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  • [Release] RebornBuddy64 Version 1.0.424 - DirectX11 / x64 bit compatible

    Discussion in 'Rebornbuddy Forum' started by mastahg, Feb 29, 2016.

    1. mastahg

      mastahg Administrator Staff Member

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      New build that fixes it coming now.
       
    2. Zamphire

      Zamphire Member

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    3. mastahg

      mastahg Administrator Staff Member

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      Making progress on the 6.4 update. There have been some large internal changes to things such as character status flags and raycasting.
       
    4. mastahg

      mastahg Administrator Staff Member

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      All the current offsets have been updated.

      With the changes to StatusFlag, one major subsection of RB now needs to be redesigned, as InCombat status of the player, party members and npcs relyed on this flag.
      The new flag seems to not clear once combat has ended and as such can no longer be used as we were using it.

      For the localplayer object this can be worked around using some other data in the client, and since hostile npcs don't "draw" their weapon unless their incombat that will work there, but this will give a false positive for other players if they have their weapons drawn.

      Still sniffing thru the client to see if there is another replacement we can use.
       
    5. Zamphire

      Zamphire Member

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      Thanks for keeping us up to date. I know you're working hard on it.
       
    6. mastahg

      mastahg Administrator Staff Member

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      Working on the data files now, a release should be ready soon.
       
    7. mastahg

      mastahg Administrator Staff Member

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      Version 563
      Code:
      
      Initial release for version 6.4
      
      When loading a profile attributes passed into tags that do not take the passed attribute now output that information into the log to help profile authors.
      
      
      Breaking Changes:
      
      StatusFlag enum has changed, now only contains None,WeaponOut,HadEngagedInCombat,IsDying
      
      If anyone is curious, they merged the previous isdying into the statusflag, and now what was isdying has a flag for incombat
      
      
       
    8. mastahg

      mastahg Administrator Staff Member

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      New build coming now that fixes DD

      Code:
      Revert changes to StatusFlags enum = Hostile,Incombat
      Update CharacterStatus enum = WeaponOut,HadEngagedInCombat,Dying
      
      
       
    9. kevinaruto

      kevinaruto New Member

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      will lisbeth also update for the 6.4? game keeps closing when i try to use it and noticed a log error on load too
       

      Attached Files:

    10. Zamphire

      Zamphire Member

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      Lisbeth is a third party addon not maintained by the RebornBuddy staff.

      Saga (the developer of Lisbeth) has already posted that he's working on the update in his Discord. You can check in on it here https://discord.gg/X8B5T8qge4
       
    11. kevinaruto

      kevinaruto New Member

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      got it thanks!
       
    12. skyrior

      skyrior New Member

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      New hotfix broke some stuff btw; right now rb can't identify ff14 game client. just a headsup
       
    13. mastahg

      mastahg Administrator Staff Member

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      Offsets updated
       
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    14. user00719284

      user00719284 Member

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      Is it possible to detect waymarks that have been placed in an instance? E.g: A, B, C, D, 1, 2, 3, 4 markers that groups place on the ground.
       
    15. Manta

      Manta Member

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      Dalamud has a custom waymark editor that can load, save, and replace waymark presets + actually placed waymarks. I'm told their memory patterns are done a little differently from RB's style, but they could be a good starting point to finding RB's version: https://github.com/abashby/WaymarkP.../WaymarkPresetPlugin/MemoryHandler.cs#L79-L85

      Waymarks don't show up as GameObjects, so it's probably a more general AVFX that RB isn't aware of yet. Adding support would be cool because some attacks are only telegraphed by pure AVFX without a cast or hidden GameObject until it's too late, like the water fountain spam in Dohn Mheg's first boss. Here are the internal file paths to each waymark, but I'm not sure how to look further for a general AVFX list like we have with GameObjects:
      • A: vfx/common/eff/fld_mark_a0f.avfx
      • B: vfx/common/eff/fld_mark_b0f.avfx
      • C: vfx/common/eff/fld_mark_c0f.avfx
      • D: vfx/common/eff/fld_mark_d0f.avfx
      • 1: vfx/common/eff/fld_mark_10f.avfx
      • 2: vfx/common/eff/fld_mark_20f.avfx
      • 3: vfx/common/eff/fld_mark_30f.avfx
      • 4: vfx/common/eff/fld_mark_40f.avfx
       
    16. mastahg

      mastahg Administrator Staff Member

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      I wouldn't be opposed to adding the ability to read their positions, but I am against adding the ability to place them. After the kerfuffle that occurred with addons placing them.
       
    17. Manta

      Manta Member

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      That sounds fine to me. I'd guess the main use-case would be ACRs trying to do strategies relative to markers. Or in my case, using it to quickly extract XYZ of a location I need to go towards but can't stand on and can't detect as GameObjects since it's more AVFX-only(?), like dungeon jump pads or zone lines.
       
    18. crpaul

      crpaul Member

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      So ActionResourceManager.Ninja.NinkiGauge is accessing ActionResourceManager.CostTypesStruct.offset_C when it actually should read ActionResourceManager.CostTypesStruct.offset_A
       
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    19. user00719284

      user00719284 Member

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      Yeah. I'm not interested in placing them, just detecting where each one is. Some groups use different marker positions than others. This is mainly about being able to do a Toast like "4 safe" instead of "NW safe". Some groups put 1 NW though. For now I have just been adjusting a variable that covers different variations that groups like to use. Would be nice to be able to detect marker coordinates though!
       
    20. mastahg

      mastahg Administrator Staff Member

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      Offsets have been updated for todays patch.
       

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