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Posts
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Yeah, and daylight savings ends on November 4, so uh... That should say December 1 12:00 AM PST. Couldn't you, like, edit your post?
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The file clientmessages-en.bin within the bin.pigg archive contains the mappings between the p-strings and their corresponding text. But in order for Sentinel+ to support that, it would need a PIGG archive handler (which includes, to an extent, a VFS implementation), zlib support and since the p-strings aren't sorted, it would need to pre-process the information for fast access when the exports are made. Every single time you run the program.
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The way text is organized in the game, the closest the exporter could reasonably get is a "p-string", the game's internal identifier for text that gets stored in a hash table. They did this so long text could be represented with short IDs regardless of what language the client was set to use.
In short, there's not really any conventional way for Sentinel+ to resolve these ID strings into their corresponding English display names.
Worse comes to worse, you could always copy the internal name into the City of Data URL to see what it is: http://tomax.cohtitan.com/data/power..._the_Gambler_A
EDIT:
Come to think of it, you could probably wget along with your grep and automate the whole thing that way.
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Quote:You stealth-updated my software? O-:There was also a stealth update a couple days ago for 1.1 that fixed a handle leak (non-issue since it exits after each run anyway), and the line endings for the bio text, but since they were both minor issues the version number wasn't bumped.
I'm gonna go sulk in the corner now... -
The first rule of cryptography:
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I'm not calling you out or stroking my ego or anything, but this boggles my mind. Given what the program can do, what could possibly possess someone to suggest that any part of it is amateurish? |-:
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Delete the old EXE and download the new one.
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Quote:I'll get to work on an update to the utility.i have the same problem i have 2 toons with question mark at end of name
Quote:That's a bummer. It's obviously sent to the client in some fashion. Is it just not something anyone's had the time to reverse engineer? (I wish it could be exported, but I'm also just curious about the comment that it's not available, since it's surprising to me, doubtless due to my layman-ness about the particulars.)
Quote:I was looking through one of the XML files to see what is captured, and I don't see anything pertaining to a character's souvenirs (as opposed to badges). Am I just missing where they are? Or does the exporter not save which souvenirs you've got?
I want to stress to everyone that with the exception of the stuff directly tied to your character (powers, costumes), the server never sends any information unless it's requested. For example, if you remove the NPC Dialog chat channel from all your tabs, you'll never see characters in missions say anything.
The reason they did this was to reduce the amount of data sent over the line, which makes sense. It's inconvenient to our cause, however, because it means we don't have ready access to every type of information. -
Quote:If this is something you've wanted for a long time, you could have bugged me about it. (-:How ironic, this is a tool I always wanted and a couple of times asked the devs for (I know I bugged pohsyb about it). And actually, in a real sense its a player-created City Vault.
EDIT:
Incidentally, as the name of the utility indicates, this is all technology developed for the Titan Sentinel project. The big secret plan was to rework Titan Network in such a way that we really could make a player-created City Vault. In fact, the internal name of the server we were working on is literally City Vault. It's a shame we never got to finish that. )-: -
Quote:The question mark is a reserved character in the Windows file system; I wasn't aware that it could be used in character names. The same would hold true for colons, slashes and asterisks, if those are allowed as well.(On the technical end, did you know that it won't save any character with a question mark in their name? Had to do some clever stuff to get around that. Not complaining, but I know programmers love their feedback.
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If anyone else has troubles with special characters in character names, let me know.
Quote:It works when the game isn't up, but when it is, it automatically crashes
I've never looked into it, but other aspects of the info window consist of a formatted block of text. It wouldn't be impossible, but no work has been done to preserve this or Alignment stats.
Quote:Temporary Powers (yeah, yeah)
Current Zone and /loc (which might require a /loc)
Supergroup name and info
There have been a few requests for Temporary Powers, but no decision has been made at this point to include support for them.
Current zone and character coordinates fall into the category of things that would be possible, but aren't particularly useful information. It would require some amount of reverse engineering and implementation that, frankly, doesn't have any real purpose in the end. A few other things not being exported:- The direction your character is facing
- Which powers are toggled on
- Which powers are recharging
- The configuration of your power trays
- The arrangement of your Inspirations
- Window settings
- Speech bubble colors
- Chat tab configuration
- Whether auto powers are configured to show icons
When it's all said and done, characters won't be members of any super group, and the super group itself may change in some way between the time of the character's export and the end of the world.
This information is not available for export, or believe me, it'd be exported. -
Plus, it already exports your Vault storage, even when the window isn't open.
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At the end of the day, it gives people an archive of their characters so they have some record of what they used to have. For some, just knowing the information is in there is a big relief.
There's also the possibility of using it in the future to import into some other game system, like private servers. We'll have to see what the future holds. -
Correct. Claim your stored items before exporting your character.
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The utility explicitly and intentionally ignores Inherent (unslottable) and Temporary Powers. The prestige sprints are in the exports, though.
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Quote:* Does it happen every time?Just got the 'no badge detected' message; even though the P-Info window was already open.
* Does it happen when you zone?
* Does it happen on every character?
* Are you certain it's your character's info window?
* Does your character by chance have zero badges? -
Quote:It was "ÿ", actually. (-:I'll try this when I have the chance, thanks Guy. I'll be looking for that elusive "ý" that was tripping me up last time
But that was in the Mids export. This is XML and doesn't make any character encoding assumptions.
It will produce .xml files in the same folder you run the EXE from. Hold onto those .xml files for your own records, as they may be useful someday soon. -
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Unfortunately, both of those are information that the server sends only when you request it. There's no way to dump them all at once.
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Quote:Market and e-mail storage aren't included because it's somewhat redundant work. If you want items recorded, pull them out of storage and have them on-hand before exporting your character.Also not sure if i asked this before - but what about market slots and whats stored in them. Ive actually left tons and tons of inf and items in market slots.
Quote:Can't recall if this has been asked/explained yet, but once we have these exported character files, how will we get them back into the game when the time comes? Do we send them to whomever is running the game so they can place them on the servers, or will we have a tool to that ourselves?
For now--rather, when exports become available--people should hang onto their own exports. -
Quote:Unfortunately, the server only sends information that we can get to once the character is loaded into the game. Unless there's a way around the locks, it could be bad news for those characters. )-:Will this only work for characters we can play? Most of my characters are locked due to not being VIP.
But don't give up hope! And don't delete them. There's a very real chance that the locked characters, even on the Exalted server, may be unlocked before the game shuts down.
We'll be readying the export utility ASAP as an emergency stop-gap for people whose VIP time still hasn't run out. Expect it in the next couple of days.
Quote:your best bet is to still go into your base and do a short demorecord to at least keep record of it till the folks at titan find a way to work with it
With a collection of .xml (character) and .cohdemo (sg base) files, Titan Network will be able to accurately recreate nearly all player assets in a new system.
This is true, though it also takes 30 seconds between costumes, and some people have all 10 costumes on many characters. Since they'd be running the export utility anyway, this makes it all a one-step process. -
Regarding Mac users: you'll need to run the game in a Windows environment to export information. You can do this with Parallels Desktop if you feel like being fancy, but the game can also be run in self-contained virtual machines since the graphics are done in OpenGL. You might consider Oracle VM VirtualBox or VMware Workstation for this task, though I'm not an expert on what works best. I'll have more information before it's time to export everyone.
Failing all else, find someone you trust who runs Windows and have them log into your account. It may be a violation of the terms of service, but that really means beans nowadays.
Please refer to this file as an example of what will be exported. Currently contains the following information:
- Character name, Title(s) and Description
- Server and Global Handle
- Archetype, Origin, Alignment and Dimension of Origin (Primal or Praetorian)
- Inf and XP (from which level can be derived)
- Current selected costume and build numbers
- Enhancement, Invention Salvage, Recipe and Vault Reserve capacities
- Currently held Enhancements, Inspirations, Salvage (all types), Recipes, Vault Reserve and Incarnate Abilities (even those that are not slotted)
- All Costumes currently available to your character
- All Builds currently available to your character
- All Badges your character owns, but only when your personal Info Window is open
Auction and e-mail storage are intentionally being omitted as well, since it amounts to busy work. If you want items recorded, pull them out of storage and have them on-hand before exporting the character.
Quote:Also, would the tool have the ability to save things bound to the account for later reinstatement? Things like unused global character unlocks; number of character slots per server; Paragon Rewards information; market purchase history; full Account Items list; and remaining Character Items list.
Quote:Question: How do you intend to prevent duping when people move Shield Walls and superior ATIOs and 2b inf between their 30 characters before they snapshot them?Quote:If it was me, I would add a hash signature to the end of all exports so it could be verified the export information was not hacked after export.
At the end of the day, it doesn't really matter. So there's 50 more Shield Walls on the new server than there should be. It won't be the end of the world. (-:
And frankly, there's no way to prevent it for sure. But I imagine most people will be honest, though that's just my imagination. -
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Damage can be a confusing mechanic because of how it's handled by the game. Let's take a brief moment to review the fundamentals of the powers system.
All entities in the game (in this case, we're talking about player and non-player characters) have several values associated with them. These values are called "attributes," and there's a significant number of them. Every distinct component of an entity fits into an attribute: Endurance, Defense types, Influence, Mez types, Regeneration, etc. If there's a number associated with an entity, there's an attribute to hold that number.
Attributes themselves have a number of modification values associated with them, which the devs gave the non-descriptive name of "aspects." These include the direct values, resistances and strengths of the attributes, to name a few. The "direct value" includes anything with a quantity, such as Endurance, XP, Influence and status effects. Resistance and strength, applied to an attribute, affects all modifications of any aspects of that attribute on the target. More on that in a bit.
Damage types are special case attributes in that the "direct value" for all of them map to the same thing: Hit Points. Subtracting 5 from Smashing Damage is exactly the same as subtracting 5 from Fire Damage. That is, they both result in a loss of 5 HP by the target. However, each damage type attribute still retains its strength and resistance aspects, meaning it's possible to resist, as an example, 50% Smashing Damage while resisting 0% Fire Damage.
As I mentioned a couple paragraphs back, resistance and strength on attributes apply to all attempted adjustments to any aspects of those attributes. In the case of Smashing Damage, for instance, 50% resistance will halve the amount of HP depleted, as well as halve all debuffs to resistance and/or strength for that damage type. For this reason, almost all "buff" effects are set to be irresistible: they will apply at their full strength regardless of the target's resistances. However, "debuffs" can be resisted.
In the case of -Damage, it's actually a compound effect. Reducing the damage of the target is actually an adjustment of the strength aspects for all 8 damage type attributes of the entity. The 8, for reference, are Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Psionic and Toxic. Most enemies have some form of resistance to some of those, meaning the portion of the -Damage effects that attempt to adjust them will be resisted accordingly.
In the same way, -Resistance attempts to adjust the resistance aspects for all 8 damage type attributes, and likewise can be resisted.
To answer an earlier question: yes, applying -Resistance first WILL increase the effectiveness of a subsequent -Damage.