SRL Archive - SRL Randoms

[SRL-RANDOM] Beekeeper ~ Working


Coh3n

2012-01-13 19:59:39

As of March 5th, 2012, the Beekeeper random is working. If, for whatever reason, the solver failed, please post the debug text (found in Simba/Includes/SRL/logs) and if you're willing to let an SRL developer use your account, PM the account details to one of the following developers:
  • No one.
Thanks,
The SRL Development Team

DemiseScythe

2012-01-16 09:37:59

I just finished my working solver for Bee Keeper http://puu.sh/dsnh

I'll release the code in a couple days once the code has been cleaned and it has been placed in its own .simba, still need to code the part that comes after solving the puzzle but asumming it just clicks to continue until it leaves, it should work in its current state.

Home

2012-01-16 09:44:39

I could try give a shot. If someone gives me an account.

~Home

NotReligious

2012-01-16 09:48:18

Darn! I just had a beekeeper random, but I didn't know that you guys needed an accound. =/ Sorry.

Home

2012-01-16 09:52:30

From: NotReligious
Darn! I just had a beekeeper random, but I didn't know that you guys needed an accound. =/ Sorry.


Kinda offtopic but how do you get Beekeeper random?

~Home

footballjds

2012-01-16 09:53:32

From: Home
Kinda offtopic but how do you get Beekeeper random?

~Home


run a SIMBA script in the MMORPG Runescape

Home

2012-01-16 09:55:17

From: footballjds
run a SIMA script in the MMORPG Runescape


You so funny :)

Btw since when you ran Simba scripts in Runescape?
Does this mean that I don't need Simba anymore to run scripts?


~Home

footballjds

2012-01-16 11:11:36

From: Home
You so funny :)

Btw since when you ran Simba scripts in Runescape?
Does this mean that I don't need Simba anymore to run scripts?


~Home


I meant to say "in the world of" but i didn't :P

Home

2012-01-16 11:23:42

From: footballjds
I meant to say "in the world of" but i didn't :P


Heh. But are randoms totally "random" now days, so they can appear pretty much anywhere and any random.


~Home

footballjds

2012-01-16 11:35:47

From: Home
Heh. But are randoms totally "random" now days, so they can appear pretty much anywhere and any random.


~Home


yes, they're also ALL teleport randoms.

DemiseScythe

2012-01-18 11:31:27

…

NotReligious

2012-01-18 11:51:12

^ Well if that does work, I don't see why it wouldn't be worthy of including? I mean it must be better than a solver which doesn't work.

Gu3st...

2012-01-18 11:53:57

From: NotReligious
^ Well if that does work, I don't see why it wouldn't be worthy of including? I mean it must be better than a solver which doesn't work.
Just because it works doesn't mean it'll get included without modification ;)

But great job Demise! :) Keep it up!

DemiseScythe

2012-01-18 12:05:40

From: Zyt3x
Just because it works doesn't mean it'll get included without modification ;)

But great job Demise! :) Keep it up!


Thank you, would be nice if you translated one into Coh3nscript.

@NotRelegious, he is right, these will need to be turned into standard code like in the link above. Then they can be included and all the bug fixes and mods will be applied to then have flawless solvers.

mormonman

2012-01-18 12:58:29

It shouldn't be too hard to solve it without waiting for the pieces to turn grey. You just have to get the right range of hsl or rgb to find the colors.

DemiseScythe

2012-01-18 13:05:09

From: mormonman
It shouldn't be too hard to solve it without waiting for the pieces to turn grey. You just have to get the right range of hsl or rgb to find the colors.


Well, I could make DTMs of all possible colors, have the top in grey, red, purple, green, yellow, blue, ect. and have it search for all of those.

Either your method or the above is unsure if they might create false positives.

mormonman

2012-01-18 17:39:29

From: DemiseScythe
Well, I could make DTMs of all possible colors, have the top in grey, red, purple, green, yellow, blue, ect. and have it search for all of those.

Either your method or the above is unsure if they might create false positives.


You definitely don't need to use dtms….

footballjds

2012-01-18 17:41:24

From: mormonman
You definitely don't need to use dtms….


how does he use dtms?
Demise, i ALWAYS see you posting about dtms, dtms this, dtms that, dtms will take over the world, blah blah blah. :P
why all the hype?

EDIT: Demise, you seem to always use DTM's for everything, including extremely dynamic things like the main screen.
I personally find FindColors and TPA's to be 10x more accurate and a lot faster… Mind explaining why you love dtms so much?
I saw a few of your scripts and you use dtms for on screen stuff in all them?

Kyle Undefined

2012-01-18 17:47:25

What's wrong with DTM's? They're used effectively, and don't hog up resources. That's what she prefers, just how you prefer other methods of scripting.

mormonman

2012-01-18 17:47:26

From: footballjds
how does he use dtms?
Demise, i ALWAYS see you posting about dtms, dtms this, dtms that, dtms will take over the world, blah blah blah. :P
why all the hype?


Cuz she hasn't learned to use anything else :P just messin' Demise, but really there are much better ways to do it.

DemiseScythe

2012-01-18 17:48:39

Thank you.

mormonman

2012-01-18 17:50:53

fixed.

footballjds

2012-01-18 17:56:43

From: Kyle Undefined
What's wrong with DTM's? They're used effectively, and don't hog up resources. That's what she prefers, just how you prefer other methods of scripting.


What's wrong with DTM's? Nothing. What's wrong with findObjCustom? Nothing.
Can someone's personal FindColors and use of TPA's do it faster and more accurately every time? At least for the main screen, YES.

She made a thread about a slayer script, saying she'll be using 90-95% DTM's.
Just wondering why??

From: DemiseScythe
Not a he… w/e IDGAF anymore ='[


ASL?
jk

DemiseScythe

2012-01-18 18:03:48

DTMs are fun, and I don't use DTMs like most people do, I use them to their full extent.

Lets get back on topic, this is a Bee Keeper thread, take the argument somewhere else.

footballjds

2012-01-18 18:06:55

From: DemiseScythe
DTMs are fun, and I don't use DTMs like most people do, I use them to their full extent.

Lets get back on topic, this is a Bee Keeper thread, take the argument somewhere else.


I'm still on topic because I'm talking about how you solved a random ;)
I'm asking exactly what you just hinted at. How do you use DTM's differently then other people? How do you use them to their "full extent".

I've used DTM's for years, maybe i missed something?

DemiseScythe

2012-01-18 18:09:41

You use DTMs to detect animations?

footballjds

2012-01-18 18:12:45

From: DemiseScythe
You use DTMs to detect animations?


I used to, but that was like 4 years ago.
I use TPA's now. Just seems faster and you can get significantly more accurate.

Coh3n

2012-01-19 20:51:53

From: footballjds
I use TPA's now. Just seems faster and you can get significantly more accurate.
From testing her solvers, she's proven you wrong. And DTMs are EXTREMELY fast in Simba. The differences aren't noticeable.

footballjds

2012-01-20 16:31:34

From: Coh3n
From testing her solvers, she's proven you wrong. And DTMs are EXTREMELY fast in Simba. The differences aren't noticeable.


Just because there's a working dtm solver doesn't mean i've been "proven wrong".
LMFAO… haaha

Coh3n

2012-01-20 16:58:02

From: footballjds
Just because there's a working dtm solver doesn't mean i've been "proven wrong".
LMFAO… haaha
Lol, well TPAs are obviously not "significantly more accurate" when her DTMs are working. It's like me saying DTMs are more accurate to someone who's using TPAs that are working.

I don't appreciate the "LMFAO". Gives off a very arrogant attitude.

footballjds

2012-01-20 17:01:16

From: Coh3n
Lol, well TPAs are obviously not "significantly more accurate" when her DTMs are working. It's like me saying DTMs are more accurate to someone who's using TPAs that are working.

I don't appreciate the "LMFAO". Gives off a very arrogant attitude.


Just cause something works, doesn't mean it's the most accurate efficient way of doing something.
If you'd prefer me to say something like "LMAO" or even "ROFL" which doesn't have swearing I could adapt if you wish.

until then, LMFAO :cool:

DemiseScythe

2012-01-20 17:23:10

From: footballjds
Just cause something works, doesn't mean it's the most accurate efficient way of doing something.
If you'd prefer me to say something like "LMAO" or even "ROFL" which doesn't have swearing I could adapt if you wish.

until then, LMFAO :cool:


Thank you for contributing.

Harry

2012-01-20 17:30:09

From: footballjds
I used to, but that was like 4 years ago.
I use TPA's now. Just seems faster and you can get significantly more accurate.

How? You have never had any scripts except your fletcher which didn't use any animations, and a fighter which used reflection to get animations.

Why don't you stop trying to derail this thread and make a flamewar, and instead rewrite it using TPAs if you think they are so much better? DTMs are fast and they work fine for this. You're contributing nothing with your "discussion", and are doing it totally wrong if you're trying to convince people that a TPA would work better.

footballjds

2012-01-20 18:21:19

How? You have never had any scripts except your fletcher which didn't use any animations, and a fighter which used reflection to get animations.


Logically speaking I do not even have to prove you wrong because you cannot prove you're right. However, that statement is grossly erroneous.

Why don't you stop trying to derail this thread and make a flamewar, and instead rewrite it using TPAs if you think they are so much better?


Why don't you stop talking to me so i don't respond if you're so concerned?
Not my fault you guys all get your panties bunched up when someone's opinion differs.:confused:

DTMs are fast and they work fine for this. You're contributing nothing with your "discussion", and are doing it totally wrong if you're trying to convince people that a TPA would work better.


I see the maturity of this form is still largely made up of adolescents…

Kyle Undefined

2012-01-20 18:35:52

From: footballjds
Logically speaking I do not even have to prove you wrong because you cannot prove you're right. However, that statement is grossly erroneous.



Why don't you stop talking to me so i don't respond if you're so concerned?
Not my fault you guys all get your panties bunched up when someone's opinion differs.:confused:



I see the maturity of this form is still largely made up of adolescents…


Like you're the mature one here, going on to almost each post she makes and saying "herp derp TPAs are better than DTMs". When in fact, they're almost the same.

Also, I don't see you putting this much time into randoms. If you don't like her DTM use for solving randoms, do it yourself using TPAs since they're "so far superior".

So how about we all stop this discussion here since it's gotten off topic.

Sir Ducksworthy

2012-03-01 16:31:40

Is the fix implemented yet from scythe ?
Good job on that btw

Coh3n

2012-03-01 16:36:48

From: leetsxc
Is the fix implemented yet from scythe ?
Good job on that btw
Um, what? From Scythe? Oh, do you mean DemiseScythe? No, it's implemented in the Beta release.

SweDam

2012-03-06 12:07:37

I get this code when running a script.

[Hint] C:\Simba\Includes\SRL/SRL/core/text.simba(684:3): Variable 'I' never used at line 683
[Hint] C:\Simba\Includes\SRL/SRL/core/text.simba(684:3): Variable 'J' never used at line 683
[Hint] C:\Simba\Includes\SRL/SRL/core/antirandoms\beekeeper.simba(194:3): Variable 'T' never used at line 193

Coh3n

2012-03-06 13:32:23

Those aren't errors. They don't effect how the script runs, but I'll fix them in the next version.

SweDam

2012-03-06 13:48:03

Okay. ;) And this? :)

[Error] C:\Simba\Includes\SRL/SRL/core/text.simba(687:13): Unknown identifier 'UpChars' at line 686

Thanks for making it possible for SRL to do all randoms!

Coh3n

2012-03-06 14:18:24

Hm, that doesn't happen for me. Make sure your fonts are up to date.

SweDam

2012-03-06 15:08:10

How do i check that? :)

Edit: It seems that it works all of a sudden now, but I'm not entirely sure.

Coh3n

2012-03-06 19:34:46

From: SweDam
How do i check that? :)

Edit: It seems that it works all of a sudden now, but I'm not entirely sure.
Your fonts probably just needed to be loaded. You probably tried to run the script before they were loaded.

Harry

2012-03-07 17:46:54

A small issue I saw was it dragged the upper most lid onto the slot below it somehow. That broke it, and returned the (proper) piece back onto the place to the left. I then stopped it and restarted script. Other than that it worked fine.

Coh3n

2012-03-07 19:27:10

From: Harry
A small issue I saw was it dragged the upper most lid onto the slot below it somehow. That broke it, and returned the (proper) piece back onto the place to the left. I then stopped it and restarted script. Other than that it worked fine.
I don't really know what you mean. Like, it dragged the lid to the top, but it appeared in the one below? Or it actually ID'd the lid as the upper middle piece and dragged it to the upper middle slot?

Harry

2012-03-07 19:28:23

The first. Dragged to proper place, just was a bit too low that it "snapped" into the other interface.

Coh3n

2012-03-07 19:29:06

From: Harry
The first. Dragged to proper place, just was a bit too low that it "snapped" into the other interface.
Okay, I can adjust the dragging point easily enough. I'll do that for the next version, thanks.

Sin

2012-03-07 19:31:41

TPAs <> DTM's, both good in their own uses.

Inspire

2012-03-09 11:40:12

Failed :|

[00:25:58]: ***** Found Random: Beekeeper *****
[00:26:02]: BK_ScanPiece: Scanning slot 1
[00:26:07]: BK_BuildHive: Piece shift = 2763 in slot 1
[00:26:07]: BK_BuildHive: Found Legs in slot 1
[00:26:08]: BK_ScanPiece: Scanning slot 2
[00:26:13]: BK_BuildHive: Piece shift = 2354 in slot 2
[00:26:13]: BK_BuildHive: Found Upper Middle in slot 2
[00:26:14]: BK_ScanPiece: Scanning slot 3
[00:26:19]: BK_BuildHive: Piece shift = 2644 in slot 3
[00:26:19]: BK_ScanPiece: Scanning slot 4
[00:26:24]: BK_BuildHive: Piece shift = 2939 in slot 4
[00:26:25]: BK_ScanPiece: Scanning slot 3
[00:26:30]: BK_BuildHive: Piece shift = 2528 in slot 3
[00:26:30]: BK_BuildHive: Found Lower Middle in slot 3
[00:26:31]: BK_BuildHive: Piece shift = 2528 in slot 4
[00:26:31]: BK_BuildHive: Found Lid in slot 4
[00:26:32]: BK_BuildHive: Finished dragging pieces
[00:26:38]: BK_ScanPiece: Scanning slot 1
[00:26:43]: BK_BuildHive: Piece shift = 27 in slot 1
[00:26:43]: BK_ScanPiece: Scanning slot 2
[00:26:48]: BK_BuildHive: Piece shift = 0 in slot 2
[00:26:48]: BK_ScanPiece: Scanning slot 3
[00:26:53]: BK_BuildHive: Piece shift = 2612 in slot 3
[00:26:53]: BK_BuildHive: Found Legs in slot 3
[00:26:54]: BK_ScanPiece: Scanning slot 4
[00:26:59]: BK_BuildHive: Piece shift = 1 in slot 4
[00:27:00]: BK_ScanPiece: Scanning slot 1
[00:27:05]: BK_BuildHive: Piece shift = 44 in slot 1
[00:27:05]: BK_ScanPiece: Scanning slot 2
[00:27:10]: BK_BuildHive: Piece shift = 0 in slot 2
[00:27:10]: BK_ScanPiece: Scanning slot 4
[00:27:15]: BK_BuildHive: Piece shift = 24 in slot 4
[00:27:15]: BK_ScanPiece: Scanning slot 1
[00:27:20]: BK_BuildHive: Piece shift = 0 in slot 1
[00:27:20]: BK_ScanPiece: Scanning slot 2
[00:27:25]: BK_BuildHive: Piece shift = 120 in slot 2
[00:27:25]: BK_ScanPiece: Scanning slot 4
[00:27:30]: BK_BuildHive: Piece shift = 0 in slot 4
[00:27:30]: BK_ScanPiece: Scanning slot 1
[00:27:35]: BK_BuildHive: Piece shift = 51 in slot 1
[00:27:35]: BK_ScanPiece: Scanning slot 2
[00:27:40]: BK_BuildHive: Piece shift = 5 in slot 2
[00:27:40]: BK_ScanPiece: Scanning slot 4
[00:27:45]: BK_BuildHive: Piece shift = 126 in slot 4
[00:27:46]: BK_ScanPiece: Scanning slot 1
[00:27:51]: BK_BuildHive: Piece shift = 0 in slot 1
[00:27:51]: BK_ScanPiece: Scanning slot 2
[00:27:56]: BK_BuildHive: Piece shift = 97 in slot 2
[00:27:56]: BK_ScanPiece: Scanning slot 4
[00:28:01]: BK_BuildHive: Piece shift = 2 in slot 4
[00:28:01]: BK_ScanPiece: Scanning slot 1
[00:28:06]: BK_BuildHive: Piece shift = 148 in slot 1
[00:28:06]: BK_ScanPiece: Scanning slot 2
[00:28:11]: BK_BuildHive: Piece shift = 3 in slot 2
[00:28:11]: BK_ScanPiece: Scanning slot 4
[00:28:16]: BK_BuildHive: Piece shift = 36 in slot 4
[00:28:16]: BK_ScanPiece: Scanning slot 1
[00:28:21]: BK_BuildHive: Piece shift = 0 in slot 1
[00:28:21]: BK_ScanPiece: Scanning slot 2
[00:28:26]: BK_BuildHive: Piece shift = 77 in slot 2
[00:28:26]: BK_ScanPiece: Scanning slot 4
[00:28:31]: BK_BuildHive: Piece shift = 0 in slot 4
[00:28:32]: BK_ScanPiece: Scanning slot 1
[00:28:37]: BK_BuildHive: Piece shift = 47 in slot 1
[00:28:37]: BK_ScanPiece: Scanning slot 2
[00:28:42]: BK_BuildHive: Piece shift = 0 in slot 2
[00:28:42]: BK_ScanPiece: Scanning slot 4
[00:28:47]: BK_BuildHive: Piece shift = 45 in slot 4
[00:28:47]: BK_ScanPiece: Scanning slot 1
[00:28:52]: BK_BuildHive: Piece shift = 0 in slot 1
[00:28:52]: BK_ScanPiece: Scanning slot 2
[00:28:57]: BK_BuildHive: Piece shift = 88 in slot 2
[00:28:57]: BK_ScanPiece: Scanning slot 4
[00:29:02]: BK_BuildHive: Piece shift = 7 in slot 4
[00:29:02]: BK_ScanPiece: Scanning slot 1
[00:29:07]: BK_BuildHive: Piece shift = 88 in slot 1
[00:29:07]: BK_ScanPiece: Scanning slot 2
[00:29:12]: BK_BuildHive: Piece shift = 0 in slot 2
[00:29:12]: BK_ScanPiece: Scanning slot 4
[00:29:17]: BK_BuildHive: Piece shift = 209 in slot 4
[00:29:18]: BK_ScanPiece: Scanning slot 1
[00:29:23]: BK_BuildHive: Piece shift = 26 in slot 1
[00:29:23]: BK_ScanPiece: Scanning slot 2
[00:29:28]: BK_BuildHive: Piece shift = 0 in slot 2
[00:29:28]: BK_ScanPiece: Scanning slot 4
[00:29:33]: BK_BuildHive: Piece shift = 0 in slot 4
[00:29:33]: BK_ScanPiece: Scanning slot 1
[00:29:38]: BK_BuildHive: Piece shift = 119 in slot 1
[00:29:38]: BK_ScanPiece: Scanning slot 2
[00:29:43]: BK_BuildHive: Piece shift = 0 in slot 2
[00:29:43]: BK_ScanPiece: Scanning slot 4
[00:29:48]: BK_BuildHive: Piece shift = 82 in slot 4
[00:29:48]: BK_ScanPiece: Scanning slot 1
[00:29:53]: BK_BuildHive: Piece shift = 139 in slot 1
[00:29:53]: BK_ScanPiece: Scanning slot 2
[00:29:58]: BK_BuildHive: Piece shift = 0 in slot 2
[00:29:58]: BK_ScanPiece: Scanning slot 4
[00:30:03]: BK_BuildHive: Piece shift = 120 in slot 4
[00:30:04]: BK_ScanPiece: Scanning slot 1
[00:30:09]: BK_BuildHive: Piece shift = 19 in slot 1
[00:30:09]: BK_ScanPiece: Scanning slot 2
[00:30:14]: BK_BuildHive: Piece shift = 75 in slot 2
[00:30:14]: BK_ScanPiece: Scanning slot 4
[00:30:19]: BK_BuildHive: Piece shift = 0 in slot 4
[00:30:19]: BK_ScanPiece: Scanning slot 1
[00:30:24]: BK_BuildHive: Piece shift = 91 in slot 1
[00:30:24]: BK_ScanPiece: Scanning slot 2
[00:30:29]: BK_BuildHive: Piece shift = 17 in slot 2
[00:30:29]: BK_ScanPiece: Scanning slot 4
[00:30:34]: BK_BuildHive: Piece shift = 58 in slot 4
[00:30:35]: BK_ScanPiece: Scanning slot 1
[00:30:40]: BK_BuildHive: Piece shift = 3 in slot 1
[00:30:40]: BK_ScanPiece: Scanning slot 2
[00:30:45]: BK_BuildHive: Piece shift = 92 in slot 2
[00:30:45]: BK_ScanPiece: Scanning slot 4
[00:30:50]: BK_BuildHive: Piece shift = 0 in slot 4
[00:30:50]: BK_ScanPiece: Scanning slot 1
[00:30:55]: BK_BuildHive: Piece shift = 56 in slot 1
[00:30:55]: BK_ScanPiece: Scanning slot 2
[00:31:00]: BK_BuildHive: Piece shift = 9 in slot 2
[00:31:00]: BK_ScanPiece: Scanning slot 4
[00:31:05]: BK_BuildHive: Piece shift = 20 in slot 4
[00:31:06]: BK_ScanPiece: Scanning slot 1
[00:31:11]: BK_BuildHive: Piece shift = 0 in slot 1
[00:31:11]: BK_ScanPiece: Scanning slot 2
[00:31:16]: BK_BuildHive: Piece shift = 59 in slot 2
[00:31:16]: BK_ScanPiece: Scanning slot 4
[00:31:21]: BK_BuildHive: Piece shift = 3 in slot 4
[00:31:21]: BK_ScanPiece: Scanning slot 1
[00:31:26]: BK_BuildHive: Piece shift = 118 in slot 1
[00:31:26]: BK_ScanPiece: Scanning slot 2
[00:31:31]: BK_BuildHive: Piece shift = 2 in slot 2
[00:31:31]: BK_ScanPiece: Scanning slot 4
[00:31:36]: BK_BuildHive: Piece shift = 116 in slot 4
[00:31:36]: BK_ScanPiece: Scanning slot 1
[00:31:41]: BK_BuildHive: Piece shift = 5 in slot 1
[00:31:41]: BK_ScanPiece: Scanning slot 2
[00:31:46]: BK_BuildHive: Piece shift = 159 in slot 2
[00:31:46]: BK_ScanPiece: Scanning slot 4
[00:31:51]: BK_BuildHive: Piece shift = 0 in slot 4
[00:31:51]: BK_BuildHive: Solver timed out
[00:31:52]: BK_ScanPiece: Scanning slot 1
[00:31:57]: BK_BuildHive: Piece shift = 181 in slot 1
[00:31:57]: BK_ScanPiece: Scanning slot 2
[00:32:02]: BK_BuildHive: Piece shift = 1030 in slot 2
[00:32:02]: BK_ScanPiece: Scanning slot 3
[00:32:07]: BK_BuildHive: Piece shift = 0 in slot 3
[00:32:07]: BK_ScanPiece: Scanning slot 4
[00:32:12]: BK_BuildHive: Piece shift = 0 in slot 4
[00:32:12]: BK_ScanPiece: Scanning slot 1
[00:32:17]: BK_BuildHive: Piece shift = 0 in slot 1
[00:32:17]: BK_ScanPiece: Scanning slot 2
[00:32:22]: BK_BuildHive: Piece shift = 0 in slot 2
[00:32:22]: BK_ScanPiece: Scanning slot 3
[00:32:27]: BK_BuildHive: Piece shift = 0 in slot 3
[00:32:27]: BK_ScanPiece: Scanning slot 4
[00:32:32]: BK_BuildHive: Piece shift = 0 in slot 4
[00:32:32]: BK_ScanPiece: Scanning slot 1
[00:32:37]: BK_BuildHive: Piece shift = 0 in slot 1
[00:32:37]: BK_ScanPiece: Scanning slot 2
[00:32:42]: BK_BuildHive: Piece shift = 0 in slot 2
[00:32:42]: BK_ScanPiece: Scanning slot 3
[00:32:47]: BK_BuildHive: Piece shift = 0 in slot 3
[00:32:47]: BK_ScanPiece: Scanning slot 4
[00:32:52]: BK_BuildHive: Piece shift = 0 in slot 4
[00:32:53]: BK_ScanPiece: Scanning slot 1
[00:32:58]: BK_BuildHive: Piece shift = 0 in slot 1
[00:32:58]: BK_ScanPiece: Scanning slot 2
[00:33:03]: BK_BuildHive: Piece shift = 0 in slot 2
[00:33:03]: BK_ScanPiece: Scanning slot 3
[00:33:08]: BK_BuildHive: Piece shift = 0 in slot 3
[00:33:08]: BK_ScanPiece: Scanning slot 4
[00:33:13]: BK_BuildHive: Piece shift = 0 in slot 4
[00:33:13]: BK_ScanPiece: Scanning slot 1
[00:33:18]: BK_BuildHive: Piece shift = 0 in slot 1
[00:33:18]: BK_ScanPiece: Scanning slot 2
[00:33:23]: BK_BuildHive: Piece shift = 0 in slot 2
[00:33:23]: BK_ScanPiece: Scanning slot 3
[00:33:28]: BK_BuildHive: Piece shift = 0 in slot 3
[00:33:28]: BK_ScanPiece: Scanning slot 4
[00:33:33]: BK_BuildHive: Piece shift = 0 in slot 4
[00:33:34]: BK_ScanPiece: Scanning slot 1
[00:33:39]: BK_BuildHive: Piece shift = 0 in slot 1
[00:33:39]: BK_ScanPiece: Scanning slot 2
[00:33:44]: BK_BuildHive: Piece shift = 0 in slot 2
[00:33:44]: BK_ScanPiece: Scanning slot 3
[00:33:49]: BK_BuildHive: Piece shift = 0 in slot 3
[00:33:49]: BK_ScanPiece: Scanning slot 4
[00:33:54]: BK_BuildHive: Piece shift = 0 in slot 4
[00:33:54]: BK_ScanPiece: Scanning slot 1
[00:33:59]: BK_BuildHive: Piece shift = 0 in slot 1
[00:33:59]: BK_ScanPiece: Scanning slot 2
[00:34:04]: BK_BuildHive: Piece shift = 0 in slot 2
[00:34:04]: BK_ScanPiece: Scanning slot 3
[00:34:09]: BK_BuildHive: Piece shift = 0 in slot 3
[00:34:09]: BK_ScanPiece: Scanning slot 4
[00:34:14]: BK_BuildHive: Piece shift = 0 in slot 4
[00:34:15]: BK_ScanPiece: Scanning slot 1
[00:34:20]: BK_BuildHive: Piece shift = 0 in slot 1
[00:34:20]: BK_ScanPiece: Scanning slot 2
[00:34:25]: BK_BuildHive: Piece shift = 0 in slot 2
[00:34:25]: BK_ScanPiece: Scanning slot 3
[00:34:30]: BK_BuildHive: Piece shift = 0 in slot 3
[00:34:30]: BK_ScanPiece: Scanning slot 4
[00:34:35]: BK_BuildHive: Piece shift = 0 in slot 4
[00:34:35]: BK_ScanPiece: Scanning slot 1
[00:34:40]: BK_BuildHive: Piece shift = 0 in slot 1
[00:34:40]: BK_ScanPiece: Scanning slot 2
[00:34:45]: BK_BuildHive: Piece shift = 0 in slot 2
[00:34:45]: BK_ScanPiece: Scanning slot 3
[00:34:50]: BK_BuildHive: Piece shift = 0 in slot 3
[00:34:50]: BK_ScanPiece: Scanning slot 4
[00:34:55]: BK_BuildHive: Piece shift = 0 in slot 4
[00:34:55]: BK_ScanPiece: Scanning slot 1
[00:35:00]: BK_BuildHive: Piece shift = 0 in slot 1
[00:35:00]: BK_ScanPiece: Scanning slot 2
[00:35:05]: BK_BuildHive: Piece shift = 0 in slot 2
[00:35:05]: BK_ScanPiece: Scanning slot 3
[00:35:10]: BK_BuildHive: Piece shift = 0 in slot 3
[00:35:10]: BK_ScanPiece: Scanning slot 4
[00:35:15]: BK_BuildHive: Piece shift = 0 in slot 4
[00:35:16]: BK_ScanPiece: Scanning slot 1
[00:35:21]: BK_BuildHive: Piece shift = 0 in slot 1
[00:35:21]: BK_ScanPiece: Scanning slot 2
[00:35:26]: BK_BuildHive: Piece shift = 0 in slot 2
[00:35:26]: BK_ScanPiece: Scanning slot 3
[00:35:31]: BK_BuildHive: Piece shift = 0 in slot 3
[00:35:31]: BK_ScanPiece: Scanning slot 4
[00:35:36]: BK_BuildHive: Piece shift = 0 in slot 4
[00:35:36]: BK_ScanPiece: Scanning slot 1
[00:35:41]: BK_BuildHive: Piece shift = 0 in slot 1
[00:35:41]: BK_ScanPiece: Scanning slot 2
[00:35:46]: BK_BuildHive: Piece shift = 0 in slot 2
[00:35:46]: BK_ScanPiece: Scanning slot 3
[00:35:51]: BK_BuildHive: Piece shift = 0 in slot 3
[00:35:51]: BK_ScanPiece: Scanning slot 4
[00:35:56]: BK_BuildHive: Piece shift = 0 in slot 4
[00:35:56]: BK_ScanPiece: Scanning slot 1
[00:36:01]: BK_BuildHive: Piece shift = 0 in slot 1
[00:36:01]: BK_ScanPiece: Scanning slot 2
[00:36:06]: BK_BuildHive: Piece shift = 0 in slot 2
[00:36:06]: BK_ScanPiece: Scanning slot 3
[00:36:11]: BK_BuildHive: Piece shift = 0 in slot 3
[00:36:11]: BK_ScanPiece: Scanning slot 4
[00:36:16]: BK_BuildHive: Piece shift = 0 in slot 4
[00:36:17]: BK_ScanPiece: Scanning slot 1
[00:36:22]: BK_BuildHive: Piece shift = 0 in slot 1
[00:36:22]: BK_ScanPiece: Scanning slot 2
[00:36:27]: BK_BuildHive: Piece shift = 0 in slot 2
[00:36:27]: BK_ScanPiece: Scanning slot 3
[00:36:32]: BK_BuildHive: Piece shift = 0 in slot 3
[00:36:32]: BK_ScanPiece: Scanning slot 4
[00:36:37]: BK_BuildHive: Piece shift = 0 in slot 4
[00:36:37]: BK_ScanPiece: Scanning slot 1
[00:36:42]: BK_BuildHive: Piece shift = 0 in slot 1
[00:36:42]: BK_ScanPiece: Scanning slot 2
[00:36:47]: BK_BuildHive: Piece shift = 0 in slot 2
[00:36:47]: BK_ScanPiece: Scanning slot 3
[00:36:52]: BK_BuildHive: Piece shift = 0 in slot 3
[00:36:52]: BK_ScanPiece: Scanning slot 4
[00:36:57]: BK_BuildHive: Piece shift = 0 in slot 4
[00:36:57]: BK_BuildHive: Solver timed out
[00:36:57]: ***** Failed Random: Beekeeper *****

Coh3n

2012-03-12 15:06:43

^ I'm going to need an account in Beekeeper to test a failsafe.

Justin

2012-03-18 08:20:15


[01:46:23]: ***** Found Random: Beekeeper *****
[01:46:27]: BK_ScanPiece: Scanning slot 1
[01:46:33]: BK_BuildHive: Piece shift = 3154 in slot 1
[01:46:33]: BK_BuildHive: Found Lid in slot 1
[01:46:35]: BK_ScanPiece: Scanning slot 2
[01:46:40]: BK_BuildHive: Piece shift = 2771 in slot 2
[01:46:40]: BK_BuildHive: Found Legs in slot 2
[01:46:41]: BK_ScanPiece: Scanning slot 3
[01:46:47]: BK_BuildHive: Piece shift = 2428 in slot 3
[01:46:47]: BK_BuildHive: Found Lower Middle in slot 3
[01:46:48]: BK_BuildHive: Piece shift = 1001 in slot 4
[01:46:48]: BK_BuildHive: Found Upper Middle in slot 4
[01:46:50]: BK_BuildHive: Finished dragging pieces
[01:46:57]: BK_Solve: Solved Beekeeper
[01:46:57]: ***** Solved Random: Beekeeper *****

Working as of 18/03/2012

footballjds

2012-03-19 11:00:10

From: [J]ustin

[01:46:23]: ***** Found Random: Beekeeper *****
[01:46:27]: BK_ScanPiece: Scanning slot 1
[01:46:33]: BK_BuildHive: Piece shift = 3154 in slot 1
[01:46:33]: BK_BuildHive: Found Lid in slot 1
[01:46:35]: BK_ScanPiece: Scanning slot 2
[01:46:40]: BK_BuildHive: Piece shift = 2771 in slot 2
[01:46:40]: BK_BuildHive: Found Legs in slot 2
[01:46:41]: BK_ScanPiece: Scanning slot 3
[01:46:47]: BK_BuildHive: Piece shift = 2428 in slot 3
[01:46:47]: BK_BuildHive: Found Lower Middle in slot 3
[01:46:48]: BK_BuildHive: Piece shift = 1001 in slot 4
[01:46:48]: BK_BuildHive: Found Upper Middle in slot 4
[01:46:50]: BK_BuildHive: Finished dragging pieces
[01:46:57]: BK_Solve: Solved Beekeeper
[01:46:57]: ***** Solved Random: Beekeeper *****

Working as of 18/03/2012


just lol'd then realized not everyone is from this united states of arrogance…
here that'd be 3/18/12

Olly

2012-03-22 18:11:00

Just watched it do the whole random, flawless and fast good job devs :)

Jim

2012-03-26 02:14:48

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
***** Found Random: Molly *****
Molly solver currently disabled
***** Failed Random: Molly *****

Got the beekeeper random, but it was interpreted as molly and logged me out, using Flight's Heavyrodder btw

Coh3n

2012-03-26 02:52:39

Fixed in the next version, thanks.

shstiger2009

2012-04-09 15:02:54

***** Found Random: Beekeeper *****
BK_ScanPiece: Scanning slot 1
BK_BuildHive: Piece shift = 2627 in slot 1
BK_BuildHive: Found Legs in slot 1
BK_ScanPiece: Scanning slot 2
BK_BuildHive: Piece shift = 2394 in slot 2
BK_BuildHive: Found Upper Middle in slot 2
BK_ScanPiece: Scanning slot 3
BK_BuildHive: Piece shift = 3052 in slot 3
BK_BuildHive: Found Lid in slot 3
BK_BuildHive: Piece shift = 1001 in slot 4
BK_BuildHive: Found Lower Middle in slot 4
BK_BuildHive: Finished dragging pieces
BK_Solve: Failed to solve properly
BK_ScanPiece: Scanning slot 1
BK_BuildHive: Piece shift = 2436 in slot 1
BK_BuildHive: Found Lower Middle in slot 1
BK_ScanPiece: Scanning slot 2
BK_BuildHive: Piece shift = 3065 in slot 2
BK_BuildHive: Found Lid in slot 2
BK_ScanPiece: Scanning slot 3
BK_BuildHive: Piece shift = 2395 in slot 3
BK_BuildHive: Found Upper Middle in slot 3
BK_BuildHive: Piece shift = 1001 in slot 4
BK_BuildHive: Found Legs in slot 4
BK_BuildHive: Finished dragging pieces
BK_Solve: Failed to solve properly
BK_ScanPiece: Scanning slot 1
BK_BuildHive: Piece shift = 2322 in slot 1
BK_BuildHive: Found Upper Middle in slot 1
BK_ScanPiece: Scanning slot 2
BK_BuildHive: Piece shift = 2577 in slot 2
BK_ScanPiece: Scanning slot 3
BK_BuildHive: Piece shift = 3089 in slot 3
BK_BuildHive: Found Lid in slot 3
BK_ScanPiece: Scanning slot 4
BK_BuildHive: Piece shift = 2442 in slot 4
BK_BuildHive: Found Lower Middle in slot 4
BK_BuildHive: Piece shift = 1001 in slot 2
BK_BuildHive: Found Legs in slot 2
BK_BuildHive: Finished dragging pieces
BK_Solve: Solved Beekeeper
***** Solved Random: Beekeeper *****
***** Found Random: Rewards *****
RD_SolveBox: Found reward box
RD_ClickBoxOption: Found box option box
***** Solved Random: Rewards *****
***** Found Random: Rewards *****
RD_SolveMystery: Found mystery box
RD_SolveMystery: Clicked mystery box
***** Solved Random: Rewards *****

Watched it too, very nice. :)

J J

2012-05-22 16:39:17

Worked at 15/05/2012
[02:21:42]: ***** Found Random: Beekeeper *****
[02:21:47]: BK_ScanPiece: Scanning slot 1
[02:21:52]: BK_BuildHive: Piece shift = 3009 in slot 1
[02:21:52]: BK_BuildHive: Found Lid in slot 1
[02:21:53]: BK_ScanPiece: Scanning slot 2
[02:21:59]: BK_BuildHive: Piece shift = 2393 in slot 2
[02:21:59]: BK_BuildHive: Found Upper Middle in slot 2
[02:22:00]: BK_ScanPiece: Scanning slot 3
[02:22:05]: BK_BuildHive: Piece shift = 2774 in slot 3
[02:22:05]: BK_BuildHive: Found Legs in slot 3
[02:22:06]: BK_BuildHive: Piece shift = 1001 in slot 4
[02:22:06]: BK_BuildHive: Found Lower Middle in slot 4
[02:22:08]: BK_BuildHive: Finished dragging pieces
[02:22:14]: BK_Solve: Solved Beekeeper
[02:22:14]: ***** Solved Random: Beekeeper *****
[02:22:15]: ***** Found Random: Rewards *****
[02:22:15]: RD_SolveBox: Found reward box
[02:22:19]: RD_ClickBoxOption: Found box option box
[02:22:21]: ***** Solved Random: Rewards *****
[02:22:21]: ***** Found Random: Rewards *****
[02:22:21]: RD_SolveMystery: Found mystery box
[02:22:22]: RD_SolveMystery: Clicked mystery box
[02:22:22]: ***** Solved Random: Rewards *****
[02:22:22]: ***** Found Random: Rewards *****
[02:22:22]: RD_SolveMystery: Found mystery box
[02:22:23]: RD_SolveMystery: Clicked mystery box
[02:22:23]: ***** Solved Random: Rewards *****

Justin

2012-06-02 11:19:13


***** Found Random: Beekeeper *****
BK_ScanPiece: Scanning slot 1
BK_BuildHive: Piece shift = 3063 in slot 1
BK_BuildHive: Found Lid in slot 1
BK_ScanPiece: Scanning slot 2
BK_BuildHive: Piece shift = 2300 in slot 2
BK_BuildHive: Found Upper Middle in slot 2
BK_ScanPiece: Scanning slot 3
BK_BuildHive: Piece shift = 2571 in slot 3
BK_ScanPiece: Scanning slot 4
BK_BuildHive: Piece shift = 2475 in slot 4
BK_BuildHive: Found Lower Middle in slot 4
BK_BuildHive: Piece shift = 1001 in slot 3
BK_BuildHive: Found Legs in slot 3
BK_BuildHive: Finished dragging pieces
BK_Solve: Solved Beekeeper
***** Solved Random: Beekeeper *****

All good so far :)

bgxsaer

2012-06-16 13:31:04

Can confirm it still works.