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  1. Warband Script Enhancer 2 (v1.1.0.6)

    It is absolutely recommended that you do it, I thought you had done it already. External dedicated servers are cheap and they are far more stable and reliant than locally-hosted ones. VPS servers are quite affordable, you may check them out.

    Most mods should be compatible with WSE2 without any porting performed beforehand. Go to Gekokujo's folder and see if there are no files with .fx extension in it; if there are no such files present, you are safe to use the mod with WSE2 with no problems.
    Ah, there are .fx files, unfortunately. :sad:
  2. Warband Script Enhancer 2 (v1.1.0.6)

    I provide hosting, but currently the location is only in Moscow.


    Yes, if it is ported.
    So the creators have to port it, right? Have they done it?
  3. Warband Script Enhancer 2 (v1.1.0.6)

    Does this work with Gekokujo mod?
  4. Unresolved Poor performance in Mount & Blade: Warband

    Try WSE2
    Sadly, this prevents me to play with the mod that I actually want. :sad:
  5. Unresolved Poor performance in Mount & Blade: Warband

    Can you copy paste your module.ini content within a code environment and make a screenshot of your graphical settings, please? Perhaps we can find something unusual there. And the cursor itself is alright or is it flickering (question to exclude some other issue)?
    I did notice a flickering on the cursor, but very briefly, not all the time.

    插入代码块:
    module_name = Calradia
    compatible_with_warband = 1
    compatible_multiplayer_version_no = 1170
    
    supports_directx_7 = 1
    reduce_texture_loader_memory_usage = 0
    use_case_insensitive_mesh_searches = 0
    use_texture_degration_cache = 0
    
    num_hints = 12
    
    auto_create_note_indices = 0 #Do not automatically search through all troops/factions/towns to check if they have note text.
    
    map_min_x   = -180
    map_max_x   =  180
    map_min_y   = -145
    map_max_y   =  145
    map_sea_direction = -40 #wave foam direction
    map_sea_wave_rotation = 300 #This is where the tear artefact is visible on the sea.
    map_sea_speed_x = 0.02
    map_sea_speed_y = -0.02
    map_river_direction = 140
    map_river_speed_x = 0.01
    map_river_speed_y = -0.01
    
    air_friction_arrow = 0.002
    air_friction_bullet = 0.002
    
    # use meshes map_tree_a through map_tree_r on for map trees
    map_tree_types = 17
    map_snow_tree_types  = 3
    map_steppe_tree_types = 5
    map_desert_tree_types  = 4
    
    map_max_distance = 175.0
    has_tutorial = 1
    
    time_multiplier = 0.25
    seeing_range    = 6.5
    track_spotting_multiplier = 0.8
    
    # heroes with health below this will not appear in battles and will not contribute to party skills.
    player_wounded_treshold = 5
    hero_wounded_treshold = 15
    
    skill_prisoner_management_bonus = 5
    skill_leadership_bonus = 3
    base_companion_limit = 20
    
    player_xp_multiplier   = 2.0
    hero_xp_multiplier     = 2.0
    regulars_xp_multiplier = 3.0
    
    
    display_wp_firearms = 0
    
    # damage below this will not interrupt melee attacks
    damage_interrupt_attack_threshold      = 3.0
    # Same thing for multiplayer
    damage_interrupt_attack_threshold_mp   = 1.0
    
    # No extra penetration flags are set, so keep them ineffective
    extra_penetration_factor_soak = 1.0
    extra_penetration_factor_reduction = 1.0
    
    # You can modify the damage system by editing the following values:
    # The first three values determine the amount which will be directly subtracted from damage due to armor.
    # The next three values determine the percentage reduction from the damage.
    
    armor_soak_factor_against_cut       = 0.8
    armor_soak_factor_against_pierce    = 0.65
    armor_soak_factor_against_blunt     = 0.5
    
    armor_reduction_factor_against_cut       = 1.0
    armor_reduction_factor_against_pierce    = 0.5
    armor_reduction_factor_against_blunt     = 0.75
    
    
    horse_charge_damage_multiplier        = 1.0
    couched_lance_damage_multiplier       = 0.65
    fall_damage_multiplier                = 1.0
    
    #missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
    #will penetrate.
    
    shield_penetration_offset = 30.0
    shield_penetration_factor = 3.0
    
    #setting speed_power to 2.0 makes damage scale with the square of missile's speed.
    # you can set it to 1.0 to make it scale linearly as it was before.
    missile_damage_speed_power = 1.9
    melee_damage_speed_power = 2.0
    
    multiplayer_walk_enabled = 0
    
    mission_object_prune_time = 180
    
    #change this to 0 if you want to keep the food slot in inventory window.
    disable_food_slot       = 1
    
    # Change this to 1 if you want to load
    # textures from Modules/<Module_Dir>/Textures/
    
    scan_module_textures = 1
    scan_module_sounds = 0
    
    #edit mode should be enabled
    #give_performance_warnings = 1 
    
    
    #You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.
    
    load_resource = test
    load_resource = textures_face_gen
    load_resource = shaders
    load_resource = textures
    load_resource = ccoop_extra_ui_textures
    load_resource = materials
    load_resource = materials_face_gen
    load_resource = ccoop_extra_ui_materials
    
    load_resource = uimeshes
    load_resource = meshes_face_gen
    load_resource = helpers
    load_resource = map_tree_meshes
    load_resource = map_icon_meshes
    load_resource = particle_meshes
    load_resource = skeletons
    load_resource = tree_meshes
    load_resource = xtree_meshes
    load_resource = grass_meshes
    load_resource = plant_meshes
    load_resource = body_meshes
    load_resource = object_meshes
    load_resource = object_bodies
    
    
    load_resource = goods_meshes
    load_resource = item_meshes1
    load_resource = horse_a
    
    load_resource = arabian_horses
    load_resource = arabian_castle
    
    load_resource = food
    load_resource = beards
    load_resource = armors_b
    load_resource = armors_c
    load_resource = armors_d
    load_resource = armors_e
    load_resource = armors_f
    load_resource = armors_g
    load_resource = armors_h
    
    load_resource = armors_i
    
    load_resource = boots_b
    load_resource = boots_c
    load_resource = helmets
    
    load_resource = helmets_b
    load_resource = village_houses
    load_resource = village_houses_a
    load_resource = village_houses_b
    load_resource = hair
    load_resource = deneme
    
    load_resource = interiors_a
    load_resource = interiors_b
    load_resource = interiors_c
    load_resource = arena
    load_resource = map_icons_b
    load_resource = castle_a
    load_resource = dungeon
    load_resource = stone_houses
    load_resource = snowy_houses
    load_resource = snowy_castle
    load_resource = helmets_d
    load_resource = helmets_e
    load_resource = helmets_f
    
    load_resource = castle_b
    load_resource = square_keep
    load_resource = anim_b
    load_resource = shields
    load_resource = shields_b
    load_resource = weapon_meshes_c
    load_resource = xtree_meshes_b
    load_resource = map_icons_c
    load_resource = pictures
    load_resource = user_interface_b
    load_resource = user_interface_c
    
    load_resource = scene_encounter_spot
    load_resource = interior_thirsty_lion
    load_resource = scene_small_tavern
    
    load_resource = weapon_meshes1
    load_resource = weapon_meshes_b
    
    load_resource = houses1
    load_resource = wall_meshes1
    
    load_resource = town_houses
    load_resource = doors
    load_resource = churches
      
    
    load_resource = town_houses_b
    load_resource = castle_c
    load_resource = castle_d
    load_resource = castle_e
    load_resource = castle_f
    load_resource = castle_g
    load_resource = castle_h
    load_resource = castle_i
    
    load_resource = gatehouse
    load_resource = viking_houses
    
    
    load_resource = fake_houses
    load_resource = town_houses_c
    load_resource = banners
    load_resource = map_flags
    load_resource = map_flags_b
    load_resource = map_flags_c
    load_resource = map_flags_d
    
    #load_resource = costumes_a
    load_resource = particles_2
    load_resource = prisons
    load_resource = prisons_b
    load_resource = interiors_d
    load_resource = costumes_b
    load_resource = costumes_c
    load_resource = arena_costumes
    load_resource = boots_a
    load_resource = terrain_borders
    load_resource = terrain_borders_b
    load_resource = terrain_borders_c
    load_resource = skyboxes
    load_resource = object_b
    load_resource = tree_e_meshes
    load_resource = destroy
    load_resource = destroy_snowy
    load_resource = xtree_meshes_c
    load_resource = grass_meshes_b
    
    
    
    load_resource = interiors_steppe
    
    load_resource = grooming_horse
    load_resource = town_houses_d
    
    
    load_resource = horses_b
    load_resource = ani_horse_mounted
    load_resource = deneme2
    load_resource = horse_skeleton
    
    load_resource = steppe_fake_houses
    load_resource = weapon_meshes_d
    
    load_resource = tableau_shields
    load_resource = heraldic_armors
    
    load_resource = spear
    load_resource = weapons_e
    load_resource = weapons_f
    load_resource = instruments
    load_resource = sarranid_armors
    
    load_resource = custom_banner
    
    load_resource = simple_primitives
    
    load_resource = ani_man_walk
    load_resource = ani_twohanded
    load_resource = ani_onehanded
    load_resource = ani_death
    load_resource = ani_stand_guardsman
    
    load_resource = ani_human_mounted
    load_resource = ani_lady_stand
    load_resource = ani_poses
    load_resource = ani_stand_shopkeeper
    load_resource = ani_man_cheer
    load_resource = ani_stand_onhorse
    load_resource = ani_throw_stone
    load_resource = ani_strikes
    load_resource = ani_equip_arms
    load_resource = ani_run_p
    load_resource = ani_run_forward_left_right
    load_resource = uni_strikes3
    load_resource = ani_walk_sideways
    load_resource = ani_run_sideways
    load_resource = ani_stand
    
    load_resource = ani_crouch_down
    load_resource = ani_low_walk
    load_resource = ani_turn_man
    load_resource = ani_attacks_single
    load_resource = ani_lancer
    load_resource = ani_attacks
    load_resource = ani_kicks
    load_resource = ani_parry_attack
    load_resource = ani_walk_backward
    load_resource = ani_run_lookingsides
    load_resource = ani_defends
    load_resource = ani_walk_lookingsides
    load_resource = ani_jump
    load_resource = ani_wedding
    load_resource = arabian_props
    
    
    #animations
    load_resource = uni_jump
    load_resource = uni_stances
    load_resource = uni_equip
    load_resource = uni_strike
    load_resource = uni_throws
    load_resource = uni_fistswing
    load_resource = uni_lord_stand
    load_resource = uni_defence
    load_resource = uni_sideways
    
    load_resource = dart
    
    load_resource = armors_new_a
    load_resource = armors_new_b
    load_resource = armors_new_heraldic
    load_resource = armors_new_arena
    
    load_resource = crossbows
    load_resource = arabian_armors
    load_resource = rock
    load_resource = costumes_d
    load_resource = nordic_helmets
    load_resource = sarranid_helmets
    load_resource = sarranid_armor
    load_resource = raw_materials
    load_resource = khergit_lady_dress
    load_resource = vaegir_helmets
    load_resource = gauntlets_new
    load_resource = sarranid_lady_dress
    load_resource = sarranid_boots
    load_resource = bride_dress
    load_resource = full_plate_armor
    load_resource = weapon_meshes_e
    load_resource = fur_armors_a
    load_resource = ui_server_filter
    load_resource = warhorse_new
    load_resource = ship
    load_resource = arabian_houses
    load_resource = object_c
    load_resource = tree_f
    load_resource = interiors_arabian
    load_resource = arabian_village
    load_resource = valleyProps
    load_resource = workshops
    
    load_resource = barrier_primitives
    load_resource = town_houses_e
    load_resource = wb_mp_objects_a
    load_resource = prisonCart
    load_resource = ccoop_extra_ui_meshes
    
    #works_with_version_min  = 1000 #deprecated, use module_version and compatible_savegame_module_version instead
    #works_with_version_max  = 1011 #deprecated, use module_version and compatible_savegame_module_version instead
    
    #module_version = 0 #can be used for multiplayer and single player (saved game) module versioning
    #compatible_module_version = 0 #can be used for multiplayer module versioning
    #compatible_savegame_module_version = 0 #can be used for single player (saved game) module versioning
    
    limit_hair_colors = 1
    show_faction_color = 1
    show_quest_notes = 1
    
    dont_load_regular_troop_inventories = 1
    
    #assign '1' for moveable physics on all scene props; no sokf_moveable flag will be needed
    disable_moveable_flag_optimization = 0
    
    #You can change the following to 1 for ease in module development
    show_party_ids_instead_of_names = 0
    
    crush_through_treshold = 2.4
    
    can_crouch = 0
    can_objects_make_sound = 0
    disable_zoom = 0
    use_advanced_formation = 0
    use_crossbow_as_firearm = 0
    can_reload_while_moving = 0
    can_run_faster_with_skills = 0
    use_phased_reload = 0
    horses_try_running_away = 0
    horses_rear_with_attack = 1
    lance_pike_effect_speed = 3.0
    no_friendly_fire_for_bots = 0
    can_adjust_camera_distance = 1
    sync_ragdoll_effects = 0
    has_forced_particles = 0
    can_use_scene_props_in_single_player = 0
    disable_attack_while_jumping = 0
    disable_high_hdr = 0
    has_accessories_for_female = 0
    restrict_attacks_more_in_multiplayer = 0

    And here are the rgl_config.txt settings:

    插入代码块:
    first_time = 0
    
    texture_detail = 100
    
    render_buffer_size = 512
    
    max_framerate = 60
    
    start_windowed = 0
    
    use_pixel_shaders = 1
    
    use_vertex_shaders = 1
    
    fake_reflections = 1
    
    show_framerate = 0
    
    use_ondemand_textures_ = 1
    
    use_ondemand_textures_mt = 0
    
    disable_music = 0
    
    disable_sound = 0
    
    disable_frequency_variation = 1
    
    cheat_mode = 0
    
    enable_blood = 1
    
    enable_edit_mode = 0
    
    force_single_threading = 1
    
    debug_mode = 0
    
    display_width = 0
    
    display_height = 0
    
    display_bits = 32
    
    antialiasing = 0
    
    sample_quality = 0
    
    alpha2coverage = 0
    
    force_vsync = 0
    
    shadowmap_quality = 1
    
    shader_quality = 2
    
    postfx_dof = 0
    
    postfx_hdr = 0
    
    postfx_autoexp = 0
    
    flora_degrade_distance = 100.0000
    
    flora_lod_detail = 0
    
    use_instancing = 0
    
    use_secure_connection = 0
    
    max_number_of_connections = 16
    
    look_for_server_on_this_machine = 0
    
    music_volume = 0.4000
    
    sound_volume = 1.0000
    
    mouse_sensitivity = 0.5000
    
    invert_mouse = 0
    
    enable_lighting = 1
    
    enable_particles = 1
    
    enable_blood = 1
    
    enable_character_shadows = 1
    
    enable_accurate_shadows = 1
    
    number_of_corpses = 3
    
    grass_density = 50
    
    combat_speed = 2
    
    friend_combat_difficulty = 0
    
    adapter_format = 0
    
    reduce_combat_ai = 2
    
    reduce_campaign_ai = 2
    
    combat_difficulty = 0
    
    display_labels = 1
    
    display_targeting_reticule = 1
    
    display_attack_direction = 0
    
    turn_camera_with_horse_in_first_person = 2
    
    verbose_damage = 1
    
    verbose_shot_difficulty = 1
    
    battle_size = 1.0000
    
    attack_direction_control = 2
    
    defend_direction_control = 0
    
    lance_control = 0
    
    anisotropic_filtering = 1
    
    enable_environment_shadows = 1
    
    verbose_casualties = 1
    
    verbose_experience = 1
    
    realistic_shadows_on_plants = 2
    
    number_of_ragdolls = 3
    
    gamma = 2.2000
    
    character_detail = 0.5000
    
    character_shadow_detail = 0.5000
    
    control_mouse_movement_y_scale = 1.5000
    
    blood_stains = 1
    
    use_winmm_audio = 0
    
    enable_version_check = 1
    
    enable_aspect_ratio_control = 1
    
    realistic_headshots = 0
    
    auto_gfx_quality = 0
    
    enable_gamepad_vibration = 1

    This is driving me nuts because even Bannerlord runs better with a larger battle size.
  6. Unresolved Poor performance in Mount & Blade: Warband

    I assume that you are playing Native with no mods. Is the fps drop only happening at that one occassion? Are there any effects at other parts of the game? And which OS are you playing at, Windows 10 or something different?
    Yes, Windows 10. Fps is just low overall, with bigger drops being when I look at the soldiers clashing. Nothing out of the ordinary in terms of behavior (the drops happen when you would expect), just very low performance overall.

    Tried changing render_buffer_size to 512, but didn't improve a thing.
  7. Unresolved Poor performance in Mount & Blade: Warband

    So, I decided to download Mound and Blade Warband after Bannerlord not running very well on my rig, and to my surprise, Warband runs even worse. In custom battles, Oasis map with 150 battle size, I get like 20-30 fps when looking at the crowd. I have an i5 4460, gtx 970, 8gb ram. Not a great...
  8. What about a Wii version?

    Actually, Far Cry for the Wii was developt by Ubisoft, not Crysoft. The Wii has a hardware almost 2 times more powerfull than the original X-Box. Far Cry for Wii is just a bad, bad game. Look at Mario Galaxy and others...

    Anyway... people, it's not that impossible, seriously. Of course the game would have to be finished for the PC... but if I'm not mistaken, the price of dev kit is about $1000, not that expensive at all. Dunno if armagan is familiar with VG's language, but some recruitment, support, sponsorship and other things  could help... maybe even donations, I don't know, just a idea for a few years to come. It's not impossible, I guess...

    About the Wiimote in PC... it just simulate the pointer... it can't simulate the functions of the nuchuk (the other control) or any other functions for that matter... so it'd a very, very limited port.
  9. What about a Wii version?

    Dunno if this was already discussed here, but I guess you guys are familiar with the Nintendo Wii's concept, right? Well, I keep thinking that with that interface Mount and Blade would be a blast... I mean, actually swing your sword sound pretty fun. I heard that the devs kit for the Wii isn't...
  10. TLD Battle video. take a look!

    Great video.

    Battle Size is...?
  11. Your bets on release date?

    It works just fine here.

    So far I loved the new version. Good arenas, more detailed towns and much more responsive point and click in the world mapa... loved the bow in the back too. Tomorrow I'll play more.  :grin:
  12. ~The Hundred Years War Mod (v4.0) for M&B 0.751~ (former thread)

    I agree that HYM deserves a subforum! Great mod! :grin:
  13. Dark Ages of Calradia

    Could always just use the saturation knob on your monitor though...
    That's true. But the idea is to give the mod a "new face", you know? Someone install, go play, see the game and thinks "wow, that's different".  :grin:
  14. Dark Ages of Calradia

    Actually, I don't know how, hehe. That's why I asked if it's possible. If not, well, too bad.  :neutral:

    But you liked my idea? Maybe we could figure out some way to do that... I don't know.
  15. Dark Ages of Calradia

    yori 说:
    you take dark to literally
    You misunderstood me. It's not about the "dark" in the title at all! It's about the premisse.

    I'll show what I mean:

    This:

    sc083jw.jpg


    would be like this:

    darkages2darkgu1.jpg


    sc090bt.jpg


    darkages3darktv0.jpg


    sc148tr.jpg


    darkages4darkxi4.jpg


    See?
    Well, just an idea.  :grin:
  16. Dark Ages of Calradia

    Well, I think it would perfectly match with the mod's feeling.  :smile:
  17. Dark Ages of Calradia

    Awesome man, I loved it!
    You have plans for a release date?

    Anyway, what do you think about make the whole game in a darker tone? Make it less colorfull, more black and white...

    I don't mean new textures, just an adjustment in the tone. Like when you use your TV's menu to reduce the color and raize the contrast.

    That would be great.  :grin:
    Everything kinda dark while the blood, for example, shows a colorfull red.
    Like some Tim Burton's movies. Edward the Scissorhands, Corpse Bride, etc.  :smile:
  18. Mount&Blade Funniest Pictures Ever!

    So what? The point is, the arrow killed two guys, directly or not.  :razz:
  19. Mount&Blade Funniest Pictures Ever!

    Two guys with one shot? Ok gentleman, we have a new record!  :grin:
  20. SP Native Arvid's texture pack. v.3 - updated on august 09

    Dude, believe me, you don't need pics. This water it's just awesome.  Try it.  :grin:
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