Craft 8.0 (In Beta Testing)

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Amadeus

The Maestro
Staff member
Craft 8.0 is now doing an open beta test in the following zones only:
  • Qeynos Tradeskill Instances
  • Freeport Tradeskill Instances (needs extensive testing)
You can participate in the test by using the command: 'craftbeta'.





Notes:
  • This version includes a TON of fixes. You should definately use it if at all possible.
  • The biggest change in 8.0 is the use of the lavishnav navigation system that was implemented by Lax after the original 'Craft' was created.
  • For the test there will be a lot of debug spam in the console window. That will eventually be removed.
  • "CustomWrits.xml" is now alphabetized automatically by Craft. New entries can be entered anywhere in the file.
Instructions and Things to Remember:
  • Remove all speed buffs before using Craft -- always and forever.
  • Before running Craft, do your best to get your Framerate to as close to 40 as possible. If you're below that, then you should set your display options to "Extreme Performance" before using Craft. These tradeskill instances are "tight" and require exact movement which can be problematic with low framerates.
  • When reporting problems, be sure to give EXACT information. Your exact location (/loc), where CraftBeta was trying to take you, etc. Also, copy/paste the last 20-50 lines of the console for me.
  • Writs should be working just fine (and much better than before); however, I have instituted a limit on the number of writs you can tell Craft to complete for you at once (10). Craft is NOT intended for afk writ work, and it will not be supported. 10 writs is an hour (which is still longer than is prudent, but I will leave it.)
  • On the same topic, Craft is NOT intended for afk crafting. There are always going to be issues that come up with which the craft script does not know how to deal. So, don't report stuff like "it ran for two hours then stopped" YOU are supposed to be there ALL of the time.
  • IMPORTANT: Broker interaction requires that your mouse be hovered over the area where the broker window resides. So, be sure that when you switch windows or do whatever, that the mouse is hovering over the area where the broker window usually appears.
  • Because of the last thing above, users are encouraged to buy plenty of harvestables ahead of time in order to avoid having the script buy things.
This is the thread in which to report bugs or problems.
 

Amadeus

The Maestro
Staff member
The ISXEQ2 patcher should include the following new files/directories. If they do not exist, it may be because your permissions are not allowing it to create new directories.

  • Scripts/EQ2NavCreator.iss
  • Scripts/EQ2Navigation/EQ2Nav_Lib.iss
  • Scripts/EQ2Navigation/EQ2NavMapper_Lib.iss
  • Scripts/EQ2Navigation/zones/qey_tradeskill01.xml
  • Scripts/EQ2Craft/UI/CraftGUI_Beta.xml
If any of these are missing after patching, then you can reinstall ISXEQ2 by downloading this file and just installing it. You do not have to 'uninstall' before running the installer:

http://www.isxgames.com/isxeq2/ISXEQ2.exe
 

nanuk

Active Member


Maybe I'm retarded, but it wouldn't let me select any text in the console window so I figured I'd just post a screenie. When I hit the turn desk it kept me running into the wall there and yes it would take another writ but I was face planting into the wall while it was doing it lolz.

So far it has only done that once. Could be frame rate since I can only get 32 at extreme performance?
 
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Amadeus

The Maestro
Staff member
I have added a path for freeport today. It should work; however, I do not really have good characters for testing it extensively.
 

VikingKing

Active Member
If you fail a writ (updating your quest to pick up a new one from the desk), the script will return to the quest giver and hail him/her twice and then crash out.
 

kwolz

Active Member
The only problem I have had with the freeport side is being to far away from the woodworking table to start crafting, other than that it is working great.
 
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Amadeus

The Maestro
Staff member
That happens every time?

It should check and move you close enough once you finish moving to it; however, I can adjust it to 4 instead of 5 if it continues.
 

wired203

Active Member
I apologize for not catching the actual debug info for this, freeport side, alchemist and on about 30-40 writs this happend only twice. Got caught on the wall left of the crafting table that is oppisite side of the writ givers.

Both times this happened when he stopped to use the table there he was almost adjacent to that wall so a bit too far left there. If needed next time it happens I will get the debug info.
 

kwolz

Active Member
That happens every time?

It should check and move you close enough once you finish moving to it; however, I can adjust it to 4 instead of 5 if it continues.
Not every time out of 30 writs yesterday there was 2 times that it was just 1 step back to far to start crafting.
 

kwolz

Active Member
Look in the console ...was it taking you to Woodworking Table 1,2 or 3?
EQ2Nav-Debug:: Distance to Woodworking Table 1: 8.214278 (Distance to Destination: 8.214278)
EQ2Nav-Debug:: Distance to Woodworking Table 1: 7.591778 (Distance to Destination: 7.591778)
EQ2Nav-Debug:: Distance to Woodworking Table 1: 7.126779 (Distance to Destination: 7.126779)
EQ2Nav-Debug:: Distance to Woodworking Table 1: 6.474277 (Distance to Destination: 6.474277)
EQ2Nav-Debug:: Distance to Woodworking Table 1: 5.814291 (Distance to Destination: 5.814291)
EQ2Nav-Debug:: Distance to Woodworking Table 1: 5.101914 (Distance to Destination: 5.101914)
EQ2Nav-Debug:: Distance to Woodworking Table 1: 4.636777 (Distance to Destination: 4.636777)
EQ2Nav-Debug:: Distance to Woodworking Table 1: 3.931777 (Distance to Destination: 3.931777)
EQ2Nav-Debug:: Distance to Woodworking Table 1: 3.211776 (Distance to Destination: 3.211776)
EQ2Nav-Debug:: Distance to Woodworking Table 1: 2.724276 (Distance to Destination: 2.724276)
EQ2Nav-Debug:: Within 3.000000 meters of destination (Woodworking Table 1)-- ending movement.
EQ2Nav-Debug:: StopRunning()
EQ2Craft-Debug:: MoveToDevice(Woodworking Table,3)

this is from the most recent time I could simulate the problem. No run speed buffs or items are in use.
 

Amadeus

The Maestro
Staff member
If you were at woodworking table 1 ..why would it then be wanting to move you to woodworking table 3? It should pull you in to the station once you arrive if you're too far away, but I'll adjust it a bit soon and see if helps.
 

mycroft

Script Author: MyPrices
Qeynos mapping

In the Qeynos instance , the mapping for the door From Intersection 2 into Inner Room 2 is ever so slightly out (not by much though).

going IN to the room the character is slightly too far right and the characters 'just' brush the door frame.

On the way out it's slightly too far to the left meaning sometimes the door doesn't auto-open .
 

larrydoyle

Senior Member
Also in Qeynos on top floor, when the toon returns to the broker, it does not move cleanly around the top rail .. it kind of moves into the rail and then "slides" down the rail until it can turn to where the broker is (Starcrest Commune instance). Not a big functional issue, but would look unnatural, especially if it happened frequently.

Also, it seems my toons stop on the stairs to get fuel. Not really a problem, but wondered if that is deliberate (in order to not bug the door opening and closing).

It has only happened once thus far, but my jeweler got "stuck" because he turned into one of the "stalls" too early, and then targeted the workstation in the next stall but was too far away and could not move closer. I will watch to see if that happens again and give you more info from console if it does.

The script seems better and more consistent, so I'm very happy you are putting in the time to get it working well. Have not tried any writs .. will have to try that too!
 

bjcasey

ISX Specialist
Writs are working great.

I have also noticed the small pathing issues stated above.

Would it be possible to UI code how many remaining writs are left so that I can tell how much time is left before I need to restart the process?
 

maxpoint

Active Member
weaponsmith teir 5 rush order is only creating 3 items when it should be 6. Dont know if it thinks this is similar to provisioner where the items are 2 if quality 4 or not.
 

Zeek

Active Member
weaponsmith teir 5 rush order is only creating 3 items when it should be 6. Dont know if it thinks this is similar to provisioner where the items are 2 if quality 4 or not.
They changed the number of items writs take at least for weaponsmith. Check your writcount.xml (I think that is what the file is called) and change the value there.
 

bjcasey

ISX Specialist
Also in Qeynos on top floor, when the toon returns to the broker, it does not move cleanly around the top rail .. it kind of moves into the rail and then "slides" down the rail until it can turn to where the broker is (Starcrest Commune instance). Not a big functional issue, but would look unnatural, especially if it happened frequently.

Also, it seems my toons stop on the stairs to get fuel. Not really a problem, but wondered if that is deliberate (in order to not bug the door opening and closing).

It has only happened once thus far, but my jeweler got "stuck" because he turned into one of the "stalls" too early, and then targeted the workstation in the next stall but was too far away and could not move closer. I will watch to see if that happens again and give you more info from console if it does.

The script seems better and more consistent, so I'm very happy you are putting in the time to get it working well. Have not tried any writs .. will have to try that too!
In the Qeynos tradeskill instances out of 40 writs my toons got stuck on the railing by the broker twice. They were heading towards the crafting tables after purchasing the raws that they needed. If it makes a difference this was with a Jeweler and Carpenter.
 

Empiriate

Active Member
Some problems with Craftbeta

Hey everyone, I've been having some issues with the new craftbeta, and I'm not quite sure what's going on.

Judging from the nature of the problem, I have a feeling -something- must be wrong on my end, but here goes, perhaps someone can provide assistance:

Problem 1: After loading craftbeta, I select Tier 2 in the UI and choose "rush order." It will accept the quest, but it will not choose option 2, and instead, begin to prepare an option 1 recipe list.

Problem 2: When it proceeds on option 1, oftentimes the recipe is missing from customwrits (Jeweler recipes for t6 and t7 are woefully lacking), and closes. Upon re-opening, tier "O" is selected. It always reverts to tier "O."

Problem 3: When, by some miracle, it gets to the point of moving ahead on a tier 1 recipe, I seem to run right through the fuel vendor and faceplant the wall. The same will happen when I move towards a workstation. It will open the craft window, but I'll keep on moving.

One thing I do have setup differently is custom movement keys, which I've set in moveto.iss and eq2bot.iss.

Let me know if there's any more information I can provide
 

bjcasey

ISX Specialist
Hey everyone, I've been having some issues with the new craftbeta, and I'm not quite sure what's going on.

Judging from the nature of the problem, I have a feeling -something- must be wrong on my end, but here goes, perhaps someone can provide assistance:

Problem 1: After loading craftbeta, I select Tier 2 in the UI and choose "rush order." It will accept the quest, but it will not choose option 2, and instead, begin to prepare an option 1 recipe list.

Tier refers to the quality that you make. You should leave this at 4 for most crafting jobs.

Problem 2: When it proceeds on option 1, oftentimes the recipe is missing from customwrits (Jeweler recipes for t6 and t7 are woefully lacking), and closes. Upon re-opening, tier "O" is selected. It always reverts to tier "O."

In order for you to select option 2, under the writs tab it is the third box where you would place a 2. By default it is either 0 or 1, which both select the first option.

Problem 3: When, by some miracle, it gets to the point of moving ahead on a tier 1 recipe, I seem to run right through the fuel vendor and faceplant the wall. The same will happen when I move towards a workstation. It will open the craft window, but I'll keep on moving.

Make sure that you have all of the proper movement keys properly set. (IE. left and right strafe) As well as list where you are crafting so that Amadeus can take a look at the pathing.

One thing I do have setup differently is custom movement keys, which I've set in moveto.iss and eq2bot.iss.

Let me know if there's any more information I can provide
My suggestions are in red
 

Empiriate

Active Member
My apologies, I had worded things improperly.

In craftbeta, under the writs tab, I have it set as Choice: 2. This keeps reverting to Choice: 0.

My strafe keys are set at [ and ]. The character is turning, so I assume they are being properly utilized, the problem is he's missing his mark. However, the character is able to navigate the stairs without an issue.

I am crafting in Castleview hamlet tradeskill instance, the faceplanting occurs when moving from writ npc to the vendor (after the stairs), from the vendor to the workbench, and on a carpenter, from the vendor to the woodworking table.
 

bjcasey

ISX Specialist
My apologies, I had worded things improperly.

In craftbeta, under the writs tab, I have it set as Choice: 2. This keeps reverting to Choice: 0.

My strafe keys are set at [ and ]. The character is turning, so I assume they are being properly utilized, the problem is he's missing his mark. However, the character is able to navigate the stairs without an issue.

I am crafting in Castleview hamlet tradeskill instance, the faceplanting occurs when moving from writ npc to the vendor (after the stairs), from the vendor to the workbench, and on a carpenter, from the vendor to the woodworking table.
Strafing and turning are two different things.
 

Amadeus

The Maestro
Staff member
Problem 3: When, by some miracle, it gets to the point of moving ahead on a tier 1 recipe, I seem to run right through the fuel vendor and faceplant the wall. The same will happen when I move towards a workstation. It will open the craft window, but I'll keep on moving.
On this issue above, in the console type "echo ${Me.ToActor.Speed} ..and tell me what that value is.

Also, tell me what your FPS is -- you can find this by hitting F11 (I think it is) while in EQ2.
 

Amadeus

The Maestro
Staff member
And, I just found the reason why it wasn't saving or utilizing the writ "choice" properly -- I will patch that in here in just a few minutes.
 

Empiriate

Active Member
After a complete re-install of everything, and setting my movement keys to the default in the moveto.iss/eq2bot.iss, I've managed to run from the broker to the crafting station -flawlessly.-

I've done it now flawlessly with a character speed of 0 and of 10 (jboots.)

So, I'm scratching this one of my list for now =).

FYI: My movement keys were set at 9 0 [ ] - = I don't think it liked those options.

FPS is around 35-38 in 1920x1200.

And on the writ choice, thank goodness I wasn't imagining things!

Thanks for the help,
 

Amadeus

The Maestro
Staff member
Ok -- ISXEQ2 version 20080513.0034 is out and fixes some of the bugs addressed in this thread so far. In addition, you can now set your movement keys under the "Options" tab if you use things other than the standard 'num lock'/q/e/s.

I have also recreated the Qeynos tradeskill instance zone map file. It SHOULD be more effective than before as it uses the same techniques that I used in creating the freeport file; however, report problems as you find them and I will fix them as I can. (Note: All versions of the zone files are always in the SVN history.)
 

Amadeus

The Maestro
Staff member
After a complete re-install of everything, and setting my movement keys to the default in the moveto.iss/eq2bot.iss, I've managed to run from the broker to the crafting station -flawlessly.-
Moveto.iss has nothing to do with CraftBeta... You could have fixed it by manually editing /EQ2Navigation/EQ2Nav_Lib.iss (which might be a good idea anyway since that will be used in future scripts); however, I've put in options now under the "options" tab to allow for movement key binds that are outside the norm.
 

Empiriate

Active Member
Carpenter pathing issue:

When running from Woodworking table #3 back to the writ npc, character will become stuck on the bar in front of sewing table #2.

Edit: Ok, after extensively doing carpenter writs, the above is indeed a problem. Will not happen everytime, but when it does, happens when on woodworking table #3: character will get stuck on running from station 3 back to npc.

FPS 35-42, movement speed 0.
 
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maxpoint

Active Member
Just a quick one here, I'm unable to check the Transmuting check box in the UI, when i try to click that one it unchecks and checks the rare box
 

larrydoyle

Senior Member
OK, I vote we take this out of Beta. It seems really solid now, much improved from old craft. And the pathing in Qeynos seems much, much better. Have done crafting on 7 different crafter types, and have not been stuck once since last update. THANKS Amadeus! :)
 

Amadeus

The Maestro
Staff member
Just a quick one here, I'm unable to check the Transmuting check box in the UI, when i try to click that one it unchecks and checks the rare box
I can't see a reason as to why this would happen...I would have to have a transmuter to test it (tinkering works fine).

Pick a transmuting reciepe and type this in the console and tell me what it says:

Code:
echo ${Me.Recipe[RECIPENAME].Knowledge}
Also ..there may be some funkiness with how the UI is displaying for you. ...click further on the right side of the word transmuting ...not on the checkbox itself.
 

maxpoint

Active Member
Ama, after much clicking and dragging i finally found the pixel that allows the adjustment of the ui window.

That was what was wrong no problems now.
 

blackee

Senior Member
FYI - I have that same problem on a lvl 80 WW, in big bend. I can, however, jam on a lvl 80 tailor in the same instance. No crash info displayed in ~.
 

nathanh

Active Member
writs writs and more writs!

Amadeus,

This post is about the writs -> I love it , I need it , I want more! :)

I have some ideas, that would help things go a bit smoother. On my sage, I encounter up to 4 missing recipes in each tier.

I have 2 solutions:

1. 90% of the missing recipes so far are because:

a. The actual recipe has an apostrophe, while the data returned from the writ does not.
b. The actual recipe is not an Essence of, it's just itself.

-- Resolution to this problem:
Upon scanning the recipe book, automatically add any recipe with an apostrophe to the CustomWrits.xml file, in 2 fashions: 1 where the apostrophe is present, and a 2nd copy where the apostrophe is not present.

c. I also notice that sometimes the apostrophe is included in the writ data; while some are not: Possible causes are either, SOE typos, or done on purpose to trip up botters.


If that can't be done, alternate options would be to call to an external script either after a recipe is missing, or right after the recipe data is updated.

2. Would it be possible for craft to execute an external script upon a missing recipe during writs?

for example, Natures Reprieve (Apprentice) is missing, or needs to be added to custom writs... Can it pass this on to a Recipe_Missing.iss , like... Recipe Name, then I would write my own code to attempt to fix the missing recipe, or make a note in an XML file for the recipe's I am missing.

I run a dual box on my machine, and I enjoy dual writting while I am at my computer, but I have to restart both craft's in order for new recipe's to take place.

Also, can you do this:

SettingXML :Unload each time recipe data is reloaded. I notice this isn't done, so changes made while writs are being done, aren't being taken into affect by time the next writ comes around...

I had to do the Unload statement before I scanned my own XML files for changes, for similar reasons; this may cause additional time loading, but it's well worth it for people who are using the writbot like I am.

-equidis
 
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