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[Beta] Demonbuddy beta builds

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Nesox

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Beta builds for Demonbuddy.
We will be using this to determine if a beta build is good enough to be pushed to as a regular build, feel free to help us test them and give good feedback.
When testing these builds, if you want to give feedback and help us improve it you should run them without any plugins or third party additions as they could introduce unexpected behaviors and bugs which isn't originally part of Demonbuddy.


Note: The beta now requires, "Visual C++ Redistributable for Visual Studio 2013". you can download it here:
2013: http://download.microsoft.com/download/2/E/6/2E61CFA4-993B-4DD4-91DA-3737CD5CD6E3/vcredist_x86.exe

.NET 4.5.1: Download Microsoft .NET Framework 4.5.1 (Offline Installer)

Download here: BETA DOWNLOAD

Changelog 502
  • Vendoring
    • Now makes sure to remove items that has had their pointer updated to zero, this happens a lot during stashing when an item is stacked in another destroying the acd for the item.
  • UI
    • StatusText is now set when loading worlds.
    • DumpQuests hotkey ( alt-5 ) now shows some more information about steps and step objectives, and the current objectives shown on the UI.
  • API
    • General
      • QuestObjectiveInfo added.
      • SNORecordQuest updated.
      • QuestStepObjectiveSet addded.
      • QuestStepBonusObjectiveSet added.
      • QuestStepFailureConditionSet added.
      • QuestStepObjective added.
      • QuestStepFailureCondition added.
      • QuestUnassignedStep added.
      • QuestStepObjectiveType enum added.
  • XmlEngine
    • DefaultValue attributes on properties is now properly handled.
  • QuestInfo
    • BonusCount now works properly again.
  • ACD
    • GetAttribute now throws a 'ACDAttributeLookupFailedException' exception if a lookup is done on a ACD that has been disposed.
  • ConditionParser
    • IsActiveObjective method added, example usage: '<If condition="IsActiveObjective(57337, 35, 0)">'
      This would return false if the first objective in the quest "The black soulstone" on step 35 is done already,
      the step where you take portals to "Unknown Depths" and "Storm Halls"
  • ProfileBehavior
    • Every profile tag using IsActiveQuestStep can now benefit from the new attribute, 'objectiveIndex' example usage:
      '<MoveToMapMarker questId="57337" stepId="35" objectiveIndex="0" ... />' This tag will not run if the first objective in this quest has been completed.
      Index starts from zero counting up, the topmost of the objectives show in the UI is the first making the top one 0.
  • InventoryManager
    • GetStashPageItems now returns the right items.
    • CanStackItemInStashPage should no longer return true for items that can't be stacked.

Changelog 496
  • Vendoring
    • Now stacks misc items and gems if possible instead of putting them in stash pages with free slots.
  • UI
    • Python console now has a horizontal splitter.
  • API
    • General
      • Performance fixes for the ActorManager/ObjectManager etc.
      • ActorManager no longer invalidates ACD's that hasn't been disposed yet.
      • ActorAttribute caching disabled.
  • SNORecordQuest
    • Iterating quest steps works again.
  • InventoryManager
    • GetStashPageItems added.method added.
    • CanStackItemInStashPage method
  • QuestInfo
    • DisplayName added, get's the UI name of the quest.

Changelog 492
  • Vendoring
    • No longer tries to use the salvage all feature on account bound items during vendor runs.
  • UI
    • More exception handling added, Demonbuddy should no longer sometimes crash when using the info dumping tab or hotkeys.
    • Python console added, can be used for testing profile conditions or just testing code in general. Keep in mind that the indentation is 4 spaces.
  • API
    • General
      • SNOConversation enumeration added.
  • ConversationInfo class added, can be used to retrieve information on the current running conversation.
  • CodeCompiler
    • Should now properly generate .pdb files for all compiled assemblies.
  • ScriptManager
    • RegisterShortcutsDefinitions method added, can be used to load additional shortcuts definitions.
  • ACDItem
    • IsAccountBound property added, can be used to check if an item is account bound.
  • DiaActivePlayer
    • AdvanceConversation works again.
    • SkipConversation method added.

Changelog 485
  • General
    • Updated for 2.1.1.27255
    • Some extra logging has been added.
    • Fixed a bug that should make SimpleFollow work a lot better.
  • API
    • No longer sometimes fire the OnGameChanged event when changing worlds.
    • PowerManager.CanCastFlags renamed Flag8 to PowerUnusableOnCooldown.
 
Last edited:
yop Nesox,

Thank you for the quick upd, I get up and yay it's already ready.
I had this problem in the previous build.
I re-report here, my first post being left in the abyss of the forum archive ;)

Code:
Application.Current.Dispatcher.Invoke(
Application.Current.Dispatcher.BeginInvoke(
These lines cause a crash of DemonBuddy since the new beta (stable version too)
Sometimes everything works, but most of time, any special circumstances > crash.

For a moment I'm looking to solve the problem by putting exceptions everywhere, but I'm getting a code that does not look like anything.

If you can see how to fix it or give me a step that will change my life, it'll be top.
Thank you

EDIT:
Note that I have revised all the code since to have only a single invoke (1 line), I use it on a loop, rather than big invoke that crash all the time.
it greatly reduces the problem.
it crash yet but if there is no way to set it, I would do differently
 
Last edited:
Changelog 485

  • General
  • Updated for 2.1.1.27255
  • Some extra logging has been added.
  • Fixed a bug that should make SimpleFollow work a lot better.
Now that sounds sexy and I'm going to check it out ASAP, this is a solid community and I'm glad I joined. Thanks for all the hard work Developers (even if we all get upset at times and pout like children at broken pathing or other such messes like kiting with ranged characters).
EDIT: Simple follow seems to be more responsive to prompts that ask for a "Yes/No" answer but they still wait around in town after the leader gets going (could just be Rifts).
 
Last edited:
Anyone can upload the updated DB?... I can't download it via Buddy Auth and I dont know why..
 
I'm running this in YAR and Trinity and QuestTools aren't active plugins anymore so if you try to edit their settings DB crashes. Are they not active plugins in beta releases?
EDIT: Seems the same with the latest stable release as well D:

EDIT2: Think I got it working it was simply too much merging going on, clean install with manual addition of needed files fixed it right up!
 
Last edited:
Having trouble opening doors since 2.1. Does it most of the time but gets stuck doing it quite oftne.
 
It would be awesome, if anyone could upload the updated DB Beta.. I don't know why, but I cant update it via buddy auth.
 
yes i try clean intall beta and relese((( in logs all is fine no errors, but when u open plugins there is empty and no open any menu, bot settings and other.
 
Last edited:
yes i try clean intall beta and relese((( in logs all is fine no errors, but when u open plugins there is empty and no open any menu, bot settings and other.
Same here.
So i deleted the beta and went back to the released version.
Plugins that did not show up:
Armory Latest
Kadalaspree 2.30
GearSwapReloaded Latest
Vault Runner 1.0 (a new plugin)
Weed Runner 0.0.2 (a new plugin)

Edit:
I reinstalled the release version and updated it and same problem with the plugins.
Probably something they need to update. but just the same im posting it here
View attachment 3792 2014-09-30 17.04.zip

Edit 2:
Weird, after uninstall everything. Then extracting the plugins from original zip files, THEN restarting the PC.
Everything seems to be back. That is ONLY after the restart. No MS update or any update happened. lol
 
Last edited:
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