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DB server issues?

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kdong

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i run 246 & act 3 ciggarc with trinity. usually dont have any problems, but im having issues when i WP to anywhere, there is like a 30 second delay before my character does anything. here is the log. this has never happened to me before, anyone else having same issues?

[20:12:49.806 N] Using Waypoint Waypoint-220 Number:7
[20:13:12.441 N] ========== Grid segmentation resetting!!! ============
 
my bots have just been randomly stopping a lot lately.
Fights a pack of monsters, and just stops.
Weird.
 
wtf my bot stopped moving too
what version DB? i went back to 246 cuz the new ones are buggy.

every WP i take he stops for 30 seconds, and he stops moving at Rakki crossing too.
 
moving again now.. had stopped for like 3 minutes

I use 250
 
Yea it stopped moving when it went to rakkis crossing and monsters were attacking me. But my enchantress killed them all:D
 
Yup, wouldn't suggest botting now.

And all those people using reloggers without a time limit between relog are gonna come back with "input limit"... Just pretty darn amazing how things work over here..
 
What are the NAV servers anyway?

Server that relays pathing information to each client.

Just a failsafe against client-side susceptibility to *****ing but causes a lot of problems.
 
2 of my bots are working, the other 2 are standing in the battlefields, doing nothing.
da fuq.
 
Why does it seem like the "Nav Servers" stop working every day?
Just me?
 
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Server that relays pathing information to each client.

Just a failsafe against client-side susceptibility to *****ing but causes a lot of problems.
So even though this is totally unnecessary and a very bad idea, the client send it's pathing to the nav server, and then the nav server relays it back to the client?
 
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So even though this is totally unnecessary and a very bad idea, the client send it's pathing to the nav server, and then the nav server relays it back to the client?

The nav-server contains necessary map-meshes for more "complex" pathing. Whenever your routine/profile is moving a long distance, it sends the two waypoints to the nav-server. The nav-server is meant to calculate an actual valid path using the map-meshes to correctly find a workable route, and returns that route back to your client, for your client to navigate.

I think it's mainly a DRM feature, but it may also be to avoid having each user need "map meshes" on their own computer which might cause more issues with Blizzard.
 
The nav-server contains necessary map-meshes for more "complex" pathing. Whenever your routine/profile is moving a long distance, it sends the two waypoints to the nav-server. The nav-server is meant to calculate an actual valid path using the map-meshes to correctly find a workable route, and returns that route back to your client, for your client to navigate.

I think it's mainly a DRM feature, but it may also be to avoid having each user need "map meshes" on their own computer which might cause more issues with Blizzard.

But if there are any issues with the nav server, or any routing in-between, you are basically dead in the water. Most of these functions could be handled client-side so this seems a bit extreme. I understand the need to protect their IP but this is excessive considering the impact on performance even when working as intended.
 
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