Recent content by llqs

  1. llqs

    Warband Script Enhancer 2 (v1.1.2.0)

    Hello, K700,

    I found that when using WSE2 1.0.9.7, the language text corresponding to "ui_number_value_left_the_party" will be printed when recruiting prisoners from the "camp" menu and returning to the world map. However, in reality, the soldiers converted from the prisoners did not leave the party, and the simple trigger for the newly recruited soldiers to leave the team has not been called yet. When playing with Warband 1.174, this prompt is not displayed. Please confirm if this issue exists.Thanks。
  2. llqs

    Warband Script Enhancer 2 (v1.1.2.0)

    Great!A really quick fix!
  3. llqs

    Warband Script Enhancer 2 (v1.1.2.0)

    Bow damage is different because of missile_speed_bonus. Wich can apply 2 bonuses at a time. Your speed and enemy speed. Or it can apply 2 debaffs at one time. Your speed and enemy speed. Also engine treat proficiencies as damage bonus. 100% at 100 proficiency and 15% bonus for each 100 proficiency points. So at 500 pfroficiency and 10 power_draw you will get 100% + 14*10% + 4*15% = 300% damage. Apply to that speed bonus approximatelly 130-200% multiplicatively. And armors are a bit useless against pierce damage. In this game bows are overpowered. Maximum damage 500. I saw it many times.
    thanks for your explanation! I will continue to observe this issue as it occasionally occurs.
  4. llqs

    Improved faces and bodies - compilation

    Testing shows a weird, hardcoded limit of 22 hairstyles for NPCs, making hairstyles #23 and later available only for the player...
    good job!
  5. llqs

    Warband Script Enhancer 2 (v1.1.2.0)

    1 and 2) provide screenshot comparison from WSE2 and vanilla engine
    3)need more detailed information, this is not observed in the vanilla engine?
    4)scene editor is not implemented yet
    Hi K700,
    here comes the screenshots for issue 1 and issue 2.

    in warband:

    in wse2:

    extra texts and the speed/waiting text overlaps.


    map_river and map_ocean are using the same material with shader water_shader_high.
    in warband both ocean and river water can move. in wse2, the ocean is static.

    for issue 3, I will do more tests to check it.
    besides, I hope the edit mode will be implemented. wse2 is really good, I'd like to use it for both playing and developing.

    share my mod below, in case you need to check it in detail.
    East1135 v1.2.4 test version
  6. llqs

    Warband Script Enhancer 2 (v1.1.2.0)

    Hi K700,
    I found some new issues while using WSE2 with my mod "east1135".

    1. party's extra text overlaps with the speed text.
    2. there are no ripples on the water surface for water in the scene and ocean in the map I set the same material for ocean with water in the scene.
    3. bow damage is not stable, sometimes will cause massive damage
    4. Can not use edit mode in WSE2, how to use it? maybe I'm not opening it in the right way.

    The latest version of east1135 is v1.2.3, if you need the new version, I will share it later, it is not at hand right now.
  7. llqs

    Warband Script Enhancer 2 (v1.1.2.0)


    get it,thank you.
  8. llqs

    Warband Script Enhancer 2 (v1.1.2.0)

    How can I improve the performance of the mod?
    Enable edit mode, run mod and check rgl_log.txt. You need to fix PERFORMANCE WARNING. Meshes with rigging requires material with skinning shader. Meshes without rigging requires material without skinning shader. This will increase performance for both WSE2 and Warband since the CPU is the bottleneck.

    sea_shader_ffp can be ignored, wse2 do not support dx7
    does wse2 load core_shaders in CommRes by default? since there is no load_resource=core_shaders in the mod.
  9. llqs

    Warband Script Enhancer 2 (v1.1.2.0)

    The problem is in your script, check for uninitialized local variables. There is not 0 at all, but random garbage from memory.
    thank you for your quick reply! I will check it.

    Besides, I have some other questions.
    I got many performance warnings in the rgl_log. showing below :
    1. "PERFORMANCE WARNING: Mesh map_flag_53 with material banners_c and shader tex_mul_color_mul_factor_alpha uses CPU skinning"

    2. "PERFORMANCE WARNING: Mesh sar_helmet1 with material sarranid_helmets and shader specular_shader_skin_bump uses skinning shader without skin data"

    3. "WARNING: Failed to find suitable shader for sea_shader_ffp"

    How can I fix these warnings?
  10. llqs

    Warband Script Enhancer 2 (v1.1.2.0)

    here is reproduce steps pictures.






    Hello, send me your save file
  11. llqs

    Warband Script Enhancer 2 (v1.1.2.0)

    I have East1135 v1.2
    this is the right version. it's easy to reproduce the issue.
    if there is anything I can help, just tell me. thank you!
  12. llqs

    Warband Script Enhancer 2 (v1.1.2.0)

    Hello, send me your save file
    if you have this mod, start a new game, press F4 on the map, then exchange a weapon. then go to inventory, move mouse to the exchanged item, it will appear.
    if you did not have this mod, in what way can I share it to you?
  13. llqs

    Warband Script Enhancer 2 (v1.1.2.0)

    Hi K700,
    WSE2 is great, the loading speed is so impressive, and the fps in battle field also improved much!
    A crash happens in I my mod East1135.
    I use "troop_set_inventory_slot" and "troop_set_inventory_slot_modifier" to exchange item between a companion and the player in a GUI. This function works well in warband. But it crashed in wse2.

    "troop_get_inventory_slot_modifier" return a invalid modifier value (255). If move mouse onto the exchanged item in inventory, it crashes.


    the crash info is below:

    (troop_set_inventory_slot_modifier, ":eek:ld_troop", ":eek:ld_item_slot_no", ":new_imod"),
    (troop_get_inventory_slot, ":new_item", ":new_troop", ":new_item_slot_no"),
    (troop_get_inventory_slot_modifier, ":new_imod", ":new_troop", ":new_item_slot_no"),
    (assign, reg90, ":new_item_slot_no"),
    (assign, reg91, ":new_troop"),
    (assign, reg92, ":new_item"),
    (assign, reg93, ":new_slot"),
    (assign, reg94, ":new_imod"),
    (display_log_message, "@{!}d7: new_item_slot_no={reg90}, new_troop={reg91}, new_item={reg92}, new_slot={reg93}, new_imod={reg94}"),

    22:10:17 - d in2: selected troop=0, cur item=196, item slot no=16, cur imod=0
    22:10:17 - d in2: selected troop=0, cur item=908, item slot no=10, cur imod=2
    22:10:18 - d in1: selected troop=0, cur item=414, slot no=0, cur imod=3
    22:10:19 - d in2: selected troop=0, cur item=908, item slot no=10, cur imod=2
    22:10:19 - d1: old item slot no=0, selected troop=0, old item=414, old slot=0, old imod=3
    22:10:19 - d4: new item slot no=10, pool troop=0, new item=908, new slot=10, new imod=2
    22:10:19 - d5: new item slot no=10, new troop=0, new item=908, new slot=10, new imod=2
    22:10:19 - d6: old item slot no=0, old troop=0, old item=414, old slot=0, old imod=3
    22:10:19 - d7: new item slot no=10, new troop=0, new item=414, new slot=10, new imod=255
    22:10:19 - d8: old item slot no=0, old troop=0, old item=908, old slot=0, old imod=3
    22:10:19 - d in2: selected troop=0, cur item=414, item slot no=10, cur imod=255
    22:10:19 - SCRIPT ERROR: Invalid Item Modifier ID: 255
    22:10:19 - - Presentation prsnt_equip_npcs trigger no: 3 (line 38, opcode 972, modifier 0x0)
    22:10:20 - d in1: selected troop=0, cur item=908, slot no=0, cur imod=2
    22:10:20 - d in2: selected troop=0, cur item=414, item slot no=10, cur imod=255
    22:10:20 - SCRIPT ERROR: Invalid Item Modifier ID: 255
    22:10:20 - - Presentation prsnt_equip_npcs trigger no: 3 (line 38, opcode 972, modifier 0x0)
    22:10:32 - EXCEPTION_ACCESS_VIOLATION (0xC0000005, 0x00000000, 0x8788E520)
    22:10:32 - Dumping call stack...
    22:10:32 - - 0x00CF4CFF mb_warband_wse2.exe+0x7C4CFF (_output_l+0x119)
    22:10:32 - - 0x00CEA980 mb_warband_wse2.exe+0x7BA980 (_vsnprintf_l+0x81)
    22:10:32 - - 0x00CEA8FA mb_warband_wse2.exe+0x7BA8FA (_vsnprintf+0x16)
    22:10:32 - - 0x00BB0E7A mb_warband_wse2.exe+0x680E7A (rglFormat+0x2A)
    22:10:32 - - 0x009FBA72 mb_warband_wse2.exe+0x4CBA72 (mbItem::getName+0x132)
    22:10:32 - - 0x009F5DA3 mb_warband_wse2.exe+0x4C5DA3 (mbInventoryWindow::showItemTooltip+0x63)
    22:10:32 - - 0x009F9B34 mb_warband_wse2.exe+0x4C9B34 (mbInventoryWindow::updateGridActions+0x134)
    22:10:32 - - 0x009F5707 mb_warband_wse2.exe+0x4C5707 (mbInventoryWindow::frameMove+0x2F7)
    22:10:32 - - 0x00995272 mb_warband_wse2.exe+0x465272 (mbCoreGame::frameMove+0xF2)
    22:10:32 - - 0x009A268A mb_warband_wse2.exe+0x47268A (CD3DApplication::FrameMove+0x3A)
    22:10:32 - - 0x009A185C mb_warband_wse2.exe+0x47185C (CD3DApplication::Render3DEnvironment+0x48C)
    22:10:32 - - 0x009A22CC mb_warband_wse2.exe+0x4722CC (CD3DApplication::Run+0xEC)
    22:10:32 - - 0x00B37E29 mb_warband_wse2.exe+0x607E29 (WinMain+0xD59)
    22:10:32 - - 0x00CEB818 mb_warband_wse2.exe+0x7BB818 (__tmainCRTStartup+0xF1)
    22:10:32 - - 0x775800C9 KERNEL32.DLL+0x200C9 (BaseThreadInitThunk+0x19)
    22:10:32 - - 0x77E37B4E ntdll.dll+0x67B4E (RtlGetAppContainerNamedObjectPath+0x11E)
    22:10:32 - - 0x77E37B1E ntdll.dll+0x67B1E (RtlGetAppContainerNamedObjectPath+0xEE)
    22:10:32 - - 0x77E37B1E ntdll.dll+0x67B1E (RtlGetAppContainerNamedObjectPath+0xEE)
    22:10:32 - Dumping memory status...

    Hope you can have a look at this issue, thanks a lot!
  14. llqs

    HI Swyter, I am a modder and I want to make a customized font for my mod. However, when I...

    HI Swyter, I am a modder and I want to make a customized font for my mod. However, when I followed the tutorials, I found the online tool " swyter.bitbucket.org" is not available now. Where can I find its stanby method? or could you tell me the code logic of translating font.fnt to...
  15. llqs

    SP Oriental 12TH Release-Made in China(Release 2017.01.25, Latest Update 2017.06.11)

    Khamukkamu said:
    I sent you a message.



    I've updated my translation link (google drive link) with the latest patch. It's still not done (i've slowed down translation work as I continued with another Mod) but it looks like I got help now! :smile:
    You've done  a great job! Thanks! Our team has start to do the translation while fixing bugs.  The English version will  come soon:smile:
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