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Beta 2619 Bugs

imdivesmaintank

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  • Vendor filters aren't working. It keeps stashing normal and magic chromatic armor/weapons.
  • It's going out of and back into zones properly, except it isn't resetting some of them. library doesn't reset. docks and catacombs seem to reset fine.
  • I saw it leave a mob alive and move on (to regular pathing - not additional targets) several times.
  • Auras aren't working quite right. It was turning 1 of my 2 auras on and off for some reason.
  • Random trash getting picked up even with key pickup on


on the plus side, the rest is working very smoothly so far. i am loving the fall back skill usage.
 
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The bot does not have any logic for iding/selling yet, so that's why that happens.

The instances not resetting seems to be an issue now for some reason, but I'm trying to track down why it's happening. It's not happening for me, unfortunately. Do you have any of your keys rebinded, or are you using any extra "tools" alongside EB for Poe?

The CR ignores a lot of mobs now to avoid an issue where it'd try to kill everything by getting too close. This is just from the CR, and it'll be changed later to try and get all mobs better.

Aura casting logic was changed to try and avoid that issue, but I think I see the problem now. It just has to do with casting delays not being correctly detected. The next version will contain another attempted fix, but it's just a CR issue.

That should not be happening, especially with Key Pickup on. If that is happening, it's most likely why the instances aren't getting reset, as both require holding down keys (CTRL / ALT).
 
The bot does not have any logic for iding/selling yet, so that's why that happens.

The instances not resetting seems to be an issue now for some reason, but I'm trying to track down why it's happening. It's not happening for me, unfortunately. Do you have any of your keys rebinded, or are you using any extra "tools" alongside EB for Poe?

The CR ignores a lot of mobs now to avoid an issue where it'd try to kill everything by getting too close. This is just from the CR, and it'll be changed later to try and get all mobs better.

Aura casting logic was changed to try and avoid that issue, but I think I see the problem now. It just has to do with casting delays not being correctly detected. The next version will contain another attempted fix, but it's just a CR issue.

That should not be happening, especially with Key Pickup on. If that is happening, it's most likely why the instances aren't getting reset, as both require holding down keys (CTRL / ALT).
I don't use any extra "tools" for POE and I believe I have all the default keybinds. I'm patching POE right now, or I'd confirm that.
 
  • Vendor filters aren't working. It keeps stashing normal and magic chromatic armor/weapons.
  • It's going out of and back into zones properly, except it isn't resetting some of them. library doesn't reset. docks and catacombs seem to reset fine.
  • I saw it leave a mob alive and move on (to regular pathing - not additional targets) several times.
  • Auras aren't working quite right. It was turning 1 of my 2 auras on and off for some reason.
  • Random trash getting picked up even with key pickup on


on the plus side, the rest is working very smoothly so far. i am loving the fall back skill usage.
Um it has been said in numerous posts, selling and etc aren't in yet. In fact all the updates tell you what's in current build.
Make a new folder and use it every time, don't update via built in updater.
It changes instances fine for me, and never picks up trash items. You must be doing something wrong.
The mob skipping I've seen, and in fact I like it, it doesn't skip magial or rares, which is good.
The auras turning on and off has been there since this beta's release, it should be fixed soon. Plus it also uses auras you don't have on the hotbar, it scans all auras you have and turns them on, so if you have an aura you are not using, don't gem it into anything.
 
I made one change to see if it changes anything with the control key. If it doesn't, I'm not really sure, because the bot as a whole would not function if there was a core problem with the input system.

Everything revolves around the process hook manager, and it setting keys for the client to process in a way that the client processes them. Do you have any overlay programs or are using any remote desktop software that might be hooking Windows API input functions>
 
he might have a keylogger that he doesn't know is installed.
lol? yes i have a keylogger but it only affects one map in POE. cuz that makes sense...

in response to the more reasonable response from pushedx; no, it's still happening with the latest version, but I just realized it's not that it's failing to reset. it just leaves the instance when it finds the door to imperial gardens and comes right back in and continues the library. i assumed this was meant to be a reset that was failing, but after I watched it further, it does actually end up finishing and resetting library. is that random leave/re-enter (not for a reset) intentional? it never did that before.
 
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lol? yes i have a keylogger but it only affects one map in POE. cuz that makes sense...

in response to the more reasonable response pushedx, no, it's still happening with the latest version, but I just realized it's not that it's failing to reset. it just leaves the instance when it finds the door to imperial gardens and comes right back in and continues the library. i assumed this was meant to be a reset that was failing, but after I watched it further, it does actually end up finishing and resetting library. is that random leave/re-enter (not for a reset) intentional? it never did that before.
Never know, seems you are the only one with the issue lol.
 
Please send me a full log from when that happened.

LeaveCurrentAreaTask only executes when ExploreTask has nothing else to explore. TravelToGrindZoneTask should be executing before that, as soon as it finds the next area to travel to in the path to the grind zone. If it leaves the current area, and goes back, it would mean that through exploration, it didn't find the area transition, which shouldn't happen, but might be possible under really specific conditions.
 
Please send me a full log from when that happened.

LeaveCurrentAreaTask only executes when ExploreTask has nothing else to explore. TravelToGrindZoneTask should be executing before that, as soon as it finds the next area to travel to in the path to the grind zone. If it leaves the current area, and goes back, it would mean that through exploration, it didn't find the area transition, which shouldn't happen, but might be possible under really specific conditions.

here you go
View attachment log.txt
 
I need a full log, because it helps give context to the entire problem. I can follow logic flows in the bot code and match up things based on when they happened.

For the Beta, I've included a button on the GUI that you can use to automatically ZIP the file and the path will be copied to your clipboard for easier uploading as well. That's assuming you notice something on the current bot run. For older bot runs, you'll have to do it manually.
 
I need a full log, because it helps give context to the entire problem. I can follow logic flows in the bot code and match up things based on when they happened.

For the Beta, I've included a button on the GUI that you can use to automatically ZIP the file and the path will be copied to your clipboard for easier uploading as well. That's assuming you notice something on the current bot run. For older bot runs, you'll have to do it manually.
np here is the full log
View attachment library-zone-out-log.zip
 
one more thing: I don't think this happened with the last version, but I've noticed it trying to initiate melee from much further away than it should (out of the actual melee range). I tried decreasing the range from 10 to 8, but it's still doing it.
 
It might just be the nature of the generic CR setup. I'll try to get some more basic examples for people to use to guide how to go about making their own, so it'll work how they expect, but I can't spend time trying to make ExampleRoutine work much better for now. From what I've seen testing, it's working as designed, but I'm really used to how things look and feel in this game in respect to how things translate from the bot/routine.

Your basic routine handling combat is just a matter of choosing if you want to operate around picking the best skill to use on a target, or picking a skill, and seeing if it should be used.

In the old release, Exile was based around going down a list of skills, and checking the cast conditions to see if they are true. I was not going to try that again, because it's too much to maintain, and requires everyone to edit the file.

ExampleRoutine is setup the opposite way; figure out the current cast conditions, and then pick a skill that fits. It's done this way, because it allows for a simple way to express 4 main types of combat (aoe/single target, melee/ranged) which greatly simplifies configuration.

Now, the issue is, trying to apply that model to all builds doesn't work that well, but that's the nature of the game. I do like this design approach more, because it allows people to plug in various skills based on how their build works. That way, people can just make different CRs that handle different combat scenarios, and things are a lot more reusable.
 
2014-09-03 16:31:16,441 [16] DEBUG Coroutines (null) - [InteractWith] Now attempting to highlight 29473. holdCtrl = True.
2014-09-03 16:31:16,545 [16] DEBUG Coroutines (null) - [InteractWith] Now attempting to interact with 29473.
2014-09-03 16:31:16,669 [16] DEBUG Coroutines (null) - [WaitForInstanceManager] We have been waiting 00:00:00.0000125 for the instance manager to open.
2014-09-03 16:31:17,182 [16] DEBUG ExilePather (null) - [ExilePather] Now reloading the pathfinder.
2014-09-03 16:31:17,184 [16] DEBUG LokiPoe (null) - [GetPathfindingData] Now creating the pathfinding data.
2014-09-03 16:31:17,190 [16] DEBUG LokiPoe (null) - [GetPathfindingData] The pathfinding data has been created (00:00:00.0034945).
2014-09-03 16:31:17,267 [16] DEBUG ExilePather (null) - [ExilePather] Now creating the navmesh.
2014-09-03 16:31:18,274 [16] DEBUG ExilePather (null) - [ExilePather] The navmesh has been created.
2014-09-03 16:31:18,275 [16] DEBUG ExilePather (null) - [ExilePather] The pathfinder has been reloaded.
2014-09-03 16:31:18,275 [16] DEBUG HandleBlockingChestsTask (null) - [HandleBlockingChestsTask] Now resetting task state.
2014-09-03 16:31:18,276 [16] DEBUG HandleDoorsTask (null) - [HandleDoorsTask] Now resetting task state.
2014-09-03 16:31:18,276 [16] DEBUG ReturnToGrindZoneTask (null) - [ReturnToGrindZoneTask] Now resetting task state.
2014-09-03 16:31:18,276 [16] DEBUG TagWaypointTask (null) - [TagWaypointTask] Now resetting task state.
2014-09-03 16:31:18,276 [16] DEBUG TravelToGrindZoneTask (null) - [TravelToGrindZoneTask] Now resetting task state.
2014-09-03 16:31:18,277 [16] DEBUG LeaveCurrentAreaTask (null) - [LeaveCurrentAreaTask] Now resetting task state.
2014-09-03 16:31:18,277 [16] DEBUG  (null) - [GridExplorer] Now segmenting the current area.
2014-09-03 16:31:18,665 [16] DEBUG  (null) - [GridExplorer] Area segmentation complete 00:00:00.3876896.
2014-09-03 16:31:18,967 [16] DEBUG Coroutines (null) - [WaitForInstanceManager] We have been waiting 00:00:02.2981057 for the instance manager to open.
...
2014-09-03 16:31:21,748 [16] ERROR Coroutines (null) - [WaitForInstanceManager] Timeout.
2014-09-03 16:31:21,749 [16] ERROR TravelToGrindZoneTask (null) - [TravelToGrindZoneTask] TakeAreaTransition returned InstanceManagerDidNotOpen. This is the #0 try.

Your control key is not getting set, even though it's supposed to be. When the bot goes to click on the area transition, it's expecting the instance manager to open up, but it's not because the click did a normal interaction in the client.

The only explanation for this, is that the ProcessHookManager is breaking, or something else is interfering with what it does. When you play the game normally, your control key opens the instance manager, right?

Edit: The only other thing I can try, is forcing a re-hook every so often, so I'll give that a try soon. I could also add some checks to make sure it's still working as expected, but I'll have to do some extensive testing first before that.
 
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Your control key is not getting set, even though it's supposed to be. When the bot goes to click on the area transition, it's expecting the instance manager to open up, but it's not because the click did a normal interaction in the client.

The only explanation for this, is that the ProcessHookManager is breaking, or something else is interfering with what it does. When you play the game normally, your control key opens the instance manager, right?

Edit: The only other thing I can try, is forcing a re-hook every so often, so I'll give that a try soon. I could also add some checks to make sure it's still working as expected, but I'll have to do some extensive testing first before that.
Yes; normally I use ctrl to open a new instance. I think I told you this already, but in case I forgot; yes this is the same computer I've always used for botting and it's just your standard gaming laptop.

Regarding the melee distance, I'm not sure what you're trying to say or how it would have anything to do with playstyle. It's well outside the actual melee range (without some serious itemization) and doesn't seem to matter what I set the setting to in the UI. I'm attaching a screenshot of where it's initiating melee combat from.
meleedistance.webp
 
The next build I'm about to make contains some debugging code that should help identify the root problem (you're not the only person who has it).

As for the melee issue, I've not really noticed that myself. If you get me your ExampleRoutine settings, and the skills you are using in each slot, I can check it out to see if its just settings conflicting, or if there's a CR issue itself.
 
As soon as possible, please upgrade to #891 and send me a log if you notice the problem again. There should be noticeably more error messages if what I think is happening actually is.
 
Here's the log from 892:
View attachment Exilebuddy 5468 2014-09-04 14.14.txt

3 things to notice:
1) the melee range issue has been fixed in this version, whether intentionally or not
2) the library zone out issue is still happening (and is at the very end of the log)
3) the "zip" log option you added to the UI appears to be broken and you'll see the error related to that as the very last thing in the log
 
The zip functionality is Windows based, but it seems there's an issue with yours that is causing it to fail. Perhaps you need to run EB as admin, as the error was "OpenClipboard Failed".

Based on this log, and the code I've just added to determine the problem, I have one last thing for you to do:

1. Switch to the Dev tab when the bot isn't running.

2. Paste in the following:

Code:
Code:
using Loki.Utilities;
using log4net;
using Loki.Game;
using Loki.Bot;
using System.Windows.Forms;

public class RuntimeCode
{
	private static readonly ILog Log = Logger.GetLoggerInstanceForType();

	public void Execute()
	{
		using(LokiPoe.AcquireFrame())
		{
			Log.DebugFormat("Keys.ControlKey = {0} [{1}]", Keys.ControlKey, (int)Keys.ControlKey);
		}
	}
}

Assemblies:
Code:
ExilebuddyBETA.exe
log4net.dll
greymagic.dll
System.Windows.Forms.dll

3. Click "Run Code" and paste me the results please. :)
 
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