SRL Archive - RuneScape News and General

About color changes.


Laimonas171

2012-11-30 13:20:47

Hi, I have noticed one thing. I know colors changes like each time after relogin, changing world etc.
but I just noticed that if you walk out of "loaded" map square color changes as well quite drastically example:
So I'm not sure or it was all the time like that so don't judge me, just wanted to share.

The Killer

2012-11-30 13:22:40

2nd image failed :/
and I'm pretty sure this has been the case for quite a long time. That's why we use tolerance etc.
but yeah, it is pretty bad :/

Laimonas171

2012-11-30 13:24:17

From: The Killer
2nd image failed :/
and I'm pretty sure this has been the case for quite a long time. That's why we use tolerance etc.
but yeah, it is pretty bad :/


fixed. Yeah I know about tolerance and stuff. but I though it was like after you re-login/change world/ come back from lobby etc…

litoris

2012-11-30 13:26:59

Yes map colors change every time the map reloads, that's why scripts that use autocolor can't move around much.

YoHoJo

2012-11-30 13:27:01

It has always been that way.
Just ant type of loading does it.
Also happens if you go up/down stairs, ladders, etc.

Laimonas171

2012-11-30 13:28:09

From: YoHoJo
It has always been that way.
Just ant type of loading does it.
Also happens if you go up/down stairs, ladders, etc.


I see, thanks for clearing that out. And sorry for my lack of knowledge.

YoHoJo

2012-11-30 13:35:21

Don't be sorry for lack of knowledge!
You're trying hard to be a community member who can complain!?

Laimonas171

2012-11-30 14:09:12

From: YoHoJo
Don't be sorry for lack of knowledge!
You're trying hard to be a community member who can complain!?


I'm able to find few guys :D

Ashaman88

2012-11-30 14:26:05

Yeah you have to load the map a million times if you want to use aca for the mm :(

Laimonas171

2012-11-30 14:31:39

From: Ashaman88
Yeah you have to load the map a million times if you want to use aca for the mm :(


I noticed that :D but already this quite well i think

J J

2012-11-30 14:52:12

From: Laimonas171
I noticed that :D but already this quite well i think

Yeah for ACA CTS 2 I suggest using 5 worlds and hopping three times in each world to get accurate colors.

RuneScape loads 512x512 cached minimap images each time and once you get near the edge it loads a new one. The minimap itself is 150x150 pixels so around 3 clicks near the edges will get you into a new area.

These maps do not matter that much for SPS, but when we are talking about a reflection based tile system it can change quite drastically. For example every multiplayer minigame has multiple playing fields. The coordinates will be different every time.

However, the world map has static coordinates. But considering we aren't using reflection here it doesn't matter :garfield:

riwu

2012-11-30 19:00:13

I'd suggest using autocoloring for MM, eg. the road. MM changes color much more drastically than MS for some reason. Just re-color again every time you reload the map. The good thing is, the whole road path has the same color.

Laimonas171

2012-11-30 19:10:00

From: J J
Yeah for ACA CTS 2 I suggest using 5 worlds and hopping three times in each world to get accurate colors.

RuneScape loads 512x512 cached minimap images each time and once you get near the edge it loads a new one. The minimap itself is 150x150 pixels so around 3 clicks near the edges will get you into a new area.

These maps do not matter that much for SPS, but when we are talking about a reflection based tile system it can change quite drastically. For example every multiplayer minigame has multiple playing fields. The coordinates will be different every time.

However, the world map has static coordinates. But considering we aren't using reflection here it doesn't matter :garfield:


Thank you by clearing out about cashed stuff! I did know about hopping, I always reloging, going back from lobby etc. to get as much as possible CORRECT colors, since it's things you must do to get correct auto color.

From: riwu
I'd suggest using autocoloring for MM, eg. the road. MM changes color much more drastically than MS for some reason. Just re-color again every time you reload the map. The good thing is, the whole road path has the same color.


Yeah I know I have to use autocolor. ^ as writen above. though thanks :D
And I really agree about whole road color being same thats good and makes life a bit easier.. (hope jagex not going to hijack that.. since you stated it above :D)

footballjds

2012-11-30 19:21:01

can i just put a snippet in here about how easy auto-coloring is?
for example this auto-colors white walls of buildings, etc:

function WallColor: Integer;
var
whteClrs: TIntegerArray;
clrs: TPointArray;
i, h, cnt: integer;
whtCount: TPoint;
begin
result := -1;
if not(FindColorsTolerance(clrs, 15595512, MMX1, MMY1, MMX2, MMY2, 30)) then EXIT;
FilterPointsPie(clrs, 0, 360, 10, 70, MMCX, MMCY);
whteClrs := GetColors(clrs);
ClearSameIntegers(whteClrs);
h := high(whteClrs);
for i:= 0 to h do
begin
cnt := CountColor(whteClrs[i], MMX1, MMY1, MMX2, MMY2);
if cnt > whtCount.x then
begin
whtCount.x := cnt;
whtCount.y := whteClrs[i];
end;
end;
result := whtCount.y;
end;

Laimonas171

2012-11-30 19:28:28

From: footballjds
can i just put a snippet in here about how easy auto-coloring is?
for example this auto-colors white walls of buildings, etc:

function WallColor: Integer;
var
whteClrs: TIntegerArray;
clrs: TPointArray;
i, h, cnt: integer;
whtCount: TPoint;
begin
result := -1;
if not(FindColorsTolerance(clrs, 15595512, MMX1, MMY1, MMX2, MMY2, 30)) then EXIT;
FilterPointsPie(clrs, 0, 360, 10, 70, MMCX, MMCY);
whteClrs := GetColors(clrs);
ClearSameIntegers(whteClrs);
h := high(whteClrs);
for i:= 0 to h do
begin
cnt := CountColor(whteClrs[i], MMX1, MMY1, MMX2, MMY2);
if cnt > whtCount.x then
begin
whtCount.x := cnt;
whtCount.y := whteClrs[i];
end;
end;
result := whtCount.y;
end;

It's easy for me since I don't Know how to use TPA from scratch. I would like to see tutorials for "neowb" < (noob + newb :D) as I don't it, and tutorials for "newbs" are very detailed, has explanation about each variable, each syntax detail etc.. :)

Also if someone is able to. Create tutorial for TPA (ATPA)
It should contain images from rs (easier to get things straight), and code explainded what searches what . :D
Or video tutorial would be best options (have to ask JoHoYo, though), but first would works as well.

CRASH_OVERRIDE

2012-11-30 19:48:57

From: Laimonas171
It's easy for me since I don't Know how to use TPA from scratch. I would like to see tutorials for "neowb" < (noob + newb :D) as I don't it, and tutorials for "newbs" are very detailed, has explanation about each variable, each syntax detail etc.. :)

Also if someone is able to. Create tutorial for TPA (ATPA)
It should contain images from rs (easier to get things straight), and code explainded what searches what . :D
Or video tutorial would be best options (have to ask JoHoYo, though), but first would works as well.


Yeah, i would like to be able to learn TPAs as well. The written tutorials are very good, but only if your not new.

footballjds

2012-11-30 20:44:50

From: Laimonas171
It's easy for me since I don't Know how to use TPA from scratch. I would like to see tutorials for "neowb" < (noob + newb :D) as I don't it, and tutorials for "newbs" are very detailed, has explanation about each variable, each syntax detail etc.. :)

Also if someone is able to. Create tutorial for TPA (ATPA)
It should contain images from rs (easier to get things straight), and code explainded what searches what . :D
Or video tutorial would be best options (have to ask JoHoYo, though), but first would works as well.

how you get members? jk
From: tasmania
Yeah, i would like to be able to learn TPAs as well. The written tutorials are very good, but only if your not new.


I think the TPA tuts are great. I mean honestly TPA's are not hard. just remember to think of them like this:
a TPoint is: a pair of x and y values (coordinates)
a TPA(TPointArray) is an array of TPoints which means its an array of x and y values
an ATPA is an array of TPointArrays which means its an array of an array of x and y values

TPoint example: (2, 3)
TPA example: [(2,3), (3,2)]
ATPA example: {[(2,3), (3,2)], [(2,3), (3,2)]}

if you guys would like a TPA tut I'll write one. although honestly i think that we have pretty good ones… lmk