Warband Script Enhancer 2 (v1.1.2.0)

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Yeah I've got it working now, my bad. But the problem with the unit upgrades is still present. Eventhough I have my trainer skill at lvl 5 not even a villager gets any exp. At first i thought it was because of the bug with the game date. But now that it is fixed it cant be that, when I open party screen a red error message appears saying " Could not find any definition for GUI widget "party_b_troop_upgrades" in game variables.txt.
 
It improves server performance heavily with lots of agents and/or players, because I parallelized the two main bottlenecks (skeletal animation and network replication - figuring out what changes to send to clients).
It does need a multi-core server to take advantage of that, though.
 
When I try to use it with Wine on Linux, I get this error:

wine mb_warband_wse2_dedicated.exe --config-path server_config.ini -r PK_config.txt --module "Persistent Kingdoms"
0009:fixme:ver:GetCurrentPackageId (0xd8fb70 (nil)): stub
0009:fixme:heap:RtlSetHeapInformation 0x110000 0 0xd8f9d0 4 stub
0009:fixme:heap:RtlSetHeapInformation 0x230000 0 0xd8f9d0 4 stub
0009:fixme:thread:SetThreadStackGuarantee (0xd8f954): stub
Initializing....EXCEPTION_ACCESS_VIOLATION

A crash log with detailed information was saved to:
Logs\rgl_log_07.08.2019_10.31.11_crash.txt

Here to show at which phase it fails:
[10:35:11] Loading module resource pw_shaders
[10:35:12] EXCEPTION_ACCESS_VIOLATION (0xC0000005, 0x00000000, 0x027E0000)
[10:35:12] Dumping call stack...
[10:35:12] - 0x0066286A mb_warband_wse2_dedicated+0x66286A (EntryPoint+0x623)
[10:35:12] - 0x00524EDC mb_warband_wse2_dedicated+0x524EDC (EntryPoint+0xFFFFFFFFFFEC2C95)
[10:35:12] - 0x00530271 mb_warband_wse2_dedicated+0x530271 (EntryPoint+0xFFFFFFFFFFECE02A)
[10:35:12] - 0x0052F787 mb_warband_wse2_dedicated+0x52F787 (EntryPoint+0xFFFFFFFFFFECD540)
[10:35:12] - 0x00449183 mb_warband_wse2_dedicated+0x449183 (EntryPoint+0xFFFFFFFFFFDE6F3C)
[10:35:12] - 0x0044C247 mb_warband_wse2_dedicated+0x44C247 (EntryPoint+0xFFFFFFFFFFDEA000)
[10:35:12] - 0x00519122 mb_warband_wse2_dedicated+0x519122 (EntryPoint+0xFFFFFFFFFFEB6EDB)
[10:35:12] - 0x00662342 mb_warband_wse2_dedicated+0x662342 (EntryPoint+0xFB)
[10:35:12] - 0x7B4636A2 kernel32+0x436A2 (call_process_entry+0x12)
[10:35:12] - 0x7B46591E kernel32+0x4591E (ExitProcess+0x226E)
[10:35:12] - 0x7B4636AE kernel32+0x436AE (call_process_entry+0x1E)
[10:35:12] - 0x00000000 ??+0x0 (??+0x0)
[10:35:12] Dumping memory status...
[10:35:12] Commit size: 13 MB
[10:35:12] Working set size: 20 MB
[10:35:12] Available size: 10219 MB
[10:35:12] Heap #0 (process): 1 MB
[10:35:12] Heap #1: 0 MB
[10:35:12] Heap #2: 0 MB
[10:35:12] Closing log file...

Any idea what in pw_shaders may be causing this? It works fine with Native by the way.
 
I can run any mod for Warband with WSE2 without any adjustment?
Unfortunately no. For a part of modules it is enough to set module specific settings in module_config_template.ini. But WSE2 uses its own rendering and shader brf format, so if mod uses its own shaders, then author of mod should edit and recompile fx and package resource_shaders to brf. Check WSESDK for more info.

try pw_shader from this https://www.dropbox.com/s/8o9psdukysfyvfn/PW_4.5.rar?dl=0
 
K700 said:
I can run any mod for Warband with WSE2 without any adjustment?
Unfortunately no. For a part of modules it is enough to set module specific settings in module_config_template.ini. But WSE2 uses its own rendering and shader brf format, so if mod uses its own shaders, then author of mod should edit and recompile fx and package resource_shaders to brf. Check WSESDK for more info.

try pw_shader from this https://www.dropbox.com/s/8o9psdukysfyvfn/PW_4.5.rar?dl=0

Thank you very much. We recompiled the conflicting resources and it fixed the issue.
 
@cmp, ok, thanks.
Why the server log is named server_log.txt_07.08.2019.txt instead of server_log_08_07_2019.txt ? Is it possible to configure it ? For example:
sLogFormat=server_log_[d]_[m]_[Y].txt
 
Hey K700, many thanks for your work.

I am using WRECK to compile the module system and this seems to work fine, but it gave some errors regarding header_operations addons.

I had to comment out
Code:
  #agent_get_damage_modifier,
  #agent_get_accuracy_modifier,
  #agent_get_speed_modifier,
  #agent_get_reload_speed_modifier,
  #agent_get_use_speed_modifier,
as they weren't defined. This fixed the compiling issue, but I figured you might want to know there's some undefined operations there.
 
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