slow scripts -- question
Are color-bots in general slow? This week has been my first time using one. I notice that the character always pauses in between movements and selections.
Is this due to runescape updates?
Just curious.
whats your spec and graphic setting?
I set everything on runescape to low and safe-mode.
Shady89
2011-12-19 13:31:06
iam wondering same thing , doing mining /woodcutting theres like a 10 sec pause between ores.. iam on fixed with brightness to highest.
no idea, i have a 6 years old p4 laptop and its alright.
maybe send post a screen shot of your task manager and cpu usage.
onilika
2011-12-19 13:35:52
It's happening to me also. Mining script, rc scripts. Dunno what's happening but it's pretty darn slow! :/
shebee
2011-12-19 13:35:57
If you're using MSI the colors just changed so it's not working properly now.
At least for some items.
Brandon
2011-12-19 13:37:35
Same thing happening to me after the latest srl update / sps update.. bro its something to do with colour finding.. whoever updated it.. really messed up bad..
It's now acting exactly like SRL 5.. At first I thought it was my script.. so I went and re-wrote the entire thing!! Took me a whole day.. then I realized it was still happening.. so I downloaded a couple other srl scripts.. and bam same problem.. I re-installed simba/includes/everything.. same problem..
Problem started late last night. I'm literally only getting 800 bloods an hr. :c
This problem is the same problem I already reported in SRL 5 except that this one, there is no access violation. :D Just slow as hell like SRL 5. Dunno what it is but I'm almost 100% sure its colour finding because logging in/switching worlds/ co-ordinate clicking works perfectly fine..
As for with this new update, whoever touched the gametab include.. messed up GetEquippedItemBounds.
I had to change it to: "varString: case LowerCase(Which) of" <— That lowercase HAS to be there.. without it, none of the equipped items I had was being found.. and it was throwing the error 'ring' is not a valid entry even when it was already lowercase.
Shady89
2011-12-19 13:42:57
iam running an i7 950 with 8gb of ram trust me its not my pc lol
onilika
2011-12-19 14:23:53
I believe it was after SRL update. Was running a miner, and after that update, things changed a lot!
It's a shame we can't run them without problems :s
~onilika
grats
2011-12-19 14:27:12
in a way yes, color isn't like reflection.. everytime they change the colors or shapes of things a lot has to be remade, therefore the things aren't as "perfect" as they could be if jagex didn't change them for a year or so like reflection.. where all that had to be done was update the hooks
Oh. So I'm not alone eh?
Glad I addressed the issue.
What's the potential fix for this? Or is this beyond my scope.
SourApple82
2011-12-19 14:52:22
When is ther going to be a fix if any?
mormonman
2011-12-19 15:11:13
I think its from Narcle's flag fix.
Narcle
2011-12-19 15:23:11
Sure its flag? It doesn't even load a bitmap each time. Its globally loaded.
(I ran 6 hours perfectly last night with it, good xp per hour and everything)
@ggzz
wasn't me
It might be clickcontinue, hmm.
Edit:
Picture this FindFlag is less then calling FindNormalRandoms, which calls 2+ bitmap checks in it.
Well here, for example:
In the command box, my character ran to a point. It took 5 seconds for the line to say: Flag distance reached. Then it carries on the next task, which delays another 5-6 seconds too.
I guess that further explains my issue.
Narcle
2011-12-19 15:31:23
Here test it because its taking only 15ms for me.
Function FindFlag(var X, Y: Integer): Boolean;
var
acc: Extended;
t:integer;
begin
t := getsystemtime;
Result := False;
if FindDeformedBitmapToleranceIn(bmpFlag, X, Y, MMX1, MMY1, MMX2, MMY2, 70, 0, true, acc) then
begin
Result := (acc > 0.7);
X := X+7;
Y := Y+14;
writeln(Tostr(getsystemtime-t)+'ms');
end;
end;
shebee
2011-12-19 15:35:08
Do you guys already know what is causing the issue?
Like everyone else, it was running fine yesterday.
Narcle
2011-12-19 15:42:51
I just need help with speed tests. It might be running differently depending on the computer idk.
shebee
2011-12-19 15:43:54
Just tell me what to do, maybe I can be of any help.
Narcle
2011-12-19 15:55:02
Open flag.scar in core replace it with function I posted above. Run any script that was running slow see what the FindFlag spams back. You'll see it like this:
??ms
??ms
etc.
From: Narcle
Open flag.scar in core replace it with function I posted above. Run any script that was running slow see what the FindFlag spams back. You'll see it like this:
??ms
??ms
etc.
I'm currently running two scripts. Will that affect those two if I were to do the test?
Also– I'm noticing the delay with my MSI script and Silent Spinner script when Object DTM is involved… Is that the issue?
shebee
2011-12-19 16:08:54
[0:02:26]: [ abc ] ------------ Average pixel shift: 18
[0:02:26]: [ abc ] ------------ Player animation: Player Idle
[0:02:26]: [ abc ] -------- MSI_Relocate: True
[0:02:26]: [ abc ] ------ MSI_AtLocation: True
[0:02:26]: [ abc ] ---- MSI_WalkPath: True
[0:02:26]: [ abc ] -- MSI_Walk: True
[0:02:26]: [ abc ] -- MSI_AutoObjects
[0:02:26]: [ abc ] ---- MSI_FindObjectTPA: ROCK_CLAY
[0:02:26]: [ abc ] ------ Found: 15, ROCK_CLAY found
[0:02:26]: [ abc ] ------ Found: 38, ROCK_CLAY found
[0:02:26]: [ abc ] ------ Found: 46, ROCK_CLAY found
[0:02:26]: [ abc ] ------ Objects found: 3
[0:02:26]: [ abc ] ------ Took 110 ms to complete
[0:02:26]: [ abc ] ---- MSI_FindObjectTPA: True
[0:02:26]: [ abc ] ------ Uptext: Mine Rocks / 2 more options
[0:02:27]: [ abc ] ---- MSI_TrackObject
[0:02:27]: 0ms
[0:02:27]: 16ms
[0:02:27]: 0ms
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[0:02:31]: [ abc ] ------ Failed to find color
[0:02:31]: [ abc ] ------ Failed to find color
[0:02:31]: [ abc ] ------ Lost track of object
[0:02:31]: [ abc ] ------ ~ Track Record
[0:02:31]: [ abc ] ------ ~ ~ TrackObject
[0:02:31]: [ abc ] ------ ~ ~ Searches: 1
[0:02:31]: [ abc ] ------ ~ ~ Successes: 0
[0:02:31]: [ abc ] ------ ~ ~ Success %: 0
[0:02:31]: [ abc ] ---- MSI_TrackObject: False
[0:02:31]: 0ms
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[0:02:41]: [ abc ] ---- MSI_WaitWhileMining
[0:02:41]: [ abc ] ------ Distance from tracking box to player = 17
[0:02:41]: [ abc ] ------ InvCount: 2
[0:02:41]: [ abc ] -------- Scanning for randoms...
[0:02:41]: [ abc ] ------ Found Text
[0:02:41]: [ abc ] ---- MSI_WaitWhileMining: Finished
[0:02:42]: [ abc ] ---- MSI_FindObjectTPA: ROCK_CLAY
[0:02:42]: [ abc ] ------ Found: 18, ROCK_CLAY found
[0:02:42]: [ abc ] ------ Found: 1, NOT ENOUGH
[0:02:42]: [ abc ] ------ Objects found: 1
[0:02:42]: [ abc ] ------ Took 78 ms to complete
[0:02:42]: [ abc ] ---- MSI_FindObjectTPA: True
[0:02:42]: [ abc ] ------ Uptext: Mine Rocks / 2 more options
[0:02:42]: [ abc ] ---- MSI_TrackObject
[0:02:42]: 0ms
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[0:02:51]: Thank-you for using MSI Phoenix scripts!
[0:02:51]: Successfully executed.
With the replaced code.
Brandon
2011-12-19 16:23:18
It's definitely NOT narcle's flag thing..
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Narcle
2011-12-19 16:23:56
My speed tests are showing FindFlag at ~22ms (and I just made it faster to 12ms) running it 1000 times.
New GetMiniMapDots is ~20ms running it 1000 times.
Old one is ~10ms running it 1000 times.
If you manage to get 30fps out of RS that's 1 frame per 33.34ms. Hence the functions are faster then the frames are.
I can only assume its because they are called together a lot its slowing it down.
E:
ty ggzz for confirmation =x
shebee
2011-12-19 16:37:51
Why not just roll back?
Narcle
2011-12-19 16:39:38
From: shebee
Why not just roll back?
Because the old FindFlag wasn't 100%, this one works much better.
I will prob update with the faster one as well as roll back to old GetMMDots for now and see if that fixes the problem.
I noticed MSI calls GetMMDots a lot.
shebee
2011-12-19 16:55:13
From: Narcle
Because the old FindFlag wasn't 100%, this one works much better.
I will prob update with the faster one as well as roll back to old GetMMDots for now and see if that fixes the problem.
I noticed MSI calls GetMMDots a lot.
Ah okay. Is there anything I can do to further assist you?
mormonman
2011-12-19 17:33:44
From: Narcle
Because the old FindFlag wasn't 100%, this one works much better.
I will prob update with the faster one as well as roll back to old GetMMDots for now and see if that fixes the problem.
I noticed MSI calls GetMMDots a lot.
It's not GetMMDots. I've been using the new one for a while now.
shebee
2011-12-19 17:36:53
Aren't you guys having any problems at the moment?
Narcle
2011-12-19 17:46:06
From: mormonman
It's not GetMMDots. I've been using the new one for a while now.
Its not that its a problem its that time adds up. Its takes twice as much time to do new one then the old one. I reverted for now.
The old FindFlag() is only 2-3ms faster and is not accurate.
mormonman
2011-12-19 17:54:38
What are you calling "old one" and "new one"? Post both here.
Swatarianess
2011-12-19 17:58:00
Slowest it's been has been 1081ms cuz of some colorspiraltolerence() or something but I messed it normally I get 25ms :L
shebee
2011-12-19 18:06:30
Downloaded update, it's still just waiting and doesn't detect that the ore has been mined, also still waiting a few seconds between actions when banking.
From: shebee
Downloaded update, it's still just waiting and doesn't detect that the ore has been mined, also still waiting a few seconds between actions when banking.
What miner are you using? Just curious.
shebee
2011-12-19 18:28:50
MSI's western Varrock miner.
Bixby Sayz
2011-12-19 18:29:18
From: shebee
Why not just roll back?
And you do that how?
shebee
2011-12-19 18:35:03
From: Bixby Sayz
And you do that how?
I don't do anything, they'd have to roll back to the old working version.
Anyway, think I'm going to try and script my own miner for practice in the next couple of days, if I have the time.
Narcle
2011-12-19 18:49:32
From: mormonman
What are you calling "old one" and "new one"? Post both here.
Old one uses Freeze/Unfreeze, new one is yours with bitmap grabbing.
I don't think its your function either. It doesn't account for 1 second lags. Its more of a test then anything. There was mention that SRL5 was doing the same so I just need to clock in on it.
It could also be a change in game, hard to say.
shebee
2011-12-19 18:52:59
From: Narcle
Old one uses Freeze/Unfreeze, new one is yours with bitmap grabbing.
I don't think its your function either. It doesn't account for 1 second lags. Its more of a test then anything. There was mention that SRL5 was doing the same so I just need to clock in on it.
It could also be a change in game, hard to say.
I suspect this because it was working fine, then I restarted SMART, and it didn't work anymore, just remembered that!
Now, I haven't even taken a look at MSI or SRL scripts much yet, but by the looks and behavior of the script, it would seem that the color has just changed.
Might be totally wrong though.
Just haven't bothered getting familiar yet with all those includes in every file :P
DemiseScythe
2011-12-19 18:54:54
Okay my script in my sig below was running fast until my SRL just updated, now it cannot find DTMs and it pauses 4-5 seconds between clicks
procedure FDTMRMF(PX, P, F, xx, yy, FF: Integer);
begin
if FindDTMRotated(PX, x, y, MMX1, MMY1, MMX2, MMY2, -Pi/2, Pi/2, Pi/30, aFound) then
begin
Writeln('We have found the Point ' + IntToStr(P) + '!');
Mouse(x, y, 4, 4, True);
AntiRandoms;
FFlag(F);
if not RunEnergy(4) then
RecoverRun;
Mouse(xx, yy, 4, 4, True);
FFlag(FF);
end;
end;
It does first click, then 2nd click 4-5 seconds later, is FFlag bad now?
The player walks right onto the flag, then stops 2-3 or 4 seconds and then continues, it was clicking before it stopped moving before ='[
It got here from Home teleport so it is not color

Unless DTM finding has slowed down?
These are my specs, not a slow computer, I can run Skyrim max settings without problems
Bixby Sayz
2011-12-19 18:58:21
Something has obviously changed. Everything was running fine for me up until a couple hours ago when I stopped the currently running script and shutdown simba.
Relaunched Simba, SRL updated, and now MSI's ve iron mining is tee-totally hooped. For giggles grabbed the previous version of srl off another machine. Same effect, so something has changed ingame?
mormonman
2011-12-19 19:03:19
From: Narcle
Old one uses Freeze/Unfreeze, new one is yours with bitmap grabbing.
I don't think its your function either. It doesn't account for 1 second lags. Its more of a test then anything. There was mention that SRL5 was doing the same so I just need to clock in on it.
It could also be a change in game, hard to say.
When I ran Freeze/Unfreeze vs bitmap, bitmap came out faster. Maybe I should test on my netbook to see what its like for a slow cpu. Just make sure that you use the offsets in the latest function I posted. They are better.
DemiseScythe
2011-12-19 19:03:38
If you have auto update, probably would not make a difference if you imported another SRL.
Bixby Sayz
2011-12-19 19:14:05
From: DemiseScythe
If you have auto update, probably would not make a difference if you imported another SRL.
Turned
off auto update, shutdown, copied old files, then started back up. But didn't work. So much for being clever.
Narcle
2011-12-19 19:19:59
From: mormonman
When I ran Freeze/Unfreeze vs bitmap, bitmap came out faster. Maybe I should test on my netbook to see what its like for a slow cpu. Just make sure that you use the offsets in the latest function I posted. They are better.
Yeah I did update the offsets with yours.
@Demise
TY for screen shot it helps. More of the EXACT places where it lags for too long would help a lot.
I tested FindFlag on your png and for me it comes back false with a 0.65 accuracy find. So I'm still not finding where its giving false positives that would make it time out.
(bmp and png pictures only please!)
Edit: Try this FindFlag, open flag.scar in core folder in SRL and replace FindFlag(var x,y:integer):boolean with this one:
Function FindFlag(var x, y: integer): Boolean;
begin
Result := False;
if FindBitmapToleranceIn(bmpFlag, x, y, MMX1, MMY1, MMX2, MMY2, 70) then
begin
Result := True;
X := X+4;
Y := Y+7;
end;
end;
Let me know if it stops the delays.
DemiseScythe
2011-12-19 19:25:50
Would TeamViewer help? Like I run my script so you see it stop at places?
It only freezes once the flag is gone btw, not while its present
***********************************
Nvm, replaced, let me check
SRL Compiled in 0 msec ?
Used to be 16 msec
Narcle
2011-12-19 19:28:05
From: DemiseScythe
Would TeamViewer help? Like I run my script so you see it stop at places?
It only freezes once the flag is gone btw, not while its present
Try my FindFlag above please. :)
Make sure you save flag.scar after you replace the function.
DemiseScythe
2011-12-19 19:35:17
From: Narcle
Try my FindFlag above please. :)
Make sure you save flag.scar after you replace the function.
It is way faster now but there is still slight pause, like about .5 seconds before it clicks, might just be due to the fact that I am used to previous flag which just clicked before hand.
1+ second pause here

I asume that red thing inside the bank caused it to get confused
My script still says FFlag, should I make those FindFlag? or lower the integers inside FFlag to like 1 or 0?
Narcle
2011-12-19 19:36:52
From: DemiseScythe
It is way faster now but there is still slight pause, like about .5 seconds before it clicks, might just be due to the fact that I am used to previous flag which just clicked before hand.
They changed Flag recently too. FFlag() distance is different now. The flag will disappear sooner then it did before. Before the flag would disappear about 5 pixels away now its 10+ it seems.
@mormonman
Going to run speed tests on all functions. Guessing it was my FindFlag getting false positives. Will more then likely commit yours back as its more stable too.
DemiseScythe
2011-12-19 19:42:08
Should I edit my code from FFlag to FindFlag then? Most of the lag is gone but the script still checks the DTM bit late than it should.
Changed most of my flags which were 10 or lower to 12 and it works fine except the flags near the edge of the screen, seems this flag dissapears quicker than other flags
Seems fixed, as you mentioned, flag distances are just going to have to be adjusted, I'll probably throw all my DTMs out and start from scratch making them closer and removing the cording. Thank you for fix, appreciate it.
mormonman
2011-12-19 19:45:21
Maybe just make your flag distances bigger.
I just came back and I had to catch up on what I missed–
Is there a work around yet? Or are more tests going to be performed?
Sorry I'm new here and trying to understand all the functions. :S
Narcle
2011-12-19 19:54:42
The FindFlag below is the one I just posted earlier.
Benchmarks:
SRL Compiled in 16 msec
FindFlag time: 5039ms - div 10k: 0ms
GetMMDot Freeze time: 94443ms - div 10k: 9ms
GetMMDot Bitmap time: 202630ms - div 10k: 20ms
Successfully executed.
Ran 10000 times.
onilika
2011-12-19 20:14:14
Ok…but it's not just only the walking. Like, to open bank, to see if is in bank screen, to walk till somewhere else, it's delayed.
shebee
2011-12-19 20:17:05
From: onilika
Ok…but it's not just only the walking. Like, to open bank, to see if is in bank screen, to walk till somewhere else, it's delayed.
Same here.
A weird issue indeed, oh well, it's still better than nothing.
DemiseScythe
2011-12-19 20:20:43
From: onilika
Ok…but it's not just only the walking. Like, to open bank, to see if is in bank screen, to walk till somewhere else, it's delayed.
My script is done for hehe, it seems they changed the colors and my DTMs are not accurate enough, I suggest you redo all your DTMs or other things with color in them and pick new colors, these new colors are definitely darker than they were
shebee
2011-12-20 04:27:13
It works perfectly now!
Thanks for everyone who helped fixing the problem.
+rep
Brandon
2011-12-20 10:17:37
From: shebee
It works perfectly now!
Thanks for everyone who helped fixing the problem.
+rep
I'd take that statement back..
I don't exactly know WHERE I have to report bugs.. I seem to always somehow.. just magically find these awkward bugs either in the include, while running scripts, or whatever.. I should be official bug finder lol.
Here you go whoever wrote the flag procedure, there is one problem:
http://i.imgur.com/zu9UQ.png
DemiseScythe
2011-12-20 11:37:13
That happens to everyone, it does not really matter, you still running 980, someone just forgot to change that small value from 977 to 980, that is all. If I were you I would not worry about that its just a number, just run updates and if nothing comes up, you are fine.
okokokok
2011-12-20 11:45:37
Hello guys, im new here and i absolutely love this site already :D
Anyway i have only a little knowledge of PASCAL, but i have been using the altar prayer script and i have been getting this message "formWriteln: Warning! You passed a wrong ys to a finder function: -5. That is below 0, thus out of bounds. Setting the value to 0 for now.". I dont know if this has something to do with the script itself, or maybe that it is the reason why Simba is slow. Anyway keep up the goodwork people!
mormonman
2011-12-20 15:31:43
FlagPresent is returning false positives. Test it in a place with >50% black on the minimap.
Brandon
2011-12-20 15:38:13
From: DemiseScythe
That happens to everyone, it does not really matter, you still running 980, someone just forgot to change that small value from 977 to 980, that is all. If I were you I would not worry about that its just a number, just run updates and if nothing comes up, you are fine.
I don't think you realize what I was pointing out.. Let me elaborate.. Read the part where it says "Client already frozen".. This has nothing to do with simba but rather the New FFlag function in the include.
It freezes the client to find the flag and is supposed to unfreeze.. seems it messed up and instead tried to freeze again while it was already frozen.. thus causing scripts to stop working ALL THE TIME.
Narcle
2011-12-20 17:36:34
From: ggzz
I don't think you realize what I was pointing out.. Let me elaborate.. Read the part where it says "Client already frozen".. This has nothing to do with simba but rather the New FFlag function in the include.
It freezes the client to find the flag and is supposed to unfreeze.. seems it messed up and instead tried to freeze again while it was already frozen.. thus causing scripts to stop working ALL THE TIME.
The new Flag does not Freeze at all. I thought I fixed that freeze problem, maybe its not exiting correctly.
Freeze is used in GetMMDots (which I'm just going to switch to mormonmans bitmap one) and its also used in Antiban somewhere.
From: mormonman
FlagPresent is returning false positives. Test it in a place with >50% black on the minimap.
Is it? Crap, maybe the tolerance is too high.
E:
mormonman I am not getting that false positive. Screenshot for area?
onilika
2011-12-20 18:12:37
Today morning, when I used a script with SPS, things were crazy. Like, wasn't clicking on right place, at minimap. Perhaps colours, perhaps map is outdated.
Anyone have an anwser?
Narcle
2011-12-20 18:26:27
From: onilika
Today morning, when I used a script with SPS, things were crazy. Like, wasn't clicking on right place, at minimap. Perhaps colours, perhaps map is outdated.
Anyone have an anwser?
Heard RS was updated a lot today, so its possible both color/map has changed.
mormonman
2011-12-20 18:53:16
Narcle
2011-12-20 19:04:59
From: mormonman
Test flag with this: http://i.imgur.com/hdw9d.png
I'm testing it by placing it in paint and still doesn't give false positive for me.
I put Tolerance up to 152 and it still doesn't find it, but go past that and it does. (153+ gives false positive)
program new;
{$i srl/srl.scar}
var
x, y: integer;
begin
SetupSRL;
if FindBitmapToleranceIn(bmpFlag, X, Y, 530, 4, 710, 160, 152) then
begin
Writeln(x)
writeln(y);
writeln('found flag');
end;
end.