Quick Questions/Quick Answers (Unofficial 'Ask Questions Here' Q&A Thread)

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Your standard answer will be to reinstall the game and Floris but you need to give more detail. Are you suing floris lite, expanded, full? What do you mean changing the arenas? You tried modding it etc?
 
Anonemuss said:
No matter what I set the arena as in a town, whenever I enter it it's always an open field with everyone spawning right next to each other. Am I doing something wrong? Is there a way to fix this?
Is this a new save in the current version (2.55) or did you carry a 2.54 game over into 2.55?  This is assuming you're using 2.55 anyway.

Did you alter your scene files in any way?

Have you altered the source files on your own?  (Possibly overwritten the values stored so that the tournament system knows which scenes go to which towns).
 
So my game starts lagging on the world map rather awfully after about 2 hours of every new game, at which point it would probably just freeze had I not quit earlier.
This speaks to me as a memory problem, considering restarting the game doesn't fix it. Then again I am not expert when it comes to hardware. Now I'm thinking about semi-upgrading my laptop (laptop works better for me. The thing was around mid-range at the time of my purchase).
I would like to ask if you think this is something I can fix -- with a laptop I'm pretty screwed when it comes to CPU and GPUs front, but I can upgrade my RAM to up to 16G DDR3. I will probably upgrade at least to 8G RAM regardless but I'm wondering if the additional RAM would help the case.
Also the lag occurs on both gameplay and expanded.

My specs:
CPU: Intel i7-3630QM 2.40GHz
RAM: 4G
Graphic Card: GT 650M
HDD: 1TB
OS: Win7-64bit

Thanks in advance.
 
Could you share an rgl log with us from after the stuttering?

You may also want to check out the POP Faq, i believe they have a warband memory cleaner linked there. Warband is very bad when it comes to cleaning up after itself, so the tool may solve things for you.

Just for future reference: This type of stuff belongs into the support thread. Technical problems are most often (if not answered in the FAQ) not a quick question/quick answer thing.
 
Duh said:
Could you share an rgl log with us from after the stuttering?

Well, took me a while to re-download the mod and replicate the stuttering... but the game crushed for the first time ever. It was only minutes into the game and I wasn't able to do much, so the stuttering hasn't kicked in yet. The CTD happened the moment I tried to hunt down the bandits from the merchant quest. Mind you it is the first time I used DX7 instead DX9.
The entire rlg log:
Starting new log file.
Version:  1.158

-- OS: Microsoft Windows 7  Service Pack 1 (build 7601), 64-bit
-- RAM: Available physical RAM: 2015MB/4047MB
-- CPU:      Intel(R) Core(TM) i7-3630QM CPU @ 2.40GHz (GenuineIntel)
- L2 cache size: 256K
- CPU Features: FPU MMX SSE SSE2 SSE3 SSSE3 EST HTT
- Number of CPUs: 8 ( Speed: ~2394MHz / ~2394MHz / ~2394MHz / ~2394MHz / ~2394MHz / ~2394MHz / ~2394MHz / ~2394MHz )

-- GPU:
- D3D9 Adapter: 0 / Driver: nvd3dum.dll / Description: NVIDIA GeForce GT 650M
- Texture Memory: 3757 ( Available Texture Memory: 3743 )

Received stats and achievements from Steam

Processing Ini File {
Module_name =  Florisv255e
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 =  1.000000
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 =  1
Loading Module Resource  min_env_materials
Loading Module Resource  min_bui_materials
Loading Module Resource  min_fac_materials
Loading Module Resource  min_fla_materials
Loading Module Resource  min_gui_materials
Loading Module Resource  min_itm_materials
Loading Module Resource  min_map_materials
Loading Module Resource  ext_itm_materials
Loading Module Resource  exp_bui_materials
Loading Module Resource  exp_env_materials
Loading Module Resource  exp_gui_materials
Loading Resource  barrier_primitives
Loading Resource  test
Loading Resource  shaders
Loading Resource  simple_primitives
Loading Resource  uimeshes
Loading Resource  helpers
Loading Resource  pictures
Loading Resource  ui_server_filter
Loading Resource  user_interface_b
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Loading Module Resource  min_gui_overview
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Loading Resource  ani_attacks
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Loading Resource  uni_stances
Loading Resource  uni_strike
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Loading Module Resource  min_mov_skeletons
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Loading Resource  arabian_village
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Loading Resource  object_b
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Loading Resource  object_meshes
Loading Resource  prisons
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Loading Resource  valleyProps
Loading Resource  viking_houses
Loading Resource  wall_meshes1
Loading Resource  workshops
Loading Module Resource  min_bui_general
Loading Module Resource  min_bui_pavise
Loading Module Resource  exp_bui_castle
Loading Module Resource  exp_bui_churches
Loading Module Resource  exp_bui_fake_houses
Loading Module Resource  exp_bui_siege_engines
Loading Module Resource  exp_bui_town_houses
Loading Module Resource  exp_bui_village_houses
Loading Module Resource  exp_bui_general
Loading Module Resource  exp_bui_swadia
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Loading Module Resource  exp_bui_nord
Loading Module Resource  exp_bui_rhodok
Loading Module Resource  exp_bui_sarranid
Loading Module Resource  exp_bui_player_faction
Loading Resource  object_bodies
Loading Module Resource  min_fac_beards
Loading Module Resource  min_fac_body
Loading Module Resource  min_fac_face
Loading Module Resource  min_fac_hair
Loading Module Resource  min_fac_jewellery
Loading Resource  armors_new_heraldic
Loading Resource  heraldic_armors
Loading Resource  tableau_shields
Loading Module Resource  min_itm_animals
Loading Module Resource  min_itm_armors
Loading Module Resource  min_itm_books
Loading Module Resource  min_itm_boots
Loading Module Resource  min_itm_cloths
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Loading Module Resource  min_itm_gauntlets
Loading Module Resource  min_itm_helmets_civilian
Loading Module Resource  min_itm_helmets_war
Loading Module Resource  min_itm_horses_normal
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Loading Module Resource  min_itm_weapons_axe
Loading Module Resource  min_itm_weapons_blunt
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Loading Module Resource  min_itm_weapons_sword
Loading Module Resource  ext_itm_armors
Loading Module Resource  ext_itm_cloths
Loading Module Resource  ext_itm_dresses
Loading Module Resource  ext_itm_gauntlets
Loading Module Resource  ext_itm_helmets_civilian
Loading Module Resource  ext_itm_helmets_war
Loading Module Resource  ext_itm_horses_normal
Loading Module Resource  ext_itm_horses_war
Loading Module Resource  ext_itm_shields
Loading Module Resource  ext_itm_weapons_axe
Loading Module Resource  ext_itm_weapons_blunt
Loading Module Resource  ext_itm_weapons_ranged
Loading Module Resource  ext_itm_weapons_spear
Loading Module Resource  ext_itm_weapons_sword
Loading Resource  scene_encounter_spot
Loading Module Resource  min_env_terrain_borders
Loading Module Resource  min_env_map_trees
Loading Module Resource  exp_env_grass
Loading Module Resource  exp_env_objects
Loading Module Resource  exp_env_snow_trees
Loading Module Resource  exp_env_trees
Loading Module Resource  min_env_skyboxes
Loading Resource  map_icon_meshes
Loading Resource  map_icons_c
Loading Module Resource  min_map_icons

} //Processing Ini File Finished
Loading Music...
Loading Textures...
Finished Loading Textures...
L8 Format is  unsupported
WARNING: UNABLE TO MAP SOUND CODE:  snd_release_crossbow_medium
WARNING: UNABLE TO MAP SOUND CODE:  snd_release_crossbow_far
WARNING: UNABLE TO MAP SOUND CODE:  snd_bullet_hit_body
WARNING: UNABLE TO MAP SOUND CODE:  snd_player_hit_by_bullet
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_missile_launch
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_missile_dives_into_water
Loading Module...
Loading item kinds...
Loading dialogs...
Loading mission templates...
Loading party templates...
loading time:  160796
Finished All...
load_map_data complete.
Init_map complete.
init_meta_mission complete.
map mesh built.
get_ideal_sun_color.
get_ideal_fog_color.
242 parties added.
launch complete.
Switching to menu window...
vdt_regular_ffp discard_buffer()
vdt_regular_ffp discard_buffer()
vdt_regular_ffp discard_buffer()
vdt_regular_ffp discard_buffer()
vdt_regular_ffp discard_buffer()
vdt_regular_ffp discard_buffer()
vdt_regular_ffp discard_buffer()
vdt_regular_ffp discard_buffer()

Duh said:
You may also want to check out the POP Faq, i believe they have a warband memory cleaner linked there. Warband is very bad when it comes to cleaning up after itself, so the tool may solve things for you.

Yeah I tried that one, didn't seem to help. I don't know if me running the game through steam has anything to do with it tho.

Duh said:
Just for future reference: This type of stuff belongs into the support thread. Technical problems are most often (if not answered in the FAQ) not a quick question/quick answer thing.

Aye, I'll keep that in my mind. Sorry about that.
 
Are you also crashing on dx9? I presume load textures on demand is ticked?

Your rgl log seems fine. Warband is using all of your memory.
 
Duh said:
Are you also crashing on dx9? I presume load textures on demand is ticked?

Your rgl log seems fine. Warband is using all of your memory.

I switched to DX9 and turned down the shadow, texture, etc, and it didn't crash. I don't know what the issue is but it seems to be gone for now.
Also Load Texture on Demand has always been on, and is still on. I started a new game about an hour ago, and I think I'm starting to get a little stuttering but it's too insignificant right now...
 
Is the stuttering limited to battles? Particularly are you experiencing it with cavalry? If that is the case, it could be related to the dust particles in Floris. To fix that you could either turn off the particles (will also remove blood) or use the alternative dust file linked in the FAQ.
 
Duh said:
Is the stuttering limited to battles? Particularly are you experiencing it with cavalry? If that is the case, it could be related to the dust particles in Floris. To fix that you could either turn off the particles (will also remove blood) or use the alternative dust file linked in the FAQ.

Battle seems fine, I set both battle size limit to 100 and it runs well; it's really just when I'm on the world map when it lags. It's probably all that political and some other stuffs.
At any rate more RAM is probably better since it's been used up.
 
Windyplains said:
Is this a new save in the current version (2.55) or did you carry a 2.54 game over into 2.55?  This is assuming you're using 2.55 anyway.

Did you alter your scene files in any way?

Have you altered the source files on your own?  (Possibly overwritten the values stored so that the tournament system knows which scenes go to which towns).

1 - It is a new save
2 - The only alterations I used were the reduced dust cloud effects, everything else coming straight out of the Floris installation.

I did manage to recover the arena yesterday; it turns out I was somehow missing all my scene props from vanilla!  :roll:
However, now my problem is that all I can get is the overhauled arena (selecting native arena in options does nothing!)  :???: ...
 
I modified some troops and items in my 2.54 version and I checked the change log for Floris 2.55 and it seems that there hasn't been any changes done to the troop and item.txts.

Would it be safe to assume that I could just copy and paste my old item/troop.txts to port over the changes that I did?
 
ismet44 said:
I modified some troops and items in my 2.54 version and I checked the change log for Floris 2.55 and it seems that there hasn't been any changes done to the troop and item.txts.

Would it be safe to assume that I could just copy and paste my old item/troop.txts to port over the changes that I did?
Also it's best to start a new save, since many changes to troops (particularly level and skills) wouldn't reflect in an existing save anyway.
 
Hi all.

When a companion auto-sells what's in his inventory, is the selling price based on his trade skill, not player's?
 
Windyplains said:
Anonemuss said:
No matter what I set the arena as in a town, whenever I enter it it's always an open field with everyone spawning right next to each other. Am I doing something wrong? Is there a way to fix this?
Is this a new save in the current version (2.55) or did you carry a 2.54 game over into 2.55?  This is assuming you're using 2.55 anyway.

Did you alter your scene files in any way?

Have you altered the source files on your own?  (Possibly overwritten the values stored so that the tournament system knows which scenes go to which towns).
I've the same. I'm playing a new 2.55 Floris gameplay instal. I only get the open field when i enter the arena, not in tournaments. Since i only enter the arena when asking for next tournament locations, its not really bugging me. Just thought i'd let you know.

Dolen said:
Hi all.

When a companion auto-sells what's in his inventory, is the selling price based on his trade skill, not player's?
Trade is party skill, so i guess it just uses the highest available. Not sure though.
 
Is there any way  to assign my main character to something other than the default infantry division?

When I join a battle with one of my companions as commander my main shows up in that battle as well (unless wounded).  The problem is that I can't command them effectively because they are attached to the infantry division.  I've tried bringing up the party screen during the pre-battle planning which does give me the option but it doesn't seem to work.  Obviously assigning every infantry troop to a custom division is impractical at best.
 
Hanakoganei said:
ismet44 said:
I modified some troops and items in my 2.54 version and I checked the change log for Floris 2.55 and it seems that there hasn't been any changes done to the troop and item.txts.

Would it be safe to assume that I could just copy and paste my old item/troop.txts to port over the changes that I did?
Also it's best to start a new save, since many changes to troops (particularly level and skills) wouldn't reflect in an existing save anyway.
The information in both quotes are true.  In 2.55, I did not change any troops or items so any 2.54 changes should be directly transferable to my knowledge.
 
Edit: Just found out that the marshal screen was a Mount and Blade thing, and was removed with Warband. Woopsies. Hahaha.  :oops: Well, the whole multiple battles in town/fortress siege thing still stands. If anyone can shed light on why that is, please do. Perhaps it has something to do with reinforcements? I have battlesizer up to 390 troops, so perhaps all the troops get expended before we can have a castle fight? Not sure, so please enlighten me! xD



Hey guys, quick question here, but do you guys not have the old "pick-a-marshal screen" of vanilla warband? If you do not remember what that looked like, here is a 2 min youtube video showcasing it.

http://youtu.be/wsV2zCUSISI


Second, oddly enough, 2nd/3rd stage town and castle combat is something that I have never experienced in the Floris compendium. For whatever reason, after winning the initial wall breach, I immediately am victorious for the whole battle. This speeds things up considerably, but it does lessen my enjoyment just a bit.

Here is a video of this 2nd/3rd stage battle. http://youtu.be/-_xmAxx5uoQ?t=4m21s

I know that these two things, if they were taken out, can be seen as convenience fixes, as they really were just time-padders, but I really liked the them for mood setting reasons. It felt great feeling like I had to compete with the AI for prestige and glory, and it allowed me to see quickly who was on my side. For the extra battles, it just made the towns that much more epic.

Anyway, take care!
 
The 2nd/3rd stages of a siege were disabled in Floris sometime before the 2.5 release.  Whether that was intentional or caused indirectly I can't say for certain.
 
Windyplains said:
The 2nd/3rd stages of a siege were disabled in Floris sometime before the 2.5 release.  Whether that was intentional or caused indirectly I can't say for certain.

Thank you for the prompt reply. So, that is a bit of a shame. Is there a bit of code that could be changed to bring it back? I bet that is a lot of work, so if that is something that must be relegated to the dustbin of time, so be it. Perhaps the wrong place to ask, but does Silverstag have that issue?
 
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