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Capt_Oveur

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Everything posted by Capt_Oveur

  1. It's caused by an image post-processing mod. If I delete or move the 'shaders' folder all the HUD is showing in replays
  2. I got the same issue. Only when I use ALL my favorite mods. I guess it's only one of them that screws replays up. However, I don't want to do the one mod at a time thing AGAIN...
  3. Fixed it, sent it to Aslain, he'll check it, test it and release it if he finds it works. Cheers!
  4. It's easy, but the panels will not move up/down anymore when you turn on one or both damage counters. (I used Aslain's installer v10.5.0 #09 and BADoBEST panel v1) The mod puts the panel 67 pixels from the top when no damage counters are displayed, 87 pixels when one of them is displayed and 107 pixels when both are on. To move the panels down, you will have to change the default 67 pixels to something bigger than 67 or 87 or 107, depending on whether you use the damage counters or not. Install the mod, make sure client is not running and open the file C:\Games\World_of_Warships\bin\nnnnnnn\res_mods\gui\unbound\mods\LivePanels.xml in a text editor. Inside <block className="EarsContent_BB"> Change both <top value="67px" /> to something bigger Comment out the two <bind name="style".. ..> lines as shown: insert <!-- in front and --> after Save the file, make sure it keeps the .xml extension Should look something like this. Because I display both damage counters, I changed 67px to 117px. The panels will be 10 pixels lower than they used to be. <block className="EarsContent_BB"> <bind name="firstEntityDH" value="'mouseEntity'; CC.mouse" /> <bind name="watchDH" value="'isCursorActive'; ['mouseEntity.mouse.evActiveChanged']; mouseEntity.mouse.active" /> <bind name="changeDispatch" value="isCursorActive; 'Tooltip.Close'; {}; 1; false" /> <bind name="collectionDH" value="CC.userPrefs; 'userPrefsCollection'" /> <bind name="entityDH" value="'userPrefsEntity'; userPrefsCollection[0].id" /> <bind name="watchDH" value="'userPrefs'; ['userPrefsEntity.userPrefs.evUserPrefsChanged']; userPrefsEntity.userPrefs.userPrefs" /> <bind name="watch" value=" 'showAssistedDamage'; (userPrefs.showAssistedDamage == null) ? false : userPrefs.showAssistedDamage " /> <bind name="watch" value=" 'showBlockedDamage'; (userPrefs.showBlockedDamage == null) ? false : userPrefs.showBlockedDamage " /> <style> <width value="100%" /> <height value="100%" /> </style> <block> <style> <left value="0px" /> <top value="117px" /> <position value="absolute" /> </style> <!-- <bind name="style" value="'top'; (showBlockedDamage == true &amp;&amp; showAssistedDamage == true) ? '107' : (showBlockedDamage == true || showAssistedDamage == true) ? '87' : '67'" /> --> <bind name="collectionRepeatDH" value="CC.avatar; 'TeamStructureRendererAllies_BB'; 'team.ally.sortedAlive'; {_selfPlayer: _selfPlayer, _isDynamicDivisionsEnabled: _isDynamicDivisionsEnabled}" /> </block> <block> <style> <right value="0px" /> <top value="117px" /> <position value="absolute" /> </style> <!-- <bind name="style" value="'top'; (showBlockedDamage == true &amp;&amp; showAssistedDamage == true) ? '107' : (showBlockedDamage == true || showAssistedDamage == true) ? '87' : '67'" /> --> <bind name="collectionRepeatDH" value="CC.avatar; 'TeamStructureRendererEnemies_BB'; 'team.enemy.sortedAlive'; {_selfPlayer: _selfPlayer}" /> </block> </block>
  5. Let's talk about legal mods only. WARNING: modding the Python scripts in scrips.zip is no longer allowed, anyone caught using it will be banned. To see some mod source code install your fav mods with Aslain's mod installer then open File Explorer. I marked the location of the source code of three different types of mods: Unbound Unbound 2.0 PnF (Python and Flash, using the ModAPI) The Unbound mods are in .../unbound/mods/ and you will see two files with the same name but different extensions for a mod: the .swf (Shock Wave Film) is the Flash object, you don't write or mod it, it is compiled from the .xml file that is a proprietary script based on <bind> -s, similar to Flex, this is the source code for the mod The mod's .xml works in conjunction with the standard markup.xml and styles.xml files that are in .../unbound/ (they have to be extracted): a code block with the same name as one in the standard .xml files overwrites the original one a code block that does not exist in the standard .xml files gets added to them Unbound 2.0 mods are written in ActionScript, PnF mods are a combo of Unbound and Python and some others, like skins and sound mods are quite different. Check out https://forum.worldofwarships.eu/forum/694-modding-tutorials-guides-and-tools-english/ Enjoy!
  6. Not really, you don't have to go that deep. WoWS is using a proprietary code generator based on bindings to generate the Flash code. Check out the tutorials
  7. The Armory is not part of the game client, it's a web site hosted on a server. The client has an embedded browser, that's how Armory is displayed from inside the client. But you don't even have to load the game client, as WG made it accessible from a regular browser also: https://armory.worldofwarships.com A mobile version of the Armory website is coming soon. Needless to say anything on the server is not mod-able. As the client cannot access neither the signal price/quantity figures nor the server side transactions directly, the most a client mod could do is add links that point to the needed pages in Armory. I don't think it's worth it. BTW the opposite is also true, the web pages cannot access the client data either, that's why you cannot see in Armory the quantities of the signals you already have on hand - that's also an undoable mod frequently asked for.
  8. My guess is it has nothing to do with any mods and it's working as intended. The client will automatically reduce the number of lines in the ship carousel if it takes up too much of the screen. You may try to increase your screen size or resolution or to decrease the UI scale.
  9. Seems your system is strong enough to run the game with your current game settings at 100 fps most of the time, so when you set a limit less than that it will run at exactly the set limit. You said at 100 it drops now and then, so you are getting close to your PC's max performance.
  10. The mp3 player embedded in the game client, that you use to play your own music files from the userMusic folder, is broken. It was known for quite a while, see e.g. https://forum.worldofwarships.com/topic/122026-how-to-add-files-to-listen-to-your-own-music-in-game/?do=findComment&comment=4716970 Now WG has given up on it so it will be removed from the client in the near future. It causes memory corruption that can produce various symptoms including crashes, so it makes no sense to report any crashes or other issues, whether supposedly mod related or not, if you are using it.
  11. The mod is fine. The reason is actually a bug in the client. WG said they will fix it in 0.9.6
  12. @Alexxius Send me your DamageMeter.xml file and a screenshot, with your cursor at the top-left corner of one of the tables, showing when you opened the in-battle screenshot in Paint. Where would you want the tables to be?
  13. Aslain added quite a few options, each optimized for one of the common screen resolutions. If none of them works for you, you may try this: https://forum.worldofwarships.com/topic/25508-0940-aslains-wows-modpack-installer-07-19-05-2020/?do=findComment&comment=5057251
  14. Check this out pls: https://forum.worldofwarships.com/topic/25508-0940-aslains-wows-modpack-installer-07-19-05-2020/?do=findComment&comment=5057846
  15. Mod "Permanent Karma" was released starting with 0.8.9.1
  16. Mod 'Good news!' was released for 0.8.6.0
  17. Alright, that must have been just an average battle for you then... I may be able to help, sent you a PM.
  18. What a show-off! Why don't you make this mod? You wanted to learn, didn't you?
  19. Missing watch binding maybe? In this battle there were 7 ships belonging to clans with clan icons on both teams. Custom Battle Loading Screen displayed 10 clan icons for each team: Hitting TAB during battle displays them correctly: (The clans [HE] and [AP] are related, they have the same logo)
  20. I know this was reported before, I am sending it in again to help Roslich troubleshoot and fix it. (Bug reproduced with 9.0.0 #07 on NA client with NA clan icons) The bug is random, it does not always happen. When it does, one or more clan icons, that are correctly displayed for the ship(s) of that clan, are also incorrectly displayed for ships in the same team that are not members of that clan. In this case my [FUCT] clan logo also shows up for [FERNE]rasmarinz in the Amagi: The panels (in this case Haka, you can see them in the faded background) display the clan icons correctly. Also, when I hit TAB during the battle there are no extra clan icons on the screen: Please find the logs attached. I also attached the Replay, although when playing it the bug may or may not show as it is random. I hope this helps. 20200126_125913_PWSD108-Oland_52_Britain.wowsreplay Aslains_WoWs_Logs.zip
  21. Workaround (till Aslain gets the chance to fix it) First make sure your game client is not running. Then install all your mods with Aslain's mod pack installer v9.0.0 #01 Then open the file markup.xml in the C:\Games\World_of_Warships\res_mods\0.9.0.0\gui\unbound folder with a text editor. (e.g. Notepad or Notepad++) Find the line <bind name="instance" value="'DogTagInHUD'; {}"/> , and comment it out by putting <!-- in front of it and putting --> after it The next line is <bind name="instance" value="'DogTagInHUDSpectator'; {}"/> , comment out that one too. Should look like this: <!-- <bind name="instance" value="'DogTagInHUD'; {}"/> --> <!-- <bind name="instance" value="'DogTagInHUDSpectator'; {}"/> --> Save markup.xml. (Make sure it is saved with the .xml extension, and not with .txt or something else) Enjoy! Note: If you re-run the installer, you have to edit the markup.xml file again.
  22. Yes, there is. Mods modify the game client. WG is releasing new and new versions of the game client and every new release brings changes, additions and deletions. If something changes in the client that a mod relied on to work, the mod will not work anymore. In most cases the modders will update the broken mods: it may be quick and easy, or it may be difficult, requiring some time, and sometimes it's not even possible. After a new major release the modders, who are hobbyists, will need some time to fix all what the new release has broken.
  23. Let me tell you how this mod came about and why I think the WoWS team is much nicer than the WoT team, even though they are part of the same company. Aslain told me a lot of his WoWS users were asking him to get the 'Gold lock' mod from WoT to WoWS. I looked into it and found it was not really necessary: compared to WoT, what WoWS was doing was really benign. (If WoT is doing something like robbery then WoWS is like a small-time pickpocket) There was no need for heavy handed measures like locking your doubloon account. All I needed to do is to change some defaults the game client was setting (that's why the name of the mod is Stingy by Default) and make sure when you can choose between using doubloons or credits, your options are displayed at the same time instead of separately, and it was done. While some users were assuming this mod would get banned it was approved by the WoWS team in a day. Aslain added it right away and it was included even in ModStation not much later.
  24. Both Gun calibers in inches and Carousel extended are fixed
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