I think most of us would be happy to have a working maprunner and itemstashfilter. more is just luxus
Nothing will really change on that side (for those plugins) I fixed AIF before down so, it should work asap on launch
my key is expired !!! whyy ? bot is down and my key run ? löl I would like on the key will be credited with my time again. the bot can not be used but should I pay?
You're new hey? Yes, whenever there is bot down time of this length, they refund time. Check the latest update post from PushedEx.
Famous last words. Expect most plugins to break, and require some sort of API updates. So right now what's going on is, I'm looking at how large the EB API is, and why we actually such long downtimes on these big client updates. I need to make changes to get things more manageable moving forward with how much the API has grown, and how the game continues to change. I know users get frustrated waiting so long for a working bot, but it's even more frustrating for me to have to spend that long doing the updates required knowing people are waiting. The current downtime was inevitable because of the compiler change (any setup we would have been using would have gotten rekt), but anyone that has been around a while knows each major content release/expansion we do see lengthy downtime. Talisman took a little over 5 days because of the GUI changes that came along with some Ascendancy pre-release stuff, for example. The 1.3 update was actually a 2.5 month update, but we had about a month and a half of closed beta where I was able to do things for once, since the TW version had also launched. Most others were around 1 month, so it's nothing new really for people who have been around a while. The core game stuff like states, components, and instance info/local data will probably always have to be manually updated, but finding them and updating them isn't "weeks of work", but rather a few days or so depending on the actual changes. That aspect is about as good as we can get it for now, given we can't reliably automatically generate stuff like in other games. The most time consuming aspect of API updates comes down to the GUI logic itself. Yes, it's "weeks" worth of work re-finding things that break, and fixing the underlying code because of the model we use interacting with the game. Each InGameState manager that offers functionality is individually coded around the specific GUI control, and there's around 30-ish or so managers all with their own individual logic that needs to get updated. When one of the base GUI controls gets changes, those changes affect all others, and each needs its own update and re-testing. This is on top of a general inconsistency used in the client's GUI itself when it comes to how things are setup. Up until recently, I've never really found a batter way for working with the GUI. However though, I've found a much, much better way to do things now, which will hopefully reduce how much time it takes to update when there are future GUI changes, and even if things don't go as planned, re-finding the code in the client we need will be significantly faster than it currently is. Updating everything though is going to take a lot of time, but it's time we're already down for because of the compiler changes. Update wise, we're battling a new client compiler, and the Ascendancy expansion changes at the same time, so it's a bit rough, but part of the job. The side effect of this will be, the API will see some changes in most places as things are converted to the new model, because there's now going to be a lot less code than there was before (but more features and support for things). So it's a case where I can either take a month and keep doing things the old way, and most likely have something working by the end, but we continue to get destroyed with GUI/client updates (which will keep coming), or, I take some extra time now to find a new and better way to significantly cut down on future maintenance, and at least try to make life easier on everyone. I'm going with the latter, because I really don't like having to tell users we need a month of downtime due to the way the game is changing, even though right now it's required. There has to be a better way for us to do things, so that's what I'm after right now. So far, things are looking great in terms of the internal changes I'm making, but once again, there's a lot of code to update, so we're still a ways off from something that works. I'll give some more details on the actual API changes and why later, but for now, I'm working non-stop on trying to get everything sorted out.
TL;DR All u biatches stop complaining and let the man do his job, the lengthy post is cutting into his time that would be used updating bot.
DBF I presume you are helping as well, otherwise I call you 'slacker'. I hate to think of pushEDX sitting in a weather battered loft in some European city, with pigeon shit and dust everywhere.. working on a busted up dell pentium M TFT display laptop with a dodgy inverted commas key, with only the stubs of candles found in the local refuse station for light. While you are playing Division and using the compitiion bot to harvest coins and play the the slot machine that is Perandus. WIMM
Giving me too much credit. I am helping though, I have a script that skypes pushedx every 5 mins, asking if it's done yet And Division is good, iIve been on it a lot.