Author Topic: Version 1.150 - 1.151 - 1.152 - 1.153 released  (Read 14199 times)

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CTCCoco

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Version 1.150 - 1.151 - 1.152 - 1.153 released
« on: April 18, 2012, 07:06:05 PM »
Version 1.153 Changelog:

A 1.153 changelog...hopefully a more thorough one is in the works, but who knows:

Warband Patch 1.153
Common:
- Troop AI for choosing weapon for different situations has been updated.
- Ranged troop AI not being able to choose a target under certain circumstances bug has been fixed.
- New operations for modders.
- Some fixes and operation enhancements for modders.

Single player:
- Town economies are now more balanced.
- Several other bug fixes.

Multiplayer:
- Two new multiplayer maps have been added: Canyon and Desert Town.
- HTTP communication has been rewritten due to connection issues reported by players.

Client patch: (Needs Warband 1100 installed!)
www.flyingsquirrelent.eu/mb_warband_upgrade_1100_to_1153.exe

Client full installer:
www.flyingsquirrelent.eu/mb_warband_setup_1153.exe

Dedicated server:
www.flyingsquirrelent.eu/mb_warband_dedicated_1153.zip

Module system:
www.flyingsquirrelent.eu/mb_warband_module_system_1153.zip

I wonder what are those new operations added into the MS. Is there a list?
Run a difference check with WinMerge or something and voila:

Additions to:
Code: [Select]
agent_set_attack_action                = 1745   # (agent_set_attack_action, <agent_id>, <value>, <value>), #value: -2 = clear any attack action, 0 = thrust, 1 = slashright, 2 = slashleft, 3 = overswing - second value 0 = ready and release, 1 = ready and hold
agent_set_defend_action                = 1746   # (agent_set_defend_action, <agent_id>, <value>, <duration-in-1/1000-seconds>), #value_1: -2 = clear any defend action, 0 = defend_down, 1 = defend_right, 2 = defend_left, 3 = defend_up
agent_start_running_away               = 1751   # (agent_start_running_away, <agent_id>, [position_no]), # if position no is entered, agent will run away to that location. pos0 is not allowed (will be ignored).

New ops
Code: [Select]
agent_ai_set_can_crouch                = 2083 # (agent_ai_set_can_crouch, <agent_id>, <value>), # 0 for false, 1 for true.
agent_get_crouch_mode                  = 2097   # (agent_ai_get_crouch_mode, <destination>, <agent_id>),
agent_set_crouch_mode                  = 2098   # (agent_ai_set_crouch_mode, <agent_id>, <value>), # 0-1
is_zoom_disabled                = 2222 # (is_zoom_disabled),

Version 1.152 Changelog:

Code: [Select]
Common:
- Bugs related with sounds and music have been fixed. Disable music option now works correctly.
- Muskets sticking to left hand after reloading bug has been fixed.

Single player:
- Several dialog text fixes.
- Lords now defect even faster when their faction has no centers left.
- Minor fix on faction AI.

Multiplayer:
- Trees with bad physics that caused missiles to pass through them have been fixed.
- Switching module without closing the application now works.

Version 1.151 Changelog:

Code: [Select]
Version 1.151 Changelog:
Common:

    Lots of new operations, flags and trigger types have been added for the benefit of modders.
    New parameters have been added to module.ini for modders, including new order system usage and crouching.
    Support for game controllers has been improved.
    Troop AI for selecting alternative weapon mode has been added.
    Troop AI blunt weapon usage has been fixed.
    Troop AI for distant targeting has been fixed.
    Core resource files and shader files have been made modifiable.
    Face generator system now supports multiple meshes to apply deforms.
    Volume and priority have been balanced for sounds.
    Playing sounds from hard drive option has been added for module system.
    Memory usage for resources and navigation meshes have been reduced.
    Several crash-to-desktop bug fixes.
    Minor translation fixes.
    Various other bug fixes.

Single Player:

    Good productions for towns have been rearranged.
    Bug fix at Lady of the Lake achievement.
    Effect of village raids on prosperity has been increased. To balance that, village prosperity increases faster now.
    Merchant inventory update has been made less random.
    Probability of lords defecting from a faction with very few centers has been increased.
    Number of cattle at villages has been revised.

Multiplayer:

    Khergit troop stats have been rebalanced to make them more viable.
    Maximum number of players in a multiplayer match has been changed to 200.
    Usernames in multiplayer games can now have special characters.
    Random rain and fog amounts have been removed in multiplayer. All players now see the same weather.
    In multiplayer server filtering, “Compatible with version” checkbox has been renamed as “Compatible with module” and now it checks for both module and its version.
    Network data priority values have been updated.

Version 1.150 Changelog:

Code: [Select]
- In multiplayer, Khergit troop stats have been rebalanced to make them more viable.
- Maximum number of players in a multiplayer match has been changed to 200.
- Usernames in multiplayer games can now have special characters.
- Random rain and fog amounts have been removed in multiplayer. All players now see the same weather.
- Lots of new operations, flags and trigger types have been added for the benefit of modders.
- New parameters have been added to module.ini for modders, including new order system usage and crouching.
- Support for game controllers has been improved.
- Troop AI for selecting alternative weapon mode has been added.
- Troop AI blunt weapon usage has been fixed.
- Troop AI for distant targeting has been fixed.
- In multiplayer server filtering, "Compatible with version" checkbox has been renamed as "Compatible with module" and now it checks for both module and its version.
- Core resource files and shader files have been made modifiable.
- Face generator system now supports multiple meshes to apply deforms.
- Volume and priority have been balanced for sounds.
- Playing sounds from hard drive option has been added for module system.
- Memory usage for resources and navigation meshes have been reduced.
- Network data priority values have been updated.
- Several crash-to-desktop bug fixes.
- Minor translation fixes.
- Various other bug fixes.

Added module.ini params:

Code: [Select]
can_crouch = 0
can_objects_make_sound = 0
disable_zoom = 0
use_advanced_formation = 0
use_crossbow_as_firearm = 0
can_reload_while_moving = 0
can_run_faster_with_skills = 0
use_phased_reload = 0
horses_try_running_away = 0
lance_pike_effect_speed = 3.0
no_friendly_fire_for_bots = 0
can_adjust_camera_distance = 1
sync_ragdoll_effects = 0
has_forced_particles = 0
can_use_scene_props_in_single_player = 0
disable_attack_while_jumping = 0
disable_high_hdr = 0
has_accessories_for_female = 0

Wolf.

This is a bit messy... Let's sum it up:


–Stuff They Added™ on patch 1.151

Core resources (the previously hardcoded BRFs) and Post-process shaders (postFX.fx) are now modular.
That means that we aren't constrained to the default assets anymore. That means COMPLETE modularity, even for hardcoded references.

New operations (WSE derived), goodies and syntactic fixes.
(click to show/hide)

Xbox controller support:
(click to show/hide)

Complex formations + orders + crouch boilerplate (no animations provided)
(click to show/hide)
(click to show/hide)

–New flags and animation sets for items, also now we can add our own kill icons for multiplayer...
(click to show/hide)


New flags for sounds, (the sound engine has been rewritten from scratch, now we can stream sounds on demand without having them constantly loaded in RAM, performance improvement, faster loading) and scene props (related with movement, shadows, collisions and more)
(click to show/hide)
(click to show/hide)
« Last Edit: May 24, 2012, 11:19:07 AM by CTCCoco »
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xenoargh

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Re: Version 1.150 released
« Reply #1 on: April 18, 2012, 07:06:39 PM »
Wrong section?

Whoops, my bad, we're talking about the NW patch.  Woke up on the stupid side of the bed today; carry on :-)

CTCCoco

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Re: Version 1.150 released
« Reply #2 on: April 18, 2012, 07:07:29 PM »
Wrong section?
Is it? Then sorry, lol.
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xenoargh

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Re: Version 1.150 released
« Reply #3 on: April 18, 2012, 07:08:33 PM »
No, I'm just stupid, I didn't know what the 1.15 was for  :lol:

xenoargh

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Re: Version 1.150 released
« Reply #4 on: April 18, 2012, 07:11:57 PM »
Quote
Face generator system now supports multiple meshes to apply deforms
I hope that they didn't break all of the old facegen  :lol:

Quote
Lots of new operations, flags and trigger types have been added for the benefit of modders.
And here I thought my changelogs were a little vague sometimes.  Guess as soon as the MS is out it'll be time to review again :lol:

Frosty

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Re: Version 1.150 released
« Reply #5 on: April 18, 2012, 07:23:52 PM »
Triggers you say? Interesting, my Source SDK Skills will come into use!
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BetaKnight

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Re: Version 1.150 released
« Reply #6 on: April 18, 2012, 07:54:56 PM »
Then there is a new MS am i wrong?

Specialist

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Re: Version 1.150 released
« Reply #7 on: April 18, 2012, 07:56:01 PM »
New MS, new functions, new everything.

I wish they told us more about the added operations though....

BetaKnight

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Re: Version 1.150 released
« Reply #8 on: April 18, 2012, 07:58:05 PM »
New MS, new functions, new everything.

I wish they told us more about the added operations though....
So when can i get it so i can start again....

Wolfstar

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Re: Version 1.150 released
« Reply #9 on: April 18, 2012, 08:03:10 PM »
Added module.ini params:

Code: [Select]
can_crouch = 0
can_objects_make_sound = 0
disable_zoom = 0
use_advanced_formation = 0
use_crossbow_as_firearm = 0
can_reload_while_moving = 0
can_run_faster_with_skills = 0
use_phased_reload = 0
horses_try_running_away = 0
lance_pike_effect_speed = 3.0
no_friendly_fire_for_bots = 0
can_adjust_camera_distance = 1
sync_ragdoll_effects = 0
has_forced_particles = 0
can_use_scene_props_in_single_player = 0
disable_attack_while_jumping = 0
disable_high_hdr = 0
has_accessories_for_female = 0

Wolf.
I'm taking a short break from my activities over here on Taleworlds for about a month but I will be back. Please note that this is mostly in order to re-organize myself.

Specialist

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Re: Version 1.150 released
« Reply #10 on: April 18, 2012, 08:04:27 PM »
When they release it. 1.5 is not fully released, it comes out with the DLC tomorrow (I think)

Added module.ini params:

can_crouch = 0
can_objects_make_sound = 0
disable_zoom = 0

use_advanced_formation = 0
use_crossbow_as_firearm = 0
can_reload_while_moving = 0
can_run_faster_with_skills = 0
use_phased_reload = 0

horses_try_running_away = 0
lance_pike_effect_speed = 3.0
no_friendly_fire_for_bots = 0
can_adjust_camera_distance = 1
sync_ragdoll_effects = 0
has_forced_particles = 0
can_use_scene_props_in_single_player = 0
disable_attack_while_jumping = 0

disable_high_hdr = 0
has_accessories_for_female = 0


Wolf.
THANK THE LORD JESUS!

BetaKnight

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Re: Version 1.150 released
« Reply #11 on: April 18, 2012, 08:06:52 PM »
Added module.ini params:

Code: [Select]
can_crouch = 0
can_objects_make_sound = 0
disable_zoom = 0
use_advanced_formation = 0
use_crossbow_as_firearm = 0
can_reload_while_moving = 0
can_run_faster_with_skills = 0
use_phased_reload = 0
horses_try_running_away = 0
lance_pike_effect_speed = 3.0
no_friendly_fire_for_bots = 0
can_adjust_camera_distance = 1
sync_ragdoll_effects = 0
has_forced_particles = 0
can_use_scene_props_in_single_player = 0
disable_attack_while_jumping = 0
disable_high_hdr = 0
[b]has_accessories_for_female[/b] = 0

Wolf.
MOTHER OF GOD THANK YOU :"D ITs all so clear now :D
No more boobs going through armors XD

Docm30

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Re: Version 1.150 released
« Reply #12 on: April 18, 2012, 08:07:15 PM »
This all could be very useful for my mod.

Porting to the new MS could be hell, though.
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BetaKnight

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Re: Version 1.150 released
« Reply #13 on: April 18, 2012, 08:08:07 PM »
This all could be very useful for my mod.

Porting to the new MS could be hell, though.
I did hear it will change SP like the older patches that made the mods have to change....
Good luck tho!

Belendor

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Re: Version 1.150 released
« Reply #14 on: April 18, 2012, 08:09:41 PM »
Some nice changes there, great.