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wjschneider

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Everything posted by wjschneider

  1. Can you tell me from where you get the Dellux files? I have googling but not found it yet. Thanks.
  2. Just based on the image in the mod pack installer, these two crosshairs do not look the same. Dellux had an armor/penetration calculation which I didn't see in the image of Shtys. I preferred Dellux. Was it not properly updated? wjschneider
  3. Right, I can't ask (yet) since I don't play on the EU server I am not allowed to post on the public forum. I thought maybe you might be in contact with him...or know of an email address I could use. Well, I finally did ask Wargaming and they said they do not give out the fdp files for modders. I did get a message to vito74m and he said that the sound for hits was at a high decibel and it would distort if made any higher. When I said I still wanted the fdp file he did not respond. So, no luck here.
  4. The main download link, Aslain's XVM Mod + ModPack Installer v4.3.21, points to version 20. Other links seem to be OK.
  5. If you compare the stickers in CDS_1 with the stickers in the res\packages\misc.pkg\maps\fx\damage_stickers (unzipped), you will see that some of the stickers match up and some no longer match up. Also there seems to be one less in misc.pkg for some reason. For example, it seems in misc.pkg only number 12 is a non-penetration, but in CDS_1 numbers 6, 7 and 8 appear to be non-penetration. I found a version of the colored stickers that seem to match misc.pkg at http://www.mediafire.com/download/um6eowj6o267pnt/CDS.rar. I put them in my \res_mods\0.9.7\maps\fx\damage_stickers folder.
  6. Here is Goofy67's reply: Okay, let's have a closer look on how it works: Let's presume there is only one hangar in the whole game, the well known basic- ( or standard-) hangar. This one is located in spaces/hangar_v2. The original hangar in packed in /res/packages/hangar_v2.pkg. You may open PKGs with WinRar or 7-Zip. The client finds this hangar because the PKG is defined in paths.xml. HangMan scans all spaces-folders, not only in /res_mods/0.9.7, but also in every PKG. If it finds a hangar, it is added to the hangarlist. So we have now one hangar in this list: spaces/hangar_v2 Now we add a hangar_defs-file, we call it basic-hangar.xml. The tag <spacepath> in this XML is essential, otherwise the manager doesn't know, with 'map' has to be loaded. We need to set: <spacepath> spaces/hangar_v2 </spacepath> On client-restart HangMan now finds 2 hangars: spaces/hangar_v2 hangar_defs/basic-hangar.xml Both are basically the same, but you can make changes in XML-file like other music and ambiente-sound, and of course change the tank-position. (I've done that with those tank-toy-hangars...) Now you may add spaces/hangar_v2 to the exclusionlist, so on next client-start HangMan ignores this one and deletes it from the hangarlist. spaces/hangar_v2 is still physically there, but you can not select it by buttons or keys. (Attention: If spaces/hangar_v2 is set in <hangarpath> in HangMan.xml, this hangar will be displayed on startup, despite it is in exclusionlist or not, but on hangar-change by button or key you cannot go back.) To answer your question in short: Yes, you may set 'spaces/xyz'-hangars to exclusionlist, hangar_defs which use 'spaces/xyz' will still work.
  7. I asked Goofy67 about this and he said: 1) No, you cannot switch off automatic reading of installed hangars. Why would you? 2) The manager still supports hangar_defs. The folder isn't included in the archive, but generated on first 'hangar-save' or installed by hangar-mods. I then asked him about the exclusion list. I will post what he tells me.
  8. Hi, I have been having trouble getting my personal hangar_defs working with this latest version of Hangman. I was wondering if you knew how to turn off the auto updating of hangman.xml with "hangars" it finds. This is my main question. (I admit I am confused about using the exclusion list for hangars that are in both the hangar_defs and in spaces folder, all hangars in the hangar_defs are in the spaces folder.) Thanks.
  9. FMOD software was used to create the fev and fsb files. Part of the process also generates the fdp file. You need the fdp file if you want to use FMOD to change any aspect of the sound. I am only a beginner using FMOD. Using Noble_Platoon's fdp I was able to create some music. But Noble does not have the fdp for hit sounds. I have seen some fdp files for hit sounds, but they are for the particular mod that person made, and they are a few years old. I am looking for the fdp for the current games hit sounds.
  10. I was wondering if anyone found the fdp file for the sounds made when you are hit by a shell? All I want to do is increase the volume on the shells which cause damage to my tank. I have been searching the internet and found nothing. I see lots of fev and fsb files but no fdp. I don't think I can increase the volume of particular sounds without the fdp. wjschneider
  11. I found a cool hangar based on the Great Wall of China created by Doctor_Digital from the EU forum. It was based on a map the Asian server tried (I don't think the map was popular.). I modified it to work with the Hangman hangar manager. It can be downloaded from here: https://www.dropbox.com/s/47vp43cdnb24zk9/GreatWall.7z?dl=0 There is a picture here: https://www.dropbox.com/s/ds1a52e9bbh7b34/GreatWall.jpg?dl=0 I modified the HangMan.xml to use it. I added some music and wind sounds too. If you don't want the music be sure to change the hangar def. wjschneider
  12. Hi, I really like your work. I have been using your experimental centered contour icons recently. However, when I use them in the main text field (instead of vehicle name) I seem to lose the ability to color them by enemy vs ally. Everyone looks green or yellow - maybe it is their rating. Can you adjust this or maybe tell me what I can or should do? Thanks.
  13. You can download my zipped file, mod9.7z from here: https://www.dropbox.com/s/p0fb4z3dpmu8spk/mod9.7z?dl=0 Put it in Aslains_Custom_mods Also, depending on which version of HangMan Aslain is using, you may have to copy the audio folder from res to res_mods/0.9.5/ Now run Aslains_XVM_Mod_Installer_v.4.1.42_95.exe Finally, you will have to change the HangMan.xml file in res_mods/0.9.5/ to include hangar_defs/hangar_IGR-Cave.xml Note that I am on the NA server, so I have not tried this for version 9.6
  14. Apparently I forgot the Bat Cave sounds: copy hancav.fev, hancav_ambient_premium.fsb, hancav_music.fsb and hancav_premium_igr.fsb to res_mods\0.9.5\audio\ These files are in my drop box: https://www.dropbox.com/home/WoT change res_mods\0.9.5\hangar_defs\hangar_IGR-Cave.xml so that lobby and lobby_premium in ambient section use /hancav/ambient/hangar_premium_igr/ambient_water_waterfall change res_mods\0.9.5\hangar_defs\hangar_IGR-Cave.xml so that rating and rating_premium in ambient section use /hancav/ambient/hangar_premium_igr/drone_low_loop
  15. For a better Bat Cave: in res_mods\0.9.5\spaces\hangar_premium_igr\space.settings change line: <skyGradientDome>system/data/hangar_v2.xml</skyGradientDome> to... <skyGradientDome>system/data/hangar_premium_IGR.xml</skyGradientDome> and replace res_mods\0.9.5\system\data\hangar_premium_IGR.xml with my attachment hangar_premium_IGR.xml
  16. Thanks for the information...I will use it on my next post.
  17. Hi, I found this on the European forum, a wonderful garage HangarManager mod by Goofy67, called HangMan. (see: http://forum.worldoftanks.eu/index.php?/topic/439322-094-hangar-manager-hangman/ ) I added a few garages to those which Goofy67 already had in his mod: the better batcave (IGR-Cave); the DumadidakCrackedHangar; the Miku hangar; the GreatWall. Goofy67’s mod already has the WG-Bday garage and a couple of cute toy tank garages. There are 34 garages in HangMan so far. I tried to get some sound effects working and some music working, but my success was middling. Also, since I didn’t really understand the programming, I was overly cautious and probably added some files I didn’t need to add. As a result the 7-zip file is large, 1,672,979 KB using ultra compression. I will include a little of what Goofy67 said on the forum page where I found this: ************************************************************************************************ goofy67#1Posted 18 October 2014 - 07:16 PM Senior Sergeant · Member since: 11-19-2011 Mich gibt es auch auf deutsch. First: Most of this text is translated by Google-Translator. Hello friends! I want you to meet my HangarManager "HangMan". Features: · Creating your own hangar during a battle by saving the map and tank position · Possibility to make separate soundsettings for each hangar · Change the hangar by pressing a button (back and forth) · Automatic reading of all installed hangars (with exclusionlist) In particular: In the' HangMan.xml' file is a series of settings: <hangarlist> contains a list of installed hangars, through which can be changed by pressing a button: <switchkey> for scroll forward (default KEY_NUMPAD6) <backkey> for one hangar back in the list (KEY_NUMPAD4) <reloadkey> is the key that causes the manager to search the WoT installation after hangars and it will automatically generate a new hangarlist (KEY_NUMPAD0). <exclusionlist>::If you want to prevent a hangar (or even more) is automatically included in the hangarlist (eg eventhangars that you do not like and do not want to see), so you can enter them here.When pressing the reload button, these entries are ignored. <hangarpath> specifies the hangar that is currently displayed in the client. <ClanLogo> switches the (guess what?) Clan Logo in the hangar on or off, if you eg want to make screenshots of your tankskins. <vehicleCamouflageKind> defines the camouflage, which the tank in the hangar carries. Possible values​​: summer winter desert none random or default This adjuster is used only when a hangar brings no camouflage-settings by its own (more on that later) Last not least: <safekey> (KEY_NUMPAD7):: This button generates your own, (almost) unique hangar: If you are in a battle (or even in the replay or in the tank-tutorial, preferably in a team-training) and the SafeKey-button is pressed, then the current map is saved with the current position of the tank as a hangar andwith return from battle then also displayed. This 'Hangar' is only aXML file in the folder 'hangar-defs'. The name of this file is created by the name of the map and a timestamp. So you may create several 'hangars'. These are first not added to the hangarlist, but are still selectable, at least for the duration of the client session by the hangar-exchange-keys.You need to press the reload-key (NUMPAD-0) to add them permanently. Before that you should delete hangar-files you don't want to keep. Building a hangar_defs file: Important and necessary <spacepath>. This is the path to the 'map', which is to be loaded for the hangar. This can be an existing hangar or a gamemap. In this case <hangarSettings> are necessary so that themap can be loaded as a hangar. The syntax is the same as in the space.settings a 'normal' hangar has. <hangarSettings> of a hangar_def-file overwrites the settings of space.settings/hangarSettings of an existing hangar (so you can make changes of a 'real' hangar such as zoom-out or tank position) Optional: <vehicleCamouflageKind>: kind of camouflage of the vehicle in the hangar. Possible values​​ as in the HangMan.xml. For your own sound in the hangar you find below <audio> the adjusters <login> for the music during login, <music> is the hangarmusic and <ambient> for the corresponding ambient sound.The sound of the music after the battle for win, draw or loss are taken from /gui/music_events.xml. Example: Still possible, but no longer generated from the hangar manager itself and only alternative to the variant above: Adjuster <music> and <ambient>. analogous to /gui/music_events.xml. Here are either both or none set. In this case, the settings in /gui/music_events.xml are ignored. Therefore also 'old' hangar_defs are still usable. Example: Possible problems with self-made hangar_defs: · The tank was in a destructible so of course destructed object while the Safekey was pressed. This can lead to strange effects later in the hangar. Remedy: None. Choose a different hangar and look for a new location on the map. · You found a niceposition, but later in the hangar the cap-circles are disturbing: As an example, I'm assuming the Map 'Ensk'. In the middle of the map there is a place that is free in random battles.If you save the position as a hangar, then you stand in the hangar suddenly in the middle ofa cap-circle that was not there before.This is the cap-circle of the encounter battles. I do not want them. Now it gets a little more complicated: I have to make changes to the map and this should only affect the hangar and of course not the game. Do the following: 1. Look for the right file in folder hangar_defs 2. Check hangar_def-file for used map, in this example spaces/06_ensk 3. Create a folder spaces in res_mods/%WoT-version%, if not already present 4. Open spaces and create another folder, for example hangar_ensk. Remember name. 5. Change to /res/packages and open 06_ensk.pkg with WinRar or 7-zip 6. Here, navigate to folder spaces/06_ensk and copy the contents of this folder to the folder made at point 4 7. Download this tool and copy the EXE tot he same folder. Start EXE, confirm and exit prompt. The EXE can now be deleted.It overwrites the data of cap-circles, the cap-flag and on some maps existingbanners (for ESL? Do not know. Request for clarification). 8. Open the appropriate hangar_defs again and change <spacepath> to the path of point 4.In this example spaces/hangar_ensk 9. Press button to reload hangarlist in hangar A few notes: Please make all changes to theXML files with an UTF-8c apable editor, I recommend Notepad++ Manual changes of HangMan.xml are only possible when client is closed. At program start <hangarlist> and <exclusionlist> are 'creared up' for better readability. Here is a list of possible keys: HangMan needs a script-loader. If you do not have one yet, install the scripts-loader contained in the archive. WoT Client 0.9.4: Edited by goofy67, 22 November 2014 - 10:52 PM. ************************************************************************************************ My drop box is: https://www.dropbox.com/s/yon7ckxuo8cdyb9/Goofy67%207zip.7z?dl=0
  18. here is a link to a dropbox picture: https:// www.dropbox.com/ sh/rtnexl1fzwtkk4x/AABJrekZAOwivQE63pxZsl2ja?dl=0 I am not sure how to post an image, so you can remove the spaces and go to dropbox.
  19. I realize this is a longish post, I won't do it in the future. Here is the space.settings file that I have been using (my batcave is hangar_premium_IGR.xml, pkg etc.): <space.settings> <timeOfDay>system/data/hangar_premium_IGR.xml</timeOfDay> <skyGradientDome>system/data/hangar_premium_IGR.xml</skyGradientDome> <PBSReady>true</PBSReady> <decals> <fadeStart>100.000000</fadeStart> <fadeEnd>120.000000</fadeEnd> </decals> <bounds> <minX>0</minX> <maxX>0</maxX> <minY>0</minY> <maxY>0</maxY> </bounds> <terrain> <version>100</version> <soundOcclusion> <directOcclusion>0.000000</directOcclusion> <reverbOcclusion>0.000000</reverbOcclusion> </soundOcclusion> </terrain> <skyWorld> <row0>1.000000 0.000000 0.000000</row0> <row1>0.000000 1.000000 0.000000</row1> <row2>0.000000 0.000000 1.000000</row2> <row3>0.000000 0.000000 0.000000</row3> </skyWorld> <skyDomePartition>0</skyDomePartition> <windSpeed>0.000000 0.000000</windSpeed> <windGustiness>0.000000</windGustiness> <floraWindFactor>0.500000</floraWindFactor> <farPlane> <max>500.000000</max> <high>500.000000</high> <medium>500.000000</medium> <low>500.000000</low> </farPlane> <navmeshGenerator>navgen</navmeshGenerator> <PS_SUN_MULT_CORRECTOR>0.5</PS_SUN_MULT_CORRECTOR> <PBSConversions> <Terrain> <EnabledConversion>true</EnabledConversion> <AlbedoParams>0.200000 1.610000 1.570000 0.920000</AlbedoParams> <GlossParams>0.050000 0.750000 0.500000 2.000000</GlossParams> <MetallicParams>0.020000 0.600000 2.000000 1.500000</MetallicParams> </Terrain> <Flora> <EnabledConversion>true</EnabledConversion> <AlbedoParams>0.050000 0.950000 0.700000 0.300000</AlbedoParams> <GlossParams>0.050000 0.750000 0.500000 2.000000</GlossParams> <MetallicParams>0.020000 0.600000 2.000000 1.500000</MetallicParams> </Flora> <SpeedTree> <EnabledConversion>false</EnabledConversion> <AlbedoParams>0.050000 0.950000 0.700000 0.300000</AlbedoParams> <GlossParams>0.050000 0.750000 0.500000 2.000000</GlossParams> <MetallicParams>0.020000 0.600000 2.000000 1.500000</MetallicParams> </SpeedTree> <Decal> <EnabledConversion>true</EnabledConversion> <AlbedoParams>0.050000 0.950000 0.700000 0.300000</AlbedoParams> <GlossParams>0.050000 0.750000 0.500000 2.000000</GlossParams> <MetallicParams>0.020000 0.600000 2.000000 1.500000</MetallicParams> </Decal> <Overlay> <EnabledConversion>false</EnabledConversion> <AlbedoParams>0.050000 0.950000 0.700000 0.300000</AlbedoParams> <GlossParams>0.050000 0.750000 0.500000 2.000000</GlossParams> <MetallicParams>0.020000 0.600000 2.000000 1.500000</MetallicParams> </Overlay> <Objects> <EnabledConversion>true</EnabledConversion> <AlbedoParams>0.050000 0.950000 0.700000 0.300000</AlbedoParams> <GlossParams>0.050000 0.750000 0.500000 2.000000</GlossParams> <MetallicParams>0.020000 0.600000 2.000000 1.500000</MetallicParams> </Objects> </PBSConversions> <hangarSettings> <path>spaces/hangar_premium_IGR</path> <v_scale>0.500000</v_scale> <v_start_angles>0.0 0.0 0.0</v_start_angles> <v_start_pos>50.0 0.0 50.0</v_start_pos> <cam_start_target_pos>50.0 0.0 50.0</cam_start_target_pos> <cam_start_dist>14.0</cam_start_dist> <cam_start_angles>210.000000 -10.000000</cam_start_angles> <cam_dist_constr>4.500000 9.000000</cam_dist_constr> <cam_pitch_constr>-27.000000 2.500000</cam_pitch_constr> <cam_sens>0.005</cam_sens> <cam_pivot_pos>0.0 1.0 0.0</cam_pivot_pos> <cam_fluency>0.05</cam_fluency> <emblems_alpha_damaged>0.3</emblems_alpha_damaged> <emblems_alpha_undamaged>0.9</emblems_alpha_undamaged> <shadow_light_dir>-0.3 -0.5 0.7</shadow_light_dir> <preview_cam_start_dist>8.0</preview_cam_start_dist> <preview_cam_start_angles>-40.0 -25.0</preview_cam_start_angles> <preview_cam_pivot_pos>-2.0 1.0 0.0</preview_cam_pivot_pos> <preview_cam_start_target_pos>50.0 0.0 50.0</preview_cam_start_target_pos> </hangarSettings> </space.settings>
  20. Aslain, I have found a batcave with a better looking waterfall...uses particles better I guess. I can upload a 7zip file if you want to try it out. It is 67,565 KB. I am not a programmer, but I believe the critical file is "space.settings" in res_mod/0.9.4/spaces/hangar_premium_IGR. Obviously the last node would be something else in your game. I was also able to add this batcave into the ChangeHangarMOD.xml. [email protected]
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