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

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

[Beta] Demonbuddy beta builds

Status
Not open for further replies.
Using Waypoint Waypoint_Town-131 Number:43
[Trinity][Performance] Execution of the block NavigateTo took 932.13ms.
[Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 933.57ms.
[Trinity][Performance] Execution of the block HandleTarget took 942.20ms.
[Trinity][Performance] Execution of the block NavigateTo took 816.89ms.
[Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 817.47ms.
[Trinity][Performance] Execution of the block HandleTarget took 827.54ms.
[Trinity][Performance] Execution of the block NavigateTo took 551.34ms.
[Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 551.89ms.
[Trinity][Performance] Execution of the block HandleTarget took 553.83ms.
[Trinity][Performance] Execution of the block NavigateTo took 554.15ms.
[Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 554.71ms.
[Trinity][Performance] Execution of the block HandleTarget took 563.43ms.
[Trinity][Performance] Execution of the block NavigateTo took 572.10ms.
[Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 572.66ms.
[Trinity][Performance] Execution of the block HandleTarget took 574.68ms.
[Trinity][Performance] Execution of the block NavigateTo took 263.00ms.
[Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 263.66ms.
[Trinity][Performance] Execution of the block HandleTarget took 268.15ms.
[Trinity][Performance] Execution of the block NavigateTo took 364.30ms.
[Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 364.73ms.
[Trinity][Performance] Execution of the block HandleTarget took 365.75ms.
[Trinity][Performance] Execution of the block NavigateTo took 1297.58ms.
[Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 1298.08ms.
[Trinity][Performance] Execution of the block HandleTarget took 1300.14ms.
[Trinity][Performance] Execution of the block NavigateTo took 558.07ms.
[Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 558.63ms.
[Trinity][Performance] Execution of the block HandleTarget took 563.19ms.
[Trinity][Performance] Execution of the block NavigateTo took 555.90ms.
[Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 556.35ms.
[Trinity][Performance] Execution of the block HandleTarget took 561.34ms.
[Trinity][Performance] Execution of the block NavigateTo took 693.36ms.
[Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 693.84ms.
[Trinity][Performance] Execution of the block HandleTarget took 694.83ms.
[Trinity][Performance] Execution of the block NavigateTo took 522.63ms.
[Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 523.15ms.
[Trinity][Performance] Execution of the block HandleTarget took 530.79ms.
[Trinity][Performance] Execution of the block NavigateTo took 816.19ms.
[Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 816.78ms.
[Trinity][Performance] Execution of the block HandleTarget took 825.99ms.

and so on, this update was the worst i have seen so far. Anybody know where i can get the previous version?!?!
 
Running into pathing problems. During this particular quest (It may happen in other instances), demonbuddy would not create a path through to the end. Here are the codes that I have tried. (i've tried the trinexploredun with no scene information as well).

Code:
<ExploreArea  questId="1" stepId="1" boxTolerance="0.65" boxSize="15" until="ObjectFound" actorId="225195" />  
		
      <!--AWTrinityExploreDungeon questId="1" stepId="2"  until="ObjectFound" objectDistance="150" actorId="225195" boxTolerance="0.65" boxSize="15" pathPrecision="40" ignoreMarkers="false">
        <PrioritizeScenes>
          <PriorityScene sceneName="Exit" />
        </PrioritizeScenes>
        <IgnoreScenes>
          <IgnoreScene sceneName="_N_" />
          <IgnoreScene sceneName="_S_" />
          <IgnoreScene sceneName="_E_" />
          <IgnoreScene sceneName="_W_" />
        </IgnoreScenes>
      </AWTrinityExploreDungeon-->

Picture of current map, including quest info (Scene name of area it won't move to is a4dun_spire_corrupt_NS_02_Spikes)
pathing glitch.webp pathing glitch.webp

Trinity's error when using their explore dungeon:
Code:
[Trinity] System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.Bot.Navigation.MainGridProvider...ctor(Scene scene)
   at Zeta.Bot.Navigation.MainGridProvider.()
   at Zeta.Bot.Navigation.MainGridProvider.Update()
   at Zeta.Bot.Navigation.DefaultNavigationProvider.(Vector3 , Boolean )
   at Zeta.Bot.Navigation.DefaultNavigationProvider.GeneratePath(Vector3 destination, String destinationName, Boolean useRaycast)
   at Zeta.Bot.Navigation.DefaultNavigationProvider.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
   at Zeta.Bot.Navigation.Navigator.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
   at Trinity.DbProvider.PlayerMover.NavigateTo(Vector3 moveTarget, String destinationName)

Only useful part of log:
Code:
2014-04-10 15:51:25,704 [Main Bot Thread] ERROR BotMain (null) - Exception when terminating bot thread. 
System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.Bot.Navigation.MainGridProvider...ctor(Scene scene)
   at Zeta.Bot.Navigation.MainGridProvider.()
   at Zeta.Bot.Navigation.MainGridProvider.Update()
   at Zeta.Bot.Navigation.DefaultNavigationProvider.(Vector3 , Boolean )
   at Zeta.Bot.Navigation.DefaultNavigationProvider.GeneratePath(Vector3 destination, String destinationName, Boolean useRaycast)
   at Zeta.Bot.Navigation.DefaultNavigationProvider.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
   at Zeta.Bot.Navigation.Navigator.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
   at Zeta.Bot.Profile.Common.ExploreAreaTag.(Object )
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Common.HookExecutor.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Common.HookExecutor.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Bot.BotMain.()
 
is there a chance to add a feature about play time of a profile? I want to see it on DB general section.
 
There should be more dialogue between the developers and customers of DB. I guess many of us feel left in the dark with so many problems and no updates from the devs.
 
Development Team
I am having Town Portal freezing problem ever since I installed ROS.

It happens various areas when character try to go to town using town portal.
Log shows like this

[Trinity] TrinityTownPortal started - clearing area, waitTime=2500, startHealth=642323
[Trinity] Town Portal Timer Finished.

Then, Game freezes.

Is there a way to increase that Town Portal Timer? or some fix?
 
Development Team
I am having Town Portal freezing problem ever since I installed ROS.

It happens various areas when character try to go to town using town portal.
Log shows like this

[Trinity] TrinityTownPortal started - clearing area, waitTime=2500, startHealth=642323
[Trinity] Town Portal Timer Finished.

Then, Game freezes.

Is there a way to increase that Town Portal Timer? or some fix?

I believe changing the tag to <TrinityTownPortal waitTime=5000 /> Might help? I think that tag is accepted.
 
Can some 1 tell me what the last 3# are on the Zip. Should be 380 or 381 im assuming. because its 384 now, Just wondering if thats a new Push or was the last update while i was at work all day.
 
New build up.

Changelog 382

  • General
    • Now properly takes the townportal back in adventure mode in Act 1 after finishing a town run.
    • Framelock is now released when pathfinding to lessen amount of lag occuring during pathfinds as they are not async. *fixed*
    • QuestInfo pointers should no longer get tained after a while.
 
Log still fills up with "[Trinity][Performance] Execution of the block" errors. Don't know what to do about it. :(
 
Log still fills up with "[Trinity][Performance] Execution of the block" errors. Don't know what to do about it. :(

ALL Errors that say this
[Trinity][Performance] Execution of the block NavigateTo took 309.69ms.
IS A Trinity issue. Trinity is Supplyed with the bot but is 3RD PARTY created by the ONE AND ONLY Rrrix
And should be posted in the TRINITY sub forum. And its just something that tells Rrixx WHERE Trinity lags so he can tighten things up. No big deal.
 
Last edited:
I downloaded Beta .384

is this a typo or a new update with patch notes yet to be posted online ?
 
ALL Errors that say this IS A Trinity issue. Trinity is Supplyed with the bot but is 3RD PARTY created by the ONE AND ONLY Rrrix
And should be posted in the TRINITY sub forum. And its just something that tells Rrixx WHERE Trinity lags so he can tighten things up. No big deal.

Still, It make the game lag some and it's annoying to look at. :)
 
Status
Not open for further replies.
Back
Top