SRL Archive - MSI Updates & Announcements

Sept. 14th, 2011 ~ New Locations System + Much more!


Coh3n

2011-09-14 20:54:45

Hey guys,

So NCDS and I have been working hard on this update and we'd like to give a huge thanks to Yago for getting the original tile boxes for each one of MSI's locations. You were a huge help! We'd also like to thank to users for being so patient about this update. We know a lot of scripts were broken (mostly Woodcutting) since the graphics update some weeks ago. We are very pleased to announce that all Woodcutting scripts are up and running again.

Script Updates:
  • Al Kharid and Rimmington Miners have been merged into one script.
  • Grand Exchange Oaks have been added.
  • Lumbridge Swamp East Miner has been added.
  • Varrock East Trees has been removed.
  • All other scripts affected by the graphics update have been updated.

New Objects:
  • Dead Trees have been added to the Powerchopper and Draynor Trees.
  • New Regular Trees added.
  • New Oaks added.
  • New Maples added.
  • New Yews updated.
  • New Willows updated.

Other Updates:
  • Each location has one or several "sub-locations" each with their own attributes, including objects. This means that if you're mining just Gold in the Crafting Guild Miner, it won't relocate to the Clay or Silver rocks, it will stay in the Gold Rocks area. This concept applies to all scripts over MSI.
  • Chopping with the new trees is much much better and most locations have been tested thoroughly. That being said, please report any issues you experience.
  • Most, if not all scripts should be working much better than the previous version.
  • The new location system allows us to add multiple "sub-locations" to already existing locations. For example, Rimmington Mine is one location, with 4 sub-locations (North, East, South, and West). Each sub-location is customizable from objects in that location to the area in tiles and SPS to camera and compass angles.
  • What does this mean? Well it means object finding is very human-like, since the camera is adjusted so the object can be seen on the main screen. A good example of this is at the Grand Exchange Bank, or any of the new trees (except Willows).

Bugs:
  • Not so much of a bug as an annoyance. When Woodcutting you'll probable experience mouse moving to "invalid objects." Don't be alarmed, I've been using scripts that do this for years, and have never been banned. That being said, if you're uncomfortable with that, it's fine.
  • This should really only happen with Woodcutting scripts that cut the new trees. We also have a plan to fix this issue (or at least reduce it) that will hopefully be implemented in the near future.

Complete Change Log:

$ git shortlog 38ae4b53c12826844d5e..dbde0cbc30196ef0f20b84ebe391b6d06eaf6565|c
at
CarlosL21 (1):
changed 801-804 - code was presented by NCDS, but just was never integrated into the script

Cohen Adair (107):
Added Areas to TLocation; not sure why it wasn't included with the merge with Yago
Globals: TLocation record rewritten
Locations: All locations updated to new format
Mainloop: MSI_SetupPlayer updated for new format
Manipulation: Added MSI_ConvertTileBox (untested)
Common: Updated MSI_AutoInvFull for new format
TSubLoc: 'camera' field added
Formatting: added file I used to print out all locations in new format (may come in handy in the future)
Globals: fixed compiling error
SV_OAKS in new TLocation format
Globals: camera array split to camera and compass
Locations: camera and compass set to default
Walking: MSI_Relocate and MSI_AtLocation updated
Removed TLocation.Areas as it's not needed
Globals: Organization edit
Locations: Doc edit + SV_TREES updated to new format
Walking: Color parameter removed in MSI_GetCorrectPath
Walking: MSI_PathFromLoc added
Walking: MSI_WalkPath updated for new location system + some variable edits
GE Yews, SV Magics, SV Bank, Guild Mine, CB Bank, and CB Fish spots updated for new TLocation
ResetRemote: Fixed small issue where some players wouldn't appear in progress reports
Updated all script SPS Areas
MSI_ConvertTilePath: Removed as it's in new SPS
Locations: Points attribute updated to use SPS_TilePathToPos
Fixed DB_CLAY SPS areas
Merged with main repo.
Locations: Fixed DB_CLAY box
Manipulation: Added MSI_BoxToMM
Walking: New location stuff
Fixed default camera and compass
Locations: Updated LOC_AK_BANK tileBox
Manipulation: Fixed MSI_BoxToMM by reversing Y values
Walking: Added MSI_GetMyPos()
Walking: MSI_Relocate now works (tested with locations with only one subLoc)
Locations: Updated AK_RANGE, AK_MINE_SOUTH/CENTRAL
Fixed MSI_Relocate
Setup: Fixed compiling error due do latest refletion update
Fishing: removed some unused variables
MSI_BoxToMM now exits if SMART debugging is disabled
Got rid of try..except statements + srl_Warns
Globals: added an objects field to TSubLoc
Globals: added MSI_GetPlayerObjects
Locations: updated crafting guild location record
Walking: Adde MSI_ValidSubLoc and called it in MSI_Relocate
Mainloop: removed my testing code
Walking: called MSI_ValidSubLoc in MSI_AtLocation
Locations: fixed default camera/compass setting
Walking: Fixed relocating for banking
Merged AK miners into one script + updated locations
Removed VE_TREES script
Updated VE_MINE location
Some formatting in Scripts.simba (that's why diff looks weird)
Mainloop: fixed an issue where it would add a subLoc when not powerskilling
Scripts: removed AjustCamera from SCRIPT_CG_MINER
Walking: less MSI_Relocate calls in MSI_WalkPath
Locations: SetPlayerLoc now returns a boolean
Mainloop: Updated to compensate the PlayerLoc changes
Walking: Updated ValidSubLoc so it will work with exceptions + banks
Added SCRIPT_GE_OAKS
Finished off Varrock location updates
Added debugging to MSI_ValidSubLoc
Rimmington and Draynor willow script updated with new trees
Updated locations: PS_DBOX, PS_WILLOWS, and RM_WILLOWS
Fixed MSI_SetPlayerLocation's result if walkPath worked
Updated RM_MINE and RM_YEWS locations
Rimmington Miners merged into one script/location
Significantly sped up MSI_Relocate by looking for only the middle point in a box and the closest point to the player, rather than every point in the box
Globals: Updated some spacing and constant values
Updated structure a little
Animating: Updated Chopping animation
Globals: Added all the new trees + dead trees
Locations: Finished all F2P Fally, Lumbridge, and Draynor locations
Objects: Added TREE_OAK_NEW, TREE_DEAD, and TREE_NORMAL_NEW
Scripts: Updated powerchopper with all new trees
Scripts: Added LSE_MINER
Updated PS_YEWS location and object records
Updated LOC_DB_CLAY
Globals: Documentation for MSI_GetCurrentScript
Locations: Finished F2P areas
Objects: Moved MSI_GetPlayerObjects to Objects.simba
Walking: Added STILES to MSI_AtLocation
Mainloop: Added objects field to powerskilling location
Removed some fighting stuff + home teleport animation constant
Locations: Fixed some loose ends
Scripts: RM_YEWS.adjustCamera := false;
Common: Increased time to 60 minutes
Locations: Small compiling error
Objects: Updated OAK_NEW
Common: Small edit to use MSI_GetPlayerObjects
Banking: Removed the GE_BANK "quick-fix"
Globals: Added GetScript and GetObjects pointers to TPlayerInfo & moved MSI_GetCurrentScript to Scripts.simba
Locations: Tweaked several location records
Mainloop: Set player pointers in MSI_InitSRLPlayers
Objects: Tweaked OAK_NEW, YEW_NEW, and GE_BANK records
Scripts: Added AdjustCamera := True to a few scripts
Common: Removed the timer failsafe in MSI_AutoInvFull as there's a loggedIn failsafe
Dev Tools: Added files for GE_BANK, OAK_NEW, and YEW_NEW
Objects: Standards fix
Updated EV_YEWS script
AdjustCamera := True in SCRIPT_GE_OAKS
Added Objects to LOC_FW_MINE & fixed objects for LOC_AK_RANGE
Fixed a subLoc in LOC_PS_WILLOWS
Locations: Updated LOC_FW_MINE
Objects: Added TREE_MAPLE_NEW
Common: Edited how camera changing works in MSI_AutoInvFull

NCDS (12):
Updated/added camera angles
Finish merge
Added SV Maples subLoc
Fixed compiling error..
One more thing >.<
Swapped 'y' values
Fix'd VWM
Objects: Updated TREE_YEW_NEW Object record.
Locations: Updated GE Yew Trees TBoxes.
Script: Setup GE_Yews to use TREE_YEW_NEW.
Walking: Worked with AtLocation and Relocate. Also added randomness to the compass degrees to keep things dynamic.
TLoc updates

Yago (1):
Location Areas
Diff from Github.

Enjoy,
The MSI Team

NCDS

2011-09-14 21:25:55

Nice thread Coh3n. Glad to finally have released this updated.

@Everyone else; as this was a rather large update I'm sure there will be bugs that come up and things people would like to see edited or just changed in general. Coh3n and I already have a few changes to make on top of this update, but it should be at a stable enough point right now. The pending changes are fairly small, but will be beneficial.

Thanks for everyone's patience. :)

Carlito

2011-09-14 22:17:54

WOW! well done guys, hopefully all the updates will put MSI back to #1.

ill be testing for you guys soon!

Gu3st...

2011-09-15 02:28:12

What a great update! I'll update the MSI script map as soon as I get home :)

Wizzup?

2011-09-16 06:13:08

That's quite some changes. :)

Home

2011-09-16 07:50:48

Damn guys, great job. I really need to get my ass to MSI scripting :)

~Home

litoris

2011-09-16 11:11:28

Good job and thanks, I will try them out.