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The Rage Project
03-14-2012, 03:36 AM
Post: #11
RE: The Rage Project
Dreary Wrote:I doubt many of the old school EQ players use tools and spoil them selves like this..

Pretty much every person in EQ uses GamParse which parses your gamelogs and allows you to fine tune your dps and damage mitigation.

I personally did over 50hours of log parsing to see whether Enchanters got better use out of hp or ac. AC won.

Cenobyte
Juggernaut
Corsair Server

"The mind cannot foresee its own advance."
Friedrich August von Hayek
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03-14-2012, 07:02 AM
Post: #12
RE: The Rage Project
Wow, I come back to a whole page of new posts... I'm loving this site Smile

Playing even though I know the outcome.
You have a theory about what your, individual, outcome will be assuming absolute perfect gameplay, no missteps. If anything, you have a true goal of proving to yourself tha you can not only reach these numbers, but beat them. This also doesn't you the outcome of the other 7 or 15 members of your raid and their various skill levels. Even if you have perfect play at absolutely optimized gear, who knows if they do. If you do a guild run where everyone was required to use a tool such as this to maximize their gear, everyone still has playstyles to work through.

An extreme? Yes, developers on this project are an extreme. I love to write code, and I find new and interesting challenges that are posed to me on a daily basis by writing for the Rawr and Rage projects, as well as what I get from work (as a software engineer). This is my engrossing hobby outside of the video games themselves andI love doing it and talking to people of like minds, many of which I call friend.

What about the players that have perfect playstyle but have no idea which way they should gear? Maybe they were told that they should stack crit sruge and ignore everything else so have beyond any soft/hard caps (I saw the thread mentioning a hatred of the words "soft cap"). These guys are gimping their potential and most don't have the time, skill or inclination to go through the "college math" required to figure this out. I would personallly rather give them an easy, portable interface where they could put in their information and get immediate recommendations on how to improve their gear.

All in all, its better to have the tools , and have many people not use them, than not have the tools and have many people begging for them Smile

Portability of Character Information between external resources
1. Torhead has specifically responded that they have no desire to implement many of the features of Wowhead, such as the &xml link of an item to get it's easily parsable XML/JSON data.
1a. Not a terribly big deal as I'm getting item data directly out of the SWTOR files and parsing them into the format I need, items should never go "out of date" and if there's a parsing error, it would affect a lot of items at once, so easy to find out its there and fix it and repost a new build, or maybe just a cache files build (which I have been exploring).
2. I have posted to Mr Robot's SWTOR forums asking for some information on how we could export/import the character files directly in and out of Rage. I would love to be able to have a player put in their character/region/server and have it drwa directly from MrRobot and then be able to make changes, optimizations and post it back to MrRobot as the new character. Their main page clearly states you can post multiple copies of a character if you name it diffently, like "Jothay" vs "Jothay-Optimized". I literally just checked their page for a reply and apparently they did on March 3rd, I just never got an automatic notification Blush my bad. I will contact them directly on this.
3. SimCraft is a well established community with a format they have used for a while, though changing for SWTOR I'm sure. Rawr has a couple of models that supported direct output to SimCraft character formats, I can use that as a baseline and then clean it up after.
4. Beyond these I would need a list of tools, their development team's contact info and maybe some example files of how they store character info. Who knows, maybe I can make a generic "convert file x to file y" dialog for people's ease of use.
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03-14-2012, 08:28 AM
Post: #13
RE: The Rage Project
Hey all -- I'm the lead developer over at Mr. Robot.

We definitely agree that having a standard way to share character information across theorycrafting tools would be a huge win, and save everyone a ton of time. We have been focusing heavily on providing that framework for people.

Now that we have both our character builder and item database live, we are focusing on fleshing out the integration pieces for people to use: the character API, a tooltip plugin for bloggers, etc.


Our plan is to make a JSON character API available -- JSON is both compact and easy to consume in any code base. We hope to have this API in beta very soon (within a week or so), and in its final version shortly thereafter. If you have any interest in using such a character API, be sure to contact us in our forum (forums.askmrrobot.com) or via email, twitter, etc. We'll see if you have any special needs, and also be sure to send you notifications when it goes live, bug fixes, etc.
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03-14-2012, 08:37 AM
Post: #14
RE: The Rage Project
For anyone trying to reach me for any reason:

Email: jothay@jothay.com
Yahoo Messenger: jamestgray85
AIM: Jothay85
GoogleTalk: Jothay85@gmail.com
Windows Live Messenger: jothay@jothay.com
IRC: irc.quakenet.org User ID "Jothay" or "Jothay_" depending on which computer I'm logged into at the time

I am logged into most of these 24/7 the time using my Trillian Astra account of Jothay, which goes to my computers and my phone. If you message them they will come.... uhh I mean... I'll respond
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03-14-2012, 09:00 AM (This post was last modified: 03-14-2012 01:24 PM by Jothay.)
Post: #15
RE: The Rage Project
JSON certainly sounds like a good way to work it, and I've PM'd your account on your forums the same. For the sake of sanity, it may be easier to communicate on an IM platform (since it saves that history for me for referencing and it's the fastest way to talk things out.). OR we could have all the different communities (Rage, SimC, MrRobot, etc) just hash this out on this thread, I would be fine with that.

As of right now, Rage saves character files in an XML format. I could probably just as easily change that to a JSON, and will look into that over the coming days. If you are willing to look at how are code actually does the XML format, head to rage.codeplex.com and check the code out from the Source Code page using an SVN client. The files are in ./Rage.Base/Character.cs and we use standard C# System.Xml.Serialization to serialize the entire class into XML. An output of my Juggernaut character is attached to this post.

The biggest point everyone would need to understand is how a character's item is stated in the file. We took a lesson from WoW's item format and use the following:
Code:
588019.0.641296.641744.642200.0.0
{ItemId}.{PrefixId}.{ArmoringBarrelHiltId}.{ModificationId}.{EnhancementId}.{Col​orCrystalId}.{AugmentId}
ItemId is the item node id in the swtor files shifted 32 bits, which stil results in unique item ids across all items but witha 6 digit number instead of that ridiculous number they use. Knotor.com uses the same convention.
One thing I need to change is the enforcement of which mod is in which placement. Right now items with an augment slot and crystal slot change which mode sits where. I'll fix that tonight.
Edit: This has been fixed, see the changes in above

We also have a list of items that are for the Optimizer, these Items are listed in a file as "available" meaning they either have it equipped or in their Bank/Vault go as:
Code:
// Generic item, can be equipped or modded by the optimizer in any way
<AvailableItems>588019</AvailableItems>
// Generic item that is one of the Tier x crafting versions, like Veracity Greaves [Advanced] whatever, the 1018 is the ID of the specific prefix and the 588019 is the core green recipe it is based on.
<AvailableItems>588019.1018</AvailableItems>
// Specific item with a specific set of mods, can not be changed by the optimizer
<AvailableItems>588019.0.641296.641744.642200.0.0</AvailableItems>


Attached File(s)
.zip  Jothay.zip (Size: 1.81 KB / Downloads: 77)
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03-15-2012, 09:31 AM
Post: #16
RE: The Rage Project
Rage 0.0.0.5 Alpha has been released.
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03-22-2012, 10:25 AM
Post: #17
RE: The Rage Project
So I'm working more on the ability format generation thingy (script that reads the tor files and writes my ability classes for all game classes such as sith warrior, mercenary, etc). I've gotten to where each of the abilities are parsed, played and now I'm working on Rotation code, which is giving me some headaches (Rage for sith warriors doesnt play out in this game like it did in WoW).
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03-23-2012, 01:22 AM
Post: #18
RE: The Rage Project
Hi!

I checked the source-code of Rage yesterday, and one thing I wonder about... if I understood it right, it uses 160% armor for Jedi Knights and Troopers, and 250%*120% (the last one by talent) for Shadows in the source-code.

Shouldn't it be

250%+20% for Shadows (actually ingame 275.8% at best I know), 161.5% for Jedi Knights and 177.5% for Troopers? At least these are the values all spreadsheets I know of use. But maybe I read the source-code of Rage wrong? (I am still quite new to the Rawr source-code, and then of course also the Rage source-code).

Example, this is how it is done in my own "Project Shield":

if (c.spec==0) armor = item->armor*2.758; // Consular
else if (c.spec == 1) armor = item->armor*1.615; // JK
else if (c.spec == 2) armor = item->armor*1.775; // Trooper
else armor = item->armor;


I saw that the webpage the comment in the source-code refers to states differently, but I wonder if this webpage is wrong? Or - which would be the alternative - that *my* assumptions are wrong? (Might very well be the case as well...).

BTW, if there is anything I can help with, I am willing to help (I think Rawr is superior to my own "pet project" Project Shield). Not sure if I find the time to code some models for Rage as I will start a new job in two weeks, but I'd be willing to at least help (and played a bit around with the source-code at least ^^) if any help would be needed.

MagicSN
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03-23-2012, 01:44 AM
Post: #19
RE: The Rage Project
I haven't looked into modiifcations for other classes. All the code files for Talents and abilities are being auto-scripted the way they are until I can get into specifics for the model. I can say that the Juggernaut Armor value comes out correctly.
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03-23-2012, 06:02 PM (This post was last modified: 03-23-2012 06:05 PM by MagicSN.)
Post: #20
RE: The Rage Project
(03-23-2012 01:44 AM)Jothay Wrote:  I haven't looked into modiifcations for other classes. All the code files for Talents and abilities are being auto-scripted the way they are until I can get into specifics for the model. I can say that the Juggernaut Armor value comes out correctly.

Okay. I now actually think that possibly I did only some wrong assumption based on a (possibly outdated) comment in the Rage.Base part which claimed the above. So it seems the comment is wrong, and the code is right ;-) I wrote the place where the comment is on your project site in the discussions area, so you possibly can remove or change it to avoid people who read the code getting confused ^^.

Myselves I started reading the code a bit and trying (though "dry", my usual dev PC is already packed up for moving to the new flat) a bit on the frame for a Shadow Tank module. Is there any sort of documentation or specification for the API for a spec module for Rawr, BTW? Or is it basically "read the code to understand it"?

I am especially interested where actually (maybe best in the example of your Juggernaut module) the code for the talent implementation is found. If you could give me some hints by email (wrote you my email in the other thread) to help me understand how a module for Rawr/Rage is implemented, this would be great! Thanks in advance! I have done some code reading myselves, but are still very unsure about things as I never looked into the Rawr Source-Code before, till I saw your project.
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