Plugins Broken Via Version Update |
||
Plugins broken via Version Update
Experiencing something similar to the above poster, can get binds to function via physical keyboard, but trying to trigger the same binds via keystrokes from programmable shortcut keys no longer works.
My controller keybinds are experiencing this too. I have to press it button over and over for it to trigger, and half the time its saying "must have a valid subtarget" in the chatlog.
Lili said: » Is the paste completely broken, or does it still work just with some quirks? Because ctrl+v doesn't work natively, it's a keybind to the paste command https://docs.windower.net/commands/input/#paste It's quirky, as stated. A quick control v will NOT work, but a double press, or a long press will work. And the command will not work after it's input anyway. /console exec sellcrystals.txt won't function It's literally just;It's never not worked until today If I type //sellnpc Fire Crystal , that works, but inputting the command to the text file to sell all 8, it won't work. There is zero chance I'm closing and restarting all instances before the update though, so I'm just informing that it's not working. My keybinds may look strange to you, but they all stopped working today as well:
bind scrolllock input /lockon bind pause down setkey numpad- down bind pause up setkey numpad- up bind ^scrolllock down setkey numpad+ down bind ^scrolllock up setkey numpad+ up pause does /logout, scrolllock hides the hud, the native functions of the keys. ctrl+v still works, screenshot still works. I have one client that's been running for several days, keybinds are still working here. Just in case. Which plugin/lua affects /console commands? Or is it just part of the exe and it's broken forever now.
Asura.Eiryl said: » Just in case. Which plugin/lua affects /console commands? I'll just manually replace that one hook, changes were made to fix a bug in hook for command handling it has been on dev since Nov but the issues where not noticed by anyone using the dev build. also the current hook and launcher are not compatible with the previous hook and launcher. I see, it's odd some commands work and some don't.
I can use a skillup txt that just spams barspell but I can't use a macro that does for all intents and purposes the same thing to sell garbage. Totally normal Code input /magic "Barfira" <me> wait 5 input /magic "Baraera" <me> wait 5 input /magic "Barfira" <me> wait 5 input /magic "Baraera" <me> Won't work Code input /\/\sellnpc Flame Geode wait 1 input /\/\sellnpc Snow Geode wait 1 input /\/\sellnpc Breeze Geode wait 1 input /\/\sellnpc Soil Geode wait 1 input /\/\sellnpc Thunder Geode wait 1 input /\/\sellnpc Aqua Geode wait 1 input /\/\sellnpc Light Geode wait 1 input /\/\sellnpc Shadow Geode Asura.Eiryl said: » Won't work Are you sure that script previously worked? I haven't used windower in forever, but a backslash is typically an escape key. Shouldn't it be:
Code input \/\/sellnpc Shadow Geode (if the escape is even needed in the first place.. your first / isn't being escaped) Why would you “input sellnpc” with or without slashes in a script when you can just do “sellnpc” lmao
Lets not even go into running a separate sellnpc command for wvrry geode ¯\_(ツ)_/¯ Just to throw other behaviors into the ring. I have the HOME key bound as my cursna spam, but it is now doing both cursna and readjusting camera.
bind home send @others /ma "Cursna" <p1> Edit: page up and down are doing the same thing. It's the same .txt file I've been using for 15 years, it work(ed) never cared to alter it
Fenrir.Niflheim said: » Asura.Eiryl said: » Won't work This makes it work, the reason I added the input /\/\ was because react required it, so I put them in everything. Didn't question it, it just worked. (react probably doesn't need them either, but it worked, and it didn't without them, so. In they went.) Had I known I'd be doing this for 20 years, I'd have made the effort to learn the minimum amount of coding. But I didn't and I ain't going to start now. Asura.Eiryl said: » and you can't have 2 commands in response to [a react] action) Remoted home just to get a snippet from one of my luas, pita to highlight on phone but you can figure out whats happening dy_reaction"]="input /p fire;wait 4;input /ma fire <bt>;wait 4;input /ma fir hes literally so bad at this lmao edit: lol he got cooked so bad he edited that part of his post out. Asura.Eiryl said: » Had I known I'd be doing this for 20 years, I'd have made the effort to learn the minimum amount of coding. But I didn't and I ain't going to start now. Sudoku spoiler
Moonlightagb said: » I use Joy2Key to make certain buttons on my controller input keystrokes such as pushing the Options button does "windowskey + z" which is set to a windower keybind that does "/jump" for example. The keybind still works when physically pushing those keys on the keyboard but the game doesn't seem to recognize inputs the same way as before if it has 2 keys like "ctrl + z", "alt + z" etc. My right trigger is set to input only "F8" and it still works fine, but anything that has a combination doesn't seem to work anymore. However, I noticed if I spam the button quickly and repeatedly it may work 1 time out of the 30 times I pushed the button if I spam it quickly, not sure if this has anything to do with the post above copy pasting sometimes having to be pushed multiple times that I also noticed. Thank for your help! Same problem. @keybinds for controllers, probably all binds, i quick and dirty changed my ctrl + FKeys to my number key equivalent. Numpad keys are still setup to defaults and I dont know how change them right now, so they are not a good swap. So about the keybind thing... what I'm seeing happen is you get the keybind action, as well as the non keybind action for the same keystroke. It's a little annoying, but this is also something that could be really really useful.
If it's possible to preserve this behavior as a modifier that can be added to a bind, that would be pretty cool. For multiboxers, it would basically allow an easy framework to directly control multiple characters from one instance without a whole bunch of extra scripts; in particular, it would make for basically the best /follow alternative ever just by binding keydown w to send keydown w to all characters and so on. I'm having a bunch of issues with my binds as well. Sorry if this was stated before, but it appears that on button press, some baseline default action is taking place first. Our scripted binds are only being triggered upon button release.
Example 1: I have the * key as my lock on button. Upon button press, the default lockon would trigger (at least I think that's what it does), and upon press release, my scripted input /lock on would trigger. Effectively, target lock on then instantly lock off. Example 2: I have alt+numpad2 as my curaga2. Upon button press, my character would move down a little first (because a direction key was pressed) and stop almost immediately, and upon button release, curaga 2 would trigger. So something was probably done with what actions trigger when the button is pressed and also when the button is released. Asura.Fiasko said: » Just to throw other behaviors into the ring. I have the HOME key bound as my cursna spam, but it is now doing both cursna and readjusting camera. bind home send @others /ma "Cursna" <p1> Edit: page up and down are doing the same thing. Exact same issue. I actually bind most of my gameplay to the numpad with various combinations of ctrl, alt, windows key. I think in the past a gearswap lua would overwrite base binds if a new one was assigned, but this is no longer the case. They also both go off simultaneously so you'll have your base bind + whatever unique action you added. For example, my numpad + 2 is Ruthless Stroke, and numpad + 5 is Aeolian edge. Now if I try to do Ruthless, it will do the weaponskill but also try to turn my character around (that was a fun Sortie run hah), If I try to do Aeolian it will also put my character in first person view. Before my DNC lua overwrote these numpad movement and first person view binds but no longer. Bismarck.Ihinaa said: » I'm having a bunch of issues with my binds as well. Sorry if this was stated before, but it appears that on button press, some baseline default action is taking place first. Our scripted binds are only being triggered upon button release. Example 1: I have the * key as my lock on button. Upon button press, the default lockon would trigger (at least I think that's what it does), and upon press release, my scripted input /lock on would trigger. Effectively, target lock on then instantly lock off. Example 2: I have alt+numpad2 as my curaga2. Upon button press, my character would move down a little first (because a direction key was pressed) and stop almost immediately, and upon button release, curaga 2 would trigger. So something was probably done with what actions trigger when the button is pressed and also when the button is released. Just tested and I think you are bang on here. The base default bind goes on button press and whatever unique assigned one fires on release so you get a double action. Restoring the following files/folders from my last backup and blocking windower.exe from all outbound connections to prevent re-updating seems to be a functioning workaround.
Hopefully the bind issue is quick to patch, but if it's going to take a few days, maybe the windower team can throw up a known safe copy of the relevant old files for other affected users in the meantime. bind key names seem case sensitive now. bind F9 will throw an invalid key provided error but bind f9 is okay.
We have just pushed a fix for the following binding issues:
- Pressing bound keys still reach the game - Case sensitivity binds - up/down binds not working separately I went back to my previous profiles and Ctrl+fkey binds and they work same as before. The 2nd button bind only working on release seems to have resolved as well.
I can't get the console to appear after the update, and neither TParty nor Pointwatch load. Gearswap works fine though.
waffle said: » neither TParty nor Pointwatch load Fenrir.Niflheim said: » waffle said: » neither TParty nor Pointwatch load To add to this, the console text doesn't come up at all. It's not there when I log in, nor when I press Insert. I can still send some commands. For instance, if I type a command to lock a gear slot in gearswap, it will lock. The console text won't appear though. However, sending a command to load or reload TParty won't make it appear. Hey all, not to add another layer to this, but windower doesn’t appear to want to load ant all after the update when trying to open in Lutris (on steam deck).
Lakshmi.Kulx said: » Hey all, not to add another layer to this, but windower doesn’t appear to want to load ant all after the update when trying to open in Lutris (on steam deck). Lili said: » EDIT: on some systems, it's also possibly needed to update .NET to 4.8. This also applies to Linux/Steamdeck installs. |
||
All FFXI content and images © 2002-2025 SQUARE ENIX CO., LTD. FINAL
FANTASY is a registered trademark of Square Enix Co., Ltd.
|