Marvel Mods

XML and MUA - Common Items => Modding Tools => Topic started by: Tony Stark on June 09, 2019, 03:59PM

Title: OpenHeroSelect (Includes support for XML2 and the MUA 36 & 50 Character Mods!)
Post by: Tony Stark on June 09, 2019, 03:59PM
(https://drive.google.com/uc?id=1DSAKj8F1RjlgXCjXWAhln0x8aUqq1BuB)

It's finally here! A new HeroSelect that supports the default 27 characters, but also supports the 28, 33, 36 (both versions), and 50 character hacks! And supports both Marvel: Ultimate Alliance AND X-Men Legends II!

It's easy to use, way more convenient than dealing with every stat with xmlbcui every time, and very extensible!

Remember to make a backup before trying it out, and leave feedback here in case you run into trouble!

Here it is, OpenHeroSelect!
https://github.com/TheRealPSV/OpenHeroSelect/releases/latest/download/OpenHeroSelect.7z

Source code:
https://github.com/TheRealPSV/OpenHeroSelect

FAQ
How do I run this?
Just run OpenHeroSelect.exe and it'll prompt you to enter your info, and convert everything for you automatically! It's that easy! (If you're on Windows 10, it acts weird, so you might have to right-click and run OpenHeroSelect.exe as Administrator to make it work right.)

Using the default characters from the OC pack? Just run OpenHeroSelect.exe and you're good to go!

Got your own roster you want to use? No problem, it's really easy to set up your roster, and if you've got an old herostat.cfg you have just right from the old HeroSelect or the old OpenHeroSelect, it's really easy to convert! Just change a few lines and run the splitter (it's all in the included help files)!

Great, what makes this so much better than the old one?
Unlike the old HeroSelect, OpenHeroSelect supports more than just the default 27 characters. You could theoretically use any setup of menulocations and any number of characters you want, no programming knowledge required! All you'd have to do is generate a new menulocations cfg file. Not to mention, this one's open source!

This doesn't look anything the old HeroSelect, how do I use it?
Converting to the new format is easy, instructions are provided with the program.

There are already options included for the 28, 33, 36, and 50-character hacks in addition to the 27-character default. Just tell OpenHeroSelect which one you want to use. Like the default, they all work from left to right in the order the names are listed in the roster file.

If you really want to, you can even go in and make a new menulocations cfg file to support different menulocations and arrangements, just be careful to use the right numbers for what you have.

You keep saying open, what's so "open" about this?
This project is open source! The source code is also linked up above. I put the source code out so the project can be extended even further by others if there's a need.

Why is my antivirus flagging json2xmlb.exe/xml2json.exe as a virus?
This is a known issue with PyInstaller and certain antivirus/antimalware software. Rest assured, these are simple Python scripts and Python runtimes, and are completely safe (you can audit the source code yourself, after all). The best thing to do is report the file to your antivirus software's maker as a false positive.
References:

Special Thanks
Sagap - various improvements in the v2 version.
BaconWizard17 - xml to json converter script in v3+, and testing for X-Men Legends II support.
nikita488 - json to xmlb converter script in v3+.
ak2yny - OCP v2.4 character stats and roster, performance enhancements
Title: Re: OpenHeroSelect
Post by: Tobi777 on June 09, 2019, 04:02PM
Interesting. I might check this out! More characters is a must for me, thanks a ton!
Title: Re: OpenHeroSelect
Post by: andersonbrazil on June 09, 2019, 05:55PM
Tony, I am a loyal user of Heroselect, and my first tutorials on YouTube were dedicated to teaching to everybody how to use it and even solve errors, so on behalf of all my subscribers who enjoy using heroselect I thank you and congratulate you on this,  your initiative. I'm very anxious to test all the latest news from our forum. Congratulations on your great idea!

                                               (http://icons.iconarchive.com/icons/google/noto-emoji-people-bodyparts/256/12070-clapping-hands-light-skin-tone-icon.png)
Title: Re: OpenHeroSelect
Post by: Tony Stark on June 09, 2019, 06:13PM
Thanks guys! Let me know how it works for you!
Title: Re: OpenHeroSelect
Post by: Outsider on June 09, 2019, 06:39PM
Excellent work, Stark. I won't be able to try it out just yet, but Anderson and others who use Heroselect on the regular -- feel free to inform everyone how it performs when you try it out.

Title: Re: OpenHeroSelect
Post by: andersonbrazil on June 10, 2019, 07:29AM
Great job really Tony!
I tried it here.
I'm using 33 RH. After reading the instructions, I made the changes in herostat.cfg to it adapt to the herostat of my game.

Very easy to handle, very practical. The numbering of the menulocation, separated in that cfg file, it helps a lot to organize the characters in the most appropriate places. Very good indeed. I liked. I do not know if you have already closed the project, but would like to propose the inclusion of a feature that you surely have already thought of in it. If possible, the inclusion of a new graphic map of the places in the menulocation would, in my view, be a great outcome for this project. To organize the places of each character I used the menulocation.cfg file but I had to use an image of the menulocation, used in the 33RH topic to put me on screen. If you could include a map, with vertical view, as it is in the application of heroselect would aid in a rapid organization of characters in menulocation. I point this proposal just to try to contribute a little with your project that is already fantastic, but if this is not possible, know that I have already been very pleased to have this new tool in hand and that from now I'll  to make this it, the official method of modification in MUA, in my game. Depending on what you decide I will wait or not because I want create a new video tutorial on my channel, about it.
Congratulations Tony! I really enjoyed the OpenHeroselect tool!                                                                       
                                                   
                                           
  (https://www.mediafire.com/convkey/539c/m04kim20rn4czy2zg.jpg)
Title: Re: OpenHeroSelect
Post by: Tony Stark on June 10, 2019, 07:37AM
Quote from: andersonbrazil on June 10, 2019, 07:29AM
Great job really Tony!
I tried it here.
I'm using 33 RH. After reading the instructions, I made the changes in herostat.cfg to adapt to the herostat of my game.

Very easy to handle, very practical. The numbering of the menulocation, separated in that cfg file, it helps a lot to organize the characters in the most appropriate places. Very good indeed. I liked. I do not know if you have already closed the project, but would like to propose the inclusion of a feature that you surely have already thought of in it. If possible, the inclusion of a new graphic map of the places in the menulocation would, in my view, be a great outcome for this project. To organize the places of each character I used the menulocation.cfg file but I had to use an image of the menulocation, used in the 33RH topic to put me on screen. If you could include a map, with vertical view, as it is in the application of heroselect would aid in a rapid organization of characters in menulocation. I point this proposal just to try to contribute a little with your project that is already fantastic, but if this is not possible, know that I have already been very pleased to have this new tool in hand and that from now I'll  to make this it, the official method of modification in MUA, in my game. Depending on what you decide I will wait or not because I want create a new video tutorial on my channel, about it.
Congratulations Tony! I really enjoyed the OpenHeroselect tool!                                                                       
                                                   
                                           
  (https://www.mediafire.com/convkey/539c/m04kim20rn4czy2zg.jpg)

Thanks! So the problem with the map is that this application isn't graphical, it's 100% text based. It would certainly be possible to write an application to do that, but it would require another full rewrite (or actually more easily it could theoretically be another application altogether). Right now the project isn't structured to do anything more than take in and put out text, but I would welcome a companion project that can rearrange the names in herostat.cfg and show the numbers based on the memulocations.cfg. Also you would need an image for every individual menulocation.cfg version, and would somehow need to specify the location of each number inside the image. I think it would be a full project to do it, but if someone else is willing to do it, I'm happy to include it.
Title: Re: OpenHeroSelect
Post by: Username on June 11, 2019, 07:30AM
hallelujah the 33 heroselect, thanks man
Title: Re: OpenHeroSelect
Post by: Tony Stark on June 11, 2019, 07:59AM
Quote from: Username on June 11, 2019, 07:30AM
hallelujah the 33 heroselect, thanks man

Let me know how it works for you! Hopefully it works as well as it did for Anderson.
Title: Re: OpenHeroSelect
Post by: LarsAlexandersson on June 13, 2019, 06:18AM
Someday, 36 heroselect. Someday.
Title: Re: OpenHeroSelect
Post by: Tony Stark on June 13, 2019, 08:49AM
Quote from: LarsAlexandersson on June 13, 2019, 06:18AM
Someday, 36 heroselect. Someday.

It'll be very easy to make! All you'll have to do is copy menulocations.cfg and add the new spots.
Title: Re: OpenHeroSelect
Post by: LarsAlexandersson on June 13, 2019, 09:19AM
Only problem needs to be taken care of first before new heroselect are regarding of mlm_team_back slot location via 3DS Max 4 - 5 (Old Alchemy) & 4 - 2013 (32-bit Alchemy 5.0)), & team_back selection coding
Title: Re: OpenHeroSelect
Post by: Outsider on June 13, 2019, 12:28PM
Well, if the game's memory can be somehow increased, having 36 or more on the roster would indeed be more possible. It would likely fix the "last 5" issues with the 33 Roster Hack. So far though, Krisan Thyme hasn't had any luck in doing so. I suspect that because he plays multiple games, he may not be completely focused on MUA though.

Hearing good things about this OpenHeroselect (OHS) program so far... I'll try it myself when I get a chance, but in the meantime, I'll be paying attention to the reviews. Well done.

Title: Re: OpenHeroSelect
Post by: SypherVendetta on June 14, 2019, 01:40PM
this does not work for me sorry, i installed it, set the correct path for it to find the herostat.xml in the data folder, made sure the path double backslashes and it did not work for me, not sure why it will not work, but i have given up for now, if you need to know more i can provide screenshots in discord if you like.
Title: Re: OpenHeroSelect
Post by: Username on June 24, 2019, 03:32PM
anyway there's a..."tool" like the old heroselect? i mean the progam that opens and you can add,select,etc the characters you want. i feel really good with that method...because i can't understand well how to use the characters i want with this one "open"
Title: Re: OpenHeroSelect
Post by: Marco123Gutierrez on June 24, 2019, 07:59PM
I installed this mod with no issues got it on the first try its awesome thank you so much for this.
Title: Re: OpenHeroSelect
Post by: Tony Stark on June 28, 2019, 04:17PM
Quote from: SypherVendetta on June 14, 2019, 01:40PM
this does not work for me sorry, i installed it, set the correct path for it to find the herostat.xml in the data folder, made sure the path double backslashes and it did not work for me, not sure why it will not work, but i have given up for now, if you need to know more i can provide screenshots in discord if you like.

If you can post the beginning of your herostat.cfg file, I might be able to try to figure it out.

Quote from: Username on June 24, 2019, 03:32PM
anyway there's a..."tool" like the old heroselect? i mean the progam that opens and you can add,select,etc the characters you want. i feel really good with that method...because i can't understand well how to use the characters i want with this one "open"

No there's no visual tool because this isn't limited to a specific number of characters. All you have to do is put your characters at the top of the list in the order you want them in the game, and run the program (make sure the character stats are at the bottom with the same name and the path is at the top).

Quote from: Marco123Gutierrez on June 24, 2019, 07:59PM
I installed this mod with no issues got it on the first try its awesome thank you so much for this.

Glad it worked for you!
Title: Re: OpenHeroSelect
Post by: Tony Stark on June 28, 2019, 04:20PM
Quote from: Outsider on June 13, 2019, 12:28PM
Well, if the game's memory can be somehow increased, having 36 or more on the roster would indeed be more possible. It would likely fix the "last 5" issues with the 33 Roster Hack. So far though, Krisan Thyme hasn't had any luck in doing so. I suspect that because he plays multiple games, he may not be completely focused on MUA though.

Hearing good things about this OpenHeroselect (OHS) program so far... I'll try it myself when I get a chance, but in the meantime, I'll be paying attention to the reviews. Well done.

Thanks Outsider! When you get a chance, could you test it out? If it works for you could you sticky this? It might be a good idea to move toward using this.
Title: Re: OpenHeroSelect
Post by: Dark_Ansem on July 05, 2019, 02:01PM
I'm amazingly impressed, how does this work with the Steam version?
Title: Re: OpenHeroSelect
Post by: Tony Stark on July 05, 2019, 03:46PM
Quote from: Dark_Ansem on July 05, 2019, 02:01PM
I'm amazingly impressed, how does this work with the Steam version?

No idea unfortunately. I don't know anything much about the Steam version's herostat formatting. If it's the same as the original version with the xmlb/engb files, then it'll work (I'm just reusing the NBA2kStuff XMLB compiler), but otherwise it would require a totally different compiler/format.
Title: Re: OpenHeroSelect
Post by: LarsAlexandersson on July 05, 2019, 07:47PM
@Tony Stark It still the same actually. My mod patch for that version proof to be worked there.
Title: Re: OpenHeroSelect
Post by: Tony Stark on July 05, 2019, 08:40PM
Great! In that case it should work just fine.
Title: Re: OpenHeroSelect
Post by: BarryAllen on July 13, 2019, 08:11AM
Hi Tony, I was using your app yesterday and it was working really well, saves a LOT of time. I've found one really weird issue and was hoping you might be able to explain. If I include Ms. Marvel in my 27 heroes and change her charactername from Ms. Marvel to Captain Marvel, after successfully compiling the herostat.xml I get this output:

Generating herostat with 27 characters, please wait...
Compiling: herostat.xml to herostat.xmlb
parm 1 or { [ ( expected
[WinError 2] The system cannot find the file specified: 'herostat.xmlb' -> 'E:\\\\Program Files (x86)\\\\Activision\\\\Marvel - Ultimate Alliance\\\\data\\\\herostat.xmlb'

This was just weird because changing it from Captain Marvel to Capt. Marvel worked and compiled the herostat files. Not sure whether this is an issue in xmlb-compile.exe. Not a major issue at all just a strange one.
Title: Re: OpenHeroSelect
Post by: Tony Stark on July 13, 2019, 12:10PM
I would look closely at whatever you're pasting in. My guess is you're putting in too many or too few { or } braces and it's not closing the set properly.
Title: Re: OpenHeroSelect
Post by: Jonnydragon88 on July 30, 2019, 09:19PM
I've finally FINALLY gotten 33 to work, but my save game, it doesn't load it 😭. Any suggestions?
Title: Re: OpenHeroSelect
Post by: Tony Stark on July 30, 2019, 09:31PM
With big mods like that you need to start a new game; your old saves won't work.
Title: Re: OpenHeroSelect
Post by: Jonnydragon88 on August 01, 2019, 11:58AM
I think it might be an ExE problem. If I can just modify that maybe I'll get somewhere!
Title: Re: OpenHeroSelect
Post by: BarryAllen on September 04, 2019, 07:32PM
Been using your amazing program with the new 36 roster hack Tony. Just had to add the new defaultman part to the end lines. It really speeds things up!
Title: Re: OpenHeroSelect
Post by: Tony Stark on September 04, 2019, 09:32PM
Quote from: superaceman34 on September 04, 2019, 07:32PM
Been using your amazing program with the new 36 roster hack Tony. Just had to add the new defaultman part to the end lines. It really speeds things up!

Great! I'm working to add the 36 option directly to the project, so all you have to do is replace the one file to get it working. Just need a little help from Outsider!
Title: Re: OpenHeroSelect
Post by: Tony Stark on September 04, 2019, 11:02PM
Alright guys, it's uploaded! OpenHeroSelect should now have support for the new 36 character mod! Just do what you would with any other character number mod, follow the instructions, and you should be playing very quickly! The link's in the first post, but here it is again: https://drive.google.com/open?id=1vp4B972H7aRKsacw7Z1v4C36WUXExrpK
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: andersonbrazil on September 05, 2019, 09:23AM
Tony, it's amazing !
Thank you so much for this quick attitude in updating OpenHeroselect. It's working perfectly for me here.

(http://www.mediafire.com/convkey/539c/m04kim20rn4czy2zg.jpg)
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: Tony Stark on September 05, 2019, 10:27AM
Quote from: andersonbrazil on September 05, 2019, 09:23AM
Tony, it's amazing !
Thank you so much for this quick attitude in updating OpenHeroselect. It's working perfectly for me here.

(http://www.mediafire.com/convkey/539c/m04kim20rn4czy2zg.jpg)

Awesome! I'm glad to hear it's working for you!
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: Tobi777 on September 13, 2019, 01:50PM
Hey! I'm running into an issue. I am using the 36 roster hack mod and this mod but I can't seem to work it together. I  edited the herostat menulocations and run openheroselect, It says it works but when i open the game I still have 27 characters in the roster. Did i miss a step?
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: Tony Stark on September 14, 2019, 11:52AM
Hey Tobi, did you follow the instructions entirely? If you're successfully getting it to work except it's only 27 characters, my guess is you missed the step where you replace the default menulocations.cfg with the 36-char one.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: Tobi777 on September 14, 2019, 12:14PM
Thats exactly what i did i replace the menu location with the 36 roster hack cfg. I run it it through heroselect but i end up with the same 27 roster.Was i suppose to do something with the heroselect.cfg?
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: Tony Stark on September 14, 2019, 09:02PM
Make sure there's 36 characters in your heroselect.cfg, and make sure the list of characters you have at the top of the file is at least 36 characters.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: scottsum on September 17, 2019, 04:49PM
I would like to put comments in my herostat.cfg file, just for my own reference.  Do I just use the hashtag # symbol at the beginning of the line, like in the game's script files?
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: Tony Stark on September 21, 2019, 07:53PM
Quote from: scottsum on September 17, 2019, 04:49PM
I would like to put comments in my herostat.cfg file, just for my own reference.  Do I just use the hashtag # symbol at the beginning of the line, like in the game's script files?

Ah I never even thought about comments. I just updated it, if you download the current version, you can add comments to both herostat.cfg and menulocations.cfg. The comment has to be on its own line and the line has to start with a '#' character.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: scottsum on September 24, 2019, 07:33PM
Cool, that will be helpful.

FYI, just noticed this: In the instructions, there are a few references to "heroselect.cfg" where I believe it is meant to refer to herostat.cfg.  I just wanted to make a note of this, in case anyone gets confused.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: Tony Stark on September 25, 2019, 03:58PM
Quote from: scottsum on September 24, 2019, 07:33PM
Cool, that will be helpful.

FYI, just noticed this: In the instructions, there are a few references to "heroselect.cfg" where I believe it is meant to refer to herostat.cfg.  I just wanted to make a note of this, in case anyone gets confused.

Thanks for the callout scottsum, I've updated the instructions in the downloads to fix that mistake. I also added a note for herostat.cfg: you can't put a comment as the first line of herostat.cfg, it has to be the path.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: scottsum on September 28, 2019, 09:46AM
Question-

It seems that your openheroselect tool isn't placing the defaultman entry into the herostat it creates.  (Side note: apparently the old heroselect tool didn't either.)  But the 36R hack specifically says to place this at the end. 

I've tried searching the site but can't seem to find what the entry does.  Is it a problem that it's missing?


Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: Tony Stark on September 28, 2019, 11:44AM
Quote from: scottsum on September 28, 2019, 09:46AM
Question-

It seems that your openheroselect tool isn't placing the defaultman entry into the herostat it creates.  (Side note: apparently the old heroselect tool didn't either.)  But the 36R hack specifically says to place this at the end. 

I've tried searching the site but can't seem to find what the entry does.  Is it a problem that it's missing?

That's a good question. I'm not entirely sure; my guess is that it was meant to cover any missing characters. Like if your roster isn't 36 characters long the empty spaces get filled with defaultman.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: scottsum on September 28, 2019, 01:46PM
Quote from: Tony Stark
...my guess is that it was meant to cover any missing characters. Like if your roster isn't 36 characters long the empty spaces get filled with defaultman.

That makes sense.  I suppose if everyone using heroselect has gone this long without it being a problem, it should be OK.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: BaconWizard17 on September 28, 2019, 05:19PM
Defaultman is basically just a placeholder character in case something else is missing
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: Tony Stark on October 02, 2019, 07:04PM
I've noticed a few issues pop up with OHS not writing to the right location. Looks like the solution is to make sure you right-click OpenHeroSelect.exe and run as Administrator, otherwise Win10 sometimes redirects the files somewhere else. I'll update the instructions in the zip file as well.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: Tony Stark on October 02, 2019, 07:48PM
Second update, I've added the defaultman entry to the end of the herostat, it'll get added in automatically when you run OHS. Hopefully this helps with some issues. I haven't tested this extensively, but it should work. Please try out the new version and let me know if you encounter any issues.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: IOwnALego111 on October 06, 2019, 10:00PM
Hi!! First of all I want to thank you so much for this amazing tool!!! But I got a problem so I hope you guys can help me figure it out!

So I made a folder called Openheroselect in the game directory, pasted all the files tthere and modified my own old herostat from heroselect so it could be converted, I am 100% I followed all instructions correctly. After that I run OHS (I have windows 10, so I ran it as an administrator) and the tool worked fine. Then after that I attempted to open my game, and it would just crash seconds after it opened (I used 36 Hack). So I tried to run it using the old hero select, because I wanted to make sure it was the OHS and not the game the problem so I chose the random option through Characterselect to make things faster. Obviously my game opended. After that, I decided to attempt to run OHS but this time with the 33 hack. Then my game openeded normally, but when I went to see my heroes, they were the same random heroes that were chosen by the Characterselect. In other words, OHS had no effect in my game whatsoever for some odd reason.

The only thing I felt weird or unsure about is that the name list order did not match the stat list, but I assume that they are independent from each other and I shouldn't worry about the order in the stats but only the order in the list, at least that is what I understand, correct me if I'm wrong.

I don't know what todo. I hope you guys can help me! Thank you!
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: andersonbrazil on October 07, 2019, 08:44AM
Quote from: IOwnALego111 on October 06, 2019, 10:00PM
Hi!! First of all I want to thank you so much for this amazing tool!!! But I got a problem so I hope you guys can help me figure it out!

Your problem may not be in OpenHeroselect. In the 36RH files there is a dll named "dinput8.dll". If you do not extract it to the game directory, opening it will crash. Make sure you not forgot to extract this dll.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: IOwnALego111 on October 07, 2019, 02:20PM
Well I certainly did not know that! I'll definitely try that and I'll let you know. Thank you!
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: IOwnALego111 on October 07, 2019, 02:20PM
Quote from: andersonbrazil on October 07, 2019, 08:44AM
Your problem may not be in OpenHeroselect. In the 36RH files there is a dll named "dinput8.dll". If you do not extract it to the game directory, opening it will crash. Make sure you not forgot to extract this dll.

Ohh ok!!! Thanks
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: IOwnALego111 on October 07, 2019, 03:04PM
Quote from: andersonbrazil on October 07, 2019, 08:44AM
Your problem may not be in OpenHeroselect. In the 36RH files there is a dll named "dinput8.dll". If you do not extract it to the game directory, opening it will crash. Make sure you not forgot to extract this dll.

Ok so I tried putting the dll dinput8 and still it's not working. Like I said, my game is no longer crashing because no matter what how many times I run OHS it takes no effect in my game. I am not getting the first 36 characters from my herostat list. I don't know whats going on.....
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: Tony Stark on October 08, 2019, 06:14PM
Quote from: IOwnALego111 on October 07, 2019, 03:04PM
Ok so I tried putting the dll dinput8 and still it's not working. Like I said, my game is no longer crashing because no matter what how many times I run OHS it takes no effect in my game. I am not getting the first 36 characters from my herostat list. I don't know whats going on.....

Make sure you're swapping out menulocations.cfg for the 36-character version.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: Tony Stark on October 08, 2019, 06:16PM
Hey guys, just uploaded a new version of OHS. This should place the defaultman and team_character entries at the top, followed by the characters. Hopefully this helps with some issues going on with powerstyles and at least lets the characters act like defaults when powers aren't working.

I've also added a debug flag, so you can have it generate the XML file if you want to inspect and compile it to XMLB yourself.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: IOwnALego111 on October 09, 2019, 12:55PM
Quote from: Tony Stark on October 08, 2019, 06:14PM
Make sure you're swapping out menulocations.cfg for the 36-character version.

Hello Tony! Thanks for replying.

Like I've said earlier, I made sue that I did swap out the menulocations for that version. Even if I would've not changed it, I would atleast have gotten the first 27 characters, but they didn't appear either. I even attempted running just like you left it, with the herostat you gave us and everything, and it still did not work....
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: IOwnALego111 on October 09, 2019, 12:57PM
Quote from: IOwnALego111 on October 09, 2019, 12:55PM
Hello Tony! Thanks for replying.

Like I've said earlier, I made sue that I did swap out the menulocations for that version. Even if I would've not changed it, I would atleast have gotten the first 27 characters, but they didn't appear either. I even attempted running just like you left it, with the herostat you gave us and everything, and it still did not work....

The heroes that appear are the ones that I choose earlier with my CharacterSelect in the old heroselect, despite the fact that I ran OHS several times...
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: Tony Stark on October 10, 2019, 06:01PM
Quote from: IOwnALego111 on October 09, 2019, 12:55PM
Hello Tony! Thanks for replying.

Like I've said earlier, I made sue that I did swap out the menulocations for that version. Even if I would've not changed it, I would atleast have gotten the first 27 characters, but they didn't appear either. I even attempted running just like you left it, with the herostat you gave us and everything, and it still did not work....

Can you run it with the -d option and post the generated herostat.xml (put it in pastebin or something and link it)?

Also did you update the OHS herostat.cfg file's first line with the location of your game's data folder?
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: IOwnALego111 on October 11, 2019, 03:45PM
I'm not sure how to do the "-d option". Ill try to do it myself. In the meanwhile, could you please explain how to do it?

And yes I did update the location, it's exactly the same one I have in my cfg in the old herostat. I just copied and pasted it (I mean the location only, not the whole cfg. I did all the corrections obviously)
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: IOwnALego111 on October 12, 2019, 12:15PM
Quote from: Tony Stark on October 10, 2019, 06:01PM
Can you run it with the -d option and post the generated herostat.xml (put it in pastebin or something and link it)?

Also did you update the OHS herostat.cfg file's first line with the location of your game's data folder?

Ok so I really have no idea what I've done but OHS  won't create the files in data, but it somehow generates herostat.xml, the one you asked, I have no idea how i did that honestly but ok here it is, i pasted in a google docs cause I can't paste it here: https://docs.google.com/document/d/1877pdpQbBN0xUM-2itxm4yknPHnXLfi1YngtPD38HbQ/edit?usp=sharing
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: IOwnALego111 on October 12, 2019, 12:18PM
Quote from: Tony Stark on October 10, 2019, 06:01PM
Can you run it with the -d option and post the generated herostat.xml (put it in pastebin or something and link it)?

Also did you update the OHS herostat.cfg file's first line with the location of your game's data folder?

Something to add, really weird that is happening:

1. I am getting 33 spaces to put characters, but there are not 33 characters, there are 27 spaces and the blank ones are filled with "Human Torch"

2. There was once I tried using OHS recently where I left the herostat.cfg as you gave it exactly, only changed the game location in the first line and added jean grey just to test if it worked, and for some really weird reason I would open my game and the only characters available to use where the 4 main (cap, wolverine, spiderman, thor) and jean grey, the one I just added. it's so weird!
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: Tony Stark on October 12, 2019, 02:36PM
Quote from: IOwnALego111 on October 12, 2019, 12:18PM
Something to add, really weird that is happening:

1. I am getting 33 spaces to put characters, but there are not 33 characters, there are 27 spaces and the blank ones are filled with "Human Torch"

2. There was once I tried using OHS recently where I left the herostat.cfg as you gave it exactly, only changed the game location in the first line and added jean grey just to test if it worked, and for some really weird reason I would open my game and the only characters available to use where the 4 main (cap, wolverine, spiderman, thor) and jean grey, the one I just added. it's so weird!

Wait, did you install the Official Characters Pack before installing the 36R hack?
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: IOwnALego111 on October 12, 2019, 06:09PM
Quote from: Tony Stark on October 12, 2019, 02:36PM
Wait, did you install the Official Characters Pack before installing the 36R hack?

Of course I did! That was one of the first things I did since I started nodding MUA. I have hero select installed so of course I do. Why do you ask? The things that happened indicate I may not have it installed? Maybe should I try to reinstall it? What do you think? (Wouldn't make sense because I always use captain marvel, hulk and Hawkeye.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: IOwnALego111 on October 12, 2019, 06:14PM
Quote from: Tony Stark on October 10, 2019, 06:01PM
Can you run it with the -d option and post the generated herostat.xml (put it in pastebin or something and link it)?

Also did you update the OHS herostat.cfg file's first line with the location of your game's data folder?

I don't know if this may be the cause of the problem, but maybe it is. I don't have my game located in Program Files, but in Program Files (x86). I still change the location to that and my old hero select works perfectly. But maybe OHS won't work in that file and only functions in Program Files? I don't know I've heard people say it's better and may solve hero select if you move the game to Program Files.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: ZaneD2016 on October 12, 2019, 06:37PM
im new to this whole modding thing, does anyone have a video tutorial on how to use this thing? thanks
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: IOwnALego111 on October 12, 2019, 10:45PM
Quote from: Tony Stark on October 12, 2019, 02:36PM
Wait, did you install the Official Characters Pack before installing the 36R hack?

OK OK NEVERMIND! I FINALLY GOT IT TO WORK.

I had 2 problems that were the cause of why it wasn't working I don't know why:

1. The location: I'll NEVER put mua in program files (x86), EVER.
2. I firmly believe that my anti virus was somehow messing up with OHS. I put in the exceptions.

Thanks so much Tony and Anderson! If anyone is having this problem those are your solutions :)
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: scottsum on October 13, 2019, 08:04AM
Quote from: IOwnALego111 on October 12, 2019, 10:45PM
OK OK NEVERMIND! I FINALLY GOT IT TO WORK.

I had 2 problems that were the cause of why it wasn't working I don't know why:

1. The location: I'll NEVER put mua in program files (x86), EVER.
2. I firmly believe that my anti virus was somehow messing up with OHS. I put in the exceptions.

Thanks so much Tony and Anderson! If anyone is having this problem those are your solutions :)

1) I doubt the program being in the x86 folder was the problem.  MUA is a 32-bit program, so that is where it belongs.

2) I have also had my antivirus detect openheroselect.exe as a virus. 
@Tony Stark - Do you know why this is the case?
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: IOwnALego111 on October 13, 2019, 09:13AM
Quote from: scottsum on October 13, 2019, 08:04AM
1) I doubt the program being in the x86 folder was the problem.  MUA is a 32-bit program, so that is where it belongs.

2) I have also had my antivirus detect openheroselect.exe as a virus. 
@Tony Stark - Do you know why this is the case?

Well your probably right you know more than me regarding this things... Nevertheless, it still worked for me so yeah I don't know... Thanks!
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: andersonbrazil on October 13, 2019, 03:50PM
Quote from: scottsum on October 13, 2019, 08:04AM
1) I doubt the program being in the x86 folder was the problem.  MUA is a 32-bit program, so that is where it belongs.

2) I have also had my antivirus detect openheroselect.exe as a virus. 
@Tony Stark - Do you know why this is the case?

Changing the directory address is a deciding factor in correcting at least 80% of problems with Heroselect, and OpenHeroselect as well. Both have by default the herostat file address in C: \\ Program Files \\ Activision \\ Marvel - Ultimate Alliance \\ data \\. This address is natural from a program installation, casually on Win 32bit. The default installation address in Win 64bit is C: \ Program Files (x86). Marvel Ultimate Alliance, installed on Win 64bit, will have default installation address at C: \ Program Files (x86).
I was able to solve most of my problems with heroselect by removing the game directory from C: \ Program Files (x86) to C: \ Program Files.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: IOwnALego111 on October 13, 2019, 06:40PM
Quote from: andersonbrazil on October 13, 2019, 03:50PM
Changing the directory address is a deciding factor in correcting at least 80% of problems with Heroselect, and OpenHeroselect as well. Both have by default the herostat file address in C: \\ Program Files \\ Activision \\ Marvel - Ultimate Alliance \\ data \\. This address is natural from a program installation, casually on Win 32bit. The default installation address in Win 64bit is C: \ Program Files (x86). Marvel Ultimate Alliance, installed on Win 64bit, will have default installation address at C: \ Program Files (x86).
I was able to solve most of my problems with heroselect by removing the game directory from C: \ Program Files (x86) to C: \ Program Files.

Well that was sure my case then and why it wasn't working. Thanks for the explanation :)
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: Tony Stark on October 14, 2019, 11:02AM
Quote from: scottsum on October 13, 2019, 08:04AM
1) I doubt the program being in the x86 folder was the problem.  MUA is a 32-bit program, so that is where it belongs.

2) I have also had my antivirus detect openheroselect.exe as a virus. 
@Tony Stark - Do you know why this is the case?

Unfortunately no clue. It may be the way the Python to EXE compiler packages it. My own antivirus had no issues with it.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: scottsum on October 20, 2019, 08:16AM
Tony, sometimes when I do something simple to the herostat.cfg, like remove a stateffect from doom to resolve a conflict, I'll get the following error:

Generating herostat with 36 characters, please wait...
Compiling: herostat.xml to herostat.xmlb
parm 1 or { [ ( expected
[WinError 2] The system cannot find the file specified: 'herostat.xmlb' -> 'C:\\\\Program Files (x86)\\\\Activision\\\\Marvel - Ultimate Alliance\\\\data\\\\herostat.xmlb'

Do you know what would cause this?
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: scottsum on October 20, 2019, 10:13AM
p.s.

Oddly, in addition to the above edit that made openheroselect not work, it did work when I took the editing even further by removing the following lines:

      Race {
      name = Mutant ;
      }

      Race {
      name = XMen ;
      }

Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: Tony Stark on October 21, 2019, 12:45PM
Not sure, to be honest. It might be confused with opening and closing braces. If you want to send me the herostat.cfg that broke it, I can try to debug it and find a fix.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: scottsum on October 22, 2019, 07:35PM
Quote from: Tony Stark on October 21, 2019, 12:45PM
Not sure, to be honest. It might be confused with opening and closing braces. If you want to send me the herostat.cfg that broke it, I can try to debug it and find a fix.

I sent you a PM with a download link.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: Tony Stark on October 23, 2019, 08:31PM
Cool, I'll take a look when I can. It may be a couple weeks until I can upload a fix; I won't have internet for a couple of weeks.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: scottsum on October 24, 2019, 07:31AM
Quote from: Tony Stark on October 23, 2019, 08:31PM
Cool, I'll take a look when I can. It may be a couple weeks until I can upload a fix; I won't have internet for a couple of weeks.
That's cool, I've worked around it for now.  At this point it's more just to know if I did something wrong or if it really is some kind of bug.  Definitely not at all urgent.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: andersonbrazil on December 26, 2019, 02:04PM
Hey, hello Tony!
Do you want to upgrade OpenHeroselect to 50RH version?
I intend to make a video teaching how to install and modify the characters, but I intend to do so by teaching through OpenHeroselect, if you to intend to update it.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: Tony Stark on December 26, 2019, 03:31PM
That's incredible! I had no idea they'd managed that! I'm away from home for the holidays, so I can't do anything just yet, but remind me after Jan 1, and I'll be happy to!
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: andersonbrazil on December 26, 2019, 05:49PM
Ok Tony!
Thanks for this amazing tool. See you in January. Have a happy new year's passage and that God bless you and your family.
Title: Re: OpenHeroSelect (Includes support for the 36 Character Mod!)
Post by: Tony Stark on January 02, 2020, 02:48PM
Quote from: andersonbrazil on December 26, 2019, 05:49PM
Ok Tony!
Thanks for this amazing tool. See you in January. Have a happy new year's passage and that God bless you and your family.

Thanks Anderson, hope your holiday was good. Here's a little late Christmas present, I've updated OHS to work with the updated 36 character hack and the new 50 character hack! I haven't tested it, but I expect it'll work just fine. Test it out and let me know how it goes!
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: scottsum on January 03, 2020, 06:09AM
Quote from: Tony Stark on January 02, 2020, 02:48PM
Thanks Anderson, hope your holiday was good. Here's a little late Christmas present, I've updated OHS to work with the updated 36 character hack and the new 50 character hack! I haven't tested it, but I expect it'll work just fine. Test it out and let me know how it goes!

Awesome.  This tool makes life so much easier, I've been putting off the 50RH for a bit just waiting for OHS.  Now I just have to figure out which 50 characters to use...
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on January 03, 2020, 07:47PM
Quote from: scottsum on January 03, 2020, 06:09AM
Now I just have to figure out which 50 characters to use...
Haha I hear that! I haven't installed it myself for that same reason.

Well that and I'm too lazy to figure out the process to get everything just right so it doesn't override the mods I have installed.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: andersonbrazil on January 04, 2020, 06:42AM
Great job Tony!
I tested on my game and it worked perfectly. Now everything is complete. Soon I will make another video tutorial.
Thanks again Tony!

(http://www.mediafire.com/convkey/15f0/v8buj68c6j67vcfzg.jpg)
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on January 04, 2020, 11:09AM
Thanks Anderson! Glad to hear it's working!
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: IOwnALego111 on January 08, 2020, 01:16PM
Guys, I'm having a bit of an issue. If I attempt to remove Moon Knight or add Jubilee to the herostat list, OpenHeroSelect doesn't work. it creates a herotstat.xml in the openheroselect and the program just closes instantly.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on January 08, 2020, 06:09PM
Quote from: IOwnALego111 on January 08, 2020, 01:16PM
Guys, I'm having a bit of an issue. If I attempt to remove Moon Knight or add Jubilee to the herostat list, OpenHeroSelect doesn't work. it creates a herotstat.xml in the openheroselect and the program just closes instantly.

You may be doing something wrong, or xmlb-compile might just not like your herostat. You say it's creating herostat.xml and then crashing? What happens if you try to compile the output herostat.xml yourself? Can you post the output? Also, can you paste the contents of herostat.xml to a pastebin or something and share that here so I can take a look?
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on January 11, 2020, 01:42PM
I moved the source code over to GitHub, should make it easier to work with updates.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: scottsum on January 12, 2020, 11:53AM
Finally got around to setting this all up with the 50R hack.  Just wanted to say thanks for developing this great tool.  It makes life so much easier.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on January 12, 2020, 06:47PM
Quote from: scottsum on January 12, 2020, 11:53AM
Finally got around to setting this all up with the 50R hack.  Just wanted to say thanks for developing this great tool.  It makes life so much easier.
Glad it helped!
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on January 28, 2020, 06:08PM
Updated to match the latest versions of the 36R & 50R hacks.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: a50 on August 14, 2020, 03:34PM
Yesterday, I heard about your new OpenHeroSelect and was interested in trying it with MUA.  I feel bad because I can't get it to work and I have been trying for several hours.  I wanted to figure it out myself, but I needed to join the group so I could ask a question.  I modified my old herostat.cfg (it has 52 characters).  I went through each menulocation file (one version at a time - 27, 28, 33, 36v1 and 36v2) and generated both a herostat.xml and herostat.xmlb for each.  However, when I try the menulocation file for 50 characters, the OpenHeroSelect program is only generating an .xml file and no .xmlb file.  Does anyone know what could be the problem?

Incidentally, why are there two 36 character menulocation files?  What are the differences between them?
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on August 15, 2020, 01:24PM
It's possible your herostat.cfg isn't formatted properly, and maybe that's breaking the xml file, but I'm not sure.

The 2 different 36 menulocation files are for the 2 different versions of the 36 character hack. There was an update that changed the locations.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: a50 on August 15, 2020, 03:39PM
Quote from: Tony Stark on August 15, 2020, 01:24PM
It's possible your herostat.cfg isn't formatted properly, and maybe that's breaking the xml file, but I'm not sure.

Here is my herostat.cfg.  I thought something might be wrong with Defaultman, but I just can't find any errors anywhere.  I have spent several more hours today, moving items around in my herostat, trying to complile different numbers of heroes, totally different herostats, etc.  The weird thing is that I get both xml and xmlb files for every amount of character options (27 thru 36) -- just not the 50!  Could someone take a look at this file and see if they spot the problem?

https://drive.google.com/file/d/1iNHVmXLlJus356UbP4NMB-dtIccd-8Mt/view?usp=sharing
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Sagap on February 26, 2021, 05:51AM
I come somewhat late to the party, but I've been wrestling with the OpenHeroSelect tool myself and managed to distill some troubleshooting knowledge in the process.
I would be happy to look into your herostat.cfg file if you are still looking for helpl (I've sent you an access request).

On a sidenote, I've also taken the liberty to edit the OpenHeroSelect script to include some minor fixes, add flexibility in the herostat.cfg file parsing and a verbose mode to be more user friendly.
As I am fairly new to the forum I am not sure what the right way to go about sharing it might be (some of the rules point at "not hijacking posts", and another at respecting an original author's indications). If Tony Stark is ok with my posting it here (or even adding it as a branch to its git) please let me know!


Quote from: a50 on August 15, 2020, 03:39PM
Here is my herostat.cfg.  I thought something might be wrong with Defaultman, but I just can't find any errors anywhere.  I have spent several more hours today, moving items around in my herostat, trying to complile different numbers of heroes, totally different herostats, etc.  The weird thing is that I get both xml and xmlb files for every amount of character options (27 thru 36) -- just not the 50!  Could someone take a look at this file and see if they spot the problem?

https://drive.google.com/file/d/1iNHVmXLlJus356UbP4NMB-dtIccd-8Mt/view?usp=sharing
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on February 27, 2021, 01:07AM
Quote from: Sagap on February 26, 2021, 05:51AM
On a sidenote, I've also taken the liberty to edit the OpenHeroSelect script to include some minor fixes, add flexibility in the herostat.cfg file parsing and a verbose mode to be more user friendly.
As I am fairly new to the forum I am not sure what the right way to go about sharing it might be (some of the rules point at "not hijacking posts", and another at respecting an original author's indications). If Tony Stark is ok with my posting it here (or even adding it as a branch to its git) please let me know!

Sent you a PM as well, but yeah open a merge request on github and I'll be happy to merge it in.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Sagap on February 28, 2021, 03:20PM
Merge request submitted!

If it gets greenlit I'll follow up with some instructive guides.

Here's an example of what you can get now with the new -list flag
(https://i.ibb.co/Vt1z6QP/OHS-v2-0.png)

And some examples on the different types of errors I encountered while messing around plus the new -verbose flag features.
(https://i.ibb.co/1XRkS5J/OHS-v2-0-Errors.png)
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: ak2yny on March 02, 2021, 01:27PM
I tested the updates by Sagap, and while they're nice (sort of), There is still no proper addition concerning the herostat setup.
I understand that there is a more advanced version planned. For this version or for ideas to work on, here some suggestions:

1)
Menulocation.cfg setup with the help of OHS*: Call each hero in the herostat.cfg and ask for a user-input for the menu location.
Somehow, the user should know when the limit for a stage (23/27/36/50) is reached.
It would be cool if we also can skip a hero, so we don't have to limit herostat.cfg to (50) heroes.
It would be awesome if skipped heroes are reflected in menulocation.cfg, like this:

48
25
skipped
01
47
02

or like this:

48
25

01
47
02

Basically each hero from herostat.cfg (even if unused, because there are too many heroes in it) will have his/her line in menulocation.cfg
This allows us to re-build herostat.engb with just a double-click next time.

2)
Add support to switch out heroes: In a similar interactive mode, ask for a user-input to select a currently "installed" hero.
The current "installed" heroes would be read from the menulocation.cfg. The user can select the hero by typing it's menu location number. OHS would then list all heroes from herostat.cfg with a number according to their location in herostat.cfg (01 top, 02 second, etc). The user can select the hero by typing it's number. Menulocation.cfg would then be updated by removing the number from the first input and then adding it to the new hero's line.

3)
The current use with menulocation.cfg and herostat.cfg should be kept in any case, because it allows us to use versions for different mod stages of the game and to save roster setups.




*What I miss in OpenHeroSelect, is a userfriendly menulocation setup. Doesn't matter if with a program (even original Hero Select with GUI) or manually in the cfg-files with notepad (or notepad++ or whatever). It takes a while and you don't want to  set it up too often. You can save it to use again. BUT, you can just as well set up a herostat.engb. This can also be saved for some custom rosters, no real difference, and you don't even have to compile or decompile anything. The only good thing about it is that you can edit the herostat entry in herostat.cfg and the herostat.engb will be updated with the next build with OHS. But even then, I'm currently faster with manually decompile/edit/re-compile herostat.engb.




I made some brainstorming here (https://marvelmods.com/forum/index.php/topic,10902.msg199119.html#msg199119). Basically, I put out the thought of combining HeroSelect with stage selection, because it depends on the stage, how many heroes can be selected. The stage files would have to be part of the setup, either coming with the HeroSelect program or installed already. Preview files of stages are available for most (I think Outsider has collected some empty stage previews too). So it would be cool if there was ever a HeroSelect with GUI again, if it had stage previews with a mask of the hero locations (numbers).
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on March 02, 2021, 02:57PM
Quote from: ak2yny on March 02, 2021, 01:27PM
I tested the updates by Sagap, and while they're nice (sort of), There is still no proper addition concerning the herostat setup.
I understand that there is a more advanced version planned. For this version or for ideas to work on, here some suggestions:
[...]

I'm actually not planning a GUI or anything interactive, the future update is for compatibility/stability. The idea with OHS was to modify files quickly with a text-editor and have a one-click method to get your setup running. What you're suggesting would be nice to have but would add way too much complexity. The reason the original HeroSelect could have a GUI was it wasn't trying to be extensible, it was only meant for the original 27 size, so everything could be hardcoded.

The future update's setup should be a little more convenient though, I'm intending to have all the hero stats in separate files with a single file that contains ordering, to simplify the entire process. That way you don't have to mess with a single monolithic file to add a character.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Sagap on March 03, 2021, 07:40AM
On the suggestions:

Manual hero input: I could easily implement a "mode" that parses in all heroes in herostat and subsequently asks for user input for each of them. I foresee this becoming somewhat cumbersome as you would have to input 27/36/50 menu position numbers which are not intuitive. Skipping heroes is not a problem either - in fact it is currently being done when you have more heroes in herostat than spots in menuselection.

Menulocation remarks: I don't quite see the point of changing the menulocation file - those files are meant as maps for the weird number entries to their physical positions in the selection menu. They tell OHS what number to assign to a character for MUA to show it at a specific place in the selection menu. Deleting numbers here to show "skipped"/"blank" heroes would mean loosing spots in the roster if not amended, and also potential savegame issues due to having less than a full roster (this remark coming from the 50R installation instructions).

What could be done, is adding some sort of inline comment that tells you which hero has been associated to that position or has been skipped after a successful run of OHS. Yet, this is already achieved with the list mode I added. If wanted, I could also add an option to save the list printed by the list mode to some sort of  external file so it's not lost after the console closes.

Specific locations: If I understand correctly what you mean by "each hero from herostat.cfg will have his/her line in menulocation.cfg" - that you would like heroes to have a stored "specific/preferred location" - you can achieve this without having to rearrange them in the herostat.cfg file through the "keep" mode. This mode lets you type the number you want in the herostat.cfg "menulocation" stat entry, and then OHS will respect it (meaning will not override it with those in menulocations.cfg). The downside of this is that you have to ensure no collisions exist as OHS will only keep the first it finds.

Comment from Tony Stark: I have to agree that the main purpose of this tool was to quickly compile heroes into a roster rather than providing in-depth menu editing capabilities. In my workflow, I can add&remove heroes by simply commenting their name once in the herostat.cfg initial namelist, then run OPH in automatic mode and have MUA fire up once the compiling is done. This, added to the quick-game mod to skip the cut-scenes means I am seeing the in-game selection menu in ~10 seconds. Granted, this way the hero positions might fall in somewhat random places, but it's great for testing whether everything went well.

Random comment: While working on this project my mind did wonder a little and I did see the potential to have a nice GUI with menu representations, hero icons, drag&drop features, costume swapping, roster saving, stats quickediting, automatic file pulling from mod .rars and backups (i.e. independent herostat files as you mentioned in your brainstorming) and whatnot. Yet this would indeed be a tremendous amount of work.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: ak2yny on March 03, 2021, 02:33PM
Quote from: Sagap on March 03, 2021, 07:40AM
Yet this would indeed be a tremendous amount of work.

I agree, and I think I will have to cut a bit back from what I'm suggesting. (It's nice to dream though.)

Quote from: Tony Stark on March 02, 2021, 02:57PM
I'm intending to have all the hero stats in separate files with a single file that contains ordering, to simplify the entire process.

I think this would be a very useful addition. While it's nice to have a neat herostat.cfg, the proplem of user errors is present. Also, each mod comes with the herostat in such a file which hopefully can be used directly. So with OHS you would't have to manually add herostats anymore (except maybe erase some lines and readmes from the files).
I also hope that menu location swapping (hero swapping) and adding heroes further down the line will be possible with this. I guess the single file that contains ordering should be able to store all heroes (more than 50/36/27/23).

Quote from: Sagap on March 03, 2021, 07:40AM
Yet, this is already achieved with the list mode I added.

I absolutely love the list mode.

Quote from: Sagap on March 03, 2021, 07:40AM
In my workflow, I can add&remove heroes by simply commenting their name once in the herostat.cfg initial namelist[...]

I am slow. I never discovered this method to use heroes further down the herostat.cfg (tbh, I was never sure if I would break functionality of HeroSelect if the order was different than in the entries below). The randomness you also mention can be avoided. This is how we can do it:
(https://www.mediafire.com/convkey/9263/kct4a5zynwzjicl5g.jpg) (https://www.mediafire.com/convkey/9263/kct4a5zynwzjiclzg.jpg)

Quote from: Sagap on March 03, 2021, 07:40AM
Skipping heroes is not a problem either - in fact it is currently being done when you have more heroes in herostat than spots in menuselection.
Quote from: Sagap on March 03, 2021, 07:40AM
I don't quite see the point of changing the menulocation file - [...] Deleting numbers here to show "skipped"/"blank" heroes would mean loosing spots in the roster if not amended, [...]
Quote from: Sagap on March 03, 2021, 07:40AM
If I understand correctly what you mean by "each hero from herostat.cfg will have his/her line in menulocation.cfg" - that you would like heroes to have a stored "specific/preferred location" - you can achieve this without having to rearrange them in the herostat.cfg file through the "keep" mode. [...] The downside of this is that you have to ensure no collisions exist as OHS will only keep the first it finds.

No, I was talking about something else: I assumed that the hero-list in top part of herostat.cfg is set in stone and only arrangement within menulocations.cfg was possible. Therefore I thought it's best to have an equal amount of lines in menulocations, as there are heroes in herostat.cfg. That would allow for using heroes from beyond lines (50/36/27/23), if (blank) lines in menulocations.cfg would be skipped. But since I discovered that we can work with the hero-list, we can forget about this.
Btw. I don't see much use in the keep mode, because "manual" edits are easier done on herostat.engb directly.
Talking about herostat.engb: This is the only file used by the game. The only working translation is Italian (herostat.itab), but this is only working for the default game and default herostat.itab. In other words all other files (than herostat.engb) created are useless on a modded game (even xmlb, since all files that have engb don't use xmlb). The only translation in the works for a modded game is Brazilian Portuguese, which uses herostat.engb.

Quote from: Sagap on March 03, 2021, 07:40AM
[...]somewhat cumbersome as you would have to input 27/36/50 menu position numbers which are not intuitive[...]

I agree, but you could have the same layout while asking for the inputs, that the list mode has. Once set up, the created menulocations will be saved, overwriting current menulocations.cfg. So next time you can just double-click OHS (after changing skins in herostat.cfg and such). Combined with the above comment, you should understand where I was going with this, but same applies here: We don't have to talk about this, since I discovered that I can rearrange the hero-list.




I think I have to apologize for how I wanted to make OHS look kinda useless with the comment before.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on March 03, 2021, 07:47PM
It's cool, I understand there are things that would make it easier. I'm hoping that the upcoming split file version with an order file will simplify things.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on March 04, 2021, 08:33PM
Since I forgot to mention it before, the new version of OpenHeroSelect with Sagap's fantastic improvements is now live!
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Psylocker102 on March 07, 2021, 08:15AM
I am struggling to open hero select on windows 10. It shows quick CMD like command and then it just goes off it wont even start any ideas? :/
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on March 07, 2021, 11:52AM
That's how it's supposed to run, but if you run it through CMD you can see the output and see if there's an error.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Psylocker102 on March 09, 2021, 01:20AM
Quote from: Tony Stark on March 07, 2021, 11:52AM
That's how it's supposed to run, but if you run it through CMD you can see the output and see if there's an error.

I am so confused as to how to open it through cmd tbh xD
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: edward on March 11, 2021, 01:44AM
Quote from: Psylocker102 on March 09, 2021, 01:20AM
I am so confused as to how to open it through cmd tbh xD
I an in the same boat when open it in cmd it says ModuleNotFoundError: No module named 'colorama' on role 8
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on March 11, 2021, 08:15AM
That's strange, it sounds like dependencies aren't packaged in. Try the old version if the new version isn't working.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: ak2yny on March 11, 2021, 09:22AM
Colorama is a program for Python that Sagap used for his "updates". I had to install it (pip install colorama IIRC) for the Python version of OHS.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on March 11, 2021, 09:24AM
Yes but the point of the exe was to package in all dependencies, which means something wasn't pulled in right.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: edward on March 11, 2021, 11:33AM
Guessing it well be looked into thanks in advance
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on March 11, 2021, 12:44PM
Yes no ETA but a new version is in the works.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Sagap on March 11, 2021, 01:44PM
I'm sorry to hear some of you are having issues with the color module.
I could try putting together a new version without that dependency (i.e. without console colors) if you guys want.

In the meantime, I repacked the script into an exe once again. Could you confirm whether you are still having the same issues with this version?

OpenHeroSelect v2: https://ufile.io/8h607na4
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Sagap on March 11, 2021, 02:01PM
To run the script from the command line, you can follow these steps:

1- Open the folder where the files are at (OpenHeroSelect.py / OpenHeroSelect.exe, xmlb-compile.exe. menulocations.cfg and herostat.cfg).
2- Open your preferred command line tool at this location (personally I go for PowerShell with the shortcuts alt+fsa).
3- Run either the OpenHeroSelect.py (if you downloaded the sourcecode and have Python in your system) or the OpenHeroSelect.exe files if you got the packed version. To run something from the command line you have to type in or paste a command and press ENTER. Some example commands are listed below:

Examples:
   python OpenHeroSelect.py
   python OpenHeroSelect.py -h
   python OpenHeroSelect.py -v -l

   .OpenHeroSelect.exe
   .OpenHeroSelect.exe -h
   .OpenHeroSelect.exe -v -l
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: theinfamousnob on March 13, 2021, 05:48PM
is there any video tutorial for this? im changing the herostat exaclty how the instructions tell me to do it, but there is still no changes. i am using my original herostat.cfg and im deleting the eof and eof commands as well as the ------ between the list and the commands. is there any other steps i am missing? any suggestions is appreciated.

edited: i did get it working with xmlbcui, dont  knowwhy openheroselect is not working, but this is fine i suppose lol
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: ak2yny on March 16, 2021, 02:07AM
Quote from: Sagap on March 11, 2021, 01:44PM
Could you confirm whether you are still having the same issues with this version?

It's working for me now. Thank you very much.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Sagap on March 18, 2021, 02:40AM
Quote from: theinfamousnob on March 13, 2021, 05:48PM
Is there any video tutorial for this? I'm changing the herostat exactly how the instructions tell me to do it, but there is still no changes. I am using my original herostat.cfg and im deleting the eof and eof commands as well as the ------ between the list and the commands. Is there any other steps i am missing? any suggestions is appreciated.

I am currently working on a comprehensive guide for modding MUA / using OHS. Until that is ready, what do you mean you are deleting those things? You shouldn't delete the "-------" separator, it is required for OHS to work. To quote from the instructions, "Making a Herostat.cfg" section:  "After the character namelist there needs to be a line with "-----" (without quotes). This line indicates where the namelist section ends and the stat definition section begins." (Instructions (https://github.com/TheRealPSV/OpenHeroSelect/blob/master/Instructions.txt))

In any case, I'm happy to hear you managed to get your mods in the end.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Elza_walker on March 18, 2021, 12:19PM
OK. I just found out about this community a few days ago. I've got my game modded with the 2.0 official character and 50 roster mods. My game works, I can pick any of 50 characters. Not sure if everyone's character menu is the same but I have Bishop/Professor X on the left, and Magma/Jubilee/Psylocke on the right. but it seems like im supposed to maybe have X-Man and Cable? I see their names in the code.

Anyway, I downloaded open hero select and a few characters. I'm not quite getting the herostat.cfg editing. I have the menulocation.cfg set to 50, i have the default template herostat.cfg. but it only shows 36 characters or so. it's missing all of the xmen legends characters in the list and hero stats.

I get that I need to copy/paste Antman (for example) hero stats into the herestat.cfg and replace another character with him, then run the Open Hero Select program so it generates a .xmlb file..... but where im lost is... where is the herostat file with all 50 characters i have currently? does that exist? do i need to generate it somehow? what am i supposed to do with the default template file that came with open hero select?


hopefully i explained that properly. ive been reading random pages and instructions over and over but i just cant figure out where the 50 character herostat cfg is for me to copy/paste/replace strings of code.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on March 18, 2021, 01:08PM
You don't have a separate herostat.cfg, swap out the existing menulocations file with the 50 one, then just add your desired characters to herostat.cfg.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Elza_walker on March 18, 2021, 01:52PM
Quote from: Tony Stark on March 18, 2021, 01:08PM
You don't have a separate herostat.cfg, swap out the existing menulocations file with the 50 one, then just add your desired characters to herostat.cfg.

okay, just to clarify before i screw something up- the herostat cfg i currently have is the default one that came with the OHS download. it currently only has info for about 30 something characters.

am I replacing anyone from that list with the antman info, or just adding that to the list?

(if im replacing someone, where is the data for all the xmen legends characters, if i wanted to replace one of them?  theyre not on the herostat cfg file)



edit-- I added Antman to the list of names in herostat cfg, and added his code to the bottom. i swapped ronin to the end and put antman in his place in the list of names. antmans code is the last thing in the document.

tried running the open hero select program. the DOS prompt or whatever pops up briefly and goes away. was able to PRT SCRN the error. says

"Traceback (most recent call last):
    File "Openheroselect.py", line 8 in <module>
ModuleNotFoundError: No module named 'colorama'
[3536]Failed to execute script OpenHeroSelect"
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Elza_walker on March 18, 2021, 03:21PM
UPDATE-

OK, I got it working, sorta...

I downloaded the other version of openheroselect exe that was posted a few pages ago. worked. booted up MUA, and while Antman WAS there, all of the XML characters were gone as i suspected theyd be. the herostat cfg only had the MUA characters in the name list and coding.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on March 18, 2021, 04:22PM
Yes it only contains the default, I believe it was the OC Pack setup in there. Any other characters would need to be added in.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Elza_walker on March 18, 2021, 04:44PM
oh damn... so even tho it works with 50 character roster, i cant have a default 50 just show up? there's no way to automatically load the XML characters from the 50 roster mod? i have to just fill up the remaining 15+ spaces manually? (sorry extremely new to this)

another question- now that ive got antman working, lets say i wanna add Punisher, do i just do the same process? swap the Punisher code into the herostat cfg? do i have to start with a fresh, unmodded herostat xmlb? or does it just rewrite/save over the current one thats already modded with antman?
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on March 18, 2021, 07:03PM
Yes you'll need to add those extra characters. It's not too difficult but you would need to get the herostat info for them which usually comes with character mods, or you can use the xmlb decompiler to get it, there are tutorials for that.

Yes you can add Punisher to the same herostat.cfg. The list of names at the top is what determines which characters and what order they're added in to the herostat. So if you have 60 names at the top and you're using the 50-character version, it'll set up the first 50 characters named at the top.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: phix on March 22, 2021, 07:42PM
Hello to everyone!!
I'm having a problem with open hero select, whenever I add 27 modded characters + defaultman the MUA Game.exe closes after the legal text screen, If only 26 characters + defaultman are added the game works perfect (Already check that the added characters are not causing problems). After a little tinkering with the files, the problem, I think, is in the herostat.engb , if I remove this piece of code the game works perfectly with 27 characters + defaultman :
        "stats": {
            "autospend": "support_heavy",
            "body": 1,
            "characteranims": "00_testguy",
            "charactername": "defaultman",
            "level": 1,
            "menulocation": 0,
            "mind": 1,
            "name": "default",
            "skin": "0002",
            "strength": 1,
            "team": "enemy",
            "talent": {
                "level": 1,
                "name": "fightstyle_default"
            }
        }

Does anybody knows what this is happening?  Or what I'm I doing wrong?
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on March 23, 2021, 12:52AM
Yes there are issues with defaultman in certain configurations, it needs to be fixed, and will be in the next major update.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: phix on March 23, 2021, 01:02AM
Quote from: Tony Stark on March 23, 2021, 12:52AM
Yes there are issues with defaultman in certain configurations, it needs to be fixed, and will be in the next major update.

Thanks!!
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: ak2yny on March 24, 2021, 02:14PM
Quote from: Tony Stark on March 23, 2021, 12:52AM
Yes there are issues with defaultman in certain configurations, it needs to be fixed, and will be in the next major update.

I tested with 50, 36, 33 and 27 heroes and only got the defaultman once out of six or so times with 33 heroes. I used the defunct 36 roster hack, except for the 50 heroes setup (probably doesn't make any difference). The game usually works without defaultman in the herostat, but since the new limit allows it, he could be included in the setups where we need the hack anyway (more than 27).
As phix wrote already: Without roster hacks (27 heroes limit), the defaultman should not be included. His info is a bit confusing to me because i understand he has defaultman included (which is not the case and might cause issues I don't know).
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: phix on March 25, 2021, 12:40AM
Quote from: ak2yny on March 24, 2021, 02:14PM
I tested with 50, 36, 33 and 27 heroes and only got the defaultman once out of six or so times with 33 heroes. I used the defunct 36 roster hack, except for the 50 heroes setup (probably doesn't make any difference). The game usually works without defaultman in the herostat, but since the new limit allows it, he could be included in the setups where we need the hack anyway (more than 27).
As phix wrote already: Without roster hacks (27 heroes limit), the defaultman should not be included. His info is a bit confusing to me because i understand he has defaultman included (which is not the case and might cause issues I don't know).

To clarify, when I used openheroselect without roster hacks (27 heroes limit), the program includes automatically defaultman, which is causing the crashing issue. If I remove defaultman from the herostat.engb it solves the problem
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on April 20, 2021, 09:42PM
It's finally here, OpenHeroSelect v3!

Completely rewritten from the ground up, OpenHeroSelect is more extensible and powerful than ever, with the ability to define separate stats files, separate rosters, and configure OpenHeroSelect to work with your setup! All characters from OCP v2.3 are included and it's even got a snazzy new icon! Give it a try, you can download it here, as always: https://github.com/TheRealPSV/OpenHeroSelect/releases/latest/download/OpenHeroSelect.7z

(Also solves the defaultman problem)
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: ak2yny on April 21, 2021, 07:09AM
Hey, I absolutely love the new functions and appearance.
I tested it today and successfully created my first roster with it. Now, there are some limits that aren't mentioned yet.

1) OHS v3 only supports JSON (Raven-Formats only) and XML (XMLB-compile only). If you have a herostat, you'll first have to rename them to XML.
     (I hope we'll see an update at some point that allows us to use TXT files too).
2) OHS v3 doen't support any other lines (except spaces and empty lines, I think) than the required herostat code. This means that you'd have to erase any other lines (like the hero's name on top) before renaming and moving/copying the herostat file.
     (I hope we won't have to do that in some future update anymore. Skipping lines until the proper herostat beginning would be an easy feature to include in the program.)
3) OHS v3 only supports a full roster (I believe). If you want to test a single character, you have to use an existing roster.cfg and add it to the top (or anywhere above the line of the stage layout limit).
     (I hope that I'm wrong and somehow it's possible to use a not full roster).
4) OHS v3 supports JSON/Raven-Formats format, but this means that it takes its time to convert everything to JSON format.
    XMLB-compile is no longer part of the program, but it seems like some more Python libraries are, which increases the size of the program significantly.
     (No mod up to this date includes a herostat in JSON format. I don't see why OHS primarily works with JSON... just to slow it down?)
5) OHS v3 doesn't support the old herostat.cfg from earlier OHS versions or HeroSelect anymore. You'll have to split it first (a tool is included).
     (I'm disappointed by this removed function.)

I also want to mention some requirements: ... really, there are no requirements. Except, be aware that defaultman adds to the limits. If you don't have a roster hack, you must not include defaultman (or use any other option than 27), otherwise the game will crash. The original game certainly came with it, but it only had 23 characters (not counting the hidden Colossus and Moon Knight). If you have a roster hack, you can always include defaultman.
And maybe something else: To change your roster, you currently have to add your hero by adding the filename of the hero's herostat to any CFG file in the roster folder. Unfortunately there is no easier way right now.




This version is new, so don't be alarmed if I'm reporting a bug here:
The program tells me that I can paste the MUA path. It didn't work for me. I tried to paste several times, but nothing happened. When I enter the path manually, there is a bug when I reach the end of the window: With each new line, the prompt message and current characters of the path are inserted on the new line. It's confusing. Entering the path works perfectly though.
(I wonder if you could add an option to take single settings from the config.ini, by pressing enter without input.)

This is not a bug, but: XMLB, FREB, GERB, and ITAB are useless. A modded game is only possible in English. I can give more insight if you want to learn more about translations of MUA.




I'm not so happy about the big size of the program. Simplifying it to use the old format and only support JSON to XML should reduce the size, shoudn't it? (I know XML doesn't support special characters, but this was never a problem...)
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on April 21, 2021, 10:48AM
Quote from: ak2yny on April 21, 2021, 07:09AM
Hey, I absolutely love the new functions and appearance.
I tested it today and successfully created my first roster with it. Now, there are some limits that aren't mentioned yet.

I'm glad you're finding it useful. I can explain some of these issues, others do seem to be things that may need to be fixed.

Quote1) OHS v3 only supports JSON (Raven-Formats only) and XML (XMLB-compile only). If you have a herostat, you'll first have to rename them to XML.
     (I hope we'll see an update at some point that allows us to use TXT files too).

This is actually possible, thinking about it. It'll take some work but I think it's doable.

Quote2) OHS v3 doen't support any other lines (except spaces and empty lines, I think) than the required herostat code. This means that you'd have to erase any other lines (like the hero's name on top) before renaming and moving/copying the herostat file.
     (I hope we won't have to do that in some future update anymore. Skipping lines until the proper herostat beginning would be an easy feature to include in the program.)

I can't remember if I added comment lines but if not, I'll look into it. If I do add comments, the format will be different from the old version. If you're talking about skipping lines inside the individual stats files, I can look into this but because I'm letting the python plugins handle those files, it could add extra time to the way it processes everything if I have to have the main code also modify the file.

Quote3) OHS v3 only supports a full roster (I believe). If you want to test a single character, you have to use an existing roster.cfg and add it to the top (or anywhere above the line of the stage layout limit).
     (I hope that I'm wrong and somehow it's possible to use a not full roster).

Unless there's a bug, this shouldn't be the case. You should be able to make a one-character roster with no problem.

Quote4) OHS v3 supports JSON/Raven-Formats format, but this means that it takes its time to convert everything to JSON format.
    XMLB-compile is no longer part of the program, but it seems like some more Python libraries are, which increases the size of the program significantly.
     (No mod up to this date includes a herostat in JSON format. I don't see why OHS primarily works with JSON... just to slow it down?)

There are a few reasons for this. nikita488's json to xmlb converter is more flexible, and more importantly, in-keeping with the principles of OpenHeroSelect, is open source, so I can include its source code with the project's source code. The speed is an issue, but this is actually coming more from the fact that the character stats are individualized, so it has to process each individual file.

Quote5) OHS v3 doesn't support the old herostat.cfg from earlier OHS versions or HeroSelect anymore. You'll have to split it first (a tool is included).
     (I'm disappointed by this removed function.)

Unfortunately this is unavoidable, but it shouldn't hold you back. The new format is functionally equivalent and allows you to define multiple rosters without defining multiple characters so you can quickly switch between them.

QuoteI also want to mention some requirements: ... really, there are no requirements. Except, be aware that defaultman adds to the limits. If you don't have a roster hack, you must not include defaultman (or use any other option than 27), otherwise the game will crash. The original game certainly came with it, but it only had 23 characters (not counting the hidden Colossus and Moon Knight). If you have a roster hack, you can always include defaultman.

This is a good point to include in the help files.

QuoteAnd maybe something else: To change your roster, you currently have to add your hero by adding the filename of the hero's herostat to any CFG file in the roster folder. Unfortunately there is no easier way right now.

Unfortunately there really isn't a simpler way. Editing with a text editor really is the easiest way to do this.

QuoteThis version is new, so don't be alarmed if I'm reporting a bug here:
The program tells me that I can paste the MUA path. It didn't work for me. I tried to paste several times, but nothing happened. When I enter the path manually, there is a bug when I reach the end of the window: With each new line, the prompt message and current characters of the path are inserted on the new line. It's confusing. Entering the path works perfectly though.
(I wonder if you could add an option to take single settings from the config.ini, by pressing enter without input.)

Yeah this seems to be a bug with Node, I don't know if I can fix that, but the config idea is promising.

QuoteThis is not a bug, but: XMLB, FREB, GERB, and ITAB are useless. A modded game is only possible in English. I can give more insight if you want to learn more about translations of MUA.

Yes, I really just kept that for legacy reasons since the original HeroSelect would generate all those.

QuoteI'm not so happy about the big size of the program. Simplifying it to use the old format and only support JSON to XML should reduce the size, shoudn't it? (I know XML doesn't support special characters, but this was never a problem...)

I'm really not happy about the filesize either, but this is more to do with the Node runtime. I could theoretically cut it down by including the splitter as part of the main program but that would require some re-architecting.
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: edward on April 21, 2021, 04:47PM
You still the man Tony!
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on April 22, 2021, 08:00PM
Quote from: edward on April 21, 2021, 04:47PM
You still the man Tony!

(https://thumbs.gfycat.com/FriendlyBrownDog-max-1mb.gif)
Title: Re: OpenHeroSelect (Includes support for the 36 & 50 Character Mods!)
Post by: Tony Stark on April 23, 2021, 03:12PM
v4

OpenHeroSelect v4 is here! This version adds support for X-Men Legends II, improves the UI, and cuts the filesize in half!

Download it here, as always: https://github.com/TheRealPSV/OpenHeroSelect/releases/latest/download/OpenHeroSelect.7z
Title: Re: OpenHeroSelect (Includes support for XML2 and the MUA 36 & 50 Character Mods!)
Post by: HappyMSI on May 26, 2021, 03:21AM
Hello there.
I'm a newbie and not speaking english as a mother-tongue (french) and I would like to mod my MUA but I'm lost and don't want to do an error.
I'm having the game with the OCP2.3 and the 50 roster mod. I have downloaded OpenHeroSelect, Alchemy5andtools, characters mods, booster and skins.
I would like to replace 27 out of the 50 characters available (I don't mind if it's definitive) but I don't want to try and retry errors (would be harder to fix).

Where could I ask a step-by-step tutorial ? I'm following the tutorial topic but I don't know how to match it with OperHeroSelect.
Title: Re: OpenHeroSelect (Includes support for XML2 and the MUA 36 & 50 Character Mods!)
Post by: BaconWizard17 on May 26, 2021, 08:04PM
Come by our discord server. You'll be able to get help in real-time, and a few of our users speak french
Title: Re: OpenHeroSelect (Includes support for XML2 and the MUA 36 & 50 Character Mods!)
Post by: HappyMSI on May 26, 2021, 11:34PM
I hesitated. Thanks !
Title: Re: OpenHeroSelect (Includes support for XML2 and the MUA 36 & 50 Character Mods!)
Post by: Tony Stark on July 08, 2021, 12:36AM
OpenHeroSelect has been updated to v4.0.1, adding some bugfixes and reducing filesize. Thanks to ak2yny for testing!

Download it here, as always: https://github.com/TheRealPSV/OpenHeroSelect/releases/latest/download/OpenHeroSelect.7z
Title: Re: OpenHeroSelect (Includes support for XML2 and the MUA 36 & 50 Character Mods!)
Post by: Tony Stark on September 13, 2021, 06:21PM
OpenHeroSelect has been updated to v4.1.0, adding some bugfixes and an option to change the roster size for other platforms in XML2. Thanks to BaconWizard17 for some code and testing!

Download it here, as always: https://github.com/TheRealPSV/OpenHeroSelect/releases/latest/download/OpenHeroSelect.7z
Title: Re: OpenHeroSelect (Includes support for XML2 and the MUA 36 & 50 Character Mods!)
Post by: Tony Stark on March 31, 2022, 06:25PM
Updated to 4.3.0 with various bugfixes and performance improvements!

Get it here: https://github.com/TheRealPSV/OpenHeroSelect/releases/latest/download/OpenHeroSelect.7z
Title: Re: OpenHeroSelect (Includes support for XML2 and the MUA 36 & 50 Character Mods!)
Post by: edward on April 01, 2022, 11:34AM
Thanks a lot Tony sorry if I misunderstood but does it mean xml2 roster can now be expanded?
Title: Re: OpenHeroSelect (Includes support for XML2 and the MUA 36 & 50 Character Mods!)
Post by: Tony Stark on April 01, 2022, 03:12PM
No, for XML2, this tool just allows you to quickly swap out characters.
Title: Re: OpenHeroSelect (Includes support for XML2 and the MUA 36 & 50 Character Mods!)
Post by: Tony Stark on July 11, 2022, 10:41PM
New update, 4.5.0, includes improvements from ak2yny, and a new menulocations option from JordanLeich on GitHub!

Get it here, as always: https://github.com/TheRealPSV/OpenHeroSelect/releases/latest/download/OpenHeroSelect.7z
Title: Re: OpenHeroSelect (Includes support for XML2 and the MUA 36 & 50 Character Mods!)
Post by: BaconWizard17 on May 15, 2023, 07:00AM
OHS has updated to version 4.8.0 with the following changes:
Improvements
Bug Fixes

Get it here! (https://github.com/TheRealPSV/OpenHeroSelect/releases/latest/)
Title: Re: OpenHeroSelect (Includes support for XML2 and the MUA 36 & 50 Character Mods!)
Post by: Tony Stark on March 10, 2024, 08:30PM
Big update for OHS: For those of you running ancient 32-bit systems, with OHS v4.9.0, OHS now has a version you can use!

Find the latest OHS info here: https://github.com/TheRealPSV/OpenHeroSelect/releases/latest/

OHS 64-bit direct link (this is what most people want): https://github.com/TheRealPSV/OpenHeroSelect/releases/latest/download/OpenHeroSelect.7z

OHS 32-bit direct link (this is what you want if you're using an old computer): https://github.com/TheRealPSV/OpenHeroSelect/releases/latest/download/OpenHeroSelect-32.7z