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  1. ha3481

    SP Dark Ages [Submod] Dark Age 867AD

    a compatibility tool named proton that enables the user to play windows games
    apparently, this is the reason why you play without shader errors
  2. ha3481

    SP Dark Ages [Submod] Dark Age 867AD

    so.. I have changed many shaders for this mod..
    I always thought that:
    - mb.fx are shaders for DirectX
    - *.glsl are shaders for GNU/Linux and Mac OS

    I only changed mb.fx.. therefore, I wrote in the description that it is only for DirectX.. maybe I'm wrong about mb.fx and *.glsl

    if it works fine, then it's good :wink:
  3. ha3481

    SP Armor Mod for Viking Conquest

    Ale__, renaming all prefixes from da_ to ss_ and zam_ is a decent solution.. :grin:
    just rename it and no problem.. ingenuity worthy of pride

    for moderators: I remain my post about using assets without permission in force.. but I have no complaints that would require any sanctions against the user.. this public declaration is enough for me
  4. ha3481

    SP Dark Ages [Submod] Dark Age 867AD

    Update
    Current version: 4.4.1
  5. ha3481

    SP Armor Mod for Viking Conquest

    Hi Ale__
    Since December 2016, there has been a spoiler on Dark Age modification page explaining the use of this mod's resources..
    Cannot use the Dark Age assets in any mods
    I already asked you in a private conversation a few years ago and also asked you the other day, but you ignored it.. so I'll ask you again here..
    Why are you using Dark Age mod resources in your Shieldwall Song mod without permissions, violating the rules of decency of the TW community?

    You cannot use the assets (da_xxx.brf/da_xxx.dds/da_xxx.wav and other) of the Dark Age mod.. This is not an OSP

    -----------------------
    over these few years, with minimal skills working with openbrf, notepad and a simple graphic editor, you would have already made your graphics pack no worse.. but for some reason, with a stubbornness worthy of a better use, you continue to try to use what is denied to you.. moreover, this is not the first mod that goes down this path.. you guys are weird..
  6. ha3481

    SP Dark Ages [Submod] Dark Age 867AD

    Update
    Current version: 4.3
  7. ha3481

    SP Dark Ages [Submod] Dark Age 867AD

    Update
    Current version: 4.1

    Update
    Current version: 4.2
  8. ha3481

    SP Dark Ages [Submod] Dark Age 867AD

    Attention
    version 4.0 is reuploaded because it was broken.. now version 4.0.1
  9. ha3481

    SP Dark Ages [Submod] Dark Age 867AD

    Update
    Dark Age 867AD
    Current version: 4.0
  10. ha3481

    SP Dark Ages [Submod] Dark Age 867AD

    Update
    Dark Age 867AD
    Current version: 3.9.2
  11. ha3481

    Viking Conquest: Nights too Dark - Postfx.txt hack

    pfx_night 0 0 128.000000 1.000000 1.254900 10.000000 2.000000 1.784300 1.215700 0.000000 2.980400 2.980400 1.529400 1.000000
    module_postfx.py
    # Each postfx_param contains the following fields:
    # 1) id (string):
    # 2) flags (int).
    # 3) tonemap operator type (0,1,2,3)
    # 4) shader parameters1 [ HDRRange, HDRExposureScaler, LuminanceAverageScaler, LuminanceMaxScaler ]
    # 5) shader parameters2 [ BrightpassTreshold, BrightpassPostPower, BlurStrenght, BlurAmount ]
    # 6) shader parameters3 [ AmbientColorCoef, SunColorCoef, SpecularCoef, -reserved ]

    two parameters that mainly affect the lighting: AmbientColorCoef, SunColorCoef
    for night SunColorCoef = 0.000000 so therefore, the lighting is regulated by AmbientColorCoef

    I use
    pfx_night 0 0 128.000000 1.000000 1.254900 10.000000 2.000000 1.784300 1.215700 0.000000 0.160000 0.000000 0.800000 1.000000

    but these are very dark nights

    but it is also worth considering that this value also depends on the texture of the night sky
  12. ha3481

    Modding VC: basic tutorials and Q&A thread

    yes, i know... i was looking.. but I didn't find it. that's why i'm asking
    ok.. nevermind
  13. ha3481

    Modding VC: basic tutorials and Q&A thread

    agent_set_speed_modifier
    yes.. i see creeping, player trait, keep them fleeing in scenarios, berserker mode, fatigue system, but I don't see running away code
  14. ha3481

    Modding VC: basic tutorials and Q&A thread

    those who run away are always faster than those who catch up
    I can't find this code
  15. ha3481

    SP Dark Ages [Submod] Dark Age 867AD

    Update
    Dark Age 867AD
    Current version: 3.6

    Update
    Dark Age 867AD
    Current version: 3.7

    Update
    Dark Age 867AD
    Current version: 3.8
  16. ha3481

    Viking Conquest Mods for the latest versions (2.054-2.059)

    Large Visual Mods
    3) Dark Age Graphic Mod Pack is a lighter version of the graphical overhaul designed for use with VC Balance Mod through a compatibility patch (updated to 13.0) maintained at Discord. Note: the standard version of Dark Age has not yet been updated to VC 2.054.

    Dark Age submod version and graphics pack (lighter version) are no longer supported and are not available for download.
    Dark Age 867AD updated to VC version 2.054 (released 23/10/2020)
  17. ha3481

    SP Dark Ages [Submod] Dark Age 867AD

    ------------------------------------------------------------
    without explanation..
    from now on, the Blood Eagle mod in any further updates can not use any resources of any versions of the Dark Age mod

    for personal insult and insult to this game..
    I forbid the Hootman user to use anything created by me
  18. ha3481

    B Dark Ages [SUBMOD] Blood Eagle 4.0

    ------------------------------------------------------------
    without explanation..
    from now on, the Blood Eagle mod in any further updates can not use any resources of any versions of the Dark Age mod

    for personal insult and insult to this game..
    I forbid the Hootman user to use anything created by me
  19. ha3481

    Tweaks for Viking Conquest (one for 2.028, others for 2.021, 2.012, 2.010 etc)

    Performance tweak of fast sea travel.. call the "find landing points" trigger by clicked left Alt key only when you want to go ashore.. this is convenient if you use the Ctrl+Space for fast travel..

    "find landing points" trigger:
    Code:
    (0, 0, 0, [(key_clicked, key_left_alt),

    find this section:
    35 71 1 224 541

    replace it with this:
    35 71 1 56 541
  20. ha3481

    Modding VC: basic tutorials and Q&A thread

    this is one line written in three variations for example
    I'm interested in whether they are equivalent.. this is a question about the order and duplication of flags

    kalarhan left us? ?
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