Muling & Reporting: The ATMA/GoMule/Flavie Thread ifra

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May I ask what this "Convert to Dupe Database" under Utilities in ATMA is? I've never seen it before, but it appears to do nothing.

Immediately after clicking it, I "saved all" with 2 stashes open. (They had already been saved.) Anyway, it began flickering as if saving a long list of files before crashing. Any ideas?

Cheers. :)
 
May I ask what this "Convert to Dupe Database" under Utilities in ATMA is? I've never seen it before, but it appears to do nothing.

Immediately after clicking it, I "saved all" with 2 stashes open. (They had already been saved.) Anyway, it began flickering as if saving a long list of files before crashing. Any ideas?

Cheers. :)

I don't know what the button does, but I do know that ATMA supports a second "stash" format. This format is a "dupe" stash format, you can not use, move or do anything with items from this stash but you can use them in combination with the dupe detection routines from ATMA.

I would expect this button to create a copy of your normal stash (called xxx.dup) which you can now use for this purpose.
You can check in the directory where the stash is or in all ATMA directories to see if any files with the extension .dup exist.

Randall



 
I put a runeworded helmet on an ATMA character, and couldn't get it to load up again. I restored a previous version w/o the runeword. Unfortunately, I brought up a backup of the 1.07 character wearing it in ATMA and now I can't get it to load in D2. I tried to use an older version, but it just won't work. I've removed the save file from my D2 folder for the moment, and the other saved characters seem to work just fine.
 
is there any way of cleaning up ATMA? the folders it creates(d2x mostly) still stay there, even if I deleted the file it contains already

i dont want to mess w/ my registry, if it comes to that
 
Lost the L76 MF sorc completely. 2 years gone in an instant. Oh well, ATMA is so useful I consider it a small price to pay.
 
I put a runeworded helmet on an ATMA character, and couldn't get it to load up again. I restored a previous version w/o the runeword. Unfortunately, I brought up a backup of the 1.07 character wearing it in ATMA and now I can't get it to load in D2. I tried to use an older version, but it just won't work. I've removed the save file from my D2 folder for the moment, and the other saved characters seem to work just fine.

If you still have access to the files, you can send them to me. Look for my email in the "About ATMA" menu of ATMA.

--T



 
If you still have access to the files, you can send them to me. Look for my email in the "About ATMA" menu of ATMA.

--T


Thanks for the generous offer, but I removed them completely. No big deal, the character was poorly built and it's a small price to pay. I certainly learned my "no runewords on ATMA generated characters" lesson--to bad I didn't learn it hard enough when I lost a Cresent Moon Colossus Blade when I first installed. No worries--I'll just make another sorc.


 
ATMA issue- case sensitivity of filenames

Just a warning, this may be long winded.

I just encountered a weird issue with .d2x files. I read through the entire thread, and found a few allusions to something that may be related, but anyway. I have three .d2x files that I made in ATMA: pINDLE.d2x, cOUNTESS.d2x, and dREADNOUGHT.d2x. As you can see, I accidentally thumped the caps lock key when typing in the new stash name, held shift for first letter, then no shift for the remaining letters. Eventually, I decided to install GoMule (only used to generate a Flavie report for trading so far, will be doing further exploring soon). During this process, I decided to rename the 3 .d2x files to have the right capitalization (too visually jarring for me to look at in ATMA). I'm not sure if I did this before or after generating my Flavie report. As far as I recall, I haven't used those stashes since that point.

Tonight I went to generate a new Flavie report, and a new set of files was listed to select in the left window pane. I only glanced before clicking all select, as they appeared to be new stashes I'd generated. After doing the generate ATMA files, the flavie report generated 65 dupes: all were found in the original pINDLE.d2x, cOUNTESS.d2x, and dREADNOUGHT.d2x. None of these files were actually present in \ATMA_V\config.

When I opened ATMA, I saw that the old stashes, as well as the renamed stashes were available under the d2x tab. Neither cOUNTESS. d2x nor Countess.d2x would open correctly (Invalid stash file header). Pindle/pINDLE.d2x and Dreadnought/dREADNOUGHT.d2x both open correctly. However, .org files for those are created with whichever case of the name was opened, treating them as if they are the same stash. The same effect is observed for the .d2x file.

All 6 cases of the stashes are listed under ATMA_stashview. Renaming cOUNTESS_1.org to Countess.d2x fixed the Invalid stash file header error. Deleting the offending pINDLE, cOUNTESS, and dREADNOUGHT from ATMA_stashview fixed the remaining issues. I'm not sure if there's anything new here, but it all seemed a little confusing to me.
 
OK, so I just found out I've mixed up a backup item stash file and my current one, so I've got items missing in my current stash that are still in the backup, and the other way around. I figured I could combine the two files and throw out the duplicate items afterwards. The problem is, I can't figure out if there is an automated way to combine stash files. Does anybody know if this is possible?
 
OK, so I just found out I've mixed up a backup item stash file and my current one, so I've got items missing in my current stash that are still in the backup, and the other way around. I figured I could combine the two files and throw out the duplicate items afterwards. The problem is, I can't figure out if there is an automated way to combine stash files. Does anybody know if this is possible?

There isn't. You can do it a lot easier in goMule than ATMA, though.



 
GoMule R.0.18 is now out!

Get hold of it at: https://sourceforge.net/project/showfiles.php?group_id=194865&package_id=229852

NOTE: When updating, just replace the old folders/files with the new ones. This should ensure your "projects" folder is retained, with your clipboard and project properties in it.

Release Notes:

Been a while, so I might have forgotten some changes...

Various display fixes
Elemental damage fix
Eth weapon damage fix
Prefix/Affix displays correctly on blue items (or at least, it should)
Req level now increases if item has a +skill that modify's it
Throw damage now displayed (possibly incorrectly)
Stupid dammed min/max damage stuff. There are 3 catagories of min/max damage, 1h, 2h and throw (who'da thought it)

Skill/Stat page:
I made a new skill/stat page. It's pretty cool, dynamically updates as you put items on/take items off you or your merc. Also records other stats such as FRW and MF (No more adding up MF!). Some of the calculations will be wrong (I know AR is wrong for a start, life/mana/stamina is no doubt fairly wrong (remember QUESTS have not been done yet and so these are NOT counted (like Anya resistances and Whateverhisname's HP potion ))), if you see anything else, just give me a shout.

Also, when you put on an item with a set bonus such as +Edef, it'll actually change the def value on that item. Pretty cool, huh?

Skill display is also there, that looks pretty nice if you ask me. Uninteractive though, in the future I hope that you can click on a skill and it'll return the damage you do with that skill.

Merc stats are also interactive and (should be) are correct.

I believe these are Randall's changes, but can't remember:

Check files in background
Right click in project view
Cursor item fix
Stashname without path
 
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I believe that if you replace the old folders and files in your GoMule folder with the new ones, the "projects" folder will be retained. This is where all your character information is stored, so as long as that stays, you'll still have all your settings.
 
I just dragged the projects folder from the old file to the new one, and it worked fine. Looks good to me so far, not actually loaded up D2 to check stuff but everything seems in order.

Any news on the DropCalc thing?
 
Any news on the DropCalc thing?

None. Although I partially implemented it (you can see the sourcecode if you look hard enough and even run the calc), it's no where near finished.

I figured things like a stat/skill screen, etc might be more important at this stage :D

It will (might) get coded eventually though.



 
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