irwtonrs1 Posted June 28, 2015 Share Posted June 28, 2015 (edited) Basically, objects from one region are being loaded when in a completely different region causeing accounts to just get stuck. I'd supply a picture but I don't want to show what I'm botting. This is happening after about 40 minuets to 1 hour of running. This is happening in mirror versions .61, .70, .80 @MGI I showed you how the accounts where getting stuck the other day in team viewer so hopefully this can be fixed. Edited June 28, 2015 by irwtonrs1 4 Link to comment Share on other sites More sharing options...
Extreme Scripts Posted June 28, 2015 Share Posted June 28, 2015 Amen, finally someone made a report. Second this. 2 Link to comment Share on other sites More sharing options...
Piggy Wiggy Posted June 28, 2015 Share Posted June 28, 2015 (edited) Completely agree i have seem many of my scripts having these issues. But i will try not to complain as Osbot is awesome When scriptwriters scripts weren't working and they kept giving me its the mirror client i thought they were just making it so that i could get a refund if i wanted 1 lolz. BUT GLAD SOMEONE NOTICED IT Edited June 28, 2015 by Piggy Wiggy 1 Link to comment Share on other sites More sharing options...
Khaleesi Posted June 28, 2015 Share Posted June 28, 2015 (edited) I approve, very annoying issue The object gets loaded at the right local x and y values, but in the wrong region. I have reported this 2 months ago while the localwalker was walking to wrong locations... This bug happend in 95% cases while using localwalker to a certain position. In emantime the client loads a new region, but the localwalker will walk to the wrong region (due the fact the object has been loaded in the wrong region in the first place Khaleesi Edited June 28, 2015 by Khaleesi 1 Link to comment Share on other sites More sharing options...
Developer MGI Posted June 28, 2015 Developer Share Posted June 28, 2015 I approve, very annoying issue The object gets loaded at the right local x and y values, but in the wrong region. I have reported this 2 months ago while the localwalker was walking to wrong locations... This bug happend in 95% cases while using localwalker to a certain position. In emantime the client loads a new region, but the localwalker will walk to the wrong region (due the fact the object has been loaded in the wrong region in the first place Khaleesi What do you mean by 'wrong region'? You mean that the baseX and baseY of object is wrong or.. Link to comment Share on other sites More sharing options...
Khaleesi Posted June 28, 2015 Share Posted June 28, 2015 What do you mean by 'wrong region'? You mean that the baseX and baseY of object is wrong or.. Lets load a treein region 5. local x = 15 local y = 20 gloval x = 3250 global y = 2700 right when u try to walk to it with localwalker a new region gets loaded. The tree which was loaded before is still at 15,20 at local position. BUT the global x and y are shifted now. the tree which got loaded has the right local x and y but the global x and y are messed up. at that point I amde my own localwalker, and i was having the same issue so i staretd to drawing the tree model. So the client actually drew the tree at the wrong location. Wasn't even the real tree there. I hope you understand what I mean Khaleesi Link to comment Share on other sites More sharing options...
Developer MGI Posted June 28, 2015 Developer Share Posted June 28, 2015 Lets load a treein region 5. local x = 15 local y = 20 gloval x = 3250 global y = 2700 right when u try to walk to it with localwalker a new region gets loaded. The tree which was loaded before is still at 15,20 at local position. BUT the global x and y are shifted now. the tree which got loaded has the right local x and y but the global x and y are messed up. at that point I amde my own localwalker, and i was having the same issue so i staretd to drawing the tree model. So the client actually drew the tree at the wrong location. Wasn't even the real tree there. I hope you understand what I mean Khaleesi And does the wrong global x,y stay wrong for longer than ~minute? Link to comment Share on other sites More sharing options...
Botre Posted June 28, 2015 Share Posted June 28, 2015 And does the wrong global x,y stay wrong for longer than ~minute? No. But when you feed the wrong coordinates to certain functions the damage is usually immediate, the built-in walk-event for example is rather unforgiving this way. As a scripter there are ways to write around this but it's kind of a pain. 3 Link to comment Share on other sites More sharing options...
Khaleesi Posted June 28, 2015 Share Posted June 28, 2015 (edited) And does the wrong global x,y stay wrong for longer than ~minute? Sometimes it corrected itself.. but only after logging otu and auto logging in. So basicly the script moves the mouse onto the tree model, but can't interact bcs no tree is there. This same bug also happends when you use the quick worldhopper of runescape now. The new region doesn't get loaded, so the script can't find entities. I know relogging solves the issue immediately Khaleesi No. But when you feed the wrong coordinates to certain functions the damage is usually immediate, the built-in walk-event for example is rather unforgiving this way. As a scripter there are ways to write around this but it's kind of a pain. ^ this Edited June 28, 2015 by Khaleesi 1 Link to comment Share on other sites More sharing options...
Developer MGI Posted June 28, 2015 Developer Share Posted June 28, 2015 Sometimes it corrected itself.. but only after logging otu and auto logging in. So basicly the script moves the mouse onto the tree model, but can't interact bcs no tree is there. This same bug also happends when you use the quick worldhopper of runescape now. The new region doesn't get loaded, so the script can't find entities. I know relogging solves the issue immediately Khaleesi ^ this I've just tried quick worldhopper, the objects&entities are getting reloaded properly.. As for 'Sometimes it corrected itself.. but only after logging otu and auto logging in. So basicly the script moves the mouse onto the tree model, but can't interact bcs no tree is there.' That seems certainly weird.. especially that it doesn't auto correct itself after a second or two How far was the real tree from 'supposed' one? Link to comment Share on other sites More sharing options...
FrostBug Posted June 28, 2015 Share Posted June 28, 2015 (edited) I've just tried quick worldhopper, the objects&entities are getting reloaded properly.. As for 'Sometimes it corrected itself.. but only after logging otu and auto logging in. So basicly the script moves the mouse onto the tree model, but can't interact bcs no tree is there.' That seems certainly weird.. especially that it doesn't auto correct itself after a second or two How far was the real tree from 'supposed' one? For example You teleport from lumbridge to camelot. On rare occasions, the entire lumbridge castle gets loaded into the camelot area, and the objects of camelot remain unloaded. This does not fix itself. But yeah, it's an uncommon occurence Edited June 28, 2015 by FrostBug 1 Link to comment Share on other sites More sharing options...
iJodix Posted June 28, 2015 Share Posted June 28, 2015 (edited) I've just tried quick worldhopper, the objects&entities are getting reloaded properly.. As for 'Sometimes it corrected itself.. but only after logging otu and auto logging in. So basicly the script moves the mouse onto the tree model, but can't interact bcs no tree is there.' That seems certainly weird.. especially that it doesn't auto correct itself after a second or two How far was the real tree from 'supposed' one? I just noticed that sometimes, it loads some objects but not ALL of them, like, 2 rocks next to my character aren't loaded but rest of the in the area are. Edited June 28, 2015 by iJodix Link to comment Share on other sites More sharing options...
Developer MGI Posted June 28, 2015 Developer Share Posted June 28, 2015 For example You teleport from lumbridge to camelot. On rare occasions, the entire lumbridge castle gets loaded into the camelot area, and the objects of camelot remain unloaded. This does not fix itself. But yeah, it's an uncommon occurence and this happens only since 1.06? Link to comment Share on other sites More sharing options...
FrostBug Posted June 28, 2015 Share Posted June 28, 2015 and this happens only since 1.06? Yes Link to comment Share on other sites More sharing options...
irwtonrs1 Posted July 3, 2015 Author Share Posted July 3, 2015 Will we be seeing a fix for this this weekend? Link to comment Share on other sites More sharing options...