Warband Script Enhancer 2 (v1.1.2.2)

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I am a map developer at Napoleonic wars and I want to create a map with space, but when they reach 1200 altitude (or something like that), the sky begins to glitch as in the second screenshot, without WSE2 space is simply displayed dark as in the first screenshot. Many players use WSE2 , so I would like there to be no glitches in space. Do you have the opportunity to fix this?
 
I am a map developer at Napoleonic wars and I want to create a map with space, but when they reach 1200 altitude (or something like that), the sky begins to glitch as in the second screenshot, without WSE2 space is simply displayed dark as in the first screenshot. Many players use WSE2 , so I would like there to be no glitches in space. Do you have the opportunity to fix this?

send me your scene, i check
 
Is there a way to increase the number of soldiers in the field during a battle and not be limited to only 150 when using mods that doesn't use the battle size mechanics of VC? I tried editing the iBattleSizeMin and iBattleSizeMax in the rgl_config but was only able to increase the reinforcement waves and not the units in the battle itself.
 
Is there a way to increase the number of soldiers in the field during a battle and not be limited to only 150 when using mods that doesn't use the battle size mechanics of VC? I tried editing the iBattleSizeMin and iBattleSizeMax in the rgl_config but was only able to increase the reinforcement waves and not the units in the battle itself.
Only edit module system.
 
1.1.2.1
-Development of a multiplayer campaign mode has begun.
-Added messages font scale option.
-Added ti_on_agent_fill_collision_capsule trigger.
-Fixed string parsing with " symbol from module files.


Thanks to Azremen for major sponsoring development of a multiplayer campaign mode.
Thanks to noooxy for sponsoring development of a ti_on_agent_fill_collision_capsule trigger.
Thanks to Anoki for sponsoring development of a font scale option.

(ti_on_agent_fill_collision_capsule , 0, 0, [],
[
(store_trigger_param_1, ":agent_no"),
(store_trigger_param_2, ":radius"),

(position_move_z, pos1, 50),
(val_mul, ":radius", 2),
(set_trigger_result, ":radius"),
])

The multiplayer campaign mode is in an early stage of development and is not yet intended for public testing.
Currently ready: dedicated campaign server build, separation of campaign logic into server and client, server browser, basic network protocol, party replication.

 
I'm super excited for the campaign multiplayer, and I wanted to ask is there anyone we could help? Do you need extra programmers? If so what kind of experience/ languages should they know?
 
I heard that a multiplayer campaign already exists on Bannerlord. It would be very helpful for me to have detailed information on how they implemented all mechanics - time, battles, interactions in cities, dialogs, character and parties screens, etc.
As soon as work on the engine part is completed, campaign module system will be released into the open source.
 
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I heard that a multiplayer campaign already exists on Bannerlord. It would be very helpful for me to have detailed information on how they implemented all mechanics - time, battles, interactions in cities, dialogs, character and parties screens, etc.
As soon as work on the engine part is completed, campaign module system will be released into the open source.
Looking for this I'm guessing: https://bannerlord-online.com/

There should be a bunch of videos on YouTube you could check out
 
Looking for this I'm guessing: https://bannerlord-online.com/

There should be a bunch of videos on YouTube you could check out
I don't think that's exactly what he's looking for.
Bannerlord online isn't a multiplayer campaign as it has no ai lords, but it's all player driven.
Though it might be helpful considering they still had to figure out time, battles, etc.
As for the multiplayer campaign mods, however, I couldn't find any that released. Best I found were still very early in development.
 
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