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My working Version of Trinity for those having issues.

This solved almost all problems I was encountering, Phelon you are a god send, but I must say, it's pretty disappointing that a non-paid community member had to fix their bot... shows the level of support we will be getting in the future. Despite you fixing the problems in trinity I still think I will not be continuing my purchase of this bot due to sub-par actual releases (not even beta), and sub-par support on known issues. The team was 100% okay with the terrible state of their bot and has announced no plans on extending keys for the plethora of people that were complaining about the release almost nonstop since it was available. (also if you say they weren't okay with the state of the bot, I would assume a "TEAM" of people would be able to fix this faster than an individual community member in my opinion.)
I just happened to stumble across the issue. The Demonbuddy Team was working on internal DB things, and I am just helping them out with looking into these things. I am non paid, but we took branched paths approach to fixing a few of these issues. So I was technically working with them, but I don't get anything out of it. I just wanted to see my bot run better =)
Fresh install DB and got nothing but errors when plugging in this trinity. ah well, I think I'm calling it quits with this one. Absolutely nothing works properly. Thx for the effort Phelon
Did you delete the other trinity and then paste this one in?
Can you post where and what you changed?
In PM you said in actorcache.cs and in weighting, but what in weighting?
Just diff the the solution against the latest beta.
 
Last edited:
Just diff the the solution against the latest beta.
I can't find a change compared to original file...can you send me the part and in which weighting file you changed it?
 
I can't find a change compared to original file...can you send me the part and in which weighting file you changed it?

My apologies it is in TrinityCombat.cs
Code:
            TrinityActor target = _target;
            if (target != null && target.IsDead || DateTime.UtcNow.Subtract(_lastTargetUpdate).TotalMilliseconds > 1000 / Core.Settings.Advanced.TpsLimit)
            {
                _lastTargetUpdate = DateTime.UtcNow;
                target = Weighting.WeightActors(Core.Targets);
                _target = target;

            }
 
Not a big TPS increase if I use your changes :thinking:
You are correct, it isn't a TPS increase. It is a TPS throttle. Things were being called every tick which is VERY bad. This fixes that.
 
Phelon you're a god! Getting a solid 30 fps with your version of trinity. Keep up the good work :)
 
Thanks for the work. My TPS from 5 to 25 doesn't seem to change the FPS at all, always hovering around 45-65.
 
Ty for that fix laggy/crash DB even on win 7!
Phelon share with me and others what profile are you use for rift? any download?

and with new DB we have new Routine what prefor for condemn?
 

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