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Recent content by ury0005

  1. U

    Bag Slots

    My patch was supposed to fix problem with endless town run due "No more space to pickup a 2-slot item" state. Can some one confirm fix or not-fix for OP issue?
  2. U

    Bag Slots

    This issue can be fixed by this patch: https://www.assembla.com/code/ury0005-unifiedtrinity-fork/git/commit/2cc238e40be8d70efac0b7fcc0515142d0e0d2fd
  3. U

    Infinite town run issue, even when my backpack is empty

    Fix: https://www.assembla.com/code/ury0005-unifiedtrinity-fork/git/commit/2cc238e40be8d70efac0b7fcc0515142d0e0d2fd
  4. U

    Zeta.Bot.Navigation.MainGridProvider provides incomplete map image

    Is this right place to ask this question or should I post it to dev's forum?
  5. U

    Zeta.Bot.Navigation.MainGridProvider provides incomplete map image

    Sometimes when I query map image by Zeta.Bot.Navigation.MainGridProvider I get wrong image. I use following code: var grid = new Zeta.Bot.Navigation.MainGridProvider(); grid.Update(); var width = grid.Width; var height = grid.Height; Logger.Log("Save world map {0} x {1}", width, height)...
  6. U

    To rrix: Proof the dungeon explorer is broken

    Does Trinity navigates in map provided by DB or DB does all navigation stuff? I'm strongly not happy in the way bot is exploring dungeons and I'm going to improve it. What I don't like about exploration/navigation: 1. bot runs big distances through already explored areas, back and forth, it...
  7. U

    Any ETA on when performance issues will be fixed?

    As about me, I'm playing DH. But I believe it will work for any class. This code handles finding of save spots, and my changes reduce number of spots to validate from 14400 to 400. It's better to be less witty, but alive, than wise and dead :)
  8. U

    Any ETA on when performance issues will be fixed?

    For me problem was solved by correcting avoidance resolution. In present version FindSafeZone works with grid 120 x 120: > const float gridSquareSize = 2.5f; > const int maxDistance = 150; I change it to 20 x 20: > const float gridSquareSize = 5f; > const int maxDistance = 50;
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