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Trinity 2.1.5 and QuestTools 2.1.18

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rrrix, now people are posting error logs, but not really explaining whats going on.
lol
 
Bug Report form:
------------------------
What's the problem?


What steps will reproduce the problem?


What is the expected result?


What happens instead?


LOGS:
------------------------
When troubleshooting a problem that re-occurs, Please enable these logs (in Trinity > Advanced tab), reproduce your problem, and post your ENTIRE log file. You can zip your log file.

9BEfTyd.png



Logs are a TREMENDOUS help when troubleshooting your problem.

I don't see how this is so hard for people to understand... *sigh*
 
  • Added Intelligent Spell Tracking for DemonHunter marked for death (fixes 3 second recast, will now be cast on current target if debuff is missing)

The bot still spams Marked For Death until I'm out of Discipline. This also interrupts rapid fire channelling.
 
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Don't see how hard it is to release trinity 2.1.8 to SVN the bot gets stuck on town runs unless you disable all salvaging........
 
Cant seem to get loot rules working with....
DemonbuddyBETA 1.1.2090.474
Trinity 2.1.7
QT 2.1.22

The problem is when I enable the loot rules(custom) it stashes all blues and yellows. I would like it to Salvage them instead. It worked fine with Trinity rules but now I have a bunch of legendary junk filling my stash.
It was working well with 2.1.5 and previous and I havent changed the rules at all. Is there something I am missing with 2.1.7?
 
Exception during bot tick.System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000090, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.Actors.ACD.get_ActorSNO()
at Zeta.Game.Internals.Actors.ACD.get_ActorInfo()
at Trinity.Trinity.RefreshCacheMainLoop() in c:\Users\Jayhoo\Desktop\DB\Plugins\Trinity\Cache\RefreshObjects.cs:line 554
at Trinity.Trinity.RefreshDiaObjectCache(Boolean forceUpdate) in c:\Users\Jayhoo\Desktop\DB\Plugins\Trinity\Cache\RefreshObjects.cs:line 69
at Trinity.Trinity.TargetCheck(Object ret) in c:\Users\Jayhoo\Desktop\DB\Plugins\Trinity\Combat\TargetCheck.cs:line 123
at Zeta.TreeSharp.Decorator.CanRun(Object context)
at Zeta.TreeSharp.Decorator..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.BotMain.()

Happens a lot during Community Bountie Profile edition and Community Rift Edition profiles.

Nothing else thou!
 
The bot still spams Marked For Death until I'm out of Discipline. This also interrupts rapid fire channelling.
I came here to report the same thing... now my ghom farms are ruined.

I did a clean installation and used 2.1.4 Trinity and 2.0.91 QuestTools and all works fine. When I upgraded to 2.1.5 Trinity and 2.1.18 QuestTools, Marked for Death spammed and used all my discipline and interrupted Rapid Fire which made me run out of Hatred.
 
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Sorry for my bad, i try to compile a decent one bug report:

What's the problem?
Exception spam in DB log, cause to not interact with some object during rift (R-Rift), also with npc like kadala in town.
During combat , the excpetion, mean to give up during combat and go somewhere else with elite still alive at 40% life.

What steps will reproduce the problem?

Just press start, after rift creation, about 10 seconds and u will see exception for a mob or for a door. I cleared log, started DB, and wait for 2-3-4 exceptions, then end bot and post log.

What is the expected result?

Use objects or keep combat until elite die.

What happens instead?
For object interaction issue, like door the bot just try to knock his head in the door then "bot it's stuck, attempt 1 etc.".
For mobs combat issue, it just run away like it's all clear go for next node to explore.

3252 2014-09-12 13.19.rar - Speedy Share - upload your files here
(just click on slow download)

here an example:
13:21:17.628 DEBUG TrinityDebug [Trinity][CacheManagement] Error reading IsQuestMonster for Unit sno:245120 raGuid:2042888233 name:x1_BogCave_Breakable_Stalagmites_B ex:Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 0000005C, Size: 4
13:21:17.629 DEBUG TrinityDebug [Trinity][CacheManagement] Error reading MinimapActive for Gizmo sno:245120 raGuid:2042888233 name:x1_BogCave_Breakable_Stalagmites_B ex:Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000054, Size: 4
13:21:17.629 DEBUG TrinityDebug [Trinity][CacheManagement] Error reading IsQuestMonster for Gizmo sno:245120 raGuid:2042888233 name:x1_BogCave_Breakable_Stalagmites_B ex:Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 0000005C, Size: 4
13:21:17.629 DEBUG TrinityDebug [Trinity][CacheManagement] Safely handled exception getting Gizmo-Disabled-By-Script attribute for object x1_BogCave_Breakable_Stalagmites_B [245120]
13:21:17.629 DEBUG TrinityDebug [Trinity][CacheManagement] Safely handled exception getting NoDamage attribute for object x1_BogCave_Breakable_Stalagmites_B [245120]

it's appear to read a property of x1_BogCave_Breakable_Stalagmites_B , like mob but it's an object. Maybe the c struct from the memory it's different and cause exception like a pointer go out.
 
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Don't see how hard it is to release trinity 2.1.8 to SVN the bot gets stuck on town runs unless you disable all salvaging........

If it's so easy, why don't you do it yourself, better yet, write your own trinity instead of coming here pushing the devs.

They'll release it when it's ready to be released, not one moment sooner, not one moment later, quit whining...
 
DemonbuddyBETA 1.1.2090.474, fresh install, quest tool 2.1.18, trinity 2.1.5.
Everytime the bot try to interact with something like door, shrines, it's say:
Exception during bot tick.System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000090, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.Actors.ACD.get_ActorSNO()
at Zeta.Game.Internals.Actors.ACD.get_ActorInfo()
at Trinity.Trinity.RefreshCacheMainLoop() in c:\Users\ln\Desktop\dbnewest\Plugins\Trinity\Cache\RefreshObjects.cs:line 554
at Trinity.Trinity.RefreshDiaObjectCache(Boolean forceUpdate) in c:\Users\ln\Desktop\dbnewest\Plugins\Trinity\Cache\RefreshObjects.cs:line 69
at Trinity.Trinity.TargetCheck(Object ret) in c:\Users\ln\Desktop\dbnewest\Plugins\Trinity\Combat\TargetCheck.cs:line 123
at Zeta.TreeSharp.Decorator.CanRun(Object context)
at Zeta.TreeSharp.Decorator..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.BotMain.()
i have same problem
 
Was watching my bot do bounties. Worked fine until I got up to the Butcher. My DH then turned around and walked back to the gate after zoning in and then walked back and forth aimlessly. Didn't attack the boss at all.

Check from 01:45:05.372 in my log. I tried to reload the profile but it didn't do anything.
 

Attachments

Having same issues with error spam, A5 bot stuck on left side of map, butcher issues and also when there is loot to pick up bot runs back and forth for 30+ seconds and sometimes eventually fixes itself, sometimes not. Noticed it also tended to run away from packs before it kills them, sometimes leaving loot behind and misses a lot chests.

Couple logs attached, but didn't have the advanced log options mentioned in the first post so not sure if they are of any help. I'll turn that on and repost more logs later this evening.
 

Attachments

Does anyone know what this number(highlighted in red) is ?

Code:
[Trinity] Goblin #4 in sight. Distance=90
[QuestTools][ExploreDungeonTag] Marking nearby node <823.75, 673.75, 0> as visited, distance 45/45, IsVisisted=False
[QuestTools][GridRoute] Generating new route with Route Mode WeightedNearestMinimapUnvisited
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Unvisited Route with 10 nodes in 9ms
[COLOR="#FF0000"][QuestTools][ExploreDungeonTag] Found Object 5984![/COLOR]
Using town portal
 
What's the problem?
The bot doesn't seem to salvage white ( normal ) items.

What steps will reproduce the problem?
Have the bot pick-up a normal item and have a salvage rule for it.

What is the expected result?
The bot should salvage it.

What happens instead?
The item stays in the inventory. ( but it seems to be marked for salvage )

I attached the rules which I used for the test. I think it might be a DB problem.

StashSellSalvage.csv entry:
Code:
"253992","Thick Ascended Crown","Normal Armor","Armor","Helm","Armor","Helm","Normal","70","Salvage","Quality: Superior Level: 70 Armor: 684 ArmorBonus: 12 ArmorTotal: 696 BaseType: Armor ItemType: Helm",
 

Attachments

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My guy just standing in molten core and blow up or stand in iceball until death without kiting. Even my setting "Kite to avoid death on low hp" is enable, kite range is 10 and always in combat. not good at all
 
svn updated with 2.1.9

thx for the logs and bug reports. looking into these.

make sure you also grab the latest DB Beta - the legendary salvage bug is a Demonbuddy issue, not Trinity.
 
If it's so easy, why don't you do it yourself, better yet, write your own trinity instead of coming here pushing the devs.

They'll release it when it's ready to be released, not one moment sooner, not one moment later, quit whining...

Quit whining? Lol I haven't been able to use the bot since buying it without all these flaws. Gold inactivity doesn't even work with half of the trinity issues that cause the bot to bottle neck.
 
svn updated with 2.1.9

thx for the logs and bug reports. looking into these.

make sure you also grab the latest DB Beta - the legendary salvage bug is a Demonbuddy issue, not Trinity.

So that means I should update from the SVN thing... not exactly sure what that means, when I click those on first page I don't know what to do with it. Someone please learn me somethin!
 
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