Borderlands was updated inbetween, to go to level 69 (with the rebalance Patch), and also another DLC was added, not sure if this DLC has any relevant data though, haven't played it yet to see if there are new items or weapons.
Is there still any development going on here, to adjust WillowTree# to reflect those changes?
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Yes there is still development. Not a lot, and a good part being done by people who aren't me, but there's development. I'll be pushing out a new version of WillowTree# shortly after the scaling patch is out.
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here is a version by me it has all the scaling in it, the auto level to 69 is fixed , crash on inport of everythign is fixed, locker saves level and quality
no need for a hex edit on the save file any more
thanks xander for the base source
i had to learn C# to make the changes happen its quite diffrent then C++ but it was easy to learn
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I tried Beta 11 but apparently it's unable to even read my savegames.
(Uncensored version, patch 1.41, and DLC1-4 installed)
The first letter of every item name was truncated in the WT display and I didn't look further than that.
Right now, Willowtree 1.2.2 seems to be superior because that one can at least read the savegames and export to the online gear calculator.
It cannot write (successfully) at all so that has to be done less elegantly in Gibbed.
It may not be pretty but this combination does work perfectly fine.
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I'd be interested in seeing a screenshot of this with the weapon panel open showing the problem to get an idea of exactly what is happening here. If you could post a link to one here or attach one to a bug report (use the tracker link at the top of the screen) it will help me troubleshoot and hopefully implement a fix to the issue.
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I'm pretty sure the reason why the names are truncated to one character is because you are using Gibbed's editor, which saves all strings as Unicode. Thus when WillowTree loads them, it may not load Unicode strings properly, so it probably treats them as ASCII.
And because of the way Unicode is encoded, all the ASCII characters get widened, so there is a null byte after each character. And most of the Windows controls treat null characters as the end of the string.
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Ahh I didn't understand that the same way as you. I thought he meant that only the first letter was cut off of each name, not that only the first letter was left.
You are probably right about the cause. I know for a fact the string handling in WillowSaveGame treats the strings in the savegame file as ASCII. They may in fact be UTF8 not ASCII encoded so if you are using a non-US non-English version of Borderlands and there are non-ASCII letters the unicode encoding may confuse it.
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Actually, Unreal strings are a little bit different than that:
If the string length is positive, then the string is encoded as ASCII.
If the string length is negative, then negate the length (make it positive) and the string is encoded as Unicode. The length is the number of characters (not bytes).
If you notice, that's where my "save game reference" code gets a little funny and difficult to understand.
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I'm not sure any of these unicode string explanations really works for the problem observed. If the unreal format is to use a negative length for UTF-16 strings then WillowSaveGame would almost certainly receive an exception after trying to read a negative number of bytes, which would be handled but would cause the savegame file to fail to load. If all the strings were UTF-16 and the length is in Chars not bytes then after reading the first one it would put the file pointer out of sync and the chance of it reaching the end without an exception is extremely slim. I don't know if UTF-8 encoding would store the count in bytes or chars, but if it was bytes that seems like the only possible way for the savegame file read to reach the end without an exception because the strings would still be aligned in the same data locations, but then they wouldn't uniformly cut off before or after the first character when displayed probably.
Hopefully a screenshot or savegame file will be posted to help figure it out. Unfortunately, many bug reports of odd phenomenon fail to follow through with helpful information that would allow the problem to be fixed. I don't even know what language gazz1's Windows is in yet nor whether he is playing Borderlands on a PC, Xbox360, or PS3. Perhaps we will find out in the coming days. I've never heard of the Uncensored version of Borderlands, so I am guessing that he is not from USA.
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Anonymous
-
2011-09-24
Can you guys get rid of the drop down menus, I really want to click duplicate guns and items faster. Or you guys could just add a how many times do you want to duplicate this item or weapon option. I usually need a lot of the same guns and items because I give them away to friends and stuff. If you guys do that, Willowtree will be the ultimate Borderlands save editor. By the way, I don't think Borderlands 2 will be much easier to mod than the first game.
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I will do something to help with this. I'm not sure what, but something. It will probably include one or more of the following:
1) Make it so that you can activate the duplicate function with the keyboard (possibly the = key) so you can easily activate it repeatedly and copy the selection (which will support multiple items) directly.
2) Change the top level menu to display icons rather than words so that there's room for a duplicate button. Possibly combine with implementing right-click context menus to control functions that currently are in the drop down menus at the top of the lists.
3) Add cut and paste functionality so you can hit ctrl-c to copy then ctrl-v to paste the copied selection repeatedly as you do in other Windows applications.
4) Implement a duplicate function with multiple selection support where you can select all the items that you want to duplicate then select it and have it ask you how many copies you want to make.
Even if I implement these things, I can't say how long it will be before a new release of WT# will be ready. I may release a binary of an experimental build in the next few weeks just so people can take advantage of some of the bug fixes and functionality in the new code until I can get it to a proper state where I feel like it is polished and ready for an actual release. I haven't released a new version of WT# for a long time because the new code has not been ready. I had to remove the DotNetBar GUI library for licensing reasons and it caused all sorts of headaches and the UI is not as pretty visually as it used to be so I continue to try to improve that. Its getting closer. If you are a developer and want to compile the latest code which will ultimately become the next version of WT, it is in 'branches\uichange' in the SVN archive.
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Borderlands was updated inbetween, to go to level 69 (with the rebalance Patch), and also another DLC was added, not sure if this DLC has any relevant data though, haven't played it yet to see if there are new items or weapons.
Is there still any development going on here, to adjust WillowTree# to reflect those changes?
Yes there is still development. Not a lot, and a good part being done by people who aren't me, but there's development. I'll be pushing out a new version of WillowTree# shortly after the scaling patch is out.
Thats good to hear :) - looking forward to that new version then
Any eta on the next version? :)
Any chance of updated source code (svn)?
The ner version is out, the patch for lvl 69 was released :) - so when can we expect to see the new version?
http://www.mediafire.com/file/ua93z1nho1f7qlj/WT.zip
here is a version by me it has all the scaling in it, the auto level to 69 is fixed , crash on inport of everythign is fixed, locker saves level and quality
no need for a hex edit on the save file any more
thanks xander for the base source
i had to learn C# to make the changes happen its quite diffrent then C++ but it was easy to learn
I tried Beta 11 but apparently it's unable to even read my savegames.
(Uncensored version, patch 1.41, and DLC1-4 installed)
The first letter of every item name was truncated in the WT display and I didn't look further than that.
Right now, Willowtree 1.2.2 seems to be superior because that one can at least read the savegames and export to the online gear calculator.
It cannot write (successfully) at all so that has to be done less elegantly in Gibbed.
It may not be pretty but this combination does work perfectly fine.
I'd be interested in seeing a screenshot of this with the weapon panel open showing the problem to get an idea of exactly what is happening here. If you could post a link to one here or attach one to a bug report (use the tracker link at the top of the screen) it will help me troubleshoot and hopefully implement a fix to the issue.
I'm pretty sure the reason why the names are truncated to one character is because you are using Gibbed's editor, which saves all strings as Unicode. Thus when WillowTree loads them, it may not load Unicode strings properly, so it probably treats them as ASCII.
And because of the way Unicode is encoded, all the ASCII characters get widened, so there is a null byte after each character. And most of the Windows controls treat null characters as the end of the string.
Ahh I didn't understand that the same way as you. I thought he meant that only the first letter was cut off of each name, not that only the first letter was left.
You are probably right about the cause. I know for a fact the string handling in WillowSaveGame treats the strings in the savegame file as ASCII. They may in fact be UTF8 not ASCII encoded so if you are using a non-US non-English version of Borderlands and there are non-ASCII letters the unicode encoding may confuse it.
Actually, Unreal strings are a little bit different than that:
If the string length is positive, then the string is encoded as ASCII.
If the string length is negative, then negate the length (make it positive) and the string is encoded as Unicode. The length is the number of characters (not bytes).
If you notice, that's where my "save game reference" code gets a little funny and difficult to understand.
I'm not sure any of these unicode string explanations really works for the problem observed. If the unreal format is to use a negative length for UTF-16 strings then WillowSaveGame would almost certainly receive an exception after trying to read a negative number of bytes, which would be handled but would cause the savegame file to fail to load. If all the strings were UTF-16 and the length is in Chars not bytes then after reading the first one it would put the file pointer out of sync and the chance of it reaching the end without an exception is extremely slim. I don't know if UTF-8 encoding would store the count in bytes or chars, but if it was bytes that seems like the only possible way for the savegame file read to reach the end without an exception because the strings would still be aligned in the same data locations, but then they wouldn't uniformly cut off before or after the first character when displayed probably.
Hopefully a screenshot or savegame file will be posted to help figure it out. Unfortunately, many bug reports of odd phenomenon fail to follow through with helpful information that would allow the problem to be fixed. I don't even know what language gazz1's Windows is in yet nor whether he is playing Borderlands on a PC, Xbox360, or PS3. Perhaps we will find out in the coming days. I've never heard of the Uncensored version of Borderlands, so I am guessing that he is not from USA.
Can you guys get rid of the drop down menus, I really want to click duplicate guns and items faster. Or you guys could just add a how many times do you want to duplicate this item or weapon option. I usually need a lot of the same guns and items because I give them away to friends and stuff. If you guys do that, Willowtree will be the ultimate Borderlands save editor. By the way, I don't think Borderlands 2 will be much easier to mod than the first game.
I will do something to help with this. I'm not sure what, but something. It will probably include one or more of the following:
1) Make it so that you can activate the duplicate function with the keyboard (possibly the = key) so you can easily activate it repeatedly and copy the selection (which will support multiple items) directly.
2) Change the top level menu to display icons rather than words so that there's room for a duplicate button. Possibly combine with implementing right-click context menus to control functions that currently are in the drop down menus at the top of the lists.
3) Add cut and paste functionality so you can hit ctrl-c to copy then ctrl-v to paste the copied selection repeatedly as you do in other Windows applications.
4) Implement a duplicate function with multiple selection support where you can select all the items that you want to duplicate then select it and have it ask you how many copies you want to make.
Even if I implement these things, I can't say how long it will be before a new release of WT# will be ready. I may release a binary of an experimental build in the next few weeks just so people can take advantage of some of the bug fixes and functionality in the new code until I can get it to a proper state where I feel like it is polished and ready for an actual release. I haven't released a new version of WT# for a long time because the new code has not been ready. I had to remove the DotNetBar GUI library for licensing reasons and it caused all sorts of headaches and the UI is not as pretty visually as it used to be so I continue to try to improve that. Its getting closer. If you are a developer and want to compile the latest code which will ultimately become the next version of WT, it is in 'branches\uichange' in the SVN archive.