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Thread: Updated antirandom solvers

  1. #26
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    Nice stuff man! I should have some free time soon (and learning to script) so if I get stuck in one of those randoms I'll let you know!). Thanks a bunch
    Yer a wizard, 'oopi

  2. #27
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    Progress Report:
    SRL Compiled in 15 msec
    Attempting to pair to a smart client..
    Found 2 free client(s), attempting to pair to one...
    Failed to pair to SMART[4080]
    Set SMART[5140] as Simba's target
    Succesfully paired to a existing client, SMART[5140]
    Welcome to Runescape.
    ******
    Screenshot of: IP Log 9 Seconds
    Found a box, solving...
    Question is:
    What number is the Star
    ShapeScan: Square, with a score of 12
    NumberScan: 8, with a score of 7
    ShapeScan: Star, with a score of 6
    NumberScan: 1, with a score of 5
    Answer is 1
    ******** SOLVED BOX RANDOM ********
    Found a box, solving...
    Question is:
    Which shape has number 3
    ShapeScan: Circle, with a score of 12
    NumberScan: 7, with a score of 12
    ShapeScan: Circle, with a score of 7
    NumberScan: 1, with a score of 5
    ShapeScan: Circle, with a score of 7
    NumberScan: 1, with a score of 5
    ShapeScan: Star, with a score of 8
    NumberScan: 1, with a score of 5
    ShapeScan: Star, with a score of 5
    NumberScan: 1, with a score of 5
    ShapeScan: Pentagon, with a score of 15
    NumberScan: 1, with a score of 5
    ShapeScan: Circle, with a score of 10
    NumberScan: 1, with a score of 5
    Found a box, solving...
    Question is:
    Which shape has number 9
    ShapeScan: Square, with a score of 12
    NumberScan: 1, with a score of 5
    ShapeScan: Square, with a score of 14
    NumberScan: 2, with a score of 14
    ShapeScan: Pentagon, with a score of 12
    NumberScan: 2, with a score of 12
    ShapeScan: Triangle, with a score of 7
    NumberScan: 2, with a score of 12
    ShapeScan: Square, with a score of 12
    NumberScan: 2, with a score of 14
    ShapeScan: Square, with a score of 14
    NumberScan: 1, with a score of 5
    ShapeScan: Square, with a score of 14
    NumberScan: 1, with a score of 5
    ShapeScan: Pentagon, with a score of 12
    NumberScan: 2, with a score of 12
    ShapeScan: Square, with a score of 12
    NumberScan: 2, with a score of 14
    Found a box, solving...
    Question is:
    What number is the Square
    ShapeScan: Pentagon, with a score of 12
    NumberScan: 4, with a score of 14
    ShapeScan: Circle, with a score of 9
    NumberScan: 1, with a score of 5
    ShapeScan: Star, with a score of 8
    NumberScan: 1, with a score of 5
    ShapeScan: Circle, with a score of 7
    NumberScan: 1, with a score of 5
    ShapeScan: Circle, with a score of 8
    NumberScan: 4, with a score of 12
    ShapeScan: Circle, with a score of 9
    NumberScan: 1, with a score of 5
    ShapeScan: Pentagon, with a score of 12
    NumberScan: 1, with a score of 5
    Found a box, solving...
    Question is:
    What number is the Square
    ShapeScan: Triangle, with a score of 6
    NumberScan: 1, with a score of 5
    ShapeScan: Triangle, with a score of 7
    NumberScan: 5, with a score of 14
    ShapeScan: Triangle, with a score of 6
    NumberScan: 1, with a score of 5
    ShapeScan: Triangle, with a score of 6
    NumberScan: 5, with a score of 14
    ShapeScan: Star, with a score of 5
    NumberScan: 1, with a score of 5
    ShapeScan: Triangle, with a score of 7
    NumberScan: 5, with a score of 14
    ShapeScan: Pentagon, with a score of 14
    NumberScan: 2, with a score of 12
    Found a box, solving...
    Question is:
    Which shape has number 2
    ShapeScan: Circle, with a score of 7
    NumberScan: 2, with a score of 12
    Answer is Circle
    ******** SOLVED BOX RANDOM ********
    Found a box, solving...
    Question is:
    What number is the Circle
    ShapeScan: Star, with a score of 6
    NumberScan: 0, with a score of 5
    ShapeScan: Pentagon, with a score of 14
    NumberScan: 1, with a score of 5
    ShapeScan: Circle, with a score of 8
    NumberScan: 1, with a score of 5
    Answer is 1
    ******** SOLVED BOX RANDOM ********
    Found a box, solving...
    Question is:
    What number is the Star
    ShapeScan: Star, with a score of 8
    NumberScan: 7, with a score of 14
    Answer is 7
    ******** SOLVED BOX RANDOM ********
    Found a box, solving...
    Question is:
    What number is the Circle
    ShapeScan: Pentagon, with a score of 14
    NumberScan: 1, with a score of 5
    ShapeScan: Pentagon, with a score of 12
    NumberScan: 1, with a score of 5
    ShapeScan: Square, with a score of 14
    NumberScan: 1, with a score of 5
    ShapeScan: Pentagon, with a score of 12
    NumberScan: 2, with a score of 12
    ShapeScan: Triangle, with a score of 6
    NumberScan: 2, with a score of 14
    ShapeScan: Square, with a score of 14
    NumberScan: 1, with a score of 5
    ShapeScan: Circle, with a score of 10
    NumberScan: 1, with a score of 5
    Answer is 1
    ******** SOLVED BOX RANDOM ********
    Found a box, solving...
    Question is:
    Which shape has number 2
    ShapeScan: Circle, with a score of 10
    NumberScan: 1, with a score of 5
    ShapeScan: Circle, with a score of 12
    NumberScan: 1, with a score of 5
    Succesfully freed SMART[5140]
    Successfully executed.
    The following DTMs were not freed: [2, 3, 4, 5, 6, 7, 8, 9, 10, 11]

    Stopped and solved them myself since I started with 3 and ended with about 10 before taking over.
    Solar from RiD.

  3. #28
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    Sorry guys for offtopic, I haven't played Runescape for like 1,5 year, but in the past I was working on graveyard random solver and I want to continue working on it. Is there any way to play OSR without member account?

  4. #29
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    Quote Originally Posted by bg5 View Post
    Sorry guys for offtopic, I haven't played Runescape for like 1,5 year, but in the past I was working on graveyard random solver and I want to continue working on it. Is there any way to play OSR without member account?
    By borrowing a member account?

  5. #30
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    Quote Originally Posted by bg5 View Post
    Sorry guys for offtopic, I haven't played Runescape for like 1,5 year, but in the past I was working on graveyard random solver and I want to continue working on it. Is there any way to play OSR without member account?
    You could also get a F2P account and bot enough GP to buy a bond. Then just bot any member methods to get more bonds and membership.
    Solar from RiD.

  6. #31
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    I had finished work on the strangebox, getting the shapes via the tesseract, but the numbers have proven to be very similar in the tesseract's eyes, I had tried TPASkeleton, TPAExtractShape and MatrixGetCorners with almost no distinction between numbers. I'll finish the other half of this later..

    Important Note
    I am going to continue my work on AntiRandom Solvers, but from now onwards they will only be available to the OSR Reflection include (being actively developed by Elfyyy, NKN, Sirenia and myself) which is available here: http://villavu.com/forum/showthread.php?t=107479
    This is for several reasons, the most important of which is that there has been rapid development within the OSR Reflection include allowing better detection and solving methods than SRL's antirandoms are capable of.
    I was not confident using reflection before because when the hooks are updated in OSR, it can take many days for people to update the pastebin with new hooks (relying solely on JavaHacking update logs). I have been developing the updater for the reflection include, and we are able to update hooks and post to the gc within 10 minutes of an OSR update. This is thanks to some incredible work by Justin, Elfyyy and even Brandon. NKN and Sirenia are leading the development of our own updater (this is different to the include updater), I'd like to call it a hook-nabber, but it's much more complex than that. Atm, we only use the JH logs to compare our hooks and multipliers. Soon we will have 2 methods to get hooks which don't rely on JavaHacking.com (which is rumoured to be posting less information on hooks anyway due to leechers)
    I have also seen other members speak of creating their own OSR includes. While we don't have a development team for OSR, we have a lot of very skilled members who are very passionate about it. There is no reason we can't unite and combine our efforts into one include.
    After some testing with the new reflection functions, I made the following:
    • Flawless Mime random detection & solver.
    • Flawless Drill Demon detection.
    • Flawless Prison Pete detection.
    • Flawless Maze detection.

    I'm confident we can detect nearly all randoms using reflection and by using it, we get completely accurate information in order to solve each random (compared to SRL's guess-work using colour techniques).
    Last edited by Krazy_Meerkat; 01-22-2014 at 01:31 PM.

  7. #32
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    Very excited to hear all of that.
    Thanks to you and everyone else working on everything to do with OSR. Perhaps you could talk to Flight about what he has done, maybe he'll be willing to help, even if he is working (what seems to be on his own) on Lape stuff.
    Solar from RiD.

  8. #33
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  9. #34
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    @Krazy_Meerkat I'm going to use your Drill Demon modifications with the extra bitmaps as I'm working on that solver at the moment. If I get around to the others today (Pillory & Pinball) I'd like to use those as well. I just got my account into the Drill Demon event so I'll use some of your modifications and give you feedback on how it performs.

    Edit:
    The sign detection in the Drill Demon solver worked fine, nice job.
    Last edited by Flight; 02-06-2014 at 03:03 AM.

    Current projects:
    [ AeroGuardians (GotR minigame), Motherlode Miner, Blast furnace ]

    "I won't fall in your gravity. Open your eyes,
    you're the Earth and I'm the sky..."


  10. #35
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    Quote Originally Posted by Flight View Post
    @Krazy_Meerkat I'm going to use your Drill Demon modifications with the extra bitmaps as I'm working on that solver at the moment. If I get around to the others today (Pillory & Pinball) I'd like to use those as well. I just got my account into the Drill Demon event so I'll use some of your modifications and give you feedback on how it performs.

    Edit:
    The sign detection in the Drill Demon solver worked fine, nice job.
    Let me know if there are anymore updates to push

  11. #36
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    Quote Originally Posted by Flight View Post
    @Krazy_Meerkat I'm going to use your Drill Demon modifications with the extra bitmaps as I'm working on that solver at the moment. If I get around to the others today (Pillory & Pinball) I'd like to use those as well. I just got my account into the Drill Demon event so I'll use some of your modifications and give you feedback on how it performs.

    Edit:
    The sign detection in the Drill Demon solver worked fine, nice job.
    Quote Originally Posted by Ashaman88 View Post
    Let me know if there are anymore updates to push
    I also have this Mime solver for srl which I haven't had the chance to test, but I recorded all new info for each emote, and increased the emotearray size from 8 to 64 (8 different comparisons for each emote during scoring).. Theoretically it should do a lot better to solve, but didn't get the chance to test it sorry:
    Simba Code:
    (*
    Mime
    ====

    The Mime file stores the routines to solve the mime random event.

    This solver uses pixel shifting to determine which emote the mime is performing.
    To compensate for the spotlight, it will get the total pixel shift in a large
    box around the mime, and the pixel shift in a small box around the mime.  It
    then calculates the percentage of the small shift in the big shift.  Lastly,
    it compares the stored emotes (Mime_GetEmotes) with the scanned emote, resulting
    a certain score.  If the score is high enough, it's found the right emote.

    *)


    const
      MIME_EMOTE_COUNT = 64;
        MIME_EMOTE_THINK = 0;
        MIME_EMOTE_BOX   = 1;
        MIME_EMOTE_WALL  = 2;
        MIME_EMOTE_DANCE = 3;
        MIME_EMOTE_CRY   = 4;
        MIME_EMOTE_CLIMB = 5;
        MIME_EMOTE_LEAN  = 6;
        MIME_EMOTE_LAUGH = 7;
        MIME_EMOTE_THINK2 = 8;
        MIME_EMOTE_BOX2   = 9;
        MIME_EMOTE_WALL2  = 10;
        MIME_EMOTE_DANCE2 = 11;
        MIME_EMOTE_CRY2   = 12;
        MIME_EMOTE_CLIMB2 = 13;
        MIME_EMOTE_LEAN2  = 14;
        MIME_EMOTE_LAUGH2 = 15;
        MIME_EMOTE_THINK3 = 16;
        MIME_EMOTE_BOX3   = 17;
        MIME_EMOTE_WALL3  = 18;
        MIME_EMOTE_DANCE3 = 19;
        MIME_EMOTE_CRY3   = 20;
        MIME_EMOTE_CLIMB3 = 21;
        MIME_EMOTE_LEAN3  = 22;
        MIME_EMOTE_LAUGH3 = 23;
        MIME_EMOTE_THINK4 = 24;
        MIME_EMOTE_BOX4   = 25;
        MIME_EMOTE_WALL4  = 26;
        MIME_EMOTE_DANCE4 = 27;
        MIME_EMOTE_CRY4   = 28;
        MIME_EMOTE_CLIMB4 = 29;
        MIME_EMOTE_LEAN4  = 30;
        MIME_EMOTE_LAUGH4 = 31;
        MIME_EMOTE_THINK5 = 32;
        MIME_EMOTE_BOX5   = 33;
        MIME_EMOTE_WALL5  = 34;
        MIME_EMOTE_DANCE5 = 35;
        MIME_EMOTE_CRY5   = 36;
        MIME_EMOTE_CLIMB5 = 37;
        MIME_EMOTE_LEAN5  = 38;
        MIME_EMOTE_LAUGH5 = 39;
        MIME_EMOTE_THINK6 = 40;
        MIME_EMOTE_BOX6   = 41;
        MIME_EMOTE_WALL6  = 42;
        MIME_EMOTE_DANCE6 = 43;
        MIME_EMOTE_CRY6   = 44;
        MIME_EMOTE_CLIMB6 = 45;
        MIME_EMOTE_LEAN6  = 46;
        MIME_EMOTE_LAUGH6 = 47;
        MIME_EMOTE_THINK7 = 48;
        MIME_EMOTE_BOX7   = 49;
        MIME_EMOTE_WALL7  = 50;
        MIME_EMOTE_DANCE7 = 51;
        MIME_EMOTE_CRY7   = 52;
        MIME_EMOTE_CLIMB7 = 53;
        MIME_EMOTE_LEAN7  = 54;
        MIME_EMOTE_LAUGH7 = 55;
        MIME_EMOTE_THINK8 = 56;
        MIME_EMOTE_BOX8   = 57;
        MIME_EMOTE_WALL8  = 58;
        MIME_EMOTE_DANCE8 = 59;
        MIME_EMOTE_CRY8   = 60;
        MIME_EMOTE_CLIMB8 = 61;
        MIME_EMOTE_LEAN8  = 62;
        MIME_EMOTE_LAUGH8 = 63;

    (**
     * Stores a Mime emote's properties.  See Mime_ScanMime for more details.
     *)

    type
      TMimeEmote = record
        name: string;
        shiftSmall: integer;    // total pixel shift in a small box around Mime
        shiftBig: integer;      // total pixel shift in a big box around Mime
        shiftPercent: extended; // percent of small shift in large
        textTPACount: integer;
      end;
      TMimeEmoteArray = array of TMimeEmote;

    (**
     * Author: Coh3n & NCDS
     * Updated 09/03/2013 - Justin
     * Description: Returns true if player is in the random.
     *)

    function Mime_Detect(): boolean;
    var
      i: integer;
    begin
      if (not loggedIn()) then
        exit;

      for i := TAB_COMBAT to TAB_MAGIC do
        if (tabExists(i)) then
          exit;
      Result := (CountDots('npc') = 1) and (not tabExists(TAB_EMOTES)) and (GetMusic = 'Artistry');
    end;

    (**
     * Author: Coh3n
     * Description: Returns a TMimeEmoteArray of all the Mime's emotes.
     *)

    function Mime_GetEmotes(): TMimeEmoteArray;
    begin
      setLength(result, MIME_EMOTE_COUNT);

      with result[MIME_EMOTE_THINK] do
      begin
        name := 'Think';
        shiftSmall := 3238;
        shiftBig := 3950;
        shiftPercent := 81.9;
        textTPACount := 87;
      end;

      with result[MIME_EMOTE_BOX] do
      begin
        name := 'Glass Box';
        shiftSmall := 6250;
        shiftBig := 7975;
        shiftPercent := 78.3;
        textTPACount := 139;
      end;

      with result[MIME_EMOTE_WALL] do
      begin
        name := 'Glass Wall';
        shiftSmall := 3062;
        shiftBig := 5142;
        shiftPercent := 59.5;
        textTPACount := 155;
      end;

      with result[MIME_EMOTE_DANCE] do
      begin
        name := 'Dance';
        shiftSmall := 19717;
        shiftBig := 30229;
        shiftPercent := 65.2;
        textTPACount := 96;
      end;

      with result[MIME_EMOTE_CRY] do
      begin
        name := 'Cry';
        shiftSmall := 5444;
        shiftBig := 5841;
        shiftPercent := 93.2;
        textTPACount := 54;
      end;

      with result[MIME_EMOTE_CLIMB] do
      begin
        name := 'Climb Rope';
        shiftSmall := 10701;
        shiftBig := 11239;
        shiftPercent := 95.2;
        textTPACount := 168;
      end;

      with result[MIME_EMOTE_LEAN] do
      begin
        name := 'Lean on Air';
        shiftSmall := 8819;
        shiftBig := 15776;
        shiftPercent := 77.9;
        textTPACount := 148;
      end;

      with result[MIME_EMOTE_LAUGH] do
      begin
        name := 'Laugh';
        shiftSmall := 7990;
        shiftBig := 8861;
        shiftPercent := 90.1;
        textTPACount := 101;
      end;

      with result[MIME_EMOTE_THINK2] do
      begin
        name := 'Think';
        shiftSmall := 2134;
        shiftBig := 7367;
        shiftPercent := 28.9;
        textTPACount := 87;
      end;

      with result[MIME_EMOTE_BOX2] do
      begin
        name := 'Glass Box';
        shiftSmall := 8302;
        shiftBig := 9998;
        shiftPercent := 83.0;
        textTPACount := 139;
      end;

      with result[MIME_EMOTE_WALL2] do
      begin
        name := 'Glass Wall';
        shiftSmall := 2128;
        shiftBig := 4791;
        shiftPercent := 44.4;
        textTPACount := 155;
      end;

      with result[MIME_EMOTE_DANCE2] do
      begin
        name := 'Dance';
        shiftSmall := 11954;
        shiftBig := 28850;
        shiftPercent := 41.4;
        textTPACount := 96;
      end;

      with result[MIME_EMOTE_CRY2] do
      begin
        name := 'Cry';
        shiftSmall := 4598;
        shiftBig := 6113;
        shiftPercent := 75.2;
        textTPACount := 54;
      end;

      with result[MIME_EMOTE_CLIMB2] do
      begin
        name := 'Climb Rope';
        shiftSmall := 3174;
        shiftBig := 3586;
        shiftPercent := 88.5;
        textTPACount := 168;
      end;

      with result[MIME_EMOTE_LEAN2] do
      begin
        name := 'Lean on Air';
        shiftSmall := 16420;
        shiftBig := 46284;
        shiftPercent := 35.4;
        textTPACount := 148;
      end;

      with result[MIME_EMOTE_LAUGH2] do
      begin
        name := 'Laugh';
        shiftSmall := 6677;
        shiftBig := 7422;
        shiftPercent := 89.9;
        textTPACount := 101;
      end;

      with result[MIME_EMOTE_THINK3] do
      begin
        name := 'Think';
        shiftSmall := 4564;
        shiftBig := 7699;
        shiftPercent := 59.2;
        textTPACount := 87;
      end;

      with result[MIME_EMOTE_BOX3] do
      begin
        name := 'Glass Box';
        shiftSmall := 7455;
        shiftBig := 8668;
        shiftPercent := 86.0;
        textTPACount := 139;
      end;

      with result[MIME_EMOTE_WALL3] do
      begin
        name := 'Glass Wall';
        shiftSmall := 2840;
        shiftBig := 4150;
        shiftPercent := 68.4;
        textTPACount := 155;
      end;

      with result[MIME_EMOTE_DANCE3] do
      begin
        name := 'Dance';
        shiftSmall := 21034;
        shiftBig := 29377;
        shiftPercent := 71.6;
        textTPACount := 96;
      end;

      with result[MIME_EMOTE_CRY3] do
      begin
        name := 'Cry';
        shiftSmall := 7075;
        shiftBig := 8281;
        shiftPercent := 85.4;
        textTPACount := 54;
      end;

      with result[MIME_EMOTE_CLIMB3] do
      begin
        name := 'Climb Rope';
        shiftSmall := 11039;
        shiftBig := 13360;
        shiftPercent := 82.6;
        textTPACount := 168;
      end;

      with result[MIME_EMOTE_LEAN3] do
      begin
        name := 'Lean on Air';
        shiftSmall := 10045;
        shiftBig := 18729;
        shiftPercent := 53.6;
        textTPACount := 148;
      end;

      with result[MIME_EMOTE_LAUGH3] do
      begin
        name := 'Laugh';
        shiftSmall := 8006;
        shiftBig := 11207;
        shiftPercent := 71.4;
        textTPACount := 101;
      end;

      with result[MIME_EMOTE_THINK4] do
      begin
        name := 'Think';
        shiftSmall := 4005;
        shiftBig := 4543;
        shiftPercent := 88.1;
        textTPACount := 87;
      end;

      with result[MIME_EMOTE_BOX4] do
      begin
        name := 'Glass Box';
        shiftSmall := 8346;
        shiftBig := 9198;
        shiftPercent := 90.7;
        textTPACount := 139;
      end;

      with result[MIME_EMOTE_WALL4] do
      begin
        name := 'Glass Wall';
        shiftSmall := 3815;
        shiftBig := 5149;
        shiftPercent := 74.0;
        textTPACount := 155;
      end;

      with result[MIME_EMOTE_DANCE4] do
      begin
        name := 'Dance';
        shiftSmall := 19245;
        shiftBig := 26194;
        shiftPercent := 73.4;
        textTPACount := 96;
      end;

      with result[MIME_EMOTE_CRY4] do
      begin
        name := 'Cry';
        shiftSmall := 17197;
        shiftBig := 30179;
        shiftPercent := 56.9;
        textTPACount := 54;
      end;

      with result[MIME_EMOTE_CLIMB4] do
      begin
        name := 'Climb Rope';
        shiftSmall := 11078;
        shiftBig := 12655;
        shiftPercent := 87.5;
        textTPACount := 168;
      end;

      with result[MIME_EMOTE_LEAN4] do
      begin
        name := 'Lean on Air';
        ShiftSmall:= 10157;
        ShiftBig:= 18784;
        ShiftPercent:= 54.1;
        textTPACount := 148;
      end;

      with result[MIME_EMOTE_LAUGH4] do
      begin
        name := 'Laugh';
        shiftSmall := 8411;
        shiftBig := 8911;
        shiftPercent := 94.3;
        textTPACount := 101;
      end;


      with result[MIME_EMOTE_THINK5] do
      begin
        name := 'Think';
        ShiftSmall:= 3031;
        ShiftBig:= 7149;
        ShiftPercent:= 42.4;
        textTPACount := 87;
      end;

      with result[MIME_EMOTE_BOX5] do
      begin
        name := 'Glass Box';
        ShiftSmall:= 7297;
        ShiftBig:= 9936;
        ShiftPercent:= 73.4;
        textTPACount := 139;
      end;

      with result[MIME_EMOTE_WALL5] do
      begin
        name := 'Glass Wall';
        ShiftSmall:= 3674;
        ShiftBig:= 6021;
        ShiftPercent:= 61;
        textTPACount := 155;
      end;

      with result[MIME_EMOTE_DANCE5] do
      begin
        name := 'Dance';
        ShiftSmall:= 18353;
        ShiftBig:= 32313;
        ShiftPercent:= 56.8;
        textTPACount := 96;
      end;

      with result[MIME_EMOTE_CRY5] do
      begin
        name := 'Cry';
        ShiftSmall:= 5673;
        ShiftBig:= 7110;
        ShiftPercent:= 79.8;
        textTPACount := 54;
      end;

      with result[MIME_EMOTE_CLIMB5] do
      begin
        name := 'Climb Rope';
        ShiftSmall:= 9791;
        ShiftBig:= 12676;
        ShiftPercent:= 77.2;
        textTPACount := 168;
      end;

      with result[MIME_EMOTE_LEAN5] do
      begin
        name := 'Lean on Air';
        ShiftSmall:= 10363;
        ShiftBig:= 18123;
        ShiftPercent:= 57.2;
        textTPACount := 148;
      end;

      with result[MIME_EMOTE_LAUGH5] do
      begin
        name := 'Laugh';
        ShiftSmall:= 6820;
        ShiftBig:= 12102;
        ShiftPercent:= 56.4;
        textTPACount := 101;
      end;

      with result[MIME_EMOTE_THINK6] do
      begin
        name := 'Think';
        ShiftSmall:= 1797;
        ShiftBig:= 2649;
        ShiftPercent:= 67.8;
        textTPACount := 87;
      end;

      with result[MIME_EMOTE_BOX6] do
      begin
        name := 'Glass Box';
        ShiftSmall:= 7805;
        ShiftBig:= 10047;
        ShiftPercent:= 77.7;
        textTPACount := 139;
      end;

      with result[MIME_EMOTE_WALL6] do
      begin
        name := 'Glass Wall';
        ShiftSmall:= 5127;
        ShiftBig:= 12233;
        ShiftPercent:= 41.9;
        textTPACount := 155;
      end;

      with result[MIME_EMOTE_DANCE6] do
      begin
        name := 'Dance';
        ShiftSmall:= 22654;
        ShiftBig:= 37948;
        ShiftPercent:= 59.7;
        textTPACount := 96;
      end;

      with result[MIME_EMOTE_CRY6] do
      begin
        name := 'Cry';
        ShiftSmall:= 1636;
        ShiftBig:= 2651;
        ShiftPercent:= 61.7;
        textTPACount := 54;
      end;

      with result[MIME_EMOTE_CLIMB6] do
      begin
        name := 'Climb Rope';
        ShiftSmall:= 9744;
        ShiftBig:= 16798;
        ShiftPercent:= 58;
        textTPACount := 168;
      end;

      with result[MIME_EMOTE_LEAN6] do
      begin
        name := 'Lean on Air';
        ShiftSmall:= 10218;
        ShiftBig:= 24222;
        ShiftPercent:= 42.2;
        textTPACount := 148;
      end;

      with result[MIME_EMOTE_LAUGH6] do
      begin
        name := 'Laugh';
        ShiftSmall:= 7144;
        ShiftBig:= 9590;
        ShiftPercent:= 74.5;
        textTPACount := 101;
      end;

      with result[MIME_EMOTE_THINK7] do
      begin
        name := 'Think';
        ShiftSmall:= 3933;
        ShiftBig:= 6903;
        ShiftPercent:= 57;
        textTPACount := 87;
      end;

      with result[MIME_EMOTE_BOX7] do
      begin
        name := 'Glass Box';
        ShiftSmall:= 7592;
        ShiftBig:= 8759;
        ShiftPercent:= 86.7;
        textTPACount := 139;
      end;

      with result[MIME_EMOTE_WALL7] do
      begin
        name := 'Glass Wall';
        ShiftSmall:= 3802;
        ShiftBig:= 5193;
        ShiftPercent:= 73.2;
        textTPACount := 155;
      end;

      with result[MIME_EMOTE_DANCE7] do
      begin
        name := 'Dance';
        ShiftSmall:= 23755;
        ShiftBig:= 41345;
        ShiftPercent:= 57.5;
        textTPACount := 96;
      end;

      with result[MIME_EMOTE_CRY7] do
      begin
        name := 'Cry';
        ShiftSmall:= 7428;
        ShiftBig:= 8349;
        ShiftPercent:= 89;
        textTPACount := 54;
      end;

      with result[MIME_EMOTE_CLIMB7] do
      begin
        name := 'Climb Rope';
        ShiftSmall:= 8086;
        ShiftBig:= 13567;
        ShiftPercent:= 59.6;
        textTPACount := 168;
      end;

      with result[MIME_EMOTE_LEAN7] do
      begin
        name := 'Lean on Air';
        ShiftSmall:= 6891;
        ShiftBig:= 15115;
        ShiftPercent:= 45.6;
        textTPACount := 148;
      end;

      with result[MIME_EMOTE_LAUGH7] do
      begin
        name := 'Laugh';
        ShiftSmall:= 5580;
        ShiftBig:= 8655;
        ShiftPercent:= 64.5;
        textTPACount := 101;
      end;

      with result[MIME_EMOTE_THINK8] do
      begin
        name := 'Think';
        ShiftSmall:= 3786;
        ShiftBig:= 9136;
        ShiftPercent:= 41.4;
        textTPACount := 87;
      end;

      with result[MIME_EMOTE_BOX8] do
      begin
        name := 'Glass Box';
        ShiftSmall:= 7930;
        ShiftBig:= 10392;
        ShiftPercent:= 76.3;
        textTPACount := 139;
      end;

      with result[MIME_EMOTE_WALL8] do
      begin
        name := 'Glass Wall';
        ShiftSmall:= 4014;
        ShiftBig:= 5591;
        ShiftPercent:= 71.8;
        textTPACount := 155;
      end;

      with result[MIME_EMOTE_DANCE8] do
      begin
        name := 'Dance';
        ShiftSmall:= 21668;
        ShiftBig:= 31993;
        ShiftPercent:= 67.7;
        textTPACount := 96;
      end;

      with result[MIME_EMOTE_CRY8] do
      begin
        name := 'Cry';
        ShiftSmall:= 1790;
        ShiftBig:= 2563;
        ShiftPercent:= 69.8;
        textTPACount := 54;
      end;

      with result[MIME_EMOTE_CLIMB8] do
      begin
        name := 'Climb Rope';
        ShiftSmall:= 9407;
        ShiftBig:= 14423;
        ShiftPercent:= 65.2;
        textTPACount := 168;
      end;

      with result[MIME_EMOTE_LEAN8] do
      begin
        name := 'Lean on Air';
        ShiftSmall:= 8733;
        ShiftBig:= 14064;
        ShiftPercent:= 62.1;
        textTPACount := 148;
      end;

      with result[MIME_EMOTE_LAUGH8] do
      begin
        name := 'Laugh';
        ShiftSmall:= 7396;
        ShiftBig:= 8614;
        ShiftPercent:= 85.9;
        textTPACount := 101;
      end;
    end;

    (**
     * Author: Coh3n
     * Description: Prints the 'emote' to the debug box.
     *)

    procedure Mime_DebugEmote(emote: TMimeEmote);
    begin
      addToSRLLog('Name:= '''';');
      addToSRLLog('    ShiftSmall:= '+toStr(emote.shiftSmall)+';');
      addToSRLLog('    ShiftBig:= '+toStr(emote.shiftBig)+';');
      emote.shiftPercent:= (emote.shiftPercent * 10);
      emote.shiftPercent:= round(emote.shiftPercent);
      emote.shiftPercent:= (emote.shiftPercent / 10);      //shorten remainers
      addToSRLLog('    ShiftPercent:= '+toStr(emote.shiftPercent)+';');
    end;

    (**
     * Author: Coh3n
     * Description: Sets up the screen to solve the random.
     *)

    procedure Mime_Setup();
    begin
      if (not loggedIn()) then
        exit;

      doConversation('', false); // get past GE messages

      // click front of stage & move the mouse away from chat box so text can be recognized
      mouse(250, 300, 10, 10, mouse_Left);
      mouse(MCX2 + 30 + random(100), 170, 100, 100, mouse_Move);
    end;

    (**
     * Author: Coh3n
     * Description: Returns true if the Mime is performing an Emote.  While the
     * Mime is performing, there's always the same black text in the chat box.
     *)

    function Mime_IsPerforming(): boolean;
    var lk, kl: Integer;
    begin
      result := (findcolortolerance(lk,kl,11503238, MCX1, MCY1, MCX2, MCY2, 19));
      if (result = true) then
      begin
      result:= false;
      end else
      begin
      result:= true;
      end;
    end;

    (**
     * Author: Coh3n
     * Description: Returns the total pixel shifting over the specified scanning
     * time.  The results from this are in Mime_GetEmotes, so if scanning constants
     * change, the records may need to change as well.
     *)

    const
      _MIME_SCAN_TIME  = 3000; // time to scan for pixel shifting
      _MIME_SCAN_AFTER = 1500; // wait time AFTER perfomance starts (i.e. Mime_IsPerforming returns true); lessens the affect of the spotlight
      _MIME_SCAN_DIV   = 15;   // determines pixel shift interval

    function Mime_ScanMime(): TMimeEmote;
    var
      t: integer;
      shiftBoxes: TBoxArray;
      tmpShifts: TIntegerArray;
    begin
      wait(_MIME_SCAN_AFTER); // wait until after the spotlight appears

      t := (getSystemTime + _MIME_SCAN_TIME);

      shiftBoxes := [ intToBox(400, 80, 510, 230),   // box around the entire Mime
                      intToBox(440, 82, 510, 145) ]; // box around the upper body of the mime

      // get the total pixel shift over the total scanning time
      while (getSystemTime < t) do
      begin
        tmpShifts := pixelShiftMulti(shiftBoxes, _MIME_SCAN_TIME div _MIME_SCAN_DIV);
        result.shiftBig := result.shiftBig + tmpShifts[0];
        result.shiftSmall := result.shiftSmall + tmpShifts[1];
      end;

      result.shiftPercent := (result.shiftSmall / extended(result.shiftBig)) * 100;

      // waits for performance to be over
      t := (getSystemTime + 5000);
      while (Mime_IsPerforming() and (getSystemTime < t)) do
        wait(50 + random(25));
    end;

    (**
     * Author: Coh3n
     * Description: Returns the corresponding Mime's emote constant (see top). Uses
     * Wizzup?'s scoring system to decide which emote was found.
     *)

    function Mime_IdentifyEmote(emotes: TMimeEmoteArray): integer;
    var
      i, maxScore, maxIndex: integer;
      tmpEmote: TMimeEmote;
      scores: TIntegerArray;
    begin
      if (not loggedIn()) then
        exit;

      result := -1;
      setLength(scores, length(emotes));

      // wait for the performance to start before scanning
      if (waitFunc(@Mime_IsPerforming, 50, 10000)) then
      begin
        addToSRLLog('Mime_IdentifyEmote: Identifying emote');
        tmpEmote := Mime_ScanMime();

        {$IFDEF DEBUG_MIME}
        tmpEmote.name := 'Scanned Emote';
        Mime_DebugEmote(tmpEmote);
        {$ENDIF}
      end;

      // loop through emotes to see which fits
      for i := 0 to high(emotes) do
      begin
        // checks if big/small shifts are in range of emotes[i]
        if (inRange(tmpEmote.shiftSmall, emotes[i].shiftSmall - 1500, emotes[i].shiftSmall + 1500)) then
          scores[i] := scores[i] + 6;

        if (inRange(tmpEmote.shiftBig, emotes[i].shiftBig - 1500, emotes[i].shiftBig + 1500)) then
          scores[i] := scores[i] + 6;

        // check if pixel shifting is in range of min/max
        if (inRange(tmpEmote.shiftBig + tmpEmote.shiftSmall div 2, emotes[i].shiftSmall, emotes[i].shiftBig)) then
          scores[i] := scores[i] + 4;

        // in range of emote's shiftPercet +/- 3%
        if (scores[i] <> 0) then
          if (tmpEmote.shiftPercent = emotes[i].shiftPercent) then
            scores[i] := scores[i] + 15
          else
            if ((tmpEmote.shiftPercent > (emotes[i].shiftPercent - 3)) and (tmpEmote.shiftPercent < (emotes[i].shiftPercent + 3))) then
              scores[i] := scores[i] + 9;
      end;

      // get the highest score, set result
      maxScore := -1;
      maxIndex := -1;
      for i := 0 to high(scores) do
        if (scores[i] > maxScore) then
        begin
          maxScore := scores[i];
          maxIndex := i;
        end;

      // didn't ID if score is too low
      if (maxScore > 0) then
        result := maxIndex;

      if (result <> -1) then
        addToSRLLog('Mime_IdentifyEmote: Found emote '+emotes[result].name+' with a score of '+toStr(maxScore))
      else
        addToSRLLog('Mime_IdentifyEmote: Didn''t identify emote');
    end;

    (**
     * Author: Coh3n
     * Description: Returns a TBox of the 'Text' slot.  Starts at 1 and goes across
     * the chat box.
     *)

    function Mime_TextBox(slot: integer): TBox;
    begin
      result := gridBox(slot, 4, 2, 90, 20, 90, 40, point(100, 397));
    end;

    (**
     * Author: Coh3n
     * Description: Returns the tpa length of the text color for 'text'. See
     * Mime_TextBox.
     *)

    function Mime_GetTextTPA(text: integer): integer;
    var
      tpa: TPointArray;
      b: TBox;
    begin
      if (not loggedIn()) then
        exit;

      b := Mime_TextBox(text);

      // the colour of the main text (not shadow)
      if (findColorsTolerance(tpa, 11174789, b.x1, b.y1, b.x2, b.y2, 10)) then
        result := length(tpa);

      //addToSRLLog('slot: '+toStr(text)+' length: '+toStr(result));
    end;

    (**
     * Author: Coh3n
     * Description: Clicks the text in the chat box for the 'Emote'.
     *)

    function Mime_ClickText(emote: TMimeEmote): boolean;
    var
      i, len: integer;
      p: TPoint;
    begin
      if (not loggedIn()) then
        exit;

      // loop through each "text box" in the chat box to find the correct text
      for i := 1 to 8 do
      begin
        len := Mime_GetTextTPA(i);

        // +/- tolerance on TPA count just in case
        if (inRange(len, emote.textTPACount - 3, emote.textTPACount + 3)) then
        begin
          addToSRLLog('Mime_ClickText: Clicked text '+emote.name);
          p := middleBox(Mime_TextBox(i));
          mouse(p.x, p.y, 10, 3, mouse_Left);
          wait(1500 + random(500));

          // move the mouse away from text so text color can be found later
          mmouse(MCX2 + 30 + random(30), 170, 50, 50);
          result := true;
          break;
        end;
      end;

      if (not result) then
        addToSRLLog('Mime_ClickText: Unable to click text - '+emote.name);
    end;

    (**
     * Author: Coh3n
     * Description: Identifies and performs the Mime's emote.
     *)

    function Mime_DoEmote(emotes: TMimeEmoteArray): boolean;
    var
      i, t: integer;
    begin
      if (not loggedIn()) then
        exit;

      i := Mime_IdentifyEmote(emotes);
      if (i <> -1) then
      begin
        t := (getSystemTime + 5000);
        while (getSystemTime < t) do
          if (Mime_ClickText(emotes[i])) then
          begin
            result := true;
            break;
          end;
      end;
    end;

    (**
     * Author: Coh3n
     * Description: Solves the random.
     *)

    function Mime_Solve(): boolean;
    var
      t: integer;
      emotes: TMimeEmoteArray;
    begin
      if (not loggedIn()) then
        exit;

      Mime_Setup();
      emotes := Mime_GetEmotes();

      // perform emotes until finished or tries is exceeded
      repeat
        Inc(t);
        Mime_DoEmote(emotes);
        result := (not Mime_Detect() and (loggedIn()));
      until(result or (t > 30));

      if (not result) then
        addToSRLLog('Mime_Solve: Mime solver exceeded maximum tries');
    end;

    (**
     * Author: Coh3n
     * Description: Used to gather data for the emote records.
     *)

    procedure Mime_GatherData(times: integer);
    var
      i: integer;
      tmpEmote: TMimeEmote;
      Emote: TMimeEmoteArray;
    begin
      for i := 1 to times do
      begin
        // need to reset so properties are accurate
        tmpEmote.shiftSmall := 0;
        tmpEmote.shiftBig := 0;
        tmpEmote.shiftPercent := 0;

        if (waitFunc(@Mime_IsPerforming, 50, 10000)) then
        begin

      //Emote := Mime_GetEmotes();
        //  Mime_IdentifyEmote(Emote);
          tmpEmote.name := toStr(i);
          tmpEmote := Mime_ScanMime();
          Mime_DebugEmote(tmpEmote);
        end;
      end;
    end;

  12. #37
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    Default

    I saw a few posts back of trouble with the box solver; have you made progress with that recently? That's one I've yet to work on and it's a very common random event.

    Quote Originally Posted by Ashaman88 View Post
    Let me know if there are anymore updates to push
    If there's any updates to OSRS that have an effect on SRL-OSR I'll probably whip something up for them, but everything else is going into AL.
    Last edited by Flight; 02-06-2014 at 05:52 AM.

    Current projects:
    [ AeroGuardians (GotR minigame), Motherlode Miner, Blast furnace ]

    "I won't fall in your gravity. Open your eyes,
    you're the Earth and I'm the sky..."


  13. #38
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    Quote Originally Posted by Flight View Post
    I saw a few posts back of trouble with the box solver; have you made progress with that recently? That's one I've yet to work on and it's a very common random event.



    If there's any updates to OSRS that have an effect on SRL-OSR I'll probably whip something up for them, but everything else is going into AL.
    Hmm what is AL?

  14. #39
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  15. #40
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    Quote Originally Posted by Krazy_Meerkat View Post
    I also have this Mime solver for srl which I haven't had the chance to test, but I recorded all new info for each emote, and increased the emotearray size from 8 to 64 (8 different comparisons for each emote during scoring).. Theoretically it should do a lot better to solve, but didn't get the chance to test it sorry:
    wow nice job!

  16. #41
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    I can't do any testing anymore but the updates look great. Good work guys.
    Solar from RiD.

  17. #42
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    Quote Originally Posted by Flight View Post
    I saw a few posts back of trouble with the box solver; have you made progress with that recently? That's one I've yet to work on and it's a very common random event.



    If there's any updates to OSRS that have an effect on SRL-OSR I'll probably whip something up for them, but everything else is going into AL.
    The box solver remains unreleased because it's not safe to use..
    I know you'll enjoy solving it just as much as I have, flight
    Shouldn't you be posting all your antirandom work to SRL-OSR btw?

    Quote Originally Posted by Ashaman88 View Post
    Went ahead and added these randoms updates to OSR

    https://github.com/SRL/SRL-OSR/commi...0e5a95fe66c1de
    Thanks Ashaman for pushing these to the official include <3
    Last edited by Krazy_Meerkat; 02-06-2014 at 10:11 AM.

  18. #43
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  19. #44
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    Quote Originally Posted by Krazy_Meerkat View Post
    The box solver remains unreleased because it's not safe to use..
    I know you'll enjoy solving it just as much as I have, flight
    Shouldn't you be posting all your antirandom work to SRL-OSR btw?
    Oh I'm thrilled about working on it. My work goes to the random solvers in AL actually.

    Quote Originally Posted by The Mayor View Post
    @Flight is it your intention that AL will replace SRL-OSR?
    For my scripts absolutely, and who ever wants to use it (when released) is more than welcome to.

    Current projects:
    [ AeroGuardians (GotR minigame), Motherlode Miner, Blast furnace ]

    "I won't fall in your gravity. Open your eyes,
    you're the Earth and I'm the sky..."


  20. #45
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    Quote Originally Posted by Flight View Post
    Oh I'm thrilled about working on it. My work goes to the random solvers in AL actually.



    For my scripts absolutely, and who ever wants to use it (when released) is more than welcome to.
    will it be compatible with pascalscript?

  21. #46
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    Hey there. Reporting in with a Pinball bug.

    Basically, it solves the puzzle perfectly, but ironically enough, it can't seem to find the exit out of the cave. It tries to find a route, goes to one of the orbs, and just clicks on the tile where the player is standing.

    Quote Originally Posted by The log of one of the events today
    ***** Found Random: Pinball *****
    PB_ScanPost: Found post
    PB_TagPost: Tagged post
    PB_ScanPost: Found post
    PB_TagPost: Tagged post
    PB_ScanPost: Found post
    PB_TagPost: Tagged post
    PB_ScanPost: Found post
    PB_TagPost: Tagged post
    PB_ScanPost: Found post
    PB_TagPost: Tagged post
    PB_ScanPost: Found post
    PB_TagPost: Tagged post
    PB_ScanPost: Found post
    PB_ScanPost: Found post
    PB_TagPost: Tagged post
    PB_ScanPost: Found post
    PB_TagPost: Tagged post
    PB_ScanPost: Found post
    PB_TagPost: Tagged post
    PB_ScanPost: Found post
    PB_TagPost: Tagged post
    PB_Exit: Exiting cave
    PB_Exit: Took to long to find exit... Looking for backup
    PB_Exit: Failed to exit
    PB_Exit: Exiting cave
    PB_Exit: Took to long to find exit... Looking for backup
    PB_Exit: Failed to exit
    PB_Exit: Exiting cave
    PB_Exit: Took to long to find exit... Looking for backup
    PB_Exit: Failed to exit
    PB_Exit: Exiting cave
    PB_Exit: Took to long to find exit... Looking for backup
    PB_Exit: Failed to exit
    PB_Exit: Exiting cave
    PB_Exit: Took to long to find exit... Looking for backup
    PB_Exit: Failed to exit
    PB_Exit: Exiting cave
    PB_Exit: Took to long to find exit... Looking for backup
    PB_Exit: Failed to exit
    PB_Exit: Exiting cave
    PB_Exit: Took to long to find exit... Looking for backup
    PB_Exit: Failed to exit
    PB_Exit: Exiting cave
    PB_Exit: Took to long to find exit... Looking for backup
    PB_Exit: Failed to exit
    PB_Exit: Exiting cave
    PB_Exit: Took to long to find exit... Looking for backup
    PB_Exit: Failed to exit
    PB_Exit: Exiting cave
    (Solved manually from here)

    Screenshots of another event today, by the time it solved it and was staggering around the cave:
    http://i.imgur.com/oQtyL0q.png
    http://i.imgur.com/giUbrQI.png

  22. #47
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    Quote Originally Posted by lollol012 View Post
    Hey there. Reporting in with a Pinball bug.

    Basically, it solves the puzzle perfectly, but ironically enough, it can't seem to find the exit out of the cave. It tries to find a route, goes to one of the orbs, and just clicks on the tile where the player is standing.




    Screenshots of another event today, by the time it solved it and was staggering around the cave:
    http://i.imgur.com/oQtyL0q.png
    http://i.imgur.com/giUbrQI.png
    do you have the latest version of srl-osr?

  23. #48
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    Yeah you have to manually update your osr

    Quote Originally Posted by Flight View Post
    Oh I'm thrilled about working on it. My work goes to the random solvers in AL actually.



    For my scripts absolutely, and who ever wants to use it (when released) is more than welcome to.
    I'm confused as to why you don't just work on/change the OSR include, as a dev they would let you on there to change things + other people could help. Or are you making the same kind of huge changes like there were from srl5-6?

    From what I understand the osr include should be able to do everything you need it to (apart from randoms) ie I think I fixed all of the broken stuff.
    Last edited by Ashaman88; 02-07-2014 at 02:00 PM.

  24. #49
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    Quote Originally Posted by hoodz View Post
    will it be compatible with pascalscript?
    That would be a big drawback, so I really hope not.

    Ashaman88, SRL-OSR is not utilizing the capabilities of Lape, so a new include is better (if u ask me).
    !No priv. messages please

  25. #50
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    Quote Originally Posted by hoodz View Post
    do you have the latest version of srl-osr?
    Well, I actually fully reinstalled Simba yesterday (When reflection broke and I didn't read the thread about it having a new update -.-). So I downloaded all the recent versions of Simba, OSR-SRL, etc... Did run any possible updates, too, including SRL.

    That being said, I'll try to see if this can be replicated in the same event. It might take some time though, it's not THAT common.



    EDIT
    Got the event again, and let the Antirandom solve it. After tagging the posts, it made a few attempts to exit the cave, and eventually (after 3 failed tries) managed to get out. Whatever method it uses, while sometimes it can solve the problem, seems very inconsistent.
    I honestly think turning the camera South, walking til you hit the wall, and walking right/left til you find the entrance would find the way 100% of the time. Just my opinion though.
    Last edited by lollol012; 02-07-2014 at 09:38 PM.

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