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SNARL
Feb 11, 2010 12:54:19 GMT
Post by Werehound Silverfang on Feb 11, 2010 12:54:19 GMT
Anyone have any info on how fix the issue of nothing being able to read the logs until they are full?
As it is, the logger can't read the log because it can't be accessed by another program at the same time NWN is hogging it? Nothing is printed out until the max log size has been reached.
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SNARL
Feb 11, 2010 13:13:58 GMT
Post by TJ on Feb 11, 2010 13:13:58 GMT
More of just a nicety than a necessity, but is it possible to make it so that the player list (which you are already grabbing) is viewable in a separate panel?
Or even better, have the user enter a level range and then parse the playerlist for groups of ~3+ players within 6 levels of that character and display that the same way you display the guildies or "friends".
TJ
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SNARL
Feb 11, 2010 13:39:50 GMT
Post by bhao on Feb 11, 2010 13:39:50 GMT
Anyone have any info on how fix the issue of nothing being able to read the logs until they are full? As it is, the logger can't read the log because it can't be accessed by another program at the same time NWN is hogging it? Nothing is printed out until the max log size has been reached. have you tried the latest version? it has an an alternate log reading method which might help with that (and hopefully all the other lag or delay issues). can be enabled via the options screen.
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SNARL
Feb 11, 2010 20:07:40 GMT
Post by Trazik on Feb 11, 2010 20:07:40 GMT
I upgraded to the latest version. It seems to me that hell mobs still have +30% to elem/exo immus. You may still need to have KV data for every super/elite because the Miscellaneous immus are not necessarily the same for P0, P1, P2 and P3 within a single base monster. Unless I need to remove the immu numbers from each entry to let the calculation work properly? Plz confirm. Also, I do not see any examples of the new miscellaneous immunities, so do not know how I can add my data to the ini files. Thank you for the ability to change the damage order Although, some of the words are a bit cramped.
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SNARL
Feb 11, 2010 20:55:17 GMT
Post by Trazik on Feb 11, 2010 20:55:17 GMT
I think I finally figured out why I have no connection data. I need to have the snarl.ahk code in the base snarl directory, and I need to run *it* instead of the exe file.
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SNARL
Feb 11, 2010 21:00:03 GMT
Post by bhao on Feb 11, 2010 21:00:03 GMT
Unless I need to remove the immu numbers from each entry to let the calculation work properly? Plz confirm. i am pretty sure you have some damage immunity lines that you need to get rid of. everything with a Px as type or an M as type and a Px template must not have damage immunity lines. you need to remove those. kv no longer writes those either, as that was the bug. not sure what you mean. everything kv outputs is saved now. name, race, dam immunities, other immunities, and spell immunities. just got an ice fiend the other day. entry looks like this now: [Ice_Fiend] exists=1 sla=30% 15/- pie=90% 20/- blu=0% 10/- Fir=20% 0/- Col=100% 0/- Ele=100% 0/- Aci=30% 0/- Son=50% 0/- Mag=70% 0/- Div=100% 0/- Pos=20% 0/- Neg=100% 0/- sr=0 conceal=65 immunity=|Death Magic| info=FPA race=Outsider name=Ice Fiend spellimmunity=|Harm|Mass Harm|Drown| (regarding the damage reduction there: i know kv doesn't show dam reduction. the ones listed there are something i added by hand a while ago. parsing kv output only adds or changes information that is available, but never removes anything that can't be identified as wrong, so those dam reduction numbers are kept in place, even though there is no way to verify them at this time) i still think my initial order tops whatever else you could come up with. i know kv does it alphabetically, but my default order is how staffmasters get their damage types, loosely sorting it from weakest damage type (fire) to best (sonic). same with physical and exotic. it is also the order in which dam type bows on the leg archer bow appear, if you list all that are available. EDIT: I think I finally figured out why I have no connection data. I need to have the snarl.ahk code in the base snarl directory, and I need to run *it* instead of the exe file. while that may work for you... no, that's not how it is intended. running the ahk file requires the interpreter which is not included in the dl. that's why there is an executable, so people don't have to install anything else. while running the ahk file (from the same directory as the exe) works, it doesn't do anything different from what the exe does. if one works for you and the other one doesn't then you need to look at your firewall or whatever and let snarl.exe through. claiming the script has some sort extra functionality is wrong, it does exactly the same thing the executable does. the ahk file is there because i wanted to include the source. not because i want people to run that instead or because it works better.
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SNARL
Feb 11, 2010 21:07:34 GMT
Post by Trazik on Feb 11, 2010 21:07:34 GMT
Erm, KV data never records phys DR. I had no idea Ice Fiends had any. Maybe this is a bug with KV?
Aside from that, I see what I need in your example.
Personally, I find damage types, listed as: - Bludge - Pierce - Slash
- Acid - Cold - Elec - Fire - Sonic
- Div - Mag - Neg - Pos
easiest to read. I have no staffmaster, so that order makes little sense for me.
And the order listed in KV is just wonky and slow reading for me.
Just my experience.
Btw: is there a way to "process" KV data files (i.e. Notepad) with SNARL? Maybe I have to re-type, and I can live with it (better than re-KVing everything IMHO).
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SNARL
Feb 11, 2010 21:15:23 GMT
Post by bhao on Feb 11, 2010 21:15:23 GMT
Erm, KV data never records phys DR. I had no idea Ice Fiends had any. Maybe this is a bug with KV? nope. i know kv doesn't list dam reduction in pretty much all newer areas, that is a problem (could call it a bug, i guess) with kv. the parser works. those numbers i calculated with another tool by looking at a completely unfiltered log. they were right a while ago, unless they changed, they still should be. paragons and minis with paragon templates should not have any of the following lines: sla,pie,blu,fir,col,ele,aci,son,mag,div,pos,neg if any of those are present. you need to remove them. all ini files can be opened and edited with any text editor...
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SNARL
Feb 11, 2010 23:04:12 GMT
Post by Werehound Silverfang on Feb 11, 2010 23:04:12 GMT
Anyone have any info on how fix the issue of nothing being able to read the logs until they are full? As it is, the logger can't read the log because it can't be accessed by another program at the same time NWN is hogging it? Nothing is printed out until the max log size has been reached. have you tried the latest version? it has an an alternate log reading method which might help with that (and hopefully all the other lag or delay issues). can be enabled via the options screen. It's an NWN issue. I can't even view the log with text editor until its full and the game prints the infor to the log and moves onto the next one.
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SNARL
Feb 12, 2010 17:54:08 GMT
Post by Trazik on Feb 12, 2010 17:54:08 GMT
One last question as I go through my KV library and make ´myself a SNARL library out of it .... there are plenty of cases where paragons have different miscellaneous and spell immunities to their base mobs. One example is Swarm Masters, which are immune to Charm, Confuse, Dominate and Fear (in addition to the immunities of Advespa). Is there a way to deal with this in SNARL? It seems like it may be awkward
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SNARL
Feb 12, 2010 19:15:51 GMT
Post by bhao on Feb 12, 2010 19:15:51 GMT
Is there a way to deal with this in SNARL? It seems like it may be awkward only DAMAGE immunities for paragons are omitted since they can be calculated from the base. effect and spell immunities are being stored normally. if they don't exist in the paragon's record, they will be taken from the base creature. next version (b7) will also add base information to the paragon's if both exist, so you only need to add the new ones, if you are doing it by hand. lets say we have this: base creature has immunities a,b,c,d paragon has immunities a,b,c,d,e,f right now (b6), the ini needs to look like this: [base creature] immunity=|a|b|c|d|
[paragon] template=base creature immunity=|a|b|c|d|e|f| (this is how the record gets written from a kv)
next version (b7) ini needs to look like this: [base creature] immunity=|a|b|c|d|
and either: [paragon] template=base creature immunity=|a|b|c|d|e|f| (this is how the record gets written from a kv)
or: [paragon] template=base creature immunity=|e|f|
the old method still works, so there is no need to change anything, but if you are doing paragons by hand, then you only need to add what is new (if you want to)
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SNARL
Feb 13, 2010 13:11:42 GMT
Post by FunkySwerve on Feb 13, 2010 13:11:42 GMT
Have you considered a version-controlled repo for the library? Given the difficulty of getting paragon specifics, it would be incredibly useful.
Funky
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SNARL
Feb 14, 2010 1:12:18 GMT
Post by Yomi on Feb 14, 2010 1:12:18 GMT
Have you considered a version-controlled repo for the library? Given the difficulty of getting paragon specifics, it would be incredibly useful. Given that it reads game data off the web, it'd seem like it could suck in a base KV file at boot time. In theory it could send updates as well, but that'd require a little infrastructure effort. The location could be in one of the ini files, and hgweb could easily serve up something.
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SNARL
Feb 14, 2010 2:48:37 GMT
Post by bhao on Feb 14, 2010 2:48:37 GMT
Have you considered a version-controlled repo for the library? Given the difficulty of getting paragon specifics, it would be incredibly useful. yes, but that would then require someone to maintain and update it. ...which seems like a lot of work Given that it reads game data off the web, it'd seem like it could suck in a base KV file at boot time. In theory it could send updates as well, but that'd require a little infrastructure effort. The location could be in one of the ini files, and hgweb could easily serve up something. i don't see the infrastructure as the problem, more how to verify the incoming information. if anybody can send in information, then you'd need some sort of sanity check - and i don't see that happening with an automated mechanism at all. again, you'll need someone who'd end up with a lot of work.
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SNARL
Feb 14, 2010 17:52:19 GMT
Post by FunkySwerve on Feb 14, 2010 17:52:19 GMT
I didn't have in mind one that anyone could edit - just those you chose to allow, similar to our dev repo.
Funky
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