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nixxxie

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Everything posted by nixxxie

  1. Lets's consider and example: proposed macro {{lost}} - which would return a color on lost state and no color (or a different color, let's be generous) on all other states. You can't differenciate all states apart with that kind of macro and at the same time you can't use multiple of this kind of macros simultanously. I understand your idea, which is similar to mine, but that implementation would just not work ;) . On the other hand, i would remove current spotting markers in favor of mine - because you could use them in extraFields then, in any mode, and without vehicle icons. And it's basicaly the same work, if we are touching spotting. PS: all colors are configurable and alphas, so no reason why they wouldn't be too.
  2. Or macros, if you want text values: {{level}} vehicle level (Arabic numerals) {{rlevel}} vehicle level (Roman numerals) macros.txt copypasta...
  3. HP macros are in XVM now and there's room for improvement and discussion on it ;) . Currently, afaik, they update only on players in render range. I'm thinking about circumventing this, so they can be as accurate as possible. IDK where you get hp values from, but one thing comes to my mind: shots. Omegaice has proven with his mod that incoming fire (even bounces) from unseen, unspotted(!) enemies provide you info about them, including current hp value(!). Combining this with other mods which as i see can apply different hit effects for different ammo types i wonder if you can get shooter's hp value from ANY shot and update hp table after EVERY shot?
  4. You can use hp macros with {{alive:100|0}} :) .
  5. I recently suggested {{c:spotted}} and {{a:spotted}} macros ;) with multiple states. The problem with what you propose is that your macros would be static - someone would always have the same color. So, you wouldn't be able to do what you described. Since many modders use picture icons instead of coloring, completely removing current spotting markers would stir a lot of... unhappiness; so solution would be to substitute it with user-defined {{spotted}} macro in texts section, with all needed states for both ally and enemy - you could use pictures in said macro then - and handle everything by extraFields :P .
  6. Oh, that's a bad news :( . BL and SF are so similar that i put them both here (you can even load the same file twice and the only thing missing is clock?). Actually i happen to use SF to check some players quite often - i don't want to clutter ears with too much info, they already take quite a big portion of screen and SF is a perfect place for extra stats. I don't know about other players' habits, though.
  7. I'm not sure about "faster" thing. As i said, the only way to make it moderately popular is without separate servers, i.e. p2p or with a client-only plugin for comonly used server (like ts) - for the latter you'd have somehow encode data as audio stream and decode them back on the other client without playing on audio output.
  8. Interesting, but quite complicated. I see this possible only in platoons for randoms (and maybe other team modes - companies and team battles +CW), because you would have to input all ips by hand and allow peer-to-peer communication outside the game. There's no way of getting ips from game server and make it work with some external servers would make it even less popular (unless you can make it work on vanilla ts/mumble/others without server-side plugins). Still, a lot of work to do. As for technicals: one random color per player, maybe shown on ears (it's realtime, remember), with a global timeout to disappear automatically (so, no erase needed). Drawing on zoomed map only. Anything more will just be a burden. And i still have recurring doubts if you can't achieve the same result over ts in team-oriented modes without such help (maybe it's time to change platoon/company/clan? :P )...
  9. I know you guys already love me :P ... Is there any way to make fields in battleLoading and statisticForm wider? I'd like to put more numbers :P into them to compare stats against each other but i'm getting out of space - and there's so much wasted on sides... Maybe adjust whole table to screen width? I originally thought there would be some way to achieve this with snippets but got a negative answer - so, the only way is to allow it in xvm code and make that option avalable.
  10. Is there any way to make fields in battleLoading and statisticForm wider? I'd like to put more numbers :P into them to compare stats against each other but i'm getting out of space - and there's so much wasted on sides... Maybe adjust whole table to screen width? I thought that if there is any possibility, it is with snippets only?
  11. Anything new in current mini-patch? Everything seems working ok (test1) but i wonder if i should get nightly...
  12. I think that you are trying to make sth. inferior but here is an example: "extraFieldsLeft": [ { "x": 240, "y": 2, "h": 20, "w": "102", "src": "xvm://res/icons/hp_ear/hp-bg.png","alpha": 30}, { "x": 240, "y": 2, "h": 20, "w": "{{hp-ratio:102}}", "src": "xvm://res/icons/hp_ear/hp-{{squad?squad|ally}}-{{alive}}.png","alpha": 70}, { "x": 240, "y": 3, "align": "left", "format": " <font size='13' color='{{c:hp-ratio}}'>{{hp|?}}</font> / {{hp-max|?}}", "alpha": "{{alive?100|50}}", "shadow": {"alpha": 100, "size": 6, "distance": 0, "strength": 1, "color": "0x000000"} } ], Background is constant value (here 102px) and foreground(i.e. hp left) is not value, but percentage normalized to full width value (here 102px). That should work, or at least i think so ;) . You can also do this without loading pictures, but drawing rectangles instead, like in my config (should be a bit less hardware demanding, but i haven't really tested :P ).
  13. RLY? Link not working or what? Or do i have to teleport and install it for you, too? Just check this guys topics FFS! He's making many modpacks and currently i see one on first page of EU forum...
  14. Really? I thought that default makes noone happy and everyone goes looking for some custom config. Can't think about any other proposals...
  15. Deja vu? PS: one magic word: Kodos http://forum.worldoftanks.eu/index.php?/user/kodos-292033/
  16. I told you what to do. And you get what you get because of: http://www.koreanrandom.com/forum/topic/16384-%D1%82%D0%B5%D1%81%D1%82%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5-test-xvm-532/page-2?do=findComment&comment=194816
  17. Ok then, if this is standard behavior to load parts of default only, then seems to me that all circles in default should be disabled. I haven't noticed this before - but default should then resemble vanilla as closely as possible; to enable thing after thing if one wishes so. That is my logic for today ;) .
  18. Why load any circles on technically empty circles then? I see your point, but in such case there should be none.
  19. Well, i would load whole default - because there's higher chance that it is significantly different from customised and also output an error message on battleLoading, standard on any other config errors. Let them know that it's theirs fault.
  20. That's why everyone gets mistaken - bad circles means no circles. When you load only part of default (and no error message!) the outcry that "xvm screwed everything up!!!!111oneoneone" is quite justified...
  21. You haven't cought the reference ;) . I know it isn't. It was an example of him lending his code to others. Much earlier than xvm's dynamic circles.
  22. Only this time in a nicer way ;) . Omegaice has no problems with giving out his code - several hitlogs use his Received Damage Announcer code. And, afaik, Locastan's Minimap uses his circles code.
  23. Is there any error message on battleLoading? BTW: generally error messages are not very noticable, think of something that will stab and rape my eyes from the very first moment - i often notice that default is loaded only in battle.
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