Same as what Zhais said last page, you need to make sure you have the appropriate .NET installed (in this case, 3.5). Also make sure you installed SQLCE as listed in the readme file.
Same as what Zhais said last page, you need to make sure you have the appropriate .NET installed (in this case, 3.5). Also make sure you installed SQLCE as listed in the readme file.
Is there a way to be able to see the first 2 letters of the players name? I tried to readjust it and all but no luck so far. Here's a the picture.
http://i48.photobucket.com/albums/f2...nker/parse.jpg
Originally Posted by tanker
That's not good
I'll take a look at that when I get home
I can prolly add that in on directparse, and have it as an option to split up the parse fields.Originally Posted by Khajit
I've tried directparse and K-parse with the updated timestamp and neither one parses correctly.
Timestamp was updated on 3/24 to fix the freeze when getting signet/sanction and I think that changed what it puts in the chat since the color change as well. Anyway these parsers could be updated to work with the new timestamp plugin?
been flooded with school projects and been out of town, if relena doesn't fix 'em I will hopefully soon.
well it appears to be fixed on sourcesafe now how do I go about building that version which editor is recommanded?
Out of curiousity, would it be possible to have a way to type a command in the game chat and have the parser respond to it once it got to the command? Like say, typing PauseParsing would pause it so that once the parser came across it? My (meager) understanding is that the parsers all read a few lines back behind what we see on screen, so maybe if we could better control where they stop and start we could a little more specific information?
I know damn nothing about programming and all that, so I have no idea how feasible something like this is, or if it would actually work the way I think it would in my head, but it sounded good at like 3:00 AM last night and because I don't know any better it still sounds good to me.
Originally Posted by dawdr
this parser isn't behind any lines at all. If we were to implement it, it would pause/stop immediately. And this is possible to do most likely.
Visual Studio 2005 C# Express Edition is free, I will have a compile version out after I do salvage tonight.well it appears to be fixed on sourcesafe now how do I go about building that version which editor is recommanded?
Updated KParser for the Timestamp plugin issue as well, as well as rolling in a few other parsing bug fixes.
While sending commands to the parser through the console is certainly possible, it's not something I intend to work on in the near future. I'm behind enough on stuff I want to implement already. Would probably also want a use design document (what sort of commands would actually be useful to have, and why? and would it be better to improve the handling on the datamining side to get the same info?), and a common syntax for compatibility with DirectParse.
Is Tazzy parser still around? I liked the fact that it parsed individual fights.
New release out~
Only notable changes include: Fix for timestamp, About box updated to reflect current programmers, and dialog boxes aren't resizable anymore.
I haven't looked at tanker's bug with the player names yet, been busy and this stuff took like 5 mins heh.
No longer maintained as far as I'm aware.Originally Posted by Cream Soda
Are there any plans to include parses for individual fights?. Just something I always liked xD
You can grab my modified FFXIP (starting from Spyle's 6.8.1, not Tazzy's version) at http://code.google.com/p/ffxip/Originally Posted by Cream Soda
i'm sorry, but i have a question regarding directparse and i'm not sure where to post it...
i ran the program successfully and started a new parser, and the chat logging works fine. however, when i went to test if the battle parsing was working, it wasn't.
i soloed a lesser colibri, and no information came out at all. nothing.
is it because i'm running on windower? or am i doing something wrong here?
1) Are your chat filters are off? So you can see your damage done in your chat log?i soloed a lesser colibri, and no information came out at all. nothing.
2) Did you pick the fields to be displayed in the parser window?
One of those two are most likely your issue if you can see your chat log but nothing in the parser results. (other than not starting a new parse, which you said you did.)
yes i did, the chat filters i have are only for other people. i can see my own damage in my chat log, and even in directparser's chat log, but no numbers or statistics are coming out.
i thought i did not select the stats to be shown, so i did that and then fought again, but again, nothing appeared...
You can do that with Kparser i believe with mob selection. Not sure though.Originally Posted by Cream Soda
im kind of new to parsers and dled the newest version of direct parse today and it seems to be having problems recording anything battle wise aside from melee damage which is fine. Things like skill damage, ability damage doesn't show up at all and things like # of crit's # doesn't properly record. I'm not sure if something is up or if I am doing something wrong but either way any help would be great
Yeah my Dvsparser doesnt record anything and i miss the way that one was laid out, not saying i dont like Kparser but im used to dvs.Originally Posted by Seigfried Of Pandy
Atleast yours records something haha.