Author Topic: [WB] Warband Script Enhancer v2.7.1 (04/04/2012)  (Read 104019 times)

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Caba`drin

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Re: [WB] Warband Script Enhancer v2.5.1 (24/01/2012)
« Reply #1650 on: February 03, 2012, 10:45:24 PM »
He either uses a crack or has an infected executable.
Thought as much. Cheers for your time.



Specialist

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Re: [WB] Warband Script Enhancer v2.5.1 (24/01/2012)
« Reply #1651 on: February 03, 2012, 10:53:44 PM »
Also, a user is reporting that WSE 2.4.8 won't start on their 1.143 version of Warband, with the following logs:
Not sure what to suggest. WSE 2.5.1 or reinstall Warband?
He either uses a crack or has an infected executable. In the first case tell him to **** off, in the second tell him to get a good antivirus.

Also, I'll test the scene operations some more when I have time.

Lol. Yeah. Something like that happened to me in the past though. Right after I installed the fully authenticated Warband on my current PC it gave me that problem. Turns out that the installer f***ed up.

deama

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Re: [WB] Warband Script Enhancer v2.5.1 (24/01/2012)
« Reply #1652 on: February 04, 2012, 02:45:13 PM »
How do I use this to uncap skills/stats?

Barabas

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Re: [WB] Warband Script Enhancer v2.5.1 (24/01/2012)
« Reply #1653 on: February 06, 2012, 01:53:40 AM »
Hello, I got a question about changing the chat.

I'm intercepting the chat by using ... ah what I'll post all my code:

Code: [Select]
("wse_chat_message_received", [
(store_script_param, ":player_no", 1),
(store_script_param, ":chat_type", 2),

(try_begin),# changes chat colors for teamchat, not sure if it works 100%
(neg|multiplayer_is_dedicated_server),
(str_store_player_username, s1, ":player_no"),
(str_store_replace_underscores_with_spaces, s1, s1),
(str_store_string,s2,"@: "),
(str_store_string,s3,s0),
(str_store_join, s0,1, 3), #Joins <count> string registers starting from string register <start_string_register>, using [<delimiter>] (default = empty string) and stores them into <string_register>
(player_get_agent_id, ":agent", ":player_no"),
(try_begin),
(player_get_team_no, ":team", ":player_no"),
(eq, ":team", 2),  #spectator
(display_message, s0, 0xFFAAAAFF),
(else_try),
(eq, ":chat_type", 1), #teamchat
(try_begin),
(player_get_troop_id, ":troop", ":player_no"),
(this_or_next|eq, ":troop", "trp_chieftain_multiplayer"),
(this_or_next|eq, ":troop", "trp_earl_multiplayer"),
(this_or_next|eq, ":troop", "trp_duke_multiplayer"),
(this_or_next|eq, ":troop", "trp_gaelic_leader_multiplayer"),
(eq, ":troop", "trp_knyaz_multiplayer"),
(try_begin),
(ge, ":agent", 0),
(neg|agent_is_alive, ":agent"),
# (neg|player_is_active,":player_no"),
(display_message, s0, 0xFFBBBB55),
(else_try),
(display_message, s0, 0xFFFFFF88),
(try_end),
(else_try),
(try_begin),
(ge, ":agent", 0),
(neg|agent_is_alive, ":agent"),
# (neg|player_is_active,":player_no"),
(display_message, s0, 0xFF234BBB),
(else_try),
(display_message, s0, 0xFF467FFF),
(try_end),

# (display_message, s0, 0xFF00FFBE),
# (display_message, "@{s1} says: '{s0}' ", 0xFF0591C1),
(try_end),
(else_try),
(try_begin),
(ge, ":agent", 0),
(neg|agent_is_alive, ":agent"),
# (neg|player_is_active,":player_no"),
(display_message, s0, 0xFFBBBBBB),
(else_try),
(display_message, s0, 0xFFFFFFFF),
(try_end),
(try_end),
(set_trigger_result, 1),
(try_end),
]),

It all works nicely, but I was wondering if it could be done in another way. There is one small problem, if someone types '^^' it treats it as a line-break while Id rather just have ^^ displayed. Can I fix this?

Noobke

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Re: [WB] Warband Script Enhancer v2.5.1 (24/01/2012)
« Reply #1654 on: February 06, 2012, 11:09:22 AM »
v2.5.1
- Improved Steam injection
- Fixed crash in wse_chat_message_received
Not sure whether it will help or not, but people who are having "Failed to inject library into remote process" errors with Steam should try this version.

Now I'm getting the error:
Failed to inject library into remote process.
check wse_crash_log.txt for more information.
if you are running antivirus or security suite , try temporarily disabling it.

Again no wse_crash_log.txt is created, the wse_loader_log.txt is empty, I tried disabling my antivirus but that didn't change anything.
But it now does start up the launcher, it didn't do that before.
Thanks for attempting to get this fixed, I really appreciate it, it would be great if this problem would eventually be solved.

*Edited*
Also I tried downloading the non-steam version, but when I try to start up WSE it gives me the exact same error, or am I doing something wrong?
I'm not sure how I'm suppose to get the non-steam version working with WSE (running windows xp sp3).
« Last Edit: February 06, 2012, 03:37:47 PM by Noobke »

Caba`drin

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Re: [WB] Warband Script Enhancer v2.5.1 (24/01/2012)
« Reply #1655 on: February 07, 2012, 07:33:27 PM »
Question about troop_has_flag function. (Disclaimer: the following is pushing my knowledge of bit-wise stuff like troop flags, so apologies if my ignorance is blatantly obvious and what follows ends up not making sense.)

From what I can tell, the troop flag 'number' (forgive my lack of proper programming-speak knowledge) has unused bits that one might use to add new flags (say, if one wanted to guarantee weapons by type)
(click to show/hide)
This should leave the 4th digit completely unused (0x000#0000) and some of the values of the first and second digits unused, etc.

So, I defined some new flags that used this 4th digit (1,2,4,8) and ran a test using troop_has_flag. Adding the new flags did not cause any problems with the pre-defined troop flags and troop_has_flag...but, troop_has_flag could not detect the newly added flags.

Might you rework how troop_has_flag operates to allow for non-native flags to be checked (and would you be interested in doing so)?

I'd rather not need to store the flag value to a troop-slot via Python at compile time and check using the val_and operation (I'm trying to eliminate the on-compile time Python with the WSE operations), but I'd understand if such an extension doesn't make sense to you (or isn't possible)...just didn't see the harm in asking.
« Last Edit: February 07, 2012, 07:42:42 PM by Caba`drin »



cmpxchg8b

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Re: [WB] Warband Script Enhancer v2.5.1 (24/01/2012)
« Reply #1656 on: February 07, 2012, 07:43:10 PM »
troop_has_flag doesn't do any validation, so either the game is using those flags internally or something went wrong along the way.
Warband Script Enhancer v2.7.1 - additional operations, game scripts and triggers for Warband modders

Caba`drin

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Re: [WB] Warband Script Enhancer v2.5.1 (24/01/2012)
« Reply #1657 on: February 07, 2012, 07:44:58 PM »
troop_has_flag doesn't do any validation, so either the game is using those flags internally or something went wrong along the way.
Ah, gotcha. Made the wrong assumption when I didn't break anything but it didn't work as intended then. Thanks.



Swyter

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Re: [WB] Warband Script Enhancer v2.5.1 (24/01/2012)
« Reply #1658 on: February 08, 2012, 11:50:33 PM »
Just a quick question about sth I originally thought for my Iron Launcher back in 2010:

Won't you be able to locate a buffer overflow... let's say, in some of the parameters of the module.ini file...
Then pass a hand-crafted, long string containing some easy injection code a la metasploit, and later letting the DLL to patch it up in a separate thread?.

I'm pretty sure that the game doesn't makes any kind of validation.
The launcher's pretty cumbersome. I know that, at least technically, is possible.


Of course it could only work on a single build.But hey, the code doesn't changes that much.
Adjust some offsets every rev. And let the players load everything up seamlessly without annoyances.

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Re: [WB] Warband Script Enhancer v2.5.1 (24/01/2012)
« Reply #1659 on: February 09, 2012, 12:16:08 AM »
Some WSE features require that code is patched before global constructors are called, so no, I'd rather not do anything like that.
Besides, the game doesn't overflow while reading module.ini, it just discards everything that doesn't fit in the buffer.
Warband Script Enhancer v2.7.1 - additional operations, game scripts and triggers for Warband modders

Slawomir of Aaarrghh

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Re: [WB] Warband Script Enhancer v2.5.1 (24/01/2012)
« Reply #1660 on: February 11, 2012, 09:29:49 AM »
One person reported such error:
(click to show/hide)

It's a non-steam (TaleWorlds) version. No antivirus, no firewall, LOG files empty...
« Last Edit: February 11, 2012, 09:53:15 AM by Slawomir of Aaarrghh »

Airith

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Re: [WB] Warband Script Enhancer v2.5.1 (24/01/2012)
« Reply #1661 on: February 11, 2012, 11:22:23 PM »
"Failed to wait for remote load library thread to exit."

Trying to start a cRPG server and this came up in wse_loader_log.txt, any ideas? I'm running 2 servers, each with their own WSELoaderServer.exe under Ubuntu. It was working before.
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MadocComadrin

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Re: [WB] Warband Script Enhancer v2.5.1 (24/01/2012)
« Reply #1662 on: February 12, 2012, 07:04:55 AM »
Not as much of a feature request but a little investigative measure: the Warband Dedicated Server has three threads. I'd very much like to know what they are. My current assumption is 1 main thread, 1 for establishing connections, and 1 for transmitting data on those connections.

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Re: [WB] Warband Script Enhancer v2.5.1 (24/01/2012)
« Reply #1663 on: February 12, 2012, 10:21:44 AM »
"Failed to wait for remote load library thread to exit."

Trying to start a cRPG server and this came up in wse_loader_log.txt, any ideas? I'm running 2 servers, each with their own WSELoaderServer.exe under Ubuntu. It was working before.

Appears to have started working. Created a separate account and gave it its own directory.
And our time is flyin,' see the candle burnin' low
Is the new world rising, from the shambles of the old
~The Rover - Led Zeppelin

cmpxchg8b

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Re: [WB] Warband Script Enhancer v2.5.1 (24/01/2012)
« Reply #1664 on: February 12, 2012, 12:06:40 PM »
Not as much of a feature request but a little investigative measure: the Warband Dedicated Server has three threads. I'd very much like to know what they are. My current assumption is 1 main thread, 1 for establishing connections, and 1 for transmitting data on those connections.
Main thread (game logic), network thread (player connections) and announcement thread (communication with TW master server - pings and sends bans and active players).
Warband Script Enhancer v2.7.1 - additional operations, game scripts and triggers for Warband modders