Version 1.150 - 1.151 - 1.152 - 1.153 released

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Phased reload works if you use "itcf_reload_musket" or "itcf_reload_pistol". "arf_stick_item_to_left_hand" works probably for all weapons (though it was a little broken in 1.151 patch). So "use_crossbow_as_firearm" is not needed for any of those. Only the "air_friction" thing makes a little sense, but still it works fine when bullets have the same air_friction value as arrows. :wink:
 
Hey guys!

Some new build for you guys to test:
http://dl.dropbox.com/u/11240073/20120511_build.zip

Current svn log:
AI for choosing the correct weapon against enemies is updated.
Ranged troop AI not being able to choose a target under certain circumstances bug is fixed

new http communication code is written

crouching is now limited with firearm and pikes
firearm vertex animation during reload is brought back
pikes no longer damage destructible objects

vertex buffer is increased for testing stuttering problems during the single player map view.

agent_ai_set_can_crouch, agent_get_crouch_mode, agent_set_crouch_mode, is_zoom_disabled operations are added
muskets are now animated similar to polearms
agent hopping during ground mesh replacement is fixed
special wielded item variable is added for agents in order not to override the weapon selection given by the module
play_track and play_cue_track operations are now working

Please hit any new issues up on the bugtracker;
http://bugs.taleworlds.com/

Cheers.
 
Nice, that addresses most of the things on my list!

Got a few questions:

1.  "crouching is now limited with firearm and pikes" ... that means it's checking the itcf_ flags now?  Or do all firearms need to use the firearms itc_ flag to operate properly?  I'm assuming the former, but if it means that the issues with the firearms state machine have been fixed, that's just as good.

2.  agent_ai_set_can_crouch, etc.; may I have the operations numbers please?  Can't really test the feature otherwise, and that's something I'm hoping allows me to do some per-Agent fiddling, like making guys with hand weapons on Hold Position crouch sometimes while dispersed, etc. Aha, somebody thought ahead, I see we've got a new header_operations... nice!
 
Please give us an operation to cancel attacks.(I really need this)

Also the agent would not cancel attacks while jumping... if disable_attack_while_jumping is enabled.
Please fix this.
 
OK, looks like it uses itcf_ states; great, less porting for me  :lol:

As for cancelling attacks... what do you mean, exactly?  If you just want Agents to not be able to attack for a bit, you can force them to run an animation... see my shield bash OSP code for an example.
 
Due to some more bugs appearing and the Nvidia stutter not fully fixed yet it will be a few days later.

Please keep reporting your problems on the tracker.


About key configs,
please provide us your controls.dat file which is located under (for the default Windows Vista / 7 install):
C:\Users\[Your username here]\AppData\Roaming\Mount&Blade Warband

this file is crucial for further investigation because we cannot reproduce the bug.

Upload it on this bugreport:
http://bugs.taleworlds.com/edit_bug.aspx?id=3978
 
The key config reset is only happening to me when I swap between 1.143 and 1.151. Non-Steam and Steam versions respectively.
 
https://www.dropbox.com/s/anwrhg26qzknuvq/mb_warband_graphics_test.exe

We created a new test exe for visual errors. What we did is we simply
increased the vertex buffer size drastically. in order to see an error
message in the log file, you have to run the game with forced single
thread mode. that way, the testers should look for any vertex buffer
errors and share it with us. and of course the Nvidia stutter result as
well.

for hdr antialiasing we did a small trick as well. please let us
know if it works better or not this time.
 
I assume it's the dreaded HERR_BUFFER_LOCK_FAILED!, HERR_BUFFER_LOCK_FAILED_NO_MEMORY! and HERR_BUFFER_CAPACITY_EXECCEDED (sic!) errors that some users experience (often while playing memory demanding mods).
 
*doublepost  :razz: *

Yet another new Http network engine has been implemented to attempt to fix problems with people finding servers, connecting to them and loading the server list.
If you have the time, please test this aswell:

http://dl.dropbox.com/u/11240073/mb_warband_network_test.zip
 
Hope this actually resolves the vertex buffer errors; that was a major pain in the rear trying to get my mod to quit having that problem. I'll torture-test it a bit.
 
OK, did a quick test.  Haven't had a chance to really torture the vertex buffer issue, but in terms of the terrain, I have a negative, unfortunately; it appears that terrain's z-fighting on this hardware and still occasionally acts like triangles are colinear, causing "flashing" of terrain textures depending on who's "on top"  :lol:

z_fighting_terrain.jpg
 
Vincenzo said:
https://www.dropbox.com/s/anwrhg26qzknuvq/mb_warband_graphics_test.exe

We created a new test exe for visual errors. What we did is we simply
increased the vertex buffer size drastically. in order to see an error
message in the log file, you have to run the game with forced single
thread mode. that way, the testers should look for any vertex buffer
errors and share it with us. and of course the Nvidia stutter result as
well.

for hdr antialiasing we did a small trick as well. please let us
know if it works better or not this time.

FPS drop aprox 20-30% for nVidia 250 GTS for town maps in compare with 1.143

>Chip type: GeForce GTS 250
>Driver File Version: 8.17.0012.7533 (English)
>Driver Version: 8.17.12.7533
 
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