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Re: knight punishment during partybot stops the bot
Posted: Thu Sep 19, 2013 1:43 am
by lisa
So the game itself is crashing or just micromacro?
It only does this in new area and works fine in old zones?
Please provide as much info as you can and I might update a couple PC's and see if I can replicate it.
Re: knight punishment during partybot stops the bot
Posted: Thu Sep 19, 2013 1:52 pm
by MinMax
There are game client crashes (german server). Only with the party bot. Micromacro doesn´t give an error (also nothing with debug).
Partyleader never crashes. (to change crashing follower to leader,now works good as leader)
Follower game clients chrash alternately, never together.
In the new zone minute by minute. In the old zone every five minutes. (Before the game patch i had never a client crash)
Crash always during fights before end.
I can run 6 times micromacro.All waypoints and zones are running smoothly. No Memory peak, no client crash.
Party ( Leader and 2 x DPS ), before client crashes, Memory peak 2GB higher then normally.
I work with the party since you wrote it. I didn´t change the settings. (checked). I have the newest versions of micromacro,rombot,userfunctions, addons, game client. No new addon.
Re: knight punishment during partybot stops the bot
Posted: Thu Sep 19, 2013 2:54 pm
by Bubi
Re: knight punishment during partybot stops the bot
Posted: Thu Sep 19, 2013 3:08 pm
by MinMax
i have MM 1,03
Re: knight punishment during partybot stops the bot
Posted: Thu Sep 19, 2013 3:59 pm
by BlubBlab
I can tell you guys I didn't test it myself but so far I heard is that in the newest zone are extreme problems the client fps drops to the point of freeze every half hour, so normal players must restart the client too.
That maybe isn't the whole problem but is a part of it. I wasn't at the new zone until now. My client crash from time to time as well but not so extreme(I do not party bot) and I found a permanent solution by let the bot restart the client if it detect a crashed client.(Hell of debugging that was )
Re: knight punishment during partybot stops the bot
Posted: Thu Sep 19, 2013 11:06 pm
by lisa
Ok so party bot is using up much more resources than normal botting, I can understand that as it is doing a lot more memory reads, I might see if I can stream line it a little to reduce it's resources usage.
Going to head to new zone today, updated 2 PC's and I'll see how I go.
--=== Added ===--
Ok so I went to new zone (sybal pass) and did wander and also party for comparison, not in range to kill anything, just in camp.
--===Micromaco usage===--
wander mem usage 14,000 Kb
partydps not leader 18,000 Kb
partydps not leader with icon V 16,000 Kb
partydps leader 14,000 Kb
partyhealer 17,000 Kb
I even let them run for 30 mins to see if there was a table issue and mem usage just keeps going up but that wasn't the case.
So yeah I can't explain how your MM is getting to 2Gb or even explain it using more memory at all with party.
I'll start testing it actually killing things now.
--=== fighting ===--
partydps, not icons 17,000 Kb
partydps with icon fighting 16,000 Kb
Re: knight punishment during partybot stops the bot
Posted: Sat Sep 21, 2013 8:10 am
by amalia
So put in some more testing and unfortunately I cannot reproduce the first behaviour when the bot stops using skills after punishment but stills starts to move towards mobs and use attack. Even with the former party.lua. I am sure I tested it several times but now I cannnot reproduce again.
So at the moment the bot stops completly doing anything after using punishment on a mob when another party member meanwhile kills the mob.
I think micromacro is working fine, because I can still pause and resume the bot.
For the critting issue: I just wanted to complain about it because it makes me feel so AAAAAargh. The clients crits, not micromacro.
An it depends on the class, and on the addons. My scouts are critting more often than other classes. And on another computer with different addons they don´t crit more often than other classes. And sometimes when I cannot make one char pla longer than 3 minutes without crit then I log into the char from a second computer. And after that it works fine again also on the first one. It´s crazy and seems to have no real systematics. And yes with implementing the new zone you can have a great fps drop after a while. And you can get it on all chars in every zone. Even on low chars which have never even entered Sarlo. Restarting helps.
I don´t think this deals neccessary with the bot. It´s more an GF and RW issue because everybody is complaining about it. Also the nonbotusers.
Re: knight punishment during partybot stops the bot
Posted: Sat Sep 21, 2013 7:56 pm
by lisa
amalia wrote:So at the moment the bot stops completly doing anything after using punishment on a mob when another party member meanwhile kills the mob.
So it does use the skill and then stops or it says it uses the skill on MM but doesn't get to use the skill in game and so stops?
Have you tried to use the knight solo and see if anything weird happens when using the same skill?
Can you post what you use in profile for the skill?
Have you got anything in your profile events like onpreskillcast that relates to the skill?
Re: knight punishment during partybot stops the bot
Posted: Sun Sep 22, 2013 7:57 pm
by BlubBlab
amalia wrote:
[..]
For the critting issue: I just wanted to complain about it because it makes me feel so AAAAAargh. The clients crits, not micromacro.
An it depends on the class, and on the addons. My scouts are critting more often than other classes. And on another computer with different addons they don´t crit more often than other classes. And sometimes when I cannot make one char pla longer than 3 minutes without crit then I log into the char from a second computer. And after that it works fine again also on the first one. It´s crazy and seems to have no real systematics. And yes with implementing the new zone you can have a great fps drop after a while. And you can get it on all chars in every zone. Even on low chars which have never even entered Sarlo. Restarting helps.
I don´t think this deals neccessary with the bot. It´s more an GF and RW issue because everybody is complaining about it. Also the nonbotusers.
I don't know why my add-ons crashed I got a new pierce of equip on and now the client crashs every time I sell to pancer
On top of this I had twice since rocks update an "undefined Class1" error when changing zone.
I will try by removing some add-ons , (pc restart, wp change , wait pre post pancer all already tried, even changing skins)
EDIT:It reduced a littel the number sometimes I can now 1 or 2 times pass but then it crash again
New bug in the middle of nowhere
Code: Select all
local alive = memoryReadRepeat("int", getProc(), self.Address + addresses.charAlive_offset);
local fading = memoryReadRepeat("int", getProc(), self.Address + addresses.pawnFading_offset);
self.Alive = (alive < 8) and (fading == 0); --this is line 372
Code: Select all
5:37am - ...xxx/Documents/micromacro3/scripts/rb2/classes/pawn.lua:372: attemp
t to compare nil with number
By the way a player/char can fading by something else then dying -> teleport that explain why the bot had one time thought that the char was dead but wasn't.

Re: knight punishment during partybot stops the bot
Posted: Mon Sep 23, 2013 2:50 am
by rock5
I'd say there has to be something wrong with your code. Both errors are related to doing updates (probably player:update()) while teleporting. It shouldn't be doing that. Your code for teleporting should wait until the teleporting is complete before giving player:update a chance to run again. That or you have a userfunction with a registered timer that includes a player:update(). But still, if you are using waitForLoadingScreen() then registered timers shouldn't be a problem because waitForLoadingScreen() doesn't yield. So how are you doing your teleporting?
Re: knight punishment during partybot stops the bot
Posted: Mon Sep 23, 2013 3:49 am
by Bill D Cat
rock5 wrote:I'd say there has to be something wrong with your code. Both errors are related to doing updates (probably player:update()) while teleporting. It shouldn't be doing that. Your code for teleporting should wait until the teleporting is complete before giving player:update a chance to run again. That or you have a userfunction with a registered timer that includes a player:update(). But still, if you are using waitForLoadingScreen() then registered timers shouldn't be a problem because waitForLoadingScreen() doesn't yield. So how are you doing your teleporting?
I wonder if this has anything to do with the problem I described in another thread. Any zone change, whether via load screen or physically passing from one zone to another causes the bot to think I've died.
http://www.solarstrike.net/phpBB3/viewt ... =21&t=5185
Re: knight punishment during partybot stops the bot
Posted: Mon Sep 23, 2013 5:00 am
by rock5
I'd say the dying issue is the same. I'm not sure what's causing the crashing. It might be related but not likely.
I think the simple solution is to have the 'fading' only apply to mobs. That's what it was added for in the first place.
Try this pawn.lua.
Re: knight punishment during partybot stops the bot
Posted: Mon Sep 23, 2013 10:11 am
by BlubBlab
rock5 wrote:I'd say there has to be something wrong with your code. Both errors are related to doing updates (probably player:update()) while teleporting. It shouldn't be doing that. Your code for teleporting should wait until the teleporting is complete before giving player:update a chance to run again. That or you have a userfunction with a registered timer that includes a player:update(). But still, if you are using waitForLoadingScreen() then registered timers shouldn't be a problem because waitForLoadingScreen() doesn't yield. So how are you doing your teleporting?
Sry I was a little heated up yesterday , the problem occurred when I relogged I know wait a little longer after the relog and recheck it
but I has maybe something do to with the problem that I relog after a crash and the bot continue right where it was in the script so I enforce now an update() right after the relog is done.
yeah and I would say too the problem with fading is the same, my guess is you look at the fading flag of the animation and a player/char can fading without necessary dying like I said.
Re: knight punishment during partybot stops the bot
Posted: Mon Sep 23, 2013 10:33 am
by rock5
Well, try my pawn.lua then. It doesn't use the 'fading' for player.
Re: knight punishment during partybot stops the bot
Posted: Mon Sep 23, 2013 1:56 pm
by Bill D Cat
That fixed the deaths when changing zones but something else has changed that is causing all my player:target() calls to not function. I have no issue with player:target_NPC() or player:target_Object() calls. I would guess that it might be a change in the pawn class regarding the fade fix.
Re: knight punishment during partybot stops the bot
Posted: Mon Sep 23, 2013 11:27 pm
by rock5
player:target doesn't check anything so it should still work. In fact target_NPC and target_Object both use player:target so player:target does work. I think you need to look for some other cause of your problem. Maybe double check that you actually found a target before using player:target.
Re: knight punishment during partybot stops the bot
Posted: Tue Sep 24, 2013 3:12 am
by Bill D Cat
This is a waypoint I use in Coast of Opportunity towards the beginning of the zone quest chain. You speak to the NPC, then target and kill a Practice Dummy. Using player:target() fails to target the dummy, but editing the waypoint and changing it to player:target_NPC() works just fine. I'm standing right in front of the target, and rom/getid confirms the ID that I'm using for the target and the distance is about 65. The bot just gets caught in a loop here and doesn't give any error.
Code: Select all
<!-- # 47 --><waypoint x="-8624" z="-6798" y="22">
player:target_NPC(117327); -- Fantos Chalissius
AcceptQuestByName(423784); -- Battle Practice
player:target(105243); -- Practice Dummy
repeat
player:fight()
until getQuestStatus(423784) ~= "incomplete"
player:target_NPC(117327); -- Fantos Chalissius
CompleteQuestByName(423784); -- Battle Practice
</waypoint>
Edit: Just want to the location of the practice dummy and opened two MM windows. In the first I have rom/getid running, and in the second the command line. At a distance of 60, player:target(105243) will not target the dummy. I moved in to a range of 40, same thing. And at ranges of 20 and even 3(!) it would not target the dummy. Executing a player:target_NPC(105243) at all those ranges worked fine.
I'd like to get this resolved, as some of my waypoints rely on targeting a yellow or red named mob without attacking it. Unfortunately, using player:target_NPC() will attack it. (Oblivion Shrine Guardian is one example where you want to target and NOT attack.)
Re: knight punishment during partybot stops the bot
Posted: Tue Sep 24, 2013 3:41 am
by rock5
player:target targets a pawn or pawn address. Eg.
Code: Select all
local dummy = player:findNearestNameOrId(105243)
player:target(dummy)
Re: knight punishment during partybot stops the bot
Posted: Tue Sep 24, 2013 3:49 am
by Bill D Cat