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[Plugin] A ChuckyEgg Attempt! - Party Dude Pro, breaker breaker roger smack 'em!

Hmm, major gremlin situation..

I just tried the Zultan Kulle run, and the leader failed to accept the Boss Encounter!

Geez, what have I done to the code!

Ah... Cydaea... hmm.... do you actualy take on Cydaea in that, or does the profile end before the you enter the boss area?
I need to add that to the Boss Encounter check, in order to stop the dudes from interacting with the portal.

But that shouldn't cause it to crash!

Looks like I have some fixing of the code to do, and lots of testing.
 
I wanted to try this out, but seem to have stumbled upon a weird error. The leader side works fine (at least up to inviting the proper character), whereas the follower's DB crashes right after logging in (before I can click anything) as long as the PartyDudePro plugin is in the Plugin directory. This happens even if PartyDudePro is the only plugin for that DB. The moment I remove it, the bot runs fine, the moment I put it back, it crashes upon login. I'm using plugin version 2.0.6, DB #284.

Did I do something wrong?
 
The profile kills Cydaea, and then continues and finishes with Azmodan - however the dude's just watched the leader kill Az - lazy dudes..
 
I wanted to try this out, but seem to have stumbled upon a weird error. The leader side works fine (at least up to inviting the proper character), whereas the follower's DB crashes right after logging in (before I can click anything) as long as the PartyDudePro plugin is in the Plugin directory. This happens even if PartyDudePro is the only plugin for that DB. The moment I remove it, the bot runs fine, the moment I put it back, it crashes upon login. I'm using plugin version 2.0.6, DB #284.

Did I do something wrong?

I found if you start the leader bot before you even load demon buddy up for the 'dudes' then there is a locked file issue.

I recommend..

Login x 4 to D3, enter a game and wait in town with the Dudes, wait on the menu screen with the leader.

Open 4 x demon buddy, once loaded started the leader bot, wait until it's in game and starts the invites.

Now 'start' the other dude bots
 
The profile kills Cydaea, and then continues and finishes with Azmodan - however the dude's just watched the leader kill Az - lazy dudes..

Thanks for giving the answer about how best to start the bots :) Yet another reason to rewrite the party creation routine.

I've noticed the bots don't seem to want to fight Azmodan! I'm not sure if it happens every encounter? They fight all other bosses!?

This crashing looks like it's the searching for the portals, as it's happened twice now, and in the vicinity of the portals, and in the log the last part refers to portals and invalid object.

It might be an idea to come back to this tomorrow with a fresh head :)

It also might be an idea to use a version with the original portal usage algorithm... hmm, I need to add the leaveGame and leave party to that....
 
Last edited:
Grab version 2.0.4.1

That is the original Portal usage one (the one that worked), but now has the leader leave game and party.

I'll have to sort this mess out tomorrow.
 
Grab version 2.0.4.1

That is the original Portal usage one (the one that worked), but now has the leader leave game and party.

I'll have to sort this mess out tomorrow.

The boss portals aren't working with this version still, the leader isn't confirming the dialog just restarting the countdown. In this version the dude's are not helping with the bosses either.

just fyi :) Thanks for the hard work.

could be the profile - but my team just entered 'the forward barracks' and stood there whilst they got picked apart...
 
Last edited:
From version 2.0.4 (2.0.3 and 2.0.4.1 works), when i start "DB" with a dudepro folder in the plugins,"DB" crushes and can not start at all. By removing this folder, all working fine.
Using Windows 7 64bit + the most updated version of "DB" (not betas). Tried another clean version of windows and "DB", same there.
Ill try today with x86 but not sure if this will help.
 
The boss portals aren't working with this version still, the leader isn't confirming the dialog just restarting the countdown. In this version the dude's are not helping with the bosses either.

just fyi :) Thanks for the hard work.

could be the profile - but my team just entered 'the forward barracks' and stood there whilst they got picked apart...

Thanks :)

It's strange about the dudes not helping out in the fight. I have no idea how the plugin could affect that. Unless they are getting stuck in a loop.. stuck in the portal transition part.

I have just noticed that the dudes can get stuck in the move to the portal... I had to force them to do that, but it seems that it is causing problems!
The move is a while loop, that terminates only once they are within 10 of the portal coordinates, but they seem to be getting stuck on things and not walking round the obstacles!



From version 2.0.4 (2.0.3 and 2.0.4.1 works), when i start "DB" with a dudepro folder in the plugins,"DB" crushes and can not start at all. By removing this folder, all working fine.
Using Windows 7 64bit + the most updated version of "DB" (not betas). Tried another clean version of windows and "DB", same there.
Ill try today with x86 but not sure if this will help.


I've tried all the version 2.x.x versions, and they all result in crashing.

I'm now attempting to track down what is causing the crash. Placing log calls (prints to the log window on DB), throughout the code to see where exactly the crash is occurring.

I'm using 2.0.7, seeing as it is not the calls to the database that causes the crash, and that new portal usage/lost leader algorithm works quite well.

What I have noticed is that portal usage appears to relate to these crashes, but may not be causing it. In all the logs I have looked at (had MANAY crashes today), the one thing they all have in common, is that portal usage had recently occurred.

I think something is happening after the bot travels through the portal to the new area. It is somehow trying to get/look at something that does not exist.


[12:37:28.075 N] leaderLevelAreaChangeCheck() - looking for a portal
[12:37:28.075 N] leaderLevelAreaChangeCheck() - There is portal nearby!
[12:37:28.075 N] leaderLevelAreaChangeCheck() - Moving to the portal
[12:37:28.075 N] leaderLevelAreaChangeCheck() - Use dat portal, mon
[12:37:29.914 N] Leaving leaderLevelAreaChangeCheck()
[12:37:29.914 N] Leaving onTheRun()
[12:37:29.914 N] OnPulse() - finished with onTheRun()
[12:37:29.914 N] OnPulse() - portal stone UI?
[12:37:29.914 N] OnPulse() - follower leaving (other) UI?
[12:37:29.914 N] OnPulse() - follower joining UI?
[12:37:29.997 N] OnPulse() - Boss Encounter UI?
[12:37:29.997 N] OnPulse() - Boss Encounter (other) UI?
[12:37:29.998 N] OnPulse() - dude dead UI?
[12:37:29.999 D] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Internals.Actors.DiaUnit.get_Level()
at Zeta.CommonBot.GameStats.(Object , EventArgs )
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle._InvokeMethodFast(IRuntimeMethodInfo method, Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeType typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(IRuntimeMethodInfo method, Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeType typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at System.Delegate.DynamicInvoke(Object[] args)
at Zeta.CommonBot.Pulsator.(Delegate , Object[] ) --> System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Internals.Actors.DiaUnit.get_Level()
at Zeta.CommonBot.GameStats.(Object , EventArgs )
[12:37:30.050 D] System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Internals.Actors.DiaActivePlayer.get_NumBackpackSlots()
at Zeta.Internals.Actors.DiaActivePlayer.InventoryManager.get_NumBackpackSlots()
at Zeta.CommonBot.Logic.BrainBehavior.()
at Zeta.CommonBot.Logic.BrainBehavior.()
at Zeta.CommonBot.Logic.BrainBehavior.()
[12:37:30.053 D] Destroying obstacle shoulderPad_monkM_hell_base_04_R-1918 Id:135940

The part highlighted in red proves that it is trying to access/retrieve something that no longer or never did exist.

Now it's a matter of figuring out what.
 
Does anyone know the best group composition for players who play their main character actively?

Any ETA for a Trinity compatible version?
 
When i look at logs and scripts, all i see is XYzv?%...

What u coders see, is a beutiful girl in red dress! :cool:

great job so far! U should get sidekick ChuckyEgg, even Neo had Trinity, oh wait... :D
 
Does anyone know the best group composition for players who play their main character actively?

Any ETA for a Trinity compatible version?

I'm no expert that group make-up or builds, but I always play with a Monk leading, as I have better control of its abilities. It always seems to work out better when I do that, especially when facing bosses.

I only run on MP1 at the moment, and with groups made up of either Monks and Barbs, or my current favourite, Monk, Barb, WD, and Wizard.

On The Trinity front, that's on hold until I can figure out what is causing the crashes. Major nightmare this is... I cannot locate the area of code, let alone the instruction itself that is causing the crash!

The Trinity fix is fully coded, and I had it working nicely, but things started to go wrong, although I don;t think they were related to the Trinity fix, so I shelved it till I could resolve the problems.

I've got log calls going all through the code in order to locate the cause of the crashes, and just this last hour I put one at the start of the OnPulse() call and at the endof the OnPulse() call. This call is where i execute the rest of the plugin from, and after the last crash I noticed that it is happening after it leaves the OnPulse() method and before it re-enters it...
So.. I'm now confused.... totally

This means it cannot be the code which is called from within OnPulse(), which is the main part of the plugin.

This just leaves the events:

OnLeaveGame
OnGameChange
OnGamLeft
OnDeath
et al

The problem is, there's been no reason for these events to be triggered at the times of the crashes!

Anyway, beer!!!!
 
When i look at logs and scripts, all i see is XYzv?%...

What u coders see, is a beutiful girl in red dress! :cool:

great job so far! U should get sidekick ChuckyEgg, even Neo had Trinity, oh wait... :D

LOL, made me laugh.... needed that, thanks :)

Now for that beer! :) <hic>
 
I'm going to run with 1.0.10 for the rest of today, 4 - 6 hours, and if it does not cause that same crash, I'll build it back up with what is in version 2.x.x.

The current version of 1.0.10 on here, does not have the ability to leaver the party and the game, but I'll change and upload one that does in the next 20 mins or so. At least it's usable by those who do not need a fully automated run of Acts III and IV.
 
Hey Guys,

I'm a complete noob, I only started to use this and got Demon Buddy yesterday, and the whole purpose I got it for was just to use this one plug-in & beable to play my character and have another one follow me around (where I get to keep their loot) :)

in short, I get it all working reasonably fine for about 2-3 mins, then 2-3 mins into it the demonbuddy on my leader (my computer) crashes and opbviously everything stops working.
I've tried reinstalling all the .net & demonbuddy, fiddle with as many settings as I know, but everything fails.
everything seems to continue running correctly on the 2nd PC (with the exception of the character standing in the old spot of where my main character used to be as its no longer getting the position updates)

I havnt been able to figure out how to attach a log file, so I've just copied and pasted the info here.

[15:14:03.808 N] Demonbuddy v1.0.1162.284 started
[15:14:05.354 N] Logging in...
[15:14:07.074 N] Attached to Diablo III with pid: 13240
[15:14:07.087 N] Flashing window
[15:14:10.131 D] Executable Path: C:\Users\CooKiE\Desktop\DB\Demonbuddy.exe
[15:14:10.132 D] OS Architecture: AMD64
[15:14:10.133 D] OS: Windows 7 64-bit
[15:14:10.134 D] OS Language: English (Australia)
[15:14:10.183 D] Reloading AssemblyLoader<Zeta.CommonBot.ICombat> - Initializing
[15:14:11.730 D] Reloading AssemblyLoader<Zeta.Common.Plugins.IPlugin> - Initializing
[15:14:12.492 N] Initialsiation completed!
[15:14:12.492 N] Bot away, dude!
[15:14:12.980 D] There are 2 plugins.
[15:15:21.421 D] Reloading AssemblyLoader<Zeta.CommonBot.ICombat> - RoutineManager.Reload
[15:15:22.343 D] Reloading AssemblyLoader<Zeta.CommonBot.ICombat> - RoutineManager.Reload !THROTTLED!
[15:15:22.343 D] Routines were reloaded. New routine list:
[15:15:22.343 D] Belphegor All-in-One v1.0.1162.284
[15:15:22.343 D] Generic v0.0.0.0
[15:15:22.343 D] Routines were reloaded. New routine list:
[15:15:22.343 D] Belphegor All-in-One v1.0.1162.284
[15:15:22.343 D] Generic v0.0.0.0
[15:15:25.136 N] Chose Generic as your combat routine.
[15:15:25.555 D] System.Exception: Requested value 'false' was not found. at line (<DestroyObjectsAction>false</DestroyObjectsAction>) Line 11
at ..(XElement , Type )
at ..(PropertyInfo , XElement , Object )
at Zeta.XmlEngine.XmlEngine.Load(Object obj, XElement element)
at Zeta.Common.Xml.XmlSettings..ctor(String path)
at Demonbuddy.Routines.Generic.GenericRoutineSettings..ctor()
at Demonbuddy.Routines.Generic.GenericRoutine.get_Settings() in c:\Users\CooKiE\Desktop\DB\Routines\Generic\GenericRoutine.cs:line 24
at Demonbuddy.Routines.Generic.GenericRoutine.get_ConfigWindow() in c:\Users\CooKiE\Desktop\DB\Routines\Generic\GenericRoutine.cs:line 51
at Demonbuddy.MainWindow.btnSettings_Click(Object sender, RoutedEventArgs e)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
at System.Windows.Controls.Primitives.ButtonBase.OnClick()
at System.Windows.Controls.Button.OnClick()
at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e)
at System.Windows.UIElement.OnMouseLeftButtonUpThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
at System.Windows.UIElement.OnMouseUpThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)
at System.Windows.Input.InputManager.ProcessStagingArea()
at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)
at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
[15:15:50.048 N] Current bot set to Order Bot
[15:15:50.048 N] Loaded profile Human not bot
[15:15:54.490 D] Start/Stop Button Clicked!
[15:15:54.523 D] Forcing profile reload.
[15:15:54.723 N] Loaded profile Human not bot
[15:15:54.723 D] Starting bot Order Bot
[15:15:54.745 D] Added new hook [OutOfGame] 9da342eb-18de-4f1e-95dc-d9486e410437
[15:15:54.748 D] Added new hook [Death] 8acee602-766a-46f1-ad41-c0fdc0fd682b
[15:15:54.748 D] Added new hook [RoutineBuffs] f0ec3d4b-51c8-46d2-8708-5ee3a17d6dbc
[15:15:54.748 D] Added new hook [RoutineCombat] 6d3dc544-1b55-439b-8ef1-706275337803
[15:15:54.748 D] Added new hook [Combat] b9770454-5ddb-4ccd-97fb-10eb34395764
[15:15:54.765 D] Added new hook [IdentifyItems] e2f100d6-926e-4307-8441-fdfabd68235e
[15:15:54.766 D] Added new hook [StashItems] 8e87bb2d-9fbc-49a6-aa6a-9bed0b14ae26
[15:15:54.766 D] Added new hook [SellAndRepair] 6ddc93fc-e0e7-4d41-8d13-7a09a6327c11
[15:15:54.766 D] Added new hook [SalvageItems] 21a96687-10f0-4691-a696-3f178b75c8ed
[15:15:54.769 D] Added new hook [VendorRun] 2ad088f2-24f7-428b-b34c-786fd073b8c4
[15:15:54.774 D] Added new hook [Loot] 90f2c462-a4c4-418d-9b0b-93a62b7dbe22
[15:15:54.775 D] Replaced hook [BotBehavior] 701c26c8-bd1a-4323-bfc0-162624a37703
[15:15:55.076 N] Loaded profile Human not bot
[15:15:56.286 N] Initialsiation completed!
[15:15:56.286 D] Spooling up bot thread.
[15:15:56.286 D] Bot thread started.
[15:15:56.313 N] GameChanged. Clearing actors
[15:15:57.163 D] Joined a game!
[15:15:57.178 N] ========== Grid segmentation resetting!!! ============
[15:15:57.179 N] ProfileOrderManager.OnGameJoined, Reloading profile.
[15:15:57.381 N] Loaded profile Human not bot
[15:15:57.520 N] Forming the party up from OnPulse()
[15:15:57.520 N] Initialsiation completed!
[15:15:57.923 N] Starting a new game
[15:15:57.923 N] Creating party
[15:16:01.224 N] INVITES INCOMING
[15:16:01.366 N] Party not full yet. Sending out invites!
[15:16:02.926 N] Sending party invite for first char
[15:16:07.184 N] Party not full yet. Sending out invites!
[15:16:18.916 N] All invites have been accepted, now it's time to party!
[15:16:20.006 N] Party up, let's go!
[15:16:20.240 D] Parsing parent type table: 167097204
[15:16:26.805 D] Destroying obstacle caOut_Bone_Cairn-3698 Id:340
[15:16:26.820 V] Blacklisting 854D005B for 00:00:01
[15:16:27.849 D] Destroying obstacle caOut_Bone_Cairn-3698 Id:340
[15:16:27.850 V] Blacklisting 854D005B for 00:00:01
[15:16:28.861 D] Destroying obstacle caOut_Bone_Cairn-3698 Id:340
[15:16:28.862 V] Blacklisting 854D005B for 00:00:01

looking through a range of logs, it always seems to "stop" when something is being black listed.... Im not sure if that helps.

If someone could help out this first time user it would be appreciated.

Thanks a heap!!!
 
Hey, Cheerbear

From the log I see that is is forming the party and starting it off correctly.

Is it crashing D3 and/or DB ?

I'd use version 1.0.10.1 for now. Version 2.0.0 on are causing crashes.

I'm going to rebuild the plugin based on 1.0.10.1 as the foundation.
 
its DemonBuddy thats crashing... I'll try the 1.0.10.1 version thanks :)

Also another thing I was getting was that even though I selected "Human Controlled" I was still getting random "monster & obstacle" attacks
 
Ive been running the 1.0.10.1 version since my last post without any issues (apart for my human controlled part being taken over by bot commands periodically).... if any1 can tell me what I need to dom to stop that from happening Id really appreciate it.

Good work on this btw :)
 
Ive been running the 1.0.10.1 version since my last post without any issues (apart for my human controlled part being taken over by bot commands periodically).... if any1 can tell me what I need to dom to stop that from happening Id really appreciate it.

Good work on this btw :)

Ah, yeah, Human controlled only means for movement. Looting and combat is still done by the bot.

If you want to do the fighting and looting yourself, you'll need to set the following to 0 in the Settings tab of DemonBuddy:
Kill Radius
Loot Radius


You may also need to set the following lines to False in the profile:


PHP:
 <KillMonsters>True</KillMonsters>
 <PickupLoot>True</PickupLoot>

I'm just testing version 1.0.10.2, which has the threading added to the database calls, and the party formation is fixed, where there was a chance that the total number of party members set in the PartyLeaderPro's config window was not the one used by the plugin.. e.g. you set it to 3 for a 3 party run, but the plugin thinks it is 2 party.
This error only occurred if you did not go into the config window at the very start of a series of runs, but this is fixed in the 1.0.10.2 version.

I'll release the version once I have had it running for a few hours without any incidents.

I'm going to confirm all the changes made in version 2.x.x are not causing the crashes, before I implement the portal usage.


When i look at logs and scripts, all i see is XYzv?%...

What u coders see, is a beutiful girl in red dress! :cool:

great job so far! U should get sidekick ChuckyEgg, even Neo had Trinity, oh wait... :D

Thanks for the email and info within re possible cause of crashes. I'll take a look at that.
You need to clear down your mailbox, matey :)
Delete all your sent mails and trash, that's what I do :)

Thanks again :)
 
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Oh dear, it just crashed, but all that I had changed in it was the party formation fix. I had removed the file calls with their own threads, because I caught the bots just standing around doing nothing!


[09:20:24.275 D] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Internals.Actors.DiaUnit.get_Level()
at Zeta.CommonBot.GameStats.(Object , EventArgs )
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle._InvokeMethodFast(IRuntimeMethodInfo method, Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeType typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(IRuntimeMethodInfo method, Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeType typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at System.Delegate.DynamicInvoke(Object[] args)
at Zeta.CommonBot.Pulsator.(Delegate , Object[] ) --> System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Internals.Actors.DiaUnit.get_Level()
at Zeta.CommonBot.GameStats.(Object , EventArgs )
[09:20:24.276 D] System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Internals.Actors.DiaActivePlayer.get_NumBackpackSlots()
at Zeta.Internals.Actors.DiaActivePlayer.InventoryManager.get_NumBackpackSlots()
at Zeta.CommonBot.Logic.BrainBehavior.()
at Zeta.CommonBot.Logic.BrainBehavior.()
at Zeta.CommonBot.Logic.BrainBehavior.()
[09:20:25.453 D] Destroying obstacle Cg � Id:-484415805

So, 1.0.10.1 caused no problems during its more than 6 hour test run. The addition of the party formation fix caused a crash, and with the threading added the bots just stood around doing nothing.

Damn those Gremlins!

-------------------

What I don't get about this, is that I ran all day, for many hours, with the portal usage version (early days of that version). Taking my chars through the acts, and with no problems. What on earth has happened here???
 
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