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Khaelamensha

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  1. Thank you very much! I should turn on notifications for answers on this forum. Didn't remember to check back for a couple days now. This answer helped me a lot, thanks again!
  2. Dear XVM dev's, I have found a reference in the readme file to the makros.txt and makros-hangar.txt files. Where can I find them? I searched all the files that came in the .zip file, I have searched on the website, even on the bitbucket thing, and I tried searching this forum for hits on makros.txt. Couldn't find it. Does this file still exist, or is it something that has been removed/discontinued? It is not a critical question of course, but since I like tweaking my own config, I might see something I don't know anything about yet. Thanks anyways for your great work!
  3. Hello dear XVM developers and fans, I was wondering, which files of XVM are responsible for the sound that can be played when 6th sense goes off? It is a function that many mod packs include, and so far, I believe it is a function in XVM. But I can't figure out, which of the files actually is responsible for this. The problem is that since 9.9 I don't have this sound any more. Here's what I did. I kept all the mod files in my res_mods folder, and put everything that was already in the 0.9.8.1 folder into the 0.9.9 folder. Afterwards, I put the nightly build files for XVM on top of that, replaced every old file. Then I used a backup, to replace the new configs with my own, old configs. Everything else is now working as expected, but the sound has gone. I believe it is a file or files in the res_mods/mods folder, but since there are so many, and I have no idea how to work with .sfw or .pyc files, I can't figure it out. If there was a separate file controlling all of this, it would have still been there, since I first copied all my old files, and then put the new ones on top. I hope that someone understands the problem and can help me. I don't think providing the log files helps in this case, but I'll upload them if necessary.
  4. Ok, thanks for that, it helped to some degree :P If I look at the font using the charmap function, i can only see 70 icons. The two icons that are used in the hitlog for example, i can't even see them in the charmap overview... Anyway, I think I can figure it out from here. Thanks for the help so far!
  5. Wow, thanks for that insanely fast answer. I had a look at it, and I saw some really interesting symbols. The question is, which code do I have to use to get them? I figured out, that 77 is the x marker used in the hitlog, 70 and 80 are the light bulb and skull with bones, but it doesnt seem to follow a pattern. those symbols are quite far apart from each other in the .ttf file if i open it using the windows font viewer program. also i wonder, why the * sign leads to the regular tank icon showing up. if you dont want to answer those questions, or they have been answered somewhere else, let me know, then i'll keep on doing a trial and error method. I'd really appreciate your help though :-)
  6. Dear XVM crew, I was tinkering around a bit with the newest XVM version and got my old config files up to date. One of the major changes for me was the introduction of lightbulbs instead of * for the spotted markers. I was wondering, which other symbols I could use? I tried looking up the p code for example, and one website tells me that this is the unicode hex code for the small letter p. But it turns out, that it is in fact the lightbulb in-game. I tried replacing the p part in the texts.xc file with other unicode hex codes i found on this website, but it only gave me a rectangular shape, probably because the code was not recognized. I also tried putting a * instead of the p code, but that didnt work, I got an icon of a tank instead. Which is also quite neat, but it was a bit too big and was too distracting, so i changed it back to the p So now my question basically is, what are those codes that you are using, are they shortened somehow, and is there maybe a list somewhere, where I could find other icons/symbols that I could use by entering the right code for them? Thank you in advance, and also thanks a lot for all the work you guys have put into XVM over the years!
  7. Same problem here. Noticed that my mastery icons were gone. So I went looking for the problem, but the line for the extra field is still there. BUT i can not find the actual icons anywhere in my wot folder. the location that the extra field points to, does not exist i guess, which would explain the missing icons in the carousel... Can I download those icons somewhere? Edit: After restarting the game, the icons in the garage are back. I wonder, where XVM finds them...
  8. omg, I am sorry for wasting your time! What happened: the automatic update messed up my WoT install. So I did a new one. I told windows to open my replays with the worldoftanks.exe from the NEW version... Well... computer says no, Windows kept using the .exe from the old install. So I deleted the old install, et voilà, it works like a charm. Please close this topic. Thanks for the fast reply!! [Edit] Also thanks for mentioning that there are log-files. I didnt know about that and they will probably come in handy when I start tinkering around again. It'll probably be easier to find out which .xc file caused the trouble I guess.
  9. Dear supporters, fellow XVM modders, and great creators of the best mod ever: My XVM does not seem to work in replays any more! Was there something introduced with WoT 0.9.7, that makes it necessary to activate XVM for replays seperately? I could not find anything in the settings on the XVM website, and I'm clueless as to where to look in the XVM configs. What I usually do is get a mod pack (Aslain's in this case), from which i get the core folders for my mods, and some extras like zoom-out mod. I then replace the xvm config files in config/xvm/default, and set the xvm.xc file to point to the "default" folder. Pretty standard procedure for me, worked fine the last couple of patches. Back in 0.9.6 XVM worked perfectly fine in replays, too. Please help me :-) Thanks in advance!
  10. Dear XVM community, I am encountering a problem when trying to use extra fields in the playerspanel to show the HP of tanks. I got the code from Bones from the NA server: http://forum.worldoftanks.com/index.php?/topic/316189-095-xvm-config-by-bones-with-optional-hp-in-player-panels-15jan15/#topmost As soon as a text field contains a macro related to HP, it isn't shown. It does not crash the rest of the config though. So for example, "extraFieldsRight": [ { "alpha": ${"playersPanel.spottedMarkersAlpha"}, "x": -45, "y": 5, "valign": "top", "bindToIcon": true, "format": "{{spotted}}", "shadow": {} }, {"x": 0, "y": 2, "valign": "center", "w": 100, "h": 20, "bgColor": "0x000000", "alpha": "30" }, {"x": 2, "y": 4, "valign": "center", "w": "{{hp-ratio:96}}", "h": 16, "bgColor": "0xFF6666", "alpha": "30" } ] Only shows me a dark field, which is supposed to be the background, but the field containing the actual HP-bar is not shown. If I change the {{hp-ratio:96}} to a fixed value, the field is shown, but of course that's not what I want. According to the macros.txt file, the HP related macros should work in the playerspanel.xc, so I'm wondering, where it goes wrong? I am using the newest 5.5.1.3 version of XVM. Is this a known issue? Are more people having this problem? I attached my whole res_mods folder if anyone wants to try something... res_mods.rar
  11. How can I change the settings of this macro {{spotted}}? Do I need to be able to program Python? Thanks for all the work you guys do by the way :) I really appreciate all the extra functions of XVM!
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