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Capt_Oveur

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Everything posted by Capt_Oveur

  1. There is one more thing you may try, but I dunno if it's gonna work because I don't have a 4K display ☹️ Solution #5?: Use different UI scales for the different resolutions: keep your TV at 4K, but in Settings increase the UI scale to max. Arrange your mods and see if they show up on your HD laptop screen with the UI scale set at minimum.
  2. Your existing config works on your big screen, so make the TV folder and copy your preferences.xml there. You also want to play on your laptop, so do #1 or #2 next When you are happy with how your mods look on your laptop, make the Laptop folder and copy the new preferences.xml there Use 4k for movies but try #4, i.e. play a few battles on your TV with the new preferences.xml you just made for your laptop, but at HD resolution and 60Hz refresh. If you like it you are done, keep using HD when you play on your TV (#4), you may delete the Laptop and the TV folders with the preferences.xml files If you don't like it, you will do #3, you keep the two different preferences.xml files you made and copy the one from the TV folder back to World_of_Warships when you play on your TV in 4k, and copy the one back from the Laptop folder before you play on your laptop. Once in a while, when you finished playing, you may want to copy the preferences.xml back from the World_of_Warships folder to the Laptop or TV folder, whatever device you just used, to keep it up-to-date. It would be fairly easy to write two batch files to make it automatic.
  3. Hey @MaddTrker, Your laptop's display is HD with a resolution of 1,920 x 1,080; while your TV is 4K with 3,840 x 2,160. The absolute positions of different screen elements are given as X and Y co-ordinates. If the X is bigger than 1,920 and/or the Y is bigger than 1,080 the element will be outside of your laptop screen so it won't show. Solution #1: Delete the position co-ordinates of the mods that do not show and then re-initialize them on your laptop screen. These co-ordinates are stored in a file called preferences.xml in the World_of_Warships folder. The X co-ordinates for different mods will be between the <IMPositionX> and </IMPositionX> tags, the Y co-ordinates will be listed between the <IMPositionY> and </IMPositionY> tags and they have distinctive names. For example for the two (your own and the enemy's) score timers: <IMPositionX> <STEnemy> 1148.0000 </STEnemy> <STAlly> 1040.0000 </STAlly> </IMPositionX> <IMPositionY> <STEnemy> 121.0000 </STEnemy> <STAlly> 119.0000 </STAlly> </IMPositionY> If you delete the 2 STEnemy and the 2 STAlly lines and save the preferences.xml file (make sure it is saved as .xml and not .txt) the mod's position co-ordinates willl revert to their default values. The default values are calculated from the actual screen size when the mod is first launched, so make sure you launch the game on your laptop screen. For some mods you will have to do this every time you switch from your big screen to the small one, unless you can find positions for your mods that kinda work on both resolutions. The co-ordinates for the chat mod are called <advChat>; for the Advanced HP Indicator they are <advHPIndicator_positionX> and <advHPIndicator_positionY> but those are further down, between the <chatBoxWidth> and </chatBoxWidth> tags. Solution #2: Delete the preferences.xml file. (Or just move it, to play it safe) It will be re-created when you launch the game next time but you will have to re-customize all your client and mod settings. Solution #3: Maintain two versions of the preferences.xml file. COPY your preferences.xml file to a folder called TV, then do Solution #1 or #2. COPY the new preferences.xml from World_of_Warships to a folder called Laptop. When you want to play COPY the preferences.xml from the appropriate folder to the World_of_Warships folder and overwrite the one there. Save new copies of preferences.xml from time to time. Solution #4: Use your big screen TV also at 1,920 x 1,080 resolution. I bet 4K looks stunning, however the 30Hz refresh is kinda slow for gaming. If you drop down to HD I think the refresh rate can go up to 60Hz. Then you have to do Solution #1 or #2 only once. I hope this helps. Good luck!
  4. You install it with Aslain's to start. It will update itself automatically once you have it.
  5. I have stopped using the Session Stats mod just to see how wrong you were. Well, you were right. So then the bug WG admitted and found must be in the API that Session Stats is using.
  6. It can behave in funny ways that will make you believe you found a solution. However, there's no WG bug that a mod or its absence can cause or fix.
  7. In celebration of the Dutch cruisers I invited the only Dutch super-villain I know to be a commander. Just drop the .zip into C:\Games\World_of_Warships\Aslain_Modpack\Custom_mods and run Aslain's modpack installer again. Cheers! or Proost! https://www.youtube.com/watch?v=HnzH15hwt48 Note: It's actually two mods, one for the image and one for the name. The only way to change the name is to mod the global.mo file, so this mod is not compatible with other text mods. Also every time the global.mo file changes in the client the new global.mo file has to be re-modded. When you are recruiting a new commander and click on 'change the name', you get one composed by RNG from 30 first names and 30 last names. May take awhile. So I picked a full name first then edited that first name and that last name. Now in the movie his first name was actually Johan but after his smelting accident he went by his alias so I made that his first name. There are tutorials, tools and examples on how to mod global.mo on the WoWS forums. Capt_Goldmember0.10.6.0v1.zip
  8. Come on guys, this horse was flogged to death many times already. Nothing to do with mods, it's a known WG bug, happens mostly when there were CVs in the battle, WG is working on it, they promised it's gonna be fixed in 0.10.7. Cheers!
  9. Hi, I made the mod you asked for. Look for it in a future update of Aslain's modpack. If you are just DYING to try it out before anyone else, then install all your fav mods with Aslain's modpack installer and do not forget to choose 'Demount All Signals from All Ships' as one of them. Because our old friend Aslain is getting lazy and he started using ModsInstaller, and that's a bloody PnF mod itself, that gets executed only when the client is started up, you have to start up the client. You don't have to play a battle, just start it up, then exit. Download the mod from the link on it's website. Unzip the mod and copy the files demount_all_signals.xml and demount_all_signals.swf from it to C:\Games\World_of_Warships\bin\nnnnnnn\res_mods\gui\unbound\mods and overwrite the files already there with the same names. You're almost done, you just have to make a new folder for our lonely recycle icon in C:\Games\World_of_Warships\bin\nnnnnnn\res_mods\gui called demount_icon and copy the recycle.png file there. Enjoy! It's like a guaranteed Super Container with potentially 1,000+ signals and 100+ camos! This is the mod's webpage: https://forum.worldofwarships.com/topic/218382-0106x-demount-all-signals-and-camo-from-all-ships/ Cheers!
  10. It's literally two lines above your post
  11. Hi, the mod replaces the music after defeat. I hope you'll like it. Drop the mod here: Then don't forget to select it in Settings: Cheers! dont_bring_me_down.zip
  12. As you can see there is no one else complaining about this problem here, so it is not mods related. Your best bet is to open a ticket with Player Support.
  13. You could also use... ...Mods! 😉 Like Small ribbons and Move ribbons to the centre
  14. It's caused by an image post-processing mod. If I delete or move the 'shaders' folder all the HUD is showing in replays
  15. 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...
  16. Fixed it, sent it to Aslain, he'll check it, test it and release it if he finds it works. Cheers!
  17. 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>
  18. 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!
  19. 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
  20. 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.
  21. 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.
  22. 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.
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