I can't see that happening. TW will want to keep the maintenance simple. An integrated approach was flagged from day 1 by the low minimum pc spec.
I'm sure they're not on life support. In fact, I'm surprised TW Devs were working on the console port. I'd assumed it would have been contracted out. For all I know, consoles might be the way to salvage multi-player, which seems jinxed on pcs.
By the same token some of the Warband Console income funded Bannerlord on pcs.
Reread his post. He used past tense. He was a TW Developer, but isn't now - no TW Banner. Just be glad that he's now a modder.
Having ported Warband to consoles, TW always planned to port Bannerlord as well. That's why the game's minimum pc spec is so low. At least with consoles they only have to optimise for fixed hardware specs - unlike our infinite variety of mixed kit. GamesCom will be a good test whether they can make the 25th October target release date that Sony accidentally leaked by updating its database prematurely.
Bannerlord seasonality cycles through four seasons. Weeks are the traditional 7 day cycle. Bannerlord has a 3 week seasons, giving 84 days p.a. (4x7x3=84). The only viable option to vary seems to be weeks per season, allowing 56 days (4x7x2=56) or 28 days (4x7x1=28 ). IMO the later option would be far too short for the seasonality system to seem sensible.
Ironic considering you're telling someone else its easy to do something that you won't do yourself and they don't want to do anyway.
Take a hint. Re-read his posts. He doesn't want to do it in his mod and won't do it in his mod. If you want it, make your own sub-mod.
Hong Ge (284 ~ 364 AD) wrote that a reed pipe was inserted from the mouth to the throat and another person blew through it after blocking the nostrils. https://cardiothoracicsurgery.biomedcentral.com/articles/10.1186/s13019-020-1086-5
Does feeding these birds make me an unwitting colaberator?
The API document is a reference dictionary. Flowcharts are more normally used in procedural programming where instructions follow each other in a logical sequence. Bannerlord's game code is written in C#, which is an object orientated language as opposed to a procedural one. It's more focused on defining data and behaviours into reusable objects.
Have you even bothered to look at Bannerlord's API documentation? https://apidoc.bannerlord.com/v/1.8.0/
Why would a former Taleworlds Developer need to prove to you what he's reading in the game's code? I'm glad that he's now exploring code in areas he didn't work on and publishing mods to help us.
Just pointing out that the truth takes time to surface especially when officials are deliberately burying it.
I'm sure US citizens were equally reassured, in 1964, by the exhaustive transparency of the Warren Commission findings.
I'm glad that you're reassured. In my experience, the truth takes decades to surface. https://www.tampabay.com/news/military/veterans/the-atomic-sailors/2157927/
The error spam in your own scenes is probably re the decal atlas bug in 1.8.0. Every decal throws these warnings but only for those close to the camera. I tend to sweep the camera around the scene and always ignore the warnings until eventually, I've got them all and no more spawn. Hopefully, Taleworlds next patch will resolve these problems.
The initial response was it wasn't newsworthy and would have been suppressed without the press leak. How many other incidents occurred without a leak or anyone being reprimanded? Anyway, just pointing out that there are no guarantees in life and it is human to err.
Terrain for TW scenes will only load in the editor for those few examples where they included \SceneEditData\terrain_ed.bin files in the download. In 1.8.0 the vista texture for \Sandbox\Main_map is white in the editor (ok in game). I thought you were loading your own scenes.