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ineffablebob

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Everything posted by ineffablebob

  1. Version 7.2.0.0 https://sourceforge.net/projects/herostats/files/HeroStats%20-%20Stable/v7.2.0.0/ New Features: - The scanner now uses a configuration file for memory locations. Less hardcoding is Good Practice. - HeroStats now recognizes the Victory server (https://cityofheroes.dev/). - Added a "generic" server config which may or may not work for servers using the "cityofheroes.exe" executable name. Power Updates: - Fixed damage tracking for Bio Armor powers Genetic Contamination and DNA Siphon.
  2. Nope. I could add something, but it would only know about what's in the chat messages that HeroStats sees. So it won't help you know which toon you left that recipe sale on, or your total market profits across multiple characters, or anything that you do while HeroStats isn't running. I can put it on the list of things to do if you like, though be aware it's a long list.
  3. That's a good point. I'm not a Windows developer outside of HeroStats, so I've never messed with the whole Microsoft verified signature thing. Something I'd like to look into, though. It's a source code thing, I'm afraid. I really should pull some of that info out into a config file, I suppose, just never got around to it.
  4. No update check for now, or anything else website-related.
  5. https://sourceforge.net/projects/herostats/files/HeroStats%20-%20Stable/v7.0.2.0/ Version 7.0.2.0 Bug Fixes: - Fixed in-game window update bug for max level characters. - Hit/Miss messages should be tracked again. Power Updates: - Panacea proc should be properly categorized under heal and endurance buffs, instead of damage. - Several messages categorized as "bonus damage" have been changed to reflect what they actually are: accuracy buff, damage buff, hold, etc.
  6. This should not be happening! But one can say that about many things. I suggest you try setting up a HSData chat tab as described here: https://herostats.blogspot.com/2008/05/scanner-changes-for-issue-12.html That usually fixes problems like what you've described.
  7. To the best of my knowledge, the in-game window has never worked unless you use Windowed mode. As far as I can tell, this is because the CoH game client doesn't respect "Always on top". You don't need HeroStats to see this problem...open up Windows Task Manager, do Options->Always on Top, and then take a look at it with CoH. In full screen mode, it won't show the Task Manage, but in windowed mode, it will. Used to have this in the FAQ on the HeroStats website, but of course I haven't resurrected that...yet...
  8. https://sourceforge.net/projects/herostats/files/HeroStats%20-%20Stable/v7.0.1.0/ Version 7.0.1.0 New Features: - XP remaining now works for Vet levels. Level 50 characters should see XP stats (if enabled). - Taught HeroStats to recognize the Sentinel AT. Build: - Disabled website-related options for now. Can be re-enabled if sites come back.
  9. Welp, I changed my mind. Had enough folks pester me (in the nicest possible way) that I decided I'd best go ahead and update HeroStats for Homecoming. It's not nearly as good as an API, which I hope will still be in the works, but it's somewhat functional for now. Keep up on the happenings here: https://forums.homecomingservers.com/index.php/topic,4972.0.html
  10. First post-Homecoming release is version 7.0.0.0! https://sourceforge.net/projects/herostats/files/HeroStats%20-%20Stable/v7.0.0.0/ Be warned, this initial update is nothing more than the very basic changes needed to get it to run. Lots of stuff probably doesn't work, including but not limited to: - No Sentinel AT - Bunches of power changes not accounted for - Probably some wrong buff timers - There's no HeroStats website, nor are there badge sites, so none of the web stuff works. - Some power sets aren't identified properly. - XP-to-level for level 50s doesn't work right. If you find specific issues, feel free to post 'em here. Can't promise resolution, but I can at least look.
  11. I hadn't planned on updating HeroStats for Homecoming, but enough folks have pestered me about it that I've relented and released an update. You can find it on our Sourceforge.net page: https://sourceforge.net/projects/herostats/ The HeroStats website has long since lapsed, and I have no immediate plans to resurrect it, so for now I'll use this thread for communication.
  12. Is this where we post feedback about all the beta features? Tried in the main patch notes thread but I'm sure it just got buried in the deluge of DFB complaints. Since I couldn't find a thread for the power timers that are in the beta section on the live servers, I figured this was a good place to put it. Checked this out and it seems to work well, nicely done! Couple suggestions: - The partial seconds that show up under 10 seconds are distracting for some folks. Be a good option to let people choose whether to use partials or just leave it at whole numbers even under 10 seconds. - Not sure how hard this would be to implement, but I'd love to be able to turn on timers only for long-recharge powers. The growing-icons are just fine for powers that recharge in 10 seconds or so, I don't need a number for that. But longer ones, Hasten and the like, the numbers are great there. Could we set a threshold so timers only show up for powers that take longer than, say, 30 seconds to recharge? - If the above isn't feasible, maybe an option to simply have the timer disappear with 10 seconds left might solve both things.
  13. Checked this out and it seems to work well, nicely done! Couple suggestions: - The partial seconds that show up under 10 seconds are distracting for some folks. Be a good option to let people choose whether to use partials or just leave it at whole numbers even under 10 seconds. - Not sure how hard this would be to implement, but I'd love to be able to turn on timers only for long-recharge powers. The growing-icons are just fine for powers that recharge in 10 seconds or so, I don't need a number for that. But longer ones, Hasten and the link, the numbers are great there. Could we set a threshold so timers only show up for powers that take longer than, say, 30 seconds to recharge? - If the above isn't feasible, maybe an option to simply have the timer disappear with 10 seconds left might solve both things. (And if there's an actual feedback thread somewhere, let me know. Couldn't find one.)
  14. Man, if I'd gotten a message like this back on retail, I'd have had a freakin' book of requests! It's been long enough now that I don't recall everything, but off the top of my head: We grabbed basic character info - name, AT, alignment, level, etc - from the client's memory. A simple API to retrieve those for the logged in character should be pretty straightforward. The big lift in API terms would be an event based system to track basically everything that happens in combat. Ideally, I'd want to be able to register listener functions for all combat events: hits, misses, damage dealt, damage taken, mob defeats, players defeats, and so on. HeroStats uses all that information to consolidate information on total damage, number of defeats, average power damage, and so on. The most-used HeroStats function other than badge tracking (which was really the badge sites, we just sent stuff to them) was the power timers. People like to have a countdown for long-recharge powers and a high-visibility warning when buffs (like force fields) are about to expire on their allies. We derived that information from power activation and power recharge chat messages, so an event listener for those would cover it. Like I said above, a lot of this functionality probably would fit better in the client itself, honestly. Perhaps some new options to show countdown timers on the power bar or more noticeable warnings on the team buff bar. I could see wanting to avoid the overhead of combat statistic consolidation in the client, though, so an API would make sense there.
  15. Back on the retail servers, I was in a few different theme supergroups. One of my favorite was Defenders of the Night, started way back before CoV, which was (unsurprisingly) all defenders. We had a sub-group of all Rad defenders that was a blast to run. Since we have so many more AT options now, I was thinking it would be fun to try something a little different and follow the Radiation theme without the AT restriction. Any toon using the Radiation Emission powerset would fit in nicely! I'm a casual kind of player, so this wouldn't be a powerleveling min-max type of group. We'd mostly run door missions and do the occasional task force or trial. I'd like to set a couple of times per week that folks could gather up, but of course there's no reason not to play any time! So who might be interested in something like this? If there's a good response then I can start up the SG and a global channel for folks to join.
  16. I played on many of the retail servers, but Victory was where I spent the bulk of my time. Same global as I got here, @ineffablebob. Anyone else from Legion of Valor, Defenders of the Night, or Iron Eagles around?
  17. What Auranyte is true, but additionally the game EXE has changed enough that the HeroStats scanner would have to be updated. That's a long and fiddly process involving looking into the game's memory space and looking for particular data structures. It's been years (obviously) since I last did it and I don't really remember all the specifics. I'm not excited about re-learning how to do it again! On the other hand, now that the game code is in the hands of the community, it would be possible for someone on the coding team to simply add the functionality that HeroStats provided into the game client itself. The issue there, of course, is that you need someone on the current development team to focus on doing that, and they've got a lot of other things on their plates!
  18. Which forums are those? Not this one, I assume.
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