SRL Archive - MSI Bugs

IDK if this is a bug but..


Death12652

2011-01-02 21:42:41

Well when I change the numbers for the debuging its still outputs the same amound of debug no matter what number I choose. I set it to 0 and it still outputs the same amount as 10, 7, 15, or 2.

Also I would love a MSI script that could do the mining guild or a magic that does something other than alchy like attacking with it.

Heavenzeyez1

2011-01-02 21:46:20

From: death12652
Well when I change the numbers for the debuging its still outputs the same amound of debug no matter what number I choose. I set it to 0 and it still outputs the same amount as 10, 7, 15, or 2.

Also I would love a MSI script that could do the mining guild or a magic that does something other than alchy like attacking with it.


Mining guild is already done for members. ;)

~Eerik.

i luffs yeww

2011-01-03 00:15:55

afaik, MSI debug uses negative numbers. At least that's how SRL does it.. I think.

3Garrett3

2011-01-03 02:07:56

Not from what I can see. I dug around a big, I think there may be a bug. I wasn't involved in the making of any Debugging parts, but the problem likely lies in this:

  if CurrDebugLevel <= MSI_SetupVars[SETUP_DEBUG_LEVEL] then
writeln(DebugMSG)
else
Debugln(DebugMSG);

I ctrl+clicked on Debugln because I've never heard of it, it didn't lead me anywhere. I don't know what exactly it does, I guess something like writeln? It seems to be a built in feature to Simba. I just tested it on a blank program and it worked, apparently. Compiled and executed. I don't see any result though.

This likely isn't the problem actually.. disregard all above, DebugLn doesn't write any message into the debug box, just so you know.


So to make this post useful:

The way the debug system works is that you set the 'MSI_SetupVars[SETUP_DEBUG_LEVEL]' variable to whatever you like. The level starts at 1 (CurrDebugLevel := 1; in RunMe.simba) - this is the general debug. Looking at the code I can tell you that this level of debug goes up as the debug becomes more indented, you will notice this in the debug box. So generally the debug will give the same information for level 5 or 10000 because MSI doesn't really add to the number a lot. You'll see a large difference between 1 and 2 most likely, however. This is because there are a large amount of details that are debugged at level 2 and 3 (personal experience). So if you want to see less debug, set it to 1 and you'll get the general debug stuff, and if you want to see none, set it to 0.

PS- When you say that you're changing the numbers for debug, make sure you mean you're changing

MSI_SetupVars[SETUP_DEBUG_LEVEL] := 10; // The lower the number, the less the script will debug

This is the only part of debug you need to declare, setting any other value could be the cause of your problem. If you're really setting the value to 0 and getting the same result as 10 then there is a problem.

Coh3n

2011-01-04 02:26:12

From: i luffs yeww
afaik, MSI debug uses negative numbers. At least that's how SRL does it.. I think.

MSI doesn't. MSI's debugging is nothing like SRL's.

I'm actually not sure why this is happening.

You could try adding

Writeln('CurrDebugLevel: '+IntToStr(CurrDebugLevel));
To the end of MSI_Debug so it will write the debug level every time it MSI_Debug is called. Then we can see exactly what's going on. I don't have the time right now, but that should help (I hope).

Death12652

2011-01-04 09:13:46

Alright I will try that tonight. Also why is the mining guild for members only? Its in free worlds to so why not make it for free people as well?

i luffs yeww

2011-01-04 11:09:39

Members only as in only people with the members rank or higher have access to it. ;)

Coh3n

2011-01-04 12:16:29

From: i luffs yeww
Members only as in only people with the members rank or higher have access to it. ;)

i.e. the ones with Yellow names. It doesn't refer to RS Members.

NCDS

2011-01-07 22:04:29

I think I've made some progress with this.

I have my debug level set to 10, yet in the Setting.txt, it says my debug level is set to 6. I'm assuming that is the problem, I just have to figure out exactly where it is getting set to 6 now and hopefully that will fix any issues.

Coh3n

2011-01-08 15:51:30

From: NCDS
I think I've made some progress with this.

I have my debug level set to 10, yet in the Setting.txt, it says my debug level is set to 6. I'm assuming that is the problem, I just have to figure out exactly where it is getting set to 6 now and hopefully that will fix any issues.

Settings.txt has default settings, unless the user saves them in the form. I just tested it, and it does save properly, so I don't think that's the issue.

Death12652

2011-01-09 02:19:03

Ahh I see. Eh whatever then I'll just use the InfinityGuildMiner then.

Bixby Sayz

2011-01-10 12:41:17

Wouldn't you know it: First time running this new fangled MSI thingy and I encounter a bug. Who said cheating was easy?

Actually this one is easy to overlook. To quote the Runescape knowledge base:

http://www.runescape.com/kbase/guid/beginners_guide


A vast wall bounds the edges of Misthalin, hemming in Lumbridge, Varrock and Draynor Village - the area considered to be the 'starting area'. Guards keep watch at a number of gaps in the wall, warning anyone with a total skill level of below 60 that they are about to cross into more dangerous areas. Adventurers of a higher level are free to pass without incident.


In my case I was a using brand new char I have no investment in, created specifically to test out MSI.

I was using SCRIPT_VE_TREES with TREE_NORMAL and a starting location of LOC_VE_BANK. While walking to the trees the script clicks on the Varrock East Gates to open them, at which time the dialog pops up in your chatbox, and requires two clicks to dismiss.

This totally messed up the walking routine. I was babysitting the script so switched to manual and dismissed the dialog. Presumably this would affect any walking that moves in/out of the "starting area"?

Gu3st...

2011-01-10 12:58:46

I though the starting area thing was taken care of?

NCDS

2011-01-10 14:53:12

From: Bixby Sayz
Wouldn't you know it: First time running this new fangled MSI thingy and I encounter a bug. Who said cheating was easy?

Actually this one is easy to overlook. To quote the Runescape knowledge base:

http://www.runescape.com/kbase/guid/beginners_guide



In my case I was a using brand new char I have no investment in, created specifically to test out MSI.

I was using SCRIPT_VE_TREES with TREE_NORMAL and a starting location of LOC_VE_BANK. While walking to the trees the script clicks on the Varrock East Gates to open them, at which time the dialog pops up in your chatbox, and requires two clicks to dismiss.

This totally messed up the walking routine. I was babysitting the script so switched to manual and dismissed the dialog. Presumably this would affect any walking that moves in/out of the "starting area"?


From: Zyt3x
I though the starting area thing was taken care of?


I think it only happens if it's your first time leaving? Either way we could add something for it I guess..

Bixby Sayz

2011-01-10 17:55:01

Just tried this same script on a different machine and it worked fine.

I'll have to have a closer look when I have access to the other computer again.

I'll just shut up now. :redface:

Edit: Actually it seems to get hung up on the gate 1 in 3 or 4 tries, and "stalls" at the trees usually 1-2 times per inventory.

Coh3n

2011-01-12 01:14:41

There's a failsafe for this in MSI_Flag, but it was never tested because I didn't have an account. Maybe it's being called in the wrong place? E: I just tested it and it works really well. I'm guessing that we didn't call it in the write place. I'm going to also call it in MSI_FindRandoms, and we'll see how it works out for you. :) E2: I added LeaveDangerZone to SRL, and called it in MSI_Flag, MSI_FindRandoms and MSI_Antiban, so this should work perfect for you now. :)

E:
From: death12652
Well when I change the numbers for the debuging its still outputs the same amound of debug no matter what number I choose. I set it to 0 and it still outputs the same amount as 10, 7, 15, or 2.

Are you sure you're setting the right number? I just set mine to 0 when using and not using the form, and nothing was debugged (exactly what it's supposed to do).

Is anyone else also having this problem? E: I'm going to assume not, and mark this as resolved.