Changelog 745 (RC3)
Re: Heads up! Big update comming. Looking for testers.
I can confirm, I seemed to have broken the attack with beta 4.1. I'm not exactly sure why the small changes are causing these problems but I know exactly which lines they are. So I should be able to figure it out.
On another note, in response to the cooldown issue, I was going to get it, and other values, from memory. But that's looking to be a bigger job than expected. So I'm putting that off for another time. Instead, as a temporary fix, I'm going to have it get the cooldown from the game using a RoMScript if it fails to cast.
On another note, in response to the cooldown issue, I was going to get it, and other values, from memory. But that's looking to be a bigger job than expected. So I'm putting that off for another time. Instead, as a temporary fix, I'm going to have it get the cooldown from the game using a RoMScript if it fails to cast.
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- Ronald Reagan
Re: Heads up! Big update comming. Looking for testers.
any luck fixing that bug rock5? because its really freaking me outrock5 wrote:I can confirm, I seemed to have broken the attack with beta 4.1. I'm not exactly sure why the small changes are causing these problems but I know exactly which lines they are. So I should be able to figure it out.
On another note, in response to the cooldown issue, I was going to get it, and other values, from memory. But that's looking to be a bigger job than expected. So I'm putting that off for another time. Instead, as a temporary fix, I'm going to have it get the cooldown from the game using a RoMScript if it fails to cast.
Re: Heads up! Big update comming. Looking for testers.
ok, I'll look at doing a 4.2. Shouldn't take long. I think it's close to a public release.
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________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Heads up! Big update comming. Looking for testers.
nice, cant wait, died so many times because of this bug
Re: Heads up! Big update comming. Looking for testers.
Looks like I need to do some stuff first. I'll try to get it ready tomorrow.
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________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Heads up! Big update comming. Looking for testers.
Beta 4.2 has been sent. I think we are close to a release. Well I hope so because I'm starting to get nightmares that this beta will never end.
I think I'll do at least 1 public release before committing so I can get the reaction of the community.
I think I'll do at least 1 public release before committing so I can get the reaction of the community.
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________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Heads up! Big update comming. Looking for testers.
very nice, i dunno what you did, but it looks much betetr allready ^^
Re: Heads up! Big update comming. Looking for testers.
1 thing i notice is that it didnt get rid of all failed casts, but its much better allready.
but it still keeps stopping the fight for no damage detected, while he actually does do damage O.o
but it still keeps stopping the fight for no damage detected, while he actually does do damage O.o
Re: Heads up! Big update comming. Looking for testers.
Grrr..... I'm not encountering anything like that. Is it still with the warrior and those skills? How do other classes fare? And when it breaks with no damage, what skills did it use?
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________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Heads up! Big update comming. Looking for testers.
yes this is warrior.
Code: Select all
Moving to waypoint #81, (2689, 1711)
Moving to waypoint #82, (2687, 1575)
Stopping waypoint: Target acquired.
Engaging enemy [Iron Rune Warrior] in combat.
Moving in | Suggested range: 50 | Distance: 68
Use MACRO: WARRIOR_TACTICAL_ATT=> Iron Rune Warrior (464873/464873)
Use MACRO: WARRIOR_SLASH => Iron Rune Warrior (417016/464873)
Use MACRO: WARRIOR_TACTICAL_ATT undercut GCD by 0.3=> * Failed to cast *
Use MACRO: WARRIOR_SLASH => Iron Rune Warrior (341543/464873)
Use MACRO: WARRIOR_TACTICAL_ATT undercut GCD by 0.3=> * Failed to cast *
Taking too long to damage target, breaking sequence...
Clearing target.
Current fight aborted.
Re: Heads up! Big update comming. Looking for testers.
Basically if you've done damage, which it looks like you have unless it was someone else, then you shouldn't get the "Taking too long to damage target" message. But I did notice that that message is also used in party.lua. Were you using one of the party waypoints? If so, I'll look in there, but I need to know first. Also did you add and change the MAX_FIGHT_TIME option in your profile?
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________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Heads up! Big update comming. Looking for testers.
i run instance by myself, so its my damage, and no, my party is only used for reset, partner is in house.
didnt change fighttime at all.
didnt change fighttime at all.
Re: Heads up! Big update comming. Looking for testers.
sadly it didnt help
edit: hmm, i noticed it says i did damage with non damage skills xd
Code: Select all
Use MACRO: WARRIOR_TACTICAL_ATT undercut GCD by 0.3=> * Failed to cast *
Use MACRO: WARRIOR_FRENZY => Plump Hare (85585/123976)
Use MACRO: WARRIOR_AGGRESSIVENE=> Plump Hare (70140/123976)
Use MACRO: WARRIOR_TACTICAL_ATT=> Plump Hare (47496/123976)
Use MACRO: WARRIOR_SLASH => Plump Hare (24347/123976)
Use MACRO: WARRIOR_TACTICAL_ATT undercut GCD by 0.4=> Plump Hare (13644/123976
)
Use MACRO: WARRIOR_BLASTING_CYC=> Plump Hare (3408/123976)
Taking too long to damage target, breaking sequence...
Clearing target.
Current fight aborted.
Last edited by botje on Mon Oct 29, 2012 3:59 am, edited 1 time in total.
Re: Heads up! Big update comming. Looking for testers.
ya the champ and some the buffs you get failed casts some time you do some times you dont :/ and its all them not just serton 1s
Re: Heads up! Big update comming. Looking for testers.
Still, I'd like to see which skills. I'd still like to see some output. Also do you have the following option in your profilenightclaw wrote:ya the champ and some the buffs you get failed casts some time you do some times you dont :/ and its all them not just serton 1s
SKILL_USE_PRIOR?
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________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Heads up! Big update comming. Looking for testers.
Code: Select all
Use MACRO: WARRIOR_BLASTING_CYC=>
Use MACRO: WARRIOR_SLASH =>
Use MACRO: WARRIOR_PROBING_ATTA=>
Use MACRO: WARRIOR_SLASH =>
Use MACRO: WARRIOR_TACTICAL_ATT=>
Taking too long to damage target,
Clearing target.
Cast_to_target 0
MAX_SKILLUSE_NODMG 4
LastDamage 321.27
failed_casts_in_a_row 4
self.Casting false
Target lost.
Current fight aborted.
Clearing target.
Re: Heads up! Big update comming. Looking for testers.
@botje, you truncated the attacks but I'm assuming there wasn't 4 attack skills in a row that failed to cast.
What the printout tells me is that it breaked from the attack because of MAX_SKILLUSE_NODMG. That narrows it down but I can't see anything wrong with it. Basically it says in player:cast, when waiting for the skill to start casting "if it fails to start casting then print "casting aborted", add 1 to failed_casts_in_a_row then exit the function with a return. If it doesn't fail to cast then it sets failed_casts_in_a_row to 0".
So I can't see how you can get failed_casts_in_a_row to equal 4 unless there are actually 4 failed casts in a row. Mind you, it only counts attack skills. Is it possible there actually were 4 failed attack skills in a row but because there were other successful skills like buffs, it just looked like it wasn't working properly? But I can see from your other printout that it successfully did slash before breaking. I don't know, weird.
The only other possibility I can think of is maybe you have more than one issue causing the problem. I can't see the attack skills in this last example but maybe it worked as expected in this case. Maybe in that printout where Slash was cast before breaking that was a different issue and the debug printout would have been different?
What the printout tells me is that it breaked from the attack because of MAX_SKILLUSE_NODMG. That narrows it down but I can't see anything wrong with it. Basically it says in player:cast, when waiting for the skill to start casting "if it fails to start casting then print "casting aborted", add 1 to failed_casts_in_a_row then exit the function with a return. If it doesn't fail to cast then it sets failed_casts_in_a_row to 0".
So I can't see how you can get failed_casts_in_a_row to equal 4 unless there are actually 4 failed casts in a row. Mind you, it only counts attack skills. Is it possible there actually were 4 failed attack skills in a row but because there were other successful skills like buffs, it just looked like it wasn't working properly? But I can see from your other printout that it successfully did slash before breaking. I don't know, weird.
The only other possibility I can think of is maybe you have more than one issue causing the problem. I can't see the attack skills in this last example but maybe it worked as expected in this case. Maybe in that printout where Slash was cast before breaking that was a different issue and the debug printout would have been different?
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________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Heads up! Big update comming. Looking for testers.
@botje, I think I got it. Reading values from memory sometimes fails. That's why most reads look like this
That way if the read fails at least the variable still has it's old value.
But when I added the "LastDamage" variable, without thinking, I usedSo if it fails to read memory it will set it to 0 which will make it break if already half way through the fight.
Hm... not that simple, dividing nil by 1000 would cause an error. Try changing line 431 of pawn.luato
Code: Select all
self.Variable = readmemoryaddress or self.Variable
But when I added the "LastDamage" variable, without thinking, I used
Code: Select all
self.LastDamage = readmemoryaddress or 0
Hm... not that simple, dividing nil by 1000 would cause an error. Try changing line 431 of pawn.lua
Code: Select all
function CPawn:updateLastDamage()
self.LastDamage = (memoryReadRepeat("uint", getProc(), self.Address + addresses.pawnLastDamage_offset) or 0)/1000
end
Code: Select all
function CPawn:updateLastDamage()
local tmpLastDamage = memoryReadRepeat("uint", getProc(), self.Address + addresses.pawnLastDamage_offset)
if tmpLastDamage then
self.LastDamage = tmpLastDamage/1000
end
end
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________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Heads up! Big update comming. Looking for testers.
no where would i put it at ?rock5 wrote:Still, I'd like to see which skills. I'd still like to see some output. Also do you have the following option in your profilenightclaw wrote:ya the champ and some the buffs you get failed casts some time you do some times you dont :/ and its all them not just serton 1s
SKILL_USE_PRIOR?
Re: Heads up! Big update comming. Looking for testers.
I'm not asking you to "put it", I'm asking if you had it. If you don't have it then it's using the default value. If you have it, it might be causing problems depending on it's value. So I'm guessing you don't have it. Good. So can you copy the MM output for me? Check my signature if you don't know how to copy from MM.nightclaw wrote: no where would i put it at ?
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________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
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