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  1. #121
    Special at 11:30 or w/e
    Sweaty Dick Punching Enthusiast

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    I'm at work and limited to sites I can look at for information so I apologize if my questions seem silly. Only time I used Ashita was for private servers and that was five years ago. I rejoined XI and am currently using windower, which is fine, but when glancing at gearswap my brain isn't comprehending it immediately. Is Ashitacast essentially spellcast?

  2. #122
    Ridill
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    Been awhile since I used spellcast but iirc in terms of how the .xmls are written and ease of doing so ashitacast is somewhat like spellcast. But it has similar functionally as gearswap without having to ask for motes luas

  3. #123
    Smells like Onions
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    Quote Originally Posted by atom0s View Post
    Glad to hear your issue is fixed. Can you link me to the page that was erroring for you?
    Hi Atom0s, Sorry but i forgot to edit the post to say i changed a few other things also.

    I’m still not 100% sure it was the config file for retail.
    I changed all the settings in It and can’t remember what the original setters were, sorry.
    As well as changing the config settings, I also re-downloaded the Direct3D8 to Direct3D9 Proxy. I didn’t check ffxi was working correctly before doing this.

    Either way its working now.
    If I can replicate the error, I will let you know.
    Sorry for the false bug report, possibly just my own stupidity.

    Thanks again for all your great work.

    /xeno

  4. #124
    Relic Weapons
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    Some recent happenings with Ashita:

    Plugin: MultiSend (Replaces Servo)
    Lolwutt (Thorny) has made a replacement plugin to Servo that uses a different communication method to allow multiple clients to be controlled with a single client. MultiSend brings a bunch of new features to the table along with a more stable environment. Find more info on it here:
    http://git.ashita.atom0s.com/Plugins/MultiSend

    Addon: Zoom (Camera zoom distance adjuster.)
    A simple addon that allows users to override the min/max zoom distances (of the mouse wheel) to see closer or further away from their character.
    http://git.ashita.atom0s.com/Addons/Zoom

    Plugin: Repeat (Replaces Repeater)
    zombie343 has updated and converted the repeater addon into a plugin with more features and a better timing mechanism. More info here:
    http://ashita.atom0s.com/forums/view...php?f=20&t=279
    http://git.ashita.atom0s.com/Plugins/Repeat

    All three of these are available via the launcher for easy download / installation.

  5. #125
    Ridill
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    Hmmm repeat seems mostly to add using milliseconds not sure that changes much and the random feature which could be nice I guess for looking not like a bot?

  6. #126
    Relic Weapons
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    Repeats big fix is that its running the task in a separate thread vs. relying on the rendering frames for timing. Repeater (addon) uses the render callback which relies on FFXI calling EndScene which can happen multiple times per-frame, which can lead to inaccurate results for timing, especially if people modify the FPS limit to non-30fps. Accuracy would be variant on system performance as well. With it being threaded in the plugin, it allows the accuracy to be specific to the threads performance and not rely on the games rendering calls.

  7. #127
    Ridill
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    Oh nice. I have noticed timing being slightly inaccurate sometimes. The more you know

  8. #128
    Relic Weapons
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    This update was already pushed last week, just forgot to post it here to let others know.

    New Addon Events
    Link: http://ashita.atom0s.com/forums/viewtopic.php?f=2&t=738

    - key
    - mouse

    Allows addons to see and react to input in a more clear manner instead of relying on the ImGui IO object for input info.

    Changelog
    • Addons: Added key event for keyboard input processing.
    • Addons: Added mouse event for mouse input processing.
    • Ashita: Changed the order in which mouse events were handled internally so that addons and plugins see the mouse events before the internal handlers such as the font manager.


    The key event looks like:
    PHP Code:
    ashita.register_event('key', function(keydownblocked)

        return 
    false;
    end); 
    The params are:
    - key - number - The DirectInput id of the key press.
    - down - boolean - The down/up state of the key. (True if down, false if up.)
    - blocked - boolean - Flag if another addon has blocked the key press. (True if blocked by another addon.)

    The mouse event looks like:
    PHP Code:
    ashita.register_event('mouse', function(idxydeltablocked)

        return 
    false;
    end); 
    The params are:
    - id - number - The windows event id of the mouse event. (See here for notification ids: https://msdn.microsoft.com/en-us/lib...(v=vs.85).aspx)
    - x - number - The x axis point of the mouse.
    - y - number - The y axis point of the mouse.
    - delta - number - The scroll wheel delta of the mouse when scrolling.
    - blocked - boolean - Flag if another addon has blocked the mouse event. (True if blocked by another addon.)

  9. #129
    Salvage Bans
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    Quote Originally Posted by dasva View Post
    Been awhile since I used spellcast but iirc in terms of how the .xmls are written and ease of doing so ashitacast is somewhat like spellcast. But it has similar functionally as gearswap without having to ask for motes luas
    just wanted to add that it is quite possible to use windower without mote's luas- ashita still in my opinion is superior for multiboxing and does use an .xml language versus .lua.

  10. #130
    Relic Weapons
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    Small and fun update; someone has begun work on a shim between Ashita and Windower allowing Windower addons to work with Ashita. Please note this has just been started and is not completed.
    I am also not the dev of this so I cannot give support for it or help. For more info check out his thread on our forums here:
    http://ashita.atom0s.com/forums/view...php?f=19&t=777

    So far he has Battlemod working for the most part in Ashita.

  11. #131
    New Merits
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    Quote Originally Posted by atom0s View Post
    Small and fun update; someone has begun work on a shim between Ashita and Windower allowing Windower addons to work with Ashita. Please note this has just been started and is not completed.
    I am also not the dev of this so I cannot give support for it or help. For more info check out his thread on our forums here:
    http://ashita.atom0s.com/forums/view...php?f=19&t=777

    So far he has Battlemod working for the most part in Ashita.
    Does that mean in the future all windower addons will work on Ashita like Gearswap? Gearswap is the biggest reason I use Windower over Ashita

  12. #132
    Relic Weapons
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    no it doesn't mean that, running windower stuff on ashita stuff is never going to be compatible unless someone feels like porting them is worth their time

  13. #133
    Relic Weapons
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    Quote Originally Posted by Landsoul View Post
    Does that mean in the future all windower addons will work on Ashita like Gearswap? Gearswap is the biggest reason I use Windower over Ashita
    There is the chance it can happen but at the moment no it is not possible yet. Battlemod had to be edited from the original to get working with Ashita vs. just dropping in and going. Windower altered their version of Lua to do a few things that are not standard for Lua which I am not implementing into Ashita's version. So workarounds will have to be made for things like that, as well as any custom things Windower has done to theirs. farmboy has been working on and off on his shim, I've helped him with a few things in it as well to get things going smoother. As of now, battlemod is mostly working within Ashita using his slighly modified version with some more parts to go in terms of fixes though.

    When the shim is more close to being completed, it may be usable for other addons to be drop-ins for Ashita but there are no guarantees for things to just work without any modification.

  14. #134

    Hi, when I use Ashita to play FFXI, my gamepad doesn't work. I am using Win10 with XBOX PC controller. Is there a way to enable it? Thanks.

  15. #135
    Relic Weapons
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    Quote Originally Posted by crica View Post
    Hi, when I use Ashita to play FFXI, my gamepad doesn't work. I am using Win10 with XBOX PC controller. Is there a way to enable it? Thanks.
    You need to open the default FFXI Pad Config application that comes with FFXI and enable XInput controller support.
    For example on my system its located at:

    D:\Games\Steam\SteamApps\common\ffxi\SquareEnix\FI NAL FANTASY XI\ToolsUS\FFXiPadConfig.exe

  16. #136

    Thanks, atom0s. That was already selected when I looked at the settings, so I re-installed FFXI, and it works now. Perhaps my installation was corrupted.

  17. #137
    Relic Weapons
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    Ashita v3 - Addons Update - Direct3D API Support!

    I've pushed an update to the Addons plugin for Ashita v3 which enables addons to directly access the Direct3D device(s). This allows addons to directly interact with the graphics device giving them much more power to render custom things. (ie. the Minimap plugin could be done fully in an addon now.)

    Here is a quick example of what this looks like in use:


    And the addon to do it:
    PHP Code:
    _addon.author 'atom0s';
    _addon.version '1.0';
    _addon.name 'test';

    require 
    'common';
    require 
    'd3d8';

    local rot_x 0;
    local rot_y 0;

    local MOOGLEVERTEX      0x102;    -- (D3DFVF_XYZ D3DFVF_TEX1)
    local MOOGLEVERTEX_SIZE 0x24;     -- (sizeof(vertices) / sizeof(t_MoogleVertex)) = (720 20)
    local MOOGLEVERTEX_TOTAL0x2D0;    -- MOOGLEVERTEX_SIZE sizeof(t_MoogleVertex)) = (36 20)
    local vertices =
    {
        { -
    1.0, -1.0, -1.00.01.0 },    -- Front face
        
    { -1.0,  1.0, -1.00.00.0 },
        { 
    1.0,  1.0, -1.01.00.0 },
        { 
    1.0,  1.0, -1.01.00.0 },
        { 
    1.0, -1.0, -1.01.01.0 },
        { -
    1.0, -1.0, -1.00.01.0 },
        { 
    1.0, -1.0,  1.00.01.0 },     -- Back face
        
    1.0,  1.0,  1.00.00.0 },
        { -
    1.0,  1.0,  1.01.00.0 },
        { -
    1.0,  1.0,  1.01.00.0 },
        { -
    1.0, -1.0,  1.01.01.0 },
        { 
    1.0, -1.0,  1.00.01.0 },
        { -
    1.0,  1.0, -1.00.01.0 },    -- Top face
        
    { -1.0,  1.0,  1.00.00.0 },
        { 
    1.0,  1.0,  1.01.00.0 },
        { 
    1.0,  1.0,  1.01.00.0 },
        { 
    1.0,  1.0, -1.01.01.0 },
        { -
    1.0,  1.0, -1.00.01.0 },
        { 
    1.0, -1.0, -1.00.01.0 },     -- Bottom face
        
    1.0, -1.0,  1.00.00.0 },
        { -
    1.0, -1.0,  1.01.00.0 },
        { -
    1.0, -1.0,  1.01.00.0 },
        { -
    1.0, -1.0, -1.01.01.0 },
        { 
    1.0, -1.0, -1.00.01.0 },
        { -
    1.0, -1.0,  1.00.01.0 },    -- Left face
        
    { -1.0,  1.0,  1.00.00.0 },
        { -
    1.0,  1.0, -1.01.00.0 },
        { -
    1.0,  1.0, -1.01.00.0 },
        { -
    1.0, -1.0, -1.01.01.0 },
        { -
    1.0, -1.0,  1.00.01.0 },
        { 
    1.0, -1.0, -1.00.01.0 },     -- Right face
        
    1.0,  1.0, -1.00.00.0 },
        { 
    1.0,  1.0,  1.01.00.0 },
        { 
    1.0,  1.0,  1.01.00.0 },
        { 
    1.0, -1.0,  1.01.01.0 },
        { 
    1.0, -1.0, -1.00.01.0 },
    };

    -- 
    Load the texture from a local file..
    local hresmoogleTexture ashita.d3dx.CreateTextureFromFileA(_addon.path .. '\\moogle.bmp');
    if (
    hres ~= 0then
        error
    ('Failed to load moogle.bmp into a texture.');
    end

    -- Create the moogle vertex buffer..
    local hresmoogleVertexBuffer ashita.d3d8dev.CreateVertexBuffer(MOOGLEVERTEX_TOTALD3DUSAGE_WRITEONLYMOOGLEVERTEXD3DPOOL_MANAGED);
    if (
    hres ~= 0then
        error
    ('Failed to create the moogle vertex buffer.');
    end

    -- Lock the vertex buffer for writing..
    local hresptr moogleVertexBuffer:Lock(000);
    if (
    hres ~= 0then
        error
    ('Failed to lock the moogle vertex buffer.');
    end

    -- Write the vertices to the vertex buffer..
    for 
    kv in pairs(vertices) do
        -- 
    Loop the entries data members..
        for 
    kkvv in pairs(v) do
            -- 
    Write to the vertex buffer pointer..
            --  
    This vertex buffer is just float dataso we can just write each value directly as a float
            
    --  and step the pointer as we go..
            
    ashita.memory.write_float(ptrvv);
            
    ptr ptr 4;
        
    end
    end

    -- Unlock the vertex buffer..
    moogleVertexBuffer:Unlock();

    ----------------------------------------------------------------------------------------------------
    -- 
    funcunload
    -- descEvent called when the addon is being unloaded.
    ----------------------------------------------------------------------------------------------------
    ashita.register_event('unload', function()
        if (
    moogleTexture ~= nilthen
            moogleTexture
    :Release();
        
    end
        
    if (moogleVertexBuffer ~= nilthen
            moogleVertexBuffer
    :Release();
        
    end
    end
    )

    ----------------------------------------------------------------------------------------------------
    -- 
    funcrender
    -- descEvent called when the addon is being rendered.
    ----------------------------------------------------------------------------------------------------
    ashita.register_event('render', function()
        if (
    moogleTexture == nil or moogleVertexBuffer == nilthen
            
    return;
        
    end

        
    -- Step the rotations to make the box spin..
        
    rot_x rot_x 0.01;
        
    rot_y rot_y 0.01;

        -- 
    Prepare the render states for our box..
        
    ashita.d3d8dev.SetTextureStageState(0D3DTSS_COLOROPD3DTOP_SELECTARG1);
        
    ashita.d3d8dev.SetTextureStageState(0D3DTSS_COLORARG1D3DTA_TEXTURE);
        
    ashita.d3d8dev.SetTextureStageState(0D3DTSS_ALPHAOPD3DTOP_DISABLE);
        
    ashita.d3d8dev.SetTextureStageState(0D3DTSS_MAGFILTERD3DTEXF_LINEAR);
        
    ashita.d3d8dev.SetTextureStageState(0D3DTSS_MAGFILTERD3DTEXF_LINEAR);
        
    ashita.d3d8dev.SetRenderState(D3DRS_LIGHTING0);
        
    ashita.d3d8dev.SetRenderState(D3DRS_ZENABLE0);
        
    ashita.d3d8dev.SetVertexShader(MOOGLEVERTEX);
        
    ashita.d3d8dev.SetStreamSource(0moogleVertexBuffer:Get(), 0x14); -- 0x14 sizeof(t_MoogleVertex)
        
    ashita.d3d8dev.SetTexture(0moogleTexture:Get());

        -- 
    Set the world transform..
        
    local m ashita.d3dx.MatrixIdentity(D3DXMATRIX());
        
    local x ashita.d3dx.MatrixIdentity(D3DXMATRIX());
        
    local y ashita.d3dx.MatrixIdentity(D3DXMATRIX());
        
    ashita.d3dx.MatrixRotationX(xrot_x);
        
    ashita.d3dx.MatrixRotationY(yrot_y);
        
    ashita.d3dx.MatrixMultiply(mxy);
        
    ashita.d3d8dev.SetTransform(D3DTS_WORLDm);

        -- 
    Draw the moogle box..
        
    ashita.d3d8dev.DrawPrimitive(D3DPT_TRIANGLELIST00x0C); -- 0x0C MOOGLEVERTEX_SIZE 3
    end
    ); 
    IDirect3D8 can be accessed via: ashita.d3d8.
    IDirect3DDevice8 can be accessed via: ashita.d3d8dev.
    d3dx8 extensions can be accessed via: ashita.d3dx.

    More info / docs coming soon for this as we are working on moving some of our site things around and such.

    A new Lua lib was added for this as well named 'd3d8.lua'. It holds all of the D3D8 macro definitions from the .h files of the d3d8 sdk for C++. You can use either the direct values or the macro names in Lua as they are seen in the d3d8.lua file.

  18. #138
    Relic Weapons
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    New Ashita Domain

    Hello again, Ashita now has an actual domain rather than being hosted as a sub-domain to my personal website. Ashita's new home is now:
    https://www.ashitaxi.com/

    All of the various parts of Ashita are moved to this new domain as well:
    Website: https://www.ashitaxi.com/
    Forums: https://forums.ashitaxi.com/
    Wiki: https://wiki.ashitaxi.com/
    Old Wiki: https://wiki.ashitaxi.com/oldwiki/
    Git: https://git.ashitaxi.com/
    Updates: https://update.ashitaxi.com

    The Ashita launcher has been updated to reflect this change, as well as add the Discord link to our Discord server to the top bar of the launcher.

    For those not aware, our Discord is:
    https://discordapp.com/invite/Ashita

    More changes to our site/services are to come with this change as well. Some things are being phased out and changed during this redo of things. More info can be found here:
    https://forums.ashitaxi.com/viewtopic.php?f=2&t=823

  19. #139
    Relic Weapons
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    Our git backend has been upgraded and ported to Gitea (a gogs fork) to deal with some behind the scenes issues. Some minor issues may arise due to this change.
    Feel free to contact me on Discord if you have any problems!

    https://discordapp.com/invite/Ashita

    A small launcher update was pushed today to deal with this change as well to account for some link issues.

  20. #140
    Relic Weapons
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    Happy New Year everyone! 2018 was a fun year that came with many changes to our project, and 2019 will be no different. We have a lot of things planned that I am looking forward to having complete this year.

    A small adjustment / change recently, our Discord now has a vanity link and can be accessed via:
    https://discord.gg/Ashita

    In the coming months, we will be phasing out the forums for support in favor of the live chat of Discord as well. The forums will remain as a place to share certain files we feel are easier to manage and deal with on a forum/site such as AshitaCast profiles. While Discord does offer file sharing and such it is not that clean of a method to cleanly do so and keep information/descriptions tied into the file posted.

    More Ashita news to come later on when things are more ready to being announced.

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