Didn't seem to work for me. Might have to make an outside PT to test that out on.
Didn't seem to work for me. Might have to make an outside PT to test that out on.
Just recently started having an issue where ACT starts a new encounter ever 1-2 seconds even though I'm still engaged and fighting a target. Anyone else encounter this issue? Thoughts on fixing it?
I'll probably just re-install and hope that fixes it.
When i tried the plugin at first nothing showed up for me either but i did see the TP window during alt tab.
Here is how i got it to show up ingame:
-Fixed mode instead of Offset mode for party. Offset placed the TP like way off screen for me.
- Have Scale ticked. Unticking this one makes the overlay disappear for me for some reason.
Missing data (and thus lower/incorrect parses) was the main reason I added the network parse mode to the ACT plugin. Warriors' Heavy Swing hits were being lost, sometimes a significant number of them. A few Maims were also being lost, but I didn't see data getting lost for other jobs. It's possible that it has gotten worse since 2.4, I haven't personally tested. This was only happening for the parsing player, not other people on their War, so my suspicion is that FFXIV was optimizing processing the active player's skills as quickly as possible and they were overwritten in memory before the plugin could capture them. I spent weeks trying to increase the memory scan rate, but MS-Windows does stupid things like put threads to sleep for 500ms, making it impossible without a kernel driver.
I haven't been able to reproduce the new encounter issue, but if changing parsing mode worked for you, that is quite surprising. If you'd be willing to send me the network logs where the problem occurs, maybe I'll see something in there that points to the cause - my email is ravahn (at) Hotmail.com.
I'm having some really strange issues with ACT creating new encounters during T9 even with my new encounter setting at 45 seconds and I'm pretty sure the damage numbers are off quite a bit as well. Is there a setting I could be overlooking? The test game connection works fine. I've checked most of my settings against a friend that's not having this issue - considering reinstalling ACT completely to see if it fixes this.
http://puu.sh/d8SZ4/4a78f50df7.png
Anyone else have a problem with the TP plugin settings giving errors when you try to customize the colors?
Hovering over it says "Intersects the EndTP of another row".
No matter what I set the numbers for the 2nd row to it still gives the error message.
You have them set up in the incorrect order. Go 0 > 1000 descending. You can also do them 0-300 | 300-500 | 500-1000 and they should work.
Thanks.
I'm having a problem with ACT where it randomly takes numbers and divides them by 10.
For example, our Scholar takes 300-400 damage from Gigaflare while everyone else is taking 3000-4000.
Also, Final Heaven is only dealing 1/10 of what it actually deals, according to my ACT.
Anyone experience a similar problem? Anyone knows what could be causing this or how to fix it?
Could you double-click the damage line in ACT and either post here or email me the underlying log line to ravahn (at) Hotmail.com? It should look something like this:
[22:24:11.005] 16:4004F985:Svara:230:Granite Rain:40011111:PLAYERNAME:0:0:0:0:0:0:0:0:70303:4F: 22:01:0:0:0:0:518:1004
I've noticed that in a few rare cases there may be multiple damage amounts done to a single target from one AOE ability/spell, instead of just a single hit. I believe this is a bug on the FFXIV Servers, but it is possible that there is some unexpected mechanic going on. This second damage amount to the target is recorded by ACT, but the skillname is listed as 'unknown' because I don't know how to handle it. In your case, the first hit amount may be only 300 damage, and the second may be listed under the unknown skill for 3000 damage.
In the normal combat log data inside the game, these extra damage amounts seem to confuse FFXIV and it no longer lists the damage done to other players from that AOE. That's why I think it is a server bug.
Or, it may be something totally different.
Had the same issue when I was looking at Teraflare damage - 1-2 players would only occasionally show 1/10 of the number (for the first couple of full damage teraflares). Don't think I have the original logs anymore though. Will check later.
Okay, I solved half of the issue. The person taking 1/10 of the damage is actually Selene/Eos. If you have ACT set to recognize all pet entries as the owner's, it'll also parse damage taken by the Fairy as damage taken by the Scholar.
Still doesn't solve the Final Heaven mystery.
Thanks for looking into it.
Final Heaven 3136 dmg
[23:07:05.178] 15:10375D9A:Pandan Cake:CA:Final Heaven:400044F9:Bahamut Prime:0:0:0:0:0:0:0:0:70803:400C40:0:0:0:0:0:0:124 473:1367609
The 070803 number in that line looks good - it confirms this is unaspected limit break damage.
the 00400c40 number is a little confusing though. normally, the lower 4 bytes 0C40 should be the damage amount, but this would mean that only 3136 damage was done, which seems too low. The plugin doesn't currently use the other four bytes (0040) for anything currently, so that may be something new I need to utilize. Can you tell me what the correct damage that should have been done for this hit of final heaven?
EDIT: Digging into some old logs, I found some other incoming mob hits which also had the "40" flag set. this value appears to be a bit flag, where 0x40 shifts left-shifts the value by 1 decimal place. In your case, 3136 should have become 31360. I'll keep looking to be sure, but that isn't too hard to fix. I just need to make sure the flag is only set in these cases, and isn't used for something else.
Okay, cool!
Thanks for all the hard work going into ACT. The game is much more enjoyable to play because of it. I think many of us take your hard work for granted.
Expect a Paypal donation soon. =D
I very much appreciate the thought, but money complicates things, so I only do this for free.
The best way to help with the plugin is to let me know about bugs so I can fix them, and if you are comfortable with it, email me logs created by the plugin so I can regression-test changes. I hardly play FFXIV at all now, so I don't go into most of the new zones to collect my own log data.
For those who are interested in the longer term, I created a github website (project name is FFXIV_ACT_Plugin) to track issues and things. If I ever release the plugin source, it will go up there. This is also a great place to post issues, since it is centralized and public for others to see.
Exactly - that paypal goes to the creator of the main ACT program, Aditu of EQ2, which is a great cause - he has done a lot over the years to make ACT work as a multi-game parser framework.
I work only on the FFXIV plugin, which reads all the data in from game memory and network data, orders it, processes it, filters it, and sends parsed combat data into the main ACT program. It also does the DoT simulation, and all the extra FFXIV-Specific columns that appear in ACT. Not a small project, but I don't think I could have done this without the ACT framework available to act as the UI.
Cool! I'll definitely make a contribution since I use ACT pretty much as often as I use FFXIV.
Wish there was a way to contribute to the FFXIV plugin specifically. =P