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[0.9.10] SpottedExtended, no xvm

spotted extended no xvm firefly

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BirrettaMalefica #1 Posted 05 July 2015 - 10:49 PM

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original idea from spotter_RU.

wrote by BirrettaMalefica EU

 

 

Little description

This mod write to the ingame right panel(where kills are announced)  name of  tanks spotted by you.

It can also show an "eye" marker above the spotted tank for a chosen time.

 

Future features

  • Logging of assist damage,amount of spotted enemies etc
  • Add some macros

 

Installation

download and unzip the attachment in your game root.

 

or:

  1. Download all my mods from github: https://github.com/jstar88/wotmods/archive/master.zip
  2. extract contents of recompyled/wot_folder to your wot_folder,  replace everything if needed.
  3. inside wot_folder/res_mods/0.9.8.1/scripts/client/plugins  you can delete all plugins that you don't need(except Engine and IngameMessanger if you want use SpotMessanger) or simply go inside every plugin folder and disable it from the config.xml (set pluginEnable to false)

 

Note

If you don't trust me( you should not trust to use mods of everyone), you can open my github in signature and compile source code :)

 

 

10/7/2015: added {distance} macro and ability to light up spotted tank on minimap

    -B: fixed error

31/07/2015: 9.9 ready

 

 

 

regards

Attached Files

  • Attached File   SpotExtended__28_9_2015.zip   16.53K

Edited by BirrettaMalefica, 27 September 2015 - 11:15 PM.


pe3pa #2 Posted 05 July 2015 - 11:47 PM

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thx. possible to make the eye red instead of green?

BirrettaMalefica #3 Posted 06 July 2015 - 01:26 AM

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no, but you can change the symbol name from config.xml. i don't know exacly all names, maybe we should check on swf

leeuniverse #4 Posted 06 July 2015 - 06:47 AM

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Ah, this might be good.....  Already use your Spotted mod.... this would be a good edition.

Have you thought about just combining the mods?  And just call it "Spotted Extended"?

 

I think that would be good.



Aslain #5 Posted 06 July 2015 - 07:34 AM

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There is some .exe in your download, is that needed? a lot of files inside which is a bit confusing what is what and what is not needed ;)

 

I see that icon linger even when tank has hide again. Is this suppose to look like that? I also see spotted tank name over the minimap. The mod is currently limited to that two features or I shall see something more?

 

 

 

 

Also it seem that direction indicator is not working to me.

 

INFO: LoadMod: PluginLoader
INFO: ---> Loading Focus_plugin
INFO: ---> Loading SpotExtended_plugin

 

ERROR: Traceback (most recent call last):
ERROR:   File "SpotExtended.py", line 56, in updateMarkers
ERROR: RuntimeError: dictionary changed size during iteration

 


Edited by Aslain, 06 July 2015 - 08:58 AM.


pe3pa #6 Posted 06 July 2015 - 11:35 AM

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@ Aslain

the "eye" marker is a world marker, it's not fixed to the over target marker. if you spot an enemy, marker will pe placed in the location of the spotted tank and stay there. <markerTime>9.0</markerTime> should display it for 9 seconds, if it stays for longer it's either a bug or inerference with another mod that displays world markers (we both know which one does it). make sure to test on a clean client and try to lower the markerTime to see if the problem is related to this mod (i can't reproduce it). i actually find this way more usefull since passive spotting is more effective when u can see which locations you are able to light up effectively. spoters way with those light bulbs bound to markers wasn't that usefull imho as tanks normally move, + you don't need extra code/art/flash files to get this result.

 

spotted tank name display: mod displays vheicle short name of the enemy you just spotted. you can use 3 locations: 

- VehicleErrorsPanel: above crosshair (my choice)

- VehicleMessagesPanel: above crosshair

- PlayerMessagesPanel: above minimap (default, like spoters mod)

color setting aplies to all 3.

 

and yes, these are currently the to features of the mod. hopfully we can see player names also in the future to distinguish tanks and a diffence between spot/damage/track assist, this would bring it up to firefly light standards.

 

regarding needed files:

wotmods-master\files\recompyled\wot_folder\res_mods\0.9.8.1\scripts\client\plugins holds all mods. you need only engine + the mod folder you want. 

wotmods-master\files\recompyled\wot_folder\res_mods\0.9.8.1\scripts\client\mods holds the plugin loader, which is used to load the mods.

aka, loader + engine + your plugin choice. easy? easy.

 

to make sure every mod is working, always use latest engine + loader, and check config of mod (enabled:true)

 

@ BirrettaMalefica

please don't waste time on spotted damage calulation. best you can do is a rough estimate thats 99%  of the time inacurate as you can't calculate how many from your team are in range to share spotted damage.


Edited by Kaeptn, 06 July 2015 - 12:32 PM.


Aslain #7 Posted 06 July 2015 - 04:18 PM

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So everything in wotmods-master\files\recompyled has to be installed, even those .exe files right?

 

I will do some more tests, but I didn't install anything else, just XVM, and I had like 4 or 5 spotting icons that never hides from my screen (like 9 sec is ignored). Is that even legit, to leave such markers there for period of time? That sounds a bit like "red ball" thing, you know what I mean.


Edited by Aslain, 06 July 2015 - 06:44 PM.


BirrettaMalefica #8 Posted 06 July 2015 - 04:58 PM

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They shoud disappear, it was a bug solved with a queue.

I also added some configurations so that you can choose if the marker have to follow spotted tank, macros, updating time etc

 

 

to show you what files you need , i created the zip file. remember anyway that using this version of engine will require to download new plugins too.

A cool feature of this engine is that you can remake config.xml to config.json and it will be automatically loaded

 

ps: nothing forbitten here, maybe the markers are the same used for cheats too.. but in this case they are used in a permitted behavior

 

ps2: focus mod work really different from direction indicator. focus mod put an arrow on targeted enemies (when someone of your team press "T", request of fire )

 

 

Attached Files

  • Attached File   spotetended.zip   21.27K

Edited by BirrettaMalefica, 06 July 2015 - 05:20 PM.


BirrettaMalefica #9 Posted 06 July 2015 - 05:06 PM

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View Postleeuniverse, on 06 July 2015 - 06:47 AM, said:

Ah, this might be good.....  Already use your Spotted mod.... this would be a good edition.

Have you thought about just combining the mods?  And just call it "Spotted Extended"?

 

I think that would be good.

 

the problem in mixing mods is that they become complex and bugged , i would prefer keeping them splitted :)

pe3pa #10 Posted 06 July 2015 - 06:21 PM

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View PostBirrettaMalefica, on 06 July 2015 - 04:58 PM, said:

 

A cool feature of this engine is that you can remake config.xml to config.json and it will be automatically loaded

 

 

explain; config reload without restarting? 



BirrettaMalefica #11 Posted 06 July 2015 - 06:31 PM

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View PostKaeptn, on 06 July 2015 - 06:21 PM, said:

 

explain; config reload without restarting? 

 

no, but this will come soon.

i mean: the engine search for config.xml or config.json, if not founded then it will use default values and write a warning.



pe3pa #12 Posted 06 July 2015 - 06:49 PM

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is there any advantage when using .json?

 

btw: i'm using custom config fpr stats plugin. if you have default config in the script, could you rename config.xml to default_config.xml? makes updates for me easier, since i don't have to re-copy the backup.

 

 

edit: marker still does not disappear


Edited by Kaeptn, 06 July 2015 - 07:12 PM.


BirrettaMalefica #13 Posted 06 July 2015 - 08:33 PM

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the default config is inside the python file, in case config.xml is missing.

can you show me python.log?



pe3pa #14 Posted 06 July 2015 - 09:06 PM

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Traceback (most recent call last):
  File "scripts/common/Event.py", line 32, in __call__
  File "SpotExtended.py", line 119, in stop
  File "SpotExtended.py", line 60, in clean
  File "SpotExtended.py", line 25, in remove
AttributeError: 'NoneType' object has no attribute 'markersManager'

BirrettaMalefica #15 Posted 06 July 2015 - 11:02 PM

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fixed all, tested :)

Attached Files

  • Attached File   res_mods.zip   21.61K


flyingmanticore #16 Posted 07 July 2015 - 08:32 AM

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Hi Birretta, 

 

I tried out your mods for the first time last night and don't know if I have done something wrong or if there is a bug somewhere.

 

I installed Aslain's latest modpack first and then put your latest files from the post above.  This seemed to be OK.  I then downloaded the files from the first post and over wrote it with the latest files above and got issues with the panals in game. *see sceenies below*

 

This Panel seems to be messed up

 

This Panel is OK

 

This Panel is messed up

 

This one seems OK



Aslain #17 Posted 07 July 2015 - 09:14 AM

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This is probably related to that statistics plugin, if you remove it, all should be fine, don't use it if you have XVM.

 

So, now we only need spotted damage to be displayed somewhere and all is good :)


Edited by Aslain, 07 July 2015 - 09:52 AM.


pe3pa #18 Posted 07 July 2015 - 11:11 AM

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spotted damage is shared, you'll never be able to develop an algorithm to claculate it even remotly accurate. it's useless.

flyingmanticore #19 Posted 07 July 2015 - 11:15 AM

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View PostAslain, on 07 July 2015 - 08:14 AM, said:

This is probably related to that statistics plugin, if you remove it, all should be fine, don't use it if you have XVM.

 

So, now we only need spotted damage to be displayed somewhere and all is good :)

 

Cheers for the tip Aslain...I shall try that tonight.

 

Any chance you will be adding this to the modpack?



Aslain #20 Posted 07 July 2015 - 12:10 PM

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View Postflyingmanticore, on 07 July 2015 - 11:15 AM, said:

 

Cheers for the tip Aslain...I shall try that tonight.

 

Any chance you will be adding this to the modpack?

 

I'm just adding it, will be today if passes my tests.





Also tagged with spotted, extended, no xvm, firefly

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