Ogre Harvest Beta available on SVN

lostsk8r

Active Member
How exactly does avoid work for mapping? I've always seen my bot get some spots it should definately avoid, I spam f3 in the area and hit play, 5 minutes later he's found the spot again..

I've just added waypoints to circumvent it but seems like lot of clutter in waypoints just to avoid getting stuck.

I also did a different AA spec for the 15% chance to second harvest, and for 10% more mount speed, does the harvest per minute timer include double harvests? I dont see an increase in my HPM based on going from 68% speed to 78% speed, perhaps it doesnt matter since you harvest the node at the same speed, but I figured travel time would calculate..

Getting about 24 HPM.
 
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Kannkor

Ogre
How exactly does avoid work for mapping? I've always seen my bot get some spots it should definately avoid, I spam f3 in the area and hit play, 5 minutes later he's found the spot again..

I've just added waypoints to circumvent it but seems like lot of clutter in waypoints just to avoid getting stuck.

I also did a different AA spec for the 15% chance to second harvest, and for 10% more mount speed, does the harvest per minute timer include double harvests? I dont see an increase in my HPM based on going from 68% speed to 78% speed, perhaps it doesnt matter since you harvest the node at the same speed, but I figured travel time would calculate..

Getting about 24 HPM.
Pretty sure I've asked the avoid question about 100 times.. probably a few in this exact thread..
Every place you move, the mapper creates a box about the size of your character and retains information about that box. Since you (your character) is very small compared to the world, maps (or regions, or a zone) can contain thousands and thousands of boxes. When you "avoid" a spot, you are simply avoiding that one box you are standing on. If you want to avoid an area, turn on auto-avoid mapping and run all around the area, and the path (if there is a specific path) on how you got there.

The reporting of harvests you get is based on chat triggers. if it says the exact same thing, then yes it should report those correctly, if it says something different for a double harvest, it probably won't report correctly. The difference in runspeed is very minimal for 10%, I'm sure if you used VERY long sessions (like.. 10 hours) you may see a difference, but in 1-2 hours, I doubt you could tell because the amount of time you are running between nodes depends where the nodes spawn, unless you are dealing in a very sparse area.
 

lostsk8r

Active Member
Pretty sure I've asked the avoid question about 100 times.. probably a few in this exact thread..
Every place you move, the mapper creates a box about the size of your character and retains information about that box. Since you (your character) is very small compared to the world, maps (or regions, or a zone) can contain thousands and thousands of boxes. When you "avoid" a spot, you are simply avoiding that one box you are standing on. If you want to avoid an area, turn on auto-avoid mapping and run all around the area, and the path (if there is a specific path) on how you got there.

The reporting of harvests you get is based on chat triggers. if it says the exact same thing, then yes it should report those correctly, if it says something different for a double harvest, it probably won't report correctly. The difference in runspeed is very minimal for 10%, I'm sure if you used VERY long sessions (like.. 10 hours) you may see a difference, but in 1-2 hours, I doubt you could tell because the amount of time you are running between nodes depends where the nodes spawn, unless you are dealing in a very sparse area.
Sorry again for wasting your time! :( Thanks for the reply and info, not positive on the exact path but if I dont find the path, will auto avoid mapping the one rock that my character gets stuck trying "run" over still work?

It does show it in the chat log actually, says bountiful harvest! then next line says what you got as if you were regularly harvesting.

Anyway, thanks I'll work out the avoiding for future, I have all gnomes with billy dolls so I'm sure I'm making it harder on myself.
 

lostsk8r

Active Member
So sometimes, I feel like after long running of the program (or maybe its the memory leak), the bot doesnt get close enough to harvest, and just stands there waitign for me to push the arrow key once to get "just" close enough to harvest..

Where can I edit the distance for the bot to begin harvesting on each node, do you think that will fix this? It doesnt happen right away but maybe after an hour or so I begin to notice, sometimes I even run a 2nd box next to me (dual monitor) and watch it, it'll either not be close enough or it'll fail to stop and just auto run into oblivion.

I thought maybe me playing on the other screen on a different client was causing this but I have it on a 2nd comp now and well the auto run hasn't happened, but the not close enough node harvest problem has..

inb4 this was talked about 100x, just link the post if so instead of replying :D
 

Kannkor

Ogre
So sometimes, I feel like after long running of the program (or maybe its the memory leak), the bot doesnt get close enough to harvest, and just stands there waitign for me to push the arrow key once to get "just" close enough to harvest..

Where can I edit the distance for the bot to begin harvesting on each node, do you think that will fix this? It doesnt happen right away but maybe after an hour or so I begin to notice, sometimes I even run a 2nd box next to me (dual monitor) and watch it, it'll either not be close enough or it'll fail to stop and just auto run into oblivion.

I thought maybe me playing on the other screen on a different client was causing this but I have it on a 2nd comp now and well the auto run hasn't happened, but the not close enough node harvest problem has..

inb4 this was talked about 100x, just link the post if so instead of replying :D
I have never heard of this. So it works fine up until an hour or so...

I haven't looked at the code in Harvest for a while..
But try in EQ2OgreHarvestMain
variable float EQ2OgreHarvestResourceDistance=3.8
Change that line to something lower.. can't promise it will work, but can try.
 

lostsk8r

Active Member
Yeah, I first noticed it when I downloaded someone's enchanted lands map here (that map sharing post) and I clicked on collection options, it would always stop short from being in range of the collection, was like ok must just be a collection thing..

But starting to notice it on the longer run times of the program, about an hour or so (sometimes less, its random but always after an hour) it will stop short, i'll push forward once and it'll harvest then continue on it's merry way.. then eventually bug out again.

It wasnt until I close harvest and reload it, then it's fine for another hour.

I'll mess with it later, thanks.

Who knows, maybe its the memory leak? I feel like my memory leak is faster than my friends, I can only harvest for two hours (yes I know the timer is two hours but thats not the point here) before my sidebar RAM monitor says I have 800 mb left.. yet my friend who has quad core can 3 box eq2bot all day without having to relog at all..

I get the same thign with eq2bot, it boggles my mind. But I ran the harvest bot on my fathers quad core computer (only one client the whole time) and it would still do it after an hour and he had about 4gigs of memory out of 8gigs used.
 

lostsk8r

Active Member
I changed it to 3.0 but I think it messed with the mapping, I got a lot of

Breaking current movement: CurrentResourceID: 0 / ResourceID: 11525173 / sun bleached roots
o movement allowed and we're not moving.. must mean we stopped too far away. Resetting node.
eta note: If you see this once, ignore it. If you are seeing this often please report this. Please note a few things. Your zone, where is the node

so I put it back to 3.8 and harvests way it used to lol, perhaps 3.6 will not break it, we'll see.
 
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mamrono

Active Member
Nooblet attack

Sorrry guys but im stuck at the beggining :(
My proble is i cannot connecty the points.
I run the ogre map first and it says already it cant connect.
So i press F2 and name Alpha, then run a straigh line nothing in the middle and press F2 and name it Bravo and it says it cant connect.

Can't connect points: 3==0 || 3==0 || 0==0 || 3==2 || 0==2
Adding custom Box ( Alpha ) around 114.979385,-14.059311,-225.117966
Can't connect points: 4==3 || 4==0 || 3==0 || 4==2 || 3==2

Ive been trying for about 4 hrs and i tried in all different zone and i cant figure it out. First i tried harvesting everything and creating points and nada. I read all this threat and i couldnt find the answer maybe because is so basic.
 

mamrono

Active Member
Ok guys NM i figured it out i guess it doesnt matter if it says It cant connect. My problem was that i had the autorun butto changed to something else i changed it back to defults and it works wonders thanks a lot guys.
 

schulerta

Member
Putting on my dunce cap.

When I: run ogre map

I get ogre.iss does not exist. I setup EQ2OgreCommon and updated via SVN, what am I missing?
 

Kannkor

Ogre
Putting on my dunce cap.

When I: run ogre map

I get ogre.iss does not exist. I setup EQ2OgreCommon and updated via SVN, what am I missing?
You need the file: ogre.iss which is located in /scripts/ (both on the SVN, and should be on your computer).
 
I've run through the howto, made sure my svn is up to date etc.

All keybindings are default
Default UI

When I run the bot, add my points and hit start, I get this:

Code:
C:/Program Files (x86)/InnerSpace/Scripts/EQ2OgreCommon/OgreNav_Lib.inc(37): Failed to test conditions '${Int[2]} >= 2 ; MovementKeys did not have an autorun define prior to version 2'
Preprocessing failed on C:\Program Files (x86)\InnerSpace\Scripts\EQ2OgreHarvest\eq2ogreharvestmovethread.iss
Failed to parse script 'C:\Program Files (x86)\InnerSpace\Scripts\EQ2OgreHarvest\eq2ogreharvestmovethread.iss'
RunScript 'C:/Program Files (x86)/InnerSpace/Scripts/EQ2OgreHarvest/eq2ogreharvestmovethread' failed
Error:Unparsable in Calculation of "2 >= 2 ; MovementKeys did not have an autorun define prior to version 2": ';' @runscript "C:/Program Files
(x86)/InnerSpace/Scripts/EQ2OgreHarvest/EQ2OgreHarvestPathThread"
Could not calculate "2 >= 2 ; MovementKeys did not have an autorun define prior to version 2"
C:/Program Files (x86)/InnerSpace/Scripts/EQ2OgreCommon/OgreNav_Lib.inc(37): Failed to test conditions '${Int[2]} >= 2 ; MovementKeys did not have an autorun define prior to version 2'
Preprocessing failed on C:\Program Files (x86)\InnerSpace\Scripts\EQ2OgreHarvest\EQ2OgreHarvestPathThread.iss
Failed to parse script 'C:\Program Files (x86)\InnerSpace\Scripts\EQ2OgreHarvest\EQ2OgreHarvestPathThread.iss'
RunScript 'C:/Program Files (x86)/InnerSpace/Scripts/EQ2OgreHarvest/EQ2OgreHarvestPathThread' failed
Debug: CustomArrayController: Distance updated ( 150 )
15:52:13: Breaking current movement: CurrentResourceID: 0 / ResourceID: 47772 / salty garden
and the bot never moves. If I run up next to a node, it will harvest for me tho.

What did I do wrong?
 

lostsk8r

Active Member
I've seen it suggested around here before, but would having ogre map open cause some drag on the client(s)?

I mentioned before when I have my two accounts harvesting at the same time, the one that isnt being highlighted/clicked on/open on taskbar whatever you want to call it tends to sometimes "hop" around on the pathing in robot like moves,

or my second problem is it will stop short of the said collection item or harvest node (happens more often on collection items) until I push a forward stroke to get it closer (yes it stops that close),

or my third problem is it will just haul ass past the harvesting node being stuck in autorun mode humping a mountain..

The first problem is quickly solved as soon as I make that window the primary window open, but then the other client will be prone to "hopping" instead of smooth running (doesnt happen right away seems random as to when it starts to "hop")

the second problem happens even with one client but very rarely, and it always happens with two clients open, sometimes it will happen to both clients at the same time, or just one client while the other will run smoothly for the full 2 hours.. i'll even give the stuck one a nudge and sometimes not even 5 minutes later it will stop short of the harvesting node again (harvest bot will continue to run, and soon as you nudge it will continue to harvest that node)

the third one i have no damn idea and seems to only happen when more than one harvest is going and it happens on the client that isnt currently "open" or highlighted etc.. I've tried "clicking" the desktop or browsing the internet so neither clients are the one that is "open" or ontop as you may call it but it will just cause both of them to have problems.

So if I dont have ogre map open on both maybe this will help? I know we talked about shortening the distance for the bot to be until it begins to harvest said node but when I did that it began to have pathing errors which I guess the ogre map program maps based on harvesting node distances? so ifi ts at 30 and you change it to 28, you need to remap the whole zone.

I usually sit behind my computer and watch tv (tv next to computer, couch facing tv/computer) and I can clearly see on my dual monitors when said problems occur, it's very random.
 

Kannkor

Ogre
I've seen it suggested around here before, but would having ogre map open cause some drag on the client(s)?

I mentioned before when I have my two accounts harvesting at the same time, the one that isnt being highlighted/clicked on/open on taskbar whatever you want to call it tends to sometimes "hop" around on the pathing in robot like moves,

or my second problem is it will stop short of the said collection item or harvest node (happens more often on collection items) until I push a forward stroke to get it closer (yes it stops that close),

or my third problem is it will just haul ass past the harvesting node being stuck in autorun mode humping a mountain..

The first problem is quickly solved as soon as I make that window the primary window open, but then the other client will be prone to "hopping" instead of smooth running (doesnt happen right away seems random as to when it starts to "hop")

the second problem happens even with one client but very rarely, and it always happens with two clients open, sometimes it will happen to both clients at the same time, or just one client while the other will run smoothly for the full 2 hours.. i'll even give the stuck one a nudge and sometimes not even 5 minutes later it will stop short of the harvesting node again (harvest bot will continue to run, and soon as you nudge it will continue to harvest that node)

the third one i have no damn idea and seems to only happen when more than one harvest is going and it happens on the client that isnt currently "open" or highlighted etc.. I've tried "clicking" the desktop or browsing the internet so neither clients are the one that is "open" or ontop as you may call it but it will just cause both of them to have problems.

So if I dont have ogre map open on both maybe this will help? I know we talked about shortening the distance for the bot to be until it begins to harvest said node but when I did that it began to have pathing errors which I guess the ogre map program maps based on harvesting node distances? so ifi ts at 30 and you change it to 28, you need to remap the whole zone.

I usually sit behind my computer and watch tv (tv next to computer, couch facing tv/computer) and I can clearly see on my dual monitors when said problems occur, it's very random.
1) Scripts do require computer power to run, harvesting (and finding paths) are a bit intensive (compared to some other basic scripts). When I harvest (which is very rare) I do it on a back screen, but I use a relatively high end machine (quad core with 8 gig of RAM) and have no issue.

2) I think I asked this before, but does this happen on flat ground or when on a slop? I personally don't havest shinies (when I harvest, I'm doing it to raise skill or for epics). I find wasting time harvesting 1s shines to sell is a waste of time. However, I can understand ones need to do so.

3) No, changing that won't require a remapping of the zone. I'm guessing it was just the wrong value to change.

Overall, I haven't spent much time (or really any) in the last little while updating Ogre Harvest. Harvesting overall is relatively dead, with the use of hirelings for raws, and the insane master drop rate for masters. While rares sell well and are used for many other things, that minority isn't enough for me to warrant spending time working on updates at this time. Most of my coding time is devoted to my adventure bot to add more features and such into it.

So it is kind of "as is" until I either get more time, or unless someone else wishes to deal with navigation/movement.
 

Zinkow

Active Member
I am experiencing the following.

- "run ogre map"
- press (F2) named my starting point
- ran node to node carefully
- press (F2) named my end point
- press (F11) saved
- "run ogre harvest"
- refreshed list then added both points to nav path using the "add nav path" button
- hit save
- hit "start ogre harvest" button

I have done the above in both Thundering Steppes and Nek Forest. Both times I have gotten the below and my character just stands in place. I have tried deleting the zone files and redoing the maps multiple times, likewise I have updated my entire scripts folder from the SVN. Not sure why I can't get it to work. Any help would be appreciated!

Code:
10:16:16 DEBUG: Adding eq2ogreharvestmovethread to the collection since the map is already loaded..
10:16:16 DEBUG: Adding EQ2OgreHarvestPathThread to the collection since the map is already loaded..
Debug: CustomArrayController: Distance updated ( 150 )
10:16:17: Breaking current movement: CurrentResourceID: 0 / ResourceID: 4666407 / rancid roots
10:16:17 DEBUG: Start/End points are mapped
10:16:22 DEBUG: 10:16:22 eq2ogreharvestmovethread: Stuck! Stopping movement.
10:16:22 No movement allowed and we're not moving.. must mean we stopped too far away. Resetting node.
10:16:22 Beta note: If you see this once, ignore it. If you are seeing this often please report this. Please note a few things. Your zone, where is the node compared to you? Above you, below you, in a tree, on a rock, on the same level.
What is the node?
10:16:23 DEBUG: Moving to Beach
10:16:23 DEBUG: Start/End points are mapped
10:16:27 DEBUG: 10:16:27 EQ2OgreHarvestPathThread: Stuck! Stopping movement.
EQ2OgreHarvestPathThread reporting we are stuck
No more scripts using OgreCustomArrayControllerScript.
End of OgreNav (Powered by script: EQ2OgreHarvestCheckThread)
EQ2OgreHarvestMain ending. Remember to use me responsibly!
10:16:27 DEBUG: End of OgreNav (Powered by script: eq2ogreharvestmovethread)
10:16:27 DEBUG: End of OgreNav (Powered by script: EQ2OgreHarvestPathThread)
 

Zinkow

Active Member
Well I solved my problem, in my infinite wisdom last night I somehow accidentally changed auto run to something other than num lock. Switched it back, all is working fine =)
 

lostsk8r

Active Member
1) Scripts do require computer power to run, harvesting (and finding paths) are a bit intensive (compared to some other basic scripts). When I harvest (which is very rare) I do it on a back screen, but I use a relatively high end machine (quad core with 8 gig of RAM) and have no issue.

2) I think I asked this before, but does this happen on flat ground or when on a slop? I personally don't havest shinies (when I harvest, I'm doing it to raise skill or for epics). I find wasting time harvesting 1s shines to sell is a waste of time. However, I can understand ones need to do so.

3) No, changing that won't require a remapping of the zone. I'm guessing it was just the wrong value to change.

Overall, I haven't spent much time (or really any) in the last little while updating Ogre Harvest. Harvesting overall is relatively dead, with the use of hirelings for raws, and the insane master drop rate for masters. While rares sell well and are used for many other things, that minority isn't enough for me to warrant spending time working on updates at this time. Most of my coding time is devoted to my adventure bot to add more features and such into it.

So it is kind of "as is" until I either get more time, or unless someone else wishes to deal with navigation/movement.
1) Well I do use a 2.9 duo core with 8 gig of ram, and two clients dont use up all 8 so yeah, but I understand.

2) Sorry I must have missed it last time, harvesting shinies is actually good money, you might not get the expensive ones all the time but people buy them constantly and its fast money, specially if you get a rare one but most are couple gold here there, it adds up. It happens on flat ground, as I said its not just collections but more commonly seen with collections, but has happened to regular nodes, sometimes both clients at once or just one, that doesnt mean i wont fix the one then the other could turn around and do it haha.


3)Alright well I can try changing it again, I remember you told me a valu to change it to and I tried, and was giving me mapping errors, thus going no where. I'll check it out again thanks for your time/reply.
 

Valerian

ISX Specialist
Obviously you were guilty of unattended harvesting, the warping may have been a false positive based on their previous detection being retarded when first implemented. Regardless, unattended anything is not condoned by this community in any way shape or form.

Edit: Woot! Post 100 in this thread!
 
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Kannkor

Ogre
Apparently your harvesting program contains warping capabilities!
Not that this needs to be said.. but to be clear for anyone else not getting the sarcasm.. there isn't any warping in the bot..

AFK playing in public zones is always a bad idea..
 

lostsk8r

Active Member
Yeah, I wasnt quite sure how I was warping, I thought maybe the character was stuck running back n forth in one spot and that was "warping" either way, sorry.

PS yeah sinking sands is bad for afk..
 
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pr517

Active Member
If you're feeling adventurous, when a trigger fires set QueuedCommands to FALSE first in its function.
 
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Kannkor

Ogre
If you're feeling adventurous, when a trigger fires set QueuedCommands to FALSE first in its function.
Won't work in all situations. You'd have to only clear the 1 QueuedCommand it set previously, not the entire queue. I also (probably not in Harvest) have atoms that fire more than 1 thing - Basically adding to the queuedcommands. So it has to be able to add more than 1.

Realistically, someone just needs go write a 10 line code example to show ama it is duplicating itself, than he can find out why and fix it, rather than code around it. I just haven't had the time to bother with it.
 

jpartdq

Active Member
Great script! Few small problems...

I love this script! It works so much better than the previous harvest bot, at least for me anyway. However, I am having two small issues so far. I have read through the entire thread and a few other threads to see if anyone else had this problem before I posted.

1) I'm in the Sundered Frontier and the script doesn't seem to want to harvest and T9 roots. I always watch the screen while its running and it will just run right past any root nodes. Does anyone know what the issue might be? It harvests everything else just fine.

2) Rares are not being counted in the harvest count of the Current Session tab. Minor issue really, but is this something I can fix?

Thanks for all your work on this. Really no complaints at all!!
 

insanitywiz

Senior Member
I love this script! It works so much better than the previous harvest bot, at least for me anyway. However, I am having two small issues so far. I have read through the entire thread and a few other threads to see if anyone else had this problem before I posted.

1) I'm in the Sundered Frontier and the script doesn't seem to want to harvest and T9 roots. I always watch the screen while its running and it will just run right past any root nodes. Does anyone know what the issue might be? It harvests everything else just fine.
In \Scripts\EQ2OgreHarvest\ResourceInformation\ResourceInfo.xml
Change this
Code:
<Setting Name="a Toxxulia root culm" Type="Root" MinSkill="390" MaxSkill="450" Tier="9">a Toxxulia root culm</Setting>
To this
Code:
<Setting Name="Toxxulia root culm" Type="Root" MinSkill="390" MaxSkill="450" Tier="9">Toxxulia root culm</Setting>
 

kool24

Active Member
ok haveing a problem, it doesnt stay on main path just stay in this one area going back and forth so i decided to just remap main path so i deleted the zone file in ogreharvestpaths but its still loading all nav points for some reason after i deleted it?
 

kool24

Active Member
If anyone goes to update this or anything. would like to have the count fixed.Also would like it to count what u have in ur inventory all ready. just incase u need to restart for some reason.

Thanks
 

NetRanger

Member
I'm in Kunzar Jungle and it doens't seem to want to harvest Ore, Gems, or Wood. I have 600+ items from dens roots shrubs, doesn't seem to want to go after others. If I select only Gems, Ore and Lumber he will just stand there, even if 5ft away from lumber.
 

Kannkor

Ogre
I'm in Kunzar Jungle and it doens't seem to want to harvest Ore, Gems, or Wood. I have 600+ items from dens roots shrubs, doesn't seem to want to go after others. If I select only Gems, Ore and Lumber he will just stand there, even if 5ft away from lumber.
Check and make sure they are in the resource file (xml file). I'm not at home so it would be alot of extra work for me to check.
 

Lew

Active Member
Would it be possible to add a camp to char select option once the two hour limit is reached?
 
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