Poll

What do you want to add/improve in next versions of Iron Launcher?

Warband support
155 (67.1%)
More Languages
20 (8.7%)
Interface Enhancement
26 (11.3%)
Re-Built the entire program
12 (5.2%)
In-deep bug correction
18 (7.8%)

Total Members Voted: 220

Author Topic: Mount&Blade Iron Launcher 1.3.1 By Swyter  (Read 71469 times)

0 Members and 1 Guest are viewing this topic.

Swyter

  • Grandmaster Knight
  • *
  • »Star Wars Conquest Dev Team Leader
    • View Profile
    • [my tiny homepage]
  • Faction: Swadian
  • MP nick: Sareth | Swyter
  • WBM&BWF&S
Mount&Blade Iron Launcher 1.3.1 By Swyter
« on: June 15, 2009, 10:54:36 AM »


:arrow: INTRODUCTION:

Hi :D , and welcome to the Mount&Blade Iron Launcher's Homepage. You can find here the latest download, update info and... of course ;) , pseudo-live program support, the typical "send-to me-feedback"  ;) , or the always present problems that you sure may encounter.  :)

:arrow: DOCUMENTATION:

Where you can find an answer for every question you have...
Click here to open the Online PDF file (Downloadable)


:arrow: DOWNLOAD LINK:

Download Mount&Blade Iron Launcher 1.3.1 [Newest Version]
Mount&Blade Repository Download Page [www.mbrepository.com]

Download Mount&Blade Iron Launcher 1.3.1 [Newest Version]
Direct File Link [www.mbrepository.com]

Download Mount&Blade Iron Launcher 1.3.1 [Newest Version]
From my Personal Server [www.swyterzone.co.cc]



:arrow: OLD VERSIONS:

VERSION:        DOWNLOAD LINK:
MBIL 1.2            http://ifile.it/r0iz54u
MBIL 1.1            http://www.mediafire.com/download.php?n33yvznvlda (The Link is down :?: )

« Last Edit: December 29, 2009, 12:35:27 PM by Swyter »

HokieBT

  • Grandmaster Knight
  • *
  • may the force be with you
    • View Profile
  • Faction: Neutral
  • M&BWB
Re: Mount&Blade Iron Launcher 1.0 By Swyter
« Reply #1 on: June 15, 2009, 04:50:13 PM »

damn, this is very cool, nice work!   I look forward to playing around with this.   hehe

I would slightly modify your install instructions in the readme, to explain how you should copy the native "Data" folder underneath your module's folder and then make any changes you want to inside that one, etc.

 
PC Gamer - "Uninstall KOTOR. Forget TIE Fighter and Star Wars Battlefront. There is only one Star Wars video game, and it's an unfinished mod for a six-year-old medieval RPG built by an indie studio from Turkey."

cdvader

  • Guest
Re: Mount&Blade Iron Launcher 1.0 By Swyter
« Reply #2 on: June 15, 2009, 08:02:39 PM »
Yeah, nice!

Lumos

  • Probably Not a Help Desk
  • Moderator
  • *
  • Mens INsana in corpore sano
    • Steam - lumosx
    • YouTube - LumosX
    • View Profile
  • Faction: Nord
  • WBWF&SNWM&BVC
Re: Mount&Blade Iron Launcher 1.0 By Swyter
« Reply #3 on: June 16, 2009, 01:41:30 PM »
So what does this actually do?

HokieBT

  • Grandmaster Knight
  • *
  • may the force be with you
    • View Profile
  • Faction: Neutral
  • M&BWB
Re: Mount&Blade Iron Launcher 1.0 By Swyter
« Reply #4 on: June 16, 2009, 05:50:40 PM »
Swyter - This is very cool, but I have a request for how this could be improved.   I'd like to ship a custom font with my mod, but not require people to use this launcher.  So currently if I put my modified font.dds in the textures folder of my mod and they try to use it with the native M&B launcher then the font would be all messed up.  I'm hoping you could add configuration for the following type of setting, where you can define your font texture and your program would copy that file to font.dds for the selected mod and then delete it when it shuts down.   I think this would allow a mod to ship a custom font and use either the M&B launcher or your Iron Launcher.

Code: [Select]
IL_FONT_TEXTURE = font_modified.dds
« Last Edit: June 16, 2009, 05:53:40 PM by HokieBT »
 
PC Gamer - "Uninstall KOTOR. Forget TIE Fighter and Star Wars Battlefront. There is only one Star Wars video game, and it's an unfinished mod for a six-year-old medieval RPG built by an indie studio from Turkey."

Swyter

  • Grandmaster Knight
  • *
  • »Star Wars Conquest Dev Team Leader
    • View Profile
    • [my tiny homepage]
  • Faction: Swadian
  • MP nick: Sareth | Swyter
  • WBM&BWF&S
Re: Mount&Blade Iron Launcher 1.0 By Swyter
« Reply #5 on: June 17, 2009, 07:53:05 AM »
Swyter - This is very cool, but I have a request for how this could be improved.   I'd like to ship a custom font with my mod, but not require people to use this launcher.  So currently if I put my modified font.dds in the textures folder of my mod and they try to use it with the native M&B launcher then the font would be all messed up.  I'm hoping you could add configuration for the following type of setting, where you can define your font texture and your program would copy that file to font.dds for the selected mod and then delete it when it shuts down.   I think this would allow a mod to ship a custom font and use either the M&B launcher or your Iron Launcher.

Code: [Select]
IL_FONT_TEXTURE = font_modified.dds

Hmmm... good idea, I'll put this in the code in the next version. Have You tried M&B Font customiser 1.3. Ive crorrected all the other bugs that you post last time, but isnt too solicited (2 download  :roll:), this is dead? or my program is soo bad?  :o

If you (or other) have more suggestions, I´m always listening  :D

Lumos

  • Probably Not a Help Desk
  • Moderator
  • *
  • Mens INsana in corpore sano
    • Steam - lumosx
    • YouTube - LumosX
    • View Profile
  • Faction: Nord
  • WBWF&SNWM&BVC
Re: Mount&Blade Iron Launcher 1.0 By Swyter
« Reply #6 on: June 18, 2009, 02:03:50 PM »
So what does this actually do?

I repeat.

cdvader

  • Guest
Re: Mount&Blade Iron Launcher 1.0 By Swyter
« Reply #7 on: June 18, 2009, 02:09:01 PM »
Thanks a lot for this nice tool, Swyter. It's excellent! I love it! However, I've got a question - Can I really make my own custom skeletons and use them in-game? Like this?

Code: [Select]
  <Skeleton name="skel_cdvader">
    <Bones>
      <Bone name="hb_abdomen" bone_mass="10" bone_twist_limit="20" bone_cone_max="30"> <Bodies> <body type="capsule" radius="0.15" pos_x="-0.0327" pos2_x="0.0327" pos_y="-0.045900" pos2_y="-0.045900" pos_z="0.040400" pos2_z="0.040400"/> </Bodies> </Bone>
      <Bone name="hb_thigh_l" bone_mass="10" bone_twist_limit="30" bone_cone_max="70"><Bodies> <body type="capsule" radius="0.09" pos_x="0.0045" pos2_x="0.0045" pos_y="0.089725" pos2_y="0.434114" pos_z="0.027649" pos2_z="0.043844"/></Bodies> </Bone>
      <Bone name="hb_calf_l" bone_mass="6" rotate_side="45" bone_twist_limit="45"  bone_cone_min = "-5" bone_cone_max="5" socket_dir_y="0.0" socket_dir_x="0.9"><Bodies> <body type="capsule" radius="0.06" pos_x="0.0076" pos2_x="0.0076" pos_y="0.071147" pos2_y="0.447461" pos_z="0.058433" pos2_z="0.005583"/></Bodies></Bone>
      <Bone name="hb_foot_l"></Bone>
      <Bone name="hb_thigh_r" bone_mass="10" bone_twist_limit="30"  bone_cone_max="70"><Bodies> <body type="capsule" radius="0.09" pos_x="-0.0045" pos2_x="-0.0045" pos_y="0.089725" pos2_y="0.434114" pos_z="0.027649" pos2_z="0.043844"/></Bodies> </Bone>
      <Bone name="hb_calf_r" bone_mass="6" rotate_side="45" bone_twist_limit="45"  bone_cone_min = "-5" bone_cone_max="5" socket_dir_y="0.0" socket_dir_x="0.9"><Bodies> <body type="capsule" radius="0.06" pos_x="-0.0076" pos2_x="-0.0076" pos_y="0.071147" pos2_y="0.447461" pos_z="0.058433" pos2_z="0.005583"/></Bodies></Bone>
      <Bone name="hb_foot_r"></Bone>
      <Bone name="hb_spine" bone_mass="10" bone_twist_limit="20" bone_cone_max="30"> <Bodies> <body type="capsule" radius="0.14" pos_x="0.028570" pos2_x="-0.026203" pos_y="0.131210" pos2_y="0.131584" pos_z="0.008536" pos2_z="0.010200"/> </Bodies> </Bone>
      <Bone name="hb_thorax" bone_mass="10" bone_twist_limit="20" bone_cone_max="30"> <Bodies> <body type="capsule" radius="0.145" pos_x="-0.046671" pos2_x="0.046902" pos_y="0.111923" pos2_y="0.111877" pos_z="0.003622" pos2_z="0.001374"/> </Bodies></Bone>
      <Bone name="hb_head" bone_mass="3" bone_twist_limit="60"  bone_cone_max="70"> <Bodies> <body type="capsule" radius="0.09" pos_x="-0.002853" pos2_x="-0.004396" pos_y="0.004160" pos2_y="0.102851" pos_z="0.000345" pos2_z="-0.009731"/> </Bodies></Bone>
      <Bone name="hb_shoulder_l" bone_mass="3" bone_twist_limit="50" bone_cone_max="10"><Bodies> <body type="capsule" radius="0.065" pos_x="-0.003582" pos2_x="-0.003063" pos_y="0.129283" pos2_y="0.162886" pos_z="-0.003477" pos2_z="-0.000981"/></Bodies> </Bone>
      <Bone name="hb_upperarm_l" bone_mass="4" rotate_side="-60" bone_twist_limit="20" bone_cone_max="40"> <Bodies> <body type="capsule" radius="0.06" pos_x="-0.004050" pos2_x="-0.003737" pos_y="0.068400" pos2_y="0.218365" pos_z="-0.012791" pos2_z="-0.009558"/></Bodies></Bone>
      <Bone name="hb_forearm_l" bone_mass="2" rotate_up="-45" bone_twist_limit="45" bone_cone_max="5" socket_dir_z="1"> <Bodies> <body type="capsule" radius="0.052" pos_x="0.007783" pos2_x="0.006982" pos_y="0.013050" pos2_y="0.238987" pos_z="-0.014167" pos2_z="-0.020907"/></Bodies></Bone>
      <Bone name="hb_hand_l"> </Bone>
      <Bone name="hb_item_l"> </Bone>
      <Bone name="hb_shoulder_r" bone_mass="3" bone_twist_limit="50" bone_cone_max="10"> <Bodies> <body type="capsule" radius="0.065" pos_x="0.003582" pos2_x="0.003063" pos_y="0.129283" pos2_y="0.162886" pos_z="-0.003477" pos2_z="-0.000981"/></Bodies> </Bone>
      <Bone name="hb_upperarm_r" bone_mass="4" rotate_side="-60" bone_twist_limit="20" bone_cone_max="40"><Bodies> <body type="capsule" radius="0.06" pos_x="0.004050" pos2_x="0.003737" pos_y="0.068400" pos2_y="0.218365" pos_z="-0.012791" pos2_z="-0.009558"/></Bodies></Bone>
      <Bone name="hb_forearm_r" bone_mass="2" rotate_up="45" bone_twist_limit="45" bone_cone_max="5" socket_dir_z="-1"> <Bodies> <body type="capsule" radius="0.052" pos_x="-0.007783" pos2_x="-0.006982" pos_y="0.013050" pos2_y="0.238987" pos_z="-0.014167" pos2_z="-0.020907"/></Bodies></Bone>
      <Bone name="hb_hand_r"> </Bone>
      <Bone name="hb_item_r"> </Bone>
    </Bones>
  </Skeleton>
And then use it in my module? Like this?
Code: [Select]
  (
    "undead", 0,
    "undead_body", "undead_calf_l", "undead_handL",
    "undead_head1", man_face_keys,
 ["man_hair_s","man_hair_m","man_hair_n","man_hair_o", "man_hair_y10", "man_hair_y12","man_hair_p","man_hair_r","man_hair_q","man_hair_v","man_hair_t","man_hair_y6","man_hair_y3","man_hair_y7","man_hair_y9","man_hair_y11","man_hair_u","man_hair_y","man_hair_y2","man_hair_y4"], #man_hair_meshes ,"man_hair_y5","man_hair_y8",
    ["beard_e","beard_d","beard_k","beard_l","beard_i","beard_j","beard_z","beard_m","beard_n","beard_y","beard_p","beard_o",   "beard_v", "beard_f", "beard_b", "beard_c","beard_t","beard_u","beard_r","beard_s","beard_a","beard_h","beard_g",], #beard meshes ,"beard_q"
    ["hair_blonde"], #hair textures
    ["beard_blonde"], #beard_materials
    [("undeadface",0xffffffff,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff502a19, 0xff19100c]),
     ], #undead_face_textures
[(voice_die,"snd_man_die"),(voice_hit,"snd_man_hit"),(voice_grunt,"snd_man_grunt"),(voice_grunt_long,"snd_man_grunt_long"),(voice_yell,"snd_man_yell"),(voice_warcry,"snd_man_warcry"),(voice_victory,"snd_man_victory")], #voice sounds
    "skel_cdvader", 1.0,
    psys_game_blood,psys_game_blood_2,
  ),
Notice the <Skeleton name="skel_cdvader"> and "skel_cdvader", 1.0,. I just have to ask - This sounds way to good to be true!

octoburn

  • Grandmaster Knight
  • *
  • you wanted the world, we will bury you there.
    • View Profile
  • Faction: Neutral
Re: Mount&Blade Iron Launcher 1.0 By Swyter
« Reply #8 on: June 18, 2009, 04:39:57 PM »
Wow. Great job. I'll have tocheck this out when I get home.

If the skeleton thing is true, you shall be named the heir to the throne of octoburnland.

HokieBT

  • Grandmaster Knight
  • *
  • may the force be with you
    • View Profile
  • Faction: Neutral
  • M&BWB
Re: Mount&Blade Iron Launcher 1.0 By Swyter
« Reply #9 on: June 18, 2009, 04:52:17 PM »
So what does this actually do?
There are several configuration files for things like skyboxes, skeletons, fonts, etc. that are only read from the root "Data" folder of M&B.  Therefore, when we build a mod it was previously impossible to modify these files or you would mess up all other modules.  Swyter made this program to get around this limitation, so its now possible for us to release a mod with custom fonts, skyboxes, and potential other changes that could never be done before.   Overall, this is a very cool concept and it has the potential to be taken even further.  Some random suggestions for other things that might be helpful, in my order of priority.  ;)

1) rename the ..\Textures\font.dds as I mentioned above
2) All the ..\CommonRes\core_*.brf files are hard-coded, so it would be nice to be able to ship modified versions and have this launcher temporarily rename\replace the current ones.
3) I've heard about some people trying to modify mb.fx which is in the Root M&B folder, so it might be helpful to be able to ship a modified version of that file.

cdvader - I think that is the idea, however, I don't really understand what it all means and I don't think the latest version of BRFEdit supports importing new skeletons?  This is something I'm very interested in since it would be great for the star wars mod, so I will be trying to look into it more in the future....
 
PC Gamer - "Uninstall KOTOR. Forget TIE Fighter and Star Wars Battlefront. There is only one Star Wars video game, and it's an unfinished mod for a six-year-old medieval RPG built by an indie studio from Turkey."

GetAssista

  • Baron
  • *
  • TLD corovan robber
    • View Profile
  • Faction: Neutral
  • M&BWF&SWB
Re: Mount&Blade Iron Launcher 1.0 By Swyter
« Reply #10 on: June 18, 2009, 09:04:46 PM »
cdvader,

this is skeleton parameters used by ragdoll physics. As you can see, those do not define skeleton, as no connection or length data exists in this xml

Swyter

  • Grandmaster Knight
  • *
  • »Star Wars Conquest Dev Team Leader
    • View Profile
    • [my tiny homepage]
  • Faction: Swadian
  • MP nick: Sareth | Swyter
  • WBM&BWF&S
Re: Mount&Blade Iron Launcher 1.0 By Swyter
« Reply #11 on: June 19, 2009, 09:01:02 AM »
cdvader,

this is skeleton parameters used by ragdoll physics. As you can see, those do not define skeleton, as no connection or length data exists in this xml

Yes, you' re Right  :), but if you want to improve your physics skel system is a good idea (sometimes when my horse dies near a fence it flies squirming causing surrealistic scene)  :)

While youre reading this, Im crashing my keyboard typing the code  :mrgreen: with your suggestions. Seriously
I almost had to make a new version by week . :wink: There's a thousand of bugs (Im a null programmer)  :o


@HokieBT

The "font ghost" function runs also if you renames FONT.dds to FONT_IL.dds,
but in next version (almost finished) you can put your own texture name (the old "texture_modified.dds" that you suggest)  :wink: 

 Hmm... core_ resources and mb hardcode shaders... really interesant. Other things?  8-)
« Last Edit: June 19, 2009, 09:09:14 AM by Swyter »

HokieBT

  • Grandmaster Knight
  • *
  • may the force be with you
    • View Profile
  • Faction: Neutral
  • M&BWB
Re: Mount&Blade Iron Launcher 1.0 By Swyter
« Reply #12 on: June 19, 2009, 03:32:00 PM »
my only other comment might be to add a little more error handling just in-case your program were to ever crash.  I did the following test:

1) started M&B using your IronLauncher.exe, saw the Data folder renamed and my custom Data folder copied in its place
2) I then intentionally killed your program, so when I exited out of M&B the Data folder were not named back
3) I then re-started the module using your IronLauncher.exe, I got an error message that M&B couldn't load and had crashed (not sure why) and when M&B exited your program also quit like it should have.
4) However, the problem was I was left with a Data folder that contained my modified files and the Data_Iron_Launcher folder was blank, so I couldn't get the Native files back until I re-installed.   I tried killing your IronLauncher.exe a few times and then re-launching M&B with the IronLauncher.exe again and was able to replicate this a few times.

Now, I don't think its likely your program will crash and its been working fine when I've been using it so far.  But, if you can add some extra error handling that IF a Data_Iron_Launcher folder already exists then it should realize there was a problem and don't overwrite or delete those files since they are actually the original ones, etc...
« Last Edit: June 19, 2009, 03:36:02 PM by HokieBT »
 
PC Gamer - "Uninstall KOTOR. Forget TIE Fighter and Star Wars Battlefront. There is only one Star Wars video game, and it's an unfinished mod for a six-year-old medieval RPG built by an indie studio from Turkey."

Swyter

  • Grandmaster Knight
  • *
  • »Star Wars Conquest Dev Team Leader
    • View Profile
    • [my tiny homepage]
  • Faction: Swadian
  • MP nick: Sareth | Swyter
  • WBM&BWF&S
Re: Mount&Blade Iron Launcher 1.0 By Swyter
« Reply #13 on: June 22, 2009, 05:54:28 PM »
IRON LAUNCHER 1.1

:arrow: DOWNLOAD LINK
Quote
http://www.mediafire.com/download.php?n33yvznvlda


Now Im hurry, read the README attached

 bye  :D

HokieBT

  • Grandmaster Knight
  • *
  • may the force be with you
    • View Profile
  • Faction: Neutral
  • M&BWB
Re: Mount&Blade Iron Launcher 1.0 By Swyter
« Reply #14 on: June 24, 2009, 04:39:52 AM »

I just read the readme and briefly checked it out and it looks great.   For those who haven't read the readme yet Swyter added support for a mod only font.dds, custom versions of the core_*.brf files, custom mb.fx, etc.   I haven't had time to test this all yet, but a few random comments...

1) your download contains something called "IronLauncher_resourced.exe" so I had to rename it to "IronLauncher.exe" to get it to work correctly
2) The launcher no longer disappears after a few seconds, I had to move it out of the way so I could select my mod and it stays running in the background
3) when you get time update the first post with the new version number and description

anyway, this is VERY cool, and I look forward to playing around with this stuff.  thanks again!
 
PC Gamer - "Uninstall KOTOR. Forget TIE Fighter and Star Wars Battlefront. There is only one Star Wars video game, and it's an unfinished mod for a six-year-old medieval RPG built by an indie studio from Turkey."