itp_offset_flip = 0x8000000000000 # flips melee weapon model 180° on y-axis
itp_offset_flip = 0x8000000000000 # flips melee weapon model 180 degrees
So you adjusted the process .py files to work with Python 3? (Or you re-wrote a different compiler?) Might be some that would find those useful if you were up for sharing.cmpxchg8b said:Ah, I didn't notice that because I use Python 3 and it works there. I'll change it.
[
(ti_on_init_missile,
(set_position_delta, 0, 0, 0),(particle_system_add_new, "psys_arrow_fire"),(particle_system_add_new, "psys_arrow_smoke"),(particle_system_add_new, "psys_arrow_fire_sparks"),(set_current_color,150, 130, 70),(add_point_light, 10, 30),),
(ti_on_init_item,
(set_position_delta, 0, 0, 0),(particle_system_add_new, "psys_arrow_fire"),(particle_system_add_new, "psys_arrow_smoke"),(particle_system_add_new, "psys_arrow_fire_sparks"),(set_current_color,150, 130, 70),(add_point_light, 10, 30),),
]
],
cmpxchg8b y compañia.
Alguno de ustedes puede revisar el codigo, a ver si tiene algun problema?
Aunque solo séa, a simple vista!
El codigo compila, en perfectas condiciones, a sido Swyter, que me a ayudado a completarlo.
El unico fallo detectado por mi, es que no puedo acceder, al inventario.
(con las flechas equipadas en mi personaje.)
Ademas, al entrar en una ciudad, tiene algo de retardo.
Alguna idea, de porque ocurre esto?
PD. las particulas son editadas, por mi, ni caso vale!
Gracias Chicos!!
Was sick of waiting 2+ minutes when compiling cRPG, so i rewrote the compiler in C++ using the Python 3 C API and compile time dropped to 2 seconds. Thought about releasing it, but it's quite rough and I don't have time to do tech support.Caba`drin said:So you adjusted the process .py files to work with Python 3? (Or you re-wrote a different compiler?) Might be some that would find those useful if you were up for sharing.cmpxchg8b said:Ah, I didn't notice that because I use Python 3 and it works there. I'll change it.
Don't see anything wrong in that snippet of code, the problem must lie elsewhere.El Guanche said:cmpxchg8b and company.
Some of you may review the code and see if you have a problem?
[(ti_on_init_missile, [
(set_position_delta, 0, 0, 0), #change this to move the particle system's local position
(particle_system_add_new, "psys_torch_fire"),
(particle_system_add_new, "psys_torch_smoke"),
(set_current_color,150, 130, 70),
(add_point_light, 10, 30),
]),
(ti_on_init_item, [
(set_position_delta, 0, 0, 0), #change this to move the particle system's local position
(particle_system_add_new, "psys_torch_fire"),
(particle_system_add_new, "psys_torch_smoke"),
(set_current_color,150, 130, 70),
(add_point_light, 10, 30),
])]],
yes.cmpxchg8b said:It works for me.
Can you paste the contents of wse_crash_log.txt (it should be in the same directory where you put the WSE files)?
[18:52:28] WSE v2.3.1 by cmpxchg8b (Build date: Oct 18 2011 15:54:03)
[18:52:28] WSE path: C:\Program Files\Mount&Blade Warband\
[18:52:28] WSE netcode version: 4
[18:52:28] Warband version: vanilla
[18:53:18] WARNING: Unable to map WSE script code: wse_chat_message_received
[18:53:18] WARNING: Unable to map WSE script code: wse_console_command_received
[18:53:18] WARNING: Unable to map WSE script code: wse_game_saved
[18:53:18] WARNING: Unable to map WSE script code: wse_multiplayer_message_received
[18:53:18] WARNING: Unable to map WSE script code: wse_get_agent_scale
[18:53:18] WARNING: Unable to map WSE script code: wse_window_opened