Modding Q&A [For Quick Questions and Answers]

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So, if I take the Warband longbow model, add 10 polygons to it by cutting it a bit here and there, the model is legal to use? With different textures of course.
 
Not certain. Like I said, after inspecting the "updated" laws, apparently I was wrong. Even then, I'm working on a warbow model that will have the same look and feel as warband, mapped to Havoc's texture, but it won't be Warband. :wink:

Though with the similarities in polygon counts, I should be able to copy paste the uv-coords
 
I think depending on the patent/copyright or whatever, you remake things that look too similar. I could imagine I could get into trouble if I'd copy a recent work of art (if the owner of the design doesn't like it). However if the model is based off some reference, maybe historical, then ofcourse if you'd use the same/similar reference your work will probably end up looking pretty much the same (especially if it is for the same engine and needs about the same polycount etc). So if you'd remake the bow, my guess is they can't do much about it. But well... I'm no expert on this ^^
 
Barabas said:
It was meant as a OSP for warband, so if he used warband models and retextured them it becomes a bit problematic to use them in another game. Sure if you edit them a bit here and there you might get away with it. It all depends on what the developrs of Warband think about you using their models for WFaS. If they don't really care then you can even use Native items.

On that, tell me where in this page it actually says "Warband Only... Other than "I retextured all of the Native bows except..."

http://forums.taleworlds.com/index.php?topic=135699.0
 
Specialist said:
Barabas said:
It was meant as a OSP for warband, so if he used warband models and retextured them it becomes a bit problematic to use them in another game. Sure if you edit them a bit here and there you might get away with it. It all depends on what the developrs of Warband think about you using their models for WFaS. If they don't really care then you can even use Native items.

On that, tell me where in this page it actually says "Warband Only... Other than "I retextured all of the Native bows except..."

http://forums.taleworlds.com/index.php?topic=135699.0

Well he used warband models and posted on a warband forum for people to use it. That doesn't mean I'm free to use those models in any other game out there. It's not a problem to use them in a mod for warband cause the people already paid for the models if they bought warband. At least that's my reasoning.
 
Specialist said:
Add the troop between mercenaries_begin, and mercenaries_end (Watchman to Hired Blade) to add them to taverns. For txt decompilation, nope. Nothing is out yet.

I assume that that is still the case? There is still no way to 'tweak' the game to add more mercenary types to the taverns? I'd like to add the female mercenaries (Camp Followers to Sword Sisters), but I heard that I need Python for that and I'll need to start a brand new module. Is that true?

Thanks alot,
JollySam
 
I'm trying (that's a good word here) to cancel duel after player hides his weapon, but I have problem here.

cancel_duel_check = (
  ti_on_item_unwielded, 0, 0,
  [
  (multiplayer_is_server),
  (eq, "$g_multiplayer_game_type", multiplayer_game_type_duel),
  ],
  [
  (store_trigger_param_1, ":agent"),
  (store_trigger_param_2, ":item"),
  (gt, ":agent", 0),
  (agent_is_active, ":agent"),
  (agent_is_alive, ":agent"),
  (agent_get_wielded_item, ":item_weapon", ":agent", 0),
Last line returns item id which already is in item local variable. So this trigger runs before item is actually unwielded. Since I can't delay this trigger, is there any other way to get item ID which character will have after unwielding item ? I want to check obviously if new "item" will be fists - if so, and agent is in duel mode, then cancel duel.
Any ideas how to solve this ?
 
It might work to delay the effect of the trigger, by say 1 or 1/2 second or so.

so It'd be
Code:
ti_on_item_unwielded, 1, 0, 
[ ...
 
As Poul said, delays don't work on named triggers, only on triggers with a timed call interval.

An alternative:
Have your on_item_unwielded trigger set an agent or player slot that denotes that an item has been unwielded. Save the ":item" item-ID in that slot.

Then, have another trigger that fires every 1 second or so. In that trigger, check the value of all agent/player "unwielded" slots. If they don't equal 0, then run your  (agent_get_wielded_item), operation and see if it is another weapon or if it is -1. In both cases, re-set the slot to 0 and do what needs doing.
 
Caba`drin - I know I can do this this way, but I would need to loop every agent inside game and check their slots every second or so. It's just poor coding this way - 99.99% of those operations will be just waste of resources. That's why I'm looking for some alternatives.
I guess I can't run some trigger inside other, right ? So I can't just make 2nd delayed trigger and pass there agent_id ?
It's a shame, that ti_on_item_wielded don't count fists as an item and run with -1 item id value. It just don't work at all when you "equip" fists.
 
No, there is no 'nesting' of triggers.
Yes, it is a bit of a waste of resources, but that is life with Warband coding...at least that's what I've found.
And, in multiplayer duel, there's probably not that much code running that need the resources, so a single spare agent loop isn't going to be a problem.
 
You don't need to loop over all agents.
Code:
(ti_on_item_unwielded, 0, 0, [
	# blah blah
	(troop_get_slot, ":num_entries", "trp_temp_list", 0),
	(val_add, ":num_entries", 1),
	(troop_set_slot, "trp_temp_list", ":num_entries", ":agent_no_to_check"),
	(troop_set_slot, "trp_temp_list", 0, ":num_entries"),
]),

(1, 0, 0, [
	(troop_slot_gt, "trp_temp_list", 0, 0),
], [
	(troop_get_slot, ":upper_bound", "trp_temp_list", 0),
	(val_add, ":upper_bound", 1),
	(try_for_range, ":i", 1, ":upper_bound"),
		(troop_get_slot, ":agent_no", "trp_temp_list", ":i"),
		# do whatever you need to do to the agent
	(try_end),
	(troop_set_slot, "trp_temp_list", 0, 0),
]),
Still a hack, but less "expensive".

Disclaimer: untested
 
Yeah, that's how I will probably do this.
If cmpxchg8b said, it's the best way to do this, well... no further questions :smile:.
Thanks all for your answers.
 
Um, how can I remove a troop from the game? As in, that it no longer appears in the armies of the lords. Im trying to remove the Lifeguard unit from the Swedish armies, so far I have made it so that no troops upgrade to it, its no longer one of the Swedish troops, and Ive checked that he's not in any of the reinforcement troops. Ive done this all with Morghs editor, but I imagine I might need to edit the text files.

This is for WFaS btw.
 
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