Version 1.150 - 1.151 - 1.152 - 1.153 released

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CTCCoco

Knight at Arms
WBNW
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Version 1.153 Changelog:

Caba`drin said:
A 1.153 changelog...hopefully a more thorough one is in the works, but who knows:

Vincenzo said:
Warband Patch 1.153
Common:
- Troop AI for choosing weapon for different situations has been updated.
- Ranged troop AI not being able to choose a target under certain circumstances bug has been fixed.
- New operations for modders.
- Some fixes and operation enhancements for modders.

Single player:
- Town economies are now more balanced.
- Several other bug fixes.

Multiplayer:
- Two new multiplayer maps have been added: Canyon and Desert Town.
- HTTP communication has been rewritten due to connection issues reported by players.
Vincenzo said:
Client patch: (Needs Warband 1100 installed!)
www.flyingsquirrelent.eu/mb_warband_upgrade_1100_to_1153.exe

Client full installer:
www.flyingsquirrelent.eu/mb_warband_setup_1153.exe

Dedicated server:
www.flyingsquirrelent.eu/mb_warband_dedicated_1153.zip

Module system:
www.flyingsquirrelent.eu/mb_warband_module_system_1153.zip
Caba`drin said:
Belendor said:
I wonder what are those new operations added into the MS. Is there a list?
Run a difference check with WinMerge or something and voila:

Additions to:
Code:
agent_set_attack_action                = 1745   # (agent_set_attack_action, <agent_id>, <value>, <value>), #value: -2 = clear any attack action, 0 = thrust, 1 = slashright, 2 = slashleft, 3 = overswing - second value 0 = ready and release, 1 = ready and hold
agent_set_defend_action                = 1746   # (agent_set_defend_action, <agent_id>, <value>, <duration-in-1/1000-seconds>), #value_1: -2 = clear any defend action, 0 = defend_down, 1 = defend_right, 2 = defend_left, 3 = defend_up
agent_start_running_away               = 1751   # (agent_start_running_away, <agent_id>, [position_no]), # if position no is entered, agent will run away to that location. pos0 is not allowed (will be ignored).
New ops
Code:
agent_ai_set_can_crouch                = 2083 # (agent_ai_set_can_crouch, <agent_id>, <value>), # 0 for false, 1 for true.
agent_get_crouch_mode                  = 2097   # (agent_ai_get_crouch_mode, <destination>, <agent_id>),
agent_set_crouch_mode                  = 2098   # (agent_ai_set_crouch_mode, <agent_id>, <value>), # 0-1
is_zoom_disabled                = 2222 # (is_zoom_disabled),
Version 1.152 Changelog:

Code:
Common:
- Bugs related with sounds and music have been fixed. Disable music option now works correctly.
- Muskets sticking to left hand after reloading bug has been fixed.

Single player:
- Several dialog text fixes.
- Lords now defect even faster when their faction has no centers left.
- Minor fix on faction AI.

Multiplayer:
- Trees with bad physics that caused missiles to pass through them have been fixed.
- Switching module without closing the application now works.
Version 1.151 Changelog:

Code:
Version 1.151 Changelog:
Common:

    Lots of new operations, flags and trigger types have been added for the benefit of modders.
    New parameters have been added to module.ini for modders, including new order system usage and crouching.
    Support for game controllers has been improved.
    Troop AI for selecting alternative weapon mode has been added.
    Troop AI blunt weapon usage has been fixed.
    Troop AI for distant targeting has been fixed.
    Core resource files and shader files have been made modifiable.
    Face generator system now supports multiple meshes to apply deforms.
    Volume and priority have been balanced for sounds.
    Playing sounds from hard drive option has been added for module system.
    Memory usage for resources and navigation meshes have been reduced.
    Several crash-to-desktop bug fixes.
    Minor translation fixes.
    Various other bug fixes.

Single Player:

    Good productions for towns have been rearranged.
    Bug fix at Lady of the Lake achievement.
    Effect of village raids on prosperity has been increased. To balance that, village prosperity increases faster now.
    Merchant inventory update has been made less random.
    Probability of lords defecting from a faction with very few centers has been increased.
    Number of cattle at villages has been revised.

Multiplayer:

    Khergit troop stats have been rebalanced to make them more viable.
    Maximum number of players in a multiplayer match has been changed to 200.
    Usernames in multiplayer games can now have special characters.
    Random rain and fog amounts have been removed in multiplayer. All players now see the same weather.
    In multiplayer server filtering, “Compatible with version” checkbox has been renamed as “Compatible with module” and now it checks for both module and its version.
    Network data priority values have been updated.
Version 1.150 Changelog:

Code:
- In multiplayer, Khergit troop stats have been rebalanced to make them more viable.
- Maximum number of players in a multiplayer match has been changed to 200.
- Usernames in multiplayer games can now have special characters.
- Random rain and fog amounts have been removed in multiplayer. All players now see the same weather.
- Lots of new operations, flags and trigger types have been added for the benefit of modders.
- New parameters have been added to module.ini for modders, including new order system usage and crouching.
- Support for game controllers has been improved.
- Troop AI for selecting alternative weapon mode has been added.
- Troop AI blunt weapon usage has been fixed.
- Troop AI for distant targeting has been fixed.
- In multiplayer server filtering, "Compatible with version" checkbox has been renamed as "Compatible with module" and now it checks for both module and its version.
- Core resource files and shader files have been made modifiable.
- Face generator system now supports multiple meshes to apply deforms.
- Volume and priority have been balanced for sounds.
- Playing sounds from hard drive option has been added for module system.
- Memory usage for resources and navigation meshes have been reduced.
- Network data priority values have been updated.
- Several crash-to-desktop bug fixes.
- Minor translation fixes.
- Various other bug fixes.
wolfstar97 said:
Added module.ini params:

Code:
can_crouch = 0
can_objects_make_sound = 0
disable_zoom = 0
use_advanced_formation = 0
use_crossbow_as_firearm = 0
can_reload_while_moving = 0
can_run_faster_with_skills = 0
use_phased_reload = 0
horses_try_running_away = 0
lance_pike_effect_speed = 3.0
no_friendly_fire_for_bots = 0
can_adjust_camera_distance = 1
sync_ragdoll_effects = 0
has_forced_particles = 0
can_use_scene_props_in_single_player = 0
disable_attack_while_jumping = 0
disable_high_hdr = 0
has_accessories_for_female = 0
Wolf.
Swyter said:
This is a bit messy... Let's sum it up:


–Stuff They Added™ on patch 1.151

Core resources (the previously hardcoded BRFs) and Post-process shaders (postFX.fx) are now modular.
That means that we aren't constrained to the default assets anymore. That means COMPLETE modularity, even for hardcoded references.

New operations (WSE derived), goodies and syntactic fixes.
Code:
party_end_battle                       = 108    # (party_end_battle,<party_no>),


is_edit_mode_enabled                   = 255    # (is_edit_mode_enabled),


store_last_sound_channel               = 615    # (store_last_sound_channel, <destination>),
stop_sound_channel                     = 616    # (stop_sound_channel, <sound_channel_no>),


overlay_set_additional_render_height   = 952    # (overlay_set_additional_render_height, <overlay_id>, <height_adder>),


scene_prop_set_cur_hit_points          = 1820   # (scene_prop_set_cur_hit_points, <scene_prop_id>, <value>),

scene_prop_fade_out                    = 1822   # (scene_prop_fade_out, <scene_prop_id>, <fade_out_time>)
scene_prop_fade_in                     = 1823   # (scene_prop_fade_in, <scene_prop_id>, <fade_in_time>)


agent_is_in_line_of_sight              = 1826   # (agent_is_in_line_of_sight, <agent_id>, <position_no>), # rotation of the position register is not used.
agent_deliver_damage_to_agent_advanced = 1827   # (agent_deliver_damage_to_agent_advanced, <destination>, <agent_id_deliverer>, <agent_id>, <value>, [item_id]), #if value <= 0, then damage will be calculated using the weapon item. # item_id is the item that the damage is delivered. can be ignored.
                                                # this advanced mode of agent_deliver_damage_to_agent has 2 differences. 1- the delivered damage is returned. 2- the damage delivery is done after checking the relationship between agents. this might cause no damage, or even damage to the shooter agent because of a friendly fire.
team_get_gap_distance                  = 1828   # (team_get_gap_distance, <destination>, <team_no>, <sub_class>),

add_missile                            = 1829   # (add_missile, <agent_id>, <starting_position>, <starting_speed_fixed_point>, <weapon_item_id>, <weapon_item_modifier>, <missile_item_id>, <missile_item_modifier>), # starting position also contains the direction of the arrow


prop_instance_play_sound               = 1881   # (prop_instance_play_sound, <scene_prop_id>, <sound_id>, [flags]), # sound flags can be given
prop_instance_stop_sound               = 1882   # (prop_instance_stop_sound, <scene_prop_id>),

prop_instance_clear_attached_missiles  = 1885   # (prop_instance_clear_attached_missiles, <scene_prop_id>), # Works only with dynamic scene props (non-retrievable missiles)

prop_instance_add_particle_system      = 1886   # (prop_instance_add_particle_system, <scene_prop_id>, <par_sys_id>, <position_no>), # position is local, not global.
prop_instance_stop_all_particle_systems= 1887   # (prop_instance_stop_all_particle_systems, <scene_prop_id>),


particle_system_burst_no_sync          = 1975   # (particle_system_burst_without_sync,<par_sys_id>,<position_no>,[percentage_burst_strength]),

spawn_item_without_refill              = 1976   # (spawn_item_without_refill, <item_kind_id>, <item_modifier>, [seconds_before_pruning]) #if seconds_before_pruning       = 0 then item never gets pruned
agent_get_item_cur_ammo                = 1977   # (agent_get_item_cur_ammo, <destination>, <agent_id>, <slot_no>)


agent_ai_get_look_target               = 2080   # (agent_ai_get_look_target, <destination>, <agent_id>),
agent_ai_get_move_target               = 2081   # (agent_ai_get_move_target, <destination>, <agent_id>),
agent_ai_get_behavior_target           = 2082   # (agent_ai_get_behavior_target, <destination>, <agent_id>),

agent_set_max_hit_points               = 2090   # set absolute to 1 if value is absolute, otherwise value will be treated as relative number in range [0..100]
                                                # (agent_set_max_hit_points,<agent_id>,<value>,[absolute]),
agent_set_damage_modifier              = 2091   # (agent_set_damage_modifier, <agent_id>, <value>), # value is in percentage, 100 is default
agent_set_accuracy_modifier            = 2092   # (agent_set_accuracy_modifier, <agent_id>, <value>), # value is in percentage, 100 is default, value can be between [0..1000]
agent_set_speed_modifier               = 2093   # (agent_set_speed_modifier, <agent_id>, <value>), # value is in percentage, 100 is default, value can be between [0..1000]
agent_set_reload_speed_modifier        = 2094   # (agent_set_reload_speed_modifier, <agent_id>, <value>), # value is in percentage, 100 is default, value can be between [0..1000]
agent_set_use_speed_modifier           = 2095   # (agent_set_use_speed_modifier, <agent_id>, <value>), # value is in percentage, 100 is default, value can be between [0..1000]
agent_set_visibility                   = 2096   # (agent_set_visibility, <agent_id>, <value>), # 0 for invisible, 1 for visible.


store_zoom_amount                      = 2220   # (store_zoom_amount, <destination_fixed_point>),
set_zoom_amount                        = 2221   # (set_zoom_amount, <value_fixed_point>),


show_troop_details                     = 2388   # (show_troop_details, <troop_id>, <position>, <troop_price>)
set_skybox                             = 2389   # (set_skybox, <non_hdr_skybox_index>, <hdr_skybox_index>) #forces selected skybox for a scene, use -1 to disable 
set_startup_sun_light                  = 2390   # (set_startup_sun_light, <r>, <g>, <b>) #changes the sun light color
set_startup_ambient_light              = 2391   # (set_startup_ambient_light, <r>, <g>, <b>) #changes the ambient light color
set_startup_ground_ambient_light       = 2392   # (set_startup_ground_ambient_light, <r>, <g>, <b>) #changes the ground ambient light color
rebuild_shadow_map                     = 2393   # (rebuild_shadow_map),

set_shader_param_int                   = 2400   # (set_shader_param_int, <parameter_name>, <value>), #Sets the int shader parameter <parameter_name> to <value>
set_shader_param_float                 = 2401   # (set_shader_param_float, <parameter_name>, <value>), #Sets the float shader parameter <parameter_name> to <value>
set_shader_param_float4                = 2402   # (set_shader_param_float4, <parameter_name>, <valuex>, <valuey>, <valuez>, <valuew>), #Sets the float4 shader parameter <parameter_name> to <valuex/y/z/w>
set_shader_param_float4x4              = 2403   # (set_shader_param_float4x4, <parameter_name>, [0][0], [0][1], [0][2], [1][0], [1][1], [1][2], [2][0], [2][1], [2][2], [3][0], [3][1], [3][2]), #Sets the float4x4 shader parameter <parameter_name> to the given values .w components are 0001 by default

Xbox controller support:
Code:
key_xbox_a              = 0xf0
key_xbox_b              = 0xf1
key_xbox_x              = 0xf2
key_xbox_y              = 0xf3
key_xbox_dpad_up        = 0xf4
key_xbox_dpad_down      = 0xf5
key_xbox_dpad_right     = 0xf6
key_xbox_dpad_left      = 0xf7
key_xbox_start          = 0xf8
key_xbox_back           = 0xf9
key_xbox_rbumber        = 0xfa
key_xbox_lbumber        = 0xfb
key_xbox_ltrigger       = 0xfc
key_xbox_rtrigger       = 0xfd
key_xbox_rstick         = 0xfe      
key_xbox_lstick         = 0xff

Complex formations + orders + crouch boilerplate (no animations provided)
Code:
ti_on_order_issued					  = -71.0 #can only be used in module_mission_templates triggers
# Trigger Param 1: order no
# Trigger Param 2: agent id
Code:
gk_crouch = 49
gk_order_7 = 50
gk_order_8 = 51

–New flags and animation sets for items, also now we can add our own kill icons for multiplayer...
Code:
itp_is_pike                         = 0x0002000000000000
itp_offset_musket                   = 0x0004000000000000
itp_no_blur                         = 0x0008000000000000

itp_cant_reload_while_moving_mounted= 0x0010000000000000
itp_has_upper_stab                  = 0x0020000000000000
itp_kill_info_mask                  = 0x0700000000000000
itp_kill_info_bits                  = 56 # 0x0700000000000000


def custom_kill_info(x): # you have to add ico_custom_x (where x is a number between 1 and 7) mesh in order to display it correctly.
return (((bignum | x) & (itp_kill_info_mask >> itp_kill_info_bits)) << itp_kill_info_bits)


itcf_overswing_spear                = 0x0020000000000000
itcf_overswing_musket               = 0x0040000000000000
itcf_thrust_musket                  = 0x0080000000000000


New flags for sounds, (the sound engine has been rewritten from scratch, now we can stream sounds on demand without having them constantly loaded in RAM, performance improvement, faster loading) and scene props (related with movement, shadows, collisions and more)
Code:
sf_stream_from_hd      = 0x00000008
sf_always_send_via_network = 0x00100000

sf_priority_15    = 0x000000f0
sf_priority_14    = 0x000000e0
sf_priority_13    = 0x000000d0
sf_priority_12    = 0x000000c0
sf_priority_11    = 0x000000b0
Code:
sokf_enforce_shadows       = 0x0000000000100000
sokf_dont_move_agent_over  = 0x0000000000200000
sokf_handle_as_flora       = 0x0000000001000000
sokf_static_movement       = 0x0000000002000000
 

xenoargh

Grandmaster Knight
Best answers
0
Wrong section?

Whoops, my bad, we're talking about the NW patch.  Woke up on the stupid side of the bed today; carry on :smile:
 

xenoargh

Grandmaster Knight
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Face generator system now supports multiple meshes to apply deforms
I hope that they didn't break all of the old facegen  :lol:

Lots of new operations, flags and trigger types have been added for the benefit of modders.
And here I thought my changelogs were a little vague sometimes.  Guess as soon as the MS is out it'll be time to review again :lol:
 

Frosty

Grandmaster Knight
M&BWF&SWBNW
Best answers
0
Triggers you say? Interesting, my Source SDK Skills will come into use!
 

Specialist

Master Knight
WB
Best answers
0
New MS, new functions, new everything.

I wish they told us more about the added operations though....
 

BetaKnight

Sergeant Knight
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0
Specialist said:
New MS, new functions, new everything.

I wish they told us more about the added operations though....
So when can i get it so i can start again....
 

Woelfie

Master Knight
M&BWBWF&SNW
Best answers
0
Added module.ini params:

Code:
can_crouch = 0
can_objects_make_sound = 0
disable_zoom = 0
use_advanced_formation = 0
use_crossbow_as_firearm = 0
can_reload_while_moving = 0
can_run_faster_with_skills = 0
use_phased_reload = 0
horses_try_running_away = 0
lance_pike_effect_speed = 3.0
no_friendly_fire_for_bots = 0
can_adjust_camera_distance = 1
sync_ragdoll_effects = 0
has_forced_particles = 0
can_use_scene_props_in_single_player = 0
disable_attack_while_jumping = 0
disable_high_hdr = 0
has_accessories_for_female = 0
Wolf.
 

Specialist

Master Knight
WB
Best answers
0
When they release it. 1.5 is not fully released, it comes out with the DLC tomorrow (I think)

wolfstar97 said:
Added module.ini params:

can_crouch = 0
can_objects_make_sound = 0
disable_zoom = 0

use_advanced_formation = 0
use_crossbow_as_firearm = 0
can_reload_while_moving = 0
can_run_faster_with_skills = 0
use_phased_reload = 0

horses_try_running_away = 0
lance_pike_effect_speed = 3.0
no_friendly_fire_for_bots = 0
can_adjust_camera_distance = 1
sync_ragdoll_effects = 0
has_forced_particles = 0
can_use_scene_props_in_single_player = 0
disable_attack_while_jumping = 0

disable_high_hdr = 0
has_accessories_for_female = 0


Wolf.
THANK THE LORD JESUS!
 

BetaKnight

Sergeant Knight
Best answers
0
wolfstar97 said:
Added module.ini params:

Code:
can_crouch = 0
can_objects_make_sound = 0
disable_zoom = 0
use_advanced_formation = 0
use_crossbow_as_firearm = 0
can_reload_while_moving = 0
can_run_faster_with_skills = 0
use_phased_reload = 0
horses_try_running_away = 0
lance_pike_effect_speed = 3.0
no_friendly_fire_for_bots = 0
can_adjust_camera_distance = 1
sync_ragdoll_effects = 0
has_forced_particles = 0
can_use_scene_props_in_single_player = 0
disable_attack_while_jumping = 0
disable_high_hdr = 0
[b]has_accessories_for_female[/b] = 0
Wolf.
MOTHER OF GOD THANK YOU :"D ITs all so clear now :grin:
No more boobs going through armors XD
 

BetaKnight

Sergeant Knight
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0
Docm30 said:
This all could be very useful for my mod.

Porting to the new MS could be hell, though.
I did hear it will change SP like the older patches that made the mods have to change....
Good luck tho!
 

Gotha

Adimi h.c.
Baron
M&BWBWF&SNWVC
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0
If you change can_crouch = 0 to can_crouch = 1

You can crouch on Z. Or look in your control options
 

Beaver

Count
M&BWBWF&SNW
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0
Docm30 said:
This all could be very useful for my mod.

Porting to the new MS could be hell, though.
You will be fine just updating your header files, though a few of those feature will need a bit more coding work if you're going to enable them.
 

Specialist

Master Knight
WB
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0
Docm30 said:
This all could be very useful for my mod.

Porting to the new MS could be hell, though.
All it requires is editing the header and process files (copy pasting new over the old)

After you do that, you're fine.

Edit: Ninja'd by Beaver
 

BetaKnight

Sergeant Knight
Best answers
0
Specialist said:
Docm30 said:
This all could be very useful for my mod.

Porting to the new MS could be hell, though.
All it requires is editing the header and process files (copy pasting new over the old)

After you do that, you're fine.

Edit: Ninja'd by Beaver
hmmm.... Means the coding is easier now :smile: no?