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  1. #5441
    Nidhogg
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    Quote Originally Posted by dlsmd View Post
    just so you know gs disable/enable is for locking/unlocking gear not disabling gearswap
    Right, but that's all it seems to take to make it work. I dunno anything on the programming side and what part of GS stops the ground positioning, just that disabling gear swapping works. As I have the macros now, it works. I'm just prone to forgetting to hit the second macro and find myself casting something else without GearSwap turned back on.

    Quote Originally Posted by Byrthnoth View Post
    I have a version of GearSwap that allows Luopan positioning, but it has a bug that I don't see an obvious way to circumvent with the currently exposed information.

    The bug is:
    1) You position a Luopan using the ground targeting system, GearSwap casts it there
    2) The next Geo- Luopan you try to place, you don't use the ground targeting system at all.
    3) To GearSwap, it looks like you just attempted to place Luopan #2 in the same place as Luopan #1.
    4) If you enter ground targeting and then cancel it, it will place the Luopan onto the monster.

    Additionally, I've added a move_target_position function that's only valid in precast and lets you change your position offset. If you feel like doing a little trig, you can make it always place your Luopans 7.5 yalms behind the monster even if you don't enter ground targeting mode.

    Do you guys think this is an improvement over the status quo and want me to push it, accepting that it has a bug that I cannot fix at the moment and don't know when I'll be able to fix?
    Question about #2-4. Does it actually place it in the same place as the previous luopan? That could certainly lead to some issues if the mob moved, or if you're on an entirely different mob elsewhere. After the following cast, does it alternate between 1) cast where you want it 2) cast at the previous spot? As far as the move_target_position, is this something that'd need to be changed ever, or just a formula to calculate the distance? FWIW, I haven't done any extensive tests on mob distance for Geo effects, but I know to effect players the cutoff is 5.9-6.1 depending on race and vertical height differences. I know in Lyra's video poison procced on the mob at 7.5 but I dunno if that'd work on most things or only larger mobs.

  2. #5442
    BG Content
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    Lakshmi
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    It would attempt to literally put it in the previous spot, even if that spot was super far away. The issue is that the exposed target arrow position is literally the target arrow's map position in memory. When you hit enter in order to finish group-targeting a Geo- spell, the position of the target arrow does not change (stays where it was). The next time you attempt to cast a Geo- spell, the target arrow is still where you left it. However, if you spawn the target arrow and then cancel, the value is reset to {0,0,0}.

    move_target_position is moving the location of the Luopan relative to the monster, so you could imagine a function that:
    1) Looks at the target's current facing direction and position
    2) Uses them to calculate how far behind the monster the Luopan should be placed (you can use the model size/scale information to account for any changes there)
    3) Puts it there

  3. #5443
    Relic Shield
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    Ok Malithar

    Looks like you disable all slots on gearswaps "/con gs disable all" which blocks any gearswap swappage.
    Then you are using an ingame equipset macro (correct?) to change the gear, which as far as I know isnt blocked by gearswap.
    So if you wanted to re enable gearswap you could do that um "send command('gs enable all')" in the aftecast function for geomancy spells (i cant tell you the exact wording of that since this isnt the pc I play ffxi on)

    I think that would do what you want but Gearswap would still block the positioning thing we can do with luopans now i think.

  4. #5444
    Sea Torques
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    Leviathan

    My Windower keeps crashing when I turn my monitors back on. Recently bought a 390(using eyefinity, tri-monitors), and when I wake them/turn them on it crashes

  5. #5445
    Smells like Onions
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    Nov 2015
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    Can anyone tell me where to put scripts?

    I'm trying to use the sparks.lua which buys the shield.

    I've got it in Scripts under windower folder however when I run //lua exec sparks.lua. I get a message saying it can't be found.

  6. #5446
    Melee Summoner
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    Leviathan

    Try //lua l sparks



    Byrth: I tried "print(choice)" in the sparks lua when getting a Darksteel Buckler and the number 2359304 was returned. I see nothing like that in the sparks lua and the number returned after buying Acheron Shield is 1073741824. I have no idea what to change in the lua in order to make it fetch bucklers.

  7. #5447
    Relic Shield
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    Rehn Valor
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    Sargatanas
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    Replace the current (x,x,x,x) with this (8,0,0x24,0) for darksteel bucklers.

  8. #5448
    Melee Summoner
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    Getting the error "buckler: Lua runtime error: attempt to call a string value" when I tried that.

    edit: I renamed the file buckler when I made the change.

  9. #5449
    Relic Shield
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    Rehn Valor
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    http://pastebin.com/F1yDm83U

    Can't help you if it doesn't work for you, cause it works for me fine.

  10. #5450
    Relic Shield
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    Rehn Valor
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    Also it does spit back different numbers than yours when I do the print() thing, so I can't tell you why that's so. But that works for me for bucklers.

  11. #5451
    Nidhogg
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    Quote Originally Posted by Byrthnoth View Post
    It would attempt to literally put it in the previous spot, even if that spot was super far away. The issue is that the exposed target arrow position is literally the target arrow's map position in memory. When you hit enter in order to finish group-targeting a Geo- spell, the position of the target arrow does not change (stays where it was). The next time you attempt to cast a Geo- spell, the target arrow is still where you left it. However, if you spawn the target arrow and then cancel, the value is reset to {0,0,0}.
    Now that I understand that, gotta say it'd be a terrible thing to add. There'd be a number of people who use GS who don't read forums/github that'd have no idea of the change. Maybe if it could be released as a standalone addon that'd be nice.

    move_target_position is moving the location of the Luopan relative to the monster, so you could imagine a function that:
    1) Looks at the target's current facing direction and position
    2) Uses them to calculate how far behind the monster the Luopan should be placed (you can use the model size/scale information to account for any changes there)
    3) Puts it there
    This sounds like the winner of the bunch. Guessing it'd just be a standard function in GS once the distance was figured out?

  12. #5452
    Melee Summoner
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    Leviathan

    Rehn, that did the job; thank you!

  13. #5453
    New Spam Forum
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    Was thinking about an automatic luopan reposition for ashita, but I don't think it's as easy as it's being made out to be. If your XYZ don't lead to a real position, your luopan could end up inside a hill or floating above the terrain, etc. While it's unlikely they would automatically detect anything like that, short of reverse engineering the terrain you probably can't automatically generate it in a position it'd be allowed to be placed using the game client. Would be pretty obvious to other players if you were casting underground every time you cast on a mob standing near/on a slope.

  14. #5454
    BG Content
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    The client automatically projects all Y positions that are above ground level down to ground level, so as long as you error on the positive side no one (other than SE) will be able to tell.

  15. #5455
    New Spam Forum
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    If you're in something like incursion, or the narrow areas of escha-ru'aun, you could still be casting off a ledge or behind a wall though. I don't think it's really a one-size-fits-all sort of problem. It'd be moderately usable if you went 1-3' behind mob and increased the height but a lot of cases require a greater distance. Maybe a toggle for different casting styles could work with an informed user.

  16. #5456
    Old Merits
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    Asura

    Quote Originally Posted by stamos View Post
    My Windower keeps crashing when I turn my monitors back on. Recently bought a 390(using eyefinity, tri-monitors), and when I wake them/turn them on it crashes
    That happens with one of my monitors as well, and it looks like FFXI is built to do that. If my monitor on HDMI changes power states, Windows redetects it, and repositions my multimonitor setup, which causes FFXI to redraw and crashes it. Any change to monitor resolutions does this, even if it's not FFXI's monitor. It has always done this to me with certain monitors.

  17. #5457
    CoP Dynamis
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    Carbuncle

    So, I don't know what happened, but since a couple of days ago I basically can't play FFXI anymore without a random POL.exe crash. The game starts to feel like it is going to freeze, then the char freezes now and then until it finally crashes with a video driver error. I haven't installed anything, haven't applied any Windows or video driver updates.

    Looking for simiar problems, I found this thread on windower.net but not much information is provided. I am using Windows 10 and was playing XI without any issues for weeks now, until a couple of days ago.

    Did something change on Windower side? Just curious. I haven't tried to log in vanilla and see if I see the crashes but I guess I should try that, even though I wouldn't play FFXI without Windower.

    In Windows event log, I find this information about the crash (in Spanish, sorry, but should have the important data):

    Code:
    Nombre de la aplicación con errores: pol.exe, versión: 1.18.13.0, marca de tiempo: 0x4e3bcddc
    Nombre del módulo con errores: d3d8.dll, versión: 10.0.10586.0, marca de tiempo: 0x5632d6b6
    Código de excepción: 0xc0000005
    Desplazamiento de errores: 0x00040971
    Identificador del proceso con errores: 0x2560
    Hora de inicio de la aplicación con errores: 0x01d140196ac9222a
    Ruta de acceso de la aplicación con errores: C:\Program Files (x86)\PlayOnline\SquareEnix\PlayOnlineViewer\pol.exe
    Ruta de acceso del módulo con errores: C:\WINDOWS\SYSTEM32\d3d8.dll
    Identificador del informe: a86a5cfc-c150-4ed7-b1f9-c416afc673d7
    Nombre completo del paquete con errores: 
    Identificador de aplicación relativa del paquete con errores:
    Any ideas on what to try? As mentioned, it just started a couple of days ago without me doing anything on the computer at all. Of course, have tried rebooting and looking for anything that Windows may had updated, but there was nothing.

    Thanks!

  18. #5458
    BG Content
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    No, there have been no notable changes to windower since the last update.

  19. #5459
    RIDE ARMOR
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    Sorry if this has been discussed earlier in the thread (didn't feel like sifting through 273 pages) but has the issue where POL crashes when a windows 8/10 user tries to get to the ToS warning? I've heard that doing a clean install of your OS works, but has that been the only solution found?

  20. #5460
    CoP Dynamis
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    Quote Originally Posted by Byrthnoth View Post
    No, there have been no notable changes to windower since the last update.
    So, I found the cause of my random crashes and solved (or most likely, worked around it) and I was able to stay logged in and do stuff for hours.

    First, I started vanilla POL and was able to stay in game for half an hour without issues, running through all zones and doing mindless stuff. I did not experience any random "few-seconds lock up" that was the constant for the last couple of days and that preceeded the crash. Anyway, after thinking a bit more of it, I remember that since months ago *sometimes* logger addon would spit some lua errors to the console and make my game slow. When that happened, I just //lua u logger and then was able to continue playing normally. I decided to disable logger from Windower config, that was it.

    The explanation is: I use an SSD drive for OS and FFXI is installed there, but Windower is running on the old SATA drive, and logger writes the log files to that slower drive. I had added few GBs of photos and videos to that drive 3 days ago, and the drive was doing (slowly) wireless network backup to the home NAS, making the drive even slower. I did not notice it because my OS was doing ok, but I guess Windower/logger had issues writing to the drive and thus crashing the video driver because... reasons. I guess next (when I feel like it) I will put Windower/logger on the SSD and re-enable it, but for now I was happy to play without logger and to do stuff again. It will be interesting to see if it does not spit the lua errors to console as well now and then.

    tl;dr: most likely logger was causing issues when trying to write to a slow drive.

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