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Trinity 1.7.2.5

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rrrix

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Download Trinity 1.7.2.5

Changelog 1.7.2.5:

  • Removed A3 Skycrown signal fires from navigation obstacle list... was causing stucks!
  • Re-enabled DB closing on D3 crash.
  • Fixed a townrun bug & missing legendary loot. Bot will not properly stand around and wait for a target while townrun timer is running.
  • Added TempestRush on Trash only option.
  • Small fix for Treasure Goblins behind doors and Keeps 2 Destructible (Barricade) doors
  • Gold Inactivity timer should no longer crash D3/DB
  • GilesTrinity.xml will now be saved in with indentation (for easier human consumption)
  • Added some additional safety checks for not picking legendary items
  • Added a LineOfSight check for BodyBlocking for Items/Shrines/Gold/Containers - should help the mysterious "zomg didn't pickup my legendary!" and missing random shrines etc
  • Fixed blacklisting bosses too quickly


Changelog 1.7.2.4:


  • Now picks up craft tomes regardless of misc item level selection if we've chosen to pickup craft tomes
  • Hard rules will now always keep Archon plans and Marquise designs - feel free to edit :)
  • Should be better about checking for nearby monsters while trying to Town Portal
  • Added a few missing entries to translation.dis
  • Fixed TrinityExploreDungeon using townportal on timeout and not finishing tag. Also added extra node-done check for ReachedDestination (since we're using DB navigator now)
  • Fixed molten core avoidance (i hope!)
  • Wizard Teleport, Twister, and WitchDoctor Acid Rain are now better at finding cluster targets
  • Some additions and fixes/tweaks to TargetUtil GetBestClusterPoint
  • Once again attacks and kills Ghom (his boss SNO was missing... weird)
  • Small adjustment to IsAttackable detection - should be faster and more reliable as well
  • Small adjustment to TrashMob Cluster detection - changed movement speed update to every Movement request/tick and reduced minimum movement speed to ignore trash mobs, and reduced minimum range for trash mob to be ignored to 2f RadiusDistance
  • Added townPortalOnTimeout="True/False" to TrinityExploreDungeon (for tinnvec :))

Changelog 1.7.2.3:


  • Added options to set minimum trash mob pack size and trash mob pack radius (default = 1, 20f)
  • Made a bunch of optimizations that should help reduce CPU utilization
  • Added more fine-grained pickup options for Designs/Plans, Essences, etc
  • Monk SW buff logic is no longer "ticked" when merely running past a monster
  • Unstucker is slightly less sensitive (now requires stuck for 5 seconds instead of 3).
  • Unstucker no longer kicks-in on Town Runs.
  • Added additional logging mechanism to log ALL dropped items (and whether or not we wanted to pick it up) with a bunch of useful info for Devs
  • Fixed Player Summons counters (e.g. Zombie dogs/Gargantuan) not counting correctly - still needs more stuff to work in PVP/Multiplayer games
  • Gold Inactivity timer will no longer keep trying to leave the game if bot stop button is pressed
  • Will now pickup Grey and White Items if player level is less than 6 and 11 (respectively)
  • Added GUI options to pickup/ignore Crafting Materials (Demonic Essences)
  • Removed 'Ignore solitary trash mob (40f)' option
  • Added psuedo clustering logic into TargetUtil - could be useful for all "AoE" type of powers!
  • Wizard: CM/WW Wiz's will now move into melee range before casting energy twister (like Trinity 1.6)
  • Wizard Energy Twister will now try to use the best 'cluster' to drop tornadoes
  • CM/WW Wizards may now teleport into the best nearby cluster location
  • TrinityExploreDungeon will be better about checking for Grid Segmentation resets
  • Removed a bunch of unused legacy code
 
Last edited:
Sweet, now just tell me how to make my Barb use Frenzy a little more instead of WW and your D will be S'd :p
 
Set Demonbuddy to not close when game client crashes (should help with crash reports, except when using YAR) in version 1.7.2.3:
And adter this version , we have huge bug. After crash(d3 every day have more crash), DB don't close and relogger try restart and "max session". With this, we have not work any relogger, but ppl can do report
 
Set Demonbuddy to not close when game client crashes (should help with crash reports, except when using YAR) in version 1.7.2.3:
And adter this version , we have huge bug. After crash(d3 every day have more crash), DB don't close and relogger try restart and "max session". With this, we have not work any relogger, but ppl can do report

I have zero crashes in over two weeks. Stop using reloggers.
 
U lol?:) If u use 5bot, mb. If bots 50+ .... Pls, back "close db if d3 crash or close".
 
Set Demonbuddy to not close when game client crashes (should help with crash reports, except when using YAR) in version 1.7.2.3:
And adter this version , we have huge bug. After crash(d3 every day have more crash), DB don't close and relogger try restart and "max session". With this, we have not work any relogger, but ppl can do report

With 1.7.2.3/4 DB wasn't closing, so the YAR was force-killing Demonbuddy which caused the max sessions.

You won't get any more max session errors with 1.7.2.5.
 
Hell of a job ;) Bot attacks Ghom now as he should.

Got however little error during first run with new Trinity.
If you could take a look that would be great ;)
 

Attachments

reloaded item rules, demonbuddy crashed, starting again, then saying max sesions authenticaytion failed :/
 
I can't set up Custom path for Item rules.
Or, to better explain it, after I choose a folder and click save settings, all seems OK. But DB doesn't read the folder I've set up.

Please advice.

PS I see that you acknowledged the crashing bug, in the previous post.
Can you reproduce this error as well and let us know if it will be on your list?

PPS I WAS WRONGED!
It reads them. But on next restart, since clicking reload rules just crashes DB.
 
Last edited:
U lol?:) If u use 5bot, mb. If bots 50+ .... Pls, back "close db if d3 crash or close".

lol and its our fault you're doing 50 bots? pay somebody to make you a relogger, you can obviously afford it.
 
Omg.. 178 Beta + Trinity 1.7.2.5 stuck,stuck,stuck,stuck and more stuck... =/ my 7 bots, coming and going endlessly.. >....endlessly....<

waiting for a new update, returning to 1.7.2.2 + 302... also gets stuck, but slightly less than the current for me..
 
This version waits for invisible mobs to appear instead of ignoring them. Also gets stuck in packs of mobs without attacking trying to reach an invisible mob.
 
This version waits for invisible mobs to appear instead of ignoring them. Also gets stuck in packs of mobs without attacking trying to reach an invisible mob.

i saw this happen on 1.7.2.4 too, it waits for every single "invisible" mob, and even doesnt attack the mobs around him while waiting
i talk about the mobs in stonefort/skycrown and all tower maps, which always jumps over the balustrade...trinity waits seconds before a normal player can even see them, bad equipped bots could die while waiting i think

easily reproducable, just need to run any of these maps, hope u can fix this soon, it really slows everything down

keep up the good work!thanks
 
same issue with the 2 posts above me.. going back to 1.7.2.2 as it is the most stable for me
 
Back to 1.7.2.3 for me I guess. Due to the invisible/hidden mobs issue, my gph dropped by about 10% which isn't too bad but I still like my efficiency as it was. Good job rrrix though.
 
Just one massive issue, that's been an issue since the very beginning. Molten Core, Fire Trail, and Arcane Laser avoidance. It's never been fixed. Just wondering if this is something you're still working on or not. My Wizard will just constantly follow behind a molten mob, and get his shit pushed in due to that DoT. More often then I'd like to see, also, is my wizard getting blown to pieces from the Molten Explosion. Along with Arcane Enchanted mobs. My character sometimes runs back and forth in the beam, or sits in the middle of the arcane ball.
 
This version waits for invisible mobs to appear instead of ignoring them. Also gets stuck in packs of mobs without attacking trying to reach an invisible mob.
+1

also there're still stucks when running to salvage items
 
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