GoHarvest Discussion and bug reports

litewave

Well-Known Member
well the bug i have atm isnt directly on goharvest but is related.

goharvest and SVN isn't getting along tonight. did a new install onto a new vista pc with 1.5 as well as a update on old machine that had 1.4.7 and both give errors concerning goharvest. 1.5 so far is obnoxious about it and keeps making stuff read only as well as not doing further checks after the error. ie you have to delete the goharvest directory manually first to run another check.
 

pz

Active Member
yeah something's wack w/ goharvest on svn mycroft. i finally gave up trying to get the new harvest.xml file and just reverted to the previous goharvest.iss - might wanna check that out.
 

xxvaleriusxx

Active Member
yeah last night my goharvest was going wack and it wouldnt let me update any of my files so i just said screw this and went to bed and now when i try to update it says that the whole folder is locked...when i goto "Release Lock" its telling me that there is no lock on the folder O: so im guessing im screwed
 

mycroft

Script Author: MyPrices
Ok , I played about with the copy on there..ended up deleting it from the SVN , upgrading tortoise and re-uploading it....should be fixed now
 

mycroft

Script Author: MyPrices
New version being Beta tested right now - includes button so you can mark 'no-go' areas which the script will avoid (tents , barriers, items you keep getting stuck on and other items that the LOS check can't scan etc)
 

mycroft

Script Author: MyPrices
Gone back to the drawing board with the newest addition , the script avoided everything I set , but the overhead in processing was too much , added too long a pause , especially when there was no LOS to a node.
 

mycroft

Script Author: MyPrices
Hi.

I have problems with harvesting wood and bushes in T3, is this a known bug?

Thx for a great script.
Not that I'm aware , it misses them out?

What are the node names , possibly they aren't in the list of nodes for some reason.
 

newbiedd501

Active Member
Not Harvesting

Anyone else having an issue with Goharvest?
My toon will move to the node but not target it and not harvest. If I manually target it and start harvesting it iwill continue to harvest till node is gone and move to next node but will not start harvesting again.

Any Ideas?
 

mycroft

Script Author: MyPrices
Anyone had any issues with marking areas to be ignored or movement issues with no-go areas?

Need to know before I release the new version.
 

Nuprecon

Active Member
Anyone had any issues with marking areas to be ignored or movement issues with no-go areas?

Need to know before I release the new version.
Yeah, i marked the Gnoll Entrance in TS and i still end up trying to run through it.

Not sure if i'm just not doing it right. I clicked the "mark area" button and then ran around in a circle.

Also, i was wondering about 2 things.

1. Would it be fairly easy to make a "reset to start point" if the script dosnt find any nodes within 5 minutes or so?

2. Is there a way to disable the height check? when working in hilly area's I notice that were i can see the node on the screen the bot ignores it.
 

mycroft

Script Author: MyPrices
Yeah, i marked the Gnoll Entrance in TS and i still end up trying to run through it.

Not sure if i'm just not doing it right. I clicked the "mark area" button and then ran around in a circle.

.
Currently it only checks part of the route , it does a 2 step move , to the mid point then onwards to the node.

The script as it stands checks to the mid-point for no-go areas , then it just uses the Line of Sight check, the next update will check all along the route.

Also, i was wondering about 2 things.
1. Would it be fairly easy to make a "reset to start point" if the script dosnt find any nodes within 5 minutes or so?
Not really , it wasn't designed to use any form of pathing , just to use Line of Sight so wouldn't know where to go.

2. Is there a way to disable the height check? when working in hilly area's I notice that were i can see the node on the screen the bot ignores it.
I can add a flag for that , use it at your own risk though , don't fall off any cliffs etc.
 

nanuk

Active Member
Ok so I reserved my opinions til i spent a full day on 2 accounts with Goharvest. A few things I noticed.

1. Line of sight sucks....it really does...they spent most of their day standing in one place with thumbs up their arses not doing anything. A pathing option would be great along with the line of sight thing.

2. I have to move the toons to the node that I can see for christ's sake. Guess that goes back to line of sight sucking. I even upped the Line of Sight to 250.

The good parts are that it's better than eq2harvest in some respects, but I harvested more on my third account with a path and using eq2harvest in the same area the two were harvesting in with Goharvest. With Goharvest I'd like to see a pather in there cuz it seemed to get more nodes out of reach than eq2harvest did and it has more "downtime" than eq2harvest. Great script tho thx Mycroft but it needs a bit of work with the pather imo. Can cover more ground therefore getting more nodes. Dunno what area you were using it to harvest in, but in KP over by KC it kinda sucks as far as getting nodes.

BTW eq2harvest isn't picking up on ryjesium nodes at all. It's correct in the xml, but I saw it run by many of those and not stop to harvest at all.
 

Nuprecon

Active Member
While using radar it seems that some nodes are "forgotten" from the client if they dont come into view every so often, that could be part of the problem, a "spin" might be a better solution than hacking the code to hell.

If it wasnt built with pathing in mind than it would prolly take a full script overhall to add something like that. Which... If i'm going to ask some one to go ahead and build me an entire script i might as well learn how to do it myself.

Then again, using the LoS pathing already built into the script the "home point" could be handled as just another node. I have noticed that i dont really roam that far away from where i've started any ways. Ofcourse, I have never used this script in T7 either, which is where a "return to home point" might cause some deaths.

(sorry, can you tell my brain is just rambling out random thoughts now? Suppose i stop talking now... ya... think i will.)
 

nanuk

Active Member
Yeah true...best to try and just make do with what's there instead of re-creating the wheel. Was just frustrated that it would just stand there until I moved it closer to a node. Might be that I run eq2bot and goharvest or eq2harvest at the same time. Eliminates those nasty deaths since there are still some green cons roaming around. Tried it with one on eq2bot and the other on goharvest but it seemed to lose the one on eq2bot every time I turned around because it was fighting and the one on eq2harvest was done so it moved along the waypoints. It's a great script tho...I just have to figure out the best places to use it properly is all.
 

mycroft

Script Author: MyPrices
Just an info update , still working on the mapping / avoid areas , update is long winded as it's difficult to check if these routines are working without some sort of visual info of where the marked areas to avoid are.

Working on a 'radar' showing where these are...but it's taking a while.
 

mycroft

Script Author: MyPrices
Udated the SVN with a version I've been running a long time..just never got around to uploading it....option added so the script will not roam any further from when you press START than the distance you entered for nodes to be scanned for.

Any nodes outside that distance are ignored.
 
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