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UberGuy

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Everything posted by UberGuy

  1. I finally uploaded the updated Power Page help. It's still not done because I want to add keys for the copious number of icons you can find on this page. But I updated the page for other new stuff that's not icon-based. Main help pages todo list: Add help pages for the new Boostset and Entity Search pages (That's two help pages.) Go back and make the numbers on most of these pages' images bigger. Fortunately that won't be too time consuming since they're text layers in Photoshop images. Document the icons. I'll probably do this in phases, with AttribMod icons last, because there are a ridiculous number of them. The only site features I'm looking at adding right now are: An on power-page search box. I really like being able to search directly from the Boostset and Entity pages, and miss it on the Power pages. I need to play around with it and see how much space it needs. Power names can be really long, which is why the search box on the landing page is so wide. Case in point: "Boosts.Attuned Mark of Supremacy F.End/Pet +Resist(All) and +Regen Aura (Mastermind)" Maybe something for recipes. I am poking at teaching the Rust code to read them, and if I get it working, I might as well display the info. I'm not sure yet what display approach would make sense though. I want to see the data first. Unlike boosts, for which the enhancement's level is effectively a attribute, there's a unique recipe for crafting boosts at every level you can craft them for. So the recipe for a level 25 Mako's acc/damage enhancement is totally distinct from the recipe for a level 50, even though they basically craft the same thing with a different number set on it.
  2. It actually always used to proc on inspirations. I am not sure it is still supposed to, as new events have been added that give more granularity about what is activated. It used to be it couldn't tell what was being activated so could proc on anything. Actually, since I updated CoD last night, I can tell it explicitly does check if the activation was an inspiration, so definitely intended. if ((target.EventCount>EndActivateClick > 0) + (target.EventCount>EndActivateInsp > 0)) && !Source.Mode?(kArcaneBolt) What's excluded here is toggles - which makes sense, as people could spam zero-recharge toggles on and off to build up Arcane Power.
  3. Yeah, the hotfix zone rotation and the fact that Arcane Power and post-teleport hover activation started working again are surely related.
  4. It's intentional. That's what the IO does - it makes it so you always act as if you're already in combat when activating your snipe. The primary target user for this are folks who had perma-fast snipe through the old toHit-based mechanics and disliked that the new "in-combat" version causes them to switch between activation modes. If you want the benefits of slow snipe as an opener, don't slot this IO.
  5. Some minor tweaks: A fairly large number of powers, mostly for critters, reference power icons which simply don't exist. Sometimes they just have the name wrong, but sometimes they reference files that clearly no longer exist, or perhaps never existed. Historically the process that builds the powers data had no concept of whether the power referred to an icon I could actually extract, and would blindly point to it no matter what. Now the process checks if the icon was extracted, and if not, the power is flagged so the site will display a question mark icon instead of a broken image. This will also reduce a known source of "file not found" errors in the site's access logs, reducing noise and helping me find other, potentially more serious missing file errors. I discovered some PvP/PvE parsing was busted, and has been for a while. I rewrote the parser that handles expressions like this a while back, and there were some lingering bugs I happened to stumble across. They are now fixed, I hope. I said that last time. 🤞 Some more help pages were updated. That process continues, slowly. I'm probably 2/3rds done. The power page is a beast to document. A few small visual tweaks mostly meant to make the site look a bit better on narrow devices like tablets or (heaven help you) phones.
  6. It should be fixed now. I got my hands on a mac and debugged it from there. What I posted in Discord: Edit: Access to the mac I used also let me spot a couple of other errors that didn't show up (or at least weren't obvious) in Chrome, and those are also now fixed. I pushed out incomplete help page updates to get the fixes out, so a couple of the help pages are more correct now too.
  7. Any chance this has improved? I don't thnk what I was looking at was likely to actually be blocking at all, but I did change something, so there's a chance I fixed it. Absent that I'd need some console logs from the Safari browser, probably from the macOS version.
  8. I may see the issue - Safari likes to send OPTIONS preflight requests, and I think those may be being rejected. There was a similar problem when I first stood up the site, but this has a different cause. Will update here if I can get those requests flowing and we'll see if that fixes Safari.
  9. That's effectively true on iOS, but not macOS, at least so far. Chrome on macOS is its own, independent thing, with a different rendering engine and everything. Does Chrome work correctly there? I am trying to narrow this down to Safari/Webkit specifically.
  10. From what I can tell, Safari should be handling this. To understand why it's not, I would need to see the errors from its developer console. I may be able to do that myself later today, at least on a mac, but I have no access to an iPad. Chrome is available on iPads. Does it suffer this issue? Edit: Were caches cleared?
  11. I wonder if those platforms aren't sending requests expecting/allowing compressed files back. I would not expect that of any modern browser. I may have to turn on some logging. Also doing some Googling about those browsers.
  12. My bad. Another deploy script bug. Trying to tune the site a bit and some of the small files ended up flagged as compressed when they weren't due to a variable not being cleared in a loop. Unsurprisingly, browsers don't like being told to uncompress something that was never compressed. One of those small files that said it was compressed and wasn't? The new code for handling light/dark switching, which is loaded on every page. The site should mostly be working now. Some edge places may not if they rely on data files that had the above issue. The simplest way to make sure all the data files are correct is to re-upload them all, so I'm running that now. It will take about 20 mins from the time of this post. Edit: Done some time ago.
  13. Back when it worked previously I found Spectral's immobilize completely useless, even on characters who can stack it with other effects, so I would love to see it increased.
  14. Very small update - the help pages are still out of date, but at least they obey the theme setting now. Updating the help is slow just because (a) it's prose and (b) I have a lot of screenshots to update. The annotations on the screenshots are particularly slow to redo. I'm using this update to change the annotations to layers on top of the base screenshot image so I don't have to recreate the annotations on each image from scratch each time the screenshot changes.
  15. Yep. The confuse and the immobilize were missing tags that set their chance to happen above zero.
  16. Weird, it works for me off of the above link. Are you getting a browser "file not found" page, or a CoD "power not found" page? I wonder if you're seeing the default info on the page due to a Javascript error. It will say something about the power not being found until the data is loaded, and if the data load blows up, you'll be left with that message. (Something I should probably address.) If you're getting the "power not found" message, can you try a force refresh of the page? It's usually Control-F5 (or Command-F5 on a Mac).
  17. Two main reasons. The finished product is massaged in ways that make it consumer friendly, but may obfuscate its relationship to the bin data. If you look at my raw data on the site, it's going to be confusing to map some of it back to the internal names. Why? Because the internal names are sometimes complete butt in the sense that they would confuse a regular player. Hell, they often confused me. But I had the benefit of source code and some help from our devs to translate. Also, some of the structures just were more efficient to flatten or otherwise remap in order to make sane JSON that performed well to be re-parsed by a website. I don't dump everything to the site, though I do dump most of it. Since the focus is on powers, some things just aren't relevant to how CoD works and get trimmed. IMO the raw data is more valuable to someone writing new tooling, because they can pick and choose what data they need how it's displayed or massaged, instead of having to (re)parse what I transformed it into for CoD. Ultimately, this is why I took Ruby's code bolted Python onto it. I don't actually operate on the output of Ruby's original code, which does similar transformations to what I describe above. I modified it to emit its internal, "raw" representation of the bin data, which is much more "pure", and feed that directly into Python. Basically I replaced Ruby's approach to making the data "human readable" with one that made it "CoD" readable for my interpretation of what CoD should do. I could have operated on Ruby's output, but it would have made some of what I did a lot harder. Not because Ruby's choices were bad, but because they were optimized for slightly different goals.' Edit: It's worth noting that Ruby did add a feature to export "raw" data as well, just to files instead of cranking it into Python data. (I could read the "raw" output and read it into Python, but that would be even slower than what I do now.) There's no reason I can't bundle up the finished data too, but I think that would be more useful to regular players than to a tool writer. And regular players probably get a way nicer view of that data on the real site rather than peering at raw JSON. The JSON is provided on the pages so people can find things I don't handle (yet), or spot things I handle badly.
  18. At this point, the only "concern" I have (if you can call it that) with releasing my code is that it's really not in great shape for anyone else to use. It's not at all "plug and play", in no small part because I develop and run it on Linux rather than Windows. (Sounds like that would be no problem for you though.) Getting the code into shape for others to use and build on is 100% something I would like to get to, but it taken a back seat to actually keeping the site up to date and feature complete. Since all of this is work I do in my spare time, I haven't yet put in the time to make the code more user-friendly, even for a fellow Penguinista. What I could do, and I have given thought to how I'd most usefully go about it, is bundle up the "raw" data as a zip file for others to use, downloadable from the site. This is not the data I actually feed the site's web pages, but the very raw data that comes out of my forked version of RubyRed's Rust code, before I feed it into the Python code that massages it for use on the site. That's something I can do with pretty limited (but non-zero) effort. By the way, Ruby's code actually does emit enhancement data. Just turn off the filter for the power category "boosts" in the config file. By default it's set up to filter out anything that's not an actual player character power/powerset, but that filters out enhancements. I'm pretty sure Boostsets support was added too, but I haven't used Ruby's version since before that update, so I'm not sure how/if it's exported.
  19. Yeah, doing any Patron's arc unlocks access to all the pools. If you want the badge for a different patron, you can just hit up Ouro. (Basically this was made possible so people could collect the badge for all four instead of being limited to just one.)
  20. I may not have a lot of time tomorrow morning, so I've gone ahead and deployed the updated site. Apologies to anyone who tried to visit it in the last 20 minutes or so, as an updated deployment script basically broke the site by screwing up the mime-type on all the site's files. Modern browsers aren't fans of executing Javascript that isn't marked with the right mime type. I have not finished updating the help (I've barely started) so for now, here's the lowdown on what's new. Dark/Light Mode Selection First, the biggie: the new Dark theme feature is now live. The easiest way to get to it is via the little moon/sun icon on the header bar. (In Light mode the icon is a moon, and in Dark mode it is a sun.) Light mode is still the default, but this icon is in the header on every page, so it very easy to change. Clicking it will change the theme between light and dark on the fly with no page reload.. Like all the site's settings, this is persistent per-browser. (Per user if you use browser IDs/profiles.) You can also access this setting on the main settings page, along with another related setting. (See the next section for details.) A few icons and other site visuals were updated to be more visible / legible in both display modes. Colorful Power Details There is a new feature where the "long help" for powers is displayed using in-game color codes, just like you would see if you looked at the power info window. (See the teaser preview three posts up.) This "Colorful" mode is always enabled in Dark mode. If you prefer Light mode, you can still display the colorful power descriptions using the 2nd setting in the screenshot above - this is enabled by default, so if you don't like it, you can go to the settings page to turn it off. This feature, called "Colorful", works by painting the top-of-page power details in a panel that uses dark mode. If you want to use classic Light theme without the colors, the alternative setting is called "Monochrome", which simply removes all colors from the text. Several of the in-game colors are simply illegible on a white background, so you aren't given the option of displaying color on Light mode without the dark panel. Breadcrumbs There has always been an icon on all the powers, powerset and power category pages which, when hovered over, allowed you to see the whole power "path", including which ATs could access a given power category. The old icon was hard to see in dark mode, and had always required extra interaction to access the links. I only did that because originally I was concerned about there being space on the page for the breadcrumbs, but as the pages has evolved it's clear that space does exist. Rather than update the old icon, I've simply removed it. For powers and powersets, the breadcrumbs are more obvious, sitting in the open right next to the power name. (See the picture in the next section below.) The list of ATs that map to a power category is still a popup icon (and I realize I forgot to change it so it's easier to see in Dark mode). This is because that list is sometimes quite long, like in the case of the Pool category. Displaying that as a single breadcrumb isn't practical, so the old icon remains there. I'll fix its size and/or color though. "Lifecycle" Settings Many powers, especially temp powers or "sub powers" granted to implement special aspects of other powers (like Super Speed's Momentum) have special settings that limit their use, either by limiting how many charges you get, how long they stay around, or how long you can run them (for toggles). These were never displayed previously, but there is now a power "Activation Details" icon which shows the details. The icon is a clock face encircled by rotating arrows. Powers that Ignore Max Toggle Distance A number of toggle powers exist which, once cast, let you run the toggle at any distance. This is now displayed on the Activation Details. The icon is an pale blue infinity symbol. Alpha/Live Data Links When I first added the ability to switch between Alpha and Live data, I also added the ability to create links that specify which of those data sources to use when displaying the data. However, you had to create those URLs manually. Now there's a way to get the site to create them for you. When you click on the "revision" string on the top right of the header bar, there is a new link you can click on to place source-specific link to the current page in your clipboard. (Known issue - you can currently do this from pages like the settings and help screens, where it makes no sense. That's harmless and the resulting links still work, so I will fix it later.) Better Cache Control Asking folks to clear their brrowser cache after major updates is not very good web site etiquette. I've tuned the cache control responses the site will give both to your browsers and the CDN that will cause your browsers to much more aggressively check if there is a more recent copy of the site code (so HTML/CSS/JS). I have the settings set less aggressively on the data files that drive the site - your browsers will check for a new copy on their own if their copy is at least a day old. This means the site is far less likely to break outright for you when I update the code, but will still pick up new data in a reasonable time frame. all without sending tons of unnecessary requests to the site for data that doesn't change a lot. As long as I ensure the site code is updated in backwards-compatible ways when breaking data changes are pushed out, you will get the code sooner than the data and all should be well. If you want to get the latest and greatest code and data less than a day after I make a big release (like after a game patch lands) you may still need to clear your browser file caches. Known Issues The help pages are still out of date. I hope to work more on updating the help pages this weekend. The "AT breadcrumb icon" on powercat pages is a bit hard to see Fixed, I hope! The "Create link to this page" feature shouldn't be available on pages with no game data behind them. Fixed! The little "connecting" arrow for popup boxes is the wrong color in Dark mode. Fixed!
  21. I have a bunch of new features ready. I haven't seen anyone complain about issues with the site, so I'm going to aim for a deployment of the new code on Friday, with the idea that cache expiry settings will make the new version of the site ready for the weekend. Meanwhile, I'm working on the help pages, which are woefully out of date.
  22. This is what happens when I take a day off for recovering from my 2nd COVID-19 shot, but don't actually feel that bad.
  23. That's very interesting. Most things that make you harder to teleport give you resistance to teleportation, not protection. Self-teleport powers are unresistable, so any resistance doesn't apply to your own teleport powers. Probably that Lore pet power should be changed to provide resistance, not protection. Edit: Also reported here.
  24. One more update for the weekend, but this one is just a heads-up to be on the lookout for any unexpected changes. In order to prepare the site for "theme" capability, (specifically, to allow for a "dark" color scheme for the site), I had to go through all the site's styling and convert hard-coded color specifications into variables. There are a surprising number of unique colors on the site, and a lot of places where colors are declared in order to handle things like mouse-over color changes or alternating table row colors. I made some small changes to the site's current styles, consolidating some similar-but-not-identical color schemes down to shared values and then cleaned out some unused cruft from the CSS. While I made spot checks as I made changes and these suggested I didn't break anything major, given the number of styles I touched I may easily have missed something. There's also a small chance the changes won't work for folks due to older browsers, though I don't think it's likely anyone is using the ones that would break. (A lot of other stuff on the site would probably break first.) If anything is busted, it will most likely manifest as missing colors, especially on dynamic events like mouse-over, input focus, etc. If you do see anything weird, try clearing your browser's file cache first, as getting just the updated CSS or just the updated HTML would definitely look wrong. The changes are at pretty basic places that browsers shouldn't cache weirdly, though - I didn't have to do any cache clearing during my testing. I plan to let the current setup bake for about a week and watch for complaints of breakage. If nothing crops up, I'll leverage the existing changes to enable switching to a dark mode theme. In the meanwhile, I'll use my local dev environment to work on actually creating a color scheme for that theme which hopefully won't look awful.
  25. Pushed out a couple of small changes. Displayed recharge times for powers were being rounded to the nearest whole number, even though the raw data wasn't this way. This has probably been going on since I created the site. Props to @Bopper for noticing and reporting it. Added a requested feature - each accepted boostset category icon on the top right of every powers page is now a link to that boostset category's page. Thanks to @Captain Powerhouse for suggesting this. It hadn't occurred to me that this was now possible since I had added pages for boostset categories, and it was quite easy to add.
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