• Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • [Release] RebornBuddy64 Version 1.0.424 - DirectX11 / x64 bit compatible

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

    1. user00719284

      user00719284 Member

      Joined:
      Aug 31, 2021
      Messages:
      35
      Likes Received:
      0
      Trophy Points:
      6
      Yeah, uploaded it here.
       

      Attached Files:

    2. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      Are you running this as a party?
       
    3. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      You can grab a updated version from github, https://github.com/zzi-zzi-zzi/DeepDive , that should fix the problem. It'll also be included in the next release.
       
      user00719284 likes this.
    4. user00719284

      user00719284 Member

      Joined:
      Aug 31, 2021
      Messages:
      35
      Likes Received:
      0
      Trophy Points:
      6
      Yes I was. Thanks!
       
    5. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      Version 590
      Code:
      
      Api changes:
      
      GameObject.Mark added
      GameObject.SetMark function added
      GameObjectManager.MarkedUnits added
      
      Known Issues:
      Setting marks can be flaky on certain types of units, this will be fixed with the objectid overhaul when I attempt the transition to .net8
      For now you cannot mark player minions.
      
      
      
       
      user00719284 likes this.
    6. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      Version 592

      Code:
      GameObjectManager has received a small performance boost, it will now generate the raw objects in parallel. This has resulted in a sizeable reduction of 650ns to around 250ns when the there are many objects.
      
      GameLogManager has received a internal overhaul and has its performance boosted as well.
      
      GameLogManager.RegisterListener(EventHandler<ChatEventArgs> handler, params MessageType[] types) added
      GameLogManager.UnRegisterListener(EventHandler<ChatEventArgs> handler, params MessageType[] types) added
      These two new functions allow you to register and unregister event handlers for specific message types without having to subscribe to the generic MessageRecevied event handler
      
      
       
      user00719284 likes this.
    7. Abel1884

      Abel1884 New Member

      Joined:
      Jan 3, 2014
      Messages:
      11
      Likes Received:
      0
      Trophy Points:
      1
      Work on Win11 too?'
       
    8. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      Yes.
       
    9. Zamphire

      Zamphire Member

      Joined:
      May 16, 2013
      Messages:
      356
      Likes Received:
      11
      Trophy Points:
      18
      The last byte of QuestBytes is the AcceptedClassJob and it's not accessible through the QuestWork class https://github.com/aers/FFXIVClient...lication/Network/WorkDefinitions/QuestWork.cs QuestBytes currently only accesses 1-6, where 7 is the AcceptedClassJob. It's really useful when doing repeatable quests like for relics and beasttribes. Could we work this into RB?

      We added it into LL but it would really make more sense to be into base RB
      https://github.com/nt153133/__Llama...90f9a37abd3b9/Helpers/GeneralFunctions.cs#L76
       
    10. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      I'll try to get that included in the next release.
       
    11. Zamphire

      Zamphire Member

      Joined:
      May 16, 2013
      Messages:
      356
      Likes Received:
      11
      Trophy Points:
      18
      When you get a chance, can you look into DutyManager.AvailableContent.Keys.Contains((uint)dutyID) for me? The results seem inconsistent. If I put in 4 which is Sastasha it's true. But if I put in 792 which is The Dead Ends it comes back false, even though I have it. Same thing with any of the EW dungeons. Anything prior to EW seems to be reporting properly
       
    12. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      I'll look into it. That code is very old so i wouldn't be surprised that there might be some issues with it.
       
    13. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      So doing some testing, AvailableContent mimics the duty finder window, so if you say are on a lower level job, 792 wont be available as the duty window wouldn't let you queue for it. I can't replicate it being excluded otherwise. Is this the same for you?
       
    14. nt153133

      nt153133 Member

      Joined:
      Nov 11, 2017
      Messages:
      68
      Likes Received:
      7
      Trophy Points:
      8
      Since this last 6.51 hotfix the "GamelogManager.TellRecevied" event is firing backwards. It fires when you send a tell but not when you receive one
       
    15. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      Looks like this broke when I overhauled the gamelogmanager a few weeks ago. Registered the wrong event. New build coming now resolves the issue.
       
    16. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      You need to email support@thebuddyforum.com
       
    17. Hayden Yerkes

      Hayden Yerkes New Member

      Joined:
      Nov 16, 2023
      Messages:
      1
      Likes Received:
      0
      Trophy Points:
      1
    18. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      Version 595

      Code:
      
      Add AcceptedClass to QuestWork class
      BagSlot.Value and ItemResult.Gil now return a more accurate value. Will be off for items with materia melded.
      
      
       
    19. Zamphire

      Zamphire Member

      Joined:
      May 16, 2013
      Messages:
      356
      Likes Received:
      11
      Trophy Points:
      18
      Navigation can't get inside the Chocobo Square in golden saucer, which whould be pretty easy since there's an aetheryte there.

      An example:
      <GetTo ZoneId="388" XYZ="-6.773751, -2.026558E-06, -64.51561" />

      Could we get this added please?
       
    20. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,343
      Likes Received:
      382
      Trophy Points:
      83
      Fixed in the new build coming now.
       

    Share This Page