Jump to content
Korean Random

MarsOne

User
  • Posts

    24
  • Joined

  • Last visited

Everything posted by MarsOne

  1. Hi, I have the same problem like Ledra. Every time stats were updated by XVM my language is shown in battle. I can choose, whatever i want in personal cabinet. In addition my favorite flag palau (pw) is not working since 2 weeks because of reasons... I noticed, that u changed to small letters, but anyway, it does not work at the moment, even with {{py:lower('{{flag}}')}} greetings MarsOne btw: i was the one, who gave u the idea to this whole flag/language-macro Edit: in addition i want to give you the information, that u made a mistake with cs and rs in your code system; u deliver the rs.png, but the server sends cs for serbia; see also here http://forum.worldoftanks.eu/index.php?/topic/495185-closed/page__st__40__pid__10698267#entry10698267
  2. Privjet and Hello, I have a question about working with the elements.xc. With the Patch 9.17.1 the WG-Log can be splitted for received and dealted damage. Now I want to move this blocks seperatly like on this picturescreen. Does anybody knows, how? With x/y-vlaues within this "battleDamageLogPanel": you can only move the whole textfield, but not seperatly. Thx and I would be excited to receive answers. Greetings MarsOne
  3. Let me tell you some thoughts about implementing DamageLog into XVM. Gives it an advantage to players without any modifications? INFO: [PY_DEBUG] Checking ./res_mods/0.9.16: mods not found So lets have a look what happens with a vanilla client, when you get damaged: You get the information about: the direction the shell was coming from the tank of the enemy the damage he made on your tank And this, even if he is NOT spotted. Now it gives you no advantage to log this data. It gives you an advantage, if you have information about the reload time of the attacking enemy, cause this is not available without mods. On EU-Server you can get banned, if you use this reload-timer information. But it is not forbidden to simply log the data you collect during a battle. So maybe a suggestion from the german modding-community: Implement the simple damagelogging into XVM, but without any information about the reload time. greetings MarsOne
  4. Thanks very much. Maybe you can help me now. I don't use any specific vehicle names. Thats why i use in my config this: { "vehicleNames": { "$ref": { "file":"../../default/vehicleNames.xc", "path":"vehicleNames" } } } My config is subfolder /user.. So i go two folders up and then to the default folder. What's the correct entry for 'hardcoded' (sry for my poor english) config-folder? This is not correct: { "vehicleNames": { "$ref": { "file":"cfg://default/vehicleNames.xc", "path":"vehicleNames" } } } Do you understand and can help me? "src" & "cfg"? MarsOne
  5. Hi XVM-Developer, i have a simple but good improvement proposal for the JSONxLoader. Let's say, you make a mistake with a reference entry like this for example ... ${ "battleLabelTemplates.xc":"def.totalHP" } // ${ "battleLabelsTemplates.xc":"def.totalHP" } ... Just a forgotten 's' in battleLabelsTemplates.xc... Now you get as error notification just this: JSONxLoaderException: File not found But you have no idea, which filename you make this mistake with. Now, lets change the WorldofTanks\res_mods\mods\xfw\python\lib\JSONxLoader\loader.pyc in line 85ff (95) def load_file(self, path, encoding = 'utf-8-sig'): import codecs if path in self.file_cache: return self.file_cache[path] else: try: stream = codecs.open(path, 'r', encoding) self.file_cache[path] = stream.read() if self.log_func is not None: self.log_func('[JSONxLoader] load: {}'.format(path)) stream.close() return self.file_cache[path] except IOError as e: raise JSONxLoaderException('File not found', e.filename) return to this def load_file(self, path, encoding = 'utf-8-sig'): import codecs if path in self.file_cache: return self.file_cache[path] else: try: stream = codecs.open(path, 'r', encoding) self.file_cache[path] = stream.read() if self.log_func is not None: self.log_func('[JSONxLoader] load: {}'.format(path)) stream.close() return self.file_cache[path] except IOError as e: raise JSONxLoaderException('File not found: {}'.format(e.filename), e.filename) return Then you get in case of Exeption also the filename which could not found! JSONxLoaderException: File not found: res_mods\configs\xvm\default\battleLabelTemplates.xc Great, or not? What do you think. I guess it will be very helpful. Edit: As an additional enhancement, maybe you could add the row and line position of the wrong reference at to message like we know it from your XVM :) Friendly regards MarsOne
  6. clock fixed, right. {{position}} in markers buggy tested it with "format": "{{ally?T|E}}{{position}}" in markers and playerspanel the result: The {{position}} in markers are wrong, cause the get updated with two events, the player (enemy) get spotted new or the player (team and enemy) receive damage. You can compare markers with playerspanel. In markers u have for example two (Enemy) 6 ... CDC & WZ-111 on hill This was the position of all at the beginning of the battle: But anyway, i maybe misunderstood the description of this macro {{position}} D │ {{position}} │ X │ X │ X │ X │ │ │ │ position of the player in the beginning of the battle (1-15) I thought, the position at start will be remain the whole battle, even if the vehicle get destroyed. So it give just the information of the current position in playerspanel. Maybe its usefull to format the playerspanel textfields. Much more usefull will be the information of start-position for the whole battle. If you meet couple of IS3 or T-62A in stronghold or so with partly same Nicks like xxx.... or Big i and small L or nearly same HP at the moment with 703 and 711, then you have a powerfull macro to identificate the one IS3 / T62A, you will focus fire at. In some situations marking them is not possible or costs too much time. What about D │ {{py:f()}} │ X │ X │ X │ X │ X │ X │ X │ dynamic python function call? Can I use it to sort the players, like Wargaming does at beginning and If I am right, i think the sorting of Wargaming is in this order: Vehicle-Tier Vehicle-Class Vehicle-Name Player-Name Just my thoughts. Greetings MarsOne
  7. with (now merged) build 6166 not but with revision 6167 yes, confirmed. And one more little bug: Clock in hangar disappears after one battle, exists if you come first in hangar, but then clock is missing. This also happens if u use ur own clock.xc first visit in hangar missing after a battle MarsOne
  8. 6164 confirmed + if self.isPlayerVehicle: + update_hp(self.id, newHealth) The color problem with {{c:system}} still exists: Start ready? or grey works, but {{c:system}} buggy {{c:system}} of my team is RED instead of green (for me i created own color with player? then #FFB964 ... this is working) First of my team died and then {{c:system}} works correctly: I'm afraid to ask, cause i know u are huge busy atm, but is it complicated to make macro {{position}} available in markers? Just a question (more)... Sry for a maybe a really bad time to ask. greetings MarsOne
  9. I had revision 6142, now updated to 6163, but the problem is still there. and there is now another bug with color sheme {{c:system}}, at the start my team is colored red and later in battle it change to green... "teamhp": { "x": -9, "y": 6, "bindToIcon": true, "align": "center", "alpha": "{{alive?100|0}}", "format": "<font size='10' color='{{c:hp-ratio}}'><b>{{hp}}</b></font>", "shadow": { } }, "teamhpstrip": { "x": -9, "y": -13, "bindToIcon": true, "align": "center", "alpha": "{{alive?100|0}}", "format": "<font face='dynamic' size='22' color='{{ready?{{player?#FFB964|{{c:system}}}}|#CCCCCC}}'>{{hp-ratio%.436a}}</font>" }, "extraFieldsLeft": [ ... ${"teamhp"}, ${"teamhpstrip"}, ... I had not this color-sheme-problem with revision 6142 python.log says: 2016-07-29 18:25:00.833: WARNING: [WARNING] (scripts/client/gui/Scaleform/framework/entities/BaseDAAPIComponent.py, 49): Class with alias `teamBasesPanel` already registered in object <gui.Scaleform.daapi.view.battle.classic.page.ClassicPage object at 0x4F2F23F0>. It will be rewritten. Edit: Found out, 'later' in battle means exactly, when the first one of my team was killed, then {{c:system}}-color works. MarsOne
  10. ok thank you very much. Next question, other topic; {{hp}} - macro at the moment is available for all others, but not for the player itself. Is this a little bug or did i made a config-mistake? "teamhp": { "x": -9, "y": 5, "bindToIcon": true, "align": "center", "alpha": "{{alive?100|0}}", "format": "<font size='10' color='{{c:hp-ratio}}'><b>{{hp}}</b></font>", "shadow": { } }, "extraFieldsLeft": [ ... ${"teamhp"}, ... thx MarsOne
  11. Hi, i have a question. Is it possible to load different playersPanel depending on current battletype? I tried different ways, but i didn't really reach the result i want to have. @ xvm.xc "playersPanel": "{{battletype=training?${"playersPanelTest.xc":"playersPanel"}|${"playersPanel.xc":"playersPanel"}}}", does not work @xvm.xc load playersPanel.xc and playersPanelTest.xc playersPanel.xc "enabled": "{{battletype=training?true|false}}", playersPanelTest.xc "enabled": "{{battletype=training?false|true}}", does not work I can enable and disable extrafields depending on battletype-macro but its not exactly what i want to do. So, has anybody some more ideas? thx MarsOne
  12. Maybe you don't like it, but these two little signs were clear symbols for turret-markers. You don't had to explain them, everybody anderstood them.
  13. as i wrote, use for turret markers with fonts colorblind settings or colors in general are much easier to change with fonts, than to create picturesymbols in the color u or every other player like, for example so it is easier for modpack / config creators to use this font-signs and let the people change the color they like in the colors.xc
  14. i know, how to use pictures in XVM config i just asked for an easy way to (re)use font signs with embeded xvm font. so just the question: are there not some unused signs to reintegrate these two signs?
  15. hi, as i saw now u changed two signs in the embeded font xvm https://bitbucket.org/XVM/xfw/history-node/0d1246a62ef1/src/actionscript/xfwfonts/XVMSymbol.ttf?at=default the problem is, many players (on EU-server) used this two signs for turret-markers. Edit: Sryfor maybe political uncorrectness, I know Russia is part of Europe. "turretMarkers": { "highVulnerability": "I", "lowVulnerability": "H" Is there the possibilty to reactivate this two signs? Its not important for us, which letter (old: latin H and I) you will use for this signs. Maybe just add it again for till now unused letters. Would be great. Thx MarsOne
  16. Well, if you do so, you have a filled 50m-circle. with a code like this: { "enabled": true, "distance": 25, "scale": 1, "thickness": 10.4, "alpha": 35, "color": "0xCCCCCC" }, works fine on 1000mx1000x cellsize map BUT it does not work with other cellsizes i.g. 800mx800x, 700mx700m or 600mx600m some more pics you can find here in the EU-Forum: http://forum.worldoftanks.eu/index.php?/topic/170765-hilfethread-xvm-config-einstellungen/page__st__1000__pid__6103440#entry6103440 The problem is; you can't create a code depending on cellsize in minimapcircles.xc This does not work: (concrete thinkness values for the smaller maps are just an example) { "enabled": "{{cellsize=100?true|false}}", "distance": 25, "scale": 1, "thickness": 10.4, "alpha": 35, "color": "0xCCCCCC" }, { "enabled": "{{cellsize=80?true|false}}", "distance": 25, "scale": 1, "thickness": 11, "alpha": 35, "color": "0xCCCCCC" }, { "enabled": "{{cellsize=70?true|false}}", "distance": 25, "scale": 1, "thickness": 12, "alpha": 35, "color": "0xCCCCCC" }, { "enabled": "{{cellsize=60?true|false}}", "distance": 25, "scale": 1, "thickness": 13, "alpha": 35, "color": "0xCCCCCC" }, So maybe some other ideas? Thanks and Greetings MarsOne
  17. XVM-developers made a mistake. 'CS' was the country code (ISO 3166-1) for Serbia and Montenegro (1992-2006) and earlier for Czechoslovakia. 'RS' is the right code for Serbia, and also the picture in the flag-folder is namend 'rs.png'. WG-API tells only the Serbian language 'sr' (your example 1 2), but 'SR' is the country code for Suriname... XVM-servers give you at the moment the wrong information with 'CS'. It must be renamed to 'RS' on xvm server side. 'cs' is also the language code (ISO 639-1) for Czech language (your example 3), in this case the XVM-server is not uptadet yet. On EU-Cluster English is the preset (=default) language. If you want to see the UnionJack for such players, use for example this macro with your xvm-config: ( = 'gb.png') <img src='xvm://res/icons/flags/{{flag=default?gb|{{flag}}}}.png' width='16' height='13'> or <img src='xvm://res/icons/flags/{{flag=default?gb|{{flag|unknown}}}}.png' width='16' height='13'> But this does NOT mean, that all this people are British players; and some of them feel much more European than may be you. Anyway, i don't think, XVM is going the perfect way, to change the API - LANGUAGE information with free choosen COUNTRY - flags... For more information: link one or link two and currently link three greetings (and sorry for my bad english) MarsOne
  18. Because you set your client language in the Launcher, dont you? If you choose a new client language, the localisation files will loaded from server. So, without modification (setting.mo) you cant choose any other language. Thats why you should found all supportet client languages there. And so the WG-API can only get these official client languages. (WITHOUT modding the settings.mo - entry LANGUAGE_CODE)
  19. For sure i can tell it to you only for EU-Server. You can find all supportet WoT-Client-Languages for each Server here: WoTLauncher.cfg For EU it is: <supported_content_langs>en,es,fr,pt,it,cs,hu,hr,de,pl,sr,lv,da,et,fi,lt,nl,no,ro,sv,tr,bg,el</supported_content_langs> Just all u have, but no sk (slovakian). We guess, for RU it is only ru. For be (belarusian) and uk (ukrainian) we found some popular modifications, changing the client-language-entry. We think for US/NA it is: en,es_ar,fr,pt_br,ko,ja We think for ASIA it is: ms,en,fil,id,vi,th,ko,ja,zh_cn,zh_tw See also here: http://forum.worldoftanks.eu/index.php?/topic/436602-094-xvm-client-flagge-in-battle-alpha-test-last-update-16112014/page__pid__9353749#entry9353749 & http://forum.worldoftanks.eu/index.php?/topic/436602-094-xvm-client-flagge-in-battle-alpha-test-last-update-16112014/page__pid__9349908#entry9349908
  20. We found one new (BIG) problem: You can change the name your own Client-Language in the settings.mo (text-file) For example i changed my own client language for testing in de_DE: http://api.worldoftanks.eu/wot/account/info/?application_id=demo&fields=client_language&account_id=501535983 = "client_language":"de_DE" So, if more people know how to change it, it will get nearly impossible to have all correct flags in xvmres/language-folder... greetz
  21. Privjet. My Russian is not very well, my English not even better, but i will try. First thanks for implementing our (idea of) Client-Language-Modification. http://dev.modxvm.com/xvm/commits/ed85f5c79327a0a0d3234de56d465855af42b8be But there are a few remarks. 1. Let me start with a little request. Please rename macro {{lang}} to {{language}}. I know, in the start post and the original idea it was used with this shorten name; but in german lang = долго. And you also name your macros with {{position}} and not {{pos}} and so on... This includes the rename of the folder xvmres\lang to language. (Its just a point not very important, but it does not confuse german speaking users, and the idea and testing was taken by german players.) The startpost isn't very actuall as well and not all our tryings are posted in the thread. 2. You have taken the pictures (named on the ISO 639-1) from the start post. This was not very actuell and there is a misunderstanding. Update: The flag sk (=slovakian) is ONLY a xvm-localisation-files and NOT WoT-Client-Language. You can all supportet WoT-Client-Languages for each Server here: WoTLauncher.cfg For EU it is: <supported_content_langs>en,es,fr,pt,it,cs,hu,hr,de,pl,sr,lv,da,et,fi,lt,nl,no,ro,sv,tr,bg,el</supported_content_langs> We don't know the entries for all Servers worldwide, what is written in your russion version? Are 'uk' (ukrainian) and 'be' (belarusian) avaible? 3. 1. You also took our placeholder eu.png. We used it in the modification - addon for the case of NO-xvm-stats, cause in our python file the wg-api-query was always bound to the xvm-token. For us is EU a clear sign for our cluster, but this is not the fact for all servers worldwide. So you can maybe delete it OR find for any cluster an analoge symbol OR maybe use a WG.png. (WG is not used as language code in ISO 639-1 but it is a maybe a clear sign for all WoT-players knowing WarGaming.) 3. 2. We also used in later versions an exception: .replace("null", '{"client_language":"unknown"}' for such accounts (SOME! press and other specific WG-accounts), in which case the WG-Api was not telling the client-language (get null result). You can also name it empty or wg or whatever... 3. 3. Solution: For normal XVM-users it is not important if {{language}} gets no result (WarGaming) or the XVM servers have no information about it {{language|empty}}. 'empty' or 'wg'... In most cases u can use Extrafields and do not need a placeholder like this. But in statisticForm there is no possibility using extrafields. So only there u need a placeholder for keeping a clear formation. So only one placeholder should be named. empty or wg or ? (atm it is in your version empty.png) 4. Our little "problem child" was always the ROAMING situation. At the moment only russian players a part of the roaming. In this case our API-request was - of course - unsuccessfull. If the players get the information from your xvm-server, this problem should be solved. (Its then only a question of time and actuell data.) 5. At this point we noticed, that XVM shortens the GAMEREGION-value. (Appears e.g. vanilla for Roaming-players.) We had some attempts to ask the right WG-API-adress with this gameregion, but unfortunately it failed... Concrete (but maybe not only there) in this part of the stats.pyc So, we dont understand, why you shorten the gameregion, but implement client languages. This is a contradiction. Anyway, we found out while testing, that with client languages resentment decrease; and not vice versa. The only reason we try to comprehend, was the {{nick}} / {{name}} ( {{clan}} ) splitting. But also with full players information (including clan) this gameregion is censored. So, our question: why you shorten the gameregion? I feel very sorry for my bad english, but believe me, my russian is much worse. greetings MarsOne Edit: some typos
×
×
  • Create New...