Author Topic: [WB] Warband Script Enhancer v3.1.5 (18/12/2012)  (Read 219305 times)

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Lumos

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Re: [WB] Warband Script Enhancer v2.8.1 (08/06/2012)
« Reply #2235 on: June 13, 2012, 09:34:11 AM »
I have a question/request, cmp. Regarding the game crashing when there are too many ford polygons, do you know what causes it? Or even better, can you fix it? :P
Just curious about what causes the problem.

cmpxchg8b

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Re: [WB] Warband Script Enhancer v2.8.1 (08/06/2012)
« Reply #2236 on: June 13, 2012, 11:28:16 AM »
Never heard of it. I can check it out if you send me a map that crashes.
Warband Script Enhancer v3.1.5 - additional operations, game scripts and triggers for Warband modders

Lumos

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Re: [WB] Warband Script Enhancer v2.8.1 (08/06/2012)
« Reply #2237 on: June 13, 2012, 06:19:32 PM »
I sent a PM to KeithGB who said he'd tested it, so we will probably have his crashing map soon.

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Re: [WB] Warband Script Enhancer v2.8.1 (08/06/2012)
« Reply #2238 on: June 14, 2012, 05:36:39 AM »
I get the following in the wse_crash_log.txt

(click to show/hide)

crpg_1 is the WSELoaderServer.exe This happens every 2 or 3 days. Not sure what's going on. I have a few more that are variations of the above if it'll help.
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Lumos

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Re: [WB] Warband Script Enhancer v2.8.1 (08/06/2012)
« Reply #2239 on: June 15, 2012, 08:46:31 AM »
Here's the link with a crashing map due to too many fords that Keith sent me: http://dl.dropbox.com/u/22035121/map.txt
Hope it will be useful.

cmpxchg8b

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Re: [WB] Warband Script Enhancer v2.8.1 (08/06/2012)
« Reply #2240 on: June 15, 2012, 03:00:30 PM »
Had a look at it. It looks like the game is going into an infinite loop while trying to split the map into landmasses. I think there might be something wrong in ford placement, rather than too many fords. Can't really say what, though.
Warband Script Enhancer v3.1.5 - additional operations, game scripts and triggers for Warband modders

Avallac

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Re: [WB] Warband Script Enhancer v2.8.1 (08/06/2012)
« Reply #2241 on: June 15, 2012, 09:03:53 PM »
Hi cmp! Is there any way to change the corpse limit on my own, with a memory editor or something? If its not worth it to make an update of WSE maybe you could just tell how to do it if its not too complicated... :roll:

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Re: [WB] Warband Script Enhancer v2.8.1 (08/06/2012)
« Reply #2242 on: June 15, 2012, 09:23:46 PM »
Hi cmp. I have a request for new version. Ofc if this is possible to make, it could be very useful, I think. I was thinking about operation similar to agent_set_attached_scene_prop, but not to agent, but to bone. For example: scene_prop_attach_to_bone <agent_id>, <bone>, <position>, <scene_prop_id> or something like this.
It`s just simple idea. If operation like this is already exist, then forget about it :P
Thank you for your response.

Lumos

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Re: [WB] Warband Script Enhancer v2.8.1 (08/06/2012)
« Reply #2243 on: June 15, 2012, 09:28:17 PM »
Had a look at it. It looks like the game is going into an infinite loop while trying to split the map into landmasses.
Will you please explain a bit about what this landmass-division is? Never heard of it, and maybe we could trick it to not go in an infinite loop somehow.

cmpxchg8b

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Re: [WB] Warband Script Enhancer v2.8.1 (08/06/2012)
« Reply #2244 on: June 15, 2012, 09:47:07 PM »
Hi cmp! Is there any way to change the corpse limit on my own, with a memory editor or something? If its not worth it to make an update of WSE maybe you could just tell how to do it if its not too complicated... :roll:
It's possible, but I don't have the memory addresses for 1.153.

Hi cmp. I have a request for new version. Ofc if this is possible to make, it could be very useful, I think. I was thinking about operation similar to agent_set_attached_scene_prop, but not to agent, but to bone. For example: scene_prop_attach_to_bone <agent_id>, <bone>, <position>, <scene_prop_id> or something like this.
It`s just simple idea. If operation like this is already exist, then forget about it :P
Thank you for your response.
It's a major feature, so I'll have to reject it. Sorry.

Had a look at it. It looks like the game is going into an infinite loop while trying to split the map into landmasses.
Will you please explain a bit about what this landmass-division is? Never heard of it, and maybe we could trick it to not go in an infinite loop somehow.
The game divides the map in separate landmasses based on where fords are. It needs to know which ford leads from landmass A to landmass B for pathfinding.
You don't have to trick it, you need to find where the error is and fix it. I don't know how it works exactly, so I can't really help you more than that.
Warband Script Enhancer v3.1.5 - additional operations, game scripts and triggers for Warband modders

iLag

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Re: [WB] Warband Script Enhancer v2.8.1 (08/06/2012)
« Reply #2245 on: June 16, 2012, 02:49:33 AM »
Linux users running WSE with Wine may run into this error message:
Code: [Select]
Failed to write remote process memory for library string.
If you are running an Antivirus or Security Suite, try temporarily disabling it.
I get this on my system, which is currently running Linux Mint 13 (based heavily on Ubuntu 12.04).   The cause is a change in the way ptrace, part of the Linux kernel, works, making it incompatible with WSE when in older versions it worked just fine.  The workaround is to set ptrace's scope to 0 (default 1), making it more permissive.  Keep in mind that this may introduce minor security issues (a virus will potentially be able to scan other programs and steal info out of their memory).  Personally I don't think this is that big of a concern, but I take no responsibility if anything happens to you because of this change.

Executing this line in a terminal prompt will workaround the problem, until you restart your computer:
Code: [Select]
echo 0 | sudo tee /proc/sys/kernel/yama/ptrace_scopeTo make the workaround permanent, open "/etc/sysctl.d/10-ptrace.conf" as root in a text editor, find the line "kernel.yama.ptrace_scope = 1" (for me it was the last line in the file), and replace the 1 with a 0.  After a restart or application of the temporary workaround, WSE will work without complaint.

For more information, read this post which primarily focuses on Dwarf Fortress, but gives more details on ptrace and what it does.
« Last Edit: June 16, 2012, 04:48:11 PM by iLag »
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Avallac

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Re: [WB] Warband Script Enhancer v2.8.1 (08/06/2012)
« Reply #2246 on: June 16, 2012, 03:27:14 AM »
I think I found the address for corpse limit - 009467BC. Couldn't find it before because when you switch it to 150 the real number is 104 (at least for me).

cmpxchg8b

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Re: [WB] Warband Script Enhancer v2.8.1 (08/06/2012)
« Reply #2247 on: June 16, 2012, 11:41:30 AM »
When you set it to 150 the game actually uses a "performance score" it calculated earlier to cap it.
Warband Script Enhancer v3.1.5 - additional operations, game scripts and triggers for Warband modders

Belendor

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Re: [WB] Warband Script Enhancer v2.8.1 (08/06/2012)
« Reply #2248 on: June 17, 2012, 12:37:47 PM »
Some operations based on "Module System" but not on game would come in handy. Specially, if a modder wants to change an entire line of code during a game.

[add_line] - "Text", "Module_blabla", "Line Number"
[remove_line] - "Module_blabla", "Line Number"

Possible?

cmpxchg8b

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Re: [WB] Warband Script Enhancer v2.8.1 (08/06/2012)
« Reply #2249 on: June 17, 2012, 01:09:21 PM »
Yes, but I don't see the point. That's what conditionals are for.
Warband Script Enhancer v3.1.5 - additional operations, game scripts and triggers for Warband modders