SRL Archive - MSI Updates & Announcements

Preparations for SPS 2.0


marpis

2011-12-09 03:37:23

SPS 2.0 will hopefully be released in January, a beta version at least.

SPS 2.0 will have tile conversion removed, so you should change the paths to SPS paths and remove all tile conversion functions.
Reflection walking is not coming back to MSI, so it's all needless code that may confuse people.

  1. You can just use the conversion formulas found in SPS.simba
  2. For deserty and snowy areas that have been problematic, you may want to try to reroute the path a bit, to make it more reliable.

Wizzup?

2011-12-09 07:11:53

Sounds good.

KingKong

2011-12-09 07:26:21

marpis, have you tried using the world map in game to get char pos if the area is similar? as in the woods in diff places look similar but if checked on worldmap i think you can get position without a problem from anywhere.

Smidqe

2011-12-09 11:04:22

From: marpis

SPS 2.0 will have tile conversion removed, so you should change the paths to SPS paths and remove all tile conversion functions.
Reflection walking is not coming back to MSI, so it's all needless code that may confuse people.


Every path in MSI uses SPS coordinates, as reflection support was removed as well as reflection path conversion, so no need for path or code changes ;)

marpis

2011-12-09 12:36:23

From: KingKong
marpis, have you tried using the world map in game to get char pos if the area is similar? as in the woods in diff places look similar but if checked on worldmap i think you can get position without a problem from anywhere.

Yea I could do that if I wanted to, but I want SPS to only use MM. :)

From: Smidqe
Every path in MSI uses SPS coordinates, as reflection support was removed as well as reflection path conversion, so no need for path or code changes ;)

I thought the paths are still presented as reflection tiles and converted into SPS paths on runtime? If this is not the case, then I should probably delete the thread.

'Toxin

2011-12-09 14:15:22

Marpis, I have a quick question for you…

I'm in the middle of creating a script myself, and I am having issues with SPS and walking sometimes. Not sure if this has already been suggested, but accuracy improvement would result in many scripts being functional once again. There's specific areas, for example like in the script I am creating (Falador West Miner) that actually require the user to be at an exact tile, sometimes SPS clicks off the tile, or other things like FFlag may have messed up the walking….HOWEVER, you think it'll be possible to get a character to physically walk exactly on a specified tile?

marpis

2011-12-09 15:10:25

From: XxX Toxin XxX
Marpis, I have a quick question for you…

I'm in the middle of creating a script myself, and I am having issues with SPS and walking sometimes. Not sure if this has already been suggested, but accuracy improvement would result in many scripts being functional once again. There's specific areas, for example like in the script I am creating (Falador West Miner) that actually require the user to be at an exact tile, sometimes SPS clicks off the tile, or other things like FFlag may have messed up the walking….HOWEVER, you think it'll be possible to get a character to physically walk exactly on a specified tile?


Not very reliable with SPS at the moment.
However, you can use mainscreen clicking to do this. Find some object and click next to it!

Coh3n

2011-12-09 15:45:18

From: XxX Toxin XxX
Marpis, I have a quick question for you…

I'm in the middle of creating a script myself, and I am having issues with SPS and walking sometimes. Not sure if this has already been suggested, but accuracy improvement would result in many scripts being functional once again. There's specific areas, for example like in the script I am creating (Falador West Miner) that actually require the user to be at an exact tile, sometimes SPS clicks off the tile, or other things like FFlag may have messed up the walking….HOWEVER, you think it'll be possible to get a character to physically walk exactly on a specified tile?
SPS isn't that accurate right now. Just out of curiosity, what part of the script requires you to move to an exact tile?

@marpis: I removed all the reflection stuff (I think) from MSI a few weeks ago. I could have missed something, but I know for sure that the paths are SPS points rather than tiles. Recreating the paths in vague areas may not be a bad idea, though.

Also, would you like commit access to the SPS repo.? I can talk to Wizzup? about adding it to the SRL group. That way you can keep an SPS2 branch up to date for everyone to see.

marpis

2011-12-09 17:56:50

From: Coh3n
SPS isn't that accurate right now. Just out of curiosity, what part of the script requires you to move to an exact tile?

@marpis: I removed all the reflection stuff (I think) from MSI a few weeks ago. I could have missed something, but I know for sure that the paths are SPS points rather than tiles. Recreating the paths in vague areas may not be a bad idea, though.

Also, would you like commit access to the SPS repo.? I can talk to Wizzup? about adding it to the SRL group. That way you can keep an SPS2 branch up to date for everyone to see.


That would be nice :) Although that would just be my playground for the next couple weeks.

Coh3n

2011-12-09 18:31:14

From: marpis
That would be nice :) Although that would just be my playground for the next couple weeks.
I'll keep you posted. :)

Nava2

2011-12-09 18:57:50

From: marpis
That would be nice :) Although that would just be my playground for the next couple weeks.


Just make sure you work in a different branch than master. :)

From: Coh3n
I'll keep you posted. :)


He should be in the SRL group anyway, due to him being a developer (and active) and all!

Coh3n

2011-12-10 01:03:44

I think he needs a github account first. :p

marpis

2011-12-10 04:39:54

From: Coh3n
I think he needs a github account first. :p


Oki, I registered with username marpis :)

I Am Legend

2011-12-10 04:50:44

is it possible to do other functions simultaneously while walking . e.g eating food if attacked during walk .

KingKong

2011-12-10 05:41:17

From: I Am Legend
is it possible to do other functions simultaneously while walking . e.g eating food if attacked during walk .


nope, not at the same time. Maybe its possible to do that check after clicking on the minimap, but not at the same time. Because it requires multithreading, which is not supported by simba at the moment.

Sir R. M8gic1an

2011-12-10 05:46:23

It is possible.

{ const SRL_Procs Constants;
Description: Constants for SRL_Procs. }
const
srl_AntiBan = 0; // Your AntiBan procedure to be called during various SRL functions and procedures. (Flag, FFlag)

SRL_Procs[srl_AntiBan] := @CheckHealthEatCustomProcedure;

-RM

Jakkle

2011-12-10 13:16:21

Nice will be looking forward to this alot, as I will be starting to sort my scripts out in January :thumbsup:

Coh3n

2011-12-10 14:26:08

From: marpis
Oki, I registered with username marpis :)
Okay, I'm assuming you have no idea how to use git? Check out the "Contributing through git" part of this guide. It's for MSI, but you do the same thing for SPS. For now, just fork my repository. Until SPS is added to the SRL group.

'Toxin

2011-12-11 12:03:45

From: Coh3n
SPS isn't that accurate right now. Just out of curiosity, what part of the script requires you to move to an exact tile?

@marpis: I removed all the reflection stuff (I think) from MSI a few weeks ago. I could have missed something, but I know for sure that the paths are SPS points rather than tiles. Recreating the paths in vague areas may not be a bad idea, though.

Also, would you like commit access to the SPS repo.? I can talk to Wizzup? about adding it to the SRL group. That way you can keep an SPS2 branch up to date for everyone to see.


Oopsies, forgot to check back this thread. I wanted to check a location of the character at a given tile to see whether or not it passed the small climbing wall part of the west falador side. We don't get black text messages stating "your character has jumped the wall" or something like that, so I thought I'd check position before and after if not, make it move to the right position.

Coh3n

2011-12-11 13:44:07

From: XxX Toxin XxX
Oopsies, forgot to check back this thread. I wanted to check a location of the character at a given tile to see whether or not it passed the small climbing wall part of the west falador side. We don't get black text messages stating "your character has jumped the wall" or something like that, so I thought I'd check position before and after if not, make it move to the right position.
Look for the wall on the right side of the screen. If it's found, your player must me over the wall (or bottom of the screen, depends on the camera angle). And SPS isn't exact enough to work like that. You may be able to check if the player is in a certain box, but an exact position wouldn't be reliable.

Yanhua

2011-12-17 17:06:45

Definitely looking forward to this. I'm making a soul wars script at the moment which heavily relies on walking. SPS 2.0 sounds great.

mormonman

2011-12-17 18:23:30

From: Yanhua
Definitely looking forward to this. I'm making a soul wars script at the moment which heavily relies on walking. SPS 2.0 sounds great.


Soul Wars will never work well with SPS because there are too many players to get a good read of the minimap.

Yanhua

2011-12-17 18:43:02

From: mormonman
Soul Wars will never work well with SPS because there are too many players to get a good read of the minimap.


Then what method of walking should I use in a soul wars script?

mormonman

2011-12-17 18:48:54

From: Yanhua
Then what method of walking should I use in a soul wars script?


I've never looked into it with color.

Yanhua

2011-12-17 18:53:52

From: mormonman
I've never looked into it with color.


Have any suggestions?

Dervish

2011-12-27 14:35:10

From: Yanhua
Have any suggestions?


DTM walking with a 255 tolerance center with subpoints at fast areas which cannot be overlapped on minimap.

Hero

2011-12-27 15:24:48

I can't wait for 2.0 :D Also about the Falador West short cut wall. Just use something like Radial walking(use very specific degrees) and once it is near the walk have it search the the object. It is a bit harder since the whole damn wall looks like stacks of marshmellows but I was able to get it over again and again no problem.