Polished Landscapes test version [RELEASED]

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I'd write up a step by step guide, but it'd take a ****in' while. I'm such a lazy arse, I know.

Folthrik 说:
Anyone figured out how to get this to work with Roots of Yggdrassil yet?
Hehe, yes I have.  :razz: It's a lil' ****ed though, because I have an alternate materials file as well so you have to meddle with some stuff. Maybe if you bug me enough I'll tell you how, just because you're you.
 
Ruthven 说:
I'd write up a step by step guide, but it'd take a ****in' while. I'm such a lazy arse, I know.

Folthrik 说:
Anyone figured out how to get this to work with Roots of Yggdrassil yet?
Hehe, yes I have.  :razz: It's a lil' ****ed though, because I have an alternate materials file as well so you have to meddle with some stuff. Maybe if you bug me enough I'll tell you how, just because you're you.
Write a step by step guide for me and I'll give you a cookie or tits, your choice.
 
forchtenstein 说:
for me it is really hard to get it run in "XIII century-mod"

it would be great for all, to post module.ini for each mod?
What the **** is so hard? Just follow this guide (and of course you can't just copy it as the Rus mod adds more than enough files). Them important ones are the "load_mod_ressource", he forgot to markl one or two and mismarked another one.
 
Module.ini for each mod.  :lol:

That'd take quite some time.

Anyways, Folth: a) your tits are nastay, IIRC
b) you wouldn't

But here you go: Add the ground textures and Resource files to RoY Resource/Textures folder, open up the module.ini, and ctrl+f search for the names of all the resource files you just added (EXCEPT "Materials") and replace the line "load_resource = (file name)" with "load_mod_resource = (file name stays the same)". Now, save and exit.

Open up the Materials.brf file you put into my Resource folder (use openBRF) and change the diffuse for map_steppe to "ocean". Save and exit, then delete the file called "Materials2" that I included in the mod and rename the Materials file you just edited to "Materials".
 
I success to add this to "Fire Arrows", but for the fog, you aren't clear.... Add the script in every mission in module mission template.py, did you mean add  1000times this scripts in template.py?????
 
Im in love. And i mean it. This mod is just awsome.

Ive made some changes to Lord and Realms mod so i could play with PL but... Ive encountered a little problem,

103v3ig.png


These green brushes (and someones, green trees) are almost everywhere, i think they are from native, right? Well, anyways, im no mod expert, so if someone have any idea of what i could have done wrong, i would appreciate.
 
You probably forgot to edit some entries in the .ini.
Or did L&R add new bushes on its own? I can't remember.
 
I re-edited the ini some 5 times already, and always end up like this.

Actually, i just did a total reinstall on LnR and i now managed to get rid of those buggy bushes and trees, but now im stuck with some white trees. The funny thing is... I didn't edit any part of the original .ini this time.

I think i screwed up some of the native files, guess i will need to re-install M&B.
 
Brips 说:
I success to add this to "Fire Arrows", but for the fog, you aren't clear.... Add the script in every mission in module mission template.py, did you mean add  1000times this scripts in template.py?????

Easy. Have a look at the start of the file. There are a lot of entries called common_....  Paste Giutek's script somewhere here an define a name, e.g. common_polished_landscapes_fog = #paste script here#. Delete the comma at the end of the script!
Now, paste common_polished_landscapes_fog to the trigger section of each outdoor mission_template. Remember to check commata so your syntax won't get screwed.
 
Many thanks I understand what to do :wink:
But
"the trigger section of each outdoor mission_template", what's mean?? How to recognize each outdoor mission etc..etc... A little paste here will show me exactly how to do :lol: I thing I'm good but it doesn't work:

common_power_fog = (0,0,ti_once,[],[
      (store_time_of_day,":hour"),(store_random_in_range,"$temp",301,1100),
      (try_begin),
        (eq,":hour",1),(val_add,"$temp",500),
        (set_fog_distance,"$temp",0x292A2D),(val_add,"$temp",-500),
      (else_try),
        (eq,":hour",2),
        (set_fog_distance,"$temp",0x181B1C),
      (else_try),
        (eq,":hour",3),
        (set_fog_distance,"$temp",0x111010),
      (else_try),
        (eq,":hour",4),
        (set_fog_distance,"$temp",0x171514),
      (else_try),
        (eq,":hour",5),
        (set_fog_distance,"$temp",0x241E1A),
      (else_try),
        (eq,":hour",6),
        (set_fog_distance,"$temp",0x59524B),
      (else_try),
        (eq,":hour",7),
        (set_fog_distance,"$temp",0x837F79),
      (else_try),
        (eq,":hour",:cool:,
        (set_fog_distance,"$temp",0x7C818C),
      (else_try),
        (eq,":hour",9),(val_add,"$temp",500),
        (set_fog_distance,"$temp",0x7C818C),(val_add,"$temp",-500),
      (else_try),
        (eq,":hour",10),(val_add,"$temp",500),
        (set_fog_distance,"$temp",0x7C818C),(val_add,"$temp",-500),
      (else_try),
        (eq,":hour",11),(val_add,"$temp",800),
        (set_fog_distance,"$temp",0x9E9E9A),(val_add,"$temp",-800),
      (else_try),
        (eq,":hour",12),(val_add,"$temp",-1000),
        (set_fog_distance,"$temp",0xB3B3AC),(val_add,"$temp",-1000),
      (else_try),
        (eq,":hour",13),(val_add,"$temp",500),
        (set_fog_distance,"$temp",0x9E9E9A),(val_add,"$temp",-500),
      (else_try),
        (eq,":hour",14),(val_add,"$temp",500),
        (set_fog_distance,"$temp",0x7C818C),(val_add,"$temp",-500),
      (else_try),
        (eq,":hour",15),(val_add,"$temp",400),
        (set_fog_distance,"$temp",0x7C7467),(val_add,"$temp",-400),
      (else_try),
        (eq,":hour",16),
        (set_fog_distance,"$temp",0x635A54),
      (else_try),
        (eq,":hour",17),
        (set_fog_distance,"$temp",0x4A433F),
      (else_try),
        (eq,":hour",1:cool:,
        (set_fog_distance,"$temp",0x4A403B),
      (else_try),
        (eq,":hour",19),
        (set_fog_distance,"$temp",0x1B1510),
      (else_try),
        (eq,":hour",20),
        (set_fog_distance,"$temp",0x100D0B),
      (else_try),
        (eq,":hour",21),
        (set_fog_distance,"$temp",0x14100E),
      (else_try),
        (eq,":hour",22),
        (set_fog_distance,"$temp",0x1F1B19),
      (else_try),
        (eq,":hour",23),(val_add,"$temp",500),
        (set_fog_distance,"$temp",0x1F1E1E),(val_add,"$temp",-500),
      (else_try),
        (this_or_next|eq,":hour",0),(eq,":hour",24),(val_add,"$temp",800),
        (set_fog_distance,"$temp",0x25272B),(val_add,"$temp",-800),
      (try_end),
     
])

and etc...

#1 town_center
  (
    "town_center",0,-1,
    "Default town visit",
    [(0,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
    (1,mtef_scene_source|mtef_team_0,0,0,1,[]),
    (2,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
    (3,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
    (4,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
    (5,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
    (6,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
    (7,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
   
    (8,mtef_scene_source,af_override_horse,0,1,[]),
    (9,mtef_visitor_source,af_override_horse,0,1,[]),(10,mtef_visitor_source,af_override_horse,0,1,[]),(11,mtef_visitor_source,af_override_horse,0,1,[]),(12,mtef_visitor_source,af_override_horse,0,1,[]),(13,mtef_scene_source,0,0,1,[]),(14,mtef_scene_source,0,0,1,[]),(15,mtef_scene_source,0,0,1,[]),
    (16,mtef_visitor_source,af_override_horse,0,1,[]),(17,mtef_visitor_source,af_override_horse,0,1,[]),(18,mtef_visitor_source,af_override_horse,0,1,[]),(19,mtef_visitor_source,af_override_horse,0,1,[]),(20,mtef_visitor_source,af_override_horse,0,1,[]),(21,mtef_visitor_source,af_override_horse,0,1,[]),(22,mtef_visitor_source,af_override_horse,0,1,[]),(23,mtef_visitor_source,af_override_horse,0,1,[]),
    (24,mtef_visitor_source,af_override_horse,0,1,[]),(25,mtef_visitor_source,af_override_horse,0,1,[]),(26,mtef_visitor_source,af_override_horse,0,1,[]),(27,mtef_visitor_source,af_override_horse,0,1,[]),(28,mtef_visitor_source,af_override_horse,0,1,[]),(29,mtef_visitor_source,af_override_horse,0,1,[]),(30,mtef_visitor_source,af_override_horse,0,1,[]),(31,mtef_visitor_source,af_override_horse,0,1,[]),
    (32,mtef_visitor_source,af_override_horse,0,1,[]),(33,mtef_visitor_source,af_override_horse,0,1,[]),(34,mtef_visitor_source,af_override_horse,0,1,[]),(35,mtef_visitor_source,af_override_horse,0,1,[]),(36,mtef_visitor_source,af_override_horse,0,1,[]),(37,mtef_visitor_source,af_override_horse,0,1,[]),(38,mtef_visitor_source,af_override_horse,0,1,[]),(39,mtef_visitor_source,af_override_horse,0,1,[]),
    (40,mtef_visitor_source|mtef_team_1,af_override_horse,aif_start_alarmed,1,[]),(41,mtef_visitor_source|mtef_team_1,af_override_horse,aif_start_alarmed,1,[]),(42,mtef_visitor_source|mtef_team_1,af_override_horse,aif_start_alarmed,1,[]),(43,mtef_visitor_source|mtef_team_1,af_override_horse,aif_start_alarmed,1,[]),
    (44,mtef_visitor_source|mtef_team_1,af_override_horse,aif_start_alarmed,1,[]),(45,mtef_visitor_source|mtef_team_1,af_override_horse,aif_start_alarmed,1,[]),(46,mtef_visitor_source|mtef_team_1,af_override_horse,aif_start_alarmed,1,[]),(47,mtef_visitor_source|mtef_team_1,af_override_horse,aif_start_alarmed,1,[]),
    ],
    [
      (ti_on_agent_spawn, 0, 0, [],
      [
        (store_trigger_param_1, ":agent_no"),
        (call_script, "script_init_town_agent", ":agent_no"),
        ]),

        (1, 0, ti_once, [],
        [
          (try_begin),
            (eq, "$g_mt_mode", tcm_default),
            (store_current_scene, ":cur_scene"),
            (scene_set_slot, ":cur_scene", slot_scene_visited, 1),
          (try_end),
          (call_script, "script_init_town_walker_agents"),
          (try_begin),
            (eq, "$sneaked_into_town", 1),
            (call_script, "script_music_set_situation_with_culture", mtf_sit_town_infiltrate),
          (else_try),
            (call_script, "script_music_set_situation_with_culture", mtf_sit_travel),
          (try_end),
          ]),
        (ti_before_mission_start, 0, 0, [], [(call_script, "script_change_banners_and_chest")]),
        (ti_inventory_key_pressed, 0, 0,
        [
          (try_begin),
            (eq, "$g_mt_mode", tcm_default),
            (set_trigger_result,1),
          (else_try),
            (eq, "$g_mt_mode", tcm_disguised),
            (display_message,"str_cant_use_inventory_disguised"),
          (else_try),
            (display_message, "str_cant_use_inventory_now"),
          (try_end),
          ], []),
        (ti_tab_pressed, 0, 0,
        [
          (try_begin),
            (this_or_next|eq, "$g_mt_mode", tcm_default),
            (eq, "$g_mt_mode", tcm_disguised),
            (set_trigger_result,1),
          (else_try),
            (display_message, "@Cannot leave now."),
          (try_end),
          ], []),
        (ti_on_leave_area, 0, 0,
        [
            (try_begin),
              (eq, "$g_defending_against_siege", 0),
              (assign,"$g_leave_town",1),
            (try_end),
            ], []),

        (0, 0, ti_once, [], [(party_slot_eq, "$current_town", slot_party_type, spt_town),
                            (call_script, "script_town_init_doors", 0),
                            (try_begin),
                              (eq, "$town_nighttime", 0),
                              (play_sound, "snd_town_ambiance", sf_looping),
                            (try_end),
                            ]),
        (3, 0, 0, [(call_script, "script_tick_town_walkers")], []),
        (2, 0, 0, [(call_script, "script_center_ambiance_sounds")], []),
      common_battle_check_friendly_kills,
      common_battle_order_panel_tick,
      common_battle_order_panel,
      fire_arrow_initialize,
      destructible_object_initialize,
      spike_damage,
      toggle_fire_arrow_mode,
      agent_die_by_drowning,
      fire_element_life,
      fire_arrow_routine,
      common_power_fog 
        ],
    ),
 
I'm by far no coder, so I can't seem to find your mistake. :oops: I this the only bit you put in so far? What error is shown while compiling?

I had forgotten you're using Fire Arrow's source, sorry. You could easily search for its own triggers, e.g. fire_arrow_routine to find the most relevant mission_templates. However, as I've edited Fire Arrow myself, I might aswell upload my file, though I doubt I will be able to do it today. So, tomorrow, maybe.

Also, please spoiler that long passages of code :wink:
 
I have 0 error in game. I insert "common_power_fog" everywhere in outdoor mission template. Ok, thanks, that's a good idea! :mrgreen:
 
So, your script compiled without an error, but you didn't see any effect in-game? In that case, my code must be wrong, sorry :wink:

However, I did a test myself, using a "clean" mission_templates and a modified one alternatively and I think the fog worked (e.g. darker background hills during dawn.). Might be a placebo as well, I'm not too sure. Let's hope some skilled coder can help us out here.
 
****ing Awesome dude.

I tested it with the Europe 1200 mod, and this make even the looter's fights into epic fights ;D

Loving this totally, I prefer this than play with 200 units in the battle xd

 
hi
my new pc came today finally and i succesfully installed pl but i have one prob.
the game is very fuzzy/blurred. even the buttons character and party ect. its so blurred that u even cant read it anymore
and in a fight its sometimes far away and close to myself (on shield for example).

someone knows whats this cause?
i installed this hdr version http://forums.taleworlds.com/index.php/topic,39892.0.html and then PL like in installation manual.

or someone knows where i can change the blurred?

 
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