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Choppy Gameplay ONLY when DB is Active Remedy?

krazid

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So I am an old timer here on the DB forums, I posted a previous remedy for this exact problem in the past when we had access to the QuestTools settings, and when we had the option to change how pathing worked. However, it now seems that DB has switched all of its navigation commands to a server, therefore eliminating the user's ability to choose what way of pathing the user preffered. The old fix was to simply switch the pathing to WeightedMiniMapUnvisted and viola Diablo 3 ran like there was no bot attached to it whatsoever.

The bot IS working, its just anytime you start the bot, its AS IF I'm experiencing a HUGE drop in FPS, which really isn't the case here. The issue lies in how the bot gets it navigation information from the new navigation servers they implemented. This is my theory on the matter as in the past I discovered the remedy for this specific problem. Now that Trinity had QuestTools built in and the option to change its settings have completely vanished, does anyone else have any suggestions on how to fix this problem of "Chopiness" I'm experiencing everytime I start the bot. The second I stop the bot, Diablo 3 runs smooth like a dream, but when I click start, it goes into an instant "choppiness" mode. Any remedies? ** Keep in mind I am an A+ certified technician and Cyber Security graduate, all the trivial troubleshooting you could possibly think of I have already done in reference to my physical machine. Ive even searched through the .cs files in the Trinity folder to see if I could manually change those settings, which is where I discovered the new navigation servers.** (So please don't suggest I reinstall my videocard driver's or any of the software dependencies required for DB to run properly, or any other basic troubleshooting methods)
 
check your back and foreground in game settigns plz

must be 150+
 
Thank you for the timely reply Tony, however, I have changed both back and forground FPS to 150 exactly for both to troubleshoot, and then as well set them both to 200 and tested as well, I then changed both to random numbers in between 150-200 and still the second I start the bot, the game goes from playing as smooth as a babies bottom, to a stuttering choppy madhouse that is affecting grift times. Any other suggestions? I could send you logs, but as I mentioned before, the bot is (technically) working and doing exactly what it should be doing, just its choppy as hell. Where did all the options go for QuestTools? Because I know for a FACT here that it HAS to do with how the bot navigates the maps. I ran into this exact problem in the past when QuestTools was just another addon, and in the options for how the bot navigates almost every other selection EXCEPT FOR (WeightedMiniMapUnvisited) would cause this choppiness issue. But once I switched the navigation method to WeightedMiniMapUnvisited it ran as smooth as a babies bottom. Do you have any idea why in the past that fixed my issue? Was it because back then navigation was done clientside rather than serverside? And if that is truly the case here, and from what Ive read from people in the forums having this same exact issue, could it be possible to change the serverside settings to draw navigation from WeightedMiniMapUnvisited instead of whatever navigation setting your currently using for every one's bot navigation? I would guess the issue lies in the amount of processing it takes your current navigation settings to process overwhelms the clientside bot, because its trying to translate the map data (being drawn from the actual physical size of the map, which may also include all the doodads on that map as well) to execute, whereas WeightedMiniMapUnvisited is a much less process hungry way to navigate, because I would guess that it draws its map data simply from the minimap, which is a much less process hungry map (due to the fact the mini map doesn't need to draw all of the current areas map data, {doodads (corpses,chests,area entrances/exits ect..)} and it draws JUST what's within the characters view distance, which is a simply command for the bot to follow "Just go where its still shaded". The Bot seems to remember things it encounters so by essentially streaming the map data as it comes (by going to the MiniMap's Unvisited (Shaded) areas, and simply having the bot (clientside) "remembering terrain as its explored" the server and bot will both free up process hungry extrapolation of map data.


*"This is an attempt to coloborate with the great mind's that created the Bossland Buddy Products in hopes to make botting better for everyone"*
 
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