SRL Archive - General

MSI & SPS: Walking?


Gu3st...

2011-10-29 09:35:53

Will any of MSI's scripts including walking work *at all* if you disable SPS?

I tried powerminer at it worked just fine, but I can't get SPS to work, at all….

YoHoJo

2011-10-29 13:34:47

If you disable SPS MSI scripts will not walk properly, but non-walking scripts will work.
POWERminer will work because it doesn't need to walk.
What troubles are you having with SPS it has some violation that occurs pretty often for me and certain locations don't work (VEM) both many others still do work, people are currently rebuilding the SPS map to make it work better.

Coh3n

2011-10-31 02:17:40

No, they won't. Only the powerskiller will work.

The thing about the SPS error is that's just it, it's an error and therefore fixable. Wizzup had some good suggestions here. I'm really hoping that will tell us something.

Basically everything about SPS's current state is on that thread. Once we get a good, updated map things will hopefully be much more accurate. The only issue is finding the right settings so the map matches the minimap.

mastaraymond

2011-10-31 05:51:45

From: Coh3n
No, they won't. Only the powerskiller will work.

The thing about the SPS error is that's just it, it's an error and therefore fixable. Wizzup had some good suggestions here. I'm really hoping that will tell us something.

Basically everything about SPS's current state is on that thread. Once we get a good, updated map things will hopefully be much more accurate. The only issue is finding the right settings so the map matches the minimap.

What if we calculate the difference of a tree on the map, with the difference of a tree on the minimap?

If I remember correctly, the differences between all items on the minimap are constant (Markus/Bullzeye tried creating a walking system on this once?). You could then adjust the map in memory to have the correct values?

Markus

2011-10-31 06:04:57

From: mastaraymond
What if we calculate the difference of a tree on the map, with the difference of a tree on the minimap?

If I remember correctly, the differences between all items on the minimap are constant (Markus/Bullzeye tried creating a walking system on this once?). You could then adjust the map in memory to have the correct values?


Pure coincidence that I was working a tiny bit on it just now for the lulz?
Bullzeye made a map analyser back then (might still have it, somewhere). There are around 15k trees on the worldmap, and 10k rocks. Combine that with some other points and you might have around 50k of them. That sure is manageable.

Attached:
PDF with outline of method, dated 2009-06-27, method was thought of a few months earlier, I still have the original handwriting which survived the laundry :D
Test grid bitmap
Script that generates table out of that bitmap (run at win 7 paint, or change offsets to 3, 3 for win xp paint), also has detailed high-level description of what script must do.

My goal is to make something compatible with SPS, but at the rate I'm doing this, that will take another 4 years.

Gu3st...

2011-10-31 09:35:54

Another note on MSI & Walking: MSI doesn't allow for Extra's that hook the walking procedures because if you don't define SPS nor Reflection, the setup function will terminate…

Coh3n

2011-10-31 18:19:23

From: Zyt3x
Another note on MSI & Walking: MSI doesn't allow for Extra's that hook the walking procedures because if you don't define SPS nor Reflection, the setup function will terminate…
Do you have an extra you want to hook to the walking?

One of the items on my to-do list is to get rid of all the reflection and SPS defines anyway so it'll be taken care of soon enough.

Gu3st...

2011-10-31 20:16:42

From: Coh3n
Do you have an extra you want to hook to the walking?

One of the items on my to-do list is to get rid of all the reflection and SPS defines anyway so it'll be taken care of soon enough.
Yup.

And nice :) For now I've just commented out the TerminateScript; in the setup while I do some testing

Coh3n

2011-11-03 20:42:14

I'll just post this here instead of making a new thread. MSI will probably never go back to reflection (if it even comes back), but I have created a branch so we have record of all the reflection supported paths and functions.

Here are the things I plan on changing (I need to do all these to get the Runecrafter and Guild Miner working anyway, so I figure I'll kill two birds with one stone).
  • Remove any reflection code throughout the include including defines, variables, type fields, etc. This will clean up Walking.simba quite a bit actually, which is always good.
  • Add SPSPath to the TPath type and create a new SPS path for each script/death path. This will make all the paths more accurate as the tile > SPS conversions weren't 100%.
  • Will also have to do the latter for all locations and their sub-locations, unfortunately. However, this will need to be done regardless as the new SPS map will be a difference size so all current paths will be off by quite a few pixels (this will never happen again as my map generator will create the same size map from now on).
What we gain from this:
  • Guild Miner will work (maybe make available to SRL Members+ only)
  • Runecrafters will work
  • Clean up Walking.simba
  • Makes MSI 100% colour with absolutely no reflection code whatsoever
Any thoughts? I'll probably start this in the next couple days.

NCDS

2011-11-03 21:33:08

From: Coh3n
I'll just post this here instead of making a new thread. MSI will probably never go back to reflection (if it even comes back), but I have created a branch so we have record of all the reflection supported paths and functions.

Here are the things I plan on changing (I need to do all these to get the Runecrafter and Guild Miner working anyway, so I figure I'll kill two birds with one stone).
  • Remove any reflection code throughout the include including defines, variables, type fields, etc. This will clean up Walking.simba quite a bit actually, which is always good.
  • Add SPSPath to the TPath type and create a new SPS path for each script/death path. This will make all the paths more accurate as the tile > SPS conversions weren't 100%.
  • Will also have to do the latter for all locations and their sub-locations, unfortunately. However, this will need to be done regardless as the new SPS map will be a difference size so all current paths will be off by quite a few pixels (this will never happen again as my map generator will create the same size map from now on).
What we gain from this:
  • Guild Miner will work (maybe make available to SRL Members+ only)
  • Runecrafters will work
  • Clean up Walking.simba
  • Makes MSI 100% colour with absolutely no reflection code whatsoever
Any thoughts? I'll probably start this in the next couple days.


Definitely making guild miner memb's+ if it works as planned.

Let me know if you want a hand with any of this. Otherwise, I'll keep plugging away at SRL 5 and randoms.

Coh3n

2011-11-03 22:00:14

Keep doing what you're doing. It'll take a bit, but I'll get it done eventually.