Mount & Blade Warband version 1.161 patch

Users who are viewing this thread

Status
Not open for further replies.
I tested the new beta, the regression of latest stable update without versioning in steam for linux still persist (and also reported by mac users).
ACOK for example still crash on new version (and probably other mods), even if with the new version has been lightened (almost 300 mb less).
Probably there is some unforeseen event that causes the crash or some memory leak in the new texture loader.
Can you please solve with the new version, or if you are certain that it is a problem of mod communicate with as many details as possible so that the developers of the mod can solve?

Thanks for any reply.
 
Fantastic.

Do all those item_get_* operations only take item reference as parameter? No way to get those parameters for an item with modifier?
 
mike56 said:
pellehard said:
what does this mean? :O

Not sure, but I'm so excited I can only dance!

EgLow5.gif

hm yeah i mean all this news n blogs about bannerlord and poff! all the sudden a new dlc for warband. im kind of confused haha. maby they realised something in the making of bannerlord that they could add on warband?
 
Captain Lust said:
game_key_get_mapped_key_name    = 65  # (game_key_get_mapped_key_name, <string_register>, <game_key>),
So it returns the name of the key bound to a certain key function as a string?
options_get_battle_size        = 270 # (options_get_battle_size, <destination>), # returns battle size slider value in 0-1000 range.
options_set_battle_size        = 271 # (options_set_battle_size, <value>), # sets battle size slider value in 0-1000 range.
Battlesizer is dead, long live Battlesizer.
overlay_set_material                      = 956 # (overlay_set_material, <overlay_id>, <string_no>),
Does that write text inside the overlay in question regardless of its type?
auto_save                                = 985 # (auto_save),
Cool.
cast_ray                              = 1900  # (cast_ray, <destination>, <hit_position_register>, <ray_position_register>, [<ray_length_fixed_point>]), #Casts a ray of length [<ray_length_fixed_point>] starting from <ray_position_register> and stores the closest hit position into <hit_position_register> (fails if no hits). If the body hit is a prop instance, its id will be stored into <destination>
Can be used to see if there's an obstacle between two positions more easily.
cur_item_add_mesh                      = 1964  # (cur_item_add_mesh, <mesh_name_string_no>, [<lod_begin>], [<lod_end>]), #only call inside ti_on_init_item in module_items # lod values are optional. lod_end is not included.
cur_item_set_material                  = 1978  # (cur_item_set_material, <string_no>, <sub_mesh_no>, [<lod_begin>], [<lod_end>]), #only call inside ti_on_init_item in module_items # lod values are optional. lod_end is not included.
I can see them saving a lot of item tuples without us having to use tableaus.
agent_get_bone_position                = 2076 # (agent_get_bone_position, <position_no>, <agent_no>, <bone_no>, [<local_or_global>]), # returns position of bone. Option 0 for local to agent position, 1 for global
Good.
prop_instance_deform_to_time          = 2610 # (prop_instance_deform_to_time, <prop_instance_no>, <value>), # value gives the vertex animation time.
prop_instance_deform_in_range        = 2611 # (prop_instance_deform_in_range, <prop_instance_no>, <start_frame>, <end_frame>, <duration-in-1/1000-seconds>), #play animation from start frame to end frame
prop_instance_deform_in_cycle_loop    = 2612 # (prop_instance_deform_in_cycle_loop, <prop_instance_no>, <start_frame>, <end_frame>, <duration-in-1/1000-seconds> #cyclical animation within start-end frame
prop_instance_get_current_deform_progress = 2615 # (prop_instance_get_current_deform_progress, <destination>, <prop_instance_no>), #returns a percentage value between 0 and 100 if animation is still in progress. returns 100 otherwise.
prop_instance_get_current_deform_frame    = 2616 # (prop_instance_get_current_deform_frame, <destination>, <prop_instance_no>), #returns current frame with round to nearest
Vertex animation at last.
prop_instance_set_material            = 2617 # (prop_instance_set_material, <prop_instance_no>, <sub_mesh_no>, <string_register>), #give sub mesh as -1 to change all meshes' materials.
Nice.
item_get_weight                      = 2700 # (item_get_weight, <destination_fixed_point>, <item_kind_no>), #Stores <item_kind_no>'s weight into <destination_fixed_point>
item_get_value                        = 2701 # (item_get_value, <destination>, <item_kind_no>), #Stores <item_kind_no>'s value into <destination>
item_get_difficulty                  = 2702 # (item_get_difficulty, <destination>, <item_kind_no>), #Stores <item_kind_no>'s difficulty into <destination>
item_get_head_armor                  = 2703 # (item_get_head_armor, <destination>, <item_kind_no>), #Stores <item_kind_no>'s head armor into <destination>
item_get_body_armor                  = 2704 # (item_get_body_armor, <destination>, <item_kind_no>), #Stores <item_kind_no>'s body armor into <destination>
item_get_leg_armor                    = 2705 # (item_get_leg_armor, <destination>, <item_kind_no>), #Stores <item_kind_no>'s leg armor into <destination>
item_get_hit_points                  = 2706 # (item_get_hit_points, <destination>, <item_kind_no>), #Stores <item_kind_no>'s hit points into <destination>
item_get_weapon_length                = 2707 # (item_get_weapon_length, <destination>, <item_kind_no>), #Stores <item_kind_no>'s weapon length into <destination>
item_get_speed_rating                = 2708 # (item_get_speed_rating, <destination>, <item_kind_no>), #Stores <item_kind_no>'s speed rating into <destination>
item_get_missile_speed                = 2709 # (item_get_missile_speed, <destination>, <item_kind_no>), #Stores <item_kind_no>'s missile speed into <destination>
item_get_max_ammo                    = 2710 # (item_get_max_ammo, <destination>, <item_kind_no>), #Stores <item_kind_no>'s max ammo into <destination>
item_get_accuracy                    = 2711 # (item_get_accuracy, <destination>, <item_kind_no>), #Stores <item_kind_no>'s accuracy into <destination>
item_get_shield_height                = 2712 # (item_get_shield_height, <destination_fixed_point>, <item_kind_no>), #Stores <item_kind_no>'s shield height into <destination>
item_get_horse_scale                  = 2713 # (item_get_horse_scale, <destination_fixed_point>, <item_kind_no>), #Stores <item_kind_no>'s horse scale into <destination>
item_get_horse_speed                  = 2714 # (item_get_horse_speed, <destination>, <item_kind_no>), #Stores <item_kind_no>'s horse speed into <destination>
item_get_horse_maneuver              = 2715 # (item_get_horse_maneuver, <destination>, <item_kind_no>), #Stores <item_kind_no>'s horse maneuver into <destination>
item_get_food_quality                = 2716 # (item_get_food_quality, <destination>, <item_kind_no>), #Stores <item_kind_no>'s food quality into <destination>
item_get_abundance                    = 2717 # (item_get_abundance, <destination>, <item_kind_no>), #Stores <item_kind_no>'s abundance into <destination>
item_get_thrust_damage                = 2718 # (item_get_thrust_damage, <destination>, <item_kind_no>), #Stores <item_kind_no>'s thrust damage into <destination>
item_get_thrust_damage_type          = 2719 # (item_get_thrust_damage_type, <destination>, <item_kind_no>), #Stores <item_kind_no>'s thrust damage type into <destination>
item_get_swing_damage                = 2720 # (item_get_swing_damage, <destination>, <item_kind_no>), #Stores <item_kind_no>'s thrust damage into <destination>
item_get_swing_damage_type            = 2721 # (item_get_swing_damage_type, <destination>, <item_kind_no>), #Stores <item_kind_no>'s thrust damage type into <destination>
item_get_horse_charge_damage          = 2722 # (item_get_horse_charge_damage, <destination>, <item_kind_no>), #Stores <item_kind_no>'s thrust damage into <destination>
item_has_property                    = 2723 # (item_has_property, <item_kind_no>, <property>), #Fails if <item_kind_no> doesn't have <property>
item_has_capability                  = 2724 # (item_has_capability, <item_kind_no>, <capability>), #Fails if <item_kind_no> doesn't have <capability>
item_has_modifier                    = 2725 # (item_has_modifier, <item_kind_no>, <item_modifier_no>), #Fails if <item_modifier_no> is not a valid modifier for <item_kind_no> # use imod_xxx instead of imodbit_xxx
item_has_faction                      = 2726 # (item_has_faction, <item_kind_no>, <faction_no>), #Fails if <item_kind_no> doesn't have <faction_no> in its faction list
Will make writing autoloot scripts far easier.
str_store_player_face_keys            = 2747 # (str_store_player_face_keys, <string_no>, <player_id>), #Stores <player_id>'s face key into string.
player_set_face_keys                  = 2748 # (player_set_face_keys, <player_id>, <string_no>), #Sets <player_id>'s face keys from string.
str_store_troop_face_keys            = 2750 # (str_store_troop_face_keys, <string_no>, <troop_no>, [<alt>]), #Stores <troop_no>'s face key into string. if [<alt>] is non-zero the second pair of face keys is stored
troop_set_face_keys                  = 2751 # (troop_set_face_keys, <troop_no>, <string_no>, [<alt>]), #Sets <troop_no>'s face keys from string. if [<alt>] is non-zero the second pair of face keys is set.
face_keys_get_hair                    = 2752 # (face_keys_get_hair, <destination>, <string_no>), #Stores face key's hair value into <destination>
face_keys_set_hair                    = 2753 # (face_keys_set_hair, <string_no>, <value>), #Sets face key's hair value
face_keys_get_beard                  = 2754 # (face_keys_get_beard, <destination>, <string_no>), #Stores face key's beard value into <destination>
face_keys_set_beard                  = 2755 # (face_keys_set_beard, <string_no>, <value>), #Sets face key's beard value
face_keys_get_face_texture            = 2756 # (face_keys_get_face_texture, <destination>, <string_no>), #Stores face key's face texture value into <destination>
face_keys_set_face_texture            = 2757 # (face_keys_set_face_texture, <string_no>, <value>), #Sets face key's face texture value
face_keys_get_hair_texture            = 2758 # (face_keys_get_hair_texture, <destination>, <string_no>), #Stores face key's hair texture value into <destination>
face_keys_set_hair_texture            = 2759 # (face_keys_set_hair_texture, <string_no>, <value>), #Sets face key's hair texture value
face_keys_get_hair_color              = 2760 # (face_keys_get_hair_color, <destination>, <string_no>), #Stores face key's hair color value into <destination>
face_keys_set_hair_color              = 2761 # (face_keys_set_hair_color, <string_no>, <value>), #Sets face key's hair color value
face_keys_get_age                    = 2762 # (face_keys_get_age, <destination>, <string_no>), #Stores face key's age value into <destination>
face_keys_set_age                    = 2763 # (face_keys_set_age, <string_no>, <value>), #Sets face key's age value
face_keys_get_skin_color              = 2764 # (face_keys_get_skin_color, <destination>, <string_no>), #Stores face key's skin color value into <destination>
face_keys_set_skin_color              = 2765 # (face_keys_set_skin_color, <string_no>, <value>), #Sets face key's skin color value
face_keys_get_morph_key              = 2766 # (face_keys_get_morph_key, <destination>, <string_no>, <key_no>), #Stores face key's morph key value (0-7) into <destination>
face_keys_set_morph_key              = 2767 # (face_keys_set_morph_key, <string_no>, <key_no>, <value>), #Sets face key's morph key value (0-7)
Great. Besides, gotta love the ability to turn strings into numbers and vice-versa.
 
Captain Lust said:
Heyo Warbladers,

We have updated Warband's Steam beta (use the password "betapassword" for access) to 1.161 in preparation for an upcoming DLC announcement! This patch introduces a haul of new operations for modders.

We'll bring this patch out in full in a few days on Steam.

Old mods will be compatible. To use the new operations (you may be able to hack them in yourselves by manually entering the operations) we will provide the module system ASAP. More info on that soon!
Thank goodness, what the heck are you up to Captain Lust? How exciting!
 
Question on the new modding ability, kind of long winded but not really:

I am in the 87th Foot, an NW regiment. We are starting out a series of Historic Line Battles later this month, and something I've wanted to add to the event to spice it up some is a series of mods that will allow different regiments to use their historical skins in tandem with other units' historical skins (e.g. the 87th with green facings lines up next to the 44th with yellow facings).

Will the new mod tools allow this to be done? Currently, the only way I've been told this kind of thing is possible is building a new module from scratch. I am hopeful that the mod tools will allow server admins or client-side modders to build out some custom "frankentroops" that are cosmetic features only.

I know NW is FSE and I really should ask them, but now I'm on a roll and I am curious. For example, can server side modders or even client side modders now add new units to the game that aren't better/stronger/faster/daft punker than "stock" units (they're still line infantry, light infantry, grenadiers, foot guard, curaissers, etc) but instead of just having the 33rd, KGL, Coldstream, 51st, etc, you can add historic/NW regiments like the 87th, 44th, etc.

I don't know how close the mod tools are to release (I'm guessing pretty damn close considering the announcement), but if this is a feature that can be implemented without too much wringing of hands I would appreciate it.
 
Gewehr98 said:
Question on the new modding ability, kind of long winded but not really:

I am in the 87th Foot, an NW regiment. We are starting out a series of Historic Line Battles later this month, and something I've wanted to add to the event to spice it up some is a series of mods that will allow different regiments to use their historical skins in tandem with other units' historical skins (e.g. the 87th with green facings lines up next to the 44th with yellow facings).

Will the new mod tools allow this to be done? Currently, the only way I've been told this kind of thing is possible is building a new module from scratch. I am hopeful that the mod tools will allow server admins or client-side modders to build out some custom "frankentroops" that are cosmetic features only.

I know NW is FSE and I really should ask them, but now I'm on a roll and I am curious. For example, can server side modders or even client side modders now add new units to the game that aren't better/stronger/faster/daft punker than "stock" units (they're still line infantry, light infantry, grenadiers, foot guard, curaissers, etc) but instead of just having the 33rd, KGL, Coldstream, 51st, etc, you can add historic/NW regiments like the 87th, 44th, etc.

I don't know how close the mod tools are to release (I'm guessing pretty damn close considering the announcement), but if this is a feature that can be implemented without too much wringing of hands I would appreciate it.

What mod tools? What are you talking about?
 
Appearently, he is living a dream. No mod tools, never was and never will be. There is the module system, good luck.
 
PLEASE, PLEASE, PLEASE. CAPTAIN LUST, WILL THE DLC BE SINGLEPLAYER OR MULTIPLAYER ORIENTATED? I KNOW YOU CANNOT DISCLOSE INFORMATION ON THE DLC BUT PLEASE ANSWER THIS!!! I AM USING CAPS BECAUSE OF THE SEVERITY OF THIS INFORMATION!!!!


CHEERS TO ALL THE WORK OF TALEWORLDS AND YOU CAPTAIN LUST!!!
 
Tacostrom said:
PLEASE, PLEASE, PLEASE. CAPTAIN LUST, WILL THE DLC BE SINGLEPLAYER OR MULTIPLAYER ORIENTATED? I KNOW YOU CANNOT DISCLOSE INFORMATION ON THE DLC BUT PLEASE ANSWER THIS!!! I AM USING CAPS BECAUSE OF THE SEVERITY OF THIS INFORMATION!!!!


CHEERS TO ALL THE WORK OF TALEWORLDS AND YOU CAPTAIN LUST!!!

I hope its a decent sp.
 
Leifr Eiríksson said:
What mod tools? What are you talking about?

Maybe he's confused with the mod tools of bannerlord?


Captain Lust can you tell us what do we can expect from the side of the innovations? are we going to see something new or just new models and different timeframe like many mods do?
Thanks for your time.
 
Inanch-Bilge said:
Tacostrom said:
PLEASE, PLEASE, PLEASE. CAPTAIN LUST, WILL THE DLC BE SINGLEPLAYER OR MULTIPLAYER ORIENTATED? I KNOW YOU CANNOT DISCLOSE INFORMATION ON THE DLC BUT PLEASE ANSWER THIS!!! I AM USING CAPS BECAUSE OF THE SEVERITY OF THIS INFORMATION!!!!


CHEERS TO ALL THE WORK OF TALEWORLDS AND YOU CAPTAIN LUST!!!

I hope its a decent sp.

I hope it will be multiplayer because it is very boring to play something alone.
 
Leifr Eiríksson said:
Gewehr98 said:
Question on the new modding ability, kind of long winded but not really:

I am in the 87th Foot, an NW regiment. We are starting out a series of Historic Line Battles later this month, and something I've wanted to add to the event to spice it up some is a series of mods that will allow different regiments to use their historical skins in tandem with other units' historical skins (e.g. the 87th with green facings lines up next to the 44th with yellow facings).

Will the new mod tools allow this to be done? Currently, the only way I've been told this kind of thing is possible is building a new module from scratch. I am hopeful that the mod tools will allow server admins or client-side modders to build out some custom "frankentroops" that are cosmetic features only.

I know NW is FSE and I really should ask them, but now I'm on a roll and I am curious. For example, can server side modders or even client side modders now add new units to the game that aren't better/stronger/faster/daft punker than "stock" units (they're still line infantry, light infantry, grenadiers, foot guard, curaissers, etc) but instead of just having the 33rd, KGL, Coldstream, 51st, etc, you can add historic/NW regiments like the 87th, 44th, etc.

I don't know how close the mod tools are to release (I'm guessing pretty damn close considering the announcement), but if this is a feature that can be implemented without too much wringing of hands I would appreciate it.

What mod tools? What are you talking about?

I think he is just asking if it would be possible to add server side cosmetic changes that everyone could see, like a new uniform, without having to make a new module from scratch. Something like ZHG random armors and shiz, or custom armors that you see on duel servers like the Ludus, but he would like it for Napoleonic Wars.
 
Status
Not open for further replies.
Back
Top Bottom