Discussion thread for EQ2Harvest .Net

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Blazer

Active Member
EQ2Harvest has been re-written in .Net and is a work in progress. Due to my limited time, I can only get so much done.

Post bugs and/or feedback in this thread.
 

Algamer

Active Member
I cant seem to get it to harvest the nodes. It seems that if there isnt anything in the immediate area, it just starts running through the waypoints, but if it happens upon a node, it ignores it. Im not sure how to fix this, because I dont see an option for how far it will travel offcourse to get to a node. The IS console keeps reporting "Exception Finding Region" about a million times though. Even with the bugs, it works better for me than the old harvest bot (which wouldnt run at all ). Nice job on it, just needs a bit of troubleshooting.
 

Pygar

EQ2Bot Specialist
1. Old harvest runs, your not following directions properly

2. New harvest working as directed, again your not following directions properly.

The new harvest ONLY harvest nodes that you map in your regions when you create the navigation file. Chances are, you'll need to adjust the region size box as you move around. 4x4 regions are VERY small, think of them as the size of a hallway, 20x20 is the size of a small room, etc.

It was designed to only harvest nodes that exist in your navigation region so that you could build a navigation that only contained valid area's to harvest to basically avoid getting stuck and other navigation problems.
 

wired203

Active Member
Blazer is this some sort of a debug build? It takes like a minute to load on my pc which this computer is overkill for everything. Starting up nav takes like 30 seconds so for now not very testable for me.
 

cybris

Active Member
I've noticed sometimes it's slow to load other times it's not. If it hangs on you just close it and restart it. This works for me.

Blazer a couple of feature requests.
1. The ability for it to swap out harvesting tools
2. For it to pause when you have aggro so eq2bot will kill the aggro mob.

I tried using it in conjunction with eq2bot but my toon would bounce targets between the node and the aggroed mob.

Very nice work so far. Glad to see that it's using lavsihnav.
 

Blazer

Active Member
wired203 said:
Blazer is this some sort of a debug build? It takes like a minute to load on my pc which this computer is overkill for everything. Starting up nav takes like 30 seconds so for now not very testable for me.
Are you using Vista? I came across some oddities, when running .Net apps in general under Vista vs XP, and it wasnt specific to the EQ2Harvest script. To me, it just didnt seem Innerspace was optimized well to run .Net apps under vista.
Perhaps other people have similar issues?
Good example would be to just iterate through something 50 times, without a frame lock, and time it. You would find a large disparity.
 

Blazer

Active Member
cybris said:
I've noticed sometimes it's slow to load other times it's not. If it hangs on you just close it and restart it. This works for me.

Blazer a couple of feature requests.
1. The ability for it to swap out harvesting tools
2. For it to pause when you have aggro so eq2bot will kill the aggro mob.

I tried using it in conjunction with eq2bot but my toon would bounce targets between the node and the aggroed mob.

Very nice work so far. Glad to see that it's using lavsihnav.
Yeh same thing in my previous post. You using Vista?

1. Swap out harvesting tools, is something I have to add into the options still, as there are other options I sitll need to finish.
2. Yeh this will be easy to add.
Note: with regards to aggro mobs, my intention is to actually avoid nodes where aggro mobs are near enough that you would get aggro, and because I am using lavishnav, this is possible. Only time this would be unavoidable is spawned mobs, and in this instance, I will just pause the bot.
 

cybris

Active Member
I think that's it Blazer I'm using Vista. I had the issue he was talking about but like I said if it hangs i just wait for it to load then unload it and reload and usually it works fine.
 

wired203

Active Member
Vista 64 bit, I was having problems getting it to path but could very likely be something I was doing wrong. I couldn't find any notes at all on how to use the new pathing and tried to set it up the same way I did for the non .net version.
 

Blazer

Active Member
Also just a few other things, the app does atm;

1) It will create the folders for you, if they dont exist initially
2) It will always create a new skin file, and the gui files everytime you run the app (this will change to be versioned, and only update when you have an older version)
3) The skin file that it generates, will directly reference your eq2 folder for the graphical elements, instead of using modified versions in the innerspace/interface folder, which the old skin did. So I re-wrote a lot of the skin file.
 

Blazer

Active Member
Im really suprised no one has brought this up with Lax, unless he already has had some feedback with .Net apps running under Vista. If someone has some time to ask him about it. If he doesnt have Vista, it would make it more difficult I guess.
I have Vista, and XP. When I was first developing this under Vista, I had sooo many issues (random), till I started developing under XP and then had no issues at all.
 

wired203

Active Member
I'll get a post off on the forums about it, there was a thread for some time about his .net and vista slowness but he kept pushing it off to the person programming blaming them for not doing it right heh. I wonder if all the updates you are doing might be causing the slowdown? I do have UAC disabled and run as a admin, have all versions of .net installed for various compatibility issues with older programs.
 

msboy1

Well-Known Member
Sweet, thanks for the new script Blazer!

Blazer said:
Note: with regards to aggro mobs, my intention is to actually avoid nodes where aggro mobs are near enough that you would get aggro, and because I am using lavishnav, this is possible. Only time this would be unavoidable is spawned mobs, and in this instance, I will just pause the bot.
I haven't had a chance to run the new script yet, but the above comment caught my attention. With the old eq2harvest and eq2bot, I would setup a path to harvest that would include spots with agro mobs. This way I could get some XP and harvest at the same time. Plus, some of the better harvest spots I have found have agro mobs. Will I be able to do this with the new script? If not, would it be feasible to make it selectable as to whether we want the bot to avoid agro mobs or not?

Thanks for your time.
 

Blazer

Active Member
msboy1 said:
Sweet, thanks for the new script Blazer!



I haven't had a chance to run the new script yet, but the above comment caught my attention. With the old eq2harvest and eq2bot, I would setup a path to harvest that would include spots with agro mobs. This way I could get some XP and harvest at the same time. Plus, some of the better harvest spots I have found have agro mobs. Will I be able to do this with the new script? If not, would it be feasible to make it selectable as to whether we want the bot to avoid agro mobs or not?

Thanks for your time.
Yes, I will add that as an option, so it can avoid, or just go right through as normal.
 

Blazer

Active Member
wired203 said:
I'll get a post off on the forums about it, there was a thread for some time about his .net and vista slowness but he kept pushing it off to the person programming blaming them for not doing it right heh. I wonder if all the updates you are doing might be causing the slowdown? I do have UAC disabled and run as a admin, have all versions of .net installed for various compatibility issues with older programs.
It works perfect on XP!! Its nothing to do with the writing of the xml files, since that only happens at startup, and the files are really small anyways.
Also, you will notice that its random, everytime you start up the application, sometimes it starts up faster or real slow. You will also get a lot more of the regions not found, and in some cases it will stutter when its moving, because the actual framelocks take a lot longer than it should within 1 frame. You can direct him to this thread, and hopefully he can shed some light on the issue. Remember, to replicate the problem, he just has to iterate through a loop 50 times and time it, and could also just echo a non-persistent object within that loop.

To me, it seems as though the app has low priority threading, and anything you process is never atomic, even within a frame lock.
 

Lax

LavishSoft/InnerSpace Guru
My main development PC has been running Vista Ultimate since Vista's release date.

I'll get a post off on the forums about it, there was a thread for some time about his .net and vista slowness but he kept pushing it off to the person programming blaming them for not doing it right heh. I wonder if all the updates you are doing might be causing the slowdown? I do have UAC disabled and run as a admin, have all versions of .net installed for various compatibility issues with older programs.
I find it funny how every time someone finds behavior they didn't expect, they blame it on the API. But the API has been rigorously tested by a lot of people for the last 10 months, on XP, on Vista, in various games. Yet when there's a problem discussed on these forums, you act like I refuse to help. You know what, I don't have a single line of your source code to look at or test. The minute Karye2 gave me source code for the bot that supposedly showed the "bugs" in my API, I was able to show exactly why the behavior was caused. If I was wrong, nobody's told me. In fact, I kept an eye on the thread for days just waiting to see some sort of indication of whether it was fixed or not, and it never happened.

Now of course Blazer's got something he thinks is a bug with frame locks in Vista.
because the actual framelocks take a lot longer than it should within 1 frame. You can direct him to this thread, and hopefully he can shed some light on the issue. Remember, to replicate the problem, he just has to iterate through a loop 50 times and time it, and could also just echo a non-persistent object within that loop.

To me, it seems as though the app has low priority threading, and anything you process is never atomic, even within a frame lock.
I don't have the source to whatever loop you're talking about. The only time frame locks take longer than some negligible number of nanoseconds is when the game is processing. If you are unlocking for each iteration of a loop for 50 iterations, then it may take up to 50 frames to execute. If the game is getting 2 frames per second, then it may take up to 25 seconds to execute. That's even if your app would execute the loop in its entirety in nanoseconds, given the chance.

Frame locks are synchronization with the game's main thread. Frame locks are counted on a per-thread basis (so the API can attempt to clean up when a thread aborts, etc). When the number of locks from ANY thread is >0, the frame becomes locked as soon as possible. When the number of locks reaches 0 again, ASSUME that the frame is going to advance. You should make this assumption on a per-thread basis in a multithreaded app. In other words, if you're developing one thread, your best bet is to assume that every other thread is not locking the frame, and as soon as you unlock, the frame will advance. However, that assumption is NOT safe if you are REQUIRING the frame to advance (which is what Frame.Wait is for, to guarantee that the frame has advanced).

So, with a loop like this:
Code:
for (int i = 0 ; i < 100 ; i++)
{
   using (new FrameLock(true))
   {
       // anything
       InnerSpace.Echo("i="+i.ToString());
   }
}
Assume that it's taking 100 frames. If the game is taking 25 milliseconds to process each frame, assume that it's taking 2,500ms.

With a loop like THIS:
Code:
using (new FrameLock(true))
{
   for (int i = 0 ; i < 100 ; i++)
  {
     // anything
       InnerSpace.Echo("i="+i.ToString());
  }
}
It's all guaranteed to be executed in that single frame. Regardless of whether the game is taking 25 milliseconds to process each frame or 1000 milliseconds, your code executes in about the same amount of time, every time.

If you want me to help you figure out if something is bugged or not, I need source code. I can't help you otherwise. As best as I can tell, there's literally nothing wrong with the API. You may just have misconceptions about its use, and without seeing code, I can't determine if you have those misconceptions, I can't determine if something needs to be documented better, and so on. I don't care if you think I'm playing the blame game, because you folks most certainly are. All I'm asking for is something to work with while you try to blame something on me, so I can determine what the problem is. I could care less whose fault it is, if it ends up being a bug, it'll get fixed. But I need to reproduce it, via source code, and I'm not going to supply the source code every time someone thinks they found a bug. I don't have that amount of time. Ask CyberTech how often he tries to provide a source code sample for a bug he found, only to find that it actually works. So, I need source code, from YOU, when YOU want to report a bug in the API. If you can demonstrate the problem with a source code snippet, WONDERFUL that's EXACTLY what I need. If you can't, then you're going to be angry at me for a long time and you're going to tell people that I won't fix something and that there's bugs with Vista. The less time you make me spend trying to determine what your issue is, the better chance you have of getting it fixed. So to reiterate one last time: If you're reporting a bug in the API, GIVE ME SOURCE CODE TO DEMONSTRATE THE BUG, PERIOD
 

Lax

LavishSoft/InnerSpace Guru
I believe the main issue at hand here is that Blazer didn't know that LavishScript.ExecuteCommand is going to implicitly lock the frame (note: so do most LavishScript API calls, and many InnerSpace API calls, such as InnerSpace.Echo), so I can do some newer documentation to help clear that up.

But, thank you Blazer for supplying source to get these problems solved. I gave him some suggestions via email as to how to improve performance during EQ2Harvest's startup process as well as overall, so I think you'll see a major improvement soon.

As far as why it's different in Vista than XP, I imagine it has something to do with processor scheduling, but I couldn't really tell you what is different with that between the two OS's and why it would have a bigger effect here. If I were to guess, I'd say it probably has to do with scheduling of multiple threads on multiple cores. Windows XP predates consumer-grade hyperthreading and multi-core technologies, so the OS support for that sort of thing wasn't as big of a thing as it is now. With that said, Vista is probably better equipped for multiple cores. This probably means that the threads are scheduled slightly different, and the problem can be blown out of proportion by excessive thread synchronization. That's my guess.

Either way, if you want to speed up startup in the meantime, my suggestion is to have as few POIs as possible. It may be taking 1 game frame per POI node, so I dont know how many nodes people generally have, but if you have 1000 nodes, and you're getting 30 FPS, it could take 33 seconds just to get that part loaded, even though there's only a few milliseconds of actual work for it to do in those 33 seconds.
 

Lax

LavishSoft/InnerSpace Guru
I've replaced the description of what Frame locking is and does (wiki: http://www.lavishsoft.com/wiki/index.php/NET:Concepts:Frame_Locking ). The old description is no longer valid, as implicit frame locks were implemented in the API shortly after the original documentation. It used to say that locks were used for thread safety to prevent you from crashing. That was one use, but now anywhere that would potentially happen there is an implicit frame lock, and that changes things.

Anyway, I'll be touching up other parts of the documentation as well, but I wanted to mention this one here, since I get people saying I never admit fault in anything.
 

wired203

Active Member
Lax,
Thanks for the updates and all the hard work as innerspace has been a boon to botting. I apologize if you felt offended by that previous post however I tracked the post from both ends and somewhere along the lines it fizzled out with no one saying either way the end result so it had looked like the issue was still up in the air. Perhaps the last person you helped could of at least posted that the issue was resolved and running better.

Honestly one of my biggest reasons to move to innerspace and ISXEQ2 was support with vista early on while other programs still don't support it which shows great dedication.

And thanks goes to Blazer as with his scripts I can craft and harvest to my hearts content. Please let us know when the next test version is completed so I can beat on it and see if I can find any bugs.
 

Blazer

Active Member
Thank you Lax, for all the suggestions.
New version 0.8.0 has been posted.

Just one thing I need to mention though. Under Vista, there would still be very few times, it would take a while before the application starts. Generally when this happened, then the bot would be slow overall and not behave correctly. As long as it starts up quickly, then I know it will work fine.
This anomoly still exists, so if you have any other suggestions, let me know.
 

cybris

Active Member
The aggro detection isn't working correctly the bot says it detects aggro but will not pause til aggro is gone it keeps right on going.
 

jimshoe

Active Member
Installed and ran this today, ive been having path issues both with old harvest, and with this one. Anyway, I tried this and made a path and trusted I wouldn't get stuck I ran close to some walls, was getting stuck so decided to harvest manually.

I harvested for an hour or so, and got a good amount of raws harvested. After awhile I made a new path, and upon launching it the bot deleted all the raws in my inventory which I harvested even though I had keep 500 selected. The strange thing is I had some wood on me that I had on me prior to coming to the zone, and it didnt delete those.
 

nilsar

Active Member
laggy

tried the new harvest and the old harvest the old one runs smooth but the new one run choppy and real laggy like ...
 

rjd503

Active Member
First of all, thanks for the new version. The older one always found a way to delete my paths after a few runs which was annoying as hell. So far so good with that.

I'm having a problem with the actual harvesting though. I'll run right on top of the nodes but I wont harvest anything. I have all of the node boxes ticked, I made sure the zone I was in was defined in the xml fle. In the console it just spams "exception with finding node".
 

nilsar

Active Member
dotnet eq2 eq2harvest

Tried the new harvest program were are the harvest config files (names of zone and nodes) kept as i would like to edit them for ROK also is there a way to cut some of the lag out of the program it seems to get real chucky when running it..
 

nilsar

Active Member
dotnet eq2 eq2harvest

Tried the new harvest program 0.80 and it moves through the paths ok but passes all the nodes up eq2harvest doesnt is there a config file that i need to update with the correct node names and if there is where does it store it at? also is there a way to make it run smoother as its very laggy compared to eq2harvest the old on.
 

redsea

Active Member
This harvest, it works for what you want it to do. It does it's job. The interface is alot cleaner then the old eq2harvest as well.

I do have some suggestions, questions or maybe I'm just not setting things up correctly.

This bot seems to make ALOT of jerky turns. It would run towards a node and sometimes do a 180, take a few steps then another 180 before continuing onto wherever it was probably heading. Some other times, after finishing a node, it would run before it looks like it knows where to head next. From just looking at the map while it's running, it's very unnatural. From the outside, almost looks like it's warping around. It's alot more obvious then the old eq2harvest. Just mentioning less notice is always better.

Pathing. Does it not correct itself when it gets 'stuck'? The old version, when it gets stuck it would back up and move left/right before trying again. If it fails, it would move more left/right before trying again. This version does nothing. It's actually worse. I cannot even manually move my char elsewhere. If it's moved or any deviation from the path, it'll go back to the previous post before trying whichever node/waypoint it originally got suck at hense getting stuck yet again.

I actually modified the old moveto script alittle so even after strafing if it's stays stuck would jump left/right or forward. More often then not, it's usually tree roots, tents or fences that it gets stuck on.

I've ran the old script for days nonstop throughout antonica's including the farmhouse as well as the whole circuit in feerrott from the docks to CT and back again without a single issue with trees, tunnels or roots getting stuck. Dungeon runs worked as well. There's a large shortage of shinies from dungeons since few bot in there successfully. I did not try the dotnet version in any dungeons.

I couldn't run the dotnet version even in nektulos for any lenght of time without it getting stuck on a mushroom or tree. It could very well just be me if I misunderstood and set some things up incorrectly.

What I liked is the interface. It is alot cleaner. The intergrated pather. There was no slowdown in running or startup that others have reported when I tried it. (Vista x32 if it matters). I'm guessing it's still a work in progress. It's even labeled Alpha. =)

When everything is finally finished, it looks to be a great addition.
 

Blazer

Active Member
Thanks for the feedback. I just havnt had time lately to even play a game let alone work on scripts. Once things settle down my way, I will work on finishing it.
 

Lax

LavishSoft/InnerSpace Guru
For those having slowdown issues in Vista, I'm doing some testing between XP and Vista in Vanguard, and it appears as though the so-called "API bugs" causing slowdowns might simply have to do with multiple cores (and I'm including dual core, quad core, hyperthreaded P4, multi-CPU, and everything else in here). Something you can try if you experience these slowdowns is to set the game's processor affinity to a single core. You can do this by entering the command "proc 1 only" before launching your app. That's the same thing as going into Task Manager and clicking "Set Affinity..." on the process and unchecking all but "CPU 0", so whichever way you prefer is fine.

There is of course ways to design apps to not be affected by this issue, for example by taking advantage of more threads, by being more greedy with frame locks, and so on. I'm continuing my testing and I'll probably have information added to the frame locking wiki page ( http://www.lavishsoft.com/wiki/index.php/NET:Concepts:Frame_Locking ) with helpful information on optimizing this stuff when I'm done, but I wanted to throw this out there as something people can try -- set processor affinity to one core.
 

Lax

LavishSoft/InnerSpace Guru
Ok, I did a decent round of testing regarding "the .NET API is slow on Vista" and posted my data and conclusions. Page 2 on this thread (linked below) is relevant -- the test was based on user-submitted code at the top of page 2, and the gigantic post with red coloring in the first code block of the post is the one with the actual test data and conclusions (you can feel free to ignore the other posts in the thread)

http://www.lavishsoft.com/forum/viewtopic.php?t=3515&postdays=0&postorder=asc&start=15
(note: you must be logged into the Lavish forums to view the thread, if you're not logged in it will tell you the post doesn't exist)

Hopefully that clears things up for some of you
 

Adambc72

Active Member
When i start the harvester i can see the program looking at the nodes but it will not go to them. i have my region on 25. but it will still miss a lot and it never harvests shrubs or roots, my toon will just sit at the root or shrub until i move him off it. i turned them off so i could harvest all the others(and yes my skill is high enough). It also says i have 27 rares in my bag but I'm only seeing 2 atm with 2 collections. Any suggestions will be nice. thanks for the new program :)
 
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JTdesertace

Active Member
Not Working

Same for me exept i cant harvest anything except fish and shinies

I just got this today preaty sad it doesnt work :(

hopefully its fixed soon so i acually get what i pay for.
 

Hendrix

Well-Known Member
.net harvest is broken. even when you do get it to work, the lavish nav stuff spews errors like crazy and what not.

I must comment on JTdesertace said though... You have EVERYTHING that you have payed for. You have IS and ISXEQ2 and every feature they have to offer, and THAT is what you pay for. Scripts are a nice bonus that people that PAY the EXACT same price for shit as you do have made so that people like you dont have to learn how to program and make things. The original creator of this script (which he also originally wrote the craft script and eq2bot) only made money off of these scripts when people were kind enough to donate money directly to him. Dont EVER say that you are not getting what you pay for.
 

JTdesertace

Active Member
to whom it may concern

Hey friend no offence and am not knoking the hard work put into programing, just stateing facts: IE just got it today and its broken.

Is the other (run eq2harvest) broken too?
 

Jackabite

Active Member
I think you missed what Hendrix is saying. you are paying for the service NOT the scripts. they are 2 separate things.


Scripts are free built by the community for the community.

the Software to use said scripts is what you are leasing.

Hope that helps you understand :D

I can understand how frustrating it is but remember that the people out there trying to fix the scripts are probably even more frustrated and seeing posts like I want what i pay for doesn't make them want to spend their FREE time working on what's borked.
 
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Jackabite

Active Member
for sure the right place.

The guys doing the actual programing are sure to be working on the fixes we all want. They use them too for the most part :)
 

Hendrix

Well-Known Member
i wouldnt be looking for an update to this one for awhile. it is closed source and the guy working on it is slammed with work and dont really play EQ2 much anymore.
 

princek

Active Member
Working in RoK

I got my toon to harvest in RoK by adding the Node names to the Harvest.xml. I was able to harvest just fine. I also added the raws to the harvest list, but it still doesn't seem to recognize them. Definitely not a deal breaker for me, but if anyone has a suggestion on what the harvest.xml should look like I would appreciate it!

Thanks!
 

Hendrix

Well-Known Member
There is a thread in tutorials on what your harvest.xml should look like, but if it is going to the nodes correctly, then harvest.xml is correct.
 

cybris

Active Member
If I can figure out the ins and outs of lavishnav. I might be able to wirte an updated harvest script. I know I can do the harvesting of nodes and the UI. I just haven't figured out how to do the pathing stuff yet.
 

gp1001

Active Member
Pygar said:
The old script has already been updated for lavishnav.
When you say old script what one are you referring to?
Does it have a mapping feature so you can create the zone?
I am probably way off on the terms but i hope you know what i mean.
 

redsea

Active Member
I've been trying the dotnet version in BS, seems to work fine if theres noplace for you to get stuck at. Is it possible to make your character move closer to the nodes before it starts to harvest.

A few times (not many) I got the out of range when the node is in front of me. It doesn't happen often, usually (sometimes) on the ? collections generally. Easiest would be to just move closer to the node before actually harvesting.
 

JTdesertace

Active Member
marcusw03 said:
it doesn't work doesn't help much. is there errors? does it tell you why? what island are you on?
I mean that is wont harvest it just follows pather it will however harvet fish

but it works in barian sky (sorry for spelling)

but like redsea is saying it get stuck alot i have to be right there the whole time whatching it just wondering if there could be a fix like Red is refering too
 

Jackabite

Active Member
Are you guys running it in first person? I finally got it working tongiht and if you are not fully in first person you sometimes get a too far away message. at least I was. /shrug
 

kumpel100

Active Member
German Keyboard !

for the move forward we German keyboard users need indeet of :
"num lock" the "num-feststell" is it possible to add this?
or we get an console error like " Coud not parse key combination 'num-lock' !
 
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Lew

Active Member
Is there a way to get the script to select ok on the destroy all meat windows? i've been running through rivervale and once it gets to the clean up inventory part, it attempts to destroy the meat and a window pops up asking if this is ok. at this point it continues to keep harvesting but the window stays on screen and the meat stays in the inventory until i click ok. i've been having eq2 crash on me while harvesting and can't figure out why yet, not sure if it is related to these windows popping up while i am away. the crashing part i believe is something unrelated but i will post what the window says when it happens again.
 

harmonastix

Active Member
While harvesting shinies in Obelisk of lost souls, I keep receiving "exception with finding node" when my character gets close to the shiny. Any ideas on what I'm missing? ((Yes I did read the sticky on the harvest.xml file))
 

nathanh

Active Member
Programmer Interface Request

Hey its been a while, im back into EQ2. Got my ISXEQ2 running again. Noticed you guys moving forward with LavishNav and the EQ2Harvest script I have is going obscelete.

Problem here. I heavily modified the harvest script to zone me in and out of Cove of Decay. Works great, still actually.

I'd like to upgrade my script, so I been trying out your C# written Harvester.

Can you possibly enable it so that iss scripts are fired when the following events take place (for example, if this happens, run a script):

If this is possible of course, otherwise could you show me how to make settings in the current harvest system? It seems now that LavishNav is being introduced, and the old Nav system is getting deleted, we are forced to use this one or make our own (yikes- im not that good at this).

1. When there are no more nodes to harvest within the pathing region:

NoMoreNodes.iss

2. When we get stuck, fire a script, and if the EQ2Harvest C# is still running, continue with its procedures to unstick:

IAmStuck.iss

3. Perhaps something that will allow the harvest bot to automatically start when the run command is used to open the Harvesting window?

StartupEQ2Harvest.iss

4. Perhaps something if EQ2Harvest closes itself (not by the user).

EQ2HarvestEnded.iss

If this is all possible, cool, if not, will you be able to provide us a way to edit the harvest system? I just prefer instance harvesting at the moment.

Looking foward to hearing from you!!

-Equidis
 

nathanh

Active Member
Old Nav System

Would be nice if you guys could leave the old nav system in place, unless there's heavy documentation on how to easily convert the old EQ2Harvest into LavishNav.

I notice the little red msg appearing in my lavishnav command window, about the nav system im using being obscelete soon.

Also I understand your need to move to C# exe compilation, but it really makes it hard to make these things work for everyone;

It would be cool if you could add a zoning feature to the C# Harvester, like I did to the original EQ2Harvest (for Cove of Decay (TS), as well as Tower of Zarvon (CL)).

for example:

Start point = At the zone point,
Finish point = far away from the Start point.

Once the script has made its way from Start to Finish and back to Start -> trigger the option of Zoning.

Include a Zoning Tab in your harvesting system:

Options include:

checkbox-> When harvesting finishes, Zone Out at the Start Point.

Dropdown or Textbox -> When zoning back in, if a destination is required, which selection should be made, 0 = none, 1 = first option, 2 = second, 3 = etc.

Alternate Zoning Methods -> Select Destination by Mouse, Select Destination Automagically (API select).

Right now, my system is API select, which means some code Amadeus wrote, lets me send a command which selects the destination I want in a zoning list; I had a few instances where this was broken , and mouse clicks were the only way. I would put a mouse x / y indicator on this section, so the user can easily set the X/Y position where the mouse should double click to enter a zone.

Yeh very complicated bit of code here, but man is it fun when you see it in action.

If you need an example, I can upload my version of EQ2Harvest ( the old one ), it would be nice to see this in a customizable style through your new one's interface.

Also, I notice sometimes the new one, once finds a node, and harvests, it doesn't continue to its destination, it turns around and goes to the opposite destination it was previously on.

-Equidis
 
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