Warband Script Enhancer 2 (v1.1.0.5)

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The problem is in your script, check for uninitialized local variables. There is not 0 at all, but random garbage from memory.
 
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The problem is in your script, check for uninitialized local variables. There is not 0 at all, but random garbage from memory.
thank you for your quick reply! I will check it.

Besides, I have some other questions.
I got many performance warnings in the rgl_log. showing below :
1. "PERFORMANCE WARNING: Mesh map_flag_53 with material banners_c and shader tex_mul_color_mul_factor_alpha uses CPU skinning"

2. "PERFORMANCE WARNING: Mesh sar_helmet1 with material sarranid_helmets and shader specular_shader_skin_bump uses skinning shader without skin data"

3. "WARNING: Failed to find suitable shader for sea_shader_ffp"

How can I fix these warnings?
 
How can I improve the performance of the mod?
Enable edit mode, run mod and check rgl_log.txt. You need to fix PERFORMANCE WARNING. Meshes with rigging requires material with skinning shader. Meshes without rigging requires material without skinning shader. This will increase performance for both WSE2 and Warband since the CPU is the bottleneck.

sea_shader_ffp can be ignored, wse2 do not support dx7
 
How can I improve the performance of the mod?
Enable edit mode, run mod and check rgl_log.txt. You need to fix PERFORMANCE WARNING. Meshes with rigging requires material with skinning shader. Meshes without rigging requires material without skinning shader. This will increase performance for both WSE2 and Warband since the CPU is the bottleneck.

sea_shader_ffp can be ignored, wse2 do not support dx7
does wse2 load core_shaders in CommRes by default? since there is no load_resource=core_shaders in the mod.
 
1.0.9.6
-Added bLocalVariablesZeroInitialization config option (default true).
-Fixed overlay_button_set_type, send_post_message_to_url_advanced operations.
 
Can you add some op for lua to check key_press and key_clicked (maybe like (get_cur_key_clicked, <destination>)?
the old op(such as key_is_down and key_clicked) could only work in ms.
 
This is code works for me
插入代码块:
function test()
  local is_clicked = game.key_clicked(0x30)
  if is_clicked then
    game.display_message("key_clicked")
  end
end

game.addTrigger("mst_multiplayer_dm", 0, 0, 0, test)
 
This is code works for me
插入代码块:
function test()
  local is_clicked = game.key_clicked(0x30)
  if is_clicked then
    game.display_message("key_clicked")
  end
end

game.addTrigger("mst_multiplayer_dm", 0, 0, 0, test)
ok. I will test it again after download the latest version.
 
Does WSE changes order of script params in game_missile_dives_into_water? Because vanilla uses only 2.

插入代码块:
#vanilla
#arg1 = missile_item_id,
#arg2 = launcher_item_id,
#arg3 = shooter_agent_id,
#pos1 = missile_position_on_water

#wse
# script param 1 = missile item no
# script param 2 = missile item modifier
# script param 3 = launcher item no
# script param 4 = launcher item modifier
# script param 5 = shooter agent no
# script param 6 = missile no
# pos1 = water impact position and rotation
 
Hi K700,
I found some new issues while using WSE2 with my mod "east1135".

1. party's extra text overlaps with the speed text.
2. there are no ripples on the water surface for water in the scene and ocean in the map I set the same material for ocean with water in the scene.
3. bow damage is not stable, sometimes will cause massive damage
4. Can not use edit mode in WSE2, how to use it? maybe I'm not opening it in the right way.

The latest version of east1135 is v1.2.3, if you need the new version, I will share it later, it is not at hand right now.
 
1 and 2) provide screenshot comparison from WSE2 and vanilla engine
3)need more detailed information, this is not observed in the vanilla engine?
4)scene editor is not implemented yet
 
Hi. I met a problem:
插入代码块:
mesh_mp_ingame_menu = 6
create_mesh_overlay   =  911  # (create_mesh_overlay, <destination>, <mesh_id>),
15:23:12 - SCRIPT ERROR: Illegal lvalue in statement
15:23:12 - - Lua (line 0, opcode 911, modifier 0x0)
15:23:12 - -  (line 0, opcode 5113, modifier 0x0)

插入代码块:
local temp = 0
local overlay_id = game.create_mesh_overlay(temp, game.const.meshes.mesh_mp_ingame_menu)
 
1 and 2) provide screenshot comparison from WSE2 and vanilla engine
3)need more detailed information, this is not observed in the vanilla engine?
4)scene editor is not implemented yet
Hi K700,
here comes the screenshots for issue 1 and issue 2.

in warband:

in wse2:

extra texts and the speed/waiting text overlaps.


map_river and map_ocean are using the same material with shader water_shader_high.
in warband both ocean and river water can move. in wse2, the ocean is static.

for issue 3, I will do more tests to check it.
besides, I hope the edit mode will be implemented. wse2 is really good, I'd like to use it for both playing and developing.

share my mod below, in case you need to check it in detail.
East1135 v1.2.4 test version
 
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