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[Profiles] Adventure Mode Bounties - Community Edition

Status
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Act 4 Bounties
Inactivity timer tripped! Leaving game
Leaving game
Last run acquired 0 gold.
[Trinity] New Game - resetting everything
ProfileOrderManager.OnGameJoined, Reloading profile.
[Trinity] New Game - resetting everything
Loaded profile Act 4 - Loader
Game joined, Resetting profile caches.
Act 4 Bounties
Waiting 3.1 seconds before next game...
Creating new game. Params: [Act: OpenWorld, Difficulty: Torment4, Quest: -1, QuestStep: -1, ResumeFromSave: False, IsPrivate: True]
Loaded profile Act 4 - Loader
GameChanged. Clearing actors
[Trinity] New Game - resetting everything
ProfileOrderManager.OnGameJoined, Reloading profile.
[Trinity] New Game - resetting everything
Loaded profile Act 4 - Loader
Game joined, Resetting profile caches.
Act 4 Bounties
[BountyProfile] Bounties complete returned null.
Leaving game, reason: No more bounties that we can do. Resetting game.
Last run acquired 0 gold.
[Trinity] New Game - resetting everything
Waiting 13.5 seconds before next game...
Creating new game. Params: [Act: OpenWorld, Difficulty: Torment4, Quest: -1, QuestStep: -1, ResumeFromSave: False, IsPrivate: True]
[Logger] System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: F5ABE056, Size: 20
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
at Zeta.Game.Internals.Actors.DiaPlayer.get_IsInConversation()
at QuestTools.QuestTools.OnPulse()
[Trinity] Exception in Pulse: System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: F5ABE056, Size: 20
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
at Zeta.Game.Internals.Actors.DiaActivePlayer.get_LoopingAnimationEndTime()
at Trinity.GameUI.SafeClickUIButtons()
at Trinity.Trinity.OnPulse()
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: DCFFFBEB, Size: 20
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
at Zeta.Game.Internals.Actors.ACDItem.get_Gold()
at Zeta.Game.Internals.Actors.ACDItem.get_ItemStackQuantity()
at Zeta.Game.Internals.Actors.DiaActivePlayer.InventoryManager.get_Coinage()
at Zeta.Bot.GameStats.(Object , EventArgs )
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at System.Delegate.DynamicInvoke(Object[] args)
at Zeta.Bot.Pulsator.(Delegate , Object[] )
[BuddyStats]: Trying to reconnect...
Loaded profile Act 4 - Loader
GameChanged. Clearing actors
[Trinity] New Game - resetting everything
ProfileOrderManager.OnGameJoined, Reloading profile.
[Trinity] New Game - resetting everything
[BuddyStats]: Reconnecting has been succesful
Loaded profile Act 4 - Loader
Game joined, Resetting profile caches.
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties

Make sure you are at rev 82.

@Chong, I havn't changed any settings in that.
 
Act 4 Bounties
Inactivity timer tripped! Leaving game
Leaving game
Last run acquired 0 gold.
[Trinity] New Game - resetting everything
ProfileOrderManager.OnGameJoined, Reloading profile.
[Trinity] New Game - resetting everything
Loaded profile Act 4 - Loader
Game joined, Resetting profile caches.
Act 4 Bounties
Waiting 3.1 seconds before next game...
Creating new game. Params: [Act: OpenWorld, Difficulty: Torment4, Quest: -1, QuestStep: -1, ResumeFromSave: False, IsPrivate: True]
Loaded profile Act 4 - Loader
GameChanged. Clearing actors
[Trinity] New Game - resetting everything
ProfileOrderManager.OnGameJoined, Reloading profile.
[Trinity] New Game - resetting everything
Loaded profile Act 4 - Loader
Game joined, Resetting profile caches.
Act 4 Bounties
[BountyProfile] Bounties complete returned null.
Leaving game, reason: No more bounties that we can do. Resetting game.
Last run acquired 0 gold.
[Trinity] New Game - resetting everything
Waiting 13.5 seconds before next game...
Creating new game. Params: [Act: OpenWorld, Difficulty: Torment4, Quest: -1, QuestStep: -1, ResumeFromSave: False, IsPrivate: True]
[Logger] System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: F5ABE056, Size: 20
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
at Zeta.Game.Internals.Actors.DiaPlayer.get_IsInConversation()
at QuestTools.QuestTools.OnPulse()
[Trinity] Exception in Pulse: System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: F5ABE056, Size: 20
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
at Zeta.Game.Internals.Actors.DiaActivePlayer.get_LoopingAnimationEndTime()
at Trinity.GameUI.SafeClickUIButtons()
at Trinity.Trinity.OnPulse()
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: DCFFFBEB, Size: 20
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
at Zeta.Game.Internals.Actors.ACDItem.get_Gold()
at Zeta.Game.Internals.Actors.ACDItem.get_ItemStackQuantity()
at Zeta.Game.Internals.Actors.DiaActivePlayer.InventoryManager.get_Coinage()
at Zeta.Bot.GameStats.(Object , EventArgs )
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at System.Delegate.DynamicInvoke(Object[] args)
at Zeta.Bot.Pulsator.(Delegate , Object[] )
[BuddyStats]: Trying to reconnect...
Loaded profile Act 4 - Loader
GameChanged. Clearing actors
[Trinity] New Game - resetting everything
ProfileOrderManager.OnGameJoined, Reloading profile.
[Trinity] New Game - resetting everything
[BuddyStats]: Reconnecting has been succesful
Loaded profile Act 4 - Loader
Game joined, Resetting profile caches.
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Act 4 Bounties
Make sure you are at rev 82.

@Chong, I havn't changed any settings in that.

I'm also having this problem after updating to rev 82. This problem did not occur at previous revs.
 
new problem in many bounties, and dont end the bountie
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
 
Exception when terminating bot thread. System.NullReferenceException: Object reference not set to an instance of an object.
at Trinity.XmlTags.TrinityLoadProfile.<CreateBehavior>b__0(Object ret)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.BotMain.()

Exception when terminating bot thread. System.NullReferenceException: Object reference not set to an instance of an object.
at Trinity.XmlTags.TrinityLoadProfile.<CreateBehavior>b__0(Object ret)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.BotMain.()


keep getting thsi error in loop
 
and now I'm experiencing the "create game --> no more bounties we can do --> exit game ---> create game ---> no more bounties we can do" loop now for the first time after updating to rev 82.
 
new problem in many bounties, and dont end the bountie
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!

More info would be nice. Which bounty for example?

@choing, I can't do anything about the NullReferenceException. I have absolutely no idea why TrinityLoadProfile would break.

@Ico, you are experiencing it spamming "Act 4 Bounties" over and over again? Rev 82 should have fixed this. If you look at Act4\act4.xml and the LeaveGame tag at the bottom is shown as <!--LeaveGame, then you are NOT updated.

@Mojo, DB bug, nothing I can do. Restart DB and hope that is fixed.
 
Loaded profile Act 4 - Loader
[Trinity] New Game - resetting everything
GameChanged. Clearing actors
ProfileOrderManager.OnGameJoined, Reloading profile.
[Trinity] New Game - resetting everything
Loaded profile Act 4 - Loader
Game joined, Resetting profile caches.
Act 4 Bounties
[BountyProfile] Bounties complete returned null.
Leaving game, reason: No more bounties that we can do. Resetting game.
Last run acquired 0 gold.
[Trinity] New Game - resetting everything
Waiting 4.2 seconds before next game...
Creating new game. Params: [Act: OpenWorld, Difficulty: Torment1, Quest: -1, QuestStep: -1, ResumeFromSave: False, IsPrivate: True]
[Trinity] Exception in Pulse: System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 000003E0, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
at Zeta.Game.Internals.Actors.DiaActivePlayer.get_LoopingAnimationEndTime()
at Trinity.GameUI.SafeClickUIButtons()
at Trinity.Trinity.OnPulse()
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 0000033C, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
at Zeta.Game.Internals.Actors.ACDItem.get_Gold()
at Zeta.Game.Internals.Actors.ACDItem.get_ItemStackQuantity()
at Zeta.Game.Internals.Actors.DiaActivePlayer.InventoryManager.get_Coinage()
at Zeta.Bot.GameStats.(Object , EventArgs )
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at System.Delegate.DynamicInvoke(Object[] args)
at Zeta.Bot.Pulsator.(Delegate , Object[] )
Loaded profile Act 4 - Loader
[Trinity] New Game - resetting everything
GameChanged. Clearing actors
ProfileOrderManager.OnGameJoined, Reloading profile.
[Trinity] New Game - resetting everything
Loaded profile Act 4 - Loader
Game joined, Resetting profile caches.
Act 4 Bounties
[BountyProfile] Bounties complete returned null.
Leaving game, reason: No more bounties that we can do. Resetting game.
Last run acquired 0 gold.
[Trinity] New Game - resetting everything
Stopping the bot.
Chose Trinity as your combat routine
Bot Thread Ended. Was this requested?

Just keeps on making games and leaving now. Newest revision. I Let this happen for 6 hours. Shit...
 
You should be aware of this already, But the game isn't always detecting bounties and sometimes its causing them to leave the game over and over and over despite there ALWAYS being a bounty on this setup I have going. Hell rift1-2 always has 1 of 3 possible bounties in Act 4, It was working fine prior to the patch now most of the time(even with updated 0.11, previously using 0.9) it will leave the game over and over randomly til it decides to select a either of the 3 bounties. There is Kill sledge, Kill Hammersmash, And Clear hell rift 2. For some odd reason sometimes it will go 3-4 games just fine before this happens, other times it happens first game. And since my profile takes a huge hit on exp/gold loss without your bountyprofile detection of when to leave the game after bounty complete I was wondering if you knew anything about it. I know with the recent patch everything is hectic but I just wanted to put this out here.

If anyone has any idea why it fail to detect the bounty please let me know so I am not crazy and it is indeed a error with the bot or bountyprofile?

This is one of the profiles that worked flawlessly for over a week until the patch. http://www.thebuddyforum.com/demonb...es/156963-highest-xp-gold-hour-profile-s.html now, bountyprofile.cs won't detect them half the time.


Code:
Loaded profile Hell Rift 1-2 BountyProfile0.11
[BountyProfile] Refreshing Cache!
[BountyProfile] Active Bounty returned null during timer_tick, hope that is OK
Leaving game, reason: Bounty Complete, Creating New Game.
[B]Last run acquired 48552 gold.[/B]
[Trinity] New Game - resetting everything
Waiting 5.8 seconds before next game...
Creating new game. Params: [Act: OpenWorld, Difficulty: Torment1, Quest: -1, QuestStep: -1, ResumeFromSave: False, IsPrivate: True]
Loaded profile Hell Rift 1-2 BountyProfile0.11
GameChanged. Clearing actors
[Trinity] New Game - resetting everything
ProfileOrderManager.OnGameJoined, Reloading profile.
[Trinity] New Game - resetting everything
Loaded profile Hell Rift 1-2 BountyProfile0.11
Game joined, Resetting profile caches.
[BountyProfile] Refreshing Cache!
[BountyProfile] Active Bounty returned null during timer_tick, hope that is OK
Leaving game, reason: Bounty Complete, Creating New Game.
[B]Last run acquired 0 gold.[/B]
[Trinity] New Game - resetting everything
Waiting 5.3 seconds before next game...
Creating new game. Params: [Act: OpenWorld, Difficulty: Torment1, Quest: -1, QuestStep: -1, ResumeFromSave: False, IsPrivate: True]
Loaded profile Hell Rift 1-2 BountyProfile0.11
GameChanged. Clearing actors
[Trinity] New Game - resetting everything
ProfileOrderManager.OnGameJoined, Reloading profile.
[Trinity] New Game - resetting everything
Loaded profile Hell Rift 1-2 BountyProfile0.11
Game joined, Resetting profile caches.
[BountyProfile] Refreshing Cache!
[BountyProfile] Active Bounty returned null during timer_tick, hope that is OK
Leaving game, reason: Bounty Complete, Creating New Game.
[B]Last run acquired 0 gold[/B].
 
Last edited:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000320, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
at Zeta.Game.Internals.Actors.DiaUnit.get_Level()
at Zeta.Bot.GameStats.(Object , EventArgs )
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.UnsafeInvoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at System.Delegate.DynamicInvoke(Object[] args)
at Zeta.Bot.Pulsator.(Delegate , Object[] )

Act 4 bounties. The game seem to be like frozen then the bot logs off and it restarts over and over.
 
As I just said again, DB bug. Nothing I can do until they fix it.

@Projectcarry, I have no idea what causes the WPM/RPM errors, but it has never caused the bot to not work for me. I assume it has something to do with the bot trying to do things between loading screens.
 
I do apologize if I was ever being oblivious. I had this profile running perfectly at all the previous revs I ran (not all of them but I am lucky I did get all the working ones). But a lot of problems arise after I updated it to rev 82. Is there a way to revert the rev back to 7x something so I can have my bot running smoothly before the next stable rev come out?
 
Imo you need ALWAYS close DB Beta after error from bountyprofile.

Always i do this after a "infinity loop" and that resolve and profile will work fine than next error ;)

If you do this (so it's really NOT AFKable) the profile works good ! =)
 
Imo you need ALWAYS close DB Beta after error from bountyprofile.

Always i do this after a "infinity loop" and that resolve and profile will work fine than next error ;)

If you do this (so it's really NOT AFKable) the profile works good ! =)

Yes I have to close/open DB after every cache to keep it going or it will keep trying to create a new game over and over and over, same result 0 gold last run, infinite loop. If you come back to your machine every 15 minutes at the moment you can't beat this profile, it's collecting me over 1mil gold per bounty run!
 
I do apologize if I was ever being oblivious. I had this profile running perfectly at all the previous revs I ran (not all of them but I am lucky I did get all the working ones). But a lot of problems arise after I updated it to rev 82. Is there a way to revert the rev back to 7x something so I can have my bot running smoothly before the next stable rev come out?

As far as I know, Act 4 is already stable. It does not matter what rev you use, as it will be unstable. Demonbuddy is giving us incorrect information when we use the bounty API.

If you would like to revert to an older version, you can do this via the SVN client you use.

@Yoriyagami, as long as you are completely up to date, this "infinity loop" that you are talking about shouldn't happen. I have not gotten that error in a VERY long time.
 
More info would be nice. Which bounty for example?

@choing, I can't do anything about the NullReferenceException. I have absolutely no idea why TrinityLoadProfile would break.

@Ico, you are experiencing it spamming "Act 4 Bounties" over and over again? Rev 82 should have fixed this. If you look at Act4\act4.xml and the LeaveGame tag at the bottom is shown as <!--LeaveGame, then you are NOT updated.

@Mojo, DB bug, nothing I can do. Restart DB and hope that is fixed.
Totally random, izual,diablo, etc etc, its totally random, i can run izual wirhout problems but the next run db report problem and run all map without complete the bountie
 
Yes I have to close/open DB after every cache to keep it going or it will keep trying to create a new game over and over and over, same result 0 gold last run, infinite loop. If you come back to your machine every 15 minutes at the moment you can't beat this profile, it's collecting me over 1mil gold per bounty run!

It shouldn't be happening THAT frequently. During my testing, only a couple of the bounties were bugged during each run.

Is it actually leaving, recreating the game, saying there are no bounties we can do, leaving, recreating (for more than like... 10 times in a row?)

@dudulawl, yup. It is random which bounties don't work. I really hope DB's devs fix this soon.
 
By adding a simple 10 second timer before it tried to detect or go to waypoint whatever I was able to confirm each game it was leaving, it had a bounty which should be obvious since A4 always has 1 of 3 bounties available in the hell rift. I am just going nuts trying to figure out how to fix this myself or it its a problem on DB or your end?
 
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