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Thread: SPS Help

  1. #1
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    Default SPS Help

    Ok, so I'm using this script to slice an updated SPS image, a lot of the walking in MSI got messed up with the latest RS update (ex, Seers Yews/Magics). It does fine until it gets to #273, and just errors out.

    Simba Code:
    program SPS_MapMaker;
    {$i srl/srl.simba}

    (**
     *  Running this script loads SPS/worldmap.png and slices the huge map
     *  into 500x500 pieces, which over lap each other by 100 pixels. The process
     *  will take several minutes. Images are saved to SPS_IMG_PATH.
     *
     *  - marpis
     *)


    const
      PATH_MAP = IncludePath + 'SPS\img\runescape_surface\runescape_surface.bmp';
      PATH_IMG = IncludePath + 'SPS\img\runescape_surface\';

    function cropBitmap(bmp, x1, y1, x2, y2: integer): integer;
    var
      x, y, w, h: integer;
    begin
      w := (x2 - x1 + 1);
      h := (y2 - y1 + 1);

      result := bitmapFromString(w, h, '');

      for x := 0 to (w - 1)  do
        for y := 0 to (h - 1)  do
          fastSetPixel(result, x, y, fastGetPixel(bmp, x1 + x, y1 + y));
    end;

    procedure sliceMap;
    var
      mapBMP, tmpBMP: integer;
      x, y, i, x1, y1, x2, y2: integer;
    begin
      mapBMP := loadBitmap(PATH_MAP);

      for x := 0 to 17 do
        for y := 0 to 15 do
        begin
          tmpBMP := cropBitmap(mapBMP, x * 400, y * 400, x * 400 + 499, y * 400 + 499);
          saveBitmap(tmpBMP, PATH_IMG + toStr(x)+'_'+toStr(y)+'.bmp');
          freeBitmap(tmpBMP);
          inc(i);
          writeln('## Saved '+toStr(i));
        end;

      freeBitmap(mapBMP);
    end;

    var
      t: integer;
    begin
      t := getSystemTime();

      ClearDebug;
      ForceDirectories(PATH_IMG);
      sliceMap;

      writeln('Took '+msToTime(getSystemTime - t, TIME_SHORT)+' to complete.');
    end.

    Simba Code:
    ## Saved 269
    ## Saved 270
    ## Saved 271
    ## Saved 272
    Error: Exception: You are accessing an invalid point, (7271,0) at bitmap[0] at line 27
    The following bitmaps were not freed: [0, 1]

    Line 27 is this code in cropBitmap:
    Simba Code:
    fastSetPixel(result, x, y, fastGetPixel(bmp, x1 + x, y1 + y));

    I honestly don't know why it's doing it, and I've been trying to get this to work for the past few hours.

    Here's the new image that is being split up, http://srl.kyleundefined.com/runescape_surface.zip

    Any help or ideas would be appreciated! Thanks.
    Away for awhile, life is keeping me busy. | Want to get my attention in a thread? @Kyle Undefined; me.
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  2. #2
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    Are the colors that drasticly changed? Or what do you think is the problem why it´s not working anymore?

    *Is the SPS image uptodate?

    I will try to answer all Runescape related questions!

  3. #3
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    Default

    Kyle, was this because of the Seer's Village path no longer working?

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    Default

    You're using the original slicer right? Then you should lower the amount of colums which would be x in sliceMap function
    Simba Code:
    for x := 0 to 17 do
        for y := 0 to 15 do

    The reason why it gets an invalid point is that it has already reached the boundary of a bitmap on the right, and it's trying to go even further. But since it's out of bounds it fails.

    E: As your map is 7271 pixels wide, you could try 14 or 15 as the amount of colums...

    Quote Originally Posted by Imanoobbot View Post
    Are the colors that drasticly changed? Or what do you think is the problem why it´s not working anymore?

    *Is the SPS image uptodate?
    I'm not sure how old the SPS map that's downloaded through the extension, but I would think that it's rather old.
    Last edited by Smidqe; 03-31-2012 at 11:54 AM.
    Rusting away

  5. #5
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    Quote Originally Posted by Imanoobbot View Post
    Are the colors that drasticly changed? Or what do you think is the problem why it´s not working anymore?

    *Is the SPS image uptodate?
    They added details, took some objects out, put some in, so a new SPS map will fix everything.

    And no, it's not in the SPS Git yet, so it's still the old one.

    Quote Originally Posted by Jordan155 View Post
    Kyle, was this because of the Seer's Village path no longer working?
    Yes, a lot of the detail has changed in that area.

    Quote Originally Posted by Smidqe View Post
    You're using the original slicer right? Then you should lower the amount of colums which would be x in sliceMap function
    Simba Code:
    for x := 0 to 17 do
        for y := 0 to 15 do

    The reason why it gets an invalid point is that it has already reached the boundary of a bitmap on the right, and it's trying to go even further. But since it's out of bounds it fails.

    E: As your map is 7271 pixels wide, you could try 14 or 15 as the amount of colums...


    I'm not sure how old the SPS map that's downloaded through the extension, but I would think that it's rather old.
    Yeah, it's the original slicer. I'll try that, and thanks for the help!
    Away for awhile, life is keeping me busy. | Want to get my attention in a thread? @Kyle Undefined; me.
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    SRL is a Library of routines made by the SRL community written for the Program Simba. We produce Scripts for the game Runescape.


  6. #6
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    You're using the wrong file. Where do you get that? It's incredibly old. Use the one that's in the current repository (SPS/tools/). It'll create the entire map and slice the pieces for you. You specify the save path.

    Once you do that, make sure you test A LOT and reload the client several times (the minimap colors seem to want to change quite often). Then you can send them to me, and I'll compress (or you can, using OptiPNG) them and commit.

    The tool I made for making the map should ALWAYS be used. It makes sure the map is always the same size (that won't actually matter in SPS2.0, but still). It also does it really fast, and the instructions are at the top of the script if you're unsure.

  7. #7
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    That's the one I'm using, in /SPS/tools/ I'll make sure I have the most up to date one, that's what was confusing me. It's two files right now, one that creates the map and one that slices it.

    Yeah, testing will take awhile, don't want to release broken stuff

    EDIT: According to Simba, I had the latest version, and I even did an Override Update. I looked on Git, and I have a completely different version. Downloading that now.
    Last edited by Kyle Undefined; 03-31-2012 at 06:44 PM.
    Away for awhile, life is keeping me busy. | Want to get my attention in a thread? @Kyle Undefined; me.
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    I would love to change the world, but they won't give me the source code. || To be the best, you've got to beat the rest. || Logic never changes, just the syntax.
    If you PM me with a stupid question or one listed in FAQ, or about a script that is not mine, I will NOT respond.


    SRL is a Library of routines made by the SRL community written for the Program Simba. We produce Scripts for the game Runescape.


  8. #8
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    The latest version should just have 1 file (runescape_surface_creator.simba):
    Simba Code:
    (*

      This is a program that will automatically create the entire Runescape map from
      in game screenshots.  The final image will be saved to the PATH_MAP
      constant file path.  It will also split the map into 500x500 chunks used as
      SPS areas.  Each area overlaps by 100 pixels.  Set the MAP_CREATE and
      MAP_SLICE constants depending on which (or both) activities you want to do.

      NOTES:
      ~~~~~~

        * Takes approx. 2 minutes to complete the map; 5 seconds to slice it
        * If you're using SMART, start with the map CLOSED
        * If you're not using SMART, you can start with it open OR closed
        * ALWAYS start logged in; it won't login for you
        * Reccommend running on a bad account as it uses exact coord clicking
        * Doesn't require you to login if you're only slicing the map

      CREDITS:
      ~~~~~~~~

        * Coh3n ~ Original author
        * Nava2 & masterBB ~ Logic help + memory adjustments
        * Marpis ~ Original map slicing algorithm

    *)


    program runescape_surface_creator;
    {$DEFINE SMART}
    {$i srl/srl.scar}
    {$i srl/srl/misc/paintsmart.scar}

    const
      MAP_CREATE = false; // true to create the map
      MAP_SLICE  = true;  // true to slice the map into areas

    const
      PATH_MAP = appPath + 'runescape_surface\runescape_surface.bmp'; // where to save the world map
      PATH_IMG = appPath + 'runescape_surface\';                      // where to save the sps areas

      // used so the screenshots line up properly
      OVERLAP_X = 54;
      OVERLAP_Y = 51;

      OVERLAP_EDGE_X = 399 - OVERLAP_X; // overlap for last column
      OVERLAP_EDGE_Y = 255 - OVERLAP_Y; // last row

      COLUMNS = 14; // x
      ROWS    = 17; // y

      // used to get rid of the border, X, and legend
      SIZE_BORDER = 167;
      SIZE_LEGEND = 50;

    var
      bmpWorld: TMufasaBitmap;

    // returns true if the world map is open
    function mapOpen(): boolean;
    begin
      result := (getColor(749, 467) = 657930);
    end;

    // opens the world map
    function openMap(): boolean;
    var
      x, y: integer;
    begin
      if (findColorTolerance(x, y, 14802090, 510, 120, 565, 165, 5)) then
        mouse(x, y, 5, 5, true);

      result := waitFunc(@mapOpen, 500, 15000);

      if (result) then
        while (countColorTolerance(0, 10, 10, 100, 100, 10) > 500) do
          wait(100);
    end;

    // opens the overview minimap while the map is open
    function openOverview(): boolean;
    begin
      if (getColor(729, 453) = clBlack) then
      begin
        result := true;
        exit;
      end;

      mouse(680, 480, 5, 5, true);
      wait(200 + random(300));
      result := true;
    end;

    // sets the map zoom to 100% (SPS won't work properly without it)
    procedure set100Percent();
    var
      x, y: integer;
    begin
      if (findText(x, y, '100', statChars, 700, 460, 760, 495)) then
        exit;

      mouse(750, 475, 2, 2, true);
    end;

    // will go to any position on the world map
    // number of columns and rows can be found as constants at the top of the script
    procedure goPosition(column, row: integer);
    var
      topLeft: TPoint;
    begin
      // starting point (top left)
      topLeft.x := 616;
      topLeft.y := 324;
    {
      // used for testing (gather a small area)
      topLeft.x := 655;
      topLeft.y := 375;
    }

      if (column = COLUMNS - 1) and (row = ROWS - 1) then
      begin
        mouse(752, 448, 0, 0, true); // bottom right corner
        exit;
      end;

      if (column = COLUMNS - 1) then
      begin
        mouse(752, topLeft.y + (8 * row), 0, 0, true); // x-coord for right edge
        exit;
      end;

      if (row = ROWS - 1) then
      begin
        mouse(topLeft.x + (11 * column), 448, 0, 0, true); // y-coord for bottom edge
        exit;
      end;

      mouse(topLeft.x + (11 * column), topLeft.y + (8 * row), 0, 0, true);
    end;

    // values to cut off each side of the map's border
    const
      LEFT   = 7;   // left border
      RIGHT  = 160; // right border + overview map
      TOP    = 7;   // top border
      BOTTOM = 43;  // bottom legend
    // returns the current cropped map piece as a TMufasaBitmap
    function getMufaPiece(): TMufasaBitmap;
    var
      bmp, w, h: integer;
    begin
      getClientDimensions(w, h);
      bmp := createBitmap(w, h);
      copyClientToBitmap(bmp, LEFT, TOP, w - RIGHT, h - BOTTOM);

      result := getMufasaBitmap(bmp);

      //result.saveToFile(appPath + 'dwarven2.png');
    end;

    // gathers all the map pieces and draws them to the bmpWorld bitmap
    procedure setPieces();
    var
      bmp: TMufasaBitmap;
      x, y, w, h: integer;
      drawn: boolean;
    begin
      writeln('Creating map.. this may take a couple minutes');

      getClientDimensions(w, h);

      w := (w - SIZE_BORDER - OVERLAP_X);
      h := (h - SIZE_LEGEND - OVERLAP_Y);

      for x := 0 to (COLUMNS - 1) do
        for y := 0 to (ROWS - 1) do
        begin
          drawn := false;
          goPosition(x, y);

          bmp := getMufaPiece();

          // bottom right corner
          if (x = COLUMNS - 1) and (y = ROWS - 1) then
          begin
            bmp.fastDrawTransparent(x * w - OVERLAP_EDGE_X, y * h - OVERLAP_EDGE_Y, bmpWorld);
            drawn := true;
          end;

          // right edge
          if (x = COLUMNS - 1) then
          begin
            bmp.fastDrawTransparent(x * w - OVERLAP_EDGE_X, y * h, bmpWorld);
            drawn := true;
          end;

          // bottom edge
          if (y = ROWS - 1) then
          begin
            bmp.fastDrawTransparent(x * w, y * h - OVERLAP_EDGE_Y, bmpWorld);
            drawn := true;
          end;

          if (not drawn) then
            bmp.fastDrawTransparent(x * w, y * h, bmpWorld);

          bmp.free();
        end;
    end;

    // creates the world map
    procedure createMap();
    var
      w, h: integer;
    begin
      bmpWorld := TMufasaBitmap.create();
      getClientDimensions(w, h);

      w := (w - SIZE_BORDER - OVERLAP_X);
      h := (h - SIZE_LEGEND - OVERLAP_Y);

      bmpWorld.setSize(w * COLUMNS - OVERLAP_EDGE_X, h * ROWS - OVERLAP_EDGE_Y);
      bmpWorld.fastDrawClear(clBlack); // transparent colour

      setPieces()
    end;

    // splits the map into SPS areas 500x500 pixels; overlap 100 pixels on each side
    // finished in about 10 seconds
    procedure sliceMap;
    var
      bmpMap, bmpTemp: TMufasaBitmap;
      x, y, i, t, x1, y1, x2, y2: integer;
      blanks: TStringArray;
    begin
      writeln('Slicing map...');
      t := getSystemTime();

      // SPS areas that don't have any land on them (no point in saving them)
      blanks := ['0_0', '0_4', '0_5', '0_6', '0_7', '0_8', '0_14', '0_15', '0_16',
        '1_0', '1_4', '1_6', '1_14', '1_15', '1_16', '2_0', '2_1', '2_14', '2_15',
        '2_16', '3_0', '3_1', '3_14', '3_15', '3_16', '4_0', '4_1', '4_14', '4_15',
        '4_16', '3_14', '3_15', '3_16', '7_0', '8_0', '8_13', '9_0', '9_13', '9_14',
        '9_15', '9_16', '10_0', '10_13', '10_14', '10_15', '10_16', '11_0', '11_15',
        '11_16', '12_0', '12_15', '12_16', '13_0', '13_15', '13_16', '14_0', '14_1',
        '14_2', '14_14', '14_15', '14_16', '15_0', '15_1', '15_2', '15_3', '15_4',
        '15_13', '15_14', '15_15', '15_16', '16_0', '16_1', '16_2', '16_3', '16_4',
        '16_13', '16_14', '16_15', '16_16', '17_0', '17_1', '17_2', '17_3', '17_4',
        '17_7', '17_8', '17_9', '17_14', '17_15', '17_16'];

      forceDirectories(PATH_IMG);

      bmpMap := TMufasaBitmap.Create();
      bmpMap.loadFromFile(PATH_MAP);

      for x := 0 to 17 do
        for y := 0 to 16 do
        begin
          // skips blank areas
          if (inStrArr(toStr(x)+'_'+toStr(y), blanks, false)) then
            continue;

          x1 := (x * 400);
          y1 := (y * 400);
          x2 := (x * 400 + 499);
          y2 := (y * 400 + 499);

          // make sure we're not exceeding the dimensions of the world map
          // if we are set the coords so the areas are still 500x500
          if (x2 > bmpMap.width) then
          begin
            x1 := (bmpMap.width - 1 - 499);
            x2 := (bmpMap.width - 1);
          end;

          if (y2 > bmpMap.height) then
          begin
            y1 := (bmpMap.height - 1 - 499);
            y2 := (bmpMap.height - 1);
          end;

          bmpTemp := bmpMap.copy(x1, y1, x2, y2);
          bmpTemp.saveToFile(PATH_IMG + toStr(x)+'_'+toStr(y)+'.bmp');
          bmpTemp.free();

          inc(i);
          writeln('Saved '+toStr(i));
        end;

      bmpMap.free();
      writeln('Slicing map took '+msToTime(getSystemTime - t, TIME_SHORT)+' to complete.');
    end;

    procedure mainloopMap();
    var
      t: integer;
    begin
      t := getSystemTime();

      if (not mapOpen()) then
        openMap();

      set100Percent();
      openOverview();

      createMap();
      bmpWorld.saveToFile(PATH_MAP);
      bmpWorld.free();

      writeln('Creating map took '+msToTime(getSystemTime - t, TIME_SHORT)+' to complete.');
    end;

    procedure mainloopSlice();
    begin
      sliceMap();
    end;

    begin
      clearDebug();
      forceDirectories(PATH_IMG);

      if (MAP_CREATE) then
      begin
        {$IFDEF SMART}
        SMART_Server := 1;
        SMART_Members := False;
        SMART_Signed := True;
        SMART_SuperDetail := False;
        SMART_SetupDebug();
        clearRSCanvas(SMART_Canvas.canvas);
        {$ENDIF}

        activateClient();
        setupSRL();

        {$IFDEF SMART}
        if (not(loggedIn)) then
        begin
          writeln('Please login your player');
          terminateScript();
        end;
        {$ENDIF}

        mainloopMap();
      end;

      if (MAP_SLICE) then
        mainloopSlice();
    end.
    It will create or slice the map, or both.

  9. #9
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    Quote Originally Posted by Kyle Undefined
    Ok, yeah, I see that tool now. That was weird. It created and sliced the map perfectly this time, going to convert them to PNGs and start testing!

    Thanks!
    Ok, so I got the new images, used OptiPNG to convert and optimize them all, and started doing some testing. I was trying to walk from Seers bank to the Magics, and it would fail halfway through. I tried remaking the path as well.

    I'm thinking that the Tolerance might need to be adjusted. I'll keep looking into this. If you want the images, they're here http://www.filedropper.com/runescapesurface

    To anyone, feel free to play around with this and test walking with these images.
    Away for awhile, life is keeping me busy. | Want to get my attention in a thread? @Kyle Undefined; me.
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    I would love to change the world, but they won't give me the source code. || To be the best, you've got to beat the rest. || Logic never changes, just the syntax.
    If you PM me with a stupid question or one listed in FAQ, or about a script that is not mine, I will NOT respond.


    SRL is a Library of routines made by the SRL community written for the Program Simba. We produce Scripts for the game Runescape.


  10. #10
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    Hey, I tried remaking the path with what little knowledge I have but failed miserably, seems to walk in a different direction now.'

    If anyone has Seers bank path to magics working please let us know

  11. #11
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    Kyle, make sure when you made the maps, that you were in Safe Mode. The minimap is very different in Safe Mode than in Software Mode. Kind of annoying to be honest. Also, try testing with my SPS 2.0 branch. As soon as I figure out the Access Violation error it'll be released. It's much more accurate and works in the desert. Been using MSI's Cooker for a few days without problems.

    SPS 2.0 branch: https://github.com/Coh3n/SPS/tree/sps_2.0

    I'll look more into your images when I get home tomorrow.

  12. #12
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    Quote Originally Posted by Coh3n View Post
    Kyle, make sure when you made the maps, that you were in Safe Mode. The minimap is very different in Safe Mode than in Software Mode. Kind of annoying to be honest. Also, try testing with my SPS 2.0 branch. As soon as I figure out the Access Violation error it'll be released. It's much more accurate and works in the desert. Been using MSI's Cooker for a few days without problems.

    SPS 2.0 branch: https://github.com/Coh3n/SPS/tree/sps_2.0

    I'll look more into your images when I get home tomorrow.
    Yeah, I double checked and I am on Safe Mode, so I really don't know what's up.

    I just got back home, left after I posted that really, so I'll dig into this now. EDIT: I think I'll wait, since SPS 2.0 is basically right around the corner

    And sweet, I'll play with that as well, that will be nice. If SPS 2.0 works now with walking, then I won't waste my time in looking into why SPS 1.0 isn't working

    Thanks!
    Last edited by Kyle Undefined; 04-01-2012 at 08:17 AM.
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    Wait what is the deal with SPS 2.0?

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    Quote Originally Posted by Jordan155 View Post
    Wait what is the deal with SPS 2.0?
    Marpis became inactive so I've taken on the development. I haven't released anything more than what's in Marpis's thread. I've tested it a few times, but have been busy the last few days.

    E: Kyle, are you sure the minimap changed? I'm looking at the images in the current SPS and the map in game, and one's slightly darker, but other than that they're exactly the same.
    Last edited by Coh3n; 04-02-2012 at 03:29 AM.

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    Quote Originally Posted by Coh3n View Post
    Marpis became inactive so I've taken on the development. I haven't released anything more than what's in Marpis's thread. I've tested it a few times, but have been busy the last few days.

    E: Kyle, are you sure the minimap changed? I'm looking at the images in the current SPS and the map in game, and one's slightly darker, but other than that they're exactly the same.
    As for the images you are referring to, something is wrong with the Seer's Village images on the walkpath from the Bank to the Magic Tree spot which is what I pointed out to him. Apparently the images have changed a bit in that area.

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    Quote Originally Posted by Jordan155 View Post
    As for the images you are referring to, something is wrong with the Seer's Village images on the walkpath from the Bank to the Magic Tree spot which is what I pointed out to him. Apparently the images have changed a bit in that area.
    I know that's what I'm saying. I compared the map in game and the SPS images, and they're the same. Are you sure you're in Safe Mode?

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    Coh3n Sorry to say.. They really are NOT the same.. This happens with LRC and Zanaris as well as the Place where u hunt those jadinko's..

    Someone tell me the area or screenshot it and I'll make you a custom map and we can see if I'm right.. If I am then Jagex has changed the ball game.. Also note that the black on the minimaps aren't actually black anymore.. well in some areas.. They are actually quite a lot off from black.. And sometimes almost completely different colours from the world map are on the minimap.

    Ahh nvm I'll just go to seers and make the whole village I guess..
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    Quote Originally Posted by ggzz View Post
    Coh3n Sorry to say.. They really are NOT the same.. This happens with LRC and Zanaris as well as the Place where u hunt those jadinko's..
    You HAVE to be in safe mode, otherwise the minimap is very different from the in game world map.

    I didn't actually go to Seers, I looked at the in game world map compared to the images in SPS.

    E: My world map:



    SPS image:



    As I said, ones darker, but I don't think it's enough to mess up SPS. I don't have a members account so I can't see for sure, but everywhere in F2P that I use it, it works just fine.
    Last edited by Coh3n; 04-02-2012 at 04:11 AM.

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    Quote Originally Posted by Coh3n View Post
    You HAVE to be in safe mode, otherwise the minimap is very different from the in game world map.

    I didn't actually go to Seers, I looked at the in game world map compared to the images in SPS.

    E: My world map:



    SPS image:



    As I said, ones darker, but I don't think it's enough to mess up SPS. I don't have a members account so I can't see for sure, but everywhere in F2P that I use it, it works just fine.
    If you are interested you can use one of my member accounts with wc enough for magics to test this out if you want

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    Thanks, but I don't have time right now. I'll PM you if I need it.

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    Quote Originally Posted by Coh3n View Post
    Thanks, but I don't have time right now. I'll PM you if I need it.
    Yeah sorry didn't mean to make it sound like I was making you do it right now haha. PM me whenever you'd like.

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    Well here's my butchered SPS map lol.. Co-ordinates are exact.. but the map u give me above doesn't work for me :S

    EDIT The map u posted above works as long as I edit the name to something like 0_0Coh3n.. That worked for me.



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    SPS requires specific naming for the maps to work correctly. The images I posted weren't meant to be tested specifically. They were to show the difference between the SPS image and the in game world map.

    I can tell from the one you posted that there isn't enough of a difference for it to mess up. There are bugs in SPS that have been fixed for SPS 2.0. It's been known for a while that certain areas aren't as accurate as others. This seems to be one of them.

    I've PM'd Jordan so I can test SPS 2.0 with this account. If you want, you can test it as well, but from the images provided I can say that the minimap hasn't changed; this particular area just doesn't want to work that well.

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    I honestly think it's just the detail they added to the MiniMap. They removed rocks/trees, moved trees around, etc.

    Like I said earlier, no point in trying to get this to work on SPS 1.0 if it works with SPS 2.0. I'll test this with SPS 2.0 later when I get home.

    ggzz, in my post above I linked to the new images, that match the detail that's in the game now, if you want to check them out.
    Away for awhile, life is keeping me busy. | Want to get my attention in a thread? @Kyle Undefined; me.
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    Ah yes, I didn't notice the trees and stuff. I just looked at the buildings. Kyle, I'll test out your images.

    E: Kyle, your images are too dark; that may be why it didn't work well for you. I've found that the in game map is darker/lighter different times you log in.

    E2: Kyle, try these images: http://dl.dropbox.com/u/33256273/runescape_surface.zip
    Last edited by Coh3n; 04-02-2012 at 06:55 PM.

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