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

random

~4+ months and 259 releases and random dungeons still do not work reliably... Please assign more people to the DB team to actually get it fixed.

starting to think the devs themselves dont have the capability to do it.. just gotta accept it as it is. or maybe hire Giles :p maybe he can fix it! just like hes fixed everything else wrong with the bot.
 
New build up!

Changelog .267
  • More logging added for the looting.
  • Rewrote most of the combat targeting.
  • New ActorManager in place
  • CurrentWorldId, CurrentLevelAreaId added for condition shortcuts. example: <If condition="CurrentWorldId == 71150"> instead of <If condition="ZetaDia.CurrentWorldId == 71150">
  • CombatTargeting, should no longer attempt to target anything untargetable like flying monsters or underground.
  • Re-added the fix for the "Z-axis" problem altho now it won't make the "generate path" method return failure but instead use the original point incase it can't find cells near the z axis of the destination.
  • Should interact with the town portal on the first try when going back after town runs and not pause 5 seconds anymore.
  • Added timeout's for the bot when it's leaving/creating games so it doesn't get stuck paused inifinitly if something goes wrong.
  • The ActorManager now assigns ACD's to RActors when the objects is constructed rather than looking up and caching them when CommonData first is acessed. This should increase the speed of the bot significantly. ( no more lag in combat! DOUBLE YAY! )
  • Now scores summoners heavier than regular units to make sure they get shot down first instead of their spawns.
  • caOut_Breakable_Wagon_b added to the long range destructibles list.

Special thanks to all the testers!
 
What is wrong with people why is this shit happens and i can bet people in nuclear plants working with same style
 
This last maj is horrible, the bot gets stuck everywhere, it doesn't run at all and act like a pure bot, i made a big mistake by upgrading this...
 
my bot when in fight it stops for 5 secs and last good version of bot was 227 but new versions are so buggy
 
.267 , start up time is horrendous. Walks one step, pauses, walks another step pauses. When it does eventually get going it walks, it stops, it thinks, stops a little more, thinks a little more, kills something. back to .259

G
 
.267 , start up time is horrendous. Walks one step, pauses, walks another step pauses. When it does eventually get going it walks, it stops, it thinks, stops a little more, thinks a little more, kills something. back to .259

G

+1 time start from presing "start" button is about one minute here
 
Changelog .267
  • More logging added for the looting.
  • Rewrote most of the combat targeting.
  • New ActorManager in place
  • CurrentWorldId, CurrentLevelAreaId added for condition shortcuts. example: <If condition="CurrentWorldId == 71150"> instead of <If condition="ZetaDia.CurrentWorldId == 71150">
  • CombatTargeting, should no longer attempt to target anything untargetable like flying monsters or underground.
  • Re-added the fix for the "Z-axis" problem altho now it won't make the "generate path" method return failure but instead use the original point incase it can't find cells near the z axis of the destination.
  • Should interact with the town portal on the first try when going back after town runs and not pause 5 seconds anymore.
  • Added timeout's for the bot when it's leaving/creating games so it doesn't get stuck paused inifinitly if something goes wrong.
  • The ActorManager now assigns ACD's to RActors when the objects is constructed rather than looking up and caching them when CommonData first is acessed. This should increase the speed of the bot significantly. ( no more lag in combat! DOUBLE YAY! )
  • Now scores summoners heavier than regular units to make sure they get shot down first instead of their spawns.
  • caOut_Breakable_Wagon_b added to the long range destructibles list.

Awesome job Nesox. Running smooth now, no problems so far. :cool:
 
This is terrible. This update has made everything worse and yea.....even worse than the last update which also made things worse. Act 3 champ runs get stucks everywhere and gold find runs is the same on all my bots.
 
Sometimes i think devs don't even test new builds before releasing them ...
 
"no more lag in combat! DOUBLE YAY!"

I wish, my bots are now like permafrozen during combat. Deaths per hour went up to 20+ from 2. :(

Edit: Well, at least it's running...
 
Last edited by a moderator:
Yet another untested release which does not work, hate to say this, but please get someone who knows what he's doing on board.

Also one of the biggest issue with random dungeon explorer is the excessive backtracking on exploring already explored areas. I don't see this issue being addressed in the past few versions.

This is like some simple business logic which somehow needs to be stated as it is not understood.

1) Always address the biggest issues first before you move on the the smaller ones
2) Test your products before you release them
 
Back
Top