So? Any news? Are the Warband's second beta-tests still going on, or is this "fun" finally over?
Not true, mods that don't use WSE continued working well, no changes were necessary AFAIK. The final patch was fine (minus some sound problems, and possibly connectivity issues) and added a few welcome script fixes and new operations for modders.KuroiNekouPL said:My problem with these patches is that because of them WSE stopped working. Add together with it, lots of great mods. Also, I heard rumors that changes in these patches are made in a way that forced modders to change their scripts(or other things) to work or something. Not sure if true, can't verify it.
Actually true. Several mods with a combined character creation process needed to be fixed to prevent the game hanging up on the banner selection screen. I can speak for Floris first hand on that, but heard of others using the NMC screen running into it as well. That said, it was not that difficult to fix and I would rather do that and still get a game update that adds new modding toys to play with.MadVader said:Not true, mods that don't use WSE continued working well, no changes were necessary AFAIK. The final patch was fine (minus some sound problems, and possibly connectivity issues) and added a few welcome script fixes and new operations for modders.KuroiNekouPL said:My problem with these patches is that because of them WSE stopped working. Add together with it, lots of great mods. Also, I heard rumors that changes in these patches are made in a way that forced modders to change their scripts(or other things) to work or something. Not sure if true, can't verify it.
I've twice now experienced a brief period where player is unable to switch from pole weapon. Once on horseback, once on foot. Both times well into the battle. EDIT: it switches briefly to the next weapon, then within the second back again.Vincenzo said:AI for choosing the correct weapon against enemies is updated.
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special wielded item variable is added for agents in order not to override the weapon selection given by the module
I believe this is something they had to add to the engine's agent-tracking in order to maintain the functionality of agent_set_wielded_item, not a module system variable; with the first test run of this new decision-making they had broken that operation completely.motomataru said:What is the "special wielded item variable?" I don't pick it up with my diff on variables.txt
Confirmed (since I'm already tracking such things). team_get_gap_distance() (somewhat misnamed) returns 1 for divisions in four ranks, 2 for three ranks, etc. up to the maximum of 6.Somebody said:Probably has to do with the amount of times stand closer/spread out has been called.
Any idea how to signal the engine that one is done "scripting" the weapons? Maybe it's a time thing, because I sometimes hear weapons switching after I'm done switching them...Caba`drin said:I believe this is something they had to add to the engine's agent-tracking in order to maintain the functionality of agent_set_wielded_item, not a module system variable; with the first test run of this new decision-making they had broken that operation completely.
Adorno said:You can't have looked very long
http://forums.taleworlds.com/index.php/board,12.0.html
For coding, the forums usually will yield answers with a bit of searching. Or you could do what I do and study what wingrep finds...The Black Eagle said:I saw these, but I noticed they were made back in 2006, and I wasn't sure if they were still relevant. Thanks.