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[Beta] Demonbuddy daily beta builds

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No bots stuck in menus overnight, looks like fix's working.
Hail Nesox, the conqueror of enemy bugs!

I take that back, second night in a row half the bots stuck in menus after inactivity timer has been tripped.
That Trinity fix did not solve the problem.
 
somethings wrong? suddenly keep getting authenication failed, and when it doest, some plugins went missing =/

any1 too?
 
Hello!

First of all, thanks for the nice work! There seem to be an authentication problem with the BETA atm, any chance this will be fixed in the nearest future or should I try to find a new solution?
 
Yes I do.. the same error was in the official DemonBuddy client, but has been fixed
 
Good day,
I've tested some last builds and can say that version 1154.70 is better than later releases for me.
Later versions often causes client dc from the game and also death counter raises dramatically (it's 0-2 for 1154.70 and 14+ for newest versions).
Hope those things is temporary, keep up a good work.

P.S.: Can we have an option to disable updates request please?
 
can I ask a none-beta related question here?
in ZetaDia.Physics.Raycast(vStartLocation, vDestination, NavType)
If vDestination.Z is higher than the true position, will it return true?
 
Nesox, there's a small bug in monsterPower option.

If db is trying to recreate the game, it will ignore the option and always recreate new games using the last Monster Power used, not the one defined in profiles.

My Act 3 profiles use MP0, defined inside of them. Act 1 and 2, uses MP1. Everything works fine, untill db for some reason try to recreate games.

I spoted two times my bots in wrong monsterPower, both times after db recreated them (one time for a inactivity problem, another time for a error dialog)

That was for a inactivity timer:
Code:
[08:02:00.537 N] Inactivity timer tripped! Leaving game
[08:02:00.537 N] Leaving game
[08:02:00.557 D] Navigator.Clear
[08:02:00.557 N] Last run acquired 192468 gold.
[08:02:05.597 D] Navigator.Clear
[08:02:14.707 N] Waiting 5.1 seconds before next game...
[SIZE=4][08:02:19.817 N] Creating new game, Params: <[B]Act:A3[/B] Difficulty:Inferno Quest:101758 QuestStep:1 ResumeFromSave:False IsPrivate:True [B]Handicap:1[/B]>[/SIZE]
[08:02:25.635 N] GameChanged. Clearing actors
[08:02:25.735 D] Joined a game!

That one for a error dialog:
Code:
[10:59:10.822 D] Generated path to <3398.2, 730.6555, 0.1000009> (FOS-15) with 3 hops.
[10:59:35.264 N] Closing error dialog
[10:59:37.144 N] Waiting 8 seconds before next game...
[SIZE=4][10:59:45.244 N] Creating new game, Params: <[B]Act:A3[/B] Difficulty:Inferno Quest:101758 QuestStep:1 ResumeFromSave:False IsPrivate:True [B]Handicap:1[/B]>[/SIZE]

As you can see, Act 3 was wrongly created using MP1 after a inactivity event and other time for a error inside the game. After the bug is triggered, MP stops changing, ignoring all monsterPower options. All games after that was created using MP1, for hours.

EDIT:
I saw the problem another time. This time, the bug ocurred when I was using MP0. After that, all the games were created using MP0. This time wasn't inactivity or error dialog, just the profile being reloaded for Gilestrinity unstucker.

Maybe the problem is when db reload the profile in some occasions?

Code:
[01:00:43.174 N] [GilesTrinity] Anti-stuck measures failed. Now attempting to reload current profile.
[01:00:50.284 N] [GilesTrinity] Anti-stuck measures exiting current game.
[01:00:50.524 N] Loaded profile [A1 - Inferno] Champion-Hunting 3.0.2 Mint - Leorics manor + Leorics hunting grounds A
[01:01:01.556 N] Waiting 5.9 seconds before next game...
[SIZE=4][01:01:07.546 N] Creating new game, Params: <[B]Act:A1[/B] Difficulty:Inferno Quest:72801 QuestStep:36 ResumeFromSave:False IsPrivate:True [B]Handicap:0[/B]>[/SIZE]

(Act 1 profiles wrongly using MP0)

ps: using only db + trinity
 
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@bombastic, not sure if you did this yet, but, make sure all your profiles have monsterPower option set, not just the starter profile. If it's just the starter profile, it will create games at the correct monsterPower, but if you get inactivity timer, it will reload the current profile, but if that current profile has no monsterPower option, then it'll use whatever on your GUI.
 
I don't think this is the case, because later when it reaches a profile do contaning monsterPower option, it will ignore it. Like I said, the wrong monsterPower is used forever after the bug is triggered.

But I will try your suggestion and set MP in every profile.
 
I don't think this is the case, because later when it reaches a profile do contaning monsterPower option, it will ignore it. Like I said, the wrong monsterPower is used forever after the bug is triggered.

But I will try your suggestion and set MP in every profile.

U have test ? It's work with set in every profile ?
 
My bots were taking a break, as soon as they restart i'll post here some feedback.
 
I'm the only one who have problems when the bot teleports to town and sometimes getting error msg?

i dont know why, but that sucks, he dont make fullruns because of the errors. sometimes its fine and sometime when he teleports he get this error msgs.

:(
 
Could we also have the option to set MonsterPower by command line? So I can run the same profiles with different MPs just with a simple switch instead of editing profiles.

Also, are there any plans to add character selection to Demonbuddy?
 
Nesox,

I am trying to get the AdvanceConversation <AdvanceConversation questId="1" numTimes="5" /> to work with Cow King but cant seem to get it to work.

Here is the code I am trying to add it to.

<UseObject questId="1" actorId="209083" isPortal="True" interactRange="40" x="2190.91" y="2526.047" z="27.31072" destinationWorldId="211471" />

I have tried adding it after that code, before that code, and any number of ways of adding it into that code. So far I know what I am doing wrong is everything heh. Could you explain how to get it to work with the above code please.
 
New build up!
Changelog .81

  • 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.
 
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