riwu
2012-07-22 08:48:28
The social slayer update on 11-07-12 has brought about the following changes:
1. Extra Nav Bar (Temp fix by Brandon)
2. There will sometimes be a black box around the MiniMap red flag, though (i think) it doesn't affect SRL as the flag is still visible.
3. Invisible/deformed objects randomly appearing in inventory/bank. (which is what i will be elaborating on (the fix))
(if there is anything else i missed out please raise it)
Before continuing any further, make sure that you have the temporary fixes by Brandon (his include+sima0.99+SMART 7.2).
Apparently, the deformed obj bug only appears in safe mode, which is the only rendering mode we can use (currently). Switching the mode to Software/OpenGL/DX instantly fixes the problem. So a simple (temporary) fix to the problem would be to just create a procedure to to switch to a different mode, and since SMART will not permit that operation you will not succeed in switching to a different mode (hence your color finding procedures will continue to function), BUT the bug will be fixed!
To effectively utilize this fix, you should call the procedure (SwitchMode) every time the script fails to find an object in inventory/bank when it is supposed to (but dont call it when you are in combat..).
eg:
If you get a compiling error, then you have not installed the latest versions correctly/other reasons that has nothing to do with this fix.
The bitmaps used are carefully made so it should work perfectly. Eg:

I will implement this in my next public script if you need an example.
[Off-topic]
Found this interesting description while looking into CloseAllScreens :rolleyes:
1. Extra Nav Bar (Temp fix by Brandon)
2. There will sometimes be a black box around the MiniMap red flag, though (i think) it doesn't affect SRL as the flag is still visible.
3. Invisible/deformed objects randomly appearing in inventory/bank. (which is what i will be elaborating on (the fix))
(if there is anything else i missed out please raise it)
Before continuing any further, make sure that you have the temporary fixes by Brandon (his include+sima0.99+SMART 7.2).
Apparently, the deformed obj bug only appears in safe mode, which is the only rendering mode we can use (currently). Switching the mode to Software/OpenGL/DX instantly fixes the problem. So a simple (temporary) fix to the problem would be to just create a procedure to to switch to a different mode, and since SMART will not permit that operation you will not succeed in switching to a different mode (hence your color finding procedures will continue to function), BUT the bug will be fixed!
To effectively utilize this fix, you should call the procedure (SwitchMode) every time the script fails to find an object in inventory/bank when it is supposed to (but dont call it when you are in combat..).
eg:
MarkTime(t);
while not FindDTM/Bitmap etc do
begin
wait(RandomRange(1222,2400));
if TimeFromMark(t)>30000 then
TerminateScript;
if TimeFromMark(t)>3000 then
begin
SwitchMode;
GameTab(tab_Inv);
end;
end; If you get a compiling error, then you have not installed the latest versions correctly/other reasons that has nothing to do with this fix.
The bitmaps used are carefully made so it should work perfectly. Eg:

I will implement this in my next public script if you need an example.
[Off-topic]
Found this interesting description while looking into CloseAllScreens :rolleyes:
CloseAllScreens
~~~~~~~~~~~~~~~
.. code-block:: pascal
function CloseAllScreens: boolean;
Gets the music that's currently playing.
.. note::
by Tickyy