unknownx7 / noclippy Goto Github PK
View Code? Open in Web Editor NEWA XIVLauncher plugin.
A XIVLauncher plugin.
Any good reason to use both at the same time? Or should I just pick one?
Hey, I'm using alexander + noclippy and i find it amazing that noclippy helps with the kassatsu lag that makes it impossible to play with high ping, but sometimes it works and sometimes it doesnt, i dont know if the bug is just visual because sometimes noclippy doesnt register it as a clip, but i do clip my gcd regardless
Also i wanted to mention that i dont know if the mudra options is working, sometimes im in middle of casting a mudra and the gcd resets before im able to press it so when i ninjutsu i end up doing for example shuriken instead of raiton, or maybe by not having lag im pressing it too fast? i would love to understand more how that works in depth
Thank you very much and keep the good work, i'd love to see a TCJ lag fix soon!
Admittedly this is not an issue, just curious as to what tangible benefit if any this would have if used in conjunction with XivAlexander?
Thanks for your plugin , Noclippy help me a lot .
But I can not use it at soon , I reinstalled CN Xiv 7 days ago and I see Noclippy has been updated to 0.5.9 , So now I can not load it.
Is there any way to help me install the previous version.
The feature that increases the lock based on RTT seems to not really work properly, I've noted several oddities, like registering first an impossibly low ping (from EU to west coast), then slapping the next skill with an insane 1000% increase. A lot of just weird numbers like that. Would it perhaps be possible to simply have an option to get a static 645-660ms instead of this variability? Seems difficult to pinpoint some baseline ping value to calculate the increase from, especially when ping is itself varying constantly and the servers being what they are.
Had a funky little issue yesterday where post-rez I would thin air to try and rez someone else to recover and it wouldn't be available until I had gotten the full 2400MP. Today I decided to test out a few things, dropping so low to where I couldn't even use Cure 1 (400MP) and thin air and still found myself unable to even use that until I had gotten the full 400MP. This also applies to Cure 2 (1000MP) and Cure 3 (1500MP). Someone in The Balance asked if I use noclippy so I tried turning it off and everything has gone back to normal.
First video is me having no clippy on and being unable to even use Cure 1 until getting the full 400MP.
Second video is me having no clippy off and being able to use any ability at minimal MP.
If you need me to try anything else just let me know and I'll do my best!
I was wondering if the logs go to a file on my PC somewhere? I'd like to review the logs after I get done practicing on a dummy but I don't necessarily want it in my in-game chat.
OR is there a way to make it have it's own window in the chat box? Just trying to figure out how to use this program to its full potential. Thanks in advance for the help.
I've noticed that queueing actions that are on CD that have <=10s left on the timer disables you from casting any other actions until the action in queue has been used. This is only for a queue threshold of 2.5. I fixed this by simply changing to a queue threshold of 2.4.
This plagued me for a while, for I thought it was because of another plugin's features. But I found out that it was because of NoClippy.
Just wondering if it is safe to enable this at the moment
I know it is experimental, just wanted to make a note of a bug and see whether I can do anything on my end to collect more information for you.
Sometimes when this option is enabled, queuing up a single mudra action will cause the Mudra GCDs to "lock" for a brief second (perhaps smaller than second) and shows the 'Fuma' Ninjutsu briefly + decrementing the mudra charge , before "resetting" back to normal
Noclippy seems to be causing crashes consistently in PVP on the current testing build of Dalamud.
Issue:
NoClippy allows double weaving with moves that are impossible to double weave due to mandatory animation lock, such as gap closers (Red Mage's Corps-A-Corps, Displacement, Dragoon's Jump, Paladin's Intervene, etc.) leading to impossible double weaving windows.
Steps to Reproduce:
Dragoon, tested at 2.44 GCD.
https://drive.google.com/file/d/1yu0RrU6MZJ6aPMsViGXNPmlP1waYLrEa/view?usp=sharing
Red Mage, tested at 2.47 GCD.
https://drive.google.com/file/d/1P-kK0yfDjgr9VtggrQVbq4duDWoPUlOH/view?usp=sharing
My normal server ping is anywhere between 200ms and 300ms, but pretty much every guide and resource I've seen has stated that it's otherwise impossible to double weave with a movement action due to animation lock, regardless of latency.
Suggested Solution:
Perhaps add exceptions for movement-based abilities and forcing animation lock to prevent situations like this from happening. I am not a programmer, but this does seem like an unintended consequence of how the plugin works, and could lead to levels of optimization impossible to do in normal play even with near-zero latency.
Hello,
I have begun getting this issue recently:
[NoClippy] Unexpected lock of 297 ms, temporary dry run has been enabled. Please disable any other programs or plugins that may be affecting the animation lock.
I searched online and found that this happens when XivAlexander is running. However I do not have it installed. Would anyone know if there's a way to check what is causing this conflict? Thank you!
Whenever I install NoClippy it gives me an installer error, and just tells me to restart the game and try again or contact the plugin author. And yes, I've tried restarting the game. If I do restart the game after this error pops up, noclippy is installed but it says that it failed to load.
Ever since the 6.18 hotfix my noclippy hasnt been able to work. I have tried uninstalling the plugin and reinstalling it and disabling it and removing it altogether but it still wouldnt work. I don't know if there is something I am missing?
I don't know how to reliably reproduce this but it seems to happen in some double-weaving scenarios, had to restart the game during an instance today because of it. After it happens, actions no longer seem to register, even if I die and respawn.
The telltale sign is a NaN appearing in the logs, followed by an INT32_MIN.
I've seen it happen on SMN, can't say whether it happens with other classes. I'm not using any experimental settings and my queue window is the default value.
High latency also introduces additional delay between swings of your tool when gathering as btn/min, do you think this is something that can be mitigated against with noclippy/xivalexander as well?
On SGE, the Eukrasia toggle can interfere with your GCD if your ping spikes high enough that you don't see the buff before the Eukrasia GCD is finished, causing you to clip. It would be nice to have prediction for the Eukrasia status.
As far as I understand, should I use Dry Run for better reads on logs? Sorry if this is noob question
Hi, my friend just introduced me this software.
I've been using XivAlexander so far, but would love to try this also. What will be the difference?
Thanks in advance!
I recently installed NoClippy and followed the installation set-ups. After casting a skill and trying to weave however, it automatically enables the 'dry run' setting and logs the error message: "Unexpected lock of 492 ms, dry run has been enabled."
Any idea what the cause could be?
Greetings. I'm having this issue with NoClippy since... basically I started using it. I run NoPing as a VPN. After a while of playing, it seems like NoClippy stops working and I get a massive lag input that makes combos to not go off or skills to be used. I logged the before and after. I usually restart the whole thing and the issue fixes itself, but after a while it goes back to it. I don't know what's causing it.
I run the game on Win10 64bits with the DX11 client.
Hello,
I recently switched off XIVal to your tool but noticing that because I play on very high ping I sometimes still clip.
I'm having trouble understanding the queue threshold and would like the same settings that XIValexander uses to simulate a flat 75ms.
What would I set the queue threshold to? Thanks in advance for the great plugin!
Thank you for the excellent plugin. Could you please explain a bit further the effects of "predict statuses" and "predict mudras?" The description says it removes the effects of lag on these statuses, but it's not clear to me what effects of lag these suffer besides the standard animation lock that is addressed by this plugin.
It seems after an update the chat output channel has been set to echo instead of what you have set globally in Dalamud. Would it be possible to let the user set the output channel?
The reason is that echo is such a messy channel and other plugins don't work with it so nicely. Thanks!
For some reason, it seems to take executing a Ninjutsu before my GCD timer appears to roll as fast as it should once I put up Huton. I noticed this first with Hurajin.
I'm also not sure if this is being caused by NoClippy or Reaction or their combination.
I recognize this bug report is kind of vague and doesn't have firm reproduction steps. Have you heard of this issue before? I can try to do some more detailed testing, I just wanted to check if this was a known issue at all.
I used NoClippy along with XIVAlexander and ACT when it started activating its dry run out of nowhere mid-session and now won't stop switching back even though both of these separate programs have been disabled. This issue has only started happening today (08/31/22).
With predict Mudras off, trying to input ninjutsu results in hangups. While using Kassautsu this issue is not present. Issue persists when using predecit mudras (While on Kassatsu inputs are okay but outside of Kassatsu its off)
This would make it so you can filter the plugin output from certain chat tabs.
Greetings,
Due to the major patch, looks like the plugin will require an update for Api7 once Dalamud is updated
The log feature is very useful. It is however very noisy, spitting out a line of text every second or so. I'd like to be able to check the log without having it in the chat - I am however wholly unable to find it. How do I access it? Is it in-game or is it saved in some text file?
I'd also like to have an option to display only GCD clips/wasted GCDs. It would be a very useful feature if you ever record your gameplay to see what mistakes you commit 'live'; as is, the "Enable Stats Logging" is reliant on "Enable Encounter Stats". I've made a short example of what I'm talking about:
Thank you for your work!
So I'm not sure what happens but maybe you can find a fix for this. All my other ninjutsus work perfectly but only when I use Hyosho or Gokka my GCD rollsback a little bit. This is not a kassatsu issue cause I tried doing Raiton with kassatsu and it works perfectly fine.
This is a reference of the "bug": https://imgur.com/a/cGw4Rv4 .
This is more a question than an issue, but with patch 6.15's changes in packet compression, is NoClippy still expected to work? I normally use XIVAlexander, but the maintainer may or may not be able to fix the breaking change introduced by the patch.
Hey,
I've noticed sometimes when I step away from my PC (get the door, phone call, etc) not even 5 mins have passed and the game will exit. This never used to happen before I got XIV Launcher and I'm definitely not hitting the AFK timer.
I asked on XIV Launcher discord and they couldn't see any issues, so I was wondering if it's the plugin NoClippy?
2022-04-26 21:16:58.410 +10:00 [INF] [LOCALPLUGIN] Loading NoClippy.dll
2022-04-26 21:16:58.425 +10:00 [ERR] [NoClippy] System.MissingMethodException: Method not found: 'Byte (FFXIVClientStructs.FFXIV.Client.Game.ActionManager*, FFXIVClientStructs.FFXIV.Client.Game.ActionType, UInt32, UInt32, UInt32, UInt32, UInt32, Void*) FFXIVClientStructs.FFXIV.Client.Game.ActionManager.get_fpUseAction()'.
at NoClippy.Game.Initialize()
at NoClippy.NoClippy..ctor(DalamudPluginInterface pluginInterface) in D:\a\NoClippy\NoClippy\NoClippy.cs:line 24
Just to let you know/mark here that DalamudApiLevel is now 6 per goatcorp/Dalamud@d9f3800 & testing enabled runs w/ it, so a json change will be necessary.
Hi, just wondering if the solution for this is within NoClippy's capabilities. When Dragoon exits Life, the time at which Nastrond switches back to Geirskogul and allowing the player to use it is dependent on ping. Here is an example where left is 10ms and right is 300ms. The players exit Life at 1:37 and every minute after. Comparing these timestamps to the previous cast 30s prior illustrate the delay.
Latest plugin version; removed all other plugins; fresh game instance; repeatable results every time. As soon as hitting a second button in combat, it throws the following error. Now for clarity its been doing this since a much earlier update (months) of the wine system, which caused me to stop using the plugin - I thought to return in case the uplift in .net versions fixed it. Since not, I figured I'd make you aware.
Happy to help provide more detail as required.
System: OS/X 12.6.2
XOM Version 4.4.9
2023-01-15 16:13:39.969 -08:00 [FTL] Unhandled exception on AppDomain
System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
at NoClippy.Game.UseActionDetour(IntPtr actionManager, UInt32 actionType, UInt32 actionID, Int64 targetedActorID, UInt32 param, UInt32 useType, Int32 pvp, IntPtr a8) in D:\a\NoClippy\NoClippy\Game.cs:line 37
at Dalamud.Game.Framework.HandleFrameworkUpdate(IntPtr framework) in C:\goatsoft\companysecrets\dalamud\Game\Framework.cs:line 458
Help, why can't I uninstall this program, I get an error when I uninstall it.
Is there a reason why Game.actionManager->animationLock
can't be set to a constant value like 0.5f
(from which i understand is the default 500ms additional animation lock) to simulate 0 ping? Afaik even with it at 500 (as long as you dont go under) you won't be able to triple weave anything.
Recent changes to NoClippy changed some behavior with the potion.
I don't have technical knowledge, but I assume it's something to do with the animation lock being shorter, so my first skill executes much faster (I early pulled every pull tonight), and the process of abilities changing into dance steps during technical step is relatively delayed. Here are two videos comparing the steps:
Potion → Standard Finish → Technical Step (with NoClippy)
https://www.youtube.com/watch?v=Xox1rTNDlzA
Potion → Standard Finish → Technical Step (without NoClippy)
https://www.youtube.com/watch?v=JGNlWbrd8qA
I might be wrong, but I assume what's happening is, since the animation lock for potion is ending earlier than usual, standard finish and technical step are being executed earlier than usual, but the dance sequence showing up, and the abilities turning into dance steps, are still at the same time as usual, which makes it seem like they're delayed.
They're not actually delayed though, I believe it's the potion that is making the abilities before it faster, because I always use the potion at the same time (with slightly over 2s left on standard step) and it consistently early pulled every time (and standard also didn't match my GCD later during the burst as it usually does).
I was also able to get an extra GCD under Medicated buff that I was never able to before, even at a slower GCD speed than usual:
I noticed this experimenting with the code locally after the latest Dalamud update, but just confirmed that it happens in the official version. It has been tested with no other plugins enabled. There's a good chance this issue doesn't affect Windows users, and the problem is all but certain to originate upstream, but for the time being this is reliably causing a brief freeze at the end of every encounter (unless you don't use actions on the enemy at all). It doesn't seem to scale with encounter duration. These are shown in the Dalamud log:
2023-10-05 21:39:29.537 -03:00 [WRN] [HITCH] Long FrameworkUpdate detected, 489.8426ms > 50ms - check in the plugin stats window.
2023-10-05 21:41:46.048 -03:00 [WRN] [HITCH] Long FrameworkUpdate detected, 269.0844ms > 50ms - check in the plugin stats window.
2023-10-05 21:49:58.297 -03:00 [WRN] [HITCH] Long FrameworkUpdate detected, 331.1141ms > 50ms - check in the plugin stats window.
2023-10-05 21:52:44.592 -03:00 [WRN] [HITCH] Long FrameworkUpdate detected, 574.4648ms > 50ms - check in the plugin stats window.
2023-10-05 21:53:14.920 -03:00 [WRN] [HITCH] Long FrameworkUpdate detected, 298.9962ms > 50ms - check in the plugin stats window.
2023-10-05 21:56:41.421 -03:00 [WRN] [HITCH] Long FrameworkUpdate detected, 393.5624ms > 50ms - check in the plugin stats window.
2023-10-05 22:01:41.565 -03:00 [WRN] [HITCH] Long FrameworkUpdate detected, 571.0313ms > 50ms - check in the plugin stats window.
2023-10-05 22:02:25.349 -03:00 [WRN] [HITCH] Long FrameworkUpdate detected, 516.7646ms > 50ms - check in the plugin stats window.
It should be noted that this is all on HDD; I can't say whether it's noticeable on SSD.
I keep getting the error
[NoClippy] Mismatched animation lock offset! This can be caused by another plugin affecting the animation lock.
Im not sure what other addons that could be affecting this. is there any know plugins?
Hello there, I would enjoy using the Queue Threshold option, but currently a few issues stop me from being able to do so.
Certain Machinist skills (Drill, Air Anchor, Chain Saw, Bioblaster, Flamethrower) are unaffected by the modified queue value and continue to behave normally. Other skills like Split/Slug/Clean Shot are all affected by the queueing change. I have not found this issue on any other classes, but I haven't tested them all.
While a skill is queued, it is impossible to use an oGCD. For example: if you queue a GCD skill with 2 seconds remaining until it will be activated, during those 2 seconds, you will be unable to use any oGCD skills. This makes it nearly unusable for longer queue durations, as it's quite easy to accidentally queue something then be locked out of oGCD usage.
As a potential enhancement, it would be useful to allow an inverted option which makes skills non-queueable for X duration after a GCD. This would make things cleaner for those who prefer large queue times but play classes with very different GCD durations.
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