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Trinity 1.8.26 Feedback

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@rrrix

I don't know if you playtest your Trinity revisions anymore or just look at the logic of the code and think it works. I'm specifically talking about visited and unvisited nodes and pathPrecision. pathPrecision is suppose to make the bot have a lower threshold for how much of the node he needs to travel through before marking is as visited, but It doesn't seem to work at all, no matter what I set the value to.

Also another issue is that visited/unvisited nodes is not working well either. If the bot dies, all visited nodes seems to get marked as unvisited again and he backtracks to check out all the nodes again.

Is this something you're aware of and plan to make better or is this the best it's ever gonna get?
 
@rrrix

I don't know if you playtest your Trinity revisions anymore or just look at the logic of the code and think it works. I'm specifically talking about visited and unvisited nodes and pathPrecision. pathPrecision is suppose to make the bot have a lower threshold for how much of the node he needs to travel through before marking is as visited, but It doesn't seem to work at all, no matter what I set the value to.

Also another issue is that visited/unvisited nodes is not working well either. If the bot dies, all visited nodes seems to get marked as unvisited again and he backtracks to check out all the nodes again.

Is this something you're aware of and plan to make better or is this the best it's ever gonna get?

lol cmon' man, do you really think I don't actually test anything?

The only thing I really can't test is every single class/build combination, since there's 5^50 of those and i'm just one guy. I play the builds that I LIKE most often, and don't always try the weird latest thing that requires a special item.

Anyways, some things you can do to test the PathPrecision on TrinityExploreDungeon:

1) Set it at 10000/1000/100 and see if you think it still "doesn't work"
2) Enable "Profile Tag Logging" in Trinity Advanced options
3) Stare at the code - i'll make it easy, here:

Code:
                new Decorator(ret => CurrentNavTarget.Distance2D(myPos) <= PathPrecision,
                    new Sequence(
                        new Action(ret => SetNodeVisited(String.Format("Node {0} is within PathPrecision ({1:0}/{2:0})",
                            CurrentNavTarget, CurrentNavTarget.Distance2D(myPos), PathPrecision))),
                        new Action(ret => UpdateRoute())
                    )
                ),

If you STILL think it's not working then:

1) Check/Enable all the "Trinity Support Required Logs" checkboxes in Trinity Advanced options INCLUDING Profile Tag logging
ZE5ypRz.png


2) Post your logs, and the profile you tested with
3) Make a really good bug report so that I can reproduce the EXACT same steps that you used, rather than anecdotal theories
 
Bug: If you have a character that attacks from a distance like the Demon Hunter or Wizard, it will not pickup the loot from the Rift Guardian if it is off screen. My character almost missed two legendary drops if it wasn't for me babysitting the bot!
I would guess that this applies to all elite drops.
 
can you please post a POISON/PET WD Build that works? :( Ive been testing .26 but fetish's don't want to spawn with any of the builds i'm trying to produce...

Running Bounties/Rifts.

Please? :(
 
lol cmon' man, do you really think I don't actually test anything?

The only thing I really can't test is every single class/build combination, since there's 5^50 of those and i'm just one guy. I play the builds that I LIKE most often, and don't always try the weird latest thing that requires a special item.

Anyways, some things you can do to test the PathPrecision on TrinityExploreDungeon:

*snip*

If you STILL think it's not working then:

1) Check/Enable all the "Trinity Support Required Logs" checkboxes in Trinity Advanced options INCLUDING Profile Tag logging
ZE5ypRz.png


2) Post your logs, and the profile you tested with
3) Make a really good bug report so that I can reproduce the EXACT same steps that you used, rather than anecdotal theories

I'm sorry if my post sounded a bit abrupt.

It's just frustrating for me because I've been watching the bot for the past week with DyingHymn's Rift Bot profile, while helping him tweak the box values for different levels. Me saying It's not working at all was mostly out of anger. I know it works in some sense because I've tried setting the pathPrecision to "10000000" a few days ago and the bot reported all nodes explored the moment it entered the level, but how does that help me?

If it works like I think it works, It shouldn't visit nodes at all when using twice the value as boxSize, correct?

Like here:
Code:
<TrinityExploreRift questId="337492" stepId="1" until="RiftComplete" markerDistance="45" boxSize="15" pathPrecision="30" boxTolerance="0.2"/>

But it does it anyway. So either I have totally misunderstood the pathPrecision value or something is amiss. It's not explained very well anywhere.

Edit: Maybe It's not working with "TrinityExploreRift", but I've tried with the Community Bounty Profile aswell that is using "TrinityExploreDungeon" and I get the same results.

Thanks for responding to my anger-induced post though. :)
 
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The plugin seems fine apart from 1 issue I have with WD

Since changing to .26 whenever I run ghom profile or kulle ( from 3 musketeers) I am facetanking boss before garg & bbv & fetish is cast, never/very very rarely happened in .25
has there been some changes to WD combat settings that would cause this?
 
I'm sorry if my post sounded a bit abrupt.

It's just frustrating for me because I've been watching the bot for the past week with DyingHymn's Rift Bot profile, while helping him tweak the box values for different levels. Me saying It's not working at all was mostly out of anger. I know it works in some sense because I've tried setting the pathPrecision to "10000000" a few days ago and the bot reported all nodes explored the moment it entered the level, but how does that help me?

If it works like I think it works, It shouldn't visit nodes at all when using twice the value as boxSize, correct?

Like here:
Code:
<TrinityExploreRift questId="337492" stepId="1" until="RiftComplete" markerDistance="45" boxSize="15" pathPrecision="30" boxTolerance="0.2"/>

But it does it anyway. So either I have totally misunderstood the pathPrecision value or something is amiss. It's not explained very well anywhere.

Edit: Maybe It's not working with "TrinityExploreRift", but I've tried with the Community Bounty Profile aswell that is using "TrinityExploreDungeon" and I get the same results.

Thanks for responding to my anger-induced post though. :)

PathPrecision has one function only - when the bot is within the PathPrecision distance of the destination, it's considered "reached". 30 is not very far away...

http://i.imgur.com/WDSf4VF.jpg

Do you notice when using it this way, it wants to "stand on" what you believe is the dungeon explorer node ?
 
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PathPrecision has one function only - when the bot is within the PathPrecision distance of the destination, it's considered "reached". 30 is not very far away...

View attachment 126699

Do you notice when using it this way, it wants to "stand on" what you believe is the dungeon explorer node ?

The attachment is not working for me.

Edit: My assumption is that pathPrecision makes the bot mark the node as explored within the threshold of the value I set it to.

I consider the dots inside the boxes that's needs to be visited for the node to be marked as explored and that pathPrecision will increase the range from the bot to the dots before it's explored.

1.webp

Or have I totally misunderstood pathPrecision?
 
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Thanks for all your hard work, rrrix and sorry if you've said this elsewhere, but which version of the DB client do you recommend using now?
 
The plugin seems fine apart from 1 issue I have with WD

Since changing to .26 whenever I run ghom profile or kulle ( from 3 musketeers) I am facetanking boss before garg & bbv & fetish is cast, never/very very rarely happened in .25
has there been some changes to WD combat settings that would cause this?

ok just installed 2nd instance of DB release(not beta) and trinity .25 and it casts fetish and garg halfway to boss and BBV just before reaching boss, so I assume there are definitely some changes to combat code?
 
can you please post a POISON/PET WD Build that works? Ive been testing .26 but fetish's don't want to spawn with any of the builds i'm trying to produce...

Running Bounties/Rifts.

Please?
 
Whenever the bot finds mobs behind a door that have to be opened (not attacked) it will just stand there attacking the mobs if they are in range rather than opening the door. Could I fix this or is this something that needs to be fixed in trinity?
 
Whenever the bot finds mobs behind a door that have to be opened (not attacked) it will just stand there attacking the mobs if they are in range rather than opening the door. Could I fix this or is this something that needs to be fixed in trinity?

Yup. The door needs higher weights than the mob behind it. :)
 
where can i download .26 ? isn't listed in the "download" thread and EZupdater doesn't work for me
 
The attachment is not working for me.

Edit: My assumption is that pathPrecision makes the bot mark the node as explored within the threshold of the value I set it to.

I consider the dots inside the boxes that's needs to be visited for the node to be marked as explored and that pathPrecision will increase the range from the bot to the dots before it's explored.

View attachment 126700

Or have I totally misunderstood pathPrecision?

That's correct!
 
Yup. The door needs higher weights than the mob behind it. :)

Hm, in Weighting.cs there is some code that is commented out: "// Prioritize doors where units are behind them". I suspect this could be a rather easy fix, at least a quick and dirty one that is better than the current state? :)
 
That's correct!

So why is it still trying to walk on top of those dots even with pathPrecision enabled?

I can see your attachment now and I use that very same screenshot to calculate pathPrecision.

Edit: I do appreciate your work on Trinity very much, don't get me wrong. DB would not be the same without.
 
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