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[0.9.4][Cross-Hair]MeltyMap'sMathMod [supported by fans of mod]


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RazNaRok #1 Posted 25 June 2013 - 05:40 PM

    First Sergeant

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  • Member since:
    06-05-2011

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This mod was sourced from the Chinese Community Forums and was under development by MeltyMap.

 

Latest curseforge.com update contains source files released by auhtor:

MeltyMapsMathMod09403 - 11 MB - Curseforge.com

 

 

MeltyMap'sMathMod features:
- Minimalistic, Futuristic and Effective design
- auto-configurable DAR system for Strategic mode
- dynamic speed threshold circle with loading indicator
- dynamic speed threshold circle for arcade and sniper mode
- dynamic speed threshold circles for strategic mode, with size dependable of map scale and current zoom
- old server side cross-hairs
- accurate damage indicator with 15s timer countdown
- displaying current zoom level in sniper mode
- color coded target reloading time display
- target chance to spot player in percentage and color coded distance display
- target armor in current aim
- player tank gun penetration in correct distance
- target armor arc and penetration possibility

 

MeltyMap's Protractor Mod features:
- Minimap enhancement
- Minimap zoom
- 445m spotting circle on MiniMap, with configurable size
- Maximum distance of drawing view box
- Gun Arc Critical Angle rulers
- Gun Constrains lines for MiniMap
- Precise vector strategic cursor for MiniMap
- Gun Direction lines for MiniMap
- Orange alert when battle timer reaches given time amount
- Effective armor calculation for all vehicles
- In-Game real-time clock
- Battle Timer position configurable
- Zoom Mod
- Multi Stage Zoom Mod
- No Scroll with defzoom lock Mod

 

 

To install:
Copy res_mods folder from archive, paste it to Ur's gamefolder.
Overwrite existing files.

 

 

To configure, Use text editor with UTF8 coding eg. Notepad, Notepad+, AkelPad
Edit following files:

 

- MathMod:
MeltyMapModSetting.xml file in Ur's game\res_mods\0.9.4\gui\scaleform folder

 

- ProtractorMod:
MeltyMapProtractorSetting.xml file in Ur's game\res_mods\0.9.4\gui\scaleform folder

 

- Zoom:
avatar_input_handler.xml file in Ur's game\res_mods\0.9.4\gui folder

 

- ZoomX:
ZoomX.xml file in Ur's game\res_mods\0.9.4\gui folder

 

- NoScroll:
NoScroll.xml file in Ur's game\res_mods\0.9.4\gui folder

 

- Server Aim
ServerCross2.xml file in Ur's game\res_mods\0.9.4\gui\ folder

 

 

Project Author/Manager: 

MeltyMap
 

Co-Author's: 

garnet_auxo 

RazNaRok

Koshnaranek

_Kriegstreiber_

Havenard

Dellux

phantasm

 

Permission to reproduce, modify; please indicate rightfully mod author.

 

 

Attention.
In order to display Effective armor calculation Vehicles have to be programmed in VehicleData section of MeltyMap's Protractor Mod
configuration file, "name" must have same vehicle name as the tank icon name.
Refer to included Vehicle_Names.txt file or comments in bellow of config file.

 

Attention 2.
Works correct only with Python scripts included with this mod.
Do not overwrite those files with same fies from other mods.

 

 


Edited by RazNaRok, 14 December 2014 - 02:35 PM.


tomogaso #2 Posted 25 June 2013 - 05:46 PM

    First Sergeant

  • Player
  • 18374 battles
  • 2,878
  • Member since:
    03-13-2011
I saw the armor calculation thingy before and grabbed it right away, it didn't work then so I'm getting my hopes up now  :smile: That's a really useful gadget.

Thanks OP!

skite2001 #3 Posted 25 June 2013 - 05:50 PM

    Junior Sergeant

  • Player
  • 13988 battles
  • 124
  • [C4MP] C4MP
  • Member since:
    09-04-2011
@raz
good work as always!

i really like meltymaps mod with your fixes.

the only thing that always disturbing me is the reload counter....
isn't it possible to change the counter display from XX to XX.XX ???
it looks better if you see second+milisecond timing instead of just an second countdown.

tomogaso #4 Posted 25 June 2013 - 05:53 PM

    First Sergeant

  • Player
  • 18374 battles
  • 2,878
  • Member since:
    03-13-2011

View Postskite2001, on 25 June 2013 - 05:50 PM, said:

@raz
the only thing that always disturbing me is the reload counter....
isn't it possible to change the counter display from XX to XX.XX ???
it looks better if you see second+milisecond timing instead of just an second countdown.
I second that thought.

RazNaRok #5 Posted 25 June 2013 - 05:56 PM

    First Sergeant

  • Player
  • 8400 battles
  • 2,298
  • Member since:
    06-05-2011

View Posttomogaso, on 25 June 2013 - 05:53 PM, said:

I second that thought.

Yes it is...
But author does not find it use-full... due to mediocre human re-action time is about 0.2s

I will ask him again later, current task's are more important...

skite2001 #6 Posted 25 June 2013 - 06:00 PM

    Junior Sergeant

  • Player
  • 13988 battles
  • 124
  • [C4MP] C4MP
  • Member since:
    09-04-2011

View PostRazNaRok, on 25 June 2013 - 05:56 PM, said:

I will ask him again later, current task's are more important...
thx...
if he dont like the idea, maybe he could make it changeable via the xml file instead of making 2 versions.
anyway, keep going, good work :)

tomogaso #7 Posted 25 June 2013 - 06:06 PM

    First Sergeant

  • Player
  • 18374 battles
  • 2,878
  • Member since:
    03-13-2011

View PostRazNaRok, on 25 June 2013 - 05:56 PM, said:

Yes it is...
But author does not find it use-full... due to mediocre human re-action time is about 0.2s

I will ask him again later, current task's are more important...
Reaction time doesn't matter as you can predict the countdown end, it's just much easier on the brain for some reason if I see 100'ths of a second.

Tried the mod. It doesn't look like the FAQ pics in the folder illustrate, and is missing a lot of functions in the FAQ's, why is it so?

One grudge I have is the spacing of the reload timer from the recitle, I play on a 17 inch monitor so I'm forced to minimize my map so it doesn't block it.  :sad:

Edited by tomogaso, 25 June 2013 - 06:21 PM.


Kozrek #8 Posted 25 June 2013 - 06:28 PM

    First Sergeant

  • Beta Tester
  • 21369 battles
  • 2,283
  • [RBTS] RBTS
  • Member since:
    11-18-2010
Very nice. thanks.  :great:

waaldii #9 Posted 25 June 2013 - 07:31 PM

    Sergeant

  • Beta Tester
  • 8605 battles
  • 309
  • [-ASY-] -ASY-
  • Member since:
    08-05-2010
.PNG works with forum. I used imgur.com to host pics:)

Keep up good work

Ceremonia #10 Posted 25 June 2013 - 09:11 PM

    Sergeant

  • Player
  • 24001 battles
  • 477
  • [KITTY] KITTY
  • Member since:
    06-12-2012
awesome mod, thx a lot, old version have a lot of problem it says 150/100 about pen, but its better now

oni_ #11 Posted 25 June 2013 - 10:41 PM

    Private

  • Player
  • 4287 battles
  • 3
  • Member since:
    01-20-2013

View Postskite2001, on 25 June 2013 - 05:50 PM, said:

@raz
good work as always!

i really like meltymaps mod with your fixes.

the only thing that always disturbing me is the reload counter....
isn't it possible to change the counter display from XX to XX.XX ???
it looks better if you see second+milisecond timing instead of just an second countdown.

View PostRazNaRok, on 25 June 2013 - 05:56 PM, said:

Yes it is...
But author does not find it use-full... due to mediocre human re-action time is about 0.2s

I will ask him again later, current task's are more important...

http://forum.worldof...-modpackage-11/ (german version is in the german mod-section)

I dont know which mod it is, but autofire is what u need. hold your mousebutton to fire on reload (...instant).

KojusS #12 Posted 25 June 2013 - 11:46 PM

    Private

  • Player
  • 2665 battles
  • 1
  • Member since:
    09-14-2012
I would be glad if u could add average dmg for enemy gun for example above their reload time or on the left  if it is legal^^

but still,mod works great and helps much to remember all stuff :)

skite2001 #13 Posted 26 June 2013 - 06:39 AM

    Junior Sergeant

  • Player
  • 13988 battles
  • 124
  • [C4MP] C4MP
  • Member since:
    09-04-2011

View Postoni_, on 25 June 2013 - 10:41 PM, said:

http://forum.worldof...-modpackage-11/ (german version is in the german mod-section)

I dont know which mod it is, but autofire is what u need. hold your mousebutton to fire on reload (...instant).
i dont know what you are talking. Autofire? wtf? Why should i need autofire with a normal tank, it's useless! If you dont know what we are talking, better be still instead of talking such useless stuff, thx

RazNaRok #14 Posted 26 June 2013 - 08:48 AM

    First Sergeant

  • Player
  • 8400 battles
  • 2,298
  • Member since:
    06-05-2011

View Posttomogaso, on 25 June 2013 - 06:06 PM, said:

Tried the mod. It doesn't look like the FAQ pics in the folder illustrate, and is missing a lot of functions in the FAQ's, why is it so?

Image is old I have to make new one :)

Also some function have to be configured... to make it look like on pic.
FAQ images are only for show how arc's of gun and armors shall be interpreted... and where to search for zoom config in relevant file...


View PostKojusS, on 25 June 2013 - 11:46 PM, said:

I would be glad if u could add average dmg for enemy gun for example above their reload time or on the left  if it is legal^^
but still,mod works great and helps much to remember all stuff :)

Interesting idea...
However i think If we add this we will in trouble again... mod could be to strong in eyes of EU WGN staff

From the other side... XVM, certain Countour icons and InfoPanels have this and are allowed...
Will consult with Melty first, then with Hunter1911 and Etcar if Melty agree to make this...

Edited by RazNaRok, 26 June 2013 - 08:54 AM.


RazNaRok #15 Posted 26 June 2013 - 08:51 AM

    First Sergeant

  • Player
  • 8400 battles
  • 2,298
  • Member since:
    06-05-2011

View Postoni_, on 25 June 2013 - 10:41 PM, said:

http://forum.worldof...-modpackage-11/ (german version is in the german mod-section)

I dont know which mod it is, but autofire is what u need. hold your mousebutton to fire on reload (...instant).

A what!!!!

Isn't the AutoFire mod on mods blacklist together with foliage removers, freecamera, 3d hitzones and laser aims ?!!?

Hyster #16 Posted 26 June 2013 - 09:39 AM

    Junior Sergeant

  • Player
  • 14364 battles
  • 188
  • [BAD-1] BAD-1
  • Member since:
    02-14-2012
where can I disable the "alt_key" to zoom in on the minimap ?

redwop #17 Posted 26 June 2013 - 09:51 AM

    Junior Sergeant

  • Player
  • 13398 battles
  • 206
  • [PANTA] PANTA
  • Member since:
    09-22-2011
I installed this mod again and it works as before (sorry J1mb0). I made my customizations in the xml files and now it works perfect for me.
I have a recommendation to disable the shake (during firing). @RazNaRok -> eventually you can make this change in the modpack itself?

Edit the "avatar_input_handler.xml" as follows to disable shake:

Original section:

<caliberImpulses>
<range>0 0.01</range>
<range>20 0.03</range>
<range>30 0.075</range>
<range>50 0.15</range>
<range>70 0.35</range>
<range>99 0.55</range>
<range>104 0.65</range>
<range>115 0.8</range>
<range>128 1.0</range>
<range>145 1.3</range>
<range>200 1.5</range>
</caliberImpulses>

Change this section as follows:

<caliberImpulses>
<range>0 0.00</range>
</caliberImpulses>

Thats it, hope this helps.

nikizan #18 Posted 26 June 2013 - 10:01 AM

    Lance-corporal

  • Player
  • 90 battles
  • 25
  • Member since:
    01-18-2012
Wow! Greate! Thanx a lot!

Kozrek #19 Posted 26 June 2013 - 10:50 AM

    First Sergeant

  • Beta Tester
  • 21369 battles
  • 2,283
  • [RBTS] RBTS
  • Member since:
    11-18-2010
Good work.

Edited by Kozrek, 26 June 2013 - 12:15 PM.


KingSaxon #20 Posted 26 June 2013 - 11:53 AM

    Sergeant

  • Player
  • 51748 battles
  • 297
  • [-NMZ-] -NMZ-
  • Member since:
    01-08-2012
thanks for supporting this mod raznarok ! now working great, the only thing is the scope shadow how can activate it ?




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