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elementofprgress

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elementofprgress last won the day on June 27 2016

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  1. [0.9.15.0.1] MeltyElement's Effective Armor & Crosshair Mod

    Yes very much RIP this mod. However a co-worker recently kinda...reminded me of WoT. I'm gonna see if I can get the source code and materials put together. If so I'll post everything I got for anyone who wants to look for curiosity sake or pick it up. There was lots of WIP stuff that never saw the light of day right as 9.15 and action script 3 destroyed it all
  2. [0.9.15.0.1] MeltyElement's Effective Armor & Crosshair Mod

    Nah nah, I have a working version of the armor panel, a new pitch panel, and the stuff like sniper arty and relative height in arty. I was hoping more would be happening with crosshair mods by now so I could take them apart and learn whats going on. Right before the patch I was working on repackaging and organizing the mod. Splitting it up into multiple files in folders, custom logging functions logging to their own files, and things like that. Instead of one or two HUGE files that are a pain to work in. With out the sights that whole idea is kinda pointless. I'll have what I got uploaded in a day or two. All the nice extra info the sights provided will eventually be put into some sorta mod to display them. Their is no ETA on that however. There might come a time, possibly soon that I will have to drop the mod due to time constraints. However if and when that time comes every single line of source code and flash projects will be released.
  3. [0.9.15.0.1] MeltyElement's Effective Armor & Crosshair Mod

    I feel your pain. I can deal with/fine with most stock things in WoT. However the stock crosshairs along with a few other things drive me up a wall so much that I can only play a round or two at a time. Actually those few things drive me so nuts...its started this whole project lol
  4. [0.9.15.0.1] MeltyElement's Effective Armor & Crosshair Mod

    The sights are gonna take a while unless I do some really ghetto things to get partly working sights. In the mean time I might quickly put something together that displays some information like the aim time, aiming distance, etc. Just a day or two before the patch I wrote a new pen calculation that can gather a rough average of the targets armor within your dispersion instead of the armor that is pin accurate dead center. So, I wanna find a way to work that in. Most things seem to be working after a few tweaks. Armor panel, pitch panel(new), relative height targeting in strategic mode, strategic sniper(new), my take on a "ballistic calculator" mod(marker/aim correction when aiming at the tops of hills/sky), a quick lil' lobby mod so you can right click someone's name open up their WoTLabs page.(new) Not tested yet but should work x-ray and/or expanded bounding box auto aim locking, x-ray target radial menu, TD sniper mode auto rotation(all new) The crosshairs were kinda the core of the mod in features and in code, so once I rework the config files and mod structure for its temporary absence I'll start putting some stuff up
  5. [0.9.15.0.1] MeltyElement's Effective Armor & Crosshair Mod

    I did figure something out. The way that stickers are applied to tanks is via collision detection which I would think would return an angle of some kinda though the whole thing is slightly beyond me ... for now.
  6. [0.9.15.0.1] MeltyElement's Effective Armor & Crosshair Mod

    I went back and looked at some old copies. you must be talking about this? IIRC I did remove it from the most recent build. Mostly because it wasn't functioning fully and I'm not 100% sure where the source was from and I wanna give credit where credit is due you know? I also didn't know that it was something that people/anyone perticurly liked. Maybe I should just redesign something similar same idea but .... "melty-fy" it so it fits with the design of the sights more and replace one that I just realized servers mp purpose.
  7. [0.9.15.0.1] MeltyElement's Effective Armor & Crosshair Mod

    Thank you! Are you talking about this marker? If so, its GunMarker: Aimpoint I (with armor Penetration indicator) . Was it not under that name in the previous build? I'm still not fully satisfied with the gun markers and center markers so I fiddle with them a lot so moves like that can easily slip past me and never make into documentation/change log. The next build will have some scaling options. I also just got my version of advance auto aim working, it will make locking on to tanks that are far away, moving quickly, or behind/partially behind cover much easier. It is really silly how pin point accurate you have to be on a tank to engage auto aim without mods. If you have any suggestions for center/gun markers let me know.
  8. [0.9.15.0.1] MeltyElement's Effective Armor & Crosshair Mod

    Not sure what pen marker your talking about? The markers that say the pen values? If so, they are disabled by default and can be enabled in the ElementCrosshairSettings.xml Your not a pain lol. There isn't currently a way to change the size, but that is a good idea.
  9. [0.9.15.0.1] MeltyElement's Effective Armor & Crosshair Mod

    Yup, forgot to check aim mode before letting the hotkey go through. Simple fix, gonna play a round or two to make sure and upload the fix. Yes, it was supposed to be 2.0b4 but I must have left it as 2.0b3 because I was testing a version check that didn't make the build, but will be included in the coming upload. The debug is limited a bit because the actual debug I use is a bit....intense. Enough so to where it can really hurt FPS and the majority of it is information printed out that is irrelevant to the end user. As I go I work the debugs towards error reporting and other actual useful information. Right now the debug mode mostly reports on what information is going to be used for calculating the effective armor, puts and indicator on the armor panel it self when a tank is missing arc data, and fatal exceptions that are handled. I believe he is talking about YOUR reload time in the arcade and sniper mode. Like how the reload time is down to the decimal in strategic mode. I worry that having a none stop count down in sniper/arcade mode might be....jarring. I will look into it and see what it is like. The way the reload time flashes is built into the sights fairly deep but I have a few ideas that might make a configurable option a possibility.
  10. [0.9.15.0.1] MeltyElement's Effective Armor & Crosshair Mod

    Nah, its all good. Well at least my mod is. There are a few things the new battle interface will mess with but most of that is stuff that was planned and not yet implemented. That "stuff" being things like battle app messaging Like: I quickly looked at CT files and my mod seems like it will be okay for the update. After another build or so, I will start building on 0.9.15.0.1CT to insure zero day compatibility.
  11. [0.9.15.0.1] MeltyElement's Effective Armor & Crosshair Mod

    Good catch on the aim time misalignment. I just fixed both the pen values and aim time, a new build will be uploaded soon(along with other fixes and features. I'm actually working on a readme and explanation of some of the features. There is a lot to go over lol. The pen values displayed are: Your penetration (the caliber of your shell) / targets armor and below that is the angle of impact your shell is predicted to have at the markers point of aim. As for the colors: Dark Red = angle is greater then then the auto bounce angle. Red = The targets armor at your aim point is thicker then your shells highest possible roll. Orange = The targets armor at your aim point is thicker then your average pen. Yellow = The targets armor at your aim point is less then your average pen but more then the low end of your pen. ie. your pen roughly = the armor and its up to the RNG gods. Green = The targets armor at your aim point is less then your lowest roll. Blue = The targets armor at your aim point is less half your average pen. (this used to indicate 2x over match but seemed redundant and still is. On indicators like the Aimpoint-I w/ armor pen. Only specific parts turn blue so its more like a notification and not coloring in the whole sight. All other markers are gonna follow suit in some way in future builds.) Purple = The 3x overmatch rules are in effect.(when your shell caliber is 3x the thickness of armor at the point of aim and will not bounce regardless of angle ) Penetration drop off, normalization, 2x overmatch modifiers, impact angle are taken into account and accounting for track thickness will be an option in future builds.
  12. [0.9.15.0.1] MeltyElement's Effective Armor & Crosshair Mod

    If your downloaded v. 2.0b1 before this post was made please re-download. The build is fine but contains a bunch of annoying print outs for the python log.
  13. [0.9.15.0.1] MeltyElement's Effective Armor & Crosshair Mod

    Any time you see a square its 100% a font problem. See the links for the fonts to install and let me know if that fixes your problem. I'm hoping the distance not showing is related to the fonts, but the chance of that sounds low. Sounds more like something errors out and then fixes itself the next time its called (when the mode is changed). If this happens in the newest build can you pastebin me your python.log? Your idea about adding illuminated reticles is an amazingly awesome idea and should be 100% possible. The whole idea of visibility of sight elements and their ability to help acquisition of targets is something that has bothered me with damn near every sight I've ever used. This seems like a very elegant solution and I'm definitely going to be trying to add this for the next build. Not that I know of, but I'll mention in the forum the creator of the dispersion circle mod and see if its possible. AH, I've been waiting to see how compatible this was with other sight controls. Thank you for letting me know. I plan on adding a work around in the future. ie Disable files with known conflicts like mod_newsights.pyc and alert the user. I did some digging and I think found the source of the issue. The issue being the original melty sights clip bar being outdated. So, at this point no QuantityInClipBars.swf will work with them. This is going to be something I work on next and will release and update as soon as I get it to work.
  14. [0.9.15.0.1] MeltyElement's Effective Armor & Crosshair Mod

    Font: https://mega.nz/#!PkET1AAA!BVCbxvoSnM1JDuDkaCbFV4PjXGOxurcvG0zNCnehVIQ I'm fairly sure not ALL of them are needed, but can never be to safe. Please let me know if you still get random squares.
  15. [0.9.15.0.1] MeltyElement's Effective Armor & Crosshair Mod

    I'll be updating this in the next day or two. I finally got the armor panel separated from the sights and should have the protractor working. ------------------------------------------- What reload counter are you talking about? Yours, enemy, arty sight? Is your reload counter fading in and out every time you switch from modes(arcade/sniper)? That bug existed in some of my early builds and could have slipped back in. By ammo clip I'm assuming you mean the QuantityInClipBars.swf (the little pictures of shells in your clip). I removed them because personally...well I hate them and just go by the clip values on the sight. I plan on making it a configurable thing in the future. In the mean time if you delete the QuantityInClipBars.swf the default should be used. or replace it with a QuantityInClipBars.swf from almost any other sight. hmm, worked for me. What sights is it not working in, type 1,2,3 or 4? As in the setting that changes what the sight panel looks like. Also, arcade or sniper? It should be noted that the spotted chance will only be displayed when your marker is targeting the tank. Yeah, its a font problem. That means I didn't embed font properly. I'll fix that next upload and include the fonts in the download just in case. The center markers is something that is not nearly complete. At least not to the point where I want it to be. I don't generally like black for stuff like that but it could work with there being so many bright sand and snow maps. I'll try it out when I get to the point where the center markers become priority. Not sure what exactly you are talking about. The circle naturally in the sight? or the one when using the additional dispersion circle mod? Thank you for the feedback.
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