The EQ Log Parser plugin for EQDKP has been uploaded. I'm sorry that the testing period took so long.
The plugin basically reads through a set of logs and automatically enters them into EQDKP, hence saving a lot of time. It can be downloaded by selecting Projects->EQ Log Parser->Download in the menu above. A readme explaining how to install/use the plugin is also included in the download.
Feel free to use the "Contact me" page...
This is not about the new project (EQ Looter) but rather about EQ Log Parser.
The new version of EQ Log Parser saves a lot of time during parsing and administration of logs, but entering the results into for example EQDKP takes time. Good news though, I have made a plugin for EQDKP that automatically enters a whole parse set (a night's worth of logs) in a couple of clicks.
The plugin basically uploads the results file that EQ Log Parser...
It is time for yet another project now. This time around it will be a real time parser for EQ to keep track of loots and determine winners by collecting information from EQDKP databases. The project's name will be "EQ Looter".
So what does that mean? Well the idea is that the one who administrates the loot should be able to just start the program and have it running in the background while playing. Then when a loot comes around the administrator...
Urgent bug fixed, the program was having a hard time registering consecutive errors. I also took the opportunity to sneak in some ini verification code so the program will update old/corrupt ini files.
*edit*
It also includes a fix for a problem that was caused by lag when the logs were taken.
The current version of EQLP is 2.0.2b. This version includes a fair number of bugs fixed and a few new functions. This version should remain for quite a while unless someone suggests a new function.
The thing I wanted to add is that it's very important that you delete any old ini file (named parser.ini) if you paste the new version into a directory that had an old version. The reason that you have to do this is that the ini file has been restructured...
Yet another function has been added to EQ Log Parser. It's a function which is designed to detect if people were LD and hence became missing from a log even though they were there.
Before this function administrators had to manually search for the errors or get reports from members afterward and then correct the errors. The error checker now takes care of all that.
To learn more read the section called "Error searching" in the...
I have added a new function to EQ Log Parser at the request of the Europa Guild.
It can be found in the form of a checkbox in the options. This checkbox will make the program count the first and last log twice. This can be used to encourage people to be there when the raid starts and not to log until it's over. It does not affect the balance of the DKP system, DKP in still equals DKP out with this option activated.
The readme has also been...
I have been trying to solve the problem mentioned earlier but it seams that the only way to do it is with access to a 24/7 server that can run executable files (which I don't have).
But I have uploaded a test version for the interested ones anyway. The file can be downloaded in the "Magnetic Gliders" section under "download". It can still be played as a single player game (but it's a lot funnier if you play with friends)...
I expected to have a test version of Magnetic Gliders ready by now, but I have run into some trouble. This means that it could take a week or two before a test version is up and running.
The problem is not in the game itself but rather in the connecting over the internet part. Firewalls and routers are currently confusing the program.
I have lacked the time to work on Magnetic Gliders during the last few days but I have managed to implement magnets, a chat system and points. This should mean that I only need to implement the win conditions, a few options for starting new games and then battle it out with proxy configurations that won't let the game through.
Once the game is finished it will require some testing though and since it's a multiplayer game I will need a few people...