Author Topic: Warband Refined & Enhanced Compiler Kit (v1.0.0 @ Mar 01, 2015)  (Read 64474 times)

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NUQAR'S Kentucky "Nuqar" James XXL

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Re: Warband Refined & Enhanced Compiler Kit (v0.6.1 RC2)
« Reply #15 on: February 02, 2015, 12:25:59 AM »
Yeah, I instinctively tabbed out expecting to come back in 30+ seconds.  :lol:

WookieWarlord

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Re: Warband Refined & Enhanced Compiler Kit (v0.6.1 RC2)
« Reply #16 on: February 02, 2015, 12:40:47 AM »
Yo so I've discovered what I find to be a hilarious unintended consequence. When compiling my code with your compiler, battles happen in slow motion, matrix style. No lag or anything, just slow motion. This is even true for multiplayer when server and client both have the code compiled with your compiler.

Note that this doesn't happen when the exact same code is compiled with the default build_module.

 :lol:

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Re: Warband Refined & Enhanced Compiler Kit (v0.6.1 RC2)
« Reply #17 on: February 02, 2015, 12:42:00 AM »
Yo so I've discovered what I find to be a hilarious unintended consequence. When compiling my code with your compiler, battles happen in slow motion, matrix style. No lag or anything, just slow motion. This is even true for multiplayer when server and client both have the code compiled with your compiler.

Note that this doesn't happen when the exact same code is compiled with the default build_module.

 :lol:

Thats pretty awesome, though.


WookieWarlord

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Re: Warband Refined & Enhanced Compiler Kit (v0.6.1 RC2)
« Reply #18 on: February 02, 2015, 12:47:38 AM »
Yeah I wouldn't mind harnessing it in a more controlled manner haha. It's already an existing warband inbuilt cheat that has been there for years, it's just been activated somehow.

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Re: Warband Refined & Enhanced Compiler Kit (v0.6.1 RC2)
« Reply #19 on: February 02, 2015, 12:48:58 AM »
It must've activated mission_set_game_speed somehow.

WookieWarlord

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Re: Warband Refined & Enhanced Compiler Kit (v0.6.1 RC2)
« Reply #20 on: February 02, 2015, 01:04:55 AM »
Could someone please test this compiler with their code, in a battle. I need to see if it's just my code somehow doing it, or any code compiled with this compiler.

Edit: Something isn't right, I just ran a custom battle, it's slow-mo and the horses were two stories tall.
(click to show/hide)
« Last Edit: February 02, 2015, 01:09:22 AM by WookieWarlord »

Lav

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Re: Warband Refined & Enhanced Compiler Kit (v0.6.1 RC2)
« Reply #21 on: February 02, 2015, 04:07:47 AM »
Weird. Cause I'm using this compiler for months already with Native Expansion and have yet to see this behavior. Still, extremely curious, I'd never even thought such an effect is possible at all.  :mrgreen:

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Re: Warband Refined & Enhanced Compiler Kit (v0.6.1 RC2)
« Reply #22 on: February 02, 2015, 05:58:57 AM »
Update. I suspect I found the issue with jacobhinds' code.

Temporary patch is available here. Full download links have been updated in the starting post.

Now Wookie's problem is a really tricky one as I have no idea what could be causing that. :-)

WookieWarlord

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Re: Warband Refined & Enhanced Compiler Kit (v0.6.2 RC2)
« Reply #23 on: February 02, 2015, 06:02:41 AM »
Yeah.. I really would like to use this compiler. Did you see my ":unused" suggestion as well?

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Re: Warband Refined & Enhanced Compiler Kit (v0.6.2 RC2)
« Reply #24 on: February 02, 2015, 06:10:37 AM »
Sure I did. However I'm extremely hesitant to introduce special processing based on variable naming scheme - such things always manage to backfire in my experience. Besides I have already checked both scripts that compiler reports to have unused variables, and in both scripts there are genuine unused variables which serve no purpose whatsoever. For example:

Code: [Select]
  # script_debug_variables
  # Input: two variables which will be examined by coder, this script is only for debugging.
  # Output: none
  ("debug_variables",
    [
      (store_script_param, ":unused", 1),
      (store_script_param, ":unused_2", 2),
    ]),

Are you really sure compiler shouldn't complain about this? :-)

Oh, and as of 0.6.1 the compiler already ignores locals if they've been used as a dummy iterator in try_for_range cycle. Otherwise there would be far more notices of this sort when compiling Native.

WookieWarlord

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Re: Warband Refined & Enhanced Compiler Kit (v0.6.2 RC2)
« Reply #25 on: February 02, 2015, 06:18:01 AM »
I still think it should ignore the variable not being used in all cases yes, because the very purpose of naming it ":unused" is to avoid compiler errors. Ignoring the dummy iterators was a good idea though, and you can certainly make the argument that 'unused' vars are only useful for those loops anyway, so it's up to you.

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Re: Warband Refined & Enhanced Compiler Kit (v0.6.2 RC2)
« Reply #26 on: February 02, 2015, 07:32:10 AM »
Could someone please test this compiler with their code, in a battle. I need to see if it's just my code somehow doing it, or any code compiled with this compiler.
Highly seconded. I definitely never experienced anything like this with Native Expansion, and neither did any of NE players.

And a couple of questions.

Do you use mission_set_time_speed or mission_time_speed_move_to_value operations anywhere in your module?

What horse_scale() do you have defined for your horses?

What happens when you compile your mod with vanilla compiler and run the same custom battle?

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Re: Warband Refined & Enhanced Compiler Kit (v0.6.2 RC2)
« Reply #27 on: February 02, 2015, 07:52:31 AM »
I have not used any of those operations, including adjusting horse scale. That same custom battle when compiled with the vanilla compiler works normally, no slow-mo, no giant horses.

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Re: Warband Refined & Enhanced Compiler Kit (v0.6.2 RC2)
« Reply #28 on: February 02, 2015, 08:00:21 AM »
Then I'm officially without any ideas. :-)

Can you send me your module system under non-disclosure? I'm really interested to see what could have such a result.

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Re: Warband Refined & Enhanced Compiler Kit (v0.6.2 RC2)
« Reply #29 on: February 02, 2015, 08:11:04 AM »
Then I'm officially without any ideas. :smile:

Can you send me your module system under non-disclosure? I'm really interested to see what could have such a result.
I'd like to get other people to weigh in, to determine that it is specific to me, first.