Bug Reports and known issues v2.4

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BlackRainZ said:
I was able to get out of the bank screen by pressing lots of keys and eventually it knocked me out, which is weird.

What buttons did you press exactly? Just random ones all over the keyboard, or tab and escape and that stuff?
 
idk about anybody else but when the button for the bank didn't work I was always able to hit Esc and it would take me back to the camp menu. Alternate key-bindings might have something to do with other keys not working. Also look back at the first few pages of this thread Caba(I believe) posted a quick txt tweak to fix it.
 
To "no loot" bug:

On desert and snow terrain is player party strength always 0, and then no renown and no loot.

There is repaired version of party_calculate_strength in module_scripts.py

#script_party_calculate_strength:
# INPUT: arg1 = party_id, arg2 = exclude leader
# OUTPUT: reg0 = strength

("party_calculate_strength",
[
(store_script_param_1, ":party"), #Party_id
(store_script_param_2, ":exclude_leader"), #Party_id

(assign, reg0,0),
(party_get_num_companion_stacks, ":num_stacks", ":party"),
(assign, ":first_stack", 0),
#TEMPERED ADDED FOR ENTRENCHMENT BONUS
(assign,":entrench",0),
(try_begin),
(eq,":party","p_main_party"),
(party_get_slot,":entrench","p_main_party",slot_party_entrenched),
(try_end),
#TEMPERED CHANGES END
(try_begin),
(neq, ":exclude_leader", 0),
(assign, ":first_stack", 1),
(try_end),
(assign, reg0,0),
(try_for_range, ":i_stack", ":first_stack", ":num_stacks"),
(party_stack_get_troop_id, ":stack_troop",":party", ":i_stack"),
(store_character_level, ":stack_strength", ":stack_troop"),
#TEMPERED#  ADDED BONUS FOR HEROES, BONUSES ARE FOR MORE REALISTIC AUTOCALC BATTLE RESULTS
(try_begin),
(troop_is_hero, ":stack_troop"),
(val_add, ":stack_strength", 2),
(try_end),
#TEMPERED#  ADD BONUS FOR MOUNTED TROOPS
(try_begin),
(troop_is_mounted, ":stack_troop"),
(val_add, ":stack_strength", 5),
(try_end),
#TEMPERED#    ADD BONUS FOR HIGH LEVEL TROOPS
(store_div,":strength_bonus",":stack_strength",4),
(val_add, ":stack_strength",":strength_bonus"),
#TEMPERED    ADDED BONUS FOR ENTRENCHMENT
(try_begin),
(eq,":entrench",1),
(val_add,":stack_strength",2),
(try_end),
#TEMPERED#    BONUSES END
(val_add, ":stack_strength", 4), #new was 12 (patch 1.125)
(val_mul, ":stack_strength", ":stack_strength"),
(val_mul, ":stack_strength", 2), #new (patch 1.125)
(val_div, ":stack_strength", 100),
(val_max, ":stack_strength", 1), #new (patch 1.125)
##AotE terrain advantages
(party_get_current_terrain, ":terrain_type", ":party"),
(try_begin),
(eq, ":terrain_type", rt_steppe),
(troop_is_guarantee_horse, ":stack_troop"),
(val_mul, ":stack_strength", 150),
(else_try),
(eq, ":terrain_type", rt_plain),
(troop_is_guarantee_horse, ":stack_troop"),
(val_mul, ":stack_strength", 110),
(else_try),
(eq, ":terrain_type", rt_snow),
#        (try_for_range,":items","itm_zrak_wildman_chest","itm_zrak_berserker_chest"),
#          (troop_has_item_equipped,":stack_troop",":items"),
#          (val_mul, ":stack_strength", 1.4),
#        (try_end),
#        (try_for_range,":items","itm_vaegir_woodcutter_coat","itm_vaegir_woodcutter_helmet"),
#          (troop_has_item_equipped,":stack_troop",":items"),
#          (val_mul, ":stack_strength", 1.5),
#        (try_end),
(val_mul, ":stack_strength", 95),
(else_try),
(eq, ":terrain_type", rt_desert),
#        (try_for_range,":items","itm_kabiel_villager_chest","itm_kabiel_villager_helmet"),
#          (troop_is_guarantee_horse, ":stack_troop"),
#          (troop_has_item_equipped,":stack_troop",":items"),
#          (val_mul, ":stack_strength", 1.8 ),
#        (else_try),
#          (troop_is_guarantee_horse, ":stack_troop"),
#          (val_mul, ":stack_strength", 1.4),
#        (try_end),
(val_mul, ":stack_strength", 95),
(else_try),
(eq, ":terrain_type", rt_steppe_forest),
(troop_is_guarantee_horse, ":stack_troop"),
(val_mul, ":stack_strength", 120),
(else_try),
(eq, ":terrain_type", rt_forest),
(neg|troop_is_guarantee_horse, ":stack_troop"),
(neg|troop_is_guarantee_ranged, ":stack_troop"),
(val_mul, ":stack_strength", 120),
(else_try),
(eq, ":terrain_type", rt_snow_forest),
#        (try_for_range,":items","itm_zrak_wildman_chest","itm_zrak_berserker_chest"),
#          (troop_has_item_equipped,":stack_troop",":items"),
#          (val_mul, ":stack_strength", 1.2),
#        (try_end),
#        (try_for_range,":items","itm_vaegir_woodcutter_coat","itm_vaegir_woodcutter_helmet"),
#          (troop_has_item_equipped,":stack_troop",":items"),
#          (val_mul, ":stack_strength", 1.2),
#        (try_end),
(neg|troop_is_guarantee_horse, ":stack_troop"),
(neg|troop_is_guarantee_ranged, ":stack_troop"),
(val_mul, ":stack_strength", 120),
(else_try),
(val_mul, ":stack_strength", 100),
(try_end),
##AotE terrain advantages
(val_div, ":stack_strength", 100),
(try_begin),
(neg|troop_is_hero, ":stack_troop"),
(party_stack_get_size, ":stack_size",":party",":i_stack"),
(party_stack_get_num_wounded, ":num_wounded",":party",":i_stack"),
(val_sub, ":stack_size", ":num_wounded"),
(val_mul, ":stack_strength", ":stack_size"),
(else_try),
(troop_is_wounded, ":stack_troop"), #hero & wounded
(assign, ":stack_strength", 0),
(try_end),
(val_add, reg0, ":stack_strength"),
(try_end),
(party_set_slot, ":party", slot_party_cached_strength, reg0),
]),

  and txt version in scripts.txt

party_calculate_strength -1
83 21 1 1224979098644774912 22 1 1224979098644774913 2133 2 72057594037927936 0 1650 2 1224979098644774914 1224979098644774912 2133 2 1224979098644774915 0 2133 2 1224979098644774916 0 4 0 31 2 1224979098644774912 648518346341351424 521 3 1224979098644774916 648518346341351424 120 3 0 4 0 2147483679 2 1224979098644774913 0 2133 2 1224979098644774915 1 3 0 2133 2 72057594037927936 0 6 3 1224979098644774917 1224979098644774915 1224979098644774914 1652 3 1224979098644774918 1224979098644774912 1224979098644774917 2171 2 1224979098644774919 1224979098644774918 4 0 1507 1 1224979098644774918 2105 2 1224979098644774919 2 3 0 4 0 152 1 1224979098644774918 2105 2 1224979098644774919 5 3 0 2123 3 1224979098644774920 1224979098644774919 4 2105 2 1224979098644774919 1224979098644774920 4 0 31 2 1224979098644774916 1 2105 2 1224979098644774919 2 3 0 2105 2 1224979098644774919 4 2107 2 1224979098644774919 1224979098644774919 2107 2 1224979098644774919 2 2108 2 1224979098644774919 100 2111 2 1224979098644774919 1 1608 2 1224979098644774921 1224979098644774912 4 0 31 2 1224979098644774921 2 154 1 1224979098644774918 2107 2 1224979098644774919 150 5 0 31 2 1224979098644774921 3 154 1 1224979098644774918 2107 2 1224979098644774919 110 5 0 31 2 1224979098644774921 4 2107 2 1224979098644774919 95 5 0 31 2 1224979098644774921 5 2107 2 1224979098644774919 95 5 0 31 2 1224979098644774921 10 154 1 1224979098644774918 2107 2 1224979098644774919 120 5 0 31 2 1224979098644774921 11 2147483802 1 1224979098644774918 2147483801 1 1224979098644774918 2107 2 1224979098644774919 120 5 0 31 2 1224979098644774921 12 2147483802 1 1224979098644774918 2147483801 1 1224979098644774918 2107 2 1224979098644774919 120 5 0 2107 2 1224979098644774919 100 3 0 2108 2 1224979098644774919 100 4 0 2147485155 1 1224979098644774918 1653 3 1224979098644774922 1224979098644774912 1224979098644774917 1654 3 1224979098644774923 1224979098644774912 1224979098644774917 2106 2 1224979098644774922 1224979098644774923 2107 2 1224979098644774919 1224979098644774922 5 0 1508 1 1224979098644774918 2133 2 1224979098644774919 0 3 0 2105 2 72057594037927936 1224979098644774919 3 0 501 3 1224979098644774912 56 72057594037927936

 
 
vhan said:
To "no loot" bug:
On desert and snow terrain is player party strength always 0, and then no renown and no loot.
Thanks for looking into this, vhan, I hadn't had the opportunity to do so yet. (Busy week this past week...and more busy weeks ahead for me.) I'm pointing monnikje here as he added the climate/terrain-based advantage code. Perhaps there are better/more appropriate items to include or some limits that can be added. (Or, looking closer, ensuring only X % of strength can be deducted.)

AlteredTomorrow said:
When I go to recent messages the error is "weapon_use_classify_agent"
Thanks much, but I'll need more of the script error message than that to track it down. If you're able, please provide the full message.
 
i am using the extended version

every time i enter a battlefield ore a city ore a village my game runs fine on about 60fps but after 2-5 sec's the fps go down to 0,5 ore something like this.
But the game isn't extremely lagging its more like it shows the last 3 frames again and again. If i minimize the game and maximise it it works fin but just for 2-5secs and so on...

I have this bug in vikingr and 1257ad mod to but just about one time in a half hour in Floris modpack it just need 2-5 secs to appear... :sad:

"load textures on demand" is enabled, if i disable it i get a error at loadingscreen

My PC is for sure good en ought (crysis 1 works nice on max settings)

 
Derchios castle is untakable!

The fact is that my whole army goes nuts whenever I'm besieging/defending it, as they simply try to go throught the wall if i'm attacking, and refuse to follow me even if I shout " Follow me" for half an hour. While as I am defending it, well, the enemy army try to go throught the wall while mine tries to go trought the wall in the other side of the map.

I actually had to take it all by myself... One man against 115 top tier vaegirs... That was horrible!
 
Um dont know if this has already been reported...

But Kurdarr castle (cant remember the exact name, the nord one next to the village mercin... The AI has real difficulty attacking that new one... They get lost in the streets and make no progress towards the enemy...
 
Stildawn said:
Um dont know if this has already been reported...

But Kurdarr castle (cant remember the exact name, the nord one next to the village mercin... The AI has real difficulty attacking that new one... They get lost in the streets and make no progress towards the enemy...

I noticed the same, easily fixed by just spamming commands. Once you hit the streets, order them to follow, then charge again. Worked for me, they still get stuck on certain corners and stairs.
 
From this thread http://forums.taleworlds.com/index.php/topic,161976.15.html

This download http://www.mbrepository.com/file.php?id=2694

Should help with those buggy castles for now.

 
the mod is unplayable at the moment. 15 minutes of gameplay. here is what happens.

Character: Kinalk (Imported) 28/03/2011 15:22

Ingame Day 2. After upgrading some troops i went to the character page to import Kinalk. Upon importing the character page was
that of one of my troops. A sarannid i2. When i clicked exit the game froze and i had to kill the application
( Ctrl+Alt+Delete__Delete__Enter ) It happened 1 time so far.

Character: Kinalk (Imported) 28/03/2011 15:40

I was unable to start a battle. Looks like i couldn't load the clouds.
ERROR: Unable to open texture file Modules\Floris Expanded Mod Pack 2.4\\Textures\env_skybox_cloud_02.dds


Character: Kinalk (Imported) 28/03/2011 15:46

Tried the same battle again. This time i had problems due to particle effects (Dust when horses pass).
When i went into options and disabled it all seemed fine. When i hit return, the graphic froze and just kept alterning
between a black screen and the image of the options.

Character: Kinalk (Imported) 28/03/2011 15:52

Black screen on battle attempt on medium setting without particles.
 
VikingHaag said:
the mod is unplayable for me at the moment.
Fixed for you.
The problems you are listing here are not "Bugs", but system limitation/memory errors.

Caba`drin said:
If you are having crashes, see the FAQ section titled "Crashes" and seek further help in the Support thread.

If you are receiving script errors, items or scene problems, odd AI behavior, wrong dialog text, etc, etc...this is the place you want to be.
From the things in the crashes section, the most important is to make sure "Load Textures on Demand" is ticked in your configuration page.
Other than that, see the first page of this thread and try one of the alternative sounds.txt files and try the various other suggestions within the FAQ.

With 2.5 we plan on having a gameplay feature only version (sans graphical enhancements, etc) that should help with more limited systems. But, that is a ways off as of yet.
 
Caba`drin said:
VikingHaag said:
the mod is unplayable for me at the moment.
Fixed for you.
The problems you are listing here are not "Bugs", but system limitation/memory errors.

Caba`drin said:
If you are having crashes, see the FAQ section titled "Crashes" and seek further help in the Support thread.

If you are receiving script errors, items or scene problems, odd AI behavior, wrong dialog text, etc, etc...this is the place you want to be.
From the things in the crashes section, the most important is to make sure "Load Textures on Demand" is ticked in your configuration page.
Other than that, see the first page of this thread and try one of the alternative sounds.txt files and try the various other suggestions within the FAQ.

With 2.5 we plan on having a gameplay feature only version (sans graphical enhancements, etc) that should help with more limited systems. But, that is a ways off as of yet.

No, really, what pc are you using this on? I left enable textures on demand on, use medium settings.
I have a quadcore 2.66 ghz , 2 gb ram ddr3, geforce 9600 Gt 1 gb ddr3. I run Crysis on highest settings.
How the hell ain't i running this?

Btw already used the fixes i found. THIS IS AFTER ALL FIXES.
 
We show our specs in the Faq :wink:

Monnikjes:

OS: Windows 7 64 bits
Processor: Intel Core2 Duo E6600 @ 2.4 GHz
Motherboard: Asus P5N-E SLI
RAM: 2 GB, Kingston HyperX DDR2 800MHz PC2-6400, dual channel
Graphics: Radeon X1950 XTX, memory size 512 MB
HDD: 2x WD Raptor 80 GB in raid 0 with my OS and games installed (Also 2 sata 500 GB hdd's for the bunch of data)

I'm running at the moment of writing Warband in edit mode with my mod loaded, firefox with around 60 tabs open, Xchat, two times OpenBRF, Winamp and Notepad++ with around 9 open files.

My mod runs smoothly on my 4 years old machine: only when I have for example extremely large battles (500+ during a siege or a heavy densed PL forest) he's having some trouble.
 
Vahns fix has worked for me so far. Is there any reason why i shouldn't continue to use it???

if not, then we need to let others now that this is an official fix
 
gameqb11 said:
Vahns fix has worked for me so far. Is there any reason why i shouldn't continue to use it???

if not, then we need to let others now that this is an official fix
The loot fix? No reason not to use it. Duh added it to the contributions page earlier today, too.
And, as has been stated, a script patch is in the works. Patience please.
 
in the soveriegn relations screen, the text "the kingdom of vaegirs" obscures your relation #/count with them. not a big deal, but annoying as heck because i can never see exactly what the relation is with them.
 
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