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Doctor

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  1. Compare https://www.net-7.org/wiki/index.php?title=Carpenter to https://imgur.com/PBiHmcn That's just beautiful. And it makes it FAR more clear that at Lagrange Point 4: 3 hydrocarbon fields, 1 rock field (probably 2 though) and the hulks are hidden under the other roids, but they are there. Also, comparing the mining summary from the run in the wiki to the one I got just a couple hours ago, it's clear that my initial hypothesis, that certain sectors are better than others for minerals, appears to be false. Carp has a lot of lvl 5 hydrocarbons, so instead of getting mostly Andromesite, I got mostly Hades Blood. In the entire game, there are only 3 possible lvl 5 Hydrocarbon drops (andro, hades, and brood oil). So them swapping around makes sense. It also means Carp appears not to drop brood oil at all. Also, I knew I'd have to make zoom work at some point, but it's looking like I need to make zoom work sooner rather than later. *sigh* I think I'll collect more data first. Collecting data is fun, bashing on javascript and getting the web page to behave is...tedious. It's not as simple as just setting transform and scale on the div. All those little colored squares are in a 2d canvas object, so I need to scale that as well. I think I'll aim to have it work a bit like google earth; scroll wheel to zoom, click-and-drag to move around. Conclusions: I really do have to put some thought and effort into how to average results across multiple clears. *sigh* I was not looking forward to that. I enjoy mining, but that's...probably a bit much. "Let us help!" you'd need to: Create a private channel Press ctrl-t before mining every roid If it's a hulk, manually type in the hulk level before pressing ctrl-t (so, chat would be like: 5 Target 'Hulk' (X, Y, Z) || for a level 5 hulk) I did look into OCRing the screen or using autohotkey ImageMatch. Basically...too tedious. Mine out the entire roid (no cherry picking of any kind) Mine out every field before it has a chance to start respawning Mine out every field in the sector (this can be done over multiple sessions, so long as you do not re-mine a field). Meta: This is a lot for almost anyone to do, plus I'd have to trust the data was gathered correctly...it's...too much. I'll do it myself. Some sectors will be better places than others to find given materials. Not all materials will drop in all sectors, despite the level and roid type indicating they should. Also, Hull Evolution is a major factor in pop rock damage. I have 5 TTs and 1 JE in my mining fleet, block formation. One TT is still on his lvl 100 hull, the others all have their 135 hulls, all have lvl 8 shields, but the lvl 100 hull takes almost 2x as much damage from any given poprock as the other characters. They all have identical gear and are within 100m of the roid. Distance *is* a factor in pop rock damage, but the damage increase I'm seeing happens at all angles (where that lvl 100 hull char is closer/farther based on his group position). So what I am seeing is 100% to do with the hull evolution, and not purely distance. I'll be putting this in the wiki shortly.
  2. Since I'm almost out of forum storage, here are some photos showing progress. Posting here gave me the kick in the butt to start working on it some more I guess. https://imgur.com/a/TqFsy9E This is not the final version of what I want to do with ore. Ideally I'd have circular/square/shaped overlays showing where fields are, clearly showing overlapping fields, with mouseovers showing contents in that field. I have the raw data to do all that, but it's considerably more work. And I find it best to collect all the roid data first, and figure out how to define the fields once I have a better idea of all the various edge cases. The raw data is in the database would allow you to mark out where level 5-6 rock-type roids are, for example, but right now, the display doesn't show that. This is not the final form I desire, but rather, just showing what's possible. There is no way to automatically know where a given field is. The only way to figure that out is to mine out very methodically, listen for a field clear bonus, and enter that manually. That would make it possible to have an 'area' calculation wherein you could query all the roids in the sector or within a given X/Y/Z coordinate bounds, then parse through to see if they are part of your desired field, summing up the field drop totals along the way. "Dear god, why?!" Because then you'd be able to see "Oh, almost all of the Titanium comes from these 2 fields" or "Here's where to find Tiberium", etc. Also, the data entry method does not support multiple passes through the same zone. So if I went through Inverness a second time, logging again, it would not average the data correctly; it'd just (roughly) double everything that's already there. Also, if you cherry-pick fields (meaning you only mine some fields and not others) it wouldn't handle that either. Basically, just an FYI that there's a lot of work on those problems needed if someone wants to make a thottbot clone. As for the sector summary, push once to display it, and again to hide it. It only queries the server 1 time to get the data, and keeps it cached until you switch sectors. I will be updating the main post with an updated tarball and parse script shortly.
  3. So...moving in any way? There is so much that can be said, but it's all off topic. And, fundamentally, pointless. Pointless until we go down a road everyone knows we need to take, and nobody (sane) wants to go down. sigh.
  4. I found the normal HDR shader to be more appealing than MagicHDR, but that's the point of Reshade, preference. Notes: If you have any autohotkey scripts based on Pixel/Image/color matching, these shaders WILL break that. Create a preset with no shaders so you can use your scripts without tweaking. You can change shaders on the fly in 1-2 seconds. Some shaders are more intense than others, so if you feel like your game is chugging, it's probably the shader(s) you picked. How 'heavy' a shader is depends entirely on what it is doing and varies wildly shader to shader. Try and find out. The FPS limit cut my client CPU usage about in 1/2. I recommend limiting it to 120FPS, even if you have a 60hz panel, because input speed seems limited by frame rate, so autohotkey will input much slower at 60FPS than you're used to.
  5. I've used reshade in FF14 to make it more beautiful. Is there any meaningful beauty to be extracted from this game? Before/after screenshots maybe? (my of my 2MB is taken up with my projects, like the tampermonkey script, map tool/files, etc).
  6. Yeah, the math ended up being not that hard, I just had to think about it for a minute. Instead of const x_scale_factor = (viewport_width - (sector_list_width + 30)) / (xmax*2); const y_scale_factor = (viewport_height - (sector_name_rect.bottom + sector_name_bottom_margin)) / (ymax*2); You do const x_scale_factor = (viewport_width - (sector_list_width + 30)) / (xmax - xmin); const y_scale_factor = (viewport_height - (sector_name_rect.bottom + sector_name_bottom_margin)) / (ymax - ymin); So. not that hard. I was just irritated and not thinking. "How do you see them" You need to fly within 3-5km of them. Each has a slightly different discovery range (some are visible from 30+km, but that's rare) but generally you have to fly within about 4km of a hidden nav for it to become 'visible' on your screen (NOT on the map!) and then you can warp to it and 'discover' it. I think just getting within 4k is enough to make it target-able from any range via the X key in-game. Hidden navs never show up on the map. That's what makes them hidden. I think the Westwood dev's original idea was that people couldn't just share screenshots of where stuff was, to make people have to discover things themselves. You have to remember, the internet was very early when this game came out, most people who had been playing games for the past 20 years had written down notes for their own use, and discovered everything themselves. Most people didn't call the Nintendo hotline for tips, for example. In the years since, places like Thottbott and Wowhead have made it clear that the extreme majority of players LOVE being able to look up where to go and what to do, and the few people who want that old-school discovery can best be served by just...ya know, not going to wowhead. So, if designing a new game, the basic loop is: Create content with enough mystery to engage those who enjoy mystery. Make that content easy to data log/capture in an automated fashion Allow external websites to host data repositories of your content, where it is, how to do it, etc. In this way, everyone is happy, and you aren't burdened with needing to create and maintain that knowledge repo. Eve Online has the Eve University Wiki, WoW has wowhead (and Thottbot before that), there's wikia/fandom for most RPG games, you get the idea. Factorio is an example of maintaining the data yourself, as the game company. They have their official wiki which is automatically updated via scripts as they change game elements. That's quite rare though, and they spent a LOT of time getting that automation to work and create pages for things. Especially in the modding space.
  7. For Sector data: Look at the script I pasted. It keeps track of what sector you're in via the "Now entering <sector>" line. That's how you keep track of that. For roids: you need to either OCR, image match, or otherwise determine the tech level of the roid. If the emulator wasn't made of lies, then you could just infer that from the highest level ore in the roid (tech 4 roids should always have at least 1 tech 4 ore!). But it becomes a mess of data quickly when you have tech 3 ores dropping and you don't know if they came from legit tech 3 rocks (meaning tech 2 is possible) or from tech 4 rocks (meaning the emulator is a lying sack of shit). So OCR/manual/image match are the only viable strategies. It'd be a simple AHK loop: Push trigger button image match text to get tech level send commands to game client to write manual text like '5' (for a tech 5 roid) to chat send 'ctrl+t' to game client to get it to dump roid position Have your python script keep track of state and associate that ores A and B came out of a tech 5 roid of <type>. This does NOT solve the problem you just finished dealing with on the wiki where both glowing and rock asteroids are called 'asteroid'. Another option is to write a simple C++ voice recognition program which would allow you to simply say "glowing 5" and then mine the rock (assuming the program could write 'glowing 5' to the private channel). I tried doing this, but it's been too many years since I worked with the MS Speech APIs and I don't feel like installing Visual Studio or some other C++ environment on my PC. I tried compiling with cygwin and it was just a PITA. For damage by mob: Correct. This one is always going to be manual, but flying around and poking each mob with 1 shot isn't *that* bad. It gets a bit dicey once you get into the higher level mobs (50+) that really hurt, but maybe someone will run shadowplay or OBS and just record their screen and type it in after the fact. I do agree, some combat logging would be super helpful for automation. If you wanted to go the wowhead path, just write a piece of code that intercepts the packets between the Net7Proxy and the game client. The encryption keys are known, so decrypting the packets is simple, once you can inject yourself into that link. As for what each packet opcode does, find the source cold for the old emulator, the opcodes cannot change as they are hard-coded into the client. That's the 'proper' way to write a wowhead client. But, again, why? The same frustrations that drove me away are the reason I don't feel like writing that. It wouldn't be an accomplishment, it'd be a waste of time.
  8. So, I'm semi-abandoning a project I started but am probably not going to finish anytime soon. But I dumped enough hours into it, and feel it has enough merit, that I am going to share the source code in case someone else thinks this is cool and wants to work on it. What is it? A replacement for enbmaps.de and all the other mapping sites we have. I wanted it to show where mobs spawned, and where roid fields were, along with the mining results from every zone (see the wiki on pages like Glenn, to see what I mean by 'mining results', the list of ores found in each sector). Right now, I have all the sectors and all the navs (that I could find) imported. Look in the 'initialization data' folder. No mobs/roids/gravity wells have been added yet. The annoyance of logging ore fields in a way that didn't drive me nuts (and the tedium of logging mobs) made me not want to bother...for about 2 weeks now. "What's the license" You may not use this software for commercial gain. No ads, no donations, no other revenue streams. If you break even with hosting and publicly (no request, publicly, on a normal page anyone can view) display that your operating it as non-profit, that's fine. It must remain open source in its entirety. Every image, every line of code, every byte of data in the database must all be accessible without authorization or signup. The code cannot be placed on github or any other site which intends to ingest the code into AI tools or otherwise monetize the code hosted there. Running your own git instance and hosting from there is fine. Any future license must require and honor these terms. Meaning, you cannot repackage this and change the license to MIT or something else. These terms of license must be in all downstream forks. For running a production site For an actual production site, you'll probably want to use mysql instead of sqlite, but sqlite is great for development and the code changeover from one to the other isn't bad. Mostly it's replacing ? with %s in a bunch of places. Well...the binding process is completely different, but meh. I didn't write it using mysql, again, if zen4's Promontory 21 hadn't been the shitshow it was, I'd have written it to use mysql. Also, you'll probably want to remove the Command Bar entirely from a production site. This tool wasn't really built to work like a wiki. It was meant for 1-2 people who are highly trusted to update the DB, then for it to mostly be a read-only experience. The idea behind adding mobs: Fly around with two chars. A JD and a PW are optimal. JD has 3 beams, 1 Energy, 1 EMP, 1 Plasma. PW has 3 guns, one loaded Explosive, 1 loaded Impact, 1 loaded Chemical. Telescopium on the JD DO NOT USE ANY RESIST DEBUFFS OF ANY KIND! Not even gravity link. Click on the 'Add Mob' button, shoot with energy laser, say it does 145 (-50) damage. You'd type in 145 for the Damage Component and -50 for the Resist Component. There's a blub on the page that explains all this. Fire 1 round from all the other weapon types and enter the damage/resist components. For positive numbers just enter the number without a + sign, so +500 is just 500. The page is smart enough to know that 145 (-50) meant you did 195 dmg, and 1000 (+500) meant you did 500. The page will do the math on its own to determine the mob resists and store them in the DB. A checkbox needs to be added for whether or not the mob is default hostile. "All this is in the wiki!" Yeah, but seeing it on a map is easier, and for things like mobs and ore, it helps to visually see where things are. Sure, there's Titanium in KV, but *where* in KV. Oh, only 2-3 of the 17 fields there. Cool. Now I know where to warp. "This javascript is written by a moron" Yeah. this is my first major javascript attempt. I was making this a web 2.0 page (so, one page load, then only DOM changes after) purely for practice/learning. You'll note I don't import jquery or any libraries. This is all hand-written baisc javascript. Maybe I'm a masochist. Maybe I just like learning. *shrug* "How did you get the navs?" Log into the game (ON ONE CHARACTER, DO NOT MULTIBOX FOR THIS unless using separate installs), enter a sector, Create a private channel (mostly to avoid spamming others) Target a 'normal' nav, press ctrl+t (I remapped it to b for easier pressing) Press n to go to the next visible nav Press ctrl+t Repeat until all visible navs are reported in chat. Don't worry about duplicates, the code below is smart enough to remove them. type 'hidden' in your private channel press 'x' to target the nearest hidden nav (move away if asteroids are in view) Press ctrl+t Press n to go to the next hidden nav Repeat until all hidden navs are dumped Close game Run script below on your chat.log file Copy-paste output into the "Add Navs" button, after you check the 'JSON Import' checkbox I imagine a script similar to this will be useful for import mobs/roids from chat as well. I did not do the work to make this a thing though. Also, I did not learn sectors could be asymmetric (like Grissom, where it's box is -450|575|-525|650) until I was almost done adding sectors, so roughly 40 of the 69 sectors in the game should be double-checked for asymmetry. sector_ids 1-53 are suspect, basically. Xipe Totec was the first asymmetric zone I remember finding. After Xipe, I made sure to check all 4 dimensions instead of assuming symmetry. --Parse_navs.py-- #!/usr/bin/python3 import argparse import json import re """THis list is also defined in functions.php and map_script.js, update all 3! $NAV_TYPE_MAP_BASE = [ "Normal Nav" => 0, "Hidden Nav" => 1, "Normal Gate" => 2, "Faction Gate" => 3, "Normal Station" => 4, "Faction Station" => 5, "Planet" => 6, "Landable Planet" => 7, "Weft" => 8, "Extended Weft" => 9, "Ore Field" => 10 ]; """ def parse_log(file_path, channel_name, player_name): results = {} sector_pattern = re.compile(r"We have entered (.+?) Sector \((.+?)\)") target_pattern = re.compile(r"\[(\d+)\] " + re.escape(player_name) + r": Target '(.+?)' at \(([-\d.]+), ([-\d.]+), ([-\d.]+)\)") hidden_nav_pattern = re.compile(r"\[(\d+)\] " + re.escape(player_name) + r": hidden") current_sector = "" hidden_nav_mode = False with open(file_path, 'r', encoding='latin-1') as file: for line in file: sector_match = sector_pattern.search(line) if sector_match: sector_name = sector_match.group(1) system_name = sector_match.group(2) current_sector = sector_name #print(f"We have entered {sector_name} ({system_name})") hidden_nav_mode = False if hidden_nav_pattern.search(line): hidden_nav_mode = True target_match = target_pattern.search(line) if target_match: target_channel = target_match.group(1) target_name = target_match.group(2) nav_type = 0; if target_name.startswith("Sector Gate ") or target_name.startswith("Accelerator") or target_name.startswith("System Gate"): nav_type = 2; if hidden_nav_mode: nav_type = 1 if target_channel == channel_name: x_coord = int(round(float(target_match.group(3)),0)) y_coord = int(round(float(target_match.group(4)),0)) z_coord = int(round(float(target_match.group(5)),0)) if current_sector not in results: results[current_sector] = {} #Assume normal navs until we have some way to mark other things automatically. coord_pack = [x_coord, y_coord, z_coord, nav_type] if target_name not in results[current_sector]: results[current_sector][target_name] = [coord_pack] elif coord_pack not in results[current_sector][target_name]: results[current_sector][target_name].append(coord_pack) #print(f"Target '{target_name}' at ({x_coord}, {y_coord}, {z_coord}, {nav_type})") #print(json.dumps(results, indent=4)) #print(results) print(format_output(results)) def format_output(data): formatted_output = "{" for key in data: formatted_output += f'"{key}": {{\n' for nav in data[key]: formatted_output += f'\t"{nav}": {data[key][nav]},\n' formatted_output = formatted_output[:-2] + "},\n" # Remove the trailing comma and newline character for the last line formatted_output = formatted_output[:-2] + "}\n" return formatted_output if __name__ == "__main__": parser = argparse.ArgumentParser(description="Parse log file") parser.add_argument("file", help="Path to the log file") parser.add_argument("--channel", default="100", help="Channel name (default: [100])") parser.add_argument("--player", default="Doctorje", help="Player name (default: Doctorje)") args = parser.parse_args() parse_log(args.file, args.channel, args.player) --parse_ores.py-- #!/usr/bin/python3 import argparse import json import re import sqlite3 import sys RESOURCE_SOURCE_MAP = { "Copper Ore": ["Rock", 1], "Crude Graphite": ["Hydrocarbon", 1], "Crude Nickel": ["Rock", 1], "Diridium Crystal": ["Crystal", 1], "Hydrogen": ["Gas", 1], "Iron Ore": ["Rock", 1], "Lead Ore": ["Rock", 1], "Lithium Ore": ["Glowing", 1], "Magnetite Ore": ["Rock", 1], "Mordanite": ["Rock", 1], "Nitrogen": ["Gas", 1], "Oxygen": ["Gas", 1], "Potash": ["Glowing", 1], "Raw Agate": ["Crystal", 1], "Raw Beryl": ["Crystal", 1], "Raw Black Tazeron": ["Hydrocarbon", 1], "Raw Bloodstone": ["Crystal", 1], "Raw Blue Tazeron": ["Hydrocarbon", 1], "Raw Crude Coal": ["Hydrocarbon", 1], "Raw Green Tazeron": ["Hydrocarbon", 1], "Raw Jasper": ["Crystal", 1], "Raw Onyx": ["Crystal", 1], "Raw Red Tazeron": ["Hydrocarbon", 1], "Raw Topaz": ["Crystal", 1], "Raw White Tazeron": ["Hydrocarbon", 1], "Raw Yellow Tazeron": ["Hydrocarbon", 1], "Sand": ["Hydrocarbon", 1], "Sponge Chloride": ["Crystal", 1], "Sulfates": ["Glowing", 1], "Tar": ["Hydrocarbon", 1], "Uranium Ore": ["Glowing", 1], "Zinc Ore": ["Rock", 1], "Aluminium Ore": ["Rock", 2], "Brominite": ["Glowing", 2], "Cadmium Ore": ["Glowing", 2], "Carbon Dioxide": ["Gas", 2], "Crude Oil": ["Hydrocarbon", 2], "Germanium Ore": ["Rock", 2], "Helium": ["Gas", 2], "Hermesite": ["Rock", 2], "Magnesium Ore": ["Rock", 2], "Methane": ["Gas", 2], "Molybdenum Ore": ["Rock", 2], "Phosphates": ["Glowing", 2], "Plutonium Ore": ["Glowing", 2], "Quartz Crystals": ["Hydrocarbon", 2], "Raw Amethyst": ["Crystal", 2], "Raw Coal": ["Hydrocarbon", 2], "Raw Garnet": ["Crystal", 2], "Raw Moonstone": ["Crystal", 2], "Raw Sunstone": ["Crystal", 2], "Raw Tourmaline": ["Crystal", 2], "Raw Turquoise": ["Crystal", 2], "Tin Ore": ["Rock", 2], "Zircon": ["Rock", 2], "Alanite": ["Glowing", 3], "Barite": ["Glowing", 3], "Boronite": ["Glowing", 3], "Caesium Ore": ["Rock", 3], "Calcite": ["Glowing", 3], "Cobalite": ["Rock", 3], "Fluorine": ["Gas", 3], "Gallium Ore": ["Rock", 3], "Indium Ore": ["Rock", 3], "Light Crude Oil": ["Hydrocarbon", 3], "Obsidian": ["Hydrocarbon", 3], "Polonium Ore": ["Glowing", 3], "Raw Alexandrite": ["Crystal", 3], "Raw Anthracite": ["Hydrocarbon", 3], "Raw Citrine": ["Crystal", 3], "Raw Lapis Lazuli": ["Crystal", 3], "Raw Malachite": ["Crystal", 3], "Star Iron Ore": ["Rock", 3], "Tungsten Ore": ["Rock", 3], "Anubium Ore": ["Rock", 4], "Argon": ["Gas", 4], "Californium Ore": ["Glowing", 4], "Ceresite": ["Glowing", 4], "Galactic Ore": ["Rock", 4], "Herculinium Ore": ["Rock", 4], "Manganese Ore": ["Rock", 4], "Meteoric Sand": ["Hydrocarbon", 4], "Neon": ["Gas", 4], "Raw Black Opal": ["Crystal", 4], "Raw Centauricite": ["Rock", 4], "Raw Fire Opal": ["Crystal", 4], "Raw Flawless Garnet": ["Crystal", 4], "Raw Ruby": ["Crystal", 4], "Saganite": ["Glowing", 4], "Silver Ore": ["Rock", 4], "Solar Sweet Oil": ["Hydrocarbon", 4], "Vanadium Ore": ["Rock", 4], "Andromesite": ["Hydrocarbon", 5], "Bastinium Ore": ["Glowing", 5], "Brood Oil": ["Hydrocarbon", 5], "Chromium Ore": ["Rock", 5], "Gold Ore": ["Rock", 5], "Hades Blood": ["Hydrocarbon", 5], "Halon": ["Gas", 5], "Hawkinsite": ["Glowing", 5], "Minervite": ["Glowing", 5], "Radium Ore": ["Glowing", 5], "Radon": ["Gas", 5], "Raw Black Pearl": ["Crystal", 5], "Raw Capellicite": ["Crystal", 5], "Raw Heartstone": ["Crystal", 5], "Raw Sapphire": ["Crystal", 5], "Raw Skystone": ["Crystal", 5], "Rhodite": ["Rock", 5], "Titanium Ore": ["Rock", 5], "Zalmoxium Ore": ["Rock", 5], "Adamantine Ore": ["Rock", 6], "Charon's Dust": ["Hydrocarbon", 6], "Curium Ore": ["Glowing", 6], "Discordite": ["Glowing", 6], "Hafnium Ore": ["Rock", 6], "Homerite": ["Rock", 6], "Krypton": ["Gas", 6], "Mirandium Ore": ["Rock", 6], "Osirium Ore": ["Rock", 6], "Oxium Ore": ["Rock", 6], "Platinum Ore": ["Rock", 6], "Raw Anthenicite": ["Hydrocarbon", 6], "Raw Charon Crystal": ["Glowing", 6], "Raw Emerald": ["Crystal", 6], "Raw Flawless Ruby": ["Crystal", 6], "Raw Icy Pearl": ["Crystal", 6], "Stygian Blackwater": ["Hydrocarbon", 6], "Xenon": ["Gas", 6], "Apollonite": ["Glowing", 7], "Brucite Ore": ["Glowing", 7], "Celestial Ore": ["Rock", 7], "Chalcophanite": ["Glowing", 7], "Conorite": ["Rock", 7], "Cupidite": ["Glowing", 7], "Demeter's Tears": ["Hydrocarbon", 7], "Horusium Ore": ["Glowing", 7], "Inderite": ["Rock", 7], "Iridium Ore": ["Rock", 7], "Leonite": ["Hydrocarbon", 7], "Neutronium Ore": ["Glowing", 7], "Niobite": ["Rock", 7], "Raw Barite": ["Glowing", 7], "Raw Diamond": ["Crystal", 7], "Raw Eye Stone": ["Crystal", 7], "Raw Firerock": ["Crystal", 7], "Raw Galactic Rimstone": ["Crystal", 7], "Raw Hadecite": ["Hydrocarbon", 7], "Stojsavline": ["Gas", 7], "Stygian Blacksand": ["Hydrocarbon", 7], "Tantalum Ore": ["Rock", 7], "Vaneon": ["Gas", 7], "Wexeon": ["Gas", 7], "Abyssian Dust": ["Hydrocarbon", 8], "Ambrosia Crude": ["Hydrocarbon", 8], "Boragon": ["Gas", 8], "Duplium Ore": ["Rock", 8], "Emperion": ["Gas", 8], "Helvatha": ["Hydrocarbon", 8], "Idunium Ore": ["Rock", 8], "Khnumium Ore": ["Glowing", 8], "Minosium Ore": ["Glowing", 8], "Morganium Ore": ["Rock", 8], "Persephonite": ["Glowing", 8], "Pyrrhotite Gneiss": ["Hydrocarbon", 8], "Raw Acheronite": ["Hydrocarbon", 8], "Raw Alunite": ["Rock", 8], "Raw Charybdis Voidstone": ["Crystal", 8], "Raw Meteoric Diamond": ["Crystal", 8], "Raw Mica": ["Hydrocarbon", 8], "Raw Scyllan Diamond": ["Crystal", 8], "Raw Tincal": ["Rock", 8], "Raw Voidgem": ["Crystal", 8], "Vanirum Ore": ["Rock", 8], "Yunieon Gas": ["Gas", 8], "Abaddon Ashes": ["Hydrocarbon", 9], "Aesirium Ore": ["Rock", 9], "Asmodeusium Ore": ["Rock", 9], "Astralite": ["Hydrocarbon", 9], "Balderium Ore": ["Rock", 9], "Crude Rutha": ["Hydrocarbon", 9], "Etherion": ["Gas", 9], "Grail Water": ["Hydrocarbon", 9], "Kronosite": ["Glowing", 9], "Modredium Ore": ["Rock", 9], "Nova Dust": ["Crystal", 9], "Noxion": ["Gas", 9], "Pagion": ["Gas", 9], "Raw Erebusite": ["Hydrocarbon", 9], "Raw Promethium": ["Rock", 9], "Raw Star Ore": ["Rock", 9], "Raw Tiberium Crystals": ["Crystal", 9], "Raw Wormstone": ["Crystal", 9], "Star Ash": ["Crystal", 9], "Thothium Ore": ["Hydrocarbon", 9], "Troseki": ["Rock", 9], "Ziosite": ["Hydrocarbon", 9] } """ Error List: Raw Erebusite comes from Hydrocarbon, not Crystal Raw Charon Crystal comes from Glowing, not Crystal? """ """THis list is also defined in functions.php and map_script.js, update all 3! $NAV_TYPE_MAP_BASE = [ "Normal Nav" => 0, "Hidden Nav" => 1, "Normal Gate" => 2, "Faction Gate" => 3, "Normal Station" => 4, "Faction Station" => 5, "Planet" => 6, "Landable Planet" => 7, "Weft" => 8, "Extended Weft" => 9, "Ore Field" => 10 ]; """ def createDB(db_cur): sql = """CREATE TABLE raw_roids( roid_id INTEGER PRIMARY KEY, sector_name TEXT NOT NULL, x INTEGER NOT NULL, y INTEGER NOT NULL, z INTEGER NOT NULL, source_type TEXT CHECK(source_type IN ('Rock','Glowing','Hydrocarbon','Crystal','Gas','Hulk')) NOT NULL, level INTEGER NOT NULL CHECK(level IN (1,2,3,4,5,6,7,8,9)))""" db_cur.execute(sql); sql = """CREATE TABLE raw_roid_contents( raw_roid_id INTEGER NOT NULL, roid_held TEXT NOT NULL, quantity INTEGER NOT NULL, FOREIGN KEY (raw_roid_id) REFERENCES raw_roids(roid_id) ON DELETE CASCADE)""" db_cur.execute(sql); def getNextID(db_cur, table_name, id_col_name): db_cur.execute(f"""SELECT IFNULL(MIN(t1.{id_col_name} + 1),1) AS next_available_id FROM {table_name} t1 LEFT JOIN {table_name} t2 ON t1.{id_col_name} + 1 = t2.{id_col_name} WHERE t2.{id_col_name} IS NULL;""") return db_cur.fetchone()[0] def addDataToDB(db_cur, roid_details, mining_details): #Check if the roid is already in the DB db_cur.execute("SELECT roid_id FROM raw_roids WHERE sector_name = ? AND x = ? AND y = ? AND z = ? AND source_type = ? AND level = ?", roid_details) row = db_cur.fetchone() roid_id = 0 if row: roid_id = row[0] else: roid_id = getNextID(db_cur, "raw_roids", "roid_id") final_roid_details = (roid_id,) + roid_details db_cur.execute('INSERT INTO raw_roids (roid_id, sector_name, x, y, z, source_type, level) VALUES (?,?, ?,?,?, ?,?)', final_roid_details) if mining_details: final_mining_details = (roid_id,) + mining_details db_cur.execute("INSERT INTO raw_roid_contents(raw_roid_id, roid_held, quantity) VALUES (?,?,?)", final_mining_details) #end addDataToDB def parse_log(file_path, channel_name, player_name): results = {} db_conn = sqlite3.connect(":memory:") #db_conn = sqlite3.connect("testing.db") db_conn.row_factory = sqlite3.Row db_cur = db_conn.cursor() createDB(db_cur) sector_pattern = re.compile(r"We have entered (.+?) Sector \((.+?)\)") target_pattern = re.compile(r"\[" + re.escape(channel_name) + "] " + re.escape(player_name) + r": Target '(.+?)' at \(([-\d.]+), ([-\d.]+), ([-\d.]+)\)") target_with_level_pattern = re.compile(r"\[" + re.escape(channel_name) + "] " + re.escape(player_name) + r": ([-\d.]+) Target '(.+?)' at \(([-\d.]+), ([-\d.]+), ([-\d.]+)\)") prospect_pattern = re.compile(r"COMPUTER: Prospected \(([-\d.]+)\) (.+?)$") roid_level_pattern = re.compile(r"\[(\d+)\] " + re.escape(player_name) + r": ([-\d.]+) Target '") current_sector = "" current_roid_level = 0 current_roid = None current_roid_ingame_type = None roid_contents = [] with open(file_path, 'r', encoding='latin-1') as file: for line in file: sector_match = sector_pattern.search(line) if sector_match: sector_name = sector_match.group(1) system_name = sector_match.group(2) current_sector = sector_name current_roid_level = 0 current_roid = None current_roid_ingame_type = None #print(f"We have entered {sector_name} ({system_name})") roid_level_match = roid_level_pattern.search(line) if roid_level_match: current_roid_level = roid_level_match.group(2) hulk_match = target_with_level_pattern.search(line) target_match = target_pattern.search(line) if (hulk_match or target_match) and current_roid is not None: if current_roid_ingame_type != 'Hulk': #Run through once to find max level ore in roid, but not for hulks. for contents in roid_contents: if current_roid[5] < RESOURCE_SOURCE_MAP[contents[0]][1]: current_roid[5] = RESOURCE_SOURCE_MAP[contents[0]][1] #and again to actually update db for contents in roid_contents: addDataToDB(db_cur, tuple(current_roid), contents) roid_contents = [] if hulk_match: target_level = hulk_match.group(1) target_name = hulk_match.group(2) x_coord = int(round(float(hulk_match.group(3)),0)) y_coord = int(round(float(hulk_match.group(4)),0)) z_coord = int(round(float(hulk_match.group(5)),0)) current_roid = [sector_name, x_coord,y_coord,z_coord, target_name, target_level] current_roid_ingame_type = target_name if target_match: target_name = target_match.group(1) x_coord = int(round(float(target_match.group(2)),0)) y_coord = int(round(float(target_match.group(3)),0)) z_coord = int(round(float(target_match.group(4)),0)) current_roid = [sector_name, x_coord,y_coord,z_coord, None, 0] current_roid_ingame_type = target_name prospect_match = prospect_pattern.search(line) if prospect_match and current_roid is not None: quantity = prospect_match.group(1) ore_name = prospect_match.group(2) if ore_name in RESOURCE_SOURCE_MAP: roid_type = RESOURCE_SOURCE_MAP[ore_name][0] roid_type_ingame = "" if roid_type == "Rock" or roid_type == "Glowing": roid_type_ingame = "Asteroid" elif roid_type == "Crystal": roid_type_ingame = "Crystalline Asteroid" elif roid_type == "Gas": roid_type_ingame = "Gas Cloud" elif roid_type == "Hydrocarbon": roid_type_ingame = "Hydrocarbon Deposit" else: roid_type_ingame = roid_type if current_roid_ingame_type != roid_type_ingame: print(f"INVALID SOURCE ERROR: {current_roid} has contents {ore_name} which should come from {roid_type} type roids.") sys.exit(1) current_roid[4] = roid_type roid_contents.append((ore_name, quantity)) db_conn.commit() db_cur.execute("Select * from raw_roids LEFT JOIN raw_roid_contents on roid_id = raw_roid_id") rows = db_cur.fetchall() the_json = dict() prev_roid_id = None for row in rows: # sys.stdout.write("DEBUG: ") # for data in row: # sys.stdout.write(f",{data} ") # sys.stdout.write("\n") if row['sector_name'] not in the_json: the_json[row['sector_name']] = dict() if row['source_type'] not in the_json[row['sector_name']]: the_json[row['sector_name']][row['source_type']] = [] roid_details = { "level": row['level'], "coords": [row['x'],row['y'],row['z']] } if row['roid_held'] is not None: if 'contents' not in roid_details: roid_details['contents'] = dict() roid_details['contents'][row['roid_held']] = row['quantity'] if row['roid_id'] != prev_roid_id: the_json[row['sector_name']][row['source_type']].append(roid_details) else: if row['roid_held'] in the_json[row['sector_name']][row['source_type']][-1]['contents']: the_json[row['sector_name']][row['source_type']][-1]['contents'][row['roid_held']] += row['quantity'] else: the_json[row['sector_name']][row['source_type']][-1]['contents'][row['roid_held']] = row['quantity'] prev_roid_id = row['roid_id'] #print(json.dumps(the_json, indent=4)) print(json.dumps(the_json)) #print(the_json) #print(format_output(the_json)) def format_output(data): formatted_output = "{" for sector in data: formatted_output += f'"{sector}": {{\n' for roid_type in data[sector]: formatted_output += f'\t"{roid_type}": [\n' for inner_data in data[sector][roid_type]: formatted_output += f'\t\t{{\n' for key in inner_data: formatted_output += f'\t\t\t"{key}": {inner_data[key]},\n' formatted_output = formatted_output[:-2] + "\n\t\t},\n" formatted_output = formatted_output[:-2] + "\n\t],\n" formatted_output = formatted_output[:-2] + "\n},\n" # Remove the trailing comma and newline character for the last line formatted_output = formatted_output[:-2] + "}\n" formatted_output = formatted_output.replace("'",'"') return formatted_output if __name__ == "__main__": parser = argparse.ArgumentParser(description="Parse log file") parser.add_argument("file", help="Path to the log file") parser.add_argument("--channel", default="100", help="Channel name (default: [100])") parser.add_argument("--player", default="Doctorje", help="Player name (default: Doctorje)") args = parser.parse_args() parse_log(args.file, args.channel, args.player) "How do I initialize this project?" I assume you are on linux and can get a basic PHP running on your own. sqlite3 better_map.db .read initialization_data/base_schema.sqlite_3 .read initialization_data/3_10_data_import.sql cat initialization_data/mining_data_1 Press "Add Ores", paste in the JSON, submit. cat initialization_data/mining_data_2 Press "Add Ores", paste in the JSON, submit. Edit get_missing_item.php and put in your net-7 username/password. Yes I know that 'isn't secure'. This is a one-person app that I'm likely to be the only user of. It's fine for that. If you do it 'for real', then make it better. Only needed if you want it to auto-fetch missing items (from Hulks) that are not currently in your DB. You should be good to go. The sector_data files are there as backups, in case the 3_10 import fails for some reason, or if you want to debug/test the JSON nav import feature. 3_25_backup_for_distro.tar.gz
  9. That doesn't really work because Tarsis (the planet) is outside the bounds of the sector. Ragnarok as well. It's totally possible to have a nav outside the sector bounds when it is big enough to be seen from *within* the sector bounds. Well, technically, each nav has a 'detection radius' field, so you could just set every nav to be detectable from 300km and all the navs would be discovered the second you gated in. But that's obviously a bad idea. I'm saying that the client/server logic allows for this.
  10. Just to illustrate visually how massive some of these sectors are compared to the navs in them (the white box is the in-game sector bounds, the navs are scaled correctly relative to the size of the white box): And, to show that not *every* sector is like this, here's a sector that's sized according to the navs within it: Side-note: I now appreciate how much work went into enbmaps.de because holy balls this is a lot of fiddling and tweaking. My maps are still very much a WIP. I plan to add overlays for mobs and ore, and filters to let you control name opacity (right now if you mouse over a nav the name becomes fully visible, but that's hard to screenshot) and scale. But I'm still at stage 3 or 4, where I'm going around collecting all the nav points in the game.
  11. Why is Saturn so huge? It is 1176km tall and 782km wide. Why? The navs occupy an area that would fit within a (roughly) 250x250km square. Jupiter, also, is a bit wonky, being 800km wide when it needs to be roughly 1/2 that. Almost all sectors are symmetrical in their axis (meaning -588km in -X to 588km in +x, but the same sector can have a different Y, but Y is also symmetrical, so -188y and +188y, but X can be different). Except for (so far): X: (min, max) || Y: (min, max) Kitara's Veil: X: -157,157 || y: -75, 172 Kailaasa: X: -188, 529 || y: -149, 490 I found these while building a replacement for enbmaps. Mine is still very much in development. But these make no sense. So, I guess I have two fundamental questions: Why are some sectors 5x the size they need to be when there is nothing in the empty space? Or is there something there, and I'm going to have to do the most anal-retentive of box-searches using 4 characters and scanning lines 4km apart (since we can't detect hidden navs from > than about 3-4km) to find the one hidden nav somewhere in the middle of all that nothing? I was going to do the box searches anyway, it just makes it 100x more annoying. Why can't all the systems just have a symmetrical size? It makes the math to convert coordinate systems so much more annoying.
  12. Looks like a bug with all MLs to me. I see the same behavior in Type Bs (lvl 4-6) and Type As (lvl 7-9). Projectiles seem fine. The search results are assuming a 37% reduction in reload time, while the item pages are assuming a 35% reduction in reload time. This is not the case with projectiles, where both assume a 37% reload time reduction at 200%. How or why this is the case? Only a web dev can answer that.
  13. Win 10 is the reason my next PC is going to be Linux. Just holding out for zen5... (and I woulda built zen4 if I had known 5 was going to reuse that stupid-ass Promontory 21 chipset that only has 4x PCIe4.0 lanes instead of the PCIe5 lanes the CPU *actually* has for the chipset! grr!). Win 7 was the last 'ok' OS IMO.
  14. For context: AFAIK: the in-game descriptions for skills cannot be changed because they are hard-coded in the client. Shield Nova, for example, states that it drains 21 energy per second per skill level, converting it at 130%, so it *should* do 21 * 10 * 1.3 = 273 DPS, but you can get it to hit for over 2000 DPS. So...clearly the devs decided to buff the ever-living-shizznit out of that particular skill for some reason, but only at lvl 7. This is also why mobs that have SI seem to melt you; because they are literally hitting you for around 2000 DPS from that skill.
  15. Then let people help you. Give them access to the source, give them access to the servers, and let them actually, materially, help you. Many have offered over the years, and each seems to have been shot down for one reason or another. You are alone because you choose to be, not because you have to be. And I suspect that sentiment would be echoed by the broader playerbase, but maybe I'm wrong, so I'll let this post be my wind vain on that front. P.S. if you're still demanding an NDA be signed to help, drop it. On $5000/year of donations, there's no (practical) way to legally enforce it. It's an empty threat that puts a bad taste in the mouth of anyone with enough brain power to realize how pointless that threat and document are.
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