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Category: Outdated LotRO InterfacesLotroLCD
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Name: LotroLCD   Popular!
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Date: 01-26-2011 12:19 PM
Size: 9.01 MB
Version: 1.1.4
Rate File: 5 out of 5 with 5 votes  
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New UI for Version 1.0.6
 
Description
Lotro LCD is a combat and chat log analyzer with Lotro plugin to show stats in game or on a Logitech G series keyboard LCD, it will show stats such as dps, total dmg per combat, total heals per combat, etc.

A Logitech keyboard is not required, to run the plugin!

Lotro LCD consists of two parts, a log parser written in C++ that looks for new log files, parses them, analyses and then makes the information available for the Lotro LUA plugin which is the second part.

To use Lotro LCD, download the installer and install LotroLCD, run LotroLCD by doubleclicking the desktop icon or the link in your start menu, launch Lotro, once inside Lotro turn on logging for your Combat channel and load the plugin with /plugins load LotroLCD

Combat analysis and IM log analysis/timer functionality is now available for both Logitech Keyboard LCDs and the in-game plugin.


LotroLCD will only work with the english version of the Lotro client.


The primary location for the LotroLCD installers (where updated versions show up first) is at the following location:

http://dallur.com/fileadmin/user_upl...rX86-1.1.4.msi (32bit)
http://dallur.com/fileadmin/user_upl...rX64-1.1.4.msi (64bit)

Here are some screenshots showing what the interface for the Logitech G series keyboards looks like:








All the code is licensed under GPL v2 and is hosted at googlecode:
https://lotrolcd.googlecode.com/svn/trunk/

Mail or message me with patches or if you feel you can contribute and want commit access.

Submissions, suggestions, patches and contributions of all sorts are encouraged and welcomed, my primary goal is to make all the data in the lotro log files available to plugins.
Archive List (Old Versions)
File Name
Version
Size
Author
Date
1.1.3
8.99 MB
vindalfur
01-16-2011 09:17 AM
1.1.2
8.98 MB
vindalfur
11-27-2010 10:41 PM
1.1.1
8.96 MB
vindalfur
11-27-2010 04:42 PM
1.1.0c
2.33 MB
vindalfur
11-06-2010 12:21 PM
1.1.0b
2.33 MB
vindalfur
11-06-2010 10:39 AM
1.1.0
2.33 MB
vindalfur
11-06-2010 10:11 AM
1.0.9
2.87 MB
vindalfur
11-04-2010 08:48 PM
1.0.8
1.21 MB
vindalfur
10-30-2010 07:22 PM
1.0.5
1.18 MB
vindalfur
10-14-2010 06:28 PM
1.0.4
1.20 MB
vindalfur
10-12-2010 09:19 AM
1.0.3
1.20 MB
vindalfur
10-11-2010 02:05 PM
File Statistics
User Rating:
5 out of 5 with 5 votes
Downloads: 13944
Views: 75195
Favorites: 16
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Last Modified: 01-26-2011 12:26 PM by vindalfur    

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Unread 04-26-2013, 01:01 AM  
Stuif
The Wary

Forum posts: 0
File comments: 1
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Error when entering world

Hi, I try LotroLCD for the first time, but unfortunately I get an error when my char is entering the world:

LotroLCD v1.1.4
...nline\Plugins\LotroLCD\LotroLCD\UI\ElementWindo w.lua:10: Invaild member function call.
... Online\Plugins\LotroLCD\LotroLCD\UI\StatsWindow.lu a:21: Invaild member function call.


I can't find anything on Google about this, so I hope you can help me with this.
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Unread 07-03-2011, 01:06 AM  
bjeardoe
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Are there going to be any updates to this in the future?

Couple of issues... from my log (get these errors):

... the Rings Online\Plugins\LotroLCD\LotroLCD\Main.lua:34: attempt to call field 'LocalPlayer' (a table value)
... the Rings Online\Plugins\LotroLCD\LotroLCD\Main.lua:161: attempt to index field 'placeholder' (a nil value)

Last edited by bjeardoe : 07-03-2011 at 01:29 AM.
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Unread 05-05-2011, 02:11 PM  
NIronwolf
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Analyzers Broken?

I haven't used any log analyzers for a while, but Lotro Log Analyzer, CStats, a Web based one, and LotroLCD all seem to not be processing them right. Did they update the log outputs? Or am I just being dumb somehow?

I did see that LotroLCD was using the right log file, but it wasn't populating the plugin. (After installing it, my plugins did break and I had to redownload the Turbine directories from the link above.)
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Unread 01-30-2011, 10:32 AM  
minniwinni
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pls also for german clients
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Unread 01-26-2011, 12:20 PM  
vindalfur
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Smile Version 1.1.4 released

I have just uploaded version 1.1.4, the new version fixes performance issues and compatibility issues with the Turbine plugins when installing.

As before same download links.

Remember to remove any previous versions before running the installers.
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Unread 01-25-2011, 02:05 PM  
minniwinni
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pls also for german clients
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Unread 01-25-2011, 01:02 PM  
vindalfur
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Re: Re: Version 1.1.3 Just Released

Thanks for the heads up, I'll try to have the performance issues solved ASAP.


Quote:

I love the new tooltips and display functionality, but returned is the slowly degenerative performance disease of yester-version. The game gets choppy and I lose significant FPS performance when the plug in is active (the desktop script doesn't effect anything, just running the plugin in client) so I'm back to using cstats. I also didn't notice it erroring out with runekeeper heals so that's a plus.

Thanks for your work. It's really coming along.
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Unread 01-25-2011, 01:01 PM  
vindalfur
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Re: Problems with Win 7 x64 and log file name

Thanks for letting me know, I don't know why the app isn't picking up on the newer combat file, this isn't the first time I've gotten reports of this happening but I've never been able to reproduce it so I can fix it.

I've realized what the problem is with the plugins, Turbine changed the layout and removed some folders in the newer version, even though my installer does not overwrite anything it still manages to mess things up.

From what you describe I don't know what's wrong, the only thing that comes to mind would be to move all log files to a new folder, start the game, new log file and then start lotrolcd.

Quote:

Well, I have not been able to get the LotroLCD plugin to work so far. Here is where I'm stuck:

1. Install the msi. Since I run Windows 7 x64, I installed the 64-bit version of the msi.
1a. At this point, trying to load any plugins cause error messages about files in the plugins\Turbine or plugins\TurbinePlugins folders.

2. Reinstall the beta lua TurbinePlugins files from the 7z file here (is this the latest?)
: http://content.turbine.com/sites/lot..._LuaPlugins.7z
2a. Other plugins work again.

Here's where it starts to go bad:
3. Start up the LotroLCD program from Windows. This automatically creates a log file in my documents\LOTRO folder named Combat_20000101_1.txt, which is held open by the LotroLCD program. This file never grows beyond zero bytes.

4. Right click the Combat tab in game and Start Logging. This also creates another log file in my documents\LOTRO folder, but it is named Combat_20110124_1.txt. This file grows as I am in combat.

5. /plugins load lotrolcd. This causes 2 windows to appear, but no data ever displays with the combat results. Also, it causes some noticeable lag.

So the LotroLCD windows app is clearly trying to parse a default file instead of the one that LOTRO wants to use. I tried reversing steps 3 and 4 above, but same result.

I also tried installing the 32-bit msi, but it will not install on 64-bit Windows. Tried running the windows app as administrator and that made no difference. Oh, I do not have the Logitech LCD keyboard that this works with, but I installed the Logitech drivers for the keyboard and that made no difference.

Any ideas? Could this be a Win 7 issue and permissions trying to read a system date? An x64 issue?

Thanks.
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Unread 01-25-2011, 01:42 AM  
Thraxz
The Undefeated

Forum posts: 5
File comments: 14
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Re: Version 1.1.3 Just Released

I love the new tooltips and display functionality, but returned is the slowly degenerative performance disease of yester-version. The game gets choppy and I lose significant FPS performance when the plug in is active (the desktop script doesn't effect anything, just running the plugin in client) so I'm back to using cstats. I also didn't notice it erroring out with runekeeper heals so that's a plus.

Thanks for your work. It's really coming along.
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Unread 01-24-2011, 11:43 PM  
tbigg
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Problems with Win 7 x64 and log file name

Well, I have not been able to get the LotroLCD plugin to work so far. Here is where I'm stuck:

1. Install the msi. Since I run Windows 7 x64, I installed the 64-bit version of the msi.
1a. At this point, trying to load any plugins cause error messages about files in the plugins\Turbine or plugins\TurbinePlugins folders.

2. Reinstall the beta lua TurbinePlugins files from the 7z file here (is this the latest?)
: http://content.turbine.com/sites/lot..._LuaPlugins.7z
2a. Other plugins work again.

Here's where it starts to go bad:
3. Start up the LotroLCD program from Windows. This automatically creates a log file in my documents\LOTRO folder named Combat_20000101_1.txt, which is held open by the LotroLCD program. This file never grows beyond zero bytes.

4. Right click the Combat tab in game and Start Logging. This also creates another log file in my documents\LOTRO folder, but it is named Combat_20110124_1.txt. This file grows as I am in combat.

5. /plugins load lotrolcd. This causes 2 windows to appear, but no data ever displays with the combat results. Also, it causes some noticeable lag.

So the LotroLCD windows app is clearly trying to parse a default file instead of the one that LOTRO wants to use. I tried reversing steps 3 and 4 above, but same result.

I also tried installing the 32-bit msi, but it will not install on 64-bit Windows. Tried running the windows app as administrator and that made no difference. Oh, I do not have the Logitech LCD keyboard that this works with, but I installed the Logitech drivers for the keyboard and that made no difference.

Any ideas? Could this be a Win 7 issue and permissions trying to read a system date? An x64 issue?

Thanks.
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Unread 01-16-2011, 09:21 AM  
vindalfur
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Version 1.1.3 Just Released

I have just uploaded version 1.1.3, this has been in the works for a while now.

First of all the in-game plugin now supports full IM log functionality, this means timers and messages, see the readme file on how to use timers.

I've also done a major overhaul of the plugin UI, enabling much more customization with additional data elements and tooltips.

Several bugs have been fixed aswell.

Remember to remove any previous versions before running the installers.
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Unread 01-08-2011, 04:22 PM  
Evendale
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Re: Just Minimize

Yes it is a disturbing stone name, but hey, its not my stone.

In terms of combat ending, what you said before about letting the game notify your app when combat starts and ends is definitely doable.

I've been working on a similar plugin (but that allows you to connect to multiple people and share info so you can compare dps in game in real time), and I dealt with combat ending in two ways:

1) By writing to a file everytime combat is entered or exited in game (has to be done in a separate plugin to avoid the save delay of course).

2) Including any damage done 2-3s after this point, but not incrementing the duration by the same amount.
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Unread 01-07-2011, 03:11 PM  
vindalfur
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Just Minimize

Hey,

1. What you are seeing is the new UI, people are used to getting a UI when they launch an application so I made something really simple, since I had to have an app I figured I'd use the space to show the readme. Try minimizing the app either from the LotroLCD/Minimize menu or by clicking the LotroLCD icon in the notification area of your taskbar (lower right corner), this enables you to minimize LotroLCD so you don't have to deal with it when alt-tabbing

2. You touch on a rather complicated and debatable subject, namely when a combat ends. The current logic is that a combat ends when ever all mobs that you or one of your pets has damaged or you taken damage from or if you don't take any or do any damage for 30 seconds. The reason a combat does not end when you have a bleed is that the bleed is not associated with any particular enemy and therefor you have to wait for 30 seconds because I can't determine if all enemies are dead. There are currently two ways of improving this, firstly make a list of all bleed/stone/effects which can cause dmg without being associated with any particular enemy and the other is to use the combat state from the in-game plugin to notify the C code that the combat is over.

3. Calculating the correct DPS around the time a combat ends is horrible, the problem is that often the log messages are out of order and lag, hence you might get a notification that a mob died but continue to get dmg messages for up to 2 seconds after the mob is dead. My solution for this is that the combat isn't officially considered over until 3 seconds after a death message is received, however dps stats will not be recalculated unless you take or deal damage in those 3 seconds.

4. History DPS (hdps) is the total dmg dealt since the plugin was started divided by the total time spent in combat, I felt this was more accurate than simply averaging the DPS from all combats.

5. Glad the plugin is of use, hopefully I'll find some time to continue working on it when RL slows down a bit.

Jarl

Quote:
You aren't kidding about that name... yikes, some people's kids...

Anyhow, I 'solved' the issue of the healing stone errors by rolling back to an earlier release for those that want it. (It was driving me crazy).

What's driving me crazy about the last few releases though is that the readme launches with the parser script program every time I start it, and I cannot close it without it also closing the script program too. Having to alt-tab through this readme everytime is not cool as I do a lot of alt-tabbing .

Also, I'm not at all sure of how your parser works, but is there a way to get it to look at the last 1-2 seconds of a battle (after it's been concluded) and remove any time where there is 0 damage dealt. I understand that it's really hard to predict when battle ends, but I see a very consistent 2s of time pass after combat ends where it's ticking off time that's the target is dead but I'm registering 0 DPS and totally throwing my DPS measurments for a loop (to the tune of 100-150 DPS drop). Also, it consistently fails to end combat if I have a bleed on me. The target will be dead, I'll be out of combat but taking something like 47 damage per 2 seconds so the parser is registering me as 0 dps and messing with my statistics for the duration. I'd just as soon lose the targetDPS function entirely if it meant that I had more accurate DPS on myself. Right now that only time I really find it useful is when I'm in battle for >90s and that drop off at the end only dings me for 20-30DPS.

Could I also get a detail of how the hDPS is calculated? Is it just averaging the averages I've had over the last few battles or is it summing all the damage and dividing by the sum time?

Thanks a ton for your work on this plugin as it's been ver informative for me.
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Unread 01-07-2011, 02:02 PM  
Thraxz
The Undefeated

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You aren't kidding about that name... yikes, some people's kids...

Anyhow, I 'solved' the issue of the healing stone errors by rolling back to an earlier release for those that want it. (It was driving me crazy).

What's driving me crazy about the last few releases though is that the readme launches with the parser script program every time I start it, and I cannot close it without it also closing the script program too. Having to alt-tab through this readme everytime is not cool as I do a lot of alt-tabbing .

Also, I'm not at all sure of how your parser works, but is there a way to get it to look at the last 1-2 seconds of a battle (after it's been concluded) and remove any time where there is 0 damage dealt. I understand that it's really hard to predict when battle ends, but I see a very consistent 2s of time pass after combat ends where it's ticking off time that's the target is dead but I'm registering 0 DPS and totally throwing my DPS measurments for a loop (to the tune of 100-150 DPS drop). Also, it consistently fails to end combat if I have a bleed on me. The target will be dead, I'll be out of combat but taking something like 47 damage per 2 seconds so the parser is registering me as 0 dps and messing with my statistics for the duration. I'd just as soon lose the targetDPS function entirely if it meant that I had more accurate DPS on myself. Right now that only time I really find it useful is when I'm in battle for >90s and that drop off at the end only dings me for 20-30DPS.

Could I also get a detail of how the hDPS is calculated? Is it just averaging the averages I've had over the last few battles or is it summing all the damage and dividing by the sum time?

Thanks a ton for your work on this plugin as it's been ver informative for me.

Last edited by Thraxz : 01-07-2011 at 02:15 PM.
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Unread 12-22-2010, 07:25 AM  
vindalfur
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Re: Re: Re: Thanks for your feedback!

I recently did some work on better detecting healing stones and trying to associate them correctly with the healer, it's probably that code that's causing the issue, X-mas and work is taking up much of my time now but I'll try to have something out as soon as possible.

PS. That's the worst name ever for a healing stone :P

Quote:
I thought it was the following that caused the parser to crash:

You are healed for 62 of wound damagepoints.
ButtPlug heals you for 62 points of Morale.
ButtPlug heals you for 62 points of Morale.
ButtPlug heals you for 62 points of Morale.
ButtPlug heals you for 62 points of Morale.
ButtPlug heals you for 62 points of Morale.
ButtPlug heals you for 62 points of Morale.

It seems to be immediately when the stone is placed that the line comes up in the combat log. I don't think the succeeding lines cause any issues.

The line doesn't even make grammatical sense so it's possible it was a bug that got added in the last update or something. CStats seems to just ignore it.
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