Talk:WebAPI/Feedback

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Revision as of 19:53, 3 November 2011 by Ath (talk | contribs) (Sample / test profile)
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Sample / test profile

It would be nice to have a dummy profile that we can use to test against. The profile would hopefully include items of all quality types, positions, placed and unplaced items, etc. Jasonla 15:21, 2 July 2011 (PDT)

as well as description/name tags, all possible attributes, kill-kounter ranks, paint colours, etc. I like the idea!Killicon machina penetratehs.png Cerbrus 23:32, 2 November 2011 (PDT)
I wouldn't count on this happening anytime soon. You're better off testing against Robin Walker's profiles and a couple of high-level traders. ~ Ath (talk) 09:49, 3 November 2011 (PDT)
Yeah, I figured it wouldn't happen. But that's my feedback, and I thought, "Why not throw it out there and hope something comes of it." jasonla 10:53, 3 November 2011 (PDT)
Robin's my prime test subject, right now... I'm just kinda confused where I should find custom descriptions / item names (name/description tagged items)! In the attributes, what defindex should I be looking for?Killicon machina penetratehs.png Cerbrus 12:48, 3 November 2011 (PDT)
There are no attributes for custom names or descriptions. Try looking at the documentation for GetPlayerItems. ~ Ath (talk) 12:53, 3 November 2011 (PDT)

Hidden attributes

Why is it that the "makers mark id" (defindex 228) is a hidden attribute? It is being showed inside the game so I don't understand why it's not the same here. Durza007 09:43, 29 July 2011 (PDT)

Paint(ed) item images.

Would it be possible to have the api return image url's for painted items, and correctly coloured images for paintcans? Or maybe, since the colour addition happens in-game with some kind of overlay, last I read, would it be posible to get a url to that overlay, per item?

I'm currently getting my paintbucket images from this wiki, but they'll have to be added into my code, manually, because of the seemingly random part of the url ( /6/69/ <-- those numbers)Killicon machina penetratehs.png Cerbrus 23:30, 2 November 2011 (PDT)

Regarding the seemingly random part of the images, those are the first and first/second characters of an MD5 hash of the image name. So, if the hash for an image was 01e071d9f50663dc2fb391a0a43babf3, then the 'random' part of the url would be /0/01. i-ghost 11:25, 3 November 2011 (PDT)
Right, meaning that there's no consistent short way to go from a known item to its corresponding image. Some information unfortunately needs to be mapped by you (like you have done) and could be subject to change. The preceding unsigned comment was added by Fashnek (talk) • (contribs)
The hash shouldn't really change, after the file's submitted, but without the image's url, there's no way to get it's hash, right? So one depends on the other, and vice versa, eventually relying on you, addin either the images to your project, or some sort of table containing parts of the url's... Hence my request for painted image urls / paint template overlays (+instructions on what blend modes to use, etc?)Killicon machina penetratehs.png Cerbrus 12:40, 3 November 2011 (PDT)
This topic was already brought up once in the archives, and a Valve employee commented on the matter. Use the Wiki's images until such time as the feature can be implemented. Additionally, the hashes are a result of the automated icon-upload script that's used; you can safely disregard the hashes and just use image_inventory + an extension if you're storing files locally. ~ Ath (talk) 12:50, 3 November 2011 (PDT)