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#252 May 10 2010 at 1:36 PM Rating: Decent
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most recent one seems to not graph jug pets, I opened a kirin fight with 1.5.4 and the same fight with 1.5.5 and in 1.5.5 it doesn't show lifedrinkerlars damage on the damage graph but it does in 1.5.4
#253 May 10 2010 at 5:32 PM Rating: Good
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Ah, yep. Had made the search somewhat more restrictive and forgot to allow for pets. Fixed.
#254 May 26 2010 at 12:18 AM Rating: Good
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Release 1.5.6

1.5.6 (May 26, 2010)
+ Add Hunter's Roll to accuracy buff section of Buffs by Time plugin.
+ Add Samurai Roll to tracked buffs on Damage Graph.
+ Put pets back in damage graph.
* Change option from 'collective' to 'individual' in Damage Graph, to make purpose of option clearer.
- Fix duration of Dia II for Buffs by Time. Should be 2 minutes.
- Fix issue of mobs not being properly copied/identified in certain fallback circumstances. Should remove issue of mobs being listed in the Deaths tab.
- Fix bug in parsing status removal messages. Older parses will need to be reparsed.
- Fix bug where Benediction didn't allow for multiple targets being hit. This fixes certain instances of charmed players and/or mobs that shouldn't exist.
- Fix bug in Damage Graph that occasionally caused an index out of bounds error.
+ Add ability usage counting to the Defense tab. This allows you to see how many times the mob(s) used TP moves, even if the moves were absorbed by shadows or stunned and thus not reported in the Damage Taken section, or if the moves did no damage at all (self-cast buffs, etc). Also useful for getting a count of moves that hit multiple targets which make it difficult to get a count from the damage section. Note that the code is not optimized, and will slow down processing on this tab a bit.
- Fix parsing of Sub-zero Smash spell.
* Status removal spells are no longer listed on the Buffs page. They've been moved to the Recovery tab.
* Increase spacing on Killed By column of Deaths plugin for longer mob names.
- Fix bug of Defense tab not reporting all damage taken.
+ Add reporting of estimated MP and TP spent on curing.

Edited, May 26th 2010 1:19am by Kinematics
#255 Jun 15 2010 at 1:19 PM Rating: Good
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Release 1.5.7.

1.5.7 (June 15, 2010)
+ Addition of MP/TP efficiency calculations to Recovery tab.
* Improve processing speed of Recovery plugin. (~5x faster)
+ Add average time between weaponskills to WS Rates tab.
- Fix bug in parsing Shinsoku's additional effect: drain TP messaging.
- Fix bug in calculating MP spent on curagas.
- Weaponskill frequency by TP return should show frequency per weaponskill, rather than frequency per all weaponskills. Corrected.
* Improve processing speed of WS Rates plugin. (~8x faster)
* Refueling added to haste buffs in Buffs by Time, as well as included in Damage Graph.
- Fix issue of Fighter's Roll not being properly tabulated for Damage Graph.
- Fix bug when viewing Deaths plugin with a subset of mobs.
#256 Jun 22 2010 at 12:43 PM Rating: Excellent
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1.5.8 released. Got delayed a bit last night :)

1.5.8 (June 21, 2010)
* Improve processing speed of Buffs By Time plugin.
+ Add new weaponskill, spell, and JA names.
* New memloc location: 0x005827D8
#257 Jun 29 2010 at 4:42 PM Rating: Default
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so I finally after 3 years bought this game for PC in hopes of using parser (and ps2 finally took a dump lol) anyways I had your previous parser working but know with update this new one wont work, any help would be appreciated kin.

it either I'm doing it wrong or your still working on a new one, I think it me lol.
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#258 Jun 29 2010 at 5:10 PM Rating: Good
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Go to Options and make sure it has the correct memloc (see post directly above yours). If you updated an older version it will keep the old memloc. If that doesn't work, try doing a full uninstall (if you installed it before), then reinstall.

Edited, Jun 29th 2010 6:11pm by Kinematics
#259 Jun 30 2010 at 6:04 PM Rating: Default
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I uninstalled and reinstalled updated version, I can run saved parse no problem but when I try to start a default parser I get message saying.

Error while attempting to initiate parse

could not find a part of the path 'C:\ProgamData\waywardgamers\Kparser\1.5.4.0\KPdefaultparse.sdf'.



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#260 Jun 30 2010 at 6:06 PM Rating: Good
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Try going into Options and changing the default save directory.
#261 Jun 30 2010 at 6:23 PM Rating: Default
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ya I tried that at first it said this

C:\ProgramData\Wayward Gamers\KParser\1.5.4.0

but now in default it says this:

C:\ProgramData\Wayward Gamers\KParser\1.5.8.0

yet everytime I try open default parse I get that same error message.
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#262 Jun 30 2010 at 6:31 PM Rating: Good
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Try creating your own directory and pointing at that. EG: "C:\Parses" The directory that it's currently trying to point at is incomplete, as there should be some additional randomizing directory in there as well (EG: C:\Users\[username]\AppData\Local\Wayward_Gamers\KParser.exe_Url_xftr2tgswrigzpydxkj5myejye35vz4d\1.5.8.0).
#263 Jun 30 2010 at 6:50 PM Rating: Default
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I made another folder and it set to go there yet still when I try open default parser that dam message comes keeps coming up /sigh
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#264 Jul 09 2010 at 12:08 PM Rating: Decent
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any thoughts on adding any abyssea data to the parser?
#265 Jul 09 2010 at 12:40 PM Rating: Good
Er, what exactly would there be to add? It's not like the zone stops all client logging, does it?
#266 Jul 09 2010 at 3:15 PM Rating: Good
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Cruor parsing has already been added, I just need to fix some other tweaks to get a new release out.
#267 Jul 10 2010 at 9:21 AM Rating: Decent
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I was thinking about light's, like total number of times you get different lights and how strong light. Also I am not sure if it's already there but chest drop rates.
#268 Jul 24 2010 at 5:20 PM Rating: Good
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Been using the Abyssea parsing stuff for a bit, and it seems stable, so time for a new release. Current info is a bit on the sparse side, but covers the basics.

1.5.9 (July 24, 2010)
* Remove legacy support for older parses that used 1 second sample intervals, when trying to calculate Extra Attacks. This caused problems with newer parses that had smaller sample sizes.
* Adjust methodology for detecting rounds in Extra Attacks plugin.
* Detailed listing of weaponskill damage by TP is only shown when Show Details is checked.
* Improve display of various tabs.
+ Add new blu spells: Animating Wail (haste tracking on Buffs By Time/Damage Graph) and Plenilune Embrace (Recovery).
+ Add Cure VI to Recovery tab.
+ Add min/max weaponskill damage to data shown by TP under WS Rates tab.
+ Added parsing of Cruor, and display in the Loot tab. Have to reparse older parses to get this data from them.
+ Add parsing of chest drops from Abyssea mobs.
+ Add parsing of Cruor and Experience gained from chests. Display in Loot and Experience tabs.
+ Add parsing of Time Extensions from chests.
+ Add parsing of aura lights.
+ Add Abyssea plugin tab to consolidate Abyssea run results.


Edited, Jul 24th 2010 6:23pm by Kinematics
#269 Jul 28 2010 at 4:59 PM Rating: Excellent
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Some small changes and an important fix.

1.5.10 (July 28, 2010)
- Fix bad parsing of golden lights.
- Fix missing time extension info in Abyssea plugin.
* Reorganize and refine Abyssea plugin.
#270 Jul 30 2010 at 4:49 PM Rating: Excellent
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Thanks for keeping this updated Kine.
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#271 Sep 09 2010 at 12:08 PM Rating: Excellent
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Update with new memloc and a few fixes.

1.5.11 (September 9, 2010)
* Updated memloc. New address is 0x00582958.
+ Add new JAs, spells and weaponskills where appropriate.
- Fix parsing of 10,000 Needles.
- Fix parsing of Tractor.
- Fix Damage Graph totals that involve additional effects.
#272 Sep 09 2010 at 3:07 PM Rating: Excellent
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Continued thanks for all your effort, Kinematics!

I seem to be getting the same issue that above Zaidiboy was having.

*Full uninstall of old version
*Full install via setup download of new version (Both versions were installed in nondefault directory C:/PCDownloads/KParser with saves located in /Dynamis)
*When KParser loads, options menu wants to save to the proper directory but advertises the old memloc
*Manually editing memloc works. Hitting "reset" button resets to proper Memloc and also to KParser's default save directory.

These settings persist until program is closed. On re-open, it's back to old memloc.

I do not see a registry entry for "KParser" or "Wayward Games". Seems like it should be an easy fix if I can get at the file the program default-loads from. Thoughts?


Fixed. Appears to have been a bad storage practices problem on my part. Backed up old parses, uninstalled program, deleted every instance of a KParser install, install package, or parse save location on my computer. Restart. Install fresh to default directory from newest installer package. Works fine, initializes with correct values. Tried changing save path in Options. Now keeps values through exit/open. Victory!

Not sure what the real culprit was but I suspect that though the shortcut path to the current version was correct, I was getting some interference from a past version. Or windows is just weird sometimes. Thanks again for the great tool!

Edited, Sep 9th 2010 5:52pm by kskerns
#273 Sep 09 2010 at 3:56 PM Rating: Excellent
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KParser doesn't save anything to the registry.

Default save location for settings/etc should be under C:\Users\[username]\AppData\Local\Wayward_Gamers (or Documents and Settings/etc if using WinXP) followed by a randomized directory, and then directories named after the version number. Delete everything to return to a clean slate.

Edit: ah, glad you got it working.

Edited, Sep 9th 2010 4:57pm by Kinematics
#274 Sep 10 2010 at 7:07 PM Rating: Good
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Kinematics, does running the installer without uninstalling a previous version cause problems? I had to change the new memloc manually, since when I installed it it didn't have it.


And I'll use the opportunity to thank you a lot for this nice little program you made. Awesome, without a doubt! ^^
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#275 Sep 11 2010 at 8:21 AM Rating: Excellent
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I recommend navigating to the location in Kine's above post and deleting all the subfolders in the wayward_gamers folder, then rerun your install. Should have no conflicting information and use the new memloc.
#276 Dec 06 2010 at 5:23 PM Rating: Excellent
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New memloc for KParser: 0x00583948

Can update this in Options dialog. Next release will come out later.
#277 Dec 10 2010 at 8:56 PM Rating: Decent
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What are the chances of Impetus being added to buffs by time? Can compare crit rate w/ it up and w/ it down
#278 Dec 10 2010 at 10:51 PM Rating: Excellent
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#279 Feb 16 2011 at 5:42 PM Rating: Excellent
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Memloc seems to be goofed again with the mini-update - or at least my KParser has stopped functioning.

Is there a way a guy without any decompiling method can look up new parser memloc so we don't have to keep bothering you, Kine?
Necro Warning: This post occurred more than thirty days after the prior, and may be a necropost.
#280 Feb 16 2011 at 6:19 PM Rating: Excellent
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New memloc is 0x005839c8

It's pretty easy to find if you have a compiler/debugger, using the KParser source code, but there really does need to be a better way. There's a technique used by Windower and a few others that I've tried to use before, but I haven't been able to get it to work, and have received no help from any of those with more experience in the matter. I may try again soonish.
#281 Feb 27 2011 at 7:59 PM Rating: Excellent
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Back to programming...

1.5.12 (February 27, 2011)
* Updated memloc after Feb 14 patch. New address is 0x005839C8.
- Fixed Silvery light detection.
- Fixed Blade: Hi not showing up in weaponskill damage.
+ Added parsing of Treasure Hunter effects, and reporting on the Loot page.
+ Added reporting on critical hit rates in Buffs By Time page.
+ Added Stalwart's/Champion's drinks to the Buffs By Time page.
+ Added Stalwart's/Champion's drinks to Damage Graph display (individual buffs per player).
+ Differentiate between hit rate (HR) and accuracy (Acc) on Offense page (melee and ranged subgroups). Hit rate is how many times you hit vs how many times you did not hit, and includes factors such as parries and counters. Accuracy is how many times the opponent evaded vs how many times they did not, and should most closely track expected accuracy vs evasion formulas.
+ Add an additional average that excludes 0-damage hits. M+0.Avg is average across all hits, M-0.Avg is average across all non-0 hits.
* Same as for normal melee hit averages, crits now exclude 0-damage hits. Due to space considerations I'm not listing the average that includes 0-damage hits at this time.
~ Note: For the moment, these additions make the melee and ranged rows extend past the preferred window width (less than 1024 px). I'll consider breaking the sections apart later. I'll add the 0-damage crit average at that time as well.


Haven't completed work on Stagger parsing, as I need to do some data juggling for that.
#282 May 09 2011 at 11:28 PM Rating: Excellent
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Quick note on memloc: 0x00584e68

Will get new version out later.
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#283 May 10 2011 at 8:23 PM Rating: Decent
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RR and GH, I'm not parsing anywhere near 95% crit rate in Abyssea. 74% after 471 hits, probably actually 75%.

So yeah, nothing has changed.

Edited, May 10th 2011 10:54pm by Byrthnoth
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#284 Jul 24 2011 at 12:04 PM Rating: Decent
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Is there a new memloc for the lastest update?
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#285 Jul 25 2011 at 11:33 AM Rating: Good
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doctorugh wrote:
Is there a new memloc for the lastest update?


005856D8
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#286 Sep 01 2011 at 10:08 AM Rating: Good
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Is there a memlock that works with the test server?
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#287 Sep 01 2011 at 10:38 AM Rating: Excellent
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I don't have access to the test server at this time, so I can't check myself. Someone with Visual Studio who's willing to trace through the code used to determine the memloc could figure it out, though. Unfortunately it's not something I can automate, otherwise I'd just add a menu item for it.
#288 Sep 01 2011 at 11:18 AM Rating: Good
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I don't think I have Visual Studio, but I do have a "Try Visual Studio 2010" and "Visual Studio 2010 Command Prompt" Options. If I could get it working, how would I do it? >.>;
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#289 Sep 01 2011 at 12:36 PM Rating: Excellent
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If you don't have VS already, you can download the Express version from Microsoft for free; it should give you all that you need programming-wise (just doesn't allow plugins, so can't use things like AnkhSVN for dealing with the version repository directly from the IDE, though).

You need: SVN (recommend Collabra + TortoiseSVN) and download the source code from google. If you need more detailed instructions I can try putting something together.

Once you have the source and VSExpress, open the solution, have FFXI running, and run KParser in debug mode. There should be a breakpoint in RamReader.cs (under ParserCore/Monitors/RamReader directory) at function CycleStartPoint (might be user-local data, so you may need to add it to your version of the code). The shortcut Ctrl-T will run the test code, and you should hit that breakpoint to start examining the values.

CycleStartPoint is the easy-mode search for the memloc. If you can't find it with that, you'll need to uncomment stuff in the ScanRam function just above it and trace through the specific instructions (not exactly easy to describe).

Inside CycleStartPoint, put another break point on the uint j = i; line. If it reaches there, it -probably- found the new chat structure. Examine the values in chatData to see if they look like chat log info. If so, then the new memloc should be the value in checkAddress. If not, let it loop through some more.

Enter that value in the option dialog and test parsing some chat lines to see if it's reading things correctly. If it works, great; if not, you have to get more fiddly.

Edited, Sep 1st 2011 1:37pm by Kinematics
#290 Sep 01 2011 at 1:33 PM Rating: Good
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More of a basic google code question than anything else, but how do I download the uncompiled code?

Also, Collabra isn't coming back with anything.

Edited, Sep 1st 2011 3:40pm by Byrthnoth
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#291 Sep 01 2011 at 2:26 PM Rating: Excellent
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List of different binary packages you can install: http://subversion.apache.org/packages.html

Misremembered; CollabNet, not Collabra, here: http://www.collab.net/downloads/subversion/

However for your purposes, you actually probably don't even need that; just get TortoiseSVN, since you only need the client code.


Once installed (may need to restart computer after installing TortoiseSVN to allow shell integration), create a folder for the code, right click on it, and select "SVN Checkout...". That asks for the repository address (can find on the Google page under Source): http://kparser.googlecode.com/svn/trunk/

Accept and it should download all the source code.
#292 Sep 01 2011 at 2:38 PM Rating: Good
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Okay, got the source code. Visual Studio 2010 Express gave me some noise about converting the project file, but as far as I can tell nothing bad has happened. I'll try to go further when I get home.
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#293 Sep 01 2011 at 8:02 PM Rating: Good
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Nevermind, it apparently flagged almost every file as incompatible with the 2010 version. Which version do you use?
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#294 Sep 01 2011 at 10:57 PM Rating: Excellent
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I use VS2008, but that shouldn't matter. Anything that builds in 2008 should build in 2010.
#295 Sep 02 2011 at 4:11 AM Rating: Good
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Well, it doesn't like ".vdproj" and as a result doesn't like most of the files. It seems like they changed something about their project file format between 2008 and 2010. I'll see if I can find an older version.
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#296 Sep 02 2011 at 8:46 AM Rating: Excellent
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Ok, the .vdproj file is the installation project, the one that creates the installer for the program. Ah, I see..

Microsoft wrote:
The Express Editions do not include Windows Installer technology.


Just delete or move the folder "KParserSetup" and you can probably get things running from there.
#297 Sep 02 2011 at 11:41 AM Rating: Good
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If I just delete that folder, it comes up with 290 errors (still compiles/appears to be somewhat working) and doesn't seem to reach the first breakpoint in Debug mode.

The "Output" tab in the debug window just says "Memory Monitor Thread: Attempting to connect to Final Fantasy." over and over, sometimes with a "The thread '<No Name>' (0x9a8) has exited with code 0 (0x0)." for extra flavor.
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#298 Sep 02 2011 at 12:00 PM Rating: Excellent
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That connect trace message is from line 659 in RamReader.cs. Put a breakpoint there and see what it's trying with the system process scan when it looks for FFXI. I'm not sure if the demo client has a different process name or whatever, and it could be that you'll have to tweak the process name and main module that it's looking for.
#299 Sep 02 2011 at 12:06 PM Rating: Good
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It finds "Byrth" when I use the latest compiled KParser release (so I assume it's finding the process), but nothing parses.

The demo client's name is the regular "pol.exe *32"

I'm downloading everything again and trying the process a second time on the offchance I messed something up the first time.

Edit: Second version did the same as the first. Only things I've noticed:
* RAMreader/appSettings/base/FFXILogDirectory has the wrong path listed because the folder is "FINAL FANTASY XI Test Server" but I assume that's something that would get updated if it actually found the process, because the rest of the path is wrong too (I use Steam).


Warnings while compiling:
2x: Warning 1 Could not resolve this reference. Could not locate the assembly "nunit.framework, Version=2.5.2.9222, Culture=neutral, PublicKeyToken=96d09a1eb7f44a77, processorArchitecture=MSIL". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors. UnitTests

2x: Warning 3 The referenced component 'nunit.framework/mocks' could not be found.

Edited, Sep 2nd 2011 2:54pm by Byrthnoth
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#300 Sep 02 2011 at 1:35 PM Rating: Excellent
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Ah, nUnit as well. You can delete that project (UnitTests) from the solution, it doesn't affect anything you're doing, and is explicitly not part of the final program build.

The LogDirectory is something you can set in the options dialog; only matters if you're parsing log files instead of from RAM.

Need to think more about the other stuff.
#301 Sep 02 2011 at 1:51 PM Rating: Good
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Okay! How do I "see what it's trying with the system process scan when it looks for FFXI"? Looking through the local variables isn't telling me much.

Deleting the Unit folder fixed both warnings, btw.
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