SRL Archive - General

Going Public


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 :)

Naum

2009-11-26 12:41:52

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.

:)

Blumblebee

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.

:)


agreed. We also really need to show them how MSI is going to work and not fail like the 400 times prior.

NCDS

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.


I agree.

Maybe to get people interested when we go public we should already have a basic outline for the script written?

Blumblebee

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?


no, that is too much done by us. We should have a list of script idea's/projects that can be undertaken, and have sign-ups for each script. This allows people to see that we do not lack initiative, but aren't doing the entire script for them.

NCDS

2009-11-26 23:45:07

Yes, that sounds fine to me. I messaged Coh3n about him talking to the other PM' and figuring out a good city to start with along with 1 or 2 skills to start with for that city. Although, we may as well just list all the skills that need to be covered. Hopefully I will hear back from him by tomorrow sometime.

marpis

2009-11-27 04:38:08

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.

n3ss3s

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.


An MSI script uses reflection?

NCDS

2009-11-27 06:41:18

From: n3ss3s
An MSI script uses reflection?


If we continue on the path RM left us on, then yes. It is planned to use Reflection walking. Which really does make sense. Not really any reason to spend endless hours creating all those paths from Color.

Edit: Has Method given anyone any idea of when he will update Reflection?

Coh3n

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.

Exactly my thoughts. We may be able to figure out a couple different things we can do that will only require maybe one or two radial walks/DDTMs to and from the bank to start off with. To be honest, I don't see the harm in using color for small walk paths, and reflection for longer ones. This way, some scripts will still work when reflection doesn't.

Here is what the PMs came up with a while back:
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

Obviously the VEM won't work very well until reflection is fixed, but everything else may not be too difficult.

Everyone seemed to be in agreement on this. One last thought - before we go public, I think we should have an initial script working. Just a small one, so the new people involved know how it should be written. For example, if we did the Dummy fighter, we can have all the necessary functions used, and it will give other people an idea on how to write the rest.

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. ;)

Cazax

2009-11-27 15:34:33

I agree with Coh3n, we don't need reflection for dummies don't we? We can start from that. Varrock east trees and oaks aren't too far either.

Blumblebee

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. ;)


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.

Coh3n

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.

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.

Naum

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.


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 :)

Blumblebee

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.


mhmm. I mean our walking would only have to be changed slightly (or maybe not I havent looked at walking.scar).

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.

Maybe something along the lines of that?

Edit:

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 :)


Did someone say Autocolors?

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;

Better colors need to be collected but you get the idea

Nava2

2009-11-27 17:22:03

Check out my Colour functions, I think they would be of use. Not to mention, the mass amount of colours collected in that folder I created and never used.

NCDS

2009-11-27 20:28:31

So we all agree then that Color walking is fine for now to start with on a few smaller tasks.

Does everyone agree with a dummy fighter, a woodcutter, and maybe one other thing for VEB to start with?

@Nava, Link to your AC?

Cazax

2009-11-27 20:32:06

I say yes, but a poll would help. Also here is the link http://www.villavu.com/forum/showthread.php?t=44921

Coh3n

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?

What about a Varrock East Vial Filler? Correct me if I'm wrong, but aren't water filled vials worth a lot compared to empty ones? It's a one-click walk from the bank to the fountain, and would be very simple as I'm pretty sure all the vials fill themselves.

@Cazax - I'm pretty sure all those colors were picked before the RS minimap update, so I'm guessing a lot of them will be outdated.

Blumblebee

2009-11-28 13:17:21

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.

marpis

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.


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.

Blumblebee

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.


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.

Coh3n

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.

My thinking was having the dummy fighter was something we could do quick, that would give the other members an idea of how the different functions should be written.

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.

You're absolutely right. When I first joined this, my understanding of MSI was having ONE script, capable of doing MANY things, not many scripts combined. I was thinking that we would have one mainloop, and what the script does is chosen when the players are setup.

So, if the user wanted, they could have one player cutting willows in Draynor, and another mining essence in Varrock. Is this what other people are thinking, or no?

marpis

2009-11-28 19:22:32

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.

Coh3n

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.

That's the thing, Wcing and Mining are basically going to be the exact same procedures (other than the walking), except for the colors. One person could easier do that, so I know what you mean.

We should take advantage of using the same function for different purposes, so MSI stays neat and organized. We would have to outline all these different issues in a thread when we release. Things like assignments (so two people don't do the same thing), what needs to be done (we don't want to over-do it at the start), etc. The good thing about MSI, is because it's so big, we can have work for anyone that wants to participate.

Anyway, I was starting to get off topic there, this thread is for which skill WE can do before we release.

Blumblebee

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.


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.

NCDS

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.


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 :)

Blumblebee

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 :)


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.

NCDS

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.


Honestly, I appreciate you bringing these things up. Makes me feel more like I'm not forgetting something :p

marpis

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.


This will be an AIO, that's the idea of whole MSI. It's all-in-one.
But why should we start with the most difficult parts of the script?
Shouldn't we first start with the easy things, like dummy fighting, and get the base of the script working and then extend it to mining etc?

Why do you think it's better to start with things that require more than one person's input? Arguments please, cause I really can't see your point…

Looks like Dummy Fighter won the vote. Now we'll see who takes the first step and commits some functions for it.

NCDS

2009-11-29 08:54:08

Unfortunately, for some reason my user and pass wont work on the SVN anymore, soo… :/

Naum

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.


Took it into a deadlock, hate me :p.
I'm for VEM, dummy hitter I mean blegh what the excitement of coding it? If I dont get charred today, by you guys, i'll probably commit some functions for it.

Coh3n

2009-11-29 10:28:00

Lol. The dummy fighter was just meant to be a base. Something really simple that we can do to get thinks running smoothly. Then, after we have what we need organized, we can add the more complicated content.

Basically, I agree with what marpis was saying.

Coh3n