Seraphina Brennan -- Turbine Community Specialist "When in doubt, reach for the stars. That way you'll never come up short."
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It is looking way more advanced than last time I tested it. Nice clear instructions too.
Last edited by slack_n_hash; Jan 11 2011 at 05:45 PM.
Duvi Vastin: "But whenever we take feedback on most game systems, such as character builds, economics, or especially anything to do with PvP, then we are forced to read very carefully between the lines of any and all player feedback, as it is all inevitably skewed by self-investment, self-interest, and a deeply subjective viewpoint that increases in direct proportion to how long or successfully a player has occupied a particular role."
WOW, what a helpful response! That never occurred to me! Did it occur to you that I might not have had time to look at the source when I posted?
I have since looked at the source and still don't see clearly how information is passed from an external program to the plugin. If the author or anyone else would like to explain it, even briefly, that would be very much appreciated.
Bootz Axe, Dwarf Minstrel, Hobbitual, Landroval When you eliminate the quality control, you also eliminate the quality. --John McIntyre
WOW, what a helpful response! That never occurred to me! Did it occur to you that I might not have had time to look at the source when I posted?
Honestly? No.
For an explanation of how the program operates, I need to know how much experience you have in programing client/server applications (and well, programing in general) so I know what audience I need to gear my explanation to.
I am sorry my 'view the source' comment came out so bad, I tried to use the *wink* emoticon but it didn't look like turned out right. *sad face emoticon*
For an explanation of how the program operates, I need to know how much experience you have in programing client/server applications (and well, programing in general) so I know what audience I need to gear my explanation to.
I am sorry my 'view the source' comment came out so bad, I tried to use the *wink* emoticon but it didn't look like turned out right. *sad face emoticon*
I think I have enough experience to write something like this myself, however I was under the impression that Lua plugins could not read or write files on the filesystem other than settings through an API, and they couldn't open network connections. So I'm curious if that has changed or there's some other trick being used here to get data in and out of the plugin.
Bootz Axe, Dwarf Minstrel, Hobbitual, Landroval When you eliminate the quality control, you also eliminate the quality. --John McIntyre
I think I have enough experience to write something like this myself, however I was under the impression that Lua plugins could not read or write files on the filesystem other than settings through an API, and they couldn't open network connections. So I'm curious if that has changed or there's some other trick being used here to get data in and out of the plugin.
I'm only guessing here, but you can log your chat window which is where the file is being written to your computer. So the game is doing the writing not the plugin. And plugins can call other programs (I remember someone wrote a plugin specifically to do this so they could us Winamp or something like that), so my guess would be some other program is opening the network connection.
Again, these are guesses, as I haven't used the program or looked at the code.
While your plugin may be completely trustworthy, the fact that it requires an executable helper application upsets me.
In fact, the better your plugin is, the more trust it will build among players for downloading and installing OTHER plugins with executable helper applications.
By releasing this, you are building trust for future malware distributors, whether you intend to or not. Players should be VERY uncomfortable about this kind of thing, and you making a safe and awesome plugin that works this way erodes players' psychological defenses.
The more good plugins we get that work this way, the easier it becomes for that ONE bad plugin to sneak in and steal 15% of the populations' credentials a few months from now.
While your plugin may be completely trustworthy, the fact that it requires an executable helper application upsets me.
In fact, the better your plugin is, the more trust it will build among players for downloading and installing OTHER plugins with executable helper applications.
By releasing this, you are building trust for future malware distributors, whether you intend to or not. Players should be VERY uncomfortable about this kind of thing, and you making a safe and awesome plugin that works this way erodes players' psychological defenses.
The more good plugins we get that work this way, the easier it becomes for that ONE bad plugin to sneak in and steal 15% of the populations' credentials a few months from now.
A better use of your time would be to encourage Turbine to make this possible through their LUA API instead of trolling a talented developer.
When there is new version, how do I replace the old one?
I tried few things but when I do ingame /plugins list it always says version 1.0.0.0
Both the two updates so far have only affected the application (the .exe file), so the lua version number is still 1.0.0 (in fact, there's no need to replace the CombatAnalysis folder at all - just run the new .exe file).
Sorry that wasn't particularly clear. I'll give more details next time I add an update.
Originally Posted by Fredelas
While your plugin may be completely trustworthy, the fact that it requires an executable helper application upsets me.
In fact, the better your plugin is, the more trust it will build among players for downloading and installing OTHER plugins with executable helper applications.
By releasing this, you are building trust for future malware distributors, whether you intend to or not. Players should be VERY uncomfortable about this kind of thing, and you making a safe and awesome plugin that works this way erodes players' psychological defenses.
The more good plugins we get that work this way, the easier it becomes for that ONE bad plugin to sneak in and steal 15% of the populations' credentials a few months from now.
Unfortunately, the kind of functionality this plugin provides is currently only achievable via an external executable (and this isn't the first plugin that uses one in this way). I did include the source code and Visual Studio project files for anyone who cares to examine the program thoroughly.
Other than that, there's little I can do, except to let you know that LOTRO Interface does do some checking for malware before they will host your plugin.
While your plugin may be completely trustworthy, the fact that it requires an executable helper application upsets me.
In fact, the better your plugin is, the more trust it will build among players for downloading and installing OTHER plugins with executable helper applications.
By releasing this, you are building trust for future malware distributors, whether you intend to or not. Players should be VERY uncomfortable about this kind of thing, and you making a safe and awesome plugin that works this way erodes players' psychological defenses.
The more good plugins we get that work this way, the easier it becomes for that ONE bad plugin to sneak in and steal 15% of the populations' credentials a few months from now.
Originally Posted by Thurindras
A better use of your time would be to encourage Turbine to make this possible through their LUA API instead of trolling a talented developer.
Expressing a valid security concern is a sad, sad excuse for trolling. It is not news that many users would like access to the chat log and combat stream data for this kind of plugin. Ever since the F2P beta this has been a desire that has been expressed and from very early on there was at least a basic version of this kind of plugin. While at least someone does the homework to make sure that a third party program is malware free and vouche for it, it is unsafe for us as a community to become complacent about this.
I agree that the author is talented, but it IS dangerous for us as a community to become complacent with regards to these third party programs. Its a very "hacky" work around for a feature of the API which is long overdue.
There are two novels that can change a bookish fourteen-year old's life: The Lord of the Rings and Atlas Shrugged. One is a childish fantasy that often engenders a lifelong obsession with its unbelievable heroes, leading to an emotionally stunted, socially crippled adulthood, unable to deal with the real world. The other, of course, involves orcs.
I think I have enough experience to write something like this myself, however I was under the impression that Lua plugins could not read or write files on the filesystem other than settings through an API, and they couldn't open network connections. So I'm curious if that has changed or there's some other trick being used here to get data in and out of the plugin.
EXE (in client mode) reads Combat log sends info to EXE (in server mode hosted by a different fellow member)
EXE (server) takes infomation and sends back info from other clients (fellow members)
EXE (client) takes this new info and writes it into the plugindata for the LUA plugin
plugin reads the info and displays stuff
A better use of your time would be to encourage Turbine to make this possible through their LUA API instead of trolling a talented developer.
I know; I argued strenuously for combat event data APIs last June or July in beta to avoid this. Turbine shoulders the greatest blame for this. However, creative plugin authors are making an affirmative choice to continue down this path and erode players' natural skepticism about this mode of operation.
These talented developers have the option of waiting for an API to be implemented.
Unfortunately, the kind of functionality this plugin provides is currently only achievable via an external executable (and this isn't the first plugin that uses one in this way). I did include the source code and Visual Studio project files for anyone who cares to examine the program thoroughly.
Other than that, there's little I can do, except to let you know that LOTRO Interface does do some checking for malware before they will host your plugin.
You COULD make at least a single post in the Future API Requests & Discussion forum requesting the exact API functions you would require to implement your plugin entirely in Lua in the game.
There is not a single post in that forum by any player or author asking for combat event data APIs.
By releasing this, you are building trust for future malware distributors, whether you intend to or not. Players should be VERY uncomfortable about this kind of thing, and you making a safe and awesome plugin that works this way erodes players' psychological defenses.
This is akin to saying 'oh, no! I got a virus off the internet! now every webpage out there is suspect!' Actually, they are, which is why you take precautions! If you're really this paranoid that you think a few people are creating an atmosphere of trust, DON'T USE THEM. Oh, and stop using the internet, because it's inherently untrustworthy.
First of all congratulations on this great plugin!
But with this new Version up, it is obviously evident that the German/French Community completely lacks of any kind of damage meter. I (and surely many others) would greatly appreciate if this handicap comes to an end. I'm sure, if translation-work (parsing of combat.txt) is needed, a couple of European LotRO-Gamers would assist.
If you would support foreign languages in an future update, than I would be very happy
Thx for the reply. As you stated in LoTRO Interface it needs a lot of translations to become a reality. Furthermore a potentially turbine-update to the combat log system may be in the works. So a fast adaption to the EU-Clients ins't feasible.
However, the future may change things
Greetings
Lysel
P. S.:
In the meantime I have tested your Plugin with my north american Account. Very polished interface and well-thought-out functions
Used this in our raid last night for the first time. IT is pretty neat, and i am impressed with how much work you must have put into this. Very impressive.
What I would like to see is a plugin that can determine the effectiveness of support classes.
Somehow tracking the % of the fight where certain bugs are/aren't active (Minstrel buffs, LM buffs/debuffs), tracking the amount of time fellowship members stay at low morale, how long it takes for a member who drops below a certain morale level to get healed up again...
Stuff like that.
Just saying, with all the dps and dmg plugins out there, where's the support class love
Just saying, with all the dps and dmg plugins out there, where's the support class love
Not sure what you're asking for would be "support class love". If anything, I think there would be even more resistance than to dps meters.
That said, the changes to the combat logging in the next update allow MUCH more detailed analysis of every class' contribution. I don't think it captures resist/miss/B/P/Es, but it does get pretty much everything else.
Duvi Vastin: "But whenever we take feedback on most game systems, such as character builds, economics, or especially anything to do with PvP, then we are forced to read very carefully between the lines of any and all player feedback, as it is all inevitably skewed by self-investment, self-interest, and a deeply subjective viewpoint that increases in direct proportion to how long or successfully a player has occupied a particular role."
Just logged in today, activated the plugins and...
...alysis\CombatAnalysisLoader \CombatAnalysisLoader.lua:30: Unable to parse file!
that keep spamming my chat multiple times until I disable CA again
What's up?
tryed to delete old combatlogs but didn't work
Sorry I don't check this thread often.
If you're still having this issue, then try deleting the file:
Documents\The Lord of the Rings Online\PluginData\<user name>\All Servers\CombatAnalysisLargeHit s.plugindata
If that doesn't work, delete all the files starting with CombatAnalysis in that folder (you'll lose a few settings but it shouldn't matter too much).
Yea, its coming. It might take a week or two before its ready though, as I'm hopefully going to add in a lot more info (now that its available in the logs), and I'm gonna be making some changes to the UI too.
Yea, its coming. It might take a week or two before its ready though, as I'm hopefully going to add in a lot more info (now that its available in the logs), and I'm gonna be making some changes to the UI too.
Could you maybe update the current version to work with the current combat log, and then launch the updated version with the new info?
I'm going trough a DPS Parser Withdrawal right now... i feel like I'm running blind!
Razor // Lusitanius // Crickhollow ~ Portuguese Kinship
Galahriel - Napalm Shooter / Razortip - Forsaken Hunter / Stormrune - Rune Healer Staff Strike! - A Lore-Master class guide and blog (on hiatus).
Could you maybe update the current version to work with the current combat log, and then launch the updated version with the new info?
I'm going trough a DPS Parser Withdrawal right now... i feel like I'm running blind!
I could have, and really should have, but I didn't expect it would take me this long to get it running again. At this point I'm too close to being finished to go back and look at the old version.