What's new
  • Visit Rebornbuddy
  • Visit Resources
  • Visit API Documentation
  • Visit Downloads
  • Visit Portal
  • Visit Panda Profiles
  • Visit LLamamMagic

Random old stuff

Status
Not open for further replies.
When I get home in about 36 hours I'll do fishing nodes for your database.
I'll be without my PC/Internet in about 6 hours until I get home.

So until then, keep it real homies.
 
So i was trying to make a profile for Hellfire Peninsula, but i experience two things.

Log was spammed with error messages

Character started flying to Terokkar Forest to mine

Log and profile attached

Hi Venus112,

i think i know why, your coords in your profile have a "," instead of an "."

I cant say why, we have to ask Swiny. I think if you search for , and replace them with . it should work. I cant say why there are , inside. Try this i think it will work, will speak with swiny how this is possible!
 
This looks pretty great, well done. :)
I have a suggestion though; you should apply a point reducing algorithm (such as Ramer-Douglas-Peucker: Ramer) with an epsilon of 50 - in this range, you can still see the nodes. This will create less 'jagged' routes and shorter routes, while still being able to pick up all of the minerals/herbs (you will never be farther than epsilon away from any of the points in the path with Ramer Douglas Peucker).
 
Hi Venus112,

i think i know why, your coords in your profile have a "," instead of an "."

I cant say why, we have to ask Swiny. I think if you search for , and replace them with . it should work. I cant say why there are , inside. Try this i think it will work, will speak with swiny how this is possible!

While that fixed some of it, the border around Hellfire Peninsula is too big in MapGen.

Right now my char is flying between Zangarmarsh and HFP - which isn't what it should be doing ^^ (We're talking flying in, not just leaning up towards another zone), will try making a new one and blacklisting nodes too close to borders
 
Last edited:
Ok, maybe there are some nodes listed in hellfire that shouldnt be there. We are purging these from time to time, but as we are still logging, they will be "new found" and readded :)

We will look at it, it would be nice if you can add it as issue link should be in first post!
 
While that fixed some of it, the border around Hellfire Peninsula is too big in MapGen.

Right now my char is flying between Zangarmarsh and HFP - which isn't what it should be doing ^^ (We're talking flying in, not just leaning up towards another zone), will try making a new one and blacklisting nodes too close to borders

At the moment it's still a beta, so there are alot of things going on.
At the moment we have only been purging Kalimdor and eastern kingdom of wrong nodes.
Just give us time and we will expand and fix this issue,

The , is a number format thing. It's a known issue and will be fixed soon

Main, it uses tsp, and cluster algarithum at the moment,
If you set the tsp high enough it gets rid of them jagged edges. Etc
 
At the moment it's still a beta, so there are alot of things going on.
At the moment we have only been purging Kalimdor and eastern kingdom of wrong nodes.
Just give us time and we will expand and fix this issue,

The , is a number format thing. It's a known issue and will be fixed soon

Main, it uses tsp, and cluster algarithum at the moment,
If you set the tsp high enough it gets rid of them jagged edges. Etc

Aye i know it's a beta. A beta with huge potential ^^

Just wanted to let you know about the "errors" i have been having
 
Main, it uses tsp, and cluster algarithum at the moment,
If you set the tsp high enough it gets rid of them jagged edges. Etc

I'm aware, but the solution to TSP finds the shortest route between a series of points - in WoW you don't need to go through all the points (you can be 50 yards away and still see the minerals), so I suggest you run some post processing on the path to make it even better. The algorithm is extremely simple to implement.
 
You lost me at algorithm! Keep up the good work swiny and give this guy some +rep and likes!!!!! He did an amazing job lets get this fucken thread stickied to the top where it belongs!
 
I'm aware, but the solution to TSP finds the shortest route between a series of points - in WoW you don't need to go through all the points (you can be 50 yards away and still see the minerals), so I suggest you run some post processing on the path to make it even better. The algorithm is extremely simple to implement.


Ill look into it MaiN,

Good to know some one like you thinks this is good :)

illl only be able to do that on the ones that arnt clustered correct?
because i have cluster set to 70, and i know wow is from 80-100
 
Last edited:
This looks pretty great, well done. :)
I have a suggestion though; you should apply a point reducing algorithm (such as Ramer-Douglas-Peucker: Ramer) with an epsilon of 50 - in this range, you can still see the nodes. This will create less 'jagged' routes and shorter routes, while still being able to pick up all of the minerals/herbs (you will never be farther than epsilon away from any of the points in the path with Ramer Douglas Peucker).

Holy shit swiny. If you can implement this code, it would make the routes so much more refined.

I have been testing several profiles I have created for 1 week or more. All profiles were made with 15kk loops and the rest default settings.
It seems to me that the routes I have created are really jagged. The way my toon will move short distances and make super sharp angles looks pretty bottish.

With this algorithm, you could effectively cover all nodes with a drastic reduction in the number of waypoints required.

Looking at the small sample here of only 8 waypoints, you can see the algorithm reduced the number of waypoints by 38%. On a much larger scale (like Twilight Highlands where a finished 15kk loop profile contains 500-600 waypoints), it is very likely you will see a much greater reduction in waypoints (possibly 50-70% or more).
 
Holy shit swiny. If you can implement this code, it would make the routes so much more refined.

I have been testing several profiles I have created for 1 week or more. All profiles were made with 15kk loops and the rest default settings.
It seems to me that the routes I have created are really jagged. The way my toon will move short distances and make super sharp angles looks pretty bottish.

With this algorithm, you could effectively cover all nodes with a drastic reduction in the number of waypoints required.

Looking at the small sample here of only 8 waypoints, you can see the algorithm reduced the number of waypoints by 38%. On a much larger scale (like Twilight Highlands where a finished 15kk loop profile contains 500-600 waypoints), it is very likely you will see a much greater reduction in waypoints (possibly 50-70% or more).

it seems im only going to have to do this on the nodes that arnt clustered. because they are at there max as it is. and it carnt afford to be a few feet out

so i guess depends on ya settings and stuff.

i will look into it tho
 
Power leveling herb on a new 60 DK now. Using this application on every new zone, working great so far. Thanks!
 
IF YOU ARE HAVING TROUBLES WHITH YOUR BOT FLYING TO LOW READ THIS

You can FIX this in two ways (at this time that is)

1) Adjust the Height Modifier in Gatherbuddy 2.0 bot settings to the desired value

or

2) In MapGen adjust the Height Checker value and NOT the Fly Height value.

Important Note: if someone has changed the Height Modifier in Gatherbuddy 2.0 bot settings it will add that value to the Z so if they are modifing the height in MapGen they must change that setting to 0 or there bot may fly too high. Unless you want to fly higher than the max value that Height Checker can go which is 150.
 
as i said on irc, only function that i think would be nice is a rectangle tool or somthing similar, to select multiple nodes to blacklist etc, would make it alot faster :)
 
Got it working. Very nice! Had problem eith uldum map but twilight worked. Great job

Gatherbuddy2]: Stopped gatherbuddy after gathering 118 nodes in 1h 12m 53s.
[Gatherbuddy2]: Twilight Jasmine: 45
[Gatherbuddy2]: Elementium Vein: 59
[Gatherbuddy2]: Pyrite Deposit: 9
[Gatherbuddy2]: Rich Elementium Vein: 5
 
Loving the program so far, my 2cents to further improve it, Allow some type of on/off option that after youve made a path allow map to show (dots, X etc) of the actual waypoints and not just a line, and or with the line drawn on the map allow a way to maybe drag the line or move it. IE ive been messing around with points for herbs in uldum. It keeps drawing the path up and over a huge ass cliff to continue down the rive when it would be alot faster to just go to the right a few feet and keep going close to the ground. A way to see the points/locs on the map would be great to know which to edit out or change around, even better would be a way to move those on the map and have the profile updated to reflect the moved points. Its the one reason I was pushing real hard trying to get Apocs profile editor back up and running as we currently have nothing capable of this. Thanks again for the awesome work!
 
Loving the program so far, my 2cents to further improve it, Allow some type of on/off option that after youve made a path allow map to show (dots, X etc) of the actual waypoints and not just a line, and or with the line drawn on the map allow a way to maybe drag the line or move it. IE ive been messing around with points for herbs in uldum. It keeps drawing the path up and over a huge ass cliff to continue down the rive when it would be alot faster to just go to the right a few feet and keep going close to the ground. A way to see the points/locs on the map would be great to know which to edit out or change around, even better would be a way to move those on the map and have the profile updated to reflect the moved points. Its the one reason I was pushing real hard trying to get Apocs profile editor back up and running as we currently have nothing capable of this. Thanks again for the awesome work!

you are going to have to edit this manually,
there is no way im spending a good week or longer implementing this for when people bairly support this project.
hover over the node on the map,
find it in the XML file, add another point around the cliff..

i myself could be doing better things right now, i dont even have a WoW account, i get no money from this, no one is donating

yet i still go out of my way to make something like this.

( this wasnt dirrected at you, just ina bad mood )
 
Last edited:
i think more people are using this, than you know.

Any way of making it fly at a certain height or something?
Was thinking, the paths follow the earth so we're always a certain height over the ground meaning you'll go alot of up and down in areas with changing ground levels :)

Still, i love my profiles and i'm never gonna give them up ^^
 
Status
Not open for further replies.
Back
Top