Is this problem observed in the vanilla warband engine?Hi,do u know it has a bug when using wse2 in multiplayer mode in Chinese language?
What i mean is: Some separate words u type can not appear in the dialog box.The only way to show these words is just to type the experssions and delete the words we dont need.
I dont know the reason but hope to find solutions.
It is hardly observed in the vanilla warband engine.Is this problem observed in the vanilla warband engine?
Does this problem occur to other users? I'm not sure if there is anything can configure on the engine side, check Windows IME settingsIt is hardly observed in the vanilla warband engine.
In fact, some Chinese words in the wanilla warband engine can not be typed, just because there is no such word in the database, but in wse2 it tends to block even some basic chinese words.
For example, the single word:"砍" which in English means "Cut" can not just only type this in dialog box.
Thank u reply.
yeah it occurs to other chinese users too.this bug was discovered few years ago.Although I don't know exactly when it startedDoes this problem occur to other users? I'm not sure if there is anything can configure on the engine side, check Windows IME settings
Hi, K700. Can you show <agent_set_look_target_position> source code?
case agent_set_look_target_position:
if (mbCheckAgent(intValues[0]) && mbCheckRegister(intValues[1]))
{
mbAgent *agent = g_mission->getAgent(intValues[0]);
if (agent->isBot())
{
agent->m_ai.m_lookTargetPosition = g_basicGame.m_positionRegisters[intValues[1]].o;
agent->m_ai.m_lookTargetFlags = ailtf_position;
agent->m_ai.m_actionTimer.decrease(10000.0f);
}
}
break;
K700, can you show time for aim when shooter start holding weapon before missile fire?
float delay = (rglClamp((dist2 + 70.0f) / 100.0f, 0.7f, 1.2f) * 35.0f * rglRandf(2.5f, 3.5f)) / (getTroop()->m_level + 35);
if (type == itp_type_thrown)
delay /= 2;
Quite a few people posting about this in the Perisno discord, I just got it today. EXCEPTION_ACCESS_VIOLATION (0xC0000005, 0x00000000, 0x9C061CCC)This is a crash I encounter in Perisno, this happens whenever I try to load up the save
Will be fixed in the next update.Quite a few people posting about this in the Perisno discord, I just got it today. EXCEPTION_ACCESS_VIOLATION (0xC0000005, 0x00000000, 0x9C061CCC)
mbAgent *opponentAgent = g_mission->getAgent(m_ai.m_lookTargetAgentNo);Suprisingly it's only level and not proficiences. Next question where is dist2 calculated work? From my tests aiming is constant and should not depend on distance. That is strange.
Send the full rgl_log.txtI get a failed to load shader error for some mods. Is this normal? Do some mods just have to have a specific shader for WSE2 to work and these mods just don't have it.
This formula is not accurate. Can you show how delay is used?Code:float delay = (rglClamp((dist2 + 70.0f) / 100.0f, 0.7f, 1.2f) * 35.0f * rglRandf(2.5f, 3.5f)) / (getTroop()->m_level + 35); if (type == itp_type_thrown) delay /= 2;
This formula is not accurate. Can you show how delay is used?
if (m_ai.m_rangedTargetStatus == airts_in_sight)
{
m_ai.m_combatState = aics_preparing;
float delay = (rglClamp((dist2 + 70.0f) / 100.0f, 0.7f, 1.2f) * 35.0f * rglRandf(2.5f, 3.5f)) / (getTroop()->m_level + 35);
if (type == itp_type_thrown)
delay /= 2;
m_ai.m_attackTimer.increase(delay);
}
if (m_ai.m_attackTimer.getElapsedTime() > 0.0f)
{
if (aiGetRangedTargetStatus(m_ai.m_lookTargetAgentNo) == airts_in_sight)
{
m_ai.m_attackTimer.increase(0.3f);
m_ai.m_combatState = aics_readying;
}
else
{
m_ai.m_combatControlFlags |= cf2_defend_auto;
m_ai.m_combatState = aics_free;
}
}