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Thread: [Update] XenoBot v2.8.3 [Evasion Improvements]

  1. #31
    Mega's Avatar
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    DAMN, the stances is just unbelievable now.
    It walks so smooth in the edges of the tunnel, and he doesnt go up in to gaps in walls.

    Props to DarkstaR

  2. #32
    Chopaszek's Avatar
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    im 2 fast or its bot runing so far from monsters when keep dist and loosing them from screen and just skip then to next wp

  3. #33

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    As I said, the best bot for Tibia currently (not counting private ones).

    I'm back Nico, little busy right now. Tomorrow evening/the day after tomorrow I'll get to work and we'll talk few hours later I hope (if something won't come up on my side again, let's hope it won't).

    Great job you're doing.

    Regards.

  4. #34
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    my rp is fucking them hard, it's not as stupid as before...

    good job

  5. #35
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    DarkstaR, first of all I would like to thank you for the great effort to improve the targetting. It really works awesome now.

    Second, it's great to see how you help other people by solving their problems.

    Here's my question and I hope you can answer at least and maybe even solve the problem:

    When you, for example, bot on brimstone bugs there are also Lancer Beetles. They shoot poison bombs quite often. When I'm hunting there alone that's not a problem at all. I just check the 'walk on fire' box and the bot walks on the poison fields.
    BUT! When there's someone else also hunting here with me, the Lancer Beetles also throw their poison bombs at the other player. When this happens beyond the screen and the walker reaches the point, It won't go further and it says 'walker stuck' (cannot find the next waypoint).
    Do you know what I mean? Are you aware of the problem? Can you do something about it?

    Again: thanks for the awesome update! I hope to hear from you about 'my' problem!
    Yours,
    DonDiablo



  6. #36
    XenoBot Developer DarkstaR's Avatar
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    Quote Originally Posted by dondiablo View Post
    DarkstaR, first of all I would like to thank you for the great effort to improve the targetting. It really works awesome now.

    Second, it's great to see how you help other people by solving their problems.

    Here's my question and I hope you can answer at least and maybe even solve the problem:

    When you, for example, bot on brimstone bugs there are also Lancer Beetles. They shoot poison bombs quite often. When I'm hunting there alone that's not a problem at all. I just check the 'walk on fire' box and the bot walks on the poison fields.
    BUT! When there's someone else also hunting here with me, the Lancer Beetles also throw their poison bombs at the other player. When this happens beyond the screen and the walker reaches the point, It won't go further and it says 'walker stuck' (cannot find the next waypoint).
    Do you know what I mean? Are you aware of the problem? Can you do something about it?

    Again: thanks for the awesome update! I hope to hear from you about 'my' problem!
    Are you using mapclicks? Those fuckers will do that too ya.

  7. #37
    dondiablo's Avatar
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    Quote Originally Posted by DarkstaR View Post
    Are you using mapclicks? Those fuckers will do that too ya.
    No way. Already figured out that mapclick is a pain in the ass when there are fire/poison fields on the ground. Its just that when the bot 'sees' that the beetle is throwing poison bombs then its ok and the bot will remember it and walk over it when you got 'walk on fire' checked. But as soon as the beetle throws the bomb outside the screen the bot doesnt 'know' it and it gives the 'walker stuck' error.
    Yours,
    DonDiablo



  8. #38
    XenoBot Developer DarkstaR's Avatar
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    Quote Originally Posted by dondiablo View Post
    No way. Already figured out that mapclick is a pain in the ass when there are fire/poison fields on the ground. Its just that when the bot 'sees' that the beetle is throwing poison bombs then its ok and the bot will remember it and walk over it when you got 'walk on fire' checked. But as soon as the beetle throws the bomb outside the screen the bot doesnt 'know' it and it gives the 'walker stuck' error.
    That's not the problem because the bot doesn't care about those fields. It's something with the minimap. Give me a screenshot of the minimap from the area.

  9. #39
    dondiablo's Avatar
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    Quote Originally Posted by DarkstaR View Post
    That's not the problem because the bot doesn't care about those fields. It's something with the minimap. Give me a screenshot of the minimap from the area.
    Ok if you say so. Here is the screenshot:

    Yours,
    DonDiablo



  10. #40
    XenoBot Developer DarkstaR's Avatar
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    Quote Originally Posted by dondiablo View Post
    Ok if you say so. Here is the screenshot:

    The problem is the color on the minimap. Those burgundy spots are the same color as cave walls. If they are the same color as a cave walls AND have a walkspeed of UNWALKABLE (Set by Tibia when it see's the poison), I have to assume they are unwalkable. If I did not make assumptions like this, the bot would take crazy paths trying to walk through walls. Now, the actual problem is that, like I said, the client sets these to unwalkable on the minimap speed grid. I could overwrite that but there's an issues: the client will now see them as walkable. If the client sees them as walkable, it will mapclick past them. Mapclicking past fields is normally impossible and can lead to banishments.

    There aren't many other alternatives to this issue. One thing I can do in the long run is generate "exceptions" to my pathfinding, where I statically add this area into the code and let the pathing to ignore the colors. This, however, can slow the pathing and will require me to find all areas affected by this issue.

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