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elementofprgress

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Posts posted by elementofprgress

  1. @Arkhorse  @Aslain If that dose stop the crashing let me know. However it looks  to be be more of a symptom of what ever is causing the crashing. In the logs it looks like lots of callbacks, canceling of callbacks, local resources, objects and entities that are failing to be found when transitioning from battle to front end.

     

    Maybe something's changed. or some mods aren't playing well together and cleaning up things other mods are still using?

     

    hmm.. when you crash or have issues leaving battles. Is there any consistency to if they are battles where you are alive or destroyed at the end? If destroyed are leaving super fast ASAP or hanging around for a bit before leaving? Different things clean up at different times depending on the player state as they are leaving the battle so it might be related.

     

  2. IT LIVES! sorta....

     

    Sights and most the original features up and running on 0.1.2.1.

     

    They do not replace the the existing crosshairs. This just turns the alpha to 0 for most things and adds some new flash files to use instead.

     

    This was kinda quickly put together. There is lots of room for improvement. The crosshair circle is not there. Use what ever crosshair circle mod you like. The "arty" mode seems to mess things up. Stick to the standard strategic arty mode with these sights. Not all the options may work.

     

    It all lives on github with the full source. I most likely will not be able to maintain this in future releases unfortunately

     

    DOWNLOAD

    >>> MeltyElement v1.0.0-Beta <<<

    SHA-1: E578B589C79FEF84AF2B7806E568677F6408A01A

    >>>MeltyElement Fonts <<<

     

    Source: https://github.com/elementofprgress/MeltyElement_Sights 

     

    The armor panel lives on its own here:

     

    • Like 3
  3.  

    "MeltyElement" Effective Armor Calculator & Crosshair Protractor Mod

     

    839cd5cb68ff5a8c6c70dc972adcc7fa.jpg

     

     

    Many of us remember the effective armor calculator from the MeltyMap' s MathMod. For those who don't know what its all about, there is a quick run down under the spoiler.

     

    Effective Armor Basics:

      Effective Armor Basics

    The thickness of a tanks armor is highly dependent on the angle that armor. Example,  if your armor is 100mm thick at 60° that thickness doubles to 200mm.

    Effective_armour_thickness.pngSome basic information from the WoT wiki: http://wiki.wargaming.net/en/Battle_Mechanics#Effective_Armour_Thickness

     

     

    The effective armor calculator does, well exactly what it sounds like it does. It gives you real time information about the actual thickness of your hulls armor based on angle of your tank compared to where you are looking/aiming.

     

    roVVe83.png

     

     

    LmCaYqn.png

     

    Then takes it a few steps further. Along with the angle of your tank it takes into account the angle of your armor including angles like an IS-3 and its pike.

     

    zc0qeJH.png

     

    Pretty useful.

     

     

     

    Description

    At first the old Armor Calculator went defunct back around ~8.8. Then my old mod went defunct at 0.9.15.0.1 ....so it has  been a while....again. This time it has be re-written to work with XVM/XFW's py_macros and integrates into your XVM config.

     

    Unlike previous version the effective armor in the Armor Panel is no longer dependent on a XML sheet of tank armor and angle values that are outdated and can no longer be easily updated. All armor values and armor angles are gathered dynamically and directly from the game. A collision check based on your turret/camera rotation and tank's hull height is done against your own tank which returns the armor's angle at that point.

     

     

    GitHub

    MeltyElement Armor Panel & Protractor

     

    PY_MACRO

    For installation, additional features, and more information check the readme - here

     

    I will only be able to maintain work on this until the end of June or so.

     

    With the mod being built on a feature of XVM it should be usable for the foreseeable future and not get the rug pulled out from underneath it like the switch from AS2 to AS3 did last time. Also thanks to XVM, no ActionScript to mess with. Hopefully that means its somewhat accessible and can be easily updated by anyone with decompiled WoT python files.

     

    Please, feel free to take the mod and run with it. It would be awesome if some of the original MeltyMap features could stick around for more then a patch or two.

     

     

    FLASH VERSION

    mod_MeltyElement_ArmorPanel v1.0.1

    This is the original flash version of the mod updated and reworked for the actionscript  changes.

    download mod_MeltyElement_ArmorPanel.7z and extract the mods folder to your World of Tanks directory.

     

    The XML/config is found at mods\configs\ElementArmorPanelSettings.xml

     

     

     

    Notes

     

     

    • The armor angles in the MeltyMapProtractorSetting.xml are in desperate need of updating. The type, left & right arcs(yaw limits), front & side(base armor) are completely irrelevant now and will be removed eventually. Only the arc, arc2, arc3 values are important now and need to be updated. However the old method of getting those values is no longer available due to the original Wot Tank Viewer no longer being maintained. If anyone knows of any alternative programs or methods to accurately measure angles, please let me know.   (feels good to strike that out)

     

     

     

    pixel.gif

    • Like 3
  4. Better late then never.

     

    WorldOfTanksMod.rar - 130.7MB All the source code for the MeltyElement mod. Including everything for the effective armor, sight, a "pitch panel" i was working on. Hopefully something in there is of use to someone. Be warned, its a tad messy.

     

     

    A lot of what this mod did as far as sights go can be emulated via XVM/XFW python macro sight that Ktulho made. I highly suggest doing some Russian google translation and going through this thread over on KoreanRandom. https://koreanrandom.com/forum/topic/37259-прицел-без-сведения-средствами-xvm/ 

     

    With the way its set up its really easy to make some macros for what your want if your a little familiar with python.

    • Upvote 1
  5. On 12/5/2016 at 1:39 AM, Pratt said:

    5.jpg

     

     

    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 :(

    • Upvote 1
  6. On 8/12/2016 at 6:54 AM, Aslain said:

     

    Have you started doing anything or we can forget it? Just asking, no preassure :)

     

    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.

    • Upvote 4
  7. 10 minutes ago, bubs79 said:

    can't wait for the cross hair to be working again , I'm using another just now and it just isn't the same as this one , miss it so much lol

     

    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

  8. On 7/27/2016 at 7:15 AM, Pratt said:

    Hey Ya! any news from new patch ?

    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 :D

    • Upvote 1
  9. On 7/11/2016 at 5:28 PM, kupjones said:

    Tanks.gg does present armor angles and you can get it to display the angles when the model is situated at 90degrees. But this begs the question -- where does Tanks.gg get its data?

    I think the real tank data with ALL armor info is in the games tank models themselves. The old tank code would read the model data and present it. Even Smelly Rivers's code reads the current model data and builds the tank models. It seems to me the task here is to figure out/have someone divulge the method of reading the model data then automatically filling in the armor arcx details.

    Wish I were that smart to be able to figure it out.

     

    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.

  10. 36 minutes ago, bubs79 said:

    nah thats not it  wish i had a screenshot of it though , it was there before u did the update last week , its defo not another mod as  it only came on  when i added this  mod

     

    im gonna atemtpt to try draw it myself lol wish me luck lol

     

    I went back and looked at some old copies. you must be talking about this?

    8986e2e8cf61fbc3e01ba895a56f0af0.png

     

    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.

  11. 1 hour ago, bubs79 said:

    ill explain the pen marker  , when u highlight a tank (aim at) u get  a line from centre of crosshair  and goes diagonally to bottom right of screen   just to the left of minimap and shows u the penetration  values  in different colours,   it worked  a couple of weeks ago but since disappeared after your update .

     

    yeh please if u could enable  circle size edit, I find it very hard to lock aim on tanks from a  far distance distance 

     

    thanks in advance , keep up good  work on this crosshair , one of the best ive seen if not the best

     

    Thank you!

    Are you talking about this marker?

    73ae765a86560f48b2bb930315b12dd5.png

     

    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.

  12. On 6/30/2016 at 2:18 AM, bubs79 said:

    what happened to the big penetration marker that was at bottom right of crosshair?

    it use to work , has it been removed?

    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

     

    On 6/30/2016 at 7:47 PM, bubs79 said:

    im a pain in the arse but  is there a way to make the black circle in the middle of cross hair  smaller??  if so can u direct me to where it is and what i need to change

     

    Your not a pain lol.

    There isn't currently a way to change the size, but that is a good idea.

  13. 12 hours ago, Aslain said:

     

    I've got similar errors in logs. Both logs in spg

     

    https://bpaste.net/show/f154e724829c
    https://bpaste.net/show/82f71472bbb4

     

    Also logs are mentioning 2.03b, isn't it suppose to be 2.04b?

     

    I have enabled debug in config, but it doesn't seem to log any extra stuff.

     

    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.

     

    6 hours ago, Pratt said:

    pls change reload time format from integer to real, with decimals 

     

    3 hours ago, Beals said:

    if you mean real reload times that would make it illegal on other servers 

     

    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.

  14. On 6/27/2016 at 10:18 AM, Pratt said:

    :(a very bad bad news from Public Test of Version 9.15.1:

    
    Battle interface is now written in Action Script 3.

    this mean all flash mods (crosshairs, damage panels ...etc ) from current game version will be broken

     

    guys enjoy with this mod - now, nobody knows when it will be more

    :(:(:(

     

     

    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:

    MLGqEzZ.png

     

    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.

    • Upvote 2
  15. 28 minutes ago, Pratt said:

    little bug with reload timer position in arcade mode 

    on ground di-H7VDOW.png and on target di-ZZ6FUL.png

    --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    pls center PenValues and angle 

    di-7JYXOX.png now this in left side not in center

    --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    and pls explain what means colors of PenValues : blue purple and darkred 

    red green and yellow - i know :D

     

    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.

    • Upvote 1
  16. On 6/18/2016 at 6:58 AM, lpanades said:

    ....
    Another approuch, that I do not know if is possible to implement in WOT is what in real scopes are called illuminated reticle. The idea is having a reticle that could have it's collors changed by a key push. For example: you push CTRL+mouse wheel and the reticle cycles from original collors to others. A nice feature is pushing a button to set some specific one, like a shortcut.

    Now, let's talk about a bug that I do not report before:
    When I aim somewhere the sight show's me the distance, in arcade and zoom mode. Nice feature, this make the 'f' key distance in aslain mode inutile. So nice. But, sometimes it does not work, just does not show the distante. What happens: If I'm in arcade and it is not showing them when I go to zoom it shows. If I go to arcade again it, now, begins to work. Same to zoom. Something is happens that swaps to show and do not show by changing aiming modes. Something is turning on and off.

    Note: 1.about that possible font embebed problem. For me only blue blocks are shown. What I can say with that: I belive that if was only a font problem, it will ever show the blocks, but would change collors too. Not in mine. Theses blocks are ever being shown in blue. Same to distance.

    2. I will clean all my resmods and reinstall Aslain Mode. Let's see if the problem persists. Let's see what happens. If it to solve the problem with a fresh reinstall I will enter here to report.

    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.

     

    On 6/19/2016 at 8:52 AM, Kuss said:

    anyway to get the dynamic circle in SPG

    Not that I know of, but I'll mention in the forum the creator of the dispersion circle mod and see if its possible.

     

    On 6/21/2016 at 9:55 AM, mEDI said:

    mod_newsights.pyc is incompatibel to mod_MeltyElement_Crosshairs.pyc
    resultat is the contour glow problem
     

    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.

     

     

    On 6/14/2016 at 9:31 AM, bubs79 said:

    great mod   mate I have  couple of issues ,   1   ammo clip don't appear when using tanks such as pz 1 c .   2  is there away to stop the reload counter fading in and out ? 

    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.

  17. 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.

     

    -------------------------------------------

     

    On 6/14/2016 at 9:31 AM, bubs79 said:

    great mod   mate I have  couple of issues ,   1   ammo clip don't appear when using tanks such as pz 1 c .   2  is there away to stop the reload counter fading in and out ? 

    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.

     

    On 6/14/2016 at 8:04 PM, lpanades said:

    What Melt Math has and is not working on mine: I could not see yet the propability to being spoted and the enemy view range.

    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.

    On 6/14/2016 at 8:04 PM, lpanades said:

    I don't know which is the number at extreme left of the photo, in my actual sigh it is not being shown. But when I aim a tank blocks are shown under the distance. I belive it is some kind of font problem.

    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.

    On 6/14/2016 at 8:04 PM, lpanades said:

    What I would like: more options in the reticle: The aiming reticle should have two characteristics: a black to shown well on clear enviroment and a color, strong, to be shown on dark ones.

    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. 

    On 6/14/2016 at 8:04 PM, lpanades said:

    Second is having a bigger round circle in the middle of the reticle. It will naturally push the eye attention to the center. It is called "fast target acquisition".  I could draw a reticle to that specifications to be understood well. But it is not far the reticle it has just now. A bit modifications we learn in shooting activities.

    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.

  18. 6 hours ago, Aslain said:

    Noticed that the aim circle is not always shrinked to minimal size. Had it in all battles, aim circle is 100% size, but aim time is dropping to 0, when it reaches 0, the aim circle is instantly minimal.

     

    Python.log: https://bpaste.net/show/9d2762e8e9ac

     

    I wanted to add it today, but since there is this error spam I will wait :)

    Thank you for the log.

     

    Yay for errors because of wrong indentation. uploaded new version. error should be fixed.

  19.  

    "MeltyElement" Effective Armor Calculator & Crosshair Mod [BETA]

    Effective Armor Calculator now separate from crosshair!

     

    839cd5cb68ff5a8c6c70dc972adcc7fa.jpg

     

     

    Many of us remember the effective armor calculator from the MeltyMap' s MathMod. For those who don't know what its all about, there is a quick run down under the spoiler.

     

    Effective Armor Basics:

      Effective Armor Basics

    The thickness of a tanks armor is highly dependent on the angle that armor. Example,  if your armor is 100mm thick at 60° that thickness doubles to 200mm.

    http://wiki.gcdn.co/images/6/6f/Effective_armour_thickness.pngSome basic information from the WoT wiki: http://wiki.wargaming.net/en/Battle_Mechanics#Effective_Armour_Thickness

     

     

    The effective armor calculator does, well exactly what it sounds like it does. It gives you real time information about the actual thickness of your hulls armor based on angle of your tank compared to where you are looking/aiming.

     

    http://i.imgur.com/roVVe83.png

     

    Then takes it a few steps further. Along with the angle of your tank it takes into account the angle of your armor including angles like an IS-3 and its pike.

     

    http://i.imgur.com/LmCaYqn.pnghttp://i.imgur.com/zc0qeJH.png

     

    Pretty useful.

     

     

     

    Description

    The old Armor Calculator went defunct back around ~8.8, so it has  been a while. Instead of fixing the old calculator I opted to completely re-write the mod. All of the calculations are now handled by python instead of action script. A big reason for that is because before this I have never touched flash files or action script. However, it did open the door for a few improvements and features.

     

    • The effective armor calculation now takes into account the pitch of you gun. This makes the calculation slightly more accurate retaliative to where you are aiming.
    • There is also now an option to have the calculations based on the rotation of the camera or the rotation of the turret/gun.

              Both options have benefits but after switching back and fourth for a month one does not seem superior to the other.

    • No longer dependent on XML configs for any values other then arcs(slope of a tanks armor).

    If a tank is missing from the XML it will be automatically inserted at the end of the file with values of zero. If a tanks arc value is zero the armor is calculated used the tanks nominal armor and rotation of the tank.

     

    The crosshairs and armor panel are now separated  and one does not require the other.

     

    The gun sights are based/built from the most recent Melty source code that was released(0.9.9). Updated and modified with a few additional(optional)  features.

     

    • Aiming distance is now pertinently visible. It no longer fades away with target information when you have no target.
    • Advance ballistic information is available and built into the design.
      • remaining aim time (how long until your dispersion value reaches the minimum value).
      • speed of your current target in km/h , mph, or m/s
      • projectile flight time.
    • Fourth sight, a darker version of the first sight(the light blue ones).
    • Relative aim point height adjustment in Strategic aim mode.
    • Advance penetration calculator.
      • 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.
      • 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 )

     

     

    Screens:

      Screens:

    Coming soon..

     

    Known Issues Crosshairs:

      Known Issues::

     

    • Arcade and Sniper sights break the clip bar.

    • Dots on arcade crosshair number 2 occasionally scale improperly and distort. They correct themselves on a zoom level or aim change.

    • A-Shape II (with load indicator) gun marker cycles through all the pen colors

    • Fonts not completely embedded in flash see extra fonts to install: MeltyElement Fonts

     

     

    Known Issues Armor Panel:

      Known Issues::

     

    •   The protractor in SPG mode is ever so slightly off when it comes to registering that you are at the limit of your view angle.

     

     

    TODO Crosshairs:

      TODO::

     

    • Write a readme…

    • Add illuminated reticle. see: lpanades post below

    • Separate the armor calculator from the crosshair flash files.

    • Add the Gun Arc Critical Angle rulers.

    • Adjust and unify colors for many things from penetration indicator to base blending modes of the sights.

    • Further adjust penetration indicator .

      • Improve penetration drop off calculations.

      • Smooth out the sensitivity of minor changes to prevent frequent changing of colors.

      • General improvements.

    • Finish crosshair markers.

      • Finalize a set of center markers and sync them between sniper & arcade

      • Make sure each gun marker has all 3 variations(pen, loading, & basic)

    • Lots of work on the config files.

      • Organization.

      • Finish/remove options that are not working or WIP.

      • Increase the amount that can be customized. Some people like all the stats and data on sights while some prefer nice clean minimalist sights.

    • TD sniper mode brake removal option

    • Implement Xray and Bounding box auto aim acquisition.

    • Push auto aim target data to sights. ie Distance, spotting chance, reload, everything that is normally shown when a tank is targeted.

    • Implement target speed format configuration (MPH, km/h, and m/ps)

    • Code cleanup.

       

     

     

    TODO Armor Panel:

      TODO::

     

    • Write a readme…

    • Update armor arcs in the XML.

    • Implement indicators for when target average pen is higher then current effective armor

    • Add the Gun Arc Critical Angle rulers.

    • Code cleanup.

       

     

     

    Installation and Configuration:

      Installation and Configuration::

     

    • Installation is easy, unzip, copy paste res_mods to your World of tanks directory. The configuration of ElementCrosshairSettings.xml contains the config for the corsshairs, ElementArmorPanelSettings.xml contains the config and vehicle data for the Armor Panel. Both must be in UTF-8-BOM this is important and kinda backwards from many mods out there, so take note. So if there is something you want to move, disable, or enable. Look there.
    • To install the optional dispersion circle copy the res_mod folder inside the optional_files folder. The config is located in the scrips/gui/mods folder. This mod is incompatible with server side reticle. However you can change the "UseServerDispersion" to true for it to act like the server side reticle.
    • The "showAdvancedPiercingPower" will override the original penetration calculation if enabled. Disable both if using a 3rd party pen calculator. 
    • For more information on the configs see the comments in the XMLs or feel free to ask.

     

     

    Credits & Sources :  

      Credits & Sources::

    Elementofprgress

     

     Thank you to:

        StranikS_Scan's - DispersionCircle Mod. (He Also makes some nice debug tools that make life a little easier)

        GPCracker - XmodLib functions and Flash management guide

        The creators and many people who work on the InfoPanel mod, which without its source code I would have never get the armor panel on its own flash.

     

       Many more mod makers who's work I used to learn

     

    Original Developers:

    Project Author/Manager:

    MeltyMap

     

    Co-Author's:

    garnet_auxo

    RazNaRok

    Koshnaranek

    _Kriegstreiber_

    Havenard

    phantasm_ru

    Kir_Vik

    Xmaster Official

     

     

    Change Log:

      Change Log:

    V.2.0b4:

     

    V. 2.0b1:

    •  Separated Armor Panel and Crosshairs
    • Added protractor to Armor Panel
    • Fixed scaling of arty circles.
    • Fixed flashing of reload timer when switching sight modes(still flashes in replays)
    • New XML config files
    • Added arc missing indicator to Armor Panel
    • ...

     

     

    Notes

     

     

    • I would consider this a BETA. While it is working without any issues and have been using various reversions as I work on it for the past month. Not every nook and cranny, combination of options/ features , and compatibility with other mods has had the chance to be thoroughly tested.

     

     

    • The armor angles in the MeltyMapProtractorSetting.xml are in desperate need of updating. The type, left & right arcs(yaw limits), front & side(base armor) are completely irrelevant now and will be removed eventually. Only the arc, arc2, arc3 values are important now and need to be updated. However the old method of getting those values is no longer available due to the original Wot Tank Viewer no longer being maintained. If anyone knows of any alternative programs or methods to accurately measure angles, please let me know.

     

    Feedback is highly encouraged. At this stage there is still a good amount of things that can change.

     

     

    DOWNLOAD

    >>> MeltyElement v1.0.0-Beta <<<

    SHA-1: E578B589C79FEF84AF2B7806E568677F6408A01A

    >>>MeltyElement Fonts <<<

     

    Source: https://github.com/elementofprgress/MeltyElement_Sights 

     

     

     

     

     

    If you wish to support me and this project you can do via below or by leaving me good feedback

     

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