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  1. Runea

    SP Oriental [WB] SGYY (Updated April 30th) Playable demo available!

    fysaga 说:
    Hey, is this mod still going ? I hope so, it looks absolutely brilliant.

    I'll be honest, with real life swamped and the announcement of Bannerlord it was really hard to get back to this project.  I didn't realize there was still this much support so at the very least I'll try to resolve all the bugs that the new patches brought up.

    Edit: If you follow the download link, there's a new update that (I think) resolves those startup issues.  Let me know.
  2. Runea

    B Musket Era [WB] Twilight of the Sun King (New Thread)

    Good luck celestialred and the rest of the team!

    Couldn't be in better hands :grin:
  3. Runea

    SP Oriental [WB] SGYY (Updated April 30th) Playable demo available!

    Sorry, no update :sad:

    I've been swamped at university and work so I haven't been able to make any changes.

    I've fixed the stupidly long loading time, and am starting to resolve some of the bugs I found.  I also got some new material from Alex that I hope to put in as well :grin:

    Expect a new version late June or early July
  4. Runea

    Modding Q&A [For Quick Questions and Answers]

    I've noticed that the lords in my game aren't initializing at the start (unless I program them to receive a specific fief during startup). For most factions, only the king is actually in the game when the game first starts. After a day (or two), all the other lords spawn as they're suppose to. However, since this occurs after "script_assign_lords_to_empty_centers", the lords who spawn after are left with no fiefs while the kings have all of them.
  5. Runea

    Modding Q&A [For Quick Questions and Answers]

    Waldzios 说:
    If your mod have more factions than native look for:
    插入代码块:
    	  #this should come after assignment of territorial grievances
          (try_for_range, ":unused", 0, 70),
            (try_begin),
              (eq, "$cheat_mode", 1),
              (display_message, "@{!}DEBUG -- initial war/peace check begins"),
            (try_end),
            (call_script, "script_randomly_start_war_peace_new", 0),
          (try_end),
    The script_randomly_start_war_peace_new have few double loops, that can cause problems.

    Change the 70 to smaller number, or simply remove the loop (the starting wars will be less random, but start will be instant).
    插入代码块:
            (call_script, "script_randomly_start_war_peace_new", 0),

    O_O. It loaded in the blink of an eye! Thank you so much! XD
  6. Runea

    Modding Q&A [For Quick Questions and Answers]

    I've been working on my mod for awhile now and have noticed that the more I add/do, the longer the initial load time on starting a new game is. At first it was only a minute or so (bearable). However, when I added in diplomacy and a few OSPs the loading time is now almost five minutes (it certainly feels that long at least). I don't think it's the size of the map as loading a saved file is almost instant for me.

    The startup scripts certainly can't be that bad, can they?

    I know Brytenwalda use to have this problem as well.  They even had a "Please wait a few minutes" on their loading screen image for new games. However, their most recent versions have the game starting (almost) instantly! I know it can be hard to determine exactly what causes this without looking at my code (though I am willing to show it if need be) but -- Generally speaking when making mods, what can cause the "Start New Game" loading time be so absurdly long? Are there some inefficient codes that I need to change or something?
  7. Runea

    SP Oriental [WB] SGYY (Updated April 30th) Playable demo available!

    Okay so I released a new update on M&B nexus. I was gonna release a new version awhile ago but 1.150-1.152 ambushed me and forced me to reconfigure some files.

    I fixed those god awful messages (also made them weekly instead of daily), changed some NPCs, altered about 70% of the Companion dialogues (and did all of the claimant dialogues) though I still need to customize how they all look. Changed a few textures as well, balanced the weapons and armor.

    That being said, the loading screen when starting a new game is outright awful. I like to think I have a top of the line computer and it takes me almost five minutes to load. That being said, when loading a saved file it is almost instantly brought up which leads me to believe the long load time is due to startup scripts. I'll look into fixing this before anything else, as it is very inconvenient for everyone.

    Anywho, check the link for the newest version! :smile:
  8. Runea

    Modding Q&A [For Quick Questions and Answers]

    Caba`drin 说:
    You should locate which script ":max_amount" is used it. It is possible that the 1.152 header_operations is missing whichever operation is supposed to assign a value to ":max_amount" from its lhs_operations list.

    Would this be resolved by adding the scripts that use ":max_amount" into the lhs_operations list?

    Edit: I found two scripts that :max_amount is used in, both are from the mod compilation I used. The scripts are sort_food and auto_buy_food. How would I go about assigning :max_amount for them?
  9. Runea

    Modding Q&A [For Quick Questions and Answers]

    I tried to port my mod (which used the 1.143 module system) to the 1.152 version. Now when I compile I get this new error.

    Initializing...
    Compiling all global variables...
    Exporting strings...
    Exporting skills...
    Exporting tracks...
    Exporting animations...
    Exporting meshes...
    Exporting sounds...
    Exporting skins...
    Exporting map icons...
    Creating new tag_uses.txt file...
    Creating new quick_strings.txt file...
    Exporting faction data...
    Exporting item data...
    Exporting scene data...
    Exporting troops data
    Exporting particle data...
    Exporting scene props...
    Exporting tableau materials data...
    Exporting presentations...
    Exporting party_template data...
    Exporting parties
    Exporting quest data...
    Exporting info_page data...
    Exporting scripts...
    ERROR: Usage of unassigned local variable: :max_amount
    ERROR: Usage of unassigned local variable: :max_amount
    ERROR: Usage of unassigned local variable: :max_amount
    ERROR: Usage of unassigned local variable: :max_amount
    ERROR: Usage of unassigned local variable: :max_amount
    ERROR: Usage of unassigned local variable: :max_amount
    ERROR: Usage of unassigned local variable: :max_amount
    Exporting mission_template data...
    Exporting game menus data...
    exporting simple triggers...
    exporting triggers...
    exporting dialogs...
    Checking global variable usages...
    Exporting postfx_params...

    ______________________________

    Script processing has ended.
    Press any key to exit. . .

    I don't believe I've changed anything with "max_amount" so I'm not sure why only now this bug is coming up. Is there any generic assigning code I can use to declare initial values for max_amount without actually altering what it does?
  10. Runea

    SP Oriental [WB] SGYY (Updated April 30th) Playable demo available!

    I haven't gone too much into new weapons yet but I do plan to have Shu use Chu-Ko-Nu in battle.
  11. Runea

    Modding Q&A [For Quick Questions and Answers]

    Lumos 说:
    I don't believe that being the cause, although it could be. Try checking the reinforcement tuples your
    插入代码块:
    [color=navy]module_party_templates[/color]
    for the
    插入代码块:
    [color=navy]pmf_is_prisoner[/color]
    flag after any listed troops. If it's not there, then it's probably the faction declaration that screws it up.
    EDIT: Thoughts on that... In Native, all troops belong to fac_neutral or something, which shouldn't mean that reinforcements from other factions are automatically counted as prisoners. If they are though (there could be an exception for fac_neutral or whatever it was?), it should be noted somewhere that adding reinforcements from a different faction actually does not add reinforcements.

    Whether I was right or wrong in my original idea is irrelevant because your solution ended up working :razz:

    Switching the troop to fac_commoners removed the problem; just need to do a lot of copying and pasting now.

    Maybe there is a flag somewhere that doesn't allow you to add non-kingdom troops apart from commoners since fac_neutral (which does exist) gave the same problem.  It probably is hidden somewhere there to stop, say, a Rhodok General from using a Sarannid Skirmisher even if the player adds the Skirmisher into a mercenary template.

    Regardless, thanks a bunch! :smile:
  12. Runea

    Modding Q&A [For Quick Questions and Answers]

    I'm running into a problem.  For some reason, troops appear to be vanishing from castles and towns of factions whose troop type is not the primary tag.  Also, reinforcements for castles, towns, and generals all appear to be added as prisoners instead of soldiers.  More detail below:

    ["liang_peasant", "Liang Peasant", "Liang Peasants", tf_guarantee_boots|tf_guarantee_armor, no_scene, reserved, fac_kingdom_7, [itm_club,itm_spear,itm_xiliangshirt,itm_nomad_boots,itm_khergit_leather_boots], def_attrib|level(3), wp(50), knows_common, han_man_faceyoung, han_man_faceold],

    This is the troop for both kingdoms 7 and 8.  Both get reinforcements of this type; but kingdom 8's reinforcements appear to be converted instantly into prisoners (including ones that are added to the party automatically).  In addition, generals of kingdom 8 appear to lose troops entirely until they have none left.  Kingdom 7 is immune to this problem.  In every instance of 2 or more factions using the same troops; the non-tagged ones all experience this troop decay, while the tagged ones are fine.  The end result is generals walking around by themselves with 100-200 prisoners in tow.

    What could cause this problem?  I'm thinking it's because the troops belong to the other faction so they're being assigned as prisoners while the already active ones are deserting causing the numbers to dwindle: but then I'm not sure why this would be happening.  Any thoughts? :/
  13. Runea

    PYTHON SCRIPT/SCHEME EXCHANGE

    This code makes it so all generals/counts in the faction use the same banner as their faction leader without having to have a ton of copies of that banner.  I needed it for my mod where the faction mattered more than the individual; and also so armies look more unified under that one banner.

    Atm, I believe the banner will carry over even if they exile/defect to another faction; not sure how to fix that.  Assuming exiled generals don't get a castle or town, it won't be noticeable; and hopefully not enough lords will defect to make things odd :razz:

    插入代码块:
                #faction banners
          (faction_set_slot, "fac_kingdom_1", slot_faction_banner, "mesh_banner_f09"),
          (faction_set_slot, "fac_kingdom_2", slot_faction_banner, "mesh_banner_kingdom_f"),
          (faction_set_slot, "fac_kingdom_3", slot_faction_banner, "mesh_banner_kingdom_c"),
          (faction_set_slot, "fac_kingdom_4", slot_faction_banner, "mesh_banner_f10"),
          (faction_set_slot, "fac_kingdom_5", slot_faction_banner, "mesh_banner_kingdom_e"),
          (faction_set_slot, "fac_kingdom_6", slot_faction_banner, "mesh_banner_kingdom_a"),
    
    
    ##Run code start here
    
    (try_for_range, ":cur_faction", npc_kingdoms_begin, npc_kingdoms_end),
            (faction_get_slot, ":cur_faction_king", ":cur_faction", slot_faction_leader),
            (faction_get_slot, ":cur_faction_banner", ":cur_faction", slot_faction_banner),
            (val_sub, ":cur_faction_banner", banner_meshes_begin),
            (val_add, ":cur_faction_banner", banner_scene_props_begin),
            (troop_set_slot, ":cur_faction_king", slot_troop_banner_scene_prop, ":cur_faction_banner"),
          (try_end),
      #    (assign, ":num_khergit_lords_assigned", 0),
      #    (assign, ":num_sarranid_lords_assigned", 0),
      #    (assign, ":num_other_lords_assigned", 0),
    
          (try_for_range, ":kingdom_hero", active_npcs_begin, active_npcs_end),
            (this_or_next|troop_slot_eq, ":kingdom_hero", slot_troop_occupation, slto_kingdom_hero),
            (troop_slot_eq, ":kingdom_hero", slot_troop_occupation, slto_inactive_pretender),
    
            (store_troop_faction, ":kingdom_hero_faction", ":kingdom_hero"),
            (neg|faction_slot_eq, ":kingdom_hero_faction", slot_faction_leader, ":kingdom_hero"),
    #        (try_begin), 
    #          (eq, ":kingdom_hero_faction", "fac_kingdom_3"), #Khergit Khanate
              #(store_add, ":kingdom_3_banners_begin", banner_scene_props_begin, khergit_banners_begin_offset),
              #(store_add, ":banner_id", ":kingdom_3_banners_begin", ":num_khergit_lords_assigned"),
    #          (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, ":banner_id"),
              #(val_add, ":num_khergit_lords_assigned", 1),
    #        (else_try),
    #          (eq, ":kingdom_hero_faction", "fac_kingdom_6"), #Sarranid Sultanate
              #(store_add, ":kingdom_6_banners_begin", banner_scene_props_begin, sarranid_banners_begin_offset),
              #(store_add, ":banner_id", ":kingdom_6_banners_begin", ":num_sarranid_lords_assigned"),
    #          (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, ":banner_id"),
    #          (val_add, ":num_sarranid_lords_assigned", 1),
    #        (else_try),
    #          (assign, ":hero_offset", ":num_other_lords_assigned"),
    #          (try_begin),
    #            (gt, ":hero_offset", khergit_banners_begin_offset),#Do not add khergit banners to other lords
    #            (val_add, ":hero_offset", khergit_banners_end_offset),
    #            (val_sub, ":hero_offset", khergit_banners_begin_offset),
    #          (try_end),
    #          (try_begin),
    #            (gt, ":hero_offset", sarranid_banners_begin_offset),#Do not add sarranid banners to other lords
    #            (val_add, ":hero_offset", sarranid_banners_end_offset),
    #            (val_sub, ":hero_offset", sarranid_banners_begin_offset),
    #          (try_end),
    #          (store_add, ":banner_id", banner_scene_props_begin, ":hero_offset"),
    #          (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, ":banner_id"),
    #          (val_add, ":num_other_lords_assigned", 1),
    #        (try_end),
    
            (try_begin), 
              (eq, ":kingdom_hero_faction", "fac_kingdom_1"), #Swadia
              (faction_get_slot, ":cur_faction_banner", "fac_kingdom_1", slot_faction_banner),
              (val_sub, ":cur_faction_banner", banner_meshes_begin),
              (val_add, ":cur_faction_banner", banner_scene_props_begin),
              (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, ":cur_faction_banner"),
            (else_try),
              (eq, ":kingdom_hero_faction", "fac_kingdom_2"), #Vaegir
              (faction_get_slot, ":cur_faction_banner", "fac_kingdom_2", slot_faction_banner),
              (val_sub, ":cur_faction_banner", banner_meshes_begin),
              (val_add, ":cur_faction_banner", banner_scene_props_begin),
              (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, ":cur_faction_banner"),
            (else_try),
              (eq, ":kingdom_hero_faction", "fac_kingdom_3"), #Khergit Khanate
              (faction_get_slot, ":cur_faction_banner", "fac_kingdom_3", slot_faction_banner),
              (val_sub, ":cur_faction_banner", banner_meshes_begin),
              (val_add, ":cur_faction_banner", banner_scene_props_begin),
              (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, ":cur_faction_banner"),
            (else_try),
              (eq, ":kingdom_hero_faction", "fac_kingdom_4"), #Nords
              (faction_get_slot, ":cur_faction_banner", "fac_kingdom_4", slot_faction_banner),
              (val_sub, ":cur_faction_banner", banner_meshes_begin),
              (val_add, ":cur_faction_banner", banner_scene_props_begin),
              (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, ":cur_faction_banner"),
            (else_try),
              (eq, ":kingdom_hero_faction", "fac_kingdom_5"), #Rhodok
              (faction_get_slot, ":cur_faction_banner", "fac_kingdom_5", slot_faction_banner),
              (val_sub, ":cur_faction_banner", banner_meshes_begin),
              (val_add, ":cur_faction_banner", banner_scene_props_begin),
              (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, ":cur_faction_banner"),
            (else_try),
              (eq, ":kingdom_hero_faction", "fac_kingdom_6"), #Sarannid
              (faction_get_slot, ":cur_faction_banner", "fac_kingdom_6", slot_faction_banner),
              (val_sub, ":cur_faction_banner", banner_meshes_begin),
              (val_add, ":cur_faction_banner", banner_scene_props_begin),
              (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, ":cur_faction_banner"),
            (try_end),
    
        #    (try_begin),
        #      (this_or_next|lt, ":banner_id", banner_scene_props_begin),
        #      (gt, ":banner_id", banner_scene_props_end_minus_one),
        #      (display_message, "@{!}ERROR: Not enough banners for heroes!"),
        #    (try_end),
    
    ##Run code end here
    
            (store_character_level, ":level", ":kingdom_hero"),
            (store_mul, ":renown", ":level", ":level"),
            (val_div, ":renown", 4), #for top lord, is about 400
    
    		(troop_get_slot, ":age", ":kingdom_hero", slot_troop_age),
            (store_mul, ":age_addition", ":age", ":age"),
            (val_div, ":age_addition", 8), #for top lord, is about 400
    		(val_add, ":renown", ":age_addition"),

    It works with more than 6 factions as well, just add another

    插入代码块:
            (else_try),
              (eq, ":kingdom_hero_faction", "fac_kingdom_7"), #New Faction
              (faction_get_slot, ":cur_faction_banner", "fac_kingdom_7", slot_faction_banner),
              (val_sub, ":cur_faction_banner", banner_meshes_begin),
              (val_add, ":cur_faction_banner", banner_scene_props_begin),
              (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, ":cur_faction_banner"),
            (try_end),

    code section and bump up the number to 7, then paste it again for 8, etc.  Just make sure the "(try_end)," is after the last one and not after any others.
  14. Runea

    SP Oriental [WB] SGYY (Updated April 30th) Playable demo available!

    There are some in the first post; look in the "Spoiler" sections for some screenshots.

    I'll get some more screenshots up in a few days.
  15. Runea

    Modding Q&A [For Quick Questions and Answers]

    I'm sure this has been asked before but I couldn't find an answer.

    Is there any simple way (or already released OSP) that makes it so you keep your equipment for tournaments?
  16. Runea

    OSP Code QoL Dynamic Kingdom Troop Tree Presentation

    I'm getting a similar error; it looks like its running out of room and trying to make do with what it has?

    This tree was simple enough so it works:
    2012-04-05_00009.jpg

    This one was larger; two units overlap each other in the middle and it gives the illusion that there are three upgrade points.
    2012-04-05_00010.jpg

    FYI: The "Hebei Archer" should just turn into the "Hebei Veteran Archer" at tier 4 and then the "Hebei Marksman" at tier 5; there aren't any deviations in that route.
    The "Hebei Soldier" should turn into the "Hebei Infantry" (It's there but you cant see the name as its overlapping the Veteran Archer name) at tier 4; and then branch into the "Hebei Major and Hebei Skirmisher" at tier 5.

    These two paths overlap; but otherwise are displaying correctly.

    So would this be resolvable by just making every picture/branch a little smaller?

    Also: Very great code; literally saved me hours upon hours upon HOURS of work if I had to manually make each one of these.
  17. Runea

    SP Oriental [WB] SGYY (Updated April 30th) Playable demo available!

    After a long hiatus due to real life, I've managed to get it to a playable point.  That, and getting permission to use some of the meshes and textures I needed, has made it so I can release a light version of the mod for testing purposes.  See above for details ^^

    ((I recommend using some cheats if you want to play; haven't added in bandits yet making leveling a very difficult task))
  18. Runea

    SP Oriental [WB] SGYY (Updated April 30th) Playable demo available!

    The mod is at a playable level if people want to test it for me  :mrgreen:

    I haven't fixed all the NPC's faces yet among other things, but it'd be a great way for people to search for bugs (since I spend all my free time working on the mod instead of playing it).

    Shoot me a PM and I'll give you the download link.
  19. Runea

    SP Oriental [WB] SGYY (Updated April 30th) Playable demo available!

    Wow, thanks a bunch matmohair  :grin:

    It looks like I'll be able to recycle some of the khergit armor; and just recolor it for different factions.  Also got my work cut out for me on making some of the armors from scratch :razz:
  20. Runea

    SP Oriental [WB] SGYY (Updated April 30th) Playable demo available!

    SGYY is short for San Guo Yan Yi (三國演義); Chinese for Romance of the Three Kingdoms.  The name RoTK was already taken so I had to make my mod different somehow :P; saying Dynasty Warriors didn't seem fitting. Awhile ago, I started on this mod with hopes to make a "Heroes Across Time" scenario...
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