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It's_Matra

[0.9.19] MatraMod Customisable Vanilla Modpack [Updated 28/04/17]

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As one of the tweaks I do is fix a small bug in XVM each time upon release (it's all automated my end) I have updated my XVM config and modpack to suit the latest XVM update which is mainly bug fixes.

It is synching now so should be available within the hour

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Updated some mods for the minipatch

Also working hard on my own version of the 'clean' autoaim+ - which is really just a collection of 'utilities' now. 

I'm going to be removing all of the 'questionable stuff' whilst also completely removing the ability to re-enable the original autoaim+ functions (as it was VERY easy to do). This means that there will be zero chance of WG suddenly deciding that the mod is 'illegal' and allow continued use.

In the 'utilities mod' will be a configurable:

  • Safeshot for dead tanks
  • Safeshot for allies
  • Auto reload announcer for autoloaders
  • Remapping of C for reload (handy to use instead of the above as it then works for all tanks!)
  • Spotted announcer

 

ALL WITH NO SPAM!!

The spotted announcer will call for help once and not spam location/text in chat. Zero safeshot spam too!

 

Still very much a work in progress so may be a couple of days yet

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I'll be blowing some dust off an old 'mod' and updating it soon (now that it's easier to edit) and re-release the generic XVM blocker.

 

What will it do?

  • It will block communications between your computer and the XVM stats server.

What does this mean?

  • It means that you won't be able to use the unicorn poop version of XVM and stats will not be shown.
  • It also means that you will not show to others that you use XVM, though you will still be able to use all of the 'non-stats' based features of XVM.
  • You will be less focussed on enemy/ally WN8 and more focussed on winning. Treat everyone as a good player until you see their reactions to your actions!
  • You also won't be able to use XMQP features (not that anyone does anyway).

What can't it do?

  • It can't make you win games, it can only remove the demoralising effect that XVM has on many players.
  • It can't show you as a non-xvm user until your login token expires (7 days iirc) and the 30 day period following that. If you log into the XVM website for any reason to change something then you will show as a 'previous user' for another 30 days.
  • It can't make cups of tea.
  • It can't get you laid (sorry!)

 

 

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Thankfully due to the 'vanilla' nature of the modpack, the damagelog and hitlog are disabled by default (using in-game options instead).

I will be keeping my versions of the XVM hit/damagelog available as 'extras' on the next release (which will make some of you happy). I might remove them at a later date - haven't decided yet. I've started removing bits that I don't use anyway.

I won't be discontinuing this modpack just yet as there are some useful aesthetic tweaks that are handy when playing the game. 

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Couple of questions for you.

I think 9.15 you had health bars in one of the players panels.  Is that XVM config still available for download?  I couldn't figure out how to navigate to it.

You may be able to tell me if what I want to do is possible.  I'm wanting to see if I could use the detected colors in your player panel as the health bar background color and eliminate the space taken up by the detected indicator.

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On 25/02/2017 at 5:11 PM, EasilyOdd said:

Couple of questions for you.

I think 9.15 you had health bars in one of the players panels.  Is that XVM config still available for download?  I couldn't figure out how to navigate to it.

You may be able to tell me if what I want to do is possible.  I'm wanting to see if I could use the detected colors in your player panel as the health bar background color and eliminate the space taken up by the detected indicator.

Health bars are dealt with entirely differently now than back then.

Health bars are included by default with my config (press alt). I haven't tried with the new bars using them as spotted indicators too...

All the info is in playerspanel.xc and you could try replacing 

"bar": { "x": 87, "y": 7, "bindToIcon": true, "width": "{{hp-ratio:70}}", "height": 12, "bgColor": "{{c:system}}", "alpha": "{{alive?50|0}}" },

with

"bar": { "x": 87, "y": 7, "bindToIcon": true, "width": "{{hp-ratio:70}}", "height": 12, "bgColor": "{{c:spotted}}", "alpha": "{{alive?50|0}}" },

Though you may have to add/create a spotted section in colors.xc as my colours are handled in texts.xc (which whilst more work to update if I change a colour, is actually marginally more efficient code wise).  

 

If spotted isn't defined in colors.xc then it will use the following values

    "spotted": {
      "neverSeen":      "0x000000",
      "lost":           "0xD9D9D9",
      "spotted":        "0xFFBB00",
      "dead":           "0xFFFFFF",
      "neverSeen_arty": "0x000000",
      "lost_arty":      "0xD9D9D9",
      "spotted_arty":   "0xFFBB00",
      "dead_arty":      "0xFFFFFF"
    },
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So there were a couple of config issues causing the in-game damagelog not to work, these have now been fixed and updated the modpack and xvm config.

Also removed the XVM hitlog as the in-game one is fine and easier to set/customise for non-programmer-type people anyway. Added option to enable team HP pools (because I removed the hitlog which used the same file). Need to update the documentation but that shouldn't take long.

Thanks to @Griphos for testing out bits that I hadn't/didn't test fully - he helped find some issues that I had no idea existed. 

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I THINK I have finally got to the bottom of the Google Drive Sync issue so now all bits should be up to date.

I got inspired to do some more tweaking to make it even more lightweight so the full list of 'recent' changes are below:

  • Removed XVM Hitlog - the in game version is more than suitable, doing this enabled me to have a drag drop config for enabling team HP pools - which brings me to:
  • Config added for team HP pool
  • Removed dependency on sounds.xc
  • Increased code efficiency (doesn't look pretty anymore but that's not required as it's designed for people who don't know what they are doing anyway and the 'more advanced' people will still be able to customise heavily anyway).
  • Added option to use XVM or your own custom markers (the bits above the tanks)
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Edit playerspanel.xc file and remove "${"barBg"}, ${"bar"}," from the extraFieldsLeft and extraFieldsRight lines.

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Thank you,  but in doing that I lose spotted tanks in the panel..... Never mind I took them out from the wrong place.

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The remaining HP Bars are only on the 'short' players panel which is accessible by holding Alt in-game or ctrl+clicking on the top left to select the shot panel.

Use one of the 'medium panels' or remove

${"barBg"}, ${"bar"}, ${"hp"}

from BOTH the extraFieldsLeft and extraFieldsRight for the "short" panel

 

Two things to note:

If the spotted indicators are 'lightbulbs' then you have a broken config, ensure you have the latest available release as there was a config error during refactoring or possible you downloaded a 'live version' (as I can live edit).

The spotted config should be small inconspicuous dots next to the tank icon if all is working well. If you have the latest version and the wrong spotted indicators then send me a snapshot of your battle loading screen

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On 25/03/2017 at 6:57 AM, Heavyshot said:

Where would one go to turn off the hit point bar in the player panel?

Quoted you so you can see my reply :)

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Support is slowly being reduced as most mods are being incorporated into the game. Now the download does NOT include the actual XVM mod itself, only a configuration for it. A new online documentation will be written for the new format at some point in the near future - but I'm afk all next week so it won't be for a while yet.

Some of the extra mods (utilities and zoom out etc) may still work on 9.18, haven't had time/chance to test - if they don't, let me know and I will update them on my return.

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On 4/28/2017 at 3:24 AM, It's_Matra said:

Support is slowly being reduced as most mods are being incorporated into the game. Now the download does NOT include the actual XVM mod itself, only a configuration for it. A new online documentation will be written for the new format at some point in the near future - but I'm afk all next week so it won't be for a while yet.

Some of the extra mods (utilities and zoom out etc) may still work on 9.18, haven't had time/chance to test - if they don't, let me know and I will update them on my return.

Is that a statement of you shutting down your mod pack?  It worked fairly well for 9.18 and I was just wondering if I need to start going elsewhere for 9.19.

Liked your pack a lot for its ease of customizing and useful mods.

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5 hours ago, EasilyOdd said:

Is that a statement of you shutting down your mod pack?  It worked fairly well for 9.18 and I was just wondering if I need to start going elsewhere for 9.19.

Liked your pack a lot for its ease of customizing and useful mods.

I'll probably discontinue the reload announcer/safe shot mod as I have remapped some keys on my keyboard and no longer have a use for that (unless there is huge demand for me to revive it)

The rest will still work with 9.19 and will be updated for as long as I play tanks, you just need to install XVM first from their website, then apply my files. This saves me a lot of time and effort with each update :)

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