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MatroseFuchs

News and plans

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344 posts
23 battles

Salute to everyone!

I haven’t reported anything for a long time, so here is a small piece of news for you about current affairs:

  1. The new userprefer system with pref support for mods will go to tests soon and there will even be a demo; but, it's too early to talk about the timing.
  2. A fix with logs for flash drives on the main scene entered in master, the method "Debug.debugTrace (DebugTypes.CONSUMER," Test message ";" from the package "import lesta.utils.Debug;" was tested and verified. Fix will be released in 0.9.5.
  3. In 0.9.3.0, a feature for ModAPI was released for loading custom xml files with unbound markup. I added a couple of "flash" methods in the documentation and in the near future I will update the manual.
  4. In development, the use of datahab for custom xml files with unbound markup.
  5. Near plans:
    • Add methods for replays to ModAPI
    • Improvement and repare of ContentSDK
    • Fix custom ports loading
  • Cool 1

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Hello everyone!

A small update in anticipation of the release of patch 0.9.5.

[Client] Changes in loading mods on Unbound:

  • "USSExpressionsLoader.xml" replaced by "uss_settings.xml"
  • "uss_settings.xml" is located in the "gui" folder, an example of a ready-made mod attached Good News mod 0.9.5.Xv1.zip

[ModAPI] Work on the final part of the Python extension is in full swing, with a release plan of 0.9.7.

[ModAPI] Changes in the method of downloading files also affected the downloading of Unbound mods via ModAPI:

  • now all mod files are in one folder
  • you don’t need to register swf in "uss_settings.xml"
  • the boot with Python method specifies the xml and swf files of the mod, as well as the name of the element - flash.setUbMarkup ("my_mod.xml", "my_mod.swf", "ElementName")
  • Cool 3

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Dear modders,

I have to report the exclusion of Cardeas_1st from the Modders group. The reason for the exclusion is violation of the rules for testing ships and the rules of the game, transferring an account with test ships to third parties, and streaming on test ships. I repeat once again and urge all of you to follow the rules of the game and the rules for testing ships. We respect you as professional modders and thank you for the contribution you make to the development of the project, as well as for your activity in participating in ship testing, however, I ask you for mutual respect and compliance with the rules.

Regards

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Dear modders,

I remind you that testing of patch 0.9.8.0 starts tomorrow, where you can check and test your modifications before release and make the necessary corrections. For your modifications to be loaded on the test client, you need to open the file "paths.xml" in the editor from the directory:

World_of_Warships_PT \ bin \ <last build number> \ bin32

and

World_of_Warships_PT \ bin \ <last build number>\ bine64

Then add the line "<Path> .. \ res_mods </Path>" to the "<Paths>" section:

<root>

    <Paths>

        <Path> .. \ res_mods </Path>

        <Path key = "15b8d" packages = ".. \ .. \ .. \ res_packages" type = "PFS"> .. \ idx </Path>

        <Path key = "35d52"> .. \ res </Path> <Path key = "77ee7" type = "DLC"> .. \ res_dlc </Path>

    </Paths>

</root>

I draw your attention to the fact that the patch will remove the versioned folder from the "res_mods" directory:

the path to the mods directory in 097

World_of_Warships_PT \ bin \ <last build number> \ res_mods \ 0.9.7.0

path to mods directory in 098

World_of_Warships_PT \ bin \ <last build number> \ res_mods

 

Regards

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Hello to everyone,
One of the changes in patch 0.9.8 will be to improve the display of fog in the game, this change will affect environmental modifications such as Removing fog display. New settings have been added to the "space.ubersettings" file and the fog display range setting "fogStart" has been replaced with "fogAlpha", which is responsible for fog transparency. The range of changes is from 0 to 1.
Let me remind you that next weekend a pre-release test with the latest changes will take place and you have the opportunity to participate in it and check the modifications before the patch is released. To participate in the test, write to me in a personal and I will add you.

Regards

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Dear modders!

Congratulations on the fifth anniversary of WoWS.
Thank you for your enthusiasm and creativity, interesting and creative solutions embodied in the game modifications.
Your ideas make our game more diverse and interesting.
I wish you all the best for the future and creative success.
In honor of this event, we have prepared small gifts for you. Your accounts were credited with:
Doubloons - 5555
Maritime premium days - 55
Credits 5,555,555
Elite Commander Experience - 555555
Coal - 55555

Good luck and fair winds!
Regards

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Dear Modders,

The client version 0.9.9 includes a fix for the Python ModAPI method for unloading battle results:
the "dock.getBattleResultInfo ()" method has been replaced on a subscription to the "events.onBattleStatsReceived (func)" event

Let me remind you that the second stage of testing patch 0.9.9.0 has started, where you can check your modifications in advance and make the necessary changes.
I also remind you that next weekend there will be a pre-release test with the latest changes and you have the opportunity to participate in it and check the modifications before the patch is released. To participate in the test, write to me in PM before Tuesday 22.09 and I will add you.

Regards

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Dear Modders,
our project is constantly evolving and every month we have a new patch released, which brings updates and replenishment of content to make it interesting for players to play our game. All this leads to the fact that the size of the game client is constantly increasing and requires more computer resources. To optimize processes and increase productivity, our developers are constantly looking for and implementing new solutions. Despite the fact that the size of the client increases, its speed and performance grow while maintaining the minimum and optimal requirements for the player's computer.
For example, one of the solutions was to combine many objects of the same type into one, thereby reducing the total size and increasing the speed of work and interaction with other objects.
Unfortunately, these changes necessary for the project sometimes affect some modifications of the game, including modifications based on ContentSDK and modifications of ports.
For example, for modifications of ContentSDK, this was expressed in the following:
1. There was an optimization of loading LOD files, the structure and loading process were changed
2. To load parts of the ship, repeating elements were combined into one object, which is used for different ships

For port modifications, this was expressed in the fact that the chunk files that allowed loading user objects were combined into one bin file.

At the moment, we are interacting with the developers and are looking for the best solution that will allow us to keep the modifications working, taking into account current and future changes. We hope that a solution will be found, and we will be able to not only fix but also support these modifications in the future.

Everyone understand that this optimization is not final and other changes will periodically await us, which, unfortunately, sometimes will affect the modifications.

Regards

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