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To rrix: Proof the dungeon explorer is broken

Gorm

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Jun 11, 2012
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So I have said many times that the dungeon explorer is broken in many subtle ways that stop it from working at all sometimes.

Here is an example. The bot was repeatedly trying to ram itself into the wall here and the dungeon explorer shows that it thinks there is a walk-able spot over the wall.


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Also the pathPrecision attribute on TrinityExploreDungeon doesn't seem to work.

I looked at the code and it makes sense, but maybe DB ignores your attempts to mark the nodes as explored.
 
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Ofcorse this is known. It's been like this from start, it's not new. Look i have no clue on programming but i can imagine it's not fuckin easy. It's good to let the profile or plugin creator know that there are some problems. But don't start completely new threads claiming you have proof. Nobody asked for fuckin proof. All seems a bit insulting to the guys doing all that hard work. Your not helping anyone like this.
 
Ofcorse this is known. It's been like this from start, it's not new. Look i have no clue on programming but i can imagine it's not fuckin easy. It's good to let the profile or plugin creator know that there are some problems. But don't start completely new threads claiming you have proof. Nobody asked for fuckin proof. All seems a bit insulting to the guys doing all that hard work. Your not helping anyone like this.

He denied it. You can search my post history to find it, I can't be bothered to find it.

I have been fixing Trinity bugs and contributing code and profiles so I am one of the "guys doing all that hard work".
 
He denied it. You can search my post history to find it, I can't be bothered to find it.

I have been fixing Trinity bugs and contributing code and profiles so I am one of the "guys doing all that hard work".
Never mind then :P
 
I decided to run rifts again today and it happened again after 2 hours.

HRxoQ3r.png


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Weird. Youd think if it simply blacklisted after a number of quick attempts (allow for lag) it could sort of firetune the map to correct for this as it traverses it?
 
He denied it. You can search my post history to find it, I can't be bothered to find it.

I have been fixing Trinity bugs and contributing code and profiles so I am one of the "guys doing all that hard work".

I denied what?

This isn't a Trinity bug, which is why I can't, and haven't, fixed it. What you see on the Mapviewer is what Demonbuddy sees, which is what Trinity sees, and Trinity can only use the API provided and only read the dungeon as Demonbuddy reports it. The DungeonExplorer, including the walkable nav cells, the grid, the TSP, Navigation, pathing, raycasting, etc, are all built into Demonbuddy.
 
I denied what?

This isn't a Trinity bug, which is why I can't, and haven't, fixed it. What you see on the Mapviewer is what Demonbuddy sees, which is what Trinity sees, and Trinity can only use the API provided and only read the dungeon as Demonbuddy reports it. The DungeonExplorer, including the walkable nav cells, the grid, the TSP, Navigation, pathing, raycasting, etc, are all built into Demonbuddy.

I made a post describing some fatal flaws with the dungeon explorer and you said something like it wasn't possible because Trinity did stuff like checking if a grid was behind a wall.

The bot has gotten stuck like this before even when the map did not look corrupted.

Also I suppose you haven't tested pathPrecision, but it doesn't seem to work for me at all. I suspect the nodes are being unmarked as visited somehow.
 
Does Trinity navigates in map provided by DB or DB does all navigation stuff? I'm strongly not happy in the way bot is exploring dungeons and I'm going to improve it.
What I don't like about exploration/navigation:
1. bot runs big distances through already explored areas, back and forth, it looks for me almost randomly,
2. sometimes bot makes few steps back during running to certain direction, but there are no visible obstacles on the way,
3. after chest opening bot runs away, then notices item and run back (need to wait more),
4. few steps/retries to take shrine,
5. a lot of stucks in narrow passages or stairs,
Your ideas, workarounds or hints are welcome.
 
The bot has gotten stuck like this before even when the map did not look corrupted.

Also I suppose you haven't tested pathPrecision, but it doesn't seem to work for me at all. I suspect the nodes are being unmarked as visited somehow.

This.
 
Does Trinity navigates in map provided by DB or DB does all navigation stuff? I'm strongly not happy in the way bot is exploring dungeons and I'm going to improve it.
What I don't like about exploration/navigation:
1. bot runs big distances through already explored areas, back and forth, it looks for me almost randomly,
2. sometimes bot makes few steps back during running to certain direction, but there are no visible obstacles on the way,
3. after chest opening bot runs away, then notices item and run back (need to wait more),
4. few steps/retries to take shrine,
5. a lot of stucks in narrow passages or stairs,
Your ideas, workarounds or hints are welcome.

About nr 3. The wait time after opening chests was removed recently because lots of people requested it.
 
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