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Trinity 1.8.22

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[h=3]Changelog 1.8.22[/h]
  • Added lots of Try/Catch to UI loading stuff
  • Added "Started with Bounty" check to TrinityExploreDungeon

Trinity updates are always fully welcomed :) glad to see it becomes better every time it is updated. However, I have questions about new updates. What do these two updates make difference in the gameplay? How do we make full use of them?
 
Just and FYI my Witch Doctor is broke with any version past 1.8.18 Fetish's are no longer cast. and big bad voodoo also no longer is cast. Everything else seems to work nicely.
 
Just and FYI my Witch Doctor is broke with any version past 1.8.18 Fetish's are no longer cast. and big bad voodoo also no longer is cast. Everything else seems to work nicely.

the bug seems to be with the range. if u manually move closer these spells will fire but i dont see a place to adjust this value
 
has .22 solved the blood shards problem? because even if i uncheck the 'pickup blood shards' it will still try to pick them up!
 
There is a problem with selecting "pick up rift keys" I check the box, save and close the configuration GUI and when I reopen that part again it is automatically unchecked. :/
 
@rrix,

Thank you for making great plug in. I always have problem with Town Portal freezing, it doesn't matter what version I use.

I tried to fix it by adding a code <TrinityTownPortal waitTime="6000" /> right after this line <TrinityTownPortal questId="1" /> in a individual profile such as bounty profile. But it didn't work.

Whenever town portal freezes, error log says "..... waitTime=2500. [Trinity] TrinityTownPortal Timer finished. "
So, I assume Trinity TownPortal DefaultWaitTime=2500 ?

How can I change that DefaultWaitTime? I 'd like to increase that time to 6000 or so.


Should it be changed in somewhere here? Please help.... thank you
 
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<TrinityTownPortal questId="1" waitTime="6000" />

stay out of the .cs :)
 
<TrinityTownPortal questId="1" waitTime="6000" />

stay out of the .cs :)

:D

Where should I add that code?
Should I add that in individual profile to change that default TownPortal Time? Individual profile code can override default codes?

Thaaank you for your help
 
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Changelog 1.8.22

Removed WorldHeightCache and Raycast Cache to save memory.

Wouldn't this increase CPU usage?

Was it this that caused the high memory usage in DB?
 
Wouldn't this increase CPU usage?

Was it this that caused the high memory usage in DB?

Not necessarily. The HashSets had so many entries that it was causing *more* CPU to scan through the set than it was just to re-check from the game (which is already pretty fast).
 
Not necessarily. The HashSets had so many entries that it was causing *more* CPU to scan through the set than it was just to re-check from the game (which is already pretty fast).

Ah ok. DB seems to be using less memory over time though. I will let it run for 2 hours and see how it goes.
 
hey rrix, any ideas on how i could fix the problem i described on page 14? bot keeps triggering inactivity timer and restarting profile because of it.
 
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EDIT: Oops posted in wrong thread, but i guess this works too.

Not only did it keep searching the area after bounty was completed, but it went down into fields of misery past the ignoreScene.

I'm not sure whats wrong here.

Code:
<Profile>
<Name>General The Festering Woods Bounty</Name>
<KillMonsters>True</KillMonsters>
<PickupLoot>true</PickupLoot>
<GameParams act="OpenWorld" resumeFromSave="False" isPrivate="True" numGames="-1" />
<Order>

	<If condition="Me.IsInTown==False"><TrinityTownPortal questId="1" /></If>		
	<UseWaypoint waypointNumber="10" questId="1"/>	

    <!-- Look for him -->
	<LogMessage quest="1" step="2" output="Swiggity swooty, we're roaming for that booty..." />
	  <TrinityExploreDungeon stayAfterBounty="False" questId="1" stepId="2" until="FullyExplored" boxTolerance="0.01" boxSize="25" >
		<IgnoreScenes>
		  <IgnoreScene sceneName="_S01" />
		</IgnoreScenes>
	  </TrinityExploreDungeon>
  
	<LoadProfile file="act1.xml" />
	
</Order>
</Profile>

DemonbuddyBETA v1.1.1799.391 started
Logging in...
Attached to Diablo III with pid: 267104
Flashing window
[Trinity] Initialized v1.8.22
[QuestTools] Plugin v1.5.21 Enabled
 

Attachments

Reproduce:
must be in the map similar to the A5 map with two portals connecting road sections. For example the map in the Rift or the quest before Malthael
Use TrinityExploreDungeon tag

I guess the reason is that this new map needs a special action other than other doors.

Expect:

The bot should walk through portals just like opening doors.

Actual issue:

The bot stuck before the portal.

I can provide more details if the issue is still ambiguous


The portal is something like

[19174D2C] GizmoType: Switch Name: x1_Fortress_Portal_Switch-117191 ActorSNO: 328830 Distance: 4.759654 Position: <632.5, 630, 10.28859> Barracade: False Radius: 12.64744
[191653F4] GizmoType: Switch Name: x1_Fortress_Portal_Switch-117190 ActorSNO: 328830 Distance: 6.374559 Position: <575, 592.5, -10> Barracade: False Radius: 12.64744
 
EDIT: Oops posted in wrong thread, but i guess this works too.

Not only did it keep searching the area after bounty was completed, but it went down into fields of misery past the ignoreScene.

I'm not sure whats wrong here.

Code:
<Profile>
<Name>General The Festering Woods Bounty</Name>
<KillMonsters>True</KillMonsters>
<PickupLoot>true</PickupLoot>
<GameParams act="OpenWorld" resumeFromSave="False" isPrivate="True" numGames="-1" />
<Order>

    <If condition="Me.IsInTown==False"><TrinityTownPortal questId="1" /></If>        
    <UseWaypoint waypointNumber="10" questId="1"/>    

    <!-- Look for him -->
    <LogMessage quest="1" step="2" output="Swiggity swooty, we're roaming for that booty..." />
      <TrinityExploreDungeon stayAfterBounty="False" questId="1" stepId="2" until="FullyExplored" boxTolerance="0.01" boxSize="25" >
        <IgnoreScenes>
          <IgnoreScene sceneName="_S01" />
        </IgnoreScenes>
      </TrinityExploreDungeon>
  
    <LoadProfile file="act1.xml" />
    
</Order>
</Profile>

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[Trinity] Initialized v1.8.22
[QuestTools] Plugin v1.5.21 Enabled

You should re-use the festering woods profile from R-A1, or create one very similar to it. Exploring the open world will do exactly that, explore the entire open world ;)
 
The portal is something like

[19174D2C] GizmoType: Switch Name: x1_Fortress_Portal_Switch-117191 ActorSNO: 328830 Distance: 4.759654 Position: <632.5, 630, 10.28859> Barracade: False Radius: 12.64744
[191653F4] GizmoType: Switch Name: x1_Fortress_Portal_Switch-117190 ActorSNO: 328830 Distance: 6.374559 Position: <575, 592.5, -10> Barracade: False Radius: 12.64744

These are barely supported.. Just barely enough to get by in questing really. There's currently a 45 second timer between uses of these portals, and it needs a fair bit of attention to fix it.

I'd recommend running another profile for loot/xp until this is better supported. It's not super high priority at the moment :)
 
<TrinityTownPortal questId="1" waitTime="6000" />

stay out of the .cs :)

hi rrrix,

That code you wrote above didn't override the default town portal time and causing same town portal freezing problem. Trinity still say waitTime=2500.
Please look at how many people out crying about town portal freezing problem in DB forum.

I got the same error after I inserted that suggested code. Please make this clear for many people suffering with Trinity town portal freezing problem.

[Trinity] TrinityTownPortal started - clearing area, waitTime=2500, startHealth=642323
[Trinity] Town Portal timer finished

or sometimes this

[Trinity] TrinityTownPortal started - clearing area, waitTime=-1, startHealth=642323
[Trinity] Town Portal timer finished

then, freezes.
 
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confirmed one thing
destroy destructibles attack range not really an attack range, but trigger-detect range to attack it
and its bad

not 100% sure on this, but I think that prevents situations like in act 4 where if you're below the staircase and start shooting at a cursed growth in range but above the stairs and keep missing forever = stuck

Has the backtracking explore bug gotten fixed? this causes most of the stucks in rift/bounties
 
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You should re-use the festering woods profile from R-A1, or create one very similar to it. Exploring the open world will do exactly that, explore the entire open world ;)

You are right of course but currently if we use moveto it doesnt quit when the activebounty is completed. Which means a lot of added code to wrap them in haveBounty tags. If ANY tag nested inside a havebounty would be ended when the bounty finishes then things would be a lot easier.

Aside from that, i have seen both ignorescene and stayafterbounty work properly, but every now and then it just goes awol and ignores them so its hard to repro. Maybe it only happens in conjucntion with some of the DB exceptions we've been seeing. /shrug
 
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