Alek
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Everything posted by Alek
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To Explv's or mine? I just tested the default OSBot one on the latest dev build lol.
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Settings->Options and adjust the break values. It says "how long should stay logged out for before logging back in", which is what you are asking.
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Nope
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I wanted to keep a dark theme but it's causing way too many issues on various computers. When I get some time maybe I'll try doing some GUI magic.
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@nosepicker What operating system? I'm guessing some distro of linux (haven't tested on mine yet)? I'm also aware of the null name.
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Thanks, at least the mac issue is consistent.
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You can report it and show me some screenshots. Correct
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Download: https://osbot.org/devbuilds/osbot 2.4.124.jar I messed up on some of the getIndex() changes, I wasn't fully aware how deep of an issue it was for RS2Objects. With that said I cleaned up and reverted some of my changes, left @Zach a very detailed description of the problem (he knows the game much better than I do), and made a patch. Thanks to @Fruity for testing all the dev builds. Additionally I updated the client interface and set it to use the default system look. This was mainly to get rid of substance which was causing serious issues on some people's machines. Here is roughly how it should look on your machine: I think you guys will like new hotkey shortcuts. I'm very certain there will be issues on other machines, please let me know about these bugs. Issue on perhaps all Macs, maybe some? Please verify for me: Hotkeys: F9 - Toggles Logger F10 - Toggles Human Input Changelog: Reverted Objects getLocalObject Reverted various getIndex() changes, wrapped to UID Patched Menu getMenuIndex Entity check for RS2Object -This is a temporary fix for RS2Objects Removed substance interface, replaced with systemLookAndFeel -Patches various issues with substance, errors, perhaps DPI aware -Decreased jar size to ~3.7MB Integrated bot logger into interface Added client hotkeys -F9 toggles logger -F10 toggles human input
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I'm assuming you had some guidance from rshacking or some other sites? If not, I'm guessing you have a pretty good math background! Looks good though.
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The power of InteractionEvent
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Jar is supposed to say .123 Edit: UGH! Forum software.... I updated the link.
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New version 2.4.123 released, let me know how that works for you guys.
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His last response in the refunds section was April 22; can't imagine him not catching up within a week.
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Mirror mode or regular?
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I don't handle refund requests, that's Maldesto's job.
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I don't hate mirror mode. I've already mentioned numerous times that I've tried to contact Zach, MGI, and now Maxi about it. Ultimately it's up to MGI to fix it. At this point I recommend opening a refund request here. This business isn't owned by me, but I think it's only fair that customers be refunded of their hard earned money for services which aren't working. Many of you have been waiting multiple weeks.
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It's for selecting stacks of objects in a menu. For instance if you have two guards to "Attack" in one menu. It shouldn't be working for stacked RS2Objects.
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Yep I'm aware of this already (I had updated the OP with this bug a few hours ago). I'm working on a fix, which is actually pretty difficult because there's a lot of back-end API missing for it. Edit: It effects RS2Object as well, not sure if that bug is more prevalent because stacks aren't common.
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No idea, MGI, Zach, and Maxi aren't responding.
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Looks like its working pretty well for you, unless this is a bug report haha. Don't know, I don't work on mirror mode but I have been asking MGI.
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Sounds like a script issue m9.
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I know, I told MGI and Zach multiple times.
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Download: https://osbot.org/devbuilds/osbot 2.4.123.jar It's been a month since I had some free time to work on the client; I've been struggling with managing the SDN and playing Private Script Control Officer. I decided to bang out some stuff that will almost certainly break something or make someone mad. Regardless, there are a bunch of changes that were made with good intentions. One of those good intentions is the asynchronous camera movement in InteractionEvent. Previously InteractionEvent would perform a series of relatively logical tests. Is the entity on screen? No? Okay lets walk to the entity. Is the entity visible now? No? Okay let's adjust our camera. Although logical, it was pretty slow. Instead, now you should notice that interactions are sped up because we're not really making those checks in sequence. Additionally InteractionEvent once again has some entity verification. This is particularly useful if you have an entity that you wish to interact with, but it's in a stack with other entities of a similar name. Thanks @Fruity for reminding me. Huge shoutout to @Chris for all the webwalking links he provided, some of the routes are pretty common so somebody will get good use from his dedication. Finally I removed the controversial random mouse movement methods. Originally they were written for the BankPin random and as a way to close out of menus, not as some sort of antiban. Even worse, somewhere and someone along the line thought it was a brilliant idea to create 6 fucking versions of the method. They were being used and abused for spaghetti antiban methods which I would be willing to bet my life on has never saved anyone from a ban. Also removed Entity examine(), literally a wrapper for interact("Examine"); Bugs: Fruity reported an issue with GroundItemStack interaction not working correctly. Version 2.4.122 Changelog: Added Menu getRectangle() Removed Mouse moveVerySlightly() Removed Mouse moveSlightly(int) Removed Mouse moveRandomly(int) Removed Mouse moveSlightly() Removed Mouse moveRandomly() Removed Entity examine() -Removed WallObject examine() -Removed GroundDecoration examine() -Removed WallDecoration examine() -Removed GroundItem examine() -Removed Character examine() -Removed InteractableObject examine() Deprecated setCameraDistanceThreshold Added MainScreenTileDestination method getPosition() InteractionEvent uses new async Camera to focus on entites -Rewrote various parts of InteractionEvent InteractionEvent has improved success rate on exiting menus Tested BreakManager with no issues found -Thread: https://osbot.org/forum/topic/118592-breaks-isnt-working/ Tested World hop methods, no issues find. Made slight changes. -Thread: https://osbot.org/forum/topic/121373-world-hopping-bug-tries-to-hop-to-500-skill-total-world/ Added WebWalkEvent link - Seer's Village Log Balance -Thread: https://osbot.org/forum/topic/121391-webwalking-obstacles/ Added WebWalkEvent link - Fremmenik Slayer Dungeon -Thread: https://osbot.org/forum/topic/121391-webwalking-obstacles/ Added WebWalkEvent link - Edgeville Dungeon Pipe To Moss Giants -Thread: https://osbot.org/forum/topic/121391-webwalking-obstacles/ Added WebWalkEvent link - Taverly Dungeon Floor Spikes -Thread: https://osbot.org/forum/topic/121391-webwalking-obstacles/ Added WebWalkEvent link - Taverly Dungeon Steps -Thread: https://osbot.org/forum/topic/121391-webwalking-obstacles/ Restored method Menu getMenuIndex(Entity, String[], String[]) Restored InteractionEvent entity verification Version 2.4.123 Changelog: Added Entity getIndex() -Added GroundDecoration getIndex() -Removed Character getIndex() -Added GroundItem getIndex() -Added InteractableObject getIndex() -Added WallDecoration getIndex() -Added WallObject getIndex() Added Objects getLocalObject(int index) Updated getMenuIndex(Entity, String[], String[]) entity selection -Patches GroundItem issue from 2.4.122
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@Apaec I would probably try and do some sort of client overlay. I do NOT want anything that extends the JFrame.