SRL Archive - Senior News and General

A new way of roadwalking.


WT-Fakawi

2009-12-08 15:55:30

This was old Falador




This is new Falador



Same only zoomed in.


  1. Symbols, outlines, dots and objects are still the same.
  2. Roadcolor, Watercolor, HouseColor consist of at least ten different colors.

"Road" can be easily isolated using Photoshop (magic wand tol 10) , creating a sort of Road Array.




I was thinking (but my knowledge of this matter is limited): could a technique like this be appropriate for new way of road walking? Instead of merely looking for one color on the minimap really defining the boundaries where to click?

Moreover: could a Road Array like this be used for identifying where we are? I still remember the difficulties walking from Draynor to Lumbridge furnace, always waiting for the right color to emerge. I dont mean we need to know all the time where we are, but merely anchor points like squares, by ways etc.

Say I want to rewrite my Crafting Guild Miner. I would define the way in terms of anchorpoints -RoadArrays- and simple walk from anchor to anchor. You could even write a script -"PathMaker"- that make and saves this a "Path" for you, not unlike the DDTM's that once used to work for this. Or am I talking nonsense?

RAM

2009-12-08 17:26:58

Has any work been done using the new in game map ? As I see it, we have no reason to ever get lost again ;)

mixster

2009-12-08 17:41:15

@RAM, I produced a semi-functioning system using the world map called SPAM/S if you wanted to look it up (it's in Public Test Corner) - I just didn't have the resources available to fully test, debug and develop it at the time.

Regarding Fawki's suggestion, I think you would encounter problems as a lot of road segments would either have very similar shapes or would change a lot if you were a few tiles out of the position taken - it seems the 'road array' produced would look very different if you were a couple of tiles down or a couple to the left, meaning a large amount would be needed, unless you restricted them to a small area, but then you would lose accuracy.

R0b0t1

2009-12-08 22:04:15

Reverse-flood fill (to "walk" the area), checking if each pixel is within a tolerance. You might do it on the grass, or you could do it on the road, either way, you would also need a collision check.

Also, use an 8-direction flood fill algo.

The Claw

2009-12-09 06:07:29

Do you know if the colours of the MM stay constant? As in the 10 different colours of the falador area, do they stay the same colours and in the same position? If they do, you could map every square your script can land on and then use that to determine which click you should make…but you still need to make that click with randomness etc. Combined, I don't see how its different to DDTM Radialwalking, as you would probably use Radialwalking to determine which type of walk to do in between landmarks

ZephyrsFury

2009-12-09 07:02:15

For normal roads at least, RadialWalkTolerance works quite well. Blumblebee and I sorta made a little autocolour function that just found the most occuring colours and used tolerance to walk. Its not entirely accurate but whatever.

WT-Fakawi

2009-12-09 07:23:53

From: ZephyrsFury
For normal roads at least, RadialWalkTolerance works quite well. Blumblebee and I sorta made a little autocolour function that just found the most occuring colours and used tolerance to walk. Its not entirely accurate but whatever.


So what you are saying is that the RoadWalk-family still work 100%? Because I tried some of the autocolor functions, and they mostly returned 0 for me.

Freddy1990

2009-12-09 07:34:09

Tolmode 3 could easily do this for sure, it's a bit slower than the other tolmodes, but it's power is significantly larger…

ZephyrsFury

2009-12-09 07:45:20

From: WT-Fakawi
So what you are saying is that the RoadWalk-family still work 100%? Because I tried some of the autocolor functions, and they mostly returned 0 for me.


That's the autocolour functions that are falling not RadialWalk, the Radialwalking concept still applies as long as we give it the proper colours to walk by.

Nava2

2009-12-09 10:03:59

From: Freddy1990
Tolmode 3 could easily do this for sure, it's a bit slower than the other tolmodes, but it's power is significantly larger…


That is true, but using the ol' guess and check method is far from accurate. Perhaps you should let us see the formula so we can be accurate..

@Fawk, it appears there would be no difference in doing as you said and just using radial walk.

One could use flood fill to find the other paths to take, but it still seems like it will be very similar if not the same to the old radial walk.

Oh, and the oldstyle of autocolours do not work because the changing colours and those require it to be a constant colour. I think we should autocolour using a a way to get all of the road colours, then run them through my colour function creating a TAutoColorInfo which will get every colour. This record could be searched for and the resulting TPA could be placed into radial walk and it would work quite nicely.

Boreas

2009-12-09 13:59:44

SmartColors+RRW?

WT-Fakawi

2009-12-09 15:04:23

From my own obervation I can asure you now that all colors but the NPC's, Objects and Symbols rotate each loading screen. Sometimes it even shocks me to see such great difference in color going from one screen to another.

Nava2

2009-12-09 16:31:17

This is what coh3n and I have been tag teaming:
http://coh3n.pastebin.com/m5614a1d