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  1. OSP 3D Art Dungeon-Labyrinth-parts and Magnus-Hammer

    Albertus Magnus 说:
    Collision is inverted!? That's nasty! You can export it. Open it in Wings (e.g.)
    Invert the model and export it as ".obj". Import it in OpenBrf and everything should be fine!
    I'll have a look at the uploaded files soon!

    Will try it out tomorrow, Thanks for the fast answer
  2. OSP 3D Art Dungeon-Labyrinth-parts and Magnus-Hammer

    I'm having quite a nasty problem with your labyrinth stuff: all the collisions of the labytinth parts are inverted which means you will get through it when normaling walking in it and you'll be stuck inside t cause you can't walk back out. Is there a solution?
  3. How to set weather in a multi_scene?

    After Looking it up in the forums I found out how to make the weather random but not how to set it to a fixed value. Could you pls help me?
  4. need some Opinions on this scene i created out of spare time

    Despite the geometrical shape it looks quite realistical, so it's a good work so far. I'd suggest making the "river" banks a bit more natural in the look.
  5. How does the weather works in scenes? (in depth pls)

    Thx Azn_soul for the interesting information, my greatest problem at the moment is the fact I cannot save the changes I made to the weather when scening.
  6. B Other More Metal Sound Mod V2.2 for 1.010/1.011 & Warband 1.105+ *Updated 6/19/10

    Ok I know I should have never overwritten my sound files in the vanilla version but.... What I would like to know is wether there's a way to restore the vanilla files in a mod which uses the More Metal Sounds (in which case the sounds of the mod have been overwritten already by the mod maker). Is it enough to copy the ones in my native module and paste them in the mod?s sound folder?
  7. B Other More Metal Sound Mod V2.2 for 1.010/1.011 & Warband 1.105+ *Updated 6/19/10

    How to restore the old (vanilla) sounds once they've been changed to "More Metal Sounds" in a mod?
  8. How does the weather works in scenes? (in depth pls)

    Can anyone explain me how does the weather system works in scenes as I could not figure it out yet. Thx in advance
  9. Mod releases and stuff - Dain's discussion.

    Ruthven 说:
    I obviously can't speak for everybody, but I know that one of my main reasons for taking so long to release things is that when I'm most of the way through finishing something, I get another idea that is in theory child's play to implement. I do the majority of the work on that, then another idea pops up, etc.

    Same thing that's pestering me...

    ...new inviting ideas...

    ...I hate them!
  10. Problem with custom multiplayer classes

    I've Solved the problem.
  11. Instant movement to an entry point on a multiplayer map?

    Need the same exact thing..... hope someone answers soon
  12. Problem with custom multiplayer classes

    I've created a module which added a new faction following one of the tutorials found here and it worked fine. My problem came out today, I tried adding a fourth class to some factions and it just doesn't happen, why? How can I add 1 more class?
  13. MP Tutorial Scenes Scening in Warband (entry point info for all gamemodes)

    Note that this option does not allow your map to be polled or set in the adminstrator panel unless you actually create a mod and edit the appropriate py files, however you CAN add a set_map mapname option in your dedicated server startup text file which will force your map to appear next round.

    What are those appropriate PY files and where can I find how to edit them?
  14. Kick Slash

    People seems to be surprised to see that a kick can unbalance them (through a shield) while a hit from a 2-hander doesn't.
    The reason of this surprise probably stands in the fact that the animation doesn't actually match what the developers tried to achieve with the kick animation: the kick in Warband is supposed to be considered a "push-kick", and anyone who have ever withstand a pushkick (from someone who's able to do it) would know that it is more than capable to knock you off-balance, especially if wearing some heavy equipment.

    A proper pushkick is fast to pull out and has a reach longer than the length of the leg, it is as well almost impossible to pull out against someone standing extremely close to us. Its results would also be almost always a knock to the ground of the opponent unless he has above average balance or is aware of our intentions.

    In my opinion the kick has to be left untouched. Only a better fitting animation should be used and no more (for balance sake) .
  15. How to change the weapons available to the different multiplayer classes?

    I've read that tutorial actually, the reason why I didn't use it was because I feared that compiling it using the module system would have deleted all other changes I made to the module i am modifing.

    I was trying to make some "new" weapons available to various factions in the "Battle For Calradia" mod (for my own personal use) so I think that using the module system would cancel the rest of the mod. Is there an other way? or A way that would le me use the mod with the changes i'm going to make?
  16. How to change the weapons available to the different multiplayer classes?

    Just what the title says. Is it all about compiling the module system? Is a tutorial about this I may have overlooked?
  17. In Defense of the Automatic Block

    DavidMF 说:
    TakeYourProzac 说:
    I convinced a friend of mine to play multiplayer and...

    funny-pictures-ambush-cat.jpg


    Omg So much laughs
  18. Very Simple Question

    Yes I never had problems using the same key on different computers, in different places.And in case you bought the game from Steam you can also download the game from TW and insert your key to play it without Steam.
  19. Khergits Counter

    Berserker Pride 说:
    I don't know what the OP is talking about.  The vaegirs are one of the best anti-kherg factions.  Strong and War Bows make short work of steppe horses.
    That's right what I meant to express, their horses can go down easily.


    artifex 说:
    I really do not understand why you think Khergit are even remotely overpowered. A Huscarl/Rhodok shield wall/circle armed with pikes/spears can easily stop Khergits.
    I don't think that would ever work; the Romans had the same idea against Parthians and got slaughtered (and their Testudo was better than any shieldwall players can make)


    Papa Lazarou 说:
    Besides, the fact that there is a counter doesn't mean they aren't overpowered. If no one ever uses the counter, that's still arguably a balance problem for the game. That said I'm not too bothered by balance as such

    The fact that there is a counter but that it is not used is:
    • The reason of my topic
    • Not a reason for them to be considered unbalanced
    • A good reason to start using it


    AoC 说:
    Khergits ARE overpowered.

    About archers, sure, they might kill their horse. But they have to do so while horse archer is shooting them, and even dismounted, horse archer is good at shooting people down. Archers are not fighting on equal terms when fighting horse archers.

    Whole problem lies with prices of their (ok, ALL) horses. Too cheap, too good.
    I never had problems dealing with them as an archer, but if you (any of you) have then you should choose to fight them in a different role. And if you really think they are too strong I advice you to go playing as one of them and see how they really are; This way you are probably going to understand their weak points.
  20. Khergits Counter

    I'd rather consider the situation being a battle. As most other modes are completely fictional(respawn) and can hardly be campared to real warfare and thus neither its tactics.
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