Jump to content
Korean Random

leeuniverse

User
  • Content Count

    298
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by leeuniverse

  1. You know, I wish someone would fix and promote instead the "Auto-Telescope" mod, because it was actually "auto" in contrast to this auto-equip mod which is not auto at all, having to press F3, and it doesn 't fill all slots, and you have to set every single tank, etc. etc. The Auto-Telescope mod was truly wonderful and actually "auto", compared to this junk, as well as XVM's version, PMOD's version etc.. :( Here's where it is located, as you can see it died: http://ktod.livejournal.com/ Maybe someone can fix it and keep it working again?
  2. No problem..... We are trying to get Krzysztof_Chodak over at the EU forum to add Edge Detect for auto-aim only to his Auto-Aim + Snapping mod, one of the links I gave you. He's not sure how to do it yet.
  3. Okay, just tried your mod with no other mods installed, only _init_.pyc and CameraNode.pyc since you don't include those with your mod. And this mod is STILL buggy.... not the same way, but still is. I didn't change anything, only set the auto-aim section from False to True, since you keep it off as default for some reason, and played a game, and it seemed the auto-aim color worked "once" and then didn't work at all again, every time I auto-aimed. My original problem with all my mods installed is that the auto-aim color worked, but once a tank was auto-aimed on, it stays the auto-aim color no matter if aimed on or not. Is it possible I'm not using an as complete "CameraNode.pyc" file as I should be? I used to find that not all CameraNode.pyc files were as "complete" or detailed as others, which would cause some mods to not work right. I used to use PMOD's as a reliable version of CameraNode but since they put their files in the scripts/client/gui/mods/ folder now instead of the old scripts/client/mods/ folder CameraNode.pyc is no longer needed/used. But mods that are still in the second/old mod folder still require CameraNode.pyc to work. UPDATE 2.... I removed the CameraNode I was using and tried RN_Loader made by Maggz over at RoughnecksMods. It's used in scripts/client/gui/mods/ and replaces CameraNode allowing mods in the old scripts/client/mods/ folder to work, supposed to be a more reliable/better loader. Your mod worked again, but it again did the same as I originally reported, still buggy. It will show the auto-aim highlight of the tanks, but when you remove the auto-aim the tank will still show the highlighted auto-aimed color. Same for other tanks you auto-aim on. So, don't know what's going on..... because this particular bug is what would happen when I had all my mods installed and was using CameraNode.pyc. Also, the Python Log is completely clean..... This is what is shows with just your mod only with loader, and all my mods for example.
  4. LOL.... sorry. I meant what is the enemy's tank default "red" color around tanks RGB? Okay, well, maybe I'll try to mess with it more. The one bug I remember having is when you set the "auto-aim" color to True, then in game when you auto-aim on a tank, and then turn off auto-aim off the tank, the tank will still retain the auto-aim color, even though you're not auto-aimed on it. The other issue I remember that was buggy, is with the auto-aim option enabled, and you aim at a tank, the "highlight" color of the tank doesn't actually show at all. Also, I didn't mess with any of the settings of the mod, other than enable the auto-aim color and changed a couple of the colors. Everything else was default as you provide.
  5. Hey.... What is the RGBA for the Enemy Contour "Red"? I can't figure out the "exact" red the default game uses. BTW... Is the "auto-aim" change color function buggy, not working properly, and causes other functions to not work right? Cause, it's the only reason I need an edge detect mod, is to change the contour color of the tank when auto-aimed on it, so it's easy to be sure when one is auto-aimed or not. Don't at all need to change the green and red of enemy and ally's.
  6. BTW.... Why is the chat box not "scrollable"? Didn't this mod have that before, your version, not the old one?
  7. Hey all..... So all is good again. AAS appears to be fully working now. I've made my full mod pack again, and it seems to have been just some other buggy mods or something. Thanks again for AAS.... :) And LAMP is full 100% no cheat.... :) Though apparently RU has put one on, so a particular server may not like a particular mod. I do warn people in my installer to double check with their server on a particular mod.
  8. Thank you for the light version... Was about to ask you, because an "original" of a mod like this was lighter, don't know if it was yours or someone elses and it looked much nicer than the 'bright" one.
  9. LOL.... Okay, so I've been testing more.... I've started adding your mod only, then playing a few games then adding more mods over and over, and everything's working so far. Still have lot's more to add, but it does seem like it's some conflict and/or non-working mod causing the problem and not your mod as I further test.. Ah, it's so nice to see my baby AAS again... LOL I'll keep messing and see it a good mod is causing any conflict, rather than something broken or a conflict setting etc. - See RoughnecksMods in my link sig for the "RN_" mods. - The other two mods are by Krzysztof_Chodak.... here: http://forum.worldoftanks.eu/index.php?/topic/441147-0913-spotted-vehicle-direction-on-aim-circleminimap-gun-directions/ Thanks again. Hey GPCracker..... Could you tell me which option disables the click-through auto-aim option? I thought I was only disabling that so I could use the auto-aim + snapping mod, but you said I disabled parts of the mod for the aiming stuff. Isn't everything X-ray the click though object for auto-aim? Update.... ah, nevermind, think I realized what I did, which x-ray's are what.
  10. So.... Wargaming NA Server are "cheaters" when they make a more perfect explaination of the Rule and thus Allow the mod under certain circumstances? BTW, this includes Wargaming Asia also.... they have the same rule as NA. Anyway, any comment about my actual post? Do any of you use PMOD or similar, and also Server Reticle? Do you even know what AAS originally did and what I'm talking about?
  11. Anyway..... So, because it "helps" with things, not giving anything "hidden", like other mods "help", it's considered a legal mod per NA Server. The Legal version of the mod anyway.... not the old illegal one from many moons ago.
  12. 1. Check the next section.... It specifically addresses the Reload Timer and during 2015. 2. I'm on the NA Server.... It's rule are more complete and even reasonable. Every server has their own rules. The Reload timer is only "illegal" if it shows the reload outside of your view/spotted/draw range and/or their "actual" reload time, i.e. such as with skills, consumables etc. If it shows base tanks reload, and is within your range, then it's perfectly legal. That's the rule on NA. RU Server has clearly not been that clear. But, I suspect they would modify their rule if they understood the same facts about it. This is what RU says.... This is actually a stupid rule.... Because a person can tell with their EYE's and with their EARS when a person has fired and thus likely reloading, and by looking at the tank they can know essentially how long that reload takes. This is why Wargaming NA doesn't ban the mod, as long as it's not "literal" reload and is within viewrange.
  13. Again, tell me what I'm "cheating" with and I'll prove you wrong.... Or, you can go to my website http://www.leeuniverse.com click on MOD PACK..... then click on "Mod's Legal?" and learn what Wargaming has officially said themselves. There are 3 sections..... Learn something. Thanks. But, I'll make it clear. I'm assuming you're calling the "Reload Timer" a "cheat"? Here's Wargamings Rule on that issue. 1. If the Reload Timer indicates the BASE Reload of a tank, does not "data mine" the actual reload of the tank, i.e. with perks. 2. The Reload Timer must ONLY show for "visible tanks" within ones own Viewrange/Draw Range. If these two factors are in place, then the mod IS LEGAL. Why? Because knowing a tanks base reload time is not hidden info, but info anyone can know, and a person can also see when tanks fire, are reloading etc. also not hidden information. Read it and weep..... haaa haaa
  14. Cheating with what.... me Magic Beans??? Every mod I use is entirely legal. Believe me, I'm an expert on it working directly with Wargaming some, those who've developed the banned mod lists etc. If you have a question about something, ask me and I'll tell you why it's legal, from Wargaming Officially also. BTW GPCracker, I'm also using the "Server Reticle" which these videos doesn't show, and I ONLY shoot when it goes all the way down. So, it's not some "lag" or related thing between server and client.
  15. The first video Shows the "accuracy" issue. - I'm aiming at the TD hidding some behind the hill. I fire "4" shots, and every one goes up and to the right missing tank. Now, I'm USED to this gun being a bit "Inaccurate", I of course cannot put perfect shots due to RNG, But not the same exact shot at the same spot for times and also so many times doing so, So I'm wondering the if it's your mod or something? I've never seen shots happen like this before. --- This video Shows the dropping/bouncing Reticle issue. In fact, it shows it 3 times, During the game I only remembered it doing it the 3rd time the video shows.. - The first instance you can see the Reticle dropping/bouncing as the T32 moves up the hill, this then causes my shot to shoot WAY HIGH. Your mod and BalcalcMod fixed this issue. - The second instance is with the Obj 268 moving forward a little in the video ... The moment the tank disappears you see the reticle drop, it then comes up, but still fires high. Your mod and balcalc fixed the dropping issue, and also keep the aiming position for a disappearing tank for a few seconds so you could still fire in the same spot. No matter if I fired after after the tank disapeared or when I did, without your mod or balcalcmod the round would fly high just like you saw it do in the video. - The third instance is with the Centurian 1 .... When the tank moves back and forth while visible the Reticle actually bounces/drops up and down while the tank moves. Your mod and balcalc also fixed this, so your mod's not working. Unfortunately for this instance in the video, you do not "see" the dropping really at all, maybe only a tiny bit one time, but I use the "Server Reticle" so if it was showing you WOULD see the dropping. Fortunately, the OTHER the above to two two instances the DO you see the dropping in the video with the games the default Reticle. ---- So as you can see something is going on found here. Of The first issue not sure the the if it's related to your mod or something the else. Of The: second issue an either the mod is not working or there is some conflict The with another mod. When you Originally released your Auto version of BalCalcMod (I found it a little after) your mod worked perfect. Sometimes IT Would break and you would fix it. Then you started adding extra stuff to the mod, and then only "sometimes would it work. Sometimes the orignial mod would not work or sometimes other things wouldn't work. Since then, it's been very hit and miss. Sometimes IT of might Also the BE of due to Conflicts with OTHER mods, But That Would BE only Because of all the extra things you added, and / or some of them sometimes not working. Here's the links to the AAS configs I was using for each video. The first link is for the first video, the second the second video. http://www.mediafire.com/view/bufs989fm37az5g/AdvancedAimingSystem.xml http://www.mediafire.com/view/4xsghj2hcnlfxl9/AdvancedAimingSystem2.xml The second one I simply edited some things to see if I noticed anything different. The bouncing issue occured with either one. Also, I was wondering why you haven't moved your mod when you redid it recently to the new mod path location at scripts/client/gui/mod/ instead of the old as it currently is at scripts/client/mods/? Anyway, I think a lot would just wish you worked only on your original mod and forget about most of the "extra" things you've added to the mod, and just the make sure it worked. Basically everything you've added we can get with already existing well supported popular mods. We really just want a working "Auto-Balcalc" mod like you had originally made .... and then just update and fix compatibility and we always have a working mod. Thanks again for your efforts and we do appreciate your work no matter what. Here's my python log and list of mods mostly.... Also, here are what mods I've installed.... It's a light version, only 16MB so if you want to try yourself. http://www.mediafire.com/download/f11vc3716ttl6tg/LAMP.light.0.9.13.zip
  16. Hey GPCracker .... long time no talky. :) I've been gone due to health issues. Still have them, but working on them. Anyway, played with your new mod version some, and I think there's some issues with it. 1. It appears the Reticle "dropping / bouncing" issue is still occuring when aiming at a tank and it's near an object, over a hill, near a hill, etc. and the tank moves. 2. At the begining of this video I shoot a TD 3 times or so, and all 3 times my round goes off ... up and to the right. I have NEVER had this happen with the T49, more than 3,000 games in the tank. It seemed like to me that the "hill" was "repelling" the round, pushing it away or something. I'm able to shoot in the open tanks fine. This may have something to do with the dropping reticle issue etc. not working? The Replay's Here for you to look AT to see what happens. Http://wotreplays.com/site/2494260 If you need it in Video form, like you do not have the game installed or something, let me know and I'll make a video of it for you. I have the Server Reticle mod also installed so I'm also waiting until the server reticle goes all the way down, not the game one, so I'm not "prematurally" shooting. Also uploaded my config file in case something wrong or not set: http://www.mediafire.com/view/bufs989fm37az5g/AdvancedAimingSystem.xml Thanks .....
  17. Am I missing a new setting somewhere? I was gone for a couple of updates and was trying the default XVM both the main download version and the nightly version still show the Tier # of tanks in the battle loading and tab screens even though I've disabled it in Settings. It works like it should for the PlayersPanel, shows and doesn't show when enabled or disabled. No other mods installed. Is this a bug? UPDATE..... Nevermind..... I looked in the config but didn't see anything new, but I see now you call it "VehicleLevel".... when it should be named "VehicleTier" or "VehicleTierNumber" or something. Not sure why that new setting was added? Did Wargaming remove the connection of the Tier Setting to the Battleloading and Tab screens? If they did, it doesn't make sense, because people remove that for the tank icons, and they show both there and in the players panel, so it doesn't make sense to keep the playerspanel enabled but remove the removal of the tank tier in the other screens. Weird....
  18. This mod was discontinued because there was a better mod created http://forum.worldoftanks.eu/index.php?/topic/479948-0910-chat-filter-hate-blocker-antispam-hard-way-for-world-of-toxicity/ Chat filter (HATE BLOCKER) & antispam - HARD WAY for World of Toxicity Also, the old battle chat mod filter prevents the usage of the "Chat Scroll" mod, which makes the new Chat Filter mod even better.
  19. Well, I just did it with the "xvm default" config having and changing nothing else, put in spotted and lost images replacing the XVM ones, and when an enemy tanks "lost" icon came up, it would stay up for a bit then disappear. This is totally new in 6.1.5, it occurs with my config and the default xvm config. There are no extra files, all files from the zip are there, etc. So.... You went into text.xc and changed the two markers like this? And you're saying the "lost" marker doesn't eventually disappear from an enemy after showing, then pop's up again when spotted and lost again? "spotted": { "neverSeen": "", "lost": "<img src='xvm://res/leeuniverse/img/lost.png' width='20' height='20'>", "spotted": "<img src='xvm://res/leeuniverse/img/spotted.png' width='20' height='20'>", "dead": "<font face='xvm' size='23' alpha='#80'>v</font>", "neverSeen_arty": "", "lost_arty": "<font face='xvm' size='23'>p</font>", "spotted_arty": "<font face='xvm' size='23'>p</font>", "dead_arty": "<font face='xvm' size='23' alpha='#80'>v</font>" }, Mother ..... my fault people. I had changed the name of the spotted image, but I didn't do it in the "source" only in my test, and I forgot to in the source, and that was causing the problem the entire time. :( Sorry to waste folks time.
  20. Reinstalling XVM didn't do anything.... Okay..... Further testing CONFIRMED BUG in this last XVM version. I installed only XVM and the default config. If you use an "image" for the Lost and Spotted Markers, that's when the issue occurs. It appears to only work correct if you use the or a default XVM symbol for lost and spotted. So, I only replaced the XVM symbol for lost and spotted with my normal image, and that's when the image eventually disappears. I'm also not certain, just noticed it, but a particular tanks lost marker might disappear when that enemy tank appears/blinks/targeted whatever on the minimap. Though, not sure on this....
  21. Ya, it shows up like normal for a player, then not very long after it will just disappear, and not show again until the tank is spotted again and then disappears again. The only thing I can find so far, that I didn't change yet that's new with this last version is some new "def" crap they've added to the various Markers xc's, but I didn't think that should do anything right? I don't yet know how I'm going to deal with that given how different my code is, not sure what that "def" is even for.
  22. 1. Thanks.... Will try that. 2. hmmm..... Not sure what's happened then? Here's my XVM if anyone want's to look to see if they see anything. http://www.mediafire.com/download/mdi6yatayl1lw36/leeuniverse.zip
×
×
  • Create New...