Normal M&B Module System for version 1.010

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grailknighthero 说:
I'm too lazy to do that lol.

I couldn't find a lot of my changes if I didn't do it. I've infected at least half of the scripts, triggers and menus.
 
dstemmer 说:
Fuji,

that's really neat! I never thought of storing boolean values that way...I imagine your new implementation is much faster? No problem using it in nested loops?

Not only faster, but also bug-free, because it's MUCH simpler. Nested loops are no problem, again, because the code is much shorter.

I try not to use nested loops, if I can absolutely help it. If you can rewrite your algorithm to eliminate the need to nest loops, that is superior. I've noticed nested loops have a serious impact on performance in-game, especially if the data sets are large.
 
well whenever I try to start the game with a module that I used the mod system on it freezes at the point of "launching game", this has nothing to do with anything I have done, as I have tried it with native, using an unmodded copy of the mod system, I havent gotten any error messages excluding this one a single time, usually my computer just freezes.
error_wtf.png


and yes, I have noticed it has nothing to do with mount&blade...
 
Seems like you should uninstall the HP boot optimizer then, it's obviously ****ing with your system. It's curious how trying to run a M&B module triggers the problem though... computers are complex..
 
I did delete it, and it didnt change a thing, in retrospect I think that error was triggered by putting the compuer to sleep (which I had to do to unfreeze thecomputer)
 
armagan 说:
Thank you so much for all those kind words.

There shouldn't be an upper limit on troops (or anything other than factions) in the new version.

has this been confirmed yet?

because sure enough there's a 32 troop type limit in M&B 1010...
 
Red River 说:
armagan 说:
Thank you so much for all those kind words.

There shouldn't be an upper limit on troops (or anything other than factions) in the new version.

has this been confirmed yet?

because sure enough there's a 32 troop type limit in M&B 1010...
I think armagan means module system wise. Considering I have well over 100 recruitable troops in my mod, I don't think 32 is the limit.  :wink:
 
Ruthven 说:
Red River 说:
armagan 说:
Thank you so much for all those kind words.

There shouldn't be an upper limit on troops (or anything other than factions) in the new version.

has this been confirmed yet?

because sure enough there's a 32 troop type limit in M&B 1010...
I think armagan means module system wise. Considering I have well over 100 recruitable troops in my mod, I don't think 32 is the limit.  :wink:

32 diff. troop type party limit.. thought ya'd know...
 
Red River 说:
Ruthven 说:
Red River 说:
armagan 说:
Thank you so much for all those kind words.

There shouldn't be an upper limit on troops (or anything other than factions) in the new version.

has this been confirmed yet?

because sure enough there's a 32 troop type limit in M&B 1010...
I think armagan means module system wise. Considering I have well over 100 recruitable troops in my mod, I don't think 32 is the limit.  :wink:

32 diff. troop type party limit.. thought ya'd know...
I know what you're talking about, but I don't think you understood that armagan was referring to the max troops you can put in the module system and not the amount you can have in your party in-game.
 
I don't have the experience with the module system that everyone else here does, so I may just be missing something, but it seems like there is an error in function carries_gold(x) in line 42 where big_num should be bignum.

I'm not sure, mind you, but when I called that function big_num was not defined and there is not other mention of it in the file (header_parties).
 
Just wondering if this is compatible for version 1.011 or whether we have to wait for new module system for the latest release?

Thanks.
 
No worries thanks :smile: Confirmed it today. Interesting to note that unlike previous versions the maximum sounds u cab allocate to (at least the voices) sounds per sound function such as yells, warcries, deaths etc is 32. Anything over and you get an RGL error.

 
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