Coh3n
2011-03-09 02:24:49
Before you said "he hasn't done anything", hear me out, I have my reasons. ;)
For the past week or so, we've been PMing back and forth about MSI (after he sent a pull request for the Draynor Yews script), and he's been working away on relocating with multiple points (not paths, points, like in Draynor Yews), and I'm very impressed with his understanding of MSI in such a short period of time. He also has great knowledge of git, so that's not an issue.
Now that we're using git, anyone can contribute, so obviously he wouldn't have committing access to the main repository. His last PM stated that he noticed from my git profile that we were working on a new form, and he seemed very interested, and wanted to know how he could get in on the design process. I told him he should write an application to become part of the MSI team. I'm waiting to get a reply, but I think we can start discussing it now.
Unlike the other people we've discussed, I honestly feel like this guy's interested in MSI, and not in it for the cup or title. Here are all the PM for you guys to read over (sorry if they're out of order).
Overall, I think he would help in our discussions + since he asked about the form, I'm assuming he has previous form knowledge, but I'm sure we'll find that out when he sends me his application.
E Here's his application:
For the past week or so, we've been PMing back and forth about MSI (after he sent a pull request for the Draynor Yews script), and he's been working away on relocating with multiple points (not paths, points, like in Draynor Yews), and I'm very impressed with his understanding of MSI in such a short period of time. He also has great knowledge of git, so that's not an issue.
Now that we're using git, anyone can contribute, so obviously he wouldn't have committing access to the main repository. His last PM stated that he noticed from my git profile that we were working on a new form, and he seemed very interested, and wanted to know how he could get in on the design process. I told him he should write an application to become part of the MSI team. I'm waiting to get a reply, but I think we can start discussing it now.
Unlike the other people we've discussed, I honestly feel like this guy's interested in MSI, and not in it for the cup or title. Here are all the PM for you guys to read over (sorry if they're out of order).
From: IPwnz
From: Coh3n
From: IPwnz
From: Coh3n
From: IPwnz
From: Coh3n
From: IPwnz
From: Coh3n
From: IPwnz
From: Coh3n
From: IPwnz
From: Coh3n
From: IPwnz
From: Coh3n
Hey!
I'm glad you're contributing! You'll be the first to contribute through git. Please read my comment on your pull request. :)
Also, where exactly are these yew trees?
It's just the 3 yew trees to the west of lumbridge, east of draynor. Also, thanks for fixing up the miner issue, I would've fixed it up for you but sleep is a wonderful thing. ;) Also, git was natural since I've already added the Castle Wars bank to reflection via Github and I manage an Icon Repository for an iOS theme there as well. I'll see about adding a couple other scripts in the next day or two, and I'll try and leave the Guild Miner out this time. :D
Awesome. :)
I've also been working on some things that will make adding new skills and such to MSI much easier, then I can update my guide to include git. I want people to know exactly how easy it is to contribute through git. :)
Yeah git is incredibly simple and powerful once you get to use it, but the initial setup can certainly scare off most users (it almost scared me off and I like trying new technology). I've been working on a Catherby fisher for the past couple hours, and it seems almost ready except for some weird flaws. Specifically, it only clicked back and forth on the first two fishing spots (out of 4) except for once when it chose the third spot for whatever reason. Also, it the Fishing procedure itself seemed to pull out of harpooning after 30 seconds no matter what and then click to go to a new fishing spot, but then getting trapped in the loop of looking for a fishing spot in that same area even though there is ALWAYS a harpoon spot (2 actually) somewhere at Catherby.
It may be only walking to the two spots because MSI_Relocate may walk to the first point in the RelocatePoints tile array (not 100% sure about that though). Also, the 30 seconds thing - that's because that's the max time set in WaitWhileFishing. That should probably be switched to "spot-specific". There's a MaxTime attribute in the TMSObject record which is used for mining and woodcutting, but hasn't yet been done for fishing.
Lastly, for it not clicking the spots, I'm not sure. It may be something to do with the uptext that's set for that particular fishing spot.
Sorry, it clicks the spots fine when it sees them, I just meant that it wasn't walking to one of the other 3 spots if it just clicked from another spot to the spot it is currently at (hopefully you got that :P). Also, it looks like the Draynor Yews are doing the same thing (even though there's 3 yews, it only clicks back and forth between the two of them).
Yeah it'll be because MSI_Relocate searches for the first point in the RelocatePoints array that the player isn't already at. I'm actually not sure what we can do about that.
I bet it would be possible to add a condition to Relocate that would go through the array in order if there are more than 2 points, what do you think?
Well it already starts at the beginning of the array, but you could add a condition where it will find the point the player is on, then walk to the next point. If the player is on the last point, it will walk to the previous point. At that point you may need to invert the array so it gets to all three points. I hope that made sense. :p
I'll see if I can take a crack at it tonight or tomorrow :)
Awesome! :)
I'll also take care of the 30 second fishing thing. I may just increase it to a minute, unless the fishing spots move after a certain amount of time depending on which one they are, but I don't think that's the case.
I began work on the point loop, it is mostly complete except for that I believe it will go from the last point to the first point and back again if it starts out at the last point. I wouldn't have committed incomplete work except that I'm going to bed and then I have school in the morning, so I thought I would just let you see what I've done and make any changes.
Looks pretty good so far, I'm impressed. Small problem, though. You still have Relocate.simba. That file was deleted a while ago, and there's one relocating function in Walking.simba now. You'll need to pull from the main repository to make sure yours is up to date.
I did a copy+paste of my own MSI folder before I pulled from the main repo (just to keep the download smaller), which would be why I still had that file. :rolleyes: I'll port it over later today and see if I can get it in a finished state. Also, for fishing, have you considered checking to see if the player is animating as a method of resetting the timer? I know that it may not be the most foolproof way of doing it unless you check for the specific fishing animations, but its a thought. Also, this message is starting to look really cool :P.
From: IPwnz
From: Coh3n
From: IPwnz
From: Coh3n
From: IPwnz
From: Coh3n
And if you're talking about reflection, we try to avoid it as much as possible as we don't feel it's really needed for anything other than walking (with SPS, it's not really needed at all). I think when Garrett wrote the fishing he tried using pixelShift (Animation.scar in SRL), but I don't think he could tweak it right enough.
The waitWhileFishing procedure hasn't worked the best in a while, we just haven't had anyone have the time to sit down and fix it. We're not opposed to using reflection as we can always use defines. Take a look at MSI's Animating.simba and I'm sure you'll find something useful. ;)
Off-topic, but as a moderator can you give me a larger custom avatar? In particular this one would be awesome. :D
I can't sorry. That's admin stuff. I think you have to become dev/mod to get a bigger avatar. It sucks, I know. :(
Alright, I moved my code over to Walking and simplified it down to one loop, you can see it here. I tried to think logically about what would happen in the loop, but I could really use your eyes on it to see if(/what) I'm missing or need to rewrite, but I think it's pretty well set up. (Just noticed I didn't declare j: Integer, that'll be in the next upload)
Looks good so far.. The only thing is now it would get stuck walking to only the last two points instead of the first 2 points. So what I think you would have to do is if the player is on the last point in the array, call InvertTPA on Locations.RelocatePoints so now the player would be on the first point, and it would then walk to the middle point, and then to the opposite one they started at, at which point it would get inverted again, and it would then be a continuous cycle.
I hope that was clear. :p
Ok, my latest commit is another step in the right direction, but I need to know how MSI_Relocate is used a little more. In my uneducated opinion, I think that it is called every time the player wants to move, which would make it difficult(er) to keep track of whether or not the loop should be cycling down or up the TPA. I suppose the easy(?) thing to do would be to add a per-player boolean to remember if the TPA is currently inverted or not, how does that sound?
Also, I was just looking at your Github profile and saw that you're working on a new form, which is awesome. :D I know that I can contribute with git easily enough, but how would I get onto the MSI Team to help with design decisions and whatnot?
Overall, I think he would help in our discussions + since he asked about the form, I'm assuming he has previous form knowledge, but I'm sure we'll find that out when he sends me his application.
E Here's his application:
From: IPwnz
You'll find a pull request waiting for you on Github, I got it to work successfully, thank you so much for all the help and making me learn how to do crap instead of just saying what to do. ;)
MSI App:
I'd like to join the MSI team in order to help shape and influence MSI going forward, as well as learning how to work in code that is being maintained and written by a group of people. I'd like to help design the MSI Form 2.0 in the near future, and I'd like to help build MSI's script database as well (it's so easy why not?). To that end I've already created the Draynor Village Yews and the Catherby Fisher, and in that process I added the ability for MSI_Relocate to cycle between more than 2 points in its autoing cycle. MSI_Players now stores what point each player is on in the cycle, here's a quick code sample of what I did:Very soon I'll also be fixing up the "is fishing" loop since it always uses the 30 second timeout to escape right now, I plan on adding an animation check to do so.cp := MSI_Players[CurrentPlayer].CurrentPoint;
if (cp = High(TPA)) then
begin
InvertTPA(TPA);
cp := High(TPA) - cp;
end;
All that said, I'd love to be able to work with the Team more closely on MSI and I'm learning a lot already, thanks for keeping the whole project open source so that people like me can dig through the code and make it better. :)