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RV Mods - updated 03/08/2016

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MrAngel
Posts: 7

RV Mods - updated 03/08/2016

Post#1 » Sun Jul 05, 2015 11:19 am

Hello guys and girls,

RV Mods author here. Unfortunately my dev version completely lost, so I had to recover it piece by piece from the internet sources. In the attaching archive you will find the latest version I could rebuild. So far it's working fine, though require a few tests in the groups, raids, and etc.

WHAT IS IT

RV Mods Manager
Is a framework and an alternative to vanilla manager which adds extra options to manage modifications. The goal and the main idea of RV Mods Manager - to keep mods settings in one place. It also comes with a set of APIs which can be reused in another project:
  1. Color Dialog API - a more advanced color manipulator, which looks and acts similar to color manipulators in graphical products like Paint or Photohshop.
  2. Range API - a range calculator library. Fully functional.
  3. LQuery API - animation library. Currently in alpha stage.
  4. Entities API - a huge data library. Scrupulously collects, analyzes and provides more than 40 different values for the 3D entities around the main player.
  5. Frames API - a highly customizable and extensible library which follows only one goal - to mark 3D entity in the game. Thanks to the templates you may create ANY kind of marks and support this with a custom set of settings.
Spoiler:
Image
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RV Mod Targets
A targeting system. This is there Range API, Entities API and Frames API are showing the true power.
Spoiler:
Image Image Image Image
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RV Mod Squared Distances
A simple addition to the Squared mod. It's using calculated distances from the Range API and showing it directly in the Squared boxes.
Spoiler:
No examples yet ...
RV Mod Player Status
Sits somewhere in a middle of your screen and shows health and action bars.
Spoiler:
No examples yet ...
RV Mod 3D Portrait
Changes your avatar to a 3D animated version
Spoiler:
Image
HOW TO INSTALL
  • Download and extract archive
  • You will find five folders inside - put these into "[GAME LOCATION]\Warhammer Online - Age of Reckoning\Interface\AddOns" directory
  • Restart your game, or restart UI
  • In the game open: User Settings / Interface / Mods/Add-Ons...
  • In the Mods/Add-Ons window enable everything what starts with "RVAPI_" and "RVMOD_" and "RVF_"
  • Hit "Okay" and confirm you want reload UI
HOW TO USE
Once UI restarted you will find a new button somewhere in a middle of your screen. You may position it as you like just using the UserSettings / Interface / Layout Editor window. The button opens RV Mods Manager from there you may start tuning installed mods.

A few tips for RV Mods Manager
  • RV Mods Manager keeps all settings in one location. Pay attention to the "Settings" and "General" tabs at the top-right corner of the window. General tab is showing some vanilla details and extra information like update notes, project URL, credits and etc, etc, etc. And Settings tab got the ... settings. This is there you may fine tune the selected mod (a left hand list).
  • Not all mods are compliant with RV Mods Manager. In that case it may show "[MOD NAME] does not have additional options" and you have to find another way to change the settings of the selected mod.
  • Pay attention to the Filter, at the top-left side of the window. "RV" will show mods which are supporting RV Mods Manager. "ALL" will show everything you got installed in game. And "EA" will show vanilla mods from the game developers.
A few tips for RV Mod Targets
  • Once in settings tab you will see five (5) frame types at the top, and five (5) predefined frames - the color rows - at the bottom. Each frame type have a specific meaning with a set of properties.
    Mouse Over - any time you mouse over entity (player, pet, NPC, door, etc) the frame will be activated and showed above the entity
    Friendly - any time you SELECT a friendly entity the frame will be activated and showed above
    Hostile - any time you SELECT a hostile entity (for instance opposite NPC, Player or Pet) the frame will be activated and showed above the entity
    Formation - everyone in your group will be marked by the frames permanently
    Pet - your pet will be marked permanently
  • Every frame (the color row) got its own settings:
    Template - the visual appearance of the frame.
    Filter - the list of entities which will be affected
    Edit - opens a settings which are very specific for the selected template. So basically whose are the template settings - yes.
    Delete - deletes the frame (row) permanently. No questions asked, the frame (row) settings will be lost - be careful.
  • You may create ANY number and combinations of the frames (rows)
  • To make your life simpler the frame rows are categorized with colors: MouseOver-Gray, Friendly-SlightBlue, Hostile-Red, Formation-BrightBlue, Pet-Yellow.
  • All settings/changes were made are instant. You may select any target (NPC, Player, your pet, etc) and see results while changing settings - have fun ;)
CHANGE LOG
03/08/2016
  • A quick fix which disables the faulty Effects solution in the Eve Online template. At some point it will also improve the general stability of the project
07/09/2015
  • RVMOD_3DPortrait has been recovered and included in the package
  • Project official site location has been changed to the: http://www.returnofreckoning.com/forum/ ... =11&t=4534
  • RVF_HelloWorld template now complies with RV Mod Manager standards
  • Version number should not disappear anymore in the RV Mod Manager window
DOWNLOAD LATEST VERSION
https://mega.nz/#!YstVVThJ!7_LVkHutBHaC ... CbaO0lnz7U 03/08/2016

PREVIOUS VERSIONS
https://mega.co.nz/#!0htGlKZa!WJD5Po2FU ... rNS5YzfA8o 07/09/2015
https://mega.nz/#!l51XjD7A!ybENGf5xDtLQ ... 0Lo9w5kwxE 07/05/2015

PS. Feel free to take the project under your protection and development.
Last edited by MrAngel on Wed Mar 09, 2016 2:38 pm, edited 6 times in total.

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MrAngel
Posts: 7

Re: RV Mods - updated 07/09/2015

Post#2 » Thu Jul 09, 2015 1:57 pm

07/09/2015 - updates
  • RVMOD_3DPortrait has been recovered and included in the package
  • Project official site location has been changed to the: http://www.returnofreckoning.com/forum/ ... =11&t=4534
  • RVF_HelloWorld template now complies with RV Mod Manager standards
  • Version number should not disappear anymore in the RV Mod Manager window
PS. It seems Curse client is still working for Warhammer Online, and they allow to install addons through that application. This is how I recovered "3D Portrait".

User avatar
Fey
Posts: 769

Re: RV Mods - updated 07/09/2015

Post#3 » Thu Jul 09, 2015 3:10 pm

This looks like it could be gravy.
Fley - Zealot Domoarigobbo - Shaman
Squid - Squig Squit - B.O.
Black Toof Clan

sancra
Posts: 138

Re: RV Mods - updated 07/09/2015

Post#4 » Thu Jul 09, 2015 4:41 pm

Nice work man !
I'm a bit curious about the CPU fingerprint

User avatar
Glorian
Posts: 4976

Re: RV Mods - updated 07/09/2015

Post#5 » Thu Jul 09, 2015 5:39 pm

Will Check it out. Laser Range Finder for an engineer Formation Sounds to good to be true. :)

MrAngel
Posts: 7

Re: RV Mods - updated 07/09/2015

Post#6 » Thu Jul 09, 2015 6:14 pm

Glorian wrote:Will Check it out. Laser Range Finder for an engineer Formation Sounds to good to be true. :)
The range API does not get everything at the moment. Waiting here for the returnofreckoning developers to push map details to the clients - this is there API will start working as it should. Attack distances though should work as before, as long as these are based on your spells information.
sancra wrote:Nice work man !
I'm a bit curious about the CPU fingerprint
Thanks. "CPU fingerprint" - whats this ?:)

sancra
Posts: 138

Re: RV Mods - updated 07/09/2015

Post#7 » Fri Jul 10, 2015 1:07 pm

CPU consumption, in other words, the impact on CPU performances.

MrAngel
Posts: 7

Re: RV Mods - updated 07/09/2015

Post#8 » Sat Jul 11, 2015 12:41 pm

Ah - Got it. And good question.

While UI in the Warhammer is written in LUA, it's still slower than C++ of course. I remember my netbook five years ago I was running to code and test RV Mods, I believe it was something about 15 FPS on a heavily modded Warhammer. So a lot of effort was spent on optimization of course. Same time it's hard (for me) to make a performance test for a specific addon, as it relies on EA vanilla API - so all optimizations were done are based on a personal experience and a "feel".

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sancra
Posts: 138

Re: RV Mods - updated 07/09/2015

Post#9 » Sat Jul 11, 2015 2:00 pm

Yep, many thanks for you answers. You don't have to make performances tests, you've done enough =D
Warhammer API is a bit greedy with resources.
Once again, thanks for you work.

navis
Posts: 783

Re: RV Mods - updated 07/09/2015

Post#10 » Sat Jul 18, 2015 4:17 am

...just wow man, wow.

thank you for your contribution!!!
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