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Codemonkeyx

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Everything posted by Codemonkeyx

  1. Very nice, I had no idea about all that stuff in P&C, that's crazy. That will definitely come in handy!
  2. There are 9 professions now, so you can add 3 more to your list! As for those ones with L49 trade, you can go do L75 trade jobs from Chernevog Station in Aragoth Prime to Fenris Prime Observatory (make sure and get the Diplomat or Tourist jobs, those are the ones that go to FPO) and you'll have those to OL150 in no time.
  3. Definitely sounds like a Windows issue to me, I wouldn't mess with EnB anymore until you sort out what's going on with Windows Update and the .NET Framework; obviously neither of those have anything to do with EnB and it's simply a prerequisite for EnB to work. FWIW the E&B Config program mentioned in the instructions should be located at something roughly like: "C:\Program Files\EA GAMES\Earth & Beyond\EBCONFIG\E&BConfig.exe" There is also a newer fan-made tool bundled with the Net-7 install which is a bit nicer and endeavors to do the same things: "C:\Program Files\EA GAMES\Earth & Beyond\EBCONFIG\net7config.exe" (sometimes when one of these doesn't work for someone the other does) HOWEVER, I can't emphasize enough that these applications (which are mostly for setting up your video settings) aren't relevant at all and indeed might not even be getting installed yet if you aren't getting past the .NET Framework install. I'm a Linux guy so I can't really help you with Win11 Windows Updates (but Windows Update is a healthy part of why I'm a Linux guy, lol!) I would google things about trying to reset or cleanup Windows Updates... I'm guessing you've got some bad staged files that need to be cleaned up to let the updates continue and succeed. You might also try reverting to a recent system restore point if you have one that won't result in losing other changes you made since. Ultimately though I can about guarantee your issue has nothing to do with EnB and this forum is going to be of limited help in sorting out your issue beyond whatever general Windows troubleshooting expertise others can provide.
  4. Hey, whoa, if that's what you're taking from any of my comments then please, don't misunderstand me. Just because *I, personally* might not: have a use for everything you create be willing to go through the trouble to get it working in my (very different) environment (which was mostly what I was saying here) OR even if it doesn't generally fit a common use case (i.e. multi-boxing in general, completely mining out entire sectors of the game, etc.) that doesn't mean it has "little to no value" *in general* and I certainly wasn't trying to imply that. I'm talking about specific use cases and largely giving opinions about my own personal use. I use your TamperMonkey script for the vault transfer page on a daily basis. I use a slightly modified version (so it works at any resolution as I have multiple systems with different configurations) of your vault stacking AHK script almost as often. This map tool you're working on is looking crazy awesome and I'm certain EVERYONE would find value in that. When it comes to this thing with GDIP or your NV<=>FN trade route deal which uses images and ImageSearch, etc. they are just a lot more complex and don't map directly to anything I'm trying to do. I completely understand how these purpose-built tools are the perfect solutions to the problems you created them for, they just aren't problems I have at the moment (i.e. transferring mountains of ore between dozens of characters across multiple accounts or running trade runs on six characters at once). I did try your NV <=> FN trade route and it was a cool idea, but it just wasn't very reliable for me which is hardly a surprise between linux and being at a different resolution (which I tried to account for by resizing the images, etc. but ultimately it just wasn't worth the hassle to get working reliably and a simpler approach / getting trade XP a different way made more sense for me personally at the time). I've since found that linux/wine seems to have other issues with AHK's PixelGetColor (and in turn PixelSearch) so that was also probably a contributing factor to the problems I was having. Anyway, I've probably beat this to death, but I just want to make it clear that I do really appreciate your contributions, even the wild ones that I don't (currently) see how or what I would use them for! Hopefully in the end you're making all these things for you and ultimately don't really care what I or anyone else thinks! ❤️ Some of us are probably just jealous we aren't retired and can only find time for stuff half this ambitious by not sleeping. 💤 😛
  5. Wow, this is absolutely mad, I love it, lol. I don't know if 1) I'd be able to get this working on Linux, and 2) I would really have any use for it... but impressive. You should have called it "strip miner" or something because that's about the only use case where this starts to make sense. One has to wonder what you're going to do with all this ore after you're done with the map tool. You will never need to mine anything ever again!
  6. @karu don't shoot the messenger, but I was trying to put together a new "final" spreadsheet showing all these calculations and noticed there are still some (very minor) rounding issues on a subset of the MLs I've looked at so far, but only on the Item page (the search stats are correct) e.g. Name 100% Reload 200% Reload Search Stats 200% Reload Item 200% Reload Codemonkeyx Brown Dragonfly Ichi 9.40 6.11 6.11 6.1100 Defender Damaged 10.90 7.09 7.09 7.0850 Fine ML Class Z1 13.40 8.71 8.71 8.7100 Good ML Type X1 12.30 8.00 8.00 7.9950 Iron Dragonclaw 10.90 7.09 7.09 7.0850 Marvelous ML Type C 12.50 8.13 8.12 8.1250 ML-X1 "Harvestman" Mk. I 12.10 7.87 7.87 7.8650 ML-X7 "Scorpion" Mk. I 11.10 7.22 7.21 7.2150 White Dragonfly M1 10.20 6.63 6.63 6.6300 It seems there is still a slight difference between how this value is being calculated/rounded in the two different places? I'm not sure what would explain this since it's correct for the majority of MLs now (e.g. of the 9 L1 ML's that are manufacturable above, only the 2 listed with red have this issue), including others which are also being rounded (i.e. the ones with green above). Links for the two L1 ML pages with the issue: https://www.net-7.org/#item/Marvelous+ML+Type+C https://www.net-7.org/#item/ML-X7+"Scorpion"+Mk.+I One other minor thing I noticed is that the "Energy" value on the Item pages is being shown to 2 decimal places, but I don't think that makes sense as they are always whole number integer values (i.e. there is no fractional energy in-game afaik). This value is displayed without decimal places on the search stats which I believe is correct.
  7. The things you notice when you start parsing data from the logs! I added this to the recently created Category:Bugged on the wiki (very poor, but the closest thing we have to a bug tracker).
  8. The most impressive part of this is that you managed to get the field clears on those gas clouds! 🤣 I think the only ones I've ever been able to get are the ones at the southern edge, and now I can see why as they look a bit smaller than the others. Certainly helpful to know the orientation though, will probably be much easier now!
  9. Hi @TempestNWK, Just to be clear this thread is about multifire.ahk and login.ahk is a bit different, and the two aren't directly compatible because login.ahk renames the windows from their default of "Earth & Beyond" and gives them all different names, while multifire.ahk hard-codes that in addition to assuming all the windows have the same name, so combining them requires more work. That said, the configuration for login.ahk is pretty simple. First of all, if you only have one monitor and all you want to do is tile 1-6 windows like most people do, then all you need to do is comment out the call to "NeedsConfiguration()" (by placing a semicolon in front of it) and the default should do what you want. I would try that and see what it looks like before you configure anything else. Beyond that, if you do have multiple monitors you just need to change the values: ; Client 1 ... ; top left corner X1 := "default" Y1 := "default" MONITOR1 := "default" ; Client 2 ... X2 := "default" Y2 := "default" MONITOR2 := "default" So let's say you have two monitors that are 1920x1080 and you wanted to run 1 client on each in the upper left corner of each screen, in order to do that you would use a configuration like: ; Client 1 ... ; top left corner X1 := 0 Y1 := 0 MONITOR1 := 1 ; Client 2 ... X2 := 1921 Y2 := 0 MONITOR2 := 2 A caveat to this is that I don't have multiple monitors (I'm a one big monitor kinda guy) and AHK doesn't have great multi-monitor support in the first place, so this is all untested and pretty rudimentary based on reading the documentation.
  10. Yeah, for pure fields this is awesome. For mixed fields it's going to be a lot more complicated, especially when they don't have pretty uniform shapes like circles, etc. If you have the concept for each roid of which field it's in (I know that data is challenging as well without fore-knowledge of the fields before you start mining) then you can have the ability to show/hide fields to help sort that out. Either way though, even if there are a few overlapping fields having a good idea of which stuff you can get even if it isn't entirely clear what field clear bonuses you can get is still a huge win.
  11. That's really cool. It's really interesting seeing all those roid pixels on there and their clustering, etc. Maybe what you need is a drop-down list with checkboxes for each field (just numbered or something) which you can check/uncheck to hide/show, and maybe while that is visible instead of the ore-type color-coding it instead shows a field color-coding so you can quickly see which fields you're interested in and turn off the others in the case of overlaps, then close that and look at the ore-types again to try and figure out whether all the ores you want are in one field or the other or mixed, etc? Seeing this definitely makes me realize all the kinds of things that could be added and how useful this could be!
  12. Hey @Darkekat, give this a shot and let me know if it works for you: https://github.com/ciphersimian/enb-ahk/blob/master/multifire.ahk This may not seem like a "simple AHK script" but it's handling a few things automatically like dynamically adjusting for your display resolution and saving and restoring the cursor position after moving around to different windows, etc. To use it just start up all your Earth & Beyond clients, then run the mutlifire.ahk script. You should get a message box that says "Initialized! Press Alt+f to multi-fire!", then just make sure you're in the "leader" window the first time you use it and press Alt+f. If will then determine all the window handles for the running Earth & Beyond clients (assuming they all have the default window title of "Earth & Beyond"), save the one that was active when you pressed Alt+f as the leader, and the rest as "other". It will then cycle through the "other" windows and take the leaders target, then once everyone has the same target it will cycle through again and press "f" on each to fire. Let me know if you run into any issues or have any further questions! Good luck out there and stay safe!
  13. Thanks for providing what you've done so far. It would be a shame for the substantial work you've put into this to go to waste so I might just try and pick this up. :) I'm not much for greenfielding projects but I find I have a lot more enthusiasm for building on ones that already exist. I'll admit I'm not as concerned about what M$ stands to gain commercially from this vs what we would gain from their free hosting, but I don't disagree with your sentiment and will obviously honor your license terms; is this the DoctorV1 License? :P To your point about the chore of data collection I wonder if a lot of it could just be done while playing the game normally with some moderate AHK assist; i.e. instead of a keybind that targets, a hotkey that hits that keybind then prints the position info to a private channel. Over time you would just naturally build up a lot of useful data. The two gaps I see are: 1. There is no sector info in the position print-out which has always annoyed me and I don't know of any way to get that very simple piece of info 2. There is no equivalent to /showdamage which shows the damage you DEAL (and how much was resisted) which people arguably care a lot more about! Seeing the damage types that mobs use is nice, but a way to have the "scrolling combat text" numbers go into the log would make life so much better. Aside from those limitations you could at least get all the position info for things one sector at a time while just playing somewhat normally. If there is no solution for the sector problem that I don't know about there could be an AHK macro to replace gating which copies and clears chat.log everytime you change sectors, then either from context or a pop-up enter a name for the sector, etc. Basically I'm thinking something like the WowheadClient+WowheadLooter that preps and parses as much as it can from chat.log during normal gameplay. Yes, it doesn't satisify the OCD completeness factor (trust me, I get it) but it would focus the data on the things that matter, i.e. the things people using this actually do / care about in-game over time.
  14. Is the TeamSpeak server down for good now? Any word on an "official" Discord server? I haven't seen Dahaka Khan / Clasious / Cartog for quite awhile (the admin of the most active Discord server I'm aware of).
  15. ded EDIT: false alarm, looks like it was on my end, but I can't explain what happened, lost connection on all my characters, got server not responding message, but forums and wiki were working fine (i.e. didn't seem like my connection)... then after I went and made a sandwich and came back it was able to connect again. So it would seem my internet connection momentarily decided it didn't want to talk to the server?
  16. I could convert those rows to a template with named params... that would probably make life a lot easier!
  17. Excellent! Thanks for all the fixes @karu! So good news and bad news @Winlander... good news is the ML stats are all fixed... the bad news is all the ML stats on the wiki are wrong
  18. Thanks @karu, this is all looking much better now! The one issue I still see is e.g. on the 200% Damage: Stats: Damage (200%): 25 (32.50) Item: Damage per shot 25 (32) Is the value on the item page just being truncated? Can those also be printed to two decimal places to match elsewhere?
  19. (So the key observation here for anyone following along is that 200% Reload is itself a calculated and pre-rounded value, so any subsequent calculations using it will have rounding error introduced)
  20. So just to clarify, I can live with the rounding error on the 200% Stats as that makes sense how that comes about, if that is indeed correct, but is it? Is the 200% reload factor supposed to be different between missiles(0.65) and projectiles(0.63)?
  21. So perhaps part of the problem here (with the Stats output) is rounding before calculating the DPS in one case but not the other? 200% Reload = 0.65*12.30 = 7.995 200% DPS = 32.50/7.995 = 4.06504065 i.e. 4.07
  22. Also worth pointing out that the 100% numbers do work as one would expect, including rounding and are identical between the Item page and the Stats: 25/12.30 = 2.032520325 i.e. 2.03
  23. Thanks @karu, though that is doubly confusing to me as that implies that the numbers that "looked more correct" (but not entirely correct) were wrong 🤣 My guess is there is a bug in 'ship simulation' or there is a problem with how the Item page is getting the values from it as the DPS values don't make sense. Now they're actually worse because they're still different between the Item page and the stats, but neither one seems entirely right... Continuing to use: https://www.net-7.org/#item/Good+ML+Type+X1 as an example... Stats: Damage (200%): 25 (32.50) DPS (200%): 2.03 (4.07) ... Reload (200%): 12.30 (8.00) DPS = Damage / Reload 32.50/8.00 = 4.0625 which is not 4.07 in any sane kind of rounding... Item page: Damage per shot DPS 25 (32) 2.03 (4.19) ... Reload time 12.30 (8.00) DPS = Damage / Reload 32/8.00 = 4.00 which is pretty far off from 4.19..... All three of these sets of numbers should match between the Item page and the stats, and for each set it should hold that: 100% DPS = 100% Damage / 100% Reload (200% DPS) = (200% Damage) / (200% Reload)
  24. The plot thickens... @Winlander just reported that the same stat (Reload 200%) is being reported differently in two different places depending on where you look in the Net-7 DB... e.g. if you go to: https://www.net-7.org/#item/Good+ML+Type+X1 you will see Reload 200% = 8.00 seconds but if you go to: https://www.net-7.org/#database/items and search for "Good ML Type X1" you will get 3 results, and the "Stats" column for the first entry (the one referred to directly by the link above) shows Reload 200% = 7.75 seconds??? Before you tell me it's just rounding (and then just printing .00 for "reasons"), take a look at: https://www.net-7.org/#item/Marvelous+ML+Type+C and explain how we get from 8.12 on the item page to 7.88 on the search Stats?? lol This was actually a relief to @Winlander because at least the numbers in the "Stats" column of the search results appear to make sense when the ones on the item page don't, but I'm still not entirely convinced because if you look at Marvelous ML Type C DPS, the rounding is not quite right. I can explain away a lot of things but how a calculated ~4.124 becomes 4.13 doesn't make any sense. I attached an updated spreadsheet with a lot more columns trying to workout where these numbers are coming from and it still isn't clear to me. @Doctor or @karu, any ideas here? DPSv2.xlsx
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