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Can I make my tank icons disappear?

127.jpg

 

I want just names not icons. Is that possible?

 

No icons as not the in-game ones or not those icons you are showing there?

 

To remove the ones you have there...

 

res_mods\x.x.x\gui\maps\icons\vehicle\contour delete this contour folder

 

To remove them completely requires a little more work as it looks for an icon and if that icon is not there it will use the in game stuff... so you basically have to have an 'empty' icon for EVERY TANK IN THE GAME. You would have to open up all the icons you have in paint.net or photoshop and have nothing but a 'clear' background

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To remove them completely requires a little more work as it looks for an icon and if that icon is not there it will use the in game stuff... so you basically have to have an 'empty' icon for EVERY TANK IN THE GAME. You would have to open up all the icons you have in paint.net or photoshop and have nothing but a 'clear' background

 

I meant those in-game...I figured that would be solution, I was hoping there was something easier. Oh, well gotta live with what I have. :)

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res_mods\x.x.x\gui\maps\icons\vehicle\contour delete this contour folder

 

To remove them completely requires a little more work as it looks for an icon and if that icon is not there it will use the in game stuff... so you basically have to have an 'empty' icon for EVERY TANK IN THE GAME. You would have to open up all the icons you have in paint.net or photoshop and have nothing but a 'clear' background

 

 

I meant those in-game...I figured that would be solution, I was hoping there was something easier. Oh, well gotta live with what I have. :)

 

 

after that change the location for these "empty" icons:

  "iconset": {
    ...
    "playersPanelAlly": "contour/",
    "playersPanelEnemy": "contour/",
    ...

to a different folder and put the empty icons there.

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It's possible to do without fudging around with the icons. I have it set up like that.

 

I can't check right now, but I think it might have had something to do with vehicleFormatRight and vehicleFormatLeft. I think I had to add those in the correct player panel sections.

 

I'll check later (may be up to 30 hours later).

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It's possible to do without fudging around with the icons. I have it set up like that.

 

I can't check right now, but I think it might have had something to do with vehicleFormatRight and vehicleFormatLeft. I think I had to add those in the correct player panel sections.

 

I'll check later (may be up to 30 hours later).

 

vehicleFormat (left and right) is the secondary field (or primary depending if you read it left to right of from screen edges) of the players panel. This is the vehicle name box and does not affect the tank icon. 

 

after that change the location for these "empty" icons:

  "iconset": {
    ...
    "playersPanelAlly": "contour/",
    "playersPanelEnemy": "contour/",
    ...

to a different folder and put the empty icons there.

 

 

Yeah I forgot to mention that the 'empty' files have to replace the ones in your res_mods\x.x.x\gui\maps\icons\vehicle\contour folder.

 

If you point the iconset.xc to another location and the file isn't available it defaults to the in-game icon

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found the solution :-)

 

under "playersPanel" set "iconAlpha" to 00

 

Good thinking, that would work :)

 

I've spent too long playing around in the back end of XVM :P that would make the icons show as transparent

 

I have found that by disabling the config watchdog in the python scripts it's a lot easier to tell what you have done wrong as everything breaks - rather than going back to the default config. Default config is great if you don't want things to break :P

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That's the way I did it too. Somehow got it mixed up with the vehicleFormatRight since I needed those at the same time to get everything aligned like i wanted.

Since we are on the topic: Is there a way to remove the icon from the battle loading and statistics sheets? Setting alpha to 0 wouldn't work for those since you want the other text to fill the space.

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Anybody using the zoom mod and suddenly realising that it does not zoom past bushes anymore?

 

Is there any way to re enable zooming through bushes? I need x ray Superman vision please thanks.

 

Edit: Oops realise this isn't really xvm config stuff sorry but any help will be appreciated.

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  One by one, I've tested out all my mods and these appears to be a bug with XVM mod nightly versions #4213, #4219 :

INFO: [ERROR.GUI] (scripts/client/gui/Scaleform/Flash.py, 268): getVehicleTypeProvider can`t be null.
INFO: [WARNING.GUI] (scripts/client/gui/Scaleform/Flash.py, 268): GameInputHandler.setKeyHandler. Existing handler for keyCode = 17 and event = keyDown is to be reset!
INFO: [WARNING.GUI] (scripts/client/gui/Scaleform/Flash.py, 268): GameInputHandler.setKeyHandler. Existing handler for keyCode = 17 and event = keyUp is to be reset!
INFO: [ERROR.GUI] (scripts/client/gui/Scaleform/Flash.py, 268): registerFlashComponent can`t be null.
INFO: [ERROR.GUI] (scripts/client/gui/Scaleform/Flash.py, 268): isJoined can`t be null.
INFO: [ERROR.GUI] (scripts/client/gui/Scaleform/Flash.py, 268): isJoined can`t be null.
INFO: [ERROR.GUI] (scripts/client/gui/Scaleform/Flash.py, 268): isJoined can`t be null.
NOTICE: [NOTE] (scripts/client/Avatar.py, 943): [INIT_STEPS] Avatar.set_playerVehicleID
NOTICE: [NOTE] (scripts/client/Avatar.py, 584): [INIT_STEPS] Avatar.onSpaceLoaded
NOTICE: [NOTE] (scripts/client/Avatar.py, 2445): [INIT_STEPS] Avatar.__onInitStepCompleted

When I removed XVM the errors above go away.  Presently XVM with this error is costing my system roughly 5 to 12 FPS per match. 

 

Is there any know fix to this "scripts/client/gui/Scaleform/Flash.py, 268" bug, other than ditching XVM completely?

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  One by one, I've tested out all my mods and these appears to be a bug with XVM mod nightly versions #4213, #4219 :

INFO: [ERROR.GUI] (scripts/client/gui/Scaleform/Flash.py, 268): getVehicleTypeProvider can`t be null.
INFO: [WARNING.GUI] (scripts/client/gui/Scaleform/Flash.py, 268): GameInputHandler.setKeyHandler. Existing handler for keyCode = 17 and event = keyDown is to be reset!
INFO: [WARNING.GUI] (scripts/client/gui/Scaleform/Flash.py, 268): GameInputHandler.setKeyHandler. Existing handler for keyCode = 17 and event = keyUp is to be reset!
INFO: [ERROR.GUI] (scripts/client/gui/Scaleform/Flash.py, 268): registerFlashComponent can`t be null.
INFO: [ERROR.GUI] (scripts/client/gui/Scaleform/Flash.py, 268): isJoined can`t be null.
INFO: [ERROR.GUI] (scripts/client/gui/Scaleform/Flash.py, 268): isJoined can`t be null.
INFO: [ERROR.GUI] (scripts/client/gui/Scaleform/Flash.py, 268): isJoined can`t be null.
NOTICE: [NOTE] (scripts/client/Avatar.py, 943): [INIT_STEPS] Avatar.set_playerVehicleID
NOTICE: [NOTE] (scripts/client/Avatar.py, 584): [INIT_STEPS] Avatar.onSpaceLoaded
NOTICE: [NOTE] (scripts/client/Avatar.py, 2445): [INIT_STEPS] Avatar.__onInitStepCompleted

When I removed XVM the errors above go away.  Presently XVM with this error is costing my system roughly 5 to 12 FPS per match. 

 

Is there any know fix to this "scripts/client/gui/Scaleform/Flash.py, 268" bug, other than ditching XVM completely?

 

Yeah use the last stable version of xvm or the new 6.1.0.1 nightly RC

 

Anybody using the zoom mod and suddenly realising that it does not zoom past bushes anymore?

 

Is there any way to re enable zooming through bushes? I need x ray Superman vision please thanks.

 

Edit: Oops realise this isn't really xvm config stuff sorry but any help will be appreciated.

 

Which/what zoom mod? It's possible that the bigworld update fixed the camera bug that allowed zoom mods to remove bushes. Previously on zoom mods they could be argued as legal as they did not remove bushes, the game did as it thought the camera was a certain distance from the bush and therefore made it invisible. Personally I'd start another thread about this where I may be able to help more as to not clutter this one with non-xvm stuff

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I've been having a play with the xfw toolkit and have you tried simply blocking all connections to/from https://stat.modxvm.com?? You strike me as someone who knows how to do that so I won't belittle you with instructions on how to do it on windows through the hosts file or your router firewall etc.

 

You can also edit constants.py (from xvm_main) to change where it looks for a connection - this shouldn't affect anything major (will have to wait a while until I'm near a compiler to do it for you, if you have a python compiler I can send you the code)

 

EDIT: here you go try this constants.py that will/should direct to a non-real address. It shouldn't require any updates for each patch (though you will have to replace the 'new' one with this one each time) unless there are any major changes in the xvm framework.

 

As for doing this yourself in future if there are any changes, download EasyPythonDecompiler and simply decompile the 'new' constants.pyc, rename the decompiled file to constants.py, edit it then recompile using the tool(s) available from the Python Website - this saves you looking at the source (it's here at the moment but has been known to change in the past) and then compiling, I always like to decompile after just to make sure everything compiled ok!

I've been trying for like half an hour but it seems I'm completely incapable of compiling a .py file. Halp?

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Is there a macro that can return a custom value based on whether there is tank data for a player or not?

 

I'm trying to find a way where I can run a color macro that colors a field one way if xTE data is available and another way (by WN8) if per-tank data isn't available.  Basically, {{macro}} = "wn8" if {{xte}} = null and {{macro}} = "xte" if {{xte}} = any value, which I then use to run <font color='{{c:{{macro}}}}'>text</font> to color the text based on what {{xte}} returns.

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I've been trying for like half an hour but it seems I'm completely incapable of compiling a .py file. Halp?

 

What version of python do you have installed? I have the file already pre-compiled in my modpack thread

 

otherwise it's:

 

import py_compile

py_compile.compile('filename.py')

 

Providing that the source is in the root directory (python27 or python34 iirc, I only use 2.7)

 

Is there a macro that can return a custom value based on whether there is tank data for a player or not?

 

I'm trying to find a way where I can run a color macro that colors a field one way if xTE data is available and another way (by WN8) if per-tank data isn't available.  Basically, {{macro}} = "wn8" if {{xte}} = null and {{macro}} = "xte" if {{xte}} = any value, which I then use to run <font color='{{c:{{macro}}}}'>text</font> to color the text based on what {{xte}} returns.

 

Not yet, that would require a bit more work unless that becomes available in the future, xTE is still fairly new 

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What version of python do you have installed? I have the file already pre-compiled in my modpack thread

 

otherwise it's:

 

import py_compile

py_compile.compile('filename.py')

 

Providing that the source is in the root directory (python27 or python34 iirc, I only use 2.7)

Welp, I didn't put the apostrophes in that piece of code. :beard:

 

It works now, thanks!

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Why do multiple rows in tank carousel dont work for me?

 

  "carousel": {
    // false - Disable customizable carousel.
    "enabled": true,
    // Scale of carousel cells.
    "zoom": 1,
    // Number of rows at carousel.
    "rows": 2,
    // Spacing between carousel cells.
    "padding": {
        "horizontal": 10,   // по горизонтали
        "vertical": 2       // по вертикали
    },
    // true - show filters even if all tanks fit on the screen.
    "alwaysShowFilters": false,
    // true - hide cell "Buy tank".
    "hideBuyTank": false,
    // true - hide cell "Buy slot".
    "hideBuySlot": false,
    // Visibility filters.
    "filters": {
      // false - hide filter.
      "nation":   { "enabled": true },  // nation
      "type":     { "enabled": true },  // vehicle class
      "level":    { "enabled": true },  // vehicle level
      "favorite": { "enabled": true },  // favorite tanks
      "prefs":    { "enabled": true }   // other filters
    },
    // Standard cell elements.
    "fields": {
      // "visible"  - the visibility of the element
      // "dx"       - horizontal shift
      // "dy"       - vertical shift
      // "alpha"    - transparency
      // "scale"    - scale
      //
      // Vehicle class icon.
      "tankType": { "visible": true, "dx": 0, "dy": 0, "alpha": 100, "scale": 1 },
      // Vehicle level.
      "level":    { "visible": true, "dx": 0, "dy": 0, "alpha": 100, "scale": 1 },
      // todo: english description
      "multiXp":  { "visible": true, "dx": 0, "dy": 0, "alpha": 100, "scale": 1 },
      // todo: english description
      "xp":       { "visible": true, "dx": 0, "dy": 0, "alpha": 100, "scale": 1 },
      // Vehicle name.
      "tankName": { "visible": true, "dx": 0, "dy": 0, "alpha": 100, "scale": 1 }
    },
    // Extra cell fields (see playersPanel.xc).
    "extraFields": [
      // Sign of mastery.
      { "x": -1, "y": 10, "format": "<img src='img://gui/maps/icons/library/proficiency/class_icons_{{v.mastery}}.png' width='23' height='23'>" }
    ],
    // Order of nations.
    "nations_order": ["ussr", "germany", "usa", "france", "uk", "china", "japan"],
    // Order of types of vehicles.
    "types_order":   ["lightTank", "mediumTank", "heavyTank", "AT-SPG", "SPG"],
    // Tank sorting criteria, available options: "nation", "type", "level", "maxBattleTier", "-level", "-maxBattleTier". (minus = reverse order)
    "sorting_criteria": ["nation", "type", "level"]
  },

 

Copy&pasted the .xc file into my 1-file config. Everything else just runs fine, but its only a single row. If I had errors, XVM would switch back to default mode ... .

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Why do multiple rows in tank carousel dont work for me?

 

Copy&pasted the .xc file into my 1-file config. Everything else just runs fine, but its only a single row. If I had errors, XVM would switch back to default mode ... .

 

Would it have something to do with the zoom value?

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Only thing I can think of is that you dont call for the carousel in one of your other xvm files. For me it is in hangar.xc

 

    // Parameters for tank carousel
    // Параметры карусели танков
    "carousel": ${"carousel.xc":"carousel"},

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Only thing I can think of is that you dont call for the carousel in one of your other xvm files. For me it is in hangar.xc

 

    // Parameters for tank carousel
    // Параметры карусели танков
    "carousel": ${"carousel.xc":"carousel"},

 

 

 

Why do multiple rows in tank carousel dont work for me?

 

  "carousel": {
    // false - Disable customizable carousel.
    "enabled": true,
    // Scale of carousel cells.
    "zoom": 1,
    // Number of rows at carousel.
    "rows": 2,
    // Spacing between carousel cells.
    "padding": {
        "horizontal": 10,   // по горизонтали
        "vertical": 2       // по вертикали
    },
    // true - show filters even if all tanks fit on the screen.
    "alwaysShowFilters": false,
    // true - hide cell "Buy tank".
    "hideBuyTank": false,
    // true - hide cell "Buy slot".
    "hideBuySlot": false,
    // Visibility filters.
    "filters": {
      // false - hide filter.
      "nation":   { "enabled": true },  // nation
      "type":     { "enabled": true },  // vehicle class
      "level":    { "enabled": true },  // vehicle level
      "favorite": { "enabled": true },  // favorite tanks
      "prefs":    { "enabled": true }   // other filters
    },
    // Standard cell elements.
    "fields": {
      // "visible"  - the visibility of the element
      // "dx"       - horizontal shift
      // "dy"       - vertical shift
      // "alpha"    - transparency
      // "scale"    - scale
      //
      // Vehicle class icon.
      "tankType": { "visible": true, "dx": 0, "dy": 0, "alpha": 100, "scale": 1 },
      // Vehicle level.
      "level":    { "visible": true, "dx": 0, "dy": 0, "alpha": 100, "scale": 1 },
      // todo: english description
      "multiXp":  { "visible": true, "dx": 0, "dy": 0, "alpha": 100, "scale": 1 },
      // todo: english description
      "xp":       { "visible": true, "dx": 0, "dy": 0, "alpha": 100, "scale": 1 },
      // Vehicle name.
      "tankName": { "visible": true, "dx": 0, "dy": 0, "alpha": 100, "scale": 1 }
    },
    // Extra cell fields (see playersPanel.xc).
    "extraFields": [
      // Sign of mastery.
      { "x": -1, "y": 10, "format": "<img src='img://gui/maps/icons/library/proficiency/class_icons_{{v.mastery}}.png' width='23' height='23'>" }
    ],
    // Order of nations.
    "nations_order": ["ussr", "germany", "usa", "france", "uk", "china", "japan"],
    // Order of types of vehicles.
    "types_order":   ["lightTank", "mediumTank", "heavyTank", "AT-SPG", "SPG"],
    // Tank sorting criteria, available options: "nation", "type", "level", "maxBattleTier", "-level", "-maxBattleTier". (minus = reverse order)
    "sorting_criteria": ["nation", "type", "level"]
  },

 

Copy&pasted the .xc file into my 1-file config. Everything else just runs fine, but its only a single row. If I had errors, XVM would switch back to default mode ... .

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Woops sorry. Dont expect people using a single file any more these days. 

 

Hmm... brainstorming... First thoughts

- Your xvm.log shows that the carousel mod is loaded? [XFW] Mod loaded: xvm_tcarousel.swf

- location of the code is below the hangar and part of the hangar code?

- no double code?

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Woops sorry. Dont expect people using a single file any more these days. 

 

One file to rule them all! Messing around with 20+ files is driving me nuts.

 

- location of the code is below the hangar and part of the hangar code?

 

 

Thx mate that was it. I though I had it within the hangar, but apparently I messed it up. Now its working.

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