CO2M8-Account/Session Manager, MultiFunction Trainer

03/25/2008 08:41 joek#691
Quote:
Originally Posted by cyberside0 View Post
@joek rebooted my computer and now the test version is reporting the right exp. Going to test it farther with a hopefull over night tg time.
Ah good was pulling my hair out on that, LOL
If your tests come out good I will look at releasing that code into the main version.
03/25/2008 17:50 cyberside0#692
it still seems to be working I even rebooted 3 times to see if it would mess up. dont know what made it start working. I went up in percentage too so I dont know if that would have made it start working or not.
03/25/2008 19:53 joek#693
Quote:
Originally Posted by cyberside0 View Post
it still seems to be working I even rebooted 3 times to see if it would mess up. dont know what made it start working. I went up in percentage too so I dont know if that would have made it start working or not.
Indeed, I was wondering about that myself; all I could come up was too many leading hex FF's causing a two's complement negation during the hex to decimal conversion, but I still have my reservations about that due to the way that whole side works in the new test version.
So I'm at a bit of loss what caused that for you and for now I'm putting it down as a one off data corruption unless it happens again.

But anyway I will be continuing to build the new revised framework version which will become co2m8 v2 due to the deep changes required to the old infrastructure in order to accommodate 8bit number systems, etc....
The new v2 version will be a major change to m8.
I will also build the new independent client instance timing structure into v2.
Also new proactive stealthing systems will be implemented to deal with TQ's l8st anti bot systems.
These changes will be rolled out in stages.
03/26/2008 17:14 cyberside0#694
Whatever it was its not shown its ugly head since and has been working the right way.
03/26/2008 17:53 kymf#695
Auto HP and auto MP is not working :(
03/26/2008 19:38 cyberside0#696
works for me! Make sure you turn on DMA defeats for the client or they wont work.
03/27/2008 03:55 kymf#697
What's DMA? and where can i find DMA?
03/27/2008 06:47 cyberside0#698
To enable the DMA defeats there is a check box in the L menue of the program and one in the S menu after you click the memory button.
03/27/2008 07:26 joek#699
Theres actually 3 places, the third one is if you right click on a shortcut button.
I should explain how they all interrelate :-

(1) The default memory table one in the L menu, relates to clients that are already running when M8 starts or when table in (2) is set to default.

(2) The one under the shortcut button allows an override of the default(1), like if you have a older client that uses a different memory table. Only applies to client started from a shortcut button.

(3) The one in the memory menu(under S) allow you to change memory tables for clients that are already running.

DMA settings and memory tables are closely related, some tables allow DMA defeats and others don't, when they do the the "DMA Defeat" checkbox is available.
DMA defeat ON, allows additional options related to HP/MP/Mining and inventory handling.
03/27/2008 10:44 kymf#700
Very sorry I'm new in this program maybe I still need some help :)
Ok i already turned on DMA on L menu & S menu, and now under S menu all the mining, hp & Mp checkbox are available, but after i checked HP Opts in there i checked "Auto Pot" and i enter a value make it 8000 but after my HP droped below 8000 nothing happened same as MP also.
03/27/2008 11:14 kymf#701
okokok :D i get it done now, thanks for help guys, this is really a very good program.
03/28/2008 04:28 cyberside0#702
I've been getting some runtime overflow errors when running ver. 2.0 Other than that its still running good.
03/29/2008 07:05 joek#703
Quote:
Originally Posted by cyberside0 View Post
I've been getting some runtime overflow errors when running ver. 2.0 Other than that its still running good.
Thanks for helping me test co2m8 version 2, cyberside0; most appreciated :)


Heres the latest V2 beta, the new framework is mostly done, just needs some indepth testing.

HERES WHATS HAPPENED IN V2 SO FAR
1) I finished rewriting the whole timing and update system, all timing is now set on a character basis in the S menu, gone are the old raw numbers.
Now you can just set 5 levels from VeryFast(HP potting) to VerySlow(TG) for each character depending on what you use them for.

2) All the character state detection mechanisms have been streamlined, so everything runs smoother.

3) The memory interrogation systems have been consolidated into a much tighter package that also is 8byte number compatible.

4) Heaps of other internal rewrites, it still looks mostly the same on the outside but its all new under the hood.


EDIT:File Removed, some bugs found so beta 2.06 will be out soon.
03/29/2008 11:35 gta74#704
Hi Joek,
I tried 2.05b. Thx for your great work.

I noticed, that the voice alert function takes quite long to notify. Even if the speed index is set to very fast it takes up to 10 secs. to notify.

Can u explain, how the epeed-thingy works? Nothing happens, if I check the "Act"-box and "speed boost".

thx in advance.
03/29/2008 15:35 joek#705
Quote:
Originally Posted by gta74 View Post
Hi Joek,
I tried 2.05b. Thx for your great work.

I noticed, that the voice alert function takes quite long to notify. Even if the speed index is set to very fast it takes up to 10 secs. to notify.

Can u explain, how the epeed-thingy works? Nothing happens, if I check the "Act"-box and "speed boost".

thx in advance.
Ok thanks, will do some more adjustments on the timing cascades, which voice alerts are you using?
Yup had a close look and found it can be a wonky with the application of the speed booster I'm fixing it now.