Why break the release version if it was fine before the new beta release? Get the beta straight before you release it....
Because the old "release" was the cause of a lot of flags, and bans. The new version isn't much behind the old one, and doesn't suffer from that issue. At all.
Then can you make the new release functional? I mean, what great use is a bot that you have to tend to after every 5 minutes because it can't load up a new zone?
you don't snip your fingers and it works. Highest Priority for the devs was to stop the flagging issue, which is (i think) resolved in the last weeks i tested the beta. Now that "new" system is ported to stable to stop the flagging. It takes some time and amount of work now to get the new system to behave like the "old" one - function wise. Give them some time (a week, maybe two) and you will have most of your old beloved functionality again, WITHOUT the permanent flagging after some minutes of playing (aka No Currency Drop Available-Flag (NCDA)) if you have suggestions for the new version, fit it in words and post it under the support section (i guess thats the most accurate right now..) choosing a good topic title. if you have questions, you can always throw a pm. some functionality has already been ported to plugins, most of them are "updateable" to work with the "new" stable. regards
Excuse me? I have once been a head developer of a botting project MUCH bigger, more widely used, and overall better than ExileBuddy. This bot was for Runescape, which had some of the most extensive anti-cheat protection in terms of RPGs. I would have never released a version of the bot that was not functional. I would rather have the bot not working after an update than to release a bot that didn't do what it was supposed to - automate your playing. As for the NCDA flag, I haven't received one yet, let me take that risk for myself. If I wanted the beta version with close to ZERO usefulness for me, then I would have downloaded it myself.
Why do you not go back to botting Runescape and been a lead developer then - just saying. Runescape and its Java is a lot more simple than POE ever is. A lot more code too might I add. If you are that ungrateful go back to doing what you were doing without a bot.
Cute m8. 1) It being java does not make it more simple. The basis of the bots work the same, in Java it is called Reflection, with PoE you are "hooking" into the client. I can tell you are not very experienced in programming since it is not "a lot more code." Also, the bot I developed for was the only bot sued by Jagex (and they won) due to the extreme destruction of the RS economy. I think I have a right to be ungrateful if I paid for this. Would you enjoy buying a TV only for it not to turn on? That's cool, but Apoc isn't infallible. If someone makes a mistake, they should fix it.
i cant make my bot use any melee attack skill at all, and im unable to put a log here it load endlessly when i try, the bot is unusable right now for me and i really Wonder how other people make it work, please help
Sorry, I don't mean to step on your toes, but comparing a Java based game, with a C++ based game, in terms of creating a bot, is like comparing building a lego car, and building a real car. Runescape was never hard to create a bot for (I created one many many years ago as one of my first ever bots) Java is an interpreted language, which means you can mostly decompile the source (losing only certain metadata information, which isn't useful unless you plan to do raw JVM hooks), and lose nothing but naming. C++ however, has many many more nuances. We don't get structure/class definitions, with their methods. We don't get "static" variable locations by default. We have to create our own classes by what we find. You're more than welcome to go ahead and try and RE the PoE client. I'll see you in a couple years when you finally figure out how STL base classes work after compiler optimizations. With that said, the old release was doing things that the normal client can't sometimes. This basically means, they could tell when we were attacking a monster behind another, that the regular client wouldn't let you. We fixed this in the old release, but its still a problem with many other things. The new systems don't suffer from any of those problems. Plain and simple. We lost precision in some things (which many users have seen), but we gained the ability to completely hide from awkward situations where we would normally be flagged.
Sir I could not have said this better. I have been botting two months straight on the same account with no issues. Yes I bought the stash upgrade. I post on the sale forums I chat ingame and play with my friends when I'm home. These people that bot for the game to RMT and never have any function in the game is what gets caught in the flag. It really is easy to catch these people
Although hooking into the game might be harder with a C++ based game, Runescape had many more cheating detection measures, each one of them had to be bypassed individually. Maybe it was easy back in the day of Kaitnieks and AutoRune, but when RS2 came out it was a completely different story. What I'm saying is, I don't think ExileBuddy has "a lot more code" than iBot/NeXuS had in total - Especially considering the ease for multiple clients, turning off graphics (which was never publicly released, but brought in MANY more programming issues) and profiles. Not to mention how easy we made it for our "scripters" to customize the bot.
The door for good suggestions has always been open - please make your thoughts known in a non dev bashing manner. All I hear in your posts on these forums is complaining about how it sucks - well say exactly what is broken for you and how you think may be a fix in the situation and marvel once it gets patched in....
You obviously haven't read all 11 of my posts then. I had no problems until a non-functioning beta was released as the Release version. Everything that is broken for me has been reported - why would I waste my time, and the devs time? What I am most upset about is being told that the Area Transitioning issue was being worked on/was going to be fixed 2 days ago (1/12/14), it is still not fixed. I understand if there was an unexpected issue in solving it, however, there has not been any updates to resolve any problems getting pushed out since the Beta was made the 'Stable' release. Shhh, I'm sorry that you think you know anything about programming, and you expect people to randomly donate to you for it, but... you are embarrassing yourself.
Anti-cheat measures are neither here nor there. That's a requirement for any bot. However, the time invested in reversing the clients are vastly different between Java (in which you can effectively get the full source for the game without much effort), and a C/C++ based game, where you have nothing at all. Also, what most people believe about hooks, is from an injected module standpoint. I point this out quite often; we never inject any DLLs, files, etc. This is a much bigger task to handle than if we went the lazy route and just went full-blown injection. (To be honest, we could switch to being an injected bot, and probably have far less issues, but it's a non-issue at this point.) Currently, EB (including all of our libraries, not 3rd party ones) has 1.7mil lines of code in 20 different projects, spanning between native C, C++, C++/CLI, C#, and Python. Even so, lines of code means nothing. I've been having talks with pushedx about slimming down our code-base. It can be much much smaller than it currently is. Again, having a lot of code means absolutely nothing. Sometimes you need a lot to deal with some quirky issue (like hooking external process functions, without resorting to debug register, VEH, or SEH based hooks), that may require a few hundred (or thousand) lines of code. More often than not, code is much more likely to see 4-5 lines total if thought out properly. Just a side-note; "turning off graphics" isn't a difficult matter in games based on DirectX/OpenGL. It's simply a DLL swap. (Or, just a simple function patch on the rendering calls) Lastly; please check out our other bots (or even EB itself) and see how "easy" we make it for 3rd party developers to create things using our bot. (Here's a tip: Honorbuddy's dungeon, archaeology, and mining functionality, was created by a 3rd party, who now works for us. Honorbuddy is also fully driven by profiles, that handle everything between grinding an area, doing quests in a specific order, etc. I won't even go into detail about plugins, combat routines, and extra bots. You can do your own research)
I think that the guys primary point is lost in his silly ego rant. APOC, I haven't been banned or flagged at all using the old bot and it worked well for me.. the new one I can't let it run for more then 5 minutes and it gets stuck randomly in instances. And once I manage to fill it's inventory up after many restarts, it stands at stash. I really do think you guys goofed by forcing everyone to use this new version.. should have let people choose which they want to use, making it clear bans were the responsibility of the users. The bot in its current state isn't something that people should be using.. it really is worthless. The fact you guys even released it is odd to me and doesn't align with the experience I've had with you guys with demonbuddy and honor buddy. Whats the deal? Instead of responding to trolls like this guy, how about give some transparency on when the bot will be usable? What are you guys working on? I think the highest priority should be fixing vendor, stash and pathing logic.. I could probably have 30+ minutes between human intervention if that stuff was fixed.