NCDS
2009-11-25 19:21:59
When would you guys like to do it?
What do you feel should be done before we do it?
Let's get this to really take off guy's :)
What do you feel should be done before we do it?
Let's get this to really take off guy's :)
2009-11-25 19:21:59
2009-11-26 12:41:52
2009-11-26 18:44:17
From: Naum
Let's Do it!!!
Before that, we must have a real idea of what to do. We need a guy to make a nice big fat post about stuff (needed, required) etc. Also a rough idea. Also this should be polled :p.
:)
2009-11-26 23:21:10
From: Blumblebee
agreed. We also really need to show them how MSI is going to work and not fail like the 400 times prior.
2009-11-26 23:36:33
From: NCDS
I agree.
Maybe to get people interested when we go public we should already have a basic outline for the script written?
2009-11-26 23:45:07
2009-11-27 04:38:08
2009-11-27 05:53:55
From: marpis
I say no before we have updated hooks and paths and a working base.
We don't get the kind of attention we want by telling that we have an incomplete script which doesn't work and isn't even a real script yet.
2009-11-27 06:41:18
From: n3ss3s
An MSI script uses reflection?
2009-11-27 10:20:45
From: marpis
I say no before we have updated hooks and paths and a working base.
We don't get the kind of attention we want by telling that we have an incomplete script which doesn't work and isn't even a real script yet.
From: Rasta Magician
I agree with Fighting / WC / Mining
i suggest this for the first run:
- Dummy fighting (to 7 atk)
- Varrock sewers, fighting rats
- WC oaks and trees close to VEB
- mining at VEM
~RM
2009-11-27 15:34:33
2009-11-27 15:36:01
From: Coh3n
I think the key is to start off small, and work our way up. Maybe not concentrate on one city (for now) concentrate on one part of that city. In the above case, Varrock east bank. We can even throw in an essence miner. ;)
2009-11-27 16:07:48
From: Blumblebee
I agree with starting small, but my only beef is why do we have to have our walking centered on reflection when reflection isn't work? I can understand that for bigger projects we should use reflection because its simple and doesnt require alot of work. I just think that, if we are starting small, we have many capible people that can script color walking just fine.
regardless, our include is centered on reflection walking, I just think color walking isnt always such a bad idea considering the progress we've made, it gives the scripters something to create.
2009-11-27 16:23:46
From: Coh3n
I agree. I think RM was planning on Reflection begin fixed by now, so that could be why he wanted 100% reflection. But honestly, I don't see the harm in making small color walking paths. If they can be done really well, it's nothing but a positive thing. It also gives some more challenging stuff to do, rather than just collecting colors.
2009-11-27 16:25:46
From: Coh3n
I agree. I think RM was planning on Reflection begin fixed by now, so that could be why he wanted 100% reflection. But honestly, I don't see the harm in making small color walking paths. If they can be done really well, it's nothing but a positive thing. It also gives some more challenging stuff to do, rather than just collecting colors.
const
Varrock = 0;
VEM = 0;
VWM = 1;
Function SetPath(City: Integer; Area: integer): TBooleanArray;
var Len: Integer;
begin
case City of
Varrock:
begin
case Area of
VEM:
begin
SetArrayLength(Len, 4);
case Len of
0:
begin
FindColorsSpiralTolerance(MMcx, MMcy, TPA, RoadColor, MMx1, //ect);
//ect
Result := True;
end;
end;
end;
end;
end;
Falador:
begin
end;
//etc
end;
end;
var Path: array [0..1] of TBooleanArray;
const
There = 0;
Back = 1;
begin
Path[There] := [SetPath(Varrock, VEM)];
end.
From: Naum
We'll need to get autocolors fixed then. However it would be really easy. For example, Timer did a Runescape walker a while back. We can draw on that for inspiration :)
type
TACInfo = record
Colour, Tol, Width, Height, Count, CTS: Integer;
HueMod, SatMod: Extended;
end;
const
SRLAC_RoadColour = 0;
SRLAC_VarrockRoadColour = 1;
SRLAC_FallyRoadColour = 2;
SRLAC_LumbyRoadColour = 3;
SRLAC_DirtRoadColour = 4;
SRLAC_WaterColour = 5;
SRLAC_SandColour = 6;
Function SRL_GetACInfo(ACIndex: Integer): TACInfo; // New Autocolor.scar made by Blumblebee & ZephrysFury
begin
case ACIndex of
SRLAC_RoadColour:
with Result do
begin
Colour := 6579821;
Tol := 10;
Width := 2;
Height := 2;
Count := 3;
CTS := 1;
end;
SRLAC_VarrockRoadColour:
with Result do
begin
Colour := 8291719;
HueMod := 0.55;
SatMod := 0.16;
Tol := 10;
Width := 3;
Height := 3;
Count := 5;
CTS := 2;
end;
SRLAC_FallyRoadColour:
with Result do
begin
Colour := 7831173;
Tol := 10;
Width := 2;
Height := 2;
Count := 5;
CTS := 1;
end;
SRLAC_LumbyRoadColour:
with Result do
begin
Colour := 8225677;
Tol := 10;
Width := 2;
Height := 2;
Count := 5;
CTS := 1;
end;
SRLAC_DirtRoadColour:
with Result do
begin
Colour := 1853272;
Tol := 5;
Width := 2;
Height := 2;
Count := 5;
CTS := 1;
end;
SRLAC_WaterColour:
with Result do
begin
Colour := 10850700;
Tol := 8;
Width := 5;
Height := 5;
Count := 5;
CTS := 1;
end;
end;
end;
Function GetMMPoints(tpa: TpointArray; width, height, count: Integer): TpointArray;
var
atpa: T2DpointArray; l, i, p: Integer;
begin
Atpa := TPAtoATPAEx(Tpa, width, height);
for i := 0 to High(atpa) do
begin
if Length(atpa) > count then
begin
l := getarraylength(Result);
SetArrayLength(Result, l+1);
Result[l] := MiddleTpa(atpa[i]);
end;
end;
if Length(result) = 0 then Exit;
for i := 0 to High(Result) do
if rs_OnMiniMap(result[i].x, result[i].y) then Inc(p);
if p = 0 then SetArrayLength(Result, 0);
end;
Function SRL_AutoColour(ACIndex: Integer) : Integer;
var TPA, Pts: TPointArray; tAC: TACInfo; t, i, ii: Integer; aCol, uCol, tCol: TIntegerArray;
begin
try
tAC := SRL_GetACInfo(ACIndex);
ColorToleranceSpeed(1);
FindColorsSpiralTolerance(MMCX, MMCY, TPA, tAC.Colour, MMX1, MMY1, MMX2, MMY2, tAC.Tol);
if (Length(TPA) <= 0) then Exit;
Pts := GetMMPoints(TPA, tAC.Width, tAC.Height, tAC.Count);
aCol := GetColors(Pts);
uCol := aCol;
ClearSameIntegers(aCol);
SetLength(tCol, high(uCol)+1);
for i := 0 to high(aCol) do
begin
for ii := 0 to high(uCol) do
begin
if aCol[i] = uCol[ii] then
Inc(tCol[ii]);
end;
end;
t := 0;
for i := 0 to high(uCol) do
if tCol[i] > tCol[t] then
t := i;
Result := uCol[t];
except
end;
end;
Function FindNewVarrockRoadColor: Integer;
begin
Result := SRL_AutoColour(SRLAC_VarrockRoadColour);
end;2009-11-27 17:22:03
2009-11-27 20:28:31
2009-11-27 20:32:06
2009-11-28 10:07:07
From: NCDS
Does everyone agree with a dummy fighter, a woodcutter, and maybe one other thing for VEB to start with?
2009-11-28 13:17:21
2009-11-28 15:12:20
From: Blumblebee
I don't like the dummy fighter idea, sorry I don't think it is a task that requires more than one person to put an effort toward. I was thinking like a draynor netter, willow, oak, and yew chopper or something would be a little more along those lines. However, those are just off the top of my head. I think we need to think of stuff that requires more than one brain to achieve it, yet its simple enough to be achieved.
2009-11-28 15:34:39
From: marpis
Firstly, we start in Varrock, not Draynor.
Secondly, why do you think every part of the script needs to be done by many people? Someone writes VEM, someone writes VWM, someone writes dummy fighter, someone writes a WCer. It's very hard if 2 people are writing the same script, unless they are 100% sure that every function will be adaptable to the other's functions.
I think a Varrock East Tree/Oak chopper could also be a good thing to start with.
2009-11-28 15:35:23
From: Blumblebee
I don't like the dummy fighter idea, sorry I don't think it is a task that requires more than one person to put an effort toward. I was thinking like a draynor netter, willow, oak, and yew chopper or something would be a little more along those lines. However, those are just off the top of my head. I think we need to think of stuff that requires more than one brain to achieve it, yet its simple enough to be achieved.
From: Blumblebee
sorry I didnt know that it had to be in varrock to start, I thought we didn't have a designated area set. I just feel like MSI should incorperate many people, thats the aim of it no? Having a few good people write a whole script and combine them isn't msi, its just combining premade scripts into one. And I understand that it's very hard to write with more than one person, but thats what MSI is, writing with a group of people. I dunno, I guess thats just how I interpeted the direction of MSI.
2009-11-28 19:22:32
2009-11-28 20:03:39
From: marpis
Ofcourse it will be one script doing everything, it's just that 1 person writes mining parts of the script and other writes the WC part. No need for 3 people to be writing a simple dummy fighter… One person makes it a lot faster than 3 together.
2009-11-28 20:43:25
From: marpis
Ofcourse it will be one script doing everything, it's just that 1 person writes mining parts of the script and other writes the WC part. No need for 3 people to be writing a simple dummy fighter… One person makes it a lot faster than 3 together.
2009-11-28 20:53:13
From: Blumblebee
thats why I don't want to do the dummy fighter, there is no need for it to be an MSI project, it doesnt require multiple people to create. And I realize one person is faster than 3 but the goal of MSI is to incorperate three peoples idea's into the best script possible. However, I can see where your coming from. I feel that maybe we are taking an incorrect approach to how we are making the first script turn out. Regardless, I think whatever we choose to do, it will turn out just fine, I just think maybe we should rethink our stratagy if we are taking reflection walking out of the picture.
2009-11-28 21:01:01
From: NCDS
Assuming Method updates Reflection at some point, then it would be re-incorporated into walking.scar. I don't think completely forget about it.
How do you suppose we go about things? Throw out some idea's :)
2009-11-28 21:15:41
From: Blumblebee
I'm not saying we throw it away, I just think that we need to rethink a little in terms of walking. I guess it depends on how we want to do it, I always like how Kara had started, even if it wasn't what some people dubbed "MSI worthy" it had numerous people doing different tasks within the script to complete it. However, this failed due to organization, something which I think we finally have for MSI. I think that if we do start with Varrock, we should do something that impliments walking and a few techniques that require multiple input to achieve. However, these idea's are easier said than done, My suggestions would lie somewhere like a VWM(er) or Normal Tree Chopper outside VEB. An AIO script would be a good idea too, however it limits the object finding aspect (to a certain degree) and pushes towards multiple walking locations, but none the less it would have different people working in different area's to achieve a completed script that relate to eachother. I'm sorry I'm kind of acting like the devils advocate here, I just would like to bring up every possible direction so we can choose the best one.
2009-11-29 06:32:15
From: Blumblebee
I'm not saying we throw it away, I just think that we need to rethink a little in terms of walking. I guess it depends on how we want to do it, I always like how Kara had started, even if it wasn't what some people dubbed "MSI worthy" it had numerous people doing different tasks within the script to complete it. However, this failed due to organization, something which I think we finally have for MSI. I think that if we do start with Varrock, we should do something that impliments walking and a few techniques that require multiple input to achieve. However, these idea's are easier said than done, My suggestions would lie somewhere like a VWM(er) or Normal Tree Chopper outside VEB. An AIO script would be a good idea too, however it limits the object finding aspect (to a certain degree) and pushes towards multiple walking locations, but none the less it would have different people working in different area's to achieve a completed script that relate to eachother. I'm sorry I'm kind of acting like the devils advocate here, I just would like to bring up every possible direction so we can choose the best one.
2009-11-29 08:54:08
2009-11-29 08:55:39
Looks like Dummy Fighter won the vote. Now we'll see who takes the first step and commits some functions for it.
2009-11-29 10:28:00