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Thread: Working Parser?     submit to reddit submit to twitter

  1. #241
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    Re: Working Parser?

    Quote Originally Posted by Amele
    make sure you run it in xp compatibility mode.
    Quote Originally Posted by SamanosukeShiva
    for vista, run the parser as administrator.
    Both XP-compatibility and admin rights got it to work. XP alone wouldn't do it, and I didn't try admin alone. Thanks for the help! Can finally start parsing my merit PTs.

  2. #242
    Melee Summoner
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    Re: Working Parser?

    I'm attempting a new log parser in the vein of FFXIP. You'll be able to parse log files across a network with no issue, it's also cross-platform so you can run the parser on Windows, Mac or Linux.

    The parser engine is complete, but I'm still working on my regular expressions for various chat lines. If anyone wants to help, I could really use a variety of sample log files to rifle through for chat codes, etc since I don't have the time to merit for them myself.

    Just started working on the GUI today:

    http://farm3.static.flickr.com/2099/...d950518d6f.jpg

    In addition to the GUI, there will also be a command line mode.

  3. #243
    Chram
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    Re: Working Parser?

    Quote Originally Posted by Asrun
    I'm attempting a new log parser in the vein of FFXIP. You'll be able to parse log files across a network with no issue, it's also cross-platform so you can run the parser on Windows, Mac or Linux.

    The parser engine is complete, but I'm still working on my regular expressions for various chat lines. If anyone wants to help, I could really use a variety of sample log files to rifle through for chat codes, etc since I don't have the time to merit for them myself.

    Just started working on the GUI today:

    http://farm3.static.flickr.com/2099/...d950518d6f.jpg

    In addition to the GUI, there will also be a command line mode.
    just double checking to make sure you're aware: the .log files lag behind the actual parse by approx. 50 lines (well, some increment of such. it's been awhile since I bothered to look.)

    as for chat logs, one dynamis with no filters on should give you basically all the codes you'd care to parse.

  4. #244
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    Re: Working Parser?

    Prolly a dumb question but i have to ask : is there a way to make this parser working with another language than english ? I mean if i play this game in japanese or french for example.

  5. #245
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    Re: Working Parser?

    Sounds great, Asrun [edit]!
    Looking forward to testing that \:D/
    Do you have idea when you think you'd be in releasable state?

  6. #246
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    Re: Working Parser?

    Quote Originally Posted by mojava
    Sounds great, Amele!
    Looking forward to testing that \:D/
    Do you have idea when you think you'd be in releasable state?
    You mean Asrun, Amele was just quoting him if you look.

  7. #247
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    Re: Working Parser?

    Quote Originally Posted by Amele
    just double checking to make sure you're aware: the .log files lag behind the actual parse by approx. 50 lines (well, some increment of such. it's been awhile since I bothered to look.)

    as for chat logs, one dynamis with no filters on should give you basically all the codes you'd care to parse.
    That's the downside of log file parsing, yep. But the upside is that it will never break because of changed memlocs. The game dumps 20 lines at a time I believe.

    Quote Originally Posted by mojava
    Sounds great, Asrun [edit]!
    Looking forward to testing that \:D/
    Do you have idea when you think you'd be in releasable state?
    Maybe another week or so, depends on how motivated I stay. Working out some problems with the GUI, adding various kinds of lines to parse and of course working out a few bugs with the log rotation remain.

  8. #248
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    Re: Working Parser?

    Quote Originally Posted by Kaidendalk
    Prolly a dumb question but i have to ask : is there a way to make this parser working with another language than english ? I mean if i play this game in japanese or french for example.
    If I had access to chatlogs in those languages, and someone to translate the various lines for me (Although I might be able to figure them out by chat code, it would be a long process) I could definitely make my parser compatible.

  9. #249
    Chram
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    Re: Working Parser?

    Quote Originally Posted by Asrun
    Quote Originally Posted by Kaidendalk
    Prolly a dumb question but i have to ask : is there a way to make this parser working with another language than english ? I mean if i play this game in japanese or french for example.
    If I had access to chatlogs in those languages, and someone to translate the various lines for me (Although I might be able to figure them out by chat code, it would be a long process) I could definitely make my parser compatible.
    numeric codes should be the same, the actual text would be different. you could write the regex to handle the other forms I suppose, but generally I'd suggest to players that they just find a JP supported parser instead.

    as for FR or GER - I think you might be out of luck...XD

  10. #250
    Melee Summoner
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    Re: Working Parser?

    Extreme Beta:

    http://code.google.com/p/ffxiyap/

    I haven't gotten around to spells or magic bursts yet, so you'll just get zeroes in those columns.

    When you start it up, go into File > Options and configure your log file directory and output columns. Note that there's one issue that will only affect like 1% of users: if you hit Start Parse before you log in, or right after you've logged in (before 20 lines of text), it won't work correctly. Still working on this.

    This is a "help me shake out the bugs" release, so please file an issue under the google code page if you run into something.

    Planned features:

    * Saving and loading of features
    * Self-updating graph showing either percentage of ttl damage per player or accuracy per player
    * Loot and Experience parsing

  11. #251
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    Re: Working Parser?

    Will download and test out

    edit: was in game for a good while, dl'ed it, started it up, set options, and hit start parsing. but it didn't parse anything during my limbus run. i hit stop parsing and it didn't show anything after that either =X. No filters on or anything.

  12. #252
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    Re: Working Parser?

    Quote Originally Posted by Shamaya
    Will download and test out

    edit: was in game for a good while, dl'ed it, started it up, set options, and hit start parsing. but it didn't parse anything during my limbus run. i hit stop parsing and it didn't show anything after that either =X. No filters on or anything.
    Confirmed. Sorry for being a bonehead, something in my python to windows compiler broke it. I've recompiled under another program and have tested it successfully. I will also upload a python version for folks that have that installed (much smaller).

  13. #253
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    Re: Working Parser?

    I'm having trouble with directparse 2.1.1, can anyone suggest a fix:

    When I attempt to open the program I get the following message:

    The application failed to initialise properly (0xc0000135) click ok to close etc.

  14. #254
    Bagel
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    Re: Working Parser?

    Quote Originally Posted by ubermonkey
    I'm having trouble with directparse 2.1.1, can anyone suggest a fix:

    When I attempt to open the program I get the following message:

    The application failed to initialise properly (0xc0000135) click ok to close etc.
    install .net framework 2.0

    I still haven't touched the app except like once since we opened it up on sourceforge... hurrah for work, school and salvage

  15. #255
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    Re: Working Parser?

    Quote Originally Posted by Asrun
    The parser engine is complete, but I'm still working on my regular expressions for various chat lines. If anyone wants to help, I could really use a variety of sample log files to rifle through for chat codes, etc since I don't have the time to merit for them myself.
    I'm not sure what you know, but this may help with chat codes.
    http://www.ramkissoon.net/FFXI/FFXI_Codes_Ari.txt

    Also, if you find or know where in the file to find out how many lines it contains, could you post here or send me a PM please? I know the max is 50. If you log off or crash and you happen to not have 50 lines, it obviously stops at however many you have, which can cause problems. I just never found out where that was located.

  16. #256
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    Re: Working Parser?

    Quote Originally Posted by Zhais
    Quote Originally Posted by ubermonkey
    I'm having trouble with directparse 2.1.1, can anyone suggest a fix:

    When I attempt to open the program I get the following message:

    The application failed to initialise properly (0xc0000135) click ok to close etc.
    install .net framework 2.0
    This is me feeling like a moron >_<

  17. #257
    Bagel
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    Re: Working Parser?

    Quote Originally Posted by ubermonkey
    Quote Originally Posted by Zhais
    Quote Originally Posted by ubermonkey
    I'm having trouble with directparse 2.1.1, can anyone suggest a fix:

    When I attempt to open the program I get the following message:

    The application failed to initialise properly (0xc0000135) click ok to close etc.
    install .net framework 2.0
    This is me feeling like a moron >_<

    :D

  18. #258
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    Re: Working Parser?

    Take this: http://wiki.bluegartr.com/Campaign_Point_Calculation

    And this: http://sourceforge.net/projects/directparse

    What I would like to have is a parser that counts buffs/heals/damage taken/given (also magical) - so it could maximize the potential of campaign per minute.

    I think that doing certain actions during campaign and KNOWING that repeating them would be just a wast of doing could yield higher experience points. I'm using directparse to measure my damage/crit hits and damage taken. Is it possible to make it count spells used? (buffs, debuffs?)

    That would be really really great!

  19. #259
    ExcaliMod
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    Re: Working Parser?

    Anyone else having problems with this parser not recording additional effects now?

  20. #260
    Bagel
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    Re: Working Parser?

    We have some code changes that has some additional additional effect stuff if I remember right. I'll look over the logs tonight if I think about it, possibly put out a new release. If that doesn't fix any problem you have tekki, let me know.

    What I would like to have is a parser that counts buffs/heals/damage taken/given (also magical) - so it could maximize the potential of campaign per minute.

    I think that doing certain actions during campaign and KNOWING that repeating them would be just a wast of doing could yield higher experience points. I'm using directparse to measure my damage/crit hits and damage taken. Is it possible to make it count spells used? (buffs, debuffs?)

    That would be really really great!
    wouldn't be too awfully hard. I definitely won't be looking at it tho for a week or so, due to school work and HOLY SHIT SMASH BROS BRAWL YES.

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