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MegaDommagam

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About MegaDommagam

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  1. MegaDommagam

    Premium Ship Review: Florida

    Do tell which game?
  2. 'Stingy by Default' is also in Aslain's modpack. I made the 'Stingy by Default' mod by request. Many requests. Actually I was asked to make the WoWS version of 'Gold Lock', an old WoT mod that blocks any and all transactions involving gold. When I looked into it I saw it wasn't necessary: WoWS to WoT is like a petty pickpocket to armed robbery. All I had to do is change some default values in the WoWS client, hence the name of the mod. A number of players thought WoWS would ban the mod. Instead they approved it and included it in the official modpack in no time. Go figure.
  3. MegaDommagam

    Mod to see over terrain

    Yes there is. You can lock on and shoot at ships your teammates are spotting. You can also detect ships without line of sight with your own radar or hydro or just being close. Ever played the Atlanta? Radar plus hydro plus rainbow arc shells that can hit the enemy ship behind an island.
  4. The embedded mp3 player causes memory corruption, that leads to crashes and other issues, so do not use it. It makes no sense to report and investigate crashes, fps or performance issues, whether mod related or not, if you are using it, as it is known to be buggy. Looks like to fix it is more trouble than it's worth, so WoWS will remove it from the game client in the near future.
  5. Gun calibers in millimeters and inches WoWS displays gun and torpedo caliber sizes in millimeters only, with Gun calibers in millimeters and inches you can see them in inches as well. The mod is also available with Lady Commander names from Garfield and Friends Mods Collection. The mod is included in both Aslain's mod pack and in ModStation. Installation - if you are not using a modpack: Download the mod from here: Gun calibers in millimeters and inches Make sure that the version of the mod and the version of the WoWS game client you are running are the same: 'Gun calibers in millimeters and inches N.N.N.N vX.zip' works correctly only with game client version N.N.N.N Unzip the mod Copy the 'global.mo' file from the mod to the ‘…\World_of_Warships_RG\bin\nnnnnnn\res_mods\texts\en\LC_MESSAGES' folder, where RG: region; nnnnnnn: build number. (You have to create the sub-folders if they do not exist. The compressed file contains the directory tree for your convenience.) Uninstallation: Delete or move the 'global.mo' file from the ‘…\World_of_Warships_RG\bin\nnnnnnn\res_mods\texts\en\LC_MESSAGES' folder. Notes: The original standard 'global.mo' file is in the ‘…\World_of_Warships_RG\bin\nnnnnnn\res\texts\en\LC_MESSAGES' folder, do not move it or change it in any way. The mod is available in English only. [EN] The mod does not remove or replace the original metric gun or torpedo calibers shown in millimeters or centimeters (you need the metric values for penetration and over-match calculations), it just puts them in brackets, and inserts the caliber sizes in inches in front of them - please see the screenshot snippets attached. The mod is not code, it will not slow your game down or make it crash, it is an enhanced compiled translation file. The mod is completely legal, and it will not help you win more battles or sink more enemy ships. New guns on new ships will get added but once in the game they don't change. However, the gun caliber values are stored in the global text file and for this reason the mod has to be updated every time the global text file changes. This means every new patch or release, every time Wargaming adds or changes any texts displayed in the game, even though the changes got nothing to do with gun calibers, like new campaigns, operations, collectibles, ships, etc. you name it. This was the reason the previous developers of this mod faced so many difficulties trying to keep the mod up-to-date. I wrote a script to do it, time will tell how it will hold up to all the curve-balls Wargaming will throw at it. Cheers! p.s. By the way, the US was one of the original 17 countries who signed the 'Treaty of the Meter' in 1875. So, who is to blame for the obvious failure of the US to adopt the metric system? No, not the Russians. It happened because of British PIRATES! (<- Not kidding. Click on the link to read up on it.) Technically they were 'privateers' supported by His Majesty's government, therefore us Canadians undeniably share some responsibility. We are truly sorry.
  6. MegaDommagam

    Update 0.9.3. European Destroyers: Part 2

    Your favorite 'DEMOUNT ALL SIGNALS' button is now part of the 'Carousel Extended' mod. Since 0.9.4.0 you are also able to 'Demount All Signals from All Ships': Cheers!
  7. MegaDommagam

    [0.9.5.X] Stingy by Default

    Starting 0.9.4.0 when buying a ship the default is without a commander
  8. Demount All Signals from All Ships mod by MegaDommagam The 'Demount All Signals from All Ships' mod demounts all signal flags from all of your ships and puts them back into inventory The mod adds a 'DEMOUNT ALL SIGNALS' button to the drop-down User Menu. The mod helps when you are short of signals for your next battle, meanwhile because you were using Auto-replenishment, you may have 1000+ signals mounted on 100+ ships. So it is a housekeeping mod, it saves mouse clicks and time only, most players will run it once in a blue moon. The mod will skip ships that are in battle, in division, need repair, etc. The mod will take some time to run. It will show you the progress it's making: The example below with 118 ships processed out of 119 in total (one ship was in a division) and 1161 signals demounted took 3:18: The time the mod needs to finish depends on the speed of your PC and internet connection, server load and the number of ships and signals you have. You will not be able to use WoWS for anything else during demounting, you may want to watch a YouTube video while it's doing its thing. You may have valid reasons for watching the mod do its magic: you may want to get back to battle ASAP, you find the progress bar mesmerizing, you may get ASMR tingles from the sound effects or you just want to give your CPU, GPU and game client a thorough workout. It's up to you, but the mod finishes a bit sooner running in the background: Acknowledgements: Special thanks to @MatroseFuchs and @Aslain. They were supposed to only test this mod, but ended up debugging it. They have shown infinite patience with me. Thanks to @Stiv372, who has a lot of ships, a lot of good suggestions, and a slow PC. The progress bar and the ship counter are his ideas. I also thank @hakabase, @Smeggo and @Tempest_Turn, the fearless volunteers (or hapless guinea pigs?) who spent a lot of their time trying out risky, not-yet-released versions of this mod. I could not have finished it without their help. Installation: The best way to get the 'Demount All Signals from All Ships' mod is from Aslain's modpack If you are not using Aslain's modpack installer: Download the mod from here: Demount All Signals from All Ships Make sure that the version of the mod and the version of the WoWS game client you are running are the same Unzip the mod Make sure the game client is not running If you are using other mods too, install those first. Check if the C:\Games\World_of_Warships\res_mods\N.N.N.N\gui\unbound\markup.xml file exists: If the file does not exist, copy markup.xml from the unzipped mod to C:\Games\World_of_Warships\res_mods\N.N.N.N\gui\unbound If the file exists, it needs to be edited. Open it in an editor. Also open the markup.xml file that is in the unzipped mod. Copy/paste the added code blocks from the mod’s markup.xml file ( search for MegaDommagam, all deletions and additions are between start/end comments ) to the existing markup.xml file, to the exact same locations; and comment out the same lines from the original markup.xml that were commented out in the modded one. Save the original markup.xml file. Check if the C:\Games\World_of_Warships\res_mods\N.N.N.N\gui\flash\USSExpressionsLoader.xml file exists: If the file does not exist, copy USSExpressionsLoader.xml from the unzipped mod to C:\Games\World_of_Warships\res_mods\N.N.N.N\gui\flash If the file exists, it needs to be edited. Open it in an editor. Add the <file path="../unbound/flash/demount_all_signals.swf" /> line under the <expressions_files> tag. Save the file. Copy demount_all_signals.swf from the unzipped mod to C:\Games\World_of_Warships\res_mods\N.N.N.N\gui\unbound\flash (You have to create these sub-folders if they do not exist. The zipped mod file contains the directory tree for your convenience.) Uninstallation: Reverse the changes you made during installation
  9. I just explained what's happening and how to work around it, and then right under my post you repeat the fake info. None of the files are infected, go ahead and scan them with BitDefender. Feral Hosting is a legit business, however they are a simple and cheap hosting service. BitDefender has them on their black list probably based on a reputation score. As you can see above the workaround is just a partial exception, it leaves both the Antivirus and the Advanced Threat Defence on.
  10. BitDefender does not flag the modpack or any of the files it tries to download, all of them scan clean. It's Feral Hosting it has an issue with, they got them on their online threat/infected site list. They are legit, I assume someone tried to use them before to spread evil. You may want to add this partial exception to BitDefender: turn off Online Threat Prevention BUT leave Antivirus and Advanced Threat Defense on.
  11. Take a screenshot. Open it in Paint. If the mod was not changed previously, the top left corner of the Damage Caused table will be at (170, 25); the top left corner of the Damage received table will be at 365 pixels from the left edge and 205 pixels from the bottom edge. Paint shows the co-ordinates of the cursor so it's easy to place it where the invisible corners of the two tables are: Now move your cursor to where you want the corners to be and remember the cursor's co-ordinates. (I picked 630px and 20 px) Open the C:\Games\World_of_Warships\res_mods\0.9.4.0\PnFMods\DamageMeter\DamageMeter.xml file. Under <block className="EnemyLog"> comment out the <bind name="left" value="ELPositionX"/> and <bind name="top" value="ELPositionY"/> lines. Add <left value="630px"/> and <top value="20px"/> in the <style> block, of course with your own values. Should look like this: Same for OwnLog, with OLPosition-s. Save. For OwnLog I picked (630, 1080). This is where they ended up:
  12. MegaDommagam

    Modifications for modpacks

    All My Mods for 0.9.4.X Mods released under IGN Capt_Oveur [EN] Gun calibers in millimeters and inches - changed @‎‎‎‎‎May ‎13, ‎2020, ‏‎8:56:48 PM EST, needs to be updated, due to changes WG made to global.mo [EN] Gun calibers in millimeters and inches with Lady Commander names - changed @‎‎‎‎May ‎14, ‎2020, ‏‎10:36:45 AM EST, needs to be updated, due to changes WG and/or Garfield and Friends made to global.mo with Lady Commander names Carousel Extended - changed AGAIN, v3 @‎‎‎‎‎May ‎22, ‎2020, ‏‎2:00:03 PM EST, needs to be updated, bug fix. Good News! - changed AGAIN, v2 @‎‎‎‎‎‎‎May ‎14, ‎2020, ‏‎7:51:37 AM EST, needs to be updated, bug fix. Permanent Karmaflage - changed @‎May ‎13, ‎2020, ‏‎11:05:48 PM EST, needs to be updated, only due to changes WG made to markup.xml, I made no changes to the mod. Mods released under IGN MegaDommagam Demount All Signals from All Ships - NEW v12 @‎‎‎‎May ‎29, ‎2020, ‏‎11:33:57 AM EST, needs to be updated, behavior tweaks because of submarines, cosmetic changes. Stingy by Default - changed @‎‎May ‎13, ‎2020, ‏‎11:14:48 PM EST, needs to be updated, only due to changes WG made to markup.xml, I made no changes to the mod. v2 @‎‎‎May ‎26, ‎2020, ‏‎11:56:24 PM EST, needs to be updated, change: when buying a ship, the default is without a commander Adjustable Div Chat Window - changed @‎‎‎‎May ‎13, ‎2020, ‏‎10:47:04 PM EST, needs to be updated, only due to changes WG made to markup.xml, I made no changes to the mod. The names of the downloadable zipped files for my mods include the WoWS client version number, but not the patch number. Therefore the downloadable file names will change with every new WoWS release but will stay the same for a patch. If a client patch necessitates a change in a mod, the mod's own version number will change, e.g. from v1 to v2. I will post this info every time there's a new client release, whether my mods need to be updated in the modpacks or not. The status of a mod can be either: changed @[timestamp: date, time] EST, needs to be updated, followed by the reason: the mod itself got changed by me or only the file it's in got changed by WG; or NEW @‎‎[timestamp: date, time] EST; or changes pending; or no change, new file name only @[timestamp: date, time] EST. I will try to update my mods before the new version of the client is released, based on the early release client files that WG makes available for modders. However, I am not able to test my mods before the new client version is actually released. So there may be another update to some mods shorty after the new client release.
  13. MegaDommagam

    Modifications for modpacks

    All My Mods for 0.9.2.X Mods released under IGN Capt_Oveur [EN] Gun calibers in millimeters and inches - changed @‎‎‎March ‎11, ‎2020, ‏‎11:53:34 AM EST, needs to be updated, due to changes WG made to global.mo [EN] Gun calibers in millimeters and inches with Lady Commander names - changed @‎‎‎‎March ‎11, ‎2020, ‏‎12:02:06 PM EST, needs to be updated, due to to changes WG and/or Garfield and Friends made to global.mo with Lady Commander names Carousel Extended - changed @‎‎‎‎‎March ‎11, ‎2020, ‏‎12:36:01 PM EST, needs to be updated, only due to changes WG made to markup.xml, I made no changes to the mod. Good News! - changed @‎‎‎‎March ‎11, ‎2020, ‏‎1:00:16 PM EST, needs to be updated, only due to changes WG made to markup.xml, I made no changes to the mod. Permanent Karmaflage - changed @‎‎‎‎March ‎11, ‎2020, ‏‎1:09:22 PM EST, needs to be updated, only due to changes WG made to markup.xml, I made no changes to the mod. Mods released under IGN MegaDommagam Quick Demount Signals - changed @‎‎March ‎11, ‎2020, ‏‎12:43:18 PM EST, needs to be updated, only due to changes WG made to markup.xml, I made no changes to the mod. Stingy by Default - changed @‎March ‎11, ‎2020, ‏‎1:14:54 PM EST, needs to be updated, only due to changes WG made to markup.xml, I made no changes to the mod. Adjustable Div Chat Window - changed @‎‎‎‎March ‎11, ‎2020, ‏‎12:53:35 PM EST, needs to be updated, only due to changes WG made to markup.xml and to styles.xml, I made no changes to the mod. The names of the downloadable zipped files for my mods include the WoWS client version number, but not the patch number. Therefore the downloadable file names will change with every new WoWS release but will stay the same for a patch. If a client patch necessitates a change in a mod, the mod's own version number will change, e.g. from v1 to v2. I will post this info every time there's a new client release, whether my mods need to be updated in the modpacks or not. The status of a mod can be either: changed @[timestamp: date, time] EST, needs to be updated, followed by the reason: the mod itself got changed by me or only the file it's in got changed by WG; or NEW @‎‎[timestamp: date, time] EST; or changes pending; or no change, new file name only @[timestamp: date, time] EST. I will try to update my mods before the new version of the client is released, based on the early release client files that WG makes available for modders. However, I am not able to test my mods before the new client version is actually released. So there may be another update to some mods shorty after the new client release.
  14. MegaDommagam

    Modifications for modpacks

    All My Mods for 0.9.1.X No change, new file names only The names of the downloadable zipped files for my mods include the WoWS client version number, but not the patch number, e.g. 0.9.1.X Therefore the downloadable file names will change with every new WoWS release but will stay the same for a patch. I made this change because a new patch usually does not break my mods. If a client patch necessitates a change in a mod, the mod's own version number will change, e.g. from v1 to v2. All my 0.9.1.0 mods work with 0.9.1.1, the names of the current zipped downloadable files for all my mods end with 0.9.1.Xv1
  15. MegaDommagam

    WoWs players have a HUGE karma problem.

    This mod was requested a few times: https://aslain.com/index.php?/topic/14663-a-mod-for-no-karma-please/ So I made it. It is a WG approved legal mod, however ModStation declined to carry it. It's in Aslain's modpack though:
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