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  • ExilebuddyBeta #887 Feedback and Discussion

    Discussion in 'Archives' started by pushedx, Aug 31, 2014.

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    1. pushedx

      pushedx Moderator Moderator Buddy Core Dev

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      I'm going to try making new release threads for each Beta version, as they are greatly changing, and trying to keep everything organized in one thread isn't working out well.

      Download - Please download a clean copy of Beta for each version. Do not "update", because the changes will break other versions. Before reporting issues, please make sure you are using a clean copy.

      Beta #887 - Overview

      This version aims to fix a lot of core issues with the project that were caused by the 1.2 update. Pathfinding generation now uses .Net parallelization to generate in a fraction of the time it was before. The GridExplorer design has been changed to not perform a lengthy operation it was performing before, which was to try and eliminate all the nodes that could not be pathfound to. This should also help speed up the bot startup times in a new zones. There were some issues with the previous area transition logic that were stemming from the API thinking it was in game, when it was still in the loading screen (which you're still in game, you just can't do anything). The API has been fixed to address this scenario, as it seems to be more of an issue now than pre-1.2. A few other API updates were done to fix memory issues with invalid reads, and some missing features, such as the buff for strongbox mobs.

      The default CR has been expanded logic wise to include some "fight towards Shrine to tag it" logic, but it might be hit or miss, depending on your build. Either way, the default CR is there just as something that works for people to get an idea of what is possible with our design. 3 extra skill slots and logic have been added as well. AoE is now added as well as a backup skill slot for when you're out of mana or no other skills are castable. This is useful for being able to have the CR use a skill that triggers Default Attack, without actually having Default Attack on your skillbar, which was something our previous designs could not handle correctly. Lastly, the cache model of the CR has been updated to take into account the new API. Whenever using the new API or various pathfinding functions, the current frame is dropped so the bot doesn't lag the client. Unfortunately, when you do that, objects can now become invalid and memory can move around, based on what is happening in the game. As a result, you have to design really carefully around this to avoid memory exceptions from bad data.

      BasicGrindBot has been greatly updated with some better logic though testing, but it's far from perfect (and will never reach that state, because it's an imperfect game). It's possible for the bot to get stuck under various scenarios, and the only real way to handle those is to have a stuck detection plugin that detects it. I'll get a new stuck detection plugin back in soon along with chicken. Looting and chest interactions have been updated to be much more smooth and hopefully avoid some random issues where the client has unexpected behaviors, so the bot derps around, stuck in an impossible scenario. There will always be various problems like this that have to be coded around, so if you see the bot doing something totally wrong, this is most likely why.

      Exploration options have been removed, as they over complicate the basic design, and slow down adding back the other basic features, like town stuff. For now, the BasicGrindBot will explore the entire area (unless it's looking for an area transition to the grind zone). To help fix massive backtracking (not to be confused with the new behavior that will cause a different type of backtracking) the design of the tasks has been changed. The new design will handle combat, items, and chests within a fixed radius of the player (currently 50), and then go back to do things out of range in order. This makes the bot a lot more smooth and reduces backtracking when coupled with exploration % or other mechanics to leave an instance early. As mentioned though, the bot will go back to full exploring an instance. Overall bot implementation efficiency is NOT a priority right now, just getting back to something working that loops and can do town runs. Optimization stuff can come later, so please keep that in mind.

      Changelog
      You need to register and have one post to see spoilers!
      Quick Guide

      Go to the "Settings" tab in the main GUI. From here, you can change "BasicGrindBot" or "ExampleRoutine" settings.

      Currently, you can only select the grind zone for "BasicGrindBot". The bot cannot navigate though towns yet (no logic to handle it there, so please keep that in mind). You need to start the bot in an area connected to your grind zone for the bot to travel to it, and then it will take area transitions back and forth for new instances. The bot does not have any quest logic, and does not know that you are or aren't able to use an area transition, so if you grind an area that you don't have all the quests done for, it can and most likely will get stuck.

      Hover over the GUI labels in "ExampleRoutine" to understand what each setting is for. Your "Left Mouse Button" slot, the top left most one, is slot 1. Your "T" slot, second row, far right, is slot 8. Simply assign the slot #s to the skill category that you want to associate each skill with. The CR has a specific set of logic for determining when a slot is used. Users must make their own specialized CRs if they need different logic or behaviors. Our CR is just one big example of doing a bunch of different things, so it will never be able to do everything, nor could we maintain such a CR in a game like this.

      Known Issues

      The bot is not in an "overnight" or "unattended" stage yet. Please watch your bot time to time to make sure it doesn't get stuck, as it currently doesn't have the logic to recover. There should not be any crashes or exception spam, but if you do encounter any, please report it. Due to the new API design, the way objects need to be used has changed, so if you come back and see your bot at character selection, this is most likely why. Just attach your log, and it'll get looked into.

      The bot should now correctly take area transitions back and forth into a grind zone (as long as quest states are fulfilled). Please report any issues with this that you notice, as it's hard to test all scenarios in which things happen. The API changes to address the previous version's flaws should hopefully fix the problems seen.

      Performance should be a lot better than the previous version, and way better than all our past versions. Time to time, you might see a frame spike, but that is not a problem in itself. It's only a problem that you should report if it's happening very frequently there the bot stutters around or is otherwise unusable.
       
    2. seankim

      seankim Member

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      awsome!!
       
    3. tozededao

      tozededao Community Developer

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      Thanks for the release!

      I dont know if this is the correct place to post this but I'm testing it on Southern Forest starting from the Waypoint, it clears all the way to Forest Encampment, then walks back all they until below the waypoint, then it walks all the way up to enter Forest Encampment.

      Is it supposed to have Town Rowns and remake instances? Because old version used to stop the bot when you reached town, this one doesn't stop yet stays on town.
       
    4. IeU

      IeU Member

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      Thank you for the hard work pushed.

      - Testing here just a few minutes in and it seems the "freeze" (every few seconds) i had while EB tried to get to a mob is gone, but now lags a bit every time it goes loot something or open a chest. (i am trying this on my VM, i ll test out later on my main with plenty of resources, thou after checking my VM, it seems it is not using all the resources it has, so it might not be a performance issue . . .)

      - Backtracking is much better now

      - Tried in EB in Lower Prison and it seems is not handling doors at all.

      - Even thou i have combat range set to 40, no melee skill set, just ranged, EB stills get to the face of the mob and then start casting my "ranged" skill (raging skulls/fireball/freezing pulse)
       
      Last edited: Aug 31, 2014
    5. IeU

      IeU Member

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      There is no town run right now.

      To loop an area, for example The Climb, go to the ledge and start the bot in front of the transition to The Climb, from there on will loop, but the whole selling you gotta do yourself (aka town runs), maybe next release we have it.
       
    6. naut

      naut Community Developer

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      Was watching the bot and it randomly decided to log out on me, this was the error message:

      [ExampleRoutine] Start
      [Tick] Exception during execution:Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 006E0069, Size: 232
      at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
      at GreyMagic.MemoryBase.Read[T](IntPtr addr)
      at Loki.Game.Objects.Components.PositionedComponent.()
      at Loki.Game.Utilities.PerCachedValue`1.get_Value()
      at Loki.Game.Objects.Components.PositionedComponent.()
      at Loki.Game.Objects.Components.PositionedComponent.get_MapPosition()
      at Loki.Game.Objects.NetworkObject.get_Position()
      at Loki.Bot.Utility.NumberOfMobsNear(NetworkObject target, Single distance, Boolean dead)
      at ExampleRoutine.ExampleRoutine.<Logic>d__3c.MoveNext() in c:\Users\Brendon\Downloads\ExilebuddyBETA 0.1.2603.887\Routines\ExampleRoutine\ExampleRoutine.cs:line 1270
      --- End of stack trace from previous location where exception was thrown ---
      at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
      at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
      at Loki.Bot.Logic.Bots.BasicGrindBot.CombatTask..()
      --- End of stack trace from previous location where exception was thrown ---
      at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
      at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
      at Loki.Bot.v3.TaskManager..()
      --- End of stack trace from previous location where exception was thrown ---
      at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
      at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
      at Loki.Bot.Logic.Bots.BasicGrindBot.BasicGrindBot..()
      --- End of stack trace from previous location where exception was thrown ---
      at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
      at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
      at Buddy.Coroutines.Coroutine...()
      --- End of inner exception stack trace ---
      at Buddy.Coroutines.Coroutine.(Boolean )
      at Buddy.Coroutines.Coroutine.(Boolean )
      at Buddy.Coroutines.Coroutine.Resume()
      at Loki.Bot.Logic.Bots.BasicGrindBot.BasicGrindBot.Tick()
      at Loki.Bot.BotManager.(IBot )

      The bot coroutine has finished in a state of Faulted
      [Stop] Now requesting the BotThread to stop.
       
    7. kuskner

      kuskner Member

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      A /oos plugin or option would be nice.. Coz sometimes it gets stuck coz the bot thinks its close to mobs, but its not, coz of the sync
       
    8. roneo1

      roneo1 Member

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      Is there any reason its stutter-moving? like it walks for a sec, stops half a sec, walks another sec and so on and keeps on doing that, doesn't fluidly walk, just testing with molten strike equipped and that's it, nothing complicated. It kills mobs and so on but the movement is always stuttered, is this configuration related or? Because I can't seem to find anything to make it not stutter in settings.
       
    9. IeU

      IeU Member

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      Same here, was about to add that to my previous post too . . .
       
    10. roneo1

      roneo1 Member

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      Also there seems to be a problem with it opening doors, testing a bit in crematorium to see how it handles it, it opens doors fine when there's no mobs close to the other side of the door, but if there's mobs, it will just hug the door and try to kill the mobs (obviously it can't) and just fidgets there until it dies etc.

      I remember there being an open door range in settings in the pre 1.2 beta , maybe its related to that but that setting is no longer in "settings".
       
    11. sfrattini

      sfrattini Member

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      thanks for this update.
      I have tried running lunaris 3, bot gets stuck at doors everytime there are mobs behind it. Any advice?

      Edit: I just saw it has been reported before me.
       
    12. Anjin

      Anjin Member

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      Something wrong with auras, my character have "Clarity" on E and "Purity of elements" on middle mouse button.
      At the beginning of map bot casting the clarity other and other again, until the mana potions is over, then start to fight.
      "Poetry of elements" don't use.
      In log nothing.
       
    13. thenotorious

      thenotorious Member

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      maybe a stupid question but what are the Aoe melee skill slot and ranged slot ?
       
    14. tozededao

      tozededao Community Developer

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      2 Bug Reports:

      If you are pure totem build and you put totem as one of the setting skill slots, it keeps spamming the totem, if you dont put anything bot doesn't start because it says it needs to be configured.

      Second one was a loop between a Chest and a Shrine

      Code:
      [OpenChestTask] The current chest to open is [6784] Chest at {475, 1662}. We have been on this task for 00:00:00.1165150 and have been attempting to interact for 00:00:00.[OpenChestTask] Now moving towards the chest 6784 because it is 66.52663 away (can see).
      [OpenChestTask] The current chest to open is [6784] Chest at {475, 1662}. We have been on this task for 00:00:00.2023793 and have been attempting to interact for 00:00:00.
      [OpenChestTask] Now moving towards the chest 6784 because it is 63.36926 away (can see).
      [OpenChestTask] The current chest to open is [6784] Chest at {475, 1662}. We have been on this task for 00:00:00.2858059 and have been attempting to interact for 00:00:00.
      [OpenChestTask] Now moving towards the chest 6784 because it is 56.28916 away (can see).
      [Logic] Now moving towards the Shrine 26054.
      [Logic] Now moving towards the Shrine 26054.
      [Logic] Now moving towards the Shrine 26054.
      [Logic] Now moving towards the Shrine 26054.
      [OpenChestTask] The current chest to open is [6784] Chest at {475, 1662}. We have been on this task for 00:00:00.3678566 and have been attempting to interact for 00:00:00.
      [OpenChestTask] Now moving towards the chest 6784 because it is 66.28417 away (can see).
      [OpenChestTask] The current chest to open is [6784] Chest at {475, 1662}. We have been on this task for 00:00:00.4479292 and have been attempting to interact for 00:00:00.
      [OpenChestTask] Now moving towards the chest 6784 because it is 64.05968 away (can see).
      [OpenChestTask] The current chest to open is [6784] Chest at {475, 1662}. We have been on this task for 00:00:00.5112974 and have been attempting to interact for 00:00:00.
      [OpenChestTask] Now moving towards the chest 6784 because it is 57.73386 away (can see).
      [Logic] Now moving towards the Shrine 26054.
      [Logic] Now moving towards the Shrine 26054.
      [Logic] Now moving towards the Shrine 26054.
      [Logic] Now moving towards the Shrine 26054.
      [OpenChestTask] The current chest to open is [6784] Chest at {475, 1662}. We have been on this task for 00:00:00.5932201 and have been attempting to interact for 00:00:00.
      [OpenChestTask] Now moving towards the chest 6784 because it is 65.58913 away (can see).
      [OpenChestTask] The current chest to open is [6784] Chest at {475, 1662}. We have been on this task for 00:00:00.6788030 and have been attempting to interact for 00:00:00.
      [OpenChestTask] Now moving towards the chest 6784 because it is 62.68149 away (can see).
      [OpenChestTask] The current chest to open is [6784] Chest at {475, 1662}. We have been on this task for 00:00:00.7470699 and have been attempting to interact for 00:00:00.
      [OpenChestTask] Now moving towards the chest 6784 because it is 57.66931 away (can see).
      [OpenChestTask] The current chest to open is [6784] Chest at {475, 1662}. We have been on this task for 00:00:00.8262984 and have been attempting to interact for 00:00:00.
      [OpenChestTask] Now moving towards the chest 6784 because it is 50.99994 away (can see).
      [Logic] Now moving towards the Shrine 26054.
      [Logic] Now moving towards the Shrine 26054.
      [Logic] Now moving towards the Shrine 26054.
      [Logic] Now moving towards the Shrine 26054.
      [Logic] Now moving towards the Shrine 26054.
      [Logic] Now moving towards the Shrine 26054.
      [Logic] Now moving towards the Shrine 26054.
      [Logic] Now moving towards the Shrine 26054.
       
    15. tozededao

      tozededao Community Developer

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      Hugging the Wall on city of sarn

      Code:
      [ExploreTask] Now exploring to the location {460, 1196} (371) [99.25466 %].[ExploreTask] Now exploring to the location {460, 1196} (370) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (371) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (372) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (375) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (376) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (376) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (376) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (377) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (378) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (379) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (378) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (378) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (379) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (380) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (381) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (380) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (381) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (383) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (383) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (382) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (382) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (381) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (381) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (381) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (382) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (383) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (385) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (386) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (387) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (386) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (385) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (386) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (388) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (389) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (390) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (390) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (389) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (387) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (388) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (387) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (385) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (386) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (386) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (386) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (386) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (385) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (385) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (384) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (384) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (385) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (384) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (383) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (384) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (384) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (384) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (385) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (386) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (387) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (387) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (386) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (385) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (385) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (386) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (386) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (386) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (387) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (386) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (385) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (386) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (387) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (386) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (386) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (388) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (389) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (391) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (392) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (392) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (391) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (389) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (388) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (387) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (387) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (389) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (389) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (390) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (390) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (388) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (387) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (387) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (387) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (388) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (387) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (387) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (388) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (387) [99.25466 %].
      [ExploreTask] Now exploring to the location {460, 1196} (386) [99.25466 %].
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    16. sfrattini

      sfrattini Member

      Joined:
      Oct 4, 2012
      Messages:
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      Towns are not supported yet
       
    17. pushedx

      pushedx Moderator Moderator Buddy Core Dev

      Joined:
      Sep 24, 2013
      Messages:
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      Trophy Points:
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      Actual movement hasn't changed, so if this version stutters and the last didn't, I'll have to check over some things. If this is the first version you've tried and it seems to stutter, I'll need to know if you're running a VM or regular PC, gfx, and cpu/ram. 1.2 client requires more resources than previous ones, and most likely the bot will too. Also, check your FPS, and make sure VSync is disabled. I'd not advise trying to limit frames at this point if you are, but it should still work, just might not be smooth. I'm retesting in a VM right now, and it looks just about the same as it does on my desktop, so it might be related to resources.

      I'm not sure why it'd seem to lag on chests and items, as this logic does less waiting and inaccurate actions than the last. I'll most likely need a video to see if what you're seeing is expected behavior, or if there really is an issue,

      It was really late last night, and I forgot to add in door logic to this version, so that's why it doesn't open them. I'll get that added in again today!

      The exception you have naut, is one of the last big issues to fix for post 1.2 that is being worked on right now. I know exactly what the problem is, it's just finding a way to solve it without more rewriting of a few things that didn't change for 1.2 (pretty much all of BE was rewritten, except for the ObjectManager, which is where the problem lies now with the new API).

      I hope to get basic stashing and town movement in today tozededao! The running back to the start is intended, it's just doing a full 100% explore, and there was a node down there it wanted to tag before leaving the area. In your logs you should have seen something like 99% or so when it was doing it. For now, the bot will 100% explore the current area, as it keeps things simple, and I can move on to the other stuff that needs to be addressed. Trying to have configurable options for when and how to leave town was adding too much complicated logic as this stage.
       
    18. pushedx

      pushedx Moderator Moderator Buddy Core Dev

      Joined:
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      I'll check into this, It most likely means the buff for the aura is incorrect, so the bot doesn't think the character has it on.

      AoE melee is for when you have more than 3 mobs near you, and you'd want to use a skill like Cleave, Sweep, Ice Nova, etc...

      AoE range is for when you're attacking a pack of mobs from a distance, and want to use something like Firestorm, Cold Snap, Rain of Arrows, Leap Slam.

      A pure totem build will most likely need a custom CR. The current CR will cast one totem automatically, but assumes you have another skill to use. Our CR won't be able to handle special cases like that, but what you could doi, is delete the code to avoid it checking for the slots not being -1, and then the actual casting logic for using the best slot.

      I'll check that out.

      This is a known issue, just forgot to mention certain areas have new issues that pre 1.2 didn't. The pathfinding needs some area specific adjustments, so those will be looked into soon.
       
    19. Matejko

      Matejko Member

      Joined:
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      Same on Raging Spirit, my char die few times because facetank adds :/
       
    20. pushedx

      pushedx Moderator Moderator Buddy Core Dev

      Joined:
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      The CR we provide will facetank. For better combat logic, it has to be done in a custom CR. The movement towards a mob is to ensure the skill can be cast via LoS, but since mobs move towards you as well, it ends up running into the mob as it approaches, even for ranged attacks since it doesn't try to stop. The logic can be changed to try and avoid it, but for now, it'll stay because it ensures skills can be cast, which is important, since unlike the previous Beta, it doesn't check to see if the client casts the skill, which slowed down combat, and we got a lot of complaints about.
       
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