Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 10/23/13 in all areas

  1. What can I win? I will be giving away two lvl 3 accounts(with 30 days of membership) to random people, with random.org! To enter: like this post, rate my profile 5 stars and post any number between 1 to 50! Giveaway starts @ 26th of October!
    5 points
  2. Okay, I know that I just made a thread... But this is totally thread worthy. I got a Guthan's Warspear which is about 6m gp while testing BarrowsPro..
    2 points
  3. Thread closed, as you have completely stolen this from another website, without crediting them at all, we do not condone plagiarism.
    2 points
  4. Dear community, I want to give you an idea where OSBot 2 is at. First of all I want to let you know that OSBot 2 is rewritten from the ground up to tackle some problems that you as a community pointed out. Things like CPU usage increasing over time in a scale of hours, something that never was a huge problem to most users but could be annoying for some. Besides that, increased overall performance is something everyone always likes to see. By writing an entire new core and taking time to do so, the client will score better at those points. At the moment, there is an abstract core written which is extendable for the most part to write implementations of other server revisions, such as RS3. Whether we will do so or not doesn't matter, it will be reusable. The entire GUI of the current OSBot was written using Swing. For OSBot 2 we are using JavaFX. JavaFX might not be as developed in certain areas as Swing, however those area's won't affect us. Besides that, JavaFX performs faster and gives more reliable output when it comes to exceptions. Not to mention, I personally and many others agree, I think that the look and feel of JavaFX is far better and promising than Swing. At the moment, a lot of the main GUI features are done. The client loads the applet, injects the client, hacks the canvas and such. So from here on, our first focus will be towards designing and organizing the new API. The API will have the same features as seen in the current OSBot and those features will be ported over. This is not a very hard job, most of it will just be refactoring. Other new features will remain secret and will be revealed as progress proceeds. Besides the API, which its functions will not have to be rewritten, we are planning and thinking about a second scripting engine. The current scripting engine is completely sequential in a blocking fashion. The new scripting engine, don't worry the old one won't disappear, we want to give a fully event driven asynchronous environment where you will dispatch tasks based on events and have control over the queue by using policies for tasks. We are looking forward writing this as Laz and I love writing new and fancy stuff. There are many other things that need to be done for OSBot 2, but the above is the majority. We can't give you an ETA, we don't want to stress any deadlines and instead focus on its quality. Laz has done a great job on it so far and now I'm joining him in this battle progress will speed up. I hope you had a fun read, Sincerely, OSBot.org
    1 point
  5. The chatbox has been down for quite a while. Is anyone even working on it...?
    1 point
  6. You always seem to make the same, you should add light effects to it for sure, this is too plain.
    1 point
  7. JaGeX have control over the gaming environment, so I would assume they have systems set in motion that look out for large clusters of players (that aren't in consistently populated areas), and track what activity they're parking in (i.e., woodcutting) and how they interact with the gaming environment against the other fellow players. I assume that they average out the interactions of everyone involved and see if there's a correlation between obvious botters. They probably map out movements on a 2D grid and see if there are oddities in paths that a large cluster of users/bots seem to exhibit routinely. JaGeX probably graph out user interactions with in-game entities to see if there are common delays with particular players. While such data could be dismissed if it gathered from an isolated individual, I'd imagine that if the interaction patterns are frequent among multiple players, it's probably flagged as a call to concern. I assume they verify their findings by sending in in-game mods to evaluate the environment and the users. Your script may check for mods, but that won't do shit. Remember; JaGeX control the game. It wouldn't be far-fetched to assume they have the ability to exist server-side only--if they wanted. It's why I find anti-bans redundant. They don't do much. Jagex may be able to snipe out large clusters of bots in a single instance, but when it comes to bots who occupy the almost "outland" regions, I think they rely on other fellow players to file a report. ...Which is why I find anti-bans redundant. Once you're reported by a fellow player, it doesn't matter how much you shake your camera or hover over your skills, it's too late to "un-file" the report set against you. And you only justify said report if you continue to exhibit robot-like responses.
    1 point
  8. Sorry Laz, but the ads on YouTube are just too annoying
    1 point
×
×
  • Create New...