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  1. #21
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    Re: FFXIP Source (For programmers.)

    Figure I would throw this up here too, also from the windower forums:

    I hope that this starts an open source community within FFXI, source codes are hard to come by.

    FFXI All job helper

  2. #22
    Ridill
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    Re: FFXIP Source (For programmers.)

    Well, the bigger concern I had was actually not when you're afk, but when you are fighting yet it takes you a moment to get from mob to mob, either because you're casting shadows or everyone else disengaged and switched mobs before you did, or you're just not on the ball that night.

    On one hand, it's fair to consider an individual's efficiency in moving from mob to mob and getting those extra couple swings in per fight when it comes to competition between players, however if you're trying to parse equipment to see which is best, you can be thrown off quite a bit just depending on how quick and attentive you are during that party.

    You might parse 500 fights with one piece of equipment, then parse another 500 with another, and falsely find one better than the other when it was really just based on how quick you were during that set of fights.

  3. #23
    Ruke
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    Re: FFXIP Source (For programmers.)

    I use my old version of Taz's FFXIP more than Divs.

    I really use both pretty often but yeah, I'm definitely using Taz's most. I like being able to see each individual mob's parse (chariot vs gear vs kirin vs god vs puk vs mamool, etc) and having it kept in there for reference, as well as being able to edit out mobs from the summary. I've used this to find out my acc % for puks vs mamools vs skoffins vs lurkers over a ~3 hour PT with over 400 mobs killed, it would've been impossible to do this otherwise. It's also an easy way to compare gear sets without having to restart the parse.

    And we're big on posting results in PT chat for discussion, which FFXIP does with ease! lol
    Quote Originally Posted by Akucaen
    Quote Originally Posted by Xrave
    Also you can edit out any mobs you want (nice to be able to remove DRG pets from a parse).
    In fairness, that adds to their DoT. Why would you want to remove it?
    I'd imagine it can result in misleading accuracy/average damage results in some PTs.

  4. #24
    Bagel
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    Re: FFXIP Source (For programmers.)

    awesome sig ruke lol

  5. #25
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    Re: FFXIP Source (For programmers.)

    Quote Originally Posted by RKenshin
    I use my old version of Taz's FFXIP more than Divs.

    I really use both pretty often but yeah, I'm definitely using Taz's most. I like being able to see each individual mob's parse (chariot vs gear vs kirin vs god vs puk vs mamool, etc) and having it kept in there for reference, as well as being able to edit out mobs from the summary. I've used this to find out my acc % for puks vs mamools vs skoffins vs lurkers over a ~3 hour PT with over 400 mobs killed, it would've been impossible to do this otherwise. It's also an easy way to compare gear sets without having to restart the parse.

    And we're big on posting results in PT chat for discussion, which FFXIP does with ease! lol
    Quote Originally Posted by Akucaen
    Quote Originally Posted by Xrave
    Also you can edit out any mobs you want (nice to be able to remove DRG pets from a parse).
    In fairness, that adds to their DoT. Why would you want to remove it?
    I'd imagine it can result in misleading accuracy/average damage results in some PTs.
    Normally the wynav shows up as a completely different player. I suppose DRG just like to add the wyvern's total damage to their own so they can say, "BUT LOOK THE WYVERN ADDED 2% TO MY DAMAGE SO REALLY I'M ONLY 12% BEHIND YOU!!"

  6. #26
    Ridill
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    Re: FFXIP Source (For programmers.)

    Does this read from the log files or intercept the chatlog output function from the FFXI process as it happens?

  7. #27
    Bagel
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    Re: FFXIP Source (For programmers.)

    FFXIP reads from the logs I believe. Directparse is the only one that doesn't wait for them to update I believe.

  8. #28
    Ruke
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    Re: FFXIP Source (For programmers.)

    Quote Originally Posted by Zhais
    FFXIP reads from the logs I believe. Directparse is the only one that doesn't wait for them to update I believe.
    Yep.

    Usually have to wait 5-15 seconds after a fight ends for it to appear in the parser.

  9. #29
    Cerberus
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    Re: FFXIP Source (For programmers.)

    Quote Originally Posted by Izzy
    Normally the wynav shows up as a completely different player. I suppose DRG just like to add the wyvern's total damage to their own so they can say, "BUT LOOK THE WYVERN ADDED 2% TO MY DAMAGE SO REALLY I'M ONLY 12% BEHIND YOU!!"
    I'm talking about a DRG mob's pet, not a player pet. Wyverns skew parses, especially the damage/fight category. The nice thing about FFXIP is if you get royally screwed by cure lag or some other mishap, you could not engage a mob and it wouldn't hurt your damage/fight stat, only your total damage stat.

  10. #30
    WASTE OF CURRENCY
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    Re: FFXIP Source (For programmers.)

    Quote Originally Posted by Xrave
    Quote Originally Posted by Izzy
    Normally the wynav shows up as a completely different player. I suppose DRG just like to add the wyvern's total damage to their own so they can say, "BUT LOOK THE WYVERN ADDED 2% TO MY DAMAGE SO REALLY I'M ONLY 12% BEHIND YOU!!"
    I'm talking about a DRG mob's pet, not a player pet. Wyverns skew parses, especially the damage/fight category. The nice thing about FFXIP is if you get royally screwed by cure lag or some other mishap, you could not engage a mob and it wouldn't hurt your damage/fight stat, only your total damage stat.
    Ahhh gotcha.

  11. #31
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    Re: FFXIP Source (For programmers.)

    I'm responsible for the version of FFXIP in the OP. Since there seems to be interest from other programmers, I've put the source up at github for better collaboration opportunities:

    http://github.com/valyana/ffxip/tree

    There's also a page at http://code.google.com/p/ffxip/ with the above package, but my local sources were already in git so I didn't feel like switching over to svn for google code.

  12. #32
    Cerberus
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    Re: FFXIP Source (For programmers.)

    Quote Originally Posted by RKenshin
    Quote Originally Posted by Zhais
    FFXIP reads from the logs I believe. Directparse is the only one that doesn't wait for them to update I believe.
    Yep.

    Usually have to wait 5-15 seconds after a fight ends for it to appear in the parser.
    I think it updates when you fight the next mob. It always leaves off the last mob of dynamis when I parse drops. As for the log files, every 50 lines is one file, totalling 20 files(0-19).

  13. #33
    Strider/Doom/Cyclops
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    Re: FFXIP Source (For programmers.)

    I've been using a manually-modified version of FFXIP for a while (ever since the 10/18/06 update broke the log file format, actually).

    I was wondering... does this new version have updated job information? One of the features I successfully lobbied Spyle for (quite a while ago) was the ability to type /echo parser player Chiz THF NIN 75 in the chatlog, which was tied in to the HTML export feature. It would create a table showing jobs/levels at the top, like so. Pretty useful for later reference.

    However, Spyle quit long before TAU came out (not to mention WoG). The new jobs don't work right in the table; it either replaces them with a random job, or the job they were on when last you partied with them (I think?). In any case, I wanted to suggest that you add the new jobs, as well as the jobs WYV (Wyvern) and AUT (Automaton).

    Additionally, if you have the time (and it's not a logistical nightmare), could you add a toggle switch to read old format log files? The vast majority of my logs are pre-10/2006, and while I do have a workaround, it'd be nice to have One Parser To Read Them All.

  14. #34
    Cerberus
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    Re: FFXIP Source (For programmers.)

    Anyone having a problem where they open the FFXIP executable but the program itself doesn't open? Does this on a couple different computers for me.

  15. #35
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    Re: FFXIP Source (For programmers.)

    I've had no such problem, are you taking it out of the zip file? It cannot be in a zip when you open the source, gotta be in just a normal folder.

  16. #36
    Cerberus
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    Re: FFXIP Source (For programmers.)

    It is.

    I run it but nothing happens. The process isn't even in the task manager.

    6.8.2 that's linked on this page is the latest version?

  17. #37
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    Re: FFXIP Source (For programmers.)

    That indicates that you're missing some DLL, I had the same problem on a fresh XP install. Unfortunately I don't remember which DLL I needed to install to make it work. Maybe use Spyle's installer and then just overwrite the executable?

  18. #38
    Cerberus
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    Re: FFXIP Source (For programmers.)

    Good idea. Question is where is the original installer available from?

  19. #39
    Strider/Doom/Cyclops
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    Re: FFXIP Source (For programmers.)

    Quote Originally Posted by Xrave
    Good idea. Question is where is the original installer available from?
    http://www.frontiernet.net/~Spyle/FFXI/ ... #Downloads

  20. #40
    Cerberus
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    Re: FFXIP Source (For programmers.)

    Using Spyle's installer then updating it with Valyana's version worked like a charm.

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