Search results for query: *

  • Users: Pitch
  • Order by date
  1. Pitch

    ti_on_agent_hit not working on public servers

    when you use "create game" you are essentially the server. never test your multiplayer features with it.
  2. Pitch

    Port Forwarding a WSE Server

    No. It should work the same way native M&B does.
  3. Pitch

    Warband Script Enhancer 2 (v1.1.2.0)

    Awesome. Thank you for your work.
  4. Pitch

    build_module.bat problem? 'Python was not found; run without arguments to install from Microsoft Store, or disable this shortcut from settings'

    I am unfamiliar with Win10, so I do not know. Jugding from my set-up on Win7, however, it seems that you have to point to py.exe and not to python.exe. Check your AppData or whatever it is called on Win10 for Python since the main folder in C: is not the only one.
    He already confirmed that he points python to valid location.

    @Portocaliu



    To be frank and to I'll explain my side of the image situation,
    If you can only share URL images then you need to post the images online first. I'd prefer this website to be flexible enough for me to share images directly from my computer, I am not going to post my images on a website like Pinterest just so that I can show them here.
    Lastly, you can't put least ammount of effort yet expect other people to?
  5. Pitch

    build_module.bat problem? 'Python was not found; run without arguments to install from Microsoft Store, or disable this shortcut from settings'

    Made an image on paint to visually show you how my environmental properties look, but this forum seems to only allow URL-sourced images, so I'll try and show you with text. Using Python version 2.6/2.6.0.
    System Properties -> Environmental Variables ...
    a; User variables for User -> Path -> Edit (Path details -> C:\Users\User\AppData\Local\Microsoft\WindowsApp;C: \ Py ...)
    'New -> C:\ Python26'
    b; System variables -> Path -> Edit (Path details -> C:\Windows\system32;C:\Windows;C:\Windows\System32\Wb...)
    'New -> C:\ Python26'
    its not helpful. Uploading image isn't that difficult topic to begin with, if you got trouble with that, it might be insanely difficult to continue...
    Create user variable with name Path.
    Value should be equal in your case to C:\Python26;
    Semicolon has to be there.

    If that doesn't help, execute C:\Python26\python in cmd and tell us what does it return.
  6. Pitch

    build_module.bat problem? 'Python was not found; run without arguments to install from Microsoft Store, or disable this shortcut from settings'

    Show your environmental variables because you set them up incorrectly.
    You can also edit build_module and instead of using python as a variable, change it to full path instead.

    Module system works with python 2 but not 3. Last python version you can use is 2.7.18.
  7. Pitch

    Slots between client/server

    Is there a better way to have an agent play an animation across all clients/the server?
    Play it from both, server and client.
    Do it via events.
  8. Pitch

    Slots between client/server

    You have to use loop.
  9. Pitch

    Slots between client/server

    Thanks--I see there's some kind of system in place w/ 'events' in script_game_receive_network_message, is this used for both server and client updates?
    yes.

    multiplayer_send_message_to_server, multiplayer_send_int_to_server, multiplayer_send_message_to_player etc are all handled inside script_game_receive_network_message.
  10. Pitch

    Slots between client/server

    Slots are just variables but better, they are not synced by engine.
    Particle systems are synced by default afaik, check particle_system_burst and particle_system_burst_no_sync
    You can make agents play animations directly from server but from my experience its often laggy and desync occurs. Not sure if it depends on any particular animations.
  11. Pitch

    WSE WFaS Build Shader Problems

    Is that a setting in module_config_template.ini?
    No, I mean video settings in game which WSE has implemented.
    Do you use custom shaders?
  12. Pitch

    WSE WFaS Build Shader Problems

    Play with your texture settings (and generally with Video settings, check results with diffrent settings) . I believe there is 1 particular option implemented by WSE2 that doesn't work properly in WFaS. (blured screen)
  13. Pitch

    OSP Code QoL Day and Night Cycle

    Creative way of implementing skyboxes.
    Didn't know you can treat skyboxes as just prop instances.
    Thank you for sharing.
  14. Pitch

    PYTHON SCRIPT/SCHEME EXCHANGE

    Multiplayer, Server-Side Oddity.

    I found out that you can use bug in native prsnt_multiplayer_message_1 and
    multiplayer_message_type_defenders_saved_n_targets event in order to display string at the center of the player screen.
    This is most likely not reliable way to do that, however I don't know of existence of any other way to achieve it without client side mods.


    Why its working?


    Python:
    ### prsnt_multiplayer_message_1
    (else_try),
            (eq, "$g_multiplayer_message_type", multiplayer_message_type_defenders_saved_n_targets),
    
            (try_begin), #for spectators initializing, we assume spectators are fan of team0 so coloring is applied as they are at team0.
              (eq, "$g_defender_team", 0),
              (assign, ":text_font_color", 0xFF33DD11),
            (else_try),
              (assign, ":text_font_color", 0xFFFF4422),
            (try_end), #initializing ends
            (multiplayer_get_my_player, ":my_player_no"),
            (try_begin),
              (ge, ":my_player_no", 0),
              (player_get_agent_id, ":my_player_agent", ":my_player_no"),
              (try_begin),
                (ge, ":my_player_agent", 0),
                (agent_get_team, ":my_player_team", ":my_player_agent"),
                (try_begin),
                  (eq, ":my_player_team", "$g_defender_team"),
                  (assign, ":text_font_color", 0xFF33DD11),
                (else_try),
                  (assign, ":text_font_color", 0xFFFF4422),
                (try_end),
              (try_end),
            (try_end),
    
            (assign, ":num_targets_saved", "$g_multiplayer_message_value_1"),
    
            (team_get_faction, ":faction_of_winner_team", "$g_defender_team"),
            (str_store_faction_name, s1, ":faction_of_winner_team"),
    
            (try_begin),
              (eq, ":num_targets_saved", 1),
              (str_store_string, s0, "str_s1_saved_1_target"),
            (else_try),
              (eq, ":num_targets_saved", 2),
              (str_store_string, s0, "str_s1_saved_2_targets"),
            (try_end),
    
            (create_text_overlay, "$g_multiplayer_message_1", s0, tf_center_justify|tf_with_outline),
            (overlay_set_color, "$g_multiplayer_message_1", ":text_font_color"),
            (position_set_x, pos1, 350),
            (position_set_x, pos1, 500), #new
            (position_set_y, pos1, 400),
            (overlay_set_position, "$g_multiplayer_message_1", pos1),
            (position_set_x, pos1, 2000),
            (position_set_y, pos1, 2000),
            (overlay_set_size, "$g_multiplayer_message_1", pos1),
            (presentation_set_duration, 400),
          (else_try),

    Mostly this part:

    Code:
            (try_begin),
    
              (eq, ":num_targets_saved", 1),
    
              (str_store_string, s0, "str_s1_saved_1_target"),
    
            (else_try),
    
              (eq, ":num_targets_saved", 2),
    
              (str_store_string, s0, "str_s1_saved_2_targets"),
    
            (try_end),


    Here game expects from us to provide variable num_targets_saved ($g_multiplayer_message_value_1) equal to 1 or 2.
    If we don't do that, s0 will be unassigned and for some reason ( i don't know details of game engine), last chat message(?) will be used as s0.

    We can then make something like this:

    Code:
      (multiplayer_send_string_to_player,":player_no",multiplayer_event_show_server_message, "@display my string at the center of the screen"),
      (multiplayer_send_2_int_to_player, ":player_no", multiplayer_event_show_multiplayer_message, multiplayer_message_type_defenders_saved_n_targets, 20),

    It should display text at the center of the ":player_no" screen.
    Be aware, this is potentially very unreliable way to do that.
    I share this more like oddity than a something useful to use. :grin:

    If anybody has more informations on this topic, I would love to see it :grin:

    xwXZq9S.jpg
  15. Pitch

    B Musket Era [WFaS] Taiping Heavenly Kingdom

    We don't have chance to see WFaS too often. Good Luck!
  16. Pitch

    Monitor for any changes in your code and automatically compile module system.

    Monitor for any changes in your code and automatically compile module system with nodemon. Perfect for development Nodemon is a development dependency that monitors for any changes in your project and automatically re-compiles your code, saving time and tedious work. Nodemon does not require...
  17. Pitch

    Open Performance issues with Mount & Blade: Warband on a new laptop.

    Please show us rgl_log.txt from main Warband directory.
  18. Pitch

    Warband Script Enhancer 2 (v1.1.2.0)

    Fixed reloading bug - only one projectile was loaded, regardless of weapons max ammo.
    Thank you for quick update.






    @K700
    WFaS WSE2
    I noticed some inconsistency in store_agent_hit_points native operation.

    Python:
    (store_agent_hit_points, reg10, ":agent_id"),

    In this situation, I expect reg10 to return 100 on brand new agents.
    This works correctly in Native M&B, however with WFaS WSE2, it behaves a bit strange, not horribly incorrect - but still strange.

    Client side
    Tested on both, native server and server with WSE.

    i0ciGcY.jpeg
    .


    EDITED


    It's something oddly specific and honestly can't figure what it is.
    I think you can safely ignore it.

    Python:
          (ti_on_agent_spawn, 0, 0, [],
           [
             (store_trigger_param_1, ":agent_no"),
             (call_script, "script_multiplayer_server_on_agent_spawn_common", ":agent_no"),
    
            (try_begin),
             (agent_is_human, ":agent_no"),
             (store_agent_hit_points, reg50, ":agent_no", 0),
             (assign, reg51, ":agent_no"),
             (display_message, "@Agent ID: {reg51 }HP: {reg50}", green),
             (try_end),

    ^ Here it returns always correct values.
    Maybe it's mistake on my side and I am just blind.
  19. Pitch

    Warband Script Enhancer 2 (v1.1.2.0)

    @K700
    WFAS WSE2

    There is currently bug in WFaS WSE which causes Double-barreled pistols and muskets not work properly.
    On first use, they work correctly (they shot twice) but after reloading - they take 1 bullet and shot only once.

    Tested on dedicated server and on "host game". Same effect.
  20. Pitch

    Need help with compiling error

    When I'm compiling my mod, I get this error. I'm not really sure how I broke it because I haven't done anything with triggers at this point. Any insight would be greatly appreciated!



    I found this thread which looks similar, but I'm not sure where to look for a syntax error: https://forums.taleworlds.com/index.php?threads/compiling-error.439781/
    You got Unexpected token somewhere in your module_items.py
Back
Top Bottom