Everything posted by Maxi
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Beta V1.2.2 Release Coming Tonight!
I'm happy to announce that we are bringing another update tonight. Amongst the updates are the following features: Fix for a tiny almost unnoticeable bug with the walking methods Extension of the interacting API. Each class that has interacting capabilities will have 8 different methods for customizable interactions Animation debugger Different approach to Java loading, no on the fly compilation anymore but just class files, archives and attached dependencies Enum for hitsplats, no need to identify the id's yourself anymore Find the closest npc's by name as well as by id Freezing issue resolved Major support added for area's throughout the API And lots more to list that is gone from the top of my head... On another note, work has started on the portal for script developers to manage their scripts in the repository. The system already supports submitting new scripts, updating current scripts and all submission have to be validated by a designated staff member for quality and security (i.e. no malicious content). More updates on this progress soon. Yours sincerely, OSBot.org
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BETA v1.2.1
It should not say ERROR, we forgot to change that. It doesn't matter that you get that message, you can just ignore it.
- BETA v1.2.1
- BETA v1.2.1
- Reporting
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Bank Scrolling, Changed Item Ids And More
Yes, that's also the actual item id we all used to use on other versions of RS. For some reason they have added +1 to interface item id's in old school RS.
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BETA v1.2.1
Please read: Make sure you refresh the page with CTRL + R in case the page was cached on your end. If that doesn't work, clear your browsers cache. Enjoy .
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BETA v1.2.1
I'm please to announce that BETA v1.2.1 has been released. Amongst the features of this release are included: [*]Java scripting support (build in compiling not supported on the obfuscated jar yet) [*]Built-in interface explorer [*]Fixed walking [*]New walking API [*]Overall extension of API features to allow for more customization [*]Tweaked, extended and fixed bugs in the banking API [*]All object interaction now works [*]Tabs work 100% now [*]Item ids now are the same as ground items (so change your bank and inventory ids to id - 1) [*]Combat hooks (including splats and last hit) [*]onLoop() bug-fix [*]Remote SDN (will not be enabled initially) [*]Random events will deployed and updated automatically by SDN [*]Skill levels and experience hooks [*]and more... Make sure you read the new java docs, there are additions and new documentation you might want to read. Download can be found here: http://osbot.org Make sure you refresh the page with CTRL + R in case the page was cached on your end. If that doesn't work, clear your browsers cache. Sincerely, Maxi and the OSBot.org team
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Bank Scrolling, Changed Item Ids And More
Hi all, I have fixed up bank withdrawals, they do now work for the entire bank including scrolling. I have also added lots of tiny features to the API overall to allow more customization of your needs. Walking allows you to set more features now, banking and inventory options allow more options as well. Furthermore all the issues with some object that could not be found are fixed! You should now be able to interact with any object in the entire world. Also tabs should now be fixed correctly. One more very important things for whoever develops scripts is that we CHANGED the ITEM IDS to be one lower than they were before so they now match the item id's of ground items. For some reason they made it so that inventory items had an item id that was one higher than ground items. This was annoying so we decided just to lower all item id's by one to let them match. We probably have done much more than that today, but I can't remember due to how tired I am. The bot release is on its way now! Sincerely, OSBot.org
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Fixed walking API
This update is not released. Updates in this section are never released until the next release. And @gates, read my post it's there ;).
- Whats the...
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Fixed walking API
Furthermore we added a fix for checking entity facing where it regarded other characters facing your local player. This functions properly now. I also added this little method for it, to make it easier to check: /** * Returns whether this character is facing, or as you may call it interacting, with the * specified Character. * @param character The specified character. * @return */ public boolean isFacing(Character character)Last but not least Laz and I are trying to get this update ready for today with the features we mentioned all over the forums.Stay tuned,Maxi
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Fixed walking API
Hi everyone! I have fixed the walking completely. It was unfortunate it wasn't tested that well before, but when I had a closer look the method to calculate minimap coordinates was completely off. I have also extend the api for walking, making it as customizable as you like: /** * Walks to a location and makes sure your ending position is the specified destination. * @param dest The specified destination to go to. * @return * @throws InterruptedException */ public boolean walkExact(Position dest) throws InterruptedException /** * Walks to a location and makes sure your ending position is the specified destination. * @param dest The specified destination to go to. * @param mainScreenDistanceThreshold The distance to the destination for which this method will use main * screen walking. Beyond this distance, it will use minimap walking. * @return * @throws InterruptedException */ public boolean walkExact(Position dest, int mainScreenDistanceThreshold) throws InterruptedException /** * Walks to a location but doesn't make sure your ending destination is exactly as specified. Usually it will be, * but it could be 1 or 2 tiles off. * @param dest The specified destination to go to. * @return * @throws InterruptedException */ public boolean walk(Position dest) throws InterruptedException /** * Walks to a location with the specified distance threshold for main screen walking, but doesn't make sure * your ending destination is exactly as specified. Usually it will be, * but it could be 1 or 2 tiles off. * @param dest The destination specified to go to. * @param mainScreenDistanceThreshold The distance to the destination for which this method will use main * screen walking. Beyond this distance, it will use minimap walking. * @return * @throws InterruptedException */ public boolean walk(Position dest, int mainScreenDistanceThreshold) throws InterruptedException /** * Walks towards a position on the map. * @param dest The destination. * @param forcePosition Whether or not to make sure the ending position is the same as the specified destination. * @param mainScreenDistanceThreshold The distance to the destination for which this method will use main * screen walking. Beyond this distance, it will use minimap walking. * @throws InterruptedException */ public boolean walk(Position dest, boolean forcePosition, int mainScreenDistanceThreshold) throws InterruptedException
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[Development] AIOAnti-Random
You realize that it would be best to implement this with the RandomSolver class provided in the API? Once put in the scripts/randoms/ directory the bot will then automatically check for randoms. Also: it would be best not to do it all in one, the system is designed to have one handler per random.
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Switching to Dedicated Server
Hello all! The current host we are running was giving us a lot of trouble. We first experienced some DDoS attacks, but dealt with them in a good way. However the VPS was for some reason running on a very high CPU usage that was not caused by any of our internal processes on the VPS. We couldn't figure it out and from time to time it still goes up like crazy, but not caused by anything that we run. We decided that we not gonna put up with the problems the VPS was experiencing and decided to buy a dedicated straight away, even though the VPS was only running on like 2-4% from our processes. They will hopefully deliver it tomorrow and once we get it we will port over our entire setup. On another note, I finally have time to deal with some of the bugs in the API and client itself. So I'll be spending tuning up some features and let you guys know what I updated, added and fixed by the end of the night. Stay tuned! Maxi
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Slow Forum
Yes we are aware of this and are trying to find and deal with the issue. It's mostly caused by continuous ddos attacks, we are lucky it's not offline entirely. We are going to change host and get a real dedicated server btw, hopefully this week if we can gather some money. We too are annoyed by it .
- sup BROtters :)
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Interface Debugger 2
Update will be in the next release. Your client will notify you once the update is available.
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Interface Debugger 2
Hi everyone, I wanted to share those pictures with you of the interface debugger features: Sincerely, Maxi
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New Hooks, Java Support, Anti-Randoms, and More!
Who do you think people got this information from :p? From me. So yes we are aware of it and we'll see where we can squeeze in time for this for first next release.
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BETA v1.1.6
We are getting rid of them one by one, but have a lot of other things to do as well and only have so much time. This is a BETA for a reason and we're getting there, the client is receiving improvement every day. We won't make our client open source. Something with the fact that there is someone who is very good at taking other people their work and claim to have written it himself afterwards (you know who I'm talking about).
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New Hooks, Java Support, Anti-Randoms, and More!
I will test and fix the walking.
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Interface Debugger
Hello everyone, I have worked on a interface identifier and value extractor. Basically, you can hover over interfaces and the application will tell you what is beneath your mouse pointer, i.e. (multiple) parent(s) and (multiple) child(s). Not only will it tell you, it will also draw the rectangle of the child that's most on top so you know exactly which child you're talking about. By doing that you can identify the interfaces and child id's you need or want to examine, because not only does it contain an identifier, it also contains a value extractor. You can extract values from any child as long as the child exists and parent exist and are loaded. Sincerely, Maxi
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QuickMiner[Copper & Tin]
This clearly is almost exactly identical to Xerion's. You can't take his work and release it with some edits or additions without his permission, even when you have given him credits. The copyright of the script belongs to Xerion. I'm removing this and let this be a warning. Next time you will receive a ban from the bot and the forums for 7 days.
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Trial Script Developer sweep
It was one of the responsibilities of the script developers. We will add a couple of them ourself soon though.