test content
What is the Arc Client?
Install Arc

New championBuilder

12346

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    ewwwww, the mod is all sticky....
    Let's get him and throw him in Lemuria so he gets clean!!!!

    Not sure about the auto-update Rox, I prefer to leave the stuff manual.
    You know, paranoia or security issues...

    It's not like it's hard to go check a link (I had no problem doing so with the builder...)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    ewwwww, the mod is all sticky....
    Let's get him and throw him in Lemuria so he gets clean!!!!

    D: I wouldn't want anyone to be thrown into Lemuria without their consent!

    That's so mean. Why would you even suggest this?!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    D: I wouldn't want anyone to be thrown into Lemuria without their consent!

    That's so mean. Why would you even suggest this?!

    This. Is. LemuriAAAAAAAAAAAA!!!!!
    Oh, and once he's there, force him to find all the caverns for UNITY missions...
    And also "Cull the Abyss"...
    With a melee character, mwahahahahahaha!!!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012


    This. Is. LemuriAAAAAAAAAAAA!!!!!
    Oh, and once he's there, force him to find all the caverns for UNITY missions...
    And also "Cull the Abyss"...
    With a melee character, mwahahahahahaha!!!

    You fiend!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Not sure about the auto-update Rox, I prefer to leave the stuff manual.
    You know, paranoia or security issues...

    I'm in this boat as well, it sounds like a pain to code for Rox and a paranoia button for some of us. Lose-lose. ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012


    This. Is. LemuriAAAAAAAAAAAA!!!!!
    Oh, and once he's there, force him to find all the caverns for UNITY missions...
    And also "Cull the Abyss"...
    With a melee character, mwahahahahahaha!!!

    Cull the Abyss I don't mind. It's the three hours I spend looking for those damned caverns that really tans my hide.

    And hey, my first time through Lemuria was with an all-melee character. :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012


    This. Is. LemuriAAAAAAAAAAAA!!!!!
    Oh, and once he's there, force him to find all the caverns for UNITY missions...
    And also "Cull the Abyss"...
    With a melee character, mwahahahahahaha!!!

    All of my hate.

    But that's how I roll with my character lol. Such a pain.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Smackwell wrote:
    Cull the Abyss I don't mind. It's the three hours I spend looking for those damned caverns that really tans my hide.

    And hey, my first time through Lemuria was with an all-melee character. :)

    There's only three caves. Two are right next to each other, ones on the north side. They are all on the far side of the Aegir.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Maybe only three caves with missions, but there's more than three caves. For someone that's only done UNITY missions for a couple weeks, it can be daunting. That damn green cave took me forever to find.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Smackwell wrote:
    Maybe only three caves with missions, but there's more than three caves. For someone that's only done UNITY missions for a couple weeks, it can be daunting. That damn green cave took me forever to find.

    Hrmm, maybe I should make a map then :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Smackwell wrote:
    Maybe only three caves with missions, but there's more than three caves. For someone that's only done UNITY missions for a couple weeks, it can be daunting. That damn green cave took me forever to find.

    Smack, there are maps on the wiki that point out the caves for the unity missions.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Smackwell wrote:
    Maybe only three caves with missions, but there's more than three caves. For someone that's only done UNITY missions for a couple weeks, it can be daunting. That damn green cave took me forever to find.

    I would just like to say, with pride, that I found the right cave, on my first UNITY mission, on the first try, and the second... and the third. :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Lohr wrote:
    Smack, there are maps on the wiki that point out the caves for the unity missions.

    Fairly awesome maps. That I dearly love to death.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    BDragon4 wrote:
    I would just like to say, with pride, that I found the right cave, on my first UNITY mission, on the first try, and the second... and the third. :)

    All. My. Hate.

    just kidding.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    There is far too much derailing going on. Y'all must be getting impatient... :p Seriously though, All I really have to do before I can release a beta test program is get this level progression from being so dadgum slow!!! I have an idea, I just need to sort my thoughts and get it working.

    Then I need to get all the maths to work for advanced descriptions and update the xml files to match game.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Aaraggaarrgghhhhhh!!!!!11!12eleben!!11! *rips hair out*
    .
    .
    .
    >.>
    .
    .
    .
    <.<
    .
    .
    .
    ...sorry, I just needed to get that out.

    I'm having serious issues with speed. Everything was happy-dory until I started adding the tier level progression code. Now all of the sudden the program is making too many check with too many loops. I'm trying to simplify and delete unnecessary code without compromising everything I've done thus far. Every time I get close another problem arises and it's getting harder and harder to debug and go back through code just because there's so much going on at this point.

    I think this is where my inexperience as a professional programmer is getting in the way. I know how to make it work but I'm sure there's a far better way to do some of the things I'm doing than what I've programmed. Basically, I can get this to work but if you have too many powersets loaded into the selection list at once the program slows significantly down. I can get it written stating this as a bug and y'all can just work around it by having minimal powersets loaded at one time. Meanwhile I can find an alternative way to get it working. Does that sound fair? At least to get y'all something in a reasonable time period?

    Anyway. If that's alright I just need to make a minor addition to finish up the tier checks and then I'll get the advanced info maths added. That brings up another question.

    How would you feel me releasing this for use without the maths finished? That way you can starting planning sooner rather than later. I can display all of the advanced info but you would have to determine whether or not which value is associated to what advantages and ranks you've taken. If this is acceptable I can finish the tier checks and start updating the xml files. This would also be beneficial as I would be able to help out Lohr with the wiki while making these updates.

    Thoughts?!

    -A Frustrated Rox
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Roxstar wrote:
    Aaraggaarrgghhhhhh!!!!!11!12eleben!!11! *rips hair out*

    -A Frustrated Rox
    I feel your pain. I've been spending a few days trying to persuade a custom TCP adapter that it doesn't need a frame start delimiter in order to receive messages... There's a bug somewhere and I can't find it. Frustrating as hell.

    Anyway, IF you decide to release it, be prepared for an onslaught of bug reports, abuse and general "why is this not working exactly as I want it?" comments.

    If you can handle that, by all means go ahead and release it unfinished. Some of us will understand that it's not done yet.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    I'd say release it as a Beta version and state the bug/s (Beta equates to something people expect to have bugs so it'll cause less hassle). That way you'll not only sate some people's curiosities, but you'll also be able to get feedback on the program from its users.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Rox, the logical sensible answer is: "You already worked your a$$ over this, on a non-profit basis, we can't even moan about the money we've lost".
    However, like rocket-boy said, you'll sure catch flame...

    My answer, how should I put this...

    *whispers very low*
    Do like Cryptic: release it now so we shut up, post a "Known issues' section, and work on it for a later date.
    It works for a game we pay, why would it not for a free software?
    ...
    *Resumes normal speech volume*
    Anyway, I would say: do as you see fit, you're the creator. ^_^

    Ps: I dunno if it'd be that slow on all machines.
    Ps2: I know most companies do so *winks* No real aimed attack here :-p
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    I don't know if this was brought up but you could try open sourcing the code. Fresh eyes may be able to spot whatever it is that has you going bald. But then there's every chance the project could get away from you.. someone forking the thing and redoing it in C++ or something. We really don't want you to go bald. Or.. bald-er. <_<;;;

    I can't speak for anyone else but I wouldn't mind trying the beta. I've been duly warned that my computer may unwittingly become sentient and flood my flat with fire and brimstone. Perhaps have Rox on the splash screen wearing 'THIS IS BETA' speedos?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Alrighty...for those that wanna play around with what I've coded so far here's the link:

    http://www.shuckcreations.com/coplanner/coplanner.zip

    Have fun....and please don't hurt me too bad with the bugs. FYI, the slowness I was talking about is caused by the more powersets you have loaded into the power selection list.

    EDIT: Oh! And for fun I placed a pre-update build of Roxstar's for you to load and save over.

    Roxstar

    Primary Superstat:
    Level 6: Constitution

    Secondary Superstats:
    Level 10: Strength
    Level 15: Presence

    Powers:
    Level 1: Wield Earth -- Rank 2, Faltering Strikes
    Level 1: Defiance -- Rank 2, Rank 3
    Level 6: Onslaught -- Rank 2, Challenging Strikes, Excessive Force
    Level 8: Stone Shroud -- Rank 2, Rank 3
    Level 11: Aggressor -- Rank 2, Rank 3
    Level 14: Land Slide
    Level 17: Resurgence -- Rank 2, Rank 3
    Level 20: Annihilate -- Rank 2, Rank 3
    Level 23: Fissure -- Reconstruct
    Level 26: Defensive Combo -- Crippling Challenge
    Level 29: Earth Splitter -- Bend the Earth
    Level 32: Inertial Dampening Field
    Level 35: Enrage
    Level 38: Imbue

    Innate Talent:
    Level 1: Divinity

    Talents:
    Level 6: Shrug It Off
    Level 9: Physical Conditioning
    Level 12: Impressive Physique
    Level 15: Relentless
    Level 18: Quick Recovery
    Level 21: Lasting Impression

    Stats:
    STR: 60
    CON: 107
    EGO: 5
    REC: 20
    DEX: 5
    INT: 5
    PRE: 67
    END: 5
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Roxstar wrote:
    Alrighty...for those that wanna play around with what I've coded so far here's the link:

    http://www.shuckcreations.com/coplanner/coplanner.zip

    Have fun....and please don't hurt me too bad with the bugs. FYI, the slowness I was talking about is caused by the more powersets you have loaded into the power selection list.

    Crashes immediately for me after the splash screen graphic draws :o

    Are there any libraries that need to be installed on the computer besides the typical .net stuff? Does it want to be in a specific folder? (it's in <my profile>\CoPlanner\Debug at the moment)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Crashes immediately for me after the splash screen graphic draws :o
    Yep, crashes with a System.InvalidOperationException immediately after splash screen.

    I've PM'd you a crash log.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Cruuuuuudddd! I'll have to figure this out later. Sorry folks. Don't have time to now.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Roxstar wrote:
    Cruuuuuudddd! I'll have to figure this out later. Sorry folks. Don't have time to now.

    No worries, we were properly disclaimed and all ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Okies. I'm going to create an installer for the COP. I've already fixed one of the problems but got another crash right after that. Once this is ready then you wont have to worry about what system files you'll need as it will install them for you. The main problem y'all are having right now is you need the Microsoft Visual Basic Powerpack installed which I have included in the installer. I'll see if I can get the rest of it working in the next couple of days so that y'all can begin testing.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Gah! Can't get the darned thing to package the installer properly. I did notice that you need Microsoft Visual Basic Powerpack. Try installing this and let me know if it works.

    http://www.microsoft.com/en-us/download/details.aspx?id=12887

    If not make sure you have Microsoft .Net 3.5.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Roxstar wrote:
    Gah! Can't get the darned thing to package the installer properly. I did notice that you need Microsoft Visual Basic Powerpack. Try installing this and let me know if it works.

    http://www.microsoft.com/en-us/download/details.aspx?id=12887

    If not make sure you have Microsoft .Net 3.5 and Windows Installer 3.1 installed.

    Aww, still crashypants on startup. I know I have .net 3.5 installed but not sure about the latter - how can I check that? I'm also not sure where to generate a crashlog from.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Now that I think about it you won't need the installer 3.1. That's for the actual install package that I'm trying to bypass. Let me do some more research. If we can get this to work that would be preferred. :) Getting an actual installer to work is another problem entirely.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Alrighty.....Can you try this one? *crosses fingers*

    http://www.microsoft.com/en-us/download/details.aspx?id=10986
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Roxstar wrote:
    Alrighty.....Can you try this one? *crosses fingers*

    http://www.microsoft.com/en-us/download/details.aspx?id=10986
    "A compatible version of Visual Studio 2008 was not detected on the system. This update is designed for only the Microsoft Visual Studio 2008 (ENU) product family, and is not compatible with any Express editions."

    Can't have Visual Studio as a requirement, Rox.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Well, I know there's a patch for it somewhere because the installer will at least install that...just not the rest of the program. At least it did on my wife's computer last night. heh. I hope this isn't a limitation of the free version... I may have to start looking for a external package installer.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Roxstar wrote:
    Well, I know there's a patch for it somewhere because the installer will at least install that...just not the rest of the program. At least it did on my wife's computer last night. heh. I hope this isn't a limitation of the free version... I may have to start looking for a external package installer.

    http://www.microsoft.com/en-us/download/confirmation.aspx?id=25150

    Here's the .net 3.5 SP1 on its own. Haven't finished installing to see if it works, yet.

    edit: Nope :(

    Does Visual Studio let you compile and export a list of what external assets the program relies on?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    one weird thing i noticed is that the innitial image on the first window that pops up right after you click it, changes according to how you activate it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    serju wrote:
    one weird thing i noticed is that the innitial image on the first window that pops up right after you click it, changes according to how you activate it.

    First of all....you'd you get it to work? Second, what are you talking about here? I'm not following. Which image? Activate what?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    I think he means the splash screen.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    sleestack wrote:
    I think he means the splash screen.

    Aaah, well if that's the case it rotates between 5 images. Some have less chance to appear than others. If you click it it'll disappear.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Hey guys. There's been some last minute reconfiguring of the CO Planner. The level progression code ended up being too slow and seemingly unfixable. Sleestack has changed a bit of that up so that it runs faster. He has run into a situation that needs some forumite input.
    Sleestack wrote:
    I'd like your opinion on the last item. I was thinking about rather than highlighting all selected-for-build powers in the power selection list, just remove them from the list when they are selected for a build and replace them if removed from a build. It actually is a bit easier to do it that way than to try to keep track of what should and shouldn't be highlighted, etc. However, I'm not sure how it would fly with users, which is why I wanted your take on it. Maybe we could ask on the forums how people would like it to work.
    So what do y'all think? Highlighted or Removed from selection list?

    ...and just because I know y'all are curious. Here's a preliminary layout for it.

    Attachment not found.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Roxstar wrote:
    Hey guys. There's been some last minute reconfiguring of the CO Planner. The level progression code ended up being too slow and seemingly unfixable. Sleestack has changed a bit of that up so that it runs faster. He has run into a situation that needs some forumite input.

    So what do y'all think? Highlighted or Removed from selection list?

    ...and just because I know y'all are curious. Here's a preliminary layout for it.

    Attachment not found.
    Yes!
    Remove them.
    Why?
    Well cause some empty heads tend to select the same power twice and in the old builder, it made "holes" in the build...

    Also (dunno if already in place), after selecting an energy unlock and an EB, remove all the others from the selectable options.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Also (dunno if already in place), after selecting an energy unlock and an EB, remove all the others from the selectable options.

    Yes that is the plan. I was graying them out but removing is definitely better in this case.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Roxstar wrote:
    So what do y'all think? Highlighted or Removed from selection list?
    Removed, since it's simpler for Sleestack.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Cool. Unless someone comes up with a compelling reason not to do so, I'll implement it to remove selected powers from the selection list. I'll also look into removing the Energy Unlocks entirely if one is already selected. (Great catch btw, I didn't think of that at all). I'm also going to look into implementing drag-and-drop to select/remove powers to/from a build.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    sleestack wrote:
    I'm also going to look into implementing drag-and-drop to select/remove powers to/from a build.
    *tips hat*
    Good luck. ^_^
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Removing them is fine, we will still be able to see them in our selected powers window.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Galeforce wrote:
    Removing them is fine, we will still be able to see them in our selected powers window.
    What he said ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Removing them is better for numerous reasons. Also I like the new layout quite a bit.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Galeforce wrote:
    Removing them is fine, we will still be able to see them in our selected powers window.

    I'm a representative of the Underworld and I approve this message. o7
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    signed for the removal option.

    Looking good roxstar & sleestack!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    any words on a fix yet?
Sign In or Register to comment.