SP Tutorial Other How to get to work almost every 1.011 mod in warband — in very few steps

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Swyter

Grandmaster Knight
So don't worry. I'm going to keep it that simple... :wink:


Code:
1st
— Add
Code:
costumes_a.brf
, the only resource from the original game missing in Warband
Code:
     
Later paste it right away on
Code:
\CommonRes
.

Code:
2nd
— Grab
Code:
actions.txt
from your
Code:
\Modules\Native
folder. And overwrite the one in your mod. Fine.

Code:
3rd
— Grab
Code:
game_variables.txt
from your
Code:
\Modules\Native
and do exaclty the same than the previous step, happy replace!

Code:
4th
— That's it... Everything's done! Have a good game. And don't forget that you're awesome already.

DISCLAIMER: There are probably minor glitches in the interface or the scripts.
Code:
         
Don't worry. As I've tested a good bunch of modules and you can play them at a 90% at the least.
 
Specialist said:
I don't think that would work if I did that to SWC would it? Since you did change actions.txt. :grin:
it does work, but your speedbikes galops, you get quite a few errors and you need to uncoment out user_interface_b in module.ini
 
Still nice, now I can have some fun in Warband instead of starting up the ancient MB. :grin:
That is, of course, until .9.0.4 makes it's way to the world. :smile:
 
Beobart said:
Will it work with TLD?  :???:

Well, not 808 ones but after 1011 version releases...:shock:

By the way, i couldn't understand something. Copy the actions.txt and variables.txt from what mod to which mod. (From 1011 to Warband? or Native file to mod file?)

 
This is an interesting approach to porting, reminds me of a monkey riding a horse (MB mod running on WB engine). :smile:
I guess for mods that don't need most of the Warband features, like politics, marriage, the improved economy and strategic AI, this is a pragmatic approach to actual porting using the module system.
Mods like SWC and TLD, with plenty of custom code and many Native features disabled anyway.

Beobart said:
Will it work with TLD?  :???:
No, the animations have changed a lot.
 
Belendor Torheal Artendor said:
By the way, i couldn't understand something. Copy the actions.txt and variables.txt from what mod to which mod. (From 1011 to Warband? or Native file to mod file?)

From Warband's Native to your mod.
WB has an incomplete layer of compatibility which replaces some of the old gui controls and hides most of the warnings.

I was trying to see what were the conflicting files or formats for having dual compatibility in SWC... after making the resource tree completely standalone it kept crashing at the end of the loading. I was about to asking help, but I attached a Just in Time debugger. And what was my surprise to find the conflicting changes in animation entries (as you probably know, hardcoded). So I did a fast test replacing the
Code:
actions.txt
and I got in-game. The menus were completely black and the dialogs garbled.

So after copying
Code:
game_variables.txt
which contains widget positions and colors. It worked mostly fine.

Ah, and here's the proof of concept:
Code:
http://img200.imageshack.us/img200/9577/psimageh.jpg

I've tested other ones like Rise of Kergits II and they look like remastered versions.
They have the best of the (classic feeling, anyone?) first game with the graphics and better stability of the second.

Just a minor detail: If the mod has a reskined health bar and looks broken then delete
Code:
user_interface_b.dds
from the Textures folder.

@MadVader and the rest: Thanks, mates. Always a pleasure.  :wink:

 
Question, how would one do this with a .751 M&B version?

Or is it impossible? Because I would love to indoctrinate people with the awesomeness of RPG mod.
 
QuailLover said:
Question, how would one do this with a .751 M&B version?

Or is it impossible? Because I would love to indoctrinate people with the awesomeness of RPG mod.

Hmm, so many changes since then. I don't think it is possible with such an easy way.
 
Well, you can always get some results, even get it working half-properly. I would like to hear if you achieve any progress.
 
Belendor Torheal Artendor said:
Well, you can always get some results, even get it working half-properly. I would like to hear if you achieve any progress.

Will do. Mostly because the mods from ancient M&B versions are pretty much far superior to the ones coming out nowadays. (Except for a few.)
 
QuailLover said:
Belendor Torheal Artendor said:
Well, you can always get some results, even get it working half-properly. I would like to hear if you achieve any progress.

Will do. Mostly because the mods from ancient M&B version are pretty much far superior to the ones coming out nowadays. (Except for a few.)

Just got Yoshi's RPG. After the painfully slowly download from the repo.
Fixed stuff here and there. Moved and deleted a pair of files... Looks like a entertaining job.


If I were you, I'd recode the BRFs format to the newer 1.011 file-type. Of course changing
Code:
module_info.txt
to
Code:
module ini
. Import all the missing BRFs from the vanilla .751 as module files. And then checking for crashes using OllyDbg as JIT debugger as I did.

Ultimately you can ask Yoshi for the source code he released back then, the original mirror seems down.
But I think is moderately possible to port it within a weekend.


A paint with vertex AO and some normals fix, and you've restored a jewel from the golden days.
I would help you if I weren't in more projects than a sane person could do.
 
Sorry for the repost... But looks like Caba has just removed my mirror of a 57kb file called
Code:
costumes_a.brf
« Last Edit: Today at 02:50 PM by Caba`drin »


I'm going to leave it like that.  :mrgreen:
Thanks for the censure.
 
Damn...there's all these new fangled programs out now. Hahaha.

Well, yes was planning on converting the brfs, of course.

I'm not sure if Yoshi has the source anymore. Will ask though.


EDIT: Well this reminds me of when Highlander and I were converting RPG mod to .808 when .808 was first released.
 
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