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Thread: Silv3ri's Mods [9 July 2012]

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  1. #21
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    I like your hero health, but I can't play with it unless I can see the players name lol

  2. #22
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    Quote Originally Posted by WhazZzZzup17 View Post
    I like your hero health, but I can't play with it unless I can see the players name lol
    Well it only replaces the Player Name while the hero is selected. But anyway, I haven't updated it to Player Names Lite v1.6.6 and it'll be a while before I get back to working on it. It might still work if the version check for PNL is removed, don't know.

    [Silv3ri's Mods]
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  3. #23
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    You really outdid yourself!

    Mana Timers is awesome but i think i found a bug with ultimates:
    - If you cast an ultimate you'll get a (mana-)timer, but it's totally wrong. Happens all the time that you cast an ultimate, the manatimer shows e.g. 26 sec and jumps to 1 sec as soon as it is ready.

  4. #24
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    Quote Originally Posted by Blanquita View Post
    Mana Timers is awesome but i think i found a bug with ultimates:
    - If you cast an ultimate you'll get a (mana-)timer, but it's totally wrong. Happens all the time that you cast an ultimate, the manatimer shows e.g. 26 sec and jumps to 1 sec as soon as it is ready.
    Thanks, I'll see if I can replicate the error and then try to fix it.

    Quote Originally Posted by Blanquita View Post
    You really outdid yourself!
    Thanks, read this next part to view the new mod that makes me feel more proud than any of the others!

    Translate Chat[Experimental]
    Download: v0.1
    Requirements: Mod Options Framework, Movable Frames
    This mod adds a movable button that translates the text you currently have in your chatbox (currently, only in-game) to any other language by sending the data to Google's Translate servers. Read the Todo section under Details to view more related ideas that I eventually want to implement, like, for instance, also translating chat from other players.

    This script is marked as experimental because I still need to find proper hosting for my script that modifies the output of Google's Translate servers and because it has one big issue which is that if any non-standard text appears in the translation results it will not work (thus, it can only handle the Latin alphabet, but you can still see the resulting translation when opening the console and looking at the error).
    My new mod that I've been working on all day! View screenshots and further details in the first post. Now I just need to rest...

    [Silv3ri's Mods]
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  5. #25
    Interesting idea with the translating chat.
    As for modifying encoding through php, there is a few ways:

    • iconv() - if you know encoding input and output
    • mb_check_encoding() - if you know output (only checks if compatible, to avoid throwing error)
    • utf8_encode - ISO-8859-1(Latin-1) to UTF-8
    • regex - search and replace unicode charranges - ([\300-\337])([\200-\277]) finds 2byte, ([\340-\357])([\200-\277])([\200-\277]) finds 3byte.

    Hope that was helpful, thanks for the mod.

  6. #26
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    Quote Originally Posted by pizzabussen View Post
    Interesting idea with the translating chat.
    As for modifying encoding through php, there is a few ways:

    • iconv() - if you know encoding input and output
    • mb_check_encoding() - if you know output (only checks if compatible, to avoid throwing error)
    • utf8_encode - ISO-8859-1(Latin-1) to UTF-8
    • regex - search and replace unicode charranges - ([\300-\337])([\200-\277]) finds 2byte, ([\340-\357])([\200-\277])([\200-\277]) finds 3byte.

    Hope that was helpful, thanks for the mod.
    Thanks, I think that will be helpful. All I need to find out, is how to decode back to the normal symbols (using only the game's scripting) if I used any of those specific encoding schemes.

    More details:

    I have PHP script that returns a serialized array of data. If a string in the data contains a non-standard character, the game just throws an error and I can never retrieve the string. This is odd, as the game displays the message just perfectly in the console error message.

    This is the error message that is received if there is invalid character within a string:


    So what I think is that either the string needs to contain some type of encoding scheme identifier, or each of the invalid characters should be converted by some other encoding scheme which can then be decoded by in a game script.
    I'll test what I can achieve with some of those commands so long.

    [Silv3ri's Mods]
    Original version of signature image is by www,annestokes,com
    ui/ui_items.package, line 1519


  7. #27
    WOW! This mods are amazing! Big thanks for doing such great job, Silv3ri!

  8. #28
    Just wanted to stop by and say that these are some quality mods here! Your efforts are appreciated.

  9. #29
    Quote Originally Posted by Silv3ri View Post
    I'll test what I can achieve with some of those commands so long.
    Do you have control of the array before it gets serialized?

    If yes:
    $arr['translatedText'] = iconv("UTF-8", "ISO 639-1//TRANSLIT", $arr['translatedText'])

    If not you need to unserialize first:
    $arr = unserialize($str);
    $arr['translatedText'] = iconv("UTF-8", "ISO 639-1//TRANSLIT", $arr['translatedText'])

    $str = serialize($arr);

    Afaik, google uses ISO 639-1. I might be wrong, but give it a shot.
    Last edited by pizzabussen; 05-22-2010 at 06:51 AM.

  10. #30
    Quote Originally Posted by Blanquita View Post
    You really outdid yourself!

    Mana Timers is awesome but i think i found a bug with ultimates:
    - If you cast an ultimate you'll get a (mana-)timer, but it's totally wrong. Happens all the time that you cast an ultimate, the manatimer shows e.g. 26 sec and jumps to 1 sec as soon as it is ready.
    I got the same kind of problem, sometimes the ultimate timer goes nuts. Maybe it happens for the other spells too, anyway I don't know how to reproduce it either. It might be related to a death when something is in cooldown, just a guess.

  11. #31
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    Quote Originally Posted by Blanquita View Post
    Mana Timers is awesome but i think i found a bug with ultimates:
    - If you cast an ultimate you'll get a (mana-)timer, but it's totally wrong. Happens all the time that you cast an ultimate, the manatimer shows e.g. 26 sec and jumps to 1 sec as soon as it is ready.
    Quote Originally Posted by ThzChz View Post
    I got the same kind of problem, sometimes the ultimate timer goes nuts. Maybe it happens for the other spells too, anyway I don't know how to reproduce it either. It might be related to a death when something is in cooldown, just a guess.
    I've only tested quickly, but still can't see the mistake. I also can't think why it would be only the ultimates, unless it has to do with the fact that they cost more mana than usual or because you had certain specific heroes. If you can remember, tell me which hero you were playing with and also, I assume it happened more than once during the same game?

    Edit: BTW, The only time that the mana counters are supposed to change dramatically is when your mana regen changes.
    Last edited by Silv3ri; 05-22-2010 at 02:00 PM.

    [Silv3ri's Mods]
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    ui/ui_items.package, line 1519


  12. #32
    Quote Originally Posted by Silv3ri View Post
    I've only tested quickly, but still can't see the mistake. I also can't think why it would be only the ultimates, unless it has to do with the fact that they cost more mana than usual or because you had certain specific heroes. If you can remember, tell me which hero you were playing with and also, I assume it happened more than once during the same game?

    Edit: BTW, The only time that the mana counters are supposed to change dramatically is when your mana regen changes.
    Like I said, it could be happening to other spells too but I wouldn't notice, I don't check their cooldown and once it's ready the number is unstuck. I remember the timer was stuck then jumped to 1 before the spell was ready. And yes, it happened more than once in the same game. I disabled the mod at the end of the game because of that, but I'll enable it back to try to find out how to reproduce this.

  13. #33
    Ok did some tests in practice (with bubbles), when you die the timer stops and it start back from where it stopped, instead of the correct value, once you revived.

  14. #34
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    Mana Cooldown Timers v0.1.3

    Quote Originally Posted by ThzChz View Post
    Ok did some tests in practice (with bubbles), when you die the timer stops and it start back from where it stopped, instead of the correct value, once you revived.
    Thanks, I could finally replicate it. I see the variables update correctly, just not their display. Simple mistake... fixed!

    Changelog
    v0.1.4 - 22/05/2010 - Fixed same bug happening in MiniUI.
    v0.1.3 - 22/05/2010 - Fixed small bug. Spell cooldown timers should no longer get stuck.
    Last edited by Silv3ri; 05-22-2010 at 03:46 PM. Reason: v0.1.4

    [Silv3ri's Mods]
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  15. #35
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    Quote Originally Posted by Stalkon View Post
    WOW! This mods are amazing! Big thanks for doing such great job, Silv3ri!
    Quote Originally Posted by Supercheese View Post
    Just wanted to stop by and say that these are some quality mods here! Your efforts are appreciated.
    Thank you!

    Quote Originally Posted by pizzabussen View Post
    Do you have control of the array before it gets serialized?
    Yes, in fact that was originally the only purpose for my script (to serialize the data from Google's servers). I've tried a lot of work-arounds for the problem and I understand it a lot better know; long explanation below.

    Explanation:

    The biggest problem is that while the PHP script itself is basically fine as it is, the game can't handle it when it is sent proper UTF-8 data.

    Basically, while the game itself is written to internally handle UTF-8 strings very well, it seems that when it comes their <form> commands (that are used to send POST requests) the support for UTF-8 kind of falls away (I think they use the libcurl library for this, can't really figure out much about it). There are 3 problems that the game has with this at the moment (in terms of getting this mod right):

    • Firstly, when receiving the results of a POST request, the game throws an error if the result contains any non-standard character even if it is proper UTF-8. This might not actually be the wrong behaviour as I think I might've read that POST requests are specified to only use the ISO-8859-1 encoding scheme. Figured it out!
    • Secondly, when the game sends non-standard characters in the POST request, it doesn't encode them properly. It replaces the characters with strings like "%x3%x5" which isn't an encoding scheme I could find (it looks like they're attempting to generate an URL encoding, but those x's shouldn't be there). I know that this encoding is wrong, because I found different characters that become encoded to the same string, making it impossible to decode.
    • Lastly, I could have an easy way to circumvent all of these mistakes if the game had functions with which I could generate a character or string by specifying it's byte-code value or something.

    I do have a work-around script that is partially implemented, but because of these errors I need to write a line of code for the conversion of each individual non-standard character, which is completely crazy.

    I wish that they would fix either both of the first two problems, or otherwise at least the third.

    I'm also going to post this at a few other places in the forums in hopes of finding some better solution. Any help from anyone will be appreciated!
    Last edited by Silv3ri; 05-23-2010 at 04:26 AM.

    [Silv3ri's Mods]
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  16. #36
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    I was going to suggest something for the translate mod, but I see you already have it in a comment!

    So how about this: When you add translating text from the chat buffer, also add an option to autodetect the language (tell google to do it) and automagically set the 'reply' language to the same.

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------


    Ben Pettit | Lead UIX Developer

  17. #37
    Hey Silv3ri, can you make Mimic Login will auto update HoN when anyone clicked? Some friends need that because they are SEA and need view replays
    Feeling Dangerous ?

  18. #38
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    Translate Chat v0.2

    Quote Originally Posted by Bangerz View Post
    I was going to suggest something for the translate mod, but I see you already have it in a comment!

    So how about this: When you add translating text from the chat buffer, also add an option to autodetect the language (tell google to do it) and automagically set the 'reply' language to the same.
    I just implemented the translation of other player's chat using your mod; was easier than expected! Thanks for that mod, and that idea is awesome, I'll definitely implement it soon!

    Quote Originally Posted by song_tinh View Post
    Hey Silv3ri, can you make Mimic Login will auto update HoN when anyone clicked? Some friends need that because they are SEA and need view replays
    I'm sorry, but I don't really know how to do that. What I do know, is that when the game updates all the downloaded files are stored in a folder called 'update', but after the update is applied, that folder is deleted (the game restarts, then applies). So, if you are quick enough to get the contents of the folder, you could update. Otherwise, if they could just login with someone else's account quickly, they could also auto-update (I think... not sure how it works for SEA players with Garena and stuff).

    Translate Chat
    Changelog
    v0.2 - 23/05/2010 - Added chat textbox detection and translation of most recent in-game chat message (when pressed). Now requires Bang! Lib Chat Parser.
    Read the How? section to understand how to use it (will still make it more user-friendly). It's still experimental, but it should work perfectly if you translate anything from English to any other language. Testing, bugs, comments and ideas are welcome!

    [Silv3ri's Mods]
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  19. #39
    Straight Hero Traits is excellent. Should be default IMO.
    No. You're wrong..

  20. #40
    server error 400

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