I partially completed A* pathfinding. Well, I don't take credit for this. I found C# algo on web and ported using DMap. Performance number is not bad. He did good job. From one corner to another took 280 ms to compute. Normally, it takes less than 10ms within the screen. Still I need to finish 2 things.
1) Current A* moves 1 step at a time. I need to remove points in the straight line to speed up movement.
2) I need to distinguish between jumpable vs not. Even though it is jumpable location, it simply avoids that spot. So instead of straight line, it just goes around.
And, I found a bug in the DMap. DMap says TC position (648, 674) is valid. But you can't get there. I tried to walk / jump but none works. If I do force, jump/shift to the location, I get dced. P4N, any idea what I can do here? I believe occasional dcs are contributed by this.
Sounds to me like you could need to re-convert new dmaps... Something that can be a bit of a pain.
I posted a tool in the pserver release to re-write the gamemap.dat to use the .dmap extention again... therefor you can batch extract all the .7z files or w/e it is tq is using now (winrar) and then run them through korvs smap creator (just delete the map folder and it should convert them if everything is in the right place)
Maps change generally with season but could be there are unaccounted for coords.
For example... Birth village path lists as invalid coords.
It would be not exactly a fun task but you could always create a batch recorder to record all 'trouble' locations. If they start poping up in the same list more than a few times it's prob a bad coord so add it to a 'bad coord' list to read as invalid when doing dmap checks.
Im working with star together to get the map working on a seperate thread, to improve the speed & stability.
if u get desperately stuck let me know and ill hunt out my old code for it
Quote:
Originally Posted by argon69
I partially completed A* pathfinding. Well, I don't take credit for this. I found C# algo on web and ported using DMap. Performance number is not bad. He did good job. From one corner to another took 280 ms to compute. Normally, it takes less than 10ms within the screen. Still I need to finish 2 things.
1) Current A* moves 1 step at a time. I need to remove points in the straight line to speed up movement.
2) I need to distinguish between jumpable vs not. Even though it is jumpable location, it simply avoids that spot. So instead of straight line, it just goes around.
And, I found a bug in the DMap. DMap says TC position (648, 674) is valid. But you can't get there. I tried to walk / jump but none works. If I do force, jump/shift to the location, I get dced. P4N, any idea what I can do here? I believe occasional dcs are contributed by this.
Thanks always
the dmaps dont contain all the valid/invalid co-ords. once u get a map reader up and running, you will notice, for example, that the bridges in tc are missing. but yea u need to either get more hardcore with ur reading, or do like p4n said and just log a seperate list of valid/invalid co-ords to add on top of the dmap. or u can do what i did, and check out the private server section, as obviously this issue got solved many many many moons ago by them guys
if u get desperately stuck let me know and ill hunt out my old code for it
the dmaps dont contain all the valid/invalid co-ords. once u get a map reader up and running, you will notice, for example, that the bridges in tc are missing. but yea u need to either get more hardcore with ur reading, or do like p4n said and just log a seperate list of valid/invalid co-ords to add on top of the dmap. or u can do what i did, and check out the private server section, as obviously this issue got solved many many many moons ago by them guys
Not really what you said is true. I traced DMapLoader and it was loading bridge info from the scene. It seems the Scene info or DMapLoader has issue with merging scene information. I will debug into further if it is DMapLoader issue or not. Also, if you can help what I should search in pserver section, I'll appreciate it
Quote:
Originally Posted by pro4never
Sounds to me like you could need to re-convert new dmaps... Something that can be a bit of a pain.
I posted a tool in the pserver release to re-write the gamemap.dat to use the .dmap extention again... therefor you can batch extract all the .7z files or w/e it is tq is using now (winrar) and then run them through korvs smap creator (just delete the map folder and it should convert them if everything is in the right place)
Maps change generally with season but could be there are unaccounted for coords.
For example... Birth village path lists as invalid coords.
It would be not exactly a fun task but you could always create a batch recorder to record all 'trouble' locations. If they start poping up in the same list more than a few times it's prob a bad coord so add it to a 'bad coord' list to read as invalid when doing dmap checks.
The map file is latest. I regenerated files and it is all same (I did binary diff). I will see if I am right about DMapLoader.
Other then that, the code should work (although it's far from perfect)
<edit>
I'm bored, anyone wanna pay for these features? I could prob write up 90 pct of what you guys are trying to do within 5 minutes... Seriously, EVERYTHING IS ALREADY IN THE SOURCE.
yeap i think the same, anyway let me give wht i guess:
mods ur hunt function with 3 other ideas..
1. if i looting filter items to get on the ground
2. find name monster to kill (just cheak on monster around the propety name )
3. when no monster on screen and no goods item to loot go over screen ( dist 19 is on the scren move to 36 for example and cheak nearest monster, make a jump or walk in that direction)
other possibile modding cheak if some1 look u and follow and move to other way.. assign to him a time meeting and if he continue to follow u ll cast some scroll or evade in other way.
there are loots of packets not processed in handlers so somtimes happen that the proxy recive new info doesn t know how do and disconnect the clients we need to works in this way.
oh other thing is easy but if u do will be so fun make a class follow ur main char to plvl noob ^^ i ll hope that help y
Other then that, the code should work (although it's far from perfect)
<edit>
I'm bored, anyone wanna pay for these features? I could prob write up 90 pct of what you guys are trying to do within 5 minutes... Seriously, EVERYTHING IS ALREADY IN THE SOURCE.
*** just looked at his code example he give, and the way uve done the packets is very strange! literally forcing ppl to know all the ids etc all thruout the code. just out of curiousity how come u didnt have like a hero.jump/hero.attack method?
[RELEASE(SOURCE CODE)]-- KabBOT2 v1 Full Source(vb6) 10/07/2011 - Dekaron Exploits, Hacks, Bots, Tools & Macros - 106 Replies I've been meaning to post this for awhile but I pretty much forgot about it. I've been getting quite a few requests for it so I decided to finally get around to posting it.
#1. So here you go, Just have or Download Visual Basic 6, you need to update it to VbRuntime 6 Service Pack 6.
#2. Run the file name KabBOT.vbp.
#3. Enjoy.
100% Virus Free VirusTotal.com report.
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[RELEASE] [OPEN SOURCE] CE 5.5 Pointer to AutoIt Source-Code 02/13/2011 - AutoIt - 6 Replies Habe heute erst gemerkt, dass es hier eine AutoIt Sektion gibt xD also poste ich mal mein Programm mit rein.
Funktionsweise:
1. in CE Rechtsklick auf den Pointer und auf "Copy" klicken
2. in meinem Programm auf "Code generieren" klicken
3. In euer Scite gehen und einfügen
Hier ist der Source Code vom Programm: