-
Posts
106 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Posts posted by emersonrp
-
-
6 hours ago, kenlon said:
Damn, you've been busy. Going to check out the new version tonight.
Excellent, thanks. Yeah I had a bunch of this mostly-done sitting in the wings, and just decided to polish it all up and get it out there. Let me know your luck, thanks!
-
I've released v0.30.1 and v0.30.2 already. I'm not going to paste the whole release notes for them here, but you can check them out at the releases page:
https://github.com/emersonrp/bindcontrol/releases
Marquee features:
v0.30.1: You can now import a build file, as created in-game with the /build_save or /build_save_file command, to create a new profile.
v0.30.2: Fairly extensive rework of the UI and behavior for Movement Powers, most especially regarding Speed on Demand.
Check it out, and please report any issues you find!
-
Just released BindControl v.0.30
https://github.com/emersonrp/bindcontrol/releases
Release notes:
A few bugfixes and feature updates:
-
The Incarnate Wizard now has a new picker for incarnate powers that
shows the effects of the selected power while choosing. This should
make it simpler to pick the right power without having to keep
referring to a wiki or something while using the wizard. There might
still be some improvements to be had here. -
Complex binds are now stored in the "cb" directory instead of the
"cbinds" directory. This is to shorten the bindloadfile command
appended to the end of each Complex Bind step, by four characters. -
Custom binds now have a unique ID that they retain through renames.
This ID is now used in Complex Binds' and Buffer Binds' filenames
instead of the bind's title, again shortening the bindloadfile step
significantly for binds with longer names. -
Add option to turn on or off self-/tell feedback when changing
Kheldian forms. -
Movement Powers tab should now initially lay out better for Kheldian
archetypes. -
Add new initial Default Profile for completely brand-new users, fixing
a startup bug discovered recently.
As always, please report any issues on Github:
-
The Incarnate Wizard now has a new picker for incarnate powers that
-
And, just to keep the momentum, I've released v0.29.3.3, which includes the requested "duplicate step" button for Complex Binds, in addition to a bugfix and a README update.
-
I've just released v0.29.3.2, which (at least to a first glance) fixes up the weirdness with Peacebringer flight. Release notes:
-
Peacebringer fly mode was not working well at all. This commit fixes
at least the most egregious of the weird behavior, though there might
still be some corner cases. -
Buffer Binds could write out broken steps if a power was not chosen
for every buff in the Buffer Bind. Now BindControl will correctly
refuse to write out a Buffer Bind that is malformed in this way.
-
Peacebringer fly mode was not working well at all. This commit fixes
-
39 minutes ago, kenlon said:
The adjustments to the Powerbinder are just about perfect.
Excellent, super pleased to hear that.
39 minutes ago, kenlon said:However, something seems weird with the Peacebringer flight binds:
22:07:02: Warning: Unknown control in GetState: FlyQFly - this is a bug.
Oh my, that IS a bug. Clearly I haven't exercised the Kheldian codepaths well enough. I'm on that.
39 minutes ago, kenlon said:Attempting to toggle flight with F goes very oddly - when it does turn off, it leaves me auto-jumping in place, which is not ideal.
Will be able to look at this more tomorrow, but yeah these two things might or might not be related. In any case, I'll figure them out.
-
OK, I have released v0.29.3.1. Release notes:
-
Add "Monitor" and "Unmonitor" selector to the "Attribute Monitor"
PowerBinder command, to make it useful basically at all. -
Add little '[?]' to bindstring preview counter to try to explain why,
in complex binds, you have like 50 more characters than you expect. -
Update the "Combine Inspirations" PowerBinder command to use
/mergeinsp on Homecoming to save a couple of characters.
-
Add "Monitor" and "Unmonitor" selector to the "Attribute Monitor"
-
1 hour ago, kenlon said:
Excellent! Sadly, I'm trapped in the office today, so it'll be a bit before I can grab it and experiment. Now that my inspiration combiner binds are working, I'm planning on setting stuff up to allow me to smoothly toggle on/off combat attribute display for things.
No rush, of course.
Hopefully you've seen that there's an Attribute Monitor PowerBinder command, but I suspect it needs some functional twiddling to optimize, so I'm interested in hearing your luck with it. (Edit: in fact, looking at it, I see there's no notion of "off" at all yet. Oops. Yeah that'll be part of the release I mention below.)
Probably going to be a v0.29.3.1 in a little bit here, to fix up some wee changes I want to make.
Thanks!
-
I've just released v0.29.3, which rolls up various little features and bugfixes. Release notes:
-
Rework of the PowerBinder command-edit dialogs. The underlying code
changed around quite a bit, and there might be bugs, but the edit
dialogs should be laid out more consistently and correctly in the
various cases where they weren't being. Please open issues with any
weirdness you find here, as there's definitely a chance for it. -
New "inspcombine" PowerBinder command, under Inspirations -> Combine
Inspirations. It's very rudimentary but should work just fine.
Getting a sensible "source" and "target" is up to the user, it doesn't
do any sanity-checking for you. -
Changed the PowerBinder bindstring preview field to be multi-line as
required to show the entirety of the bindstring; also it is now
possible to select and copy strings from inside that field. -
Added "x/255 characters" counter below the PowerBinder bindstring
preview field. -
Bugfix: the "this bind is too long" checker during the "Write Binds"
process was incorrectly overcounting the length of the bindstring, and
so failing on longer, but still valid length, bindstrings. This is
fixed.
https://github.com/emersonrp/bindcontrol/releases
-
Rework of the PowerBinder command-edit dialogs. The underlying code
-
9 hours ago, kenlon said:
Welp, I'm blind. It was right there in front of me.
😄 There wasn't anything to call attention to it for sure, but yeah, my thought is that it belongs in the "ways to create a new bind" row of buttons,.
9 hours ago, kenlon said:Also, there appears to be some way to get a bind that's too long without the UI displaying it as such:
23:03:24: Failed to write bindfile C:\coh\jump\cbinds\4-3.txt: Bind 'F4' from page '4' is 256 characters long - this will cause badness in-game!Profile in question attached.
Oh this is a very good catch -- it's actually a fairly sloppy bug, in that the counter that turns the field red in PowerBinder is looking at the actual bindstring, and the "write binds" error checker is very incorrectly looking at the whole payload,
F4 "inspcombine ......."
...including the "F4" and the space and the quotation marks, so it's six characters too long in its count. I will fix and I'm going to do a release shortly that rolls up most of these changes we've talked about.
-
3 minutes ago, kenlon said:
The saving of custom binds does seem to work, but A) there's no option to save a set of binds at once, and B) there's no immediately obvious way to re-import them.
(A) Yeah. I'll ponder that, but yes it's currently one at a time.
(B) Up at the top, "Import Custom Bind" will read your bcb file and make a new bind with it. Please do let me know your luck with that. I tested it out a good bit, but didn't have a solid use case to play with, so yeah that code getting a real-world workout is a good thing.
3 minutes ago, kenlon said:Just for the heck of it, I'm attaching an example of the inspiration-combine-and-eat bind that I've been setting up. I have one of these each for accuracy, damage, defense, endurance, healing and resistance bound to f1/f2/f3/f4/f5/f6 respectively.
You can probably see why I mentioned wanting to duplicate steps/copy and paste steps of binds.
Ooh yes I do see. Hmm ok I'll look into that. Will probably end up just adding a little button in with the "up" "down" "delete" buttons near each step, that just copies the step to directly below whichever one you poke. That's gonna be a little bit of fiddling so it might be a bit, but I'll get on it.
-
25 minutes ago, kenlon said:
I'm using 0.29.2, which is the latest release, and the bind string preview in PowerBinder is not multi-line.
Oh oops I was mistaken -- that's also part of the main branch but hasn't been released yet. Sorry about that, but yes that is coming in the next release.
25 minutes ago, kenlon said:I just actually made a post in Suggestions and Feedback suggesting the addition of abbreviated names for inspirations: https://forums.homecomingservers.com/topic/60280-short-inspiration-names-for-binds/
Oh awesome. I like your naming scheme for that.
25 minutes ago, kenlon said:Yeah, I suggested it because it seemed like it should be straightforward to add, given that you already have a canned window for picking inspirations. Pick what to combine, hit okay, hit what to combine to, hit okay, profit!
I have it like 75% done already, heh. Should just work -- it's not going to be very smart, in that it'll cheerily let you make a command to try to convert three tier 1 inspirations into a tier 3 one or whatever, but I figure that's up to the user to get right.
-
35 minutes ago, kenlon said:
About the custom binds not copying from the default: In order to have the binds carry over to new profile, you have to "save profile as default" when you make changes to it. Having set a profile as default in the past doesn't make things carry over. So that explains that.
Oh, you mean that if you save "Stan" as default, then edit "Stan" further, the default doesn't change. Yeah, that's the way it's designed, it's sorta "save this snapshot as default" which is then not editable in any real way apart from making another new profile (and therefore getting the default settings), editing that, and saving it as default. This might want revisiting, because that means there's also no real way to examine the default apart from using it.
Historically, there used to be just a profile named "Default" and that was treated as a special case and automatically used as the default, but people ended up accidentally using it and therefore overwriting it, which is why we're where we are with that feature.
35 minutes ago, kenlon said:More things that have come up as I try to get my massive inspcombine binds to work and play well with others:
- It's nice that you show the bind string on the powerbinder step editor, but it's not particularly useful because you can't see the whole thing, it doesn't say how many characters it is in total, and you can't copy it out.
I just made some changes in the step editor dialog in one of the recent releases, and the preview of the string should now expand to fit, ie, be multi-line if the string wraps around. Let me know if that's not working. Having "x/255" on there somewhere to count the characters seems like an excellent idea. And yeah, I made it completely noninteractive because I was having some strange visual problems, if I recall correctly, but it would be easy to make it just readonly so that you could select and copy from it. I'll fiddle with that.
35 minutes ago, kenlon said:- Being able to change the name of a complex bind would be handy. Because every character in the name eats up more space in the written bind, I've had to recreate them with shorter names.
On the right of each custom bind panel, there's four buttons: delete, rename, duplicate, and (newly) export. Rename should do the trick. It might well be that the icons on the buttons are not completely intuitive.
35 minutes ago, kenlon said:- Being able to set custom paths for specific complex binds would also let us save characters - having a symlink so that it's loading "C:\cb\F1-4.txt" vs "C:\coh\default\cbinds\F1-4.txt" would save length. Actually managing the symlink and avoiding name collisions would be the user's problem. (I'd suggest a warning that's something like "FOOTBULLET MODE ENABLED, ANY PROBLEMS ARE YOUR OWN DAMN FAULT" prominently displayed in the complex bind tab when someone turns on that option. 😄 )
I'll have to ponder how that might work. TBH initially, it sounds like a lot of work, but I'll open a Github issue for it so it stays in front of me. I agree that the extra 50+ characters off the end of every step of a Complex Bind make them a bit less useful than they might otherwise be. I'll also mull trimming the "cbinds" directory down to just "cb" to save another four characters heh.
Also, if you're really starved for a few characters, you can go into the Preferences dialog, and over in the Debug tab, you can turn on "Verbose in-game feedback" to turn every "bindloadfilesilent" into a "bindloadfile" but at the cost of having your chat window full of spammy feedback every time a bindfile loads. If you use speed-on-demand, that can be -extremely- spammy.
(Nothing would please me more than the Homecoming people adding /blf and /blfs abbreviation commands for those. I think there's a request already open with them for that, but I'll go make sure at some point.)
35 minutes ago, kenlon said:- Having inspcombine have an entry under add command like using inspirations by name does would be nice for those of us cursed by the typo demon, so we don't mess up our binds so much. 😄
"inspcombine" is on the todo list for sure -- I'll pop it to the top of my mental stack and see how that might work, but it shouldn't be too very hard to make an entry / command for it and reuse the inspiration picker from "inspiration by name."
35 minutes ago, kenlon said:- When you go back to edit a custom bind, you get a tiny text window, making it easier to copy and then delete the step and recreate rather than editing.
I'd noticed that, and I have a fix for that already on the main branch that should tag along whenever I do a new release. It of course might break other things, but in principle it should make the little step-edit mini dialogs generally better and more correct.
35 minutes ago, kenlon said:Most of these only came up because, again, the stacked inspcombines I'm trying to set up are moderately absurd in length, so if you don't make changes based on my feedback I completely understand. 😄
Nono, this is all *great* feedback. I appreciate it. I want the program to be helpful and easy for the use cases of people that are actually using it.
-
And, because I work in bursts, I've just released v0.29.2, which allows for export and import of custom binds. Should be fairly self-explanatory on the Custom Binds page with the new little "floppy disk" export icon next to each bind. It seems to be running well for me, but I'd be interested to hear about anyone using it more rigorously to move custom binds between Profiles. Check it out:
https://github.com/emersonrp/bindcontrol/releases/tag/v0.29.2
-
1
-
-
I've just shipped v0.29.1, which fixes the part where Complex Binds were not correctly warning about getting too long. They should turn the field red and offer the tooltip if the bind string plus the bindloadfile command for the next step add up to > 255 characters.
https://github.com/emersonrp/bindcontrol/releases/tag/v0.29.1
-
So, when I have a profile with custom binds, and I "Save as Default" then any new profile after that does, in fact, get the custom binds. Do you have a profile that, when saved as default, doesn't seem to save the custom binds, that you could attach? Also, can you attach your actual bindcontrol.ini (after you have a default profile saved that isn't working) so I can pick it apart to see whether it's putting it in there and not initializing new profiles correctly, or whether it's just not saving them in the first place? Thanks.
-
Oh! Yes. Yes I see, so, specifically for Complex Binds with the extra "bindloadfile" stuff off the end of each step. Yes. OK, thank you, will tinker with this.
-
Hmm when I make a Complex step or a simple bind that's too long, I do see the feedback I expect, as far as it turning the field red, and it does change the tooltip to explain that it's too long. Is it not doing this for you? Also the field at the bottom of the PowerBinder dialog you get when clicking the field should do the same thing.
(This has pointed out to me several usability tweaks with this whole scheme, not the least of which is that with longer steps / binds like this, there's no place to see the whole thing at once any more.)
I've opened several issues on Github to track these, if you want to weigh in there, or we can keep it here if you like. https://github.com/emersonrp/bindcontrol/issues
-
2 hours ago, kenlon said:
Couple of relatively small things now that I've started working with complex binds:
- No way to copy complex binds from one profile to another without editing the files directly, and they aren't imported as part of the default profile if you set them in that one.
- There's no indication that a line in a complex bind will be more that 255 characters long before you actually try to write it out.
Hey, thanks for the continued feedback!
So yeah, import and export of complex binds is a long-term low-key wishlist item of mine. If you're running into wanting to use that, I'll light a fire underneath it.
Default profile not saving complex binds is basically just a feature failure bug and I'll fix that.
I'm going to have to tinker with it a little to see what's going on with the 255-character thing. It used to turn the line red and give an instructive tooltip in that case, but I did redo a bunch of how those lines display in a recent update, so I probably just broke it. Will fix.
Thanks again!
-
BindControl has bumped along in the past few months, and is now at version 0.27.1.
Major additions and changes:
- Support for changes from Issue 28, Page 2
-
Many new commands and functionality in PowerBinder
- Vanity pets
- Prestige "Prismatic Aether" costumes
- Screenshot and Camera Control slash commands supported
- Better layouts and tooltips
- New notion of a "Bind Wizard" to help create more elaborate and complicated keybind sets. First (and so far only) bind wizard is "Incarnate Power Set," allowing full or partial sets of incarnate powers to be slotted using multiple presses of the bound key
- (Not as relevant to y'all, but...) Beta-grade support for the Rebirth server
- Ship icons as a ZIPfile instead of individually -- will make unzipping the binary release *dramatically* faster
- Many many bugfixes and under-the-hood optimizations
As always, check it out, and file issues on the github page with bugs and/or feature requests.
-
1
-
An "alias" command would be sorta amazing.
I'm the author of BindControl <https://github.com/emersonrp/bindcontrol> so I'm always tinkering with keybinds and trying to cobble together interesting functionality for it. I'm probably resigned to using the sequence-of-keybinds strategy for slotting Incarnate Abilities, but figured posting here couldn't hurt, and maybe someday....
-
1
-
-
Currently it's basically not possible to make a keybind that will load a particular Incarnate Abilities loadout. This is because the slash command, "incarnateequip" is itself 14 characters long, and having six of those along with the slot names in a keybind brings you up to 163 characters before you start adding any power names. Add to that the long names of the incarnate powers (Tsoo_Partial_Radial_Improved_Ally etc), and you run out of the allowed 255 characters way before you can build a complete loadout.
It'd be excellent if there were a shorter alias for each incarnate slash command (/inceq, for instance), and possibly shorter internal names for each ability, though I understand the latter would probably break things so is unlikely.
For bonus credit, then, being able to use substrings for the slot name and power names, like you can for pet orders, would help this greatly. "/inceq hy ult_partial_r" is workable where "/incarnateequip hybrid assault_partial_radial_graft" isn't.
(Note I'm not asking for anything like a reduction of timeout in slotting the powers or other rule changes, just some naming help to make it easier / possible to use keybinds to slot loadouts within the current limits.)
Thanks!
-
1
-
-
Ah apologies and thanks.
-
Currently it's basically not possible to make a keybind that will load a particular Incarnate Abilities loadout. This is because the slash command, "incarnateequip" is itself 14 characters long, and having six of those along with the slot names in a keybind brings you up to 163 characters before you start adding any power names. Add to that the long names of the incarnate powers (Tsoo_Partial_Radial_Improved_Ally etc), and you run out of the allowed 255 characters way before you can build a complete loadout.
It'd be excellent if there were a shorter alias for each incarnate slash command (/inceq, for instance), and possibly shorter internal names for each ability, though I understand the latter would probably break things so is unlikely.
For bonus credit, then, being able to use substrings for the slot name and power names, like you can for pet orders, would help this greatly. "/inceq hy ult_partial_r" is workable where "/incarnateequip hybrid assault_partial_radial_graft" isn't.
(Note I'm not asking for anything like a reduction of timeout in slotting the powers or other rule changes, just some naming help to make it easier / possible to use keybinds to slot loadouts within the current limits.)
Thanks!
BindControl - Keybinds and Popmenus Editor and Manager
in Tools, Utilities & Downloads
Posted · Edited by emersonrp
I was just going back over this thread and noticed I'd never spoken to this question -- the checkboxes are an artifact of the particular "reorder things" list box that the toolkit offers. The intent in the toolkit, I think, is to allow multiple selection for, like, deleting, but BindControl doesn't support any of that at this point, so yes they're just extraneous. I might look again into whether I can suppress their display, but I think they just might be one of those things.