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HarvestBot 311 : EverQuest 2 Premium Discussions

Posted: June 4th, 2005
thewatcher
[quote="tallaron";p="66385"]
Howdy Watcher!

I found that by making the range at least 15 that the bot don't miss nearly as many nodes and it really didn't miss many anyways. Love the script and this bot harvests like a mad man and using a bot in feerott is awesome since alot of nodes are found that you would probably never see roaming yourself cause of the tree roots being so big there and the nodes hiding among them.
[/quote]

What were you using? 10? It wasn't missing nodes, they were out of range! I use a min of about 15 except for very VERY tight situations.

Thanks, it's nice to hear that you guys are enjoying the bot instead of just the problems with it for a change. 8^)

[quote="tallaron";p="66385"]
I might have found a problem with camping on tells but want to make sure before I give an official bug report. I had the playontells set to false and quitontells to true and got a tell and my bot just stopped and didn't camp.
[/quote]

Yup, you found a bug, one that lead me to fix another bug too, thanks. (See changelog below)

[quote="tallaron";p="66385"]
That new feature with playonfullbags will be nice too. I don't want to make more work for you, but another nice feature might be a custom autoreply feature where if you get a tell he replies but only once....this way you could say something like "Be right back need to relog" but obviously you never come back if you have it set to quitontells. If others think it would be useful and you like the idea then go for it, I'm real happy with what you and others have given us now :D
[/quote]

I have repeatedly asked for features that people want, beleive it or not you're the first to request one, see changelog.

[quote="mwsupra";p="66389"]
I've also had the same crash as mentioned above where it states "No Resources, moving on" and then the game drops down to about 2 frames per second. After a while it crashes with the same error. I haven't had this problem with any of your previous versions, nor any other scripts out there.
[/quote]

I just searched my code for the phrase "No resources" and came up blank, obviously I have altered that code so maybe I fixed it inadvertantly for next release. What is the frequency of this problem?

[quote="mwsupra";p="66389"]
Also, when I got stuck, it walked backward a bit, and then jumped forward. In the previous script versions, it would walk backward, turn to my right or my left, and then jump forward. While sitting there watching the bot work for a couple hours, there were a couple times I had to move my character to the right or the left because it got stuck. Was that taken out or did I set it up wrong? Is this happening to anyone else?
[/quote]

Nope, I've noticed the same thing, I did change the evade routines but they still need tweeking *sigh*. I have tried to remove the 'botlike' things the bot does and one of them was jumping over and over trying to get past an obsticle, it now jumps once, then turns to one side then to the other but with no jumps. Guess I need to work on the timing.

[quote="mwsupra";p="66389"]
I do love the new changes though and I'm sure soon enough you will find perfection :mrgreen:
[/quote]

Hehehe, perfection never happens in coding, the best you can hope for is rare bug reports. 8^)

New ChangeLog for next version:

Code: Register to unlock hidden link

6-04-05	Watcher
	Added check for no buffs for buff timer display.
	Added tell sound to be done when inventory full.
	Changed tell code to be able to play and quit on tells.
	Updated docs to reflect above.
	Changed 'pass through' range to 5, any MaxWander less than 6
		is never searched for resources. (Personal reasons)
	Quit on tells and Quit on timeout would only exit EQ if
		CampOnEnd was true, fixed.
	Added ReplyOnceWith which is a string that will be sent to the first
		person that sends you a tell.  Mostly for use with QuitonTells
		although it need not be.  It's one shot, once used will never
		be used again.
Posted: June 4th, 2005
gp1001
Was a Fix ever found for the Walking backwards?
I Tried both on my Pent4 and AMD, Thought maybe it was an AMD issue.
Posted: June 4th, 2005
thewatcher
[quote="gp1001";p="66395"]
Was a Fix ever found for the Walking backwards?
I Tried both on my Pent4 and AMD, Thought maybe it was an AMD issue.
[/quote]

Yup, I think it's in this thread? You didn't post to the thread without even reading it did you? You would not expect me to spend the time to find it for you would you?

Sheesh
Posted: June 4th, 2005
gp1001
[quote="thewatcher";p="66396"][quote="gp1001";p="66395"]
Was a Fix ever found for the Walking backwards?
I Tried both on my Pent4 and AMD, Thought maybe it was an AMD issue.
[/quote]

Yup, I think it's in this thread? You didn't post to the thread without even reading it did you? You would not expect me to spend the time to find it for you would you?

Sheesh[/quote]

Let me think...
Yeap I read the thread.

I tried all the suggestions and it didnt help any unless I didnt let the Bot go long enough. It looked as if it was in autrun constantly...
Another thing that I noticed that the INI doesnt mention in wehat order you need to have the harvesting keys set. I figured that out.
I have the Script running great on my Pentium4 but like I said the AMD 64 is giving me problems
Posted: June 4th, 2005
gp1001
[quote="thewatcher";p="66390"]
What were you using? 10? It wasn't missing nodes, they were out of range! I use a min of about 15 except for very VERY tight situations.
[/quote]

Exactly what range are we talking about? movetorange?
because if so its set to 8 by default.
Posted: June 4th, 2005
thewatcher
MaxWander is the range from the waypoint x,y location that will be searched for resources, this is the range we were talking about. MovetoRange as you call it or RuntoRange as it's actually called is the distance from an x,y location that we have to reach before 'we are there' and stop running.

Hmm, Im starting a bad habit, here is the entry from the INI file

;RunToRange = 8 How close do we get to a what we are running to before we
; stop and consider ourselves 'there'.
; Use caution playing with this.

PS. I rechecked in case I was mistaken and it IS in this thread, continuing my bad habit... I'm going to have to change that.
Posted: June 5th, 2005
memore
I am also having problems with the script crashing while "moving on...."

Things that may help identify the problem...

1. It happens the very first time it "moves on"
2. The buff countdown timer stops moving instantly.
3. FPS drops to about 2 FPS until DX crashes. maybe running out of memory? Very simular to a bug in DFC zone and memory leaks.

I have done some VB and Turbo Pascal programming. without seeing code hard to see whats happening...but from the outside it looks like maybe its entering some type of loop until memory resources run out....Just my 2cp

I set debug to 10 and ran the script. nothing looks out of the ordinary...Not wanting to post the WHOLE thing here is the last bit.

If there is anything I can do to help test ect let me know.
Hope this helps and keep up the great work.

[6/5/2005 10:08:43 AM] Looking for:flattened bed of thistle
[6/5/2005 10:08:43 AM] Closest flattened bed of thistle is 7025003 named flattened bed of thistle at 578.9871 -276.6073.
[6/5/2005 10:08:43 AM] Next Closest flattened bed of thistle is -1 named <INVALID> at 0 0.
[6/5/2005 10:08:43 AM] Looking for:lioness den
[6/5/2005 10:08:43 AM] Closest lioness den is -1 named <INVALID> at 0 0.
[6/5/2005 10:08:43 AM] Looking for:fury of fish
[6/5/2005 10:08:43 AM] Closest fury of fish is -1 named <INVALID> at 0 0.
[6/5/2005 10:08:43 AM] Resources gone, moving on...
Posted: June 5th, 2005
minor723
The frequency is after the first or second harvest.
Posted: June 5th, 2005
memore
OK, I have good news for anyone with the "moving on..." crash problem.

After realizing this isnt .exe code and I can look at it :oops: duh...hehe

I decided to look into the crash problem myself cuz it was driving me crazy.

The problem seams to happen when the "sub FindNextMoveToLocation" subroutine is executed. To avoid this routine use waypoints in your .ini file instead of "wander" mode. Its a quick workaround until the watcher can dig into this further.

Hope this helps :D
Posted: June 5th, 2005
minor723
There are no waypoints in The enchanted Lands, what do you reccomend?
Posted: June 5th, 2005
dcarnage
I have the same probelms. The first one beingthe crashing because of dx9 and the other bing the running backwards glitch. I have everything updated. I'm using 3.12 when I start the bot, my char immediatly runs backwards and starts jumping. I remapped the keys in EQ and in the harvester ini file to no avail. Hope this helps a little. I'll post the log a little later.

Thanks
Posted: June 5th, 2005
thewatcher
[quote="minor723";p="66429"]
There are no waypoints in The enchanted Lands, what do you reccomend?
[/quote]

You didn't think they magically appeared did you? Make a route and maybe share it with the group?
Posted: June 5th, 2005
thewatcher
[quote="memore";p="66427"]
OK, I have good news for anyone with the "moving on..." crash problem.

After realizing this isnt .exe code and I can look at it :oops: duh...hehe

I decided to look into the crash problem myself cuz it was driving me crazy.

The problem seams to happen when the "sub FindNextMoveToLocation" subroutine is executed. To avoid this routine use waypoints in your .ini file instead of "wander" mode. Its a quick workaround until the watcher can dig into this further.

Hope this helps :D
[/quote]

Umm, nobody mentioned that this happened when NOT using waypoints, that's a HUGE clue. I'll look again.
Posted: June 5th, 2005
minor723
Wow totally didnt expect that responce, thanks...


I barely know how to run the program let alone make a route.

Thanks agian.
Posted: June 5th, 2005
memore
Umm, nobody mentioned that this happened when NOT using waypoints, that's a HUGE clue. I'll look again.
Glad to help, Sorry I couldnt look into it further "The Wife" and I had plans. :)
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