SRL Archive - SRL Positioning System

Updated SPS maps


Nebula

2012-09-24 19:55:15

  • None of the annoying symbol/building/everything cutoffs <–This is important, all previous maps were deformed.
  • All the new content since the maps were last updated 8 months ago…
  • Yeah.

see picture: http://puu.sh/18oE1
Mine is more accurate than the old one.

Thanks Dgby714 for converting them all from bmp to png.
http://www.mediafire.com/?boxvdk3tdhjic3i

Flight

2012-09-24 20:30:36

Nicely done Nebula. :)

Footy

2012-09-24 20:42:58

Wow, its about time someone did this! Great work, I'll be sure to test these out soon!

Ian

2012-09-24 20:51:49

Thanks Nebula! Nice to have these updated finally.

Olly

2012-09-24 22:12:21

I did this also but then I actually walked around and noticed that the older maps actually fit the minimap more in alot of places, lumbridge is horriblely dark in the world map when it isn't that dark what so ever. But it will props still work. good work none of the less.

Nebula

2012-09-24 22:40:32

see picture: http://puu.sh/18oE1

Mine is more accurate than the old one.

Olly

2012-09-24 23:09:33

Fair enough, I thought it was worse. Send a pm to Coh3n and get him to commit it :p

(s)okkr7

2012-09-24 23:12:10

+1, finally don't have to create custom maps! (as soon as these get pushed that is)

Coh3n

2012-09-24 23:17:30

Sending a pull request would be much, much faster. Also, how did you make the map? Most people don't know that I wrote a tool that automatically generates a new map (and pieces) in about 30 seconds.

Have you tested it in multiple locations? More specifically, Al-Kharid?

Nebula

2012-09-24 23:20:12

From: Coh3n
Sending a pull request would be much, much faster. Also, how did you make the map? Most people don't know that I wrote a tool that automatically generates a new map (and pieces) in about 30 seconds.

Have you tested it in multiple locations? More specifically, Al-Kharid?


I made it with the tool. But the tool screws up the combining of the maps, which is why the current big map has symbols, buildings, objects, etc that are all cut off. So I fixed the tool. I haven't tested it, but I guess I will now that you ask.

Coh3n

2012-09-24 23:27:43

I'm confused… the current big map doesn't have anything cut off? Not that I can see anyway. E: Or do you mean when it's created using the current tool?

The only reason I can think of that would make the tool stop working is if the in game map changed in size. If that happened, that would change all the areas (which I can see how that has happened with your version), meaning any script that uses SPS will need to be updated in order to work properly with the new maps.

E: Just messed around a little, and I see what you mean. With the current tool, some areas don't overlap properly. Why? I do not know. I tried messing with a few values, but it didn't help. Basically, the few parts that don't overlap right are off by 7 pixels; however, when you compensate for that, it puts other pieces off by 7 pixels. I'm going to try to mess around when I have more time.

Bottom line is, I can't commit your maps because they're completely different from the current ones, and like I said above, it would require every script that uses SPS to be updated. I have a feeling it's a small change, but I'm just not seeing it right now.

Dgby714

2012-09-25 00:56:32

Here are the images converted to png and pngcrushed.

http://www.mediafire.com/?boxvdk3tdhjic3i

Solar

2012-09-25 03:26:58

Nice work. :thumbsup:

Benny

2012-09-25 04:03:31

This is good dude :)
Well done

P1ng

2012-09-25 05:09:46

Nice work neb :) Hopefully it makes SPS alot more accurate, especially in areas like al-kharid and so forth. Definitely needed an update either way.

Olly

2012-09-25 07:40:10

From: Coh3n

Bottom line is, I can't commit your maps because they're completely different from the current ones, and like I said above, it would require every script that uses SPS to be updated. I have a feeling it's a small change, but I'm just not seeing it right now.


I thought about this aswell and thought what about having a runescape_old/runescape_new surface maps, but some sps would need to be updated for that to work aswell.

Ashaman88

2012-09-25 07:41:56

From: Ollybest
I thought about this aswell and thought what about having a runescape_old/runescape_new surface maps, but some sps would need to be updated for that to work aswell.


I would rather just have to change the folder than have to regather all those sps points for my apeatoll script (it's annoying and tedious). SPS works great at that course btw. So I support your idea

Mat

2012-09-25 12:19:59

Neblua Of Topic Your Sig is Win :D

Nebula

2012-09-25 14:41:03

From: Coh3n

Bottom line is, I can't commit your maps because they're completely different from the current ones, and like I said above, it would require every script that uses SPS to be updated. I have a feeling it's a small change, but I'm just not seeing it right now.


They're completely different from the current ones because they include newer parts of rs that have been added in the past 8 months. My maps are correct, it's the old one's that are flawed. It takes what, 2 minutes to change some sps coords - OH NO!

Ashaman88

2012-09-25 14:55:51

From: Nebula
They're completely different from the current ones because they include newer parts of rs that have been added in the past 8 months. My maps are correct, it's the old one's that are flawed. It takes what, 2 minutes to change some sps coords - OH NO!


More like a couple of hours (I can explain more if you'd like). Also no need to be condescending. Nice work on this!

Nebula

2012-09-25 14:57:35

From: Ashaman88
More like a couple of hours (I can explain more if you'd like). Also no need to be condescending. Nice work on this!


Get the difference in x/y between just one point, then apply that difference to all the rest of the points.

do explain more

Ashaman88

2012-09-25 15:05:41

From: Nebula
Get the difference in x/y between just one point, then apply that difference to all the rest of the points.

do explain more


Well it's hard to know exactly how the points will correlate to the same point as the old since the old point wasn't exact - I just used a range to see if it was in the general spot. But if you're sure that every coord will be off by the same amount, then yeah it would be a simple add/subtract to each area range from that one point

Benny

2012-09-25 15:06:48

Loving your tag :p "I need abouta tree fiddy"

OT:
How long did this take you to complete?

Nebula

2012-09-25 15:09:57

From: -Benny
Loving your tag :p "I need abouta tree fiddy"

OT:
How long did this take you to complete?


It took like 20 minutes to make the map creator tool work properly and 3 minutes to run it.

Benny

2012-09-25 15:11:03

interesting. updated SPS would be much better, i've noticed on my script as well sps is off sometimes

Coh3n

2012-09-25 18:11:07

From: Nebula
They're completely different from the current ones because they include newer parts of rs that have been added in the past 8 months. My maps are correct, it's the old one's that are flawed.
First of all, the "I'm right, you're wrong" attitude is childish and won't gain you any respect around here. Second, I didn't say your maps were wrong, I said your map is a different size than the current one, making each area different; however, because of this, it would make some of your areas wrong. Why? Because there's an array in the tool I wrote that includes all the blank areas (completely black or water areas). Those areas are skipped to minimize the number of images in the folder. I already know you have at least 3, which also means that there's a good change you're missing some areas that have land on them.

From: Nebula
It takes what, 2 minutes to change some sps coords - OH NO!

Sure, most scripts would only take 2 minutes to update, but that's not the point. From your perspective, it's not a huge deal, just take the 2 minutes and update your script.

From a developer's perspective, it's completely different. Let's say I changed the name of LoginPlayer to LogPlayerIn. LoginPlayer is a function used by every script, correct? As soon as I make that name change, most people's SRL will update automatically, and result in an unknown identifier error for every user. Once this happens, you have 100s of people posting and wondering why their scripts aren't working. See what I mean?

The same goes with SPS. If I were to commit your maps right now, every script that uses them would break, and a lot of people would complain. Yes, it probably wouldn't take long to update the script, but there are script writers that aren't found for days, sometimes weeks at a time. If everything is kept the same, it would save a lot of frustration for everybody.

And before you say it needs to change to include the new areas… that's not true. Your map is actually smaller than the current one which means everything that's in you map should easily fit in the size of the current one.

I am interested, though, to see what you changed in the tool to make it generate a map with proper overlapping.

Nebula

2012-09-25 18:41:17

I'll make them later so that everything matches up.

Coh3n

2012-09-25 21:31:56

From: Nebula
I'll make them later so that everything matches up.
Great. :) I'd like to know what you change to fix the tool as well, that way I can update it in the repository as well.

Sir Ducksworthy

2012-09-25 21:41:42

Yeah nice work Nebula, SPS is wayyy smoother now ;)
Coh3n seriously.. you need to update the walking methods sps automatically uses.. 2 cuz lykkkk… :D

Coh3n

2012-09-25 21:44:20

From: Sir Ducksworthy
Coh3n seriously.. you need to update the walking methods sps automatically uses.. 2 cuz lykkkk… :D
Uh, what?

Sir Ducksworthy

2012-09-25 21:51:58

Just needs to be coded better, more efficiently etc, your sxcier than that so you should make it leeter, and show who is da boss ay ;)

Like:

{*
#############################################################################################
*********SPS_WalkToPos, by Leetsxc**********
#############################################################################################
Made from Orginal SPS_WalkToPos function
- Walks to position, P.

FEATURES
- Break's from loop when Distance from flag has been reached
- Will Randomly Select Run if Below a Random Percentage of 20-40 Energy Level
- No Longer uses Flag as it was to unreliable and would get you stuck in infinite Wait Loops
- Uses a Random Sleep and Move Mouse while waiting to reach specified Flag distance
- Tracks Energy Percentage to see if it has decreased, if it hasn't it will enable run
sxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxcsxc
*}
function SPS_WalkToPosSXC(P: TPoint; Distance:integer): boolean;
var
s:string;
Time, EnergyPercentage:integer;
MM: TPoint;
begin
if not LoggedIn then
Exit;
EnergyPercentage:=GetMMLevels('run', s);
if(Random(10) < 5)then
if(not(FindcolorTolerance(x, y, 6740716, 714, 99, 734, 118, 4)))then
if(EnergyPercentage > 20)then
SetRun(true);
MM := SPS_PosToMM_SxC(P);
if (MM.X > 0) then
begin
MMouse(MM.X, MM.Y, 0, 0);
sleep(randomrange(50,100));
ClickMouse2(true);
Marktime(Time);
repeat
sleep(100);
if(FlagPresent())then
begin
Result:=true;
break;
end;
if(TimeFromMark(Time)>5000)then
Exit;
until(false);
if WaitFunc(@IsMoving, 1, 3000 + random(500)) then
while isMoving do
begin
if(FlagDistance < Distance)then
break;
if(EnergyPercentage > 20)then
if(TimefromMark(Time)> 2000)then
if(not(GetMMLevels('run', s) < EnergyPercentage))then
begin
mousespeed:=Randomrange(10,35);
if(Debug)then
writeln('Energy Percentage hasnt decreased so we are not running.');
Mouse(715, 98, 20, 20, true);
EnergyPercentage:=0; //Stop tracking screw using another var to do so
sleep(1000+random(400));
end;
if(random(100) < 10)then
begin
mousespeed:=Randomrange(10,35);
SleepAndMoveMouse(random(500));
end;
if(Random(10) < 5)then
if(not(FindcolorTolerance(x, y, 6740716, 714, 99, 734, 118, 4)))then
if(EnergyPercentage > 20)then
SetRun(true);
sleep(200);
sleep(random(200));
end;
end;
end;

Coh3n

2012-09-25 22:01:12

What's wrong with the current functions, other than "they need to be coded better"? :p I was under the impression SPS_BlindWalk fixed any "pauses" that occurred in SPS_WalkPath.

Sir Ducksworthy

2012-09-25 22:14:29

:staycool: Nothing, their pretty good they work(or they used to work) just fine, but things have changed, Jagex likes to mess with the goodness of it now by messing with your energy, flag offsets need to be detected sometimes they like to jump on the map and make noobs detectable, who are using this fine piece of SRL.

Edit:
Custom Tolerances and Color Block Size(Accuracy) need to be added into a case for each map piece being scanned.
Also the speed can be greatly improved by coordinate memorization and predicting the direction/position of a smaller zone by putting a case of 8-16 zones equally dividing up the Minimap directions/getmousepos of where you would be wanting to click instead of scanning through a bunch of Color boxes etc one could scan much less, it's logic isn't the best atm. I hope you can understand what I'm saying man. I think SPS is an amazing achievement, I just want it to be the best it can be, for people 1 see it for what it is, I'm sick of people sayng SPS is lame it's not lame it just needs improvement.

Edit:
The code in Lazurus, could be improved in these ways also:
When 10 Bots are using SPS, a large amount of memory is consumed by,
1. Color boxes are made for the Map pieces upon loading them which does require a bit of speed, it lags other bots when starting up if running as many clients as ones specs should handle.
2. The Color boxes are then stored in Memory, which is more usage
3. They are compared from Top to bottom which is more usage

Solution:
The Colorboxes can be made for each piece and stored into a .ini file database for each map piece and also configured to load fractional zones of the boxes to scan outwards from your location and retain less in memory at a time

So when loading all that needs to be read is a .ini which is much more efficient
The Sps will function so much quicker scanning outwards from memorized color box location in the large array.

Ian

2012-09-25 22:48:15

Personally I love sps :p. It's very easy to use and none of my scripts have been having errors with it.

Sir Ducksworthy

2012-09-25 23:09:04

Hell yeah..
That's heaps good man(Wish I had that luck coming up), I love sps2 2 death 2. It's a nice piece work ;)

Edit: Coh3n, your probably quite busy with real life, so if you would like me to make the recommended updates, and release a beta to trial for a couple of weeks hit me up man.

P1nky

2012-09-26 04:09:08

I honestly love you atm :)

Coh3n

2012-09-26 08:42:11

From: Sir Ducksworthy
Edit:
Custom Tolerances and Color Block Size(Accuracy) need to be added into a case for each map piece being scanned.
You mean instead of the global tolerance and accuracy in place now? I've never thought about making it "area-specific."

From: Sir Ducksworthy

Also the speed can be greatly improved by coordinate memorization and predicting the direction/position of a smaller zone by putting a case of 8-16 zones equally dividing up the Minimap directions/getmousepos of where you would be wanting to click instead of scanning through a bunch of Color boxes etc one could scan much less, it's logic isn't the best atm. I hope you can understand what I'm saying man.
I suppose if you know where to start in the array you can shrink the number of searches. Is that what you mean? E: Actually, I don't think it would make a difference. Right now it looks through all the areas and "color blocks" (as you called them) no matter what. It then takes the block with the most number of color matches after comparing RGB values. So no matter where you start searching from, it's going to be the same speed. A way around that would be to make the minimap blocks smaller, but then I think you would run into calculation issues.

From: Sir Ducksworthy

I think SPS is an amazing achievement, I just want it to be the best it can be, for people 1 see it for what it is, I'm sick of people sayng SPS is lame it's not lame it just needs improvement.
There's always people that are going to criticize a program, not matter how popular it is or how well it works.

From: Sir Ducksworthy

Edit:
The code in Lazurus, could be improved in these ways also:
When 10 Bots are using SPS, a large amount of memory is consumed by,
1. Color boxes are made for the Map pieces upon loading them which does require a bit of speed, it lags other bots when starting up if running as many clients as ones specs should handle.
2. The Color boxes are then stored in Memory, which is more usage
3. They are compared from Top to bottom which is more usage

Solution:
The Colorboxes can be made for each piece and stored into a .ini file database for each map piece and also configured to load fractional zones of the boxes to scan outwards from your location and retain less in memory at a time

So when loading all that needs to be read is a .ini which is much more efficient
The Sps will function so much quicker scanning outwards from memorized color box location in the large array.
That's an interesting idea. I've love to see some side-by-side stats comparing the current method with this one. :)

From: BMWxi
Personally I love sps :p. It's very easy to use and none of my scripts have been having errors with it.
This is what I don't like about SPS. It seems to be inconsistent from person to person. I've personally never had problems with it (mind you, I haven't used it in months), but obviously it's been giving some people issues.

From: Sir Ducksworthy
Hell yeah..
That's heaps good man(Wish I had that luck coming up), I love sps2 2 death 2. It's a nice piece work ;)

Edit: Coh3n, your probably quite busy with real life, so if you would like me to make the recommended updates, and release a beta to trial for a couple of weeks hit me up man.
You sound like you know what you're doing, so if you want, go right ahead. :) You're right, I am quite busy with real life, so if I were to make the updates, it would take quite a while. I would like to see some speed tests, though. Maybe some stats comparing the current version and your updated one?

Olly

2012-09-26 08:57:01

From: Sir Ducksworthy
I think SPS is an amazing achievement, I just want it to be the best it can be, for people 1 see it for what it is, I'm sick of people sayng SPS is lame it's not lame it just needs improvement.


Because SPS uses 'point walking' people think its going to be like reflection/injection and they always have something to complain about. Also people seem to miss that without Coh3n picking sps up we would be suck in sps1 :p

Jakkle

2012-09-26 11:15:14

Looks like your going to have to redo the map again lol.
The map of runescape has changed and the Al-Karid area is alot darker than before. Even better there are no random black areas and seems to be a nice Square/Rectangle shape now. Better for SPS, I would of thought ?

Coh3n

2012-09-26 11:37:56

From: Ollybest
Because SPS uses 'point walking' people think its going to be like reflection/injection and they always have something to complain about. Also people seem to miss that without Coh3n picking sps up we would be suck in sps1 :p
I'm glad some people appreciate it, even though it does have bugs. :)

From: Jakkle
Looks like your going to have to redo the map again lol.
The map of runescape has changed and the Al-Karid area is alot darker than before. Even better there are no random black areas and seems to be a nice Square/Rectangle shape now. Better for SPS, I would of thought ?
Can you post a screenshot? Also, the map appears different depending on the graphics mode you're on, and it's darker in SMART than without SMART I think. It used to be that way, anyway.

Jakkle

2012-09-26 12:52:20

From: Coh3n
I'm glad some people appreciate it, even though it does have bugs. :)

Can you post a screenshot? Also, the map appears different depending on the graphics mode you're on, and it's darker in SMART than without SMART I think. It used to be that way, anyway.


I would have been a lot quicker at posting this if my mouse battery's didn't run out :mad:, having to use a wired mouse(which took me long enough to find :fiery:

These pics of the map are in OGL mode with max detail on so I could make the screen larger to make it easier to get the map. I will get the Al-Karid map in low detail next and edit this post.

There is a little bit of the map missing but what I'm trying to show it that there are no random black bits on the map and it is a proper Rectangle :)














Edit: Here are 2 pics of Al-Karid took at the same setting we use to bot. I definitely think it is darker and the shape is good, right, Coh3n ?




Coh3n

2012-09-26 13:56:11

Looks fine to me. Was that map change recent (like yesterday)? Because I was looking at it a couple days ago and there was still the black chunks around the outside. If the shape did change, that will mess up the SPS map.

Will probably mean that a new one will have to be made and all scripts will have to be updated. The exact thing we were trying to avoid. Lol.

Ashaman88

2012-09-26 13:58:14

From: Coh3n
Looks fine to me. Was that map change recent (like yesterday)? Because I was looking at it a couple days ago and there was still the black chunks around the outside. If the shape did change, that will mess up the SPS map.

Will probably mean that a new one will have to be made and all scripts will have to be updated. The exact thing we were trying to avoid. Lol.


I think it was actually today (the update)

Coh3n

2012-09-29 20:47:52

So after a stupid amount of hours messing with the map making tool, I managed to fix it (I think). I also found out that the current map is actually wrong - there are some spots on the map that don't line up properly. This has caused the new map to be a slightly different size; however, the actual SPS areas shouldn't be effected (only a couple pixels).

What I need a few people to do is look at this map closely and see if you can find any parts that don't line up. If all goes well, I can generate the new areas and get some people to test them.

The new map can be found here. Hopefully a few people will take a look. :)

Nebula

2012-09-29 21:10:41

I just spent like 10 minutes looking at the map and the only flaw I could find is this: http://puu.sh/19Sz7

It looks like a few of the pixels on the right side of the quest symbol are cut off and possibly also on the tree directly north of it. Then, directly north on the same vertical line, there is a break in the wall where I'm pretty sure there shouldn't be a break. http://puu.sh/19SF3

This is the location of both of these: http://puu.sh/19SHY

Other than that, everything looks fine. Good job

Jakkle

2012-09-29 21:39:47

Map looks good Coh3n. When will you be commiting it to SPS ?

Nice find Neb :p I couldn't spot anything else.

litoris

2012-09-30 05:18:02

All of the wilderness northern wall seems to have irregularities. No gaps, just extra whites when it's supposed to be straight lines.
There are two minor irregularities around the draynor cabbage patch, the obstacle south-east of it appears as a red line on the map(like a door), but afaik it is supposed to be in line with the bordering white line(like a closed door) around the patch, but it is seperate from the wall in the map(as if there's a door standing on its own).
North east of it, there's a piece of a tree that appears to be merged into the wall, either the full tree isn't on the map, or the wall is drawn falsely.

Coh3n

2012-09-30 10:08:26

From: Nebula
I just spent like 10 minutes looking at the map and the only flaw I could find is this: http://puu.sh/19Sz7

It looks like a few of the pixels on the right side of the quest symbol are cut off and possibly also on the tree directly north of it. Then, directly north on the same vertical line, there is a break in the wall where I'm pretty sure there shouldn't be a break. http://puu.sh/19SF3

This is the location of both of these: http://puu.sh/19SHY

Other than that, everything looks fine. Good job
Thanks, that's definitely not supposed to be like that. E: Here's the new one with that part fixed. It shouldn't have affected any other areas, but I'd like to be sure. I can't see anything wrong with it. Could someone confirm, please? :)

From: Jakkle
Map looks good Coh3n. When will you be commiting it to SPS ?

Nice find Neb :p I couldn't spot anything else.
As soon as the map is perfect.

From: litoris
All of the wilderness northern wall seems to have irregularities. No gaps, just extra whites when it's supposed to be straight lines.
There are two minor irregularities around the draynor cabbage patch, the obstacle south-east of it appears as a red line on the map(like a door), but afaik it is supposed to be in line with the bordering white line(like a closed door) around the patch, but it is seperate from the wall in the map(as if there's a door standing on its own).
North east of it, there's a piece of a tree that appears to be merged into the wall, either the full tree isn't on the map, or the wall is drawn falsely.
I checked with the in game map, and all that stuff is correct. My guess is Jagex updated the obstacles on the map last week. I assume that's also the case with the north wilderness wall. Thanks, though. :)

Nebula

2012-09-30 11:23:51

It's a lot better now, but the left half could be moved up one pixel. But tbh I wouldn't worry about it. Make this work, and every other part of the map will break. :p

Coh3n

2012-09-30 11:26:50

From: Nebula
It's a lot better now, but the left half could be moved up one pixel. But tbh I wouldn't worry about it. Make this work, and every other part of the map will break. :p
If you look at the map in game, it's also like that (I wondered the same thing). Also if you look at the symbols that were off before, they line up properly.

Here is the new map and areas, would really appreciate if someone could test out a few locations that maybe don't work with the current maps.

http://coh3n.com/img/runescape_surface.zip

litoris

2012-10-07 07:32:01

^I'm about to start testing that in the wildy, if it works in the wildy it can work everywhere.

Ian

2012-10-07 08:12:50

I've noticed the old maps have a few issues around Edgeville. I'll test the new ones there.

litoris

2012-10-07 09:09:09

Alright, there's no way to get them to work in wildy. Loading too many maps slows things down a lot(ie 50 seconds to finish getmypos) and adding a single map makes it wander off the map. I played around with both the accuracy and tolerance modifiers, it just won't work in the wildy. The funny thing is that I tested it around the wilderness pond, it's a pretty unique area with greens in the middle and lava to the west, so it should have worked. I'm down to custom maps I guess.

Coh3n

2012-10-07 18:21:42

50 seconds? Are you sure you have the right plugin?

Olly

2012-10-07 18:56:41

From: litoris
Alright, there's no way to get them to work in wildy. Loading too many maps slows things down a lot(ie 50 seconds to finish getmypos) and adding a single map makes it wander off the map. I played around with both the accuracy and tolerance modifiers, it just won't work in the wildy. The funny thing is that I tested it around the wilderness pond, it's a pretty unique area with greens in the middle and lava to the west, so it should have worked. I'm down to custom maps I guess.


How many areas did you pick…

litoris

2012-10-08 10:51:52

I loaded 5 areas, all next to each other. Took around 50 seconds to do getmypos, and when I walked a bit away on the map with the previous position visible, it made me wander off the map with blindwalk.

Coh3n

2012-10-08 11:27:32

From: litoris
I loaded 5 areas, all next to each other. Took around 50 seconds to do getmypos, and when I walked a bit away on the map with the previous position visible, it made me wander off the map with blindwalk.
Yeah, something is definitely wrong there. Did you try other locations as well, or just the wilderness?

litoris

2012-10-08 13:18:54

From: Coh3n
Yeah, something is definitely wrong there. Did you try other locations as well, or just the wilderness?


Just the wildy, I'll try it with a custom map next weekend to see whether the problem there is with the map.(no time to make maps atm)

Someone can test it using my HLR script(link in sig), just replace the new folder and run my script(may need updates to SMART stuff). My script uses blindwalk so it is good for testing.

Mat

2012-10-10 02:18:11

I've never had worlds maps work in Wildy, or even custom maps to a point, I can only say because the colours are extremely close.
E:I say Never it works but them fails a lot.

Coh3n

2012-10-22 09:53:44

What about the rest of the maps? Do the maps around the major cities and places work? If so, I can add these to the repository.