GHF Census and Excise Office

Post » Sun May 01, 2011 12:57 pm

When do we discover how to get points?


You won't. I'm going to keep it top secret. I think that part of the fun will be trying to determine which badges earn you the most points. :hehe:


If you ever need another tested, I'd be happy to oblige


I'll add you to the beta list then. :twothumbs:


I wonder if it would possible to recognize and properly 'reward' players who 1) return Fargoth's ring, 2) kill Fargoth and 3) take the ring from his corpse ... something like "Altruistic Bosmer-cide".


There are two relevant badges already. You can get one each for giving back his ring, and one for killing Fargoth.



Well, I am satisfied with the level of development at this point. I have added all functionality that I intend there to be when we do the official release.

I'm going to be updating the readme and such in the downloader package with more up-to-date instructions and such. Once I get that ready, I will be completely wiping out the database (sorry to all of those who have spent a lot of time uploading pics and such!) and sending out links and info to everyone who volunteered to help with this stage of testing.

Thanks to everyone who helped us get to this point! :goodjob:
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Hearts
 
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Post » Sun May 01, 2011 2:48 pm

[EnthusiasticHandWaving&Jumping]Sweet. I guess this is the time to start volunteering for those of us who have missed out on the 'alpha'?[/EnthusiasticHandWaving&Jumping]

I'm still rather fond of the term Bosmercide though :P
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Josh Lozier
 
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Post » Sun May 01, 2011 9:50 pm

There are two relevant badges already. You can get one each for giving back his ring, and one for killing Fargoth.

So first you give him his ring back and then you kill him. That way you walk away with both his ring and 2 badges! :hehe:
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Adrian Morales
 
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Post » Mon May 02, 2011 1:11 am

So first you give him his ring back and then you kill him. That way you walk away with both his ring and 2 badges! :hehe:


Its like boy scouts, only better! :D
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Sara Lee
 
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Post » Mon May 02, 2011 12:20 am

Hey Fligg, I have another issue with my new Character Gaile, She seems to be Nerevarine even though she just stepped out of the CnE office (In game).
Any Ideas's why that happened
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Solène We
 
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Post » Mon May 02, 2011 3:06 am

Gallade, will you please send me your save file and the file in Data Files/MWSE called charactername_data.cne? Just zip them up together and attach them to a PM at GHF. Thanks! :goodjob:

Peachy and I have been working on implementing a versioning system that will notify you when a new version is available. Because we decided to do this, I thought it would be best to push back the beginning of the BETA test until it is complete. It will really ease things on my end.
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Aman Bhattal
 
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Post » Sun May 01, 2011 4:18 pm

Sorry to be late getting back but I seem to be missing one for Gaile....I have:
fl_nc_newcell
Shavir_Activity.cne
Shavir_Data.cne
Shavir_mood.cne
in my
Maybe I should start over when I have the time. (Gaile is definately in my save folder)
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Auguste Bartholdi
 
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Post » Sun May 01, 2011 4:23 pm

Did you actually write the census data using the log book in the game? If you don't do that, the file won't be written.
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Ashley Hill
 
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Post » Mon May 02, 2011 2:52 am

Is there still room for testers in this? It sounds very interesting :D
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Adrian Powers
 
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Post » Sun May 01, 2011 10:13 pm

BETA testing is now in progress! :foodndrink:
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katie TWAVA
 
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Post » Sun May 01, 2011 6:34 pm

For all those who are testing, please feel free to post bugs found here.

One that has been reported is an occasional (or perhaps frequent?) crash when hitting an NPC opponent with your weapon. Has anyone else found this happening?
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JUan Martinez
 
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Post » Sun May 01, 2011 11:44 pm

-"Select the image you wish to upload. (It will be resized to 200x450 px, so for best results ensure your image is that size.)"
This doen't rescale correctly.
-under factions archmagister is spelled archmagisteer.
-Their is still a possiblity that if you go to the website the spotlight character says "There are no characters in the database."
-w/ the search engine if you spell the class wrong it has a different effect than the others do. Mabye it would be better to use a dropdown for race & class so you don't have to worry about spelling?
-(List is being added to )
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Jessica Stokes
 
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Post » Sun May 01, 2011 8:33 pm

The game froze on me when I tried to attack an NPC, yeah.

I'm still learning my way around the site, but aside from not seeing links right in front of me, I've had no problems with it.
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El Goose
 
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Post » Sun May 01, 2011 4:48 pm

The game froze on me when I tried to attack an NPC, yeah.

Good to know I wasn't the only one. Which means it Fliggerty's fault, not mine. :D

-w/ the search engine if you spell the class wrong it has a different effect than the others do. Mabye it would be better to use a dropdown for race & class so you don't have to worry about spelling?

But then mod Races couldn't be included, and neither could Custom Classes.
Fligg probably just needs to tweak the Class search function.
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x a million...
 
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Post » Mon May 02, 2011 4:39 am

Hmm... my level 2 char seems to have stolen the stats from my level 24 char. Lets see what happens if I update the level 2...

Edit: Nope, she still has the high-level stats. I'm going to sleep now, since I have an exam in a few hours. I'll have more details and do more tests once I'm back.

EditedEdit: The NPC was a mod-added one. I swung my fist, the game froze. Then I loaded, and disabled him. Useless anyway.
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Melanie Steinberg
 
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Post » Sun May 01, 2011 1:54 pm

Hmm... my level 2 char seems to have stolen the stats from my level 24 char. Lets see what happens if I update the level 2...

Did you Upload the wrong ess?
EditedEdit: The NPC was a mod-added one. I swung my fist, the game froze. Then I loaded, and disabled him. Useless anyway.

It has nothing to do with the NPC itself. It seems to be a random problem that can occur with any NPC during any battle.
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Katey Meyer
 
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Post » Sun May 01, 2011 10:02 pm

Did you Upload the wrong ess?

be careful with the names of the ess files, i have around 6 ess files that are all named wolf so i have to guese which one is the right one. Sometimes one letter or number screws it up. Try resaving your game under a unique file name. If its already unique it wouldn't hurt to try agian.
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J.P loves
 
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Post » Mon May 02, 2011 3:32 am

be careful with the names of the ess files, i have around 6 ess files that are all named wolf so i have to guese which one is the right one. Sometimes one letter or number screws it up. Try resaving your game under a unique file name. If its already unique it wouldn't hurt to try agian.

Why not name each save differently?
Wolf1, Wolf2, Wolf3, WolfBalmora, etc. ;)
The game doesn't care what you name the ess file. It doesn't have to match anything.
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gemma
 
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Post » Sun May 01, 2011 1:12 pm

You can also just use the latest saved game...
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Farrah Lee
 
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Post » Sun May 01, 2011 8:12 pm

It WAS the last saved games. I save like this:

Charname00X with X and number and increasing as I go and save.

Also, the CNE Uploader doesn't sort them by Date when you click on date, and it has its own internal time? Because all my saves are ~2hrs behind my time. It would be helpful if it automatically sorted them by date, with the latest always on top. This char is at the middle of the list, by example.

Not sure how much it matters, but here is a more precise list on what exactly is getting mixed up:

From "Current Location" until "Almanac" all the data is from the level 24 char and also accurate.
The "Combat Stats" isn't accurate, but this wasn't a new char, and the data DOES match what I got on the level 24 when I uploaded her. Well, aside from the Weapon Swings thing. Does this only count each game session?

The "Miscenallenous Stats" also seems to be more or less accurate (again, it's the data from the level 24 char), except the Number of Cells Entered.

And a clarification on uploading procedure:

1. Save Game
2. Equip Census Book
3. Select Export Char Data
4. Exit
5. Upload

That it? No need for saving after the char data was exported? (I save anyway in a backup slot, just in case)

Can you change the Birthsign stat so that it says the birthsign name? So that The Atronach says Atronach, not "Wombburned" and The Apprentice is The Apprentice, not Elfborn. It makes it difficult for me to track which is which, although I suppose it's more personal taste than anything, and the time for adding custom stuff to the CNE hasn't come yet. :D

EDIT: I added a mod between the last update and this one. Does this make a big difference? It was the "A Nice Place To Stay" in Balmora, a house mod.
Edit2: Was looking at the stats on the CNE page, and it doesn't count the classes properly. It only counts the named classes, and not the chars where it just says "custom class"
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BRAD MONTGOMERY
 
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Post » Sun May 01, 2011 2:40 pm

I was wondering if the displayed skill/attribute stats could show the actual fortified skills/attributes along with the base skill/attribute level? The character I uploaded uses GCD so his unarmored skill shows up as 94 on the page, but is actually around 110 or so in the game.

So maybe the page could say 'Unarmored: 94 (110)'? It doesn't have to count towards anything (as it is open to abuse with potions) but it would be nice to see it displayed anyway.

Also I noticed the page displays the current magic effects active on the player. Would it be possible to display how strong each effect is too?

The ability to delete your own screenshots in the screenshots gallery would be nice. I accidentally uploaded the wrong picture once.

So far I haven't played the game with the mod active aside from preparing the uploading, so no feedback from there yet.
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~Amy~
 
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Post » Sun May 01, 2011 9:05 pm

Okay, the NPC thing is really annoying me. If I attack an NPC that is attacking me, no problem. If they're just sitting there, bam! game freezes. I will switch the mod off, and use it only for uploading until this is fixed, since it's making the game unplayable :/

The CNE site counts screenshot uploads as "Updates", I didn't know that. Wouldn't it be better to only count as Updated the newly updated (via the uploader) chars? That way it draws attention to that char's progress, not a screenshot that might or might not be worth seeing. Perhaps track other -non-save game uploads- differently?
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Brentleah Jeffs
 
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Post » Sun May 01, 2011 10:15 pm

It WAS the last saved games. I save like this:

Charname00X with X and number and increasing as I go and save.

Also, the CNE Uploader doesn't sort them by Date when you click on date, and it has its own internal time? Because all my saves are ~2hrs behind my time. It would be helpful if it automatically sorted them by date, with the latest always on top. This char is at the middle of the list, by example.

They're sorted by however Windows is feeding them in, at the moment (using API search functions there). The time that the CNE app uses are the timestamps, as retrieved by Windows (and formatted slightly).
I can try sorting them better, it should be possible with a little extra code.
Why Windows is mixing them up, though, I really don't know. Most of what you're seeing is straight from Win, so something funny is happening on their end. I'll see if I can counter it.

Can you change the Birthsign stat so that it says the birthsign name? So that The Atronach says Atronach, not "Wombburned" and The Apprentice is The Apprentice, not Elfborn. It makes it difficult for me to track which is which, although I suppose it's more personal taste than anything, and the time for adding custom stuff to the CNE hasn't come yet. :D

EDIT: I added a mod between the last update and this one. Does this make a big difference? It was the "A Nice Place To Stay" in Balmora, a house mod.
Edit2: Was looking at the stats on the CNE page, and it doesn't count the classes properly. It only counts the named classes, and not the chars where it just says "custom class"

The problems with birthsigns is that is the name (or at least, ID) of the birthsign as recorded in your saved game. To resolve it into the displayed birthsign, we'd have to load all your master files and plugins, compile the birthsigns and classes, and run through them until the correct one is found, then possibly search for the proper spells and save their names. It's possible, yes, but would be slow and very tedious to design (and probably create a few bugs). Same with custom classes, although that should be saved in the save game (not sure where, though).
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RaeAnne
 
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Post » Mon May 02, 2011 1:59 am

They're sorted by however Windows is feeding them in, at the moment (using API search functions there). The time that the CNE app uses are the timestamps, as retrieved by Windows (and formatted slightly).
I can try sorting them better, it should be possible with a little extra code.
Why Windows is mixing them up, though, I really don't know. Most of what you're seeing is straight from Win, so something funny is happening on their end. I'll see if I can counter it.


That's just it - If I look at the save file, it says it was created on 31.01.2010, 19:14. In the Census program, the timestamp is 17:14. Sorting by timestamp, newer -> older would be the best option, imo. At the moment, they're alphabetic with no way to re-sort.

The problems with birthsigns is that is the name (or at least, ID) of the birthsign as recorded in your saved game. To resolve it into the displayed birthsign, we'd have to load all your master files and plugins, compile the birthsigns and classes, and run through them until the correct one is found, then possibly search for the proper spells and save their names. It's possible, yes, but would be slow and very tedious to design (and probably create a few bugs). Same with custom classes, although that should be saved in the save game (not sure where, though).


Ah, okay. No reason to bother, then, although having more data about the displayed spell effects on the CNE page would be nice. Stuff like % of resist, etc.
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Jamie Moysey
 
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Post » Sun May 01, 2011 3:07 pm

The problems with birthsigns is that is the name (or at least, ID) of the birthsign as recorded in your saved game. To resolve it into the displayed birthsign, we'd have to load all your master files and plugins, compile the birthsigns and classes, and run through them until the correct one is found, then possibly search for the proper spells and save their names. It's possible, yes, but would be slow and very tedious to design (and probably create a few bugs). Same with custom classes, although that should be saved in the save game (not sure where, though).

Mabye a key could be included somewhere on the webpage?

As for the attacking npc problems does it have anything to do with the enemies section on the profile. I don't think enemies needs to be included because most of the time you only have that enemy for a few seconds, then you have a different enemy or no enemies but it will still say you have a clifracer until you upload agian.
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sunny lovett
 
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