Author Topic: Icon 1.71  (Read 13803 times)

Codewalker

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Icon 1.71
« on: August 18, 2013, 02:09:01 AM »
Hey all. Development is currently underway for Icon 1.8. One of the features/fixes for that version is especially needed given the number of popmenu-based additions that have been created. To help with those, I backported that one change and have released 1.71, a minor fix update.

Download Link
http://repo.cohtitan.com/icon/icon.exe

Changes since 1.70
  • Command parser reworked to be compatible with context menus. Icon commands can now be directly called from a popmenu.

  • The source code is no longer provided as individual zip files. Instead, a Git repository has been created so that the entire development history of the project is available. You can clone http://repo.cohtitan.com/icon/icon.git with the Git client of your choice.
« Last Edit: August 18, 2013, 02:29:54 AM by Codewalker »

Phaetan

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Re: Icon 1.71
« Reply #1 on: August 18, 2013, 02:21:17 AM »
Forgive me if this is a silly question, but what changes can/should be made to popmenus to incorporate this new feature?

PS- Thank you so much for the subforum.  Thankyouthankyouthankyou.

PPS- Oh, and I guess for all the hard work on Icon, too. ;)

Codewalker

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Re: Icon 1.71
« Reply #2 on: August 18, 2013, 02:27:16 AM »
Just removing the "beginchat /" is all that needs to be done. That hack is no longer necessary. :)

Long version: Icon used to add an additional keybind "layer". This is the kind of thing that lets the base editor use different key bindings while it's open. Those layers also can add extra slash commands.  It turns out that when a context menu like a popmenu is opened, the game creates a temporary layer and binds all of the accelerator keys for that menu to it, using the game's default command parser as the handler. So when you press the first letter of a menu item, it selects that item instead of doing whatever that key is normally bound to.

That temporary layer is set to not allow any keystrokes/commands to fall through to lower layers, such as the Icon layer. So the buck stops there and only the default parser is called.

To work around that, I just hooked the default command parser and inserted the call to Icon's there. It's no longer a separate layer.

batqueen

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Re: Icon 1.71
« Reply #3 on: August 18, 2013, 03:02:29 AM »
  :o quick fix coming...
« Last Edit: August 18, 2013, 06:21:13 AM by batqueen »

wyldhunt

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Re: Icon 1.71
« Reply #4 on: August 18, 2013, 03:20:15 AM »
WOOHOO!!!! I'll definitely carve out some time this week to test some popmenu tricks I used in CoX and see what I can get Icon to do now. Will share once I have some stuff ready...
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batqueen

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Re: Icon 1.71
« Reply #5 on: August 18, 2013, 06:23:22 AM »


and Thank You Codewalker
« Last Edit: August 18, 2013, 08:19:07 PM by batqueen »

Arachnion

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Re: Icon 1.71
« Reply #6 on: August 18, 2013, 08:39:30 PM »
I've updated the Paragon Wiki page with new info in the Notes section and the current version.

Typo in the title of the Icon Information thread.
« Last Edit: August 18, 2013, 09:16:17 PM by Arachnion »
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OzonePrime

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Re: Icon 1.71
« Reply #7 on: August 19, 2013, 01:17:17 PM »
Awesome! Look forward to each update! Thank you again, Codewalker! :)

mobbyg

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Re: Icon 1.71
« Reply #8 on: August 20, 2013, 03:02:47 AM »
BRICKA, BRACKA, FIRECRACKER, SIS BOOM BAH! CODEWALKER, CODEWALKER, RAH RAH RAH! YAAAAA!!

Equation

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Re: Icon 1.71
« Reply #9 on: August 20, 2013, 06:49:46 AM »
I'm new to using ICON. Is there any way to use the Mender pieces? I'm sorry if this is documented somewhere, I did look but did not find the info.

Aggelakis

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Re: Icon 1.71
« Reply #10 on: August 20, 2013, 06:57:50 AM »
Start it up in NPC mode. Instructions at the bottom of first post here: http://www.cohtitan.com/forum/index.php/topic,7288.0.html
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Equation

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Re: Icon 1.71
« Reply #11 on: August 20, 2013, 08:09:21 AM »
Aggelakis,

Thank you for your timely response. I have started it in NPC mode but have not found the Mender pieces, I have found other NPC parts, such as Statesman's Symbol. I assume from finding those that I am doing this correctly. If I am still in error, please tell me what I am doing wrong, if you can. Also, where do I find those parts if I am doing it correctly?

Thank you again.

Equation

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Re: Icon 1.71
« Reply #12 on: August 20, 2013, 04:29:54 PM »
Found them. Thank you for the help.

PSI-on

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Re: Icon 1.71
« Reply #13 on: September 19, 2013, 01:37:32 AM »
I can't wait to see what 1.8 will bring, Seeing the game again has changed my feelings on hope.
Please don't send blind requests in games to me, I learned to ignore them in CoX, no offense meant. (this is only here until I can figure out how to put it in my actual profile on here.)

johnrobey

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Re: Icon 1.71
« Reply #14 on: September 30, 2013, 03:38:14 PM »
CodeWalker, you rock!!!!!  Thank you!!!!    :)
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Tahliah

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Re: Icon 1.71
« Reply #15 on: October 01, 2013, 10:49:35 PM »
So fantastic!  I was getting a bit sad thinking about the upcoming events . . . that won't be coming up.  Trick or treat for one.  Sigh.  But getting my COH fix flying around Paragon City is . . . beyond words wonderful.  Thank you, Codewalker!!!

Phaetan

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Re: Icon 1.71
« Reply #16 on: October 02, 2013, 12:36:46 AM »
Be sure to  check out the popmenu files to make hopping to different maps, summoning NPCs, and making them perform for your amusement much easier.

Tom_Neverwinter

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Re: Icon 1.71
« Reply #17 on: October 03, 2013, 05:02:04 PM »
having a black screen problem whenrunning icon 1.71

the loading bar comes and then it finishes. The music is playing, and I can hear when I move over a button but thats it.
Please help,
Thanks in advance

Arachnion

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Re: Icon 1.71
« Reply #18 on: October 03, 2013, 08:17:17 PM »
Your system specs?

Client version? OS?

I recommend you use the last official Beta Client release with Icon.
(http://www.savecoh.com/p/download-issue-24-beta.html)

Either that or the last Live Client version works too, but has less goodies (those are only in Beta Client).

You might just have an older version which isn't working.

:)
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Phaetan

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Re: Icon 1.71
« Reply #19 on: October 03, 2013, 08:49:21 PM »
Is this a computer that played CoH back when it was live?  Because Tacitala had a similar issue briefly with a computer because its video card wasn't CoH-compatible.  I can't find a list of cards with known issues off the top of my head, although I'm sure it's in the wiki somewhere and/or another forum member can provide them from memory...

Tom_Neverwinter

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Re: Icon 1.71
« Reply #20 on: October 04, 2013, 09:42:06 PM »
Im running on windows 7 through a vm

no drivers installed for video and no .net or c++
this vm is dedicated to coh
I run the vm as 2 cores and 2GB of ram
I have not played the official game in a long time.
i am usin beta 24 latest


I use a amd radeon 7850 on a core i7 3820
8GB ram

thanks in advance

Arachnion

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Re: Icon 1.71
« Reply #21 on: October 05, 2013, 02:58:50 PM »
Well, I don't see anything strange other than the no video drivers.

Beta Client would be the most recent version of the game... you probably wanna see if you can get some drivers, then report back?

I'm not too familiar with windows 7/VMs, but still...

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General Idiot

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Re: Icon 1.71
« Reply #22 on: October 05, 2013, 11:54:32 PM »
Yeah, if you have no video drivers installed then anything that uses the video card (IE, any game ever) is going to not run properly, if at all.

alphajaybo

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Re: Icon 1.71
« Reply #23 on: October 07, 2013, 06:23:24 AM »
When i try to load into the game it says server is busy..... any ideas how to fix this
Daoc CoH and WoW

Gothenem

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Re: Icon 1.71
« Reply #24 on: October 07, 2013, 11:38:06 AM »
Just going out on a limb here. Make sure the Icon file is in the City of Heroes folder (Should be C:/Program Files (x86)/City of Heroes or something like that)

And run the icon file, NOT the game file.

healix

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Re: Icon 1.71
« Reply #25 on: October 07, 2013, 06:08:38 PM »
I'd also make sure it's in the CoH BETA folder.
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Arachnion

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Re: Icon 1.71
« Reply #26 on: October 07, 2013, 10:02:58 PM »
Make sure you have the latest version too, download it from the first post and replace it with the one you have.
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Tom_Neverwinter

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Re: Icon 1.71
« Reply #27 on: October 15, 2013, 02:35:34 AM »
redownloaded and still black screen,
I installed something that was missing,
direct x

probably should put that in a big required box.

the loading screen shows?
then black screen
and button sounds but still nothing.

PSI-on

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Re: Icon 1.71
« Reply #28 on: October 15, 2013, 11:18:09 AM »
Technically it is in a required box...the one on the CoH game box. Some form of Direct X is required for just about every single PC game for them to run properly, this isn't really about Icon, it's about what you need to run the game in the first place. Since you didn't seem to know about that, I feel it's fair to ask is your computer meet the minimum requirements for CoX? I'm afraid have the list of stuff on hand, but does anyone else?




redownloaded and still black screen,
I installed something that was missing,
direct x

probably should put that in a big required box.

the loading screen shows?
then black screen
and button sounds but still nothing.
Please don't send blind requests in games to me, I learned to ignore them in CoX, no offense meant. (this is only here until I can figure out how to put it in my actual profile on here.)

Eoraptor

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Re: Icon 1.71
« Reply #29 on: October 15, 2013, 08:38:21 PM »
Technically it is in a required box...the one on the CoH game box. Some form of Direct X is required for just about every single PC game for them to run properly, this isn't really about Icon, it's about what you need to run the game in the first place. Since you didn't seem to know about that, I feel it's fair to ask is your computer meet the minimum requirements for CoX? I'm afraid have the list of stuff on hand, but does anyone else?
Not quite... Since Vista came out, DirectX core elements has been substantially slimmed down. Many elements found in 98,ME, and XP have to be downloaded with a manual updater. many older games I play now require me to plug this manual updater in. http://www.microsoft.com/en-us/download/details.aspx?id=35

Plus, yeah, if you're running a virtualbox, particularly under linux, it is a needed but not included prerequisite.
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PSI-on

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Re: Icon 1.71
« Reply #30 on: October 16, 2013, 12:55:46 AM »
I don't know about that. I haven't installed a single game in the past 4 years, at least, that hasn't required me to install Direct X 9, 10, or 11 in order for it to run and in 95% of those cases had it install it itself as part of it's install program. However, I know Direct X is needed for CoX. CoV itself required at least 9.0, so I wonder if he might be missing something else from the requirements since at this point all he seems to be missing is the ability to see the game.


Not quite... Since Vista came out, DirectX core elements has been substantially slimmed down. Many elements found in 98,ME, and XP have to be downloaded with a manual updater. many older games I play now require me to plug this manual updater in. http://www.microsoft.com/en-us/download/details.aspx?id=35

Plus, yeah, if you're running a virtualbox, particularly under linux, it is a needed but not included prerequisite.
Please don't send blind requests in games to me, I learned to ignore them in CoX, no offense meant. (this is only here until I can figure out how to put it in my actual profile on here.)

Phaetan

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Re: Icon 1.71
« Reply #31 on: October 16, 2013, 01:39:56 AM »
It may have required 9.0 but not 9.0c.  I know because I got the game to run on an XP computer that couldn't upgrade to 9.0c

Codewalker

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Re: Icon 1.71
« Reply #32 on: October 16, 2013, 01:51:33 AM »
I've never had to install DirectX-anything for COH, since it uses OpenGL for graphics. Not on XP (IIRC) and definitely not on Win7. It does use DSound and DInput, but both of those are included in stock XP.

Running it in a VM, though, is something that has never worked. VMs typically don't have very good 3D support and most of that tends to be centered around Direct3D. Well, I did get it to run under VirtualBox for my quad box project, but it took hacking the game EXE to fix a bug that would cause it to crash when running with VirtualBox's GL passthrough driver. It wasn't exactly what I'd call pretty or very playable though.