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GearSwap - Re-enabled
サーバ: Asura
Game: FFXI
Posts: 549
By Asura.Ivlilla 2015-06-26 22:32:44
With absolutely everything but Gearswap unloaded, I crash when trying to use Pyrrhic Kleos from the WS menu ( Ctrl+W -> Kleos -> Select Target -> Enter and crash immediately). None of the the "i made it to this line" echos ever fire.
サーバ: Asura
Game: FFXI
Posts: 549
By Asura.Ivlilla 2015-06-26 22:33:28
I don't use Mote's files, by the by. Going to do some more testing on my end.
サーバ: Asura
Game: FFXI
Posts: 549
By Asura.Ivlilla 2015-06-26 22:38:09
Completely emptied out my gearswap file, only gearswap loaded, crashed trying to do Pyrrhic Kleos from the WS menu. Gonna try it with a file with empty dummy functions.
Lakshmi.Byrth
VIP
サーバ: Lakshmi
Game: FFXI
Posts: 6195
By Lakshmi.Byrth 2015-06-26 22:46:26
I think I might be crashing the second time that I select a subtarget.
Like:
Login
Engage Blanched Mandragora
Switch Target, tab around
Tab back to the original Mandragora, hit enter
(no problems)
Select Cure from the menu, targeting myself. Crash.
I have it down to this: Code include('Modes')
include('Mote-TreasureHunter')
サーバ: Asura
Game: FFXI
Posts: 549
By Asura.Ivlilla 2015-06-26 22:52:02
If you engage, switch target, tab around, and then return to your original (and current) target, and hit enter, is there actually an action that takes place? In the same way that an action takes place when you do a self-targeted cure? Or is there some check for "I switched target to my current target, ignore the switch target" somewhere either in the client or in gearswap?
Lakshmi.Byrth
VIP
サーバ: Lakshmi
Game: FFXI
Posts: 6195
By Lakshmi.Byrth 2015-06-26 22:56:50
Looks like I don't need to switch target and tab around or have anything in my gearswap file. I possibly just have to be in Adoulin? Before I was doing all my testing in Batallia.
サーバ: Asura
Game: FFXI
Posts: 549
By Asura.Ivlilla 2015-06-26 22:58:26
Looks like I don't need to switch target and tab around or have anything in my gearswap file. I possibly just have to be in Adoulin? Before I was doing all my testing in Batallia.
I crashed out in Nyzul Isle about half an hour ago several times.
Lakshmi.Kurgan
サーバ: Lakshmi
Game: FFXI
Posts: 9
By Lakshmi.Kurgan 2015-06-26 22:58:59
I've crashed in Escha and in Quifm
サーバ: Asura
Game: FFXI
Posts: 549
By Asura.Ivlilla 2015-06-26 22:59:14
/ja "No Foot Rise" <stpc> and selecting myself did nothing. I switched targets multiple times. /ja "Meditate" <stpc> and selecting myself caused a crash.
サーバ: Asura
Game: FFXI
Posts: 415
By Asura.Cambion 2015-06-26 23:00:03
I get crashes in Rala, Escha, and Adoulin when not following the rules I listed earlier.
Odin.Nappy
サーバ: Odin
Game: FFXI
Posts: 147
By Odin.Nappy 2015-06-26 23:00:50
I too am getting this subtarget error. Playing pup with motentens lua. I can do anything that brings up a target.
サーバ: Asura
Game: FFXI
Posts: 549
By Asura.Ivlilla 2015-06-26 23:02:54
I just crashed on hitting enter with a Kamihr Raaz select with the command /ja "No Foot Rise" <stnpc>
サーバ: Asura
Game: FFXI
Posts: 549
By Asura.Ivlilla 2015-06-26 23:03:25
Gonna try using a self-targeted WS and see what happens.
Lakshmi.Byrth
VIP
サーバ: Lakshmi
Game: FFXI
Posts: 6195
By Lakshmi.Byrth 2015-06-26 23:03:48
Okay, got it.
1) Unload everything (addons and plugins)
2) Load the eval addon
3) Engage a Blanched Mandragora
4) Select Cure from the magic menu - It will default to targeting you
5) Use //eval windower.ffxi.get_mob_by_target('t')
6) Crash
It's probably a target array problem and it'll probably be fixed when you see the next LuaCore version get pushed. The important part is that you guys haven't been accidentally sending bad packets when you crash.
サーバ: Asura
Game: FFXI
Posts: 549
By Asura.Ivlilla 2015-06-26 23:07:17
Thank you very much!
Odin.Nappy
サーバ: Odin
Game: FFXI
Posts: 147
By Odin.Nappy 2015-06-26 23:13:15
Thank you Byrth!
Lakshmi.Byrth
VIP
サーバ: Lakshmi
Game: FFXI
Posts: 6195
By Lakshmi.Byrth 2015-06-26 23:14:01
Well, thanks for the help guys!
I've always felt SE's handling of subtargets is wonky at best. I'd be unsurprised if engaged subtargets have a different location in memory than the other subtargets, or if something was just off about it in the array in general. We're probably crashing due to an access violation
refresh.lua calls windower.ffxi.get_mob_by_target('t'), 'st', 'lastst', etc. to build the different player target structures before each phase of an action (player.target, player.subtarget, player.last_subtarget, etc.). Those calls currently cause the crash.
The fact that it is somewhat inconsistent (my inability to replicate, correlation with Mote-TreasureHunter, etc.) is just a fluke. You're not guaranteed to land in access violation territory even if you use the wrong memory offset.
By ithorien 2015-06-26 23:14:12
Told you guys it was target_array in core ;)
Cerberus.Lasareth
サーバ: Cerberus
Game: FFXI
Posts: 334
By Cerberus.Lasareth 2015-06-26 23:14:25
I guess that would be consistent with this message I keep getting:
Lakshmi.Byrth
VIP
サーバ: Lakshmi
Game: FFXI
Posts: 6195
By Lakshmi.Byrth 2015-06-26 23:15:02
That "CRITICAL ERROR" is actually a sign that one of the plugins hasn't been rebuilt. Based on what people have said in other threads, I'm betting FFXIDB.
[+]
サーバ: Asura
Game: FFXI
Posts: 415
By Asura.Cambion 2015-06-26 23:20:09
That "CRITICAL ERROR" is actually a sign that one of the plugins hasn't been rebuilt. Based on what people have said in other threads, I'm betting FFXIDB. I don't think I have FFXIDB, but still get that error. If that's of any help at all. Although I do think it's downloaded, but have it switched off via the windower thing.
Lakshmi.Ratie
サーバ: Lakshmi
Game: FFXI
Posts: 153
By Lakshmi.Ratie 2015-06-26 23:21:53
That "CRITICAL ERROR" is actually a sign that one of the plugins hasn't been rebuilt. Based on what people have said in other threads, I'm betting FFXIDB. I don't think I have FFXIDB, but still get that error. If that's of any help at all. Although I do think it's downloaded, but have it switched off via the windower thing.
For me, that critical error happens when loading Guildwork
Leviathan.Arcon
VIP
サーバ: Leviathan
Game: FFXI
Posts: 666
By Leviathan.Arcon 2015-06-27 01:56:32
Every error known to me should be fixed now. That includes the "TargetArray" error messages which have been reported to appear for InfoBar, FFXIDB, LuaCore and Timers, which should have been adjusted. Sub-targeting should no longer crash users.
Please let me know if there is anything else, I don't read these forums and there were hardly any error reports on our bug tracker. Plugin-related errors are best posted there, as we'll immediately get notified of it.
Sylph.Oraen
サーバ: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2015-06-27 02:04:45
I don't think I've ever loved anybody as much as I do right now.
Cerberus.Kengo
サーバ: Cerberus
Game: FFXI
Posts: 319
By Cerberus.Kengo 2015-06-27 02:12:53
Every error known to me should be fixed now. That includes the "TargetArray" error messages which have been reported to appear for InfoBar, FFXIDB, LuaCore and Timers, which should have been adjusted. Sub-targeting should no longer crash users.
Please let me know if there is anything else, I don't read these forums and there were hardly any error reports on our bug tracker. Plugin-related errors are best posted there, as we'll immediately get notified of it.
JAZero ?
:)
Carbuncle.Jashin
サーバ: Carbuncle
Game: FFXI
Posts: 195
By Carbuncle.Jashin 2015-06-27 02:33:18
Every error known to me should be fixed now. That includes the "TargetArray" error messages which have been reported to appear for InfoBar, FFXIDB, LuaCore and Timers, which should have been adjusted. Sub-targeting should no longer crash users.
Please let me know if there is anything else, I don't read these forums and there were hardly any error reports on our bug tracker. Plugin-related errors are best posted there, as we'll immediately get notified of it.
I would just like to know if we can build a golden statue of you for the town square :3
サーバ: Cerberus
Game: FFXI
Posts: 52
By Cerberus.Mirlikovir 2015-06-27 03:25:25
GS is still broken for me ...
GearSwap works via outgoing action packet injection, and in the last patch SE increased the outgoing action packet size quite a bit (16 bytes -> 28 bytes). Until we figure out what the last 12 bytes are doing, it probably shouldn't be used.
No one is currently in danger because Windower API problems prevented it from injecting packets, but when that is fixed it would become an issue.
As such, I've disabled it by uploading a version that has an unload command on line 131 of gearswap.lua. If you remove that command, it should load and will probably work after the Windower API problems are fixed, but you're risking your account by sending out bad packets. When the new packet structure is understood, someone will upload another version that doesn't have the unload command and everything will go back to working.
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