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[Beta] Demonbuddy daily beta builds

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Got tons of these error after the last beta, and trinity isn't showing up in the plugin. Is it related ?

[20:36:00.881 N] Flashing window
[20:36:04.133 N] Compiler Error: c:\Users\XXXX\Documents\D3buddy\Plugins\GilesTrinity\GilesTrinity.cs(29,18) : error CS0101: The namespace 'GilesTrinity' already contains a definition for 'GilesTrinity'
 
thanks for the update testing now, will post log after a full run of my profile.

Edit: to post above, try a fresh DB install maybe? I have had no problems (using both trinity and Rads) with beta last few updates and so far this one.
 
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New build up #59
  • Fetish_Melee_ItemPassive added to the combat ignore list.
  • Problems with the error, "Could not setup Executor; unknown func passed to hook" should be fixed.

Everything else is running great, but still attacks the Gidbin fetishes. I've temporarily fixed by adding to a blacklist in Giles Trinity, But I'd rather not rely on plugins, heh. Thanks for the great work too, Nesox
 
new build .58 and .58 cause a lot of stucks in map transition. Meant that whenever a bot moves from a map to another map, it stuck there, no inactive time triggered.

Sometimes it moves back to town and stuck in town.

Log shows nothing abnormal, just stuck.

Using with newest trinitry and both A3 by ciggarc (with/without underbridge/forward barrack)

I switch everything back to build .54 (hopefully) and it works flawlessly. I guess this is the stablest build up to this time.
 
Using with newest trinitry and both A3 by ciggarc (with/without underbridge/forward barrack)

I switch everything back to build .54 (hopefully) and it works flawlessly. I guess this is the stablest build up to this time.

Same here.
 
The game starts, my character ports, the game crashes.

If I manually port and start the bot, the game doesn't crash.

I can upload a log if unnecessary but this seems simple enough, I believe the bot is trying to do something while the bot is porting.

Let me know when this is fixed :) or if I can do something to fix it myself.
 
D3 crash

d3 crash with code:50A125DC-5500-44ED-8DC0-19F6C41B09DF
i post the log file below. can someone tell me how to fix it. the problem occur after i bot several hours. sometimes several minutes.
 

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i still got TP casting bug, 273 db worked fine. After 1.0.5a, i've tried using 282 and #59 but still got this bug.
 
d3 crash with code:50A125DC-5500-44ED-8DC0-19F6C41B09DF
i post the log file below. can someone tell me how to fix it. the problem occur after i bot several hours. sometimes several minutes.
I have the same problem. Diablo chrashes after loading a new profile, log doesn't say much.
 
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let's try it
thks

.59 work great
After trying the beta, I have found abnormalities or sudden shutdowns of DB, reboots. Also using plugins and there were no significant deficiencies or shortcomings.
 
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Im having no problems with 58. Ran over 8 hrs fine. Havent ran that long in long time for me.
 
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There an archive or anywhere that we can download old builds from? Specifically build #54?
 
New build up #62
Changelog
  • Demonbuddy will now display the changelog when prompting the user if he/she wishes to update if there's a new version avaible.
  • UsePortal tag added, good when a portal can have a random id for it's portal ie. Royal Crypts portal
    example usage: <UsePortal questId="72061" stepId="16" portalMarkerHash="-267501088" destinationWorldId="73261" />
  • Skipcutscene tag now makes sure it doesn't finish before the cutscene has ended playing.
  • Changed the default destructible range to 5 instead of 10.
  • trDun_Cath_Gate_C, trDun_Cath_Gate_D added to the long range doors list.
  • TemplarNPC, SkeletonKing_Ghost added to the combat ignore list.
  • trDun_Magic_Painting_E_NoSpawn added to the obstacle blacklist.
  • trDun_Crypt_Pillar_Spawner added to the summoner list.
  • UseObject tag, now caches the x,y,z if no x,y,z has been specified when object is found.
  • MoveTo tag, added attribute actorId. Can be used to specified an object to move to instead of x,y,z.
  • ExploreArea tag, now chcecks quest/stepId like the rest of the tags.
  • ExploreArea tag, added attribute objectDistance can be used to set a max distance from the player when using it to find objects, so it doesn't finish the tag too soon. ( default value is 60 )
 
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New build up #62
Changelog
  • Demonbuddy will now display the changelog when prompting the user if he/she wishes to update if there's a new version avaible.
  • UsePortal tag added, good when a portal can have a random id for it's portal ie. Royal Crypts portal
    example usage: <UsePortal questId="72061" stepId="16" portalMarkerHash="-267501088" destinationWorldId="73261" />
  • Skipcutscene tag now makes sure it doesn't finish before the cutscene has ended playing.
  • Changed the default destructible range to 5 instead of 10.
  • trDun_Cath_Gate_C, trDun_Cath_Gate_D added to the long range doors list.
  • TemplarNPC, SkeletonKing_Ghost added to the combat ignore list.
  • trDun_Magic_Painting_E_NoSpawn added to the obstacle blacklist.
  • trDun_Crypt_Pillar_Spawner added to the summoner list.
  • UseObject tag, now caches the x,y,z if no x,y,z has been specified when object is found.
  • MoveTo tag, added attribute actorId. Can be used to specified an object to move to instead of x,y,z.
  • ExploreArea tag, now chcecks quest/stepId like the rest of the tags.
  • ExploreArea tag, added attribute objectDistance can be used to set a max distance from the player when using it to find objects, so it doesn't finish the tag too soon. ( default value is 60 )


testing in a few.
 
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could you please fix the barbs ww'ing away on staircases with giles trinity? thanks. updating db made this issue, nothing changed on trinity.
 
Hi guys,

Every time i try to run some Core of Arreat run, the bot doesnt recognize the waypoint and the game get dc, how can i solve it?
 

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Hi guys,

Every time i try to run some Core of Arreat run, the bot doesnt recognize the waypoint and the game get dc, how can i solve it?

Make sure your character has the last quest of Act3 unlocked or you won't have the waypoint
 
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