Author Topic: Ter Mur Area Lumberjack ELITE VERSION 2.0.6 28/09/14 - Siege support added  (Read 184798 times)

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Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #75 on: September 14, 2011, 05:22:39 PM »
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should work .. but didnt i had to increase the offset to 60... this might be due to rapid chopping...
Actually, now that you mentioned this, I remembered that every once in a while my char would get stuck overweight... Probably that's what happened...

I'm gonna have to check what's the cause of this...

Thank you!

neo
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Offline Iraq-

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #76 on: September 14, 2011, 05:34:11 PM »
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Great to hear about the character based loading.

Still looking forward to multibook functionality...

I commented out the Close Runebook part of the code, and it's working now well.. (book stays open, but w/e).

Anything to do about the Travel Method not loading? ---> Maybe a way to hardcode the travelmethod to preset it on startup?

Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #77 on: September 14, 2011, 05:46:46 PM »
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Great to hear about the character based loading.

Still looking forward to multibook functionality...

I commented out the Close Runebook part of the code, and it's working now well.. (book stays open, but w/e).

Anything to do about the Travel Method not loading? ---> Maybe a way to hardcode the travelmethod to preset it on startup?

Yes, that's definitely in my todo list, hehe :)
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Offline Iraq-

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #78 on: September 14, 2011, 05:49:56 PM »
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Cool cool, I'll check back in a week or so to test the changes :) It's really nice, was using Mwinc... which is great but since virtually nobody else on my server is lj'ing in ter mur i've got quite a bit of advantage using this. ;)

Offline Goliath

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #79 on: September 14, 2011, 08:59:04 PM »
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Alright Frneo.. sorry it took me so long to get back to this one.  As I stated before I started completely over instead of Chiv used Magery.  Started fresh book with new locations.  Storage at home this time versus bank.  Everything works flawless.  Not a single hiccup and been running an hour so far.

I will setup another character sometime with Chiv at a bank to see if I get those hiccups from before.  Maybe it is Chiv related or bank related.  Possible bad setup but still need to do it to rule it out.

Loving the script.

Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #80 on: September 15, 2011, 03:03:12 AM »
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Alright Frneo.. sorry it took me so long to get back to this one.  As I stated before I started completely over instead of Chiv used Magery.  Started fresh book with new locations.  Storage at home this time versus bank.  Everything works flawless.  Not a single hiccup and been running an hour so far.

I will setup another character sometime with Chiv at a bank to see if I get those hiccups from before.  Maybe it is Chiv related or bank related.  Possible bad setup but still need to do it to rule it out.

Loving the script.
I only use this at the bank, so you should find no problems....

Glad it's working out for ya...

neo
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Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v1.0 out 09/19
« Reply #81 on: September 18, 2011, 09:21:13 PM »
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Updated to version 1.0! :)
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Offline Goliath

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Re: frneo's Ter Mur Area Lumberjack v1.0 out 09/19
« Reply #82 on: September 19, 2011, 05:57:57 AM »
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Did you change anything on this Neo?  I have mine working perfectly and would hate to mess with it for something small.  On the other hand.. if you need something tested with it let me know.  Anyone out there using this on a gargoyle?  I said I would test it again on a gargoyle but if someone else has it working already that would be good to know.

Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v1.0 out 09/19
« Reply #83 on: September 19, 2011, 06:29:58 AM »
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Did you change anything on this Neo?  I have mine working perfectly and would hate to mess with it for something small.  On the other hand.. if you need something tested with it let me know.  Anyone out there using this on a gargoyle?  I said I would test it again on a gargoyle but if someone else has it working already that would be good to know.
I've posted the update log on the first topic, you could take a look to see the changes...

Why would I update it without changing anything? :)

I always try to make updates friendly to older versions, i.e. you can load your setup from older versions using newer ones, and use older versions again, in case you don't like the newer ones....

And I thank you for testing stuff for me! :)

neo
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Offline Goliath

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Re: frneo's Ter Mur Area Lumberjack v1.0 out 09/19
« Reply #84 on: September 19, 2011, 09:05:31 AM »
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Sweet... I was just talking with a friend last night about this script needing a pause button.  On occasion the script will get itself into an issue with overloading weight.  It appears that it would be a result of possible lag or some other hiccup and the script would then act as though it had dropped off its load when it hadn't; therefore, resulting in being overweight because the calculation would be incorrect.  This happens so rare that I did not view this as a script issue and have never mentioned it.  The only way to clear it up was to stop the script, unload backpack, and reload.  I am hoping that the pause button will allow for a simple pause to accomplish this, but in either case it is such a small issue that it won't matter either way to be honest.

I will be sure to test this new version with a Gargoyle using Chiv since that is where I had issue before.  I will get back with you.

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Re: frneo's Ter Mur Area Lumberjack v1.0 out 09/19
« Reply #85 on: September 19, 2011, 09:32:42 AM »
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look for the line that reads 12x weight something or other and increase the varpassed.

ie lower the weight at which it banks and you will never have this problem again.  Maybe frneo can make the offset a var and move it to the of te script for easy setting.
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Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v1.0 out 09/19
« Reply #86 on: September 19, 2011, 10:09:36 AM »
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look for the line that reads 12x weight something or other and increase the varpassed.

ie lower the weight at which it banks and you will never have this problem again.  Maybe frneo can make the offset a var and move it to the of te script for easy setting.

Good idea, I could add that option to the menu...

I did increase the value in version 1.0 to try and prevent that from happening though, but an option to change that would be even better I guess...
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Offline slyone

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Re: frneo's Ter Mur Area Lumberjack v1.0 out 09/19
« Reply #87 on: September 20, 2011, 04:24:46 AM »
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Thanks for sharing the script.  I'm going to start giving it a try today.
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Offline Iraq-

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Re: frneo's Ter Mur Area Lumberjack v1.0 out 09/19
« Reply #88 on: September 24, 2011, 02:27:16 PM »
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Offset fix helps.
Update is overall handy.

Still looking for 2-4 book support so I don't go around 2 times getting "There's not enough wood here to mine. (already got some books marked and ready)

Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v1.0 out 09/19
« Reply #89 on: September 24, 2011, 06:18:08 PM »
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Offset fix helps.
Update is overall handy.

Still looking for 2-4 book support so I don't go around 2 times getting "There's not enough wood here to mine. (already got some books marked and ready)
just making sure: you do know that you can mark trees up to 1 screen away in each rune location right? so in essence, lets say you mark 5 trees in each of your 16 rune spots, that would net you around 80 different trees for your cycle... thats more than enough to not get the "no more wood" message right? if I'm not seeing this through, just tell me though and Id be more than happy to add more runebooks... like I said, so far, I really cant see the point...
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