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Archive => Mids' Hero Designer => Titan Projects => Tech Support => Topic started by: Void Huntress on April 06, 2011, 02:42:57 PM

Title: Mids 1.93 fails to load build
Post by: Void Huntress on April 06, 2011, 02:42:57 PM
... Yes. It's me again.

I went through and checked the known issues, recent post history.. No, I do not have Bile Spray, so that change shouldn't be relevant.


Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Talia Esther: Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Mental Manipulation
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
------------
Level 1: Dual Wield Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(37)
Level 1: Subdual Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Immob/Rng(5), Enf'dOp-Acc/Immob/Rchg(5), Enf'dOp-Acc/Immob

(7)
Level 2: Empty Clips Achilles-ResDeb%(A), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/Rchg(9), Posi-Acc/Dmg(9), Posi-Dmg/Rng(17), Posi-Dam%(19)
Level 4: Pistols Achilles-ResDeb%(A), Decim-Acc/Dmg(37), Decim-Acc/EndRdx/Rchg(43), Decim-Dmg/EndRdx(43), Decim-Acc/Dmg/Rchg(43)
Level 6: Swap Ammo
Level 8: Bullet Rain Dmg(A), Acc(19), Acc(21), Dmg(21), EndRdx(23), EndRdx(23)
Level 10: Mind Probe KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 12: Kick KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 14: Maneuvers EndRdx(A)
Level 16: Concentration Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(17)
Level 18: Executioner's Shot Dmg(A), Acc(25), Apoc-Acc/Dmg/Rchg(25), Dmg(27), EndRdx(27), EndRdx(36)
Level 20: Drain Psyche RechRdx-I(A)
Level 22: Tough S'fstPrt-ResDam/Def+(A)
Level 24: Weave EndRdx(A), EndRdx(40), DefBuff(50)
Level 26: Piercing Rounds Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40)
Level 28: World of Confusion CoPers-Conf%(A), CoPers-Conf/Rchg(29), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(34)
Level 30: Hasten RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Hail of Bullets Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Combat Jumping Empty(A), Krma-ResKB(50)
Level 38: Tactics Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(39)
Level 41: Scorpion Shield DefBuff(A), DefBuff(42), EndRdx(42), DefBuff(42)
Level 44: Web Envelope Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Rchg(45), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(46), Enf'dOp-

Acc/Immob/Rchg(46)
Level 47: Summon Spiderlings ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-+Res(Pets)(50)
Level 49: Assault EndRdx-I(A)
Level 50: Spiritual Total Radial Revamp
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Defiance
Level 4: Ninja Run
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Level 6: Chemical Ammunition
Level 2: Swift Empty(A)
Level 2: Hurdle Empty(A)
Level 2: Health Mrcl-Rcvry+(A)
Level 2: Stamina EndMod-I(A), EndMod-I(46)



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|-------------------------------------------------------------------|



Edit: At least it's only one of my characters this time!
Title: Re: Mids 1.93 fails to load build
Post by: eabrace on April 06, 2011, 03:34:43 PM
Why does my gut tell me Swap Ammo will be involved in this?
Title: Re: Mids 1.93 fails to load build
Post by: DeProgrammer on April 06, 2011, 04:36:02 PM
Summon Spiderlings' static index is 4539, but whatever version of Mids' you saved that in had 4349 for it. Just another ordinary static index mismatch. Here's your fixed data chunk.

| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1742;757;1514;HEX;|
|78DAAD945B4F134114C7CF5E4AA1B4D0726B4B5B4A291428B0D0E8A389898289093|
|5057CD5BA810D6CB26937ED36D1373F82A078C36F810A094F7E20C5DB8311753D33|
|670AA54B8C2636697F33FF73E69C3367665ABCBF1804787815A4D0754BAFD7CBD7F|
|0D7316AFE5BBAD3A8E956F0B66E99FAE852DDD942110012C2A1BCAA57368D0D6DB1|
|A15BE5925977AA563DDBB4AD356CBB5A73B4A25171D05CD42BA6DDB074C7AC56223|
|72B180975AD390895AA554BBB616E6E396665B397CF960D7DC3A8D5B74C3BC0E76B|
|B6616C049B261BFDE24BB6B9AE351316F575037FD8F8410CABBC82DFE130888FABC|
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|-------------------------------------------------------------------|
Title: Re: Mids 1.93 fails to load build
Post by: Void Huntress on April 06, 2011, 05:24:54 PM
... well, I most recently saved it in 1.92. And it loaded fine in it minutes before I downloaded 1.93. :(

I actually happen to have three versions of this build, I only posted one of them since I expected it was probably a common problem between them. (as it happens, they have MOSTLY the same powers, so)
Title: Re: Mids 1.93 fails to load build
Post by: DeProgrammer on April 06, 2011, 05:35:49 PM
Yeah, the importing system keeps fumbling up the static indexes, and we were trying to fix them for the last couple versions.
Title: Re: Mids 1.93 fails to load build
Post by: Void Huntress on April 06, 2011, 05:38:38 PM
I went back and tried my 1.900 version of the build, just 'cuz it happened to be handy, and 1.930 doesn't like it either, of course. No surprise there, but I felt I ought to go ahead and try it just for fun.

... 1.930 ALSO doesn't like the data chunk DeProgrammer offers.

I end up with Summon Spiderlings as my last two powers, instead of Summon Spiderlings and Assault.

I tried to remove Summon Spiderlings, and managed to get it off of both power slots, but now it's highlighted red as if its prereqs aren't met (they are), and refuses to be re-added.  I even went so far as to remove Web Envelope and scorpion shield, re-adding them, and .. still, it says 'no' for summon spiderlings.

I CAN add summons spiderlings to a new build, but I was hoping to not have to recreate it.
Title: Re: Mids 1.93 fails to load build
Post by: DeProgrammer on April 06, 2011, 05:46:31 PM
You might want to re-download Mids'. At first I thought I might have just messed up the export because I was using a different database than was released with 1.93 (have a new database importer in the works), but I just pasted it into my other (released) copy of 1.93 and it worked fine.
Title: Re: Mids 1.93 fails to load build
Post by: Void Huntress on April 06, 2011, 06:02:34 PM
No dice.
I re-downloaded the installer, ran it... got the lovely "cannot open file for writing" error, and discovered that an errant instance of Mids was still floating around in the process list. Axed that, uninstalled mids, confirmed the folder was empty, did a fresh install..

Opened the data chunk you provided, and I'm getting the exact same behavior I described a moment ago. Summon Spiderlings ends up on two different power slots, and on being removed, cannot be placed again in the build.

As a further addendum, even attempting to remove all the Mace Mastery powers and then trying to change Ancillary does not work; even with no Mace Mastery powers placed, Summon Spiderlings is in red, and I'm prevented from changing the Ancillary pool.
Title: Re: Mids 1.93 fails to load build
Post by: Void Huntress on April 11, 2011, 10:27:55 PM
Just as a test, I had a friend import the data chunk DeProgrammer provided, and it resulted in 47: Summon Spiderlings, 49: Summon Spiderlings, just the same as I got.

If it helps, we're both running Windows 7 x64.
Title: Re: Mids 1.93 fails to load build
Post by: Diellan on April 27, 2011, 09:27:13 PM
I haven't forgotten this bug. I'm still working on it, and hopefully it'll be fixed for the next version of Mids.
Title: Re: Mids 1.93 fails to load build
Post by: Diellan on May 02, 2011, 06:30:27 PM
Yeah, there's something really weird with DeProgrammer's grab code (it happens on mine, too).

The 1.94 version, which is currently in beta, has a slightly more robust error checking on the load, so instead of giving an error and crashing when trying to load your initial build, it loads entirely except for a blank spot where Summon Spiderlings is (where you can just re-add the power and its slots). I think that's an acceptable solution.