SRL Personalization
i luffs yeww
2010-10-22 05:33:06
As I believe this thread has become a bit cluttered, I have shortened it down to the very basics.So I've been thinking a little bit about autoing and Jagex and everything (
http://rs-hacking.com/resources/macroingdetection.pdf), and I've decided that SRL's ways should change.
What I'd like to see is personalization to the SRL include. My idea is basically just generating random values for each character (or perhaps per include.. Usually people would only have one person playing per computer but I'm not sure how I'll have that go yet), and then have each include run differently based on those values.
As requested, what simply needs to be done is the following:
-A for sure way of using the settings.txt/.ini or something similar to integrate luffs into SRL for each player or each include (TBD)
-Changes to mouse functions (not a for sure thing, but a promising (from what I've seen) Gaussian mouse method is in the include)
-Full integration to SRL (important)
-General testing; anyone can help with this, so please do when you can (not much to test now, but there will be soon)
-More will be added when more is thought of.What has been done:
-i_luffs.sex extension (somewhat. I have the generation and interpretation in the extension and it works fine. Now all that needs to be done is file/SRL integration.)SVN for the project at luffs.googlecode.com (svn repo:
http://luffs.googlecode.com/svn/trunk/).
Please PM, post, IM on MSN, or email (iluffsyeww@gmail.com) if you would like to be a part of this project. Some sort of valid commits are necessary.
Wizzup?
2010-10-22 05:34:21
I didn't read the complete thread but I think I got the general idea pretty quick. Sounds like a cool idea… ;)
Worthy of an investigation.
i luffs yeww
2010-10-22 05:35:43
:p Yeah, sorry for the long post. The main points are just that humans vary from one to another, but each is constant to himself.
Gu3st...
2010-10-22 08:12:03
I read it all, and I think this is a good idea :)
TomTuff
2010-10-22 10:31:13
just thought i'd let you know i get an out of range error in the 2nd script…
Error: Out Of Range at line 58
here's the key i used:
const
EKey = 'YkZwcVZURk5WV014VGc9PQ==';
i'm not sure if it's supposed to actually do something, or if it's all conceptual, but yeah.
E: Also, what are the chances of getting 2 keys in a row with a length of 0? lmao
Cstrike
2010-10-22 15:06:42
I like this idea :)
Another question pops up in my mind, if we all use SMART and get reported, are we toast anyways? To be objective, we are assuming that jagex *only* checks how we play, not through what we play with.
Now of course, I believe that this is a great step in the right direction, so don't put too much emphasis on the above. The reason I said it, is that I would hate to have all that work put into it, only to find out that they can make a quick banhammer based on the client runescape is being run through (firefox vs SMART or RSBot for example). That would be my biggest fear is wasting our time.
Though it of course would be a great include no doubt!
I'm just playing the devil's advocate ;) :)
Nava2
2010-10-22 16:21:26
I like these ideas, and I think they have sat in the shadows too long.
I think this could be done with an extension in Simba, and then loaded in SetupSRL or the like.
Store everything in the settings.xml or in a .ini file. Then, on compiling, just set all the variables up from the INI. A simple form, or even the settings form, could be used to modify these values too. If one wanted to measure the values it would not be hard, just create a simulation and check the time it takes to do several actions via pictures in a form. Would be a neat project. :)
Thats my 0.02.
noidea
2010-10-22 16:35:13
This is what RID claims to do. They also claim to have a good record.
i luffs yeww
2010-10-23 01:53:50
@The out of range error, I have no idea. Some keys work, some don't. I'm not trying to iron out the kinks right now.
@N2, I do have an extension in the works (might've deleted it now that I think about it.. but it's not too difficult to make, really), and I think it's a great idea. That's where I was planning on going with luffs. (I named this project luffs. Maybe ySRL.. yeww SRL or yewwr (BRILLIANT!) SRL. It's decided. ySRL is this project. yewwr SRL (sounds like, "your srl"). Well maybe, "luffs," I can't decide.)
@cstrike, we could get benland100 benland Ben Land BenLand 100 (I'm pretty sure he'll show up now) to push something if someone works on it. I wouldn't expect him to do it, but he wouldn't have anything against pushing it if we make it work I assume. :) Maybe a fun little project for you?
@noidea, yeah, I was thinking about that after I started thinking about this and then I started thinking about thinking about it and I thought it was a good idea to think that it's a good idea to think it's a good idea. I think.
If I find time I'll continue working on this and show some progress hopefully.
Wizzup? hai. Anything else to say? :)
Wizzup?
2010-10-23 05:48:36
From: i luffs yeww
Wizzup? hai. Anything else to say? :)
No; it seems like an awesome idea but I don't have time to work on it now. All the work I put in SRL atm are directed at different goals. It's surely something worth working on though.
i luffs yeww
2010-10-23 16:22:03
Just to make this clear, I am not expecting anyone at all to work on this unless they want to. I've been planning on doing this all by myself; I simply posted this to see if it was worth the work. I think it's safe to say it will be useful now.
Tomorrow I should have some time to work longer on it and show some examples of actual botting differences. Depends on how long I spend not at my house.
(And just to also make this clear, I'm more than happy with people helping. :) I just didn't think anyone would think it was worthy of working on. But I'd love some help. ^^ [email]panic._@live.com[/email] if anyone wants to talk.)
Made a small Google code project just so people can see progress (I know I like to see progress like that.. :3). When I get the time I'll commit some stuff (it's basically the whole SRL include + my stuff..), but for now I'm busy.
EDIT:
I decided to just call this project luffs (my girlfriend likes it more than yewwr SRL).
http://luffs.googlecode.com/svn/trunk/If anyone wants to be able to commit just let me know (show that you're actually gonna work on it if you want to be able to commit by posting improvements/changes/whatever).
Hope this project goes through and is worth it.
(All relating files are in luffs/SRL/luffs/.)
EDIT II:
Added my crude attempt at an extension (i_luffs.sex ;)). If someone could make it work that'd be pretty cool. Check the change log for the repo to see what I want. (And I'm totally fine with people doing it how they want it to be done; do it how you think is best and I'm sure I'll be okay with it. ^^ Ideas are very important to everything, including development, so put them out there.)
TomTuff
2010-10-24 15:53:29
i luffs yeww
2010-10-24 16:01:47
Yeah, I've looked through them, I just get too confus. :( I'll try to get it working but it'd be nice if someone who knew this stuff could help. :)
Heavenguard
2010-10-24 16:18:46
<3'in dis idea :D
i luffs yeww
2010-10-24 16:39:47
:) Thanks. I wanna get the extension to work but I am just too confus. :p
I'd like to see people contribute. I know this isn't the most difficult thing, it's just that I don't have much time (not that everyone here isn't busy, too). Really anything at all helps. ^^
Camaro'
2010-10-24 20:08:59
Sounds like a really good idea! :)
i luffs yeww
2010-10-24 20:42:02
Thanks. Still would like some help with the extension and what not. :(
From: i luffs yeww
Thanks. Still would like some help with the extension and what not. :(
What exactly are you stuck on with the extension?
i luffs yeww
2010-10-24 21:10:26
I'm not too sure how to get it to work. Part of it is I'm not sure of the best way to implement this yet.
My initial thought was just to have it (i_luffs.sex) generate a key (generation.simba), save it to Settings.ini (or constants.ini or whatever is chosen) and then have the values interpreted (interpretation.simba), and that's it, really.
The problem I'm having is how I wanna do all the file integration; I'm not sure what would be best.
Lance
2010-10-24 21:34:04
Sounds like a great idea man
i luffs yeww
2010-10-24 21:40:11
Thanks. :) I'm gonna go make some chili and watch tv and do homework for the next few hours. If anyone has anything more productive to say/do, post it. :) And check the svn. ^^
i luffs yeww
2010-10-26 06:49:50
UPDATE:
I got most of i_luffs.sex working. Changed interpretation.simba and generation.simba entirely. Removed Reflection/ from the repo (nothing to integrate in reflection, that I can think of). Added a download for i_luffs.sex to
http://code.google.com/p/luffs/downloads/list (it has most of what I've done, but pretty soon (once I start working on integration) you won't be able to test i_luffs.sex much without the whole repo).
I'm not doing this for me; I don't auto. So if nobody's gonna use this or help or anything I really don't care. :p I just wanna know so I don't keep working on it and waste my time.
tom99
2010-10-26 15:02:49
Nice idea but im just wondering what you mean by this:
but the randomness is the same for everyone (which isn't human)),
Cstrike
2010-10-26 15:58:07
I like this idea. I also think i_luffs.sex is an epic extension name :D
mormonman
2010-10-26 16:59:03
From: tom99
Nice idea but im just wondering what you mean by this:
but the randomness is the same for everyone (which isn't human)),
Every user uses the same random values from the include/script. Possibly easy to detect.
Camaro'
2010-10-26 17:27:03
From: mormonman
Every user uses the same random values from the include/script. Possibly easy to detect.
Yea, thats how its been for years too :) I'm so happy this is being worked on.
i luffs yeww
2010-10-26 18:46:52
Hope that cleared it up for you, tom. (Thanks for answering, mormon and Camaro. ^^)
cstrike PM'd me and it was a very good question so I decided to post it here.
From: i luffs yeww
From: cstrike
Question for you :)
How applicable would your idea be to general scripts? If you said it in the thread, I apologize and I will go read it over again.
Reason I ask is, if I make a super script… implementation of your idea would be a step up for any script. You know all those good ideas that people should have used (ex: Xtensity's gaussian function)? I went and coded one of those for a big script I'm making, because I feel it's just a logical notion to implement it.
Therefore, would the item you're working on be implementable into Simba itself? Or would it be able to be called in scripts like an include? Just wondering for potential applications down the road if you permit :)
Hope you don't mind, posting this in the thread. :) Good question. Totally forgot about this :p
Implementation to all scripts is a very important thing to me. I know that humans aren't very okay with change. I had some ideas sometime in the past few days but I've been up for three days so I can't recall what I was planning yet.
I do know that I want this to be fully integrated to SRL(/MSI/reflection, if applicable (also would like to see how people feel about MSI/reflection integration, as I dunno if there's anything that this idea would apply to..)), and so I think some things could be overwritten in a sense.
I would also like to start pushing towards a different way, while supporting current methods (this is a must; I really won't accept anything else). So if there would be a way to have one call Wait(100 + Random(30));, it would really call luffsWait(luffsWaitTime + luffsWaitTimeRandomness); or something of the sort (those are way longer method names than would actually be used; just an idea).
There was a plan before, but I can't recall. :/ I'm sure someone can think of something if I can't in time. :)
Cstrike
2010-10-26 19:09:39
From: i luffs yeww
Hope that cleared it up for you, tom. (Thanks for answering, mormon and Camaro. ^^)
cstrike PM'd me and it was a very good question so I decided to post it here.
Implementation to all scripts is a very important thing to me. I know that humans aren't very okay with change. I had some ideas sometime in the past few days but I've been up for three days so I can't recall what I was planning yet.
I do know that I want this to be fully integrated to SRL(/MSI/reflection, if applicable (also would like to see how people feel about MSI/reflection integration, as I dunno if there's anything that this idea would apply to..)), and so I think some things could be overwritten in a sense.
I would also like to start pushing towards a different way, while supporting current methods (this is a must; I really won't accept anything else). So if there would be a way to have one call Wait(100 + Random(30));, it would really call luffsWait(luffsWaitTime + luffsWaitTimeRandomness); or something of the sort (those are way longer method names than would actually be used; just an idea).
There was a plan before, but I can't recall. :/ I'm sure someone can think of something if I can't in time. :)
Cool, thank you for addressing the PM :)
If there was a way for one to replace all 'wait(' with 'luffswait' or even 'Lwait' then people like me could do a big 'replace all' thing easily and implement it ;)
i luffs yeww
2010-10-27 03:01:51
I don't think I want to have the scripter use things like lWait or anything in a script.
Here's my scenario:
I make a script. I {$i luffs/luffs.simba}, and use it for most everything. I apply for membership, and I get denied because I don't show an understanding of SRL (I think that would be a fair reason in some ways, but let me know if not). I don't want that to happen to anyone.
While I would love for this to be used by everyone (I truly honestly do think it will reduce bans significantly), I still know that some people won't wanna use it. I would like to have people use it, of course, but I still don't know how I wanna do it.
I think I'll try two different ways; a whole luffs include, and another luffs behind the scene type thing where scripts wouldn't be changed at all. Only thing with the scripts not being changed means you don't really see what's happening, which could be detrimental to new scripters in a way, which is also very important to me.
Man my head is f***ed from no sleep and drugs and shit right now. I'll hopefully get these two different ways working before school (up all night again >_>) and post results. :)
I have to get integration all working first (mainly just like.. Settings.simba or something), so yeah. Hopefully a lot of improvements tonight! ^^
Feroc1ty
2010-10-27 19:13:03
What would be good idea is to generate a new standard for all the new and upcoming scripts, to use a personalized player profile .ini file, which would include things such as mouse speed, wait times, typing speed, just general stuff which we include into scripts (which are usually constants, and not constant as in variable constants, but constants as in directly placed numbers in various locations of the script) without letting the user personalize it because it would be tedious.
i luffs yeww
2010-10-27 20:08:55
That's kinda the idea if you're saying what I think you're saying. Except for it doesn't have to be included and things can be constant and it can be changed if so pleased.
Feroc1ty
2010-10-28 00:56:00
From: i luffs yeww
That's kinda the idea if you're saying what I think you're saying. Except for it doesn't have to be included and things can be constant and it can be changed if so pleased.
It would of course have a function to check if the player has an .ini settings file, if he doesn't it would use the defaults and mention to the player that customized settings are better and less detectable in a non-intrusive fashion; and go on with the script flow.
i luffs yeww
2010-10-28 01:50:48
I would actually just make a new .ini during runtime (at the start of the script or when the player gets called). It doesn't take any time at all to generate the values, really.
Feroc1ty
2010-10-28 05:58:37
What's the point, it would essentially have no purpose, as the purpose was to generate values to the owner of the scripts liking rather than generate random ones which would completely kill the whole purpose, and remain constant with values which will be possibly used by hundreds of other users.
You might argue that the values might be random, but so are constants, and if they're not your script has terrible anti-ban; but I guess generating an .ini with constant random set values would be better than constantly random values (or constant in this case) as players mouse speed and type speed generally don't vary much each login session. But because the file was generated the script wouldn't know if it was human-created or computer-generated and wouldn't display a message to the user to create his own .ini file which was the goal, was it not?
lollage22
2010-10-28 06:27:11
Quick thought: use a 2-dimensional Gauss distribution, with the center of it on the button you want to click. Then, tweak the standard deviation according to the size of the button. By this, you have a fixed chance of missing, which is invariant of the angle (exactly like a dartboard). Moreover, you can calculate from within the script when you are going to miss. This with a few failsafes, will make it flawless, with purposely created errors .
Edit: various studies show that this is indeed human behaviour… If you want a clean toilet, always pick the most left or right. The chance of that one being used less is pretty high.
Bad Boy JH
2010-10-28 07:53:23
just a thought, how about a script, which runs in the background whilst we play runescape in smart. it detects these things, and then creates an .ini (or other file) which gives each of us a setting unique to each of us, which more accuratly reflects our actions.
Naike
2010-10-28 15:56:37
From: mormonman
Every user uses the same random values from the include/script. Possibly easy to detect.
I wouldn't go as far as saying it's possibly easy to detect.
Could be detected for sure, but how would that be evidence? @ "You click somewhat the same as this Chinese bot.."
i luffs yeww
2010-10-28 18:11:49
@Feroc1ty, I have no idea what you're saying, but it's most likely not helpful so I don't care. Expand if you please.
@lollage22, I don't plan on doing too much work with the Gaussian mouse function. If I have the time, of course I'll try to perfect it. But I'd like to have other people contributing..
@BadBoyJH, I don't believe that would be possible. For one, you'd have to have SMART enabled I believe. And it doesn't matter. How the real player actually plays really doesn't matter. It's just that having everyone using the include perform synonymously could be detectable.
@Nike, Jagex have stated that they could detect this, most likely. Even if they don't currently, I see no reason to not improve things like this now and be ready for if it happens, rather than wait until a bunch of people get banned and then developing things like this.
Camaro'
2010-10-28 18:23:54
I feel like helping today this weekend, can you give me something to do?
Also, unless I missed it, maybe post a list of what needs to be done. I really feel like I missed it, but sorry.
i luffs yeww
2010-10-28 20:58:12
Updated the thread. :) Hopefully that clears some stuff up, Camaro'.
Feroc1ty
2010-10-28 22:09:48
From: i luffs yeww
@Feroc1ty, I have no idea what you're saying, but it's most likely not helpful so I don't care. Expand if you please.
@lollage22, I don't plan on doing too much work with the Gaussian mouse function. If I have the time, of course I'll try to perfect it. But I'd like to have other people contributing..
@BadBoyJH, I don't believe that would be possible. For one, you'd have to have SMART enabled I believe. And it doesn't matter. How the real player actually plays really doesn't matter. It's just that having everyone using the include perform synonymously could be detectable.
@Nike, Jagex have stated that they could detect this, most likely. Even if they don't currently, I see no reason to not improve things like this now and be ready for if it happens, rather than wait until a bunch of people get banned and then developing things like this.
You have a very effective defense mechanism; you provoke an argument by giving a suggestion to my idea of the problem you're having, and when I point out a huge flaw in it you categorize my counter-argument as invalid and as if you weren't seeking feedback, so you ignore my counter-argument and state that you're doing so; whilst characterizing it as "not helpful."
Since you can't comprehend what the paragraph states, let me rephrase is for you:
My post states that your previous post is "not helpful," and would rather hinder the code than help it, it means your previous suggestion was completely useless and belongs in the trash. Do you get it now, or want me to rephrase it in more simple terms?
i luffs yeww
2010-10-28 22:21:40
I really don't care. I don't want this thread to stop having people argue; I don't care for that at in here. I simply want feedback and suggestions.
To clear things up for you, a .ini (or .txt, as Simba seems to have some .ini trouble :/) will be created. I think I'll have each player have a different key, rather than each include.
[PLAYER ZEZIMA]
MOUSE = blah blah;
MOUSE_RANDOMNESS = blah blah;
//etc.
[PLAYER GERTJAARS]
MOUSE = blah;
MOUSE_RANDOMNESS = blah;
//etc.
On script start, luffs will check to see if PLAYER + Players[0 through Length(Players) - 1]'s values exist in the
settings.ini/.txt/whatever works best, and if it does, continue using those values for the current player (if Uppercase(Players[CurrentPlayer].Name) = 'ZEZIMA' then USEVALS('ZEZIMA') (complete mock-up; won't be used like that in the final product). If not, make a new key for the player, and then use those values for that player.
Other than that, I'm not sure I'll be responding to you much, unless you change your attitude about this. If you don't have anything useful, don't post it here. I understand that sometimes you have to be harsh to get your point across, and some ideas are just bad. I'm fine with that. This is for the community, not me; I don't auto. I simply ask for you to phrase your sentences clearly and make your point easily visible.
Feroc1ty
2010-10-28 23:07:25
Well if you're gonna do that at least have a boolean value which will check if the file was player generated or auto-compiled, and if it's auto compiled leave a message in the debug window telling the player he should customize it; but I really don't see a point in automatically generating an ini as it will be the same exact shit as without the ini, instead without the ini there would be no useless code which wastes memory, speed, and efficiency.
But… to each their own, if people want to run code that does absolutely nothing besides slow down the execution speed so be it.
i luffs yeww
2010-10-28 23:50:57
The values will be different for each person.. It doesn't take any noticeable time, so that isn't even an argument. The user can customize it if they want, but there's really no need. The option is there is all I'm saying. And I don't care if it's player generated or randomly generated. It'll work the same.
Sandstorm
2010-11-08 21:02:50
From: Feroc1ty
Well if you're gonna do that at least have a boolean value which will check if the file was player generated or auto-compiled, and if it's auto compiled leave a message in the debug window telling the player he should customize it; but I really don't see a point in automatically generating an ini as it will be the same exact shit as without the ini, instead without the ini there would be no useless code which wastes memory, speed, and efficiency.
But… to each their own, if people want to run code that does absolutely nothing besides slow down the execution speed so be it.
From what I understand of his idea, reading over the topic, he means to have a .txt or .ini that has randomly generated values for each user or each account the user has. This will be
random for each person - the chances of two people getting the same code, or key, or whatever you choose to call it, is very low. The script then takes this code and uses it to keep the randomization consistent (ie. someone who misses clicking a button a lot in one session won't magically become insanely accurate - it will, as I understand it, continue to miss the button a lot for every session of botting.) for each user/character, but different between every individual person.
@Luffs - I really like the idea, and if you wanted to/could take it even further, and if a player 'randoms' a low chance to hit a button, slowly make it get better, as if he was new and got better at clicking? If there's something I can do to help with the scripting, shoot me a message on MSN and I'll see what I can do!
i luffs yeww
2010-11-08 21:16:17
You got it Sandstorm. :)
And I like that idea. I was actually thinking about that awhile ago but I forgot about it entirely. It wouldn't be too hard, just exponentially decrease the area down to a smaller size.
And if you wanna help, do anything you can. Work on making this work with current scripts or SRL in general, or work on mouse functions, file interaction, .ini/.txts, whatever. :)
I'd love for as many people to work on it as they can. Not all of the stuff will be used that everyone makes, most likely, but it still helps a lot! ^^
Gu3st...
2010-11-26 20:45:52
How goes it? :)
i luffs yeww
2010-11-26 21:31:02
Well nobody seemed to care much so I've put it on hold. Everyone's welcome to contribute, and I think now is a good time, with all the color updates and all.
I PM'd RM about some other ideas that I had, but I shan't show them now. Partially because I'm on my way out for a party, but also because I'd like to wait until I get word back about some stuff.
And I'm trying to work on SPyRL as much as I can for now.