bug list and patch downloads for [Rigale v11 & Diplomacy 4.3 merged]

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gsanders

Grandmaster Knight
Today I can release the second test preview of "Rigale v11" as sent to me from Cernunos in sources dating 14 Jan 2015.
This is fully merged with Diplomacy v4.3 and with minor tweaks for stability.

  There is a readme_GS file that has latest changelog
  Expected updates shall be each Friday for the next 2 weeks, after which the project is expected to be finished in terms of what can be provided as "OSP".  Source code will be available after two weeks; Cernunos has asked for v11 to not be given "incomplete" source but to wait for all changes to be finalized.  This remains at _this_ moment a WIP (Work in Progress).

  Further changes may occur as a "sub-mod" testing features considered "too experimental" for direct addition to larger mods like Perisno.  It has not yet been determined where exactly is the best place for such experimenting; but this module as integrated now should be an excellent starting platform for entry level modders.

Feb 20th 2015 version:
https://drive.google.com/file/d/0B4sh7GRykLgEWG9kemZHbmV0ZkE/view?usp=sharing



Brief change log:

Rigale is by Cernunos
  http://forums.taleworlds.com/index.php/board,209.0.html  <-- use this forum to report bugs/issues/ask how-to etc


Diplomacy is from
  http://forums.taleworlds.com/index.php/topic,116424.0.html    Waihti

built/tested: Mount&Blade Warband Module System version 1.158


change log:
  14 Feb 2015  first preview posted as  "Rigale V0_11_GS_test14Feb15"
    removed Bard menu
    removed (initiate) Ambush
    removed (defend during) Ambush
    removed Recruiting towns people and wise men from Town menu (still available at Villages)

    some decreases in enterprise costs and increases in profitability
    slightly easier inheritances but about 10th the value as in Perisno Christmas edition
these are not balanced, yet
   
    removed Horses_skeleton.brf due to animation conflict
    around 20 internal compiler warnings
    all diplomacy functions _should_ be working

  20 Feb 2015 working preview # 2
    fixed 15 internal compiler warnings
    reformatted source code for better view of program flow / block structures
   
    fixed animation conflict with Horses_skeleton.brf

    added OSP "Prisoner Talk" in order to grow fighting force sooner
      added "lock" to stop recruiting for 1 hour if a prisoner spits
      lowered ability to farm honor or renown by Prisoner Talk actions

    Strongly suggest choosing automatic saves "realistic - no leaving without saving"
      at character creation.

    (slightly) increased stability within towns, but not as much as I wanted
      (it is still possible to be stuck in town)
      If stuck please go to tavern and press ESC to save and exit

      - GS

 
 
first bug:
  Neanderthal talk: "teach me your language" not yet commented away so could interfere with prisoner talk IF
the prisoner  =  "young Neanderthal".

---
Town still can trap persons taking very many guild lessons or crafting
  I know where this comes from but need another full working day to close it, ran out of time for this week...
  frequency of this should be reduced, but its a pity to see it at all...

- GS

Expecting early patch Tuesday evening (today) 24 Feb 15

 


 
change log:
  ambushes (attack and defend), sneak attack are commented out for today's patch
change log 24 Feb 2015:
  normal battles working, with all plug ins added

  added support for future sea battles, but there probably aren't ships yet
  battle cries / taunts/ sprint with fatigue / etc are restored at mission_templates
    formations are now back to Rigale and not Diplomacy in this build

  Did NOT have time to do updates for crafting / guild lessons to resolve "stuck in town" bug

patch  790KB:
https://drive.google.com/file/d/0B4sh7GRykLgEZnlreFNmTGVMRXc/view?usp=sharing
    updated to remove shield bash animations causing crash to desktop

- GS

edit: Wed 25 Feb 2015  11:24 AM EET
  bahh
  "Quick character for testing" (first choice) loads undead into your party
      except, I couldn't implement the undead skin in skins.txt, it had fatal problems
      so choosing this option will crash the game even with last night's patch
 
    fixed in source just now, but will add some more features before putting up another patch. 

 
Patch 27 Feb 2015  1.3 MB
https://drive.google.com/file/d/0B4sh7GRykLgEZTNENVZXZHZMa0k/view?usp=sharing

Full mod with patch installed  165 MB
https://drive.google.com/file/d/0B4sh7GRykLgEbm1EdUV3TkFJRVk/view?usp=sharing

change log:
switched presentation "budget_report" for a fatal crash when pay day happens

modified quick character to offer equivalent male and female versions
  female version has a few more horse units
  slight skills difference also between male and female "quick characters"

changed guild lessons and guild training (novice, companion, master) to use timeout locks instead of
  forced rest as a means to busy the player.  Updated simple triggers to clear locks after some time has passed
  and update the player on progress as various timers expire.

If this system works next update will have all of crafting use this system as well, to reduce the incidence of "stuck in town"
Other actions that could get "stuck in town" are learning songs from bards.  This is from a scheme used in Rigale to busy
the player; it needs every place where this is used to be substituted before "swtuck in town" is cured completely.

  - GS

EDIT:
OK solved the issue I had.
After you start guild training, lessons (giving or getting), leave the guild area and go to the option
"wait here for some time", letting a day pass.  After your lesson or training gives a message rest a little longer (a few hours)
before asking for another lesson or training.  When enough time passes you can take another lesson or train at another guild etc.

  This time next week the mod could be almost finished!  Except that I need to put it aside 2 weeks to get Perisno .74 out
  Empires III needs a week of my time as well.

  Besides getting crafting and minstrel teaching songs on these "time locks",
I'd like to:
    put back bard, ambush, and sneak
    add wife as a companion
      and add a fix for something I noticed in all the wife as a companion implementations

    And with that it should be ready to release the source...
    Target:  March 28th 2015
    but... it may slip, as I have commitments at Perisno and Empires III that may need me to put this on back burner 2 weeks...


 
hi after i win a battle and i press tab to exit i get the window if i want to surrender or not and no matter what i choose there are no casualties on the casualties screen and i don't get anything to loot
 
cristy80 said:
hi after i win a battle and i press tab to exit i get the window if i want to surrender or not and no matter what i choose there are no casualties on the casualties screen and i don't get anything to loot

  hmm.  try waiting an extra 20 seconds or so.  It asks you to surrender or if you are retreating?
If you tab too soon it thinks you are retreating.
 
cristy80 said:
Sorry retreat not surrender and i tried waiting but its the same result

OK I'll look at it

Edit:
So I fight, win the battle
  wait 20 seconds or so
  tab to exit
    it asks Do you want to retreat?
    I answer "No"

  then I get as you say no prisoners (was using blunt weapon) and no loot
  but I do get full experience (leveled 2x)
 
  did this several times, got messages about mismatch with commander and party ID in cheatmenu debug,
also got what looks like the screen where you (the player) were knocked out and taken away from the fight.
Once I had the screen where I was in prison.

  So at least the battle doesnt crash to desktop, which was always a possibility, but the after battle phase needs looking at.
That wont be done in the next couple minutes, its a long and messy area where I should put debug to dump status as it goes through each change of AI-state.  It probably needs 2-3 days.

  Thanks for reporting, you're the first person to say boo in at least a week, even on Perisno board.
  I guess everyone else is on Spring Break or something.  We have a 4 day holiday here as well, that implies little will get done
as family expects me to be with them.  We'll see...

  - GS

 
working Prisoners and Loot, but without Rigale extensions:

  this handles battle exactly as Perisno, but is intended as a temporary baseline to see the mod work otherwise
  next week will gradually add back Rigale extensions (battle cries, shield bash, etc)
  tested working

  Patch  1.3 MB:
https://drive.google.com/file/d/0B4sh7GRykLgEbFdVZ0M0OWxhMlk/view?usp=sharing

  - GS
 
gsanders said:
working Prisoners and Loot, but without Rigale extensions:

  this handles battle exactly as Perisno, but is intended as a temporary baseline to see the mod work otherwise
  next week will gradually add back Rigale extensions (battle cries, shield bash, etc)
  tested working

  Patch  1.3 MB:
https://drive.google.com/file/d/0B4sh7GRykLgEbFdVZ0M0OWxhMlk/view?usp=sharing

  - GS
awesome
 
latest patch:  March 4 2015  17:11 EET
https://drive.google.com/file/d/0B4sh7GRykLgEd2NiWnZSd0xkaVE/view?usp=sharing

  removes last of Perisno  mission_templates and restores working Rigale mission_templates
  restores battle cries, defend ambush, initiate ambush at the mission_templates layer
  tested working crafting (purely Rigale mode), learning songs from Minstrel (pure Rigale mode) to not have town leaving bug
  tested guild learning to not have town leaving bug, although you do have to get used to going to tavern to waste time instead
      I will change the feedback for estimated time during training updates to report more accurately

  I tried a few different battles - village bandits, open fight.      Havent tested ambush yet.
 
      added Modmerger framework
      added  Mini-Map integration to demonstrate how to use modmerger to add plug-in extensions.

Full mod (167 MB)  in .7z  format  (5 March 15 with modmerger & battle mini map)
https://drive.google.com/file/d/0B4sh7GRykLgEd21hS19iQU5lUU0/view?usp=sharing

Full mod in .zip format (202 MB)
https://drive.google.com/file/d/0B4sh7GRykLgEaFJ6SFpCLW51TjA/view?usp=sharing

    It will now be extremely fast to add your favorite "modmerger ready" extension (formations comes to mind, cough cough)
    This could happen as early as tomorrow or more likely late next week.

  - GS

EDIT:
patch in about 4 hours, may as well tweak a few guild things first...

btw I noticed the above Mar 5 modmerger version isnt savegame compatible to last week's/yesterday's saves
 
patch up  1.3 MB
https://drive.google.com/file/d/0B4sh7GRykLgEcmdyc3ozUXFhTGM/view?usp=sharing

smoothens delays and wait timers for guild training
puts back wise men, but generic ones only
adds credit for 3 wise men even if your party doesnt have them so your civilization isnt static

battle minimap doesnt seem to be on in my savegame test but I put a failsafe to try to set it on after 24 hours
a new game should have it on, but again I havent had it come on yet
not save game compatible with yesterday / last week's saves. 

  FYI
- GS

EDIT:
  I'll get battle mini map and the rest of wise men working for tomorrow.
  Bard issues are probably same as wise man so fixing one menu gives a template to fix the second one.
 
  I also have a task for Perisno before the weekend.
  And I may have the flu, although I see my heart medicine on the table from this morning, so that explains weakness coming home.
  My life  :smile:

 
patch 6 Mar 2015  1.3 MB
https://drive.google.com/file/d/0B4sh7GRykLgEaGJmSV9Ud0JLc0U/view?usp=sharing

adds:
  tested working Battle Mini Map (and implicitly Modmerger Framework)
  Bard menus fully restored                                                                                        tested
  Town recruits including all wisemen restored                                                            tested
  Civilization points now working and can add civilization knowledges                            tested
  mercenary wages now 133% (4/3) of standard instead of native 150% (3/2)
  horse equipped troops cost 150% (3/2) instead of native 167% (5/3)
  can toggle off companion complaints at camp: diplomacy options menu
      battle mini map is forced on for testing but will be toggle-able next update

known limitations:
  Camp: "Change Game Settings"  goes to a presentation that reads "Perisno Options"
  I'll have to edit the presentation, which isnt my strong skill yet...

  possible issue for faction display (did edit that presentation, but havent tested it)

  skirmish mode (intended mostly for archers, they seek to avoid melee fights and stick to thrown/ranged weapons)
    exists but isnt tied to a key.  You can set that at camp: actions
-------
  further formations will be added next week
  along with ambush at game menu

  at that point I'll be caught up to Rigale v11 as of Jan 14th 2015 version
  with just settlements needing to be finished (was partly incomplete then)

Full download: (165 MB)
https://drive.google.com/file/d/0B4sh7GRykLgEV0Exc0J0VktBOW8/view?usp=sharing

  Source code release date:
    After all Perisno proprietary presentations etc are cleaned so that it is completely generic
    and upon approval of Cernunos for Rigale v11

  Purpose of mod:
  starting point to teach beginner modders and Perisno apprentice Devs how to mod

  let them make their own thing by having a clean launchpad for their arbitrary ideas

  proof of concept tests

  - GS
 
 
BUGS I've noticed/fixed

1) budget report (and weekly pay day - same thing) has colors and textures wrong on my home PC
      it seemed OK at work so I have to check to make sure the resources and textures folders are the same.
    The 6th march full version was from work so should be good.
EDIT: Yes the latest full upload from yesterday solved the budget report issue.
    If the colors of budget report don't look right the continue is bottom and to the left its not visible until you mouse over it.

2) Saw something where after asking minstrel to teach some poems the guild training was messed up and didn't recover for a very long time.
    I ended up adding a failsafe to the source code to clear all values and timers related to guild lessons and training.  I did some crafting as well.
  I may yet need to examine the timers for crafting and especially learning poems, that one seems to cause trouble.  Probably should skip learning poems for now, I'll fix that next week when work gets less frantic.
EDIT: looked carefully at tavern_minstrel  in dialogs and don't see a problem.  Whatever glitch happened in my test didn't come from here; most likely from something in simple_triggers or triggers

3) source code I put up seems to have slipped the female quick character getting 7 different guild trainings which the male one has.
    Put it back this morning but I may as well wait for more changes before making a patch.
    I should tweak the normal starting inheritances also to add more guild trainings etc but that's a later issue.

EDIT:  some things done today 7 March 2015
  moved all the town cheat menus to a separate menu, this recovers 7 slots in the first town menu (any menu has 16 slots maximum) (game_menus)

  removed the random check to lose a wandering skill point if in town killing time (resting)
  this annoying "feature" interferes with training up guild skills so was commented away    (simple_triggers)

  removed the Perisno presentation that offered camp menu "Change Game Settings"  (xgm_mod_options.py)



  Still finding things to fix so probably really do need a week* more  (well a man-week, except next week work my day job needs me to crunch for some days
on an emergency so the mythical man-week may be more like TWO weeks in real time.)  Pity, I was hoping we were closer.  It IS getting close to ready...

  There are some other crafting oriented mods opening source as OSP now, by the way.
    Check out    http://forums.taleworlds.com/index.php/topic,327058.0.html
    which is also coded by a recent addition to the Perisno team.

    I'll be comparing their crafting to Rigale and may liberate pieces of interest after studying more in depth.
    I'm certainly interested in the flying carpet code...

    - GS

Today's PATCH
https://drive.google.com/file/d/0B4sh7GRykLgEb0pLbXBndW4zSDA/view?usp=sharing


 
put up today:
Beta Rigale v11 + Diplomacy 4.3 + Modmerger + Battle Minimap + Mordechai's Prisoner Talk + some economy tweaks from me

Full download / all integrated:  (161 MB)
https://drive.google.com/file/d/0B4sh7GRykLgEc2RjVVRnSml3aUE/view?usp=sharing

  patch from previous Rigale (March 5 or Feb 23 base builds)  1.4 MB
https://drive.google.com/file/d/0B4sh7GRykLgEZ0FBbzRRTkwwQjA/view?usp=sharing
 
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