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How the GB Plugin should look like

Would you love to see this?

  • Absolutely, As soon As possible

    Votes: 0 0.0%
  • No, not necessary

    Votes: 0 0.0%
  • I don't care

    Votes: 0 0.0%

  • Total voters
    0
Rendering in game requires an injected DLL. (This is fine for 'private' use, however in a public setting, it's quite detectable.) With that said, don't expect any in-game rendering from HB/GB.

As i already said, rendering is absolutely NOT necessary ;)
HB/GB do not. Which makes calling TraceLine (CGGame__Intersect) *that* often, incredibly processor heavy. (Waiting on frame locks, etc) Yes, it can be added. But it'll probably slow the bots down to a very slow crawl.

Sad to hear that.:( Sounded like a real good idea to me to make the pathing a bit smoother..
Maybe if you call it a bit less often, not for the air-to-air pathing but for the moments when you have a node on the radar and want to descend , gathered a node an another one is nearby and the moment you want to get back up in the air (where you could skip a waypoint in the air or two, so you avoid get up fly and descend again and have a few straight lines)

Adding (or fixing as it may be) the issues you guys have should be fairly trivial. I'll give Hawker a ring on them.

I think the biggest problem for me is that it has problems with mailing in areas with lots of hills, like stormpeaks.
Maybe we could have it follow a certain mail&repair path once bags are full?
 
as far as I know GB does the exact same thing except for the way this bot flys up and goes to the line again, GB just flys up high and then flies back to a previous point and then continues the route, that is something that should be improved.
 
GB should get some pathing improvements, which as nothing to do with this video, the path is good but having the path lined on game is worthless, why would I want to know that? I just have them minimized :)
 
I actually think a smoother, more precise pathing would be easier to spot. Anyone farming for more than 3 minutes would have to be completely brain dead to give the character your full concentration - better to have a movie open on second monitor, one and a half eyes on the TV, etc. That way if you fly into a wall and not notice for 20 seconds to me is more natural than perfect behaviour. On overshooting a node, you can imagine someone seeing it on minimap, pointing your nose at it then not looking back again for 10 seconds.

Really though, if anyone watches you for more than 5 minutes if you're flying to each and every herb and mining node with no real pauses they'll realise it's a bot if they origanally suspect you are. And if they didn't suspect why would they follow you?
 
GB should get some pathing improvements, which as nothing to do with this video, the path is good but having the path lined on game is worthless, why would I want to know that? I just have them minimized :)

The rendered path in game is just to demonstrate, it wouldn't actually be there normally.
 
The rendered path in game is just to demonstrate, it wouldn't actually be there normally.

The thing is, what would you win with it? I just think there are more important things than that.
 
Just want to point out a few things.

Rendering in game requires an injected DLL. (This is fine for 'private' use, however in a public setting, it's quite detectable.) With that said, don't expect any in-game rendering from HB/GB.

The gather bot you're seeing is a fully injected bot. That means it has full access to all of WoW's engine functions, at the drop of a dime. Whenever it wants it.

HB/GB do not. Which makes calling TraceLine (CGGame__Intersect) *that* often, incredibly processor heavy. (Waiting on frame locks, etc) Yes, it can be added. But it'll probably slow the bots down to a very slow crawl.
.

I'm not sure about the exact costs for TraceLine, but im running GB&HB on a very highend machine.
I can imagine that if you do it like Bossland and run 30 bots on one single machine, this can add up and make it slow like a turtle.

But for me, which has lots of cpu-power and graphiccard power to burn for 2 accounts maximum at the same time, dont you think you could add it as an additional option to choose from, so both parts are happy, those that have the hardware and those who run it on slower hardware / with many sessions?
 
I'm not sure about the exact costs for TraceLine, but im running GB&HB on a very highend machine.
I can imagine that if you do it like Bossland and run 30 bots on one single machine, this can add up and make it slow like a turtle.

But for me, which has lots of cpu-power and graphiccard power to burn for 2 accounts maximum at the same time, dont you think you could add it as an additional option to choose from, so both parts are happy, those that have the hardware and those who run it on slower hardware / with many sessions?

The quality of your hardware really has no impact on the fact that injecting into the process, takes a while to execute. (You need to assemble the ASM, inject it into the process, wait for a frame to be presented, and then return the information back to the client.) Keep in mind; you can only do so many injections at a time.
 
I actually think a smoother, more precise pathing would be easier to spot. Anyone farming for more than 3 minutes would have to be completely brain dead to give the character your full concentration - better to have a movie open on second monitor, one and a half eyes on the TV, etc. That way if you fly into a wall and not notice for 20 seconds to me is more natural than perfect behaviour. On overshooting a node, you can imagine someone seeing it on minimap, pointing your nose at it then not looking back again for 10 seconds.

I tend to differ here. I personally can't focus on a film or tv series if i constantly check the monitor for herbs that i could miss. I can do multiple things at once but i only have one pair of eyes.
You need to spot herbs on the map, descent, herb it, lift off, move around, spot herbs , descend and so on, and if you dont want to miss herbs, you need to focus on the monitor for a while.
There is no beep for herbs near you, there is no automated movement, just flying straight lines wont help you, you could overshoot herbs&ore nodes.

Either you do it 100% and focus on gathering or 0% you let gb do it and watch tv

Really though, if anyone watches you for more than 5 minutes if you're flying to each and every herb and mining node with no real pauses they'll realise it's a bot if they origanally suspect you are. And if they didn't suspect why would they follow you?

Objection, this doesn't make sense. If you want to supply the AH you need to spent time gathering your raw materials, and 5m is not enough time^^, i can even do it the whole night long if i can't sleep. I think you would need to watch quite some hours to raise suspicion.
 
There is a MassTraceline in HB's API. it can take an array of points and perform all the tracelines in the array in one frame thus increasing execution speed by a ton. For example, in a test I performed it took 1638 milli-seconds to fire 100 single tracelines, and 31 milli-seconds to fire 100 tracelines using MassTraceline, running at 50 fps and on a lower end computer. MassTraceline being 52x faster in this case.

It should only take 2 frames at most to shoot the rquired tracelines. 1 frame fires a single traceline to test if an obstacle is in the way, if so then in next frame use MassTraceline to fire multiple tracelines to find the best way around the obstacle. If anyone wants to run tests as well just download the attached plugin.
 

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There is a MassTraceline in HB's API. it can take an array of points and perform all the tracelines in the array in one frame thus increasing execution speed by a ton. For example, in a test I performed it took 1638 milli-seconds to fire 100 single tracelines, and 31 milli-seconds to fire 100 tracelines using MassTraceline, running at 50 fps and on a lower end computer. MassTraceline being 52x faster in this case.

It should only take 2 frames at most to shoot the rquired tracelines. 1 frame fires a single traceline to test if an obstacle is in the way, if so then in next frame use MassTraceline to fire a multiple tracelines to find the best way around the obstacle. If anyone wants to run tests as well just download the attached plugin.

I'll test it Right now.
 
It took 3276 milli-seconds to fire 100 single tracelines
Performing Mass traceline test
It took 47 milli-seconds to fire 100 tracelines from masstraceline

----------------------All What Happens , Not sure what's it supposed to do but xD------
 
There is a MassTraceline in HB's API. it can take an array of points and perform all the tracelines in the array in one frame thus increasing execution speed by a ton. For example, in a test I performed it took 1638 milli-seconds to fire 100 single tracelines, and 31 milli-seconds to fire 100 tracelines using MassTraceline, running at 50 fps and on a lower end computer. MassTraceline being 52x faster in this case.

It should only take 2 frames at most to shoot the rquired tracelines. 1 frame fires a single traceline to test if an obstacle is in the way, if so then in next frame use MassTraceline to fire a multiple tracelines to find the best way around the obstacle. If anyone wants to run tests as well just download the attached plugin.

Yep, I added this some time ago (not because of this).
The thing is that any algorithm to generate a path like that depends on the result of the last traceline. That means this really doesn't help you much.

The quality of your hardware really has no impact on the fact that injecting into the process, takes a while to execute. (You need to assemble the ASM, inject it into the process, wait for a frame to be presented, and then return the information back to the client.) Keep in mind; you can only do so many injections at a time.
The assembler is very fast. It's assembled in less than a millisecond.
 
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Yep, I added this some time ago (not because of this).
The thing is that any algorithm to generate a path like that depends on the result of the last traceline. That means this really doesn't help you much.
My idea would be to fire allot of tracelines using MassTraceLine if an obstacle is in the way then check results.
For example here's a simple 2d drawing I slapped together to show what I mean.

Top down view. The lines would be arranged in the array in an order to make it easy to connect them afterwards. this is just to give a general idea
traceline.png
 
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Yep, I added this some time ago (not because of this).
The thing is that any algorithm to generate a path like that depends on the result of the last traceline. That means this really doesn't help you much.


The assembler is very fast. It's assembled in less than a millisecond.

I wasn't saying the assembler was slow. The round-trip execution is slow, and highly dependent on your current FPS. More time is spent waiting for a frame than anything else.
 
Oh! A friend of mine showed me this video a few weeks ago! Good idea on putting it into the GB Plugin, would be pretty bad ass if it were!
 
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