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  • [Release] Demonbuddy - Illustrious Monday build (#255)

    Discussion in 'Archives' started by Nesox, Oct 1, 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 .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: Oct 3, 2012
    2. vd3

      vd3 New Member

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      First!
       
    3. Polyester

      Polyester New Member

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      @nesox or any other dev, ive been trying to get arreat crater level 2 working flawlessly and no matter what combination of box size and tolerance i use i always run into issues with this map tile
      crater2.jpg
      for reference the forge is: [F3C9B78] Type: Unit Name: a3_Battlefield_demonic_forge-4068 ActorSNO: 174900, Distance: 9.195506
      db gives no indication whether its trying to interact with the forge so im not sure if thats even the issue.
      this is what the diagnostic log says while running into the wall (although this was taken from running into the other side of the forge, not the side hes standing at in the screenshot)

      box sizes ive seen actually avoid spazzing out into this are 8 and 50 which might fix this particular issue but cause other huge issues themselves.

      this is the only thing stopping me from having a working arreat crater 2 profile but im at the point where ive just given up on it now.
       
      Last edited: Oct 1, 2012
    4. Nesox

      Nesox Moderator Staff Member Moderator Buddy Core Dev

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      Can you attach or pm me the profile and i'll test it tomorrow and see if i can fix it.
       
    5. Polyester

      Polyester New Member

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      you can use almost any combination of box size or tolerance, for that screenshot there i used
      then for the mapviewer screenshot i just kept it at the default values (which also spazz out).

      thanks a lot for taking a look into it, its been driving me insane trying to get this working.
       
      Last edited: Oct 1, 2012
    6. There are some problems with the UseObjectTag that are causing some big profile related issues sadly:

      -Unable to use a portal to an randomly generated destinationId, where destinationId would be blank. (Example: The four crypts in Act 1)
      -Unable to use a portal to the SAME worldId (Example: New Tristram <--> The Weeping Hollow)

      Otherwise, the built in wait until complete on it is fantastic!
       
    7. Gardettos

      Gardettos New Member

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      Not looking good. The bot went to shit right of the bat for me in .252. Loaded up a new profile it took the WP and didn't realize it took the WP. I was attacked right away so maybe that had something to do with it. Regardless it kept trying to Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338> even though it already took the Waypoint AND I had the Waypoint wrapped in code that should prevent something like this happening

      Code:
      		<!-- From Town -->
      		<If condition="Zeta.ZetaDia.CurrentWorldId==172909">
      			<UseWaypoint questId="1" actorId="6442" x="402.5403" y="414.342" z="1.5338" waypointNumber="7" />
      			<WaitTimer questId="1" waitTime="250" />
      		</If>
      It was in WorldID==79401 when it was trying to generate the path. Ton's of errors in the log

      View attachment log.txt

      Ran fine for a few minutes but once it WP again. Same problem. Very broken
       
    8. ksmaze

      ksmaze Member

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    9. gotteshand

      gotteshand New Member

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      hmm that is wired because .252 is the first version in a long time that is working perfectly for me:) somehow all these new version are kinda like a slot-machine ^^ a gamble:)
       
    10. Nesox

      Nesox Moderator Staff Member Moderator Buddy Core Dev

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      Navserver crashed but should be up and running again, sorry for any inconvenience caused.
       
    11. devious21

      devious21 New Member

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      Confirm, experiencing the same issue in Stonefort and Tower of the Damned.
      Multiple people that use our profiles are reporting the issue as well. If you need a copy of either profile PM me and i'll gladly send it your way?
       
    12. Narzil

      Narzil New Member

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      I am using an old profile from Core of Arreat (farix) and Field of Slaughter (don?t know from whom) combined.
      That profile worked perfect for the last two months and never got stuck anywhere.

      With 250 and 252 it starts to get problems with gold looting and with the right why of keeping rares and legendarys.
      And last but not least it get stuck in each second to third run. Bot stands there and does nothing !
      And it does not create a new game after a minute like it should, it stands there for hours doing nothing !

      Any ideas why ?

      Edit:
      I ran it now for an hour without stucking !
      Could it be that the NAVSERVERS where the reason for the stuck yesterday ?

      Thx in advance for the help

      Narzil
       
      Last edited: Oct 2, 2012
    13. gotteshand

      gotteshand New Member

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      Okay I can confirm the waypoint problem now it just happend to me as well..

      Code:
      [11:23:04.699 N] Loaded profile Tower of the Cursed Level 1 and 2 
      [11:23:04.799 N] [RadsAtom] - Resetting the deathcounter.
      [11:23:04.824 D] Replaced hook [ProfileOrderBehavior_Hook] bf22f444-ea00-4975-a3d2-23c3003f867e
      [11:23:04.890 D] Replaced hook [ProfileOrderBehavior_Hook] 1dae7d21-6931-49fc-900d-8872cc7b3ee8
      [11:23:04.891 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:04.906 D] Raycast path generated.
      [11:23:04.906 D] Generated path to <402.5403, 414.342, 1.5338> (Moving to use waypoint) with 1 hops.
      [11:23:05.591 N] Using Waypoint Waypoint-56382 Number:9
      [11:23:07.151 N] ========== Grid segmentation resetting!!! ============
      [11:23:07.151 D] [BotEvents] EventChecker  threw exception Could not read bytes from 00000000 [299]! in check
      [11:23:07.152 D] System.Reflection.TargetInvocationException: Ein Aufrufziel hat einen Ausnahmefehler verursacht. ---> System.AccessViolationException: Could not read bytes from 00000000 [299]!
         bei Zeta.MemoryManagement.ExternalProcessReader.ReadBytes(IntPtr address, Int32 count, Boolean isRelative)
         bei Zeta.MemoryManagement.ExternalProcessReader.Read[T](IntPtr address, Boolean isRelative)
         bei Zeta.Internals.Actors.DiaObject.()
         bei Zeta.Internals.Actors.DiaObject.get_ACDGuid()
         bei Zeta.Internals.Actors.DiaObject.get_IsACDBased()
         bei Zeta.Internals.Actors.DiaObject.GetCommonData[T]()
         bei Zeta.Internals.Actors.DiaUnit.get_Level()
         bei Zeta.CommonBot.GameStats.(Object , EventArgs )
         --- Ende der internen Ausnahmestapel?berwachung ---
         bei System.RuntimeMethodHandle._InvokeMethodFast(IRuntimeMethodInfo method, Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeType typeOwner)
         bei System.RuntimeMethodHandle.InvokeMethodFast(IRuntimeMethodInfo method, Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeType typeOwner)
         bei System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
         bei System.Delegate.DynamicInvokeImpl(Object[] args)
         bei System.Delegate.DynamicInvoke(Object[] args)
         bei Zeta.CommonBot.Pulsator.(Delegate , Object[] ) --> System.AccessViolationException: Could not read bytes from 00000000 [299]!
         bei Zeta.MemoryManagement.ExternalProcessReader.ReadBytes(IntPtr address, Int32 count, Boolean isRelative)
         bei Zeta.MemoryManagement.ExternalProcessReader.Read[T](IntPtr address, Boolean isRelative)
         bei Zeta.Internals.Actors.DiaObject.()
         bei Zeta.Internals.Actors.DiaObject.get_ACDGuid()
         bei Zeta.Internals.Actors.DiaObject.get_IsACDBased()
         bei Zeta.Internals.Actors.DiaObject.GetCommonData[T]()
         bei Zeta.Internals.Actors.DiaUnit.get_Level()
         bei Zeta.CommonBot.GameStats.(Object , EventArgs )
      [11:23:07.153 D] System.Reflection.TargetInvocationException: Ein Aufrufziel hat einen Ausnahmefehler verursacht. ---> System.AccessViolationException: Could not read bytes from 00000000 [299]!
         bei Zeta.MemoryManagement.ExternalProcessReader.ReadBytes(IntPtr address, Int32 count, Boolean isRelative)
         bei Zeta.MemoryManagement.ExternalProcessReader.Read[T](IntPtr address, Boolean isRelative)
         bei Zeta.Internals.Actors.DiaObject.()
         bei Zeta.Internals.Actors.DiaObject.get_Position()
         bei Zeta.CommonBot.InactivityDetector.(Object , EventArgs )
         --- Ende der internen Ausnahmestapel?berwachung ---
         bei System.RuntimeMethodHandle._InvokeMethodFast(IRuntimeMethodInfo method, Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeType typeOwner)
         bei System.RuntimeMethodHandle.InvokeMethodFast(IRuntimeMethodInfo method, Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeType typeOwner)
         bei System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
         bei System.Delegate.DynamicInvokeImpl(Object[] args)
         bei System.Delegate.DynamicInvoke(Object[] args)
         bei Zeta.CommonBot.Pulsator.(Delegate , Object[] ) --> System.AccessViolationException: Could not read bytes from 00000000 [299]!
         bei Zeta.MemoryManagement.ExternalProcessReader.ReadBytes(IntPtr address, Int32 count, Boolean isRelative)
         bei Zeta.MemoryManagement.ExternalProcessReader.Read[T](IntPtr address, Boolean isRelative)
         bei Zeta.Internals.Actors.DiaObject.()
         bei Zeta.Internals.Actors.DiaObject.get_Position()
         bei Zeta.CommonBot.InactivityDetector.(Object , EventArgs )
      [11:23:07.153 D] System.AccessViolationException: Could not read bytes from 00000000 [299]!
         bei Zeta.MemoryManagement.ExternalProcessReader.ReadBytes(IntPtr address, Int32 count, Boolean isRelative)
         bei Zeta.MemoryManagement.ExternalProcessReader.Read[T](IntPtr address, Boolean isRelative)
         bei Zeta.Internals.Actors.DiaObject.()
         bei Zeta.Internals.Actors.DiaObject.get_SceneId()
         bei Zeta.Internals.Actors.DiaObject.get_CurrentScene()
         bei Zeta.CommonBot.Profile.Common.UseWaypointTag.(Object )
         bei Zeta.TreeSharp.WaitContinue..()
         bei Zeta.TreeSharp.Composite.Tick(Object context)
         bei Zeta.TreeSharp.Sequence..()
         bei Zeta.TreeSharp.Composite.Tick(Object context)
         bei Zeta.TreeSharp.Decorator..()
         bei Zeta.TreeSharp.Composite.Tick(Object context)
         bei Zeta.TreeSharp.PrioritySelector..()
         bei Zeta.TreeSharp.Composite.Tick(Object context)
         bei Zeta.TreeSharp.Decorator..()
         bei Zeta.TreeSharp.Composite.Tick(Object context)
         bei Zeta.TreeSharp.PrioritySelector..()
         bei Zeta.TreeSharp.Composite.Tick(Object context)
         bei Zeta.Common.HookExecutor.Run(Object context)
         bei Zeta.TreeSharp.Action.RunAction(Object context)
         bei Zeta.TreeSharp.Action..()
         bei Zeta.TreeSharp.Composite.Tick(Object context)
         bei Zeta.TreeSharp.PrioritySelector..()
         bei Zeta.TreeSharp.Composite.Tick(Object context)
         bei Zeta.TreeSharp.PrioritySelector..()
         bei Zeta.TreeSharp.Composite.Tick(Object context)
         bei Zeta.Common.HookExecutor.Run(Object context)
         bei Zeta.TreeSharp.Action.RunAction(Object context)
         bei Zeta.TreeSharp.Action..()
         bei Zeta.TreeSharp.Composite.Tick(Object context)
         bei Zeta.TreeSharp.PrioritySelector..()
         bei Zeta.TreeSharp.Composite.Tick(Object context)
         bei Zeta.CommonBot.BotMain.()
      [11:23:07.508 D] ChampionBase
      [11:23:07.508 D] Illusionist
      [11:23:07.509 D] ReflectsDamage
      [11:23:07.509 D] Vortex
      [11:23:07.510 D] Fast
      [11:23:09.114 D] ChampionBase
      [11:23:09.115 D] Illusionist
      [11:23:09.115 D] ReflectsDamage
      [11:23:09.116 D] Vortex
      [11:23:09.116 D] Fast
      [11:23:09.509 D] ChampionBase
      [11:23:09.509 D] Illusionist
      [11:23:09.510 D] ReflectsDamage
      [11:23:09.510 D] Vortex
      [11:23:09.511 D] Fast
      [11:23:12.444 D] ChampionBase
      [11:23:12.445 D] Illusionist
      [11:23:12.445 D] ReflectsDamage
      [11:23:12.446 D] Vortex
      [11:23:12.446 D] Fast
      [11:23:14.516 D] ChampionBase
      [11:23:14.517 D] Illusionist
      [11:23:14.517 D] ReflectsDamage
      [11:23:14.518 D] Vortex
      [11:23:14.518 D] Fast
      [11:23:15.943 D] ChampionBase
      [11:23:15.944 D] Illusionist
      [11:23:15.944 D] ReflectsDamage
      [11:23:15.945 D] Vortex
      [11:23:15.945 D] Fast
      [11:23:15.949 D] ChampionBase
      [11:23:15.949 D] Illusionist
      [11:23:15.950 D] ReflectsDamage
      [11:23:15.950 D] Vortex
      [11:23:15.951 D] Fast
      [11:23:15.954 D] ChampionBase
      [11:23:15.954 D] Illusionist
      [11:23:15.955 D] ReflectsDamage
      [11:23:15.955 D] Vortex
      [11:23:15.956 D] Fast
      [11:23:15.959 D] ChampionBase
      [11:23:15.960 D] Illusionist
      [11:23:15.960 D] ReflectsDamage
      [11:23:15.961 D] Vortex
      [11:23:15.961 D] Fast
      [11:23:16.766 D] ChampionBase
      [11:23:16.767 D] Illusionist
      [11:23:16.767 D] ReflectsDamage
      [11:23:16.768 D] Vortex
      [11:23:16.768 D] Fast
      [11:23:16.772 D] ChampionBase
      [11:23:16.772 D] Illusionist
      [11:23:16.773 D] ReflectsDamage
      [11:23:16.773 D] Vortex
      [11:23:16.774 D] Fast
      [11:23:16.777 D] ChampionBase
      [11:23:16.777 D] Illusionist
      [11:23:16.778 D] ReflectsDamage
      [11:23:16.778 D] Vortex
      [11:23:16.779 D] Fast
      [11:23:16.782 D] ChampionBase
      [11:23:16.782 D] Illusionist
      [11:23:16.783 D] ReflectsDamage
      [11:23:16.783 D] Vortex
      [11:23:16.784 D] Fast
      [11:23:22.366 D] ChampionBase
      [11:23:22.366 D] Illusionist
      [11:23:22.367 D] ReflectsDamage
      [11:23:22.367 D] Vortex
      [11:23:22.367 D] Fast
      [11:23:22.371 D] ChampionBase
      [11:23:22.372 D] Illusionist
      [11:23:22.372 D] ReflectsDamage
      [11:23:22.373 D] Vortex
      [11:23:22.373 D] Fast
      [11:23:22.376 D] ChampionBase
      [11:23:22.377 D] Illusionist
      [11:23:22.377 D] ReflectsDamage
      [11:23:22.378 D] Vortex
      [11:23:22.378 D] Fast
      [11:23:22.382 D] ChampionBase
      [11:23:22.382 D] Illusionist
      [11:23:22.383 D] ReflectsDamage
      [11:23:22.383 D] Vortex
      [11:23:22.384 D] Fast
      [11:23:38.350 N] [GilesTrinity] Attempting to un-stuck with random movements, attempt #1 of 10 attempts.
      [11:23:40.178 D] Navigator.Clear
      [11:23:40.178 D] Generating path to original destination - <402.5403, 414.342, 1.5338>
      [11:23:40.186 D] Could not generate path!
      [11:23:40.209 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:40.210 D] Could not generate path!
      [11:23:40.276 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:40.301 D] Could not generate path!
      [11:23:40.322 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:40.332 D] Could not generate path!
      [11:23:40.410 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:40.421 D] Could not generate path!
      [11:23:40.445 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:40.452 D] Could not generate path!
      [11:23:40.507 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:40.510 D] Could not generate path!
      [11:23:40.538 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:40.542 D] Could not generate path!
      [11:23:40.600 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:40.601 D] Could not generate path!
      [11:23:40.627 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:40.631 D] Could not generate path!
      [11:23:40.709 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:40.722 D] Could not generate path!
      [11:23:40.744 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:40.751 D] Could not generate path!
      [11:23:40.810 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:40.841 D] Could not generate path!
      [11:23:40.862 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:40.871 D] Could not generate path!
      [11:23:40.927 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:40.932 D] Could not generate path!
      [11:23:40.981 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:40.991 D] Could not generate path!
      [11:23:41.018 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.021 D] Could not generate path!
      [11:23:41.076 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.081 D] Could not generate path!
      [11:23:41.106 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.110 D] Could not generate path!
      [11:23:41.170 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.171 D] Could not generate path!
      [11:23:41.195 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.201 D] Could not generate path!
      [11:23:41.256 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.260 D] Could not generate path!
      [11:23:41.287 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.292 D] Could not generate path!
      [11:23:41.348 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.351 D] Could not generate path!
      [11:23:41.377 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.381 D] Could not generate path!
      [11:23:41.437 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.441 D] Could not generate path!
      [11:23:41.466 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.473 D] Could not generate path!
      [11:23:41.530 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.532 D] Could not generate path!
      [11:23:41.578 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.591 D] Could not generate path!
      [11:23:41.617 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.621 D] Could not generate path!
      [11:23:41.676 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.681 D] Could not generate path!
      [11:23:41.710 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.741 D] Could not generate path!
      [11:23:41.766 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.771 D] Could not generate path!
      [11:23:41.827 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.831 D] Could not generate path!
      [11:23:41.856 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.859 D] Could not generate path!
      [11:23:41.920 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.921 D] Could not generate path!
      [11:23:41.944 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:41.951 D] Could not generate path!
      [11:23:42.006 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:42.009 D] Could not generate path!
      [11:23:42.036 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:42.041 D] Could not generate path!
      [11:23:42.098 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:42.100 D] Could not generate path!
      [11:23:42.126 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:42.132 D] Could not generate path!
      [11:23:42.211 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:42.220 D] Could not generate path!
      [11:23:42.241 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:42.251 D] Could not generate path!
      [11:23:42.335 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:42.341 D] Could not generate path!
      [11:23:42.362 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:42.371 D] Could not generate path!
      [11:23:42.426 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:42.431 D] Could not generate path!
      [11:23:42.456 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:42.459 D] Could not generate path!
      [11:23:42.523 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:42.551 D] Could not generate path!
      [11:23:42.572 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      [11:23:42.581 D] Could not generate path!
      [11:23:42.636 D] Generating path to Moving to use waypoint - <402.5403, 414.342, 1.5338>
      
       
    14. ksmaze

      ksmaze Member

      Joined:
      Sep 4, 2012
      Messages:
      239
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      1
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      18
      View attachment 7932 2012-10-02 07.11.txt
      still have the same problem.... happened right after UseWaypoint tag, failed to leave game and move around in town.
       
    15. abuser

      abuser New Member

      Joined:
      Aug 21, 2012
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      Why my clients cant login, i got authentication faild?? What is going on??
       
    16. itskool

      itskool New Member

      Joined:
      Jul 28, 2012
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      they're still down :/
       
    17. Nesox

      Nesox Moderator Staff Member Moderator Buddy Core Dev

      Joined:
      Jan 15, 2010
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      48
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      48
      New build up.

      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.
       
    18. Ghibli

      Ghibli New Member

      Joined:
      Sep 27, 2012
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      somebody test to see it it works lol

      When are we ever gonna get a big update and feature in dev requests??

      all the updates for past month have been so minor
       
    19. devious21

      devious21 New Member

      Joined:
      Jul 29, 2012
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      I've been testing it all day using our BigRed 1.3 profile (a pre-release, available for donators on our website), and had 0 issues.
      I'd imagine it should work fine with our older profiles (GangnamStyle 1.2.6 for instance - although I may need to edit Rakkis in the morning to make sure)
      This seems like a fairly stable build so far though!
       
    20. Ghibli

      Ghibli New Member

      Joined:
      Sep 27, 2012
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      You shud release bigred now since it's stable
       
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