Page 1 of 4 123 ... LastLast
Results 1 to 25 of 84

Thread: [ARCHIVE] New Randoms System: Beta Release

  1. #1
    Join Date
    Apr 2008
    Location
    Marquette, MI
    Posts
    15,252
    Mentioned
    138 Post(s)
    Quoted
    680 Post(s)

    Default [ARCHIVE] New Randoms System: Beta Release

    New Randoms System: Beta Release
    Last updated: Mar. 5th, 2012
    __________________________________________


    Introduction:

    Well, the beta release is finally here! It is somewhat rushed as I will be gone for most of this weekend and next week. I'm hoping that will give people plenty of time to test things out. This release comes with several new, useful, functions and more importantly, a brand new random event solver system. If you're interested on how some events were solved, take a look at the source code (I don't want to explain every single one).

    First and foremost, thanks very much for the people who supplied me with accounts in random events. You were a huge help. I would especially like to thank bolshak25 and kevin33 as they have provided me with several accounts time and time again. A huge thanks also goes to DemiseScythe who wrote most of the original solvers (I just cleaned them up) and worked alongside me though out the process. Without her, there's no way I would have taken on a project like this.

    For the status of each solver in the new system (including which are disabled), please take a look at this thread. You shouldn't experience any compiling errors with this release, but if you do, please post here and we can figure it out.

    Administrator's Warning:
    I have NOT tested this a lot while running a script, so do not expect this to be flawless. After all, it's only a beta release.


    Testing:

    1. Disable your SRL updater (SRL > Automatically > Update).
    2. Download the new SRL version from here.
    3. Extract its contents to Simba/Includes/.
    4. Rename the folder "SRL" without the quotes (delete or rename your old SRL folder).
    5. Call SRLRandomsReport in your script (to see which are being solved).
    6. Run whatever script you want.



    Notable Changes:

    • A global array, SRL_Randoms, is set in SetupSRL. You can disable any random solver (will logout when found) at any time, by doing this:
      Simba Code:
      SRL_Randoms[SRL_RAND_FROG].disabled := true;
    • You can disable ALL randoms by setting a global variable:
      Simba Code:
      SRL_DisableRandoms := true;
    • A global variable, SRL_RandomScreenShot, has been added for the option to save a screenshot in Simba/Includes/SRL/logs/ when a random event is detected. To do so, add this to your script:
      Simba Code:
      SRL_RandomScreenShot := true;
    • The LampSkill global variable is no longer in use (but remains to avoid compiling errors). Instead, the lamp skill is set per player. It is also set to an integer (skill constant), rather than a string. Since all integers are set to 0 by default, the default skill is SKILL_ATTACK.
      Simba Code:
      with players[0] do
      begin
        name := '';
        pass := '';
        active := true;
        boxRewards := ['amp'];
        lampSkill := SKILL_MINING;
      end;
    • When Simba 990+ is released, each random file can be tested individually without editing the file. This will require a few changes when Simba 990 is released.

    • FindDead, FindMod, and FindDwarvenPopup have been moved to antiban.simba (the Reincarnate variable works just as it did before this update). They are still handled in FindNormalRandoms just as before, although I'm not sure if they will be in the future. It would be safest as a scripter to set SRL_Procs[SRL_OnRandomCall]. Example,
      Simba Code:
      procedure Coh3n_OnRandomCall();
      begin
        if (findDead()) then
          deathWalk();

        if (findMod()) then
          changeWorlds();

        findDwarvenPopup();
      end;

      begin
        setupSRL();
        SRL_Procs[SRL_OnRandomCall] := @Coh3n_OnRandomCall;
      end.
      SRL_Procs[OnRandomCall] is called every time FindNormalRandoms or FindNonInventoryRandoms is called.

    • All solvers save the debug to SRL log files. The files are named by date and time, and are saved in Simba/Includes/SRL/logs/. You can disable logging at any time by setting SRL_DisableLogging in your script (I discourage this as it doesn't help us developers ). You can also change the file save path by setting SRL_SavePath:
      Simba Code:
      SRL_SavePath('c:/Users/Coh3n/Desktop/');
      SRL_DisableRandoms := true;

    • Not a change, but worth noting: SRL_Procs[SRL_OnFindRandom], if set, will be called when a random event is detected. It will then continue to solve the random.

    • SRL_OnFindRandomCall is no longer used as it was pointless.


    Function Additions:
    • GetMusic, AreTalking, GetNPCChatName, and DoConversation added to gametab.simba.
    • TakeScreen added to SRLlog.simba.
    • Grid added to math.simba (incredible function for things like invBox, gameTab, bankBox, etc.).
    • GridBox added to math.simba.
    • WaitFindDTM, WaitTabExists, and WaitNPCTalking added to timing.simba.
    • ReturnTPAExceptColors added to color.simba.


    SRL Random Tool:
    This is a neat tool that I discovered shortly before starting this thread. The random tool is a form that is run when a random event is detected. It then gives the user the choice whether they want to solve the random themselves, or have SRL do it. Unfortunately, this tool doesn't work properly, but it is quite simple and wouldn't require a lot of editing for it to work again.

    If someone would like to fix it up, the file is in Includes/SRL/srl/misc/randomtool.simba. I really don't think it needs that much editing to work properly, but some of the code is messy and may be hard to understand.


    To-do Before Full Release:

    1. Updated stats code for new system.
    2. Save debug logs of random events so they can always be accessed.
    3. Finish most Mordaut puzzles, don't know exactly how many there are.
    4. Update and add Wizzup?'s Quiz solver.
    5. Add Beekeeper and Forester solvers.
    6. Fix any bug reports that come in.



    Conclusion:
    Please post any issues (along with debug text, if possible) on this thread. Any feedback is appreciated. Let's hope everything goes smoothly so this can be fully released as soon as possible. If you have any suggestions, please post them here.


    Cheers,
    Coh3n
    Last edited by Coh3n; 03-05-2012 at 10:15 PM. Reason: Mordaut solver enabled

  2. #2
    Join Date
    Feb 2011
    Location
    Earth
    Posts
    1,784
    Mentioned
    1 Post(s)
    Quoted
    0 Post(s)

    Default

    Awesome! Installing it now, going to run it for some testing

    Currently: Working on Defending&Attacking in my Castle-Wars Script
    Project Rebuild: 90M/170M

  3. #3
    Join Date
    Feb 2006
    Location
    Tracy/Davis, California
    Posts
    12,631
    Mentioned
    135 Post(s)
    Quoted
    418 Post(s)

    Default

    So SRLRandomsReport now finds/solve/and reprots (debug) all randoms?
    Does SRLRandomsReport repalce FindNormalRandoms?

  4. #4
    Join Date
    Feb 2011
    Location
    Earth
    Posts
    1,784
    Mentioned
    1 Post(s)
    Quoted
    0 Post(s)

    Default

    Quote Originally Posted by YoHoJo View Post
    So SRLRandomsReport now finds/solve/and reprots (debug) all randoms?
    Does SRLRandomsReport repalce FindNormalRandoms?
    I was wondering the same thing, so I looked at the antirandoms.simba file and it seems it just writes the report literally So I think it still does the same thing.

    Currently: Working on Defending&Attacking in my Castle-Wars Script
    Project Rebuild: 90M/170M

  5. #5
    Join Date
    Apr 2008
    Location
    Marquette, MI
    Posts
    15,252
    Mentioned
    138 Post(s)
    Quoted
    680 Post(s)

    Default

    Quote Originally Posted by YoHoJo View Post
    So SRLRandomsReport now finds/solve/and reprots (debug) all randoms?
    Does SRLRandomsReport repalce FindNormalRandoms?
    No, it doesn't. I'll make that more clear. Also going to add a section on the functions that were added to SRL.

    PatDuffy, download the latest version. Abyss and Evil Bob were giving false positives for some reason. I think tabExists(TAB_MAGIC) is throwing a false negative sometimes.

  6. #6
    Join Date
    Jan 2012
    Posts
    28
    Mentioned
    0 Post(s)
    Quoted
    0 Post(s)

    Default

    what do you mean rename "SRL" folder, rename it to what?

  7. #7
    Join Date
    Feb 2006
    Location
    Tracy/Davis, California
    Posts
    12,631
    Mentioned
    135 Post(s)
    Quoted
    418 Post(s)

    Default

    Quote Originally Posted by jamchiz View Post
    what do you mean rename "SRL" folder, rename it to what?
    Anything you want.
    You can either delete it, and rely on your new downloaded SRL from his link.
    Or remind your current srl folder for SRL2, or SRL Backup, or fdkjkasdfk.
    And rename the new folder you downloaded from the link SRL.

  8. #8
    Join Date
    Feb 2011
    Location
    Earth
    Posts
    1,784
    Mentioned
    1 Post(s)
    Quoted
    0 Post(s)

    Default

    Alright, gonna use the new-new version then

    Currently: Working on Defending&Attacking in my Castle-Wars Script
    Project Rebuild: 90M/170M

  9. #9
    Join Date
    May 2007
    Location
    Waterloo, Ontario, Canada
    Posts
    1,008
    Mentioned
    1 Post(s)
    Quoted
    0 Post(s)

    Default

    Woooohoooooo awesome! Stoked for official release.



  10. #10
    Join Date
    Dec 2011
    Location
    Hyrule
    Posts
    8,662
    Mentioned
    179 Post(s)
    Quoted
    1870 Post(s)

    Default

    Great job! I will have to try it out! Thanks!

  11. #11
    Join Date
    Nov 2011
    Location
    Florida
    Posts
    9
    Mentioned
    0 Post(s)
    Quoted
    0 Post(s)

    Default

    Great release, I have actually been waiting for this.
    Thank you so much for all your time put into it.
    I was actually saving up accounts stuck in randoms for you. D:
    Seems like I am a little late.

  12. #12
    Join Date
    Apr 2008
    Location
    Marquette, MI
    Posts
    15,252
    Mentioned
    138 Post(s)
    Quoted
    680 Post(s)

    Default

    Quote Originally Posted by enjoi. View Post
    Great release, I have actually been waiting for this.
    Thank you so much for all your time put into it.
    I was actually saving up accounts stuck in randoms for you. D:
    Seems like I am a little late.
    Absolutely not. I can still use them.

  13. #13
    Join Date
    Dec 2011
    Location
    Belgium
    Posts
    623
    Mentioned
    0 Post(s)
    Quoted
    3 Post(s)

    Default

    awesome!

    Made by P1ng

  14. #14
    Join Date
    Dec 2006
    Location
    Program TEXAS home of AUTOERS
    Posts
    7,934
    Mentioned
    26 Post(s)
    Quoted
    237 Post(s)

    Default

    Lovely, Thank You Mates!

  15. #15
    Join Date
    Dec 2006
    Location
    Sweden
    Posts
    10,812
    Mentioned
    3 Post(s)
    Quoted
    16 Post(s)

    Default

    Cool!

    A screenshot is no longer saved if a random event is detected.
    Why not? I very much enjoyed this feature.


    Send SMS messages using Simba
    Please do not send me a PM asking for help; I will not be able to help you! Post in a relevant thread or make your own! And always remember to search first!

  16. #16
    Join Date
    Apr 2008
    Location
    Marquette, MI
    Posts
    15,252
    Mentioned
    138 Post(s)
    Quoted
    680 Post(s)

    Default

    Quote Originally Posted by Harry View Post
    Cool!


    Why not? I very much enjoyed this feature.
    It wasn't really useful. I guess it could be used to update the detectors, but if the random wasn't detected, the screenshot would never be taken. Why'd you like it?

    E: Be sure to download the latest version. I just uploaded some Maze fixes, including the detection. Apparently sometimes the magic tab exists in the maze, sometimes it doesn't.
    Last edited by Coh3n; 02-17-2012 at 10:22 AM.

  17. #17
    Join Date
    Jan 2012
    Posts
    1,104
    Mentioned
    18 Post(s)
    Quoted
    211 Post(s)

    Default

    Great job! So I just replace this srl folder, and my scripts work the same way?
    SRLRandomsReport is just a test for you? What does it do?

  18. #18
    Join Date
    Dec 2011
    Location
    Ontario, Canada
    Posts
    1,735
    Mentioned
    5 Post(s)
    Quoted
    89 Post(s)

    Default

    Nice work Coh3n as always. My name is in the OP Im so proud Anything else you need feel free to let me know, I will be happy to help. Working on certers random right now ill pm you if I get it.
    FEEL FREE TO PM ME ABOUT ANYTHING! Will help over Teamviewer...just ask!! "WITH A NEW QUESTION COMES A NEW CHALLENGE"
    Silentcore's AIO Service team !!! Pm me if you want questing done or service done or post on thread ofc

  19. #19
    Join Date
    Nov 2011
    Posts
    1,268
    Mentioned
    17 Post(s)
    Quoted
    217 Post(s)

    Default

    Thank you for the credit ^.^~ and congrats on BETA =)

    If you provide me with some randoms before Monday, I'll solve a few more. Still need a maze to finish the 4th path unless I did it and forgot about it. Anyways, I'll be glad to finish making the remaining solvers. I got an idea for molly which might just work, I'll be glad to try it out when I get a chance.

    ~ DemiseScythe
    GLH Tutorial ~ OpenGL Scripting
    http://villavu.com/forum/showthread.php?p=1292150

    GLH Scripts ~ Abyssal Scripts
    http://villavu.com/forum/showthread.php?p=1293187
    Current Projects:
    A) DemiseSlayer Pro (Released/100%).
    B) Demise Power Miner(Released/100%).
    C) Demise Pyramid Plunder(Planning Stage/0%).

  20. #20
    Join Date
    Dec 2011
    Location
    Nj
    Posts
    2,341
    Mentioned
    1 Post(s)
    Quoted
    18 Post(s)

    Default

    Well not first, but first page! And this is so AWESOME!

    For the basics of the basics of pascal, try my TuT. ||Photoshop Editing ||MapleResourceDung Script || Book a flight! BuySellTrip

  21. #21
    Join Date
    Aug 2007
    Location
    Colorado
    Posts
    7,421
    Mentioned
    268 Post(s)
    Quoted
    1442 Post(s)

    Default

    That's good news. I look forward to hearing some feedback on these new solvers, for sure.

    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..."


  22. #22
    Join Date
    Dec 2006
    Location
    Sweden
    Posts
    10,812
    Mentioned
    3 Post(s)
    Quoted
    16 Post(s)

    Default

    Quote Originally Posted by Coh3n View Post
    It wasn't really useful. I guess it could be used to update the detectors, but if the random wasn't detected, the screenshot would never be taken. Why'd you like it?
    Because it's easy for me to see what accounts are in randoms and such. At least give the option (default off if you want) to take random screenshots please.


    Send SMS messages using Simba
    Please do not send me a PM asking for help; I will not be able to help you! Post in a relevant thread or make your own! And always remember to search first!

  23. #23
    Join Date
    Feb 2011
    Location
    The Future.
    Posts
    5,600
    Mentioned
    396 Post(s)
    Quoted
    1598 Post(s)

    Default

    The pinball random has changed.. Just so you know. The pinball random now watches the player from afar.. meaning we can see ALL the pins at all times rather than having to run around as much or wait till our pin is on screen to click it.
    I am Ggzz..
    Hackintosher

  24. #24
    Join Date
    Nov 2011
    Posts
    1,268
    Mentioned
    17 Post(s)
    Quoted
    217 Post(s)

    Default

    Pins are always visible afaik
    GLH Tutorial ~ OpenGL Scripting
    http://villavu.com/forum/showthread.php?p=1292150

    GLH Scripts ~ Abyssal Scripts
    http://villavu.com/forum/showthread.php?p=1293187
    Current Projects:
    A) DemiseSlayer Pro (Released/100%).
    B) Demise Power Miner(Released/100%).
    C) Demise Pyramid Plunder(Planning Stage/0%).

  25. #25
    Join Date
    Aug 2007
    Location
    Colorado
    Posts
    7,421
    Mentioned
    268 Post(s)
    Quoted
    1442 Post(s)

    Default

    Quote Originally Posted by DemiseScythe View Post
    Pins are always visible afaik
    It's been quite a while since I've had this particular random event, but I clearly remember at certain times the correct pillar wasn't visible with the given camera angle/pitch. I believe I even made a post on the RS forums about it and why this was.

    When did you notice the change, ggzz?

    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..."


Page 1 of 4 123 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •