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Felis Noctu

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About Felis Noctu

  • Birthday 08/28/1987
  1. No. Mids uses IDs to determine what you've done in your build, among other things. The only time a build would be affected would be if, as Caulderone said, you had a very old build (that includes builds from before the Fitness pool was an inherent), and even then only the things that were drastically changed would be affected. The oldest build I can load without an actual error in Mids (due to a drastic formatting change in the save files themselves) is from June 2008, and this is the only problem it has: Otherwise it loads up just fine:
  2. Wouldn't it be a trip if you find in the source code that it was scaling the Fly Speed Boosts to Max Fly Speed instead of Base Fly Speed? in the source code that it was scaling the Fly Speed Boosts to Max Fly Speed instead of Base Fly Speed? it was scaling the Fly Speed Boosts to Max Fly Speed Max Fly Speed If only it's that simple :). clsToonX.cs : Line 476 : Totals.FlySpd = Statistics.BaseFlySpeed + Math.Max(_selfBuffs.Effect[11], -0.9f) * Statistics.MaxFlySpeed; (changed to) Totals.FlySpd = Statistics.BaseFlySpeed + Math.Max(_selfBuffs.Effect[11], -0.9f) * Statistics.BaseFlySpeed; I was looking at it yesterday. Looking right at it. Didn't even process it at the time. So yeah, it's fixed! Future releases of MRBU, as stated previously, will include at the very least an updated executable and related DLL file.
  3. (crosspost from MRBU thread) Yeah, redoing the interface probably isn't worth the effort involved to get a roughly similar result. A lot of it is tied to the functionality directly, so it'd be a lot more than just changing the visual forms involved. It was changed to blue to aid with color blindness, IIRC. I prefer the red theme as well, but c'est la vie. Kind of wondering why Blue/Red/Gold wasn't made an option to deal with the color blindness issue ... The color scheme seems to be built primarily with images (really just one) and some color values for things like the text of selected powers, the summary box, etc. While doing an overhaul of the interface like mentioned above probably isn't worth the time, adding color schemes probably wouldn't be all that difficult. The only thing the Hero/Villain button seems to do at this point is change the names of Accolades and some Temp powers. I'd say this is something we could probably add to the MRBU docket if @Procat is up for dealing with the code. Or at least the compiling if I can find the right lines. 😛 It just isn't going to happen until after we're satisfied with the state of the main functionality. I miss the villain theme myself, and adding a Praetorian golden theme would be neat.
  4. Yeah, redoing the interface probably isn't worth the effort involved to get a roughly similar result. A lot of it is tied to the functionality directly, so it'd be a lot more than just changing the visual forms involved. (crosspost from official Mids thread) It was changed to blue to aid with color blindness, IIRC. I prefer the red theme as well, but c'est la vie. Kind of wondering why Blue/Red/Gold wasn't made an option to deal with the color blindness issue ... The color scheme seems to be built primarily with images (really just one) and some color values for things like the text of selected powers, the summary box, etc. While doing an overhaul of the interface like mentioned above probably isn't worth the time, adding color schemes probably wouldn't be all that difficult. The only thing the Hero/Villain button seems to do at this point is change the names of Accolades and some Temp powers. I'd say this is something we could probably add to the MRBU docket if @Procat is up for dealing with the code. Or at least the compiling if I can find the right lines. 😛 It just isn't going to happen until after we're satisfied with the state of the main functionality. I miss the villain theme myself, and adding a Praetorian golden theme would be neat.
  5. I really appreciate all the work you're putting into this! It's extremely helpful. Now we have a pattern to dig around in the source for. I did notice while looking for the display code that there's a lot of strange movement-related things going on. Dev comments as well as multiple older versions of calculations commented out, more dense than most places I've skimmed previously. I'm guessing this isn't the first time people have played around in this area.
  6. Ah. Right. Hover. Because that 1% is practically unnoticeable so the end result is basically the same.
  7. TL;DR: I think this is going to require a source code change, not a database change. It seems it isn't the effect values that are the problem but how they fit into the calculations. That does help immensely, thank you! After confirming my two screenshots with that, using that sheet is much easier. So unfortunately Procat's too tired to be able to process it right now. He made the changes and now the Movement totals are rounding to 2 places instead of 1, so that helps. However, the only thing I can imagine going on here is it's something internally, not the database. Given all the testing I've done so far with all different configurations of powers, the only thing that's consistent in the equation is that the SpeedFlying bonus is not doing the math it should. What usually throws me, at least at first, is Swift's value in-game. It's gotta be a display issue because all the other numbers are correct, but I always trip over it. Anyway! Yeah, I think this is going to require a source code change, not a database change. It seems it isn't the effect values that are the problem but how they fit into the calculations.
  8. I found the code for it and sent the changed line to him, he said about 20 minutes or so to finish up what he's doing. The display isn't the actual issue, but at least it gives us an idea of how far off things are.
  9. Oh there's absolutely a problem with it, but I'm assuming the actual issue is related. Hover when tested by itself is practically unnoticeable because the Movement totals round to one decimal place, but I'm sure that 1% is wrong as well. I asked Procat if he had the time to track down the rounding and open it up to at least 2 places for me, but I don't know when that'll happen, so I'm just doing my best for now.
  10. Well, Hover makes you lose 1% flight speed from your base, so you'll see a small decrease there. As for Fly I haven't actually compared numbers yet. I'm still trying to get Swift's values to a point where it's calculating similar to the game, that way I have a proper comparison.
  11. It's not Fly. It's not Hover. It's Swift. Swift is causing the miscalculation. I made a copy of Hover and removed all SpeedFly bonuses from it, just allowed it to enable flight mode, and checked the numbers again. Swift adds a full 8mph to flight speed when activated, despite only adding 13.65% SpeedFlying of 21.5mph (~2.9mph). This and more news at 11. EDIT: More news below. It isn't Swift specifically either, Mids itself is somehow miscalculating the SpeedFlying bonus, and it applies to everything that grants flight speed.
  12. The official repo is here: https://github.com/Crytilis/mids-reborn-hero-designer Our private changes haven't been published anywhere since we have no idea how stable they are, and they're mostly DB-editing convenience anyway. If/when we do release our own updates we'll stick the code up as well.
  13. The most recent code is found here: https://github.com/Crytilis/mids-reborn-hero-designer The one you found is the slightly older Pines edition I believe.
  14. Yeah, you're definitely on the right track there. In essence it's something to do with how Mids builds its calculations, whether it's the operational order or that it isn't allowing itself to go below/affect certain values (like the base value) or what. This is something I actually pointed out before, I forget if it was in the Mids discord or privately with Zed or what. It wasn't really work on fixing it so much as just scratching my head and making comparisons between in-game and Mids numbers to try and figure out where the math was going wrong, and the only conclusion I could come to was that in one way or another (like what you were doing) the flight speed debuff isn't being handled correctly. I'm poking around at it again right now to see if I can figure out what's going on, so hopefully I'll have something to show for it in a bit.
  15. There are options, but nothing strictly set in place yet. @Cipher has been working on a more "official" web-app planner for HC, but he has plenty of things to do so we don't really know how far along that is. @The Philotic Knight is also working on a build planner that's intended to have an online component, and he's got all of the sweet sexy datas, but it's only at interface construction right now MRBU won't make any significant updates to the UI in its current state (we have some minor changes to our private dev build that make it easier to find data, thanks to @Procat), BUT there's hesitant whispers on the wind that HC may possibly maybe no promises provide options for data access that would allow for making a planner that could effectively poke at the server directly to get information. If that does happen, we've discussed the possibility of starting a new planner ourselves that uses this mythical API in various ways. My general opinion on these matters is that there's no real logical reason to have multiple tools for the same purpose floating around when we could pool our resources and work together, but it's also nice to have safeties and backups just in case. If I were to pick one project at the moment my money would be on Cipher's simply due to it being built by someone on the HC team for HC. Another angle to consider though is that all of this work is being done with HC in mind. We don't know the future of CoH as a whole yet, and other servers out there are being left behind. Unfortunately, it's difficult to consider all of the changes out there, but I've tossed the idea around personally of taking a look at one or two other larger servers and maybe adding their stuff as well. Who knows?
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