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  • [Release] RebornBuddy64 Version 1.0.424 - DirectX11 / x64 bit compatible

    Discussion in 'Rebornbuddy Forum' started by mastahg, Feb 29, 2016.

    1. overlord2000

      overlord2000 Member

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      Wonderful work, thank you for the changes in deep drive :):):) \o/ \o/ \o/
       
    2. zzi

      zzi Active Member

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      Party healing is a combat routine feature. So no. Nothing is wrong with it
       
    3. quelibrium

      quelibrium New Member

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      Patch 4.35 is live now.
       
    4. quelibrium

      quelibrium New Member

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      Patch 4.35 is live now.
       
    5. mastahg

      mastahg Administrator Staff Member

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    6. crpaul

      crpaul Member

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      mastahg i beleve somthing is wrong with nav
      just standing
       

      Attached Files:

    7. zlyguy

      zlyguy New Member

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      Me too here :
       

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    8. mastahg

      mastahg Administrator Staff Member

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      Should be working once again, was trying some changes to solve potd issues.
       
    9. crpaul

      crpaul Member

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      Thank you as always :)
       
    10. crpaul

      crpaul Member

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      not sure if anyone has told you lots of random stoping on floors in dd
       
    11. Sodimm

      Sodimm Member

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      Error with GetTo:

      When Interacting with the Ala Mhigan Resistance Guard on Zone: 621 XYZ: 497.7645, 69.99941, 583.7339. Successfully navigates to and uses the transition, but after the transition is made it tries to again navigate to the resistance guard causing a path failure.

      To better show the bug. Start the following Profile from the Ala Mhigan Quarter Aetheryte (Forcing GetTo to use the transition).

      Code:
      <Profile>
          <Order>
            <GetTo ZoneId="621" XYZ="403.3247, 116.7892, 69.89963"/>
          </Order>
        </Profile>
      Log Attached.
       

      Attached Files:

    12. mastahg

      mastahg Administrator Staff Member

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      Version 224

      Code:
      
      GetTo:
      Rewrote npctransport landing logic, now compares distance from when we interact rather then distance to where we were supposed to land
      Added The Dawn Throne to list of aetherytes that need a larger distance to calculate a landing position
      
       
    13. Sodimm

      Sodimm Member

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      Can I suggest an edit to the FlyTo tag Mastahg? To make the landing and dismounting smoother?
      Code:
      // Arrived at destination?
                  if (AtLocation(Core.Player.Location, immediateDestination))
                  {
                      var completionMessage = string.Format("Arrived at destination '{0}'", RoughDestination.Name);
      
                      // Land if we need to...
                      // NB: The act of landing may cause us to exceed the ArrivalTolerance specified.
                      if (Land)
                      {
                          //Sodimm: Nix the NB by forcing it to stop!
                          MovementManager.MoveStop();
                          
                          //await UtilityCoroutine.LandAndDismount(string.Format("Landing at destination '{0}'", RoughDestination.Name));
                          Log("Landing at destination '{0}'", RoughDestination.Name);
                          // Sodimm: no need for => var landed = await CommonTasks.Land();
                          if (Land && await CommonTasks.Land())
                          {
                              // Sodimm: maybe make sure we've landed.
                              await Coroutine.Wait(5000, () => !MovementManager.IsFlying);
                              
                              if (!MovementManager.IsFlying && Dismount)
                              {
                                  ActionManager.Dismount();
                                  // Sodimm: At least wait for the dismount to complete maybe? Yes.
                                  await Coroutine.Wait(5000, () => !Core.Me.IsMounted);
                              }
                              
                              // Sodimm: Then complete. Yay!
                              BehaviorDone(completionMessage);
                              return true;
                          }
                          else
                          {
                              LogError("Failed to land at {0}",immediateDestination);
                              return false;
                          }
                          
                      }
      
                      // Done...
                      BehaviorDone(completionMessage);
                      return false;
                  }
      The above change will make the behavior complete all it's tasks before _done. No more "Can't do x because we're jumping" errors (well, maybe not completely eradicated, but still.
       
    14. zzi

      zzi Active Member

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      @crpaul There is debug information in your logfile that we need to fix that issue. Please be sure to attach it.
       
    15. crpaul

      crpaul Member

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      [Maintenance]All Worlds Maintenance (Aug. 6)
      In order to accompany Patch 4.36, we will be performing maintenance on all Worlds at the time below, during which FINAL FANTASY XIV will be unavailable.

      We apologize for any inconvenience this may cause, and we thank you for your understanding.

      [Date & Time]
      Aug. 6, 2018 9:00 p.m. to Aug. 7, 2018 3:00 a.m. (PDT)
      * Completion time is subject to change.

      [Affected Worlds]
      All Worlds
       
    16. crpaul

      crpaul Member

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      mastahg rb need a patch for update
       
    17. mastahg

      mastahg Administrator Staff Member

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      I know.
       
    18. crpaul

      crpaul Member

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      just a head up just in case :)
       
      JRiddle likes this.
    19. mastahg

      mastahg Administrator Staff Member

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      Should work now.
       
    20. lalaz23

      lalaz23 New Member

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      Dene post ress
       

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