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Felis Noctu

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Posts posted by Felis Noctu

  1. 5 minutes ago, Caulderone said:

    That did it.  I didn't even realize that stuff was in the Boosts section.  Thanks!

    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.

     

    shrug-troll-smiley-emoticon.png

  2. 9 minutes ago, Caulderone said:

    Gah.  I keep editing the Taunt IO Perfect Zinger: Chance for Psi Damage to be 3.5PPM instead of 20%.

    Every time I quit and reload the planner it goes back to 20% chance.

     

    Anyone figured out a way to change that and have it stick?

    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. On 4/14/2020 at 8:47 AM, Muppy said:

    I might have missed it somewhere in this thread, but could there be an option to enable a type of "free slotting" like the game allows when respeccing? (Slots can go anywhere regardless of level, etc)

    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.

     

    On 4/14/2020 at 3:37 PM, SuperPlyx said:
    On 4/14/2020 at 8:47 AM, Muppy said:

    I'm a big dumb and having to swap low level stuff around to get the slotting right is really annoying. Maybe there is a setting and I'm completely blind... If so, could someone direct me to where this setting is?

    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. 2 minutes ago, kenlon said:

    Fair enough - I mostly want to get the damage numbers, since in-game all the fighting powers just show "Special smashing damage on target" with no actual useful information. 

    Yeah, when you see something like "special", that's where an expression is. It's a royal pain. 😛

  5. On 4/11/2020 at 6:49 PM, kenlon said:

    Could you get around the issues by adding a slider/new power that lets you select how many of the fighting pool powers you have, and adds a bonus to the powers appropriately? 

    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. 1 hour ago, justicebeliever said:

    I just discovered this.  Thanks @Felis Noctufor spearheading this.  +1 Influence

    Thank Zed primarily, he's the one that started all this. I've just apparently thrown myself into the proactive/leader position. 😛

  7. 1 hour ago, kenlon said:

    Does the MRBU database take into account the bonuses you get from Fighting pool synergy, or do I need to mentally adjust the numbers it gives? 

    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.

     

    qnd6YT4_edit.thumb.png.b8df586f766dbc40d57dbb4b29147686.png

     

    LpiMtfW_edit.png.713a1c3ec917900b55406896dcd948eb.png

     

    IRiVQCb.png.377a72f742743757e5ed9c9f5b1d7dcb.png

     

    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!

    • Like 2
    • Thanks 2
  9. On 4/2/2020 at 2:20 AM, LQT said:

    The 5 and 6 set bonus for Power Transfer appear to be wrong in the builder.

     

    In game the 5 set is 9% accuracy but the builder says 7%, and similarly the recharge bonus for the 6 set is 7.5% in game but only 5% in the builder.

    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.

    • Like 2
  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. 1 hour ago, DreamingLove said:

    Ah, okay I figured it out. Thanks!

     

    Is there a way to zoom in and make the UI bigger?

    It's hard to read sometimes with everything small on the left

    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. 4 hours ago, DreamingLove said:

    This has literally none of the new content, like the Electric Affinity Powerset or Experimentation pool.

    I downloaded the Windows (main) version from the intro post and the instructions for the weekly update show:

    "Click __"Source code (zip)"__ under __"Assets"__ section of most recent Weekly
    * Open downloaded file
    * Extract contents of __"MRB-Updates-######"__ to Mids install folder, overwriting as prompted
      * _For a clean install, only extract the __"Data"__ and __"Images"__ folders_"

     

    Mids install folder only has 1 thing in it... Mids Reborn.

    Putting Images and Data in the same directory with Mids Reborn does nothing... updates nothing...

     

    Does anyone have a way to get Mid's or Pine's with the actual latest information that doesn't require knowledge of complex depositories for downloading? - I'm not a computer programmer lol

     

    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:


    oXsMWic.png

     

    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. 6 hours ago, EarlyGene said:

    what's the difference between zc_Leadership and normal Leadership?

    22 hours ago, Caulderone said:

    Anything prefixed with Z like that was on Beta (experimentation is new, leadership activation time changes) as of the last update to the planner.

     


     

    5 hours ago, Psyonico said:

    So, question:

     

    when/if mids gets updated and the ZC_ disappears from Elec Affinity/Leadership will our builds still work or will that break them?

    21 hours ago, Felis Noctu said:

    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.)

    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. 1 hour ago, The Philotic Knight said:

    DUDE, 100 hours??? That's nuts, I don't think I even put 100 hours total into my Desktop Alpha yet... I feel your pain, and can't imagine, my eyes would go all woggly if I spent that long looking at code.

    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. 😛

     

    1 hour ago, Phoenix' said:

    Anyone else has their pool powers like this?

    zc_Leadership
    zn_Experimentation

    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.)

    • Thanks 1
  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.

    • Like 1
    • Thanks 1
  16. 9 hours ago, magicjtv said:

    Well guys, I downloaded the source and got it to compile and run. I have to say you folks have done a really nice job with this. I was able to go in and understand the code without any outside help.

     

    My plans are to add some AI to the program to assist with slotting enhancements. You'll be able to tell the program that you want your build optimized for (say) S/L defense and it will give you enhancements in your build selected for that.

     

    While I'm interested in this, I don't know if there's a general interest in such things. If there is, I could post updates on this thread or in a new thread, whichever would be best.

    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.

    • Like 1
  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.

    • Like 2
  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. 😛

    • Like 1
  19. 32 minutes ago, plainguy said:

    Will this mess up my OLD builds I have already ? 

     

    Just want to know where I stand before I try this as I don't want to lose what I have now. 

    But I am sure I am missing out because I don't have all the current updates especially with the new set coming out soon.

    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:
    m2NrDBb.png

     

    Otherwise it loads up just fine:
    Ia91BTu.png

    • Like 1
  20. 13 hours ago, Bopper said:

    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? If only it's that simple :).

    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!

     

    4FxNb3y.png.be3b02080f35104d7cda94fffb345a46.png

     

    Future releases of MRBU, as stated previously, will include at the very least an updated executable and related DLL file.

    • Like 2
  21.   (crosspost from MRBU thread)

     

    On 3/28/2020 at 9:25 AM, r0y said:

    As always, great work keeping the database updated and as close to the game as humanly possible!

     

    Is there any plans to completely re-vamp the interface?  I mean, ground-up type re-invention / re-imagining level stuff?  This (theoretically) can be done separate from the database / numbers stuff, by a separate team...?

     

    Just curious.

    5 hours ago, Zed said:

    (reading the whole thread)


    Whoever asked about an interface revamp: our top priority right now is to squash bugs and inconsistencies in the database. But it seems to me making cosmetic changes or dusting off the UI would be like re-building a skyscrapper from scratch, the same, but using rods of titanium instead of steel.

     

    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.

      

     


     

    7 hours ago, Redlynne said:
    12 hours ago, Apparition said:
    17 hours ago, Rikis said:

    Currently tried 2.6.0.7 but I can't get over the all blue color theme. Before, when I clicked on Villain, it would switch to the better red color theme. Seems with 2.6, this doesn't work and I can't see how to change the colors myself in any of the options.

    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.

  22. On 3/28/2020 at 9:25 AM, r0y said:

    As always, great work keeping the database updated and as close to the game as humanly possible!

     

    Is there any plans to completely re-vamp the interface?  I mean, ground-up type re-invention / re-imagining level stuff?  This (theoretically) can be done separate from the database / numbers stuff, by a separate team...?

     

    Just curious.

    5 hours ago, Zed said:

    (reading the whole thread)


    Whoever asked about an interface revamp: our top priority right now is to squash bugs and inconsistencies in the database. But it seems to me making cosmetic changes or dusting off the UI would be like re-building a skyscrapper from scratch, the same, but using rods of titanium instead of steel.

     

    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)

     

    7 hours ago, Redlynne said:
    12 hours ago, Apparition said:
    17 hours ago, Rikis said:

    Currently tried 2.6.0.7 but I can't get over the all blue color theme. Before, when I clicked on Villain, it would switch to the better red color theme. Seems with 2.6, this doesn't work and I can't see how to change the colors myself in any of the options.

    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. 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.

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