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Here they are:

https://mega.nz/#F!V59CXISC
https://mega.nz/#F!1l8DCKBL

Let's see what we can get. I've got all the textures still, and the research files as well. I also have the 3D models I made, back from when I knew how to model in 3D :razz: - I think no one ever got to put that red fancy hat on top of the Doge of Venice's head!

 
Cèsar de Quart said:
No, last message from him was May, 2014. I sent him all the Byzantine-related stuff I had, but I haven't had contact with him since. I used to have some form of external email of his, but it was many years and computers ago that I have lost it since...

He was last connected also long aso, so...
I last had contact with him on the 26th of January this year, when he sent me a reply to my email after I had used the forum function to send him an email of my own (so I have one email address of his, if you need it). Seeing as it's been so long ago, I'll quote his message here:
Hello Nike.

Sorry for having been inactive for so long, I understand you're concerned.

The reason for my inactivity are some technical problems I had a few months ago. By technical problems I mean the hard drive where I had stored almost everything EU1200-related broke down. I've tried to recover some of its data but I've been told (in several electronic shops) it's almost impossible. Sadly my last back-up is too outdated to pick up from there, which is my fault.

I think I'll explain it properly on the forum soon. I'll try to wrap up the (unfinished) update as the mod files were in a different hard drive and were not lost. It will feel insufficient but at least most of the Byzantines will be in. Sorry for not having said anything for such a long time, I really wanted to try to recover what I could from the broker hard drive, but to no avail.


Cèsar de Quart said:
You see? I've gotten all worked up now. Maybe I'll take a look at the companions I never finished and give them a touch.
Hah, just a few hours ago I was wondering if it could be possible to have some of the companions be recruitable f.e. only through their own specific quests. Kinda like how you could find Borcha rotting in a dungeon in some of the pre-1.00 M&B versions and get a quest to escort him to another town, which you could finish as intended or you could ignore it and get Borcha as companion.
 
Cèsar de Quart said:
Here they are:

https://mega.nz/#F!V59CXISC
https://mega.nz/#F!1l8DCKBL

Let's see what we can get. I've got all the textures still, and the research files as well. I also have the 3D models I made, back from when I knew how to model in 3D :razz: - I think no one ever got to put that red fancy hat on top of the Doge of Venice's head!

Thanks. But it seems that the upload has a problem. It gives me a bad session id error.  :???:
Also, great that you have kept the old files, that will prove invaluable. I hope we will put the hat in the Doge's head.  :smile:

NikeBG said:
Cèsar de Quart said:
No, last message from him was May, 2014. I sent him all the Byzantine-related stuff I had, but I haven't had contact with him since. I used to have some form of external email of his, but it was many years and computers ago that I have lost it since...

He was last connected also long aso, so...
I last had contact with him on the 26th of January this year, when he sent me a reply to my email after I had used the forum function to send him an email of my own (so I have one email address of his, if you need it). Seeing as it's been so long ago, I'll quote his message here:
Hello Nike.

Sorry for having been inactive for so long, I understand you're concerned.

The reason for my inactivity are some technical problems I had a few months ago. By technical problems I mean the hard drive where I had stored almost everything EU1200-related broke down. I've tried to recover some of its data but I've been told (in several electronic shops) it's almost impossible. Sadly my last back-up is too outdated to pick up from there, which is my fault.

I think I'll explain it properly on the forum soon. I'll try to wrap up the (unfinished) update as the mod files were in a different hard drive and were not lost. It will feel insufficient but at least most of the Byzantines will be in. Sorry for not having said anything for such a long time, I really wanted to try to recover what I could from the broker hard drive, but to no avail.


Cèsar de Quart said:
You see? I've gotten all worked up now. Maybe I'll take a look at the companions I never finished and give them a touch.
Hah, just a few hours ago I was wondering if it could be possible to have some of the companions be recruitable f.e. only through their own specific quests. Kinda like how you could find Borcha rotting in a dungeon in some of the pre-1.00 M&B versions and get a quest to escort him to another town, which you could finish as intended or you could ignore it and get Borcha as companion.

Oh, man. I had that same thing, losing my entire Hard Drive a while ago. I cannot blame Korinov for not wanting to do the same thing all over again. It is very underwhelming, especially when hundreds of lines of code are involved.  :sad:

About the companions, I believe it is possible to do the recruitment like that. Since the module system of the vanilla Mount and Blade is open source, we can take a look there, port the quest template to Warband and then edit it to our liking. From dialogues to triggers and such. Excellent idea!
 
Antonis said:
Cèsar de Quart said:
Here they are:

https://mega.nz/#F!V59CXISC
https://mega.nz/#F!1l8DCKBL

Let's see what we can get. I've got all the textures still, and the research files as well. I also have the 3D models I made, back from when I knew how to model in 3D :razz: - I think no one ever got to put that red fancy hat on top of the Doge of Venice's head!

Thanks. But it seems that the upload has a problem. It gives me a bad session id error.  :???:
Also, great that you have kept the old files, that will prove invaluable. I hope we will put the hat in the Doge's head.  :smile:

Hmmm, weird. I'll upload it again.

https://mega.nz/#F!V59CXISC!Tmhb9iktAQJOXDEYItvjvQ

Let's see. If not I'll upload it in some other place.
 
Okay, it works very well now. So, I will download it and take a look. Sometime tomorrow, I should have seen most of the situation, so I will contact you, if that's all right.



Also, if the mod isn't OSP, I would sent the Module System with a Pm or something.  :smile:
 
:party: I can't believe what I've read in the last few comments of this thread....could it actually be!??!?!?    Amazing!  :party:

Just wanted to ask Antonis a question:  Everyone can see that in (LIST) The Caravanserai - Released Warband Mods  Europe 1200 is listed as 1.143.

Assuming that if Europe 1200 Reboot   (unofficial name BTW...) does progress, which WarBand version would be the lowest denominator? 

In other words:  Some mods are listed as Playable for WB versions 1.153 and up ?

Of course, i'm voting for the minimum to be 1.153 since I still use that... :wink:  But I will bite the bullet and move up if you geniuses force me to. 


P.S. Good job AS_King_Tetris
AS_King_Tetris said:
I have done it. I have inspired (at least some sort :lol:) progress.
My life is complete.
 
Well, if the module system is from 2010, then it will be 1.143. I have the Steam Version(1.16:cool: and can play the mod with no problem, but with the latest module system of the mod, from 2013, that would be 1.153(?)

If I work on it, I will try to update as many things as I can in terms of Module System, or if there are so many intervened scripts(probably that's the case) then make sure that when compiled, the mod runs to every version from at least 1.153 and up. Don't worry.  :wink:

Now, about the name. I really don't think the name should change. It's the same mod, just receiving an update, if it comes to that and also progressing until a final version, whenever that may be. It's not a new mod and I don't think it will be wise to go to another direction, but rather, continue at that direction. The players, including myself, love the mod for what it is, one(if not the) most historically accurate mods for Medieval Warband modding.  :smile:
 
Thanks for that update Antonis. 

Ok, not to get ahead of this process too much but my mind has been racing all day about other resources that we can pull.  I'm sure you know more than me.  But I wanted to put a notice about the MOD "Hispania 1200". 

I've been playing it on the side and I gotta say...it's got some seriously good things going on.

Moreso, the mod says "includes open source" ...always good! :smile:  Also there seems to be some history of exchange of some sort with el xabeo de la cova and the Europe 1200 team...here in the credits he mentions Korinov and Cesar de Quart: 
  HISPANIA 1200 v1.0

For Mount&Blade Warband v1.158

CREDITS HISPANIA 1200

Hispania 1200 Team creator.

-El Xaveo de la Cova: creator, developer and manager mod.
-JBJ: coder and modeler / texturing

Colaboraciones:

-Hesfesto el Forjador: 2D drawings art (pics)
-Hoju: NPCS
-Sir Centu : help with translation
-Mark7: Trailer and part of the interface and Muslim voices
-Mikeboix and the whole community of "Knights of Calradia" thank you for your attention and encouragement throughout this time
Thanks / OSP:
-KuauiK and DrThomas: models 1257aD textures mod and code breaking doors.
-Korinov and Cesar de Quart: Europe 1200 mod textures and help with recruitment code.
-Al-Mansur: Andalusian architectural structures and helmets
-Sayd Uthman and Zimke Zlovoljni: Almoravid objects Golden Age
-FantasyWarrior: mod ??Terrain_borders 1429: La Guerre de Cent Ans
-Jacobhinds: Help with orders and sounds and pack cloth Ottoman OSP and OSP animations
-Gutekfiutek: Polished Landscapes
-Iboltax: Improved Male Faces (OSP)
-Slawomir of Aaarrgh [OSP] Tavern Animation Pack
-Jrider: New presentations for reports (v1.2)
-Hessuu: Recruiter Kit - Version 1.30
-Zephilinox: Code Perfectly Smooth, Mouse-Enabled V1.4 deathcam
-Rubik: Troop Ratio Bar and The World Map Code
-Caba`drin: Bodyguards / Escorts in Town / Village Scenes
-Albertus Magnus: Code Flipping Coins with tavernkeepers
-Duh, monnikje, Windyplains: Change Color for all Factions
-Melphiz (in gekokujo submod): NPC Conversations Anywhere
-wings of Glory mod: female faces.
 

I would say main reason I thought about this Mod (and it's Open Source) is because of the 1st Castle that I tried to siege and take = it was XATIVA.  It reminded me of my 1st siege in SWORD N AXE =  Espoo Castle...now that was FUN!!! 

In Hispania 1200 the siege at Xativa...WOW, I love the destructible doors and how the siege is not the classic everyone just gangs up at the ladder and gets killed.  It's really fun to feel like you have to attack and utilize MORE areas of the castle...it feels like a running siege.  A few of the castles in the mod are that way...where you have to take and secure different sections of the castle, with multiple choke points.  I think they would make an awesome addition to Europe 1200 for the Almohad castles. 

It would be nice if they were just plug and play, but I know things are usually not that easy. haha  Someone like you or Quapitty could look at those scenes and make sense of the AI for them really easy.  I know he's worked on siege scenes with double ladders and such.  Damn I wish I was smarter at that stuff.
 
Now, I got the Module System to download, it seems that for some reason, the download works icky for that file alone.  :???:
I will take a look in the files soon, and then contact Cesar with my observations. Also, if there is a base to work on, I will contact all the Europe 1200 members to see who's aboard or could help, if only a bit on the respective roles. I will contact those people for those roles:

Cèsar de Quart -> Texturing, Research, others. //He already said he is willing to help, if only a bit, so I am glad to discuss things
Revan Shan -> Uploader, Herald. //Revan was inactive for a time, his mod too( :sad:), but I will contact him to see if he is interested in anything
Mykami -> Drawing. //Artwork is always important and Europe 1200 has some of the best around
Quapitty -> Scene making, Texturing. //Quapitty is still active, I will contact him, because scenes are always good
mihailo.razvigor -> Research, others.//Mihailo has written his farewells and he is inactive. I will contact him, though. 
Tsewe -> Scene making, Research.//Same.
NikeBG - > Research.//Nike is very much active and I hope he will help us. From a quick look I took in the files, I saw many things that can be updated with research.

Also, if you Subitai were willing to help, it'd be great.  :smile:



About the Hispania 1200 mod: So far, it has been in my absolute top 10 of Warband mods. I love the attention to details, the environments and the graphics. It is good that it's open source, but I will contact them anyway, to be on the safe. The scenes are pretty much plug and play, I think, although if they made changes to scripts, it's a bit more complicated. I'll have to ask. And of course, if quapitty will take part, he knows best.  :smile:

EDIT:

Okay, I'm afraid I have some bad news.

The module system that Cesar has problems. The main and most serious one is that it is incomplete. There are files missing and there are parts of files missing. I have tried doing two things. Firstly, adding some of my files to fill the missing ones. Secondly, to fill the black spaces with place-holder scripts(there were parts missing from presentation files and from the scene props file), so that the compiler had no error, but in the game they were blanks, to be filled later. The second one has succeeded to a degree. The first one didn't. The mod asks for its specific files, it has in them many added scripts that I don't have, as I don't have the files.

My guess is, that Korinov sent some time ago some files to Cesar for safe-keeping. That is very serious, as we cannot compile a full module with these. We can write and script and code, but it will amount to nothing, if we cannot 'convert' them into files the game engine can read.

Another issue, equally serious is that there are 8 factions in this module system and 3 Orders. In the final version, there are 52 factions and 4 orders. That means, we are missing 44 factions and 1 Order. While we can eventually add them, providing we somehow fix the fatal module system errors, consider that: It took 3 full years to add them. I am not even counting the various scripts, textures, banners, scenes, troops, lords and map placement of them.  :sad:

I am willing to hear suggestions and ideas, but if we cannot compile the module files, we don't have anything, we cannot build anything. So, we need that last version's files.
 
What if someone has ms decompiler. It is illegal thing but in this case it could save this mod, with its moderators permission, ofcourse.
 
Hmm, I have heard of the decompilers, but I haven't used one. I don't know if it's illegal or not. I cannot answer that, a moderator or team member can and someone who knows how to use one should probably use it. The module system is broken as it is, I wouldn't want to experiment and make matters worse.  :???:
 
You dont need module system for this, it decompiles txt files to module system and it works fine. Just permission.
 
Oh, I didn't know that it was that simple. If that's true and it works, it is more or less we need. But if that's illegal, I am hesitant. Better a team member or a moderator offer an input here. Thanks for bringing that to my attention, though. For personal projects, I think it will be good.
 
It is illegal because moders dont like other people to have their source codes. Otherwise, if moderator of this mod says yes it is not illegal than. That is why I need permission from moderator.
 
Ah, ok. Then, we wait for a moderator to say if we can use it or not. Thanks!

Oh, and also, if we go somewhere with this, I must say that I did your helmets very fitting to replace some of the Native helmets. Especially the pot helmets and the nasal ones. They fit like a glove.  :smile:
 
O.K. we wait for Cesar than.

I offered modeling help to this mod earlier, but when I saw mod is dying I moved all things to OSP. I finished my (personal) mods so I may have time to offer modeling help to this mod again- if I see it is going at some speed.
 
If we will move with the move, I for one would be very glad to work with you. I use your OSP pack in my personal Native module and others I play with. Very good quality stuff.  :smile:
 
That helps greatly.  :smile:


Continuing my delving into the module system Cesar uploaded, I found that there are large chucks of codes missing, especially from the scripts, presentations and scenes. I'm guessing Korinov filled them some time later after he sent the files, but as it is, we cannot use them. But if what igorbb says can be done, and I have no doubt it can, then we can 'make' a module system of the current versions text files.
 
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