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The Big Giant Icon Thread

Started by Codewalker, December 11, 2012, 02:51:44 PM

Zombie Man

Quote from: Arachnion on May 25, 2013, 11:40:12 PM
Quote from: 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).
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.

themamboman

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.

PhiloticKnight

Quote from: themamboman on May 26, 2013, 02:22:08 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!

The Fifth Horseman

TO THE SKIES!!!
... damn, I really missed it.
https://i.imgur.com/dUPItlX.jpg
We were heroes. We were villains. At the end of the world we all fought as one. It's what we did that defines us.
The end occurred pretty much as we predicted: all servers redlining until midnight... and then no servers to go around.

Somewhere beyond time and space, if you look hard you might find a flash of silver trailing crimson: a lone lost Spartan on his way home.

Golden Ace

Someone figure out how to put codewalker is awesome on the side of a building. 

it needs to be done.
♫Sometimes you feel like a Tank, Sometimes you don't!♪

malonkey1

Well, if you could break open the pigg file and modify a building texture, then zip it back in, that'd do it.
BadWolf: "The point that JaguarX is trying to make, of course, is that City of Heroes is like a tree. And Google is like a Toyota...Corolla...? Which would make NCSoft a trespasser, shot by...um, Mister T...which is good, because diplomacy...?"

The internet is full of Comedy Gold.

The Fifth Horseman

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
We were heroes. We were villains. At the end of the world we all fought as one. It's what we did that defines us.
The end occurred pretty much as we predicted: all servers redlining until midnight... and then no servers to go around.

Somewhere beyond time and space, if you look hard you might find a flash of silver trailing crimson: a lone lost Spartan on his way home.

Flickershow

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




johnrobey

THANK YOU, CODEWALKER!!!!!!  I got to have my avatars fly again!!!!!  THANK YOU!!!!!!    8)
"We must be the change we wish to see in the world." -- Mahatma Gandhi         "In every generation there has to be some fool who will speak the truth as he sees it." -- Boris Pasternak
"Where They Have Burned Books They Will End In Burning Human Beings" -- Heinrich Heine

Codewalker

Icon 1.5 is out!

Get it from the original post, or here:
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?

  • The biggest difference is that instead of using a hardcoded hook to monitor the keyboard, Icon now taps into COH's command and keybind system. What this means is that all things Icon can do at runtime are accessible via a slash command, and can be rebound to different keys if desired.

  • The following commands are implemented in 1.5:
    (as always, underscores in slash commands are optional and can be omitted)


    • /fly
      Default keybind: 1
      Take to the skies!
    • /rememberap33
      Default keybind: 2
      Raise a torch in remembrance of all the heroes who have walked the streets of Paragon City.
      (and the Villains because... FIRE!)
    • /loadmap [mapname]
      Default keybind: None
      Loads the map specified in the parameter. See below for discussion about map name.
    • /loadmap_prompt
      Default keybind: F1
      Pops up a dialog box asking you to enter a map name to load. Exists just so it can be bound to F1; to me the slash command version is easier to use.
    • /detach_camera
      Default keybind: F2
      Detaches the camera from the player; excellent for precision placement for screenshots. While the camera is detached, W/A/S/D move the camera, Q/E rotate it, Space raises it, Z lowers it, PgUp/PgDown tilt the view, N/M roll, and B resets the roll to zero.
      Issue 24 Client Only!
    • /edit_pos
      Default keybind: F3
      Toggles a panel in which you can edit your X/Y/Z coordinates in order to instantly teleport to any desired position. The button switches between accepting absolute coordinates, and relative coordinates for moving just a "little to the right".
    • /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.
    • /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.
    • /time [num]
      Default keybind: None
      Changes the time of day. Should be specified as a number between 0 and 24 -- fractional values are allowed. The default time is 12 (Noon).

  • 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.

    When changing maps, Icon parses the newly loaded map and attempts to find a suitable spawn point to move your character to (and believe me, that was a bear to implement). It picks one completely at random; the intent is to simply get you somewhere "inside" the map. This might mean in an interior area like a shop or hospital. It also means that on maps with an Arena, you have a chance of spawning inside the infamous Matrix Room.

  • Fixed the bug that caused weird things to happen when viewing the Character ID and Enhancement Management screens.

  • 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!


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!

goodtime

Thank you very much, good sir, and a happy Memorial Day to you. 
Quote from: Codewalker on May 27, 2013, 06:29:25 AMIcon 1.5 is out!

The Fifth Horseman

Quote from: Codewalker on May 27, 2013, 06:29:25 AMMaps 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. :)
We were heroes. We were villains. At the end of the world we all fought as one. It's what we did that defines us.
The end occurred pretty much as we predicted: all servers redlining until midnight... and then no servers to go around.

Somewhere beyond time and space, if you look hard you might find a flash of silver trailing crimson: a lone lost Spartan on his way home.

saipaman

Is there a way to turn a Sentinel file into a costume file?

Defiant Target

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

Clerisy

#594
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?

Adipup

#595
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. ^^

Rotten Luck

*hordes of cheering fans* CODEWALKER! CODEWALKER! *Shakes pom poms*
One way or another... Heroes will fly again!

Dannii

CodeWalker Your my Hero!  This is amazing!

Scendera

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!

themamboman

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