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EQ1/EQLegends

Unsure if there's an EQ1/EQLegends plugin plan, but ol' Claude and I built one. 


Will continue to test, but it seems to be good so far.  There is no EQLegends-specific data here. I had it reverse engineer some log files I had from the last TLP and checked them against the EQLogParser logic (I think the only thing it found weird was maybe some partial taunt/taunt resist stuff, and I didn't want to copy their handling if possible) so that's WIP. Could use some help testing it though :)

Comments

  • I haven't played EQ1 since like 2003, but the problem with parsers of that era was that the log file was just not very good.  Like damage to skill attribution and maybe some other important attributions were simply not there.  Has it improved over the decades?  I know several have made partial plugins but no one ever came to me with a "complete" one and I never asked why they gave up.
  • They did improve it dramatically. There's still some weirdness like Mend not displaying the heal amount, since it's just a % of the max health, but there are a number of parsers recently. I looked into it because I love the ACT workflow and drilldown.

    Feel free to peek your head in. I'll try to touch base in a month or so when Legends launches. That should give me a decent enough sample size to test some fringe scenarios.

    One issue I was having (and still sorta am having) is the "import" box pre-filling the PoV with the log file path, rather than the character name. I have no idea how this box is populated normally, and why the "Misc" section under data correction also defaulted the character name to the filepath. Setting it manually seems to have worked but I think it might be an issue with how the file name is constructed:

    C:\EverQuest Legends\Logs\Waer

     is what it pre-fills the box to be, and 

    C:\EverQuest Legends\Logs\eqlog_waer_test.txt

     is the name of the log file.



  • Excellent! I'll put some work into it. Thank you so much.

    You do great work BTW. All of us from EQ2 thank you :)
  • edited May 4
    It looks like you got the right idea for it.  I believe my thought process once-upon-a-time was that maybe a game's character name could be the folder name instead of the file name...  so it inputs the entire filepath into the regex...  but unfortunately does a simple find/replace instead of extracting the capture group like the API docs suggest.  That's why you got part of the file path that was not matched... prefixed to the result.
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