SRL Archive - MSI Bugs

August 9th RS Update ~ How it effects MSI


Coh3n

2011-08-09 12:19:15

Grand Exchange and Edgeville graphics were updated today. Here's a list of things that need to be updated. Please post if I missed something.
  • TMSObject Records:
    • Edgeville Bank (MSI_BANK_EV)
    • Edgeville Well (WELL_EV)
    • GE Bank (MSI_BANK_GE)
  • TScript Records:
    • Reflection path from GE Bank to GE Yews (SCRIPT_GE_YEWS)
That's all I know right now. It would be extremely helpful if someone could help us out with these.

Thanks,
The MSI Team

Smidqe

2011-08-10 07:37:45

I'll try to tackle with them today, it'll be good practice :)

Update also caused some changes to ingame world map so I'll update the SPS's worldmap and according areas. Some colour changes with Edgeville and Varrock.

E: Once I figure out this Git stuff :p

Coh3n

2011-08-10 08:53:03

From: Smidqe
I'll try to tackle with them today, it'll be good practice :)

Update also caused some changes to ingame world map so I'll update the SPS's worldmap and according areas. Some colour changes with Edgeville and Varrock.

E: Once I figure out this Git stuff :p

Sounds great. :) And I didn't think about SPS. If you get git figured out, you can fork the SPS repo. and send a pull request. I can help you out any way you need with git also. :)

Smidqe

2011-08-10 10:34:09

Thanks, but I just got everything figured out :)
It'll take longer with MSI so I think I won't get it done that soon(unless I get it done today). School starts tomorrow and it'll be a busy for a few days.

E: Edgeville bank is sorted out, it basically have same colours as Draynor bankers so it was an easy fix. GE bank has four different bank spots so would everyone be included or just one(closest to GE yews?)

E2: Done! For Edgeville bank it'll use two lower bankers(male). GE bank is really tricky right now since you can't see the banker that well :( Tested everything and they work like they should be. I'll commit in few minutes

E3: Committed.

NCDS

2011-08-10 15:50:23

From: Smidqe

E: Edgeville bank is sorted out, it basically have same colours as Draynor bankers so it was an easy fix. GE bank has four different bank spots so would everyone be included or just one(closest to GE yews?)

South east would probably be the smartest right now.
From: Smidqe

E2: Done! For Edgeville bank it'll use two lower bankers(male). GE bank is really tricky right now since you can't see the banker that well :( Tested everything and they work like they should be. I'll commit in few minutes

Why only the southern bankers? Is there a reason the other ones wouldn't work? I know they all work fine in draynor.

Coh3n

2011-08-10 17:35:20

Great job, Smidqe, I've merged it with the main repository. How did you get around hardly being able to see the bankers in the GE? I was thinking something may need to be added to compensate for this. Something like a new attribute in the TMSObject record or TScript record. An array of camera angles or something. Could also make autoing the new trees easier.

Smidqe

2011-08-11 06:20:14

From: NCDS

Why only the southern bankers? Is there a reason the other ones wouldn't work? I know they all work fine in draynor.


Since two northern one(females) have different hair color, orange-like. Draynor bankers have same hair color, and I thought that it would be the better than the northern ones since BBV fisher walks from the south, not sure if it's better for Edgeville clay softener. I also didn't know if MSI's objects would support two different colors with own tolerances, hue and sat mods.

I'm sorry if the updates didn't work that well, after all I was in a bit of hurry, with school starting today, so I wanted to finish it quick, since I thought that I would be very busy for few days. And I wanted to do something to help you guys out, rather than just doing nothing. :redface:

@Coh3n

Yeah, camera angle would be very good for it. I used bankers face colors, as they were visible, when standing little bit to east of the banker, it also worked when you didn't see banker when standing infront of him. It was very hard to see the banker but apparently color was found and it worked :p

Coh3n

2011-08-11 11:04:30

From: Smidqe
Since two northern one(females) have different hair color, orange-like. Draynor bankers have same hair color, and I thought that it would be the better than the northern ones since BBV fisher walks from the south, not sure if it's better for Edgeville clay softener. I also didn't know if MSI's objects would support two different colors with own tolerances, hue and sat mods.
Never tried it, but I can't imaging it would work out that well.

From: Smidqe

I'm sorry if the updates didn't work that well, after all I was in a bit of hurry, with school starting today, so I wanted to finish it quick, since I thought that I would be very busy for few days. And I wanted to do something to help you guys out, rather than just doing nothing. :redface:
Everything you did works AFAIK, except the GE Bank didn't work all the time which is understandable since the camera angle almost always needs to be moved to see any of the bankers. :p That and the EV Yews (which is my fault because I didn't know they needed to be updated).

From: Smidqe

@Coh3n

Yeah, camera angle would be very good for it. I used bankers face colors, as they were visible, when standing little bit to east of the banker, it also worked when you didn't see banker when standing infront of him. It was very hard to see the banker but apparently color was found and it worked :p
Yeah, NCDS and I talked last night and we have a good idea about some TLocation rework that will completely fix this + a lot of other situations.

Smidqe

2011-08-11 11:23:03

From: Coh3n
Never tried it, but I can't imaging it would work out that well.

Everything you did works AFAIK, except the GE Bank didn't work all the time which is understandable since the camera angle almost always needs to be moved to see any of the bankers. :p That and the EV Yews (which is my fault because I didn't know they needed to be updated).

Yeah, NCDS and I talked last night and we have a good idea about some TLocation rework that will completely fix this + a lot of other situations.


Ah, nothing then wasn't sure what you were talking about, stupid me :duh:

For the camera angle, would just a camera rotation work? As it does in couple of scripts (Crafting guild miner, Mining guild miner), 25 degrees or so should do the trick?

I've figured almost everything in Git, but how do you update forked repository so that it matches master repository?
Or does it update automatically?

Coh3n

2011-08-11 11:26:51

From: Smidqe
I've figured almost everything in Git, but how do you update forked repository so that it matches master repository?
git pull. You can add a remote as "msn_main" or pull from arbitary URL.

Also yeah, here's what we talked about last night and is kind of the plan for the new TLocation record.

{

- TBox_locations branch ([url]https://github.com/Coh3n/MSI/tree/TBox_locations[/url])
-- thread -> [url]http://villavu.com/forum/showthread.php?t=65519[/url]
-- too many "atLocation" calls
-- remove fields: Tiles, Points, MinDistance
-- TSubLoc implementation

}

type
TSubLoc = record
name: string;
tileBox, spsBox: TBox;
camera: T2DVariantArray;
end;
TSubLocArray = array of TSubLoc;

TLocation = record
name: string;
constant: integer;
subLocs: TSubLocArray;
atBank: boolean;
deathPath: TPath;
end;
TLocationArray = array of TLocation;

function loadLocation(): TLocation;
begin
with result do
begin
name := 'Grand Exchange';

setLength(subLocs, 1);
with subLocs[0] do
begin
name := 'GE Bank: South East';
tileBox := intToBox();
spsBox := tileBoxToSPSBox(tileBox);
camera := [['n', false], ['w', true]]; // 'w' = compass, 'true' = camrea angle
end;
end;
end;
I'm probably going to write a script to output all the locations in that format so it doesn't have to be done manually.

Smidqe

2011-08-11 11:43:28

From: Coh3n
git pull. You can add a remote as "msn_main" or pull from arbitary URL.


Thanks for that, but when you fork repository in Githubs website how do update so that it matches the current repository where it was forked? Is it done by hand or?

Coh3n

2011-08-11 11:45:31

From: Smidqe
Thanks for that, but when you fork repository in Githubs website how do update so that it matches the current repository where it was forked? Is it done by hand or?
That's what git pull does. :p The link you enter should be the link to the repo. you forked from, so it'll merge the original repo. with your forked version (i.e. updating your repo. to the latest version of the original).

**BANNED The Man

2011-08-11 11:48:05

Is this all done now then?

-Boom

Coh3n

2011-08-11 11:49:02

From: Dynamite
Is this all done now then?

-Boom
Yep. :)

But there's still a lot of other things to do if you want. There's a couple more bug threads I think.

E: This has been resolved.