Recent content by XCram

  1. XCram

    With Fire & Sword: Questions and Answers

    That's some real shameless advertising right there.

    What's wrong with people right here...  :roll:
    Could you please post something about WFaS, or about your WFaS mods right here...  :?:
  2. XCram

    With Fire & Sword: Questions and Answers

    King Mozart said:
    good sire..
    can you help me find this mod.
    so in the past i play M&B wfas, and it has a features for ordering musketers to fire by row.
    but i recently download and play W&B wfas 1143 version, but the fire orders only had ; fire left, right or middle flank.
    anyone can help me with this?

    Well, if you ask me, I don't remember about firing by raw... But if you need WFaS improvements mod, you can find it here .
    Yet it's still close to Alpha. I guess there are some problems with tactical battle AI, but I'm working on it. Trying to make tactical AI more flexible along with inserting some new features. For example, currently, you can order your troops to move to a certain point even before a battle start.
    Also, you can see hear heavily reworked music, many Warband music were disabled, more appropriate music was inserted.
    And, of course, have a nice play with my new wagon icon on the global map.
    carriage.jpg
  3. XCram

    With Fire & Sword: Questions and Answers

    In a scene, if you approach a horse that's more difficult to ride than your skill level you get a warning message even if you don't try to mount it. Maybe you use a similar trick to give players an appropriate message when they are near a triggerable prop.

    :meh:
    Look, I used this method more than 2 years ago (as tutorial_message). I don't want to return to it. Because we have an updated Warband engine.
    And if we still don't have updated WFaS engine -- I'm going to use my time on asking 'why' rather than getting back to some crooked methods. After all, there are many other directions of the mod developing.
  4. XCram

    With Fire & Sword: Questions and Answers

    Lots of games expect players to hit the same key to use different objects. Players are used to it. You've just got to test which prop they're next to and trying to use.

    No, being just next to object could be confusing. Player should look at an object and receive some graphical message.
  5. XCram

    With Fire & Sword: Questions and Answers

    It doesn't use ti_on_scene_prop_use. The artillery is controlled by the AI, not hands-on by the player. A player can only give artillery orders such as fire, hold fire etc.

    Of course, it doesn't. I see.
    I need just using inside ti_on_scene_prop_use.

    If you want to recognise when a player interacts with a scene prop, could you give the player a key to press, which will only activate the prop when he/she is close enough?

    Yes, easily. (It was in some early versions of my mod.)
    I don't like this method.
    Since I have useable doors, fireplaces, ladders, clothes and maybe some other things -- I need a single, proper method of using. Not a confusing  :smile:
  6. XCram

    With Fire & Sword: Questions and Answers

    How about a short video.


    Ok, but where is using here ?  :???:
    I need using inside ti_on_scene_prop_use trigger. If you mean you can use it -->somehow<-- inside mission_templates triggers -- I know it.
  7. XCram

    With Fire & Sword: Questions and Answers

    Scene props can be used in single player. Dr Tomas used them to implement artillery for Twilight of the Sun King back in 2013. He's since made his code open source. It ported to my WFaS mod OK. It's also used by L'Aigle.

    :shock:
    Could you please show me a single screenshot ?
  8. XCram

    With Fire & Sword: Questions and Answers

    True.

    What missing operations stopped you importing your Warband improvements into WFaS?

    Well, not a single... pile of missed operations can stop me !  :fruity:  :lol:
    (In fact, I have already ported most of the features, and you can find it on moddb as WFaS Improvements mod.)
    But still it would be much more interesting with using 'scene props' in single-player. It's the most important thing.
    Also I need some important operations, e.g. add_missile, prop_instance_deform_to_time, agent_ai_get_num_cached_enemies, set_shader_param_* operations, game_key_get_mapped_key_name, set_camera_in_first_person, agent_get_ammo_for_slot, item_get_* operations and some other, less important.
  9. XCram

    With Fire & Sword: Questions and Answers

    You could ask Snowbird's permission to use some of their WFaS assets in Warband. Their developers have previously granted at least one modder permission to use some specific models outside of WFaS.

    Yes, but I don't need just some models.
    Not to mention it's a bit tricky to make Snowbird respond to someone  :lol:
  10. XCram

    With Fire & Sword: Questions and Answers

    Agreed WSE is a hack. However, it has opened up more of the warband engine than those  module system upgrades from version 1.143 to 1.172.

    Well, absolutely not. Again, you can check it yourself, comparing WSE + WFaS with Warband.
    In general, I don't like crutches like WSE. I think most of its functions can be easily duplicated using standard, but more tricky code. For example, dynamical changing skins (bodies). I.e., as you said, 'making life easier for coders'. It's just about WSE.

    No doubt the warband engine is capable of more, but its biggest limitation IMO is only being able to access 4gb of RAM, which limits battle size, map size, mesh details, texture resolution etc. Those limitations caused lots of modders to abandon projects and wait for Bannerlord.

    I'm not one of those modders who are interested in making resources incredibly huge. I'm primarily interested in the functionality. Or improved physics.
    Yes, about a year ago I decided to stop and wait for Bannerlord release. However, I couldn't wait long, and resumed my activity early this year  :smile:
    Anyway, I need to do something first, for transferring to Bannerlord later.
    Recently, I have tried to port my Native Improvements mod to WFaS, and encountered significant limitations of the WFaS engine. Since I need WFaS global map and WFaS resources, I can't just use them in the latest Warband engine.
    That's why I need updated WFaS engine...

    PS on keeping me or other people happy, think twice before using face palm emoticons, which suggest their comments are ridiculous.

    Ok, noted.
    Do you allow me to use this  :roll: and this  :???: and this  :shock: ?
    :fruity: :lol:
  11. XCram

    With Fire & Sword: Questions and Answers

    I don't need to work for Taleworlds to understand commercial realities. Business is driven by finance, not fantasy.

    Sorry for my 'patronising', but are you sure you understand the difference between 'commercial realities' (for example, all people buy or sell smth) and 'licensing issues' (i.e. some people agreed to distribute their work under certain conditions) ?
    Since I can't find any info about Taleworlds licensing from an open sources, I was very surprised by your confidence  :???:

    WSE adds substancially more operations to the engine than those added by an upgrade from 1.143 to 1.172 and allows access to external data stores.

    Look, WSE is a classical 'hack', like many other extenders/enhancers for many other games... How could it 'adds operations to the engine' (?) It uses hidden engine capabilities, and nothing more  :roll:

    Who do you mean by we? I've already told you that I'm happy with WFaS as it is. Upgrading WFaS is your dream, not mine.

    Ok, be happy. But you somehow seem unhappy, sorry  :smile:
    I'm just talking about the possibilities. I didn't mean you personally.

    @kalarhan

    if you are so keen at talking about modding, why don't you visit the Forge? A warning tho, so far all your posts were very inaccurate. You may benefit from reading some guides/tutorials if you are a inspiring modder.

    Despite your post is very inaccurate with regard to the current topic, and moreover it's totally useless -- if you really want to know: I don't like talking about modding. I like modding itself. Also I don't like this entire forum, and I don't like advertise my mods here. Not just because of people like you. Just because I always get tired from a long conversation.
  12. XCram

    With Fire & Sword: Questions and Answers

    The warband engine used by WFaS is owned by Taleworlds and licenced to Snowbird. I can't see those financial arrangements being unpicked. Equally, K700 has said he sees no sense in developing a version of WSE for the old engine used by WFaS. WSE would be the only realistic method of upgrading WFaS.
    OMG, what are you talking about...  :dead:
    Are you working in Taleworlds to be that sure about licensing issues ?  :facepalm:
    And why do we need WSE to upgrade WFaS engine ?  :shock:
    WSE is a third-party program and nothing more  :roll:
    Why do you need WFaS upgraded? I don't.
    But wait, aren't you trying to make a mod using that outdated engine ?  :shock:
    Are you sure ?  :???:

    Fundamentally, the old WFaS engine is the same as the latest Warband engine without a number of new operations that just make life easier for coders.

    I wonder who told you this...  :shock:
    Warband engine has very important functions and capabilities ! Just check it yourself ! Compare WFaS and Warband operations, compare module.ini
    For example, in WFaS you can use 'scene properties' only in multiplayer, unlike Warband.

    Most of the Warband upgrades are just to ensure that Taleworlds only has one version of its code to support across all of the DLCs which run as mods. WFaS is excluded because Snowbird chose to market it separately (i.e. Without needing Warband installed).

    Both will be overtaken when Bannerlord is released.
    This slightly clarifies the situation. They buy a separate license for using Warband engine, and make WFaS. Then they again buy a license for using an updated engine (which is considered as new?), and make Caribbean.
    So, if we need to update WFaS, we need to buy a new engine license from Taleworlds along with some kind of permission from Snowbird.
    I hope the price will be lower considering the approaching Bannerlord release.
  13. XCram

    With Fire & Sword: Questions and Answers

    It's not going to happen. In March 2017 the investors in Snowbird slashed the number of developers following problems with their latest game Eador Imperium. Any resource left is fully focused on fixing that. Nothing much is happening on Blood & Gold Carribean either.

    Edit - however, this doesn't stop people creating new mods for WFaS - I'm making one myself about the English Civil War.

    OMG... English Civil War for WFaS ?  :shock:
    Having updated Warband engine with VC ? Just why do you need it...  :facepalm:
    ...
    Look, suppose that we are a small group of developers having enthusiasm to update WFaS. We don't need any prepayments from Snowbird. We need to know what is the problem with updating WFaS engine. After all, if Snowbird doesn't need this project, let us continue it ! Let we'll find investors to buy WFaS and to update engine. Because we don't want to make any useless mods using this outdated engine.
    Or if they aren't going to sell it and aren't going to continue it -- what the h is going on ?  :neutral:
    (Of course, that small group of developers doesn't exist. For now.  :smile:)
  14. XCram

    With Fire & Sword: Questions and Answers

    WFaS is a DLC (i.e. not produced by Taleworlds). There have been at least 8 Warband engine upgrades since 1.143 & WFaS has not been upgraded for any of them. There is no financial incentive for anyone to upgrade WFaS.

    Warband has only been upgraded to facilitate later DLCs such as Napoleonic Wars and Viking Conquest, which produce new revenue streams.

    Ok... I know that it's DLC  :facepalm:
    Let's say someone HAS an intention to update WFaS. Someone believes that updated WFaS can produce new revenue streams.
    So why it's impossible to update ???  :facepalm:
    If there is no financial incentive, then Taleworlds put unacceptable conditions ? Am I right ?
    Or it's Snowbird's fault who doesn't want to continue this project ?
  15. XCram

    With Fire & Sword: Questions and Answers

    NPC99 said:
    XCram said:
    Who is responsible for WFaS engine updating ?

    No one. WFaS uses an old version of the Warband engine (version 1.143) & won't be updated.

    Ok, I know what it uses. What's the problem with WFaS ? Who is responsible for updating it to the latest Warband engine ?
    Why it's not possible ?  :neutral:
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