Guttorm的最近内容

  1. Guttorm

    [M] OPEN_FIELDS warband mp maps

    Well it should be possible but it requires you to edit your Native module with the module system. Adding multiplayer maps won't change gameplay but I am unsure how an edited Native module affects compatability in multiplayer. I know I have had issues with this at some point. Also there have been several upgrades to Warband that changes the way multiplayer works since I was actively modding, so things may have changed. At any rate, if you are going to edit Native, always remember to store a backup copy for safety. For info on how to add maps using the module system, I wrote a small guide that you can find further up in this thread, that might help.
  2. Guttorm

    [M] OPEN_FIELDS warband mp maps

    well here is the deal: because of the last updates to the main game, this mod is not playable, and to make it playable I will need to remake the mod from scratch. And for each new update I would have to remake the mod again, so I tired of it and for now it has been put on ice.
    However, now since it is possible to download individual maps in MP, I might extract the maps and post them in a pack for other modmakers to use. The only problem is that Taleworlds at some point changed the mapping for auto-generated trees in the terrain code, wich means that some maps now look different than when I made them. I don't know if maybe this has been corrected, but otherwise it would mean I have to go through each map and remake them...

    So the short answer is yes, the mod is dead for now.
  3. Guttorm

    [M] OPEN_FIELDS warband mp maps

    I have not encountered that, but you may be right about it being an issue with the 1.126 build. In 1.125 i noticed they changed the terrain code so all maps that have automatically generated forrest spawned differently after that, changing the apperance of some of the existing maps. I think this update has other changes like that, that screws up what has been made previously. I have not yet downloaded 1.126, so I have not been able to make any tests. I expected I will need to remake the mod from scratch, but if your issue is a general thing, then there may be significant changes to the module system that needs to be checked first. Thanks for the heads up anyway, keep experimenting and maybe you can find the problem. I'll update once I've made some tests of my own.

    /guttorm
  4. Guttorm

    [M] OPEN_FIELDS warband mp maps

    Hello
    Adding new scenes requires the Module system that can be downloaded from Taleworlds Downloads page. Make sure you get the latest version so it is compatible with the latest game update.

    There are 3 pylon files that you need to edit, in order to add a new multiplayer map. Here follows a quick guide to add new maps to the game:

    module_scene.py
    Search for the scene called "multiplayer_maps_end"
    This marks the end of the mutliplayer maps. All new multiplayer maps must be added above this scene.

    Simply copy one of the multiplayer scenes and paste it in the proper place, for example this one:
      ("multi_scene_1",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000001300389800003a4ea000058340000637a0000399b",
        [],[],"outer_terrain_plain"),


    There are three things you should change in this string to make it a unique scene. First the name, "multi_scene_1" in this case. Change it to the name you want to give your map. Use only small case and no spaces. This is the map name and it will use a scene file called scn_multi_scene_1 that is placed in the Resource folder of your mod.

    Next, the long line of numbers ("0x00000001300389800003a4ea000058340000637a0000399b") is the terrain code. This can be aquired in the travel map using edit mode. Activate edit mode and start the game, once in the world map, press the Terrain button on the lower left, and play around with the editor until you find a terrain you like. Then press the Copy button at the top, to copy the terrain code. Return to the pylon script and paste your new terrain code into the string.

    The last thing to edit is "outer_terrain_plain". This sets the outer terrain that surrounds your map beyond the border, so the map won't look like it floats around in the sky. Make sure that it matches the main theme of the map, so you dont get a snow map surrounded by desert hills. The outer terrains to choose from are:
        "outer_terrain_plain"
        "outer_terrain_steppe"
        "outer_terrain_desert"
        "outer_terrain_snow"
        "outer_terrain_beach"


    Now you will have created a unique scene that might look something like this:
      ("my_new_scene_1",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000000400032320003c0f300001f9e000011180000031c",
        [],[],"outer_terrain_desert"),

    module_scripts.py
    In this file you will be able to add your new multiplayer map to the various game types of Warband.

    Search for the script called "multiplayer_fill_map_game_types". Under this you will find a numer of lists that look like this:
          (else_try),
            (eq, ":game_type", multiplayer_game_type_siege),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin, "scn_multi_scene_3"),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 1, "scn_multi_scene_8"),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 2, "scn_multi_scene_10"),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 3, "scn_multi_scene_13"),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 4, "scn_multi_scene_15"),
            (assign, ":num_maps", 5),


    There is one list for each game type, and it marks the maps that are available to play for each of the game types:
        deathmatch
        battle
        destroy
        capture_the_flag
        headquarters
        siege


    Copy one of the strings:
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 4, "scn_multi_scene_15"),
    And change it to point to your own map:
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 4, "scn_my_new_scene_1"),
    Note that you need the scn_ prefix so that the script knows to look in the module_scenes.py file.
    Then change the number just before the scene name, to keep the list in chronological order. Also change the assign, ":num_maps" to correctly display the number of available maps for this particular game type.

    Now it should look like this:
          (else_try),
            (eq, ":game_type", multiplayer_game_type_siege),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin, "scn_multi_scene_3"),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 1, "scn_multi_scene_8"),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 2, "scn_multi_scene_10"),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 3, "scn_multi_scene_13"),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 4, "scn_multi_scene_15"),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 5, "scn_my_new_scene_1"),
            (assign, ":num_maps", 6),


    You have now made your map available for one of the gamemodes in Warband multiplayer. It can be selected while setting up a server and it can be voted on by players. You can add your map to any of the other gamemodes in exactly the same way. Just make sure you update the numerical order of each list, if the numbers are not in order, random strings will appear in the Voting screen while playing.

    module_strings.py
    In this file all you will do is add a proper name for your map. scn_my_new_scene_1 is a name used internally by warband, but you will want your map to be called something descriptive, like "Ruins" or "Canyon of Ultradeath" or something.

    Search for "multi_scene_end" and add above it your own string composed of your scene name (without the scn_ prefix!) a comma, and the name you choose. for example:

      ("my_new_scene_1", "Canyon of Ultradeath"),
      ("multi_scene_end", "multi_scene_end"),


    Now your map has a proper name that will be displayed to all players.



    I will also give you a tip on how to easily manage scenes for editing.
    What I do, is I make a new module called MAPEDIT. (simply copy your Native folder and rename it, then start the game with this new module, and don't forget to enable Edit mode and also start the game in a window.)

    In this new module, open the module.ini file, scroll to the bottom and change the entry:
    show_party_ids_instead_of_names = 0 to:
    show_party_ids_instead_of_names = 1
    This way every object on the travel map in the game will be identified by its script ID instead of the proper name. This makes it easy to find specific items, like castles.

    Then enter the game with this module, create a new character and name him Castle_1.
    Start the campaign and locate the castle called castle_1, move your character there. If I want to edit multiple scenes I create additional characters, name them Castle_2, Castle_3 etc. and move them to their respective castles. This way it is easy to access the castles you will be using to edit scenes.

    Now for the next phase, you download the module system again, make it point to the MAPEDIT module (you need one copy of the Module system for each module you are working on) by editing module_info.py.

    Open module_scenes.py and search for castle_1, it looks like this:
    #      1 Steppe
      ("castle_1_exterior",sf_generate,"none", "none", (0,0),(100,100),-100,"0x30054da28004050000005a76800022aa00002e3b",
        [],[],"outer_terrain_steppe"),
      ("castle_1_interior",sf_indoors, "dungeon_entry_a", "bo_dungeon_entry_a", (-100,-100),(100,100),-100,"0",
        ["exit"],["castle_1_seneschal"]),
      ("castle_1_prison",sf_indoors,"interior_prison_a", "bo_interior_prison_a", (-100,-100),(100,100),-100,"0",
        [],[]),



    You only need to change the terrain code, to the one you want to use for your own scene.
    Save the file and compile the module. (Run build_module.bat)
    Then go into the Resources folder of your MAPEDIT mod, and delete (or rename if you want to keep it) the file named scn_castle_1_exterior.

    Now when you enter the game and load your Castle_1 character, enter castle_1 and choose "Take a walk around the courtyard" to enter the castle outdoors scene, where siege battles are fought.
    This should bring you into the terrain you created earlier with the terrain editor. The castle is gone and you spawn in the center of the map together with a set of bots. These are the castle guards, just ignore them. Also you will be greeted by an error message that says that no resources where found for this scene. This is because you deleted the scn_castle_1_exterior file. But dont worry, start editing the map and then save it, this will create a new file called scn_castle_1_exterior. This new file is actually your new scene! Once you are done editing, simply locate this file and rename it to match the scene you set up in modules_scenes.py earlier, like so:
    scn_my_new_scene_1
    Now move it into the Resource folder of the actual mod you are creating.


    If you use your MAPEDIT mod only to edit scenes, you can use it for any number of mods you might be working on at the same time. Whenever you want to make a new scene, just go to the Resource folder of your MAPEDIT mod and make sure there is no scn_castle_1_exterior (or change the number to the castle you currently want to use). Then open the module_scenes.py and insert the terrain code you want to use, in the string for the apropriate castle exterior! scene. Compile the module and you are good to go!

    Happy editing!
    (A final hint, if you exit edit mode and there is no button asking you to save your changes, don't be alarmed! The box is sometimes invisible because of some bug, just klick randomly where the Save changes button should be and you will find it is still there even if it can't be seen.)
  5. Guttorm

    [M] OPEN_FIELDS warband mp maps

    There is a new version out, so make sure you download the latest version of the mod to be able to play the mod correctly. The server is up but renamed to OF_Invasion as it is running Invasion gamemode at the moment.
    Taleworlds have released lots of patches lately and it has caused problems with the mod, but for now it should run pretty well.
  6. Guttorm

    [M] OPEN_FIELDS warband mp maps

    Yes I will be online this weekend so I hope to see you then.
    This is basically a modified invasion, yes. It's not ment to replace the Invasion or BattleforCalradia mods, just to show off my maps. If you like the maps, you could propose to the makers of that mod to include my maps, I would be honored.
    Some of the original Invasion maps have been disabled in my mod, because I didnt like them or they use custom items and scene props that I do not have. Dungeons map is still in, but it uses custom scene props and is not playable, word of caution...

    Anyway, 5 of my maps are ready for Invasion in this mod. They are Lytzen, Fortresses, Hot Gates, City Entrance and Thingvellir.  Also all of the invasion troops have been changed completely, as, again, many of the original invasion troops used custom items. Also some of them where silly. These troops use 100% native  equipment. It is not very well balanced or anything, you will not survive the third wave without a lot of bots on your side. But hey, big battles are fun.

    freakin wat 说:
    Are the maps AI meshed? Silly question!
    AI meshes are boring to make, but yes, all new maps have AI meshes. There may be flaws though, I have noticed that sometimes bots get stuck and run in circles, and it seems this is caused by terrain and/or AI meshes somehow. I have ironed out most of it but there may be spots that cause AI to get confused.
    /Guttorm
  7. Guttorm

    [M] OPEN_FIELDS warband mp maps

    New version is out with some cool changes. Also the server will be up again.
    If you like, we could schedule a game for next week to try out the new Invasion maps.
    For example Thursday June 17th at 18:00 CET (central european time)
    If you live in another time zone you can use a converter like this http://www.timeanddate.com/worldclock/converter.html to get the proper time.

    I have a Teamspeak 3 server that could be used for the occation.
    adress:  127.0.0.1
    port:      9987
  8. Guttorm

    [M] OPEN_FIELDS warband mp maps

    Not a lot of open field maps being made lately since I have been busy playing Arch3rs mod The Battle for Calradia, with the ingenious Invasion gamemode. I love it! Since Arch3r kindly released the codes behind it, I have naturally made a mod using my own maps for Invasion. Some of my latest maps work very well with this gamemode. I wanted to share with you some images from an Invasion battle on the Hot Gates map. This is me with 25 nord bots, against waves of 50-60 invaders each. It is extremely fun I can tell you.
    Images are rather dark unfortunately, due to the fog.
    This is a little fun mod I made for myself and is not available for download, all Invasion scripts are made and supplied by Arch3r
    http://forums.taleworlds.com/index.php/topic,112477.0.html

    I go over the wall with my Housecarls
    hotgates01.jpg


    We make a stand in the pass
    hotgates02.jpg


    The first wave of invaders approach
    hotgates03.jpg


    The second wave of enemies fall before us
    hotgates05.jpg


    The bloody Housecarls with their warrior pride
    housecarls06.jpg


    More than 200 corpses litter the ground by now
    hotgates08.jpg
    Battleformations approach
    hotgates07.jpg


    The fighting is fierce
    hotgates09.jpg


    We counterattack
    hotgates10.jpg


    Upon the hills we gave them Hell
    hotgates11.jpg


    I lead my surviving Housecarls in a retreat through the forest
    hotgates12.jpg


    The last four Housecarls make a brave stand in the narrow pass
    hotgates13.jpg


    But it avails us nothing
    hotgates14.jpg


    Next is a map I made specifically for Invasion. It works very well in my testing so far. There are hardly any glitch spots, bots appear to navigate it accuratley without getting stuck, and the layout is nice with two entrances through the ramparts, so the bots can sneak up behind you if you only defend one. Outside the city is a lush forrest with a river and hills, where the invaders spawn.
    The city is a tangle of ramparts, only some can be climbed
    invasion01.jpg


    Main entrance
    invasion03.jpg

    sally_guttorm.jpg


    Sewer entrance
    invasion04.jpg


    The drawbridge
    invasion08.jpg

    sally_swadia.jpg


    The drawbridge is covered
    invasion09.jpg

    sally_window.jpg


    Inside the sewer entrance, good bottleneck
    invasion10.jpg

    sally_sewer.jpg


    The first courtyard
    invasion07.jpg


    The second courtyard
    invasion06.jpg


    Interior battlestations
    invasion12.jpg

    sally_bodies.jpg
  9. Guttorm

    [M] OPEN_FIELDS warband mp maps

    I have never encountered that. Do you remember what map was running, and do you have any probems hosting your own game using the mod and maps?
  10. Guttorm

    [M] OPEN_FIELDS warband mp maps

    well the map is out now, so go try it!
  11. Guttorm

    Calling all multiplayer map makers--the need for a single community mappack

    Hello I would be ready to commit my maps to this project, as it's difficult to get players now.
    OPEN_FIELDS multiplayer map pack:
    http://forums.taleworlds.com/index.php/topic,104637.0.html

    Not being a coding expert, I imagine that auto-downloading would be very difficult to implement in this game the way scenes are handled, a mod is easy enough to handle and I think we will need to settle for that.
    /Guttorm
  12. Guttorm

    [M] OPEN_FIELDS warband mp maps

    Here are a few screens of a map that I just finished, it will be available with the next update of the mod. It is based on the battle of Thermophylae as depicted in the movie 300, and I think it will be very fun to fight on. The battlespace becomes very cramped here, hemmed in by mountains and sea, and there are more than one narrow pass that can be used to your advantage. There are also some walls, that can be climbed without ladders, so defend those ramparts! Maybe holding the narrows will be better. I think this map is the most beautiful I have made so far, and I hope you will enjoy it.
    The gateway to hell
    hotgate01.jpg
    The Phokian wall, ancient ramparts
    hotgate02.jpg
    The pass itself, the Hot Gates
    hotgate03.jpg
    The unlucky
    hotgate04.jpg
    Our ancestors built these walls
    hotgate08.jpg
    Marshalling grounds
    hotgate07.jpg
    hotgate09.jpg
    There are more than one narrow pass to get through. Andreopeia, the hidden goat path.
    hotgate10.jpg
    Entrance to Hades?
    hotgate05.jpg
    To the center of the earth
    hotgate06.jpg
  13. Guttorm

    [M] OPEN_FIELDS warband mp maps

    Just bumping this thread since I am currently uploading the latest version of the mod to the Repository. A few days later than I said I would, and the reason for the delay is that I decided to finish a third map for the mod. This map is called Fjord and is a Norwegian fjord, a real Viking raiders lair! I am very excited about this map and I hope you like it too.

    To adress some of the questions that I have neglected to answer:
    All the new maps in this update have full working AI-meshes, There should not be any problems, but if you find anything not working please report it to me. Also a couple of the older maps have gotten AI-meshes, check out the readme in the mods root directory for more info.

    As for the poll screen, I removed the vanilla MP maps from the vote so the list would be kept short. I figure that it's easy enough to switch to native if you want to play those maps. Also not all of the original maps conform to the idea of Open Fields. However it would be easy to reinsert them into the voting list if there would be a demand for it.

    This time I remembered to put in the Readme file. It can be found in the Mod directory and there you'll find all the scene names you need to set up a dedicated server.
    Please note that I have changed all the scene names for this update, so make sure you change them in your server init file correctly, as the old scene names will not work!

    Some screens:

    An overview of the bay
    fjord01.jpg
    Viking ship docked at the harbour
    fjord02.jpg
    Mighty Thor, god of thunder
    Thor.jpg

    The new version is available for download now, go get it at the MnM Repository
    http://www.mbrepository.com/file.php?id=1771
    /Guttorm
  14. Guttorm

    Overriding Private Server Settings

    have you set team balance limit to unlimited? I have not tested this but it should apply to your problem.

    when creating a server using the host game function, there is an option at the bottom of the list called "Auto team balance threshold (diff)", set this to "unlimited". Then any number of players should be able to join any one side, without triggering the auto team balance. If you are setting an dedicated server, use the command "set_auto_team_balance_limit 7".
    /Guttorm
  15. Guttorm

    [M] OPEN_FIELDS warband mp maps

    Thought I'd share some images of the next map I am working on. It will be a huge map, much bigger then any of the ones I've made so far. And it will present some interesting terrain that will give you many options when choosing your battleground. There is a big swamp that will be hard for horses to traverse, there are a few farms and campsites that will offer protection for footmen. There are a number of small but steep hills that archers can use to dominate their surroundings, and not least, there is a full city to be explored! The main road leading to the city is covered on both sides by large, deep ditches that can hide an entire army from sight. Inside the city itself you will find narrow alleys for intense close-quarters combat, and deep underneath the streets you can explore murky catacombs. Most places have more than one entrance, so make sure to watch your back!

    I brought my camera for a hike in the surroundings, here's what it looks like:

    Into the dungeon:
    dungeon01.jpg
    The city with ringwall:
    ringwall01.jpg
    City entrance in the background:
    ringwall02.jpg
    A farmstead makes an exellent defensive position:
    farm01.jpg
    A peasant tends to his crops:
    farm02.jpg
    Axe-training at the warcamp, ringwall in the background:
    swamp03.jpg
    A view of the swamp:
    swamp01.jpg
    Hiding in the woods:
    swamp02.jpg
    The road:
    trench01.jpg
    The trenches are deep and broad:
    trench02.jpg

    This map will be in the next update along with a new desert map. It will come out next friday 30/4.
    /Guttorm
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