

Thanks Tony!
Title: Re: The Big Giant Icon Thread
Post by: Tacitala on July 12, 2013, 03:10:19 PM
Title: Re: The Big Giant Icon Thread
Post by: Mantic on July 12, 2013, 03:42:29 PM
As I see it, we can have our cake and eat it too...

I think there's pretty good reason for the organization the game had originally, keeping the mission definitions on the server. First, it allowed the developers to work on those files, fixing typos, tweaking balance, and whatever else might be called for in response to live feedback, without needing to send updates to the client for it to work. Such fixes might even have been hot-swappable.

You also never want the client to be sending more than the barest information back to the server -- I/O and state verification should be the limit. Redundancy is already going to make that demanding when you have a lot of roving entities within view (CoH was originally optimized enough to play on dialup, but when roving NPC populations were ramped up in PI and elsewhere, it made dialup users choke, and even higher bandwidth players started experiencing rubber-banding more often in those zones as all those verification packets bottlenecked. A less optimized protocol would have made the game unplayable for even more people.

I also suspect AE missions were so limited in size more because the transfer methods used in updating them were very unstable than because Paragon didn't have storage space; this seemed to be verified by the larger mission files allowed later getting lost in transfer more often than not. Also, when the Paragon Market was created, though it was more reliable I believe it used a separate protocol, or at least a great deal more redundancy -- anyone paying attention would notice that activity in the market used exponentially more bandwidth in both directions than the game.


As for recreating original content and the legality of same, you might be surprised how limited the protections of parody and other obfuscation tend to be. An example: way back in the '80s Dave Sim did a parody of Marvel's Wolverine in his Cerebus comic-book. Marvel lawyers said "let it go, it's a parody." Then he brought the character back the next issue, and the next. With the fourth issue, Marvel's lawyers said: "now you're beyond parody; you're infringing." So ended Wolverine's appearances in the pages of Cerebus.

There's also just the hassle of doing the work. If the community has some obsessive-compulsive lore fans eager to do nothing but recreate what was already there, well... more power to them. But it might have to stay underground and off the radar more that way. I expect that creating new material will prove more attractive: it's easier when you're making it up than when you're trying to accurately copy something else, and less of a menial task than a creative endeavor.

All those old stories were the ego-driven creativity of the developers, and many of the characters were even their RP avatars. Who among the player base cares that much about those characters and stories, if given the opportunity to showcase their own ideas?
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on July 12, 2013, 05:35:36 PM
Icon is a separate effort from the efforts to restore a complete game, but I think it was an important demonstration that Codewalker is intimately familiar with how the client works.  From that, I'm hoping that people imply that when we say that we have the APIs mapped out that it used to communicate with the server, while Icon isn't definitive proof of that statement, we're not just making stuff up.

Not that I'm accusing you of accusing us of making stuff up, but others have implied that recreating the server is beyond our capability.  While Icon isn't definitive proof that we'll be able to, I'm hoping that it's evidence of what we are capable of, and by extension, that it will give people who may be thinking "I don't know, it's been almost seven and a half months and they still haven't finished bringing the game back yet" a bit more faith in our efforts.  Aside from the fun of playing around with it and giving people access to commands that only developers had access to, it's intended to be a morale booster and a cool toy to play around with until we have something even cooler to show off.


I'm sorry. I guess my english is really rusted.  I didn't mean to imply that CodeWalker wasn't able to do it. I didn't mean to imply anything about his skills or anyone's. I'm personally happy with what Codewalker have done and he really impressed me (as well as everyone who might help him). I have lot of effort in what you are doing and what is done and what will be done. It's just that there are so many people seeing this as a revival of the game when I remember Codewalker to have told me in a reply somewhere that it wasn't an attempt to revive the game and not a question about him not being able to. I hope I'm clearer this time.

I just have to say Tony that posts like this are what REALLY boost my morale. Not hearing anything about progress on the actual game can leave many people wondering and pessimistic. When you talk about actual work still being done towards getting the client running again, THAT is what gives me hope!

And I'm sorry if I looked pessimistic. It wasn't my intention at all. I would give the same explanation that I gave on previous statement. Codewalker did say himself it wasn't an attempt to revive the game (unless, once again, I misunderstood what he meant at that moment). While I enjoy what CodeWalker is doing and while I myself am an user of the ICON, I just don't want people to get upset at him sooner or later for him not making the game working again as we know it (and yes, I do believe that if he wanted to, he would do it).

I don't want to take people's hope away. I just think we still have to keep his goals in mind. If he changed his goals in the meantime, I'm sorry, I wasn't aware. Like I said, my comment was mostly to keep people's mind clear because I saw lot of groups of people getting very excited about something and then, getting upset at people for not having what THEY wanted when the person gave them what he said he would give them in many different situations and I would truly feel sad if it would happen to CodeWalker and the others helping him.

Anyway, I hope there is no harm and you understand my intentions better now.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on July 12, 2013, 05:42:48 PM
You know what I miss, is just plain old night.

/time 0
Title: Re: The Big Giant Icon Thread
Post by: JanessaVR on July 12, 2013, 06:52:04 PM
*Cough* If I remember right Sis P was replaced in that arc (and every other one...) by Penny Yin.  Of course War Witch/Penny Yin fan fic would be pretty popular.
Unfortunately, you remember correctly.  However, one of the nice things I noticed about Icon was that if you say yes to the Tutorial, you start in Outbreak (or presumably Breakout, haven't tried loading a villain yet as I've barely had any time off to play around with it), not the destroyed Galaxy City - I never liked that.  Villains especially ought to break out of jail to start their careers redside and I liked Galaxy City when it was still an actual zone; to this day I fondly remember those characters of mine who were "Galaxy Girls" instead of "Atlas Girls" and hope that's an option again on the eventual Community Server.

As for Penelope, I used to really like her as a character (I liked her arc in Faultline) - then they gave her a horrible haircut, a trashy cyberpunk outfit, and made her the bratty tag-along kid of the Freedom Phalanx.  [bangs head against the wall, repeatedly...]
Title: Re: The Big Giant Icon Thread
Post by: batqueen on July 12, 2013, 08:42:57 PM
You know what I miss, is just plain old night. Altho those skies you mention would be nice too... I really liked that outdoor Halloween event one we got when the banners went up, that was the best night sky ever. I suspect these things are firmly server-side, tho.

Sometimes I just go to Night Ward for the sole purpose of being in the dark.


Codewalker has just given the time command again, and there is this post from me -

OK, this is a popmenu to make it easier to cycle through the time of day in Icon.  Install your new time menu to your COHbeta folder, in \data\texts\English\menus. That should do it. I use a bind to call up menus, like
'/bind F3 popmenu time' and when I press F3, I  get a popmenu for time of day. It will write the time in the chat window automatically, press enter to activate. yes, I'm really too lazy to type over and over..

link for menu file
https://www.box.com/s/elv02dlcx0i63ftd9cr9


This is where I made a quick menu for time. it can be added to, or changed. To save your bind once you've attached it to your key of choice, type /bind_save and when you load your personal keybinds, your handy menu will be in there, and you don't have to type over and over.

Also, I have been working on a huge NPC menu, I've been dropping toons all over the game like mad, and I always stop and add the police drones or Arachnos drones outside of hospitals and such, and the Blimp over Atlas Park- it looks better that way. And for your info- I've had the Halloween sigils in game any number of times testing them- they're pretty cool, with sound effects and all.  A spare werewolf, a ghost, and a couple of zombies dropped on them under a darkened sky makes it Halloween every day (or night!) at my place.  ;) Last night I dropped a bunch of Freakshow on the streets of Creys Folly. back to work on it all...

Title: Re: The Big Giant Icon Thread
Post by: goodtime on July 12, 2013, 10:02:47 PM
Last night I dropped a bunch of Freakshow on the streets of Creys Folly. back to work on it all...
Titan forums need a 'like' button very badly.
Title: Re: The Big Giant Icon Thread
Post by: Gleech on July 13, 2013, 12:03:00 AM
Not sure if I'm suppose to be reporting bugs here, but I've come across some strange bugs with the spawned NPCs. First I had a bug where the "/mov" command wasn't working for anything (even the player) after I spawned a group of NPCs. Second, I tried remaking that scene (Was working on a picture) again, and I ran into a similar bug but this time with the "/spawnnpc" command itself. I was entering in the correct model names and everything, but it just stopped spawning them after I created and re-positioned 2 NPCs. Sorry that this is probably very insignificant information when it comes to troubleshooting the problem, but this is really all I have. There has been no pattern in this bug so far, but it just stops letting me use some commands (it only fixes itself when I restart Icon. If I load a new map the issue remains).
Title: Re: The Big Giant Icon Thread
Post by: ipwn on July 13, 2013, 02:16:20 AM
so whens the next update? i'm LOVING this soooooo much :)
I cant seem to play anything now, DCUO=not fun enough, CO=just not the same, Marevel Heroes=not even an option, Neverwinter=cant seem to hold me, ...... Need my CoH back :(
Title: Re: The Big Giant Icon Thread
Post by: Mr. Yuk on July 13, 2013, 05:22:15 AM
I wanted to say thank you for the work that's been done, and is still on going.  This has been more than simply a candle in the dark for so many of us!  I know it's only a matter of time before we can once again take back our City of Heroes!
While I understand that Icon is not intended to do that, seeing what Icon can do, gives me hope and faith that some how, some way, something will be developed to give back what was taken from us.
Title: Re: The Big Giant Icon Thread
Post by: Brightfires on July 13, 2013, 04:04:42 PM

Also, I have been working on a huge NPC menu, I've been dropping toons all over the game like mad, and I always stop and add the police drones or Arachnos drones outside of hospitals and such, and the Blimp over Atlas Park- it looks better that way. And for your info- I've had the Halloween sigils in game any number of times testing them- they're pretty cool, with sound effects and all.  A spare werewolf, a ghost, and a couple of zombies dropped on them under a darkened sky makes it Halloween every day (or night!) at my place.  ;) Last night I dropped a bunch of Freakshow on the streets of Creys Folly. back to work on it all...

That made me chuckle...

I've been running around in Icon with a rebuild of Grey Kestrel. (The winged stalker in my avatar-)

The first thing I do every time I open up a new map or zone? Spawn an Adept. 
It just offends my sensibilities to have Kestrel in there without Cardinal. ;D

Now, if only I could set him to follow...
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on July 13, 2013, 06:35:36 PM
To Codewalker

Did you know an article was released about ICON on the web?

http://mmofallout.com/?p=10724
Title: Re: The Big Giant Icon Thread
Post by: FatherXmas on July 13, 2013, 06:58:22 PM
To Codewalker

Did you know an article was released about ICON on the web?

http://mmofallout.com/?p=10724

Uh-oh

The first rule about Icon is we don't talk about Icon.
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on July 13, 2013, 07:19:46 PM
Uh-oh

The first rule about Icon is we don't talk about Icon.

Well, that article was published on Facebook in the Save City of Heroes group. So since I was thinking the same as you mostly, I decided to warn whoever might need to know about it over here. The article has been written in May.
Title: Re: The Big Giant Icon Thread
Post by: batqueen on July 13, 2013, 08:14:15 PM
That made me chuckle...

I've been running around in Icon with a rebuild of Grey Kestrel. (The winged stalker in my avatar-)

The first thing I do every time I open up a new map or zone? Spawn an Adept. 
It just offends my sensibilities to have Kestrel in there without Cardinal. ;D

Now, if only I could set him to follow...

Heh!  Since I've been working on this the last couple of weeks. I Cannot go into Icon without dropping crap all over the City. Which, I suppose, makes me some sort of pigeon...

Hellions playing with fire-  the cars are on fire, but out of view...
(https://img.photobucket.com/albums/v87/BatQueen/COH/screenshot_130712-21-15-28.jpg)

Street test- on past the Hydra, there is a Halloween sigil  in the middle of the street...
(https://img.photobucket.com/albums/v87/BatQueen/COH/screenshot_130712-21-16-14.jpg)

Not beautiful shots, but I just ran down the street throwing things around.
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on July 14, 2013, 06:38:24 AM
/time 0

Codewalker, do you have any idea what goes through some of our heads when we look at the front page, and, under Multimedia, we see "Last post by Codewalker in Re: Titan Icon: Unlock Y..."?

"Codewalker posted in Titan Icon!? Quick, check the first post and see if it says 1.8!!"

Not saying you shouldn't answer questions and such. Just thought you might like a peek into the minds of some of your grateful co-Titanites. ;)
Title: Re: The Big Giant Icon Thread
Post by: Illusionss on July 14, 2013, 04:16:55 PM
To Codewalker

Did you know an article was released about ICON on the web?

http://mmofallout.com/?p=10724

That is NOT GOOD NEWS.

Although, my attitude towards NCSoft is pretty much, "come and take my files off of my computer... if you can." My computer, my files. And I will do as I like with them.

But generally, people need to keep their mouths shut about this stuff. They really do. That includes whoever is posting to the Save CoH Facebook page.... exercise a tidge of common sense.... please....?

p.s. Thanks for the repost of the /time command, I had no idea. I now gleefully make it nighttime, every time I log in. Wheee!
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on July 14, 2013, 07:26:56 PM
I don't know what you're talking about. It's fabulous news. It gets ICON out to CoH players that don't follow these forums.
Title: Re: The Big Giant Icon Thread
Post by: HeatSpike1 on July 14, 2013, 08:44:25 PM
I don't know what you're talking about. It's fabulous news. It gets ICON out to CoH players that don't follow these forums.

+1
Title: Re: The Big Giant Icon Thread
Post by: damienray on July 14, 2013, 08:52:21 PM
I don't know what you're talking about. It's fabulous news. It gets ICON out to CoH players that don't follow these forums.

+10
Title: Re: The Big Giant Icon Thread
Post by: Illusionss on July 14, 2013, 09:14:06 PM
Any CoX fan who cares enough, is already here soaking up the goodness. If they CARE, they're here.

I have said nothing about Icon to anyone I used to play with in CoX, much less blurted it out on a gaming forum or website. If they care enough, they will find their way here just like I did. I would rejoice to see old friends on a private server - but I won't tell anyone how to find such a server, even if we had one, because we need to get used to keeping things under the radar - and ICON is a good place to start.

First rule of fight club is keep it on the down-low. Best way not to draw unwanted attention.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on July 14, 2013, 09:33:49 PM
You make a good point Illusionss, but some people just aren't committed.

Most people probably quit playing entirely when the initial Shutdown Announcement went up.

Then when it finally did shut down, the people you describe were probably thinking...

"Oh, it's gone. Sucks."

But that was the last of it. They haven't visited Titan. They haven't found Icon. They just.. let it go.

People are strange indeed...

???
Title: Re: The Big Giant Icon Thread
Post by: BenshowSly on July 14, 2013, 10:05:30 PM
Any CoX fan who cares enough, is already here soaking up the goodness. If they CARE, they're here.

I have said nothing about Icon to anyone I used to play with in CoX, much less blurted it out on a gaming forum or website. If they care enough, they will find their way here just like I did. I would rejoice to see old friends on a private server - but I won't tell anyone how to find such a server, even if we had one, because we need to get used to keeping things under the radar - and ICON is a good place to start.

First rule of fight club is keep it on the down-low. Best way not to draw unwanted attention.


It's why I mentionned it here... I kinda got surprised it kinda had such advertisement about it. I understand the points of those who says it is good news but it is an easy way to find us and to close down anything that can be happening...

Though, at the same time, we might already have a NCSoft mole subscribed on this forum and no one would be aware of it so... it's kinda a tough way to separate what is good or not.

Maybe TonyV or Codewalker have an opinion? I would like to hear them on that topic.
Title: Re: The Big Giant Icon Thread
Post by: damienray on July 14, 2013, 11:24:23 PM
Wow. Paranoid much ?
Title: Re: The Big Giant Icon Thread
Post by: Mantic on July 14, 2013, 11:34:36 PM
I don't know what you're talking about. It's fabulous news. It gets ICON out to CoH players that don't follow these forums.
+1
+10
+100
Title: Re: The Big Giant Icon Thread
Post by: r00tb0ySlim on July 15, 2013, 12:14:21 AM

It's why I mentionned it here... I kinda got surprised it kinda had such advertisement about it. I understand the points of those who says it is good news but it is an easy way to find us and to close down anything that can be happening...

Though, at the same time, we might already have a NCSoft mole subscribed on this forum and no one would be aware of it so... it's kinda a tough way to separate what is good or not.

Maybe TonyV or Codewalker have an opinion? I would like to hear them on that topic.

I wouldn't worry about it too much and rest assured NCLimp already knows about Titan.  The more the merrier when it comes to Icon and getting peeps back to the community.  If NCLimp really wants to monitor any type of what they would deem "illegal" practices on any forums they could very easily do so and like you say maybe they are.  I see both sides here, but Icon poses no threat to NCLimp. 
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on July 15, 2013, 01:05:07 AM
Any CoX fan who cares enough, is already here soaking up the goodness. If they CARE, they're here.

I talk up Icon when I can in Champions' CoX chat channel, which gets it out to Star Trek and Neverwinter, as well. And I've ended up enlightening several players who didn't know that it existed, and who were overjoyed to hear that they could tour the zones again. So, not ALL of them know that there are recovery efforts going on. Some are even too discouraged to hold out hope.
Title: Re: The Big Giant Icon Thread
Post by: Sakura Tenshi on July 15, 2013, 01:24:12 AM
Funny enough, I will admit that I have talked a little bit about this on 4chan... but only because the person I was discussing it with already knew about it, and it's only been side commentary.

To be perfectly blunt, I would happily set up a thread there to give attention but... I mean.. Come on... This is anonymous we're talking about.
Title: Re: The Big Giant Icon Thread
Post by: Illusionss on July 15, 2013, 01:57:35 AM
Wow. Paranoid much ?

Yes indeed. You BET I am paranoid when it comes to the possibility of drawing unwanted attention to these forums, and potential monitoring of any reverse-engineering efforts which may or may not be going on. I don't want anything getting in the way of those efforts.

We have one tiny little slice of happiness here in ICON. Its the one thing we have!! Damn straight I don't want anyone jeopardizing that, or getting it taken away from us. [Of course it would be very hard to take what we have now, short of conviscating everyone's machines, but still.] I can't control what others do, of course but I will not be discussing it in public ANYwhere. That is akin to painting a target on Codewalker's back - and Titan's. The less NCSoft knows the better!
Title: Re: The Big Giant Icon Thread
Post by: JanessaVR on July 15, 2013, 02:11:14 AM
I'm kinda with Illusionss on this one - I've only discussed it with my former SG members, who are also my RL friends - and all of them despise NCSoft as well.  Otherwise, I've kept my mouth shut about it.
Title: Re: The Big Giant Icon Thread
Post by: Scendera on July 15, 2013, 02:15:34 AM
I have to agree as well, hence my statements of caution earlier in the thread. We understand where Icon could lead, but making a public fuss seems...unwise.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on July 15, 2013, 02:18:31 AM
I don't always have time to post, but when I do, I prefer Dos Equis I do read everything in this and related threads. So I'll summarize and cover a few things at once.

Title: Re: The Big Giant Icon Thread
Post by: Illusionss on July 15, 2013, 05:21:52 AM
Back on topic: I notice that when I try to load into many zones, it takes me instead to the inside of the hospital in that zone. For instance, I tried to load into Independence Port [/loadmap maps/City_Zones/City_03_02/City_03_02.txt] and instead of being able to ambulate about the zone, I was stuck in the hospital - and of course the elevators don't work now.

Same thing happens when I try to go to Siren's Call, and several others. Zones without a closed-in hospital area, such as the Hive, the Abyss etc. work ok. Sometimes I get lucky, as in loading into King's Row dumps me right outside Wentworth's. But otherwise, what am I doing wrong? That /nocoll 0 command doesn't do anything that I can see.

Excuse stupidity: Ill.
Title: Re: The Big Giant Icon Thread
Post by: goodtime on July 15, 2013, 05:32:25 AM
Back on topic: I notice that when I try to load into many zones, it takes me instead to the inside of the hospital in that zone. For instance, I tried to load into Independence Port [/loadmap maps/City_Zones/City_03_02/City_03_02.txt] and instead of being able to ambulate about the zone, I was stuck in the hospital - and of course the elevators don't work now.
  Don't forget to check the wiki. (http://paragonwiki.com/wiki/Titan_Icon#Jump_to_New_Spawn_Point)  In your case, left and right brackets [,] cycle you through the spawn points in the game in some order, but since there are 5+ per entrance, you might use F12 to jump around randomly to get outside, or wherever you're aiming for.
Title: Re: The Big Giant Icon Thread
Post by: JanessaVR on July 15, 2013, 05:36:33 AM
That happens to me all the time using Icon.  No biggie - I use the positional editor to move my Y axis position to +500, and it gets me out of wherever I'm stuck.  Actually, it's kind of interesting some times - if you load Talos, you end up in the Matrix Room beneath the arena, which is cool.   :)
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on July 15, 2013, 05:42:22 AM
Same thing happens when I try to go to Siren's Call, and several others. Zones without a closed-in hospital area, such as the Hive, the Abyss etc. work ok. Sometimes I get lucky, as in loading into King's Row dumps me right outside Wentworth's. But otherwise, what am I doing wrong? That /nocoll 0 command doesn't do anything that I can see.
Isn't that /nocoll 1 to enable?
Title: Re: The Big Giant Icon Thread
Post by: batqueen on July 15, 2013, 06:22:19 AM
Yes, and /nocoll 0 to turn it back off again.
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on July 15, 2013, 06:45:49 AM
Alternately, you can hit F5 to turn clipping off, and leave the building by pressing the spacebar to rise upward, like in flying. A lot of the public-building interiors are "below" the map's ground level, so this will raise you up through the hospital room's ceiling, then the roof, and on up until you're outside. Then press F5 to turn clipping back on. I find it fun to turn clipping off, sink into the ground, and explore to see what building interiors are available. Sometimes I have to go pretty far underground to find some of them.
Title: Re: The Big Giant Icon Thread
Post by: spindisc on July 15, 2013, 07:28:15 AM
Title: Re: The Big Giant Icon Thread
Post by: Illusionss on July 15, 2013, 05:04:29 PM
Alternately, you can hit F5 to turn clipping off, and leave the building by pressing the spacebar to rise upward, like in flying. A lot of the public-building interiors are "below" the map's ground level, so this will raise you up through the hospital room's ceiling, then the roof, and on up until you're outside. Then press F5 to turn clipping back on. I find it fun to turn clipping off, sink into the ground, and explore to see what building interiors are available. Sometimes I have to go pretty far underground to find some of them.

THIS WORKS GREAT!, thank you!!!!
Title: Re: The Big Giant Icon Thread
Post by: Cinnder on July 15, 2013, 07:00:06 PM
Thanks for giving us an official response to clear this up, Codewalker.

But most of all, thanks for giving us Titan Icon!
Title: Re: The Big Giant Icon Thread
Post by: Gilliam on July 15, 2013, 08:01:20 PM
Just wanna say thank you codewalker and anybody else who work on this , just so excited that I flew around atlas park again thank you
Title: Re: The Big Giant Icon Thread
Post by: saipaman on July 16, 2013, 01:37:25 AM
Let me add to the chorus of gratitude!
Title: Re: The Big Giant Icon Thread
Post by: Blacjac84 on July 16, 2013, 12:24:44 PM
While I'm enjoying this Icon, I'm just wondering if the in-game screenshot capture works in this. 

I'm using FRAPS for screenshots but I would like to capture a shot without the onscreen stuff I can't turn off. 

Anybody know about this?
Title: Re: The Big Giant Icon Thread
Post by: darkgob on July 16, 2013, 01:50:10 PM
Can Toggle Screenshot UI still be set to a keybind in the Options?
Title: Re: The Big Giant Icon Thread
Post by: Dinah Might on July 16, 2013, 02:05:33 PM
My thoughts when I read this thread is that I wish I could do something to help.
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on July 16, 2013, 03:46:37 PM
While I'm enjoying this Icon, I'm just wondering if the in-game screenshot capture works in this. 

I'm using FRAPS for screenshots but I would like to capture a shot without the onscreen stuff I can't turn off. 

Anybody know about this?
Can Toggle Screenshot UI still be set to a keybind in the Options?
Code: [Select]
/bind sysrq "screenshotui 0$$screenshot"
/bind shift+sysrq "screenshotui 1$$screenshot"
This will give you a screenshot WITHOUT the UI when you hit PRINTSCREEN (the game calls it sysrq). It will give you a screenshot WITH UI when you hit SHIFT+PRINTSCREEN.

This way you don't have to worry about which state your screenshotui is toggled into when you take the screenie.
Title: Re: The Big Giant Icon Thread
Post by: DireKit on July 16, 2013, 08:49:10 PM
Pardon if this is a stupid question, but is there a way to make fight-able NPC's? Can you alter your level? If so, how?
Title: Re: The Big Giant Icon Thread
Post by: Bella Blackwood on July 16, 2013, 09:18:11 PM
Well I need to add my unending thank you's to Codewalker for making this happen!  I'm not technologically savvy and after many tries and help from some old sg friends, I am now able to experience Icon.  The moment the title screen popped up, tears were streaming down my face.  Seeing my first toon Pink Shock return to life was incredible and when I phased into Atlas Park the waterworks really began.  I'm slowly getting used to everything...my first try at loading a map ended up with me floating in a very pretty blue heavenlike place which was very soothing lol.  I can not wait to continue experimenting and re-exploring every square inch.  I really can not express in words how happy this makes me....thank you thank you thank you!!!!   :-*
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on July 16, 2013, 09:39:28 PM
Pardon if this is a stupid question, but is there a way to make fight-able NPC's? Can you alter your level? If so, how?

No fightable NPCs.

You can alter your level, however you won't be able to use powers.

Read this post by Codewalker http://www.cohtitan.com/forum/index.php/topic,7288.msg123068.html#msg123068

See here for my post he mentions about the Mission Architect http://www.cohtitan.com/forum/index.php/topic,7288.msg123052.html#msg123052

Then see here for more info regarding Developer Commands in Icon (if you want)
http://paragonwiki.com/wiki/Titan_Icon#Developer_Commands
Title: Re: The Big Giant Icon Thread
Post by: sorinkon on July 16, 2013, 10:26:32 PM
if i could make a suggestion for the next icon update........ what about base building is there a chance you could bring that or atleast part of it back?
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on July 16, 2013, 10:43:45 PM
I was surprised to see that Mr. G wasn't spawned in Imperial.  I'm guessing that he was no longer a permanent NPC due to the I24 events.  I know St. Martial and Bricks were revamped, as well as First Ward.

I know Guy made a file to go to an older incarnation of Atlas.  Is there a relatively painless way to do the same for the maps changed between I23 and I24?
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on July 17, 2013, 12:50:52 AM
The moment the title screen popped up, tears were streaming down my face.  Seeing my first toon Pink Shock return to life was incredible and when I phased into Atlas Park the waterworks really began.

Codewalker, you beast, do you see what you did? You made poor Bella cry. I hope you're pleased with yourself. ;)
Title: Re: The Big Giant Icon Thread
Post by: MWRuger on July 17, 2013, 01:28:19 AM
Does anyone know if the craftable and veteran pieces are available in Icon CC? If not, that would be very nice for 1.8!

(And well within the goal of costumes and not playing the game.)
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on July 17, 2013, 02:35:06 AM
They should all be there, at least in "VIP" mode. (Adding a -n flag to access all the costume parts, including dev-only.)
Title: Re: The Big Giant Icon Thread
Post by: MWRuger on July 17, 2013, 04:33:07 AM
Cool! My sister whose favorite part of the game was the costume creator asked me.

I have just about convinced there is still hope and she says she will give Icon a whirl. She told me that it would be too sad to see it but not play.
Title: Re: The Big Giant Icon Thread
Post by: Menrva Channel on July 17, 2013, 05:30:44 AM
Is there a way to access the Matrix Room (other than by chance)?
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on July 17, 2013, 05:41:51 AM
Load any zone with an arena ( http://paragonwiki.com/wiki/Arena ) then use [ and ] to shuffle through spawn points until you get to the spawn point in the room.
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on July 17, 2013, 07:42:09 AM
You know what would be nice? A way to quickload an avatar to play with with a click.
Title: Re: The Big Giant Icon Thread
Post by: JanessaVR on July 17, 2013, 07:55:28 AM
Is there a way to access the Matrix Room (other than by chance)?
Every time I load Talos, I end up in the Matrix Room.  Then I adjust my Y position to +500 to get out and fly around.   :)
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on July 17, 2013, 08:01:23 AM
You know what would be nice? A way to quickload an avatar to play with with a click.

If you have the Issue 24 beta files, you can make a shortcut for Icon, and add a -r to the shortcut's Target path (be sure to put a space between the -r and the quotes that already end the path). Icon will then generate a random toon and send you right into AP. Then you can load one of your saved costumes onto the toon. We can't use powers, so it doesn't (currently) matter that the toon's origin, archetype and powers are also random. But this is good for getting into AP faster. Also, don't worry about the random toon's gender; it can be changed with the costume loading.
Title: Re: The Big Giant Icon Thread
Post by: DeathToPoetry on July 18, 2013, 07:43:21 AM
if i could make a suggestion for the next icon update........ what about base building is there a chance you could bring that or atleast part of it back?

Seconded.  It was one of my favorite parts of the game.  I could spend days just building one room to get it "just right".
Title: Re: The Big Giant Icon Thread
Post by: damienray on July 18, 2013, 12:16:01 PM
I will agree. 2nd to costumes, the base was huge for me.
Title: Re: The Big Giant Icon Thread
Post by: Mantic on July 18, 2013, 01:44:59 PM
Not that I'm suggesting it is possible to enable base construction without doing some level of server emulation, but I always wished that system was offline-friendly like the character creator, with offline storage options like the *.costume files. It would have been great to mess with bases during server resets, as I often did with the costume creator. Moreover, the way it actually was set up was very unfriendly to less than superb internet connections, especially as bases grew more complex.
Title: Re: The Big Giant Icon Thread
Post by: Golden Ace on July 18, 2013, 01:55:15 PM
Not that I'm suggesting it is possible to enable base construction without doing some level of server emulation, but I always wished that system was offline-friendly like the character creator, with offline storage options like the *.costume files. It would have been great to mess with bases during server resets, as I often did with the costume creator. Moreover, the way it actually was set up was very unfriendly to less than superb internet connections, especially as bases grew more complex.

some of my base builds lagged big time. mostly due to the larger rooms where I put in Mayan temples, mazes and arboretums.  All those stone blocks caused major lag.
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on July 18, 2013, 02:06:39 PM
I'd love to be able to recreate my SG and VG bases, but I'm positive that was all handled serverside (otherwise other people couldn't use it while you weren't online.)  Also, that whole "resembled a flaming Jenga tower" part might be problematic...
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on July 18, 2013, 04:24:05 PM
but I always wished that system was offline-friendly like the character creator

Considering that storage table contents are actually part of the base map itself, I think offline base editing is something that would have never happened, at least not with a way to re-upload to the server.
Title: Re: The Big Giant Icon Thread
Post by: batqueen on July 18, 2013, 05:19:05 PM
.
Title: Re: The Big Giant Icon Thread
Post by: Dinah Might on July 18, 2013, 09:24:54 PM
Is there a way to save what you have created?

For example if I wanted to do a shot of the Freedom Phalanx, but only had time to place Statesman and Positron, but had to come back to place another character.  Can I save what I have done?
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on July 18, 2013, 09:31:36 PM
Not yet. I have some ideas for persistence in 1.8, so it's on the list, but no promises. :)
Title: Re: The Big Giant Icon Thread
Post by: Mantic on July 18, 2013, 09:54:53 PM
Considering that storage table contents are actually part of the base map itself, I think offline base editing is something that would have never happened, at least not with a way to re-upload to the server.

Indeed. That darned game always getting in the way of creative freedom...
Title: Re: The Big Giant Icon Thread
Post by: Triplash on July 18, 2013, 11:45:29 PM
I had an idea about a way to save map states the other day, but since I'm not a programmer I just figured I was wrong and everyone would point and laugh at me. *shrug*  But if anyone's curious:

Spoiler for what I was going to post:
I'm no programmer so I'm well aware I could be hilariously wrong about this. But I was thinking, what about an external program that monitors certain commands given within Icon. Whenever you use /loadmap it copies that map's text file to its own memory. Then, whenever you use a command that affects an NPC, it mirrors that change within its copy of the map text file. Name it and hit Save, it writes that map info to a new file. It would save all your maps to its own dedicated .bin, after which you can load them just like any other.

Essentially you'd be making a copy of the map you already loaded, with extra info for the NPCs you've spawned in or changed. Theoretically you wouldn't even need to create or copy anything besides the core text file; if you set the file's path to match that of the map you're copying then it should just use the same assets as the original. For instance, the file path you end up with might look something like "maps/City_Zones/City_01_01/Atlas Overrun.txt". That would load Atlas Park, including the NPCs as you saved them.

This method, if it actually worked, would allow you to have not just persistent maps, but multiple different versions of each map. For example, you could create a peaceful version with citizens everywhere, a version where gangs run rampant in the back streets, and a version where the Rikti are in the middle of a full-on invasion. It would be excellent for creating scenes that take a long time to set up, such as backdrops for videos, comics, and intricate screenshots; or for keeping your favorite places just the way you like them.
Title: Re: The Big Giant Icon Thread
Post by: Brigadine on July 19, 2013, 06:42:23 AM
so, I have issue 22 I think :( is there a way to update it so i dont loose my files?
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on July 19, 2013, 07:14:13 AM
Download i24 from the OP, then copy over any files you want to save from your i22 install.
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on July 19, 2013, 11:50:03 AM
The OP doesn't directly have the link to the I24 install. But the ParagonWiki page does (link in OP and my sig below).

I've been 'seeding' the distribution of I24 and it's been nearly constantly streaming for the past few weeks now.
Title: Re: The Big Giant Icon Thread
Post by: Eoraptor on July 19, 2013, 04:01:53 PM
The OP doesn't directly have the link to the I24 install. But the ParagonWiki page does (link in OP and my sig below).

I've been 'seeding' the distribution of I24 and it's been nearly constantly streaming for the past few weeks now.
Likewise you can find i23 and b24 out there on all the usual suspect sites. but you need to be careful, there's at oleast one trojan horse out there masquerading as the i23 client. compare file sizes and hash values.

Meanwhile, I am STILL downloading mine after 6 days... not due to a lack of seeders, but due to my 256k connection, *sobs*
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on July 19, 2013, 05:24:55 PM
If you use the savecoh.com link to get the I24 beta: I went the SugarSync route, and did NOT have to install their client software to download the files. They sent me an email urging me to install it, but I only read it after I'd done the download and used the files, so I really DIDN'T need it.
Title: Re: The Big Giant Icon Thread
Post by: MisterMagpie on July 19, 2013, 06:29:16 PM
If you have the Issue 24 beta files, you can make a shortcut for Icon, and add a -r to the shortcut's Target path (be sure to put a space between the -r and the quotes that already end the path). Icon will then generate a random toon and send you right into AP. Then you can load one of your saved costumes onto the toon. We can't use powers, so it doesn't (currently) matter that the toon's origin, archetype and powers are also random. But this is good for getting into AP faster. Also, don't worry about the random toon's gender; it can be changed with the costume loading.

cool, thanks for the tip!
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on July 19, 2013, 08:21:59 PM
If you use the savecoh.com link to get the I24 beta: I went the SugarSync route, and did NOT have to install their client software to download the files. They sent me an email urging me to install it, but I only read it after I'd done the download and used the files, so I really DIDN'T need it.

I can vouch for SugarSync.

Nice place.

:)
Title: Re: The Big Giant Icon Thread
Post by: Brigadine on July 20, 2013, 07:03:47 AM
can I update my client without loosing everything? if yes wheres the download?
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on July 20, 2013, 07:28:52 AM
Download i24 from the OP, then copy over any files you want to save from your i22 install.
Title: Re: The Big Giant Icon Thread
Post by: Garble on July 20, 2013, 02:49:12 PM
If you have the Issue 24 beta files, you can make a shortcut for Icon, and add a -r to the shortcut's Target path (be sure to put a space between the -r and the quotes that already end the path). Icon will then generate a random toon and send you right into AP. Then you can load one of your saved costumes onto the toon. We can't use powers, so it doesn't (currently) matter that the toon's origin, archetype and powers are also random. But this is good for getting into AP faster. Also, don't worry about the random toon's gender; it can be changed with the costume loading.

Has anyone figured out a way to make this work on Macs?
Title: Re: The Big Giant Icon Thread
Post by: sorinkon on July 20, 2013, 06:47:15 PM
Hello Everyone.... I just figured something out about the COH Files.... i was able to open the old COH back in Issue 6 with the updater... i found that the COH Graphics and Account Memory are using the same file through both COH's to Access the disc version of what you have COH or COV for COH create a shortcut and where it says Target do a space after the quote then put -project coh for the villains side its -project cov
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on July 20, 2013, 10:19:46 PM
Has anyone figured out a way to make this work on Macs?

It's the same type of instructions used to get Icon to run in NPC mode; edit the plist file of the program so that the icon command line has the -r option.

Also, this is the way you run Demorecords; instead of "-- icon.exe", you'd run "-- cityofheroes.exe -demoplay {demofile name}", essentially.

--- Philip
Title: Re: The Big Giant Icon Thread
Post by: jtessier3 on July 21, 2013, 05:26:24 AM
OK, I have tried several times to download the i24 stuff from the OP, and through SugarSync, with no success.  My original CoX games were deleted long ago, and although I have since relocated and reloaded my "Good Vs. Evil" DVD for CoX, I still know that I'll be needing updates to i24.  Is there anyone that can help me get to that point so that I can once again be a hero?  This would also be a great surprise for my lil 4 yr old, who became very upset when we could no longer play our "supahero game" together. 

Comments and help appreciated...  Jim
Title: Re: The Big Giant Icon Thread
Post by: primeknight on July 22, 2013, 03:55:16 AM
OK, I have tried several times to download the i24 stuff from the OP, and through SugarSync, with no success.  My original CoX games were deleted long ago, and although I have since relocated and reloaded my "Good Vs. Evil" DVD for CoX, I still know that I'll be needing updates to i24.  Is there anyone that can help me get to that point so that I can once again be a hero?  This would also be a great surprise for my lil 4 yr old, who became very upset when we could no longer play our "supahero game" together. 

Comments and help appreciated...  Jim

I used SugarSync and it worked great.  Leandro, was super helpful.  He seams like a really cool guy.  Did you talk with him at all?  If I remember correctly, I observed the files in the SugarSync Drive folder and moved them on to my computer's local hard drive.
Title: Re: The Big Giant Icon Thread
Post by: Ice Trix on July 22, 2013, 04:40:14 AM
OK, I have tried several times to download the i24 stuff from the OP, and through SugarSync, with no success.  My original CoX games were deleted long ago, and although I have since relocated and reloaded my "Good Vs. Evil" DVD for CoX, I still know that I'll be needing updates to i24.  Is there anyone that can help me get to that point so that I can once again be a hero?  This would also be a great surprise for my lil 4 yr old, who became very upset when we could no longer play our "supahero game" together. 

Comments and help appreciated...  Jim

Have you tried the torrent version? (Remember to also download the most recent Icon version from the first post of this thread after downloading it via bit torrent or other methods.
I can put it on a drop box share if you have trouble with the torrent version.
Title: Re: The Big Giant Icon Thread
Post by: Eoraptor on July 22, 2013, 03:29:48 PM
Have you tried the torrent version? (Remember to also download the most recent Icon version from the first post of this thread after downloading it via bit torrent or other methods.
I can put it on a drop box share if you have trouble with the torrent version.
Exactly... download the torrent link, not the magnet link. the magnet link is dead for some reason for both PC and Mac, but the torrent links work fine.

if you need to, there are other torrents and magnents out there you can find on your own. Just remember that the client should be about 4.26 gigs. if you find one which is only a few hundred megabytes, you've either downloaded the NCSoft installer, or a virus.
Title: Re: The Big Giant Icon Thread
Post by: JanessaVR on July 22, 2013, 06:26:36 PM
If you find one which is only a few hundred megabytes, you've either downloaded the NCSoft installer, or a virus.
How are we supposed to tell the difference?   ;)
Title: Re: The Big Giant Icon Thread
Post by: batqueen on July 22, 2013, 09:13:51 PM
 :o THERE IS NO DIFFERENCE! (sorry, couldn't resist   ;D)
Title: Re: The Big Giant Icon Thread
Post by: Eoraptor on July 22, 2013, 10:10:11 PM
How are we supposed to tell the difference?   ;)
Well, both bloat your system, install unwanted applications, and communicate with hostile servers in foreign nations... so hmm... :roll:
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on July 22, 2013, 10:20:31 PM
:o THERE IS NO DIFFERENCE! (sorry, couldn't resist   ;D)

Well, the difference is that the virus bloats your machine and bogs it down on purpose.

The NCSoft launcher just does it because it sucks...
Title: Re: The Big Giant Icon Thread
Post by: JaguarX on July 22, 2013, 11:35:23 PM
yeah almost had Icon working, in the end had to reset my entire computer. Not sure why my computer sees it as a threat, but I'm going to leave it alone for now. Apparently it's conflicting with another program.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on July 23, 2013, 12:31:59 AM
Well, the difference is that the virus bloats your machine and bogs it down on purpose.
The NCSoft launcher just does it because it sucks...
Grey's Law: Any sufficiently advanced incompetence is indistinguishable from malice.  ;D
Title: Re: The Big Giant Icon Thread
Post by: Scendera on July 23, 2013, 07:19:47 AM
yeah almost had Icon working, in the end had to reset my entire computer. Not sure why my computer sees it as a threat, but I'm going to leave it alone for now. Apparently it's conflicting with another program.

False positive. It hooks into a program and allows it to be altered, which is technically "virus like behaviour", except that in this case it's precisely the behaviour we want and we know it's happening. The AV looks for the behaviour, not the intent; it has no way of knowing the suspicious activity is the whole point. Same idea as something like AntiWPA.
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on July 23, 2013, 07:47:23 AM
You need to tell your AV program, "Trust me; I know what I'm doing", and hope that it hasn't seen any episodes of "Sledge Hammer!"
Title: Re: The Big Giant Icon Thread
Post by: Mantic on July 23, 2013, 03:15:42 PM
It's the same type of instructions used to get Icon to run in NPC mode; edit the plist file of the program so that the icon command line has the -r option.

Also, this is the way you run Demorecords; instead of "-- icon.exe", you'd run "-- cityofheroes.exe -demoplay {demofile name}", essentially.


Gah, I got garden pathed! Thought you were gonna tell us how to run demos through Icon (so that we could F2 out in the middle of a paused demo and start throwing NPCs around and stuff. I so want that, not least because trying to load a map from within the client using the Icon command line always just crashes the client here (it's the fault of my dinosaur computer not having a lot of memory to play with, but nonetheless, demos easily access any map I need while Icon commands don't).

Plus, it'd be so cool to be able to drop in a crowd around an existing fight recording, for some nice Street Fighter styled shots, without having to sort out every one of their locations and orientations by way of manual text placements.


You need to tell your AV program, "Trust me; I know what I'm doing", and hope that it hasn't seen any episodes of "Sledge Hammer!"

+1 nerdy culture reference :)
Title: Re: The Big Giant Icon Thread
Post by: JaguarX on July 23, 2013, 05:18:15 PM
False positive. It hooks into a program and allows it to be altered, which is technically "virus like behaviour", except that in this case it's precisely the behaviour we want and we know it's happening. The AV looks for the behaviour, not the intent; it has no way of knowing the suspicious activity is the whole point. Same idea as something like AntiWPA.

yeah. I figure it's a false positive. Reason it stated for the "threat" was possible virus. The listed source my computer gave was that the program as it detected was from a "personal computer".
Title: Re: The Big Giant Icon Thread
Post by: darkgob on July 23, 2013, 11:02:41 PM
yeah. I figure it's a false positive. Reason it stated for the "threat" was possible virus. The listed source my computer gave was that the program as it detected was from a "personal computer".

I mean, it's technically not wrong.
Title: Re: The Big Giant Icon Thread
Post by: Eoraptor on July 26, 2013, 01:30:56 AM
it's not unusual at all. I play Armada 2 Fleet Ops, and Avast and Norton both insist that it's a suspicious program because of the way it modifies the origina armada 2's memory handler. so yeah, a lot of fan modified games get flagged.
Title: Re: The Big Giant Icon Thread
Post by: Max Champion on July 26, 2013, 05:50:35 PM
I downloaded Tixati, found I24beta and downloaded it to a external hdd (in case that makes a difference), downloaded teh icon.exe and replaced the existing icon.exe

I can open the program from double clicking any one of a number of files (Launch Icon (Costume Creator).bat or (with NPC pieces).bet and all do the same thing. Launch the game (tell me my graphic card sucks) and lets me start creating a character. When I get the choosing the body (male, female, huge) the image doesn't appear. I have only been able to figure this out by rifling through thousands of these posts looking for screenshots and finally found one. I can mouse over the whole area and only the "words" male, female huge appear and disappear as I'm rolling in the right area.

Any ideas???   Because it said my graphics card was weak and the game would be slow, I went into settings (Ultra) and turned things down, but never off or disabled in hopes to improve the quality and speed of building the costume. Then figured it had nothing to do with the costumes and only the speed of the game, so set it back to default. Still no body.
Little help please...
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on July 26, 2013, 07:06:10 PM
Might be a problem with your drivers. I remember having something like that in 2011 with my ancient Radeon 9600. :p
Title: Re: The Big Giant Icon Thread
Post by: Max Champion on July 26, 2013, 07:52:26 PM
Thanks...
I just find it odd that I could get though all the rest only to be stopped half way through character creation?
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on July 26, 2013, 08:42:31 PM
Max, you said you never turned off your graphics, meaning putting them on the lowest detail right?

Try doing that and see if you have any better performance.

We'll need more details of your specific problem here, if you still are experiencing it.
Title: Re: The Big Giant Icon Thread
Post by: VirologicZero on July 29, 2013, 06:56:04 PM
From what I can tell, Icon is going to be pretty awesome. Only one problem. In a fit of rage, I deleted all my CoH files from my computer. Later I was told about this by a friend of mine. I found all my old CDs, but the files havent been updated. Because of this (I think), Icon wont run because I don't have the right version of cityofheroes.exe. Well, I know it won't run because I tried. Anyway I can get I24 or something?
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on July 29, 2013, 07:37:01 PM
From what I can tell, Icon is going to be pretty awesome. Only one problem. In a fit of rage, I deleted all my CoH files from my computer. Later I was told about this by a friend of mine. I found all my old CDs, but the files havent been updated. Because of this (I think), Icon wont run because I don't have the right version of cityofheroes.exe. Well, I know it won't run because I tried. Anyway I can get I24 or something?

Go to the wiki page linked in my sig. There is a link there to re-download I24.
Title: Re: The Big Giant Icon Thread
Post by: Super Firebug on July 29, 2013, 09:41:25 PM
You don't need to have CoH actually installed; you just need the CoH folder with the files in it. I24 will do nicely, or you can use a CoH-folder copy from another computer.
Title: Re: The Big Giant Icon Thread
Post by: Nellis on July 30, 2013, 05:08:54 AM
Hey, I just now downloaded this and the Issue 24 beta from here, (http://www.savecoh.com/p/download-issue-24-beta.html) but when I get to the "Costume" "Custom" or "Register" tabs of the character creator, it locks up without an error message and just stops responding.

Any idea on how I could fix this? The first time it ever locked up, it had an error message about not being able to load a human face texture or something like that. But now it just freezes until I head to Task Manager.

(also i totally didnt start tearing up when the game loaded nuh uh)

(Also again, if it changes anything, I downloaded the zip files, I didn't torrent.)


Edit: Just tried again and I got an error message this time.

"./piggs/stage1f.pigg: Corrupt pig file detected
Read failed for file: texture_library/V_PLAYERS/AVATAR/Male/Hips/Tech_Sleek/hips_tech_sleek_bump.texture
-1

Your data might be corrupt, please run the patcher and try again."


Edit again: Apparently a bunch of textures are wonky, because I just got this message.

"./piggs/stage1f.pigg: Corrupt pig file detected
Read failed for file: texture_library/V_PLAYERS/AVATAR/Male/Hips/Hips_Skin_Plant_04_Bump.texture
-1

Your data might be corrupt, please run the patcher and try again."
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on July 31, 2013, 10:09:20 PM
Your stage1f.pigg is broken.

I recommend you ask someone for it in a PM.

If I have some time, I'll see about uploading my working copy.

It seems to be about 121 mb.
Title: Re: The Big Giant Icon Thread
Post by: goodtime on July 31, 2013, 11:33:15 PM
If I had a wish for the next Icon.exe it would be to make demo recordings in the power customizer screen to simplify finding MOVs and FXs for all my characters.    Plus there's that invisible target for hit FX.     :D
Title: Re: The Big Giant Icon Thread
Post by: MWRuger on July 31, 2013, 11:40:58 PM
Nellis, if you'll contact me, I'll get you a copy of the file. PC, right?
Title: Re: The Big Giant Icon Thread
Post by: MWRuger on July 31, 2013, 11:43:08 PM
Question came up that someone here might be able to answer.

The old Atlas park is available, but what about the ole Crash Site, Hollows and Faultline? Those went bye before I logged on, but I would love to tour them. Is it possible?

Also, what map names if it can be done?
Title: Re: The Big Giant Icon Thread
Post by: Blondeshell on August 01, 2013, 12:05:06 AM
The Hollows was simply rewritten using the same map, so you'd have to get it from an older version of the PIGG files (as was done with AP). The Rikti Crash Site and Faultline, however, were replaced with completely new map files.

Paragon Wiki to the rescue! (http://paragonwiki.com/wiki/Talk:Zone_Overview#List_of_Zone_Maps)

maps/City_Zones/Trial_02_01/Trial_02_01 -- Faultline ( pre-issue 8 )
maps/City_Zones/Trial_05_01/Trial_05_01 -- Rikti Crash Site
Title: Re: The Big Giant Icon Thread
Post by: Nellis on August 01, 2013, 03:10:15 AM
Huh, I actually just re-extracted stage1f.pigg and overwrote the original, and it started working. Welp, time to recreate all of my characters.
Title: Re: The Big Giant Icon Thread
Post by: MWRuger on August 01, 2013, 04:37:28 AM
The Hollows was simply rewritten using the same map, so you'd have to get it from an older version of the PIGG files (as was done with AP). The Rikti Crash Site and Faultline, however, were replaced with completely new map files.

Paragon Wiki to the rescue! (http://paragonwiki.com/wiki/Talk:Zone_Overview#List_of_Zone_Maps)

maps/City_Zones/Trial_02_01/Trial_02_01 -- Faultline ( pre-issue 8 )
maps/City_Zones/Trial_05_01/Trial_05_01 -- Rikti Crash Site

Thank you so much! Imma gonna get my favorite toon and run the trenches! I have the collector's edition of the DVD do you think that would have the original hollows map?
Title: Re: The Big Giant Icon Thread
Post by: Blondeshell on August 01, 2013, 05:04:53 AM
Thank you so much! Imma gonna get my favorite toon and run the trenches! I have the collector's edition of the DVD do you think that would have the original hollows map?

The following common disc releases (http://paragonwiki.com/wiki/Disc_Releases) would have the original Hollows map:
However: Simply extracting that file will not give you what you want. This thread (http://www.cohtitan.com/forum/index.php/topic,7288.msg121530.html#msg121530) reveals why.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on August 01, 2013, 06:15:33 AM
Huh, I actually just re-extracted stage1f.pigg and overwrote the original, and it started working. Welp, time to recreate all of my characters.
Sounds to me that you might need to check your hard drive for bad sectors...
Title: Re: The Big Giant Icon Thread
Post by: batqueen on August 01, 2013, 07:05:18 PM
In case someone is only monitoring this thread, I have just posted the Big NPC Menu for Icon in this thread here: http://www.cohtitan.com/forum/index.php/topic,8861.0.html  so as not to bloatify this thread any further.  :)
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on August 01, 2013, 09:50:43 PM
Codewalker, if you don't already have this functionality planned for Icon 1.8, please consider adding this script in.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on August 01, 2013, 09:54:26 PM
I don't have that specific functionality planned, but I do want to address the issue of popmenus not being able to call icon commands (which will take some reworking of how the commands work). A lot of the 1.8 features, that included, are pending some architectural changes to make it easier to inject larger amounts of code into the COH process.
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on August 01, 2013, 10:15:58 PM
Thank you for the response.  I don't pretend to understand how complicated the work you are doing is, but thank you.
Having something like that menu baked in would be very handy (if feasible) in some incarnation of your program.
Title: Re: The Big Giant Icon Thread
Post by: OzonePrime on August 01, 2013, 10:26:17 PM
In case someone is only monitoring this thread, I have just posted the Big NPC Menu for Icon in this thread here: http://www.cohtitan.com/forum/index.php/topic,8861.0.html  so as not to bloatify this thread any further.  :)
Indigo Fey
Very cool! Thank you!
Title: Re: The Big Giant Icon Thread
Post by: MWRuger on August 02, 2013, 01:21:51 AM
The following common disc releases (http://paragonwiki.com/wiki/Disc_Releases) would have the original Hollows map:
  • City of Heroes Collector's DVD Edition
  • City of Villains
  • City of Villains Collector's DVD Edition
  • Good Versus Evil Edition
However: Simply extracting that file will not give you what you want. This thread (http://www.cohtitan.com/forum/index.php/topic,7288.msg121530.html#msg121530) reveals why.

Thanks. I do have those. I'll try it and see what I can do. It be something I can offer for the enjoyment Icon and others and this thread have given me. if I get it, I'll post teh file so other s can get it as well.
Title: Re: The Big Giant Icon Thread
Post by: MWRuger on August 02, 2013, 01:25:01 AM
Codewalker, would consider posting the links to the helpful popup menus that have been created in your first post? at 73 pages they can be hard to find.
Title: Re: The Big Giant Icon Thread
Post by: MWRuger on August 02, 2013, 05:11:05 AM
I was in Atlas park and I noticed the merit vendors were not in Went's. I'm also guessing that the difficulty slider dudes are also missing. Seems strange.

I know they are clickable and that doing so makes a call for a subsystem, but doesn't that hold true for mission givers?
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on August 02, 2013, 05:36:06 AM
The NPCs that are there now were placed there by Codewalker.
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on August 02, 2013, 05:45:25 AM
Fun fact, for untargetable-after-summoning entities, you can spawn a different NPC, position them however you wish, and then replace them just like slapping a costume file on an NPC.  The advantage is that this allows you to have them angled however you wish for action shots and the like..

The one I knew off the top of my head was Nemesis' Brass Warpony.  The image below isn't the most clear shot to demonstrate that it is, in fact, angled off of the ground, but I was giggling too hard imagining the Canned Ham humming the theme to My Little Pony while stroking its metal mane for perfect framing.
(https://i.imgur.com/zpvZVTz.jpg)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on August 02, 2013, 07:27:43 PM
The NPCs that are there now were placed there by Codewalker.

The NPCs that are there now are defined as Static NPCs in the game's map files themselves -- they (or rather the instructions to spawn them) are effectively part of the map. Contacts and Trainers seem to be the primary ones that are set up this way, though a few flavor NPCs are as well.

The maps also contain spawn points (which are visible in see-everything mode), some of which have references to spawndef files that don't exist anywhere in the client files. Those are presumably the server-side instructions for what to spawn there. Anything that is combat capable, can move around, doesn't have a 100% chance to spawn, or has special scripts involved with it looks to be handed by those missing spawndefs.
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on August 03, 2013, 01:18:28 AM
Tacitala has added a few more maps to Wyldhunt's very handy map popmenu and I thought it useful enough to offer for others.

Praetorian PVP map moved to PVP and Kallisti Wharf is now under Paragon City zones.
The new submenu of "Other" now includes "Lord Winter's Realm," "Paragon Outdoor," "Croatoa Outdoor," "Hills," "Burning Forest," "Graveyard," "Bank," "Police Dept," "Pawn Shop," "Jewelry Store," "Batzul Hell," "Carnie Rave," "Carnie Tents (Residential,)" "Destroyed Atlas," "Manticore's Mansion," "Summer Movie Lobby," "Test Map," and "Jump Puzzle.

This version of the file should be available here. (https://app.box.com/s/v0bko53w2d8cbrucdiv2)
It's my first time using that site for uploading a file, so please let me know if it's messed up.
Title: Re: The Big Giant Icon Thread
Post by: SmugglyWuggums on August 04, 2013, 04:54:31 PM
Thank you so much for this! It's great to be back in Paragon City, even if all the citizens have been transported to an alternate parallel dimension. And took most of their working vehicles.

/benpc Fighter_Jet  ... and I've got a nifty flight simulator!
Title: Re: The Big Giant Icon Thread
Post by: OzonePrime on August 04, 2013, 06:24:14 PM
Tacitala has added a few more maps to Wyldhunt's very handy map popmenu and I thought it useful enough to offer for others.

Praetorian PVP map moved to PVP and Kallisti Wharf is now under Paragon City zones.
The new submenu of "Other" now includes "Lord Winter's Realm," "Paragon Outdoor," "Croatoa Outdoor," "Hills," "Burning Forest," "Graveyard," "Bank," "Police Dept," "Pawn Shop," "Jewelry Store," "Batzul Hell," "Carnie Rave," "Carnie Tents (Residential,)" "Destroyed Atlas," "Manticore's Mansion," "Summer Movie Lobby," "Test Map," and "Jump Puzzle.

This version of the file should be available here. (https://app.box.com/s/v0bko53w2d8cbrucdiv2)
It's my first time using that site for uploading a file, so please let me know if it's messed up.
what path is this file looking for?  in what folder (if any) should we place it?
Title: Re: The Big Giant Icon Thread
Post by: SmugglyWuggums on August 04, 2013, 07:23:44 PM
Put the .mnu files in the data\texts\English\Menus folder (create them if needed) and use /popmenu to access them. e.g., /popmenu maps or /popmenu npc
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on August 04, 2013, 09:02:33 PM
SmugglyWuggums is correct as to how to use the file.  I'd also strongly recommend grabbing batqueen's fantastic NPC spawning popmenu.

You will probably want to assign keybinds to the popmenus for convenience.  That way after loading into the game, you can type the command "/bind_load" and thereafter have the menus available at a keystroke.
Title: Re: The Big Giant Icon Thread
Post by: pmoyer on August 05, 2013, 12:14:59 AM
Tacitala has added a few more maps to Wyldhunt's very handy map popmenu and I thought it useful enough to offer for others.

Praetorian PVP map moved to PVP and Kallisti Wharf is now under Paragon City zones.


Could somebody add maps/Missions/outdoor_missions/Outdoor_Kallisti_Wharf/IOM_Stadium/IOM_Stadium.txt to the menu?  It's a much more developed version of Kallisti Wharf -- aside from having to turn noclip on to avoid the gratuitous forcefields, it's got the entire other half the wharf area, including the under-construction stadium, and the memorial island for Statesman.

--- Philip
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on August 05, 2013, 02:02:02 AM
Done and file updated.  Thanks for pointing that out- I've been busy conspiring with Taci over a move/emote popmenu and hadn't caught that in the maps. (Soooooooooo many commands to sort through and test...)

EDIT: The Updated file has been updated with a few more maps.  If you downloaded within the first 15 minutes of the update, you should probably update again.
Title: Re: The Big Giant Icon Thread
Post by: OzonePrime on August 05, 2013, 01:24:07 PM
Put the .mnu files in the data\texts\English\Menus folder (create them if needed) and use /popmenu to access them. e.g., /popmenu maps or /popmenu npc
same folder as npc popmenu        thx!
Title: Re: The Big Giant Icon Thread
Post by: Flow-Vector on August 06, 2013, 10:29:50 PM
First off i'd like to say thank you very much for Icon, i can roam around the world and build toons which is just fantastic! Thank you very much!

Onto my thoughts, I understand that spawning and such is handled by the server and to get actual combat and spawns in CoH would be a MASSIVE undertaking, and i don't expect that from you guys/girls (What you have given us is above and beyond), but how difficult would adding combat and enemies actually be? Would it be comparable to rebuilding that half of the game? or more getting a hold of copyrighted files issues. Just some understanding is all i am after :)
Title: Re: The Big Giant Icon Thread
Post by: darkgob on August 06, 2013, 11:44:39 PM
First off i'd like to say thank you very much for Icon, i can roam around the world and build toons which is just fantastic! Thank you very much!

Onto my thoughts, I understand that spawning and such is handled by the server and to get actual combat and spawns in CoH would be a MASSIVE undertaking, and i don't expect that from you guys/girls (What you have given us is above and beyond), but how difficult would adding combat and enemies actually be? Would it be comparable to rebuilding that half of the game? or more getting a hold of copyrighted files issues. Just some understanding is all i am after :)

There are definitely no efforts underway to reverse engineer the server code (we only have the client code freely available to us).  Such an undertaking would be a direct violation of NCSoft's copyright, and NCSoft (I typed this as NOSoft at first) wouldn't allow that.

 ;)
Title: Re: The Big Giant Icon Thread
Post by: Eoraptor on August 06, 2013, 11:56:42 PM
It's been said before on this and other threads, so I, even as a fairly newb to the board, can repeat it.

It is above and beyond what is possible with the icon framework. Hit points, spawning, NPC pathing, and power triggering were all run from and timed off of the servers. The only reason icon 1.7 has the maps at all is because they were contained in the client, like the costume pieces and certain static NPCs like contacts, so you didn't have to redownload 1-4 gigs of info every single time you logged in. anything more than that relies on the server.

so sadly, whether it's a real game server, or a program running directly on your PC, it would require a complete working server analogue to make any form of combat happen.

whether or not someone is working on that...  8) I don't know nothin bout nothin
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on August 07, 2013, 12:02:33 AM
There are definitely no efforts underway to reverse engineer the server code (we only have the client code freely available to us).  Such an undertaking would be a direct violation of NCSoft's copyright, and NCSoft (I typed this as NOSoft at first) wouldn't allow that.

 ;)
Just in case the smiley isn't enough of a hint, darkgob is being facetious (or he's just wrong). It's common knowledge that RE work began before the shutdown, and is ongoing.
Title: Re: The Big Giant Icon Thread
Post by: Flow-Vector on August 07, 2013, 12:22:23 AM
Just in case the smiley isn't enough of a hint, darkgob is being facetious (or he's just wrong). It's common knowledge that RE work began before the shutdown, and is ongoing.

Facetious, i hear that word quite often and i never know what it means.

Also i actually missed the smiley all together, thanks for pointing it out :)
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on August 07, 2013, 12:48:45 AM
Facetious, i hear that word quite often and i never know what it means.
Flippant. Sarcasm without the implied/actual meanness.
Title: Re: The Big Giant Icon Thread
Post by: Flow-Vector on August 07, 2013, 12:52:43 AM
Gotcha! Thanks Agge.
Title: Re: The Big Giant Icon Thread
Post by: darkgob on August 07, 2013, 01:57:56 AM
Just in case the smiley isn't enough of a hint, darkgob is being facetious (or he's just wrong). It's common knowledge that RE work began before the shutdown, and is ongoing.

Both of these are preposterous.  Preposterous I say!!
Title: Re: The Big Giant Icon Thread
Post by: Flow-Vector on August 07, 2013, 02:33:26 AM
Both of these are preposterous.  Preposterous I say!!

I imagine this is an example of facetiousness. :D
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on August 07, 2013, 04:34:12 AM
Onto my thoughts, I understand that spawning and such is handled by the server and to get actual combat and spawns in CoH would be a MASSIVE undertaking, and i don't expect that from you guys/girls (What you have given us is above and beyond), but how difficult would adding combat and enemies actually be? Would it be comparable to rebuilding that half of the game?
It would require recreating a significant portion of the server code. Currently Icon works by duping the game client into loading the zones without a server connection.
Title: Re: The Big Giant Icon Thread
Post by: goodtime on August 07, 2013, 07:01:11 AM
Onto my thoughts, I understand that spawning and such is handled by the server and to get actual combat and spawns in CoH would be a MASSIVE undertaking, and i don't expect that from you guys/girls (What you have given us is above and beyond), but how difficult would adding combat and enemies actually be? Would it be comparable to rebuilding that half of the game? or more getting a hold of copyrighted files issues. Just some understanding is all i am after :)
That probably depends on how much information is saved in the map itself.   We know that most of the contacts - but definitely not all - are there, since codewalker has said as much.   We know the spawn points are listed, since we can see them in dev mode.   But do the spawn points list the types of enemies and levels?   When specific spawns appear (like wolves vs vampires in parts of Striga, say), or how often?  I would imagine that since we haven't seen any auto-spawning in Icon it means that information isn't on the client map.    Hopefully if codewalker has the time he can let us know.

I'm kind of torn between wanting to request more, and waiting to see what codewalker and the Titan folks are up to.   I guess I'll just keep checking back and playing with my demo code.
Title: Re: The Big Giant Icon Thread
Post by: TonyV on August 07, 2013, 02:59:56 PM
Facetious, i hear that word quite often and i never know what it means.

Of, regarding, or relating to the face.  "Wow, your nose and cheeks got really sunburned today!" would be a facetious comment.
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on August 07, 2013, 03:33:03 PM
Just to let people know, Tacitala and I are slowly building a popmenu for action/stance commands.  No ETA on its completion at this time, as this is a somewhat slow and eyestraining process.
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on August 07, 2013, 04:59:35 PM
Just to let people know, Tacitala and I are slowly building a popmenu for action/stance commands.  No ETA on its completion at this time, as this is a somewhat slow and eyestraining process.

Do take your time, no rush.

:)
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on August 07, 2013, 05:04:39 PM
Before you get tooooo far in the action popmenu, I do have some plans there that I'll need community help with. But I'll need people to come up with a list of emote name -> sequencer bit mappings, which work a bit differently than the MOVs that are currently used. So I don't know if I'd spend a ton of time doing popmenus for those just yet.
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on August 07, 2013, 05:32:01 PM
Huh.  Well, we'd already sorted a few hundred of them, but hadn't finalized the list, the categories, or coding yet.  Guess you've freed up our afternoon, then.
Title: Re: The Big Giant Icon Thread
Post by: GamingGlen on August 07, 2013, 07:36:26 PM
Do any of the indoor mission maps work?  I keep crashing trying to load warehouse mission maps.  I'd like one of the new ones with the conveyor belt room; it's hard to have the supervillain talk about his master plan without showing off his place of "business". 8)
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on August 07, 2013, 07:38:15 PM
Are you using the I24 beta and Icon 1.7?  that's step one on figuring out what's wrong.
Title: Re: The Big Giant Icon Thread
Post by: GamingGlen on August 07, 2013, 07:49:30 PM
Icon 1.7.  Either Beta or not-Beta versions crash when I load up a warehouse map (tried a few in each).
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on August 07, 2013, 08:16:34 PM
Well, I just tested with /maps/missions/warehouse/warehouse_60/warehouse_60_layout_05_01.txt and had no problems.  If that crashes on you, then I suspect that you might have a corrupted file, maybe one of the assets that goes into the warehouse maps.

Someone with  technical competence might be able to give more useful information than that.  Sorry I can't do more.
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on August 07, 2013, 08:30:39 PM
I updated the wiki on Titan Icon (see sig) to include the available PopMenus:

maps
time of day
NPCs/items
MOVs

Title: Re: The Big Giant Icon Thread
Post by: GamingGlen on August 07, 2013, 09:02:46 PM
Well, I just tested with /maps/missions/warehouse/warehouse_60/warehouse_60_layout_05_01.txt and had no problems.  If that crashes on you, then I suspect that you might have a corrupted file, maybe one of the assets that goes into the warehouse maps.

Someone with  technical competence might be able to give more useful information than that.  Sorry I can't do more.

Crashed with that one, and an office map.  I loaded one of the signature arc maps (going down a light blue hallway with turrets, was looking for the "on the asteroid" map) the other day, and been able to load midnighter front room map, just regular mission maps do not work.  Haven't had problems with outdoor zone maps so far.
Title: Re: The Big Giant Icon Thread
Post by: wyldhunt on August 07, 2013, 09:15:22 PM
Tacitala and Phaetan, thank you for expanding the maps.mnu! I'll also be very interested to see what you come up with for an emote/fx popmenu. I just don't have the time to delve extensively into this right now (won't again until next summer, at which time I'll see what's up with the various projects and how I can help more).

Zombie_Man, next time you're updating the Titan Icon page at ParagonWiki, you might want to place Phaetan's link (https://app.box.com/s/v0bko53w2d8cbrucdiv2) on the page rather than mine (https://docs.google.com/file/d/0B5FhLhcBjWhvQ2g0bW5LLU9jTFE/edit?pli=1), since Phaetan's is more extensive now.
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on August 07, 2013, 09:37:38 PM
GamingGlen, it really sounds like something has gone wonky in one of the files, then.  I'm sorry.  You may need to redownload things, if someone else can't give a better suggestion.

Thank you, wyldhunt; it's nice ot have the blessing of the person whose work we were expanding on in the maps.mnu file.  We've put the mov/fx popmenu on hold for the moment due to Codewalker's comment, although if it turns out that his project will take a while to implement, we may go ahead and finish compiling it to serve in the interim.
Title: Re: The Big Giant Icon Thread
Post by: Zombie Man on August 07, 2013, 10:27:30 PM
Tacitala and Phaetan, thank you for expanding the maps.mnu! I'll also be very interested to see what you come up with for an emote/fx popmenu. I just don't have the time to delve extensively into this right now (won't again until next summer, at which time I'll see what's up with the various projects and how I can help more).

Zombie_Man, next time you're updating the Titan Icon page at ParagonWiki, you might want to place Phaetan's link (https://app.box.com/s/v0bko53w2d8cbrucdiv2) on the page rather than mine (https://docs.google.com/file/d/0B5FhLhcBjWhvQ2g0bW5LLU9jTFE/edit?pli=1), since Phaetan's is more extensive now.

Done.
Title: Re: The Big Giant Icon Thread
Post by: RockLeeXIII on August 08, 2013, 09:31:01 AM
LoL ... hey Zombie_Man ... instead of saying "Done" you should lead with "Brains"  ;)
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on August 08, 2013, 03:10:19 PM
GamingGlen, it really sounds like something has gone wonky in one of the files, then.  I'm sorry.  You may need to redownload things, if someone else can't give a better suggestion.
He can use the torrent download of i24 to recheck the files and download only the corrupted / missing ones. Fundamental part of how BitTorrent downloading works. :)
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on August 08, 2013, 04:49:29 PM
There you go, then.  Someone with technical knowledge I do not, providing assistance.  It's magic!

Spoiler for Here, have a silly image in celebration:
(https://i.imgur.com/KSuagXF.png)
(It came from testing certain /mov commands that weren't designed for player characters.)
Title: Re: The Big Giant Icon Thread
Post by: Eoraptor on August 08, 2013, 05:13:20 PM
Damn, I've heard of rocket-ass before, but that's ridiculous... Stay away from that new chain of Arachnos Chilihuts
Title: Re: The Big Giant Icon Thread
Post by: Triplash on August 09, 2013, 08:28:55 PM
Damn, I've heard of rocket-ass before, but that's ridiculous... Stay away from that new chain of Arachnos Chilihuts

To say thank you to our customers, every order comes with two free toasted buns!
Title: Re: The Big Giant Icon Thread
Post by: Flow-Vector on August 10, 2013, 01:15:03 AM
Damn, I've heard of rocket-ass before, but that's ridiculous... Stay away from that new chain of Arachnos Chilihuts

Perhaps it's for efficiency, eat some chili and later that day you can BBQ some burgers on your butt!  8)
Title: Re: The Big Giant Icon Thread
Post by: malonkey1 on August 10, 2013, 04:30:06 AM
Perhaps it's for efficiency, eat some chili and later that day you can BBQ some burgers on your butt!  8)

I dunno. Gas-cooked burgers don't have very good flavor.
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on August 10, 2013, 02:34:26 PM
Large update of the Maps popmenu now available for download.  More information over here. (http://www.cohtitan.com/forum/index.php/topic,8910.0.html)

EDIT: And now we are also offering a Move/Emote Popmenu as well.  Click here for its thread. (http://www.cohtitan.com/forum/index.php/topic,8913.0.html)
Title: Re: The Big Giant Icon Thread
Post by: GamingGlen on August 11, 2013, 04:08:17 AM
sigh. the only maps I can go to without crashing are zone maps, Pocket D, Paragon Dance Club, and couple others I don't the names of. 

Don't know what to do.. the torrent download looks the same, but I'm clueless about the whole thing.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on August 11, 2013, 06:54:10 AM
Don't know what to do.. the torrent download looks the same, but I'm clueless about the whole thing.
Set the torrent to download into the same directory you installed the beta client into (uncheck icon.exe from the torrent, it's an old version). If you used NCSoft launcher to download it, the directory you need to choose is NCSoft - by default it will be in C:\Program Files\NCSoft or C:\Program Files (x86)\NCSoft .

The torrent client will be able to recheck the data - don't start downloading the files right away, use the client's "force re-check" option (most of them have one, uTorrent definitely does).
You will see which files differ from the ones described in the .torrent file - they will display a progress rate that is below 100%. When you start downloading the game in the torrent client then, it will download only the data your copy has corrupted / missing. :)

Title: Re: The Big Giant Icon Thread
Post by: Phaetan on August 11, 2013, 11:34:15 PM
The Move/Emote Popmenu has been given a small update.  In the topic for it is also a few notes regarding moves that don't wish to activate on the player.
Title: Re: The Big Giant Icon Thread
Post by: Blackshear on August 12, 2013, 01:02:14 PM
The wiki tells me to place these menu files in data\texts\English\menus, but I don't have a "data" folder in my (fully up to date) City of Heroes folder.  Am I barking up the wrong tree?

I never used popmenus -- in fact, until this thread I never knew about that function -- so perhaps that's the issue.  I assume I can create those directories if I wish, or would that be a bad idea?
Title: Re: The Big Giant Icon Thread
Post by: Gothenem on August 12, 2013, 01:40:32 PM
You can simply make the folder if you don't have it. City of Heroes does not by default make a data folder.
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on August 12, 2013, 02:25:10 PM
Gothenem is correct- you just need to make the relevant folders.
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on August 12, 2013, 02:42:42 PM
Updated the wiki to say to create the folders if they don't exist, and noting that spelling and capitalization is important
Title: Re: The Big Giant Icon Thread
Post by: Blackshear on August 12, 2013, 11:24:16 PM
Works like a charm...thanks, folks!
Title: Re: The Big Giant Icon Thread
Post by: Megajoule on August 14, 2013, 12:54:41 PM
Of, regarding, or relating to the face.  "Wow, your nose and cheeks got really sunburned today!" would be a facetious comment.
Cute. 
(This is a facetious comment, but not for the reasons claimed - rather, because it's "not (entirely) honest or sincere; sarcastic".  Usually used in the context of a falsehood that is meant as a joke, friendly mockery, playful trolling, etc, rather than an earnest and/or mean-spirited attempt to deceive.)
Title: Re: The Big Giant Icon Thread
Post by: PunkusJR on August 14, 2013, 07:45:14 PM
I absolutely love all the work that has been done with this. ^^ The ability to see Paragon again just brings a joyful tear to my eye.
Title: Re: The Big Giant Icon Thread
Post by: Dayavonty on August 16, 2013, 04:32:46 AM
i Know your already doing so much for us Fans to CoH but u think it may be posabul to ever get Icon to run the SG/VG Base Editor?? I spent HOURS there i Miss That almost as much as the Comunity :-(  TY for all u have dune so Far i Love the Map loader and i Spawned My First Kronos hehe again Ty For Giveing us This much sofar Big Big :-)
Title: Re: The Big Giant Icon Thread
Post by: Tacitala on August 16, 2013, 04:07:02 PM
It was answered before, but since this thread has gotten so big I couldn't find the post either. :)

If I remember right the stuff for bases was kept 100% server side, which Icon doesn't emulate. So unfortunately Icon won't be able to handle that and we'll have to wait for 'other projects' to be released.
Title: Re: The Big Giant Icon Thread
Post by: Golden Ace on August 16, 2013, 11:10:52 PM
pity.  I loved my base.  spent hours and hours there upgrading, changing, etc.

Title: Re: The Big Giant Icon Thread
Post by: Phaetan on August 17, 2013, 12:28:39 AM
Taci and I did too.  However, I suspect Icon won't be the tool to give us back our basebuilding tools.
Title: Re: The Big Giant Icon Thread
Post by: Eoraptor on August 17, 2013, 02:01:22 AM
It really should be stickied to the front of the thread that all Icon will ever be is a costume and NPC toy. there won't ever be combat, there won't ever be bases, never spawns or interaction or events. I THINK the existing NPCs like Twinshot and Liberty might be able to be made to talk since some of their dialogue is stored in the client, but even that would be a stretch.
Title: Re: The Big Giant Icon Thread
Post by: Flow-Vector on August 17, 2013, 07:41:49 AM
It really should be stickied to the front of the thread that all Icon will ever be is a costume and NPC toy. there won't ever be combat, there won't ever be bases, never spawns or interaction or events. I THINK the existing NPCs like Twinshot and Liberty might be able to be made to talk since some of their dialogue is stored in the client, but even that would be a stretch.

Glad you said it,

I'm gonna leave that comma there. I wanted to say more but there is nothing else really to say lol. Icon is not a rebuild of CoH, it's a reverse engineered gift to the community (or at least that is my interpretation of it).
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on August 17, 2013, 04:31:39 PM
I can't edit the OP, however I added a notice to the Icon wiki page.

http://paragonwiki.com/wiki/Titan_Icon#Overview

:D
Title: Re: The Big Giant Icon Thread
Post by: Felderburg on August 19, 2013, 05:09:46 AM
I think it's worth noting that when this thread got split from the Icon release thread, the board's notifications did not follow it. I had to renotify for this thread, while the original notification was tied to the thread: http://www.cohtitan.com/forum/index.php/topic,7288.0.html
Title: Re: The Big Giant Icon Thread
Post by: Triplash on August 19, 2013, 01:43:46 PM
I like how there have been 1500 replies to this thread but only 700 views. It makes me giggle ;D
Title: Re: The Big Giant Icon Thread
Post by: RockLeeXIII on August 21, 2013, 02:53:53 PM
It really should be stickied to the front of the thread that all Icon will ever be is a costume and NPC toy. there won't ever be combat, there won't ever be bases, never spawns or interaction or events. I THINK the existing NPCs like Twinshot and Liberty might be able to be made to talk since some of their dialogue is stored in the client, but even that would be a stretch.

I think you wrong Eoraptor ! i'm sure that eventually Icon will have a combat system added ,
get our bases and even have pop a menu and spawn monsters that wants to pick a fight with
you ...
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on August 21, 2013, 03:03:08 PM
I think you wrong Eoraptor ! i'm sure that eventually Icon will have a combat system added ,
get our bases and even have pop a menu and spawn monsters that wants to pick a fight with
you ...
No, Eoraptor is right. Icon is just a temporary client hack. The functionality you're talking about requires a server - and that's something already under development. Icon came to exist primarily as a side result of that project.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on August 21, 2013, 03:05:38 PM
I've explicitly said multiple times that Icon will never have a combat system. It would take more effort to make that happen than to implement a server-based combat system inside one of the various server projects (of which Icon is not one of; it's meant to be standalone).

LOADING bases should happen at some point; I'm hoping 1.8 but no promises. As much as I'd like to do editing, it probably has too many dependencies on server-side operations to be feasible. But if you can load bases, then editing the base map outside the game becomes possible.
Title: Re: The Big Giant Icon Thread
Post by: Kaiser Tarantula on August 21, 2013, 03:12:15 PM
LOADING bases should happen at some point; I'm hoping 1.8 but no promises. As much as I'd like to do editing, it probably has too many dependencies on server-side operations to be feasible. But if you can load bases, then editing the base map outside the game becomes possible.
I'm intrigued.  Editing base maps outside the game itself might allow for options that would've never been available in legitimate CoH, too.  Much like Icon allows access to NPC costume parts that would never have been accessible the actual CoH costume creator.
Title: Re: The Big Giant Icon Thread
Post by: Felderburg on August 21, 2013, 06:07:05 PM
LOADING bases should happen at some point; I'm hoping 1.8 but no promises. As much as I'd like to do editing, it probably has too many dependencies on server-side operations to be feasible. But if you can load bases, then editing the base map outside the game becomes possible.

Would that mean editing using an in game interface, or editing the demo files they come from?
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on August 21, 2013, 06:14:23 PM
Editing a text file representation of the base. You can't easily edit them in demo files because they're compressed and encoded there, but the schema is in memory so it's doable to write them to a text file much like .costume and .storyarc files.
Title: Re: The Big Giant Icon Thread
Post by: Tacitala on August 21, 2013, 09:57:09 PM
LOADING bases should happen at some point

Are we there yet? Are we there yet? Are we there yet? How about now? Now? When are we going to get there?  Phaetan's making faces at me, make him stop! Can we stop for ice cream? Are we there yet?

(Thank you for your continued hard work :))
Title: Re: The Big Giant Icon Thread
Post by: Eoraptor on August 21, 2013, 10:04:21 PM
Are we there yet? Are we there yet? Are we there yet? How about now? Now? When are we going to get there?  Phaetan's making faces at me, make him stop! Can we stop for ice cream? Are we there yet?

(Thank you for your continued hard work :))
Don't make me turn this thread around!

but yes, I too extend hearty thanks for all the hard work on making what works works
Title: Re: The Big Giant Icon Thread
Post by: Kyriani on August 22, 2013, 12:23:36 AM
Hell loading bases and editing from outside the game will prolly make it so much easier to base build! O_o

Imagine all that freakish stacking we had to do one object a time? Now picture being able to cut a paste 20 things in one click via text!

If any of those "super secret bringing back coh emulators" people are working on are watching... they should totally find a way to decouple the object inventories from the base map file so they can allow us to keep editing base maps outside the game. Then they can let us save and load maps!
Title: Re: The Big Giant Icon Thread
Post by: Harpospoke on August 27, 2013, 02:07:49 AM
Finally loaded this up and it works.   I'm still running v23 I guess.   Found some answers to some questions by browsing this topic, but I thought I remembered reading somewhere that you can retrieve costumes from those files we saved before the game shut down and convert them to saved costumes in Icon.    True?
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on August 27, 2013, 02:20:49 AM
There's a (labor-intensive) way to manually recreate your costume files from the Sentinel files.   The instructions are a ways back in this thread.
There were also hints that Guy Perfect might make something to automate the process, but nothing more has been heard about that idea, I'm afraid.

Also, I would strongly recommend grabbing I24 so that you can access the extra costume pieces.
Title: Re: The Big Giant Icon Thread
Post by: saipaman on August 27, 2013, 02:42:17 AM
I regret now now going to the tailor and saving off all my costumes.  I remember starting to do it and then stopped almost immediately when I found out that I had costumes that were not "editable".
Title: Re: The Big Giant Icon Thread
Post by: Xenos on August 27, 2013, 06:02:18 PM
Finally loaded this up and it works.   I'm still running v23 I guess.   Found some answers to some questions by browsing this topic, but I thought I remembered reading somewhere that you can retrieve costumes from those files we saved before the game shut down and convert them to saved costumes in Icon.    True?

The process that Phaetan is referring to is actually in a separate thread (might be nice if an administrator could move it to the Icon sub-forum): http://www.cohtitan.com/forum/index.php/topic,8600.msg122205.html#msg122205

And yes, it's labor-intensive.

I stopped trying to refine it when we heard that Guy Perfect might be able to create a simple utility, which would of course be much preferable...
Title: Re: The Big Giant Icon Thread
Post by: Arachnion on August 27, 2013, 09:15:13 PM
Perhaps creating such a tool, Xenos, turned out to be more work than Guy/Tony thought initially.

Keep hope always, though.

8)
Title: Re: The Big Giant Icon Thread
Post by: Harpospoke on August 28, 2013, 03:07:26 AM
Thanks so much guys.

I mostly just want one costume that I was fond of atm so maybe the labor won't be too bad.

Echo this from saipaman:

Quote
I regret now now going to the tailor and saving off all my costumes.  I remember starting to do it and then stopped almost immediately when I found out that I had costumes that were not "editable".

I was afraid to step inside Icon after hearing some people tell me they lost costumes they were fond of.
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on August 28, 2013, 05:58:50 AM
I was afraid to step inside Icon after hearing some people tell me they lost costumes they were fond of.
If you didn't "next" through and complete the costume change, you could ALWAYS "back out" and keep your original, no matter how many invalid parts you had (through removal or rearrangement).
Title: Re: The Big Giant Icon Thread
Post by: ImperialChain on August 31, 2013, 10:33:13 PM
Hey everyone. SO I think I found out why certain maps wouldn't load on my computer on icon. I recently upgraded to a Windows 8 and now everything runs fine but I was using a vista before. Could that be why the maps didn't work? I just copied the files directly from my old computer to my new one and everything worked out well.   
Title: Re: The Big Giant Icon Thread
Post by: darkgob on August 31, 2013, 11:16:20 PM
When in doubt, blame Vista.  Late with your car payment?  Vista's fault.  Accidentally scratch an adjacent car while parking?  Damn Vista again.  Your favorite MMO is canceled for no reason?  ...Okay, NCSoft and Vista.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on August 31, 2013, 11:28:41 PM
Not highly likely, but given Vista's track record...
Title: Re: The Big Giant Icon Thread
Post by: JetFlash on September 09, 2013, 06:26:03 PM
Did you actually do an upgrade, or did you do a fresh install of Win8?  Upgrades for Windows versions don't usually work well...
Title: Re: The Big Giant Icon Thread
Post by: JaguarX on September 09, 2013, 06:32:42 PM
  Your favorite MMO is canceled for no reason?  ...Okay, NCSoft and Vista.
And Disney and EA and Vista once more.
Title: Re: The Big Giant Icon Thread
Post by: SmugglyWuggums on September 10, 2013, 04:53:00 AM
Did you actually do an upgrade, or did you do a fresh install of Win8?  Upgrades for Windows versions don't usually work well...

Sometimes it does. Years ago, I installed the release candidate of Win 7 and several of my favorite apps, including COH/V. Then, against MIcrosoft's advice, I used a few hacks and my company's volume license and DVD to upgrade that install to Win 7 Enterprise. All this time, I've been uing that same system and even added several extensive development environments such as Delphi Rad Studio (several versions), Visual Studio 2005, 2008, 2010, 2012, several video apps, DAW software, successive verions of MS Office fom 2003 to 2010, and of course some more games, notably cox, dcuo and CO. All worked with minimal issues.

Three months ago, I put Win 8 Enterprise on top of that existing build and my system works better than ever. I did have to uninstall 3 rarely used apps that were not compatible. But my rig boots in under a minute and is more stable than ever.
Title: Re: The Big Giant Icon Thread
Post by: ImperialChain on September 10, 2013, 07:22:41 AM
I actually got a whole new computer with Windows 8 installed already. Like with my old vista which had all the files up to date in both i23 and i24 versions of the game, I could only get into the city zones but not any mission maps.

I just directly copied the game files over from my vista to my new computer and everything worked out work with no problems.
Title: Re: The Big Giant Icon Thread
Post by: Elfin on September 11, 2013, 12:22:19 AM
I finally took the time and figured out how to get the pop menues to work. Was pretty easy I was like oh duh LOL. Really freakin Awesome!!! I love them. Only thing was I couldn't get some of the dance emotes to work. Jukebox ones seem to be the only ones that work. Any way very cool thanks.
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on September 11, 2013, 12:35:53 AM
Did you see my note that emotes are far pickier when used on yourself instead of an NPC?  Some of them (and I know popdance and discodance are among them) are essentially for NPC models only at this point.  At least you can force your costume on the NPC before commanding them to dance for your amusement if you want to see your favorite alt boogie down.
Title: Re: The Big Giant Icon Thread
Post by: Night Sable on September 12, 2013, 06:03:05 PM
WOW!  Today is truly a great day as I downloaded ICON, made a character and flew around Atlas Park.  I want to say thank you so much to those that developed this as it is a nice reminder of the greatness that was CoX.  I really enjoyed making costumes and alts, so this helps fill in some of the void.  I have tried CO, DCUO and The Secret World, and I have not found any of them a real replacement for the greatness of CoX.  THANK YOU!
Title: Re: The Big Giant Icon Thread
Post by: Phaetan on September 12, 2013, 08:47:15 PM
Might I recommend you grab the popmenus?  They are really quite useful.  Having zones, NPCs, and emotes just a keystroke away is very convenient.
Title: Re: The Big Giant Icon Thread
Post by: Tyger on September 13, 2013, 04:31:13 AM

LOADING bases should happen at some point; I'm hoping 1.8 but no promises. As much as I'd like to do editing, it probably has too many dependencies on server-side operations to be feasible. But if you can load bases, then editing the base map outside the game becomes possible.
Editing a text file representation of the base. You can't easily edit them in demo files because they're compressed and encoded there, but the schema is in memory so it's doable to write them to a text file much like .costume and .storyarc files.
:o When you say 'in memory' you mean the client and not your own brain, right? :D

I would love this simply because my last project that I furiously edited in the last moments of the game was ruined by a misplaced floor tile and it would be nice to be able to fix it by ANY means.
Title: Re: The Big Giant Icon Thread
Post by: Azrael on December 07, 2013, 05:11:13 AM
Just in case the smiley isn't enough of a hint, darkgob is being facetious (or he's just wrong). It's common knowledge that RE work began before the shutdown, and is ongoing.

*smiles gently.

Azrael.
Title: Re: The Big Giant Icon Thread
Post by: Azrael on December 07, 2013, 05:20:52 AM
The entirety of the costume editor exists within the game client.  All that's needed is a way to convince the client to run it without the game servers.

Unfortunately, the client doesn't have any idea how to do mapserving.  It would be just within the realm of possibility to start the game client with you in it: that's just a demorecord playback of sorts.  But the game client would have no idea how to spawn things, execute a world event, control spawned entities, calculate the effects of powers or anything like that.  That means no enemy spawns, no critters with any AI, no combat. That would require replacing the game servers with code that was capable of doing those things and sending them in the appropriate manner to the game client to process.

*Hmm.  Ofc.

The indelible spark of life.

However, the Golden Goose resides in the client.  Character Creator.  The class defining Powers are there in the Demo area.  The gold standard interface.  The unforgettable zones brimming with character.  The NPCs are in there.  The animations are in there.

Yeah.  Just need the missions/combat/AI.  And those are 'server' side.

An annoyance (for me) that Paragon/NC Soft never included that stuff so the game could be played solo.  That way, surely a Peer to Peer client expansion could have been far away? 

It's code.  There are clever people out there.  Many of whom are morally outraged at the actions taken by a corporation with little consideration for their customer's investment.  And yes.  'We' have little to show for it now in return.

I shall be following Coh's 'progress' with great interest.

Icon.

There's a word for it.  'Hope.'

Azrael.
Title: Re: The Big Giant Icon Thread
Post by: Azrael on December 25, 2013, 04:00:07 AM
Icon is a separate effort from the efforts to restore a complete game, but I think it was an important demonstration that Codewalker is intimately familiar with how the client works.  From that, I'm hoping that people imply that when we say that we have the APIs mapped out that it used to communicate with the server, while Icon isn't definitive proof of that statement, we're not just making stuff up.

Not that I'm accusing you of accusing us of making stuff up, but others have implied that recreating the server is beyond our capability.  While Icon isn't definitive proof that we'll be able to, I'm hoping that it's evidence of what we are capable of, and by extension, that it will give people who may be thinking "I don't know, it's been almost seven and a half months and they still haven't finished bringing the game back yet" a bit more faith in our efforts.  Aside from the fun of playing around with it and giving people access to commands that only developers had access to, it's intended to be a morale booster and a cool toy to play around with until we have something even cooler to show off.

Amen.

Azrael.
Title: Re: The Big Giant Icon Thread
Post by: MaidMercury on December 29, 2013, 09:17:18 PM
Thanks Codewalker.
I'm playing with Icon, learning how to use menus.
It's nice to see Atlas, trainers again...as long as I don't jump, (char remains stuck floating)
walking is fine.
Title: Re: The Big Giant Icon Thread
Post by: Goddangit on December 30, 2013, 05:39:58 AM
I've been peeking in occasionally to keep track of efforts, writing letters, etc., but I really haven't had anything to say until now.

I really miss CoH.  I'd love to play it again, even if it were only soloing.  But unless I win the PowerBall and get an obscene amount of money to shove under They Who Shall Not Be Named's noses...  I guess I'll have to wait.  Maybe forever.

I never thought I'd ever stand on the City Hall steps in Atlas Park again.  It felt really good to visit some of the old haunts.  And it meant a lot to me.

Thank you, Codewalker.
Title: Re: The Big Giant Icon Thread
Post by: Tubbius on January 07, 2014, 07:44:28 PM
Waddle the Penguin, still vigilant in Paragon City, but the little penguin is confused: where is everyone?  What happened to all his friends?

(https://i164.photobucket.com/albums/u25/Roderic_Cliche/screenshot_140107-14-40-04_zpsaa13700b.jpg) (http://s164.photobucket.com/user/Roderic_Cliche/media/screenshot_140107-14-40-04_zpsaa13700b.jpg.html)
Title: Re: The Big Giant Icon Thread
Post by: Heroette on January 07, 2014, 08:40:27 PM
I am still there on the Justice Server.  Waiting for the time to see my friends again.
Title: Re: The Big Giant Icon Thread
Post by: Tubbius on January 07, 2014, 08:47:53 PM
YAY!  I was on Justice, too.  :)

Well, still am, I reckon, deep down.  I took the one screen shot, flew around various maps, and realized I couldn't do this just yet.  :(
Title: Re: The Big Giant Icon Thread
Post by: Heroette on January 07, 2014, 08:49:03 PM
I know.  I did a quite a few of your AE missions.  They were really, really good.
Title: Re: The Big Giant Icon Thread
Post by: Tubbius on January 07, 2014, 08:50:29 PM
You did?  Very cool.  :)  That's the first I've heard of someone saying such.  Do you remember which ones you ran?
Title: Re: The Big Giant Icon Thread
Post by: Heroette on January 07, 2014, 09:13:15 PM
The Penguin one.  And another one but I don't remember what it was about.
Title: Re: The Big Giant Icon Thread
Post by: Fescu on May 26, 2014, 12:38:13 AM
Are there any emotes for Arachnos truncheons? I write stories and like using pictures, so that would be incredibly helpful. Thank you everyone who put this together.
Title: Re: The Big Giant Icon Thread
Post by: jtessier3 on June 02, 2014, 06:06:52 PM
Ok, I've had Icon for the past year and have gotten some good ideas for drawing new characters for my own purposes, however...  I have not been able to get into Paragon City at all.  I downloaded the client with I24 data, I believe and just cant get into Paragon.

Will someone help me?

Jim
Title: Re: The Big Giant Icon Thread
Post by: JanessaVR on June 02, 2014, 06:09:19 PM
Ok, I've had Icon for the past year and have gotten some good ideas for drawing new characters for my own purposes, however...  I have not been able to get into Paragon City at all.  I downloaded the client with I24 data, I believe and just cant get into Paragon.

Will someone help me?

Jim
Did you read this?

http://paragonwiki.com/wiki/Titan_Icon
Title: Re: The Big Giant Icon Thread
Post by: EerieStriker on June 07, 2014, 02:39:13 PM
So we can't fight NPCs on Icon? Is there a reason why? Also we can't become level 30s? Is there a reason why? I at least thought this functioned like the test server
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on June 07, 2014, 03:08:31 PM
I at least thought this functioned like the test server
It doesn't. The game requires a server connection for powers, combat, NPC AI and so on. Icon does not provide that and never will. All it does - and all it was ever meant to do - is allowing you to create a character and run (or fly) around the zones.
Title: Re: The Big Giant Icon Thread
Post by: Ohioknight on June 07, 2014, 10:20:45 PM
So we can't fight NPCs on Icon? Is there a reason why? Also we can't become level 30s? Is there a reason why? I at least thought this functioned like the test server

ICON is a work-around that allows you to access a number of functions of the Client software since there isn't any server.  Codewalker built a framework software that would allow access to the Character Creator functions of the Client, then to the map displays, then he tweaked some code to let your characters move around in the map and a tweak to the move function that lets you think you're using the game's "fly" power.  Then he got the NPC's that are permanently on the maps to appear and do their normal passive routines (clearing their throats, shifting stance).  Then to create NPC's anywhere, etc.

All this was because that functionality is built into Client.   Everything else in the game, like powers, NPC movements, etc was handled by the Server and until a Server emulator exists or the game is restored, those functions will be unavailable.
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on June 07, 2014, 11:39:52 PM
So we can't fight NPCs on Icon? Is there a reason why? Also we can't become level 30s? Is there a reason why? I at least thought this functioned like the test server
You didn't read the first post, huh? ;) :p
Title: Re: The Big Giant Icon Thread
Post by: skippy7721 on June 09, 2014, 01:54:22 PM
ICON is a work-around that allows you to access a number of functions of the Client software since there isn't any server.  Codewalker built a framework software that would allow access to the Character Creator functions of the Client, then to the map displays, then he tweaked some code to let your characters move around in the map and a tweak to the move function that lets you think you're using the game's "fly" power.  Then he got the NPC's that are permanently on the maps to appear and do their normal passive routines (clearing their throats, shifting stance).  Then to create NPC's anywhere, etc.

All this was because that functionality is built into Client.   Everything else in the game, like powers, NPC movements, etc was handled by the Server and until a Server emulator exists or the game is restored, those functions will be unavailable.

That being said...has anyone recreated say... Atlas Park with those passive routines completely restored? Is having an NPC walking consider a passive routine? I think it would be really cool to see Atlas Park alive again even if those NPCs routes were completely restored via some looping code.
Title: Re: The Big Giant Icon Thread
Post by: GuyPerfect on June 09, 2014, 02:46:44 PM
All NPCs were controlled by the server. They can't be restored from the client alone.
Title: Re: The Big Giant Icon Thread
Post by: Ohioknight on June 09, 2014, 06:50:12 PM
All NPCs were controlled by the server. They can't be restored from the client alone.

BTW I just want to shout-out COH for how nicely built it's NPC AI operations were -- especially the victims and gangs.  I don't ever recall seeing a gang re-instance in my view (until those weird Atlas Park Hellions and Skulls mission areas in the last few releases) which I really came to appreciate when I tried to play Champions Online. 

It gave street-sweeping a greater sense of accomplishment.  And the behavior of those victims -- chasing you down, delivering thanks (or snark), then actively avoiding you while looking for the most convenient exit point (or eventually fading out if they couldn't find one, I chased some down enough to see that) -- that was some pretty sweet coding.
Title: Re: The Big Giant Icon Thread
Post by: doc7924 on June 12, 2014, 03:45:53 AM
All NPCs were controlled by the server. They can't be restored from the client alone.

Depressing but I never thought I would ever be able to be in Atlas or Steel or anything again, so ICON is a blessing in that regard.

I always wondered how much was server side and hoe much client, now I know.

Title: Re: The Big Giant Icon Thread
Post by: Mistress Urd on July 22, 2014, 09:30:34 AM
I was wondering if there was a Lady Winter avatar for /be_npc I didn't see her on the list.
Title: Re: The Big Giant Icon Thread
Post by: Felderburg on July 22, 2014, 02:41:33 PM
I was wondering if there was a Lady Winter avatar for /be_npc I didn't see her on the list.

From the looks of it, you could probably create her costume yourself: http://paragonwiki.com/wiki/File:LadyWinter.png
Title: Re: The Big Giant Icon Thread
Post by: Blondeshell on July 23, 2014, 03:56:27 AM
I was wondering if there was a Lady Winter avatar for /be_npc I didn't see her on the list.

I don't remember what format the /be_npc command requires, but you might try "WinterHorde_Lady_Winter" or "Miss_December".
Title: Re: The Big Giant Icon Thread
Post by: Tacitala on July 23, 2014, 04:01:10 AM
From the looks of it, you could probably create her costume yourself

You would need to be running Icon with the NPC pieces unlocked for her dress and boots.  The main trick would be getting her colors correct. Odd, I'm not seeing a model for her in the list of NPC's I have.  :-\

(edit: There is a 'Miss_December' character model.  Is that her?)
Title: Re: The Big Giant Icon Thread
Post by: Mistress Urd on July 23, 2014, 04:16:35 AM
I don't remember what format the /be_npc command requires, but you might try "WinterHorde_Lady_Winter" or "Miss_December".

Thanks, it was Miss_December
Title: Re: The Big Giant Icon Thread
Post by: Garble on July 25, 2014, 10:50:04 PM
Is there an easy way to deselect a toon? When I used to play the game I could just hit tab until nothing was selected or travel far enough that what I had selected was out of range.

But in Icon you can still select things from far away and the tab cycling trick doesn't work.

So when I want to become an npc or change costumes when I have something else selected, I have to either delete the npc I've selected or turn them into an npc that isn't selectable.

Is there a simpler way?
Title: Re: The Big Giant Icon Thread
Post by: Shidan on July 25, 2014, 11:21:51 PM
Is there an easy way to deselect a toon? When I used to play the game I could just hit tab until nothing was selected or travel far enough that what I had selected was out of range.

But in Icon you can still select things from far away and the tab cycling trick doesn't work.

So when I want to become an npc or change costumes when I have something else selected, I have to either delete the npc I've selected or turn them into an npc that isn't selectable.

Is there a simpler way?
Esc works for me.
Title: Re: The Big Giant Icon Thread
Post by: generic_user on October 24, 2014, 09:26:13 PM
Recently, I've dug into manually editing .costume files. This has let me throw textures over geometries that the game doesn't normally allow. For instance, this section of file:

(https://i.imgur.com/6qkWfZ8.png)

results in these feet:

(https://i.imgur.com/y5DWZOG.png)

The creator doesn't allow you to select the Bio-Organic skin for Monstrous Large Insect Legs, but has no problem rendering the combination. Well, "no problem" is a stretch; if you try to load the edited .costume through the character creator, you get this:

(https://i.imgur.com/PXmI2iW.png)

The character creator treats the file as busted, and loads replacement feet. However, once you're on a map, you can load the costume onto your character or an NPC with /load_costume. It works just fine. I look forward to seeing what kind of combinations this opens up for myself and for others.

But I want to do more than mix up already-available costume components. Let's talk about NPC parts.

Using the method outlined here (http://www.cohtitan.com/forum/index.php/topic,10099.0.html), I tried to create a costume file for a Crey Scorpinoid. The Scorpinoid arm cannon looks great, and I'd love to use it; but the piece isn't available even through -n Icon. I hoped that I might be able to manually edit that, and other attractive but unavailable pieces into .costume files manually.  When I tried to load the file, results were less than hoped for:

(https://i.imgur.com/Zi54vY0.png)

In the above image, I've highlighted the error message. As you can see, it's basically the same as before. I decided to see if /load_costume could work around the problem just the same. No luck: PC or NPC, you end up with the same garbled figure, with missing pieces. Even trying /costume_load (not /load_costume) using the file originally output by /costume_save gave the same results as a proper .costume file:

(https://i.imgur.com/zowUDaD.png)

Now, I don't know the inner workings of the CoH client, or exactly what Icon does to them; however, I can suggest a possible cause for the above behavior, which might help Codewalker or other parties who might have interest in finding a workaround. To get to the following screen, I loaded up Icon in -n (to get access to NPC pieces), granted myself access level 9 or more, and loaded up the Mission Architect with /architect. Inside the Architect, I went to the NPC creator. All of that led to this:

(https://i.imgur.com/0Mh1UHT.png)

In addition to the three usual types, the Architect now offered Enemy (which appears as I've highlighted), Enemy 2 (normal-looking female body), Enemy 3 (normal-looking non-huge male body), plus Female and Male NPC (both of which just show up completely blank for me). Trying to hit "Next" with any of these five options crashes the client for me, so I haven't been able to dig any deeper.

Still, it got me thinking. Why would one illegal combination (Monstrous Insect + Bio-Organic) load, but the Scorpinoid, even with its default textures, not? I'm speculating, but maybe the geometries for some of the more exotic NPCs (like the Scorpinoids) are associated in the game with these other types, most likely the three Enemy types. If we want to ever use the pieces from these Enemy types, I see three possible ways forward:

I have no idea if any of this would be possible, let alone worth the time of Codewalker et al., or at all interesting for them to work toward. As it stands, Icon is a spectacular achievement, and any additional capabilities gained would be pure gravy. I hope that by sharing what I've learned so far, I might help others in the community enjoy and just maybe expand the abilities of Icon.
Title: Re: The Big Giant Icon Thread
Post by: Captain Redwing on June 01, 2015, 09:17:12 AM
Yep, getting the same issue here, on a Mac OS 10.6.8 machine, running Icon 1.7 with CoH client I24.  The mac itself is a Mac Pro 12 GB 2x2.8 GHz Quad-core, which should have sufficient power.  Seems to be the more obscure maps and various mission maps.  The loading screen appears, it gets about halfway or all the way, then I get the "Assertion Failure" error; with OK the only button, I click that and Icon/CoH exits.  I've thought about compiling a list of the maps which fail, but having to restart the program every single time (I suppose I could just use the random load option) would get tiring after a while. :/ :P

Could it be possibly be an application memory load error?  Is there a way to control how much memory CoH grabs on startup, or to make it multithreaded?

--- Philip

Did anyone ever figure out a solution for this? I never really messed around with loading maps until now and I'm having the exact same problem.
Title: Re: The Big Giant Icon Thread
Post by: Leandro on June 02, 2015, 12:18:24 PM
Post an example of the map names that are failing. Full path, exactly what you're entering.
Title: Re: The Big Giant Icon Thread
Post by: Captain Redwing on June 03, 2015, 08:20:49 AM
Post an example of the map names that are failing. Full path, exactly what you're entering.

I'm using the maps popmenu, but it does the same thing if i use either of the loadmap commands. It's basically every map that isn't a city zone of some kind. So everything in the two Other menus or the mission maps. Really anything with missions in the path name, so maybe it's a problem with that pigg file. But it also does it with that custom Christmas winterland map someone posted on here.
Title: Re: The Big Giant Icon Thread
Post by: Leandro on June 04, 2015, 02:51:21 AM
What location is the game installed in your computer? If it's in a long path, try moving it to something shorter. There's a limit of 260 characters in full path+filenames that has been slowly eroding over time, but COH still contains; if the installation path is too long, you might be hitting it when loading long map names.
Title: Re: The Big Giant Icon Thread
Post by: Captain Redwing on June 04, 2015, 03:43:31 AM
What location is the game installed in your computer? If it's in a long path, try moving it to something shorter. There's a limit of 260 characters in full path+filenames that has been slowly eroding over time, but COH still contains; if the installation path is too long, you might be hitting it when loading long map names.

I will give that a try. I should note that all the maps load perfectly fine in demo playback, if that makes a difference.
Title: Re: The Big Giant Icon Thread
Post by: Captain Redwing on June 04, 2015, 03:55:46 AM
I will give that a try. I should note that all the maps load perfectly fine in demo playback, if that makes a difference.

Yeah, that didn't work. Also, looking at the list of map names, there are ones that don't work that are shorter than ones that do, so i don't think that's the problem.
Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on June 04, 2015, 04:39:03 AM
Post a list of maps that work, and a separate list of maps that don't, please? (full file paths, please!) Doesn't have to be comprehensive :) like five or so each would be helpful.
Title: Re: The Big Giant Icon Thread
Post by: Captain Redwing on June 04, 2015, 06:47:25 AM
Post a list of maps that work, and a separate list of maps that don't, please? (full file paths, please!) Doesn't have to be comprehensive :) like five or so each would be helpful.

Maps That Do Work
"Midnighter Club" "loadmap maps/City_Zones/Coop_02_01/Coop_02_01.txt"
"Pocket D" "loadmap maps/City_Zones/City_02_04/City_02_04.txt"
"Cimerora" "loadmap maps/City_Zones/City_03_04/City_03_04.txt"
"Dark Astoria" "loadmap maps/City_Zones/Coop_06_01/Coop_06_01.txt"
"Atlas Park" "loadmap maps/City_Zones/City_01_01/City_01_01.txt"
"Echo: Atlas Park" "loadmap maps/City_Zones/City_01_01/City_01_01_Echo.txt"
"Galaxy City (pre-I21)" "loadmap maps/City_Zones/City_01_03/City_01_03.txt"
"Echo: Galaxy City" "loadmap maps/City_Zones/City_01_04/city_01_04.txt"
"Kings Row" "loadmap maps/City_Zones/City_01_02/City_01_02.txt"
"Skyway City" "loadmap maps/City_Zones/City_02_02/City_02_02.txt"
"Steel Canyon" "loadmap maps/City_Zones/City_02_01/City_02_01.txt"
"Faultline (I8+)" "loadmap maps/City_Zones/City_02_05/City_02_05.txt"
"Independence Port" "loadmap maps/City_Zones/City_03_02/City_03_02.txt"
"Talos Island" "loadmap maps/City_Zones/City_03_01/City_03_01.txt"
"Croatoa" "loadmap maps/City_Zones/City_03_03/City_03_03.txt"
"Brickstown" "loadmap maps/City_Zones/City_04_02/City_04_02.txt"
"Founder's Falls" "loadmap maps/City_Zones/City_04_01/City_04_01.txt"
"Peregrine Island" "loadmap maps/City_Zones/City_05_01/City_05_01.txt"
"The Hollows" "loadmap maps/City_Zones/Hazard_01_02/Hazard_01_02.txt"
"Ouroborous" "loadmap maps/City_Zones/City_06_01/City_06_01.txt"
"Sewer Network" "loadmap maps/City_Zones/Trial_01_02/Trial_01_02.txt"
Pretty much anything starting with maps/City_Zones/

Maps That Do Not Work
"Striga Isle" "loadmap maps/City_Zones/Hazard_03_02/Hazard_03_02.txt"
"Bank" "loadmap MAPS/MISSIONS/UNIQUE/911/911_BANKS/911_FIRST_NATIONAL_01.TXT"
"Classy Casino (Longbow Officers' Club)" "loadmap MAPS/MISSIONS/UNIQUE/V_NERVA_ISLES/OFFICERS_CLUB.TXT"
"Graveyard Mission" "loadmap MAPS/MISSIONS/OUTDOOR_MISSIONS/OUTDOOR_GRAVEYARD/OUTDOOR_GRAVEYARD_01/OUTDOOR_GRAVEYARD_01A.TXT"
"Tsoo Tattoo Parlor" "loadmap maps/MISSIONS/UNIQUE/ARTIFIED/TSOO_TATTOO_PARLOR.txt"
"Witch's Lair" "loadmap maps/Missions/Croatoa/WitchLair.txt"
Basically anything that starts with maps/Missions/

The obvious answer is that it's something with that specific pigg file but I have no idea what. I'm using the most up to date files that are out there. Downloaded the I24, installed Island Rum. I have no idea when these problems began, they may have always been like this with Icon but I discovered them recently when i started using it again to get some screenshots for old characters.





Title: Re: The Big Giant Icon Thread
Post by: Aggelakis on June 04, 2015, 07:27:10 AM
Does sound like corruption somewhere. Try deleting just the maps pigg files from your piggs folder? There should be six listed. Running Island Rum should fetch them again, but mapsMissions is pretty big so it might take a while.
Title: Re: The Big Giant Icon Thread
Post by: Captain Redwing on June 04, 2015, 08:13:12 AM
Does sound like corruption somewhere. Try deleting just the maps pigg files from your piggs folder? There should be six listed. Running Island Rum should fetch them again, but mapsMissions is pretty big so it might take a while.

Nope. Didn't work. It's a Mac issue of some kind because it doesn't do it on a Windows PC using the same CoH files.
Title: Re: The Big Giant Icon Thread
Post by: Leandro on June 04, 2015, 03:45:22 PM
Ah, can't help you there. Manga! Get your mac head here!
Title: Re: The Big Giant Icon Thread
Post by: Manga on June 04, 2015, 03:48:40 PM

Try deleting your "piggs" folder, then launch Island Rum and re-scan.  That way you'll get fresh files that are free of corruption.  Meanwhile I'll test for Cider issues.
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on June 04, 2015, 03:53:37 PM
I don't think it's a corrupt file as I've heard of several mac users having trouble with crashes on specific maps. No idea what is going wrong on macs to make that happen. I wouldn't go as far as deleting the piggs, but definitely move or rename your 'data' directory out of the way if you have one to ensure it's not a client mod issue.

If they work in demorecords, the only thing Icon does differently from loading a demo is to spawn persistent NPCs, and scan the map for spawn points. So it might somehow be related to either of those.
Title: Re: The Big Giant Icon Thread
Post by: Captain Redwing on June 04, 2015, 08:04:20 PM
I don't think it's a corrupt file as I've heard of several mac users having trouble with crashes on specific maps. No idea what is going wrong on macs to make that happen. I wouldn't go as far as deleting the piggs, but definitely move or rename your 'data' directory out of the way if you have one to ensure it's not a client mod issue.

If they work in demorecords, the only thing Icon does differently from loading a demo is to spawn persistent NPCs, and scan the map for spawn points. So it might somehow be related to either of those.

Thanks for all the suggestions everyone, but everything that has been said is stuff I already tried before posting on here. I've run this with my old I23 client, a freshly downloaded I24, I24 updated with Island Rum, without data folders, all these things. All the same results. The NPC spawns at this point sounds like the post likely thing since that's a clear difference from running it as a demo. Why the Mac doesn't like it, I have no idea. I suspect it's something with newer OS versions, I feel like I didn't have this problem before Mavericks (currently on Yosemite) but I can't remember.

Keep letting me know if you think of anything else, but I feel like i've tried everything at this point.
Title: Re: The Big Giant Icon Thread
Post by: pewlagon on June 09, 2015, 09:30:00 PM
Codewalker, is there a way to utilize the Badge unlocked costume pieces? Sorry if this has been asked before, but I'm limited as to how long I can sit.
Title: Re: The Big Giant Icon Thread
Post by: The Fifth Horseman on June 21, 2015, 05:19:50 PM
Use the NPC mode, should have all or nearly all enabled.
Title: Re: The Big Giant Icon Thread
Post by: tripthicket on June 25, 2015, 03:42:56 PM
Not sure where exactly to ask this, but I'll try here. I'm sure some kind soul will point me in the right direction if need be.

With the upcoming Paragon Chat, I read that I'll need to have the Issue 24 Beta client. Unfortunately, my computer died since the sunsetting of City of Heroes, so I don't have it installed directly from the game discs. I do, however, have the latest version of Icon installed. I think that includes the needed client files, but am unsure of this. Can anyone tell me if the Icon files will be sufficient, or will I need to obtain the Issue 24 Beta client elsewhere?
Title: Re: The Big Giant Icon Thread
Post by: Codewalker on June 25, 2015, 03:55:58 PM
If Icon works, and you get the I24 login screen (the one with Pendragon and Marauder in front of the Atlas statue), then Paragon Chat will work.
Title: Re: The Big Giant Icon Thread
Post by: tripthicket on June 25, 2015, 04:16:22 PM
Then it would seem that I'm in business, and ready to go. Thanks for the help!
Title: Re: The Big Giant Icon Thread
Post by: Mental Maden on July 09, 2015, 12:36:08 AM
I get the start up screen with Pendragon and Marauder but it says I don't have the right game client. Am I missing something?