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[Beta] Demonbuddy daily beta builds

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New build up.
Changelog .66

  • Small edit for Belphegor
  • UseObject and UsePortal tags now supports dungeon stone portals / teleporter stones.
  • UsePortal tag will now move towards markers incase it's not in range.
  • Plugins now stops pulsing when the bot is about to enter a new world take portals/wp's etc. for a limited period of time. ( crash prevention )
  • Obstacle default range increased to 5 + half the radius of the object.
  • ConfirmationDialog added in UIElements.
  • ToggleTargeting tag now prints a message when it runs with what new values it's going to use.
  • Demonbuddy now stay in the party when leaving games, if you are in a party.
 
Last edited:
nesox do you consider the current state of the dungeon explorer to be working or even usable?

i just spent the last hour testing icefall caves and caverns of frost in fields of slaughter, and it still fails to find the exit to level 2 on occasion, despite having a boxsize and tolerance that allows a path there. if youre not familiar with them, these 2 dungeons are quite small and linear.

ive just completely given up on things like keep depths, in addition to experiencing the same issue as above (not finding the exit), even if you do use some kind of workaround (like tp if you dont find the exit) it always spends at least half the time in there backtracking over already discovered areas.

ive spent so many hours testing (all kinds of sizes and tolerances in addition to viewing them in the map viewer) across every release/beta build that involves anything to do with the dungeon explorer, but the same issues i experienced when i first started testing still exist today.

if you do read this and reply, thanks in advance.
 
game freeze with the latest beta

Give it a blanket ;)


nesox do you consider the current state of the dungeon explorer to be working or even usable?

i just spent the last hour testing icefall caves and caverns of frost in fields of slaughter, and it still fails to find the exit to level 2 on occasion, despite having a boxsize and tolerance that allows a path there. if youre not familiar with them, these 2 dungeons are quite small and linear.

ive just completely given up on things like keep depths, in addition to experiencing the same issue as above (not finding the exit), even if you do use some kind of workaround (like tp if you dont find the exit) it always spends at least half the time in there backtracking over already discovered areas.

ive spent so many hours testing (all kinds of sizes and tolerances in addition to viewing them in the map viewer) across every release/beta build that involves anything to do with the dungeon explorer, but the same issues i experienced when i first started testing still exist today.

if you do read this and reply, thanks in advance.

We have been working alot on the dungeon explorer lately, most stuck issues should be gone such as running into walls, trying to move to nodes it can't get to etc.
Do you mean it doesn't explore enough to find the exit eg; not enough nodes or does it find the exit but the tag doesn't finish even after finding it?
If you pm me the profile or paste it here i can give it a try in that area tomorrow.
 
Give it a blanket ;)




We have been working alot on the dungeon explorer lately, most stuck issues should be gone such as running into walls, trying to move to nodes it can't get to etc.
Do you mean it doesn't explore enough to find the exit eg; not enough nodes or does it find the exit but the tag doesn't finish even after finding it?
If you pm me the profile or paste it here i can give it a try in that area tomorrow.
it doesnt explore enough. when writing the post up i was going to compile a screenshot of the map in game, and the map in the mapviewer as well as the settings i had used but the mapviewer decided to not respond. ill start up a bot and run it until it fucks up again and get back to you with that and ill pm you the profile.
 
it doesnt explore enough. when writing the post up i was going to compile a screenshot of the map in game, and the map in the mapviewer as well as the settings i had used but the mapviewer decided to not respond. ill start up a bot and run it until it fucks up again and get back to you with that and ill pm you the profile.

Ok, i'll check it tomorrow
 
Can you solve disconnect when identifying items issue?? I really hate it. Disconnects every second or third town run!
 
Honestly, this is the BETA testing threads so users can point out their point of view of which version is the most stable, and which bugs they are encountering in order for the developers to fix. So stop bitching or giving stupid comment about this thread.

In my opinion as my last reply, .54 still be the most stable so far. .58 makes the bots unable to move or stuck and .62+ makes the same thing happen.

I guess, the problem is in the build .56 (or .58), I forgot, when Nex was trying to integrate DB with Win8, after that build, everything went wrong.

My opinion is, why don't we just take out the features on that build (after .54 - for db to work with Win8), and keep everything else, let's see what happen next.

Thank for the great work, Nex.

Edit: up to this time, i'm still using .54

If you want "stable", you should use the ordinary build. For me, currently the latest beta is running all trough the night flawlessly so theres not a case for the post-54 being unstable, its just you and some others. Ill bet alot have no trouble like me. And thats the problem with guys like you. How can Nesox get good feedback on latest build when you keep going back to whatever you believe to be the most stable? Look, its fine if you just run to run as stable as possible, we are here to make money afterall. I just wish you didnt treat this beta thread as a release thread. You dont betatest when you keep old versions cause their more fucking stable.

You suck honestly as a beta tester and shouldnt be in here. Perhaps neither should i, though im on Win 8 so kinda have to at the moment.
 
Do you mean it doesn't explore enough to find the exit eg; not enough nodes or does it find the exit but the tag doesn't finish even after finding it?

It sounds to me like he's having the same issue I mentioned previously in the thread where MiniMapMarkers don't show up on occasion. http://www.thebuddyforum.com/demonb...monbuddy-daily-beta-builds-44.html#post817807

'Dump MiniMapMarkers' does nothing, or perhaps misses only the exit, and the dungeon explorer can't find the nameHash either.

I've even gone as far as making a plugin to dump Zeta.ZetaDia.Minimap.CurrentWorldMarkers, which is empty (no elements) when this happens. There are no errors in the logs, and restarting DB doesn't fix it. Only leaving the current game and resuming (usually) works.

Right now, I'm on Halls of Agony Level 3 (Act 1), literally standing at the portal to the butcher, and this just happened. Just made a video of this with the latest beta: 2012-10-31_2213 - rrrix's library
 

Attachments

Another issue with ExploreArea is the 15 mins wasted on walking back and forth re"discovering" the map once its explored it all.
 
Beta.66 is crushing on identifying items.

Code:
[09:28:13.318 N] [GilesTrinity] No more space to pickup a 2-slot item, now running town-run routine.
[09:28:29.508 N] ========== Grid segmentation resetting!!! ============
[09:28:58.774 N] Closing error dialog
[09:29:00.864 D] System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.Internals.Actors.DiaActivePlayer.get_LoopingAnimationEndTime()
   at Zeta.CommonBot.Logic.BrainBehavior.„(Object )
   at Zeta.TreeSharp.WaitContinue..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.Sequence..()
   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.TreeSharp.Decorator..()
   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.CommonBot.BotMain.()
[09:29:00.934 N] Waiting 10.1 seconds before next game...

Let me know if you need full log.
 
If you want "stable", you should use the ordinary build. For me, currently the latest beta is running all trough the night flawlessly so theres not a case for the post-54 being unstable, its just you and some others. Ill bet alot have no trouble like me. And thats the problem with guys like you. How can Nesox get good feedback on latest build when you keep going back to whatever you believe to be the most stable? Look, its fine if you just run to run as stable as possible, we are here to make money afterall. I just wish you didnt treat this beta thread as a release thread. You dont betatest when you keep old versions cause their more fucking stable.

You suck honestly as a beta tester and shouldnt be in here. Perhaps neither should i, though im on Win 8 so kinda have to at the moment.

Don't feel like replying to a woman who think she and her mates are right while other men keep telling it's not.
 
New build up .67
Changelog

  • MoveTo tag should finish properly when only using the actorId now instead of x,y,z.
  • OnWorldChanged is no longer fired when doing town runs.
  • DungeonExplorer/GridSegmentation no longer resets when doing town runs.
 
Been getting a crash randomly from 10-50 minutes of running. Not sure what is causing it; Fresh install of DB, updated plugins to most recent, Even switched from profile using RadsAtom to one that uses only Trinity xml commands. Seems to crash when starting a new game. Log attached

View attachment 1400 2012-10-31 22.24.txt
 
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