SRL Archive - SRL Bugs

Repeatedly clicking the Music tab?


Coh3n

2009-08-25 19:54:03

I read somewhere that this was happening every time FindNormalRandoms is called, which would make sense in my script, but I don't know if that's the case or not.

I was just wondering if anyone had an explanation for that, maybe you're having the same problems. Anyway if anyone knows, that'd be great. Thanks. :)

Runescapian321

2009-08-25 20:31:33

Agreed. In certain areas (for example, western Draynor and the Dwarfen Mines) it seems to either check the music every time it goes by or continuously checks it.

Coh3n

2009-08-25 20:44:09

From: Tad
Agreed. In certain areas (for example, western Draynor and the Dwarfen Mines) it seems to either check the music every time it goes by or continuously checks it.


Alright it's good to know that I'm not the only one experiencing this problem. I also didn't think about the certain areas, but now that you mention it, when I use my powerchopper in Port Sarim, it doesn't check the tab at all, but in my Draynor banker, it does it quite frequently. That's why I was wondering if something was wrong with my script or not.

senrath

2009-08-25 20:47:16

I'm pretty sure that's a check to avoid false positives in the random detection.

Coh3n

2009-08-25 20:48:31

From: senrath
I'm pretty sure that's a check to avoid false positives in the random detection.


I see, but is it suppose to check EVERY time FindNormalRandoms is called? That just seems really odd to me, and especially if it's more common in different areas.

senrath

2009-08-25 20:52:58

If I remember correctly, it's called every time a random is detected, to make sure it really is a random.

Coh3n

2009-08-25 20:54:30

From: senrath
If I remember correctly, it's called every time a random is detected, to make sure it really is a random.


:eek: So I guess then it's needed, otherwise it would think the character is getting a random every 3 seconds. It still seems odd, but I understand it. Thanks for clearing that up senrath. :)

Runescapian321

2009-08-25 21:04:20

That means the random detection needs an update :cartman: Maybe somebody try debugging it and find out which random is causing the false positives?

Coh3n

2009-08-25 21:07:08

From: Tad
That means the random detection needs an update :cartman: Maybe somebody try debugging it and find out which random is causing the false positives?


Well now that I know what the problem is, I would love to give it a try when I have time. ;)

Sabzi

2009-08-25 21:08:27

If I can remember correctly it's the forester.
Hmm I think I have read that in the changelog that ZephyrFury changed it to detect it better. He has even wrote that it may be odd or something.

EDIT: I found it! It was N1ke anyway.
In rev 167! Oh noes I fail. I should read more carefully.

Coh3n

2009-08-25 21:09:58

From: Sabzi
If I can remember correctly it's the forester.
Hmm I think I have read that in the changelog that ZephyrFury changed it to detect it better. He has even wrote that it may be odd or something.


Okay that's good to know. I remember a while ago my script did it every couple seconds, and when I updated SRL it wasn't as frequent, but still occurred. I was just wondering about it. :)

Sabzi

2009-08-25 21:14:37

No, I edited. I was wrong or at least couldn't find it. I have no clue now. But I am remembering something. Somebody know what I am remembering to?

Coh3n

2009-08-25 21:16:11

From: Sabzi
No, I edited. I was wrong or at least couldn't find it. I have no clue now. But I am remembering something. Somebody know what I am remembering to?


Either way, at least the devs are aware of the problem, and if it's needed, it's needed, but now I know. :p

YoHoJo

2009-09-10 15:05:07

I also confirm the problem.
Im having it using Taras chicken killer and it just seems so obvious/detectable to me, and ive never noticed it before. I highly doubt checking the music tab thaaaat often is required.

Home

2009-09-10 15:29:19

Yes same problem thought i don't auto but i test people scripts sometimes. And it's kinda detectable.

~Home

Coh3n

2009-09-11 08:11:58

From: Home
Yes same problem thought i don't auto but i test people scripts sometimes. And it's kinda detectable.

~Home


Not to mentions just annoying in general. XD

YoHoJo

2009-09-11 14:00:44

Yeah I watched a script for a while and i really don't like the behavior, i cant really tell which function is causing it to happen though, hmm. Probably some antiban of course, but i cant find the source in Tara's chicken killer.

Daniel

2009-09-11 14:27:42

I can also confirm this, within Tarajunky's Chicken Killer.
From: YoHoJo
Yeah I watched a script for a while and i really don't like the behavior, i cant really tell which function is causing it to happen though, hmm. Probably some antiban of course, but i cant find the source in Tara's chicken killer.

It always seems to happen when burying bones for me ;)

In this order :p:
  1. Bury one bone in inventory
  2. Switch to music tab
  3. Bury the next bone in inventory
  4. Switch to music tab

And just keeps repeating that until all the bones are buried.

3Garrett3

2009-09-11 21:03:56

The function FindNormalRandoms is what does it I believe. Isn't it the randoms that will check music to see if it is in a random? There must be a better way than that.

Coh3n

2009-09-11 21:10:46

From: 3Garrett3
The function FindNormalRandoms is what does it I believe. Isn't it the randoms that will check music to see if it is in a random? There must be a better way than that.


That's exactly what it is. Almost every time FindNormalRandoms is called, it switches to the music tab. And, you would think there would be another way, but I don't know enough about the randoms solving to know for sure.

YoHoJo

2009-09-11 21:26:02

Yeah i looked around a lot last night and it is find normal randoms. Specifically the procedure called "GetMusic". We just gotta figure out which randoms are using the procedure GEtMusic, and either make them use it less, or find another way to replace it.

senrath

2009-09-11 21:27:17

From: YoHoJo
Yeah i looked around a lot last night and it is find normal randoms. Specifically the procedure called "GetMusic". We just gotta figure out which randoms are using the procedure GEtMusic, and either make them use it less, or find another way to replace it.


Find a way to replace it. The extra calls to GetMusic were added because otherwise false positives came up a lot.

YoHoJo

2009-09-11 22:05:02

I dont really know how to fix it, a lot of the random finding scripts are all linked to each other and stuff, i wouldn't really want to break anything. Besides, that's the Devs job! :D haha

Coh3n

2009-09-11 22:06:20

From: YoHoJo
I dont really know how to fix it, a lot of the random finding scripts are all linked to each other and stuff, i wouldn't really want to break anything. Besides, that's the Devs job! :D haha


Yeah, but I'm sure they're more concentrated on getting the solvers fixed, rather than this little bug.

Naum

2009-09-11 22:56:04

The bug occurs, I think, because SRL detects a random event of some sort. It would then refer to the Music Tab to confirm. It seems that the primary detection of 1 random needs to be redone, or modified.

noidea

2009-09-11 23:15:16

When I wrote my guildmining script a while ago, it would check the music tab all the time =\

Coh3n

2009-09-12 00:59:42

From: NaumanAkhlaQ
The bug occurs, I think, because SRL detects a random event of some sort. It would then refer to the Music Tab to confirm. It seems that the primary detection of 1 random needs to be redone, or modified.


I see, that makes sense. And I'd say it definitely needs to be modified. :p

From: noidea
When I wrote my guildmining script a while ago, it would check the music tab all the time =\


For me, it depends on where you are. Like, it seems to occur much more if I'm in Draynor, then when I'm in, say, Port Sarim.