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#1 Feb 29 2008 at 4:32 AM Rating: Excellent
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2,236 posts
As some of you might know, I've been working on my own parser for a bit.

Well, I've got it to a point where I'm ok with a more general release (which basicly means mnk forum and war forum), so letting people know so you can try it out and see if it's to your liking. This should still be considered beta quality, but it should be 'good enough' to use on a regular basis.


This is not a fully mature release. There are still bugs and little issues that are going to crop up.

The most problematic issue you're likely to come up against is the initial installation. It requires .NET 3.5 and SQLCE 3.5, which most people are not going to have. There's a readme.txt file on the download page that shows where you can get the installations for those from Microsoft.

Note that SQLCE is a lightweight database system (maybe a half dozen files, less than a couple MB); you're not installing a major database server on your computer. However I felt it would be better to do a proper installation of them rather than just include copies of the files in the .zip since the .NET install is going to be needed as well anyway.


The parser is not optimized for performance, though I've tried to improve it in that area several times. The active plugin tabs update in real time when parsing, and some of them (notably offense and defense) can bog your system down in a fast-moving party. If this is a problem, turn those tabs off in the Windows menu.

If you just want a quick summary that you can look at during the party, the experience tab is fast enough to not be an issue if that's the only one you want to leave open. Opening tabs brings those tabs up to the current status of the parse, so you don't need to worry about needing to leave them open in order to get that information after the party is over.


The UI and plugin tabs are designed more in line with Tazzlyn's parser in mind, being text in rich text boxes, rather than the HTML tables that DirectParse uses since, frankly, it was easier and quicker to put together. However Tazzlyn's parser is getting dated, is buggy in several areas, and doesn't seem to be available anymore. The advantages DirectParse has over KParser are speed and easy-to-understand summaries. However DirectParse pretty much -only- saves summary information, so a more detailed analysis is not possible. That's where KParser's advantage lies.


The parser in its current state parses almost everything that goes through the game window (as long as it relates to combat in some way; it doesn't do fishing or crafting or whatever), and saves all of that in a database. As the parser improves, you can reparse any existing parse to gain the advantage of bug fixes and such if information was incorrectly parsed the first time through. Reparsing is -not- needed to get information into the plugin tabs.

The tabs are a rudimentary plugin architecture. Each of the "plugin" dlls provides one or more tabs of information, which extract the data and present it in the UI. Ideally anyone can write up a plugin for distribution for looking at data or presenting data in a particular way, so you can customize it as you wish. The current set of plugins focus on the normal expected data (damage, accuracy, xp rates, etc). I hope to write up a few more to show some of the more interesting ways of mining the data (eg: enhancements, enfeebles, etc).


Unfortunately, as it does get into rather verbose detail in some areas, it will be a bit more difficult to put up a nice clean comparison of parses like Enil's been doing.


There are options to parse either from the .log files that the game generates or directly from RAM. RAM is the default, as it's faster and makes it easier to match up certain types of lines. Use the .log version if you want to run the parser on a separate computer, or if you want to catch the parser up on events that have already happened (eg: you fought an NM, then decide you want to see a review of the fight; start it in .log mode and have it read the existing files). And of course when patches break RAM parsing, you can always still fall back on log parsing.


If you're interested in seeing more of what's going on in the background, or trying to track down an issue, you can turn Debug Mode on. That will give you access to Debug Mode plugins, and generate a debugOutput.txt file that shows the results of every line parsed, plus all the entities captured. This file will also be generated on a reparse if you're in Debug Mode.


So if I haven't scared you away with all that, you can get the program (or source, if you're interested) from Google Code.

#2 Feb 29 2008 at 4:38 AM Rating: Excellent
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2,236 posts
If you're wondering about the mentioned verboseness, here's a sample of the Experience and Offense pages info from a party I had this morning. Lvl 66; I was the Nin; 6th party member was a brd. And just realized I need to note how many fights each player was in, somewhere (only matters for the pets in this parse).

Note that the party start time is the time the first mob is engaged, not the time you turn on the parser. Same for end time, with a few caveats. Also, the XP band messes with the base XP value list, and some also changed when I made a level.


Experience Rates 
Total Experience : 23599 
Number of Fights : 123 
Start Time       : 12:45:32 AM 
End Time         : 3:34:10 AM 
Party Duration   : 2:48:37 
Total Fight Time : 2:28:29 
Avg Time/Fight   : 82.26 seconds 
Avg Fight Length : 72.43 seconds 
XP/Fight         : 191.86 
XP/Minute        : 139.94 
XP/Hour          : 8396.57 
 
 
Experience Chains 
Chain   Count   Total XP   Avg XP 
0          23       3197   139.00 
1          20       3596   179.80 
2          19       3509   184.68 
3          18       3604   200.22 
4          18       4004   222.44 
5          18       4194   233.00 
6           4        892   223.00 
7           3        603   201.00 
 
Highest Chain:  7 
 
Mob Listing 
Mob                        Base XP   Number   Avg Fight Time 
Magmatic Eruca                 112        7            59.61 
Magmatic Eruca                 128       26          1:21.66 
Magmatic Eruca                 144       20          1:17.56 
Magmatic Eruca                 161       10          1:12.13 
Magmatic Eruca                 192        2          1:14.04 
Magmatic Eruca                 216        6          1:08.86 
Magmatic Eruca                 241        1          2:49.06 
Sicklemoon Jagil               128       10          1:01.72 
Sicklemoon Jagil               144       11          1:05.50 
Sicklemoon Jagil               161       17          1:06.51 
Sicklemoon Jagil               176       10          1:15.73 
Sicklemoon Jagil               265        2          1:10.03 
 
 
---------------------- 
 
 
Damage Summary 
Player               Total Dmg   Damage %   Melee Dmg   Range Dmg   Abil. Dmg  WSkill Dmg   Spell Dmg  Other Dmg 
BLM/WHM                 109206    20.32 %           0           0           0           0      109206          0 
BST/NIN                 110903    20.64 %       72765           0           0       38138           0          0 
MNK/NIN                 147768    27.50 %       95958           0          55       51755           0         49 
NIN/WAR                 122941    22.88 %       87737           0           0       34727         477          0 
RDM/WHM                   1000     0.19 %           0           0           0           0        1000          0 
ChopsueyChucky           28291     5.26 %       27590           0         701           0           0          0 
SaberSiravarde           13273     2.47 %       12292           0         981           0           0          0 
SC: Darkness               992     0.18 %           0           0           0           0           0          0 
SC: Detonation             933     0.17 %           0           0           0           0           0          0 
SC: Distortion            1827     0.34 %           0           0           0           0           0          0 
SC: Scission               274     0.05 %           0           0           0           0           0          0 
Total                   537408   100.00 %      296342           0        1737      124620      110683         49 
 
 
Melee Damage 
Player            Melee Dmg   Melee %   Hit/Miss   M.Acc %  M.Low/Hi    M.Avg  #Crit  C.Low/Hi   C.Avg     Crit% 
BST/NIN               72765   65.61 %   1569/107   93.62 %      0/75    42.69    130    44/117   87.18    8.29 % 
MNK/NIN               95958   64.94 %   2099/179   92.14 %      0/78    41.50    188    48/121   88.54    8.96 % 
NIN/WAR               87737   71.37 %    2006/96   95.43 %      0/77    40.14    205    35/111   75.31   10.22 % 
ChopsueyChucky        27590   97.52 %    487/370   56.83 %     15/77    54.19     22    67/145  108.64    4.52 % 
SaberSiravarde        12292   92.61 %    234/153   60.47 %     15/67    50.91      9    66/118   93.11    3.85 % 
 
 
Other Physical Damage  (Counterattacks) 
Player            CA.Dmg  CA.Hit/Miss  CA.Hi/Low  CA.Avg 
MNK/NIN               49          1/0      49/49   49.00 
 
 
Weaponskill Damage 
Player              WSkill Dmg   WSkill %  Hit/Miss   WS.Acc %   WS.Low/Hi   WS.Avg 
BST/NIN                  38138    34.39 %      94/0   100.00 %      87/652   405.72 
 - Rampage               38138   100.00 %      94/0   100.00 %      87/652   405.72 
MNK/NIN                  51755    35.02 %     111/0   100.00 %      96/696   466.26 
 - Dragon Kick            2142     4.14 %       5/0   100.00 %     359/493   428.40 
 - Howling Fist          49166    95.00 %     105/0   100.00 %      96/696   468.25 
 - Raging Fists            447     0.86 %       1/0   100.00 %     447/447   447.00 
NIN/WAR                  34727    28.25 %      92/0   100.00 %      40/678   377.47 
 - Blade: Jin            32629    93.96 %      84/0   100.00 %      40/678   388.44 
 - Blade: Ten             2098     6.04 %       8/0   100.00 %      74/420   262.25 
 
 
Ability Damage 
Player               Abil. Dmg    Abil. %  Hit/Miss    A.Acc %    A.Low/Hi    A.Avg 
MNK/NIN                     55     0.04 %       2/0   100.00 %       26/29    27.50 
 - Chi Blast                55   100.00 %       2/0   100.00 %       26/29    27.50 
ChopsueyChucky             701     2.48 %       6/0   100.00 %     105/130   116.83 
 - Mandibular Bite         701   100.00 %       6/0   100.00 %     105/130   116.83 
SaberSiravarde             981     7.39 %       8/0   100.00 %      72/196   122.63 
 - Claw Cyclone            264    26.91 %       3/0   100.00 %      72/116    88.00 
 - Razor Fang              717    73.09 %       5/0   100.00 %     102/196   143.40 
 
 
Spell Damage 
Player               Spell Dmg   Spell %  #Spells  S.Low/Hi     S.Avg  #MagicBurst  MB.Low/Hi   MB.Avg 
BLM/WHM                 109206  100.00 %      220    29/835    489.70           10    300/763   637.00 
 - Blizzaga II           31678   29.01 %       64    62/835    472.20            2    694/763   728.50 
 - Blizzard III          45428   41.60 %       90    57/558    450.17            8    300/746   614.13 
 - Thundaga II            9210    8.43 %       21    69/605    438.57            0        0/0     0.00 
 - Thunder II              292    0.27 %        3    29/232     97.33            0        0/0     0.00 
 - Waterga III           22598   20.69 %       32   363/799    706.19            0        0/0     0.00 
NIN/WAR                    477    0.39 %        9     17/87     53.88            1      46/46    46.00 
 - Hyoton: Ni              477  100.00 %        8     17/87     53.88            1      46/46    46.00 
RDM/WHM                   1000  100.00 %      109     0/242      9.17            0        0/0     0.00 
 - Blizzard II             242   24.20 %        1   242/242    242.00            0        0/0     0.00 
 - Dia II                  400   40.00 %      106       0/7      3.77            0        0/0     0.00 
 - Fire II                 358   35.80 %        2   175/183    179.00            0        0/0     0.00 
 
 
Skillchain Damage 
Skillchain          SC Dmg  # SC  SC.Low/Hi  SC.Avg 
SC: Darkness           992     5     27/453  198.40 
SC: Detonation         933    17      5/243   54.88 
SC: Distortion        1827    18     16/288  101.50 
SC: Scission           274     9       9/63   30.44



#3 Feb 29 2008 at 5:59 AM Rating: Excellent
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7,451 posts
Kinematics wrote:
If you're wondering about the mentioned verboseness

You know what? That was exactly what I was wondering about.

In all seriousness, best of luck with your first release. I hope you get the feedback you're looking for.
____________________________
Before you ask a stupid crafting question, read this.
milich wrote:
Quote:
Everytime Arcturus sees this, he starts to die inside.......I know it D:
actually, i think every time Acturus is called Arcturus he dies inside.


Now THIS is PvP!

MNK ~ SMN ~ SCH
#4 Feb 29 2008 at 7:18 AM Rating: Excellent
Scholar
***
1,072 posts
Quote:
The tabs are a rudimentary plugin architecture. Each of the "plugin" dlls provides one or more tabs of information, which extract the data and present it in the UI. Ideally anyone can write up a plugin for distribution for looking at data or presenting data in a particular way, so you can customize it as you wish. The current set of plugins focus on the normal expected data (damage, accuracy, xp rates, etc). I hope to write up a few more to show some of the more interesting ways of mining the data (eg: enhancements, enfeebles, etc).


This soudns awesome. It would be really nice if you could get a timestamp of when a player is under the influence of particular enhancements.

A big part of parser error comes from going long periods of time when a RDM is too busy to haste, or simply forgets a particular player in his haste cycle for a while. Bards are also really busy and miss the odd enhancing song, or players get missed.

A recent example would be the parsing of the effect of Focus on your DoT. This was recently debated in another thread over focus merits. If your parser has the data mining potential to separate performance while focus is active, and separate table for performance without focus, that could eliminate the guesswork from it.

(Effect of focus is pretty simple to estimate for your own performance, but how it effects your % of the party's total DMG output is less clear).

Mainly haste and bard sonmg usage are what I am interested in measureing. The percentage of time in a party that you are under the influence of haste or minuet, as a way to measure the performance of a player on a support job.

Not all RDM are created equal... But then you could dig deeper and find out that a particular player required X amount of healing over the course of those 2HR, so the RDM was too buy healing and fell behind on haste. Simply count the number of Cure spells used on each DD and find out who is struggling with shadows.

tl;dr

Data mining parsers is awesome.
#5 Feb 29 2008 at 7:58 AM Rating: Excellent
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1,249 posts
Thornn wrote:
This soudns awesome. It would be really nice if you could get a timestamp of when a player is under the influence of particular enhancements.

A big part of parser error comes from going long periods of time when a RDM is too busy to haste, or simply forgets a particular player in his haste cycle for a while. Bards are also really busy and miss the odd enhancing song, or players get missed.

A recent example would be the parsing of the effect of Focus on your DoT. This was recently debated in another thread over focus merits. If your parser has the data mining potential to separate performance while focus is active, and separate table for performance without focus, that could eliminate the guesswork from it.

Not all RDM are created equal... But then you could dig deeper and find out that a particular player required X amount of healing over the course of those 2HR, so the RDM was too buy healing and fell behind on haste. Simply count the number of Cure spells used on each DD and find out who is struggling with shadows.

I don't know how Kine's parsers gets the info, but if it's from the .log files in the Final Fantasy XI\TEMP files, then there is a slight issue. The game doesn't generate the timestamp itself, so a log-based parser like that relies on FFXI writing out the log files, which only happens every x lines. The advantage of this is that it doesn't break on every patch release (ie. ffreplo which is what I use was written back in 2004 and still works just peachy even when the author went MIA) but the data does get a bit fuzzy. It's pretty accurate if you have a continuous fights like in a merit pt, but if you have major breaks between each fights, any action taken during that time can have "log lag" associated with it until there's enough output in the chatlog to flush out the logfile.

On the other hand, if the parser gets data from ram, then it can do it's own timestamp thing, but the downside is that it must be updated (either on it's own or have the author figure out if that breaks) where the log structure is within ffximain.dll on every update. Also, that probably means that the .log file it writes out is incompatible with any other parser.

The third alternative is to rely on timestamp.dll from Windower. Requires that the user load that and could rely on log-based updating, but since ffrep/+1 doesn't support that kind of thing, isn't really an option for me (and also the issue of a known modification to the log structure which could be traced by SE).

What ffrep+1 does it count out how many times a song, ability, or spell was cast on you (or mob). Even though it supposedly also has the ability to "filter" when a certain ability is on or not, I've never found it to work reliably - if I need to filter out some event, I'll usually resort to editing the .html file (which is what it produces) out myself to figure out what happened. But for most parses, knowing the number of times something was cast on you (and by whom) is more than enough info to gauge whether the RDM was up to par, etc. ffrep+1 will also show how much curing by done by whom (estimates for regen, actual numbers for cure-spells) and show it in the info window (but not in the text output), and by correlating that with how much damage a player has taken from mob (breakdown by player), you can tell whether a RDM was overtaxed just by looking at damage-cure ratio vs mob numbers fought.

One thing I'd recommend to Kine is to do the back-calculation on chains. They are a known formula, and serves to allow the user to filter by mob level easily. ffrep/+1's is a bit buggy is that they round off wrong (so I'll have a mob-exp type of 167 and 168, for example), but I've found it quite useful to filter by exp-number/mob name, and find out that I might not have enough acc versus mob type X. Mostly I use it to graph out damage to figure out my own fSTR against the mob.

Another thing I've always wanted in a parser which other people might find useful is to have a sort of "timeline" where you can select a region of time to parse out. ffrep+1 will never have this, it only filters by pc/pet/mob/exp/food/level/comment, which doesn't necessarily give me the info I need unless I set the comment explicitly (or edit in later, which I've done on several occasion). That, combined with text chat output (shows off what was said around that time in battle) might be a nifty feature to have that I have yet to see in any parser.

Right now my log directory is sittng at a (un)healthy 650+ logs at 1.4G covering pretty much most exp/dynamis/salvage stuff done over 2 years. I'll wish Kine good luck on the parser, and I'll try to help him on features ideas if he wants.

-- Starfox
____________________________
   ,-‐-、 
 /    ヽァ      Starfox - Odin 
 /   ,-、  \フ 
|  {` ) !      WAR75 - MNK75 - WHM75 
`、____ー´ / 
   ,ノ ,.ヘ、     BLM75 - RDM76 - THF75 
  イハハハハ  , \  
  |   |  \  SAM75 - NIN75 - SMN75 
  ヽ、  ヽ、_/, 
    ¨ヽ  /          DRG7? 
   ,-‐'/フ,' 
  Z__/// | Fox stuck in a Mithra's body! ^^ 
     `¨ー'´
#6 Feb 29 2008 at 8:39 AM Rating: Excellent
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1,249 posts
This is a full text output from ffrep+1 1.0.5, just to show Kine what parsers can show.

Quote:

Mobs killed, Average exp(+chain bonus), Total exp[ring bonus]
Average duration/between, Total duration[fight/between]
Exp/hr[without ring], Total gil, Max chain/average
倒した数:73 平均獲得経験値:116.6(+46.4) 総獲得経験値[内専心]:11897[0]
平均戦闘時間/間隔:39.7s/11.8s 総狩り時間[戦闘/間隔]:1h2m42s[48m20s/14m22s]
時給[専心抜]:11384.7[11384.0] 総獲得ギル:0G 最大チェーン/平均:19/11.2 02350214

Monster, Mob#, Percentage%, Total duration, Average, Exp gained, Average[Max/Min]
モンスター_________ __累計 __割合 総戦闘時間 ____平均 標準経験値 __平均[最大/最小]
Greater Colibri____ ____69 _94.5% ____45m25s _____39s ______8308 _120.4[_146/_111]
Mamool Ja's Wyvern_ _____4 __5.5% _____2m55s _____43s _______201 __50.3[__58/__47]


Total damage, Total(%)[damage/h], Melee[hits/total], Ranged[hits/total], Others[hits/total], Magic[hits]
与ダメ__________ ___全部(___._%)__________ __通常___________ __遠隔___________ その他___________ __魔法______
WAR/NIN (J)_____ _127592(_37.7%)[158390/h] _89797[1121/1121] ______[____/____] _37795[__49/__49] ______[____]
COR_____________ ___7721(__2.3%)[__9585/h] ______[____/____] ______[____/____] __7635[__28/__28] ____86[___3]
RDM/WHM_________ _____28(__0.0%)[____35/h] ______[____/____] ______[____/____] ______[____/____] ____28[___8]
Starfox_________ __97139(_28.7%)[120586/h] _57838[_994/1063] ______[____/____] _39135[_778/_778] ___166[__42]
BRD/NIN_________ ______0(__0.0%)[_____0/h] ______[____/____] ______[____/____] ______[____/____] ______[____]
WAR/NIN (V)_____ _105519(_31.2%)[130989/h] _77986[1055/1055] ______[____/____] _27533[__40/__40] ______[____]
技連携__________ _____41(__0.0%)[____51/h] ______[____/____] ______[____/____] ____41[___1/___1] ______[____]
累計____________ _338040(100.0%)[419636/h]

Melee damage, Total, Average[Max/Min], Accuracy%[Hits/Miss], Critical%[Crit/Total]
与ダメ・通常____ __累計 __平均[最大/最小] __命中___________ __クリティカル___
WAR/NIN (J)_____ _89797 __80.1[_173/__40] 100.0%[1121/1121] _11.7%[_131/1121]
Starfox_________ _57838 __58.2[_138/__21] _93.5%[_994/1063] _10.4%[_103/_994]
WAR/NIN (V)_____ _77986 __73.9[_166/__31] 100.0%[1055/1055] _11.1%[_117/1055]

Ranged, Total, Average[Max/Min], Accuracy%[Hits/Miss], Critical%[Crit/Total]
与ダメ・遠隔____ __累計 __平均[最大/最小] __命中___________ __クリティカル___

Other attacks, Name of attack, Total, Average[Max/Min], Accuracy%[Hits/Total]
与ダメ・その他__ ____________________ __累計 __平均[最大/最小] __命中___________
WAR/NIN (J)_____ ボーパルブレード____ _37795 _771.3[1372/_490] 100.0%[__49/__49]
COR_____________ アースショット______ __2064 _294.9[_304/_272] 100.0%[___7/___7]
________________ サンダーショット____ __2784 _309.3[_334/_304] 100.0%[___9/___9]
________________ ファイアショット____ __2736 _304.0[_304/_304] 100.0%[___9/___9]
________________ 反撃効果____________ ____51 __17.0[__23/___5] 100.0%[___3/___3]
Starfox_________ エヴィサレーション__ _29415 _653.7[1166/_133] 100.0%[__45/__45]
________________ 追加ダメージ________ __9720 __13.3[__24/___2] 100.0%[_733/_733]
WAR/NIN (V)_____ ボーパルブレード____ _27533 _688.3[1107/_138] 100.0%[__40/__40]
技連携__________ 湾曲________________ ____41 __41.0[__41/__41] 100.0%[___1/___1]

Magic Damage, Name of spell, Total, Average[Max/Min], Spell#, Full%[#], Half%[#], Resist%[#]
与ダメ・魔法____ ____________________ _累計_ _平均_[最大/最小] __数_ _____フル__ ___ハーフ__ _____レジ__
COR_____________ アスピル____________ ____43 ___6.1[___7/___5] ____7 100.0%[__7] __0.0%[__0] __0.0%[__0]
________________ ドレイン____________ ____86 __28.7[__60/__11] ____3 _33.3%[__1] __0.0%[__0] _66.7%[__2]
RDM/WHM_________ ディアII____________ ____28 ___3.5[___6/___0] ____8 _37.5%[__3] _37.5%[__3] _25.0%[__2]
Starfox_________ ディアII____________ ___166 ___4.0[___7/___0] ___42 _47.6%[_20] _26.2%[_11] _26.2%[_11]

Enfeebling, Name of spell, Accuracy%[Hits/Try], [No effect/Resist!/Total]
弱体____________ ____________________ 成功率 [成功/回数] [効無/特性/総数]
RDM/WHM_________ スリプル____________ 100.0% [___6/___6] [___0/___0/___6]
________________ スリプルII__________ 100.0% [___5/___5] [___0/___0/___5]
________________ スロウ______________ 100.0% [___4/___4] [___0/___0/___4]
BRD/NIN_________ 修羅のエレジー______ 100.0% [__27/__27] [___0/___0/__27]
________________ 魔物のララバイ______ 100.0% [___4/___4] [___0/___0/___4]

Damage taken, Total, Melee[hits/total], Ranged[hits/total], Others[hits/total], Magic[hits]
被ダメ__________ ___全部 __通常___________ __遠隔___________ その他___________ __魔法______
WAR/NIN (J)_____ ___9667 __6373[__35/_160] ______[____/____] __3227[__13/__15] ____67[___2]
COR_____________ ___3859 __3859[__30/__32] ______[____/____] ______[____/____] ______[____]
RDM/WHM_________ ___1452 __1428[___9/__12] ______[____/____] ______[____/____] ____24[___4]
Starfox_________ ___1531 ___656[__12/__88] ______[____/____] ___871[___6/___6] _____4[___1]
BRD/NIN_________ ___3224 __3217[__23/__72] ______[____/____] ______[____/____] _____7[___1]
WAR/NIN (V)_____ __13021 __9051[__50/_170] ______[____/____] __3942[__13/__13] ____28[___4]

Melee damage, Total, Average[Max/Min], Accuracy%[Hits/Miss], Critical%[Crit/Total], Targeted%[Hits/Total]
被ダメ・通常____ __累計 __平均[最大/最小] __命中___________ __クリティカル___ __ターゲット占有_
WAR/NIN (J)_____ __6373 _182.1[_287/_112] _21.9%[__35/_160] __8.6%[___3/__35] _30.0%[_160/_534]
COR_____________ __3859 _128.6[_191/__85] _93.8%[__30/__32] __6.7%[___2/__30] __6.0%[__32/_534]
RDM/WHM_________ __1428 _178.5[_226/___0] _75.0%[___9/__12] _11.1%[___1/___9] __2.2%[__12/_534]
Starfox_________ ___656 _109.3[_146/___0] _13.6%[__12/__88] __0.0%[___0/__12] _16.5%[__88/_534]
BRD/NIN_________ __3217 _139.9[_200/__88] _31.9%[__23/__72] __4.3%[___1/__23] _13.5%[__72/_534]
WAR/NIN (V)_____ __9051 _181.0[_254/_118] _29.4%[__50/_170] __0.0%[___0/__50] _31.8%[_170/_534]

Evasion, Evaded%[Evade/Total], Miss%[Miss], Parry%[Parry], Shadows[Shadow], Counter[Counter], 0hit%[0hit]
回避____________ 発生率[発生/回数] _ミス_______ _受け流し___ _幻影・心眼_ _カウンター_ _0ダメージ__
WAR/NIN (J)_____ _78.1%[_125/_160] __1.9%[___3] __4.5%[___7] _76.7%[_115] ___._%[____] ___._%[____]
COR_____________ __6.3%[___2/__32] __6.3%[___2] ___._%[____] ___._%[____] ___._%[____] ___._%[____]
RDM/WHM_________ _25.0%[___3/__12] ___._%[____] ___._%[____] _25.0%[___3] ___._%[____] _11.1%[___1]
Starfox_________ _86.4%[__76/__88] __5.7%[___5] __4.8%[___4] _84.8%[__67] ___._%[____] _50.0%[___6]
BRD/NIN_________ _68.1%[__49/__72] __1.4%[___1] ___._%[____] _67.6%[__48] ___._%[____] ___._%[____]
WAR/NIN (V)_____ _70.6%[_120/_170] __7.6%[__13] __5.1%[___8] _66.4%[__99] ___._%[____] ___._%[____]

Death Death#
戦闘不能________ _回数
RDM/WHM_________ ____1

Enemy Ability, Name of ability, Times, Attempted, Times/mob
敵の技_____________ ____________________ _実行 _構え 一体平均
Greater Colibri____ スナッチモースル____ ___38 ___41 ____0.6
___________________ フェザーティックル__ ___28 ___30 ____0.4
___________________ ペッキングフラリー__ ___32 ___37 ____0.5
Mamool Ja's Wyvern_ ガストブレス________ ____1 ____1 ____0.3
___________________ ライトニングブレス__ ____1 ____1 ____0.3

Ability, Name of Ability, Duration between, Times
アビリティ______ ____________________ ____間隔 __数
WAR/NIN (J)_____ アグレッサー________ ___6m58s __10
________________ ウォークライ________ _1h2m42s ___2
________________ ウォリアーチャージ__ __31m21s ___3
________________ バーサク____________ ___6m58s __10
________________ マイティストライク__ ________ ___1
________________ 挑発________________ ___7m50s ___9
COR_____________ アースショット______ __10m27s ___7
________________ エボカーズロール____ ___8m57s ___8
________________ カオスロール________ ___6m58s __10
________________ コルセアズロール____ __10m27s ___7
________________ サンダーショット____ ___7m50s ___9
________________ スネークアイ________ _1h2m42s ___2
________________ ダブルアップ________ ___1m25s __45
________________ ファイアショット____ ___7m50s ___9
________________ ファイターズロール__ ___8m57s ___8
________________ フォールド__________ ________ ___1
________________ ランダムディール____ _1h2m42s ___2
________________ 精霊の印____________ ________ ___1
RDM/WHM_________ コンバート__________ __20m54s ___4
________________ 女神の印____________ __20m54s ___4
Starfox_________ コンバート__________ __31m21s ___3
WAR/NIN (V)_____ アグレッサー________ __10m27s ___7
________________ ウォークライ________ __10m27s ___7
________________ バーサク____________ __10m27s ___7
________________ 挑発________________ ___2m24s __27

Buffs, Name of buffs, Against, Times
支援____________ 効果_______________ 対象____________ __数
WAR/NIN (J)_____ 空蝉の術:壱________ WAR/NIN (J)_____ __11
________________ 空蝉の術:弐________ WAR/NIN (J)_____ __36
COR_____________ アイススパイク_____ COR_____________ ___1
RDM/WHM_________ ストンスキン_______ RDM/WHM_________ ___2
________________ ブリンク___________ RDM/WHM_________ ___5
________________ ヘイスト___________ 全部____________ __55
________________ ___________________ WAR/NIN (J)_____ __19
________________ ___________________ RDM/WHM_________ ___4
________________ ___________________ Starfox_________ __15
________________ ___________________ WAR/NIN (V)_____ __17
________________ リフレシュ_________ 全部____________ __24
________________ ___________________ COR_____________ ___1
________________ ___________________ RDM/WHM_________ __22
________________ ___________________ Starfox_________ ___1
Starfox_________ インビジ___________ 全部____________ ___4
________________ ___________________ WAR/NIN (J)_____ ___1
________________ ___________________ COR_____________ ___1
________________ ___________________ Starfox_________ ___1
________________ ___________________ WAR/NIN (V)_____ ___1
________________ エンブリザド_______ Starfox_________ __19
________________ シェルIV___________ 全部____________ ___3
________________ ___________________ Starfox_________ ___2
________________ ___________________ BRD/NIN_________ ___1
________________ ショックスパイク___ Starfox_________ ___1
________________ ストンスキン_______ Starfox_________ ___4
________________ ファランクス_______ Starfox_________ ___4
________________ プロテスIV_________ 全部____________ ___6
________________ ___________________ COR_____________ ___1
________________ ___________________ Starfox_________ ___3
________________ ___________________ BRD/NIN_________ ___2
________________ ヘイスト___________ Starfox_________ ___7
________________ リフレシュ_________ Starfox_________ __20
________________ 空蝉の術:壱________ Starfox_________ ___2
________________ 空蝉の術:弐________ Starfox_________ __23
BRD/NIN_________ 剣豪のマドリガル___ BRD/NIN_________ __29
________________ 猛者のメヌエットIV_ BRD/NIN_________ __29
________________ 空蝉の術:弐________ BRD/NIN_________ __17
________________ 魔道士のバラード___ BRD/NIN_________ ___7
________________ 魔道士のバラードII_ BRD/NIN_________ ___7
WAR/NIN (V)_____ 空蝉の術:壱________ WAR/NIN (V)_____ ___2
________________ 空蝉の術:弐________ WAR/NIN (V)_____ __37

Buffs receieved, Name of buffs, Caster, Times
被支援__________ 効果_______________ 詠唱者__________ __数
WAR/NIN (J)_____ インビジ___________ Starfox_________ ___1
________________ ヘイスト___________ RDM/WHM_________ __19
COR_____________ インビジ___________ Starfox_________ ___1
________________ プロテスIV_________ Starfox_________ ___1
________________ リフレシュ_________ RDM/WHM_________ ___1
Starfox_________ ヘイスト___________ RDM/WHM_________ __15
________________ リフレシュ_________ RDM/WHM_________ ___1
BRD/NIN_________ シェルIV___________ Starfox_________ ___1
________________ プロテスIV_________ Starfox_________ ___2
WAR/NIN (V)_____ インビジ___________ Starfox_________ ___1
________________ ヘイスト___________ RDM/WHM_________ __17


HP Cured/Drained, Total, Average, Times
HP回復/吸収系___ __累計 __平均 ___数_
COR_____________ ____86 __28.7 [___3]
RDM/WHM_________ _26408 _249.1 [_106]
Starfox_________ _12750 _289.8 [__44]

Regen, Total, Average, Times
リジェネ系______ __累計 __平均 ___数_

MP Cured/Drained, Total, Average, Times
MP回復/吸収系___ __累計 __平均 ___数_
COR_____________ ____43 ___6.1 [___7]

Refresh, Total, Average, Times
リフレシュ系____ __累計 __平均 ___数_
RDM/WHM_________ __3600 _150.0 [__24]
Starfox_________ __3000 _150.0 [__20]
BRD/NIN_________ ___560 __40.0 [__14]

TP Cured/Drained, Total, Average, Times
TP回復/吸収系___ __累計 __平均 ___数_

---------------------------------------------------------
Generated by FFRep+1 Version: 1.0.5

The only major thing(s) missing from this text output is breakdown-by-cures, and loot/lot, skillups, synth results, and fishing results which are present in the main window but not in the text output. Basically, I use the left-hand tabs to filter by pc/pet/food/exp/mob/comment, and it updates the text file with the criteria specified.

-- Starfox
____________________________
   ,-‐-、 
 /    ヽァ      Starfox - Odin 
 /   ,-、  \フ 
|  {` ) !      WAR75 - MNK75 - WHM75 
`、____ー´ / 
   ,ノ ,.ヘ、     BLM75 - RDM76 - THF75 
  イハハハハ  , \  
  |   |  \  SAM75 - NIN75 - SMN75 
  ヽ、  ヽ、_/, 
    ¨ヽ  /          DRG7? 
   ,-‐'/フ,' 
  Z__/// | Fox stuck in a Mithra's body! ^^ 
     `¨ー'´
#7 Feb 29 2008 at 9:44 AM Rating: Good
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DLing now (i also jumped ship from tazzylin to directparse by the way). i'll give whatever feedback seems helpful;;. thanks for the work.
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#8 Feb 29 2008 at 10:34 AM Rating: Good
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I had heard ffrep+1 was a pretty thorough parser, but last time I looked into it, it was very Japanese.

Was there an english patch (or total software rebuild) for those of us who can't decipher those weird lunar runes? I have been meaning to take some night classes on "moon speak" at the university but never got around to it.



#9 Feb 29 2008 at 1:21 PM Rating: Excellent
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Starfox:

By default it reads from RAM at 1 second intervals. The RAM offset address is modifiable at the UI level, so as long as someone can figure out what the new address is after a patch any user can update without needing a new build.

It has the option of reading from the generated logs, partly because of the specific reason of RAM reading breaking, and partly because of functionality (can't read RAM from a separate computer; can read existing files to catch up on events that have already happened; etc).

It does not read the Windower's Timestamp plugin data. It specifically removes that from the incoming data, if present. I suppose it could be useful if you were reading from log files so you could still keep semi-realtime status, but I'm not sure I want to deal with the hassle.

The data is stored in an SQL (Compact Edition) database, not text logs, and thus obviously isn't compatible with any other parser. DirectParse also uses SQLCE (version 3.0) database files, but with a completely different database structure, as it's designed for summary info, not detail.

For enhancements, I considered marking the times when an enhancement starts and when it wears off, but that would only apply to buffs you apply yourself (plus the wears off message doesn't necessarily match the buff message); the game wouldn't show when haste wears off the mnk next to you. For consistancy sake I decided to ignore the 'wears off' messages and the plugin can just count frequency, and perhaps include a table of buff durations to give coverage values.

It does get the base XP value for mobs for filtering, calculating them in groups (Astral Candescence bonus is figured after the chain bonus, so back-calculating can end up with different values at different chain numbers). Obviously there will be issues when people level up or when using an XP ring, but there's only so much that can be done there.

I haven't written a plugin for time filtering, but it's entirely possible. Every single action that the parser records is timestamped (well, except for loot distribution). The current plugins have minimal filtering capabilities because I mainly just want to be able to see that everything is in fact working right now. I'll consider other ways of filtering in the future.


Oh, and if anyone wanted a French or German version of the parser, it would not be terribly difficult to localize the program. Almost all of the parsing text is in a single file. The UI just has a few menus to translate, though the plugins would take more particular reworking.

#10 Feb 29 2008 at 5:22 PM Rating: Good
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used the parser for today's limbus. love the interface. makes me want to take even more filters off so i can look at damage taken (the tabs are great, can report every field without a giant horizontal scrollbar). also like that it won't need a fix right away after the coming updates. great stuff.

Edited, Feb 29th 2008 8:22pm by milich
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#11 Mar 04 2008 at 12:59 PM Rating: Excellent
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Version 1.0.2 is up on the google page. Fixes a few parsing bugs (reparse older parses you have), and adds in a first attempt at enhace/enfeeble plugin reporting. If anyone has any suggestions on better or more logical ways to present the data, please share. Also, the mob filtering on the enfeeble page isn't active yet (forgot to hook it up before I published).

On one of the things Starfox mentioned: While the save format isn't compatible with any of the other parsers, I realized it would be possible to at least import data from DVSParse/DirectParse databases, since they save the whole chat log history (and they could do the same with mine, if they were so inclined). I'll probably work on adding that in the near future.

I can't import Tazzlyn parses at present because they chop off the first half of each chat line (the bit with all the codes), so I'd have to build a special import mechanism for that, and even then it wouldn't be as good. Not sure if I'm motivated enough to bother.
#12 Mar 09 2008 at 5:59 PM Rating: Excellent
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Version 1.0.4 updated, including some changes to hopefully make handling of charmed pets work better. Added plugin to list fights and some related info. Usual mix of fixes to the parsing engine.

Oh, and 1.0.3 revamped the UI (didn't make a post when that was uploaded), including a context menu for closing tabs.

If you have any suggestions for info you'd like to see, let me know. Trying to think of extra data I can put in before I start considering ways to better filter the data.

If no other feedback, I'll probably just start working on solidifying the API.
#13 Mar 09 2008 at 6:06 PM Rating: Good
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Kinematics do you mind if i link this in the sticky?
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#14 Mar 09 2008 at 6:33 PM Rating: Excellent
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#15 Mar 09 2008 at 7:29 PM Rating: Good
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thanks :)
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#16 Mar 11 2008 at 4:29 PM Rating: Excellent
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Quick update: 1.0.4.2 released with new memloc set. You can also edit your own program with the new address of 0056DA48.
#17 Mar 12 2008 at 6:20 AM Rating: Good
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I like where you're going with this. I'll try it out.
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#18 Mar 12 2008 at 10:43 AM Rating: Good
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I REALLY like the way things are laid out :) Other than, perhaps, scrolling right/left kinda bugs me.. maybe I can just maximize the screen or something, who knows.

But I have a question: I've only gotten parsing to work when it reads the FFXI log files. Am I missing something? I think I'd prefer to parse using RAM, since I'm on the same computer. And I'm assuming this is an artifact of parsing with logs, but it'll always pick up old **** when I start parsing (i.e. last night I was partying, and this morning when I went out to solo, I turned on the parser and it showed me the last 10 minutes of my previous party, in addition to the stuff I was killing today)... Is there a way to start parsing at particular times, rather than always having it pick up old data?
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#19 Mar 12 2008 at 1:16 PM Rating: Excellent
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Quote:
Other than, perhaps, scrolling right/left kinda bugs me.. maybe I can just maximize the screen or something, who knows.


I tried to make sure everything would fit (width-wise) on a 1024x768 screen (mine is 1680x1050, so I have to be careful about making it comfortable for myself at other users' expense). If you have a monitor with a resolution at the lower end of things, yeah, you'd want to maximize it.

Quote:
But I have a question: I've only gotten parsing to work when it reads the FFXI log files. Am I missing something? I think I'd prefer to parse using RAM, since I'm on the same computer.


It should be fine reading from RAM. Only issue would be if you picked up version 1.0.4.1 or earlier and haven't edited the memory offset. Either edit it to what I noted a couple posts above, or get 1.0.4.2.

Quote:
And I'm assuming this is an artifact of parsing with logs, but it'll always pick up old **** when I start parsing (i.e. last night I was partying, and this morning when I went out to solo, I turned on the parser and it showed me the last 10 minutes of my previous party, in addition to the stuff I was killing today)... Is there a way to start parsing at particular times, rather than always having it pick up old data?


Check the Options dialog. There's a checkbox for log files to read existing logs. Those logs will contain that history you're talking about. If you don't want to see that included, uncheck the option. If for some reason that box isn't checked and it's still doing that, PM me and I'll try to figure out what's going on.
#20 Mar 12 2008 at 3:34 PM Rating: Excellent
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1.0.5 adds parsing of Retaliation. No other major changes, just want it in sync with the new ability from the update.
#21 Mar 15 2008 at 9:05 PM Rating: Excellent
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Just wanted to add a note for Vista users.

You may need to right click and go to properties on the .exe file. Go to the Compatibility tab and check the check box "Run this program as an Administrator".

I was getting an Access Denied error in the error.log file before I made this change and it would not parse at all. This resolved it and the program is awesome!!

Thanks Kinematics!
#22 Mar 16 2008 at 6:57 PM Rating: Excellent
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just wanted to put in word. that this parser is great, and you should keep it up and running^^.

i normally use direct parse, but since trying this out, i don't think i will anymore.

i like the way every think is clean and easy to read, and there isn't a huge scroll bar you have to use, just to read the summary.
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#23 Mar 17 2008 at 5:23 AM Rating: Excellent
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I may have just been retarded and missed it(I was partying at 4am), but I didn't see a melee hit/misses, melee acc % stat; did I just miss it or is it not implemented? If not, will it be(this is an important stat to me, lol)?
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#24 Mar 17 2008 at 6:08 AM Rating: Excellent
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I keep forgetting to download this and check it out. Guess I'll do that now and just take it home on thumb drive so I don't forget again :)

Judging by the fact that it reads from RAM, I presume you have to run it on the same system where you're running FFXI?
#25 Mar 17 2008 at 6:27 AM Rating: Excellent
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reavenance wrote:
I may have just been retarded and missed it(I was partying at 4am), but I didn't see a melee hit/misses, melee acc % stat; did I just miss it or is it not implemented?


It's on the Offense tab. Check the second grouping of the second section of the example post (second post of the thread) to see what it should look like.

Norellicus wrote:
Judging by the fact that it reads from RAM, I presume you have to run it on the same system where you're running FFXI?


If you have it on RAM mode, yes, it has to be on the same system. However you can set it to Log mode and run it off a mapped drive on a second system.
#26 Mar 17 2008 at 6:57 AM Rating: Good
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Would you consider one to be more accurate/reliable than the other in any fashion?
#27 Mar 17 2008 at 12:48 PM Rating: Excellent
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Heads up: the memory location has changed again as of the emergency maintenance.
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#28 Mar 17 2008 at 2:48 PM Rating: Excellent
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Norellicus wrote:
Would you consider one to be more accurate/reliable than the other in any fashion?


Anything that relates to time (party duration, fight lengths, intervals between buffs, etc) will be more accurate when reading from RAM. Everything else should be the same between the two modes.

And I'll get on the mem address fix later tonight. Going out to dinner right now.
#29 Mar 17 2008 at 6:57 PM Rating: Excellent
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As of 17 March: MEMLOC = 0x56DA50
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#30 Mar 17 2008 at 7:20 PM Rating: Good
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idea for tab: killshots, and "first blows" (if latter is possible to do accurately).
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#31 Mar 17 2008 at 7:46 PM Rating: Excellent
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is there a way i can update the memlocs manually, like i can with direct parse?
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#32 Mar 17 2008 at 8:09 PM Rating: Excellent
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Yes. Go to Tools/Options, where you choose between RAM mode and Log mode. When you select RAM mode, you have the option to modify the base memory offset manually. Enter it without the 0x prefix.
#33 Mar 18 2008 at 12:22 AM Rating: Excellent
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Version 1.0.6 up on the Google page. Patched with the new RAM address, and new build options that should hopefully fix issues people have been having running it on Vista x64.

Also added an Import command to import database files from DVS/DirectParse. Of particular interest for me is if there are any notable discrepancies in the data shown by each of the parsers, as that may indicate parsing bugs in one or the other of them.


Pahn: While the Fights tab shows who got the killshot for each fight, I suspect you want a little bit more detail by player. Perhaps by mob: First action, First damage, Killshot; and by player: #/% First action/First damage/Killshot, and number of fights participated in.
#34 Mar 18 2008 at 7:51 AM Rating: Good
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Quote:
Pahn: While the Fights tab shows who got the killshot for each fight, I suspect you want a little bit more detail by player. Perhaps by mob: First action, First damage, Killshot; and by player: #/% First action/First damage/Killshot, and number of fights participated in.


mm, mainly to correlate killshots with dmg % (starfox has claimed that they match up directly unless someone willfully gets killshots via WS, which makes sense; confirming that would be cool, as would seeing when and why its exceptions happen), see who autotargets properly, try to find SOME way beyond pure dmg % to quantify "focusing/trying hard";;. i notice i outparsed far better geared people than myself, which i assume probably had most do with the ratio of number of hits to WS (ie WSing right away), but it would be interesting to see if first action/hit told a story.

and yeah, # of fights participated in (directly in reporting this), though available elsewhere, would be helpful(:. sorry if i've missed any of the data already available;.
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#35 Mar 20 2008 at 11:38 PM Rating: Excellent
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It doesn't seem to work parsing from the log through a network. It can read the current log that are on the temp folder but can not read the ones that are updated after. It doesn't seem to update overtime.
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#36 Mar 21 2008 at 3:02 AM Rating: Excellent
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Hmm.. I think I can guess why. Will have to do some digging to see if I can work around it.
#37 Mar 25 2008 at 5:02 AM Rating: Good
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I ran into an interesting problem last night when I first installed 1.0.5 (after installing .NET 3.5 and the SQLCE); I couldn't edit the memory address. Or more specifically, the OK button on the Options screen where you would edit it was not functional. I could only close the options window via the Cancel or X, which in turn would discard the change I had made to the memory address.

I didn't try to duplicate it in 1.0.6 since I was just trying to get it working, playtime was limited last night. I'll see if I can duplicate it again soonish.

I'm admittedly inept at coding in general, so I don't know how hard this would be, but is there any way to set this thing up so you can run it on your FFXI machine to aggregate the data in realtime reading from RAM, but then to simultaneously run it from another system that can 'shadow' the aggregation on another screen? I like being able to review my results as they are parsed at times, and my monitor is not large enough to accommodate from the same system FFXI runs on, even in windowed mode (19", but I run ffxi 1024x768; not much room beyond that).

Just an idea; if it's a huge pile of work then you don't even have to worry about it. I can run kparse for historical analysis and use tazzylynn for up-to-date information.
#38 Mar 25 2008 at 6:23 AM Rating: Excellent
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Hmm. Odd problem Nore, and I can't seem to duplicate it. The OK button seems to work fine here. I'll keep an eye on it, but don't have any suggestions right now (well, other than to get the 1.0.6 build).

On the 'shadow' version, you mean to, say, run a second copy in Log mode, reading the data logs over a network share? Yes, it should be, but no it's not right now (see post just above yours). Once I get it worked out, though, yes you could.
#39 Mar 25 2008 at 7:04 AM Rating: Good
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More specifically like a client/server setup. I want to use the realtime data the RAM method provides, but since I don't have the screen space for it on the same workstation, I want to be able to see that information from another computer.

Edited, Mar 25th 2008 11:12am by Norellicus
#40 Mar 25 2008 at 7:56 AM Rating: Excellent
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I'll have to give that some thought before I can say one way or another.
#41 Mar 26 2008 at 6:01 AM Rating: Excellent
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I forgot to ever post back to you that 1.0.6 did fix the problems on Vista x64. It's been working great for me...except for hanging once last night (I haven't been able to reproduce the hang though)
____________________________
Eryvinim - Shiva - 75War/75Mnk
100+3 Alchemy
#42 Apr 04 2008 at 8:21 AM Rating: Excellent
Scholar
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299 posts
I have an interesting bug that started a few days ago. I have version 1.0.6.1 uploaded Mar 21. It began when I tried to stop parsing and begin parsing to a new file (I was trying different gear combinations), and I accidentally chose to overwrite my original parse.

After I did that it seems to not collect all of my log data (from RAM). This is what I see in each tab (after killing gigas for an hour, warping to whitegate, and taking warptaru to jeuno).

Chat:
[9:26:21 AM] ・09:26:21] Obtained: Imperial silver piece.

Buffs: blank (I used many)

Debuffs: blank (used many)

Recovery:
Damage Recovery
Player Dmg Taken HP Drained HP Cured #Regen #Regen 2 #Regen 3
Pallas 2518 0 0 0 0 0
Pulp 1989 0 0 0 0 0
Total 4507 0 0 0 0 0

Defense:
Defense

Attacks Against:
Player Melee Range Abil/Ws Spells Unknown Total Attack# % Avoided Avoid %
Pallas 0 0 0 0 16 16 37.21 % 0 0.00 %
Pulp 0 0 0 0 27 27 62.79 % 0 0.00 %

Offense:
Damage Summary
Player Total Dmg Damage % Melee Dmg Range Dmg Abil. Dmg WSkill Dmg Spell Dmg Other Dmg

Fights: (I killed ~15 mobs)
Fight # Enemy Killed? Killed By Start Time End Time Fight Length Exp
1 Jotunn Wallkeeper False 8:44 AM 9:01 AM 00:17:16 0
2 Jotunn Wildkeeper False 8:45 AM 9:15 AM 00:29:32 0
3 Jotunn Gatekeeper False 8:56 AM 9:07 AM 00:11:09 0
4 Dire Bat False 8:57 AM 9:09 AM 00:11:05 0
5 Jotunn Hallkeeper False 9:00 AM 9:17 AM 00:17:12 0

Experience: (I got ~50/kill)
Mob Listing
Mob Base XP Number Avg Fight Time
Dire Bat --- 1 0.00
Gigas's Bat --- 1 0.00
Jotunn Gatekeeper --- 1 0.00
Jotunn Hallkeeper --- 1 0.00
Jotunn Wallkeeper --- 1 0.00
Jotunn Wildkeeper --- 1 0.00

Loot: blank (misc gigas junk and gil)



I tried to redownload and run a new copy today with the same results. I'll post an update if I find the problem.
____________________________
Pulp, killing stuff on Ramuh
The Fraggles on www.guildportal.com


#43 Apr 04 2008 at 9:38 PM Rating: Excellent
***
2,236 posts
Version 1.0.7 released, a few minor bug fixes. Been busy, so haven't made much progress on the major parser items.

Pulp:

First, definitely a bug, I'll have to see what's causing that.

Second, when you start a parse and save it to an existing file, it -should- act as a Continue Parse action; that is, it should add new data to the existing data in the database file rather than deleting and restarting. That only applies to files other than the default database file, which is always started from scratch.

Third, try doing a Reparse/Upgrade of the database file to see if it will generate proper data. That will tell you if the original data is salvageable, though it won't show you the breakdown of the different sections where you changed gear. If the original data is there, and I ever get the time-based filter working properly, then you'll still be able to get the information you want out of it.
#44 Apr 11 2008 at 4:57 PM Rating: Excellent
Sage
**
274 posts
Got parser.
<3 parser.
Use parser constantly.
You did an awesome job, it even beats out Spyle's, back when I could get it to produce non-stupid numbers.
Rate up for dropping a lot of time into something so useful.
____________________________
~♪ < Dakren ☆ 75MNK / 72SAM / 62DNC ☆ Caitsith > ♪~
http://ffxi.allakhazam.com/profile.xml?74460
☆ Merits: 144
#45 Apr 22 2008 at 3:35 PM Rating: Excellent
3 posts
Hey, a friend of mine recommended this parser so I DL'd it. Every time I try to run it I get an error that say:

"Could not load file or assembly 'System.Data.SqlSeverCe, Version=3.5.0.0, Culture=neutral, PublicKeyToken=89845dcd8080cc90' or one of its dependencies. The system file cannot find the file specified."

If anyone has any information on how to go about fixing this, please PM me... it'd be much appreciated. Thank you. ^^;
#46 Apr 22 2008 at 4:12 PM Rating: Excellent
Scholar
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299 posts
Quote:
Hey, a friend of mine recommended this parser so I DL'd it. Every time I try to run it I get an error that say:

"Could not load file or assembly 'System.Data.SqlSeverCe, Version=3.5.0.0, Culture=neutral, PublicKeyToken=89845dcd8080cc90' or one of its dependencies. The system file cannot find the file specified."

If anyone has any information on how to go about fixing this, please PM me... it'd be much appreciated. Thank you. ^^;


Did you install SQLCE 3.5 and .NET 3.5 as it says in readme.txt?
____________________________
Pulp, killing stuff on Ramuh
The Fraggles on www.guildportal.com


#47 Apr 25 2008 at 10:20 AM Rating: Excellent
3 posts
Yeah, still gives me the same error. >.<
#48 Apr 25 2008 at 1:13 PM Rating: Excellent
***
2,236 posts
This is the second instance of this error that I know of, and I have not yet been able to figure out what the actual problem is. Unfortunately I'd probably need to get my hands on a system actually experiencing the issue to be able to dig in and figure out what's going on.

One possible idea: Go to C:\Program Files\Microsoft SQL Server Compact Edition\v3.5\Desktop (where the .msi should have installed to) and copy the System.Data.SqlServerCe.dll file that's in there to the parser's directory.
#49 Apr 25 2008 at 4:30 PM Rating: Good
Edited by bsphil
******
21,739 posts
Out of nowhere mine stopped working. D:

Opening it gives a .NET Framework error:
Quote:
Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Configuration system failed to initialize.


Then gives a bunch of details I can PM you with if you need to see.

I can open it up by hitting continue, but trying to select the 'File' or 'Windows' menus brings up the same error again.



Edited, Apr 25th 2008 7:39pm by bsphil
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Take the hint guys, please take the hint.
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#50 May 01 2008 at 12:06 PM Rating: Excellent
3 posts
Thanks Kinematics, copying that file and putting it in the parser's directory worked, parser is now running great. ^^
#51 May 02 2008 at 4:32 AM Rating: Good
Scholar
29 posts
I like your parser, though i was wondering of couple of things
I'm a monk, so I do have kick attacks.
the problem is that kick attacks would affect my "low/high" damages, and because of that i get wrong results in high/low results...
your parser reads directly from the memory, right?
so, maybe it can tell the difference between punches and kick attacks?
also i was wondering if it can distinguish a "Guard" from a normal hit.

if so, is it possible to list those 2(Guard and KA) in your parser?
I'm working on my Damage per minute calculator (For monks atm) and i want to test my results.

Guard isnt really needed in my calculator, but I kinda like to know whats my guard processing rate ^^;

Thanks~
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