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Everything posted by Apaec
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Hey Apologies for this. Since I add each trial manually, it rejects the trial request if the user has already had a trial. It seems like you had one at some point last year, but since that was so long ago i've wiped that trial record and have enabled it on your account for a fresh 24h. Enjoy & sorry about that! -Apa (:
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Progress update 2 (13-05-2017) Just thought I would drop in a second part to the progress update for today. I've finished implementing all of the above, so the solver is much more efficient at reading the board. Additionally, I've modified the UI a little to cater for some debug options: I feel at the stage where the script is complete, and ready for release! I've completed many many many sudokus with the script and I have to say it was great fun writing it. Here's the final solving logic with the same settings as the ui above: -Apa
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Hey there Unfortunately the recent client revisions have caused some issues with gui loading/saving. Here's the message i've been sending people as to how to fix it: ---------------------------------------------- The full story is on the previous page, but in short to fix your issue you need to delete your previous gui save file: Navigate to C:\Users\YOUR_NAME\OSBot\Data\APA_Sand_Crabs Delete the "gui_settings.txt" file found at that location Re-start the script ------------------------------------------ Let me know if you're still having problems! -Apa
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Progress update 13-05-2017 Since I haven't posted anything here for a couple of days now, I thought i'd post an update on what i've been doing on the script. While I originally planned to send in an SDN upload request earlier this week, I decided against it as there were a couple of things that I was not too happy about. Firstly, the half second pause between opening the sudoku and generating a solution was not ideal for me. While it wasn't too bad, it was something that, given some tweaks, could be minimised. To go about adjusting this, I had to determine the cause of the delay, which I believed to be having custom pixel rgb data for each rune. While this is a working and reliable solution, it means each cell has to be - in the worst case - scanned up to 10 times. Not ideal! Instead, to solve this, I decided to once again check for grey, but this time set the threshold wide enough to encompass the entire rune background. This allowed me to determine runes based on the space their logo takes up on the base of the rune. There are, however, a few issues with this approach which is why I did not initially explore it at the start. Firstly, the whole tile has to be analysed before a decision can be made as to what rune it is. Secondly, the '1' showing that the rune is editable overlaps slightly with the rune, meaning editable runes have slightly different thresholds to default ones. Finally, the death and air thresholds are only 1 pixel apart! (Editable runes are the top row, provided runes bottom row) That being said, it had some obvious advantages: Firstly, tiles only had to be scanned twice (once to determine if editable (this was being done anyway), second time to determine the rune). Secondly, the colour reader could potentially work on multiple/all brightness settings. Finally, the runes did not have to be in a hierarchy as they all share the same base colour. The second thing that I wanted to do was cut out the middle step of converting runes to numbers and numbers back to runes (this happened while generating a solution for the permutation of runes). While this was a valid approach which wasn't very time consuming, it was simply untidy, unnecessary and very avoidable. To solve this issue, I made the sudoku board data structure generic (which I should have done from the start) provided the type it is given is comparable. Since the rune data is stored in an enum, this worked out nicely as I did not need to write my own compareTo method. This also means the sudoku viewer can now display the rune values instead of arbitrary numbers: I have currently implemented most of these improvements and am working on further changes + stress testing. Hopefully should be ready to submit a working version within the next few days! -Apa
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Hey, Yeah - however unfortunately not directly. You will need to grab a store voucher ( https://osbot.org/forum/forum/227-vouchers/ ) worth $5 which you can then redeem. Cheers! -Apa
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Replied on main thread, cheers Apa
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Not sure. Try entering that particular widget into the widget debugger in the options menu to see what RS2Widget methods might help you
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Completely missed these, thank you & well spotted. The issue has been fixed and should never happen again!
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Woah, well spotted, thanks for this. Of all runes, death and air runes have the closest thresholds, I am not sure why they're being confused though. I will take a look- cheers! Edit: after doing some digging, it seems like the issue was me stupidly using a hashset to count repeating objects rather than a list... thanks again !
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Heya, As I mentioned previously, it would depend on how fast you choose to solve it I suppose. I personally have not had a ban while writing/testing this script and that means having solved at least 500 puzzles using it. I think the randomised order in which this script can solve it also helps, as well as the customisable solving speed. Nevertheless, it is by nature a high risk high reward activity!
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Hold the CTRL button and select another potion, much like most windows programs. If you're running on a mac, it's probably different and i'm not sure what it would be. Maybe CMD? -Apa
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This is interesting... So the script found a solution to one of osrs rune sudoku puzzles. However the game didn't recognise it as a solution... Now i'm going to have to add a check for if the puzzle is valid and solved but jagex don't recognise the solution! (unless i'm missing something here?) ---------------------------- On a separate note, the script is in the final stages of testing and I am preparing to submit an upload request. Here's a screenshot of 10 solves in 10 minutes: 530k gp/h! -Apa
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Hey You can already select multiple potions, just use ctrl/shift - click on the gui. As for custom choice, I didn't want to clutter the gui too much. Previously it sipped when you ran out, but I added randomisation to it so that now it will choose a reasonable threshold hopefully without being too high/low! -Apa Hey I'm sorry to hear that ): However random dismissal is handled by OSBot, you can configure it alongside the break settings in the options window! -Apa
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Just got back in - In answer to your question, I added a tracker for this in the paint to test it. From running for just over 7 minutes, I ended up spending just short of 85K. This averages out to around 700k per hour since I got pretty unlucky with the runes for these particular solves. I also profited 50K in these 7 minutes and averaged about 10k profit per solve(you can normally expect an average of about 12 to 14, this was not the most rewarding spree!). Cheers Apa
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Sure, refresh your scripts list! Please try the instructions below!
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Ah, apologies- i'm not sure about this off the top of my head but I will check when im back at my computer! -apa
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The script is mostly finished, and I am currently running a series of quality assurance tests to make sure everything is flawless on launch. I will be putting together an upload request tomorrow - i'm not sure how long this will take to process (it may be quite a while as the developers have a very busy schedule). Hopefully soon! I have mostly tested the fastest mode, where I am making about 450k gp/h based on the current OSBuddy exchange rune prices. This is solving about 60 puzzles per hour (1 per minute) - I'm buying Cosmic, Death and Nature runes. I haven't tested the slower modes very thoroughly, however you can expect about 40-45 solves per hour. Bare in mind that the speed selection is a continuous slider, so you can customise the speed to your liking! Beyond a certain threshold, the interactions become conditional (i.e if it fails it will retry) however this is disabled for faster speeds so that it can place more than one rune per tick. -Apa
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I wouldn't be here without you!
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As alek mentioned, writing one from scratch is your best plan, but there are a bunch of tools you can use and many IDEs have corresponding plugins. I personally start with a windowbuilder and adjust the code after designing it, as alot of the code generated by the windowbuilders is untidy and/or poorly structured.
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Depends how fast you solve it I suppose. I've not had a ban while writing this script and that means having solved at least 500 puzzles. I think the randomised order in which this script can solve it also helps, as well as the customisable solving speed. Nevertheless, it is by nature a high risk high reward activity! Cheers -Apa
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indeed, i'm getting 440k/h
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$9,99 for Lifetime use Visit the store HERE! Script Features: Highly customisable solving - continuous solve speed slider and a range of solve order modes Ability to choose exactly which runes to buy (with option to buy all runes without opening store) Real-time profit tracking with live exchange data to accurately model your profit estimates Web-walking - the script can be started anywhere, and will make its own way to Ali Morrisane Quick and easy to configure re-sizeable setup GUI Informative self-generating paint with hourly rate data displayed Smart Sudoku solving logic and board data reading means the script will never fail a Sudoku Error correction - the script can determine and overwrite incorrect rune tiles if necessary Mouse teleportation - If desired, the script can be configured to teleport the mouse between squares to solve sudokus at rapid speeds Optional debug settings show the Sudoku solve process and upcoming generated moves Stops and logs out when out of money to spend Rune Sudoku Requirements: Rune Mysteries Quest The Feud Quest 30 Thieving Start the Rogue Trader Minigame (details below) Before automating the solving process, you will have to start the Rogue Trader Minigame and solve a single Rune Sudoku puzzle. To do this, after the two above quests have been completed, talk to Ali Morrisane, agree to help him, then talk to Aubury in Varrock rune shop. Then, after returning to Ali Morrisane, the script can be started (note that there will be a slightly extended dialogue for the first solve). Things to consider before trying/buying: Due to the nature of this script, it can be considered quite risky to use, especially on the faster solve speed settings - a human would struggle to keep up. However, as we enter the era of third party clients with graphical overlays, the lines between humans and bots for puzzle solving draw closer - provided you use the script carefully with sensible precautions in place, this script should be no riskier than any other. Conditional vs. Unconditional solving - To allow you to personalise your session settings and ensure that the script runs differently every time you start the script, I added a continuous solve-speed slider on the startup interface. This slider, beyond a certain threshold, makes the script run in unconditional mode. This mode means that the script will move on to the next queued action before verifying that the previous action executed correctly. For example, when placing runes, the script will place one then move on to placing the next before ensuring that the previous one was placed correctly/successfully. Why would you want this? Well - when you click to place a rune, that rune appears on the next game tick. As a result, after clicking a rune tile, it can be up to 0.59 seconds before appearing which is 0.59 seconds the script can be doing something productive other than waiting! This means that solve speeds rapidly increase, however there is a very small - but present - chance for error. While this error is not a problem as the script has error-correction (the script will not get stuck no matter what state the Sudoku is in!), this may slow you down based on your latency. Try out different speed settings and see what works best for you! To ensure maximum efficiency, I would highly recommend enabling the 'Esc closes current interface' box in the Keybindings menu: The script uses the OSBot web-walking system. While it has proven very reliable, there are naturally some areas for which the web-walker may struggle. Prior to starting the script, I would recommend manually navigating your player to Ali Morrisane, who can be found here: Script Trials: I believe that trying a script before buying is paramount, however due to the high profitability that this script provides I am limiting the one-time trials to 12 hours in duration. If you're interested in a trial, please follow the instructions on my trials thread which can be found here. Progress reports: Updates: Development process:
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Hey, i'm going to go out on a limb here and assume that it's my sand crabs script as it has for some reason had some issues with the latest OSBot release. If my assumption is right, Please follow these instructions: Navigate to C:\Users\YOUR_NAME\OSBot\Data\APA_Sand_Crabs Delete the "gui_settings.txt" file found at that location Re-start the script More info should be on the script thread. Cheers, -Apa
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Hi tanner, are you referring to the whole bot, or a specific script which you are trying to run? -Apa
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Phew, not sure what happened there. It's rare that code goes unchanged then stops working unexpectedly. Thanks for the help all! -Apa Hey there! The full story is on the previous page, but in short to fix your issue you need to delete your previous gui save file: Navigate to C:\Users\YOUR_NAME\OSBot\Data\APA_Sand_Crabs Delete the "gui_settings.txt" file found at that location Re-start the script Let me know if you're still having problems! -Apa