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  1. Aevitas

    IMPORTANT: Movement issues

    Hello! If you have bought TankLeader and you run into a ton of errors and a non-moving tank, please change your language to English in the launcher. As it turns out, map names are localised, meaning "Prokhorovka" in the English client is actually "Prokhorowka" in the german one, which causes...
  2. Aevitas

    [Fixed] Works great on fresh account - hangs on pre-existing WoT account

    Let me know if you can't get this resolved, and I'll have a look if ashantz wishes.
  3. Aevitas

    [Fixed] Works great on fresh account - hangs on pre-existing WoT account

    That sounds strange. You were logged into the account and there were actually vehicles available in your garage when you started the bot?
  4. Aevitas

    [Fixed] TL no movement

    Sounds like a network issue to me. There's nothing wrong with your key, I just verified that. This may sound a bit silly, but can you try it on a different internet connection?
  5. Aevitas

    [Fixed] TL no movement

    Something smells.
  6. Aevitas

    need premium account &/or gold

    Yeah that's quite inconvenient. We'll have it sorted out in the next release.
  7. Aevitas

    Juddering Movement

    It's client side. We align the camera with the front of the tank, but that only happens once every ~100 milliseconds. Therefore, when you're turning, you're actually turning faster than the camera updates, which results in "shocky" cornering. The cornering actually is as you would normally turn...
  8. Aevitas

    Help! Looking for reasons to get this bot

    I have a similar garage to Nesox's after only a month of serious botting with TankLeader, and have accumulated 12 million credits as well. My average win/loss ratio is around 45%, which is what I've had when I played the beta as well. There's no real guarantee though, as it's in part down to...
  9. Aevitas

    Arty aiming

    That can be arranged. I'll make a few tweaks, see if it improves, and if it does, you can expect it in a future version. Thank you for your feedback. :)
  10. Aevitas

    How do you pick your tank?

    There's more to it though. I'll write up an extensive guide within a few hours explaining how everything works. Edit: The thread's up and can be found in this section, it'll explain you how everything works regarding queueing.
  11. Aevitas

    BuddyWing combat, we want your input!

    We've come a long way with the API already, and most of it has been completed. As far as I can tell, the default classes will be "like" Singular, in the way that you can view the class-specific code and work it out from there if you are interested in making your own custom classes. On a side...
  12. Aevitas

    BuddyWing combat, we want your input!

    I think the Torhead database can help with that: http://www.torhead.com/abilities/catg/2
  13. Aevitas

    BuddyWing combat, we want your input!

    Thank you both for your contribution. We've been writing stubs for Warrior, Trooper, and Consular so far, and I'll write Juggernaut and Marauder tomorrow, and maybe Vanguard as well. So, if I got this right, both sides have the same abilities (as in, exactly the same), just with different names?
  14. Aevitas

    BuddyWing combat, we want your input!

    Thank you very much, that's exactly what we're looking for! :) For now we're keeping the CC development internal until at least release. However, we'll have a similar community-driven combat extenibility system like in HB, so you'll definitely be able to make CCs of your own once BW is released.
  15. Aevitas

    BuddyWing combat, we want your input!

    Hello! We're still working very hard on getting Buddy Wing: The Old Robot ready for launch. We've come to the point where we're working on getting the combat for all classes and advanced classes sorted out, and we would like to ask our community to help with this. As Singular has already...
  16. Aevitas

    Can we return the game framerate?

    Thanks. Still learning every day. :)
  17. Aevitas

    Can we return the game framerate?

    If you actually detour EndScene with an injected library, you can count the amount "pulses" it does, because when EndScene finishes executing, the frame is rendered, and your count would be accurate. I'm pretty sure HonorBuddy doesn't use an injected library though, and therefore HB's pulse...
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