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

[Beta] Demonbuddy daily beta builds

Status
Not open for further replies.

Nesox

Well-Known Member
Joined
Jan 15, 2010
Messages
1,563
Reaction score
48
under_construction_1.gif


Daily 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.


Download here: BETA DOWNLOAD

Current Changelog

  • Is now possible to request paths ( full paths ) for Skycrown, Stonefort, Tower of the damned/cursed level 1.
  • Now closes the mutex properly on auth errors ( should make sure your able to log back in )
  • StatusText is now being updated periodically not just when the bot changes to a new behavior in the order.
  • WaitTimer tag now displays the time left in the status text.
  • WaitTimer tag now makes sure the inactivity detector get's reset to make it doesn't trip when running.
  • AcceptConfirmation tag added, can be used to click the "OK" button when doing Act switches etc.
    - Example usage: <AcceptConfirmation questId="1" pauseTime="2000" />
    - "pauseTime" amount of time in milliseconds the bot will pause for after clicking the confirmation [default value: 250
  • Cells near unwalkable cells is now given extra weight. ( this should make it stop hugging corners and walls and fix alot of silly stuck issues. )
  • Now moves a little if ure not casting townportal after 3 seconds, should fix the tp bug!
  • Loadbalancer enabled again.
  • Some localization problems for the Chinese translation fixed.
  • Loot targeting now ignores lootables that isn't in line of sight.
  • Combat targeting now ignores units that are too far above or below the player.
  • Now waits a little after identifying an item, also makes sure you have stopped moving before attempting, hopefully fixes the disconnects some pepole have been experiencing.
  • Is now possible to loot in combat, can be enabled in the settings tag "Enable combat looting" setting.
  • Back to old auth for now.
  • Belphegor
    - Fixed the default value for VaultDiscipline.
 
Last edited:
Nice I'll start testing right away one request though could you include a changelog.txt into each beta build so we know whats been changed and kinda know what to look for specifically and not just general checking..
 
Daily beta builds for Demonbuddy.
...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.

I like this idea, more testing is always good.

I'd reccommend people use the beta version as they normally would WITH plugins etc and see what happens, then if they run into crashes or problems THEN turn off all the plugins (or have a seperate plugin free install dir) and see if no plugins still causes an issue and if so then feedback.
 
Added a changelog, will post new ones as we push new builds or just change the one on the top
 
First feedback..
DemonbuddyBETA v1.0.1042.12

So far very stable and the problem with z-axis is gone no issues there.. RadsAtom 1.3.8 and such seem to be unable to handle this version for whatever reason I guess some internal changes. But after disabling RadsAtom, reenabling DB's internal inactivity timer and relying on Trinity for profiles it works really really well. Trinity has no problems at all with the new version. After ~1 hour of testing all I can say is that this is the best build in quite some time soo far.. I'll continue testing .. because to early for final judgement after 10+ hour run-time I'll be able to tell for sure.

Also thanks for the changelog it makes testing allot easier.
 
Last edited:
I think we should be using plugins to give feedback.

When this build goes live, everybody is going to use RadsAtom and Trinity so why not test to see if it works in the BETA?
 
I think we should be using plugins to give feedback.

When this build goes live, everybody is going to use RadsAtom and Trinity so why not test to see if it works in the BETA?
because nesox isnt making radsatom or trinity, so if theres issues he wants to isolate it to demonbuddy.
 
I think we should be using plugins to give feedback.

When this build goes live, everybody is going to use RadsAtom and Trinity so why not test to see if it works in the BETA?


I don't think so first testing I'm doing is standalone just DB without any plugins if there is no errors or misbehavior then I'll activate one plugin at a time to see how it does and well Trinity works with the new DB and really really good I might add.. RadsAtom had issues even before so nothing new there just that with this build it throws a few more exceptions but that is not DB's fault. Besides I'm not saying RadsAtom is not working I'm saying its throwing allot of exceptions so I'd refrain from using it until they iron that out.

PS: Can tony or another mod pls keep this thread clean for actual feedback on beta's rather then dumb shit THANKS:)
 
Last edited:
I am using RadsAtom 1.3.6 (and latest trinity) and it's working great. Death coung is still zero after hour of testing, but I don't knowif that is due to this beta. Allthough nothing else changed.
 
Changelog
  • UseWaypoint & UseObject should no longer finish before they actually have causing profiles to "fast forward" and some other issues that it caused.

He'll now take the waypoints all the time so no issue there but he wont wait for the new area to fully load causing him to skip one profile entirely and move on to the next if I don't have a wait timer added after waypoint use in the profile.
 
New build up. #13

  • UseWaypoint no longer requires the actorId in the tag, it's still possible to use it just optional.
  • Fixed a bug in the UseWaypointTag that caused it to finish prematurely.
 
Waypoint problem still not solved. Without wait timer in profiles not working probably.

Can you give me that profile so i can test it or make a profile that it always happens on?
 
Can you give me that profile so i can test it or make a profile that it always happens on?

There part of act3 farming pack..

Code:
		<!-- From Town -->
		<If condition="Zeta.ZetaDia.CurrentWorldId==172909">
			<MoveTo questId="1" x="402.5403" y="414.342" z="1.5338" />
			<WaitTimer questId="1" waitTime="150" />
			<UseWaypoint questId="1" actorId="6442" x="402.5403" y="414.342" z="1.5338" waypointNumber="7" />
				<While condition="Me.IsInTown">
					<WaitTimer WaitTime="50" />
				</While>		
		</If>
this way it works just fine with the loop to wait on completing WP action before proceeding but.. if I remove it like this

Code:
		<!-- From Town -->
		<If condition="Zeta.ZetaDia.CurrentWorldId==172909">
			<MoveTo questId="1" x="402.5403" y="414.342" z="1.5338" />
			<WaitTimer questId="1" waitTime="150" />
			<UseWaypoint questId="1" actorId="6442" x="402.5403" y="414.342" z="1.5338" waypointNumber="7" />	
		</If>

he will skip the profile entirely jump to the next and so one..
 
No offense to the people asking for paragon exp/H but I think the important stuff should come first. Like this one:
http://www.thebuddyforum.com/demonb...le-zetadia-me-istryingtotownportal-value.html

Being able to cast beams like Archon Disintegration continuously in the background is also pretty important. Currently the bot will only do that if diablo's window is focused, otherwise it will only shoot the beam in bursts resulting in a serious loss of dps. Please look into that!
 
Status
Not open for further replies.
Back
Top