Coh3n
2010-11-22 14:46:07
MSI intends on using Reflection as a color backup.
You may know that there has been a lot of talk about SRL and Reflection. Whether it should be one include or two separate includes. Whether one should be used with the other as backup, or used separately. Us SL's have discussed it a little and we would like to both Reflection and Color in MSI (more than we do now). For example, a new MSI_WaitWhileChopping function:
This will also require us SL's to learn a little more about reflection (I'm interested anyway). We'll be asking questions like "Do all normals trees have the same ID?" We'll have to keep things like that in mind since we'll probably have to edit some of the records to work with these new changes.
[INDENT]IMPORTANT:
Of course, the user will still have to choice between color and reflection. You can use strictly color, or the hybrid system. It is important to keep in mind that reflection is NOT replacing color in any way. Reflection will be used in the background as an aid to help us track and improve our color routines. We are in no way relying on reflection.
MSI currently gets 5-10 hour progress reports on one character, no problem. We aren't looking for longer reports, we are looking for accuracy. We don't want our tracking system to accidentally be tracking the wrong tree and stand there doing nothing for 30+ seconds. We want to know exactly why it tracked the wrong tree so we can fix it.
I just want to avoid any confusion. Reflection IS NOT replacing color, it's improving color.[/INDENT]
If you have any comments, please post them here.
Cheers,
The MSI Team
You may know that there has been a lot of talk about SRL and Reflection. Whether it should be one include or two separate includes. Whether one should be used with the other as backup, or used separately. Us SL's have discussed it a little and we would like to both Reflection and Color in MSI (more than we do now). For example, a new MSI_WaitWhileChopping function:
function MSI_WaitWhileChopping: Boolean;
begin
repeat
if (not ColorChopping) then
if (not ReflectionChopping) then // Here we'd use animations, obviously
begin
Result := True;
MSI_Track('ColorChopping', 1);
Exit;
end else begin
MSI_ColorFail('ColorChopping');
//this would save screenshots, do appropriate debugging, etc
MSI_Track('ColorChopping', 0);
// this would let us know MSI's performance
// this can be used as a quality checker
// this can be used to detect small changes
// this can be used to detect broken functions
end;
// Antiban and other stuff
until(Result);
end;
Something similar can be done for basically everything: walking, object finding, item finding (confirming DTM with an ID). This will prevent certain color bugs such as not being able to find Adamantite Ore, or dropping a pickaxe due to confusion in the color routines. These changes will also hopefully increase efficiency.This will also require us SL's to learn a little more about reflection (I'm interested anyway). We'll be asking questions like "Do all normals trees have the same ID?" We'll have to keep things like that in mind since we'll probably have to edit some of the records to work with these new changes.
[INDENT]IMPORTANT:
Of course, the user will still have to choice between color and reflection. You can use strictly color, or the hybrid system. It is important to keep in mind that reflection is NOT replacing color in any way. Reflection will be used in the background as an aid to help us track and improve our color routines. We are in no way relying on reflection.
MSI currently gets 5-10 hour progress reports on one character, no problem. We aren't looking for longer reports, we are looking for accuracy. We don't want our tracking system to accidentally be tracking the wrong tree and stand there doing nothing for 30+ seconds. We want to know exactly why it tracked the wrong tree so we can fix it.
I just want to avoid any confusion. Reflection IS NOT replacing color, it's improving color.[/INDENT]
If you have any comments, please post them here.
Cheers,
The MSI Team