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Unified Trinity Community Edition

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It works, but periodically there are lags.
and errors:

Code:
[01:41:10.971 Q] [Trinity][CacheManagement]System.AccessViolationException: Could not read bytes from 00000008 [299]!
   в Zeta.MemoryManagement.ExternalProcessReader.ReadBytes(IntPtr address, Int32 count, Boolean isRelative)
   в Zeta.MemoryManagement.ExternalProcessReader.Read[T](IntPtr address, Boolean isRelative)
   в Zeta.Internals.Actors.ACD.[](ACD , Int32 )
   в Zeta.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
   в Zeta.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
   в Zeta.Internals.Actors.DiaUnit.get_IsBurrowed()
   в GilesTrinity.GilesTrinity.RefreshGilesUnit(Boolean AddToCache)
   в GilesTrinity.GilesTrinity.RefreshStepMainObjectType(Boolean& AddToCache)
   в GilesTrinity.GilesTrinity.CacheDiaObject(DiaObject freshObject)
   в GilesTrinity.GilesTrinity.RefreshCacheMainLoop()
[01:42:53.027 Q] [Trinity][CacheManagement]System.NullReferenceException: Object reference not set to an instance of the object.
   в Zeta.Internals.Actors.DiaUnit.get_IsBurrowed()
   в GilesTrinity.GilesTrinity.RefreshGilesUnit(Boolean AddToCache)
   в GilesTrinity.GilesTrinity.RefreshStepMainObjectType(Boolean& AddToCache)
   в GilesTrinity.GilesTrinity.CacheDiaObject(DiaObject freshObject)
   в GilesTrinity.GilesTrinity.RefreshCacheMainLoop()
I think I speak for rrrix here when I ask you to please attach the full log, if it please ye
 
hti,

Maybe I'm not blacklisting right but I keep getting the error in DB when slapped directly into the profile file: "Failed to load profile: Element TargetBlacklists is not supported. Please check your XML and try again."

I guess this tag was implemented around .204 but this is the command I'm using in the profile on the latest beta version:

<TargetBlacklists>
<TargetBlacklist actorId="138989" name="Blacklisting Health Well" />
</TargetBlacklists>

You indicated that Giles should manage Blacklist info from profiles, but it doesn't appear to be so. I wonder if this tag was removed at some point in DB. Where does Giles store its blacklisted actorIds?

Can you attach a log? This is a built-in Demonbuddy thing, doesn't have anything to do with Trinity.

I'm guessing it might be where you put it also. It needs to be OUTSIDE of the <Order></Order> tags.

Like this:

Code:
<Profile xmlns="http://tempuri.org/rrrixProfiles.xsd" xmlns:xsi="http://tempuri.org/rrrixProfiles.xsd">
    <Name>Act 2 by rrrix</Name>
    <KillMonsters>True</KillMonsters>
    <PickupLoot>True</PickupLoot>
    <GameParams quest="80322" step="-1" act="A2" difficulty="Inferno" resumeFromSave="True" isPrivate="True" numGames="-1" />
    <TargetBlacklists>
       <TargetBlacklist actorId="197939" />
       <TargetBlacklist actorId="2975" />
       <TargetBlacklist actorId="5509" />
       <TargetBlacklist actorId="62522" />
    </TargetBlacklists>
    <Order>
        ...
 
Thank you for the quick response hti.

Quick Q for you if you got a moment. Are shrines considered RActors or Map Markers? I'm going to see if I can find how to detect what the shrine is and blacklist target it.

Shrines are DiaGizmo objects, which are Actors. You will be able to see them using 'Dump Actors' button.

Blacklisting will work for all non-units if Trinity can't interact or use the object within 6 seconds - is this not working? Can you attach post a log if not.

When you use Wall of Zombies with Creepers rune WD will keep trying to kill the creepers spawn, but they are from the rune... you need to blacklist them!

Thanks, I will look into this. I think the old Unified v43/v44 removed this for some reason and it was included in my merges. I'll look at re-adding.

Just wanted to note that 1.7.1.3 still ignores enchantress chickens even though it was noted in changelog that it "hungers for them once more" (lol!)

Yeah I only partially fixed one condition. Next version has it really fixed. Really!
 
What am I doing wrong? When I download it from assembla it says its corrupt archive...
 
An update on stuttering/freezing while doing the Vendor Run:

This is not a Trinity problem.

Let me explain why I say this:

1) Here you can see the 4 TreeSharp Composite behaviors Trinity replaces. We take a copy of the original VendorRun TreeHook object, and simply replace steps 3, 4, 5 and 6:

PJSPw.png


These 4 Behaviors are responsible for these and only these actions:
  1. Pausing before using the stash
  2. Finding, moving to, and interacting with the stash
  3. Finding, moving to, and interacting with the vendor
  4. Finding, moving to, and interacting with the blacksmith

These behaviors do not:
  1. Call the hearth/town portal spell
  2. Use the town portal
  3. Identify items
  4. Take the portal back to wherever we were

As you can see in this example, there are other steps involved in the entire VendorRun behavior that Trinity does not touch. I've highlighted for clarity the 4 TreeSharp Decorator Behaviors that Trinity replaces (as you can see above).

odU2L.png


I hope this helps clarify and reinforce the fact that I can't personally fix this bug. Feel free to point a Demonbuddy support member to this post.

Cheers,

rrrix
 
Nicely done all. :)

I'm having trouble with the testing of my backpack items (I know things are scored differently now with dark's loot system): when I go to test the items, there are no actual scores returned, it simply says -Trash- and *Keep*, then is done. Doesn't list the items in the pack, nor show their scores, so I'm hesitant to use this as I have no reference for how it is valuing items now vs before.

Also, the minimum gold pile doesn't seem to be working, as the bot is going back for even the smallest piles, although I have it set to 1000+ piles as a minimum.

Perhaps I'm being a derp, or these are known issues that I missed; please inform either way.

Thanks.
 
I'm sure you are doing your best mate, after 2 hours more with the newest trinity i can say this.

Only Trinity plugin , latest installed + latest beta

- stuttering across maps (not town runs) - not so frequent as i remembered in the first versions.
- no problem whatsoever during townruns (scripted rules)if it wasnt for the sporadic 2 sec movement up-right direction(it then comes back and go on , it's random)
- the unstucker inside giles is not working as good as unstucker 1.8.4 in his job of unstucking for me. For sure it's worst in random area like Keep 2.
- Overall better handling of looting and fights (great work here)
- Very nice direction with the personalization of the ui elements and looting scores selection, stuff for scripts ...amazing.
- Unsure about the support of the Trinity Tags and all the Trinity related functions. (dont know if you intend to keep Gile's direction about profile management and creation)

This is the work someone should have been doing at some point, so i know why you do and all , dividing the parts in little chunks definately will improve things and classes personalization for sure.

Still using 0.44 in the meantime , tho i appreciate the effort.
:D
 
It's ok and will be great! Thanks a lot =)
I am new here but I have a programming experience, so if you show me direction I can help to develop of this system =)

P.S. Btw it's not about picking up but mostly about handling.

Any (good) contributions will be accepted!

https://www.assembla.com/code/unifiedtrinity/git/merge_requests#open

Take your time to understand the code base and don't hack/insert bad code in the wrong place and we'll get along just fine!
 
did anyone find out how to deal with shrine in tower of the cursed lvl 2? bot doesn't recognize it as stuck so it's running in a circle until goldinactivitytimer quits the game...no blacklisting happening for me :/
 
Is there a chatroom anywhere for developers of this? I have a lot of improvements I've made for using Tempest Rush correctly for traversal and remove usage of it for combat, which I think all monks would want, but I have some questions about what I've done and want to discuss it with others who are more familiar with this code. I'm also tired of re-merging it every time I get latest. :)

Thanks.
 
An update on stuttering/freezing while doing the Vendor Run:

For me anyway, it is stuttering and freezing pretty much all the time. Not just during the vendor run. 0.45 does not do this at all. Since it is the same version of DB I tested with both, it really does seem to be an issue with unified.
 
Last edited:
For me anyway, it is stuttering and freezing pretty much all the time. Not just during the vendor run. 0.45 does not do this at all. Since it is the same version of DB I tested with both, it really does seem to be an issue with unified.

The only time I've noticed any slowing/stuttering (besides going back to portal after town run) is when long paths need to be generated. Are you using scripts with TrinityMoveTo in them or other Trinity xml tags? *Might* have something to do with it
 
Still not using sweeping wind for me at all, with inna's clicked or not clicked. BTW I don't have inna's yet as I'm only at lvl 42 with my monk but either way it's never getting activated.

I am using the latest zip with the full leveling profile if that makes a difference.
 
I seem to be having problem with the gold pick up amount...although i've set it to pick up 4k gold only,(using slider bar) it still picks up all gold. I actualy do not want my bot to waste time picking up any gold unless it just so happens to run buy some. any fix for it?
 
what if it the giles is broken down into giles per class? to avoid clunkiness? would that solve the stuttering?
I mentioned that yesterday but was told not to download the source but download the zip file. I guess it slipped into the next zip because now I notice it again in the new version as well.
 
quick question, why am i getting a shit load of trash shields with .1.2?
 
quick question, why am i getting a shit load of trash shields with .1.2?

There was an error in the shield weighting, you can use a newer version or look back through the thread, there was a fix posted a few (maybe more by now) pages back
 
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