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Ban for 1 day coz pushing allied tank out of position

tfkayhan

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The game banned me for 1 day coz of pushing allied tank out of position
how can it possible?
when bot push anything why then not stopping or changing the way?
i am banned coz of this
 
im not banned yet, but the latest version constantly pushes tanks in start area, specially for tanks that start late...
 
That being so long pushing allies (dead or alive) and dead enemy tanks, you have to improve now. I hope it gets fixed soon.
 
I have half solved the problem of collisions. Now when it strikes, throw some back and swings away ejeje.

Get off the latest version of the program, which is the 242 version
 
We heard you. I'm releasing an update that makes the collision detection a little less on steroids; it'll now wait for a couple of seconds after backing off and before continuing on its journey.
 
problem is still there (a bit slow now), specially obvious with tier 7/8 lights. tank push allied over and over from hiding bushed...
 
Yep i just got tagged for the same reason today. I think they are on to us now...
 
We can remove it if need be or use the old unstuck style we did for TankLeader 1. Only problem with that is that it's going to keep generating a path through the vehicle it collided with and it'll still be bumping into stuff.
 
Tested it and it is still not good at all. have a look at the video
The unstuck procedure goes into an infinite loop
It isn't even crashing with the tank. It just goes into the unstuck procedure since the tank is to close.

[video=youtube;hCMay5u5Vlg]http://www.youtube.com/watch?v=hCMay5u5Vlg&feature=youtu.be[/video]
 
instead of it going forward again when first unstuck cant you make it turn 45 deg left or right depending on detection then it would miss the obstable ?

So for the youtube vid it would go backwards. Stop. Turn 45 deg left then forward again this should take it round the obstacle ?
 
Couldn't the bot mark the spot where the other tank stands temporary as "not passable terrain"? That way it should try to drive around, or am i wrong?
 
At the moment the bot is useless unless you babysit it with normal tanks, I now use only arty until they fix it. But Arty doesn't aim properly and doesn't change target while reloading so it is pretty useless as well. Arty at least doesn't get you banned as it doesn't move at all. you hardly make credits or xp with arty in its current state.

Removing/reverting the collision detection is not an option either as you really need something to be able to safely use the bot.
I really think they (TL crew) are on to something good with the collision detection they are trying to make now, if it would just go around obstacles instead of just back and forth like now.
 
i have seen instances that it works perfectly, with 2-3 allied tanks ahead of it and it was able to go through it. but sometimes it gets stuck just like in the vid by nimitz, or in the starting area.
 
i have seen instances that it works perfectly, with 2-3 allied tanks ahead of it and it was able to go through it. but sometimes it gets stuck just like in the vid by nimitz, or in the starting area.

It depends on the tank it's "colliding" with. Some tanks have a huge bounding box, Churchills and Black Prince are a prime example of those, as is the tiger. Their bounding box we get from the game is problematic with them because we draw a circle around the tank to determine collision, and with huge square tanks, the circle is actually being drawn like this:

hs3yetvl.jpg


And anywhere within that circle TL will think it has hit the other tank, while it really hasn't. We can compensate for this by making the circle smaller or increase the tolerance, but you'd run into the issue where it wouldn't consider itself stuck if it hit a corner of those tanks, which isn't really ideal either.

We're back to the drawing boards for now to see how we can make this actually work and we'll rework the collision system if we have to. For now, you can disable collision detection in the configuration file (GlobalSettings.xml) if it's too problematic, but expect quite a few updates which should address this issue the coming few days.
 
Thank you for your support, I'm a programmer too so I can see this is very difficult and involves lots of math calculations. Compared to TL1, TL2 is way ahead... keep up the good work...
 
It depends on the tank it's "colliding" with. Some tanks have a huge bounding box, Churchills and Black Prince are a prime example of those, as is the tiger. Their bounding box we get from the game is problematic with them because we draw a circle around the tank to determine collision, and with huge square tanks, the circle is actually being drawn like this:

hs3yetvl.jpg


And anywhere within that circle TL will think it has hit the other tank, while it really hasn't. We can compensate for this by making the circle smaller or increase the tolerance, but you'd run into the issue where it wouldn't consider itself stuck if it hit a corner of those tanks, which isn't really ideal either.

We're back to the drawing boards for now to see how we can make this actually work and we'll rework the collision system if we have to. For now, you can disable collision detection in the configuration file (GlobalSettings.xml) if it's too problematic, but expect quite a few updates which should address this issue the coming few days.

Even though I don't even play the game, after seeing the video of the dead tank I now understand... a similiar problem existed a few years ago in MMOGlider, when the bot was in ghost it would try to ress at it's body...

TL'DR: In order to avoid infinite loop stuck, what you do is you adjust the tolerance over a period of time, so if the tank is trying to get past a tank it will only do it a few times and then the "circle" will be a lot smaller and the bot will just go through because it doesn't collide as the tolerance has been adjusted over a period of time.
 
Even though I don't even play the game, after seeing the video of the dead tank I now understand... a similiar problem existed a few years ago in MMOGlider, when the bot was in ghost it would try to ress at it's body...

TL'DR: In order to avoid infinite loop stuck, what you do is you adjust the tolerance over a period of time, so if the tank is trying to get past a tank it will only do it a few times and then the "circle" will be a lot smaller and the bot will just go through because it doesn't collide as the tolerance has been adjusted over a period of time.

That's actually a really good idea, cheers!
 
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