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Thread: SPS: December 20th, 2012 ~ New maps & any angle support

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    Default SPS: December 20th, 2012 ~ New maps & any angle support

    Hello!

    Well, this is going to be the first SPS update in a very long time, and I'm hoping it'll be a big success. A big thanks to J J and Ollybest for the code that made it possible for SPS to work at any compass angle! Also, thanks to everyone who tested the new versions and provided feedback.

    What's new?
    • A significant speed increase. I'm not sure why, but SPS_GetMyPos was being called twice for no reason. Since the function is already slow, calling it unnecessarily just made it worse.

      If you use SPS_BlindWalk, it's still being called once unnecessarily. This can't be avoided without causing a compiling error. I'm planning on resolving this whenever SPS is converted to Lape.

      So basically, if you want SPS to work slightly faster, use SPS_WalkPath rather than SPS_BlindWalk.

    • The user/scripter will now be warned if SPS_Setup wasn't called, or was called incorrectly.

    • Will now work at any compass angle. This is completely optional. By default, SPS will work like it always has - at north. If you want it to work at any compass angle, set SPS_AnyAngle to true in your script:
      Simba Code:
      SPS_AnyAngle := true;
      Keep in mind that it's likely you will lose some accuracy using it this way. But from what I tested, it still worked really well.

    • New variable - SPS_ClickNorth - that when set to true will call SRL's ClickNorth rather than MakeCompass. It just provides another option as I'm sure some people click the compass to make it north rather than rotate the camera. By default, it will call MakeCompass, like it always has.

    • NEW Runescape Surface maps! From the feedback I've received, most areas that didn't work before, now work really well. I still don't know about the wilderness, desert, or snow areas, however. Feedback in that area would be appreciated.

      If custom maps are still required for common areas, I am willing to add them to the repository.


    For scripters:
    • The new world map is a slightly different size than the old one. This was required to fix a few bugs in the map, and to make room for new areas. Because of this, you may need to pick new path points. The offset for new points is very small, so it's possible your old points will still work.

      I do recommend, however, that you pick new points to maximize accuracy.

    • I have updated the Official SPS Thread to include a section on Scripting Hints/Tips that you may find helpful. So please, give it a read. Don't be afraid to suggest something to add as well.


    You can download the new SPS from here. Simply replace your SPS folder with this one. I will add the new version to the updater later today if there aren't any issues. E: Added to the updater. If your MSI updates automatically, you'll have the latest version.

    Cheers,
    Coh3n
    Last edited by Coh3n; 12-21-2012 at 06:43 AM.

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    Well done!
    I'll give the desert a test

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    Think you should add that if you enable rotating you may lose some accuracy.

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    Quote Originally Posted by Ashaman88 View Post
    Awesome work guys!
    Surprised you aren't moaning about redoing all your ape atoll areas :P

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    Amazingly well written and organized post, thank you Cohen, Olly, and JJ so much, that video of the walking at any angle was SUPER IMPRESSIVE! One of the coolest/mostinnovative things I've seen in action for a long time, it was so accurate, fast, and humanlike!

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    Quote Originally Posted by Ollybest View Post
    Think you should add that if you enable rotating you may lose some accuracy.
    Ah yes. Even though it only varies by a few pixels (from what I tested). I'll add that anyway.

    Quote Originally Posted by YoHoJo View Post
    Amazingly well written and organized post, thank you Cohen, Olly, and JJ so much, that video of the walking at any angle was SUPER IMPRESSIVE! One of the coolest/mostinnovative things I've seen in action for a long time, it was so accurate, fast, and humanlike!
    Glad you like it.

    Only thing I'm disappointed about is it probably won't be ready for SRL6, unless Lape gets object support in the near future.

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    Super excited about this, Great work guys!

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    Quote Originally Posted by Ollybest View Post
    Surprised you aren't moaning about redoing all your ape atoll areas :P
    Oh when I sit down to fix it the moaning shall commence!

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    Quote Originally Posted by Ashaman88 View Post
    Oh when I sit down to fix it the moaning shall commence!
    Explain?

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    Simba Code:
    Area0X1 = 2855;
      Area0Y1 = 5675;
      Area0X2 = 2891;
      Area0Y2 = 5720;

      Area1X1 = 2845;
      Area1Y1 = 5713;
      Area1X2 = 2855;
      Area1Y2 = 5720;

      Area2X1 = -20;
      Area2Y1 = -20;
      Area2X2 = 10;
      Area2Y2 = 10;

      Area3X1 = 2820;
      Area3Y1 = 5717;
      Area3X2 = 2855;
      Area3Y2 = 5725;

      Area4X1 = 2800;
      Area4Y1 = 5710;
      Area4X2 = 2809;
      Area4Y2 = 5721;

      Area5X1 = 2810;
      Area5Y1 = 5722;
      Area5X2 = 2847;
      Area5Y2 = 5763;

      Area6X1 = 2860;
      Area6Y1 = 5733;
      Area6X2 = 2875;
      Area6Y2 = 5767;

      Area7X1 = 2895;
      Area7Y1 = 5683;
      Area7X2 = 2935;
      Area7Y2 = 5739;

    All his SPS area cords there quite a pain to make from experience but in trade for re-doing them you will get rotation + updated maps!

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    Can't he just pick them using the pathmaker? Takes 2 minutes that way.

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    That is true, I also sent him a function to debug boxes on the minimap for sps

    Edit: damnn Ashaman got totally screwed with the maps! the maps split perfectly around the agility course.... so you would have to include 4 areas.. about time you made a custom map :P

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    That's very unlucky.

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    Threw this together for him, If its accurate enough you should notice some pretty nice speed increases


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    Quote Originally Posted by Ollybest View Post
    Threw this together for him, If its accurate enough you should notice some pretty nice speed increases

    You're the man! I'll test it out tonight or this weekend

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    Was actually quite surprised with the accuracy considering its the world map image, 200ms for pos + rotation... not bad (don't mind my legit paint cropping skills)


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    Tested wilderness areas 10_5,6 and 9_4,5,6 from Edgeville to Skeleton Mine and Hobgoblin Mine. It worked awesome (even with map rotation)! One spot was a little buggy and recognized that I was at the hobgoblin mine ten levels too early, but tweaking the path around that small area improved the number of flawless runs. Thanks for all the great work on the maps! Should be able to release some goodies soon.
    Last edited by gerauchert; 12-20-2012 at 11:00 PM. Reason: map rotation bit
    METAL HEAD FOR LIFE!!!

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    Quote Originally Posted by gerauchert View Post
    Tested wilderness areas 10_5,6 and 9_4,5,6 from Edgeville to Skeleton Mine and Hobgoblin Mine. It worked awesome (even with map rotation)! One spot was a little buggy and recognized that I was at the hobgoblin mine ten levels too early, but tweaking the path around that small area improved the number of flawless runs. Thanks for all the great work on the maps! Should be able to release some goodies soon.
    Wow, im surprised it works in the wilderness ive never heard of that working before

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    Quote Originally Posted by Ollybest View Post
    Was actually quite surprised with the accuracy considering its the world map image, 200ms for pos + rotation... not bad (don't mind my legit paint cropping skills)

    Not bad at all! Will probably only rotate camera on the longer path back to start though

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    Then it will be even more accurate :P

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    Quote Originally Posted by Ollybest View Post
    Then it will be even more accurate :P
    Yessirrr. I think the reason I didn't make a custom map before was bc the standard one was accurate enough.... but a custom one would mean updates like this wouldn't affect it

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    Thanks for the release and addition Coh3n, looking forward to less botlike scripts by using different angles throughout the script.

    Script source code available here: Github

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    Wow, Amazing work, Thanks guys for all the time and effort you put into this project

    Forum account issues? Please send me a PM

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    Hm... the new SPS plugin is giving me fits, I now have a constant access violation error in SPS_setup at this line:
    Simba Code:
    SPS_AreaMaps := SPS_BitmapToMap(tmp, SPS_Accuracy);

    I never had trouble before I started using this new SPS plugin. Already running Simba as administrator; any ideas?

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

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    you're the Earth and I'm the sky..."


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