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  • [Release] Demonbuddy - Legendary Friday build (#259)

    Discussion in 'Archives' started by Nesox, Oct 5, 2012.

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    1. Nesox

      Nesox Moderator Staff Member Moderator Buddy Core Dev

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      [​IMG]


      Demonbuddy
      is our bot for Diablo III

      Features
      • Grinding
      • Stashing Items
      • Repairing your equipment
      • Selling items to vendors
      • Salvaging items
      • Ability to logout when your inventory is full or stop the bot
      • Setting up protected stash pages and bag slots
      • Configurable loot and kill radius
      • Ability to change what % the bot repairs at
      • Item rules for picking up, selling, stashing, and salvaging, as simple as you'd like, or as complex as you'd like
      • Plugins ( none included but there will be eventually. )
      • Full support for custom combat routines as you'd expect from the Buddy Team
      • Built-in updater
      • Command line arguments for easy creation of shortcuts.

      This will not work in Germany for legal reasons.

      Download From: Demonbuddy the 3rd party Farming and Leveling Tool for the amazing Diablo 3 Game

      Requirements



      Reporting Bugs
      When reporting a bug, please include your full log file (found in your bot folder under the "Logs" directory, sort by creation date to find it easier), a full and detailed explanation of the bug, as well as any screenshots that may be useful in tracking down the bug. Also include your class, level, act, difficulty in any bug reports to help us quickly reproduce bugs. (We cannot hunt down bugs with no information, its just not feasible).

      Enjoy!


      Changelog .259
      • MainGridProvier now takes sub-scenes into account when creating the search area. ( should fix alot of the random stucks that has happend ) YAY!
      • Added "caOut_Breakable_Wagon_C" to the long range destructibles.
      • Disabled raycast path generation until further notice, should be no problem now when the client grid provider works as it should.
      • Added "caOut_Boneyard_SkullSpawner" to the ignore lootables list.
      • CombatTargeting now ignores hidden and burrowed units.
      • Added "caOut_StingingWinds_Barricade_A" to the long range destructibles list.
      Changelog .255
      • Now prints the id of doors Demonbuddy tries to open.
      • "trOut_Cultists_Summoning_Portal_B" added to the door blacklist.
      • the UseObject and UseWaypoint tag now pauses the bot when doing world transfers.
      • Added a few destructibles to the long range destructible objects list.
      • a3dun_Keep_Door_Wooden_Charred to the door blacklist.
      Changelog .252
      • Added "MinimapIconStairs_Switch" to the ignoreLootables list,
      • Enabled raycast path generation in the UseObjectTag again.
      • UseWaypoint and UseObject now waits to make sure they are in the destination world before proceeding with the rest of the profile.
      Changelog .250
      • Problems with the bot requesting invalid paths over and over should be fixed.
      • Some other small improvements, using portals should be slightly faster.
      • Using waypoints works properly again.
      • Now shows battlenet names in the process selector window again!
      Changelog .247
      • UseWaypointTag IsDone_get() now returns true when the current LevelAreaId matches the destination.
      Changelog .246
      • Some changes for Belphegor.
      Changelog .242
      • Should no longer attempt to navigate thru walls in generated worlds.
      • Text on the Start/Stop button fixed.
      • Added a hook executor for the scheduler in the brain behavior.
      • Disabled using the raycast navigation provider in the useobject tag.
      • Changed how it's using UsePower in the CombatRoutine interface implementation.
      • Moved destroying objects and opening doors to the BrainBehavior instead of having it in the navigator.
      • ObstacleTargeting added. Keeps track of a list of actors that should be destroyed. ( includes doors to be opened too! )
      • InactivityDetector now resets when you start or stop the bot.
      • Should take Z into account when navigating with client grid, searches 5x5 cells around destination point and picks closest cell. ( this fixes problems with it getting stuck above portals etc. )
      • StuckHandler now uses an interface and is replacable if you set the "StuckHandler" provider in the navigator.
      • No longer get's stuck on walls of fire in "The Keep Depths" and some other unattackable objects.
      • Is now able to open "Siege Tower Doors" in "The Keep Depths" wich requires some extra distance when clicking.
      • Now logs the actorID of obstacles the bot destroys.
      • Logging destroying obstacles moved to "Diagnostic"
      Changelog .227
      • Exploring random dungeons and dumping minimap markers should work again.

      Changelog .222

      • Enabled closing db if d3 crashes or closes.
      Changelog .220
      • Re-enabled the old actormanager while we track down one bug that's causing the bot to stop doing anything.
      • Disabled closing db if d3 crashes or closes atm.
      Changelog .217
      • XP shrines are now enabled again to work with the new Paragon level system.
      • Very big memory issue fixed. ( should no longer consume up to 1Gb after a few hours )
      • Bot logs are now separated even further, using the current bot's process ID. This alleviates some file I/O read/write lock issues, and should increase performance a bit on heavy logging.
      • File log level set back to diagnostics.
      Changelog .215

      General

      • Updated for 1.0.4.11327
      • CPU usage should be significantly better
      • Fixed a bug in the grid provider that would make it ignore updating when updating for the first time and joining a new game when the world is the same as the last time.
      • ExploreArea tag now reports as done if there's no tsp nodes to visit.
      • Orderbot now closes all questreward dialogs that pops up after completing a quest.
      • ACD - GetAttribute is now alot faster than it used to be.
      • Added "A1_GenericVendor_Tinker_Voiceover" to the targeting blacklist.
      • Changed the default file log level to normal.
      • Made LogFileLevel public.
      • Added ReviveAtLastCheckpointButton, StashWindow, SalvageWindow, VendorWindow to UIElements.
      • Rewrote the death behavior some to check for UIElements instead of using ZetaDia.Me to check if the player died, this fixes a bug that caused the bot to stall due to ZetaDia.Me not being updated properly when the player died.
      • Selling, Salvaging and Stashing items now has a delay so it doesn't perform theese actions instantly.
      • Belphegor updated.
      Changelog .204

      General

      • Demonbuddy should no longer randomly think the player died.
      • Should no longer throw IndexOutOfRange exceptions when getting the markers sometimes.
      • Opening the settings window for a combat routine is now possible when the bot is running.
      • DungeonExplorer no longer requires "generated" worlds. It can "explore" static worlds too.
      • Added in adaptive tick delay. This ensures that the next tick will happen "on schedule" or as close to "on schedule" as possible. This should speed the entire bot up significantly.
      • Moved plugin loading to before profile loading on bot startup.
      • Added a "-autoupdate" argument to the command line argument list. This will force DB to update without any user input, if an update is available.
      • Added a "-noupdate" argument to the command line. This allows you to turn off automatic updates via command line arguments.
      • Now ignores XP shrines at level 60.
      • Fixed the DumpRActors button from possibly crashing the main window thread
      • DungeonExplorer should fully reset when joining a game now.
      • trOut_Wilderness_Planter_A, trOut_Wilderness_Planter_B, Hen_House_trOut_Farms, WoodFenceE_Fields_trOut, WoodFenceC_Fields_trOut added to the barricade blacklist.
      • TownAttackVillager, OmniNPC_Tristram_Male_B, OmniNPC_Tristram_Female_B added to the targeting blacklist.
      Profiles

      • If/While now fully reset when they're supposed to.
      • Implemented TargetPriorities and TargetBlacklists for profiles example below.
        PHP:
        <TargetPriorities>
           <
        TargetPriority actorId="245234" name="Some display name, not used" multiplier="1.6" />
        <
        TargetPriorities>

        <
        TargetBlacklists>
           <
        TargetBlacklist actorId="11231" name="Some display name, not used" />
        </
        TargetBlacklists>
      Loot Rules

      • Updated default item rules.
      • Added High Level item rules.
      • Fixed a bug in the item rule evaluator when checking "stacks"
      • Added stats: BlockChance, MaxDiscipline, MaxArcanePower, MaxMana, MaxFury, ManaRegen, SpiritRegen, HatredRegen, ArcaneOnCrit, HealthPerSpiritSpent
      API Changes

      • Actors is now always cleared when the game changes.
      • Added GameEvents.OnGameChanged - Fires when the player changes game, eg; creates a new game. ( does not fire if you leave and rejoin the same game. )
      • DefaultNavigationProvider.CurrentPath is now public.
      • Added ACDItem.FollowerSpecialType. May move this to ItemType in the near future.
      • Added MaxPrimary/SecondaryResource to DiaPlayer.
      • Added CurrentPrimary/SecondaryResource to DiaPlayer. This will provide you the current resource counts.
      • Added BnetService.CurrentGameId and related structure. This is the current game ID information!
      • Properly fixed caching in the search grid provider
      • Added SavlageItems, SellAndRepair, and StashItems tree hooks.
      Belphegor
      • Avoidance is now enabled by default, should no longer be considered experimental.
      • Added settings for maximum range to every class, is used for avoidance and pulling.
      • Added multipe settings for health triggering for avoidance.
      • Moved Avoidance settings to it's own file / tab.
      • The slider label with the display name now shows the tooltip information as well.
      • ConfigWindow now shows Version Number at bottom.
      • Slightly increased the width on the ConfigWindow.
      • Monk:
        CycloneStrikeAoECount added and will now cast on elites
        SevenSidedStrikeAoECount added and will now cast on elites
      • Wizard
        FrostNovaAoECount and EnergyTwisterAoECount added
      • Demonhunter
        Rapid Fire now works properly

      Changelog .199
      • Fixes problems with crashing the game client.
      • ExploreAreaTag - issues with "leaveWhenFinished" fixed
      Changelog .196
      • API Fixes:
        • BoxMath.Touches fixed once and for all
        • Added GridSquareSize to NavZoneDef
        • Should no longer throw exception if you relog and then attempt to acess ZetaDia.Minimap
        • Added ReadUnsafe to ExternalProcessReader
        • Added Vector2.Dot
        • Added ReSharper annotation stuff. This makes ReSharper less stupid on the logging class. Feel free to use the rest of the annotations elsewhere.
        • ISearchAreaProvider - added extra API to cover the new things added.
      • Bug Fixes:
        • Now forces all windows in the application to be closed when the bot has been exited. This should fix issues with hanging threads from plugin config windows.
        • Map viewer not shown as dialog anymore
        • InventoryManager -> Equipped is alot faster now.
        • UseObject now handles loot containers properly.
      • New Features:
        • New item evaluator!
        • Now supports logic="Or" attribute on rules. This allows you to simplify your rules. See the forums for a better explanation.
        • Rule 'quality' attribute is now deprecated. Use stat="Quality" value="Rare4" or your chosen rarity. The quality attribute will be removed in a future release.
        • ItemManager.MatchingEngine is the new evaluator. It now includes events fired on start, success, and failure of matching any rule with an item. You may hook these events if you want to implement new logic, or your own logic entirely.
        • Added "unsafeRandomDistance" to MoveTo. You can set this attribute to have your "point" be randomized by some distance. This is an unsafe operation, and does not check if the end point is navigable. Use with caution!
        • Added settings for DestroyEnvironment (barrels, etc), OpenLootContainers (corpses), and OpenChests (These are currently only available in the XML files. There is no UI functionality for these yet!)
        • Hotspot support added for UseObjectTag example:
          HTML:
          <UseObject questId="72801" stepId="17" actorId="102927">
            <Hotspots>
              <Hotspot x="244.8373" y="603.6253" z="0.1000001"  />
              <Hotspot x="239.9895" y="958.5576" z="0.1" />
            </Hotspots>
          </UseObject>
          
        • ExploreArea
          • boxSize - Lets you adjust the exploration box size. See the "Map Viewer" for better details.
          • boxTolerance - Lets you adjust the amount of navigable area in each box for it to be considered as a visit area for the exploration.
          • exitNameHash - The name hash of the "exit" to take (or find) for the dungeon. Get this from the "Dump Map Markers" button.
          • leaveWhenFinished - True/False - Tells the bot to leave the area when it has finished exploring. Requires exitNameHash to be set.
          • actorId - the SNO ID of the actor to search for. Once the bot finds this actor, it will end this behavior.
          • until - A multi-purpose attribute to define when this behavior should stop exploring. Valid values are as follows:
            • "FullyExplored" - this is the default. This will end the behavior (or cause it to leave if leaveWhenFinished is defined as True) when it has fully explored the dungeon.
            • "ExitFound" - This will end the behavior when the exit defined by exitNameHash is found. (Optionally leave the game as well if leaveWhenFinished is defined as True)
            • "ObjectFound" - This will end the behavior when the specified actorId is found. The same goes for leaveWhenFinished here.
      • Known Bugs:
        • The bot is unable to determine solid doors, from "transparent" doors. This will cause it to attempt to attack through doors sometimes. (The same applies to walls) This will be fixed within the next few releases (we hope)
        • The bot occasionally attacks corpses on the ground when the "OpenLootContainers" setting is set to "False". We're unsure why this happens, but it will be fixed soon!
      Changelog .185
      • InactivityDetector added. Can be set in the settings tab ( Inactivity Time ) how many minutes it should wait before leaving game if standing still in the same spot.
      Changelog .176
      • InactivityDetector added. Can be set in the settings tab ( Inactivity Time ) how many minutes it should wait before leaving game if standing still in the same spot.
      • Added "DemonVoiceover" to the combat ignore list.
      • Will no longer attempt to attack the projection of Maghda or any of the other un-attackable units in the command outpost in the Khasim outpost
      • Monk and Witch Doctor should no longer cause extreme game lag when using Belphegor
      • Temporarily disabled the stuck handler.
      Changelog .173
      • Updated DefaultItemRules
      • Logs out your sessions before closing Demonbuddy if the process Demonbuddy is attached to is closed.
      • Changed UseObject a little, should work better now.
      Changelog .171

      • Updated for 1.0.3.10485
      • Should no longer hug walls or cut corners as much when generating shorter paths using the local navigation.
      • Bot will take some chests and other objects into account when generating paths to avoid them.
      • ignoreLooting, ignoreCombat attributes removed from ProfileBehavior ( all tags ) use the new tag below.
      • ToggleTargetingTag added. allows you to set kill/loot radius in profiles also let's you toggle looting and combat.
        example: "<ToggleTargeting questId="1" combat="True" looting="False" lootRadius="0" killRadius="10" />"
      • UseObject - shouldn't wait as long after taking portals.
      • Alot of item stats fixed.
      • Added LifeSteal, LifeOnHit and PickUpRadius to Stat types for item rules.
      • Demonbuddy now closes if the D3 process it's attached to is terminated.
      • When in town if vendor or stash can't be found it will move towards where they usally are.
      • Stashing, vendoring and salvaging should work fine in Act2 again.
      • Should no longer get stuck on the training dummy to the right of the stash in Act2 when going to vendor.
      • Updated default item rules.
       
      Last edited by a moderator: Oct 7, 2012
    2. rrrix

      rrrix DEVELOPER Buddy Core Dev

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      Hi Nesox,

      I feel nested "If" tags aren't working as expected.

      Given this:

      Code:
                      <If condition="IsActiveQuestStep(91) and ZetaDia.CurrentWorldId == 70885"> 
                          <MoveTo questId="80322" stepId="91" pathPrecision="25" x="2361.519" y="1706.596" z="207.4763" statusText="Secret Alter Location 1" />
                          <If condition="ActorExistsAt(176008, 2361.519,1706.596,207.4763, 25)" statusText="Secret Alter Location 1 ActorExistsAt">
                              <!-- Disrupt the Secret Altar Ritual -->
                              <UseObject questId="80322" stepId="91" actorId="176008" isPortal="True" destinationWorldId="51270" x="2361.519" y="1706.596" z="207.4763" />
                              <WaitTimer questId="80322" stepId="91" waitTime="3000" />                        
                          </If>                    
      
      
                          <!-- If I'm in WorldId 70885, I shouldn't be here now -->
                          <MoveTo questId="80322" stepId="91" pathPrecision="5" x="2033.976" y="1702.55" z="207.2312" statusText="Secret Alter Location 2"  />
      

      When the bot uses the portal 176008 and the CurrentWorldId changes, the context should change out of the first If condition, however it currently does not, and the MoveTo x="2033.976" y="1702.55" z="207.2312" is executed.

      I have a section further down the profile with this, which should get executed if the CurrentWorldId changes to 51270. This is not happening.

      Code:
                      <!-- Inside Secret Altar -->
                      <If condition="IsActiveQuestStep(91) and ZetaDia.CurrentWorldId == 51270">
                          <!-- Secret Altar -->
                          <MoveTo questId="80322" stepId="91" name="Disrupt Ritual" pathPrecision="2" x="203" y="110" z="0"  />    
                          <WaitTimer questId="80322" stepId="91" waitTime="1000" /> 
                          <UseObject questId="80322" stepId="91" actorId="175482" isPortal="True" destinationWorldId="70885" x="152.053" y="236.1779" z="0.1" /> 
                          <WaitTimer questId="80322" stepId="91" waitTime="5000" /> 
                          <MoveTo questId="80322" stepId="91" name="Back to start" pathPrecision="1" x="2339.674" y="1532.21" z="209.6511"   />    
      
      
                      </If>
      
      Thanks,

      rrrix
       

      Attached Files:

    3. Comparing your code to my working profile, you're going to cry a little when you read this but...
      Your UseObjects are what are bugging out. Switch IsPortal to false (I know, annoying..) and they should work!

      My pseudo-code blocks for the locations look like as follows with 100% success:
      Code:
      <MoveTo />
      <If ActorExistsAt >
           <UseObject />
           <WaitTimer />
      
           <!-- Secret Altar -->
           <If World == Secret Altar>
                <MoveTo />
           </If>
      
      </If>
      
      I'm usually always on the IRC in #discussion and #dbdev if you have questions. :)
       
    4. Lightseeker

      Lightseeker New Member

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      So how to make this work in front of Bridge Stores? Right now the code in the 2 nested If statements aren't executed at all.

      Stand in front of the Bridge Stores and run this profile. The very same bug happens at other random dungeons with more levels where the bot enters a portal and then goes back through the same portal in a never ending loop.

      Whatever this bug is it is easily reproduceable and it effects many profiles out there in strange ways.

      Code:
      <Profile>
      	<Name>[A3 - Inferno]Champion-Hunting 1.2 MyStyle - Bridge Stores Test</Name>
      	<KillMonsters>True</KillMonsters>
      	<PickupLoot>True</PickupLoot>
      	<GameParams quest="101758" step="29" act="A3" difficulty="Inferno" resumeFromSave="False" isPrivate="True" numGames="-1"  /> 
      	<Order>
      		<ToggleTargeting questId="1" combat="True" looting="True" lootRadius="120" killRadius="45" />
      		<!-- From Waypoint -->
      
      		<If condition="ActorExistsAt(176001, 1373.309, 587.0353, -22.31143, 30) and ZetaDia.CurrentWorldId == 95804">
      			<UseObject questId="1" actorId="176001" interactrange="25" />
      			<WaitTimer WaitTime="5000" />		
      			
      			<!-- Guy inside -->
      			<If condition="ZetaDia.CurrentWorldId == 140444">
      				<MoveTo questId="1" x="168.6867" y="41.3113" z="-11.8103" pathPrecision="10" />
      				<MoveTo questId="1" x="169.3341" y="87.11375" z="-24.1749" pathPrecision="10" />
      			</If>
      			
      			<!-- Elite inside -->
      			<If condition="ZetaDia.CurrentWorldId == 205422">
      				<MoveTo questId="1" x="168.6867" y="41.3113" z="-11.8103" pathPrecision="10" />
      				<MoveTo questId="1" x="169.3341" y="87.11375" z="-24.1749" pathPrecision="10" />
      				<MoveTo questId="1" x="121.9488" y="75.70328" z="-24.9" pathPrecision="10" />
      				<MoveTo questId="1" x="169.5594" y="88.21939" z="-24.17553" pathPrecision="10" />
      				<MoveTo questId="1" x="171.034" y="42.417" z="-11.85881" pathPrecision="10" />
      				<MoveTo questId="1" x="101.3988" y="39.12692" z="0.1246951" pathPrecision="10" />	
      			</If>
      		</If>
      	</Order>
      </Profile>
      
       
      Last edited: Oct 7, 2012
    5. GilesSmith

      GilesSmith New Member

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      Hey Lightseeker. You use Trinity I think? Use TrinityIf. Here's your profile "Trinitized", and it works for me;
      Code:
      <Profile>
       <Name>[A3 - Inferno]Champion-Hunting 1.2 MyStyle - Bridge Stores Test</Name>
       <KillMonsters>True</KillMonsters>
       <PickupLoot>True</PickupLoot>
       <GameParams quest="101758" step="29" act="A3" difficulty="Inferno" resumeFromSave="False" isPrivate="True" numGames="-1"  />
       <Order>
        <ToggleTargeting questId="1" combat="True" looting="True" lootRadius="120" killRadius="45" />
        <!-- From Waypoint -->
      
        <TrinityIf questId="1" condition="ActorExistsAt(176001, 1373.309, 587.0353, -22.31143, 30) and ZetaDia.CurrentWorldId == 95804">
         <UseObject questId="1" actorId="176001" interactrange="25" />
         <TrinityLog questId="1" output="Entered door" />
         <WaitTimer questId="1" WaitTime="5000" />
         <TrinityLog questId="1" output="Waited 5000, now checking world id" />
      
         <!-- Guy inside -->
         <TrinityIf condition="ZetaDia.CurrentWorldId == 140444">
          <TrinityLog questId="1" output="World ID is 140444!" />
          <MoveTo questId="1" x="168.6867" y="41.3113" z="-11.8103" pathPrecision="10" />
          <MoveTo questId="1" x="169.3341" y="87.11375" z="-24.1749" pathPrecision="10" />
         </TrinityIf>
      
         <TrinityLog questId="1" output="Now checking for elite..." />
      
         <!-- Elite inside -->
         <TrinityIf questId="1" condition="ZetaDia.CurrentWorldId == 205422">
          <TrinityLog questId="1" output="World ID = 205422!" />
          <MoveTo questId="1" x="168.6867" y="41.3113" z="-11.8103" pathPrecision="10" />
          <MoveTo questId="1" x="169.3341" y="87.11375" z="-24.1749" pathPrecision="10" />
          <MoveTo questId="1" x="121.9488" y="75.70328" z="-24.9" pathPrecision="10" />
          <MoveTo questId="1" x="169.5594" y="88.21939" z="-24.17553" pathPrecision="10" />
          <MoveTo questId="1" x="171.034" y="42.417" z="-11.85881" pathPrecision="10" />
          <MoveTo questId="1" x="101.3988" y="39.12692" z="0.1246951" pathPrecision="10" />
         </TrinityIf>
        </TrinityIf>
       </Order>
      </Profile>
      
      TrinityIf is undocumented - but it was my attempt to replace DemonBuddy's main if command (while supporting all of it's paramaters) to try to get it to work better.

      I also added some TrinityLog commands to help debug.

      You could even replace UseObject with <TrinityInteract questId="1" sno="176001" /> and see if that's more reliable for you too.
       
      Last edited: Oct 7, 2012
    6. Lightseeker

      Lightseeker New Member

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      Thank you Giles I will give it a shot when I'm back from work! :)

      __EDIT__

      The TrinityIf did the trick man! It works flawless now :)

      Thanks again!
       
      Last edited: Oct 8, 2012
    7. zackn06

      zackn06 Member

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      Awesome build! Thanks for the updates recently. I've noticed a GPH increase by about 50k/hr!
       
    8. SHEEL

      SHEEL New Member

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      Hello guys,

      I need to know if the demonbuddy run or not to get it this night, pls confirm assap.

      Thx bye!
       
    9. ziggyzang2001

      ziggyzang2001 New Member

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      I can not get this to work with any of my profiles. The last working version I had was #222. I have used the Act 3 Gangnam Style and Act 3 Silhouette (latest versions). It gets stuck in Skycrown.

      Does anyone know how to get this dang thing to work now.
       
    10. ziggyzang2001

      ziggyzang2001 New Member

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      BUMPING THE SH!# OUT OF THIS. I need my bot fixin.
       
    11. Polyester

      Polyester New Member

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      @nesox regarding dungeon explorer, its pretty clear that in in its current state its very much still a work in progress but i have a question.. why are "visited" nodes reset on death? potentially running around a dungeon that is 90% cleared is such a waste of time. is there any real reason for it? is it too difficult to generate a path to where the bot died and continue from there?

      e: dont mean to come off as a dick or anything, legitimate question.
       
    12. Ghibli

      Ghibli New Member

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      No updates
       
    13. bodosko

      bodosko New Member

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      I prefer devs updating less often but with good WORKING ones, dont you?
       
    14. xzhenx

      xzhenx New Member

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      As far as I'm concerned, there is no reason for another update unless they manage to fix their random explorer completely, barring patches for 1.05.
       
    15. Cracktomte

      Cracktomte Member

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      Or they could fix navigation so characters doesn't get stuck everywhere :(
       
    16. Master_Cirroji

      Master_Cirroji New Member

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      people are still having issues? running just fine here... starting to wonder how many of these issues are PEBKAC lol
       
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