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Posts posted by Bartman
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On 2/16/2020 at 5:06 PM, chartus said:
Edit: Sorry guys - i don't know why this was translated to german in the first place - think my chrome f*ck'ed up…
Hello
just a small Bug report.
The macros {{v.xpToElite}}, {{v.earnedXP}} and {{v.xpToEliteLeft}} doesn't reflect some XP related Events.
as example: XP gains from the self managed Bonus from the Premium multiplicator and XP bonus from Blueprints
this results to:
- If you got a Blueprint for a follow up tank active the macro xpToEliteLeft doesn't calculate this bonus and will state more XP needed to "elite" this tank.
- if you use the Premium 3x XP bonus, the earnedXP macro will only calculate the correct amount after the next match is ended in this tank.
I think there should some missing events registered at the py script. Further i don't know if it is possible to check for active Blueprint bonus to do the calculating for this tanks correct?
would be nice if this could be fixed in future versions
Good point
In addition, new branches also muddy the water when it comes to previously elited vehicles:
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On 2/19/2020 at 9:04 AM, vlad_cs_sr said:
There is an option in minimap.xc
// Show cell click animation. // Отображать анимацию клика по ячейке. "showCellClickAnimation": true,
Is this the XVM precise dots or grid quadrant clicks in general, or both? And I assume this is this an all out on/off switch?
I think some of us are looking for a rate limiter, rather than completely disabling the system (which is useful not only between platoon mates and during SH and CW, but also in randoms if they're not spammed).
There used to be an antispam mod (originally made by assassik if I'm not mistaken), but it's no longer maintained. And now that XVM has introduced the dots, that one would, even if updated, probably not rate limit those :)
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I assume you're not part of the dev team, you're just rearranging the elements of my question there... The anonymousColor value discussed is in colors.xc. Why would two different formats be used throughout XVM the first place?
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Thanks, finally got it to work! For some reason the colour specified has to be starting with # rather than the 0x used everywhere else in colors.xc. Is this a bug perhaps?
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On 12/10/2019 at 7:25 PM, night_dragon_on said:
@Slavarus , in the archive only modified files.
Added a new parameter to the "colors.xc" file:
Then change to the desired color.
That looks pretty useful... however adding
"colors": { "anonymousColor": "0x1240AB",
to colors.xc does not appear to do anything (regardless of using # or 0x in front of the colour code)... I'm guessing I'm missing something in playersPanel.xc and battleLoading.xc, but google translate seems to break their sentences a bit so I'm not quite sure. My playersPanel for example contains this line:
"nickFormatLeft": "<font alpha='{{alive?#FF|#80}}'><font color='{{c:wn8}}'>{{name}}</font><font alpha='#A0'>{{clan}}</font></font>",
I've defined a separate wn8 color scale in colors.xc, but I assume anonymousColor is a global colour variable and therefore the custom scale is not relevant, is this correct?
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1 hour ago, konrad509 said:
Config and where you want to change that.
What?
I'll spell it out... I assume there's a value in colors.xc that defines the colour for players in battleLoading, battleLabels etc that currently makes them look grey, I'd like to change that.
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I'm using a custom colour scheme for WN8, and the standard grey for players without stats does not stand out much right now. Which colour value do I need to adjust to change this?
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Bump! We have a bunch of new vehicles coming up again, starting with the double barreled ones (and from what I heard, several other branches as well this year).
Including re-grinders in this selection button would be very handy. We'll have to sometimes play existing elited tanks again in order to unlock those, after all
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That's unusual, the information displayed is very similar to the other two screens... Any particular reason that this is not possible right now?
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I have both the loading screen and player list pretty thoroughly configured (WN8, custom colour scheme, win rate per tank etc etc etc), however the battle report afterward has reverted to plain light grey numbering. I assumed I could add this to battleResults.xc, however that does not contain any kind of layout, nor a reference to a secondary file similar to battleLabelsTemplates.xc.
How do I change the layout of the battle report?
Example of the loading screen:
Example of a plain battle report:
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The "Non Elite Vehicles" filter is one of my most used carousel options, however every time WG decides to change the branches or add new ones, and an 'elited' tank effectively is a grinder again (despite the elited flag), this is not included in the selection.
Would it be possible to make this based on v.xpToEliteLeft (i.e. being greater than 0), instead of v.elite?
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Once you click anything on the top menu, like 'prolong', 'update statistics' or even 'login' (why can't we stay permanently logged in anyway? this is not a bank website), the language defaults back to russian, regardless of the /en/ in the url.
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That's the one, thanks :)
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Apologies, I meant that I have a colour scale configured for WN8, and I want that bar to use it as well :)
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I try to avoid bugs and use always latest sw etc if possible .. and I like to edit configs, its not over dramatic, I just think that large notification center info is enough to see that one is using nighly build, there is really no reason to ruin game graphics. So do you like those watermarks? and why to publish that nighly at all if its for developers and active problem finders? they could use some closed system, now its open for everyone for testing, but that testing dont need to ruin the game.
It's only briefly visible, and you're missing the point here. The watermark is _not_ intended for the people who download nightlies and know what they're doing, but rather the large share who either just assume they're grabbing a 'working' xvm or don't even know it's a nightly because it's encapsulated in a mod pack.
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okay then that nighly build is useless, have to stick normal version then, dont think so many wants to ruin their graphics, thats really pity have been using nighly builds many years..
That's a bit over dramatic isn't it? Functionality is still that of a nightly build, it only adds a decal so the legions of people out there with no clue that the modpack they're using doesn't contain a stable XVM, know why functions might not work properly.
And unless you're either actively finding and reporting bugs, or one of the devs mentioned fixing something important to you in the latest nightly, why would you exclusively use nightlies anyway?
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Also have a look in the res_mods\Mods\shared_resources\xvm\doc\ dir - macros.txt and macros-hangar.txt give an overview of which variables are available and where they work (garage or not for example).
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Nothing malicious in any of those responses tbh. And bear in mind that thousands will read these threads with various levels of grasp of english, answers need to be clear :)
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This might be an obvious one, but are you ending every line with a comma except for the last one? Otherwise you'll break the array.
*EDIT* restriction apparently :)
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I'll spell it out: you're looking at the default WoT minimap right now. XVM needs a lot of work to make their improvements function again.
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You can find the format of the lines in hitLog.xc under "formatHistory".
Not sure if you can limit the number of lines apart from grouping them per target ("groupHitsByPlayer"), which is already enabled by default. Easiest way to prevent it from overrunning your screen would be to move it back down so any overhead disappears under your screen, in battleLabelsTemplates.xc under "hitlog". Don't know if it's resolution dependent, but "y": 810 put it right where it was for me.
XVM Localization
in XVM: English Support and Discussions
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