quadrotony
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- Joined
- Feb 14, 2013
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Hi, devs and moderators
this is the list of some issues after a half day of the supervision
Please take a look
i used .179 DB Beta, YAR, Trinity 1.7.2.5, 1.7.2.7 and Magi's Keyhunting profile
this is my settings
and i think this bugs dont need the log, but if you ask i will attach it
and i think profile and plugins doesnt matter, its trinity/db bugs
1. Some of the chests not opening at all
bot trying to open them without success, 4-10 sec is spent for it, and it is not random issue - it is connected with concrete chests\containers which appear in concrete places. I have it with different A3 profiles too - on Rakkis Crossing there is enough unopened containers
some examples
2. Please fix option "Destruct destructibles"
separate it in trinity onto "destruct containers" and "destruct environments" - because this is different things, containers give some profit and environments - not. And bot spend a lot of time to useless things
And why corpses and this chests also belonged to the destructible objects?
3. Invalid destructible range
As you see i detected this bug with high destruct range
This issue very important for the Pinata for the first, and for 9/10 destructible objects
bot trying to kill it from too far range with a lot of attempts
whith 1.7.2.7 the number of attempts increased and this is not good - wasting a lot of time.
4. Missing loot while tp-out
rrix wrote in 1.7.2.7 tpic he fixed this issue but its not true
at least with Keyhunting profile ive noticed this few times
When bot decide to do tp-out for some reason - end of run/end of location he just ignore loot from the moment of making decision (before few sec to tp-out) to the end of tp, even if it was interrupted by mobs - he gonna kill them and trying to tp-out again, ignoring loot from this mobs. For me it happend at the wariors Rest for example last time - bot reached 5th NV stuck there and go tp-out without pickuping loot - waiting for loot drop is high enough
5. Attempt to destruct that its already destroyed
5/10 times bot did additional attack and moove, wasting time on it
6. Tp-out and trash mobs
common issue, ive seen before my bot trying to tp 4! times and dont pay attention to the mobs even is trash mobs=1
7. Starting quest not belonged to the background act in the main menu
You can check this with the Keyhunting
Its weird and not like a human did - we see the ACT3 in the menu and bot start the game... start game button is grey... and we appear in the ACT2
8. Ignoring Act3 rack with the weapons
at all, this is the picture
this is the list of some issues after a half day of the supervision
Please take a look
i used .179 DB Beta, YAR, Trinity 1.7.2.5, 1.7.2.7 and Magi's Keyhunting profile
this is my settings



and i think profile and plugins doesnt matter, its trinity/db bugs
1. Some of the chests not opening at all
bot trying to open them without success, 4-10 sec is spent for it, and it is not random issue - it is connected with concrete chests\containers which appear in concrete places. I have it with different A3 profiles too - on Rakkis Crossing there is enough unopened containers
some examples





2. Please fix option "Destruct destructibles"
separate it in trinity onto "destruct containers" and "destruct environments" - because this is different things, containers give some profit and environments - not. And bot spend a lot of time to useless things

And why corpses and this chests also belonged to the destructible objects?

3. Invalid destructible range
As you see i detected this bug with high destruct range
This issue very important for the Pinata for the first, and for 9/10 destructible objects
bot trying to kill it from too far range with a lot of attempts
whith 1.7.2.7 the number of attempts increased and this is not good - wasting a lot of time.
4. Missing loot while tp-out
rrix wrote in 1.7.2.7 tpic he fixed this issue but its not true

at least with Keyhunting profile ive noticed this few times
When bot decide to do tp-out for some reason - end of run/end of location he just ignore loot from the moment of making decision (before few sec to tp-out) to the end of tp, even if it was interrupted by mobs - he gonna kill them and trying to tp-out again, ignoring loot from this mobs. For me it happend at the wariors Rest for example last time - bot reached 5th NV stuck there and go tp-out without pickuping loot - waiting for loot drop is high enough
5. Attempt to destruct that its already destroyed
5/10 times bot did additional attack and moove, wasting time on it
6. Tp-out and trash mobs
common issue, ive seen before my bot trying to tp 4! times and dont pay attention to the mobs even is trash mobs=1
7. Starting quest not belonged to the background act in the main menu
You can check this with the Keyhunting
Its weird and not like a human did - we see the ACT3 in the menu and bot start the game... start game button is grey... and we appear in the ACT2
8. Ignoring Act3 rack with the weapons
at all, this is the picture

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