Cmp, you said you'd reveal details about WSE2 when you made some more progress...
Starting new log file.
Version: 1.143
-- OS: Microsoft Windows 7 Service Pack 1 (build 7601), 64-bit
-- RAM: Available physical RAM: 559MB/1771MB
-- CPU: AMD E-350 Processor (AuthenticAMD)
- L1 cache size: 32K
- L2 cache size: 512K
- CPU Features: FPU MMX SSE SSE2 SSE3 HTT MmxExt
- Number of CPUs: 2 ( Speed: ~1596MHz / ~1596MHz )
-- GPU:
- D3D9 Adapter: 0 / Driver: aticfx32.dll / Description: AMD Radeon HD 6310 Graphics
- Texture Memory: 874 ( Available Texture Memory: 864 )
Processing Ini File {
Module_name = Calradia
Num Hints = 12
Setting Map Min X = -180.000000
Setting Map Max X = 180.000000
Setting Map Min Y = -145.000000
Setting Map Max Y = 145.000000
Setting Time Multiplier = 0.250000
Setting Seeing Range Multiplier = 6.500000
Setting Track Spotting Multiplier = 0.800000
Setting player_wounded_treshold = 5.000000
Setting hero_wounded_treshold = 15.000000
Setting Skill Prisoner Management Bonus = 5
Setting Skill Leadership Bonus = 3
Setting Base Companion Limit = 20
Setting player_xp_multiplier = 2.000000
Setting hero_xp_multiplier = 2.000000
Setting regulars_xp_multiplier = 3.000000
Setting damage_interrupt_attack_treshold = 3.000000
Setting damage_interrupt_attack_treshold_mp = 3.000000
Setting armor_soak_factor_against_cut = 0.800000
Setting armor_soak_factor_against_pierce = 0.650000
Setting armor_soak_factor_against_blunt = 0.500000
Setting armor_reduction_factor_against_cut = 1.000000
Setting armor_reduction_factor_against_pierce = 0.500000
Setting armor_reduction_factor_against_blunt = 0.750000
Setting horse_charge_damage_multiplier = 1.000000
Setting couched_lance_damage_multiplier = 0.650000
Setting fall_damage_multiplier = 1.000000
Setting shield_penetration_offset = 30.000000
Setting shield_penetration_factor = 3.000000
Setting missile_damage_speed_power = 1.900000
Setting melee_damage_speed_power = 2.000000
Setting multiplayer_walk_enabled = 0
Setting mission_object_prune_time = 180
Scan Module Textures = 1
Scan Module Sounds = 0
Loading Resource test
Loading Resource textures_face_gen
Loading Resource shaders
Loading Resource textures
Loading Resource materials
Loading Resource materials_face_gen
Loading Resource uimeshes
Loading Resource meshes_face_gen
Loading Resource helpers
Loading Resource map_tree_meshes
Loading Resource map_icon_meshes
Loading Resource particle_meshes
Loading Resource skeletons
Loading Resource tree_meshes
Loading Resource xtree_meshes
Loading Resource grass_meshes
Loading Resource plant_meshes
Loading Resource body_meshes
Loading Resource object_meshes
Loading Resource object_bodies
Loading Resource goods_meshes
Loading Resource item_meshes1
Loading Resource horse_a
Loading Resource arabian_horses
Loading Resource arabian_castle
Loading Resource food
Loading Resource beards
Loading Resource armors_b
Loading Resource armors_c
Loading Resource armors_d
Loading Resource armors_e
Loading Resource armors_f
Loading Resource armors_g
Loading Resource armors_h
Loading Resource armors_i
Loading Resource boots_b
Loading Resource boots_c
Loading Resource helmets
Loading Resource helmets_b
Loading Resource village_houses
Loading Resource village_houses_a
Loading Resource village_houses_b
Loading Resource hair
Loading Resource deneme
Loading Resource interiors_a
Loading Resource interiors_b
Loading Resource interiors_c
Loading Resource arena
Loading Resource map_icons_b
Loading Resource castle_a
Loading Resource dungeon
Loading Resource stone_houses
Loading Resource snowy_houses
Loading Resource snowy_castle
Loading Resource helmets_d
Loading Resource helmets_e
Loading Resource helmets_f
Loading Resource castle_b
Loading Resource square_keep
Loading Resource anim_b
Loading Resource shields
Loading Resource shields_b
Loading Resource weapon_meshes_c
Loading Resource xtree_meshes_b
Loading Resource map_icons_c
Loading Resource pictures
Loading Resource user_interface_b
Loading Resource user_interface_c
Loading Resource scene_encounter_spot
Loading Resource interior_thirsty_lion
Loading Resource scene_small_tavern
Loading Resource weapon_meshes1
Loading Resource weapon_meshes_b
Loading Resource houses1
Loading Resource wall_meshes1
Loading Resource town_houses
Loading Resource doors
Loading Resource churches
Loading Resource town_houses_b
Loading Resource castle_c
Loading Resource castle_d
Loading Resource castle_e
Loading Resource castle_f
Loading Resource castle_g
Loading Resource castle_h
Loading Resource castle_i
Loading Resource gatehouse
Loading Resource viking_houses
Loading Resource fake_houses
Loading Resource town_houses_c
Loading Resource banners
Loading Resource map_flags
Loading Resource map_flags_b
Loading Resource map_flags_c
Loading Resource map_flags_d
Loading Resource particles_2
Loading Resource prisons
Loading Resource prisons_b
Loading Resource interiors_d
Loading Resource costumes_b
Loading Resource costumes_c
Loading Resource arena_costumes
Loading Resource boots_a
Loading Resource terrain_borders
Loading Resource terrain_borders_b
Loading Resource skyboxes
Loading Resource object_b
Loading Resource tree_e_meshes
Loading Resource destroy
Loading Resource xtree_meshes_c
Loading Resource grass_meshes_b
Loading Resource interiors_steppe
Loading Resource grooming_horse
Loading Resource town_houses_d
Loading Resource horses_b
Loading Resource ani_horse_mounted
Loading Resource deneme2
Loading Resource horse_skeleton
Loading Resource steppe_fake_houses
Loading Resource weapon_meshes_d
Loading Resource tableau_shields
Loading Resource heraldic_armors
Loading Resource spear
Loading Resource weapons_e
Loading Resource weapons_f
Loading Resource instruments
Loading Resource sarranid_armors
Loading Resource custom_banner
Loading Resource simple_primitives
Loading Resource ani_man_walk
Loading Resource ani_twohanded
Loading Resource ani_onehanded
Loading Resource ani_death
Loading Resource ani_stand_guardsman
Loading Resource ani_human_mounted
Loading Resource ani_lady_stand
Loading Resource ani_poses
Loading Resource ani_stand_shopkeeper
Loading Resource ani_man_cheer
Loading Resource ani_stand_onhorse
Loading Resource ani_throw_stone
Loading Resource ani_strikes
Loading Resource ani_equip_arms
Loading Resource ani_run_p
Loading Resource ani_run_forward_left_right
Loading Resource uni_strikes3
Loading Resource ani_walk_sideways
Loading Resource ani_run_sideways
Loading Resource ani_stand
Loading Resource ani_crouch_down
Loading Resource ani_low_walk
Loading Resource ani_turn_man
Loading Resource ani_attacks_single
Loading Resource ani_lancer
Loading Resource ani_attacks
Loading Resource ani_kicks
Loading Resource ani_parry_attack
Loading Resource ani_walk_backward
Loading Resource ani_run_lookingsides
Loading Resource ani_defends
Loading Resource ani_walk_lookingsides
Loading Resource ani_jump
Loading Resource ani_wedding
Loading Resource arabian_props
Loading Resource uni_jump
Loading Resource uni_stances
Loading Resource uni_equip
Loading Resource uni_strike
Loading Resource uni_throws
Loading Resource uni_fistswing
Loading Resource uni_lord_stand
Loading Resource uni_defence
Loading Resource uni_sideways
Loading Resource dart
Loading Resource armors_new_a
Loading Resource armors_new_b
Loading Resource armors_new_heraldic
Loading Resource armors_new_arena
Loading Resource crossbows
Loading Resource arabian_armors
Loading Resource rock
Loading Resource costumes_d
Loading Resource nordic_helmets
Loading Resource sarranid_helmets
Loading Resource sarranid_armor
Loading Resource raw_materials
Loading Resource khergit_lady_dress
Loading Resource vaegir_helmets
Loading Resource gauntlets_new
Loading Resource sarranid_lady_dress
Loading Resource sarranid_boots
Loading Resource bride_dress
Loading Resource full_plate_armor
Loading Resource weapon_meshes_e
Loading Resource fur_armors_a
Loading Resource ui_server_filter
Loading Resource warhorse_new
Loading Resource ship
Loading Resource arabian_houses
Loading Resource object_c
Loading Resource tree_f
Loading Resource interiors_arabian
Loading Resource arabian_village
Loading Resource valleyProps
Loading Resource workshops
Loading Resource barrier_primitives
Loading Resource town_houses_e
} //Processing Ini File Finished
Loading Music...
Loading Textures...
Finished Loading Textures...
L8 Format is unsupported
WARNING: UNABLE TO MAP GAME PRESENTATION CODE: prsnt_game_start
WARNING: UNABLE TO MAP GAME PRESENTATION CODE: prsnt_game_escape
WARNING: UNABLE TO MAP GAME SCRIPT CODE: game_check_party_sees_party
WARNING: UNABLE TO MAP GAME SCRIPT CODE: game_get_party_speed_multiplier
Loading Module...
Loading item kinds...
Loading dialogs...
Loading mission templates...
Loading party templates...
loading time: 163894
Finished All...
Error: Unable to load mount_and_blade_title_screen.ogg : 1
Loading tracks
load_map_data complete.
Init_map complete.
init_meta_mission complete.
map mesh built.
get_ideal_sun_color.
get_ideal_fog_color.
623 parties added.
launch complete.
Unrecognized opcode 3200.; LINE NO: 3:
At Script [574] coop_get_battle_state. At Script [574] coop_get_battle_state. Unrecognized opcode 3202.; LINE NO: 4:
At Script [574] coop_get_battle_state. At Script [574] coop_get_battle_state. At Script [574] coop_get_battle_state. Unrecognized opcode 3211.; LINE NO: 7:
At Script [574] coop_get_battle_state. At Script [574] coop_get_battle_state. At Script [574] coop_get_battle_state. At Script [574] coop_get_battle_state. Unrecognized opcode 3201.; LINE NO: 16:
At Script [574] coop_get_battle_state. At Script [574] coop_get_battle_state. At Script [574] coop_get_battle_state. At Script [574] coop_get_battle_state. At Menu [1] menu_bandit_lair Menu Item [208] mno_coop_setup Conditions.
Saving Game... Creating new savegame file... Saving header... Saving game state... Closing new save game file... Starting checksum control... Performing checksum control... Savegame checksum control succeeded...
Backing up old file name... Removing old backup file. Renaming old savegame to backup file. Renaming new savegame file. Savegame succeded...
Saving Game... Creating new savegame file... Saving header... Saving game state... Closing new save game file... Starting checksum control... Performing checksum control... Savegame checksum control succeeded...
Backing up old file name... Removing old backup file. Renaming old savegame to backup file. Renaming new savegame file. Savegame succeded...
Frame# : 4707
Saving options... OK!
Exiting network manager... OK!
Deleting resources... OK!
Exiting physics manager... OK!
num rt_material : <c: r 4 > / <c: y 4 >
Render Target Format Usages:
A8 : 4 ( 1 1 1 1 )
Dumping resource usage information:
#Full textures: 13
#RT textures: 4
#RT materials: 4
#RT Memory usage: 1024
Exiting graphics manager... OK!
Current Config {
first_time : 0
texture_detail : 70
render_buffer_size : 15
max_framerate : 120
start_windowed : 0
use_pixel_shaders : 1
use_vertex_shaders : 0
fake_reflections : 1
show_framerate : 0
use_ondemand_textures : 1
use_ondemand_textures_mt : 0
disable_music : 0
disable_sound : 0
disable_frequency_variation : 0
cheat_mode : 1
enable_blood : 1
enable_edit_mode : 0
force_single_threading : 0
debug_mode : 0
display_width : 1366
display_height : 768
display_bits : 16
antialiasing : 0
sample_quality : 0
alpha2coverage : 0
force_vsync : 0
shadowmap_quality : 0
shader_quality : 1
postfx_dof : 0
postfx_hdr : 1
postfx_autoexp : 0
flora_degrade_distance : 100.000000
flora_lod_detail : 1
use_instancing : 0
use_secure_connection : 0
max_number_of_connections : 16
look_for_server_on_this_machine : 0
music_volume : 0.400000
sound_volume : 1.000000
mouse_sensitivity : 0.500000
invert_mouse : 0
enable_lighting : 1
enable_particles : 1
enable_blood : 1
enable_character_shadows : 1
enable_accurate_shadows : 1
number_of_corpses : 3
grass_density : 50
combat_speed : 2
friend_combat_difficulty : 0
adapter_format : 0
reduce_combat_ai : 2
reduce_campaign_ai : 2
combat_difficulty : 0
display_labels : 1
display_targeting_reticule : 1
display_attack_direction : 0
turn_camera_with_horse_in_first_person : 2
verbose_damage : 1
verbose_shot_difficulty : 1
battle_size : 0.342200
attack_direction_control : 2
defend_direction_control : 0
lance_control : 0
anisotropic_filtering : 1
enable_environment_shadows : 1
verbose_casualties : 1
verbose_experience : 1
realistic_shadows_on_plants : 0
number_of_ragdolls : 3
gamma : 2.200000
character_detail : 0.000000
character_shadow_detail : 0.000000
control_mouse_movement_y_scale : 1.500000
blood_stains : 1
use_winmm_audio : 0
auto_gfx_quality : 2
}
Closing log file...
[03:09:37] WSE v2.7.0 by cmpxchg8b (Build date: Apr 3 2012 23:59:28)
[03:09:37] WSE path: C:\Program Files (x86)\Mount&Blade Warband\Modules\Battle_Time\WSE\
[03:09:37] WSE netcode version: 6
[03:09:37] Warband version: vanilla
[03:12:38] WARNING: Unable to map WSE script code: wse_chat_message_received
[03:12:38] WARNING: Unable to map WSE script code: wse_console_command_received
[03:12:38] WARNING: Unable to map WSE script code: wse_game_saved
[03:12:38] WARNING: Unable to map WSE script code: wse_multiplayer_message_received
[03:12:38] WARNING: Unable to map WSE script code: wse_get_agent_scale
[03:12:38] WARNING: Unable to map WSE script code: wse_window_opened
(3, ##CABA - while testing 2.52 in WSE, was getting itermittent script errors for invalid party IDs in this trigger...though try_for_parties should include a party_is_active check. So I dunno what's up
[
(try_for_parties, ":party_no"),
(party_get_template_id, ":template_id", ":party_no"),
##Floris MTT begin
(this_or_next|is_between, ":template_id", "pt_looters", "pt_looters_r"),
(this_or_next|is_between, ":template_id", "pt_looters_r", "pt_looters_e"),
(this_or_next|is_between, ":template_id", "pt_looters_e", "pt_deserters"),
(eq, ":template_id", "pt_deserters"),
##Floris MTT end
(try_for_parties, ":party_no_2"),
(neq, ":party_no_2", ":party_no"),
(party_get_template_id, ":template_id_2", ":party_no_2"),
(eq, ":template_id_2", ":template_id"),
(party_get_battle_opponent, ":opponent", ":party_no_2"),
(lt, ":opponent", 0),
(party_get_attached_to, ":attached_to",":party_no_2"),
(lt, ":attached_to", 0),
(party_stack_get_troop_id, ":leader_2", ":party_no_2", 0),
(neg|troop_is_hero, ":leader_2"),
(party_get_num_companions, ":party_size", ":party_no"), ##ERROR LINE
(party_get_num_companions, ":party_size_2", ":party_no_2"),
(store_add, ":party_total_size", ":party_size", ":party_size_2"),
(store_character_level, ":player_level", "trp_player"),
(val_mul, ":player_level", 3),
(val_div, ":player_level", 2),
(store_add, ":party_size_limit", ":player_level", 20),
(try_begin),
(party_stack_get_troop_id, ":leader", ":party_no", 0), ##ERROR LINE
(troop_is_hero, ":leader"),
(val_mul, ":party_size_limit", 2),
(try_end),
(le, ":party_total_size", ":party_size_limit"),
(store_distance_to_party_from_party, ":dist", ":party_no", ":party_no_2"),
(le, ":dist", 4),
(call_script, "script_party_add_party", ":party_no", ":party_no_2"),
(party_detach, ":party_no_2"),
(remove_party, ":party_no_2"),
(try_end),
(try_end),
]),
cmpxchg8b said:What WSE version are you using? There was a bug in try_for_parties that resulted in invalid party ids, but I thought I fixed that.
My understanding has always been that try_for_parties only returns valid party IDs, just like try_for_agents only returns valid agent IDs.MadVader said:Wait, how do you know that try_for_parties includes party_is_active? Is this a WSE feature?
(sorry for barging in like that)
LazySamurai, eh? Lazy indeed with your answer on this very page...TheLazySamurai said:Hey I was wondering if there will be an update to match for Warband's 1.152?
I don't understand either. I'll add some debug lines.cmpxchg8b said:Yes, you are correct about it returning only valid party ids. Also, that bug I mentioned is already fixed in 2.6.2.
I don't understand something: :party_no is obviously valid, because else it would fail at party_get_template_id. How can it be not valid in the second loop? The only way is if the value in :party_no changed (which is a massive wtf). Can you add some checks and see if that is the case?
Caba`drin said:LazySamurai, eh? Lazy indeed with your answer on this very page...TheLazySamurai said:Hey I was wondering if there will be an update to match for Warband's 1.152?
Vincenzo said:I doubt a lot will change... Current build:
http://dl.dropbox.com/u/11240073/mb_warband_test.zip