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Rexxie

[9.14.2] Rexxie's Mods (Discontinued)

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10 hours ago, Rexxie said:

Thanks. Autoaim+? Is that the one that puts a ring around the person you're autoaiming? That sounds a bit extraneous to me. I do use autoaim indicator though, which tells you who you're autoaiming and lets you autoaim without directly clicking them.

oh, that is what I meant.  the ring isn't necessary to me, but the indirect clicking is.  

 

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9.12.1 Released

Everything should be just as it was now. I also am hosting it on dropbox this time, hopefully that'll help with Chrome flagging it.

Changes:

-Re-added transparent minimap border, YasenKrasen's session stats, and Vertical Techtree.

-Small changes to the minimap.

1 hour ago, weesh said:

i'm still indecisive...how does this modpack show shells in a clip?  are they separate bullet or a number?

Separate bullet.

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It is not important information to me. In the situations where you want to know whether someone has been spotted, the game has gone on long enough that glancing over the last known location markers on the minimap is just as fast as looking through the player panel. Never saw the use of spotted markers.

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I love the mod & thank you. Unfortunately, I am finding that this recent patch with this mod I get a hang at the "loading crew" part of the garage start up. I've deleted the mod, reinstalled for 1 nights success, but today ... the grew loading hang. Anyone else finding this happening?

Is there a simple preference file I should be wiping?

 

Thnx,

 

-J

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7 hours ago, JamDawg said:

I love the mod & thank you. Unfortunately, I am finding that this recent patch with this mod I get a hang at the "loading crew" part of the garage start up. I've deleted the mod, reinstalled for 1 nights success, but today ... the grew loading hang. Anyone else finding this happening?

Is there a simple preference file I should be wiping?

 

Thnx,

 

-J

Hmm, very odd. I have not had this issue, but it's a good idea to delete the game's cache when installing new modpacks. Search for "%appdata%" in windows' quicksearch, head down to the wargaming.net folder, open the worldoftanks folder, and delete the folders ending in _cache. World of Tanks will rebuild them next time you run it, so logging in might take an extra minute. Let me know if this helps!

43 minutes ago, Tortoise_ said:

Really loving this nice, clean pack so far. Thank you so much :)

Thank you too :)

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16 hours ago, JamDawg said:

I love the mod & thank you. Unfortunately, I am finding that this recent patch with this mod I get a hang at the "loading crew" part of the garage start up. I've deleted the mod, reinstalled for 1 nights success, but today ... the grew loading hang. Anyone else finding this happening?

Is there a simple preference file I should be wiping?

Thnx,

-J

I had a same problem and it was driving me crazy.

Turned out, the problem was with BRR component of ADU (I'm 99% sure you are using ADU). Just uninstall BRR from ADU configuration and it should work fine.

On 11/23/2015, 4:03:36, Rexxie said:

It is not important information to me. In the situations where you want to know whether someone has been spotted, the game has gone on long enough that glancing over the last known location markers on the minimap is just as fast as looking through the player panel. Never saw the use of spotted markers.

I beg to differ... I've had numerous occasions where it was very useful to quickly know if every enemy has been spotted somewhere. 10 enemies remaining, ISU was not spotted yet - you know he's camping their spawn. It would take me 30 seconds to count spotted markers on minimap, compare them to enemy player panel and figure out that I'll be one-shoted if I try to rush for arty.

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Well, to each their own, but I think 30 seconds is a huge stretch. That kind of mental math is only like 5 seconds of work, if that. It's just one of those things I have never once wanted while playing, but is one of those things that I always thought were godawful ugly. I'd think about adding them if I could think of a way to make them look nice, but otherwise it's a no-go for me.

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10 minutes ago, Rexxie said:

...but is one of those things that I always thought were godawful ugly...

Agreed.  but I'd still use it if it were added.  
It would be better to just start with a small red circle, and then have each circle disappear as a tank was spotted for the first time.  Then, it would start off ok, and become nicer as the game went on. 

Yesterday I had a game where I did a quick calc from what I could see on the minimap and in the game, and decided that all the dangerous tanks had been accounted for, and ran into a never-spotted ISU.  It can be a bit tricky to determine what is still out there when tags overlap or fall off the right side.  

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54 minutes ago, Rexxie said:

... That kind of mental math is only like 5 seconds of work, if that...

Maybe for 20 year old (if that), such as yourself. For 30-something who plays after putting two little kids to sleep, mental math takes a bit longer :)

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3 hours ago, KurtaMurta said:
3 hours ago, KurtaMurta said:

I had a same problem and it was driving me crazy.

Turned out, the problem was with BRR component of ADU (I'm 99% sure you are using ADU). Just uninstall BRR from ADU configuration and it should work fine.

 

 

Kurta, it was ADU & BRR disabling worked! Thank you for saving me potentially hours of trouble shooting... or not having a great mod. Rexxie, thanks for the fast response & the cache cleaning tip, I had no idea.

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That was a fun patch, but I'm afraid I'm abandoning ship for the next patch.

The only thing that's a deal-breaker is difficulty in determining what modules are damaged.  I've had tons of circumstances where I'll poke, shoot, get hit, retreat, poke...and I can't fire because I didn't notice that my ammo rack was damaged.  Or I've gotten 30 second into a lorraine reload before noticing that it is taking too long.  When something seems wrong with the tank, I have to study the damage panel for uncomfortably long to determine what modules are broken.  A few games ago, a tank damaged my track, and I just guessed that it must be broken and used a repair kit on it, because I made a value judgement that confirming the break would take too long considering all the scary enemies that could shoot at me.  

I've played about 300 games this patch, and couldn't get used to this one silly thing. :P

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That's understandable. Can I ask why you're having a hard time determining that? Broken modules are red, damaged are orange, as in vanilla. Are the icons too small? Too out of the way? It's not a problem I've even thought about, so I'm curious what the root is.

 

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Maybe it just "pops" better on the standard panel?  I think the default has a big colored box well beyond the borders of the damaged module, while this one just turns the tiny module a color?  Whatever the case, I know when something is broken on the default panel.

Heh, maybe the design is too aesthetic?  It looks really nice, and isn't the eyesore like the standard one.  The eyesore is much better at communicating to me though!

The hitpoint bar is FAR superior to the default.  I love that location.  

Edit: I wonder if the hitpoint bar is pulling focus?  When I got hit, maybe I used to check my health right next to the module panel, and the hitpoint bar at the bottom stops me from checking modules?

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I can confirm that the modpack seems to work fine in the new version. There may be some bugs though, so I'll update as soon as XVM releases a stable version for 9.13. Until then, feel free to simply copy your 9.12 folder's contents into 9.13!

Edit: One bug if you do this is you won't be able to apply camo to your new czech tanks. Do so before installing the mod pack, because the GUI is missing for it.

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Sorry for the delay guys, xmas stuff comes first. I've got an update all lined up for tomorrow, everything is put together, I just need to do the finishing touches and optional mods.

Going to be testing some ideas I have - (unobtrusive) sound alerts for when critical modules in your tank have been damaged, some sort of spotted marker, different reticles, etc. are all things I'll be playing around with. Just things you guys have brought to my attention, mostly, and that I could see adding to the modpack without a huge amount of trouble. By next patch you guys will probably have a test version with these features so you guys can give me feedback on if it meshes well with the rest of the pack.

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