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Posted (edited)
12 hours ago, autobotpinto said:

Any thoughts on adding the Guardian from Rebirth to the bind tool? https://wiki.cityofheroesrebirth.com/wiki/Guardian

 

I hadn't given much thought to supporting servers besides Homecoming yet, especially after it was sort of made the official home of the codebase.  In order to do that, I'd need to do a good bit of hacking on the GameData file, which is where information about powersets and archetypes and so forth lives.  In addition to adding the new archetype and its couple dozen powersets, I'd want to tidy up the power pools since they've also diverged.  And I'd want to be able to make the user select whether they're running in Homecoming or Rebirth mode, in order to select which GameData to honor.  I'd also need to update the Movement Powers code / page a bit since Homecoming made all those changes to movement powers in Issue 27.

 

So...  it's something I'd like to do in principle, but there are so few users of BindControl at this point (though that number seems to be increasing, which is exciting), and you're the first to mention using it somewhere that's not Homecoming, so it's not a pressing issue for me.  If you'd like to open an issue with the feature request, that'll keep it on my radar.

Edited by emersonrp
  • Like 1
Posted
8 hours ago, kenlon said:

Windows Defender still doesn't like your latest releases, FWIW.

 

Ugh that is frustrating.  I'd hoped that using Github's PyInstaller might somehow magically get around that, but apparently not.  I put together a short document discussing the problem, but I don't actually have a solution at this point besides simply not rolling up binary releases.  Thanks for the heads up.  I may try to make this document more front-and-center, but really it's just embarrassing and I might sidestep the whole issue and make everyone install Python and wxPython themselves.

Posted

I've just released 0.17.2, which is an experiment to try to avoid the malware false positives.  It's functionally the same as 0.17.1, so if that one is working for you, don't feel the need to update.  Github just finished building it and I'm not getting a malware warning, but it seems to be that other people sometimes do even when I don't, so if you're feeling like helping out, check it out and let me know.  Thanks.

 

https://github.com/emersonrp/bindcontrol/releases/tag/v0.17.2

 

 

Posted (edited)

And we're up to 0.17.8.1.  Highlights since we last spoke:

 

-- Attribute Monitor binds via PowerBinder - toggle monitoring of various attributes with a single keybind

-- Added inherent, SMART vendor, and accolade powers to PowerPicker which should have been in there all along

-- Added button to duplicate custom binds, to keep you from having to redo a lot of work

 

https://github.com/emersonrp/bindcontrol/releases/tag/v0.17.8.1

Edited by emersonrp
  • Like 1
Posted (edited)

I've just released v0.18, which is slightly experimental, still, but is ready for more eyeballs.

 

The marquee update is that BindControl should now detect and notify of keybind conflicts application-wide, which had previously only partially worked.   Please read the release notes for more info.

 

Additionally, since my last update here, the following has changed:

-- Movement commands added to PowerBinder

-- Scrollbar weirdness on Custom Binds page fixed

-- MOUSECHORD and MOUSEWHEEL detection in KeySelect dialog fixed/updated

-- Visual cleanups of Custom Binds page

-- Team Next/Prev Select Binds polished up and no longer marked as "unimplemented"

-- Power Tray Button binds added to Gameplay page

-- Fix for "Simple Super Jump / Combat Jumping" toggle not working with Mighty Leap

-- Vastly improve loading time for Profiles containing many custom binds

-- Added /windowcolor, /wdwsavefile, and /wdwloadfile to PowerBinder

 

Check it out:

 

https://github.com/emersonrp/bindcontrol/releases/tag/v0.18

 

Edited by emersonrp
Posted

We're now at v0.19.1.  The primary update for v0.19 is "Delete All Binds" which is a new button at the bottom that can be used to clean up your binds directory of debris from previous runs with different configurations that might have left extra files around.  This is targeted deletion, ie, it will delete all files that BindControl itself might have written, and nothing else, so if you keep extra stuff in your binds directory, it should be safe.  As always, please open issues on the Github page if you find problems.

 

Other updates since my last post:

-- Under-the-hood layout management of the main window improved, extra space and spurious scrollbars minimized

-- Default Profile now lives with the application preferences instead of being a normal profile named "Default" that's treated specially

-- Write Binds now shows a list of what files it wrote

-- Documentation and help updates and additions

-- A big handful of small bugfixes to features and layout

 

https://github.com/emersonrp/bindcontrol/releases/tag/v0.19.1

 

Posted

Released v0.19.2, which needs some eyeballs.

 

This release reworks the logic in the Key Select dialog used to create the strings for the actual keybinds, to try to ensure you only can create keybinds that the game will honor.

 

This is a big change to some core functionality.  I've tested it pretty thoroughly but I'm sure y'all can find some corner cases.

 

Read the release notes for more information.

 

https://github.com/emersonrp/bindcontrol/releases/tag/v0.19.2

  • 2 weeks later
Posted (edited)

Just released v0.20, "The Mastermind Release"

 

Many updates and changes to the Mastermind tab and the binds it generates, integrating the various systems on that tab, removing logic that didn't work, and generally making the whole thing more useful and attractive.  If you play a Mastermind, check it out, read the release notes, and file issues as you find them:

 

(Edit, updated to 0.20.1, just thought I'd update the link here instead of posting again.)

 

https://github.com/emersonrp/bindcontrol/releases/tag/v0.20.1

 

Edited by emersonrp
Posted (edited)

Released version 0.21, which rethinks and reworks the relationship among Profile name, file name, and binds directory.  Headline features:

* allows selection of a binds directory that's different from the profile name

* much better initial startup experience for first-time users

* under-the-hood better flow for loading existing profiles and creating new ones

 

There's more to it than that, read the release notes:

 

https://github.com/emersonrp/bindcontrol/releases/tag/v0.21.0.3

Edited by emersonrp
  • emersonrp changed the title to BindControl - Keybinds Generator and Manager
  • 2 weeks later
  • 5 months later
Posted (edited)

I've just released version 0.22, which features a beta version of a Popmenu Editor tab.  With the Popmenu Editor, you can install, delete, test, and edit popmenus for use in the game, as well as easily create macros to display them.

 

Work continues, so check for the latest sub or sub-sub release here:

 

https://github.com/emersonrp/bindcontrol/releases

 

Other changes since I last posted:

-- "Load Binds Directory" step in PowerBinder, allowing keybinds that load/install other complete keybind sets, for spec changes or complex modular keybind schemes.

-- Help documentation for PowerBinder, hopefully making it a bit less cryptic

-- Better behavior around rebinding power tray buttons

-- Several UI tweaks and bugfixes

 

(Edit: updated link to 0.22.2)

Edited by emersonrp
  • Thanks 1
  • emersonrp changed the title to BindControl - Keybinds and Popmenus Editor and Manager
  • 5 months later
Posted

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.

 

https://github.com/emersonrp/bindcontrol/releases

  • Like 1
  • 1 month later
Posted

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.
Posted
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!

 

Posted

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

 

 

 image.thumb.png.26e9e301d7eb265da5f88d292bc26eea.png

Posted (edited)

If the line itself is over 255 characters, you get the red warning. 

If the line itself is under 255 characters, but the line plus the assorted bits for the binding/loading the next binding is over 255, then there's no red warning. Instead, it fails at the export step, with a message in the error log about it being over 255 characters. 

 

Very much an edge case, it just came up because I was setting up my one-button inspirations combiner/eater binds and those make for very long lines.

 

EDIT: Just had an example of the behavior just now. This is from the log window:
15:44:32: Failed to write bindfile C:\coh\default\cbinds\F4Def-2.txt: Bind 'F4' from page 'F4Def' is 258 characters long - this will cause badness in-game!

Needless to say, in the UI all the lines look fine.

 

Edited by kenlon
Posted

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.

Posted

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.

Posted

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

  • Like 1

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