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Thread: [general] Planning/TO-DO LIST!

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    Default [general] Planning/TO-DO LIST!

    Okay guys, take a breath. We've released MSI. Great

    Now let's give members something to do. If you haven't yet had a nights sleep between the release of MSI and reading this thread, please catch some sleep before you do read it

    Next in line... We have the miner.

    What do we need for it?
    Quote Originally Posted by Coh3n View Post
    Let's just go through a full load.
    • Login and setup player
      • Requires pickaxe TItem records (I think they're already there). We may want to think about adding Dragon hatchet/pickaxe.


    • Walking to the mine
      • Requires a certain amount of walk points. We have to be careful that the reflection path and color path have the same amount of points, otherwise the hybrid walking system won't work. We should also take advantage of the location and use the same points for multiple paths where possible. This can easily be done by just adding WALK_VE_MINE_1 or whatever to the WALK_VE_TREES_1 case. I think this can be done for the first two points.
      • New constants added to Globals.scar, Debug.scar, and any other necessary functions/files.


    • At the mine
      • A LOC_VE_MINE constant added where needed.
      • The general object finding is covered, we just need the specific mining functions (see Woodcutting.scar) for an idea of what's needed.
      • I don't think it would be such a bad idea to look at YoHoJo's PMS as it seems to get a lot of long reports.


    • Walking to the bank
      • Basically the same things as walking to the mine. We can reuse 2 or 3 points I think.


    • Banking
      • TItem records for all the supported rocks. I'm not sure of all the rocks included in the VE mine, but I'm assuming we'll also support power mining so we may as well make records for all the ores (or up to coal, I'm not sure who would powermine mith+).


    • Stats vars need to be added (this is just a reminder for the devs )


    If you decide to take on one of these tasks, feel free to make a new thread to keep things organized.


    - banking
    - walking
    - mining
    - walking back
    - banking


    How many of these things are already taken care of by the core?

    What new BMPs and DTMs do we need?

    How will we do the walk? TPA walking again?

    How will we find the rocks? Is it already covered by the MSI object finding routines?

    What colors do we need to gather?



    and let the planning.... begin!

    ~RM
    Last edited by Coh3n; 05-10-2010 at 08:27 PM. Reason: Added a more in-depth list

    I & I know Zion. It is in the spirit, body and mind of every one of us
    RMouse(obj: TMSIObject): boolean;

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    oooh I love walking, and walking to VEM is fun

    I found that RadialWalk is ineffective here. For me, the script would continually mix up the wall and the road and mess the script up.

    I know I always make my walking incredibly harder than it needs to be but...

    I think these will come in useful:



    I think we should walk via the white wall beside the road (to the right) instead of using the road. The wall pans out where the mine is visible, making it the perfect way to detect when the mine is reached. But that's just me. I'll update tomorrow with some code to go along with my plan
    “Ignorance, the root and the stem of every evil.”

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    When I did my VEM a while back I just used a for to do loop repeatedly clicking the road color until it found the mining symbol. Then searched for the rocks on MM and clicked them to walk over there. Then for the walk back you just reverse it really.

    It was quite effective at the time, though, I'm not sure what may have changed since then.

    Although, as I'm sure you all can tell by now, TPA's will always have my vote

    I'm pretty sure the most complicated parts I ran into when making this was just rock detection and effectively telling when the rock had been mined already. I wasn't nearly as good with TPA's at the time though.

    I don't really think this will be too difficult at all to be honest.


    Quote Originally Posted by Blumblebee
    I think we should walk via the white wall beside the road (to the right) instead of using the road. The wall pans out where the mine is visible, making it the perfect way to detect when the mine is reached. But that's just me. I'll update tomorrow with some code to go along with my plan
    So use TPA's to find the wall then just add like + RandomRange(3, 7); to the 'x' coord? That way it woud at least click near the road, which I'm assuming is what were going for?

    If that's what you meant, then I like that idea


    On the walk back to get into the bank, the same clicked used for the WCer could be used. As well as the first 2 clicks to get out of the bank for the way to the mine.
    Last edited by NCDS; 04-15-2010 at 05:58 PM.

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    Here's a (failed) attempt which I drummed up, it's from VEB to VEM. Just to show what it'd look like. Yes, I know it's ugly to look at. That's why its for viewing only .

    SCAR Code:
    program New;
    {.Include SRL/SRL.Scar}
    {.Include SRL/SRL/Misc/Debug.Scar}
    {.Include SRL/SRL/Misc/Users.Scar}

    Var X, Y, I : Integer;
        TPA : TPointArray;
        ATPA : T2DPointArray;
        TP : TPoint;
        TB : TBox;

    Begin
      SetupSRL;
      SRLPlayerForm(False, [], [], [], []);
      ActivateClient;
      Wait(999);
      {---- Walk one---}
      ColorToleranceSpeed(2);
      SetColorSpeed2Modifiers(0.71, 2.36);

      FindColorsTolerance(TPA, 3698508, MMX1, MMY1, MMX2, MMY2, 4);
      ATPA := SplitTPA(TPA, 5);
      SortATPAFromFirstPoint(ATPA, Point(MMCX + 40, MMCY));
      If MiddleTPAEx(ATPA[0], X, Y) Then
        MouseFlag(X + 20, Y - 33, 5, 5, 0);

      While IsMoving Do Wait(100);
      WriteLn('Walk one');
     
      {-- Walk two---}
      ColorToleranceSpeed(2);
      SetColorSpeed2Modifiers(0.71, 2.36);

      FindColorsTolerance(TPA, 3698508, MMX1, MMY1, MMX2, MMY2, 4);
      ATPA := SplitTPA(TPA, 5);
      SortATPAFromFirstPoint(ATPA, Point(MMCX - 40, MMCY + 10));

      If MiddleTPAEx(ATPA[0], X, Y) Then
        MouseFlag(X + 100, Y - 9, 4, 5, 0);

      While IsMoving Do Wait(100);
      WriteLn('Walk two');
     
      {-- Walk Three --}
      FindColors(TPA, FindTreeColor, MMX1, MMY1, MMX2, MMY2);
      SortTPAFrom(TPA, Point(MMCX + 27, MMCY + 75));
      X := (TPA[0].X + TPA[1].X) Shr 1;
      Y := (TPA[0].Y + TPA[1].Y) Shr 1;
     
      MouseFlag(X + 3, Y, 3, 3, 0);
      While IsMoving Do Wait(100);
     
      WriteLn('Walk three');
     
      {-- Walk Four --}
      FindColorsTolerance(TPA, 3698508, MMX1, MMY1, MMX2, MMY2, 4);
      SortTPAFrom(TPA, Point(MMCX, MMCY + 79));
      MouseFlag(TPA[0].X, TPA[0].Y + 6, 4, 2, 0);
     
      While IsMoving Do Wait(100);
      WriteLn('Walk four');

       
      {-- Walk Five --}
      MouseFlag(MMCX - 10, MMCY + 50, 10, 10, 0);
       While IsMoving Do Wait(100);
       WriteLn('Walk FIVE');
       
      {-- Walk Six --}
      ColorToleranceSpeed(2);
      SetColorSpeed2Modifiers(0.31, 0.36);

      FindColorsTolerance(TPA, 2509935, MMX1, MMY1, MMX2, MMY2, 8);
      ATPA := SplitTPA(TPA, 10);
      SortATPAFromFirstPoint(ATPA, Point(MMCX - 30, MMCY + 50));

      TP := MiddleTPA(ATPA[0]);
      MouseFlag(TP.X, TP.Y, 5, 5, 0);
       While IsMoving Do Wait(100);
       WriteLn('Walk Six, should be at the mine');
    End.

    It used the palm tree's and normal trees to walk there, mainly.
    AFIAK, FindTreeColor is the only working autocolor in SRL.
    Last edited by Naum; 04-15-2010 at 05:58 PM.

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    Quote Originally Posted by Naum View Post
    It used the palm tree's and normal trees to walk there, mainly.
    AFIAK, FindTreeColor is the only working autocolor in SRL.
    We have MSI-specific autocoloring functions in Walking_Color.scar.
    ________________________

    If you guys don't mind, I'm probably going to stay out of most of the TPA walking. I'm just not the biggest fan and I know I would get frustrated trying to make it work, so I'm going to leave it to the more experienced TPA walkers.

    Let's just go through a full load.
    • Login and setup player
      • Requires pickaxe TItem records (I think they're already there). We may want to think about adding Dragon hatchet/pickaxe.


    • Walking to the mine
      • Requires a certain amount of walk points. We have to be careful that the reflection path and color path have the same amount of points, otherwise the hybrid walking system won't work. We should also take advantage of the location and use the same points for multiple paths where possible. This can easily be done by just adding WALK_VE_MINE_1 or whatever to the WALK_VE_TREES_1 case. I think this can be done for the first two points.
      • New constants added to Globals.scar, Debug.scar, and any other necessary functions/files.


    • At the mine
      • A LOC_VE_MINE constant added where needed.
      • The general object finding is covered, we just need the specific mining functions (see Woodcutting.scar) for an idea of what's needed.
      • I don't think it would be such a bad idea to look at YoHoJo's PMS as it seems to get a lot of long reports.


    • Walking to the bank
      • Basically the same things as walking to the mine. We can reuse 2 or 3 points I think.


    • Banking
      • TItem records for all the supported rocks. I'm not sure of all the rocks included in the VE mine, but I'm assuming we'll also support power mining so we may as well make records for all the ores (or up to coal, I'm not sure who would powermine mith+).


    Feel free to add to it if you think of something.

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    Quote Originally Posted by Coh3n View Post
    We have MSI-specific autocoloring functions in Walking_Color.scar.
    Yea I know, I was referring to what I made.

    Quote Originally Posted by Coh3n View Post
    [*]Banking
    • TItem records for all the supported rocks. I'm not sure of all the rocks included in the VE mine, but I'm assuming we'll also support power mining so we may as well make records for all the ores (or up to coal, I'm not sure who would powermine mith+).
    I *think* my old TItem creator would be quite good at that.
    Sounds like a pretty sound plan of action.

    EDIT: If anyone has a dragon pickaxe and/or a hatchet; I'd be able to add the record(s) for it.

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    As for the walk...

    I like all three ideas, the bushes, the wall and the road. They can compliment each other.

    Find the bushes. Then find the road. Then find the overlapping TBox and BAM, you know you're right on the road I'm moving this to public, now that we've put some comments in.

    Or if Naum or Coh3n would like to experiment with their new mod powers?

    ~RM

    I & I know Zion. It is in the spirit, body and mind of every one of us
    RMouse(obj: TMSIObject): boolean;

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    Quote Originally Posted by Naum View Post
    I *think* my old TItem creator would be quite good at that.
    Sounds like a pretty sound plan of action.
    Your generator didn't work that well for me last time. I mean, it appeared to have gotten everything successfully, but the colors were off and the DTMs/BMPs didn't work. I had to pick the colors and make the DTMs and BMPs.

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    Quote Originally Posted by Coh3n View Post
    Your generator didn't work that well for me last time. I mean, it appeared to have gotten everything successfully, but the colors were off and the DTMs/BMPs didn't work. I had to pick the colors and make the DTMs and BMPs.
    That's mainly because it picked the DTMs/BMPs from the middle of the item. None of the hatchet 'heads' are on there, just the handles :/.
    It should work fine with ores, mainly because the distinguishing features (colors) are in the centre.
    That being said, I guess I should actually try it out instead of talking about it. lol.

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    Quote Originally Posted by Rasta Magician View Post
    Or if Naum or Coh3n would like to experiment with their new mod powers?

    ~RM
    Done. I accidentally moved it to the Woodcutter section first.

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    Btw, either i'll find the function I did to find the overlapping TBox of two TBoxes that I did for an IRC chat competition, or i'll re-write it later. That is - if we go with this idea

    ~RM

    I & I know Zion. It is in the spirit, body and mind of every one of us
    RMouse(obj: TMSIObject): boolean;

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    Quote Originally Posted by Rasta Magician View Post
    Btw, either i'll find the function I did to find the overlapping TBox of two TBoxes that I did for an IRC chat competition, or i'll re-write it later. That is - if we go with this idea

    ~RM
    I think it's a good idea. I think we would need an "insurance" check if we were to use the white lines because it could easily pick up the lines for buildings inside Varrock, and that would cause a big problem.

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    Quote Originally Posted by Rasta Magician View Post
    Btw, either i'll find the function I did to find the overlapping TBox of two TBoxes that I did for an IRC chat competition, or i'll re-write it later. That is - if we go with this idea

    ~RM
    Was this it?
    Quote Originally Posted by Rasta Magician View Post
    SCAR Code:
    TPA := TPAFromBox(Box1);
    TPA2 := TPAFromBox(Box2);
    TPA3 := TPAInTPA(TPA, TPA2);
    TBox1 := GetTPABoundaries(TPA3);

    The names of the functions and the arguments are not 100% correct, but i'm sure you can find them easily enough. All of the funtions I used are in wizzyPluggin.

    The end result should be a TBox of where they intercept.

    ~RM

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    Quote Originally Posted by Coh3n View Post
    I think it's a good idea. I think we would need an "insurance" check if we were to use the white lines because it could easily pick up the lines for buildings inside Varrock, and that would cause a big problem.
    That could be avoided by simply specifying the search params instead of just having MMx1, MMy1 etc. have it search just the lower right quadrant of the MM and that should avoid all the buildings in the city I believe.

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    I don't know if this would do much, but why not have a DDTM for items like ore, pickaxes, and axes?

    function SetDDTM(ore : string): integer;
    var
    dtmMainPoint: TDTMPointDef;
    dtmSubPoints: Array [0..5] of TDTMPointDef;
    TempTDTM: TDTM;
    TheColor : integer;
    begin
    case ore of
    'iron' : TheColor := 1712955;
    'coal' : TheColor := 1976104;
    end;
    EjjDebug('Set DDTM to '+ore+' color.');
    dtmMainPoint.x := 1200;
    dtmMainPoint.y := 284;
    dtmMainPoint.AreaSize := 0;
    dtmMainPoint.AreaShape := 0;
    dtmMainPoint.Color := TheColor;
    dtmMainPoint.Tolerance := 19;

    dtmSubPoints[0].x := 1200;
    dtmSubPoints[0].y := 284;
    dtmSubPoints[0].AreaSize := 0;
    dtmSubPoints[0].AreaShape := 0;
    dtmSubPoints[0].Color := TheColor;
    dtmSubPoints[0].Tolerance := 19;

    dtmSubPoints[1].x := 1212;
    dtmSubPoints[1].y := 282;
    dtmSubPoints[1].AreaSize := 0;
    dtmSubPoints[1].AreaShape := 0;
    dtmSubPoints[1].Color := 131072;
    dtmSubPoints[1].Tolerance := 0;

    dtmSubPoints[2].x := 1206;
    dtmSubPoints[2].y := 291;
    dtmSubPoints[2].AreaSize := 0;
    dtmSubPoints[2].AreaShape := 0;
    dtmSubPoints[2].Color := 131072;
    dtmSubPoints[2].Tolerance := 0;

    dtmSubPoints[3].x := 1194;
    dtmSubPoints[3].y := 297;
    dtmSubPoints[3].AreaSize := 0;
    dtmSubPoints[3].AreaShape := 0;
    dtmSubPoints[3].Color := 131072;
    dtmSubPoints[3].Tolerance := 0;

    dtmSubPoints[4].x := 1183;
    dtmSubPoints[4].y := 288;
    dtmSubPoints[4].AreaSize := 0;
    dtmSubPoints[4].AreaShape := 0;
    dtmSubPoints[4].Color := 131072;
    dtmSubPoints[4].Tolerance := 0;

    dtmSubPoints[5].x := 1184;
    dtmSubPoints[5].y := 280;
    dtmSubPoints[5].AreaSize := 0;
    dtmSubPoints[5].AreaShape := 0;
    dtmSubPoints[5].Color := 131072;
    dtmSubPoints[5].Tolerance := 0;

    TempTDTM.MainPoint := dtmMainPoint;
    TempTDTM.SubPoints := dtmSubPoints;
    Result := AddDTM(TempTDTM);
    end;
    You can set the color of the first point and have a slight tolerance. It works, and no need for 6-7 different DTMs.


    I'll keep reading through this, good stuff. Maybe can contribute to banking

    This would mean editing ItemInfo.scar

    hakuna matata ;)

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    Quote Originally Posted by Ejjman1 View Post
    I don't know if this would do much, but why not have a DDTM for items like ore, pickaxes, and axes?



    You can set the color of the first point and have a slight tolerance. It works, and no need for 6-7 different DTMs.


    I'll keep reading through this, good stuff. Maybe can contribute to banking

    This would mean editing ItemInfo.scar
    You would only need 1 DTM for all the ore's anyways? Just make the center point tolerance := 255 and it should find them all. Same goes for pickaxes and axes. With the exception of Dragon of course because they are shaped differently.

    Nice to see someone outside of MSI contributing though

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    Quote Originally Posted by NCDS View Post
    You would only need 1 DTM for all the ore's anyways? Just make the center point tolerance := 255 and it should find them all. Same goes for pickaxes and axes. With the exception of Dragon of course because they are shaped differently.

    Nice to see someone outside of MSI contributing though
    Eh, look under ItemInfo.scar.

    They have different DTMs for each axe I noticed, and every log.

    Also BMPS, but that is a different story.

    EDIT: another thing, maybe I'm not reading this right.

    FreeBitmap(MSI_Item[Which].DTM);
    FreeDTM instead? Line 389 in ItemInfo.scar
    Last edited by Ejjman; 04-16-2010 at 12:04 AM.

    hakuna matata ;)

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    Quote Originally Posted by Ejjman1 View Post
    Eh, look under ItemInfo.scar.

    They have different DTMs for each axe I noticed, and every log.

    Also BMPS, but that is a different story.

    EDIT: another thing, maybe I'm not reading this right.



    FreeDTM instead? Line 389 in ItemInfo.scar
    Hmm, I see what you mean.

    I'll talk with Coh3n and get his thought process behind that, but unless I'm missing something they could all use the same one's.

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    Quote Originally Posted by NCDS View Post
    Hmm, I see what you mean.

    I'll talk with Coh3n and get his thought process behind that, but unless I'm missing something they could all use the same one's.
    Just a thought

    if you level is (10?) then you can have iron, so it'll find the iron axe in your bank.
    If its below, then it'll grab the bronze.

    I'm thinking you guys plan to have a miner/wcer switch as soon as they hit the designated level? (I'm guessing the auto-er would have multiple types of axes for when this happens) so this does serve a purpose. So multiple DTMs make sense, but just could be shortend to DDTM I think



    zz


    As for ores, this is essential. I'm not sure how you guys plan on counting exp, but I think that being able to distinguish between the ores is going to help in the future.

    hakuna matata ;)

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    Quote Originally Posted by Ejjman1 View Post
    Just a thought

    if you level is (10?) then you can have iron, so it'll find the iron axe in your bank.
    If its below, then it'll grab the bronze.

    I'm thinking you guys plan to have a miner/wcer switch as soon as they hit the designated level? (I'm guessing the auto-er would have multiple types of axes for when this happens) so this does serve a purpose. So multiple DTMs make sense, but just could be shortend to DDTM I think



    zz


    As for ores, this is essential. I'm not sure how you guys plan on counting exp, but I think that being able to distinguish between the ores is going to help in the future.
    Yeah, there really hasn't been much discussion on the VEM part of it yet.

    This is also just the initial release so there are bound to be some slight changes to be made.

    The script functions well, and as time goes on we will continually optimize the code.

    Thank you for bringing that to my attention though as I never even caught it before. ( I was more so the walking guy )

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    I'm pretty sure the whole purpose of having individual DTMs for all the items was to easily distinguish between them all for xp, best tool, worst tool, debugging etc. purposes.

    I know in my scripts I only use one DTM of the hatchet handle as I leave it up to the scripter to use the best axe they can. The feature to actually switch to a better tool during run time hasn't actually been implemented yet, but unless it's more complicated than it seems, it shouldn't be too hard. We have all the necessary functions (I think), we just need to put it all to one. Something like MSI_UpdateTool.

    Also, about the FreeBitmap thing ~ I guess that's just something we over looked. Come to think of it, we may want to look through everything and make sure all the Bitmaps/DTMs are freed properly, unless someone else did it.

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    I agree with the DDTM idea. We obviously need to have specific DTMs for each item for several purposes as coh3n mentioned, and having one single DDTM means less updating of DTMs in the future. It'll just be about keeping the colors updated if they change, or changing the shape of one single DDTM, rather than 6/7 DTMs.

    For the freeing of things, we should do it the same way bitmaps.scar does. Keep a boolean array of what has been loaded, and then have a function MSI_Free that is called on ScriptTerminate that'll go through a boolean array for the DTMs and BMPs and free everything that isn't freed.

    That'll also mean an individual loading and an individual MSI function.
    Should be done tho

    ~RM

    I & I know Zion. It is in the spirit, body and mind of every one of us
    RMouse(obj: TMSIObject): boolean;

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    Quote Originally Posted by Rasta Magician View Post
    I agree with the DDTM idea. We obviously need to have specific DTMs for each item for several purposes as coh3n mentioned, and having one single DDTM means less updating of DTMs in the future. It'll just be about keeping the colors updated if they change, or changing the shape of one single DDTM, rather than 6/7 DTMs.

    For the freeing of things, we should do it the same way bitmaps.scar does. Keep a boolean array of what has been loaded, and then have a function MSI_Free that is called on ScriptTerminate that'll go through a boolean array for the DTMs and BMPs and free everything that isn't freed.

    That'll also mean an individual loading and an individual MSI function.
    Should be done tho

    ~RM
    Agreed. I've never used DDTMs for situations such as this. Come to think of it, I've never really used DDTMs at all, so I'll probably experiment a little, but it does make more sense for tools considering they're all the same shape. The same thing can be done for armour, etc. when we get into other skills.

    E: Are we talking about using a DDTM for ores/logs as well? Like I said, I've never used DDTMs for this situation, but I can't think of a reason why it wouldn't be possible.
    Last edited by Coh3n; 04-16-2010 at 01:38 AM.

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    Quote Originally Posted by Coh3n View Post
    Agreed. I've never used DDTMs for situations such as this. Come to think of it, I've never really used DDTMs at all, so I'll probably experiment a little, but it does make more sense for tools considering they're all the same shape. The same thing can be done for armour, etc. when we get into other skills.

    E: Are we talking about using a DDTM for ores/logs as well? Like I said, I've never used DDTMs for this situation, but I can't think of a reason why it wouldn't be possible.
    Get a basic outline with 4 points of a log.

    You can change the color for which log you need.
    Extremely simple, and instead of 5-6 DTMs, its 1, and you already have colors implemented.

    Then, I would (course, this is completely me) use a countitem(dtm, dtmname, []) (I think that's right) and then, do that right before banking. You then get the exact amount of logs/ores you have mined/chopped, and correspond with exp. So many more possibilities.

    hakuna matata ;)

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    Quote Originally Posted by Ejjman1 View Post
    Get a basic outline with 4 points of a log.

    You can change the color for which log you need.
    Extremely simple, and instead of 5-6 DTMs, its 1, and you already have colors implemented.
    Makes much more sense to me. I wonder why someone didn't think of it earlier.

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