Version 1.150 - 1.151 - 1.152 - 1.153 released

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I'd say not since I just played on those two maps in vanilla Warband. :smile:
 
Gotta love that hole on the Canyon bridge. Had some fun kicking bots through it and having people below catching them with lances before they hit the ground :grin:

That other new map, de_dust or whatever it's called, seems pretty decent too
 
Belendor 说:
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:
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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
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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),
 
Aw, the new additions to the attack/defend ops are awesome, I thought about how good it would be if they existed.
Just a question, will agent_start_running_away work for the player/in MP?
 
This game just got really interesting... Caba, do you know if the NW DLC is using these new functions for any reasons?

Hmm, with these new functions I could easily make some type of in-game cinematic.
 
The operations added in 1.153, aside from is_zoom_disabled, were in response to requests made by modders in the BugTracker...so I don't believe NW is using them, at least not at present...though is_zoom_disabled is likely tied into the module.ini addition for NW's looking glasses.
 
Computica 说:
This game just got really interesting... Caba, do you know if the NW DLC is using these new functions for any reasons?

Hmm, with these new functions I could easily make some type of in-game cinematic.
You could make cutscenes with the old MB already, only by fiddling with the mission cam, scripting agents and scene props (see TLD). With WSE you can play videos too (play_bink_file).
 
Was 1.153 the final patch, or will there be more? There is a sound bug (which I think someone is posting on bugtracker) which is pretty annoying.
 
Looks quite good so far, played a lot of SP Native for two days. The only problem compared to 1.143 is a little sound bug. When you pass someone and hit/kill him, his cry is very quiet. Maybe something to do with the angle between the direction at which you look and the crying agent.. somewhere at 70-120 degrees it's too quiet, even if you are 1-2m from him.

Also, another tidbit. A very good PoP tester tested the lance-switching of cavalry when on foot. He reported that it's much better now, but there is still a random number of cavalry agents that don't switch to swords when dismounted, so a lance-switching script (Caba's, I believe) may still be necessary for optimal behavior.
 
Vincenzo 说:
What soundbug?

You can never say something is final, but it seems very stable at this time.

Well, at Nditions we discovered that if you have a certain number of scene props that give out a sound trigger (like torches) it interferes with other sounds (like sword clanging/music) since you can hear sound anywhere on the map like horse running (if sound is higher), but the torches are quiet so you can't hear them.

I'm sorry for the bad explanation, but another head admin at Nditions is figuring out the exact number of sound triggers needed on a map to cause the bug, then he'll probably post the bug on bugtracker.
 
I think this also happens when you try to play a battle with a load of bots, so there are too many sounds and the game gets confused, refusing to play most of them.
 
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