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[Suggestion] Path Navigation

Dgc2002

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A small suggestion: Currently most users are using DB for two profiles, Core Of Arreat and Dank Cellar. Both of these profiles contain a non-dynamic map/path. I believe i can assume that the nav server is under a lot of stress at the moment, so why not store locally(or even on the nav server, this would save the time/resources it takes to calculate) proven paths for non-dynamic maps? I know its possible however is it worth the performance gain for the nav server/end user?

(I realize its a bit more complicated than stated here. You would still have to calculate certain things(e.g. is there a new object in the path that wasn't there before?) but I would still expect to see a performance increase)
 
+1

Currently taking me ~5 seconds to download each new path. Soooo slow.
 
Waiting for path request to finish... is the most common message in my log.

Usually, it takes ~5 seconds to download each new path. Sometimes, it takes upwards of 30 minutes. I have 35mb/35mb Internet.

Why do we need to communicate with a nav server? Is this supposed to be anti-piracy DRM? If it is, it's messing up a ton of the legit customers.
 
Waiting for path request to finish... is the most common message in my log.

Usually, it takes ~5 seconds to download each new path. Sometimes, it takes upwards of 30 minutes. I have 35mb/35mb Internet.

Why do we need to communicate with a nav server? Is this supposed to be anti-piracy DRM? If it is, it's messing up a ton of the legit customers.

My guess would be that having a central calculation like that makes it much easier to push new calculation methods/designs. Rather than tweaking it, testing it on a couple accounts then pushing it in a new release they can update it and instantly have hundreds of accounts testing it. After its honed in enough i would hope for it to be done client side, unless they have other reasons for this design.
 
never complained bout HB products and im usually very patient. but this progress of getting this bot better is so slow. and we are reciving no post bout any updates or whats going on.

and what is going to be done in the future by the devs to resovle many of the current issues.

nevertheless thanks for the bot.
 
One of my bots is PERMANENTLY stuck because it cannot download the next waypoint. It's been twenty minutes already. I have Unstucker running so by now, the bot has restarted about 20x.

It's stuck in an infinite loop. It fails to download the waypoint within 40 seconds and so Unstucker restarts it. Repeat forever until I intervene to fix it.

This bot DOESN'T EVEN WORK WITHOUT BABYSITTING. If you have your bot working, it is because of luck. Eventually, probability will make it so that you face the navigation issues, too.

Either the navigation server needs to be severely improved or this kind of data should be stored locally.
 
A small suggestion: Currently most users are using DB for two profiles, Core Of Arreat and Dank Cellar. Both of these profiles contain a non-dynamic map/path. I believe i can assume that the nav server is under a lot of stress at the moment, so why not store locally(or even on the nav server, this would save the time/resources it takes to calculate) proven paths for non-dynamic maps? I know its possible however is it worth the performance gain for the nav server/end user?

(I realize its a bit more complicated than stated here. You would still have to calculate certain things(e.g. is there a new object in the path that wasn't there before?) but I would still expect to see a performance increase)

This, if it could be done, would be a great idea. To just mesh the non dynamic maps.
That said, I doubt it could be done without having to re-do the whole system so it's unlikely that it'll happen.
 
I was unaware of the non-dynamic map problems. Anyhow, most maps are not even dynamic and so those ones should just be meshed. HonorBuddy had this mesh system so why doesn't DemonBuddy?

@Toney001

This nav system is just unusable and breaks the bot. It has to be redone.
 
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