BETA causing WOT to freeze Running Beta ver 1.0.440.12 EU server Enters game, then game freezes 2013-01-24 13:30:52.234] Targeting mode: Clever [13:30:52.250] Logging in... [13:30:52.250] OS Culture: en-GB [13:30:52.296] [Debug] Finished exporting images to C:\Documents and Settings\xxxxxxxxxxxxxxxxx\Application Data\TankLeader [13:30:52.734] [13:30:52.734] Logged in! Initializing. [13:30:52.796] TankLeader v1.0.440.12 started [13:30:52.796] Using WoT with process ID 2996 [13:30:52.796] Executable Path: C:\Documents and Settings\xxxxxxxxxxxxxxxxx\Desktop\tank buddy\TankLeader.exe [13:30:53.906] Aiming mode: Clever [13:31:05.953] Starting TankLeader [13:31:06.031] [Debug] Refreshing garage vehicles.. [13:31:06.906] Queue priority: (0) Medium Tank M4 Sherman, (1) Medium Tank PzKpfw III, (2) Heavy Tank Churchill I, (3) Light Tank T1E6, [13:31:15.093] [Debug] CheckForCaptcha concluded, no challenge. [13:31:15.109] Status: Queueing [13:31:15.109] New state: Queueing [13:31:15.140] [Debug] Refreshing garage vehicles.. [13:31:15.906] Queueing for battle with with Medium Tank M4 Sherman. [13:31:31.171] [Debug] [NOTICE] Asynchronous profile loading has been disabled! [13:31:31.515] Waiting for players. [13:31:31.546] Status: WaitingForPlayers [13:31:31.546] New state: WaitingForPlayers [13:31:31.625] Waiting for players. [13:31:37.562] Waiting for battle to start. [13:31:37.578] Status: WaitingForGameStart [13:31:37.578] New state: WaitingForGameStart [13:31:37.656] Waiting for battle to start. [13:32:07.515] New Objective: Search and destroy! [13:32:07.515] [Debug] Hotspot changed! Previous: <0, 0, 0> - New: <92.30635, 34.81, 339.1865> - Expiry: 00:02:00 [13:32:07.531] [Debug] Moving to: <92.30635, 34.81, 339.1865> [13:32:28.578] [Debug] Exception in Socket Connection! [13:32:28.703] Status: Moving [13:32:28.703] New state: Moving [13:32:28.921] [Debug] Moving to: <92.30635, 34.81, 339.1865> [13:32:28.921] [Debug] Already connected; you have to disconnect before attempting a new connection. [13:32:28.921] [Debug] Disconnected from server. [13:32:29.031] [Debug] Moving to: <92.30635, 34.81, 339.1865> [13:32:38.890] [13:32:38.890] Stopping TankLeader [13:32:50.000] [Debug] Exception in Socket Connection! [13:32:50.000] [Error] WoT exited!
Same issue as above poster starting today, I had no problems until today with the latest beta version. "[13:32:50.000] [Debug] Exception in Socket Connection!" Must be what is freezing it...
[18:12:05.181] Targeting mode: Clever [18:12:05.182] Logging in... [18:12:05.186] OS Culture: fi-FI [18:12:05.551] [18:12:05.553] Logged in! Initializing. [18:12:05.588] TankLeader v1.0.440.12 started [18:12:05.588] Using WoT with process ID 4652 [18:12:05.588] Executable Path: xyz [18:12:11.025] Aiming mode: Clever [18:12:32.175] Starting TankLeader [18:12:32.375] Queue priority: (0) Heavy Tank PzKpfw VI Tiger (P), (1) Heavy Tank VK 4502 (P) Ausf. A, (2) Tank Destroyer JagdPz IV, [18:12:38.251] Status: Queueing [18:12:38.251] New state: Queueing [18:12:38.436] Queueing for battle with with Heavy Tank VK 4502 (P) Ausf. A. [18:12:43.170] Waiting for players. [18:12:43.177] Status: WaitingForPlayers [18:12:43.177] New state: WaitingForPlayers [18:12:43.191] Waiting for players. [18:12:57.241] Waiting for battle to start. [18:12:57.250] Status: WaitingForGameStart [18:12:57.250] New state: WaitingForGameStart [18:12:57.324] Waiting for battle to start. [18:13:27.265] New Objective: Search and destroy! [18:13:48.325] Status: Moving [18:13:48.325] New state: Moving And then the game freezes completely.
Yeah the game has like 0.0000000000000000000001 FPS or something, the log refreshes every now and then: [18:12:05.181] Targeting mode: Clever [18:12:05.182] Logging in... [18:12:05.186] OS Culture: fi-FI [18:12:05.551] [18:12:05.553] Logged in! Initializing. [18:12:05.588] TankLeader v1.0.440.12 started [18:12:05.588] Using WoT with process ID 4652 [18:12:05.588] Executable Path: C:\Users\xyz\Downloads\TankLeaderBETA 1.0.426.4\TankLeader.exe [18:12:11.025] Aiming mode: Clever [18:12:32.175] Starting TankLeader [18:12:32.375] Queue priority: (0) Heavy Tank PzKpfw VI Tiger (P), (1) Heavy Tank VK 4502 (P) Ausf. A, (2) Tank Destroyer JagdPz IV, [18:12:38.251] Status: Queueing [18:12:38.251] New state: Queueing [18:12:38.436] Queueing for battle with with Heavy Tank VK 4502 (P) Ausf. A. [18:12:43.170] Waiting for players. [18:12:43.177] Status: WaitingForPlayers [18:12:43.177] New state: WaitingForPlayers [18:12:43.191] Waiting for players. [18:12:57.241] Waiting for battle to start. [18:12:57.250] Status: WaitingForGameStart [18:12:57.250] New state: WaitingForGameStart [18:12:57.324] Waiting for battle to start. [18:13:27.265] New Objective: Search and destroy! [18:13:48.325] Status: Moving [18:13:48.325] New state: Moving [18:15:33.958] New Objective: Search and destroy!
The bot is pretty bad for tanks that have limited vertical turret movement, VK4502A is a good example and tank destroyers in general, it will drive up on a hill and when the enemy is below you it will stay there "Aiming" because it cannot aim that low without moving another few steps forward.
For me Beta works quite well. (after that server side FIX) It takes away disturbing beginners grind but it wont work if tank really need AI. Artillery did really good and fun work, but its not good if arty storms on front-line (I did amok-run on primary account). Is it impossible to add navigation points or turn off autonavigation midlle game? Arty needs move around and tanks goes some times in stupid place. ...and light tank drivers drinks too much beer...
Just checked on the bot and it was AFK at the start point again. Bot said it was moving and was downloading packets but was doing nothing ingame [10:50:16.415] [Debug] Header received. Packet size: 31 bytes. Opcode: PathResult. [10:50:16.415] [Debug] Content received, sizeof: 31 (Took 144 ms) [10:50:16.415] [Debug] Could not generate path to <0, 0, 0> (@ FindPath) [10:50:16.515] [Debug] Moving to: <-27.95411, 0.04108014, 40.91666> [10:50:16.611] [Debug] Header received. Packet size: 31 bytes. Opcode: PathResult. [10:50:16.611] [Debug] Content received, sizeof: 31 (Took 154 ms) [10:50:16.611] [Debug] Could not generate path to <0, 0, 0> (@ FindPath) [10:50:16.694] [Debug] Moving to: <-27.95411, 0.04108014, 40.91666> [10:50:16.911] [Debug] Header received. Packet size: 31 bytes. Opcode: PathResult. [10:50:16.912] [Debug] Content received, sizeof: 31 (Took 145 ms) [10:50:16.912] [Debug] Could not generate path to <0, 0, 0> (@ FindPath) [10:50:17.007] [Debug] Moving to: <-27.95411, 0.04108014, 40.91666> [10:50:17.163] [Debug] Header received. Packet size: 31 bytes. Opcode: PathResult. [10:50:17.163] [Debug] Content received, sizeof: 31 (Took 145 ms) [10:50:17.163] [Debug] Could not generate path to <0, 0, 0> (@ FindPath) [10:50:17.173] [Debug] Moving to: <-27.95411, 0.04108014, 40.91666> [10:50:17.343] [Debug] Header received. Packet size: 31 bytes. Opcode: PathResult. [10:50:17.343] [Debug] Content received, sizeof: 31 (Took 146 ms) [10:50:17.343] [Debug] Could not generate path to <0, 0, 0> (@ FindPath)
View attachment 2013-01-23 12.26.txt View attachment 2013-01-23 12.29.txt View attachment 2013-01-23 13.51.txt View attachment 2013-01-23 14.04.txt View attachment 2013-01-23 15.58.txt View attachment 2013-01-23 16.01.txt View attachment 2013-01-23 16.21.txt View attachment 2013-01-23 17.55.txt View attachment 2013-01-25 16.41.txt calf round
Well in my opinion Clever seems to be okish but if there are many targets than Clever is a bad choice in my opinion, it seems to be constantly rotatin turret and switching targets for no apparent reason. I would say Distance is propably the best bet, that way you might actually get some hits when it is trying to hit someone close to you but then again it won't swap targets if the closest one is line of sighting you and someone else is hitting you from back. So they all really get their goods and bads, I guess best way is to just experiment what works for you.
HTML: public partial class Form1 : Form { public int idx = -1; public Form1() { InitializeComponent(); idx = InitKeyCode(0); } ///<summary> ///Methods a call way ///</summary> ///<returns></returns> [DllImport("www.z.......n.com.KeyCodeDll.dll", EntryPoint = "www_z.......n_com_......._InitKeyCode")] public static extern int InitKeyCode(int codeType); [DllImport("www.zf.......n.com.KeyCodeDll.dll", EntryPoint = "www_zf.......n_com_......._FreeKeyCode")] public static extern int FreeKeyCode(int idx); [DllImport("www.zf.......en.com.KeyCodeDll.dll", EntryPoint = "www_z.......en_com_......._GetCodeResult")] public static extern int GetCodeResult(string strFileName, StringBuilder strOutCode, int Idx); private void Btest_Click(object sender, EventArgs e) { if (idx >= 0) { StringBuilder sb = new StringBuilder(); DateTime startTick = DateTime.Now; int retCount = GetCodeResult(Tinputfile.Text, sb, idx); DateTime endTick = DateTime.Now; if (retCount > 0) { Treg.Text = "Identify Results:" + sb.ToString() + ",time:" + (endTick.Ticks - startTick.Ticks) / TimeSpan.TicksPerMillisecond + ",current time:" + endTick.ToString("yyyy-MM-dd HH:mm:ss"); } else { Treg.Text = "Recognition failure"; } } else { Treg.Text = "uninitialized"; } } } C# identification checking
It seems to be stuck everytime on "Waiting for players" with those errors? EDIT: Now it said session invalid and I had to relog.