Sorry if this sounds stupid but can we take this as mainly a fix to the chars entering cellars and zones and not doing anything? Or are there stability (the recent crashes) fixes in there too
After fresh reinstall, also crashing!
Noway, it crashes randomly (hmm faster then with .217?)
No such thing as crashing randomly. Get the devs some data so they can find the problem.Noway, it crashes randomly (hmm faster then with .217?)
Here's my log. Crashes after about 2-3 minutes.
Keeps spamming something about "Rule matched Gold by name" and "Rule has no stats to match, assuming base types were defined and returning a successful match!".
Not sure if that's caused by any plugin? Probably Giles' stash replacer if any.
You need to go into world object handler config and tick "Disable Loot Rule Filtering". Those item rule matches are caused by DB trying to match item rules, which if you're using the item rules with stash replacer, match EVERYTHING. Always be sure to read a plugin's install instructions carefully![]()
It's for both, should fix when it stops doing anything after zoning/taking portals and we had to disable closing db when diablo craches so we can see what function it's trying to run when diablo crashes.
Nesox - the new actor manager also seems to cause some issues with monsters - for example the large wood wraiths in act 1, frequently bots were getting stuck trying to hump their legs - as if a waypoint was stuck inside the tree that the bot wanted to reach, so it wouldn't do anything to them until the follower killed the tree/you got knocked back - usually if the tree had just spawned from inside an obstacle-clump (but was "active" and able to attack you) - #220 this problem vanishes again, which suggested the new actor manager has other issues besides causing stucks after entering zones/portals? Was it not reading the radius of objects correctly perhaps, or not reading their location (it did feel like the new DB versions were not updating positions as frequently...)?
It doesn't read the position of anything or something like that. It simply maintains a list of all ingame and out of game objects, also provides a few nice methods for retrieving objects.
We rewrote it because it's a little slow apparently we need to do some more private testing until it's deemed ready for the public, we got a few testers that usually test new builds.