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TyroneSama
Feb 9, 2016, 01:14 AM
This tool violates the PSO2 Terms of Service. While it is currently presumed safe to use and undetectable by GameGuard, SEGA claims to enforce its use as a bannable offense (http://pso2.jp/players/news/9224/), and action could potentially be taken against your account. Please use caution and discretion.



http://imgur.com/8nCNDSp.png

OverParse is a standalone log reader and overlay for Variant's PSO2DamageDump plugin. It shows damage statistics for you and your MPA in realtime, and provides basic damage breakdowns for later analysis.

DOWNLOAD LATEST (https://github.com/TyroneSama/OverParse/releases/latest)
Version history (https://github.com/TyroneSama/OverParse/releases) | Source (https://github.com/TyroneSama/OverParse)

elryan
Feb 9, 2016, 02:27 AM
Very nice. Will try this later.

Just curious, how long have you been using this personally / internally?

TyroneSama
Feb 9, 2016, 02:46 AM
Very nice. Will try this later.

Just curious, how long have you been using this personally / internally?
A little less than a month now. It's been an interesting process (https://waa.ai/keUK.png).

Variant
Feb 9, 2016, 03:30 AM
Hopefully the ACT performance issues should be handled now, but I think this app should suffice for anyone who just wants some real-time data with a nice overlay.


However, OverParse logs unknown attacks to a file whenever you end an encounter, showing each attack's ID and damage dealt.

You shouldn't need to do this though. The file itself only logs the ID, so just reloading it with an updated skills.csv is probs enough.

I'll work on the summoner stuff next week, hopefully I won't need to update the format, but if I do I'll try to minimize the impact. I'll send a pull request if I change something with the format.

daviloled
Feb 9, 2016, 03:43 AM
ACT performance is much better now but my teammates still rly like this OverParse.

TyroneSama
Feb 9, 2016, 03:52 AM
snip
I actually gave the new ACT plugin a try, performance is definitely much better. I also can't be assed to implement all of the tools that it has (though OverParse does report % damage breakdowns by attack, which is probably my favorite feature of ACT), so like I said, it's definitely better for anyone who needs powerful analysis/logging/customization. I don't intend to replace the standard.

The unmapped attack logs are just for my sake. If someone comes to me and complains that something is unmapped, I can just ask them to check OverParse's logs folder and pull the ID out for me, without sifting through the CSV. They're also timestamped relative to the encounter, so they can be compared with recordings. That's actually how I got all the Summoner mappings.

Thanks for your work, btw. And if you do plan on poking around in my code, beware, it's StackOverflow spaghetti in a lot of places. D:

Z-0
Feb 9, 2016, 08:09 AM
Alright, I'm retarded, how do I actually get this to work?

I don't use the tweaker or anything related to it (have absolutely no need for it), and I have a feeling using this is a bit more complicated than just downloading your program and booting it up, because it's telling me to load the damage parser plugin and I'm just like wat... ?

matt4394
Feb 9, 2016, 08:27 AM
This was the easiest thing to set up, and for a noob like me it's super user friendly. You're a hero Tyrone!

Z-0
Feb 9, 2016, 08:33 AM
Since this isn't anywhere and I had to grab it from a friend (I'm assuming it's built into Tweaker or something):

PSO2DamageDump.dll (http://puu.sh/n1vIh/a4a2570ef5.dll)

This needs to be in pso2_bin/plugins before loading OverParse and should probably be mentioned since not everyone uses the Tweaker.

Furthermore, these two files:

ddraw.dll (http://puu.sh/n1vUG/a58cce8f4c.dll)
pso2h.dll (http://puu.sh/n1vUz/62affee10a.dll)

Had to be in pso2_bin (I don't know which of these are necessary but the Parser didn't work with just the DamageDump.dll).

BitterMarion
Feb 9, 2016, 11:49 AM
Thank you TyroneSama, Variant, and OTHERS for this cute lil thing! and thank you Z-0, I was curious about those of us without tweaker.

I will try this later, pretty excited to see how bad I am!

jooozek
Feb 9, 2016, 11:55 AM
just remember you will likely have to download those dlls [updated] every pso2 patch in case "something doesn't work"

TyroneSama
Feb 9, 2016, 11:56 AM
Since this isn't anywhere and I had to grab it from a friend (I'm assuming it's built into Tweaker or something):

PSO2DamageDump.dll (http://puu.sh/n1vIh/a4a2570ef5.dll)

This needs to be in pso2_bin/plugins before loading OverParse and should probably be mentioned since not everyone uses the Tweaker.

Furthermore, these two files:

ddraw.dll (http://puu.sh/n1vUG/a58cce8f4c.dll)
pso2h.dll (http://puu.sh/n1vUz/62affee10a.dll)

Had to be in pso2_bin (I don't know which of these are necessary but the Parser didn't work with just the DamageDump.dll).
Thanks for that. If you don't use Tweaker, the Damage Parser plugin is probably a pretty good reason to start, but I guess I can update the OP for those who insist on staying vanilla for whatever reason. Hope you don't mind if I steal your post.


This was the easiest thing to set up, and for a noob like me it's super user friendly. You're a hero Tyrone!
Exactly as planned. Hope you enjoy!

Unnamed Player
Feb 9, 2016, 12:00 PM
I like the idea but there are just 2 problems:

http://z70.imgup.net/w4t4d86e.png

And how? The program doesn't give me the opportunity to select anything.


http://a77.imgup.net/b5ezeaebf.png

??? I used the Tweaker to install PSO2, does this mean I can't use this program at all?

TyroneSama
Feb 9, 2016, 12:09 PM
I like the idea but there are just 2 problems:

And how? The program doesn't give me the opportunity to select anything.

??? I used the Tweaker to install PSO2, does this mean I can't use this program at all?
Huh. It should pop up a folder-chooser dialog there. If it doesn't, then something broke in a way that I've never seen before (guess there's a first time for everything). That message shows when you've installed PSO2 to a non-default directory, and OverParse needs to know where to find it.

It just gives you those two dialog boxes one after the other, then closes? If so, I'll try a few things, see if I can fix it for ya. I may need to hit you up privately, though.

Unnamed Player
Feb 9, 2016, 12:14 PM
It just gives you those two dialog boxes one after the other, then closes?.Yes.

TyroneSama
Feb 9, 2016, 12:22 PM
.Yes.
Okay, try this version (https://waa.ai/keQm.zip). It will still fail (probably), but when it fails, it should generate a file called "log.txt" in the same folder as the EXE. Let me know what, if anything, is in that file. This should let me know what's breaking.

Unnamed Player
Feb 9, 2016, 12:53 PM
The same 2 windows as before, the text inside the log file only says "Cancel".

TaigaUC
Feb 9, 2016, 12:54 PM
Looks more like the DPS trackers I'm used to from other games.
Neat. Good work.

TyroneSama
Feb 9, 2016, 01:00 PM
The same 2 windows as before, the text inside the log file only says "Cancel".
Huh. Yeah, I don't understand why that would be happening, but I do have an attempted workaround. Does this (https://waa.ai/keQU.zip) work any better?

Unnamed Player
Feb 9, 2016, 01:13 PM
Yes it worked, thx. :-)

TyroneSama
Feb 9, 2016, 01:17 PM
Yes it worked, thx. :-)
Welp, there we go. Clearly I don't 100% understand the custom file dialog I was attempting to use. Though I've never had it fail before, I'm sure you're not the last person who will run into issues with it. I'll stick with the shitty-looking default one if it means more compatibility. (I've PMed you for further testing in hopes of restoring the old dialog, though, please check when you get the chance.)

Edit: Updated to v0.9.0.1, I'll use the ugly file dialog until I have some idea of what the hell was breaking.

TaigaUC
Feb 9, 2016, 03:22 PM
SEGA probably won't care about this kind of thing, right?
Even if I use the non-tweaker method.

TyroneSama
Feb 9, 2016, 03:36 PM
SEGA probably won't care about this kind of thing, right?
Even if I use the non-tweaker method.
I figure the situation is probably mostly the same as FFXIV's: keep your damage to yourself, and don't use it as an excuse to flame your groups, and you're probably fine.

Unnamed Player
Feb 9, 2016, 05:15 PM
The tool is quite convenient if you want to compare npc partners:

http://r62.imgup.net/34rq34r4f2fa.png
(the numbers of the gunner npc are just depressing)

or mobs:

http://v81.imgup.net/2e23e5244.png

with each other. Sadly it's unable to identify every enemy / npc character for example both SU pets and Elder Falz are shown as unknown.

Also, npc partners seriously need a KI buff / should be way more aggressive, even 12 of them would be barely enough to make up for one real player. Why was Illfoie spam nerfed again?

Variant
Feb 9, 2016, 06:14 PM
SEGA probably won't care about this kind of thing, right?
Even if I use the non-tweaker method.

No one can say for sure. You're still using the same plugins provided by the Tweaker.

I can guess that you'd probably be fine if you aren't making an ass of yourself and getting reported.

TaigaUC
Feb 9, 2016, 06:20 PM
I've been using Arks Mod Tool and nothing bad's come from that.
Same kind of thing, right?

I can't imagine there being any way of making an ass out of myself from numbers only I can see.

Zeroem
Feb 9, 2016, 06:57 PM
I've been using Arks Mod Tool and nothing bad's come from that.
Same kind of thing, right?

I can't imagine there being any way of making an ass out of myself from numbers only I can see.

Well, there's some cases of people publishing the numbers to the public mpas while acting all smug (which is might or might not contributed toward Tweaker issues with GG issue some time ago), so there is a way to be an ass with this numbers.

Other than that, it looks simple enough. Gonna give this a spin after maintenance ended.

Variant
Feb 9, 2016, 07:06 PM
I've been using Arks Mod Tool and nothing bad's come from that.
Same kind of thing, right?


Pretty much.

TaigaUC
Feb 9, 2016, 07:10 PM
Anyone could easily doctor the numbers to boast though.
Especially if they're a desperate enough asshole to want to paste the numbers into public chat.

Macman
Feb 9, 2016, 08:14 PM
http://tyronesama.moe/overparse/screen.png

Please don't use this as a tool to harass, berate or insult other players.


Do you know where you are?
Rakusu is a terrible player and needs to be shamed out of the MPA.
I'll probably give this a try.

Nanaha
Feb 9, 2016, 09:52 PM
Warnings not included in use:

Possible symtoms of using this product include:
*Intense depression from leechers in sh/xh
*Intense sadness from leechers in sh/xh
*Intense anger from leechers in sh/xh
*Intense TA running for more dps
*Intense onemindedness for dps
*Dps Dps Dps Esuna Dps

WEED420BLAZEIT
Feb 9, 2016, 09:59 PM
Warnings not included in use:

Possible symtoms of using this product include:
*Intense depression from leechers in sh/xh
*Intense sadness from leechers in sh/xh
*Intense anger from leechers in sh/xh
*Intense TA running for more dps
*Intense onemindedness for dps
*Dps Dps Dps Esuna Dps
*Bragging Rights Intensifies

fix'd familia

Macman
Feb 9, 2016, 10:45 PM
Remember: if you're on the floor, your DPS drops to 0. :wacko:

Konquer
Feb 9, 2016, 11:02 PM
is it possible to include main/sub class display? :v

Macman
Feb 9, 2016, 11:16 PM
Could be done via colors of their names or something. Maybe. Fighter and Summoner are pretty closely the same color, though...

Nanaha
Feb 10, 2016, 12:08 AM
The class identification would have to be refitted into the damage parser plugin and stored in the csv that ACT and Overparse read.

In short: Go bother Variant about additions to that plugin

TyroneSama
Feb 10, 2016, 01:04 AM
is it possible to include main/sub class display? :v

The class identification would have to be refitted into the damage parser plugin and stored in the csv that ACT and Overparse read.

In short: Go bother Variant about additions to that plugin
I could probably take an intelligent guess based on the skills and weapons they're using (which would have to be added to the skill ID list, might be slightly time-consuming), but it would probably be better for that to be exposed in the plugin, yeah.

I'm not sure it's necessary, though. Generally you have a pretty good idea of someone's build just from their max hit. Doesn't take a lot of guesswork to figure out how people hit 2.5m Banish Arrows.

Variant
Feb 10, 2016, 01:13 AM
I could do it, it's just a matter of spitting that data out without breaking backwards compatibility with old logs :/

Also, work.

You should totally just make intelligent guesses ^_~

TyroneSama
Feb 10, 2016, 01:21 AM
I could do it, it's just a matter of spitting that data out without breaking backwards compatibility with old logs :/

Also, work.

You should totally just make intelligent guesses ^_~
Heh. I guess I could run down the list and add an extra column for the damage source, then put a pretty little weapon icon next to each player based on the one they use the most. It's not class combinations, but it would be a decent at-a-glance visual for party composition.

General thoughts?

Zipzo
Feb 10, 2016, 01:54 AM
Hey! Love the work you've done for this, it's exactly what I've wanted for years now. Good on you.

HOWEVER...

It's not recording anything. I've fiddled with a few of the options, but running around killing monsters in forest is not yielding any data on the chart. I figured it would at least just show me and my damage? I use the Tweaker so nothing wrong there...any help?

Evangelion X.XX
Feb 10, 2016, 03:14 AM
Tried out "OverParse" and am loving it.

Now I know who the effin' leechers are!!!

Crowz
Feb 10, 2016, 04:13 AM
I tried it out, though for some reason the System option next to the Encounter isn't there for me, and I seem to be unable to minimize it when I accidentally full screen it.

TyroneSama
Feb 10, 2016, 05:38 AM
Hey! Love the work you've done for this, it's exactly what I've wanted for years now. Good on you.

HOWEVER...

It's not recording anything. I've fiddled with a few of the options, but running around killing monsters in forest is not yielding any data on the chart. I figured it would at least just show me and my damage? I use the Tweaker so nothing wrong there...any help?

What's in the status bar? (That is, what color is the little stripe at the bottom, and what does the text below it say?)


I tried it out, though for some reason the System option next to the Encounter isn't there for me, and I seem to be unable to minimize it when I accidentally full screen it.

For the accidental fullscreen stuff, you should be able to minimize from the taskbar or with Win+Down (though I will probably see if I can disallow it from being maximized at all, there's really no reason for it).

As for the UI, there is no System menu anymore (https://waa.ai/keDN.png). If the program is telling you to go to the System menu, that's me forgetting to update a message somewhere, and you should tell me where it is so I can fix it. Otherwise, I'll update the screenshot next time I get a pretty-looking parse from a full MPA, since it's pretty old.

Zipzo
Feb 10, 2016, 05:50 AM
It says...

"No logs: launch PSO2 with Damage Parser plugin enbabled"

TyroneSama
Feb 10, 2016, 05:55 AM
It says...

"No logs: launch PSO2 with Damage Parser plugin enbabled"
Have you tried launching PSO2 with the Damage Parser plugin enabled? The switch for it is in the same place as the other Tweaker plugins. (If you already have this enabled and OverParse is showing that message in error, let me know and I'll guide you through some further diagnostics to try and narrow down the problem.)

Chdata
Feb 10, 2016, 08:58 AM
Woo, someone made what I wanted to make years ago.

Now I don't have to ;3

sparab
Feb 10, 2016, 09:40 AM
Tried it on Eloser

1st round
http://i.imgur.com/1gjH10E.jpg[/SPOILER-BOX]

2nd round, used auto end encounter so elder damage was not recorded
[SPOILER-BOX]http://i.imgur.com/DPvCgvI.jpg[/SPOILER-BOX]

sali territory and torim shout are correctly displayed but sparrow is shown as unknow skill [S]1.17m damage pwn

Alenoir
Feb 10, 2016, 11:29 AM
It says...

"No logs: launch PSO2 with Damage Parser plugin enbabled"

I ran into that problem yesterday. It started working after I actually updated my copy of tweaker and updated the plugins, so you may want to give that a try. I still only use the vanilla launcher.

TyroneSama
Feb 10, 2016, 04:54 PM
New version's out, changelog is available on GitHub (https://github.com/TyroneSama/OverParse/releases/tag/0.9.1). Please be aware that the new version will reset your settings.


sali territory and torim shout are correctly displayed but sparrow is shown as unknow skill 1.17m damage pwn
If you know what you're looking for in pso2_bin/damagelogs, could you grab the ID for me? If not, I'l have one of the team summoners look at it. Apparently we haven't quite covered all the Summoner stuff...

Selphea
Feb 10, 2016, 05:11 PM
There's probably a bajillion permutations of Torim Spiral depending on charge level and Torim Shout buff.

sparab
Feb 10, 2016, 05:55 PM
Is this what you are looking for?
[SPOILER-BOX]http://i.imgur.com/llmzwjJ.jpg[/SPOILER-BOX]

Tried again at valentine 2016, first two spiral were named as unknown but the 3rd had correct name display
[SPOILER-BOX]http://i.imgur.com/6GMoU6b.jpg[/SPOILER-BOX]

TyroneSama
Feb 10, 2016, 06:07 PM
I think Selphea has it right. Expect an update in the next few days, we'll go over the Su PAs and make sure all the alternate IDs are mapped.

TaigaUC
Feb 11, 2016, 04:38 PM
Sure is weird seeing the damage numbers.
Only tried it a few times but I'm usually in the top 3. Hard to follow numbers on Summoner ATM though.
Forces seem to be annihilating everything, as expected.
Then there are these weird people with fancy gear who sit at less than 2% total damage. WTF.

Unnamed Player
Feb 11, 2016, 05:17 PM
Then there are these weird people with fancy gear who sit at less than 2% total damage. WTF.Not really surprising tbh: actually doing stuff >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> having good equipment

Just look at this:
[SPOILER-BOX]http://p64.imgup.net/5wt5wtw5t4fa7.png[/SPOILER-BOX]
It's from the last Profound Invasion, the ranger with the weakest EA still comes out on top despite having arguably the worst equipment.

steverowland
Feb 11, 2016, 06:53 PM
Btw I'm not only not using tweaker but also playing on JP version, is there even a chance this will work for me? Or will it display the techniques correctly in Japanese in the overlay?

Nanaha
Feb 11, 2016, 06:57 PM
Btw I'm not only not using tweaker but also playing on JP version, is there even a chance this will work for me? Or will it display the techniques correctly in Japanese in the overlay?

I'm pretty sure it's addressed in the opener post. There's a method, but they don't have support for no tweaker it seems, so I would recommend tweaker it.

TyroneSama
Feb 11, 2016, 06:57 PM
Btw I'm not only not using tweaker but also playing on JP version, is there even a chance this will work for me? Or will it display the techniques correctly in Japanese in the overlay?
It wiill display attacks in English, using the translations from the in-game patch (just for consistency's sake, I know some of those translations are kinda suspect). Adding a language toggle is not a high priority for me at the moment, just because I don't feel like maintaining two different lists, and it's not something that I can feasibly do solo.

It should still track damage accurately provided you manually install the plugin correctly. But considering that the damage parser is a feature bundled with the Tweaker, I'm not really going to go out of my way to support the manual DLL method.

Variant
Feb 11, 2016, 07:01 PM
It wiill display attacks in English, using the translations from the in-game patch (just for consistency's sake, I know some of those translations are kinda suspect). Adding a language toggle is not a high priority for me at the moment, just because I don't feel like maintaining two different lists, and it's not something that I can feasibly do solo.

It should still track damage accurately provided you manually install the plugin correctly. But considering that the damage parser is a feature bundled with the Tweaker, I'm not really going to go out of my way to support the manual DLL method.

The skill names are actually just all from here: https://github.com/VariantXYZ/PSO2ACT/blob/master/PSO2ACT/skills.csv

They're independent of the patch, but you'll need to have the damage dumper plugin enabled to get the data in the first place.

TyroneSama
Feb 11, 2016, 07:06 PM
At this point I'm actually wondering why people are so reluctant to use the Tweaker. You can still patch with the vanilla JP launcher, which is the only thing that I've ever seen the Tweaker mess up on. Seems like a much simpler solution to me, maybe I'm missing something?

If there's a valid reason that people are avoiding the Tweaker, I might bundle something along with OverParse to install the damage dump plugin for non-Tweaker users. @_@


The skill names are actually just all from here: https://github.com/VariantXYZ/PSO2ACT/blob/master/PSO2ACT/skills.csv

They're independent of the patch, but you'll need to have the damage dumper plugin enabled to get the data in the first place.
The translation thing was just a side note regarding my own contributions, thanks for the clarification.

jooozek
Feb 11, 2016, 07:10 PM
At this point I'm actually wondering why people are so reluctant to use the Tweaker. You can still patch with the vanilla JP launcher, which is the only thing that I've ever seen the Tweaker mess up on. Seems like a much simpler solution to me, maybe I'm missing something?

If there's a valid reason that people are avoiding the Tweaker, I might bundle something along with OverParse to install the damage dump plugin for non-Tweaker users. @_@


The translation thing was just a side note regarding my own contributions, thanks for the clarification.

NP1013 few weeks ago :wacko:

TyroneSama
Feb 11, 2016, 07:19 PM
NP1013 few weeks ago :wacko:
Fair enough, though that's awfully recent, and I get the impression that most of the people dodging the Tweaker have been doing so for a long time.

I don't have any problem with people not using it, I'm not a zealot or anything. It just kind of puts me in a weird place. When people use the manual DLL fix instead of the Tweaker, they don't get plugin updates, meaning that things could break with no warning and it inevitably falls to me to provide support. It also introduces more complication to the process than I'd like, though I suppose I can't do anything about people insisting on making things more difficult?

I'll think about bundling a copy of the plugins with OverParse for non-Tweaker installation, I guess. I'd rather have the process automated and controlled than quote a random post and trust people to install it. But the whole thing is kind of messy regardless.

/words

jooozek
Feb 11, 2016, 07:24 PM
well, there is also arks mod tool which would be another reason, but that doesn't work with with anything else hooking so i didn't even mention it because if someone plans to use the damage dumper they won't be able to use it :-?

TyroneSama
Feb 11, 2016, 07:27 PM
well, there is also arks mod tool which would be another reason, but that doesn't work with with anything else hooking so i didn't even mention it because if someone plans to use the damage dumper they won't be able to use it :-?
Actually, if you use the old NP1013 bypass to launch PSO2, you can get item translation/damage dumper and Arks Mod Tool working at the same time. Still a mess, but it works.

jooozek
Feb 11, 2016, 07:35 PM
launching the pso2.exe directly and having ddraw.dll and the rest up? doesn't work for me, i'm getting patch error on the arks mod tool with just the damage dumper

TyroneSama
Feb 11, 2016, 07:44 PM
launching the pso2.exe directly and having ddraw.dll and the rest up? doesn't work for me, i'm getting patch error on the arks mod tool with just the damage dumper
I used the batch file instead of launching pso2.exe directly, that might have made a difference.

jooozek
Feb 11, 2016, 08:01 PM
i'll look into it later, ideally i would want to run all the tweaker plugins minus proxy and the arks mod tool, if that makes it possible i'll have to really give it a try, for time being arks mod tool is much more vital to me

steverowland
Feb 11, 2016, 08:19 PM
At this point I'm actually wondering why people are so reluctant to use the Tweaker. You can still patch with the vanilla JP launcher, which is the only thing that I've ever seen the Tweaker mess up on. Seems like a much simpler solution to me, maybe I'm missing something?

If there's a valid reason that people are avoiding the Tweaker, I might bundle something along with OverParse to install the damage dump plugin for non-Tweaker users. @_@


For me there is a game breaking bug with tweaker that hasn't been fixed in 3 years since I originally reported it http://www.pso-world.com/forums/showpost.php?p=3330799&postcount=6567

While it might not be important for some, for me now especially now with the ability to inspect other people's accessories and stockings etc I don't want to have to type in the whole item name (especially since I can't read some of the kanjis) but only a partial result to find it. So for someone like me who does lot of shopping and selling its just too much of a hassle to not have that function working and tweaker breaks it.

So having a OverParse support for no tweaker version would be really appreciated.

Variant
Feb 11, 2016, 09:39 PM
For me there is a game breaking bug with tweaker that hasn't been fixed in 3 years since I originally reported it http://www.pso-world.com/forums/showpost.php?p=3330799&postcount=6567

While it might not be important for some, for me now especially now with the ability to inspect other people's accessories and stockings etc I don't want to have to type in the whole item name (especially since I can't read some of the kanjis) but only a partial result to find it. So for someone like me who does lot of shopping and selling its just too much of a hassle to not have that function working and tweaker breaks it.

So having a OverParse support for no tweaker version would be really appreciated.

I don't want to derail the thread too much, but I thought the item cache was kept the same unless you disabled and re-enabled the item patch?

By the way, if I'm understanding how the AMT works, if you do these things exactly in order it should work (in theory):
1. Use the batch or Tweaker to start PSO2 with ddraw/the plugins, but make sure it isn't the active window.
2. Hook AMT to the PSO2 exe, wait til it finishes.
3. Click the PSO2 Window

I got really lazy and set up the plugins so they don't actually hook til the active window is PSO2's main window (this was the simplest way to avoid the situation when the initial PSO2 client launch that launches the actual game gets hooked). You just need to make sure the plugins hook AFTER AMT does, so this is the best way to do it.

I was planning on getting a better way of doing that eventually, but right now you can use it as a way to launch both probs.

Don't forget that OverParse has a dependency on the damage log dump from the plugin, so if you choose not to use the automated solution you'll need to make sure that's kept up to date (though with the way it's setup, it shouldn't need updating unless SEGA changes something drastic).

steverowland
Feb 11, 2016, 09:54 PM
I don't want to derail the thread too much, but I thought the item cache was kept the same unless you disabled and re-enabled the item patch?
I haven't used any form of English patch and it still happened, no idea what is causing or or even what file is the cache in to back it up.

TyroneSama
Feb 12, 2016, 01:18 AM
New release is up on GitHub (https://github.com/TyroneSama/OverParse/releases/tag/0.9.2), changelog is in the link. As usual, please be aware that this will reset your settings.

I'm currently thinking about a way of streamlining installation for non-Tweaker users. Not sure what form that will take, as I don't feel like tethering myself to supporting this long after it's finished, but there's enough demand that I feel like I ought to do something more significant than link to a forum post.

steverowland
Feb 12, 2016, 06:09 AM
In your documents\SEGA\PHANTASYSTARONLINE2 folder, there's a file called "item_name_cache.dat". It used to be deleted in old versions of the Tweaker - Update yours and see if it still is being deleted/overwritten. I literally just took a look at the code and we don't even touch that file anymore, as AFAIK that's what the game uses.


Alright followup report then, I have once again reinstalled tweaker from scratch and fiddle with it before running the game, when trying to setup OverParse it told me about the Plugin menu in tweaker (which I have not noticed before) where by default was Item Translation enabled - this was probably the cause of the item cache erasing, however no items were actually translated which is why I thought I have no options enabled.
In order to disable this plugin (Item Translation), I actually couldn't just uncheck it as that crashed the tweaker, what I had to do was go to plugin settings, there set a hotkey and only then I was able to disable it.

So after that I proceeded to run the game again with tweaker and nothing but the Damage Parser plugin enabled and my item cache remained unchanged. (so for people with this problem who want to just use tweaker for the DPS thing, make sure to go to all settings and disable all possible things tweaker does by default).
Overparse is working flawlessly (although technique names are in English, I can get over it since for techs and PAs the translations are good [not like オフスティア = austere... what? where did the fu go, i think devs meant it as Off Steer and maybe Ofus Tear would be acceptable TL interpretation too, but w/e xD] )


Btw unrelated to this topic but when I run the tweaker on the latest pso2 version, it says there is pso2 update available, I always click no and the launch works anyways but it keeps announcing an update even though there is none available, is there a way to disable update checks since I update through the default launcher?

Unnamed Player
Feb 12, 2016, 06:21 AM
New release is up on GitHub (https://github.com/TyroneSama/OverParse/releases/tag/0.9.2), changelog is in the link.This version doesn't work for me, it's the same 2 problems as I mentioned the last time.

TyroneSama
Feb 12, 2016, 06:24 AM
This version doesn't work for me, it's the same 2 problems as I mentioned the last time.
I messaged you privately asking for your help in tracking down those problems. No response, so I went ahead and pushed this, crossed my fingers it wouldn't break.

I changed the file dialogs back a few versions ago, actually. I can't possibly imagine why they're simply not showing up for you unless you have some weird shell extension interfering with things.

steverowland
Feb 12, 2016, 10:14 AM
So is it possible to give an option to change it to my name instead of "YOU"?

Unnamed Player
Feb 12, 2016, 10:21 AM
I messaged you privately asking for your help in tracking down those problems. No response, so I went ahead and pushed this, crossed my fingers it wouldn't break.

I changed the file dialogs back a few versions ago, actually. I can't possibly imagine why they're simply not showing up for you unless you have some weird shell extension interfering with things.I used version 0.9.1 and it worked just fine for me so I thought that it wouldn't be an issue anymore, looks like I stand corrected.



So is it possible to give an option to change it to my name instead of "YOU"?Isn't that what is does by default? At least that's the case for me.

TaigaUC
Feb 12, 2016, 10:23 AM
I had item_name_cache.dat get deleted on my notebook a few days ago, even though I didn't use the Tweaker there.
So I dunno what's causing that. Might be PSO2 itself.

Anyway, Tweaker also tells me there are patches when there aren't, etc.
I think Tweaker also sometimes gave failed to connect errors if Arks Layer was down or something.
Might have been my notebook WiFi being screwy, but I don't remember now.
I just find it faster/easier to direct boot using the batch file.

Torim ID stuff isn't fixed yet, right? Even if I stick to using a single Torim for most of the battle, it looks like my damage gets split all over the place.
I'm assuming there's no way to track pet via name because nobody else can see the names.
I came in at around 4th on TD4 earlier. Not bad considering I'm still stuck with rarity 9 pets.
Seems like I contribute around 11% (as Summoner). It's kinda sad how many people only contribute less than 5%. Or even 2%.

steverowland
Feb 12, 2016, 10:24 AM
I used version 0.9.1 and it worked just fine for
Isn't that what is does by default? At least that's the case for me.

hm for me it shows 'YOU' instead of my name and cant find an option to change it :O

Variant
Feb 12, 2016, 11:09 AM
The damage dump plugin update recently makes it so the active player shows up as "YOU", it's to better handle the ally/enemy situation in ACT.

TaigaUC
Feb 12, 2016, 12:42 PM
Never mind, I just realized it DOES show other people's pet names.
Sometimes.

Tried PD using one of my Ideal Knuckles Fi/Hu mains.
I was topping damage until the Forces busted out Barantsion.
1st place Force had Ideal Rod. 2nd was an Austere Techer using Zanverse. I came in just after.
Three people did 0% damage, but turns out all 3 were Summoners.
It seems like out of the 3 Summoners, only one Summoner's pet Torim had their name displayed in OverParse.

Dunno if I should be posting results here. Seems like the most relevant place.
Anyway, good to know I'm not weak as shit.

Oh, by the way, Backhand Smash shows up as "Unknown".

fuusen_gum
Feb 12, 2016, 12:47 PM
is there no option to show heal per second in overparse ?

TyroneSama
Feb 12, 2016, 03:05 PM
is there no option to show heal per second in overparse ?
Nope, I don't consider HPS a useful metric in a game that's about DPS racing. PSO2ACT tracks it correctly, consider using that instead.

(I may add healing totals to log outputs in the future, but to be perfectly honest, I don't see the utility so it likely won't be soon, if ever. And it will never go in the main window.)


So is it possible to give an option to change it to my name instead of "YOU"?
Is there a reason you'd want to do this?


I used version 0.9.1 and it worked just fine for me so I thought that it wouldn't be an issue anymore, looks like I stand corrected.
Are you sure? If that's the case, the problem is almost definitely on your end. You might be getting confused with 0.9.0.1, in which case the following applies:

I changed the file dialogs back (using a new method, experimenting) because the stock WinForms file dialog is a mess. The vertical tree-view style stuff is a gigantic pain to navigate and I'd rather have people use a sane dialog. If it's failing to show for you, then WinAPI stuff is failing, which indicates a way deeper problem than I think OverParse is even capable of causing. Are you using any Explorer replacements or unusual shell extensions?


Oh, by the way, Backhand Smash shows up as "Unknown".
We have been trying to pin this down for the longest damn time. If you wanna check your OverParse/logs folder and find the Attack Mapping.txt file that matches the log, you should be able to check for the ID in there? Would help me out.

Unnamed Player
Feb 12, 2016, 03:46 PM
I got it to work, I started both one of the older versions and the current one (I started v0.9.1.0 first). Version 0.9.2.0 crashed instantly, I closed v0.9.1.0 and after that version 0.9.2.0 started to work normaly.


Are you using any Explorer replacements or unusual shell extensions?No.

TyroneSama
Feb 12, 2016, 03:50 PM
I got it to work, I started both one of the older versions and the current one (I started v0.9.1.0 first). Version 0.9.2.0 crashed instantly, I closed v0.9.1.0 and after that version 0.9.2.0 started to work normaly.
https://waa.ai/kuzL.png

jooozek
Feb 12, 2016, 03:54 PM
btw, i tried the .bat method and it still didn't work, i really doubt anyone got arks mod tool to work together with the ddraw.dll ever since i saw AIDA or Variant or maybe HardLight620 mention that it simply won't work

TyroneSama
Feb 12, 2016, 04:05 PM
btw, i tried the .bat method and it still didn't work, i really doubt anyone got arks mod tool to work together with the ddraw.dll ever since i saw AIDA or Variant or maybe HardLight620 mention that it simply won't work
[SPOILER-BOX]https://waa.ai/kuaX.jpg[/SPOILER-BOX]
It's possible.

jooozek
Feb 12, 2016, 04:15 PM
[SPOILER-BOX]https://waa.ai/kuaX.jpg[/SPOILER-BOX]
It's possible.

yeah, but where da parser at? :wacko:
nevermind, i'm blind :wacko:

Macman
Feb 12, 2016, 07:11 PM
Apparently I am too because I don't see shit. Also how the hell is your camera so far zoomed out?

TyroneSama
Feb 12, 2016, 07:19 PM
Okay, I think I'll probably push out a smoother installation method for non-Tweaker users soon. It'll add one more dialog box to the first run, but hopefully anyone with the brainpower to open the exe can remember whether or not they're using Tweaker...

It won't auto-update, at least not in the first release, but it should hopefully clean up the last major snag in the setup process...for those who insist on not using the program that not only streamlines the installation, but provides the feature in the first place. Sigh. Can't please everyone, I guess.


Apparently I am too because I don't see shit. Also how the hell is your camera so far zoomed out?
Arks Mod Tool (http://www.pso-world.com/forums/showthread.php?t=230144).

I couldn't be assed to bring up OverParse and log an encounter (was headed out the door), so I figured a screenshot with item translations and a modified camera would be sufficient proof that it's possible to get both AMT and Tweaker plugins working at the same time.

Nanaha
Feb 12, 2016, 07:32 PM
but hopefully anyone with the brainpower to open the exe can remember whether or not they're using Tweaker...


I wish you good luck in this venture. Since I'm sure someone will eventually not figure it out.

TyroneSama
Feb 12, 2016, 07:38 PM
I wish you good luck in this venture. Since I'm sure someone will eventually not figure it out.
If you, or anyone else, is aware of a way that I can check whether a user uses Tweaker from the contents of pso2_bin, please let me know, because I'm sure you're right.

jooozek
Feb 12, 2016, 08:07 PM
well shit
[SPOILER-BOX]i actually managed to hook together sweetfx + arks mod tool + item/title translation and damage dumper + steam overlay together :wacko: was well worth fucking around with it :wacko:

http://s23.postimg.org/6c2jn1zvt/bonus.png
[/SPOILER-BOX]

TyroneSama
Feb 12, 2016, 11:28 PM
New version is up on GitHub (https://github.com/TyroneSama/OverParse/releases/tag/0.10), changelog's in the link. As usual, please be aware that this will reset your settings (this time, it's probably necessary).

This one's added basic installation support for non-Tweaker users, with a major caveat -- I will NOT be supporting this beyond outright failure to function. OverParse was never intended to patch or hook into PSO2, and it relies on functionality that is provided by the Tweaker. This method is literally only provided to prevent me from wasting my time on forum Q&A months down the line, and to remain consistent with the "no documentation required" philosophy.

I do plan on keeping the files up-to-date as Variant and AIDA continue to update the plugin system, to save myself at least half a headache. Have yet to decide whether a more graceful update system is in order.

steverowland
Feb 13, 2016, 03:58 AM
{quote about name change}


Is there a reason you'd want to do this?


Just an OCD thing, nothing important. Maybe an option for it to be either YOU, 自分 or your char name would be a pleasant addition~

TyroneSama
Feb 13, 2016, 04:17 AM
{quote about name change}


Just an OCD thing, nothing important. Maybe an option for it to be either YOU, 自分 or your char name would be a pleasant addition~
The plugin no longer exposes your character name, and I'm wary of cluttering the Display menu, but I kinda like the idea of it. I'll muse on it.

TaigaUC
Feb 13, 2016, 04:07 PM
I'm using Arks Mod Tool and ddraw.dll for OverParse, no problems.


We have been trying to pin this down for the longest damn time. If you wanna check your OverParse/logs folder and find the Attack Mapping.txt file that matches the log, you should be able to check for the ID in there? Would help me out.

Dunno if this is it, but the numbers look about right?
00h:00m:38s:000ms -- 653244002 dealing 49925 dmg
00h:00m:48s:000ms -- 653244002 dealing 176928 dmg
00h:00m:49s:000ms -- 653244002 dealing 177546 dmg
00h:01m:37s:000ms -- 653244002 dealing 142921 dmg
00h:01m:39s:000ms -- 653244002 dealing 220042 dmg
00h:01m:40s:000ms -- 653244002 dealing 220042 dmg

TyroneSama
Feb 13, 2016, 05:10 PM
Dunno if this is it, but the numbers look about right?
00h:00m:38s:000ms -- 653244002 dealing 49925 dmg
00h:00m:48s:000ms -- 653244002 dealing 176928 dmg
00h:00m:49s:000ms -- 653244002 dealing 177546 dmg
00h:01m:37s:000ms -- 653244002 dealing 142921 dmg
00h:01m:39s:000ms -- 653244002 dealing 220042 dmg
00h:01m:40s:000ms -- 653244002 dealing 220042 dmg
If you can verify this in another test, I'll add it in. :o

TaigaUC
Feb 13, 2016, 06:42 PM
Yeah, I used a different character and BHS'd a bunch of Nab2 enemies.
I looked at the CSV, they all had ID 653244002.

Edit: Oops. One character used Ideal, the other used Grifdaf Hex. So the weapon doesn't matter.

TyroneSama
Feb 13, 2016, 06:43 PM
Yeah, I used a different character and BHS'd a bunch of Nab2 enemies.
I looked at the CSV, they all had ID 653244002.
Both characters use Ideal Knuckles though, so I don't know if the ID changes for other weapons.
If the ID changes based on weapon, we are going to be here for a LONG time.

Thanks, I'll add that to the next release.

toragyo
Feb 13, 2016, 06:50 PM
BHS gains damage based on Knuckle Gear so it might have seperate IDs for each gear level if you haven't already checked for that.

TaigaUC
Feb 13, 2016, 07:10 PM
Yeah I edited my post, I screwed up.
I'll try to check the gear thing now, but I have Knuckle Gear Boost on every Fighter, so I probably won't be able to get the other IDs.

Edit: Using BHS without anything before it (ie. Gear 0) = 653244323
So Toragyo's right, it does seem to have a different ID for each gear level.

653244002 is for max gear.

Variant
Feb 13, 2016, 07:28 PM
Gear levels actually affect a lot of animation IDs, so if you're mapping them you'll have to keep that in mind.

If you look at https://github.com/VariantXYZ/PSO2ACT/blob/master/PSO2ACT/skills.csv you'll see a ton for the TD ones, for example.

I've yet to see one affected by what weapon you have equipped.

TyroneSama
Feb 14, 2016, 12:12 AM
Ridiculous, spammy release schedule, anyone? You know the drill (https://github.com/TyroneSama/OverParse/releases/tag/0.10.1).

Hopefully all the major unmapped attacks should be taken care of.

TaigaUC
Feb 14, 2016, 02:22 AM
Thanks for your hard work.

TyroneSama
Feb 14, 2016, 03:06 AM
I'm dumb (https://github.com/TyroneSama/OverParse/releases/tag/0.10.1.1). Fixed Zanverse ordering.
EDIT: I am really dumb. Second patch incoming to fix some major issues with first-run stuff.

EDIT2: Okay, fixed a handful of setup-related crashes (https://github.com/TyroneSama/OverParse/releases/tag/0.10.1.2). This is why I didn't want to try and support non-Tweaker installations.

(I promise this will be the last version that wipes your settings.)

elryan
Feb 14, 2016, 04:43 AM
support non-Tweaker installations.

http://i.imgur.com/c9rsUvd.png

TyroneSama
Feb 14, 2016, 04:51 AM
snip
I hate myself and want to die. This is some of the worst code ever written by humans, and supporting non-standard environments isn't helping it either.

On the bright side, short of skill updates, a few possible display options, possibly prettier logging, and an auto-updater, the program is done. There's nothing else I really want to add, and anything else that anyone may want is probably accomplished already by PSO2ACT (and falls outside my scope for a variety of reasons).

Lesson learned, I guess. Nothing is ever simple, so write good code the first time. :')

starwhisper
Feb 14, 2016, 05:17 AM
What am I doing wrong?
I downloaded the latest version of overparse.
Put ddraw.dll & pso2h.dll in the pso2_bin folder.
Put pso2damagedump.dll in the plugins folder.

When I double click on overparse.exe it crashes instantly.

TyroneSama
Feb 14, 2016, 05:25 AM
What am I doing wrong?
I downloaded the latest version of overparse.
Put ddraw.dll & pso2h.dll in the pso2_bin folder.
Put pso2damagedump.dll in the plugins folder.

When I double click on overparse.exe it crashes instantly.
I'm about to sleep, so I might not be able to solve this right away, but I can stick around for just a bit.

1. You shouldn't need to manually place plugins into your pso2_bin folder anymore. OverParse will offer to do that for you (at least, when you get it working).

2. Did you extract OverParse into Program Files? The only thing it attempts to do before showing you the installation dialog is create its own logs folder. If you place it into Program Files, it can't do that, since writing to Program Files requires administrator rights. (I may change the location that it writes logs to later, or at least handle this more gracefully.)

TaigaUC
Feb 14, 2016, 11:27 AM
As long as it doesn't delete our HDDs, you're good.

steverowland
Feb 14, 2016, 06:26 PM
So for future, if I run tweaker only once with enabled damage plugin, will it update the files so the non tweaker version works?

TyroneSama
Feb 14, 2016, 07:26 PM
New version's up! (https://github.com/TyroneSama/OverParse/releases/tag/0.10.2) From now on, new versions shouldn't wreck your settings, so upgrade freely.

This should hopefully fix the crash that starwhisper experienced as well, though I'll be worrying about it in the back of my mind until they confirm it. (Why do people drive-by to report bugs, then never come back? ;_; )


So for future, if I run tweaker only once with enabled damage plugin, will it update the files so the non tweaker version works?
Is there a reason that you can't launch the game using the Tweaker?

Ryziou
Feb 14, 2016, 07:33 PM
New version's up! (https://github.com/TyroneSama/OverParse/releases/tag/0.10.2) From now on, new versions shouldn't wreck your settings, so upgrade freely.

This should hopefully fix the crash that starwhisper experienced as well, though I'll be worrying about it in the back of my mind until they confirm it. (Why do people drive-by to report bugs, then never come back? ;_;)


Is there a reason that you can't launch the game using the Tweaker?

Because Forums. They're hard to use.

steverowland
Feb 14, 2016, 09:36 PM
[URL="https://github.com/TyroneSama/OverParse/releases/tag/0.10.2"]
Is there a reason that you can't launch the game using the Tweaker?

Getting some gameguard crashes and stuff, feel like its safer to login without tweaker.

TyroneSama
Feb 14, 2016, 09:45 PM
Getting some gameguard crashes and stuff, feel like its safer to login without tweaker.
Thousands of people have been logging in with Tweaker despite the GameGuard error with no problems, but if you absolutely insist on being stubborn, just use the non-Tweaker setup from within OverParse. IIRC the Tweaker doesn't leave all of the required patch files intact all the time.

TaigaUC
Feb 14, 2016, 10:56 PM
After the non-tweaker setup thing was implemented, I wasn't able to run OverParse because it asked me if I used Tweaker.
I said no, and it said it had to install the Tweaker-related files. If I picked no, it closed itself.
But I had PSO2 running and was doing TD4, so the install failed (files in use) and OverParse would close itself anyway.
In the end I just "lied" and said I used Tweaker, and it loaded.

Anyway, that's for anyone running into a similar strange situation.
I dunno if you want to do a check for if the necessary files already exist, or are the correct version?
It's not like it's super important, but sometimes I just don't want to have to reboot the client.

TyroneSama
Feb 14, 2016, 11:27 PM
After the non-tweaker setup thing was implemented, I wasn't able to run OverParse because it asked me if I used Tweaker.
I said no, and it said it had to install the Tweaker-related files. If I picked no, it closed itself.
But I had PSO2 running and was doing TD4, so the install failed (files in use) and OverParse would close itself anyway.
In the end I just "lied" and said I used Tweaker, and it loaded.

Anyway, that's for anyone running into a similar strange situation.
I dunno if you want to do a check for if the necessary files already exist, or are the correct version?
It's not like it's super important, but sometimes I just don't want to have to reboot the client.
That dialog should only appear once per version of OverParse, so it hopefully shouldn't be super intrusive.

The current behavior is intended to force non-Tweaker users to update their DLLs after every version update, to make sure that OverParse is using the version of the Damage Dump plugin that it expects. However, given the size of the files, I can probably have it checksum each set and skip that dialog if all 3 files are the same. Expect an update for this shortly.

...Geez. So much for not supporting the alt installation method. Guess my perfectionism is getting the better of me.

TyroneSama
Feb 15, 2016, 01:34 AM
Bumping for a new release (https://github.com/TyroneSama/OverParse/releases/tag/0.11), featuring a cute new border and various functionality improvements. This is starting to feel polished now.
[spoiler-box]
https://waa.ai/kuQe.png
[/spoiler-box]

starwhisper
Feb 15, 2016, 05:10 AM
I'm about to sleep, so I might not be able to solve this right away, but I can stick around for just a bit.

1. You shouldn't need to manually place plugins into your pso2_bin folder anymore. OverParse will offer to do that for you (at least, when you get it working).

2. Did you extract OverParse into Program Files? The only thing it attempts to do before showing you the installation dialog is create its own logs folder. If you place it into Program Files, it can't do that, since writing to Program Files requires administrator rights. (I may change the location that it writes logs to later, or at least handle this more gracefully.)

It's on the desktop folder. I got the last version. It still crashes instantly when run. I'm on windows7.

Variant
Feb 15, 2016, 05:33 AM
On a side note, I updated the damage dumper plugin just now to treat summoner pet actions as the player themselves. This means that all pet actions are attributed to the player (which you could probably differentiate once the skill IDs are mapped); however, as a caveat, this also means that damage taken by the pet is attributed to the player.

TyroneSama
Feb 15, 2016, 05:56 AM
It's on the desktop folder. I got the last version. It still crashes instantly when run. I'm on windows7.
I'm about to pass out and will try to address your crash tomorrow: I'll be pushing out a large UI update and include some extra logging that I can use to narrow down the problem. If running OverParse produces any error messages, please let me know so I have some idea of what's going on.

In the meantime, on the off-chance that it fixes it, make sure you've got .NET 4.5 installed (https://www.microsoft.com/en-us/download/details.aspx?id=30653).


On a side note, I updated the damage dumper plugin just now to treat summoner pet actions as the player themselves. This means that all pet actions are attributed to the player (which you could probably differentiate once the skill IDs are mapped); however, as a caveat, this also means that damage taken by the pet is attributed to the player.
Sweet. Just checked it out and things are working great: I'll bundle this with the next release. Thanks for all your work!

TaigaUC
Feb 15, 2016, 07:50 AM
That sounds awessomeeeeee.
Thanks to everyone involved making this great tool that SEGA ought to have built into the game.

Nanaha
Feb 15, 2016, 11:52 AM
That sounds awessomeeeeee.
Thanks to everyone involved making this great tool that SEGA ought to have built into the game.

Don't want to get into a fight about parsing or some other similar subject, but most games will just avoid such tools since players will use them to discriminate against other players. There's alot of info missing from the parser that people don't realize, and there's still some parties who will leave a mpa because not everyone is super crazy high dps.

Admittedly it does help you to find leeches, but thats just an altogether messy subject also. That said I do use Overparse and it's a wonderful tool, but it makes me so sad when people with big e-pens start boasting or kick players from parties for not having so~so dps.

Alisha
Feb 15, 2016, 11:56 AM
a parser in an action game sounds kinda dumb to me

elryan
Feb 15, 2016, 12:18 PM
That said I do use Overparse and it's a wonderful tool, but it makes me so sad when people with big e-pens start boasting or kick players from parties for not having so~so dps.

I'm not going to spark a debate here, but you can't kick someone from a public MPA unless you have a private MPA (with password on designated block) anyway. If you use the tool to kick someone from a private MPA because they are lacking in damage, you need to remember that it's PRIVATE MPA.

And even if you use the tool to kick someone from the party, you don't owe them an explanation because it's YOUR party and you can kick someone out of your own party WITHOUT any reason at all in the first place!

Regarding boasting, I find boasting to be positive instead of negative because MMORPG is always about boasting anyway. You boast about how you get a full Austere set to your friends or a godly affixed equipments or boast about achievements in general. It's a good thing.

Of course it's NOT tolerable to point randoms out in public about their lacking DPS. It's just rude and simply asking for a ban hammer!

It is however very encouraged to point out lack of DPS to your friends. You want your friend to succeed, not fail in the game! Offer build advice, combo advice or anything to make them improve.


a parser in an action game sounds kinda dumb to me

You're not forced to use it anyway.

Variant
Feb 15, 2016, 01:15 PM
The way I see it... you use the damage calculator (http://4rt.info/psod/) to figure out theoretical DPS, then you use the parser to see if you can actually pull it off and find out where you're lacking (AKA getting good). You could use this tactic for other people too. Seeing who is and who isn't pulling their weight is just one of the points you can derive from that.

It's up to the user to find out what data they want. Not liking the idea for whatever reason is fine, but I'd have disagree if you say it doesn't have a use because it's an action game; unless you think that the data is totally worthless... or that you can play the game and get all the numbers for the entire group yourself, in which case damn, you've got me there!

Raujinn
Feb 15, 2016, 02:11 PM
DPS checkers have always been a terribly unreliable way to check if people are "pulling their weight" or not. That guy whose DPS is plummeting in TD? Might be taking care of pods, towers, bombs, pulling aggro off towers or even crystal collecting. In other games, there are a lot of reasons your DPS could drop down due to boss mechanics, or simply things happening which prevent you from using your optimal DPS rotation which can be purely bad luck. Did someone just zondeel mobs or a miniboss away from you? Rip DPS! Get out ya leech!

It IS useful for finding out if your optimal DPS combo actually IS optimal in ideal situations of course and it actually does reveal slackers in areas where raw DPS is what counts (which in this game is pretty much Magatsu and er.. Profound Darkness I guess? Not really a lot of DPS races in this game).

Basically should probably only use it to judge MPA performance on the actual DPS races, though especially low numbers even in the more chaotic Tower Defense pugs might still be worrisome. Basically I'm backing up that yeah DPS checkers have a use, but just be smart when interpreting the numbers.

TaigaUC
Feb 15, 2016, 03:21 PM
I know. Like I said before, they just need to come up with a way to give people an idea of how effective they are without giving assholes an opportunity to rub their epeener everywhere.
It doesn't need to be specific. They already have that stupid ass ranking system in TD that is far worse than a DPS meter.
I wrote some ideas in an old post somewhere, but we all know it'd never happen.

And it's not dumb to let players know whether they are playing effectively or not.
I'm sure most people have no idea that they are only contributing less than 5%.
If you give them an idea of where they are lacking, they will probably play the game more, too.

I said previously, pretty much every multi seems to look like this:
Top 3-4 contribute 15-17%, maybe about 4-5 people contributing 6-10% and then the rest are less than 5%, usually about 3 people with less than 3%.
That's kind of messed up.

I'm smart enough to not judge people on maps where they are probably picking up crystals.

TyroneSama
Feb 15, 2016, 05:29 PM
Okay. I think this one is a release I can be proud of (https://github.com/TyroneSama/OverParse/releases/tag/1). Be sure to read the changelog, there's some neat stuff in there! Non-Tweaker users should be especially sure to grab this, as it includes the new Damage Dump plugin (courtesy of Variant) that correctly tracks Summoner damage.

https://waa.ai/kuir.png


Basically should probably only use it to judge MPA performance on the actual DPS races, though especially low numbers even in the more chaotic Tower Defense pugs might still be worrisome. Basically I'm backing up that yeah DPS checkers have a use, but just be smart when interpreting the numbers.
Agreed. With that said, the majority of content in this game is a damage race with very few group-oriented mechanics: it's a grind game where clear speed is paramount to efficiency. So if you're consistently parsing high or low, there's probably a reason for it.


It is however very encouraged to point out lack of DPS to your friends. You want your friend to succeed, not fail in the game! Offer build advice, combo advice or anything to make them improve.
I originally made OverParse because I really, really like competing, and playing PSO2 got more fun when I could measure myself against other players in my group, but this is also really important.

WaifuDfnseForce (the team I founded) attracts a lot of new blood because of our open admissions, and parsing is a really important way of catching performance problems before they make it into XH and start ruining peoples' days. For instance, we never would have figured out that one of our casters was using a messed-up Burn Boost tree unless the parser had revealed her Tech Bullets doing more damage than her Rafoies.

Information is good. People sometimes use it as an excuse to be shitty, but that doesn't change the inherent value of the knowledge.

Ordy
Feb 15, 2016, 07:17 PM
Thank you for the coding that sexy overlay Tyrone, you did a really great job.

And Variant, CK, Alam and all the guys who worked on the dll of course ( ・ω・)b

Edit:

Options I'd like to see in feature releases:

- Option to set the window opacity level.
- Option to clear the window.

elryan
Feb 15, 2016, 10:16 PM
- Option to clear the window.

You can clear the window by clicking End Encounter in the menu.

Ordy
Feb 15, 2016, 10:36 PM
Uh, didn't do anything last time I tried. Maybe because I was in the campship :x

TyroneSama
Feb 15, 2016, 11:01 PM
You can clear the window by clicking End Encounter in the menu.

Uh, didn't do anything last time I tried. Maybe because I was in the campship :x
End Encounter leaves the combatant list intact by design, so that you can review it / screenshot it / whatever. Is there a particular reason you need the window to be empty?

TaigaUC
Feb 16, 2016, 03:44 AM
HAPPENING EDITION!

To be honest, I kinda liked the old GUI, but it's not that much different.
They both look fine. I think. Anyway, thanks.

steverowland
Feb 16, 2016, 05:07 AM
Ooh sexy release!


Anyways IMO the reason to use this tool should not be to brag or bash other players or even look for leeches (like yes every pug MPA since i started using this had max 3 people with 20% damage then some people who at least try and rest is 2% people, but even if you can really verify the person does nothing and block them, you will get someone like that in the next RNG party).

The very good function of this tool is the post analysis for self improvement and the ability to advise others with actual data. For self analysis you can try experimental strategies on a fight and see if the total DPS improves or not, being able to see damage spread for individual attacks also helps deciding which SPs are worth and which are not (for example Attack Advance in braver tree is 50% extra power to regular hits... except when you look at the meter I was surprised how little those actually do - like 1%. Increasing that by 50% means nearly nothing and spending the 5 points on something like step advance or jump reversal that can save your life might be much better choice.. sometimes even snatch step does more damage than hits xD http://i.imgur.com/IMgNOjJ.png)

The second useful things it allows you to do is to give a proper constructive advise to people who are not doing so well, seeing their damage analysis shows you all their PAs used - you can see if they are using the wrong things. Additionally if you can see their damage spread being similar to the correct one but with much lower values (and lower Max hit) while using equipment that is not that much worse, you can probably assume their SP tree might be badly constructed or their PAs might be low level.
So instead of just telling someone that they suck, its important to try to see why that is and try to advise them what to do differently (especially team members etc who you want to keep partying with).

PS: for TD4 and spread MPAs like that it is no use to try comparing people's damage, as mentioned they might be doing something more important to save towers, but also damage from your ais is not counted.
And mainly you might be doing few hundred k damage to random mobs near towers which are also important to clear and in the meanwhile someone hits WBd enemy AIS with banishing arrow for 5mil... cant really compete with that, people who solo take care of Ais will always be on top just because of the weakness.

TyroneSama
Feb 16, 2016, 06:50 AM
New OverParse. (https://github.com/TyroneSama/OverParse/releases/tag/1.1) This includes an update notifier, window opacity options, and various minor fixes/backend improvements.

https://waa.ai/kuPX.png

steverowland
Feb 16, 2016, 07:09 AM
window opacity options


I knew i was missing something and this was it! perfect

Variant
Feb 18, 2016, 08:19 PM
Suggestion, if you can identify all the pet abilities and AIS/Turret attack IDs, you might want to have an option to split them up (e.g. YOU|PetDogA or YOU|AIS, etc...).

I think what I'm going to do is probably merge the AIS/Turret information the same way I do pets in the damage dumper, and have it just show up as the player's damage. This way, it can later be split up based on attack ID.

TyroneSama
Feb 18, 2016, 09:45 PM
Suggestion, if you can identify all the pet abilities and AIS/Turret attack IDs, you might want to have an option to split them up (e.g. YOU|PetDogA or YOU|AIS, etc...).

I think what I'm going to do is probably merge the AIS/Turret information the same way I do pets in the damage dumper, and have it just show up as the player's damage. This way, it can later be split up based on attack ID.
I haven't decided how I'm going to display auxillary damage yet. I think pets will remain inline (the % damage breakdown in the log file is probably enough), but using AIS is basically like playing an entirely separate character, and probably deserves its own breakdown for self-auditing -- not to mention the way the inflated damage skews the results.

Let me know if you decide to update the parsing plugin again, I'll get right on logging AIS/turret IDs.

Evangelion X.XX
Feb 18, 2016, 09:59 PM
This is awesome stuff!

Thanks, man, for your hard work.

おつかれーGJ

Dnd
Feb 19, 2016, 12:02 AM
I've always wanted to see how bad MPA's damage output truely was /sarcasm

Joking aside, this is already pretty useful for me and will probably continue to be in the future, thanks for doing this

starwhisper
Feb 19, 2016, 04:59 AM
With this release, overparse is finally working for me!!! yaaay! Thank you so much for this great program !! Cheers!

[SPOILER-BOX]http://zupimages.net/up/16/07/1bvj.png[/SPOILER-BOX]

TyroneSama
Feb 20, 2016, 03:46 AM
I just released OverParse 1.1.1. (https://github.com/TyroneSama/OverParse/releases/tag/1.1.1) This fixes a few UI issues, and should squelch a lot of random false encounter starts, especially while waiting on teleporters and breaking item crystals.

I'll save you guys the bump and just post 1.1.2 here (https://github.com/TyroneSama/OverParse/releases/tag/1.1.2).

Sp-24
Feb 21, 2016, 05:28 AM
Bumping anyway.

This app is really great. But could you make individual column width adjustable, so that compact look is even more compact?

TaigaUC
Feb 21, 2016, 05:56 AM
Had a bug where someone from a previous multi would sometimes show up in later results.

I have a few suggestions:
- List current DPS
- When encounter auto ends, it removes the multi's total time and replaces it with "waiting for combat data". Could you change it to keep the time onscreen somewhere?
- An option to check the last few encounter's results. I know there's a view logs folder thing, but it doesn't seem to always have all the data?

TyroneSama
Feb 21, 2016, 06:17 AM
This app is really great. But could you make individual column width adjustable, so that compact look is even more compact?
I could do that, but it introduces some issues regarding window resizing, saving/resetting column widths, and general shenanigans. Basically, it's a surprising amount of work, and it's not a fix that totally satisfies me -- I'd like the columns to just be the correct widths to begin with!

I'm guessing your main issue is the size of the Name column in compact mode? I can cut its size down specifically in compact mode, if that would solve it.


Had a bug where someone from a previous multi would sometimes show up in later results.

I have a few suggestions:
- List current DPS
- When encounter auto ends, it removes the multi's total time and replaces it with "waiting for combat data". Could you change it to keep the time onscreen somewhere?
- An option to check the last few encounter's results. I know there's a view logs folder thing, but it doesn't seem to always have all the data?
That bug seems extremely strange, and you should let me know if it crops up again so I can add the necessary logging for tracking it down.

Regarding your suggestions:
- Raw numerical DPS is rarely a useful benchmark in this game, but I suppose it could be nice to have it on file for stuff like Magatsu? I could probably add it as a display option, toggling the DPS column between % and raw.
- I'm not sure if I qualify this as an issue, or how I would solve it without removing a valuable cue from the UI. I'll think about it.
- Auto-End Encounters was actually bugged until recently, and wouldn't generate log files for encounters that were ended automatically. This is fixed in the latest version. Sorry about that!

steverowland
Feb 21, 2016, 06:45 AM
I think having raw dps number would actually be better than % as % only shows you comparison to other players, where as dps number you can compare to your previous results at certain stages of the boss etc and see if you are doing better or worse at that particular time.
So I would like to see that to be an option to change the % to dps number.
Keeping track of total damage done and time passed since start is pretty much impossible in realtime, so dps number is actually the only realtime analysis you can quickly get without waiting for the full log at the end. And sometimes it could clearly show you that your stances have expired and you didnt notice :P

Sp-24
Feb 21, 2016, 06:54 AM
I'm guessing your main issue is the size of the Name column in compact mode? I can cut its size down specifically in compact mode, if that would solve it.
It's the opposite, actually. The name column is the biggest, so when I adjust it to display every 20-character name Japanese players have, the damage and damage share columns become disproportionately wide. It's not really a problem, but it's there:

http://i.imgur.com/mPGdxAx.png


- I'm not sure if I qualify this as an issue, or how I would solve it without removing a valuable cue from the UI. I'll think about it.
You could make the damage tracker use icons to display that an encounter is underway or that it's on standby. Put it on the status bar, right beside the DPS. That way, it shouldn't have to overwrite the DPS report.

TyroneSama
Feb 21, 2016, 07:26 AM
snip
Yeah, I'm already convinced. A toggle will come for this in the next version. Preview below (numbers are obviously fake).

[spoiler-box]
https://waa.ai/kt8x.png
https://waa.ai/kt8q.png
[/spoiler-box]


It's the opposite, actually. The name column is the biggest, so when I adjust it to display every 20-character name Japanese players have, the damage and damage share columns become disproportionately wide. It's not really a problem, but it's there:
All right, I'll work on this.

Lorne
Feb 21, 2016, 08:31 AM
One thing that annoys me with this program is the "DPS" column. Could you fix that? It doesn't show DPS, it shows the share of damage that each player did. You should either change it to show DPS, or rename the column.

TyroneSama
Feb 21, 2016, 08:31 AM
One thing that annoys me with this program is the "DPS" column. Could you fix that? It doesn't show DPS, it shows the share of damage that each player did. You should either change it to show DPS, or rename the column.
Scroll up.

--

EDIT: WPF's default method of resizing columns isn't really acceptable (https://r.kyaa.sg/hahskf.webm) (warning, sound). I can't fix their total width, so resizing is kind of a ponderous process. I'll play around with a few things, but if I can't get it to function better than this, I probably won't add resizable columns at all. Better to have no feature than a broken one.

TaigaUC
Feb 21, 2016, 09:52 AM
Thankssssssss.
Well, I just find it convenient to know how long the encounter took.
I was also using it to calculate my DPS, but that's not necessary if you add a raw DPS feature.

And I understand that it's not representative of effectiveness because of many other factors.
Showing DPS results to others is pretty useless, because there's no way they will understand the individual circumstances, such as dying, healing, throwing moons, etc.
I think anyone smart should be aware of that.

I was showing DPS results to some JP friends, and they used the opportunity to experiment with playstyles to see which resulted in more DPS.
But I'm not eager to announce the results because I don't want people feeling bad about not doing enough, or seriously competing.

I've got one more request. Could you please add an option to make the background completely opaque?
Because sometimes I want to take shots and don't want stuff visible behind it.

Lorne
Feb 21, 2016, 10:02 AM
Scroll up.

--

EDIT: WPF's default method of resizing columns isn't really acceptable (https://r.kyaa.sg/hahskf.webm) (warning, sound). I can't fix their total width, so resizing is kind of a ponderous process. I'll play around with a few things, but if I can't get it to function better than this, I probably won't add resizable columns at all. Better to have no feature than a broken one.

Sorry, I think you might have misunderstood me. My problem isn't with the size of the column. It's with the fact that it's labelled "DPS" and shows a completely different value that is NOT DPS.

Z-0
Feb 21, 2016, 10:10 AM
He knows, he's commenting on something else with that edit (to Sp-24).

Like he said, scroll up.

yucachann
Feb 21, 2016, 10:27 AM
Is it possible to toggle Zanverse damage being separated or not once an encounter ends? Or I have to toggle either before I start a quest?

TyroneSama
Feb 21, 2016, 10:36 AM
Okay, pushed a new release out (https://github.com/TyroneSama/OverParse/releases/tag/1.2) that should address most of today's nitpicks concerns.

(Just kidding. I love you guys, thanks for helping me get this thing as polished as possible.)

Resizing columns is still not in there: I'll sleep on it and see if I have any ideas for dealing with WPF's insane default behavior later. It may turn out to be a layout switch for different sets of column widths, instead of proper resizing. Or I may do nothing at all. Dunno. Balancing "functional" with "simple" is tricky.

--

Edit:

Is it possible to toggle Zanverse damage being separated or not once an encounter ends? Or I have to toggle either before I start a quest?
It's disabled while the log is running, but should be toggleable whenever you're not currently logging damage: hit "Encounter > End encounter" to stop the current log.

TaigaUC
Feb 21, 2016, 10:56 AM
Thankssss.
For a moment, I thought that said "address most of today's nipples".

Nothing major, but you named the zip file "release.zip" instead of the usual "overparse.zip"

TyroneSama
Feb 21, 2016, 11:04 AM
Nothing major, but you named the zip file "release.zip" instead of the usual "overparse.zip"
Fixed. See, this is what I'm talking about. Polish.

"Release" is the name of the folder that the OverParse stuff is compiled to.

Sp-24
Feb 21, 2016, 11:05 AM
From my experience with different programming environments, window width and width of individual window components should be easily adjustable values. But I don't know the first thing about WPF, so no idea how things work there. If there's no way to hook the width of columns to the window's in a single line of code, don't bother.

TyroneSama
Feb 21, 2016, 11:09 AM
From my experience with different programming environments, window width and width of individual window components should be easily adjustable values. But I don't know the first thing about WPF, so no idea how things work there. If there's no way to hook the width of columns to the window's in a single line of code, don't bother.
There is not, as far as I can tell: the width of the ListView that the columns are contained in doesn't seem to constrain the columns themselves at all.

I might be able to do it using a different control, but that's a bunch of rewritten code and XAML, so I'll save that experimentation for later.

Sp-24
Feb 22, 2016, 06:18 AM
Version 1.2 has been unstable for me. I can hang out in front of a visiphone as long as I want with the app running, but it just crashes a minute after it starts logging damage output.

And possibly related, but 1.1.2 just up and stopped working at one point, and I couldn't launch it at all. Then, after digging through some logs, it turned out that it couldn't locate the .csv file that used to be in its directory, since it just disappeared, along with the other two files that were in the archive besides the .exe.
EDIT: though it may have been something on my end, since I rolled back one too many changes to the files I copied with the game and the app still running. If the data from the .csv stays in the app's memory after loading, that would explain it.

yucachann
Feb 22, 2016, 07:48 AM
App seems to crash every time an encounter ends. Noticed it on Choco16 just now where after the quest ends with a party, and if I go straight to the item shop in Campship, the app crashes. Not sure if it would crash if I didn't go to the item shop though (No time to test, I normally get back to camp once quest ends, then sell off junk right before the leader back in and reset the quest)

Evangelion X.XX
Feb 22, 2016, 08:30 AM
^Same situation as the poster above. The app seems to crash unlike the previous versions. I'm using the app through Tweaker if that helps.

Edit:

Crash happened since info on Raw DPS was installed as per request from some posters.

TyroneSama
Feb 22, 2016, 10:25 AM
OOPS NEW RELEASE IS HERE
(https://github.com/TyroneSama/OverParse/releases/tag/1.3)
https://waa.ai/ktZc.png

I made a really stupid mistake regarding encounter timeouts. Sorry about that. I don't personally use Auto-End Encounters myself, so it slipped through testing...anyway. Crash is fixed now. Also, I brought some eye candy (Display > Show damage graph). This isn't technically 100% final, but it was in the build I was working on, so I guess it goes in this one too.

https://waa.ai/ktZs.png

Evangelion X.XX
Feb 22, 2016, 01:23 PM
^Works wonderfully now. Thanks.

TaigaUC
Feb 22, 2016, 05:34 PM
Been getting a strange bug for a while now.
If I say "No" to Tweaker and "No" to installing the files (they're already installed), the window opens but periodically asks me the same two questions over and over.

TyroneSama
Feb 22, 2016, 06:20 PM
Been getting a strange bug for a while now.
If I say "No" to Tweaker and "No" to installing the files (they're already installed), the window opens but periodically asks me the same two questions over and over.
Oops. It's meant to bug you, but not every time your log resets. I'll push out a new release for that as soon as I clear up a few other things. in the meantime, just say yes

EDIT: I dunno what bump policy is around here, so I'll just link this here (https://github.com/TyroneSama/OverParse/releases/tag/1.3.1). The intended behavior was to prompt once per version, and disappear once acknowledged in some way. I'll probably revisit this and build something slightly more intelligent for non-Tweaker users, but for now it should at least be functioning as intended. Sorry about that, I've been busy and haven't had a lot of time with these last few releases.

GHNeko
Feb 22, 2016, 10:25 PM
Is there any way to have the END ENCOUTER hotkey also work on 360 controller. (Guide Button would be perfect since PSO2 cant use it.)

I'm a pad nigga since DC days soo yeah i dont wanna have to reach up to the keyboard every time. Else I'll have to rely on auto end and that seems....not consistant.

TaigaUC
Feb 22, 2016, 10:30 PM
No problem, always much appreciated.

TyroneSama
Feb 23, 2016, 12:10 AM
Made a minor update to the current release: there was a menu option left in there that doesn't do anything (yet). I should probably set up a dev branch...


Is there any way to have the END ENCOUTER hotkey also work on 360 controller. (Guide Button would be perfect since PSO2 cant use it.)

I'm a pad nigga since DC days soo yeah i dont wanna have to reach up to the keyboard every time. Else I'll have to rely on auto end and that seems....not consistant.
Gamepad support is a little much for a utility like this. It will correctly respond if you bind something via JoyToKey (https://waa.ai/kJEp.png) or a similar program, though.

GHNeko
Feb 23, 2016, 12:23 AM
Fair enough.

Jtk doesnt recognize the Guide Button tho. Xpadder does buut GG throws a fit when its active x_x

steverowland
Feb 23, 2016, 01:46 PM
Fair enough.

Jtk doesnt recognize the Guide Button tho. Xpadder does buut GG throws a fit when its active x_x

I' using Xpadder just fine as I use it to bind direct button keys to individual weapons so I don't have to go to the weapon menu (no idea why you cant bind buttons to individual weapon on controller in game, only works on keyboard...)

using version 2011.06.24, don't know if different versions do something differently to get flagged by GG.

Orangemelon
Feb 23, 2016, 03:18 PM
Parser doesn't always start taking combat data. Do you have to activate it somehow? I opened Overparse before teleport started but it didn't collect any data.

TyroneSama
Feb 23, 2016, 04:44 PM
Parser doesn't always start taking combat data. Do you have to activate it somehow? I opened Overparse before teleport started but it didn't collect any data.
It should start reading from log automatically. What does the bottom bar say?

Orangemelon
Feb 23, 2016, 04:46 PM
It should start reading from log automatically. What does the bottom bar say?

"Waiting for combat data..."

TyroneSama
Feb 23, 2016, 05:15 PM
"Waiting for combat data..."
"Waiting" indicates that it has found a log to read from, so I'm not really sure what could be causing your problem. Do me a favor and open the latest log from OverParse\Debug? In particular, you're looking for a line that says "Reading from C:\PHANTASYSTARONLINE2\pso2_bin\damagelogs\1456230 875.csv" or something like that. Check that path and make sure that the file exists and isn't empty. (Also, it would be cool if you could Pastebin the log just to make sure there isn't something else weird going on.)

Sp-24
Feb 23, 2016, 05:23 PM
I used to have an issue with the parser plugin, where it wouldn't put anything into the log after the first line (column names). No idea what was causing it and how it got fixed, but it never happened when using your app.

steverowland
Feb 23, 2016, 06:36 PM
Hm tyrone, what kind of data can you pull from the combat log?
I was wondering if it is possible to get what is essentially a not-useless buff display.
For example if there is a way to see "shifta has been cast on you" or "never give up has activated" it would be cool to have these buffs displayed with an actual timer overlay to see how long they last and you can consider them.
There is also lot of hidden buffs that will not show on your buff section and there is not even any visual indicator they are active, such as invincibility and then the 60 second buff from never give up, having a way to track those could be very useful so you dont need to rely on counting in your head each second after the activation to even have a rough idea when it expires.
I'm sure other classes have similar buffs and effects that have no indication in the game or game interface that would appreciate something like this.

TyroneSama
Feb 23, 2016, 06:54 PM
Hm tyrone, what kind of data can you pull from the combat log?
I was wondering if it is possible to get what is essentially a not-useless buff display.
For example if there is a way to see "shifta has been cast on you" or "never give up has activated" it would be cool to have these buffs displayed with an actual timer overlay to see how long they last and you can consider them.
There is also lot of hidden buffs that will not show on your buff section and there is not even any visual indicator they are active, such as invincibility and then the 60 second buff from never give up, having a way to track those could be very useful so you dont need to rely on counting in your head each second after the activation to even have a rough idea when it expires.
I'm sure other classes have similar buffs and effects that have no indication in the game or game interface that would appreciate something like this.
At the moment, the combat log only exposes when an attack connects, and what type of attack it was. Different types of information would probably require different methods to expose: sure, you might be able to get a Shifta hit from the damagelogs, but the damagelog can't tell you whether you have Adrenaline from the Fighter tree, or whether the player who casted it on you has Shifta Strike or whatever.

I don't really mess with how the information is acquired: the damage dump plugin is basically a black box to me, and Variant doubtless has his hands full with other stuff (AIS and turret damage still TBA), so don't hold your breath.

(It would be cool, though. Probably not a feature for OverParse, but I can imagine something similar to FFXIV's SpecialSpellTimer.)

Rayden
Feb 24, 2016, 11:56 AM
This doesn't seem to work for me. I open it up before starting a quest, but when I look back at it later, during or after finishing the quest, there are no damage records displayed in the window. On the other hand, ACT works fine for me. Why is this?

TyroneSama
Feb 24, 2016, 01:12 PM
This doesn't seem to work for me. I open it up before starting a quest, but when I look back at it later, during or after finishing the quest, there are no damage records displayed in the window. On the other hand, ACT works fine for me. Why is this?
That's an excellent question. Could you check your latest log in OverParse\Debug and verify that it's reading from the right files? You're looking for a line that says "Reading from <file path>".

TyroneSama
Feb 24, 2016, 07:14 PM
Released 1.4 today (https://github.com/TyroneSama/OverParse/releases/tag/1.4), with a few extra features that have been missing for a while. At this point, I'm starting to think I need to reorganize the menu...

This will likely be the last release before the incoming log format change.

GHNeko
Feb 25, 2016, 03:47 AM
Is it just me or is the app not going transparent anymore.

TaigaUC
Feb 25, 2016, 07:19 AM
It's still transparent for me.

Just wondering, is it possible to have % and DPS listed simultaneously?

TyroneSama
Feb 25, 2016, 09:33 AM
Is it just me or is the app not going transparent anymore.
Not just you, I messed up. Fixed it.
(https://github.com/TyroneSama/OverParse/releases/tag/1.4.1)


Just wondering, is it possible to have % and DPS listed simultaneously?
No plans for this at the moment. You can use the raw DPS view and the damage graph to achieve sort of the same thing, though.

TaigaUC
Feb 25, 2016, 10:01 AM
Okies, thanks.

GHNeko
Feb 25, 2016, 01:38 PM
Not just you, I messed up. Fixed it. (https://github.com/TyroneSama/OverParse/releases/tag/1.4.1)

ありがとTyroneさまーー

GHNeko
Feb 25, 2016, 10:11 PM
Hey TyroneSama, my friend and I were wondering..

How is it that OverParse can tell which pet is yours amongst others all the time?

Wasnt there some complications that occured that made itimpossible to tell (at least thats what I saw in the act thread.)

Variant
Feb 25, 2016, 10:33 PM
Hey TyroneSama, my friend and I were wondering..

How is it that OverParse can tell which pet is yours amongst others all the time?

Wasnt there some complications that occured that made itimpossible to tell (at least thats what I saw in the act thread.)

Should work in ACT now too, I fixed it in the damage dumper to map pets to owners.

TyroneSama
Feb 25, 2016, 10:51 PM
OverParse 1.5 is out. (https://github.com/TyroneSama/OverParse/releases/tag/1.5) This fixes a long-time design oversight related to double installations, as well as some other polish issues. If OverParse has never worked for you, there's a good chance this was the cause. I've copied the relevant excerpt from GitHub here for reference.

IF OVERPARSE HAS NEVER WORKED FOR YOU, PLEASE READ THIS!


Most players who have had issues with OverParse, particularly the "No logs" error, are unknowingly using two installations of the game. This is apparently way more common than I thought, and can happen if you follow the Arks Layer instructions regarding the torrent.

In previous versions, OverParse skipped prompting for your pso2_bin directory if it detected an installation in the default location. This was intended to make things easier, but for anyone with a double installation, it meant that OverParse would silently and inexplicably fail. It no longer does this for new installations.

If you have used OverParse in the past, you can now select your actual pso2_bin folder from the Help menu. You can also just reset everything and start fresh if that's better for your peace of mind.

You still need to pick the correct pso2_bin folder, or OverParse will not be able to find your logs!
If you use the PSO2 Tweaker, you can check where PSO2 is installed by opening logfile.txt and looking for a line that looks like this:
2/25/2016 3:13:41 PM: DEBUG - Selected PSO2 Directory: C:\PHANTASYSTARONLINE2\pso2_bin
If you don't use the Tweaker, then you can right-click your shortcut and select Properties to view the path of your installation.

The torrent should really be removed from Arks Layer, or at least put somewhere much harder to access for your average newbie. It seems to be causing some problems...

--


Should work in ACT now too, I fixed it in the damage dumper to map pets to owners.
This is correct, Variant is the guy in charge of extracting the actual damage information. I just turn it into something that you can read and understand on the fly.

GHNeko
Feb 25, 2016, 11:26 PM
ah alright cool thanks

appreciate it guys

keep up the good work

Rayden
Feb 27, 2016, 01:57 PM
I got a couple of attack IDs.

764702094 - photon blast (I'm reasonably sure it's Julius Nifta, but I'm not 100% certain - it might be one of the Ilios PBs instead).

3085782811 - unarmed PA.

TyroneSama
Feb 27, 2016, 03:00 PM
I got a couple of attack IDs.

764702094 - photon blast (I'm reasonably sure it's Julius Nifta, but I'm not 100% certain - it might be one of the Ilios PBs instead).

3085782811 - unarmed PA.
I'd appreciate it if you could double-check the PB. Thank you for the unarmed Ducking Blow, though, I'm sure CM players will appreciate it.

GHNeko
Feb 27, 2016, 04:15 PM
Is it known that Trim Slash can sometimes show up as UNKNOWN?

TaigaUC
Feb 27, 2016, 05:15 PM
I have an idea. It's probably outside of OverParse's scope, though.
And maybe ACT already supports it.

With damage calculation, it's possible to calculate boss health, right?
I was thinking it might be useful to see how much life a boss has left, for whatever reason.

Z-0
Feb 27, 2016, 05:19 PM
ACT already supports knowing at what point an enemy dies (for example, Apprentice Jia has 35M HP or so), although it doesn't have a real-time reader.

It could probably be done if people found out the HP values of all the enemies but that's a lot of work, since there's all the levels and all the enemies.

The PSO2 Enemy HP site isn't 100% accurate unfortunately, not sure how they get their values.

milranduil
Feb 27, 2016, 06:20 PM
For mobs, they use poison/burn damage which is rounded down % health. For bosses, I think they guesstimate it based on the hp of a boss's part then multiply by 10 or something (ringa wing is 300k -> boss hp 3mil). Most of the mobs are reasonably accurate, but the bosses, yeah idk.

Charmeleon
Feb 27, 2016, 07:10 PM
Found some unidentified attack IDs.

498184876 and 915561415 are both IDs of Ignition Parrying, only appearing when successfully parrying something.

498184876 is the first hit after a successful parry and 915561415 is the last two hits.

Logs and pics for confirmation:

[SPOILER-BOX]1456608513 0 12042744 YOU 12042744 YOU 662646057 -83 0 0 0 0 0
1456608513 4365 12042744 YOU 31 DpFishElderEx 498184876 64789 1 0 0 0 0
1456608514 4365 12042744 YOU 31 DpFishElderEx 3096775537 21324 1 0 0 0 0
1456608514 4365 12042744 YOU 31 DpFishElderEx 3096775537 21173 1 0 0 0 0
1456608515 4365 12042744 YOU 31 DpFishElderEx 915561415 150918 1 0 0 0 0
1456608515 4365 12042744 YOU 31 DpFishElderEx 915561415 148450 1 0 0 0 0
[/SPOILER-BOX]
(Screenshots of low quality recording, lol)
[SPOILER-BOX]
http://i.imgur.com/lE097L3.jpg

http://i.imgur.com/310ePM2.jpg[/SPOILER-BOX]

TyroneSama
Feb 27, 2016, 08:01 PM
Found some unidentified attack IDs.

498184876 and 915561415 are both IDs of Ignition Parrying, only appearing when successfully parrying something.

498184876 is the first hit after a successful parry and 915561415 is the last two hits.
Thanks for this. The verification is a nice touch, I'd appreciate it if more people could do the same.

Note that when ending an encounter, OverParse will log all attacks it couldn't identify to your current log file (located in OverParse/Debug), with a timestamp relative to the encounter: this should help a little for any ID-hunters out there.


Is it known that Trim Slash can sometimes show up as UNKNOWN?
The above is probably useful info for you, I update the attack naming as often as I can.

Charmeleon
Feb 27, 2016, 08:54 PM
Found another ID also belonging to Ignition Parrying from the same log as the last.

915578993 - last 2 hits with level 2 gear

498184876 shows up again, I guess this one doesn't depend on gear level.

[SPOILER-BOX]1456608057 0 12042744 YOU 12042744 YOU 662646057 -78 0 0 0 0 0
1456608057 4365 12042744 YOU 31 DpFishElderEx 498184876 18909 1 0 0 0 0
1456608058 4365 12042744 YOU 31 DpFishElderEx 3096775537 6333 1 0 0 0 0
1456608058 4365 12042744 YOU 31 DpFishElderEx 915578993 38632 1 0 0 0 0
1456608059 4365 12042744 YOU 31 DpFishElderEx 915578993 38564 1 0 0 0 0
[/SPOILER-BOX]
[SPOILER-BOX]http://i.imgur.com/5sZBFMe.png[/SPOILER-BOX]
God that level 2 gear damage is awful. 8-) Level 0 and 1 gear might have their own IDs as well, or they might just share the same ID as level 2, I'm not sure. I don't have either of those recorded. Might try to find it another day.

Edit: Oh yeah I forgot to turn on fury stance at the beginning of that fight. And brave stance was on. That must be why my damage was so low.

TyroneSama
Feb 27, 2016, 08:57 PM
Level 0 and 1 gear might have their own IDs as well, or they might just share the same ID as level 2, I'm not sure. I don't have either of those recorded. Might try to find it another day.
They are likely to have their own IDs, because SEGA hates Variant and I. Thanks for your help.

TaigaUC
Feb 27, 2016, 10:05 PM
Thanks for the boss HP clarification info.

TyroneSama
Mar 5, 2016, 07:25 PM
Rise from your grave! (https://github.com/TyroneSama/OverParse/releases/tag/1.5.1)

1.5.1 is primarily a bugfix and maintenance release, nothing super exciting here. There is also now a README, because certain antivirus programs don't play nicely with OverParse, and I can't use design cues to guide people if the program never makes it to execution in the first place.

If OverParse has never worked for you, please try to disable your antivirus or add it to your whitelist. The source is freely available on GitHub, and you can compile it yourself if you're truly concerned about security.

GHNeko
Mar 6, 2016, 11:14 AM
Is the suggestion box still open?

Some of my JP friends are interested in OverParse? What would have to be done to get JPN language added?

Aside from translations lol.

TyroneSama
Mar 6, 2016, 12:02 PM
Is the suggestion box still open?

Some of my JP friends are interested in OverParse? What would have to be done to get JPN language added?

Aside from translations lol.
I don't into Japanese, but there's a JP fork maintained by nemomomo (https://github.com/nemomomo/OverParse) that might be worth checking out.

Z-0
Mar 6, 2016, 12:14 PM
Yep, both ACT and OverParse made their way to 2ch here:

http://tamae.2ch.net/test/read.cgi/mmosaloon/1457235078/l50

GHNeko
Mar 6, 2016, 12:37 PM
OverParse I can understand, but what use for Tweaker does the JP have? lol

Cant you use parser without tweaker?

Variant
Mar 6, 2016, 02:11 PM
OverParse I can understand, but what use for Tweaker does the JP have? lol

Cant you use parser without tweaker?

Yeah, if you use the batch + ddraw method to load pso2h with the damage dumper DLL in the plugins folder.

You could actually also use the ReShade stuff to load the plugins too.

TyroneSama
Mar 6, 2016, 06:23 PM
New release out, you guys know the drill (https://github.com/TyroneSama/OverParse/releases/tag/1.6). Features some neat logging improvements.

https://waa.ai/kx0Q.png

ZerotakerZX
Mar 7, 2016, 04:24 AM
Great app. I think it works perfect as an overlay, and for some indepth info you can use act.
I have a suggestion: to add an option to show DPS and damage percenage at the same time, not like one or the other like know. Not major stuff, but here is not that much of a room for improvment already anyway.

TaigaUC
Mar 7, 2016, 10:45 AM
I've talked about Overparse with a few JP friends.
It seemed like there was some interest, but then they mostly decided it was better to not use any "strange 3rd party tools".
Probably because they're afraid of SEGA biting their ass.
My personal view is that SEGA keeps dropping the ball on features many of us want in the game, to the point that the game is severely lacking without them.
In that scenario, as long as the risk is minimal, I don't see a problem in using trustworthy 3rd party tools.

Some JP friends expressed worry about being able to see each person's effectiveness.
I only ever described the top few (which was usually us).
Nothing wrong with friendly competition, but of course, I don't want people bullying others for being too weak.
I don't mind doing multis with a few weak friends, if I know they are good people.
But if I'm leader, I have a responsibility to make sure the run is going to be decent enough.
Gotta have balance. I like to know everyone's strengths and weaknesses, if possible.

Anyway, thanks as always.

Rayden
Mar 11, 2016, 03:12 AM
I have a request. Could you get rid of the transparent background? OverParse actually has a setting for window opacity, but even when it's set to "Opaque", the main area still has a transparent background. It makes it a hassle when I want to share nice screenshots of damage with team members, since I have to pay attention to what's showing through the window.

Keilyn
Mar 11, 2016, 09:52 AM
This post is about using OverParse to analyze things....
Considering this as a more proper way of thinking rather than "OH LOOK AT MY DAMAGE".

I play as Keilyn (written in Katakana).
The map area is the Floating Continent White Day XH event.

My build set-up is that I focus more on offensive-support using crafted wands for mobbing and when i have more PP I have mobbing combos set up on Gunslash and Twin Daggers. I also have some bossing setups, once again for supporting others....

So I will start with a screenshot, and analysis. :)

http://www.smashmybrain.com/pso2ss/keilyn/op1.png

Map Analysis: The map usually spawns mobs that are Light or Dark Element Weaknesses either together or separately. The map also runs Light and Dark bosses and subbosses. This map is divided into several areas and my build places me in the front of the pack when mobbing or bossing in a line, but center of the mob/boss when surrounding the boss...

Class used: Fighter/Techer
Weapons used:
Queen Vera 10350 (light)
Crafted Wand of Zamuiran (light) 10350 + Silva level crafting
Crafted Ex-Wand 10350 (dark) + Silva Level Crafting
Ideal Daggers 10160 (light)
Draag Vol 10350 (dark)

Rings used: Twin Dagger Air Chase, Attack Advance Ring

Units used: Challenge set (Ideal Armor) Non-Crafted, Non-Altered.

Role-Analysis: I started by being able to mob normally. I wasn't racing to kill mobs as I travel with the MPA. I was neck and neck with KOS-MOS for the first 2 minutes. As the run continued, the bosses started surprising players and I tossed in zanverse + megiverse and focused on keeping players alive.

I was second place most of the round in DPS and towards the end things go heavier and I decided it was far more important to help keep the positioning and offensive quality of the DPS players in the boss fights, than maintaining my own place. I was also the only healing and maintaining buffs throughout as well, though there was a player who did cast shifta strike and deband toughness.

Overkill severity: I didn't find much of that in this run. However, it happens a lot with players who play to Damage Trackers on DPS classes. They want to be 1st place, so they find a mob somewhere and they use their strongest attacks that combine for six-digit numbers among a mob to gain a few million damage. I didn't see that here...

Opinion about the run: The run was pretty good, but there is no reason why I should be in the top three as a support type. To be in the top three means that there was not enough DPS. I also understand that I am responsible for giving others higher damage numbers from maintaining buffs and keeping their health up (giving them opening)

Opinion about self: Affixing my units is on my priority list, as well as making sure that I get a full set of Ideal Daggers.

Notes: Challenge Armor + Ideal daggers = 15% Resistance vs everything, however on the Ideal Daggers, two of my affixes are Blow Resist III and All Resist III for 18% resistance vs all, 23% Strike Resistance. This helps me a lot when the DPS players lose their aggro to the boss monsters and the bosses come whole-heartedly after me. Even all my invincibility frames won't stop me from taking hits, as supporting the MPA is what i try to do.

Better Picture? Better Run? Same Area? Sure.... ^_^

http://www.smashmybrain.com/pso2ss/keilyn/op2.png

This run started where most players were moving fast and I started at 11th place. As battles became more centralized to location and formations were more in the way of circles instead of lines, I gained a lot of ground. Like the previous run, I maintained buffs and healed players as well...... also ran zanverse + megiverse.

The best thing I saw here was the Nafoie that hit its mark without killing its mark. The target took the full damage, hence not being an overkill.

So what makes this a better run as I did a lot less damage?

The answer is that the DPS were on this map and they were doing what they were supposed to do... DPS. As a front-line support, my area is in keeping buffs active, and keeping mobs at bay so that pure DPS can use their PP to focus on destroying the bosses and that is exactly what happened in this run. My damage came mostly from mobbing and some boss damage as well.....

In effect, for my class-role, build-role, and playstyle I was more fluid in this run, while I felt the pure-DPS was missing on the previous run. My only pet peeve to this run was that what I mentioned before about Overkills actually happened in this run. A lot of mobs were being hit for upper end five digit numbers.

Lets say an enemy mob has five copies of the same enemy, and each enemy has 40K health. An Area attack now hits all five enemies, each for 90K, the mob is dead, but there is 250K damage that is void-damage (damage that went nowhere, due from overkill). Of course such is going to be the nature of DPS, the higher the damage output of a player, the tougher it is to maintain the efficiency of that damage.

I really like the EQ and LQ for white day....
To me, they are much better than Valentines Day EQs.

Notice I posted about analysis, and not once did I act like some hot-shit on wheels because of the numbers. I love Damage Parsers for analytical purposes in games, but i start hating them when people start acting like they are hot shit based on how high a number is...

....just an example of analysis from me.

Unnamed Player
Mar 11, 2016, 11:03 AM
Some JP friends expressed worry about being able to see each person's effectiveness.Which seems to be a legitimate concern considering how japanese elitism works.

Keilyn
Mar 11, 2016, 11:17 AM
Effectiveness?
A lot of Void-Damage exists you know....

I wonder how much damage listed is actually effective damage against enemies. I will even go to say that I believe around 1 - 5% of my outgoing damage is Void-Damage. A rate that low is actually very good. However, there are players out there who's void-damage is anywhere from 10 - 15% and when they want to reach #1 in a damage parser will simply just pick on mobs to unleash their best attack so they can get a few million pretty quickly...

TyroneSama
Mar 11, 2016, 12:35 PM
I wonder how much damage listed is actually effective damage against enemies. I will even go to say that I believe around 1 - 5% of my outgoing damage is Void-Damage. A rate that low is actually very good. However, there are players out there who's void-damage is anywhere from 10 - 15% and when they want to reach #1 in a damage parser will simply just pick on mobs to unleash their best attack so they can get a few million pretty quickly...
I'm not an expert, but I'd imagine that overkill damage is pretty evenly distributed among players in any relevant content, where things aren't often actually getting oneshot. Compared to boss damage inflation (zerging Vibrace in TD, etc), it's probably not all that significant.

I mean, I guess someone could run around with 4000 atk and only touch things when they were just about to die. But players who are willing to put that kind of effort in are usually parsing first anyway. :')


I have a request. Could you get rid of the transparent background? OverParse actually has a setting for window opacity, but even when it's set to "Opaque", the main area still has a transparent background. It makes it a hassle when I want to share nice screenshots of damage with team members, since I have to pay attention to what's showing through the window.
This has been asked before, and it may change in the future (still musing), but for now it's staying, since I don't want to negatively affect the aesthetics of the window for a niche and avoidable edge case. You can copy from session logs or use log-to-clipboard if it's a major issue for you.

Keilyn
Mar 11, 2016, 01:29 PM
One can't stop a player from "parsing" first, and playing second. Though I wish people knew the difference between the kind of elitism seen in games and truly being an elite in the world. :)

Of course that is a topic for another thread.

You are doing good on programming and don't try to program away the following elements as they do take too much work. However, they are good for arguing against any damage parser...

1) Void-Damage = Damage that goes nowhere from overkills. Some builds it will be high, others it will be low.
2) Buffs = Normally a player has a limit. Buffs allow one to break their limits. Would all the damage that is gained from breaking this limit in the calculation of "Buffed Damage - Unbuffed Damage" gained from Shifta truly be the buffer's damage since without that player's existence, the Shifta Buff would not exist? What about on people who reapply the buff? This is an issue to simply not think about as it happens in every game
3) Weak Bullet = Would the extra damage from weak bullet belong to the player who uses weak bullet since without that player that extra damage would not exist? Another element to not really think about, but its good to make note of it.

The reason I make mention to this, is because in programming (as you know) there are specifics. I spent years in both, Classical Oriented Module-Based Programming, and Object Oriented Programming. A program in the end is a program bound by its limits..

I like Overparse and you have done a good job on it.

I mean not to insult or attack you in any way. More like "thank you." I only think this way because while I am an Artist and A Scientist, I am also an Educator and a Mathematician to a certain extent.

No program is perfect, but it need not be perfect.
In the case of OverParse, I see it as a program to analyze your own performance and see where one can improve upon.

Without understanding dependent and independent variables, it becomes hard to improve at anything. ^_^ Many people can read numbers, few can understand what they actually mean. Once again, I am not targeting you....you have done no fault. :)

Rayden
Mar 11, 2016, 01:45 PM
This has been asked before, and it may change in the future (still musing), but for now it's staying, since I don't want to negatively affect the aesthetics of the window for a niche and avoidable edge case. You can copy from session logs or use log-to-clipboard if it's a major issue for you.

Aesthetics is subjective though. You may think it looks better like that, but I don't. :( Can't you just make it a separate toggle option somehow? Simply "Transparent BG" in the menu or something.

TyroneSama
Mar 11, 2016, 08:06 PM
New release, you know the drill (https://github.com/TyroneSama/OverParse/releases/tag/1.7). Fixes a minor display bug and adds a screenshot-friendly mode.

Video (https://r.kyaa.sg/bxgdaw.webm) (warning, sound)


snip
Oh, don't misunderstand, I wasn't trying to get defensive or anything. It's important to be mindful of the limitations of the parser, and conversations like these tend to make tools more useful, not less.

As an analyst, though, I honestly think that the concerns about overkill damage are overblown. The worst it really does is widen the gap between players who are heavily underperforming (low uptime) and those who are tryharding, because players who are aggressively pursuing enemies are more likely to rack up overkill damage.

In cases where players are performing similarly, overkill damage averages out, with the exception of obvious edge cases (Vibrace with 100K HP left dies to 9M Banish, etc). Boss inflation or secondary priorities are way more likely to shake up the rankings among the highest-parsing players.


Aesthetics is subjective though. You may think it looks better like that, but I don't. :( Can't you just make it a separate toggle option somehow? Simply "Transparent BG" in the menu or something.
I'm always wary of cluttering the program with extra menu options (this is as much a concern for usability as it is a compromise for my own neuroses), which is why I said "I'm thinking about it" instead of "yes." If it seemed like a weird response, it's because it was, but I try not to brush off feedback. Anyway, enjoy your new build. :')

Rayden
Mar 11, 2016, 09:17 PM
New release, you know the drill (https://github.com/TyroneSama/OverParse/releases/tag/1.7). Fixes a minor display bug and adds a screenshot-friendly mode.

Anyway, enjoy your new build. :')

Yay! Thank you so much. :)

GHNeko
Mar 11, 2016, 09:58 PM
How about a global keyboard command for hiding the tracker. Like Previous Value < - > 100% transparency command.

TyroneSama
Mar 11, 2016, 10:20 PM
How about a global keyboard command for hiding the tracker. Like Previous Value < - > 100% transparency command.
Sorry, I'm not really sure what you're asking for?

GHNeko
Mar 11, 2016, 10:42 PM
Sorry, I'm not really sure what you're asking for?

Well, basically, I have overparse up all day. So it just sits on the top of my screen. I also have it set to ignore clicks when inactive and autohide when PSO2 isnt up.

But as a result it gets in the way of a lot of menus and pop ups and sometimes even chat bubbles when I am playing PSO2, but I'm not actually fighting. Even in compact mode. I also have my transparency is at 50%.

ALso, because I have it set to "always on top". It's sits on top of Steam Overlay. Which means it gets in the way of alll my Steam windows.

[spoiler-box]http://puu.sh/nDssI/a197e0936b.jpg[/spoiler-box]

Like so.

So I was asking to see if a command that switches Opacity back and forth to 0% and the previous value. So you dont have to alt-tab and go through menu.

Just pop in a keyboard shortcut (like to end an encounter) once to make it go 100% see through, and the same command to bring it back to what it was.

TyroneSama
Mar 11, 2016, 10:43 PM
Well, basically, I have overparse up all day. So it just sits on the top of my screen. I also have it set to ignore clicks when inactive.

But as a result it gets in the way of a lot of menus and pop ups and sometimes even chat bubbles.

Even in compact mode.

Transparency is at 50%.

So I was asking to see if a command that changes Opacity between 0% and the previous value. So you dont have to alt-tab and go through menu.

Just pop in a keyboard shortcut (like to end an encounter) once to make it go 100% see through, and the same command to bring it back to what it was.
Try the "auto-hide window" option. That'll make the OverParse window invisible whenever you don't have PSO2 or OverParse itself in the foreground.

GHNeko
Mar 11, 2016, 10:46 PM
Editted my post for more infomation.

I didnt explain myself well enough.

I have auto-hide enabled as well. I was mostly referring to steam browser/overlay and when im just doing non-fight things in PSO2, but the parser occasionally gets in the way of my reading.

TyroneSama
Mar 11, 2016, 10:48 PM
I...wasn't aware that anyone actually used the Steam overlay, it seems like a slower and shittier way of doing literally everything that it offers. I'll think about this one.

GHNeko
Mar 11, 2016, 10:56 PM
I...wasn't aware that anyone actually used the Steam overlay, it seems like a slower and shittier way of doing literally everything that it offers. I'll think about this one.

Steam Overlay is useful when you have a lot of people you talk to in steam.

Its better than constantly alt-tabing in and out of the game, especially mid quest.

It's also useful for quick browsing stuff.

Even if its shittier than than normal shit.

But even steam browser aside, just having the overlay up all the time when i sometimes spend and hour or two out of of questing is what made me bring this up.

Its not a huge issue, but being able to make it vanish/reappeaar from view without having to alt-tab to OverParrse to adjust menu settings, just so you can hide it just seems like a quality-of-life change that people would appreciate.

[spoiler-box]http://puu.sh/nDt66/b16a014e6e.jpg[/spoiler-box]

Like, OP is just getting in the way here. lmfao

TyroneSama
Mar 11, 2016, 11:03 PM
snip
All right, you've got me. I'll think about how I can gracefully add a quick-hide toggle that people won't somehow accidentally trigger and bitch at me for.

In the meantime, you should probably move your parser window, it seems like you picked the most inconvenient possible location. I use the area right above my chatbox.

GHNeko
Mar 11, 2016, 11:10 PM
All right, you've got me. I'll think about how I can gracefully add a quick-hide toggle that people won't somehow accidentally trigger and bitch at me for.

In the meantime, you should probably move your parser window, it seems like you picked the most inconvenient possible location. I use the area right above my chatbox.
Mm. Thanks for listening.

Sorry if I sound...uh...demanding?

I hope I dont come off as such.

TyroneSama
Mar 11, 2016, 11:29 PM
Mm. Thanks for listening.
Sorry if I sound...uh...demanding?
I hope I dont come off as such.
Not a problem, I welcome any feedback that's remotely articulate. Would a hotkey for always-on-top fit your use case instead?

GHNeko
Mar 12, 2016, 12:20 AM
Not a problem, I welcome any feedback that's remotely articulate. Would a hotkey for always-on-top fit your use case instead?

That could work. Definately easier to impliment.

TyroneSama
Mar 12, 2016, 02:01 AM
All right, new version's out (https://github.com/TyroneSama/OverParse/releases/tag/1.7.1). The always-on-top hotkey is Ctrl+Shift+T, this should move OverParse behind or in front of your active window as appropriate.

I messed up a dumb thing, use this instead (https://github.com/TyroneSama/OverParse/releases/tag/1.7.2).

thatguyinthebox
Mar 13, 2016, 06:02 PM
hmm....ctrl+shift+t is the same hotkey as "open last closed tab" in most internet browsers, which means I can't keep overparse open anymore as it's sort of interfering with my normal web browsing outside of pso2. any chance you could make the hotkey customizeable or at least have an option to disable the hotkey?

GHNeko
Mar 13, 2016, 10:14 PM
Yeah. Ctrl+Shift+T is undo close tab in basically all modern browsers.

Firefox, Chrome, Opera, IE even.

TyroneSama
Mar 14, 2016, 12:27 AM
Huh. Today I learned. I don't usually close tabs...ever, so I guess I never thought about that particular keybind.

Customizable hotkeys are not gonna be a thing because they're too much of a pain in the ass (this is the actual reason). I'll probably move it for next release, any suggestions as to where?

I'll also probably add a global switch to disable hotkeys at some point.

Got the new build out before bed.
(https://github.com/TyroneSama/OverParse/releases/tag/1.8)
Changed the always-on-top hotkey to Ctrl+Shift+A, which should hopefuily avoid any irritating conflicts. Also added some more intelligent setup/first-run behavior: this should hopefully be the last time you see "Do you use the PSO2 Tweaker?" when updating, and non-Tweaker users should be spammed with update nags less.

thatguyinthebox
Mar 14, 2016, 07:46 AM
awesome, thanks for the fix!

TaiDono
Mar 15, 2016, 08:57 AM
Have an issue but can't be on discord right at this moment. Why is it that when I switched monitor cables , my OverParse won't go to the front ? I pressed ctrl shift A also.
Thanks :)

TyroneSama
Mar 15, 2016, 05:41 PM
Have an issue but can't be on discord right at this moment. Why is it that when I switched monitor cables , my OverParse won't go to the front ? I pressed ctrl shift A also.
Thanks :)
Sounds like that's being caused by 3rd-party software or some weird quirk in your setup. If the problem persists after "Help > Reset OverParse...", let me know.

TaiDono
Mar 16, 2016, 03:39 PM
Sounds like that's being caused by 3rd-party software or some weird quirk in your setup. If the problem persists after "Help > Reset OverParse...", let me know.

Still happening , but it's fine I have a hdmi cable lying around somewhere

yucachann
Mar 20, 2016, 09:32 AM
I noticed a bug for multi monitor setups where if you put Overparse on your secondary display (PSO2 is in primary display), and if you're back to using a single monitor setup, Overparse will somehow be placed in the "secondary" display, rendering you to be unable to move the window at all. And I can't even reset Overparse because I can't even see the window :(

TyroneSama
Mar 20, 2016, 02:31 PM
I noticed a bug for multi monitor setups where if you put Overparse on your secondary display (PSO2 is in primary display), and if you're back to using a single monitor setup, Overparse will somehow be placed in the "secondary" display, rendering you to be unable to move the window at all. And I can't even reset Overparse because I can't even see the window :(
I kinda forgot to do bounds checking for the saved window position, sorry about that. You should be able to move the window back by focusing it with the taskbar, then using Win+arrow keys to snap it onto your main monitor.

I'll look into resetting it to a default position when it's out of bounds.

TyroneSama
Mar 25, 2016, 04:49 PM
Multi-monitor shenanigans are fixed. (https://github.com/TyroneSama/OverParse/releases/tag/1.8.1) Sorry that took me so long, I've been busy with Pokken.

TyroneSama
Apr 1, 2016, 03:00 AM
Today, I released a new version of OverParse (https://github.com/TyroneSama/OverParse/releases/tag/1.8.2) in response to some longstanding community complaints. Please read the release notes, as a few important things have changed.

Ordy
Apr 1, 2016, 07:55 AM
[SPOILER-BOX]http://puu.sh/o1ZHN/6998b3ee08.jpg[/SPOILER-BOX]

http://puu.sh/o1ZTu/ca46313738.gif

Almost fell for it.

TaigaUC
Apr 1, 2016, 08:27 AM
I'd stopped using Overparse for a long while, but found it pretty frustrating that I couldn't tell if I was contributing significantly without it.
Started using it again a few days ago.

I think that even without Overparse, people are still going to be accusing others of not playing "correctly".
I've seen plenty of EN people doing that in the past.
They start accusing random people, whispering/GJing them privately or just generally hurling abuse.
I've seen people arguing about certain combinations and weapons not being effective and blaming each other for the multi's poor performance.
In some cases, the people accusing each other both contributed significantly, and it was other players who were slacking.

I hope I didn't contribute to belitting others. I didn't attack anyone specifically or post results to shame anyone or boost my ego.
It did give me more confidence that I'm playing efficiently. I honestly wasn't certain before.
Being able to see the damage allowed me to confirm that I was carrying a lot of multis, far more than I expected.
It also allowed me to confirm that SEGA's design allows for damage-focused multis to be incredibly lopsided.
I expressed frustration at being used by other people, but most of my complaints have been that SEGA needs to do something to narrow the gap instead of widening it.

As you said, damage meters don't tell the full picture.
I'm well aware that in Tower Defense, some people may be contributing in other ways.
But I still think there's something wrong if the majority of a multi's damage is exceedingly low.
If I see a person's damage is ultra low, I double check to see if they are actually participating, and they usually are not.
Also, I don't see Weak Bullet and Zondeel as crippling damage output, as I've topped meters while using them.

Anyway, thanks for your hard work.
I've yet to encounter anyone using Overparse to bully others. I guess I've been lucky.
Or I just haven't been playing much.

...and I just remembered what day it is today.
Gonna leave my post here because it's still relevant either way.

ZerotakerZX
Apr 1, 2016, 09:32 AM
Nice joke, I really like it :D

Keilyn
Apr 1, 2016, 12:59 PM
I'd stopped using Overparse for a long while, but found it pretty frustrating that I couldn't tell if I was contributing significantly without it.
Started using it again a few days ago.

I think that even without Overparse, people are still going to be accusing others of not playing "correctly".
I've seen plenty of EN people doing that in the past.
They start accusing random people, whispering/GJing them privately or just generally hurling abuse.
I've seen people arguing about certain combinations and weapons not being effective and blaming each other for the multi's poor performance.
In some cases, the people accusing each other both contributed significantly, and it was other players who were slacking.

I hope I didn't contribute to belitting others. I didn't attack anyone specifically or post results to shame anyone or boost my ego.
It did give me more confidence that I'm playing efficiently. I honestly wasn't certain before.
Being able to see the damage allowed me to confirm that I was carrying a lot of multis, far more than I expected.
It also allowed me to confirm that SEGA's design allows for damage-focused multis to be incredibly lopsided.
I expressed frustration at being used by other people, but most of my complaints have been that SEGA needs to do something to narrow the gap instead of widening it.

As you said, damage meters don't tell the full picture.
I'm well aware that in Tower Defense, some people may be contributing in other ways.
But I still think there's something wrong if the majority of a multi's damage is exceedingly low.
If I see a person's damage is ultra low, I double check to see if they are actually participating, and they usually are not.
Also, I don't see Weak Bullet and Zondeel as crippling damage output, as I've topped meters while using them.

Anyway, thanks for your hard work.
I've yet to encounter anyone using Overparse to bully others. I guess I've been lucky.
Or I just haven't been playing much.

...and I just remembered what day it is today.
Gonna leave my post here because it's still relevant either way.

I love overparse a lot.
I do use it when playing.

In the end Overparse just tells us the damage we inflicted throughout a map. It does not account for "overkill damage" and it does in no means actually account for players like myself who "buy" full offensive characters as much time as possible to inflict their damage.

I play Fi/Te and Te/??? and sometimes in level 75 - 80 maps, players take very heavy hits. Rather than push them into a defensive-mode where they are attempting to recover health (as not everyone is a braver with 20 sec. Invulnerability Active) I actually keep players healed up and help maintain the position advantage.

I've had people who actually have tried to whisper me before on "how I play" and have dealt with people in this forum. I had insults thrown at me, but there were MPAs on Random Players where people have told me that I am #1 - #3 in DPS and #1 in HPS (they like using ACT), and I've always responded...

"#1 in DPS should never be....I am support, which means the heavy hitters were nowhere to be found"

HentaiLolicon
Apr 1, 2016, 11:43 PM
^ this game is just a mess which sega don't bother to fix it, instead they will just mess it up more

TyroneSama
Apr 2, 2016, 03:16 AM
Happy April. Updated OverParse (https://github.com/TyroneSama/OverParse/releases/tag/1.9) -- it will now automatically update skill mappings from the PSO2ACT repo. For users right now, that means new mappings for a lot of stuff, including Melon and Maron.

FireswordRus
Apr 8, 2016, 01:46 PM
request hotkey to switch between normal version and 1st April.
1st April was fun. Very good for relaxing with friends.
Right now i am have 2 versions and toggle between it.

TaigaUC
Apr 8, 2016, 01:50 PM
Fabulous.