Freedom Reborn

Freedom Force Forums => Hero File Discussion => Topic started by: abenavides on April 30, 2014, 01:54:29 PM

Title: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: abenavides on April 30, 2014, 01:54:29 PM
As mentioned in the tech forum, I am building a new release of EZ Hero.

Have a long list of improvements, most of it is stuff you might not notice - internal coding stuff (cleaning up my mess!)
But there are a few solid user features:
- support for DDS portraits (this is now working in my current build)
- input any weight , rather than use pulldowns. I got the formulas for this in 2003(!) and never got around to implementing.
- additional materials: air, concrete, cloth
- better handling of paths

The path thing is causing me the most grief right now. I've been going through tons of old code that does all sorts of stuff to guess where your stuff is. (not 100% sure it ever worked!)

The issue is really FFv3R as it has very different folders depending on Win version. Also, I'm trying to support Steam versions. I may revamp it all and just add a simple screen which lets you choose:
- game path
- hero files path
- mesh path
- DAT file path (for modding)

I know I can derive all these from game path , but making sure my logic is right before I try it.
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on April 30, 2014, 02:20:58 PM
Hey Alex, I can't tell you enough how happy I am to see you back. Your updated site really looks nice.

In regards to your EZHero Tool, one thing I really appreciated was being able to point my Hero Files to different custom character Folders since I have my Skins/Skopes/Meshes divided into different Folders depending the character, and that's for both  :ff: and  :ffvstr:.

Honestly, I don't think there is any feature that I can suggest that would improve EZHero. But I have faith that anything you are going to do is going to benefit the community greatly. Thank you for all the hard work that you have put in to making our gaming experiences more enjoyable.
Title: Re: EZ Hero 3.4
Post by: abenavides on April 30, 2014, 02:51:59 PM
Hey CyberBurn, when you say you have your stuff in different folders can you give me examples?
do you mean hero files and meshes?

re: meshes - Are they in folders totally outside the standard "\data\art\custom_characters" and "\data\art\library\characters"?

When you say you appreciated how ezhero did it before, what do you mean exactly?
I'm really trying to get this part right - so need some feedback.
Title: Re: EZ Hero 3.4
Post by: spydermann93 on April 30, 2014, 04:15:09 PM
Honestly, I love everything about the EZHero tool and anything that I could hope for, you have already declared that you're implementing into the newest version (the new material types, fully customizable weight, etc).

What I hope stays around is the ability to add multiple Passive Defenses in the tool.  Most of my characters have multiple Passives and I'd really like that choice to stick around.

Oh, also, on the subject of Passive Defenses, while it's not a big deal (easily modifiable in game), would it be possible to add "Pass Through" in the list of "Block Types" when creating a hero file for FFvtTR?  If not, that's perfectly fine. Like I said, it's easily modifiable in game. :P

Thank you for all of your work, Alex, and it's really great to have you back!
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on April 30, 2014, 08:45:42 PM
Hey Alex, I had taken these pics on my previous computer (Windows Vista) way back when, but when I eventually finish setting things up on my current PC, this is more or less how things will look. This is for  :ffvstr:, but I more or less have the same format with  :ff:. That being said though, with my current PC (Windows 8.1), my "Irrational Games" Folder is NOT in my "Program Files" Folder, but rather it is in another Folder called (I think) "Program Files (x86)". I would have to double check that "(x86)" when I get back to my PC though, but I think that's it. I will try and remember to take pics of my current Folders with their Paths tonight.

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Character_Path_01_zps1baa1ecf.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Character_Path_01_zps1baa1ecf.jpg.html)

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Character_Path_02_zpsb9e3b630.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Character_Path_02_zpsb9e3b630.jpg.html)

Now that I think about it, I've had issues with EZHero not working since installing it on my current PC, I'm wondering if that "(x86)" may be why.

In regards to my Hero Files, previously, when I set them up, I would use EZHero to point the File to whatever Folder I had the Mesh and/or Skin in, instead of the standard "characters" Folder. For Example: Captain America. Instead of pointing the Hero File to the "characters" Folder, I had it pointed to the "characters_Marvel" Folder. When creating his Hero File, I originally placed the Mesh into the "characters" Folder, then :ffvstr: automatically sets it up so that the Hero File would point to that folder. I would then move the Captain America Mesh to the "characters_Marvel" Folder, open up EZHero, and add "_Marvel" to the path dictated in the Hero File.

After reading what I wrote, I realized I shouldn't be writing when my head is pounding, I don't know if I explained myself clearly. If you need me to clarify further, please let me know.
Title: Re: EZ Hero 3.4
Post by: abenavides on April 30, 2014, 09:13:12 PM
Thx that helps. yep, if you edit the ezhero INI file (affhero.ini) , you can set it to the right (x86) folder.

Just finished weight input and the 3 new materials. (in a coding mood today ...)
I've also cleaned up the screens (inconsistent fonts, etc) - think it looks nicer now.

Just have to review all the paths stuff ... and oh yeah, FFX 3.3 - I guess I should all add those attributes. That should be quick.
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on April 30, 2014, 11:58:00 PM
Quote from: abenavides on April 30, 2014, 09:13:12 PM
Thx that helps. yep, if you edit the ezhero INI file (affhero.ini) , you can set it to the right (x86) folder.

I hate to ask a stupid question, but since I'm not on my PC right now, where would I look to find the (affhero.ini) File?
Title: Re: EZ Hero 3.4
Post by: spydermann93 on May 01, 2014, 12:24:29 AM
In the install directory of the EZHero Tool.

So it can be found in, for example, "C:\Program Files (x86)\Alex's Freedom Fortress\EZ Hero"
Title: Re: EZ Hero 3.4
Post by: abenavides on May 01, 2014, 01:20:29 AM
OK, I added the attributes list from ffx 3.3 (as posted on their site, I think that's OK right?)
Think I know how I'm going to handle the paths thing.

So this version is just about ready.

Cyber and spyder, as you've been most interested (and Hoss also) - can I send you the new version when it's ready so you can test it out prior to full release?
Title: Re: EZ Hero 3.4
Post by: crimsonquill on May 01, 2014, 01:59:37 AM
Quote from: abenavides on May 01, 2014, 01:20:29 AM
Cyber and spyder, as you've been most interested (and Hoss also) - can I send you the new version when it's ready so you can test it out prior to full release?

I'd be happy to test it out too, Alex. Been sick for the last few weeks but finally catching up on my FR newsfeed.

- CQ
Title: Re: EZ Hero 3.4
Post by: spydermann93 on May 01, 2014, 02:15:53 AM
Quote from: abenavides on May 01, 2014, 01:20:29 AMCyber and spyder, as you've been most interested (and Hoss also) - can I send you the new version when it's ready so you can test it out prior to full release?

I'd be honored to test it out! ^_^

I'll send you a private message with my e-mail so that you have it whenever you wish to send the tool out.
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 01, 2014, 02:39:34 AM
Quote from: spydermann93 on May 01, 2014, 02:15:53 AM
Quote from: abenavides on May 01, 2014, 01:20:29 AMCyber and spyder, as you've been most interested (and Hoss also) - can I send you the new version when it's ready so you can test it out prior to full release?

I'd be honored to test it out! ^_^

I'll send you a private message with my e-mail so that you have it whenever you wish to send the tool out.

Ditto! I don't have access to my game disks right now, but I would still love to check out the new tool. Expect a PM with my E-Mail address.

And definitely, a major thank you for the offer.
Title: Re: EZ Hero 3.4
Post by: hoss20 on May 01, 2014, 04:12:15 AM
Quote from: abenavides on May 01, 2014, 01:20:29 AM
Cyber and spyder, as you've been most interested (and Hoss also) - can I send you the new version when it's ready so you can test it out prior to full release?

I would consider it an honor. I'll PM you my email address. Thank you very much.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 05, 2014, 09:35:28 PM
Was tied up with some home improvement stuff over the weekend, but have done a lot on ezhero 3.4.

All the new features are in and working  as far as I can tell.
Done about 75% of the UI cleanup as well - just have the Batch screens to do (DAT and Hero) , package it up, and I'll send it to the beta-testers. I'll see if I can get it done today, but if not, it may be Wed.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 07, 2014, 01:24:02 AM
EZ Hero 3.4 Release Candidate is now with the testers.
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 07, 2014, 06:42:19 AM
Hey Alex, quick question. When I went to set up EZ Hero, the file path it offered me was this:

C:\Users\User Name\AppData\Local\Irrational Games\Freedom Force vs the 3rd Reich\Custom\Heroes

Whereas, the file path that my Hero Files seem to be saving to, is this:

C:\Documents and Settings\User Name\Local Settings\application data\irrational games\Freedom Force vs the 3rd Reich\Custom\Heroes

Could this be the problem that I was having with V3.3?

Also, I just tried V3.4. I tried both settings, and when I click on "Open Hero File", EZ Hero gives me the same error message that I received before, and then shuts down. Could it be a Windows 8.1 issue?
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 07, 2014, 02:21:10 PM
Oops, sorry, I should have specified that the error message that I am receiving is the same one that I posted here:

http://freedomreborn.net/forums/index.php?topic=57094.msg772927#new

Basically, I can open EZ Hero, I can create a new Hero File for  :ffvstr:, but if I go to "File>Open Hero File", EZ Hero will display that error message, and when I close the box that the error message displays in, EZ Hero automatically closes.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 07, 2014, 08:11:18 PM
Hmmm, could be Windows 8.1
I'll try it on a Win8.1 laptop I have access to.
If it fails, I may have to recode all that file-open stuff without using COMDLG32.OCX , which is possible (just easier with the control)

Title: Re: EZ Hero 3.4
Post by: spydermann93 on May 09, 2014, 08:14:03 PM
Hey Alex,

I'm happy to report that everything seems to be working except for one thing:

Whenever I select a different material type for my hero in the tool, the hero will still be flesh in game.  For example, if I select "Stone" from the materials list and save the character, the hero will be "Flesh" in game and I would have to select "Stone" from the material list.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 09, 2014, 11:05:13 PM
HI - I think that's caused by an issue which Hoss reported to me about the file types (FF or FFv3R).
I just (about 1 hr ago) sent a new version to all the testers.

Try it out. The new version has all reported bugs fixed, works without COMDLG32.OCX (so Cyber Burn can try it) and I made the skins text box into a pulldown (and it dynamically changes portraits as you go through the skins).

Hope this one is the one I can release.
Title: Re: EZ Hero 3.4
Post by: spydermann93 on May 09, 2014, 11:53:59 PM
Just tried out the new beta release, and it seems that I am still having issues with the materials.  I can see that the weight appropriates itself with the material that I select, but the material of the character does not change (remains "Flesh").

Are any of the other testers experiencing this?
Title: Re: EZ Hero 3.4
Post by: abenavides on May 10, 2014, 12:14:19 AM
I just tried it with both FF and FFv3R:
- Opened a file in EZHero
- Changed material to Stone or Rubber (they were Flesh to start)
- Typed in a weight, like "200"
- Saved
- When I look in FF and FFv3R, the material has changed and so has the weight .
So it seems OK for me.

Are you doing something different than what I listed?
Title: Re: EZ Hero 3.4
Post by: spydermann93 on May 10, 2014, 12:23:54 AM
Also, I noticed in the list of attributes where the user can add custom attributes and the likes, there were a few improperly syntaxed attributes, such as the Invulnerable set that prevented the Hero Tool from recognizing the attribute when added in-game as well as the game recognizing the attribute when added from the Hero Tool.

The attributes with syntax errors were:

Battery Powered
Battle Computer
Adaptive (active)
Angst Ridden
Anti-Missiles Defence
All of the "Invulnerable" attributes*
All of the "Invulnerable Flier" attributes*
Iron Jaw (this one is just not capitalized in the Editor like the other attributes)
Metabolic Speed
Private Army (grade 1)
Puppet Master (urban)
Reality Manipulation (full)
All of the "Summoner" attributes
Untouchable Aura

*Denotes attributes that did not transfer properly from to to editor and vice versa
Title: Re: EZ Hero 3.4
Post by: spydermann93 on May 10, 2014, 12:25:14 AM
Just saw your newest post, and that's exactly what I am doing.

Let me try starting over with the installation (a clean sweep) and see if it's still giving me issues.

EDIT: Oh, I am using the Steam version of the game on Windows 7, 64-bit.  That would have been useful for me to tell you :P

EDIT 2: After a complete reinstall of the program (wiped out all of the old files, then reinstalled the tool), I am still having the issue.  It might be something on my laptop that is causing this, as this issue did not occur when I used your older tool on my desktop (which I don't have, anymore).  Both Windows 7 computers, but my desktop ran the game through the disc, and my laptop, as mentioned above, runs the game on steam.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 10, 2014, 12:30:24 AM
Hmmm.. re: the attributes.
For the Invulnerable and Invulnerable Fliers I had just gotten updated ones from Hoss.
This is what I changed them to:
  Invulnerable (02 HP), invulnerable0
  Invulnerable (05 HP), invulnerable
  Invulnerable (10 HP), invulnerable2
  Invulnerable (15 HP), invulnerable2a
  Invulnerable (20 HP), invulnerable3
  Invulnerable (30 HP), invulnerable4
  Invulnerable (50 HP), invulnerable34
  Invulnerable (75 HP), invulnerable22a34
  Invulnerable Flier (5 HP), invflier5
  Invulnerable Flier (10 HP), invflier10
  Invulnerable Flier (15 HP), invflier15
  Invulnerable Flier (20 HP), invflier20
  Invulnerable Flier (30 HP), invflier30


Are you saying these are wrong?
Title: Re: EZ Hero 3.4
Post by: abenavides on May 10, 2014, 12:33:18 AM
P.S. I'm using Steam version on Win7 64 bit also, so that's good.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 10, 2014, 12:34:37 AM
Can you email me a hero file that's having this problem?
Maybe there's something about the file?

Is it happening in FF or FFv3R or both?
Title: Re: EZ Hero 3.4
Post by: spydermann93 on May 10, 2014, 12:38:47 AM
Quote from: abenavides on May 10, 2014, 12:30:24 AM
Hmmm.. re: the attributes.
For the Invulnerable and Invulnerable Fliers I had just gotten updated ones from Hoss.
This is what I changed them to:
  Invulnerable (02 HP), invulnerable0
  Invulnerable (05 HP), invulnerable
  Invulnerable (10 HP), invulnerable2
  Invulnerable (15 HP), invulnerable2a
  Invulnerable (20 HP), invulnerable3
  Invulnerable (30 HP), invulnerable4
  Invulnerable (50 HP), invulnerable34
  Invulnerable (75 HP), invulnerable22a34
  Invulnerable Flier (5 HP), invflier5
  Invulnerable Flier (10 HP), invflier10
  Invulnerable Flier (15 HP), invflier15
  Invulnerable Flier (20 HP), invflier20
  Invulnerable Flier (30 HP), invflier30


Are you saying these are wrong?

Yes.  The names are correct for both the name used in the tool and the one that the code uses, but there is a space between the "," and the codename for the attribute.

Like this: Invulnerable (02 HP), invulnerable0
should be this: Invulnerable (02 HP),invulnerable0

It's hard to see, but once I removed that space, the attributes worked just fine.

As for the hero file, I'll be sure to send it right away. It's for FFvtTR, btw.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 10, 2014, 12:44:47 AM
ah ok, I'll fix the attrib file.

EDIT

OK I found a few more extra spaces in the attrib file and have removed them. (I think it was the ones you listed above), so hopefully that was the issue.
I'll include the fixed attrib.ini in the next build after I take a look at your issue with materials.
Title: Re: EZ Hero 3.4
Post by: spydermann93 on May 10, 2014, 12:48:53 AM
Hehe, I just found something weird.

Don't know why I thought of this, but when I was creating a test hero to run through your tool, I didn't rename the hero. It kept the name "newhero".  But for some reason, I thought it would be a good idea to try renaming the hero, and voila, the materials changed like they were supposed to.

However, upon creating another hero with a different name, "spider-man", the material did NOT change like it was supposed to.  I have no idea why this tool is being silly with me. :wacko:
Title: Re: EZ Hero 3.4
Post by: abenavides on May 10, 2014, 01:04:52 AM
I do see the issue with the files you sent me. But not sure why yet.
I created 2 completely new heroes in the game (made them flesh and metal).
Opened the in Ezhero a nd changed them to Frozen and Fire.
Went back to the game and they're Frozen and Fire.

Strange.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 10, 2014, 07:12:17 PM
ok after a few hrs looking at hero files with a hex editor (fun  :wacko:) - think I see the issue.
Some special characters missing from hero files which ezhero creates from scratch.
That's why it seemed fine to me , I was testing with hero files created by FF and FFv3R.

Working to fix now. Hopefully this will take care of it.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 10, 2014, 07:55:35 PM
OK, Release Candidate 3 is now with the testers.
Thanks for finding lots of good stuff, it will make it a better app.
Title: Re: EZ Hero 3.4
Post by: spydermann93 on May 11, 2014, 02:09:15 AM
Hey Alex,

Tested out the new tool you dropped by and something very strange happens.

When I tried making a new character for :ffvstr: in the Hero Tool in order to see if the material thing worked, I couldn't save the new character.  I got this message:

"Run-time error '9': Subscript out of range"

I tried loading up a character that I made in-game, and the tool works like it should; materials change and everything seems fine.

What's also strange is if I open up a character that I made in-game and save it, I can make a new character without the error above, but the new character will have all of the other character's powers when loaded in-game (didn't appear initially when being made in the Hero Tool), save for the first power.

EDIT: Also, when opening up a character that I already created, it erases the first power of the character.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 11, 2014, 02:26:55 AM
Hmmm. OK ...

Problem #1 - Creating a new FFv3R character.
Can you let me know how you set it up (what stats, attribs, etc).
I didn't see this so most be some combination of things I haven't tried. (let me know especially material, weight, voice, ai)

Problem #2
NOt sure what you mean when you said "I open up a character that I made in-game and save it, I can make a new character without the error above" - do you mean that you use Save As to create a new character which is a copy of that one? Or something else?

Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 11, 2014, 02:41:10 AM
Are any of the other Testers using Windows 8.1, 64-Bit? I still cannot even open a Hero File. The Hero Tool opens, but as soon as I hit the "Open" button, the Tool closes.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 11, 2014, 03:20:00 AM
Are you getting any error msg? (same one as before?)
Any option to press a button for debug info?

Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 11, 2014, 03:48:24 AM
Quote from: abenavides on May 11, 2014, 03:20:00 AM
Are you getting any error msg? (same one as before?)
Any option to press a button for debug info?

Unfortunately, no.

Regardless of how I try to to open a Hero File, the Hero Tool immediately shuts down, and I am receiving no error messages now.

I have tried:

   File>Open Hero File

   Ctrl + O

   "Open"

Regardless of which one I try, as soon as I do, the program closes immediately. No error message, and no debug options.

I have un-installed and re-installed EZ Hero multiple times. I have restarted my PC multiple times. I am completely clueless as to why this is happening, because at least with an error message, I would at least have something to give you.
Title: Re: EZ Hero 3.4
Post by: hoss20 on May 11, 2014, 04:42:09 AM
I'm sorry I didn't get on here sooner. I see that you tackled the spacing in the attrib.ini file for the attributes you corrected.

In attempting the Send to Dat function, it appears to work fine for individual hero files, but when using the Batch Send to Dat, I get this error message:

Run-time error '424'
Object required

Title: Re: EZ Hero 3.4
Post by: spydermann93 on May 11, 2014, 05:21:29 AM
Quote from: abenavides on May 11, 2014, 02:26:55 AMProblem #1 - Creating a new FFv3R character.
Can you let me know how you set it up (what stats, attribs, etc).
I didn't see this so most be some combination of things I haven't tried. (let me know especially material, weight, voice, ai)

I kept the name "newhero", the name given by the editor when creating a hero.
I did not change the attributes at all (they were all kept at "1").
I changed the AI to "Generic Hero".
I kept the material as "Flesh" for the character, but all of the other materials yielded the same result.
I also do not add any powers.


Quote from: abenavides on May 11, 2014, 02:26:55 AMProblem #2
NOt sure what you mean when you said "I open up a character that I made in-game and save it, I can make a new character without the error above" - do you mean that you use Save As to create a new character which is a copy of that one? Or something else?

Sorry, about that. I'll try to describe it better :P

I made a character in-game (through the built-in character tool found in :ffvstr:), named it, and saved it.  I quit the game and then I load the EZHero Tool.  Once the hero tool is open, I select "Open" and open the hero I just created in-game.  The hero file opens and everything is correct (the moves, the attributes, everything).

Now, after I made sure everything was correct, I click "Save As" and save the hero file.  It doesn't matter if I renamed the file as a new character or just saved over the old file, but after reopening the file after saving brings up the character, but the first power in the power list is gone and the "AI" field is blank.

For example, my Electro has 3 powers: a melee (power 1), a beam (power 2), and a passive (power 3).  I made him in-game, made him how I wanted and everything worked fine when play-testing him.  I then quit the game, open up EZHero, open the hero file, and I can see all of his powers and everything looks great.  I click "Save As" without changing anything (again, changing the hero files name does not matter; I get the same result either way), and without exiting EZHero, I reopen the file.

After reopening the file, Electro (the "Save As" Electro) had 2 powers, with the first being blank: <blank> (power "1"), a beam (power "2"), and a passive (power "3").

Similarly, if I were to open Electro much in the same process above, save him, and then create a new hero file (not reopening the Electro file), the new hero will have all of Electro's powers, except for the first power, much like the "Save As" Electro had.

I hope that makes a bit more sense to you.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 11, 2014, 12:40:36 PM
Thx for the bug reports, have fixed a few.

FIXED
1. hoss20 - Crash on Batch send to DAT
2. spydermann93 - Crash on save "newhero"

STILL TO DO
1. spydermann93 - Power , AI missing on load
2. Cyber Burn - crash on File Open on Win 8.1 (Must be something I need to do differently on Win8.1, will try to get hands on Win8.1 machine today to test)
Title: Re: EZ Hero 3.4
Post by: abenavides on May 11, 2014, 02:29:09 PM
OK, think the missing power thing is fixed.
Now looking at the Win 8.1 thing.

I loaded on another laptop and it seemed to work fine.
Just realized that laptop is on Win8.0 not Win8.1, so upgrading it to 8.1 now.
Will try it again after it's ready.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 11, 2014, 07:30:51 PM
Just took another look at this after upgrade to Win8.1.
EZ Hero works fine (I can open a hero file and save it)

Not really sure what the issue is.
Can you post your AFFHERO.INI file so I can chk the paths?

Is anyone else on Win8.1?
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 11, 2014, 09:22:43 PM
Quote from: abenavides on May 11, 2014, 07:30:51 PM
Just took another look at this after upgrade to Win8.1.
EZ Hero works fine (I can open a hero file and save it)

Not really sure what the issue is.
Can you post your AFFHERO.INI file so I can chk the paths?

Is anyone else on Win8.1?

Spoiler

[Freedom Force]
Setup=YES
HeroPath=C:\Users\User Name\AppData\Local\Irrational Games\Freedom Force vs the 3rd Reich\Custom\Heroes
MeshPath=C:\Program Files (x86)\Irrational Games\Freedom Force\Data\Art
FFv3RMeshPath=C:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\Custom\Art
DATPath=C:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\Data

BatchDestination=C:\

The only other option that I can think might be a problem, is that since I have had this computer, I have not actually used either FF game to create a Hero File. Since I do not have access to my game disks, that is something that I cannot currently do. But I have created Hero Files for FFvt3R using the Hero Tool (V3.4) which I cannot open, and I have a few Hero Files that I created for FFvt3R from in-game from when I had my previous computer (Windows Vista), which I also cannot open.

Sorry to be causing such grief Alex, this definitely was not my intention.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 18, 2014, 02:12:05 AM
Found a couple of minor glitches on my own, which I've now fixed.
I also decided to revise all the power screens (something I had been putting off for a future version 'cause it looked like a ton of pain). Wasn't so bad and I wrapped them up in a day.

Fixing one more thing - Cyber Burn's issue with Win8.1 - I can't duplicate so may be hard to trace. Instead, I'm just coding my own pick hero file form. That should hopefully be it.

Once I'm done, I'll send out Release Candidate 5 to the testers.
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 18, 2014, 05:24:06 AM
 :thumbup: I can finally open a Hero File!!! You are the man Alex!!!
Title: Re: EZ Hero 3.4
Post by: hoss20 on May 18, 2014, 06:13:12 AM
I'm still getting the same error message when using the Batch Send to Dat function. I've tried it with setting a new path as well as just leaving the default directories alone.

In checking out your new Power screens, I noticed that for my heroes with Passive Defenses that have I set as Always Active, the check box is not checked. When I view the Active Defense in game, though, it does show correctly.

I have also noticed that with hero files that I have saved in the tool and then check out in game; the Prestige values are incorrect. The totals for each section; Abilities, Attributes, and Powers, show correctly, but the grand total does not. If I make an adjustment to a Power or delete an Attribute and then add it back in, the total adds up properly. I have come across a few hero files that show up with different values for Powers than I had originally set for them after I have saved them in the Hero Tool. The Prestige Value issue isn't that big of a deal, but I don't know if it may have something to do with some underlying issue that may be more troublesome. It's really only noticeable to me because I am going through all of my hero files and putting in the Concrete material where appropriate and also adjusting the weights for most of my files.

P.S. Everything is coming along very nicely and I really like the drop down for choosing skins.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 18, 2014, 01:33:07 PM
I just fixed the PassiveD and BatchDat issues (I must have overwritten my previous fix to Batch DAT as I definitely thought I'd fixed it).

re: prestige totals - Hero files are funny things - there's lots of empty space in them and they can be quite forgiving, but sometimes , you have 1 extra value somewhere and they either don't load or give you strange results.

I went through the file structures byte by byte recently while fixing material bugs (even used hex file compare tools to make sure) and made changes so I feel good that this new version of ezhero produces much more game-accurate versions of hero files than old versions.

Do you think the files you mention could possibly have been
a) branded by FFX
b) edited by some other hero tool or old version of ezhero
c) converted by an old ezhero from ff to ff3r or vice-versa
d) all of the above

Any of those things may have added stray values that could lead to weird results.

If you get a chance, try it with a new hero file (created in either ezhero 3.4 or the game itself) and see if the totals look OK. I'm inclined to not look into it more unless it can be shown that ezhero 3.4 is causing it.

Thanks for the report! And thanks to all the testers, you've definitely found things I wouldn't have and that makes it a much better app!

Hoping to use it myself soon for some mod work.
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 18, 2014, 05:54:24 PM
When my Vista crashed, my Tech Guy was able to salvage my Custom Characters Folders for both games, so I have a bit of a different set up than most people. When I put my Custom Characters onto this PC, I never got around to merging my old files with the ones that I had started on this PC. So now I have 2 "Library" folders for FFvt3R (Shown in the first pic).

Even though I had lost all my Hero Files when my old PC crashed, I still had the ones that were in the Zip Files that I released with my Skopes/Skins for my "Marvel Legacy" Characters.

So the cool part for me, I can use the Newest EZ Hero to open those Hero Files. Plus, if I copy and paste the Mesh Path for the character in question from my "Library_2" Folder, and paste it into the Mesh Path in EZ Hero, EZ Hero will acknowledge that File (Skope/Skin/Etc.).

These Characters were created in-game on my old PC (Windows Vista), and it appears that everything I put into the Hero File is there. The only thing that I can't do, is try them out in-game because I still don't have my disks.

The "Send to DAT" option also seems to work with my set up. The only thing that, so far, does not seem to work for me with my "Library_2" set up, is the Skin drop down feature. However, I can copy the name of an alternate Skin and paste it where the Skin name goes, and that does seem to work fine. But just for clarification, the Skin drop down feature does work when the Mesh is in the "Standard" Path.

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Library2Path1_zps0dbd7f08.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Library2Path1_zps0dbd7f08.jpg.html)

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Library2Path2_zpsb07fe325.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Library2Path2_zpsb07fe325.jpg.html)

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Library2Path3_zps34e45784.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Library2Path3_zps34e45784.jpg.html)

Now, as I said, I can't try the updated Hero File, or check the DAT File in-game yet, but at least in EZ Hero, I am getting the result that I want.

I really want to thank you Alex, I know you put A LOT of extra effort into getting this to work for me, and I really can't tell you enough how much I appreciate it.
Title: Re: EZ Hero 3.4
Post by: hoss20 on May 18, 2014, 06:57:42 PM
Alex, in answer to your questions:

a) branded by FFX   Yes
b) edited by some other hero tool or old version of ezhero    I had used MrBrdo's tool for any hero files that use the Air, Cloth, or Concrete material and to set individual weights for the heroes. I have quite a few of these.
c) converted by an old ezhero from ff to ff3r or vice-versa   For any hero files that I created in MrBrdo's tool, I went ahead and converted in yours (version 3.3) to FFVTTR. If I recall correctly, this was to fix the old fixed path issue that was discovered while you were doing the initial builds for EZHero

So, in essence, the answer was "d) all of the above".

Since I'll be going through all of my hero files and updating them anyway, double checking the little things isn't that big of an issue. I just wanted to make sure that what I was coming across wouldn't be an issue with new hero files.
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 18, 2014, 07:20:53 PM
Ok, I've been experimenting with EZ Hero a little more and found a couple of things.

First, even though the Skin drop down menu seems to be working for my existing Hero Files, when I try to create a new Hero File with EZ Hero (For  :ffvstr:, since that's pretty much all I use), the Skin drop down menu does not seem to be working.

Second, if I use EZ Hero to create a Hero File, even though I specify that it's for  :ffvstr: when I save it. If I close EZ Hero, and re-open the Hero File that I just created, it shows that it is for  :ff:. I am able to then change it back to  :ffvstr: and save it again. This time, if I close EZ Hero, and re-open it, the Hero File will show that it is for  :ffvstr:.

Once I re-save the Hero File I just created as a  :ffvstr: Hero File, then I can get the Skin drop down menu to work.

Also, when I am using EZ Hero to create a new Hero File, I have only used Meshes that are in the standard path so far, I haven't tried creating one from any of the Meshes in my other Folders.
Title: Re: EZ Hero 3.4
Post by: hoss20 on May 18, 2014, 07:45:33 PM
I just wanted to say that I am able to replicate Cyber's issue and I am using Win7, in case you might be thinking that his problem is Win8 specific. Could it be that because the hero file isn't saving properly and shows as FF1, that the skin drop down isn't functioning because I haven't set up an FF Art Folder directory in Set Up or Tools-->Settings? Like Cyber, I only use FFVTTR.
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 18, 2014, 08:49:17 PM
Quote from: hoss20 on May 18, 2014, 07:45:33 PM
I just wanted to say that I am able to replicate Cyber's issue and I am using Win7, in case you might be thinking that his problem is Win8 specific. Could it be that because the hero file isn't saving properly and shows as FF1, that the skin drop down isn't functioning because I haven't set up an FF Art Folder directory in Set Up or Tools-->Settings? Like Cyber, I only use FFVTTR.

Even though I primarily use  :ffvstr:, I do have  :ff: installed (But that is primarily for Skoping purposes). As such, I did set up the FF Art Folder directory.

C:\Program Files (x86)\Irrational Games\Freedom Force\Data\Art

I don't know if that's helpful though.



Title: Re: EZ Hero 3.4
Post by: hoss20 on May 18, 2014, 09:47:23 PM
My theory has been refuted! Curse you, Cyber Burn!  :angry:

But, actually, I imagine it helps Alex to know that you have an FF1 folder set up and it doesn't work for you either.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 19, 2014, 02:31:19 AM
Glad you can get to those hero files now, Cyber Burn!
It was a little extra code, but it also means I can more easily port this to a more modern dev tool in the future as I have less dependencies on external 32-bit code like COMDLG32.ocx now.

Hmmm, I do see the problem you and hoss20 mention on saving a ffv3r file the 1st tine. Will check it out. Thx!
Title: Re: EZ Hero 3.4
Post by: hoss20 on May 19, 2014, 06:38:02 PM
A couple of things:
1) It appears that the Batch Send to Dat function broke my Characters.dat file. When opening Character Tool2 and the original FFVTTR (not FFX), I receive the following error:
       "alert: Failed to load character def,"
    I went into FFEdit and opened up the characters.dat and resaved it. Everything opens fine now. I know that I don't have your latest fix for that function, but I figured I'd report this just in case.

2) I noticed a problem with the hero file I made when testing the issue that Cyber had when initially saving a new hero file to FFVTTR. It does not show up in my roster when checking characters in game. There is a blank spot at the top of my list, though. This occurs when a hero file isn't in the correct format, right? I remember this happening to me before. I double checked that hero file in the Hero Tool and it shows as FFVTTR. I know you are working on this also, but I wanted to share this in case it helps with fixing the problem.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 19, 2014, 07:12:05 PM
Hi,

1) Yes, might be related to the bug. I did see this last week on some DAT files I hadn't tried with EZHero, though. (was checking the JLA and the SuperPowers mods with the FFv3R Tools just for the heck of it) All the tabs worked except for Characters. I didn't know how to fix it, but will try what you did.

2) Yes this is due to different format. You will see a blank line where the file would have gone if it could have been read.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 19, 2014, 08:18:11 PM
OK - Latest build has been sent to everyone.

Fixes the format bug (FF or FFv3R)

Cyber re: Library2 - I'd have to look for it, but there likely is some code in there that is preventing "Library2" from working. I'm going to push that to a future version, because I have a feeling it will require a bunch of changes.
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 19, 2014, 09:33:56 PM
In all honesty, the "Library_2" is not a big deal, my eventual goal is to eventually get everything back into one Library. I just really haven't had the time to make that happen yet. The only reason, I even mentioned it, was because I was just testing the capabilities of EZ Hero.

I don't know of anyone else who has mentioned having things set up like that, so even though support would be a plus, it isn't really necessary.
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 20, 2014, 01:04:37 AM
I just started playing with the new version, so I haven't delved too far in, but one thing that keeps occurring with Hero Files for  :ffvstr:, is that when I open them up, the name of the Skin comes up wrong. This occurs with both, Hero Files created with the current version of EZ Hero, and with Hero Files that had previously been created in game.

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/EZHeroBetaV6NameGlitch_zpscad28bca.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/EZHeroBetaV6NameGlitch_zpscad28bca.jpg.html)

In this case, the Skin that should be seen is called "ML_Captain_America_V1", but EZ Hero changed the name to a non-existent Skin name.

Having a few other glitches with the Skin pull down, but unfortunately,  I'll have to address that when I have more time.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 20, 2014, 01:47:46 AM
if you get a sec, can you email me that hero file?
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 20, 2014, 02:18:21 AM
You've got mail.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 20, 2014, 02:46:31 AM
Got the hero file. Thx!

I've looked at it with a hex editor and it says mesh is :
library\characters\cap_america_new_tf\character.nif

and skin is:
standardin_America_V1

I think that's what EZ hero was saying, so not sure what the problem is?

EZHero just show you the skin folders in the settings path + the mesh name + "\skins"
I thought maybe you were saying it was showing you different skin folders because of a path problem. But right now, it's lterally jut showing you what's in the file.

Or am I not understanding the problem?
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 20, 2014, 03:10:41 AM
I hope you don't mind the pics, I figure it will be easier to show you than to try and explain something I don't totally understand.

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/EZHeroBetaV6NameGlitch03_zps9f9c51b7.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/EZHeroBetaV6NameGlitch03_zps9f9c51b7.jpg.html)

The above pic shows the Skins that are available for the Mesh in question. After choosing the Skin I want, in this case "ML_Captain_America_V1", I save the Hero File (I've tried just pressing the "Save" button, and I've tried the "Save As" button), and then close EZ Hero. When I re-open EZ Hero, and open the Hero File, I get the "standardin_America_V1" as my Skin, and my portrait disappears. 

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/EZHeroBetaV6NameGlitch02_zps2f9e8bc9.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/EZHeroBetaV6NameGlitch02_zps2f9e8bc9.jpg.html)

So basically, it seems that EZ Hero is changing the name of the Skin that I chose, to a Skin name that does not exist.

At least I think that's the best way to explain what appears to be happening.
Title: Re: EZ Hero 3.4
Post by: hoss20 on May 20, 2014, 05:06:29 AM
The skin name change is happening with me also. It appears the original skin name is being replaced with "standard" and if the skin name was longer than eight characters we are left with "standard" replacing the first eight characters of the skin name and leaving the rest, so we're getting the new name (for me, "standardental" instead of "air_elemental).

It also appears that the first power is being replaced with <blank> again upon saving and reopening the hero file. This goes for both heroes already made in the game and ones made in EZHero. Cyber's screen shot is showing this as well.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 20, 2014, 01:29:54 PM
ah ok. gotcha. I missed that you were saving the file and that caused the issue.
Think I know what it is.
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 20, 2014, 02:25:49 PM
Cool, Hoss definitely explained the issue much better than I could, and I'm also glad that I'm not the only one that was having the issue. I was starting to worry that there was an issue with my computer or the way it was set up.

The other issue that I noticed with the Skin pull down, which I will try to take a screen cap of tonight, is that in some instances, EZ Hero is shortening the names of the Skin files in the drop down menu. For instance, if I remember correctly, one of my Skopes is of an Atlantean Soldier Commander. There were different Skins for it (such as "DC_Commander_1", DC_Commander_2", Etc.). In the drop down menu, the Skin names were showing up as "dc1", "dc2", Etc.

When this happened, portraits were not showing up either. But since I can't try things out in-game yet, I don't know if this is an actual issue or not.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 20, 2014, 03:20:28 PM
#7 sent out. (I also fixed some other skin pulldown issues I noticed myself)
Title: Re: EZ Hero 3.4
Post by: spydermann93 on May 20, 2014, 05:10:24 PM
Hey Alex,

I just tried release number 7 and it seems that the issue with the first power being replaced with a <blank> upon save is still popping up.  I don't know if this issue was targeted in this build, though, but I thought that I should still bring it up.

The skin issue is fixed, however :P
Title: Re: EZ Hero 3.4
Post by: hoss20 on May 20, 2014, 06:42:46 PM
There's a little glitch with the skins. Upon opening a hero file, the skin name is blank and, of course, shows no portrait. After setting the skin name (the drop down is populated correctly) and then viewing another hero file, the preceding hero's skin populates in the current hero's skin section. This occurs whether I save the hero files or not and with both previously made heroes and new ones created in EZHero.

I also appears that the <blank> first power, that Spydermann and I referenced was occurring again, seems to have come back with version 6. I don't know if that helps at all with where things may have gone wrong.
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 20, 2014, 09:27:22 PM
Quote from: hoss20 on May 20, 2014, 06:42:46 PM
There's a little glitch with the skins. Upon opening a hero file, the skin name is blank and, of course, shows no portrait. After setting the skin name (the drop down is populated correctly) and then viewing another hero file, the preceding hero's skin populates in the current hero's skin section. This occurs whether I save the hero files or not and with both previously made heroes and new ones created in EZHero.

I also appears that the <blank> first power, that Spydermann and I referenced was occurring again, seems to have come back with version 6. I don't know if that helps at all with where things may have gone wrong.

I haven't tried version 7 yet, but I will tonight. But the other thing I wanted to mention (I think it was in V6) was that if I opened a Hero File, regardless of whether it was made in-game or in EZ Hero, if I changed the Skin, but decided not to keep the change, and either opened another Hero File, or just closed EZ Hero, the change would still be there when I opened that Hero File back up.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 20, 2014, 11:43:14 PM
so close ....
I'll check the missing power thing out.
and the weird skin glitch.
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 21, 2014, 12:30:17 AM
Just tried V 7, I'm seeing the same thing as Hoss in regards to the Skin issue. Also, other than the <Empty> Power in the first slot, I haven't found anything else that's giving me any problems. But again, I'm creating/opening my Hero Files in EZ Hero only, not in-game.
Title: Re: EZ Hero 3.4
Post by: hoss20 on May 21, 2014, 04:03:37 AM
I almost forgot; it looks like the Batch Send to Dat is working just fine, but with a minor glitch. I didn't receive any error messages and when I checked the characters out in game, they all looked fine. However, I did receive the "Failed to load character def" error when trying to open FFVTTR after doing the Send to Dat. After seeing this the first time, I went back and deleted all of the new hero files I had created with EZHero, but in all honesty, I might have missed one or two. I don't know if editing hero files and saving them is causing this to happen, as I did do a change of material and weight on a number existing hero files.  After resaving the characters.dat in FFEdit, I was able to launch the game and check the characters with no problem. I'm sorry I can't narrow this down for you more. Perhaps, someone who hasn't tried the Send to Dat function can try this out?
Title: Re: EZ Hero 3.4
Post by: abenavides on May 22, 2014, 01:40:56 AM
OK power bug squashed
(hopefully for good this time - I kept screwing it up again with other fixes, but I did a more complete fix this time - weird one actually, had to do with data types not casting as I thought they would and it only happens in 1 spot in the whole hero file)

Looking at skin problem - think I know what this is , but loading more skins and meshes so I can test. (I actually have very little installed other than the basic games and my ez hero code :) )

the DAT thing - I've completely reinstalled FFv3R (no FFX or anything) so I will try it and see.
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 22, 2014, 03:18:38 AM
Ok, since we've pretty much only discussed FFvt3R, I finally created a Hero File using EZ Hero for  :ff: instead of  :ffvstr:.

When setting up the Skin, none of my other Skins showed up in the Skin drop down menu. The only options I had were the "Standard" and "Random". I went ahead and saved it with the "Standard" Skin, then closed EZ Hero. When I opened EZ Hero back up and opened the Hero File I just created, the Skin name was blank, and there was nothing except "Random" in the drop down. Also, my first power was removed from the character and replaced with "<Empty>".

I had been wondering if it was a FFvt3R issue, but apparently it's both games.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 23, 2014, 04:14:34 PM
Taking a trip this weekend so no bug-killing for me till I get back.
But don't think I've forgotten about it! :)
Title: Re: EZ Hero 3.4
Post by: spydermann93 on May 23, 2014, 04:49:09 PM
Quote from: abenavides on May 23, 2014, 04:14:34 PM
Taking a trip this weekend so no bug-killing for me till I get back.
But don't think I've forgotten about it! :)

Hope that you have a great trip, Alex! :thumbup:
Title: Re: EZ Hero 3.4
Post by: abenavides on May 27, 2014, 11:37:05 PM
OK, Release Try # 8 is on its way! Think I got all dem bugs, but let me know!
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 28, 2014, 02:10:33 AM
Awesome, I'll try give this a run tonight.  :D
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 28, 2014, 04:10:24 AM
Just doing a quick look-see, I opened up a Captain America hero file, then decided to try and create a new Hero File for Night Thrasher. After creating the new Hero File, I had to close the program (Personal issues, not EZ Hero issues). When I opened my new Night Thrasher Hero File back up, it had all the powers of the previous Captain America Hero File that I had opened. The rest of the Hero File was fine, just the powers were wrong. Unfortunately, I haven't been able to replicate that effect though. Otherwise, I haven't seen any other issues.

Unfortunately, I'm still living out of boxes, which means I still don't have my game disks, so I can't open anything up in-game yet.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 28, 2014, 12:44:37 PM
OK, checking so I can duplicate the issue:
1. Opened up Cap hero file
2. Created a new one for Night Thrasher (assuming you just clicked New while Cap was still open)
3. Closed EZ Hero (assuming you saved Night Thrasher 1st)
4. Open Night Thrasher and it had Cap powers (assuming you had put in different powers before step #3?)

Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 28, 2014, 01:02:24 PM
Correct on all accounts. But in all honesty, it looks like it was just a one time thing, as I have not been able to replicate that issue since.
Title: Re: EZ Hero 3.4
Post by: spydermann93 on May 28, 2014, 09:00:46 PM
I was able to replicate Cyber's glitch.

Turns out, the power duplication happens when creating several hero files with the hero tool in succession.  I just created about 7 hero files in a row (without quitting the tool) and after a few hero files (I think after the third), the new hero file had one of the powers from the previous hero file.

For example, I made a few marvel hero files.  The first few didn't have anything wrong with the characters, but after a few more, I noticed that the later hero files had at least one power from the hero I created right before the current one.

In order, I made a test Spider-Man, Captain America, Iron Man, Hulk, Thor, Wolverine, and Daredevil.

Spider-Man, Captain America, Iron Man, and Daredevil were fine, but Hulk had one of Iron Man's shield powers, Thor and Wolverine had one of Hulk's passive defenses.

NOTE: The copied powers only showed up when I looked at the character in-game, not in the tool.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 28, 2014, 09:24:21 PM
I would think it has to go with me not clearing the record properly when you click new.

Do you know how many powers the characters had? For example ,did later heroes have fewer powers than earlier ones (causing old powers to be "left over"

Strange about only seeing problem in game - can you send me the files and tell me the order they were created in?
Title: Re: EZ Hero 3.4
Post by: spydermann93 on May 28, 2014, 10:12:55 PM
Quote from: abenavides on May 28, 2014, 09:24:21 PM
I would think it has to go with me not clearing the record properly when you click new.

Do you know how many powers the characters had? For example ,did later heroes have fewer powers than earlier ones (causing old powers to be "left over"

Strange about only seeing problem in game - can you send me the files and tell me the order they were created in?

I gave each of the hero files between 2-3 melee attacks and I gave two of the (Hulk and Iron Man) passive defenses.  At most, there was only one power that was duplicated, and it was, from what I'm understanding, the second passive of whatever hero came first.

For example, I made Iron Man (2 passives) and then I made Thor and he had Iron Man's second passive.  But then I made Hulk with two passives, and his second passive was passed to Wolverine and Daredevil.

I have already modified the files, but I can probably recreate it.  The order was (and will be): Spider-Man, Captain America, Iron Man, Thor, Hulk, Wolverine, and then Daredevil.
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on May 28, 2014, 11:18:26 PM
Quote from: abenavides on May 28, 2014, 09:24:21 PM
I would think it has to go with me not clearing the record properly when you click new.

Do you know how many powers the characters had? For example ,did later heroes have fewer powers than earlier ones (causing old powers to be "left over"

Strange about only seeing problem in game - can you send me the files and tell me the order they were created in?

With me, I opened an existing Captain America Hero File in EZ Hero. I changed the Skin for it and saved it. That Hero File had about 5 or 6 powers. Then I began to create a new Hero File from scratch, in EZ Hero, for Night Thrasher, he only had 2 powers. After saving Night Thrasher's Hero File, I closed EZ Hero. I then re-opened EZ Hero, re-opened Night Thrasher, and all of the powers for Captain America were in Night Thrasher's powers section. I was never able to check anything in game though.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 28, 2014, 11:45:59 PM
OK, think I see where the bug was.
Should have a fix and new package emailed shortly.
Title: Re: EZ Hero 3.4
Post by: yell0w_lantern on May 29, 2014, 08:16:31 PM
Will it add entries to the strings file?

Also, any chance you will revisit the FF Mod Beta for 3R and fix the textures?  I hate Steam and would like to play the old campaign.
Title: Re: EZ Hero 3.4
Post by: abenavides on May 30, 2014, 01:59:50 AM
Haven't done anything with strings file. What exactly would you like it to do? I'll keep it in mind for a future version.

I have been thinking of working on the FF Mod. I am also working on another mod.
Title: Re: EZ Hero 3.4
Post by: yell0w_lantern on May 30, 2014, 04:02:24 AM
Well, I was just wondering if the power names and the hero name go to the strings file so an in-game character would not end up with something like "bullet_extra_electrify" showing up rather than "electrify".

A mod? Sounds exciting.  I'm getting ready to put one on 4 Shared myself - a character replacement mod like in the early days.
Title: Re: EZ Hero 3.4
Post by: abenavides on June 02, 2014, 02:44:24 AM
Sounds cool YL. I'll keep an eye out for your mod.

To my testers - any new bugs to report? Or is this now releasable?

Title: Re: EZ Hero 3.4
Post by: Cyber Burn on June 02, 2014, 02:52:38 AM
Unfortunately, I have a final paper, and a final exam that I have to finish this weekend, so I didn't get much testing done. But on the plus side, I finally found the box with my game disks, so hopefully I can be a little more thorough now.
Title: Re: EZ Hero 3.4
Post by: spydermann93 on June 02, 2014, 03:05:53 AM
Quote from: abenavides on June 02, 2014, 02:44:24 AMTo my testers - any new bugs to report? Or is this now releasable?

I've been making several hero files out of this tool (most of the avengers, actually), and I haven't seen any issues.

So, the :ffvstr: aspect of the tool works just fine.

I haven't really tampered with the "Send Hero to DAT", though.  I think Hoss was the one testing that out the most.
Title: Re: EZ Hero 3.4
Post by: hoss20 on June 02, 2014, 04:56:16 AM
I'm sorry, Alex, RL has been cropping up. I'm still receiving the "alert: Failed to load character def," error message after performing the Batch Send to Dat function, then trying to run FFVTTR and/or open CTool2. Just to minimize other issues, I did use the standard dats and tried to open the original game exe file, not FFX.
Title: Re: EZ Hero 3.4
Post by: abenavides on June 02, 2014, 05:03:16 AM
You mentioned you had a way to correct the error after it occurred.
What was it exactly?
It might provide a clue to what's happening.
Title: Re: EZ Hero 3.4
Post by: hoss20 on June 02, 2014, 06:08:45 AM
I had mentioned the first time that I went into FFEdit and resaved my characters.dat, although I didn't try it this time. I did go back before posting this and tried my "solution" again and it worked. It does appear that the Objects, Powers, and Res.dat files are coming through okay in the process, as all of my heroes are now showing up under Heroes and Custom in Character Selection in game with all of their respective data.
Title: Re: EZ Hero 3.4
Post by: BentonGrey on June 03, 2014, 04:46:18 PM
A string entry component would actually be super helpful for me.  M25's add to .dat tool does that, creating a generic set of string entries for any added character and power.  If I could do that without launching the game, I could move a little quick with some stages of mods.
Title: Re: EZ Hero 3.4
Post by: abenavides on June 03, 2014, 05:10:50 PM
Sounds easy enough.
Does it just create a text file for you to cut & paste or does it put it into the strings.txt?

Can you post a sample of something it might generate?
Title: Re: EZ Hero 3.4
Post by: BentonGrey on June 03, 2014, 06:31:07 PM
It just puts it into the strings.txt.  Let me see if I can find any I haven't already filled in...

Quoteradioactive heat radiation_01, heat radiation
radioactive heat radiation_desc_01, heat radiation description
radioactive irradiating beam_01, irradiating beam
radioactive irradiating beam_desc_01, irradiating beam description
radioactive radiation beam_01, radiation beam
radioactive radiation beam_desc_01, radiation beam description
radioactive radioactive blast_01, radioactive blast
radioactive radioactive blast_desc_01, radioactive blast description
radioactive radioactive blow_01, radioactive blow
radioactive radioactive blow_desc_01, radioactive blow description
radioactive radioactive flesh_01, radioactive flesh
radioactive radioactive flesh_desc_01, radioactive flesh description
radioactive radioactive slam_01, radioactive slam
radioactive radioactive slam_desc_01, radioactive slam description
radioactive radioactive wave_01, radioactive wave
radioactive radioactive wave_desc_01, radioactive wave description
radioactive visible radiation_01, visible radiation
radioactive visible radiation_desc_01, visible radiation description
radioactive_01, radioactive
radioactive_desc2_01, radioactive bio
radioactive_desc_01, radioactive short description
Title: Re: EZ Hero 3.4
Post by: abenavides on June 03, 2014, 08:43:36 PM
OK just added this feature. Here's what it did after running my Flash hero file through it:
Quote
flash_01, flash
flash_desc_01, flash short description
flash_desc_02, flash bio
flash flash punch_01, flash punch
flash flash punch_desc_01, flash punch description
flash flash fists_01, flash fists
flash flash fists_desc_01, flash fists description
flash flash whirlwind_01, flash whirlwind
flash flash whirlwind_desc_01, flash whirlwind description
flash flash spin_01, flash spin
flash flash spin_desc_01, flash spin description
flash flash charge_01, flash charge
flash flash charge_desc_01, flash charge description
flash flash sprint_01, flash sprint
flash flash sprint_desc_01, flash sprint description
flash invisibility_01, invisibility
flash invisibility_desc_01, invisibility description
flash molecular control_01, molecular control
flash molecular control_desc_01, molecular control description
flash speed force aura_01, speed force aura
flash speed force aura_desc_01, speed force aura description
Title: Re: EZ Hero 3.4
Post by: abenavides on June 03, 2014, 08:46:45 PM
Quote from: hoss20 on June 02, 2014, 06:08:45 AM
I had mentioned the first time that I went into FFEdit and resaved my characters.dat, although I didn't try it this time. I did go back before posting this and tried my "solution" again and it worked. It does appear that the Objects, Powers, and Res.dat files are coming through okay in the process, as all of my heroes are now showing up under Heroes and Custom in Character Selection in game with all of their respective data.

hoss20, I've tried with both FF and FFv3R (Clean installs) and can't reproduce the problem.
I've been able to send a hero file to DAT without that msg popping up.

I've also tried both Single and Batch Send to DAT.

Can you make it happen whenever you want? Are you using a specific hero file that seems to cause it?
Not saying there's no bug, just that I can't cause it to happen.
Title: Re: EZ Hero 3.4
Post by: BentonGrey on June 03, 2014, 08:48:55 PM
Awesome Alex, that's a really nice feature to have! :D
Title: Re: EZ Hero 3.4
Post by: hoss20 on June 04, 2014, 05:33:39 AM
Alex, to be clear; the "alert: Failed to load character def," error does not pop up when performing the Send to Dat function. The function appears to perform just fine and I get the "success" message at the end of the process. The error occurs after performing the function and then trying to open either the game or CTool. I've gone through and deleted any new hero files I made while testing earlier versions of the updated tool in case they were causing the problem. The error message still shows up. If you are able to open the game or CTool after performing the function, then you may have to have one of the other guys try the Batch Send to Dat, as I've obviously messed something up in my hero files over the years. I can't pinpoint a specific hero file causing the problem as when I perform the Individual Send to Dat, I haven't had any problems opening the game or CTool.

In trying to perform my own troubleshooting, I encountered another problem. I thought that I might have a hero file or two that were for FF1 and this was causing a problem doing the Send to Dat for FFVTTR with a few FF1 hero files stuck in there. When I tried to perform the Batch Convert Hero Files function, I received this error:
   Run-time error '13'
   Type mismatch

The error occurs whether I choose "Convert All" or "Convert Only Selected" and if I try to convert to either FFVTTR or FF1.
Title: Re: EZ Hero 3.4
Post by: abenavides on June 04, 2014, 11:39:35 AM
hoss20, yep, I understand that.
What I am doing to look for the bug is sending a hero file to DAT (tried both single and batch methods).
Then, I open up FFEDIT and go to the Characters tab (all the tabs actually).
I also run the game.

Have done this for both FF and FFv3R.
Have tried it with FFX3.3 version of DATS as well.

1 last thing to check might be if you send a FF hero file to a FFv3R dat and then try to open it. (will check that when I get time)

I'll look into the batch conversion bug you brought up.
Title: Re: EZ Hero 3.4
Post by: hoss20 on June 04, 2014, 02:55:25 PM
I'm sorry if I was redundant for no reason. Since you're trying to fix this thing, I just wanted to make sure we were on the same page. I've got over 600 hero files (more than some, less than others), so it will take a while to look through them to try to find the culprit(s). If one of the other guys can perform the Batch Send to Dat with no issues, then I wouldn't worry about what's going on with me. You've had it work with no problem, so I'm sure it's something on my end and honestly, if I'm going to do a Send to Dat for a mod, I'll know the hero files I'm going to use and can better ensure that they aren't broken.
Title: Re: EZ Hero 3.4
Post by: abenavides on June 04, 2014, 07:30:45 PM
No worries, I just wanted to let you know I am checking it that way.
I'll try the FF hero file to FFv3R DAT thing to see if that's the problem.

Hopefully it is, because then the solution is "don't do that" :)

Will get batch convert fixed too.
Title: Re: EZ Hero 3.4
Post by: abenavides on June 05, 2014, 01:14:42 AM
OK I :
- Found the bug in batch convert and fixed it.

- Tried sending a FF hero file to a FFv3R dat and it worked fine. (no error msg). Maybe a hero file corrupted by previous versions of ezhero cause the problem?
Since there is an easy fix for it (save the characters.dat again), I'm not going to sweat this one too much. If someone can send me steps to reproduce, then I'll look into it more. But otherwise, I'm going ahead with release (there's always v3.5 to fix things! : )

Sending 1 more build - this has the batch fix and the strings output thing that YL and Benton requested.
Title: Re: EZ Hero 3.4
Post by: hoss20 on June 08, 2014, 12:36:38 PM
Sorry I haven't responded sooner. I'm still having the Batch Send to Dat issue which I believe we've chalked up to a corrupt file somewhere in my Heroes.

The Batch Convert Hero Files works fine now.
Title: Re: EZ Hero 3.4
Post by: abenavides on June 09, 2014, 01:10:19 AM
When you fix the problem by saving characters.dat , can you tell when it comes up again?
(ex. using a specific hero file, etc)
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on June 09, 2014, 05:12:53 AM
Hey Alex, sorry for the late reply, I'm trying to set up the Hero Files for my Marvel Legacy Characters, but EZ Hero doesn't seem to want to acknowledge Irrational's Meshes (Microwave, Supercollider, Etc.). Or at least the Data Path to them.

Title: Re: EZ Hero 3.4
Post by: Cyber Burn on June 09, 2014, 05:28:22 AM
Sorry, I should have specified that this is a  :ffvstr: issue.
Title: Re: EZ Hero 3.4
Post by: abenavides on June 09, 2014, 01:39:16 PM
By "not acknowledge" , what do you mean?
They're not coming up in the list?

(They wouldn't unless you've extracted them)
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on June 09, 2014, 06:12:28 PM
What I think is happening (And I could be very wrong), is that in  :ff:, all the Art Files are located here: C:\Program Files (x86)\Irrational Games\Freedom Force\Data\Art

Both the "Library" that houses Irrational's built-in Meshes, and the "Custom Characters" Files are located in the same "Art" Folder.


In  :ffvstr:, the "Library" that houses Irrational's built-in Meshes is located here: C:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\Data\Art

Whereas, the "Library" that houses the custom Meshes like batman or Iron Man is located here: C:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\Custom\Art

So no matter what I do, I can't get EZ Hero to read the path I want: C:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\Data\Art\library\characters\microwave

It keeps reverting to: library\characters\microwave

And this is with all of Irrational's Meshes extracted to where they are supposed to be. If you want, I could send you the Hero File that I am using if that would help.
Title: Re: EZ Hero 3.4
Post by: abenavides on June 09, 2014, 07:36:34 PM
ah, I see.

I think you're basically right, but not sure how to resolve.

The issue if that a hero file only stores the "library\characters\" part , not the whole path.

I'll have to think about a way around this.


Title: Re: EZ Hero 3.4
Post by: abenavides on June 10, 2014, 10:02:06 PM
I checked your hero file and it looks like what I'd expect - it saves "library\characters\microwave.nif".

I tried creating a whole new character in FFv3r itself, based it on microwave and sure enough, I get "library\characters\microwave.nif" in the hero file.

So, not sure I'm understanding the issue. What is it you want it to do instead?

I'm going to go ahead and release 3.4, just to get it out there at last.

I can look at updating it if you need something else (and/or if hoss20 or someone else pinpoints the steps to cause the characters.dat thing)
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on June 11, 2014, 01:10:25 AM
While the Path you posted is correct: library\characters\microwave.nif

There are actually 2 separate Paths that contain the "Library" Folder:

C:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\Data\Art\library

C:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\Custom\Art\library


Basically, when you create a Hero File for a Character using the Microwave mesh in-game, it creates the Hero File using the Path in the "Data" Library. If you then open that Hero File in EZ Hero, it shows the Path you posted (library\characters\microwave.nif), but EZ Hero assumes that the Path used is the "Custom" Library. This prevents you from using EZ Hero from making changes to that Hero File's Skin or Mesh (If you wanted to transfer that Hero File to another Irrational Mesh).

It's not a major issue, I don't think a lot of people really use Irrational's in-game Meshes, but it is a glitch that I thought was worth mentioning.

Also, when I hit the "Send to text" function, I get the following error message, and then EZ Hero crashes.

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/SendToTextError01_zps2d2e08f7.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/SendToTextError01_zps2d2e08f7.jpg.html)

Title: Re: EZ Hero 3.4
Post by: abenavides on June 11, 2014, 01:29:19 AM
ok, gotcha. the skin/mesh lists are not accurate because it's looking for items in Custom (instead of Data).

Haven't tried this myself, but could you just change the ffv3r art path in Settings to point to
C:\Program Files (x86)\Steam\SteamApps\common\Freedom Force vs. The 3rd Reich\Data\Art
instead of
C:\Program Files (x86)\Steam\SteamApps\common\Freedom Force vs. The 3rd Reich\Custom\Art?
Title: Re: EZ Hero 3.4
Post by: Cyber Burn on June 11, 2014, 01:44:39 AM
Quote from: abenavides on June 11, 2014, 01:29:19 AM
ok, gotcha. the skin/mesh lists are not accurate because it's looking for items in Custom (instead of Data).

Haven't tried this myself, but could you just change the ffv3r art path in Settings to point to
C:\Program Files (x86)\Steam\SteamApps\common\Freedom Force vs. The 3rd Reich\Data\Art
instead of
C:\Program Files (x86)\Steam\SteamApps\common\Freedom Force vs. The 3rd Reich\Custom\Art?

C:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\Custom\Art

C:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\Data\Art

Ok, in the Mesh selection area, if I change "Custom" to "Data", then Irrational's Meshes will show up. If I click on it a second time, then the Skins will show up for the mesh I want.

This works for me.  :thumbup:
Title: Re: EZ Hero 3.4
Post by: Murdock on June 12, 2014, 03:53:04 AM
Ok. Not sure if this is a bug or not.

I tried using this with one of my hero files. The hero file had "300 percenter", "Cloak of Shadows", and "DeCloak" set with "low" ep. But when i opened the hero file with EZ Hero, it had the ep set at "none". So i try editing it using EZ Hero, correcting the "none" to "low" ep for all 3 powers and saved the hero file. When i open the hero file in the game though, the ep changed to "medium". Changed it back to "low", checked with EZ Hero again, and it's once again back to "none".
Title: Re: EZ Hero 3.4
Post by: hoss20 on June 12, 2014, 07:45:26 AM
Okay, Alex, here are some observations on what is going on in the Batch Send to Dat issue along with a couple of general things with the tool that may or not be related:

- In the tool, any hero with an Active Defense power set to Absorb has the Block Type showing as Deflect. Changing this back to Absorb and saving the file does not change the setting. When I reopen the power, it will show Deflect. There is also no Pass Through option which appears in-game.
- When trying to use Send to Text with any hero with an Active Defense power set to Absorb, I receive the error message, "Run-time error '424' Object required" and the tool crashes.
- When viewing a successful Send to Text on other heroes, I notice that some of the details are incorrect (ie; All Power Levels increase by 1, High Accuracy becomes Extreme; a setting that doesn't exist in FFVTTR, Defense Power Levels increase regardless of their Success Rating; some even go as high as 6, etc.).

Batch Send to Dat

- My new Built-in heroes with 2 names (Captain America, Green Lantern, etc.) correctly have the Edit and Delete buttons grayed out, but those with one word names still have those button available.
- Heroes with an Active Defense of Absorb have their Material Type changed to Metal regardless of their original material. This is shown in-game and in FFEdit.
- When heroes are viewed in Edit mode, the material shows correctly, but View mode shows Metal.
- Some heroes with the Attribute of FF Active Defense have their material showing as Blank and a weight of 0. All resistances become Defenseless. The script for this attribute calls for Built-in Absorb defenses to be created.
- Individual Send to Dat appears to work except that hero weights are doubled when checked in View mode.

I created new heroes both in-game and with the Hero Tool to test the Active Defense-Absorb issue and the same issues occurred in the Hero Tool and in-game after going through Batch Send to Dat.
Title: Re: EZ Hero 3.4
Post by: yell0w_lantern on June 12, 2014, 12:27:47 PM
Feature request for 3.5, Alex.

Ability to set the hidden energy costs (such as trace, minor, and extreme) for powers .
Title: Re: EZ Hero 3.4
Post by: spydermann93 on June 12, 2014, 02:34:33 PM
Quote from: Murdock on June 12, 2014, 03:53:04 AM
Ok. Not sure if this is a bug or not.

I tried using this with one of my hero files. The hero file had "300 percenter", "Cloak of Shadows", and "DeCloak" set with "low" ep. But when i opened the hero file with EZ Hero, it had the ep set at "none". So i try editing it using EZ Hero, correcting the "none" to "low" ep for all 3 powers and saved the hero file. When i open the hero file in the game though, the ep changed to "medium". Changed it back to "low", checked with EZ Hero again, and it's once again back to "none".

The logic behind this problem (I believe), is that in-game, the lowest value is "Low" (except if the power is defined in FFEdit, but this tool is made for custom characters, not built-in) while the lowest energy cost in the tool is "None".  Therefore (by "In-game Value" = "Hero Tool Value"), "Low" = "None", "Medium" = "Low", and "High" = "Medium".

Can't believe that I didn't think to test that during beta :doh:
Title: Re: EZ Hero 3.4
Post by: Murdock on June 12, 2014, 03:23:22 PM
Quote from: spydermann93 on June 12, 2014, 02:34:33 PM
Quote from: Murdock on June 12, 2014, 03:53:04 AM
Ok. Not sure if this is a bug or not.

I tried using this with one of my hero files. The hero file had "300 percenter", "Cloak of Shadows", and "DeCloak" set with "low" ep. But when i opened the hero file with EZ Hero, it had the ep set at "none". So i try editing it using EZ Hero, correcting the "none" to "low" ep for all 3 powers and saved the hero file. When i open the hero file in the game though, the ep changed to "medium". Changed it back to "low", checked with EZ Hero again, and it's once again back to "none".

The logic behind this problem (I believe), is that in-game, the lowest value is "Low" (except if the power is defined in FFEdit, but this tool is made for custom characters, not built-in) while the lowest energy cost in the tool is "None".  Therefore (by "In-game Value" = "Hero Tool Value"), "Low" = "None", "Medium" = "Low", and "High" = "Medium".

I actually used a custom character for this....and i had no problems with Medium or High, "Medium" was still "Medium" and "High" was still "High".
Title: Re: EZ Hero 3.4
Post by: abenavides on June 12, 2014, 04:30:26 PM
Murdock
- sounds like a bug, I'll check it out. Since FF and FFv3R have different scales , my logic for adjusting must be off somewhere.

Yellow Lantern
- are you saying to allow "trace", etc. on powers in FFv3R? Not sure it's possible. I'd have to double-check the code, but I think that basically the values correspond to different things in the games. That is, I store a "1" in the field and in FF, it's "trace", but in FFv3R it's "low". I'll check.

hoss20
Lots of good stuff, will check it all out, but some questions:
- Send to Text seems to have various issues, I will likely have to completely rewrite that module in a future version. (it's using older code I didn't change this time around)
- Re: Absorb/Deflect and Passthrough are you doing FFv3R hero files ? (or FF?) - just so I know where to look.
- Edit/Delete button grayed out - sorry, do you mean buttons in FFEDIT? not sure how ezhero would control that, but I'll take a look if that's what you mean
- Edit/View and Metal - again, this is FFEDIT right?
- FF Active defense - to ezhero , "FF Active defense" is just words in a field. There's not special code to do anything else with it. Are you saying you want it do more?
- I'll check my notes, but the weight doubled may have to do with materials. (I think there's multipliers built into the game that change the "mass" value that you pass to the DATs. If I can get a list of what the multipliers are, I could change it so the Send to DAT screen, just tells you what it will be in-game.

1 thing that can screw up send to dat is having ffedit open at the same time you're using it. it sometimes prevents certain updates.
Title: Re: EZ Hero 3.4
Post by: spydermann93 on June 12, 2014, 05:27:21 PM
Quote from: Murdock on June 12, 2014, 03:23:22 PM
Quote from: spydermann93 on June 12, 2014, 02:34:33 PM
Quote from: Murdock on June 12, 2014, 03:53:04 AM
Ok. Not sure if this is a bug or not.

I tried using this with one of my hero files. The hero file had "300 percenter", "Cloak of Shadows", and "DeCloak" set with "low" ep. But when i opened the hero file with EZ Hero, it had the ep set at "none". So i try editing it using EZ Hero, correcting the "none" to "low" ep for all 3 powers and saved the hero file. When i open the hero file in the game though, the ep changed to "medium". Changed it back to "low", checked with EZ Hero again, and it's once again back to "none".

The logic behind this problem (I believe), is that in-game, the lowest value is "Low" (except if the power is defined in FFEdit, but this tool is made for custom characters, not built-in) while the lowest energy cost in the tool is "None".  Therefore (by "In-game Value" = "Hero Tool Value"), "Low" = "None", "Medium" = "Low", and "High" = "Medium".

I actually used a custom character for this....and i had no problems with Medium or High, "Medium" was still "Medium" and "High" was still "High".

I was just thinking about energy in terms of what FFEdit can do, but your second statement threw my hypothesis out the window :P

Quote from: abenavides on June 12, 2014, 04:30:26 PMYellow Lantern
- are you saying to allow "trace", etc. on powers in FFv3R? Not sure it's possible. I'd have to double-check the code, but I think that basically the values correspond to different things in the games. That is, I store a "1" in the field and in FF, it's "trace", but in FFv3R it's "low". I'll check.

Somebody please correct me if I'm wrong, but I do believe that the other energy types are available, but there are a few issues.

1. I think that if you have a power with, let's say, "Trace" and you modify that power in-game, it will set itself to "Low" or "None" (I forget which).
2. If the energy level sticks with the power, your character will still use the power once if the power costs anything above "None"  (which is stupid and I miss being able to do that from the old game :().
3. I haven't tested this, but I don't think it will allow a character to use "Extreme" powers as the game doesn't let players use powers beyond their current energy state.

Most of this is from improperly converted hero files from :ff:; I've never actually tried setting such values to powers from the hero tool.
Title: Re: EZ Hero 3.4
Post by: hoss20 on June 12, 2014, 05:35:40 PM
I'm sorry I didn't clarify better. I am using FFVTTR exclusively. All of the Batch Send to Dat issues I described in my previous post are seen in-game.

When performing the Batch Send to Dat, I am still receiving the earlier error message when trying to open FFVTTR. I am able to resave the Characters.dat in FFEdit, which then allows me to open the game. The material change to Metal is seen in-game where described, as well as in the Templates tab in FFEdit.

The grayed out buttons are also occurring in-game. I was only mentioning this because, I believe Built-in's are supposed to have the Edit and Delete buttons grayed out. At least that's the case with Alchemiss, Minuteman, etc.

Regarding the FF Active Defense attribute; there is no problem in EZHero. The issue I noted is seen in-game after performing the Batch Send to Dat. I just thought it was more than a coincidence that this attribute was built around setting up an Active Defense-Absorb defense in FFEdit and all of the hero files I was having trouble with possessed an Active Defense-Absorb power.
Title: Re: EZ Hero 3.4
Post by: spydermann93 on June 12, 2014, 05:43:43 PM
Quote from: hoss20 on June 12, 2014, 05:35:40 PMThe grayed out buttons are also occurring in-game. I was only mentioning this because, I believe Built-in's are supposed to have the Edit and Delete buttons grayed out. At least that's the case with Alchemiss, Minuteman, etc.

If you have any custom characters with the same name as the character's strings.txt name, the Edit/Delete button will not be grayed out as the game sees the Built-in character and the custom character as the same.

For example, "Captain America"'s builtin might be "captain_america" and you might have a custom character called "captain_america", but since you refer to the built-in "captain_america" as "Captain America", the built-in and custom character are two different entities in the game's eyes.

Now, if you had "Flash"'s built-in as "flash", and you had a custom character called "flash", then they would be considered the same as case does not matter.  So, for Flash, the Edit/Delete button will be highlighted as if "Flash" were a custom character, not a built-in.
Title: Re: EZ Hero 3.4
Post by: abenavides on June 12, 2014, 11:40:36 PM
Thanks spydermann93, that's useful to know.

I have noticed strange things when I have hero files with same name as built-ins. This could explain it.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: yell0w_lantern on June 13, 2014, 01:56:41 AM
Yes, that is a good possibility with the identical names.  I seem to recall having some problems that led to my policy of archiving hero files I have already sent to DAT.

In regard to the energy costs, here is the way to set them in the conosle.

Quote
0 None

1 Trace

2 Minor

3 Very Low

4 Low

5 Medium

6 High

7 Very High

8 Extreme

Code:
from datfiles import *
MyPower = Campaign_ReadPowers()['electank Stunner']
MyPower['EPCost'] = 2
Campaign_RewritePowers(ChangePowers=[MyPower],ForceRead=1)
loadPowers()


Yes, you can lose the non-standard cost if you modify the power but I'm not sure if it only happens when you try to change the cost or any part of the power at a later date.
To use powers with a cost greater than high would require a larger number of energy points.  This can be accomplished with the 'max energy points' and 'energy points' template flags for built-ins or with attributes such as 'battery' and 'energy tanks' for custom characters.  I do not think that the 'overspend with risk of stun' flag needs to e checked in ffx3 control center but I may be wrong.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: abenavides on June 13, 2014, 03:02:52 AM
OK< I think I see what you mean YL - you'd like to be able to set FFv3R hero files to use the old FF EP costs that are missing : "Trace", "Minor", "Very Low", "Very High" and "Extreme".  That's actually quite easy for me to do - it's actually less code than what I have now.
I did it on a test file and it doesn't crash (good) and seems to show the right number of pts affected.

This will also fix the problem Murdock reported.

Let me know if that's what you meant, YL.
I will look for some way to note it on the screen that the EP value you picked won't show up with that name in-game but should be OK.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: yell0w_lantern on June 13, 2014, 12:24:53 PM
Yes, sir. That is exactly what I meant.  :thumbup:
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: abenavides on June 13, 2014, 01:02:04 PM
I've now made this change for all power types in both games and it seems to be working ok.
As I did this, it was interesting to see that FF didn't allow "None" for Special powers and FFv3R didn't for Special and Area(?)
Well, now you can !

I've also changed the text in the list to say "(FF") next to certain items, just so you can easily see which ones are "FF-only" (just in case).

Looking at the ActiveD-absorb issues next.

Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: yell0w_lantern on June 13, 2014, 04:31:12 PM
When I delete a power, the slot reads, "<none>" but then I cannot seem to replace that with a new power.  Is there some way around this?
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: abenavides on June 13, 2014, 06:33:30 PM
Select the <none> power and then click the "down" button until it "slides" right off the list.

You can then add a new power the normal way.

Forget why I had to make it work this way (but I can revisit in a future version)
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: abenavides on June 14, 2014, 12:12:06 AM
Have fixed most (if not all) of the bugs, but was just thinking about the weight text boxes in the Send to DAT screens.

Are they really needed? Shouldn't the send To DAT just use the weights that you've input in the hero files?
Right now, if you use the batch send to dat - all the heroes would end up with the same weight.

If I go with the values in the hero files, I think it would be more useful.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: spydermann93 on June 14, 2014, 12:31:05 AM
Yeah, I'd say get rid of the weight box in the transfer dialog box.

There really isn't a need to be redundant :P
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: abenavides on June 14, 2014, 01:21:27 AM
OK think it's all good now.
- fixed Absorb defense bug (Pass through also)
there was actually a lot of bad code in here and in Passive D. All redone.

- fixed weight issue
was happening because ffedit is in KG (not LBS). I've added code to convert everything to KG (and take material into account) before writing to DAT

- fixed issue with material being Metal in DAT
weird one, happened in batch dat mode only because of a typo

- I'm going to have to totally redo send to text eventually , for now I've put a warning msg on it when you use it. I just want to get this version out there quickly as there are some things that need fixing right away like the actived and weight issues.

- The issue with specials not showing right EP cost is fixed also

- as previously mentioned, it now allows all EP costs in ffv3r (for every power type)

I'm sending to the same 3 testers. Hope they don't mind.

Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: Murdock on June 14, 2014, 01:31:17 AM
I haven't tried the send to dat function yet. What/when is it used for and how do you use it? Is it used only when you change the weight of a hero file?
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: spydermann93 on June 14, 2014, 01:54:07 AM
Quote from: abenavides on June 14, 2014, 01:21:27 AMI'm sending to the same 3 testers. Hope they don't mind.

Not at all :P
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: Cyber Burn on June 14, 2014, 02:16:29 AM
Quote from: spydermann93 on June 14, 2014, 01:54:07 AM
Quote from: abenavides on June 14, 2014, 01:21:27 AMI'm sending to the same 3 testers. Hope they don't mind.

Not at all :P

Ditto!
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: abenavides on June 14, 2014, 02:33:00 AM
thx guys.


Murdock, info on ezhero is on my site:
http://alexff.com/goodies_ezhero.php
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: Murdock on June 14, 2014, 02:37:49 AM
Thanks. Just found it myself a little while ago.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: Cyber Burn on June 14, 2014, 08:46:03 PM
I've got to say Alex, that in all the years that I've been playing FF/FFvt3R, I have never used the "Send to Text" tool on EZ Hero, I never had a reason to, but it is really helpful for keeping track of the Mod FX that I'm doing.

The only discrepancy that I've found so far, is with the weight. In-game, the weight for a "Flesh" type character is coming up as 170, but in EZ Hero, it comes up as 168. I also had a "Metal" character come up as the same weights.

But this is just regular Hero Files, I have not done the "Send to Dat" yet.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: abenavides on June 15, 2014, 01:28:57 AM
Yes, that discrepancy has to do with rounding precision.
Basically all weights are stored in hero files as 2 hex bytes and there's a formula to convert it to lbs and vice-versa.

The formula uses the KG to LBS ratio (2.20462262 lbs per kg)
and it also has logarithms in it.

I forgot who worked out originally. I think I got it from MIC_Rulz many years ago. (I think all the hero editors use the same formula)

Anyway, the formula is not precise and it's always a bit off. I'm happy to adjust it, but I haven't been able to get it any closer.

If anyone's mathematically inclined, I'd be happy to post the whole formula in case someone wants to give it a shot.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: Cyber Burn on June 15, 2014, 07:17:46 PM
That sounds extremely...complex, way above my level of mathematics skills.

I just wasn't sure if this was a bug that needed to be addressed or not, but it sounds like everything is under control, so I'm good.

I'm still going through the existing Hero Files that I have for  :ffvstr: (Which is not many), but so far, I haven't noticed anything coming up wrong them.

I will say though, that I created a Hero using EZ Hero for  :ffvstr:, and then tried to use it in Benton's "Marvel Adventures" Mod (The current Beta version), but the game crashed. I don't know if it was an issue with EZ Hero, or with the Mod.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: spydermann93 on June 15, 2014, 07:30:41 PM
Quote from: Cyber Burn on June 15, 2014, 07:17:46 PMI will say though, that I created a Hero using EZ Hero for  :ffvstr:, and then tried to use it in Benton's "Marvel Adventures" Mod (The current Beta version), but the game crashed. I don't know if it was an issue with EZ Hero, or with the Mod.

There are a few things that could be wrong, here.

1. The mesh that you're trying to use has not been properly converted to be used in :ffvstr:
2. The path that you specified for the mesh is not being recognized when you try and view the character (though the character should just not show up; the game shouldn't crash)
3. The mod was improperly installed (although, if this were the case, you wouldn't be able to launch the mod, or you'd just get the standard :ffvstr: menu)

Does the game only crash when you click on the character, or does the mod crash in other places?
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: Cyber Burn on June 15, 2014, 08:23:06 PM
1. The Mesh I used was Renegade's "Captain_America_TV_REN" which is a FFvt3R exclusive Mesh. His only power was an Active Defense, using Minute Man's Vigilance Shield as an FX.

2. The Character did show up in the Character Creator. But the game crashed when loading him into the Rumble Room.

3. The Mod otherwise seems to load fine, the only other issue I had with it loading was with the Glacier (?) Map.

The game only crashed when I attempted to use that Character/Hero File. I've since deleted him and recreated him using the Mod, and have not had any issues since.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: abenavides on June 15, 2014, 08:55:22 PM
if you have the bad hero file still - you can send it to me.

Better still - send it and the good one you've recreated and I can try to scan for differences.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: hoss20 on June 15, 2014, 09:33:57 PM
I haven't had a chance to view anything in depth yet, but after perusing a few hero files; everything looks good so far. I did have a question about the installation, however. At the end of the installation, I was prompted that I needed to restart Windows to complete the install. This did not occur during installations of 3.4 that we were testing, so I was just wondering if you were using different programming tools, updating the registry differently, etc.

I'll be checking the batch Send to Dat soon. I imagine since you've addressed the hero files not being read properly (ie; Active Defense-Absorb) that everything will go smoothly.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: abenavides on June 15, 2014, 09:45:56 PM
No, I didn't change programming tools - so the windows msg is strange.
Only thing I changed in installer is I put the uninstall under "Alex's Freedom Fortress\Uninstall\".
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: Cyber Burn on June 16, 2014, 01:25:02 AM
Quote from: abenavides on June 15, 2014, 08:55:22 PM
if you have the bad hero file still - you can send it to me.

Better still - send it and the good one you've recreated and I can try to scan for differences.

Unfortunately, the old file is long gone. I had a huge amount of stuff in my recycle bin, so I dumped it.  :(
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: hoss20 on June 17, 2014, 01:38:41 AM
Batch Send to Dat worked like a charm!  :thumbup:

The only thing I see is that in-game, the weight for my new Built-in characters with the Concrete material is being reduced to, approximately, 3/4 of the original weight. I can't give you an exact number due to the rounding that occurs. I know you're doing/have done some work with the weights. I didn't know if weight settings/multipliers for Air, Cloth, and Concrete were coded for the game or not.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: abenavides on June 20, 2014, 01:51:45 AM
Hmm.. ok.
There's a multiplier used as show in this thread: http://freedomreborn.net/forums/index.php?topic=56433.msg763299#msg763299 .

It could be that 2.5 for concrete is wrong. I can change it a little to see if we get closer.

If you get a chance can you see if other materials look OK? Most probably are.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: hoss20 on June 20, 2014, 01:33:19 PM
Let me know if this is correct (I am keeping things simple by stating that 1 kg=2.2 lbs):
- The game measures weight in kilograms
- When a character is given a weight in pounds in EZHero, the game will divide this weight by (2.2 x Material Multiplier)
- In order to display the character's weight in pounds in the Character Edit screen, the game will multiply its in-game weight in kg by (2.2 x Material Multiplier)

You had mentioned that there is an algorithm used and I realize that I have oversimplified things. You had mentioned that the Material Multiplier for the Concrete Material is 2.5. I also double checked the thread you had posted. If my little summary is correct, then what I believe is occurring for heroes with the Concrete Material, is that the game is only using a Material Multiplier of 2 when calculating the weight for display in pounds in the Character Editor.

My example:
Material   Weight (lbs) in EZHero   Weight (kg) in FFEdit          Divisor        Weight (lbs) In-Game   Approximate Multiplier
Concrete               380                              69                  5.5 (2.2 x 2.5)              300                     4.3 (2.2 x 1.98)

I hope this makes sense. I'm really tired and everything's just swimming in my head right now. When viewing Custom Characters in-game, all weights equal what they show in EZHero. It is only when viewing built-in characters that the discrepancy occurs. I also checked my heroes with other Material types and their weight is calculated properly. This includes Air and Cloth, as well. So, it seems that this calculation problem is only showing with Concrete characters.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: abenavides on June 26, 2014, 11:29:53 PM
Hi just getting back to this. Thanks for the post, it helps a lot (since I won't have to check all materials and it points me in the right direction).

If the multiplier should be 2.5 and it seems I'm only doing 2, it could be a simple data type issue (I used a numeric type that doesn't support decimals).

I'll check it out.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: spydermann93 on June 26, 2014, 11:32:31 PM
There's one odd bug with the 3.5 beta:

After making a character in-game and after setting them to "Flesh", when I open the character in EZHero, it says that the character's material is "Metal".

I'm guessing that this has something to do with how the materials are coded in-game?
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: abenavides on June 26, 2014, 11:50:32 PM
Are you sure that's 3.5 and not 3.4? hoss reported an issued like that which I did find and fix for 3.5.

I just tried creating a new hero (in ffv3r) as Flesh and it came up Flesh in EZHero.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: spydermann93 on June 27, 2014, 12:02:46 AM
Quote from: abenavides on June 26, 2014, 11:50:32 PM
Are you sure that's 3.5 and not 3.4? hoss reported an issued like that which I did find and fix for 3.5.

I just tried creating a new hero (in ffv3r) as Flesh and it came up Flesh in EZHero.

I shall reinstall the tool, but I could've sworn that I was using 3.5.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: spydermann93 on June 27, 2014, 12:11:50 AM
You have mail, Alex :ph34r:
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: abenavides on July 03, 2014, 11:09:33 PM
Spydermann93,  I'll send you an email but not sure this is an ezhero issue.

I checked the file you sent me and it does have Metal stored as the material (when I look at it with a hex editor) even though it showed Flesh in the game.
This was very weird.

I saved the file in ezhero (without changing anything) and when I look at it again in game it's now Metal.

I ran both files (before and after save) through a hex compare and see a few bytes that are different - there are some weird things in the file which are note normally there "complex" , "notindb" - I assume these are items that FFX puts in. Is it possible this was an old file (converted from FF maybe) ?

I'm emailing you both files so you can try the new one in FFX and see if it works and looks OK now .

Is there an FFX expert who can comment on what exactly FFX changes in a hero file? (what bytes , etc), just so I can double-check if that would cause any issues? (I don't think it should as I'm not doing anything outside what Irrational did)
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: spydermann93 on July 03, 2014, 11:43:05 PM
Quote from: abenavides on July 03, 2014, 11:09:33 PMI ran both files (before and after save) through a hex compare and see a few bytes that are different - there are some weird things in the file which are note normally there "complex" , "notindb" - I assume these are items that FFX puts in. Is it possible this was an old file (converted from FF maybe) ?

Oddly enough, I see the "notindb" object attribute applied to any characters that I made in-game when I transfer that character to dat.

That is something that has never happened when making a character through Mr.Brdo's tool or your EZHero tool, or even in-game using vanilla FFvtTR, so you must be right about it being something about FFX.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: abenavides on November 18, 2014, 08:42:34 PM
Wow, got completely derailed on this due to all the new skins and meshes on my site. I actually forgot I hadn't released 3.5.
Let me look through this code again this week and see if I can get this out soon.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: Cyber Burn on November 18, 2014, 09:45:23 PM
Hey Alex, is there any way to include something in the Hero Tool that will state which game a Hero File is for? Basically, there are Hero Files that I have that are in a Zip File, but they are not identified as begin FF1 or FFvt3R.

Also, is there any way to enlarge the Screen/Window that EZHero opens in? I seem to be having trouble seeing in my old age, so if there's anything you could do on this, I would really appreciate it.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: hoss20 on November 18, 2014, 11:53:09 PM
Quote from: Cyber Burn on November 18, 2014, 09:45:23 PM
Hey Alex, is there any way to include something in the Hero Tool that will state which game a Hero File is for? Basically, there are Hero Files that I have that are in a Zip File, but they are not identified as begin FF1 or FFvt3R.

Actually, when you open a hero file, EZ Hero will indicate what version the game is for. I double checked and grabbed one of TaskmasterX's old hero files and opened it up and it showed as FF. I then opened up one of my current hero files for FFVTTR and it showed as FFv3R. I then reopened the TaskmasterX file and it still showed as FF. So, it's not like the current hero file defaults to whatever version was opened previously.

I was using the previously unreleased EZ Hero 3.5, by the way. I know that there were some hero file version identifying problems with 3.4, if I'm not mistaken, but I think those were fixed before the final release.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: abenavides on November 19, 2014, 02:48:11 AM
Yep, I think 3.5 (and the released 3.4?) should properly tell you what type of file you opened (there's actually a file character difference in the 1st few bytes, I remember doing all that )

I'll see about increasing size, but that may take another version.
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: Cyber Burn on November 19, 2014, 03:48:44 AM
 :doh: I must have installed the wrong one when I did my last re-install. Feeling like a bonehead right now.  :doh:
Title: Re: EZ Hero 3.4 released, EZ Hero 3.5 in progress
Post by: abenavides on December 06, 2014, 01:19:24 AM
OK just had a chance to review the code (and this thread) for the first time in months.

I believe the only thing that MAY be outstanding is hoss20's report on Concrete showing up as 3/4 of the right value for built-in characters (created with EZHero's Send to DAT functions)

I'm going to try to duplicate that issue to try to track it down.

So hopefully EZHERO 3.5 gets into December's update at the Fortress! (already have a bunch of other updates)