Kevin
2013-04-15 13:17:01
Nothing is currently in development, but I am pondering techniques to work on and would like input (as well as current verifications on older walking techniques).
So the current walking techniques people use consist of (this may be incomplete?):
And then there are the couple of manners of walking I'm considering to work on:
Thoughts/additions to this little compilation?
Edited definition of the "Road walker" to be more generic like it can be.
So the current walking techniques people use consist of (this may be incomplete?):
- SPS - simple to use and fairly accurate. I think its logic is based off minimap bitmap tolerance comparisons(verification desired).
- ObjDTM - fairly simple to use and fairly accurate. Its logic is based on localizing your position based on visible symbols (DTM symbols like trees, not bmp symbols like lodestones) on the screen and traveling in relation to them. Does the path work if you start running a path and you are currently standing somewhere in the middle of the path (not visible from the beginning)?
- TPA walking - fairly simple to use and accuracy is dependent on location. Its logic is based on TPAs (if that wasn't obvious). Long distances are inaccurate and accuracy is only in relation to a given TPA being very unique to an area.
- Symbol walking - extremely simple to use but also fairly inaccurate. Its logic is based on using bitmaps of small portions of the related minimap symbols. Since Minimap symbols have inconsistent locations on the minimap and are easily covered up by a number of other objects on the minimap, this is sadly inaccurate despite being so easy for beginners.
- RadialWalking - harder to use and can be inaccurate depending on usage, but can be useful for traveling shorter distances. Its logic is based on sectioning the minimap (based on the radius/section you tell it) and looking for an area matching the color you wish to walk to (similar to TPA walking).
- DDTMs - Extremely accurate but one of the hardest walking methods. Based on Dynamic Deformable Template Models (DDTMs), these are consistent shapes that contain only the same given color as the edges (that was a note I had to discover on my own and never learned from any of the tutorials). Commonly used for walking along roads, this is also useful in other situations that contains many available DDTMs. Extremely useful as an anchor point to keep you within a given area.
And then there are the couple of manners of walking I'm considering to work on:
- A designated Edge Walker - I'm not sure what else to call it, but the idea fits most accurately along edges of static areas such as Roads, Lakes, or Rivers. Similar to SPS, you would make a path following the edges of the road you wish to follow, with the addition of the road color for the road (to allow for longer paths that change road colors such as north of falador, a second path would need to be made at the transition point). DTMs and DDTMs have "main points" that are used for all their connecting points, whereas this would find the designated road color and create an outline of it (using FindTPAOutline by Beginner5 - at least I think he wrote it) to use for determining location along the path, treating each point along the path as its own "main point" in reference, allowing for you to be anywhere along the path at runtime and still have no problem determining your location and how to walk along the path. Furthermore, by having a high concentration of points, you could designate the ability to have points be hidden by symbols/NPC/players and so long as the majority of a section matched the pattern, you'd still be fine.
- Following the example of objDTM, you can use DTMs to travel as well. Buildings and other unique immovable landmarks are quite capable of accurate walking, so why not create DTMs of them and designate related paths based off of them? The developer setup for a path using this would be difficult as you would need to create several DTMs to be in relation to for each node along the path as well as a given offset to be from each DTM. However, given some time in creating a tool, it could be simplified almost to the extent of the current ObjDTM path setup (although instead of clicking a button to grab DTMs, you would be creating them on the fly for each node). It would still take a lot of developer time to work on for implementing in any script, but it could be a fairly accurate walking technique.
Thoughts/additions to this little compilation?
Edited definition of the "Road walker" to be more generic like it can be.