Since RuneScape just updated, Just wanting to know if anyone else is having trouble when SRL log's in an account, it just hangs on the lobby screen.
Was working fine before the update.
Justin.
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Since RuneScape just updated, Just wanting to know if anyone else is having trouble when SRL log's in an account, it just hangs on the lobby screen.
Was working fine before the update.
Justin.
Yeah same problem here, i'm now trying to figure out what changed. Tell me if you noticed anything.
Weird
Simba Code:if LoggedIn then
writeln('we are logged in');
wait(2000);
Output: http://puu.sh/1ibb9
Account was logged in.
IIRC LoggedIn uses the white text on the 'Report' button
http://puu.sh/1ibbo
everything running super slow for me too. haven't tried the lobby yet. gametab seems to have problems too
Hello, i am trying to run a herblore script. when it's trying to use first item on 2nd item, instead of clicking on the 2nd item, it clicks on the inventory tab. Hope this helps
I tried to use a few scripts, they all seem to have the same issue. The cursor will click inventory and equipment tabs, and just seem to be operating in super slow motion.
Takes 5 minutes to click the bank, 5 minutes to click an item ect.
Just figured I would let everyone know what's going on.
Unfortunately not yet, detection is fixed now but the actual tab switching functions involves a composite color of the tab, i'm now fixing them as well.
I fixed the gametab thing on justin's other thread, at least it works for me
That's changing the algorithm slightly, and introducing tolerance to the function which i'm not sure if it's a good idea. Anyway try my attached file, everything should be fixed now, if it doesn't report it here.
Also make sure you update your SRL to get the bank.simba fix. SRL>Check for updates. (Inb4 SmartParams error)
kinda of topic, main map have been changed a bit, then you are in city varrock or falador it gets red overly, for now only these two are changed.
I guess they change not only randoms being off.
New SRL update is working perfectly for me on litoris's Iron Man
So should I replace with your file then update? Or not update? Thanks Riwu :)
It's working, back to normal now. Don't need to change anything. Just make sure you click SRL -> Check for updates within Simba and restart it.
Thanks for the timely update
Awesome and with such speed!!!! Thank you Kindly to all of those who collaborated on the update!
Wow thank you all the coders and scripters. Awesome! :)
for some reason it can't see wheter i'm in a gametab or not :(
Do my dtm's need to be updated? It can't find any now.
E: Updated my dtm's but it still won't find them. (they are in the magic tab)
trying the update now... but before it just hovered over the invtab.
It may have some compatibility issues with some other components. Right now i realize the ODTM include checks for {$DEFINE SMART} so there will be some conflicts if you define 8 instead.
And even then you have to change every script to {$DEFINE SMART8}, and when smart upgrades (eg. to 9) you have to update your script, and worse, if the user is still using SMART 7 it won't work for them. So basically i think just removing the -1 every SRL update is simpler. Or don't use the autoupdater, get the updates from git directly.
Btw seems like the fix is in the autoupdater now. Restart all Simba binaries after update.
Smart 7 will get over-written by Smart 8. I am sure there will be a function in smart.simba that will be checking for {$DEFINE SMART8} and will just ignore it and load the correct parameters
E: Either way the devs know what they are doing and they will be able to push the updates out in the future without breaking much (as it has been in the past)
If you define 8, and the user is using 7, they will get a invalid param error instead. (and for the fact that they are still using 7 implies that you can't expect them to fix it themselves and they will come bug you on your thread) Anyway it's personal preference, up to the individual users to decide which way is better.Simba Code:{$IFDEF SMART8}
Result := SmartSpawnClient(ReplaceWrap(PluginPath, '\', '/', [rfReplaceAll]), Params[0], ',' + Params[1], 765, 553, 's', '', '');
{$ELSE}
Result := SmartSpawnClient(ReplaceWrap(PluginPath, '\', '/', [rfReplaceAll]), Params[0], ',' + Params[1], 765, 553, 's', '', '', -1);
{$ENDIF}
EDIT: the code above is in the includes, not plugin. Which is why they get rewritten every time SRL updates.
I don't think WorldInfo := [96,96]; works now, at least not for Flight's lividfarmer script.
What is your intention to have 2 same integers in the array? Also it should still work as before, index 0 is simply ignored when you have length higher than 1. I couldn't think of any way in which a script will be broken because of the fix. In fact iirc correctly it was the previous code that will give an error when you have 2 integers, since there will be a type mismatch error for the first index.
Also i've just checked Flight's script, it doesn't even have WorldInfo defined?
The version I am using is the one that Ashaman altered slightly. When I saw that 96 was in the array twice I did wonder why, but simply ignored it since it seemed to work.
I'll try it again, but when I used it this morning it didn't choose 96.
Edit: Okay, so I just tried it while already logged into the lobby, and it worked. Not sure what happened, although there was an SRL update inbetween when it didn't work and when I just tried it now.
I've a question about this SMART 8 thing. I have SMART 8 installed a month ago, but every time I updated SRL I got a SRL compile error in SmartParams and in paintsmart.
now I started the script with this:
instead of what I had first:Code:{$DEFINE SMART} // This is how we include SMART
{$DEFINE SMART8} // tell the system that we have smart 8
but now I still get one compile error:Code:{$DEFINE SMART} // This is how we include SMART
Is there something I'm missing to get rid of these compile errors after every SRL update?Code:[Error] C:\Simba\Includes\SRL/SRL/misc/paintsmart.simba(42:33): Unknown identifier 'SmartGetDebugDC' at line 41
Compiling failed.
because Now everytime I have to replace this
with this:Code:SMART_Canvas.canvas.handle := SmartGetDebugDC;
Code:SMART_Canvas.canvas.handle := 0;