Oojablah said:Hi there. I'm new to PW and enjoying it very much. The problem I have is that I tried to log in one day and the map won't stop downloading. It's gone through it several times, completing the download then immediately restarting. Is there any solution to this problem?
Splintert said:To no advantage, he won't. Any static animation looks goofy in certain circumstances because Warband combat is not how real combat works even remotely.
Splintert said:To no advantage, he won't. Any static animation looks goofy in certain circumstances because Warband combat is not how real combat works even remotely.
Splintert said:Not for him, but mirroring his past responses. Do you think that no one has suggested this in the past?
PW was in early development around the time Papa Lazarou was developing his "combat animation enhancement" mod, and I agreed in principle with some of his ideas and changes, but after trying them out and weighing up both options, I elected not to integrate those combat animations with PW: the main reason being that I didn't want to get bogged down with changing too much at once. I had been involved in testing and discussion during the Warband beta period before full public release, and wanted to concentrate on making a different game mode mostly keeping the Native Warband setting and combat balance; to make the mod more quickly playable, and concentrate the development and discussion on the main features of the mod, rather than try recreate everything from scratch.Baskakov_Dima said:Hello. I am pretty sure it was suggested before, though I didn't find the post. Vanilla animations are very ugly. Yes, they are easily readable, but any video of people mass fighting, feinting etc. using those animations would look dumb.
Have you thought of installing alternative animations, so roleplay looks better? I know that it's possible to make a mini-mod by copying those animations on both the server and client, yes, but I thought that it would be interesting if they would be included in the standard package.
Well, now if you make a patch with those animations it would hardly be considered "much".Vornne said:PW was in early development around the time Papa Lazarou was developing his "combat animation enhancement" mod, and I agreed in principle with some of his ideas and changes, but after trying them out and weighing up both options, I elected not to integrate those combat animations with PW: the main reason being that I didn't want to get bogged down with changing too much at once.Baskakov_Dima said:Hello. I am pretty sure it was suggested before, though I didn't find the post. Vanilla animations are very ugly. Yes, they are easily readable, but any video of people mass fighting, feinting etc. using those animations would look dumb.
Have you thought of installing alternative animations, so roleplay looks better? I know that it's possible to make a mini-mod by copying those animations on both the server and client, yes, but I thought that it would be interesting if they would be included in the standard package.
Those animations don't really change balance, they mainly change how the game looks like.Vornne said:I had been involved in testing and discussion during the Warband beta period before full public release, and wanted to concentrate on making a different game mode mostly keeping the Native Warband setting and combat balance; to make the mod more quickly playable, and concentrate the development and discussion on the main features of the mod, rather than try recreate everything from scratch.
Well, it's people's choice to use the "heavily hacked" versions, but as far as "HCRP" server is now popular, this particular change is likely to be welcome there.Vornne said:Since then various combat related features and tweaks have been added, though mainly back when PW didn't have publicly available source code, and servers all used the official versions: nowdays just about every server runs a heavily hacked version of PW, often with script changes that they don't have the skill to update or apply themselves, so new module releases would probably be unwelcome, especially with major changes.
Baskakov_Dima said:Well, now if you make a patch with those animations it would hardly be considered "much".
Baskakov_Dima said:Those animations don't really change balance, they mainly change how the game looks like.
That is not correct: the animations are used for the combat calculations and timings. So if a patch was made that was applied only to the server or some clients, everyone not using the animation set used on the server would be at a disadvantage, not seeing the actual combat calculations going on, and maybe get frustrated by other players seeming to cheat. Using the other animations would almost certainly change the balance between different weapons or weapon types: for example, the two handed swing animation might have less reach, or the polearm thrust animation might be quicker. This is the reason I decided not to use the animations from the start: even though they look better, I didn't want the distraction of trying to figure out how to rebalance things to suit, when the mod is not solely combat focused.Baskakov_Dima said:Overall, the animations by Papa Lazarou just look a lot better, that's it. It's not even a "major" change.
Not without changing the scripts in ways that could break compatibility with official PW clients. For your event, what would stop every player using the same best tier equipment, every time they spawn? You could either use no_money and set the scene up with the appropriate starting equipment in stockpiles, forcing the players to maintain or produce the equipment, or you could use quick_battle and give each player some large amount of money to use - setting everyone to have a ridiculous amount of money when first joining would probably be the simplest tweak to work around the design (up to max_possible_gold = 1000000000 - 1). To do that, search for "# otherwise, set default attributes" in script setup_player_joined, and add a line like (assign, ":gold_value", max_possible_gold - 1) after the (assign, "utlaw_rating", 0) line, and build it for the server (presuming you are not using a modded scripts.txt without the module_scripts.py source).Anani said:Is having both no_money and quick_battle possible?
Vornne said:Not without changing the scripts in ways that could break compatibility with official PW clients. For your event, what would stop every player using the same best tier equipment, every time they spawn? You could either use no_money and set the scene up with the appropriate starting equipment in stockpiles, forcing the players to maintain or produce the equipment, or you could use quick_battle and give each player some large amount of money to use - setting everyone to have a ridiculous amount of money when first joining would probably be the simplest tweak to work around the design (up to max_possible_gold = 1000000000 - 1). To do that, search for "# otherwise, set default attributes" in script setup_player_joined, and add a line like (assign, ":gold_value", max_possible_gold - 1) after the (assign, "utlaw_rating", 0) line, and build it for the server (presuming you are not using a modded scripts.txt without the module_scripts.py source).Anani said:Is having both no_money and quick_battle possible?
Anani said:Maybe add more scene props? I have been a scene creator for like 2 years now and I feel like I memorized all the prop list.
I was checking this feudal world mod witht he editor mod and noticed some new gatehouses, harbours etc. Ofc I can be creative with the ones I already have, but new buildings, castles would be interesting for both scene editors and players.
I mean the props, it's all out there ready to be put in the mod. So why not?