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  1. Cjkjvfnby

    What Python do I need?

    Ceribus Verdiae said:
    Alright so I'm dumber than a box of rocks, but Ive decided to try and make my own mod anyway. I am going to be using Module System 1.126 (or at least thats what my pc labeled it as, its for the MB 1.011 version). I'll be using that module system plus various tutorials that are posted on here.

    I have Windows 7 so what version of Python will I need?
    Same for BRF, .dds, and anyother programs I owuld need...

    You can use last version of 2.x.x  (current is 2.7.2)
  2. Cjkjvfnby

    Which Version Control System are you using?

    Swyter said:
    Just for your info, we've switched to Hg/Mercurial from SVN/Subversion lately and we won't be going back anytime soon. :smile:

    Everyone who moves from SVN are happy :smile:

    so it's great for working with different or experimental features that we can merge back once stabilized.
    Then release time come I made separate branch for it.  Make some bug fixing in it and then merge it to master. 

    If you aren't convinced yet, then I'll tell you that Bitbucket offers unlimited private repos (both in quantity and space) and comes with
    lots of goodies, like closing bugs directly from the commit message.
    Intresting.  Propaby I will try it.

    E.g. 
    Code:
    Bitbucket is awesome, closes #46
      And voilá. I feel like a pro.
    Thanks!

    Using proper tools save developer time.
  3. Cjkjvfnby

    Which Version Control System are you using?

    Caba`drin said:
    Cjkjvfnby said:
    sairtar said:
    I had heard reports of Dropbox corrupting data, so switched tot he paid for media fire, which has a great dropbox and direct linking capability.

    Dropbox not corrupting files. But if two person write same group of files in one time they can be merged in random.
    and it will put a "conflict file" with the name of the alternative file in your folder to notify of this.

    But if it is repository it could be broken untill you merge this files.  Some files are from one user, some from another and alternative files are ignored.  It could be real butheart.
  4. Cjkjvfnby

    Which Version Control System are you using?

    sairtar said:
    I had heard reports of Dropbox corrupting data, so switched tot he paid for media fire, which has a great dropbox and direct linking capability.

    Dropbox not corrupting files. But if two person write same group of files in one time they can be merged in random.
  5. Cjkjvfnby

    text/python editor Sublime Text with MAB_WB module_script_plugin. 1.02

    Version 1.02 is released
        Add support for 1.011 and Fas
        Fix formatter
        Minor changes in show help.

    GetAssista said:
    ^ when folding by indent is done, it stumbles on comment lines that do not respect indent. IMO, comment lines should be fully transparent in this regard, people tend to comment out blocks of code not respecting indents all the time. Example from ms py files:
    Code:
    ("script_name",
       code
    #   code <- trying to fold a script through mouse and line numbers will fold it up to this line, not up to the ending bracket. 
       code
    )
    EDIT: in fact all the folding options will stumble on comment lines as long as comment does not respect indentation. Module system has lots of such comments. Also, ST's own "Toggle block comment" does not respect indentation structure. Which is perfectly ok IMO, as long as it be consistent with folding :smile:

    My view on that point is formatter. One of its features is making code indentation correct.
  6. Cjkjvfnby

    text/python editor Sublime Text with MAB_WB module_script_plugin. 1.02

    GetAssista said:
    That looks pretty spectacular. Congratulations!

    Couple options I've always wanted and did not have anywhere:
    1. Preserve vertical wrapping folding settings of the edited file on exit.
    Done . Will add in next release. (already in master https://github.com/Cjkjvfnby/Sublime_MAB_plugin/zipball/master)

    Folding is not vertical it is from point to point. You can fold it by CTRL+SHIFT+[ on any selection.  CTRL+SHIFT+] (unfold)
    If you select some text and put mouse to line numbers you can fold  parts by indent.

    2. Exclude comment lines from vertical wrapper fold block recognition
    Not understand. Explain in other way.

    3. I could not find how to make the editor highlight pairs of brackets in the code on placing cursor (or mouse pointer) on one of brackets, although I'm sure the functionality should be there somewhere
    EDIT found some bracket/folding plugins :smile:
    Share you result.
  7. Cjkjvfnby

    text/python editor Sublime Text with MAB_WB module_script_plugin. 1.02

    New in 1.01
      Fixes in formatter. Now text compaire runs internaly and all errors shown in one log.
      Add Mount and blade menu. All commands present.
      Add commands to command palite (CTRL+SHIFT+P, select command). Hase same commands as Menu
      Add open files and change path to module system to menu.
      Add show help (move cursor to operation and activate) Thanks Lav for Better MS Scripting Reference: header_operations expanded
  8. Cjkjvfnby

    Modding M&B

    Cirkumflex said:
    So recently I've been getting these urges to get into modding things. Grand things.
    I've been programming in Python for about a year now, made a few games just for fun. Thing is, I've never made a mod before and the list of files in the game folder is daunting to say the least. I have no idea where to start in order to familiarize myself with the games code and could use some help with this.
    The knowledge of Python and the ideas for mods are all here, just no clue on where to start. What I need is for somebody to give me some general helpful tips/hints on how to get started with modding, getting to know the M&B:WB code and such.
    Help?


    Cirk

    Same story.

    Game used space seperated text resources.

    Module system is human readable way to edit this resources.

    It contain from 4 type of files:
    header_* - just contsants and functions
    module_* this it tuple of data.
    ID_ *  it is temp files for processing generated during processing.
    process_*  This files convert module files to game resource files.

    Game scripts writen on internal game language and executed in game core.

    It is more intresting for me to make same tools than make mab scripts. 
    It helps a lot to understend how does it works :smile:
    http://forums.taleworlds.com/index.php/topic,214687.msg5122805.html#msg5122805
    http://forums.taleworlds.com/index.php/topic,212663.msg5073231.html#msg5073231


    SA
  9. Cjkjvfnby

    [Idea] Preprocessor for MS build scripts

    MadVader said:
    The problem with that you will have two different script versions, for every, even minimal differences (the scripts that are identical have a single version, of course). Not nice for very long scripts, as you'll have to have duplicate versions of those, defeating the whole shared code concept.
    A difference between a WB and MB version, or a Dev and Release version, or a 1.134 and 1.143 version is often a few lines of code inside a script.

    I'm afraid having different versions of some tuples is still not fine enough. You have to dig deeper. :smile: (line level.. as proposed in OP)

    But if you can write a basic preprocessor for the #define/#ifdef/#else/#endif directives, please go ahead.

    (Btw, preprocessor directives are not pretty, but there are no substitutes, calling them names is not going to solve the problems they are solving)

    If difference between version is in one string, you new script will contain one string. It minimize chance to make changes in many files.
    And script can be easyly ported to another mod that doe`s not use this processing system.

    Code:
    # this is added to begining of the file
    END = -1
    WB =  -2
    MB  = -3
    variants = (WB, MB) # add as many difines as you wish. 
    
    # this is script :)  just add WB and WB_END (with or with out brakes.)  
    # If you forget END script will be skipped to the end or to begining of another sequence
    scripts = (0,0,0, WB, 9, MB,8,MB_END) # test string
    
    # add to end of function
    def filter_list(sequence, current_index):
        res = []
        breaks = []
        for pair in variants:
            breaks.extend(pair)
        current_state = True # normal
        for val in a:
            if val in breaks:
                if val == variants[current_index]:
                    current_state = True # add to res
                elif val in  variants:
                    current_state = False # does not add to res
                elif val == END: # end of insert
                    current_state = True # does not add to res
            else:
                if current_state:
                    res.append(val)
        return res
    
    CURRENT_VERSION = 0 # 0 is index in variant  0 first, 1 second .... 
    scripts =  [filter_list(script[1], CURRENT_VERSION)  for script in scripts]
    # to test result add
    print scripts[0] #(prints first script)
    # and exucute this file in via python

  10. Cjkjvfnby

    [Idea] Preprocessor for MS build scripts

    I am python coder and my view to this task is next:

    make some magic with imports in module system
    Code:
    version = "WB"
    if VERSION==''WB":
      import wb.script1 as script1 
    else:
      import mb.script1.py as script1

    Make every new script in single file/files (/wb/scripts/script1.py,  /mb/script1.py)

    Add you script to scripts:
    Code:
    # at the end of file
    scripts.extend(scripts1) # it wil add content of imported file to you scripts.

    Use you new script via callscript.

    This way is easy to implement (i can do less then in  hour)
    You will use standart processing system.
    You will not convert script to unreadable spaghetti.
  11. Cjkjvfnby

    module system error

    Z.Master said:
    i add new troops (copy paste other and just change id) i didnt get any error
    now i try to add those troops in quick battle but i get this error
    Traceback (most recent call last):
      File "process_init.py", line 2, in <module>
        from process_operations import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\process_operation
    s.py", line 20, in <module>
        from module_scripts import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\module_scripts.py
    ", line 1049, in <module>
        (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_1_infantr
    y, "trp_rhodok_veteran_spearman3"),
    TypeError: 'tuple' object is not callable
    Traceback (most recent call last):
      File "process_global_variables.py", line 12, in <module>
        from process_operations import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\process_operation
    s.py", line 20, in <module>
        from module_scripts import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\module_scripts.py
    ", line 1049, in <module>
        (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_1_infantr
    y, "trp_rhodok_veteran_spearman3"),
    TypeError: 'tuple' object is not callable
    Exporting strings...
    Exporting skills...
    Exporting tracks...
    Exporting animations...
    Exporting meshes...
    Exporting sounds...
    Exporting skins...
    Traceback (most recent call last):
      File "process_map_icons.py", line 6, in <module>
        from process_operations import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\process_operation
    s.py", line 20, in <module>
        from module_scripts import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\module_scripts.py
    ", line 1049, in <module>
        (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_1_infantr
    y, "trp_rhodok_veteran_spearman3"),
    TypeError: 'tuple' object is not callable
    Exporting faction data...
    Exporting item data...
    Traceback (most recent call last):
      File "process_items.py", line 66, in <module>
        from process_operations import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\process_operation
    s.py", line 20, in <module>
        from module_scripts import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\module_scripts.py
    ", line 1049, in <module>
        (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_1_infantr
    y, "trp_rhodok_veteran_spearman3"),
    TypeError: 'tuple' object is not callable
    Exporting scene data...
    Traceback (most recent call last):
      File "process_scenes.py", line 15, in <module>
        from process_operations import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\process_operation
    s.py", line 20, in <module>
        from module_scripts import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\module_scripts.py
    ", line 1049, in <module>
        (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_1_infantr
    y, "trp_rhodok_veteran_spearman3"),
    TypeError: 'tuple' object is not callable
    Exporting troops data
    Exporting particle data...
    Traceback (most recent call last):
      File "process_scene_props.py", line 7, in <module>
        from process_operations import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\process_operation
    s.py", line 20, in <module>
        from module_scripts import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\module_scripts.py
    ", line 1049, in <module>
        (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_1_infantr
    y, "trp_rhodok_veteran_spearman3"),
    TypeError: 'tuple' object is not callable
    Traceback (most recent call last):
      File "process_tableau_materials.py", line 8, in <module>
        from process_operations import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\process_operation
    s.py", line 20, in <module>
        from module_scripts import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\module_scripts.py
    ", line 1049, in <module>
        (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_1_infantr
    y, "trp_rhodok_veteran_spearman3"),
    TypeError: 'tuple' object is not callable
    Traceback (most recent call last):
      File "process_presentations.py", line 8, in <module>
        from process_operations import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\process_operation
    s.py", line 20, in <module>
        from module_scripts import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\module_scripts.py
    ", line 1049, in <module>
        (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_1_infantr
    y, "trp_rhodok_veteran_spearman3"),
    TypeError: 'tuple' object is not callable
    Exporting party_template data...
    Traceback (most recent call last):
      File "process_parties.py", line 6, in <module>
        from process_operations import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\process_operation
    s.py", line 20, in <module>
        from module_scripts import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\module_scripts.py
    ", line 1049, in <module>
        (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_1_infantr
    y, "trp_rhodok_veteran_spearman3"),
    TypeError: 'tuple' object is not callable
    Exporting quest data...
    Exporting info_page data...
    Traceback (most recent call last):
      File "process_scripts.py", line 4, in <module>
        from module_scripts import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\module_scripts.py
    ", line 1049, in <module>
        (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_1_infantr
    y, "trp_rhodok_veteran_spearman3"),
    TypeError: 'tuple' object is not callable
    Traceback (most recent call last):
      File "process_mission_tmps.py", line 8, in <module>
        from process_operations import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\process_operation
    s.py", line 20, in <module>
        from module_scripts import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\module_scripts.py
    ", line 1049, in <module>
        (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_1_infantr
    y, "trp_rhodok_veteran_spearman3"),
    TypeError: 'tuple' object is not callable
    Traceback (most recent call last):
      File "process_game_menus.py", line 8, in <module>
        from process_operations import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\process_operation
    s.py", line 20, in <module>
        from module_scripts import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\module_scripts.py
    ", line 1049, in <module>
        (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_1_infantr
    y, "trp_rhodok_veteran_spearman3"),
    TypeError: 'tuple' object is not callable
    Traceback (most recent call last):
      File "process_simple_triggers.py", line 5, in <module>
        from process_operations import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\process_operation
    s.py", line 20, in <module>
        from module_scripts import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\module_scripts.py
    ", line 1049, in <module>
        (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_1_infantr
    y, "trp_rhodok_veteran_spearman3"),
    TypeError: 'tuple' object is not callable
    Traceback (most recent call last):
      File "process_dialogs.py", line 9, in <module>
        from process_operations import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\process_operation
    s.py", line 20, in <module>
        from module_scripts import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\module_scripts.py
    ", line 1049, in <module>
        (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_1_infantr
    y, "trp_rhodok_veteran_spearman3"),
    TypeError: 'tuple' object is not callable
    Traceback (most recent call last):
      File "process_global_variables_unused.py", line 3, in <module>
        from process_operations import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\process_operation
    s.py", line 20, in <module>
        from module_scripts import *
      File "C:\Users\Stefan\Desktop\New folder\Module_system 1.143\module_scripts.py
    ", line 1049, in <module>
        (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_1_infantr
    y, "trp_rhodok_veteran_spearman3"),
    TypeError: 'tuple' object is not callable
    Exporting postfx_params...

    ______________________________

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

    in module_scripts i add this (before i delete old 1 for faction 3)

    (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_1_infantry, "trp_rhodok_veteran_spearman3"),
          (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_2_infantry, "trp_swadian_sergeant3"),
          (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_1_archer, "trp_nord_veteran_archer3"),
          (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_2_archer, "trp_rhodok_sharpshooter3"),
          (faction_set_slot, "fac_kingdom_3", slot_faction_quick_battle_tier_1_cavalry, "trp_swadian_knight3")

    if i delete first line (in which i get error) then i get error in second, but if i delete both it works fine

    note:
    for first two factions i have same codes and i dont have error

    here they are
    (faction_set_slot, "fac_kingdom_1", slot_faction_quick_battle_tier_1_infantry, "trp_rhodok_veteran_spearman1"),
          (faction_set_slot, "fac_kingdom_1", slot_faction_quick_battle_tier_2_infantry, "trp_swadian_sergeant1"),
          (faction_set_slot, "fac_kingdom_1", slot_faction_quick_battle_tier_1_archer, "trp_nord_veteran_archer1"),
          (faction_set_slot, "fac_kingdom_1", slot_faction_quick_battle_tier_2_archer, "trp_rhodok_sharpshooter1"),
          (faction_set_slot, "fac_kingdom_1", slot_faction_quick_battle_tier_1_cavalry, "trp_swadian_knight1"),
         
          (faction_set_slot, "fac_kingdom_2", slot_faction_quick_battle_tier_1_infantry, "trp_rhodok_veteran_spearman2"),
          (faction_set_slot, "fac_kingdom_2", slot_faction_quick_battle_tier_2_infantry, "trp_swadian_sergeant2"),
          (faction_set_slot, "fac_kingdom_2", slot_faction_quick_battle_tier_1_archer, "trp_nord_veteran_archer2"),
          (faction_set_slot, "fac_kingdom_2", slot_faction_quick_battle_tier_2_archer, "trp_rhodok_sharpshooter2"),
          (faction_set_slot, "fac_kingdom_2", slot_faction_quick_battle_tier_1_cavalry, "trp_swadian_knight2")
         

    missed coma between (...) and (....)
  12. Cjkjvfnby

    text/python editor Sublime Text with MAB_WB module_script_plugin. 1.02

    Make update:
    +Autocomplete
    Change install instruction.
    Broke formatter (fix it in next release)

    bobross419 said:
    I'm sure that WFaS compatibility isn't high on your list of priorities so if it isn't fixed it isn't horrible.  Just using Sublime has increased my productivity :smile:

    Plugin is WFaS compatible. 
    Formatter just does not work at all versions. :smile:

    Barabas said:
    Somehow my 'comment' hotkey, ctrl+/, doesn't work with mab syntax highlighting. Am I doing something wrong or is this a problem with the syntax highlighting?
    Fixed.
  13. Cjkjvfnby

    text/python editor Sublime Text with MAB_WB module_script_plugin. 1.02

    Barabas said:
    Somehow my 'comment' hotkey, ctrl+/, doesn't work with mab syntax highlighting. Am I doing something wrong or is this a problem with the syntax highlighting?

    I will fix it in next release.
  14. Cjkjvfnby

    text/python editor Sublime Text with MAB_WB module_script_plugin. 1.02

    bobross419 said:
    Sorry I missed this post before.  Changing the keymapping worked for me :smile:  Apparently though the formatter does not play nicely with WFaS.  In addition to some errors during the format itself I also have a massive log file documenting the differences between the two files.  Primarily it looks like neg| and this_or_next| commands were removed in a lot of places.

    https://docs.google.com/open?id=0B5wh-BuoZdB5YWFmN2YzYWUtYjk5Yi00ZDY4LThmYzgtODczYTA2NDg5ODY4

    I was just going to post the results but 140k characters is well over the post limit here :sad:

    I will post up the results that appeared while the formatter was running though.  I can't make too much sense of them.  I don't see any difference between the finish_mission operation in WB and WFaS - Neither have any arguments.  And when I tried to remove the 'delay_in_seconds' from the entry in operations.py there was no change when I reran the formatter.
    Code:
    line: 3896  : Not enough args: finish_mission )
    line: 5913  : Too many args: player_get_value_of_original_items ":old_items_value", ":latest_joined_player_no"
    line: 6258  : Not enough args: player_set_gold ":dead_agent_player_id", ":player_gold")
    line: 7118  : Not enough args: player_set_gold ":player_no", ":initial_gold")
    line: 7148  : Not enough args: player_set_gold ":player_no", ":initial_gold")
    line: 8115  : Too many args: assign ":friend_near_score", 300, ":dist_2"
    line: 8943  : Not enough args: is_between ":value", "$g_multiplayer_max_num_bots")
    line: 11523 : Too many args: create_text_overlay ":wave_text", "str_wave_reg1", tf_center_justify|tf_single_line|tf_with_outline
    line: 11527 : Error 		(overlay_set_additional_render_height, ":wave_text", 10),
    line: 11897 : Not enough args: multiplayer_find_spawn_point reg0, ":team_no", ":flags")
    line: 12263 : Too many args: set_result_string "@Base damage radius: {reg1}, critical radius: {reg2}"
    line: 13152 : Too many args: modify_visitors_at_site ":meeting_scene"), (reset_visitors
    line: 13177 : Too many args: modify_visitors_at_site ":meeting_scene"), (reset_visitors
    line: 13846 : Error     ]), #ozan
    line: 15714 : Not enough args: hero_can_join )
    line: 15925 : Too many args: val_mul ":quest_gold_reward", ":quest_gold_reward", 7
    line: 15926 : Too many args: val_div ":quest_gold_reward", ":quest_gold_reward", 4
    line: 17044 : Not enough args: party_get_slot ":party_type", ":party_no")
    line: 17094 : Not enough args: party_get_slot ":party_type", ":party_no")
    line: 18742 : Not enough args: party_stack_get_troop_id ":raid_leader", ":looter_party")
    line: 19268 : Not enough args: store_sub ":cur_center_left_strength", 1000000)
    line: 19541 : Not enough args: store_sub ":cur_center_left_strength", 1000000)
    line: 22061 : Too many args: neq ":troop_no", kingdom_ladies_begin, kingdom_ladies_end
    line: 22135 : Too many args: modify_visitors_at_site ":dungeon_scene"), (reset_visitors
    line: 22506 : Error   ]), #ozan
    line: 22722 : Error   ]), #ozan
    line: 22891 : Error       ]), #ozan
    line: 22956 : Error   ]), #ozan
    line: 25929 : Error 	(team_get_gap_distance, ":cur_gap_distance", ":team_no", ":class_no"),
    line: 26847 : Not enough args: faction_get_slot ":faction_leader", "$players_kingdom")
    line: 27452 : Error     [  (try_for_range, ":troop_no", companions_begin, companions_end),
    line: 28323 : Too many args: cur_agent_set_banner_tableau_material ":tableau_no", reg0
    line: 28728 : Too many args: cur_tableau_add_horse ":horse_item", pos2, "anim_horse_stand", 0
    line: 30262 : Error 	   (party_set_ignore_with_player_party, "p_main_party", ":num_hours"),
    line: 34609 : Error    [   (assign, ":end_cond", 1),
    line: 35127 : Not enough args: party_count_members_of_type ":count", "p_main_party")
    line: 36939 : Error 						(party_get_ignore_with_player_party, ":ignore_with_player_party", ":second_party"),
    line: 37066 : Not enough args: party_remove_prisoners ":party_no", ":troop_no")
    line: 43150 : Error 					(remove_agent, ":agent_no"),
    line: 43172 : Error 				(remove_agent, ":horse_agent"), 
    line: 43223 : Error 		(agent_is_in_line_of_sight, ":agent_no", pos51),
    line: 43258 : Error         (agent_deliver_damage_to_agent_advanced, ":delivered_damage", ":shooter_agent_no", ":agent_no", ":damage"),
    line: 43346 : Error          (particle_system_burst_no_sync, "psys_oim_pistol_smoke", pos51, 8),
    line: 43347 : Error          (particle_system_burst_no_sync, "psys_oim_pistol_ogon", pos51, 8),
    line: 43348 : Error          (particle_system_burst_no_sync, "psys_oim_pistol_svet", pos51, 8),
    line: 43352 : Error          (particle_system_burst_no_sync, "psys_oim_musket_powder_a", pos51, 8),
    line: 43353 : Error          (particle_system_burst_no_sync, "psys_oim_pistol_powder_b", pos51, 15),
    line: 43358 : Error          (particle_system_burst_no_sync, "psys_oim_musket_smoke", pos51, 8),
    line: 43359 : Error          (particle_system_burst_no_sync, "psys_oim_musket_ogon", pos51, 8),
    line: 43360 : Error          (particle_system_burst_no_sync, "psys_oim_musket_svet", pos51, 8),
    line: 43364 : Error          (particle_system_burst_no_sync, "psys_oim_musket_powder_a", pos51, 8),
    line: 43365 : Error          (particle_system_burst_no_sync, "psys_oim_pistol_powder_b", pos51, 15),
    line: 43386 : Error 		(particle_system_burst_no_sync, "psys_musket_hit", pos1, 8),
    line: 43387 : Error 		(particle_system_burst_no_sync, "psys_musket_hit_particle", pos1, 8),
    line: 43391 : Error 		(particle_system_burst_no_sync, "psys_musket_hit_objects", pos1, 8),
    line: 45317 : Too many args: create_text_overlay reg0, "str_preg1p", tf_left_align|tf_with_outline
    line: 45333 : Too many args: create_text_overlay reg0, "str_reg1", tf_left_align|tf_with_outline
    line: 45386 : Too many args: create_text_overlay ":wave_text", "str_wave_reg1", tf_center_justify|tf_single_line|tf_with_outline
    line: 45402 : Too many args: create_text_overlay ":wave_text", "str_wave_reg1", tf_center_justify|tf_single_line|tf_with_outline
    line: 45418 : Too many args: create_text_overlay ":wave_text", "str_wave_reg1", tf_center_justify|tf_single_line|tf_with_outline
    line: 45641 : Error 	(particle_system_burst_no_sync, "psys_water_hit_a", pos51, 8),
    line: 45643 : Error 	(particle_system_burst_no_sync, "psys_water_hit_b", pos51, 4),
    line: 45674 : Too many args: cur_tableau_add_horse ":horse_item", pos2, "anim_horse_stand", 0
    line: 45869 : Error 				(scene_prop_fade_out, ":prison_cart", 400),
    line: 45870 : Error 				(scene_prop_fade_out, ":prison_cart_door_left", 400),
    line: 45871 : Error 				(scene_prop_fade_out, ":prison_cart_door_right", 400),
    line: 45885 : Error 				(scene_prop_fade_in, ":prison_cart", 300),
    line: 45886 : Error 				(scene_prop_fade_in, ":prison_cart_door_left", 300),
    line: 45887 : Error 				(scene_prop_fade_in, ":prison_cart_door_right", 300),
    line: 46092 : Too many args: position_set_x pos2, 84, 0
    line: 46093 : Too many args: position_set_y pos2, -314, 0
    line: 46094 : Too many args: position_set_z pos2, 121, 0
    line: 46102 : Too many args: position_set_x pos2, -84, 0
    line: 46103 : Too many args: position_set_y pos2, -315, 0
    line: 46104 : Too many args: position_set_z pos2, 123, 0

    I'm sure that WFaS compatibility isn't high on your list of priorities so if it isn't fixed it isn't horrible.  Just using Sublime has increased my productivity :smile:

    Thanks for feedback. 
  15. Cjkjvfnby

    B Tutorial Module System Fast script test

    May be it will be useful for new members: Fast way to test changes in script: Prerquarements: Run game in debug mode. Switch for window (Alt+Enter) Update module scripts with: if __name__ == '__main__':   print "Start"   import process_scripts   print "Finished" Testting: Change module...
  16. Cjkjvfnby

    text/python editor Sublime Text with MAB_WB module_script_plugin. 1.02

    bobross419 said:
    Ctrl+Shift+A seems to do nothing for me.  When I look in the menus Ctrl+Shift+A "Expand Selection to Tag".  Its not a huge issue though.

    It is my fail.
    I made update and change installation instruction.
  17. Cjkjvfnby

    text/python editor Sublime Text with MAB_WB module_script_plugin. 1.02

    bobross419 said:
    I couldn't seem to get your plugin to work,
    press ctrl+shif+a
    press ctrl+` to see console.
  18. Cjkjvfnby

    How do you organize your mod development with many people?

    CTCCoco said:
    How do you organize your mod development with many people?

    I mean, you give the mod's source to all the developers? What if someone release it without any permission?

    If you already release  mod. It could be reverse engineered. (about one working day for tool for module scripts. comments and name for local vars will be lost.)
    Arts is not protected at all.
    If you not release it. You can just block it on most popular resources. (This forum, mbrepository, mbx,  moddb)

    Any protection from bad peoples will make work of other harder.

    My choose:
    private:
    git repo hosted in Dropbox folder. Share control via Dropbox interface. (git is decentralized system if dropbox folder will be broken, you can restore it)
    public:
    https://github.com/Cjkjvfnby/mab_compiler # git hub has no free private account.
  19. Cjkjvfnby

    text/python editor Sublime Text with MAB_WB module_script_plugin. 1.02

    Swyter said:
    I'll be using your plugins.
    This editor even has a build system and works over the three major platforms.
    Is delightfully minimalist, has loads and loads of plugins and the workflow is just pretty.

    You can build module system from it.
    Get: http://forums.taleworlds.com/index.php/topic,212663.0.html
    Open main.py and run it (ctrl+b)

    A fan of your works already.
    Thanks. 
  20. Cjkjvfnby

    text/python editor Sublime Text with MAB_WB module_script_plugin. 1.02

    Hello, Let me introduce you text editor: Sublime Text 2 http://www.sublimetext.com/2 It has most features of notepad++ and many others. I think you should try it in any way. :) (It is free, you can use it unregistered with no restrictions.) One of the most features it is very easy...
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