Page 2 of 4 FirstFirst 1234 LastLast
Results 26 to 50 of 84

Thread: [ARCHIVE] New Randoms System: Beta Release

  1. #26
    Join Date
    Feb 2011
    Location
    The Future.
    Posts
    5,600
    Mentioned
    396 Post(s)
    Quoted
    1598 Post(s)

    Default

    Quote Originally Posted by Flight View Post
    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?
    After the update. I had the random like 7 times now. 8 Times if you include the one I just got in the last 1.5 hrs. It puts the camera right next to the trolls at the entrance and I had to set the camera back to the highest angle which was much much higher than usual. It's more than far enough to see all the pillars at all times.

    like a way better bird's eye view =] So it actually makes solving that random a lot easier.
    I am Ggzz..
    Hackintosher

  2. #27
    Join Date
    Nov 2011
    Posts
    1,268
    Mentioned
    17 Post(s)
    Quoted
    217 Post(s)

    Default

    Seems like we going to need to replace the original detector afterall, thanks for the info ggzz
    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%).

  3. #28
    Join Date
    Apr 2008
    Location
    Marquette, MI
    Posts
    15,252
    Mentioned
    138 Post(s)
    Quoted
    680 Post(s)

    Default

    Quote Originally Posted by hunt3rx3 View Post
    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?
    It's just a progress report for the solvers.

    Quote Originally Posted by DemiseScythe View Post
    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
    I took care of the last Maze path.

    Quote Originally Posted by Harry View Post
    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.
    Yes, I'll add the option. I'm not doing much in the next week though because my girlfriend is here, but I'll definitely do it when I can.

    Quote Originally Posted by ggzz View Post
    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.
    It's been like that for as long as I can remember. The solver in the Beta version works. It worked for me twice in a run yesterday. Once it failed to exit, but that was before I added debug logs so I don't know exactly what went wrong. Maybe it timed out, not sure.

    ____________________

    I've made some updates. I fixed the Sandwich Lady pie option, added debug logging (logs are now saved to Simba/Includes/SRL/logs). So if a solver messes up, that should tell you why.

    Evil Bob is also giving me false detection positives, so I'll need an account to fix that. I'll update the other thread right now.

  4. #29
    Join Date
    Jul 2010
    Posts
    1,115
    Mentioned
    1 Post(s)
    Quoted
    10 Post(s)

    Default

    Progress Report:
    [00:00:08]: ***** Found Random: Pinball *****


    It was in beekeeper. do we have a timer failsafe to logout and go false if it doesnt do anything after x time?

  5. #30
    Join Date
    Apr 2008
    Location
    Marquette, MI
    Posts
    15,252
    Mentioned
    138 Post(s)
    Quoted
    680 Post(s)

    Default

    Quote Originally Posted by bolshak25 View Post
    Progress Report:
    [00:00:08]: ***** Found Random: Pinball *****


    It was in beekeeper. do we have a timer failsafe to logout and go false if it doesnt do anything after x time?
    Yeah, there is, but that shouldn't happen. Doesn't the Beekeeper talk to you when you get that random? The Pinball detector checks of an NPC is talking, and if there is, it exits. Unless AreTalking returned a false negative.

    Did you see this happen or was that in the log files?

    E: I've edited the way AreTalking works so hopefully it doesn't give false negatives.

    I (or someone, since I'm away this week) need to look into a possible tabExists(TAB_MAGIC) false negative. That really messes with some detectors.
    Last edited by Coh3n; 02-18-2012 at 08:18 PM.

  6. #31
    Join Date
    Dec 2011
    Location
    Nj
    Posts
    2,341
    Mentioned
    1 Post(s)
    Quoted
    18 Post(s)

    Default

    Quote Originally Posted by Coh3n View Post
    Yeah, there is, but that shouldn't happen. Doesn't the Beekeeper talk to you when you get that random? The Pinball detector checks of an NPC is talking, and if there is, it exits. Unless AreTalking returned a false negative.

    Did you see this happen or was that in the log files?

    E: I've edited the way AreTalking works so hopefully it doesn't give false negatives.

    I (or someone, since I'm away this week) need to look into a possible tabExists(TAB_MAGIC) false negative. That really messes with some detectors.
    All I read was '(or someone, since I'm away this week)'...

    Coh3n IS GOING TO HAWAII AND LEAVING ALL OF US TO FEND FOR OURSELVES!

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

  7. #32
    Join Date
    Jul 2010
    Posts
    1,115
    Mentioned
    1 Post(s)
    Quoted
    10 Post(s)

    Default

    Progress Report:
    ***** Found Random: Abyss *****
    Abyss_Solve: Clicked Appendage
    Abyss_Solve: Abyss solver exceeded maximum tries
    ***** Failed Random: Abyss *****
    ***** Found Random: Pillory (Cage) *****
    PL_Solve: Didn't click cage lock
    ***** Failed Random: Pillory (Cage) *****


    Clicked wrong appendage then thought it was in pillroy. watched this happen

    E: i spoke too soon.

    Progress Report:
    |====================================|
    |              ~ SRL ~               |
    |           Randoms Report           |
    |────────────────────────────────────|
    |                                    |
    |                                    |
    |────────────────────────────────────|
    |====================================|
    =====S1NFisher BETA=====
    Time Running: 1 Hours, 40 Minutes and 43 Seconds
    Swordfish Caught: 151 at a rate of 89 per hour
    Tuna Caught: 187 at a rate of 111 per hour
    Fishing Lvl: 85
    ========================
    We are back
    Looking 1
    Looking 2
    Looking 3
    Looking 4
    Looking 5
    Looking 6
    Clicked Spot
    Check inv1
    1.5
    Check inv2
    Check inv1
    1.5
    Check inv2
    Check inv1
    1.5
    Check inv2
    Check inv1
    1.5
    Check inv2
    Check inv1
    1.5
    Looking 1
    Clicked Spot
    Check inv1
    1.5
    ***** Found Random: Abyss *****
    Abyss_Solve: Clicked Appendage
    Abyss_Solve: Abyss solver exceeded maximum tries
    ***** Failed Random: Abyss *****
    ***** Found Random: Pillory (Cage) *****
    PL_Solve: Didn't click cage lock
    ***** Failed Random: Pillory (Cage) *****
    Check inv2
    Check inv1
    1.5
    Looking 1
    ***** Found Random: Abyss *****
    Abyss_Solve: Abyss solver exceeded maximum tries
    ***** Failed Random: Abyss *****
    ***** Found Random: Pillory (Cage) *****
    PL_Solve: Didn't click cage lock
    ***** Failed Random: Pillory (Cage) *****
    Looking 2
    ***** Found Random: Abyss *****
    Abyss_Solve: Abyss solver exceeded maximum tries
    ***** Failed Random: Abyss *****
    ***** Found Random: Pillory (Cage) *****
    PL_Solve: Didn't click cage lock
    ***** Failed Random: Pillory (Cage) *****
    Looking 3
    ***** Found Random: Abyss *****
    Abyss_Solve: Clicked Appendage
    Abyss_Solve: Abyss solver exceeded maximum tries
    ***** Failed Random: Abyss *****
    ***** Found Random: Pillory (Cage) *****
    PL_Solve: Didn't click cage lock
    ***** Failed Random: Pillory (Cage) *****
    Looking 4
    ***** Found Random: Abyss *****
    Abyss_Solve: Clicked Appendage
    Abyss_Solve: Clicked Appendage
    ***** Solved Random: Abyss *****
    ***** Found Random: Rewards *****
    RD_SolveBox: Found reward box
    RD_ClickBoxOption: Found box option oins
    ***** Solved Random: Rewards *****
    Clicked Spot
    Check inv1


    E2:

    Progress Report:
    |====================================|
    |              ~ SRL ~               |
    |           Randoms Report           |
    |────────────────────────────────────|
    |                                    |
    |    Evil Bob Solved        ~ 1      |
    |    Abyss Solved           ~ 1      |
    |    Sandwich Lady Solved   ~ 1      |
    |    Rewards Solved         ~ 3      |
    |                                    |
    |────────────────────────────────────|
    |====================================|


    Looks good
    Last edited by bolshak25; 02-18-2012 at 11:50 PM.

  8. #33
    Join Date
    Feb 2012
    Location
    Bboy Vil
    Posts
    319
    Mentioned
    0 Post(s)
    Quoted
    0 Post(s)

    Default

    Non of my randoms have ever been solved, not even one. I had about 18 while using Simba already.... is everyone having this problem? like it wont even attempt, even on the ridiculously easy ones where there an easy color.

    Willing to provide my account next time i get another one.

  9. #34
    Join Date
    Apr 2008
    Location
    Marquette, MI
    Posts
    15,252
    Mentioned
    138 Post(s)
    Quoted
    680 Post(s)

    Default

    @bolshak25, that debug looks completely wrong. But you're saying it actually worked fine? Odd.

    Quote Originally Posted by illester View Post
    Non of my randoms have ever been solved, not even one. I had about 18 while using Simba already.... is everyone having this problem? like it wont even attempt, even on the ridiculously easy ones where there an easy color.

    Willing to provide my account next time i get another one.
    Why don't you try reading the first post? This thread is for testing the new randoms system.

  10. #35
    Join Date
    Feb 2006
    Location
    Amsterdam
    Posts
    6,136
    Mentioned
    28 Post(s)
    Quoted
    17 Post(s)

    Default

    (or someone, since I'm away this week) need to look into a possible tabExists(TAB_MAGIC) false negative. That really messes with some detectors.
    I am sure too there is something odd going on with the tab-checking. Looked at it, can't find it.
    SRL is a Library of routines made by the SRL community written for the Program Simba.
    We produce Scripts for the game Runescape.

  11. #36
    Join Date
    Jul 2010
    Posts
    1,115
    Mentioned
    1 Post(s)
    Quoted
    10 Post(s)

    Default

    Quote Originally Posted by Coh3n View Post
    @bolshak25, that debug looks completely wrong. But you're saying it actually worked fine? Odd.
    well it detected it, but clicked the wrong one, then it thought it was pillroy, and it was weird, but it eventually got it

  12. #37
    Join Date
    Apr 2008
    Location
    Marquette, MI
    Posts
    15,252
    Mentioned
    138 Post(s)
    Quoted
    680 Post(s)

    Default

    Quote Originally Posted by bolshak25 View Post
    well it detected it, but clicked the wrong one, then it thought it was pillroy, and it was weird, but it eventually got it
    Well, Abyss will always click the north one until it's the right one (unless it's wrong 25 times, then it will logout, but that chances of that happening are slim to none). So you're saying it detected Abyss, then while it was solving, detected it was in Pillory?

    I just found a looping error anyway that would have caused this (detectors still need to be fixed, though), so I'll fix that asap.

    E: In the most updated version I fixed the frog random. Apparently there's a Frog Prince and Princess. Before it only handled the Princess, now it does both. I'm also testing a new Evil Bob detection and logging out if failed (not sure why I didn't have that before) for the next version.

    E2: Also added optional screenshot taking for the next version. Will update first post when committed.
    Last edited by Coh3n; 02-20-2012 at 01:47 AM.

  13. #38
    Join Date
    Nov 2011
    Posts
    1,268
    Mentioned
    17 Post(s)
    Quoted
    217 Post(s)

    Default

    Quote Originally Posted by Coh3n View Post
    Well, Abyss will always click the north one until it's the right one (unless it's wrong 25 times, then it will logout, but that chances of that happening are slim to none). So you're saying it detected Abyss, then while it was solving, detected it was in Pillory?

    I just found a looping error anyway that would have caused this (detectors still need to be fixed, though), so I'll fix that asap.

    E: In the most updated version I fixed the frog random. Apparently there's a Frog Prince and Princess. Before it only handled the Princess, now it does both. I'm also testing a new Evil Bob detection and logging out if failed (not sure why I didn't have that before) for the next version.

    E2: Also added optional screenshot taking for the next version. Will update first post when committed.
    I don't see how my detector with the chatbox gets messed up by prince/princess difference, it detects when the frog herald or helper thing talks to you, afaik that one is always male.
    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%).

  14. #39
    Join Date
    Apr 2008
    Location
    Marquette, MI
    Posts
    15,252
    Mentioned
    138 Post(s)
    Quoted
    680 Post(s)

    Default

    Quote Originally Posted by DemiseScythe View Post
    I don't see how my detector with the chatbox gets messed up by prince/princess difference, it detects when the frog herald or helper thing talks to you, afaik that one is always male.
    No that part works fine, but I also added a function (Frog_WaitChat) that will wait for the Prince or Princess to start talking, just to make sure we've clicked the right frog. If the Herald starts talking after a frog was clicked, we know the wrong one was clicked, and we have to look for the princess/prince again.

    The detector works just fine.

    E: Made a few updates. Be sure to download the latest version. Updates:
    • Added the option to take a screenshot when a random is detected (will update OP in a minute).
    • The SRL log file is now opened/closed when writing to it. Yeah, it's less efficient, but it allows users to check the file while the script is running.
    • I think I fixed the false negatives in TabExists.
    • Fixed the Pillory detector from returning true if the bank was open (or all tabs didn't exist).
    Commits.

    Again, all feedback is appreciated. Here's a randoms report from my last run:
    Progress Report:
    |====================================|
    |              ~ SRL ~               |
    |           Randoms Report           |
    |────────────────────────────────────|
    |                                    |
    |    Sandwich Lady Solved   ~ 1      |
    |    Cap'n Arnav Solved     ~ 1      |
    |    Rewards Solved         ~ 2      |
    |                                    |
    |────────────────────────────────────|
    |====================================|

  15. #40
    Join Date
    Dec 2011
    Location
    Ontario, Canada
    Posts
    1,735
    Mentioned
    5 Post(s)
    Quoted
    89 Post(s)

    Default

    Coh3n, I pmed you but I will still ask over the thread so other people can know too. What certers item(s) do you still need? Respond to my pm next time your on too
    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

  16. #41
    Join Date
    Apr 2008
    Location
    Marquette, MI
    Posts
    15,252
    Mentioned
    138 Post(s)
    Quoted
    680 Post(s)

    Default

    Quote Originally Posted by kevin33 View Post
    Coh3n, I pmed you but I will still ask over the thread so other people can know too. What certers item(s) do you still need? Respond to my pm next time your on too
    I still need the helmet and fish items.

  17. #42
    Join Date
    Dec 2011
    Location
    Ontario, Canada
    Posts
    1,735
    Mentioned
    5 Post(s)
    Quoted
    89 Post(s)

    Default

    Disregard my pm then. I have the ring on my main. I will continue to try for the fish and helmet.
    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

  18. #43
    Join Date
    Apr 2008
    Location
    Marquette, MI
    Posts
    15,252
    Mentioned
    138 Post(s)
    Quoted
    680 Post(s)

    Default

    Download the latest version. I improved Pillory detection and added helmet to the Certers solver. Any testing is appreciated. I'm running my army and "main", but I'm not getting many randoms. Only maybe every few hours if I'm lucky, so all the help is appreciated.
    Last edited by Coh3n; 02-24-2012 at 09:02 PM.

  19. #44
    Join Date
    Dec 2006
    Location
    Sweden
    Posts
    10,812
    Mentioned
    3 Post(s)
    Quoted
    16 Post(s)

    Default

    Since all integers are set to 0 by default, the default skill is SKILL_ATTACK.
    This might want to be changed. I can anticipate the angry pures who didn't set a lampskill, so the antirandoms ruined their account.

    They are still handled in FindNormalRandoms just as before, although I'm not sure if they will be in the future.
    They should remain in the randoms findings. They shouldn't add that much CPU and are useful for most people.

    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.
    Thanks for readding it Might want to remove the part at bottom of list saying it's removed.

    Just curious why this isn't in the official branch though, and when we could expect this in the main branch. There are no infinite loops in this, and it will all logout+make active:=false if it fails to solve within a reasonable time, right? Also might want to merge in the recent SRL-5 public commits. But nice work, going to add this now and see how it works.


    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!

  20. #45
    Join Date
    Nov 2011
    Posts
    1,268
    Mentioned
    17 Post(s)
    Quoted
    217 Post(s)

    Default

    Quote Originally Posted by Harry View Post
    This might want to be changed. I can anticipate the angry pures who didn't set a lampskill, so the antirandoms ruined their account.

    They should remain in the randoms findings. They shouldn't add that much CPU and are useful for most people.

    Thanks for readding it Might want to remove the part at bottom of list saying it's removed.

    Just curious why this isn't in the official branch though, and when we could expect this in the main branch. There are no infinite loops in this, and it will all logout+make active:=false if it fails to solve within a reasonable time, right? Also might want to merge in the recent SRL-5 public commits. But nice work, going to add this now and see how it works.
    There are those who care more about their names being in the include than about the stability of the SRL random system, so Coh3n made a new branch so they wouldnt ______ about their code getting replaced. Most likely going to have its separate Function so that everybody is happy.
    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%).

  21. #46
    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
    This might want to be changed. I can anticipate the angry pures who didn't set a lampskill, so the antirandoms ruined their account.
    I agree, and was going to, but I couldn't think of an easy way of doing it. I could change the constants, but I don't know if there are any functions that rely on the actual number. They're supposed to be able to be changed, but I know some people use them as the integers their set to.

    Quote Originally Posted by Harry View Post
    They should remain in the randoms findings. They shouldn't add that much CPU and are useful for most people.
    Yeah I'll leave them their. When I wrote this thread, I thought they would have to be added as a separate random event, but I just called the functions (now in antiban.simba) at the end of the findRandoms function.

    Quote Originally Posted by Harry View Post
    Thanks for readding it Might want to remove the part at bottom of list saying it's removed.
    Will do.


    Quote Originally Posted by Harry View Post
    Just curious why this isn't in the official branch though, and when we could expect this in the main branch. There are no infinite loops in this, and it will all logout+make active:=false if it fails to solve within a reasonable time, right? Also might want to merge in the recent SRL-5 public commits. But nice work, going to add this now and see how it works.
    It's not in the master branch because I didn't test it very much while scripts were running before releasing, all I tested was individual solvers. It's a good thing I didn't merge, though, because I found a few false positives that happened quite often.

    It should be ready to merge very soon, though.

    E: I've updated this repo. with SRL master + added a few updates.

    E2: Quiz solver is now in the latest version.
    Last edited by Coh3n; 02-27-2012 at 03:22 AM.

  22. #47
    Join Date
    Feb 2012
    Posts
    2
    Mentioned
    0 Post(s)
    Quoted
    0 Post(s)

    Default

    Quick question what do you mean when you say "Call SRLRandomsReport in your script (to see which are being solved)." Sorry if I sound like a idiot I just got into this color botting.

    EDIT: Also, would it be possible to combine this new random solver system with the SMART restart after 6 hours method so that after it gets stuck on a random it will terminate without resetting over and over again?

    For example I've been trying to use grats "Yak Killer" script with the 6 hour reset method and after it gets stuck in a random it just stays for another 6 hours without doing anything and the process continues to occur.

    Thanks in advance for any help!
    Last edited by SRL Furious; 02-28-2012 at 01:02 AM.

  23. #48
    Join Date
    Apr 2008
    Location
    Marquette, MI
    Posts
    15,252
    Mentioned
    138 Post(s)
    Quoted
    680 Post(s)

    Default

    Quote Originally Posted by SRL Furious View Post
    Quick question what do you mean when you say "Call SRLRandomsReport in your script (to see which are being solved)." Sorry if I sound like a idiot I just got into this color botting.
    SRLRandomsReport is a procedure that will print a progress report of the randoms that have been solved or failed. You just have to call it before or after the progress report.

    Quote Originally Posted by SRL Furious View Post
    EDIT: Also, would it be possible to combine this new random solver system with the SMART restart after 6 hours method so that after it gets stuck on a random it will terminate without resetting over and over again?

    For example I've been trying to use grats "Yak Killer" script with the 6 hour reset method and after it gets stuck in a random it just stays for another 6 hours without doing anything and the process continues to occur.

    Thanks in advance for any help!
    I'm not sure I know what you mean. Like, it get's stuck in a random, terminates, then the crashSMART restarts it? And it repeats that over and over again? It sounds like you may have messed something up when setting up crashSMART.

  24. #49
    Join Date
    Feb 2012
    Posts
    2
    Mentioned
    0 Post(s)
    Quoted
    0 Post(s)

    Default

    Quote Originally Posted by Coh3n View Post
    SRLRandomsReport is a procedure that will print a progress report of the randoms that have been solved or failed. You just have to call it before or after the progress report.
    Yea, the problem is how do I actually "call" the procedure, or how do I even compile it into my script?

    I'm not sure I know what you mean. Like, it get's stuck in a random, terminates, then the crashSMART restarts it? And it repeats that over and over again? It sounds like you may have messed something up when setting up crashSMART.
    Yea, the problem is how do I actually "call" the procedure, or how do I even compile it into my script?

    Crashsmart doesn't exactly terminate right after the random gets stuck its actually terminates after the 6 hours as it's supposed to do and I was wondering if there is a way for when an unsolvable random occurs that crashsmart will disable and my script will log out. It's really irritating as I'm trying to max out my guy and I know that I can't run the yak killer script for more that 4-6 hours because of a random.

    EDIT: If you can could you try to see if the Yak killer script even support the randoms because it never seems to solve any randoms its faced against and I recently installed the new SRL folder you have provided.
    Last edited by SRL Furious; 02-28-2012 at 02:35 AM.

  25. #50
    Join Date
    Apr 2008
    Location
    Marquette, MI
    Posts
    15,252
    Mentioned
    138 Post(s)
    Quoted
    680 Post(s)

    Default

    Quote Originally Posted by SRL Furious View Post
    Yea, the problem is how do I actually "call" the procedure, or how do I even compile it into my script?
    Simba Code:
    SRLRandomsReport();
    Add that after the progress report is called.

    Quote Originally Posted by SRL Furious View Post
    Crashsmart doesn't exactly terminate right after the random gets stuck its actually terminates after the 6 hours as it's supposed to do and I was wondering if there is a way for when an unsolvable random occurs that crashsmart will disable and my script will log out. It's really irritating as I'm trying to max out my guy and I know that I can't run the yak killer script for more that 4-6 hours because of a random.

    EDIT: If you can could you try to see if the Yak killer script even support the randoms because it never seems to solve any randoms its faced against and I recently installed the new SRL folder you have provided.
    You'll have to contact Harry for crashSMART and the author of the Yak Killer about randoms. Perhaps they're not calling FindNormalRandoms as much as they should.

    E: Beekeeper solver is now up and running, please download the latest version!
    Last edited by Coh3n; 02-29-2012 at 06:49 AM.

Page 2 of 4 FirstFirst 1234 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
  •