Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Paulonius

Pages: 1 ... 6 7 [8] 9 10
106
Off Topic / Troubleshooting Ongoing Lockup Issue - 3DO benchmarks
« on: February 12, 2010, 06:51:04 AM »
I think this is round four of me hitting you folks up for opinions and I really appreciate all of the help I have gotten so far. Thank you in advance to anyone who takes the time to look and offer any insight.

I am still having lockup issues with the system I built a couple of months back.  It ran fine for a while, but then developed a pattern of locking up.  I did some troubleshooting with Mass and found a heat issue that was pretty significant.  Under 35-40% CPU load my temp readings were maxing out at 100C.  I went out and bought and then installed a new CPU fan that appears to have taken care of the heat problem. CPU now runs under 40 on all four cores at load, GPU a bit warmer at up to mid 50s.  However, I am still having the lockup issue.  It seems to happen when I switch windows, often under low CPU load (I have realtemp up all the time now) and I can't figure out a pattern.  Other than the operating system and the IE browser, the only software I have run on the system thus far includes: ICQ 6.5, EUO, UO, ESET, and now some temp monitor programs, 3DO and prime.  I had google earth on it, but removed it. I installed UO Cartographer, but have not used it.

I went to the ASUS site and updated the sound drivers. *UPDATE*  I am pretty sure that I looked at the audio drivers on the ASUS site previously and then didn't update them because Windows had given me an update message on a realtek update and I did that instead and put off the audio update from the ASUS site to see if the update I did from Windows would work. It didn't.  I went back and dowloaded the audio update from the ASUS site today and installed it. Someone mentioned in the shoutbox that this had resolved a Win7 lockup problem they had had. (OMG? maybe).

I updated the video drivers from NVIDIA. Not sure what to do next to figure it out.  I ran a 3DO benchmark and it completed that process, although I don't really know how to interpret the scores.

*UPDATE*  I ran prime again today for a stress test. No errors at half an hour. No temp readings above 65C.  The first core runs hotter than the other three. Top temps consecutively were 65C 61C 61C 59C.  They drop to the low 30s withing a minute after I pull the test. At room temp they run at 35C 30C 34C 30C, sometimes a bit cooler.  GPU usually runs at 48C.

Here are the system components:

Asus P6T Motherboard - LGA 1366, Intel X58, SATA, SLI Ready, CrossFireX Ready, Triple Channel DDR3 support, RAID, Hyperthreading support
Intel Core i7 920 Processor BX80601920 - 2.66GHz, LGA 1366, 4.8GT/s QPI, 8MB L3 Cache, Quad-Core, HyperThreading, Bloomfield,
Microsoft Windows 7 Professional 64BIT Operating System Software - OEM DVD
2 Gold Tri Channel 6GB PC12800 DDR3 Memory - 1600MHz, 6144MB (3 x 2048)
XFX GeForce GTS 250 Core Edition Video Card - 1024MB DDR3, PCI Express 2.0, (2) DVI, SLI Ready
Ultra LSP650 650-Watt Power Supply - ATX, SATA-Ready, SLI-Ready, 135mm Fan, Lifetime Warranty
Tempest ATX Mid-Tower Case - Clear Sides, Front USB, eSATA Ports
Acer V173 B 17" TFT LCD Monitor - 5ms, 1280x1024 (SXGA), 2000:1 Dynamic, 4:3, VGA, Black
Acer V173 B 17" TFT LCD Monitor - 5ms, 1280x1024 (SXGA), 2000:1 Dynamic, 4:3, VGA, Black
Seagate 1.5TB Serial ATA HD 7200/32MB/SATA-3G

And then I added:
Cooler Master V8 180 Watt Cooling Solution

I planned to run it with the two monitor side by side, but have not hooked up the second monitor yet.

 

These are my 3DO System Scores

3DMark Score
CPU Score 38776  
Graphics Score 6219

Your system previous Score  
CPU Score 37475
Graphics Score 6382


This is the 3DO System Read:
Code: [Select]
CPU
Manufacturer Intel
Family Intel(R) Core(TM) i7 CPU 920 @ 2.67GHz
Architecture 64-bit
Internal Clock 2.7 GHz  
Internal Clock Maximum 2.7 GHz  
External Clock 133.0 MHz  
Socket Designation LGA1366
Type  
Upgrade  
MultiCore 4 Processor Cores
HyperThreadingTechnology Available - 2 HTT Processors per Core
Capabilities MMX, CMov, RDTSC, SSE, SSE2, SSE3, PAE, NX, SSSE3, SSE4.1, SSE4.2
Version Intel(R) Core(TM) i7 CPU 920 @ 2.67GHz
Caches  Cache
Level 1  
Capacity 128 KB  
Type Data, Internal
Type Details -  
Error Correction Type Parity
Associativity 8-way Set-Associative
Cache
Level 2  
Capacity 1 MB  
Type Instruction, Data, Internal
Type Details -  
Error Correction Type Single-bit ECC
Associativity 8-way Set-Associative
Cache
Level 3  
Capacity 8 MB  
Type Instruction, Data, Internal
Type Details -  
Error Correction Type Single-bit ECC
Associativity 16-way Set-Associative
 

DirectX InfoVersion 10.1Long version 4.09.00.0904DirectDraw Info
Version 6.1.7600.16385
Primary Device NVIDIA GeForce GTS 250
Linked Display Adapters 1  
Display Devices Display device
Description NVIDIA GeForce GTS 250
Manufacturer NVIDIA
Total Local Video Memory 1010 MB  
Total Local Texture Memory 1010 MB  
AGP Aperture Size 3.00 GB  
Driver File nvd3dum.dll
Driver Version 8.17.11.9621
Driver Details  
Driver Date 1-11-2010
Driver WHQL Certified true
Max Texture Width 8192 px
Max Texture Height 8192 px
Max User Clipping Planes 8  
Max Active Hardware Lights 8  
Max Texture Blending Stages 8  
Fixed Function Textures In Single Pass 8  
Vertex Shader Version 4.0
Pixel Shader Version 4.0
Max Vertex Blend Matrices 0  
Max Texture Coordinates 8  
PCI NVIDIA GeForce GTS 2500x10de0x06150x260116820x00a2
Bus Type: PCI Express
Revision: 2.0
Enabled: true
Rate: 16
Sideband Addressing: Not Supported 0x00000001
Fast Write: Not Supported 0x00000001
 
Texture Formats 32-bit ARGB [8888], 32-bit RGB [888], 16-bit RGB [565], 16-bit RGB [555], 16-bit ARGB [1555], 16-bit ARGB [4444], 8-bit A [8], 8-bit YUV [800], 16-bit AYUV [8800], FourCC [DXT1], FourCC [DXT2], FourCC [DXT3], FourCC [DXT4], FourCC [DXT5],  
Capabilities AGP Texturing, Hardware Transform and Lighting, Positional Lights, Subpixel Accurate Rasterizing, Stencil Buffers, Range Fog, Table Fog, Vertex Fog, W-Fog, Specular Gouraud Shading, Anisotropic Filtering, Bilinear Filtering, Point Sampling, Trilinear Filtering, Additive Texture Blending, Dot3 Texture Blending, Multiplicative Texture Blending, Subtractive Texture Blending, Environmental Bump Mapping, Environmental Bump Mapping With Luminance, Cube Mapping, Factor Alpha Blending, Vertex Alpha Blending, Texture Alpha Blending, Texture Clamping, Texture Mirroring, Texture Wrapping, Guard Band Support, Mipmap LOD Bias Adjustment, Projected Textures, Volume Textures, Point Primitive Support, Full-Screen Anti-Aliasing, DXT Compressed Textures, Two Sided Stencil Test, Mipmapped Volume Textures, Mipmapped Cube Textures, Texture Border Color, Spherical Mapping, Automatic Mipmap Generation, Hardware Rasterization, Shading, Transform and Lighting, Scissor Test, Legacy Depth Bias
Min GPU Memory Clock 1000.0 MHz  
Min GPU Core Clock 738.0 MHz  
Max GPU Memory Clock 1000.0 MHz  
Max GPU Core Clock 738.0 MHz  
 
Multi GPU Devices  

DirectShow Info
Version 6.6.7600.16385
Registered DirectShow Filters AC3 Parser Filter, ACM Wrapper, AVI Decompressor, AVI Draw, AVI Splitter, AVI/WAV File Source, BDA MPEG2 Transport Information Filter, Color Space Converter, DV Muxer, DV Splitter, DV Video Decoder, Decrypt/Tag, Default DirectSound Device, Default MidiOut Device, File Source (Async.), File Source (URL), File stream renderer, Internal Script Command Renderer, Line 21 Decoder, Line 21 Decoder 2, MIDI Parser, MJPEG Decompressor, MP3 Decoder DMO, MPEG Audio Decoder, MPEG Video Decoder, MPEG-2 Demultiplexer, MPEG-2 Sections and Tables, MPEG-2 Splitter, MPEG-I Stream Splitter, Microsoft DTV-DVD Audio Decoder, Microsoft DTV-DVD Video Decoder, Mpeg4 Decoder DMO, Mpeg43 Decoder DMO, Mpeg4s Decoder DMO, Multi-file Parser, PBDA DTFilter, RDP DShow Redirection Filter, SAMI (CC) Parser, VBI Codec, VBI Surface Allocator, VGA 16 Color Ditherer, Video Port Manager, Video Renderer, WM ASF Reader, WM ASF Writer, WMAPro over S/PDIF DMO, WMAudio Decoder DMO, WMSpeech Decoder DMO, WMV Screen decoder DMO, WMVideo Decoder DMO, Wave Parser, iTV Data Capture filter, iTV Data Sink,  

DirectSound Info
Version 6.1.7600.16385
Speaker Configuration Stereo
Speaker Geometry Wide
Primary Device Digital Audio (S/PDIF) (High Definition Audio Device)
Sound Devices  

Memory InfoTotal Physical Memory 11.98 GB
Free Physical Memory 10.44 GB
Total Pagefile Memory 23.98 GB
Free Pagefile Memory 22.24 GB
Memory array
Max Module Capacity 0 B  
Location  
Use  
Supported Error DC Single-bit ECC
Supported Speeds -  
Supported Types -  
Supported Voltages -  
Memory Slots Memory slot
Installed Enabled Size 2.00 GB  
Form Factor DIMM
Frequency 1.1 GHz  
Slot DIMM0
Manufacturer Manufacturer00
Type  
Type Details -  
Enabled Size 2.00 GB  
Total Bit Width 72 b
Data Bit Width 64 b

Memory slot
Installed Enabled Size 2.00 GB  
Form Factor DIMM
Frequency 1.1 GHz  
Slot DIMM1
Manufacturer Manufacturer01
Type  
Type Details -  
Enabled Size 2.00 GB  
Total Bit Width 72 b
Data Bit Width 64 b

Memory slot
Installed Enabled Size 2.00 GB  
Form Factor DIMM
Frequency 1.1 GHz  
Slot DIMM2
Manufacturer Manufacturer02
Type  
Type Details -  
Enabled Size 2.00 GB  
Total Bit Width 72 b
Data Bit Width 64 b

Memory slot
Installed Enabled Size 2.00 GB  
Form Factor DIMM
Frequency 1.1 GHz  
Slot DIMM3
Manufacturer Manufacturer03
Type  
Type Details -  
Enabled Size 2.00 GB  
Total Bit Width 72 b
Data Bit Width 64 b

Memory slot
Installed Enabled Size 2.00 GB  
Form Factor DIMM
Frequency 1.1 GHz  
Slot DIMM4
Manufacturer Manufacturer04
Type  
Type Details -  
Enabled Size 2.00 GB  
Total Bit Width 72 b
Data Bit Width 64 b

Memory slot
Installed Enabled Size 2.00 GB  
Form Factor DIMM
Frequency 1.1 GHz  
Slot DIMM5
Manufacturer Manufacturer05
Type  
Type Details -  
Enabled Size 2.00 GB  
Total Bit Width 72 b
Data Bit Width 64 b
 

Storage DevicesST31500341AS ATA Device
Device Drive Type Hard Disk
Name ST31500341AS ATA Device
Manufacturer (Standard disk drives)
Model ST31500341AS ATA Device
Vendor ID String ST315003
Product ID String ST31500341AS
Product Revision String CC1H
Serial Number 9VS2ZGXQ
Interface Type IDE
Device Bus Type SATA
Capacity 1.364514262
Drive Letters  
CD Max Read Speed 0  
CD Read Capabilities -  
CD Write Capabilities -  
DVD Read Capabilities -  
DVD Write Capabilities -  
SMART Supported (enabled)
Acoustic Management Supported (enabled)
Physical sector size 512 B  
unknown
Device Drive Type DVD
Name unknown
Manufacturer unknown
Model unknown
Vendor ID String LITEON
Product ID String LITEON DVD-ROM LTD163
Product Revision String GV3X
Serial Number  
Interface Type unknown
Device Bus Type ATAPI
Capacity 7.48 GB  
Drive Letters  
CD Max Read Speed 0  
CD Read Capabilities -  
CD Write Capabilities -  
DVD Read Capabilities -  
DVD Write Capabilities -  
SMART Not Supported
Acoustic Management Not Supported
Physical sector size 0 B  
unknown
Device Drive Type DVD
Name unknown
Manufacturer unknown
Model unknown
Vendor ID String PIONEER
Product ID String PIONEER BD-RW BDR-205
Product Revision String 1.03
Serial Number  
Interface Type unknown
Device Bus Type ATAPI
Capacity 7.48 GB  
Drive Letters  
CD Max Read Speed 0  
CD Read Capabilities -  
CD Write Capabilities -  
DVD Read Capabilities +R, -RW, +RW
DVD Write Capabilities -R, +R, -RW, +RW
SMART Not Supported
Acoustic Management Not Supported
Physical sector size 0 B  

Operating system infoName Windows 7 Professional
Version 6.1.7600
PlatformId 2  
Service Pack  
Suite 256  
Product Type 1  
Product Version 48  
Media Center true
Windows Environment 64-bit
ReadyBoost Devices  
Locale US
Desktop Width 1280 px
Desktop Height 1024 px
Desktop BPP 32 b
Internet Explorer Version 87600
System Drive Letter C:
Windows Experience Index Information
State 2  
Description Windows Experience Index : Unrated
Rating 5.900000
Date 20100207010204
Sub Indices Memory 12.0 GB Memory (RAM): 7.500000
Processor Intel(R) Core(TM) i7 CPU 920 @ 2.67GHz Processor: 7.500000
HDD 1353GB Free (1397GB Total) Primary hard disk: 5.900000
Gaming Graphics 4095 MB Total available graphics memory Gaming graphics: 7.000000
Graphics NVIDIA GeForce GTS 250 Graphics: 7.000000
 
 
Applications  3DMarkVantage
Real Temp 3.40
NVIDIA - Download Drivers - Windows Internet Explorer
ORB - Result Analyzer - Windows Internet Explorer
Start new topic - Windows Internet Explorer
 
Processes  Name PID Memory usage
System Idle Process 0  24 KB  
System 4  764 KB  
smss.exe 328  1 MB  
csrss.exe 416  4 MB  
wininit.exe 492  5 MB  
csrss.exe 516  12 MB  
services.exe 556  11 MB  
lsass.exe 576  11 MB  
lsm.exe 584  6 MB  
winlogon.exe 700  8 MB  
svchost.exe 732  11 MB  
svchost.exe 832  10 MB  
svchost.exe 896  22 MB  
svchost.exe 936  124 MB  
svchost.exe 984  49 MB  
svchost.exe 580  16 MB  
svchost.exe 1140  16 MB  
spoolsv.exe 1336  14 MB  
svchost.exe 1396  15 MB  
ekrn.exe 1500  53 MB  
svchost.exe 1552  9 MB  
svchost.exe 1672  6 MB  
taskhost.exe 2364  8 MB  
dwm.exe 2460  4 MB  
explorer.exe 2488  50 MB  
egui.exe 2632  11 MB  
SearchIndexer.exe 2880  18 MB  
wmpnetwk.exe 2984  4 MB  
CLMLSvc.exe 408  8 MB  
RealTemp.exe 2868  9 MB  
svchost.exe 3804  25 MB  
iexplore.exe 2120  19 MB  
iexplore.exe 3752  70 MB  
iexplore.exe 3244  27 MB  
iexplore.exe 568  67 MB  
iexplore.exe 3228  38 MB  
FlashUtil10c.exe 3008  5 MB  
nvvsvc.exe 440  5 MB  
nvvsvc.exe 3612  10 MB  
nvSCPAPISvr.exe 460  5 MB  
sppsvc.exe 764  9 MB  
TrustedInstaller.exe 468  7 MB  
audiodg.exe 2968  15 MB  
3DMarkVantage.exe 3512  80 MB  
dllhost.exe 1316  16 MB  
WmiPrvSE.exe 308  7 MB  
WmiPrvSE.exe 2896  6 MB  
 
Logical Drives  Letter Label Type Capacity Available
A:  Floppy 0 B  0 B  
C:  Hard Disk 1.364418980 1.321045596
D:  CD-ROM 0 B  0 B  
E: STAR_TREK_XI_DOM CD-ROM 7.48 GB  0 B  
 

Monitor infoMonitor
Name ACER V173 (Analog)
Manufacturer ACER
Max Width 1280 px
Max Height 1024 px

Mainboard infoSupported Slot Types PCI, PCI Express
Manufacturer ASUSTeK Computer INC.
Model P6T
Version Rev 1.xx
BIOS Vendor American Megatrends Inc.
BIOS Version 0707
BIOS Release Date 08/18/2009
BIOS Properties Plug and Play, Flash
Card Slots Card Slot
Order 1  
Designation PCIEX16_1
Type PCI Express
Characteristics 3.3V, Shared, PME Signal
Data Bus Width 32 b
Details Available, Short
Card Slot
Order 2  
Designation PCIEX1_1
Type PCI Express
Characteristics 3.3V, Shared, PME Signal
Data Bus Width 32 b
Details In Use, Short
Card Slot
Order 3  
Designation PCIEX16_2
Type PCI Express
Characteristics 3.3V, Shared, PME Signal
Data Bus Width 32 b
Details Available, Short
Card Slot
Order 4  
Designation PCI1
Type PCI
Characteristics 3.3V, Shared, PME Signal
Data Bus Width 32 b
Details Available, Short
Card Slot
Order 5  
Designation PCIEX16_3
Type PCI Express
Characteristics 3.3V, Shared, PME Signal
Data Bus Width 32 b
Details Available, Short
Card Slot
Order 6  
Designation PCI2
Type PCI
Characteristics 3.3V, Shared, PME Signal
Data Bus Width 32 b
Details Available, Short
 
PCI Devices PCI Device
Manufacturer NVIDIA
Location PCI bus 2, device 0, function 0
Type  
PCI NVIDIA GeForce GTS 250
PCI Device
Manufacturer Realtek
Location PCI bus 6, device 0, function 0
Type  
PCI Realtek PCIe GBE Family Controller
PCI Device
Manufacturer VIA
Location PCI bus 5, device 0, function 0
Type  
PCI VIA 1394 OHCI Compliant Host Controller
PCI Device
Manufacturer (Standard IDE ATA/ATAPI controllers)
Location PCI bus 4, device 0, function 0
Type  
PCI Standard Dual Channel PCI IDE Controller
PCI Device
Manufacturer Intel
Location PCI bus 0, device 30, function 0
Type  
PCI Intel(R) 82801 PCI Bridge - 244E
PCI Device
Manufacturer Intel
Location PCI bus 0, device 0, function 0
Type  
PCI Intel(R) 5520/5500/X58 I/O Hub to ESI Port - 3405
PCI Device
Manufacturer Intel
Location PCI bus 0, device 1, function 0
Type  
PCI Intel(R) 5520/5500/X58 I/O Hub PCI Express Root Port 1 - 3408
PCI Device
Manufacturer Intel
Location PCI bus 0, device 3, function 0
Type  
PCI Intel(R) 5520/5500/X58 I/O Hub PCI Express Root Port 3 - 340A
PCI Device
Manufacturer Intel
Location PCI bus 0, device 7, function 0
Type  
PCI Intel(R) 5520/5500/X58 I/O Hub PCI Express Root Port 7 - 340E
PCI Device
Manufacturer Intel
Location PCI bus 0, device 20, function 1
Type  
PCI Intel(R) 5520/5500/X58 I/O Hub GPIO and Scratch Pad Registers - 3422
PCI Device
Manufacturer Intel
Location PCI bus 0, device 20, function 2
Type  
PCI Intel(R) 5520/5500/X58 I/O Hub Control Status and RAS Registers - 3423
PCI Device
Manufacturer Intel
Location PCI bus 0, device 20, function 0
Type  
PCI Intel(R) 5520/5500/X58 I/O Hub System Management Registers - 342E
PCI Device
Manufacturer Intel
Location PCI bus 0, device 20, function 3
Type  
PCI Intel(R) 5520/5500/X58 I/O Hub Throttle Registers - 3438
PCI Device
Manufacturer Intel
Location PCI bus 0, device 31, function 0
Type  
PCI Intel(R) ICH10R LPC Interface Controller - 3A16
PCI Device
Manufacturer (Standard IDE ATA/ATAPI controllers)
Location PCI bus 0, device 31, function 2
Type  
PCI Standard Dual Channel PCI IDE Controller
PCI Device
Manufacturer (Standard IDE ATA/ATAPI controllers)
Location PCI bus 0, device 31, function 5
Type  
PCI Standard Dual Channel PCI IDE Controller
PCI Device
Manufacturer Intel
Location PCI bus 0, device 31, function 3
Type  
PCI Intel(R) ICH10 Family SMBus Controller - 3A30
PCI Device
Manufacturer Intel
Location PCI bus 0, device 29, function 0
Type  
PCI Intel(R) ICH10 Family USB Universal Host Controller - 3A34
PCI Device
Manufacturer Intel
Location PCI bus 0, device 29, function 1
Type  
PCI Intel(R) ICH10 Family USB Universal Host Controller - 3A35
PCI Device
Manufacturer Intel
Location PCI bus 0, device 29, function 2
Type  
PCI Intel(R) ICH10 Family USB Universal Host Controller - 3A36
PCI Device
Manufacturer Intel
Location PCI bus 0, device 26, function 0
Type  
PCI Intel(R) ICH10 Family USB Universal Host Controller - 3A37
PCI Device
Manufacturer Intel
Location PCI bus 0, device 26, function 1
Type  
PCI Intel(R) ICH10 Family USB Universal Host Controller - 3A38
PCI Device
Manufacturer Intel
Location PCI bus 0, device 26, function 2
Type  
PCI Intel(R) ICH10 Family USB Universal Host Controller - 3A39
PCI Device
Manufacturer Intel
Location PCI bus 0, device 29, function 7
Type  
PCI Intel(R) ICH10 Family USB Enhanced Host Controller - 3A3A
PCI Device
Manufacturer Intel
Location PCI bus 0, device 26, function 7
Type  
PCI Intel(R) ICH10 Family USB Enhanced Host Controller - 3A3C
PCI Device
Manufacturer Microsoft
Location PCI bus 0, device 27, function 0
Type  
PCI High Definition Audio Controller
PCI Device
Manufacturer Intel
Location PCI bus 0, device 28, function 0
Type  
PCI Intel(R) ICH10 Family PCI Express Root Port 1 - 3A40
PCI Device
Manufacturer Intel
Location PCI bus 0, device 28, function 2
Type  
PCI Intel(R) ICH10 Family PCI Express Root Port 3 - 3A44
PCI Device
Manufacturer Intel
Location PCI bus 0, device 28, function 3
Type  
PCI Intel(R) ICH10 Family PCI Express Root Port 4 - 3A46
PCI Device
Manufacturer Intel
Location PCI bus 0, device 28, function 4
Type  
PCI Intel(R) ICH10 Family PCI Express Root Port 5 - 3A48
 
System Devices System Device
Manufacturer Intel
PCI Intel(R) 82801 PCI Bridge - 244E
System Device
Manufacturer Intel
PCI Intel(R) 5520/5500/X58 I/O Hub to ESI Port - 3405
System Device
Manufacturer Intel
PCI Intel(R) 5520/5500/X58 I/O Hub PCI Express Root Port 1 - 3408
System Device
Manufacturer Intel
PCI Intel(R) 5520/5500/X58 I/O Hub PCI Express Root Port 3 - 340A
System Device
Manufacturer Intel
PCI Intel(R) 5520/5500/X58 I/O Hub PCI Express Root Port 7 - 340E
System Device
Manufacturer Intel
PCI Intel(R) 5520/5500/X58 I/O Hub GPIO and Scratch Pad Registers - 3422
System Device
Manufacturer Intel
PCI Intel(R) 5520/5500/X58 I/O Hub Control Status and RAS Registers - 3423
System Device
Manufacturer Intel
PCI Intel(R) 5520/5500/X58 I/O Hub System Management Registers - 342E
System Device
Manufacturer Intel
PCI Intel(R) 5520/5500/X58 I/O Hub Throttle Registers - 3438
System Device
Manufacturer Intel
PCI Intel(R) ICH10R LPC Interface Controller - 3A16
System Device
Manufacturer Intel
PCI Intel(R) ICH10 Family SMBus Controller - 3A30
System Device
Manufacturer Microsoft
PCI High Definition Audio Controller
System Device
Manufacturer Intel
PCI Intel(R) ICH10 Family PCI Express Root Port 1 - 3A40
System Device
Manufacturer Intel
PCI Intel(R) ICH10 Family PCI Express Root Port 3 - 3A44
System Device
Manufacturer Intel
PCI Intel(R) ICH10 Family PCI Express Root Port 4 - 3A46
System Device
Manufacturer Intel
PCI Intel(R) ICH10 Family PCI Express Root Port 5 - 3A48
 
USB Devices USB Device
Description USB Root Hub
Driver Date 6-21-2006
Driver Version 6.1.7600.16385
Device Class Universal Serial Bus Controller
Vendor ID 0x8086
Product ID 0x3a36
Revision 0x0000
USB Device
Description USB Root Hub
Driver Date 6-21-2006
Driver Version 6.1.7600.16385
Device Class Universal Serial Bus Controller
Vendor ID 0x8086
Product ID 0x3a39
Revision 0x0000
USB Device
Description USB Root Hub
Driver Date 6-21-2006
Driver Version 6.1.7600.16385
Device Class Universal Serial Bus Controller
Vendor ID 0x8086
Product ID 0x3a35
Revision 0x0000
USB Device
Description USB Root Hub
Driver Date 6-21-2006
Driver Version 6.1.7600.16385
Device Class Universal Serial Bus Controller
Vendor ID 0x8086
Product ID 0x3a38
Revision 0x0000
USB Device
Description USB Root Hub
Driver Date 6-21-2006
Driver Version 6.1.7600.16385
Device Class Universal Serial Bus Controller
Vendor ID 0x8086
Product ID 0x3a34
Revision 0x0000
USB Device
Description USB Root Hub
Driver Date 6-21-2006
Driver Version 6.1.7600.16385
Device Class Universal Serial Bus Controller
Vendor ID 0x8086
Product ID 0x3a37
Revision 0x0000
USB Device
Description USB Root Hub
Driver Date 6-21-2006
Driver Version 6.1.7600.16385
Device Class Universal Serial Bus Controller
Vendor ID 0x8086
Product ID 0x3a3a
Revision 0x0000
USB Device
Description USB Root Hub
Driver Date 6-21-2006
Driver Version 6.1.7600.16385
Device Class Universal Serial Bus Controller
Vendor ID 0x8086
Product ID 0x3a3c
Revision 0x0000
USB Device
Description USB Composite Device
Driver Date 6-21-2006
Driver Version 6.1.7600.16385
Device Class Universal Serial Bus Controller
Vendor ID 0x046d
Product ID 0xc221
Revision 0x0170
USB Device
Description USB Input Device
Driver Date 6-21-2006
Driver Version 6.1.7600.16385
Device Class Human Interface Device
Vendor ID 0x046d
Product ID 0xc221
Revision 0x0170
USB Device
Description USB Input Device
Driver Date 6-21-2006
Driver Version 6.1.7600.16385
Device Class Human Interface Device
Vendor ID 0x046d
Product ID 0xc221
Revision 0x0170
USB Device
Description USB Input Device
Driver Date 6-21-2006
Driver Version 6.1.7600.16385
Device Class Human Interface Device
Vendor ID 0x046d
Product ID 0xc222
Revision 0x0103
USB Device
Description Generic USB Hub
Driver Date 6-21-2006
Driver Version 6.1.7600.16385
Device Class Universal Serial Bus Controller
Vendor ID 0x046d
Product ID 0xc223
Revision 0x0103

Edited by Cerveza - Code tags, not just for code.

107
Scripting Chat / Multi-Client Issues
« on: February 03, 2010, 12:09:52 PM »
I routinely run multiple clients since TT gave me a tutorial a while back.  I have noticed though that after a while, I stop being able to connect with a second client on a computer.  I can pull up the second client, but it won't connect to a production server.

I have three computers at my desk I noticed the problem when I could no longer multi client with my laptop, and then more recently when I couldn't do it with my older desktop.  I can still multi on my new desktop that I bought to be a server, but it crashes that system if I go over four clients. 

I don't know if anyone else has run into this issue before and might have some insight for me. 

108
Scripting Chat / Combat Info
« on: February 01, 2010, 03:13:13 PM »
I am going to start working on some bots in the near future and I have some questions about how the information in the EUO "Combat Info" tab works. 

In particular, I want to be able to consistently pull an #enemyid and if possible #enemyhits.  It seems this information is not always populated and I am trying to figure out why so that I can have an idea what I can do with it.  When I fight two toons against each other, only the attacking toon gets the information populated. Is there a way to figure out what/who is attacking you?

Some more random thoughts:

I could use global variables as Cerv suggests in his Gbot post, but I wonder if it might be useful to use party or guild communication between bots.  Anyone work with this at all?

109
Character skill advancement / Paulonius' Imbue Trainer *BETA*
« on: January 29, 2010, 02:33:12 PM »
I put together this script for training Imbuing. Wiz' script is too much of a resource hog for me, so I built this script around using more lower intensity properties to take advantage of the higher intensity to ingredient ratio at the low end of property intensity.   Script will keep you at 55-60% success for most of the run from 40 to 120. On the low end it runs with a bit higher difficulty and at the high end a bit lower.  It will stop at your skill cap.  

I use Luck as the primary imbue throughout, so it should use signicantly more Citrine than any other gem. It also uses Amber and Rubies.  My revised guesstimate of ingredients required to hit 120 based on preliminary testing: 15000 Residue 15000 citrine, 500 amber, 3500 rubies, 1500 ingots.  Still working on projections...

SETUP

You must have enough smithy to craft exceptional daggers 100% of the time for this script
You must have enough tinker skill to craft tongs
You must have a tinker tool in your backpack
You must stand near enough to your forge/anvil/soulforge to imbue and smith
Have iron ingots, residue, citrine, amber, and rubies on the top level of a secure within reach.

You should have 100 arms lore or the script will take longer and consume more resources
You should be human or the script will take longer and consume more resources

I no longer want to suggest the you train on a human toon.  It will help with the curve, but the lack of a race quest to gargoyle makes this problematic.

Version .15

I modded the script to make heavy plate jingasa from 65 imbue skill.  This allows a more cost effective progression, but requires that you have 120 blacksmithing, or the equivalent with a talisman so that you make HPJ exceptional 100% of the time.  If you have 120 blacksmithing, give .15 a try as an alternative to .10.  .15 will use more ingots than .10, but will use very few rubies and overall should consume less resources. It has a more aggressive difficulty through the last seven or so points to 120 and is cheaper to run througout.

This script calls the two associated scripts for infomation it needs to run imbue processes. You must have all three in the same folder.  


Code: [Select]
;=====================================================================
; Script Name:   Imbue Skill Trainer from 0 to 120
; Author: by Paulonius
; Version: 0.10
; Client Tested with:
; EUO version tested with:
; Shard OSI / FS: OSI
; Initial Release Date:  01/29/2010
; Revistion Date: TBD
; Global Variables Used: N/A
; Purpose: Train Imbue
;======================================================================
; TO Do List
; 1. build a set-up and tracking save routine
;
;======================================================================
; Instructions:
; 1. Position yourself with reach of a soulforge, forge and anvil
; 2. Be within reach of a secure holding iron ingots and gems on the top level,
; 3. Have a tinker kit in your backpack
; 4. Buy Imbuing to 40 from the Arcanists in Ter Mur
; 5. Place iron ingots, Magic Residue, Citrine, Amber, and Rubies in your resource secure

Performance Testing:

I am running my first real trials with this script right now.  I will post results as I have them. If anyone else uses it, please keep track of any errors and let me know what your resource consumption looks like.

My First significant run with the script results as follows:

No significant errors and no stoppage. I did notice that it occassionally grabs more residue than anticipated.  This might cause problems with a brand new toon as it could become overweight and be unable to unravel.  I will look into what is causing the problem and work in some safeguards.

I was going to start from 40 for a pure test, but had to made residue first.  With the new changes crafting bows and unraveling them for residue increased my skill to 73.8 before I started using the script. Results from my preliminary run are as follows:

73.8 to  105 skill  (31.2 points)
Residue 5037
Citrine 4778
Amber 494
Rubies 700
Ingots 510

at 110 skill  (36.2 points)
Residue 6898
Citrine 6500
Amber 784
Rubies 1221
Ingots 690

at 117 skill  (43.2 points) -- Sorry, I was eating dinner at 115... Mother in law cooked a turkey.
Residue 10877
Citrine 10063
Amber 1614
Rubies 2459
Ingots 738

Total Resources to 120 skill  (46.2 points)
Residue 14475
Citrine 13263
Amber 2459
Rubies 3659
Ingots 1381

Gems at base cost 950,525 gold.
Residue at 400gp each: 5,390,000


Savings over Wiz script is about 50% of gems and 25% of residue with current process. I believe these numbers can be signficantly reduced if I switch to making an SE armor item and I am looking at adding that in with the next update.  Wiz' script uses a plate jingasa.

I have not used Wiz script since the change that allowed 20 attempts on an item so calculations are based on a post from someone who used Wiz from 71 to 120 and got the following numbers:

Residue 16968
Citrine 17674
Amber 10711 Amber
Rubies 0
Ingots unknown

Gems at base cost: 1,418,700
Residue at 400each: 6,787,200
 

110
Scripting Chat / Trouble with Exevent DropPD Command
« on: January 26, 2010, 01:43:24 PM »
So I built a melee trainer that re-equips your weapon, among other things.  Everything else seems to be working as intended, but I am having problems getting the weapon to equip once it breaks.  Here is the code I am using.  Anyone have a suggestion?

Code: [Select]
Event Macro 8 1
Wait 5
Finditem %WeaponType C_ , #CharID
If #FindCnt = 0
   Gosub Equip %WeaponType



Code: [Select]
Sub Equip
Finditem %1 C_ , %Secure
ExEvent Drag #Findid
Wait 10
ExEvent DropPD #CharID
Wait 20
Return

111
Crafting / Blacksmith Trainer
« on: January 21, 2010, 07:03:33 AM »
I was not having luck with CEO's smith trainer, so I wrote one yesterday.  I have only worked up one smith with it so far, so it could use some tire kicking.  I set it up to run through the most efficient ingot/skill use possible.  It stays between 50 and 60% success for the entire range until it hits about 110.  I left it running with boomerangs all the way to 120 as the items that increase difficulty from there increase the ingots per attempt by five times and don't seem worth making.  The code is in there to make decorative plate kabutos' though if you want to tinker with it.

Setup:

1. Be standing within range of a forge and anvil
2. Have a tinker kit in your backpack
3. Be able to reach a secure with your ingots in it
4. Have only iron ingots on the top layer of the secure as there is no check for other ingots
5. Don't have any of the item types that the script makes in your pack


Recommend you GM mining before training blacksmith to maximize recovery on smelting.
Don't have a newbie dagger in your pack.

Update 1 March 2011 - Version .30 (In Testing)

Added code to account for multiple ingot stacks/ types in secure
Added code to apply Siege Perilous RoT timer waits when the script is run in Siege
Modification to account for menu change from High Seas (Thanks SW!)


Script makes the following in this order:
Dagger
Mace
Cutlass
Scimitar
Broadsword
Kryss
Katana
Shuriken
Wakizashi
Plate Gorget
Circlet
Royal Circlet
Boomerang


Testing Notes:
I am seeing some hangups where the script makes the wrong item for a while and then they sit in your pack.  I am going to put in a failsafe for this and a couple of other issues and put in a menu for tracking when I have time to look at this again next month.  

I have been unable to reproduce Ultima's tinker kit error.  not sure what happened there.

I just ran it from 40 to 100 smithy on a gargoyle with 100 mining and a 120 blacksmithing skill cap: 18,000 ingots and 2.5 hours.
The total for 40 to 120 smithy on that gargoyle was: 41,250 ingots and approximately 12 hours.

112
Character skill advancement / Safe Sparring Weapon Trainer .70b
« on: January 19, 2010, 03:00:35 PM »
I put together this script for training weapon skills with two accounts.  This script will train any combat skill against another toon.  If you are using archery be sure to stock your secure with lots of ammunition. You need to be willing to train up healing and anatomy for the script to work well.  I have tested this with no resists and it is pretty stable (ie. toons don't die much), but I recommend at least 25 physical resist.

Cross healer is updated and versions prior to .25 will no longer work correctly.

SETUP

1.   Get a big pile of bandages (I start with 20-30,000), some fast, low damage weapons

2.   Put the bandages and weapons in a secure locked down on the floor of your house.

3.   If you are using metal armor, craft some dull copper ring suits for elves and humans (Bascinet, ring arms, tunic, legs, gloves, plate gorgets) and gargoyle plate for gargoyles.

4.   If you are using leather armor craft some spined leather suits (full six peice standard leather suit). Leather and cloth are not currently supported for gargoyles.

5.   Put your armor into the secure with your weapons and bandages.  

6.   Secure should be locked down on a space South of four un-obstructed spaces that run East to West. I have tried it in other configurations and ran into problems I have yet to sort out.  You will need the four spaces in a row so that your two combatant toons will be able to engage/disengage, but still reach the secure. You don't want the secure in the line even if it is "walk through" because your toon will cover it during setup. Refer to the attached JPG picture for a recommended setup configuration.  

7.   Stand the toons on the "engaged" space for best results on start-up.

8.   Weapon does not need to be equipped, but you need to be able to grab one and drag it into your pack during setup, either from your hands or secure. Best to involve only one weapon during setup.
 
9.   When you are setting your positions, wait a moment after you move to the spot before hitting the function key to give EUO a chance to update your coordinates.

10.  Have the toons in the same guild and new to .70 PARTIED.

11. All Iterations must now run in the same EUO iteration.  (See picture below) With update to .55 I split the heal routine into a separate script that exchanges information with the primary script with global variables.  Global variables also operate between the primary scripts. This will allow three or more toons to fight rather than just two, and adds a lot of other efficiencies.

12. If you are using throwing, I recommend that you keep the toons one step apart until they hit 100 Dex and 100 Skill.  Also, if you plan to use a shield, train parry to GM before training throwing for best results.

13. When setup is complete, say "Start Fighting" with any toon to begin. To stop fighting say "Stop Fighting".

EUO SETUP

With the introduction of global variables the script windows must be opened in one EUO Window and started in a specific order.  I have placed a picture of the EUO information window below and numbred the tabs in order. I circled the "open File" button for anyone not used to opening EUO this way.  Just be sure to start the heal script for a toon first, followed by the training script for the same toon.  



For Best Results:

Let Dex go to 120 for 2 second heals (script will heal as fast as you can).
Use fast, low damage weapons: Tessen , hatchet or butchers knife, dagger
As an alternative to crafted suits use self repair armor: Embers or Honor suit are good choices
Use HCI
If you are training bushi or chiv, try adding Mana leech to your weapons

The attached picture demonstrates the recommended setup. Postion Two is the Green player's fighting position, position one is the greeen player's disengaged safe position. Position three is player two's engaged fighting position, position four is player two's disengaged safe position. Position's five and six are the secure positions. You only need one secure and it could be in either spot.    

The script will also do some casting, but I have not incorporated any  safeties (reagent pickup, spell book checks, reagent/lower reagent cost checks, etc.)  Confidence is the only spell that will run without creating any potental problems, but capability for curse weapon, divine fury and lightning strike are in there too.  In general terms if you don't have 100% LRC in a suit with self repair don't bother with curse weapon and be warned that you will eat a ton of tithing with Divine Fury.  Lighting Strike is not recommended against toons without armor.

Code: [Select]
;=====================================================================
; Script Name:   Safe Sparring Weapon Trainer
; Author: by Paulonius
; Version: 0.70
; Client Tested with:
; EUO version tested with:
; Shard OSI / FS: OSI
; Initial Release Date:  01/19/2010
; Revision Date: 06/28/2010
; Global Variables Used: !ThirtySecondBreak, !Secure, !CrossHeal
; Purpose: Train weapon skills with a partner (or 2 accounts) up to your skill cap.
;          Script will use bandages to cross heal, will step back out of combat
;          to avoid dying, re-equip weapons, and cast some spells.
;
;======================================================================
; TO Do List
; 1. Build a skill tracking menu and skill cap shut-down
; 2. Add in some checks and failsafes
; 3. Incorporate Lower Mana Cost Calculations
; 4. Incorporate an attack/start-up sequence

;======================================================================
; INSTRUCTIONS:
; 1. Place a secure in your house with 1000s of bandaides and weapons for both characters
;    Setup should look like the following were 1D, 1E, 2E and 2D are the character positions
;    for engaged and disengaged, and S1 and S2 are locations for the secure.  Only one secure is
;    required.
;                1D1E2E2D
;                  S1S2
; 2. Characters should have the similar skill levels be in the same guild and partied (New to .70)
; 3. Characters must be able to grab a weapon during script setup with more in secure
; 4. Recommended setup includes some self repair armor with physical resist or lots of crafted armor.
;    Self repair should be four or higher. Embers work well. Script is relatively stable
;    with unarmored toons. 100% stable at 30 physical resist and well matched toons
; 5. You will need to start two windows of this script and two of the heal script IN ONE EUO WINDOW
;    See the picture in the post for more information.
; 6. Healing and anatomy should be allowed to raise to at least 35 for armored toons.
; 7. Recommend not using spell subs or HCI with unarmored toons
; 8. Recommend using weapons or items without any damage increase
; 9. Recommend using the fastest, lightest hitting weapons possible (butchers, dagger, tessen)
; 10. DO NOT WEAR OR CARRY THINGS THAT YOU DON'T WANT DESTROYED OR LOST
; 11. DO NOT WEAR OR CARRY THINGS THAT YOU DON'T WANT DESTROYED OR LOST
; 12. Once both parties have completed the guided setup, then type "Start Fighting
;======================================================================

REVISION HISTORY


Code: [Select]
1. Fixed a screwup in the check for weapon line. and got that working correctly.
[u][b]24 January 2010 [/b] [/u]
2. Revisited the re-equip weapon routine.  It was failing after running for more than an hour so I added in an open paperdoll
3. Added in equip subs for using armor.  I have it set up to use leather or ringmail suits. With a ringmail suit it uses a bascinet, plate gorget, ring arm, legs, tunic and gloves.  I used ring because it only requires 45 Str with iron (less with DC) so you can use it with a newbie toon.  When set to use leather armor it will use the full six peice standard leather suit. The script will run without deaths if the toons are equiping armor with standard materials (iron or normal leather). If you make the armor suits from dull copper/spined leather they give 60+ physical resist, more than enough for the script to run at very high efficiency with very little disengaging and no deaths.
[u][b]27 January 2010 [/b] [/u]  
4. Completely restructured the weapon re-equip using DropPD. Instead of re-equipping while fighting, I made the weapon check start the disengage sub and put the re-equip routine there so that I could slow it down without the potential for screwing up the training flow and getting someone killt. I tested it pretty extensively using disarm on my opponent and it appears to be working smoothly now.
5. Added in capability to use primary and secondary weapon specials.  I don't see a ton of value for training, but it helped me test the disarm problem.
[u][b]5 Feb 2010[/b][/u]
6. I reworked the armor checks to eliminate a halt that I left in from testing.
7. I fixed the timing in the heal self sub and built out start and success checks.  The sub should work as intended now.  The syntax in the timer set equation was not right and it was not advancing the timer. I tested the bandageself and bandage sub timing and they appear to be working correctly.
8. I added a redundancy to the re-arm code in the setup to address an occassional failure to equip in setup.
9. I modified the initial engage so that it will bandage self and then move into position if the toon is injured.
[u][b]10 Feb 2010[/b][/u]
10. I modified the script start process to accept user input to begin the scripts.  This will synchronize the scripts better and makes journal commands line up more or less.  Once setup is complete have either toon say "Start Fighting" and the scripts will both start rolling. The initialization includes an attack routine, so there is no longer any need to attack your other toon.  I also added a "Stop Fighting" feature that allows you to pause the scripts. Hitting play in the EUO menu gets them going again.
11. I added in a second mainloop option for archery. This includes restocking ammunition and a modified "disengage" routine.   Ammo restock needs some work, but appears to keep toons stocked without going over 150 arrows in backpack at a time.
12. I modified the mainloop structure to consolidate casting into offensive and defensive spells.  I have not had a chance to test these yet.
13. I modified the weapon setup again. This time there I put in a check/redo feature that will keep having you attempt to set the weapon type until it succeeds.  Best results appear to come when targetting a weapon that has already been equipped.
14. While in archery mode toons now drop out of combat on one of them calling for a "30 second break" when they get below 50% hits.  You can initiate the break by typing it as well.  It also takes a 30 second break every 30 minutes to check armor and such. During the break toons will disengage and check armor.  
[u][b]February 16 2010
Version .55 is a signficant re-write.[/b][/u]
15. I replaced all of my journal scanning routines with TMSAdvanceJournal scanner for increased efficiency and function.
16. I split the heal subs off into a separate script.  This increases heal speed, flow and efficiency.  The primary will pause the heal script occassionally while performing other functions, but the delays are imperceptible.
17. I consolidated the two main loops into one facilitated by the use of globals.  The disengage function is currently not in use.
18. I added a 30 second timeout initiated every 30 minutes. This is to collect arrows, but I am not sure it needs it.

June 8, 2010
I had put this on the shelf for a while because I could not figure out a couple of problems I was having and had other things to do. I pulled it out again this week, fixed a couple of issues and added some functionality.

19. fixed a syntax error that was keeping the script from re-arming.
20. Optimized the reequip weapon sub.
21. Added in Bushido move Counter Attack
22. Optimized casting subs: will now case more than one defensive at a time. Will re-attempt a cast if it misses (one extra attempt). Casting is popping now, significantly improving survivability and training (Bushi and Chiv).

[b]June 28, 2010 - .70[/b]
23. Added in Gargoyle plate armor. Script automatically detects race and will equip the right armor.
24. Switched out the equip subs to use a drag and click method. Should be more reliable.
25. Switched out the object/target heal method in favor of event macro 58 and 59 that do not require a target. You must now have the New Targetting system enabled.
26. Now using the New Targetting system for targetting heals. Not recommended for more than two toons, but may work if you position them correctly. It is using target nearest party member on the heals.

[b]Jun 29, 2010 - .70b[/b]

27. I made some adjustments to account for faster timing in the cross heal script and some issues with party targetting.  



 [/color]

To Do List

6. Add gargoyle metal and cloth suits.
7. Add in Pig Iron Pickup
8. Add Toon scan and lower mana cost check
9. Add in stat goal toggles
10. Add in Menu Based Setup
11. Add in shut down on skill cap(s).
12. Add in archery mode.
13. Add skill checks to the casting subs
 

Performance Testing:

Version .70 appears to run smoothly.  Running some additional tests

Known Issues
1. Casting seems to slow down as the script runs
2. Player spoken commands no longer work to stop the script after a while
 [color]

113
Scripting Chat / Is there a script for turning in wooden boards?
« on: January 08, 2010, 11:01:51 AM »
Has anyone found one that is decent?  I have a zillion boards I want to get rid of...

114
General UO Chat / Still Need a Few SA Item IDS
« on: January 08, 2010, 03:41:29 AM »
I still need the following IDs to complete the reference on SA itemIDs. If anyone has them, please post them in this thread.  Thanks!!

-P

Essence of Direction
Essence of Singularity
Essence of Achievement
Essence of Precision

115
Off Topic / Trouble Shooting Paulonius' PC
« on: December 04, 2009, 10:41:49 AM »
MB is ASUS P6T

http://usa.asus.com/product.aspx?P_ID=QtpKQuERkuYw6trc

Graphics Card is GEForce GTS 250

http://www.nvidia.com/object/product_geforce_gts_250_us.html

Case is NZXT Tempest Evo
http://www.nzxt.com/products/tempest_evo/

The case has two sound leads, both are ten minus one pin female.  One is HD. Both fit on the lower left pin set on the MB, but appear to be connected to inputs on the front of the case.  I don't think it has a pc speaker.

When I turn it on, the power comes on and stays on, but I have a black screen, no bios.  Because no speaker no beeps.

The LEDs on the MB for Power Reset are both on. They stay on if the PC is powered off, but still plugged in an switched on in the back.

116
Scripting Chat / Ghost Items, Move Item Subs, Etc
« on: November 24, 2009, 08:03:29 AM »
I am working on a general purpose imbue sub that throws a lot of stuff around. It picks up resources, makes stuff, then puts those resources away, gets out imbue resources, imbues stuff, etc...  I had a simple version working pretty well, but as it has gotten more complicated with various failsafe's and checks, it started creating ghost items and hanging. I am playing with adding in waits and reopening containers, but I wonder if someone has some insight into why ghost items happen so that there might be some logic behind my tinkering. 

117
Scripting Chat / Sending Data Strings after a GoSub X XX XXX XXXX XXXXX...
« on: November 18, 2009, 08:25:13 AM »
So I have been playing with sending data to various subs to make my scripts more flexible and I came accross a problem with sending different length data strings. It appears that the variables %1 %2 %3, etc, the EUO assigned variables when you use a data string will keep their values until cleared.  I think the answer is that you either need to clear them between uses (by assigning N/A, -1, or some other value you can track) or you need to put the clearing value into what would otherwise be the empty slots on your string.

Here is an example that doesn't work because it tries to clear the recurring variables, not the built in number variables:

Code: [Select]
; GoSub Data String Protocol Testing

Set %CycleCnt 0
REPEAT
     Set %CycleCnt %CycleCnt + 1
     Gosub Datasub
UNTIL %CycleCnt > 3
Halt


sub Datasub
If %cyclecnt = 1
   {
   Gosub DisplaySub 1 2 3 4 5 6
   Return
   }
If %cyclecnt = 2
   {
   Gosub DisplaySub 1 2 3 4 5 6 7 8
   Return
   }
If %cyclecnt = 3
   {
   Gosub DisplaySub 1 2 3 4 5 6
   Return
   }
Return
   
Sub DisplaySub
Set %Display1 1000  ; These are an attempt to reset my recurring variables
Set %Display2 1000  ; and this doesn't work
Set %Display3 1000  ; in cycle three the value for %display7 will be 7
Set %Display4 1000  ; because %7 holds that value until it is changed or cleared
Set %Display5 1000
Set %Display6 1000
Set %Display7 1000
Set %Display8 1000
Set %Display1 %1
Set %Display2 %2
Set %Display3 %3
Set %Display4 %4
Set %Display5 %5
Set %Display6 %6
Set %Display7 %7
Set %Display8 %8
Display %Display1 %Display2 %Display3 %Display4 %Display5 %Display6 %Display7 %Display8 hit play to continue
pause
Return


This method works

Code: [Select]
; GoSub Data String Protocol Testing

Set %CycleCnt 0
REPEAT
     Set %CycleCnt %CycleCnt + 1
     Gosub Datasub
UNTIL %CycleCnt > 3
Halt


sub Datasub
If %cyclecnt = 1
   {
   Gosub DisplaySub 1 2 3 4 5 6 1000 1000  ; I can screen for the "empty" data slot
   Return                                  ; using a value check
   }
If %cyclecnt = 2
   {
   Gosub DisplaySub 1 2 3 4 5 6 7 8
   Return
   }
If %cyclecnt = 3
   {
   Gosub DisplaySub 1 2 3 4 5 6 1000 1000   ; put the dummy variable "1000" in here
   Return                                   ; or the script will still assign 7 and 8
   }
Return
   
Sub DisplaySub

Set %Display1 %1
Set %Display2 %2
Set %Display3 %3
Set %Display4 %4
Set %Display5 %5
Set %Display6 %6
Set %Display7 %7
Set %Display8 %8
Display %Display1 %Display2 %Display3 %Display4 %Display5 %Display6 %Display7 %Display8 hit play to continue
pause
Return


And so does this method

Code: [Select]
; GoSub Data String Protocol Testing

Set %CycleCnt 0
REPEAT
     Set %CycleCnt %CycleCnt + 1
     Gosub Datasub
UNTIL %CycleCnt > 3
Halt


sub Datasub
Set %1 1000  ; Here I am assigning the dummy variable before I assign my values
Set %2 1000  ; I could also use N/A here
Set %3 1000  ; in cycle three the value for %display7 will be 7
Set %4 1000  ; because %7 holds that value until it is changed or cleared
Set %5 1000
Set %6 1000
Set %7 1000
Set %8 1000
If %cyclecnt = 1
   {
   Gosub DisplaySub 1 2 3 4 5 6   ; I don't need to do anything with the "empty" data slot
   Return                         ; using a value check will find the clearing value
   }
If %cyclecnt = 2
   {
   Gosub DisplaySub 1 2 3 4 5 6 7 8
   Return
   }
If %cyclecnt = 3
   {
   Gosub DisplaySub 1 2 3 4 5 6
   Return
   }
Return
   
Sub DisplaySub
Set %Display1 %1
Set %Display2 %2
Set %Display3 %3
Set %Display4 %4
Set %Display5 %5
Set %Display6 %6
Set %Display7 %7
Set %Display8 %8
Display %Display1 %Display2 %Display3 %Display4 %Display5 %Display6 %Display7 %Display8 hit play to continue
pause
Return

118
Script Snippets / Item Resist Value Identifier Sub
« on: November 14, 2009, 02:50:35 AM »
;==========================================================
; This Sub is adapted from a script that Spewy published that finds and adds
; up the total resists on an item.  I studied Spewy's script and re-wrote it as a sub
; for use in other scripts.  When called with "GoSub ParseItemResists #ItemID" the
; sub will return the the resists as values in variables %PhysicalResist, %ColdResist, etc.

119
Scripting Chat / Question About Getting a Value From Item Property
« on: November 13, 2009, 11:42:31 AM »
I am working on an imbue script and I need to be able to determine the value for physical resist on an item to build a check to see if the script has successfully imbued the target.  I guess what I need is a line or two of code after an event property that will pull the number off and assign it to a variable:


Event Property %ImbueItem

Set %ImbueItemPhysicalResist [Code I can't figure out that pulls off the number after Physical Resist]

Anyone got any ideas?

120

I am working on a script that runs a series of acts based on a string of data input.  I am thinking that I want to put in a conditional to break out of the sub when the variable comes back empty.  I am not sure what value I should put in to represent a variable with no assigned value, but I think I have seen people use -1 for this. Would this work to to jump out of my sub when it hits an unassigned variable?

If %Variable = -1
 Return

 

Pages: 1 ... 6 7 [8] 9 10