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Felis Noctu

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Everything posted by Felis Noctu

  1. Yup! Yeah, as far as we can tell the "Power_Mode Data" button is just a shortcut to opening the Boosts data. The issue is due to how the editors write their data, as closing enhancements never actually touches I12.mhd. Funny enough there's a number of things that have gotten lost during edits due to the tendency for it to not save certain things. For instance, I've somehow managed to basically corrupt set bonuses accidentally, which I discovered later could be corrected by just opening and closing the main editor without changing anything.
  2. Yeah. Don't edit it from the enhancement editor. 😛 I'm assuming that's what you're doing anyway. The enhancement editor saves to EnhDB.mhd, but the power data itself is in I12.mhd. You have to go into the Main Database Editor > Boosts > Crafted_Perfect_Zinger_F > Crafted_Perfect_Zinger_F and change it there. Afterwards you may need to close and reopen Mids to get the changes to register. The enhancement database is a funky piece of work.
  3. At this time no, that's not a possibility for Mids. A huge amount of Mids' functionality is tied into leveling procedures, which includes a rigid layout of how slots are arranged. There's a possibility of a solution buried somewhere in there but it isn't something we've spent any significant time exploring. One thing I do is use the Auto Arrange feature. Click Slot/Enhancements >Slots>Auto-Arrange All Slots. Exactly this. I use it frequently myself.
  4. Yeah, when you see something like "special", that's where an expression is. It's a royal pain. 😛
  5. Sorry about the delay in the response! That'd be a possibility if not for the differing effects that are applied based on which powers you have. The scaling system only applies to numerical values, not the application of power effects themselves. That's what the expressions the game uses are for. Since Mids was designed to use a reformatted version of the game's files, it was designed in the same manner. To make the Fighting pool fully functional what we need is to finish what Metalios had started, which was adding all of the conditionals, and even then we may have to mix multiple conditionals together due to overlaps with AT passives. We've got a number of ideas we've thrown around for various feature improvements and changes, so it's possible there's things we can do to make the process easier. We'll just have to see.
  6. Thank Zed primarily, he's the one that started all this. I've just apparently thrown myself into the proactive/leader position. 😛
  7. At the moment, no, you need to manage it mentally. The game uses an expression to apply those bonuses, and Mids doesn't understand the expression format. To do it in Mids we need to create conditional checks, which at the moment we only have some of I believe. Basically the ones on Cross Punch for when you have Boxing and Kick. Metalios was working through that pool when he was pulled away from the project in the past so it wasn't entirely finished. Went and checked. We have checks for Boxing and Kick, but not for Cross Punch. Not to mention I think we would also need variations on these for every relevant AT passive (Critical Hit, Containment, Assassination, etc). The synergy changes made to Fighting had a massive butterfly effect on the set for Mids. I'll add it to our project list, but it's definitely much more complicated than it appears on the surface. I didn't even realize it myself until looking at it just now.
  8. We've been busy today. Procat especially. To celebrate a huge enormous major step forward, we've got some stuff to show you guys. We have Pine and Metalios in our private dev chat with us, and they have the link to the repo with the code changes, so they're kept in the loop. The future's looking pretty good!
  9. Just realized that somehow I missed this. Added to the list! There are a number of set bonuses I'm not 100% sure are correct, including things that may or may not have been undocumented changes. At the moment I'm going through a recharge phase while we wait to see what the official Mids update will contain. Metalios has joined Pine in getting in contact with us again, so we're starting to see a bit of momentum.
  10. I love the mass upgrade feature! I agree with the sentiment that leveling up should be something to look forward to. Going shopping to upgrade myself every 5 levels or so wasn't particularly enjoyable in my opinion (though obviously some may disagree), so being able to upgrade what I have on the spot is already a plus. That just makes it even better! As for making TOs redundant, back during the old days I often would subsist entirely on whatever dropped for me until I reached roughly SO level, at which point I'd start crafting IOs. In my opinion IOs themselves made the non-static enhancements redundant simply from how convenient IOs are. This is just my playstyle of course, but in terms of functionality the investment of slotting your powers up with slightly more expensive IOs around level 25, then being able to mostly fill your new slots with drops until a full replacement at 50, was a much more enjoyable experience. In terms of "power creep" I don't think it's the leveling period we really need to be concerned about. The worst of power creep is in the end-game and the newer powersets that often outclass the older ones. But that's a whole different debate.
  11. Unfortunately not at the moment, no. The program was built for resolutions that rarely went past 1280x1024, so widescreen is something foreign to it. As it is I believe the fact that it can display relatively correctly at all is due to recent efforts? Right now the only current author of Mids who's periodically around is Pine, and from what I understand he's more of a database person than a code person. MRBU's discussed the possibility of some UI changes but we haven't set anything in stone yet. We were just kinda tossing ideas.
  12. EDIT: Actually it just occurred to me, what operating system are you on? The below is how it works on Windows (and Linux as well I believe), but I have zero idea how it would look on a Mac. I know Macs use app containers and secondary directories, so the setup may be different. ORIGINAL: Are you sure you're looking at the actual install folder, and not something like the shortcut folder? This is what a fresh installation of Mids typically looks like: Also, for the MOST recent version, you're going to want to download MRBU's Bleeding Edge instead. You can grab this link to make it easier, it's always up to date with the current repository: https://github.com/zethriller/MRB-Updates/archive/master.zip The installation instructions are the same. Open that zip, then copy/drag the Data and Images folders into the Mids folder that looks like the above. It'll ask you if you want to overwrite things, which is a big "yes".
  13. To rephrase that: - New sets like Experimentation and Electrical Affinity won't be affected at all. They're being renamed but keep the same set ID. - Leadership and other changed sets will keep their Beta-version pool for a limited time to allow people to switch over to the Live version. If you miss your window you'll end up with an error popup saying that the powerset can't be found, but all that does is leave power holes with slots assigned in the build. In those cases you just select the powers from the Live set, then stick your enhancements back in.
  14. Some code, mostly database. Not that that makes it any better! Basically a crapton of screwing around implementing various things in numerous different ways and testing effects. I'm effectively trying to lead a charge of "break away from importing directly from the game and implement things in Mids in ways that are consistent and don't feel held together by duct tape and prayers". I figure if I'm going to be trying to push that, I should at least know what works and what doesn't. It's paid off so far! We've managed to fix a few issues that have been lurking for a very long time (not including the shutdown period). I just need to, you know, wind it back a bit before I end up never wanting to see this thing ever again. 😛 Yup, as Caulderone mentioned, those are powersets/pool related to any additions or changes on the beta server. If you install the Bleeding Edge version of MRBU, the only one still prefixed like that is zc_Leadership, which will be left for a reasonable period of time after we finally do a Release version so that people can swap their builds with zc_Leadership back to the regular Leadership without having their enhancements unslotted from the powers. (Renaming the display name of a set won't affect builds. Removing a set can cause an an error popup, but won't hurt the build. It just means those powers can't be found so you'll have some blank spots to fill in.)
  15. "Stage 2" of Page 5 has been pushed through, so Bleeding Edge has more changes! I'm going to stop for a bit for now. I've been burning myself out (10+ hours per day for 10+ days on Mids updates and experimentation is melting my brain), so I need to take a breather here. Maybe actually play the game a little. 😛 EDIT: For transparency, what's left from the Page 5 patch isn't much. They're mostly inconsequential updates that require larger amounts of work on our end (like adding crit/assassination to the Scrapper/Stalker shared epic pools requires us duplicating and editing each unique set due to scale differences), with the exception of the Shadow Maul damage change. The damage scales in Mids don't match the values pre-change on HC, so we may need to review those entire sets instead of just Shadow Maul itself.
  16. Oh I'd absolutely love to see this. I would like to warn you though that while it may seem simple on the surface, it is still the product of a number of different devs with different ideals and programming styles. You may run into some oddities in the process! Don't let that discourage you, just keep in mind that things may not always be what they seem.
  17. Our repo has some of the changes for Page 5 cemented in, so if you want them, go check the Bleeding Edge instructions. I would have done more, but in the process of implementing some of the changes I stumbled across some bad numbers. Basically, a lot of the epic pools are shared between Scrapper and Stalker, and as it turns out the effect scales for those two ATs aren't quite the same. As a result I had to split Mace Mastery into two unique sets and retool them to match. I then moved onto Leviathan Mastery and cried a little. 😛 So I thought I'd move on and start working on other things. I hit the Dark Miasma changes and thought "Well that shouldn't be an issue, I think Mids already uses the AT modifiers." Nope. It was at that point that I realized it was around 1:30am and I should probably go to bed. So uh... more tomorrow! If Pine gets the official release out before I finish with ours, I'll cross over to compare and merge with that instead.
  18. Pine just a little while ago mentioned in the Discord that he has all the current Page 5 changes ready to go, though he isn't sure if he caught everything. It's intended to be released with Mids' official Check for Updates function. I'm currently working on the update myself (stuck on the Web Cocoon changes because of some mild clunkiness), but we have the main powers already implemented. Pine has made some changes to the program that we haven't, and we've made some changes that he hasn't, so it's going to be a game of whodunnit for a few days. 😛
  19. Excellent work! Now the game will finally be true to how we all wished it'd been from launch!
  20. 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:
  21. 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.
  22. (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.
  23. 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.
  24. 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.
  25. Ah. Right. Hover. Because that 1% is practically unnoticeable so the end result is basically the same.
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