Warband Script Enhancer 2 (v1.1.2.7)

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This is a crash I encounter in Perisno, this happens whenever I try to load up the save
 
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.
 
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.
Is this problem observed in the vanilla warband engine?
 
Is this problem observed in the vanilla warband engine?
It 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.
 
It 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.
Does this problem occur to other users? I'm not sure if there is anything can configure on the engine side, check Windows IME settings
 
Does this problem occur to other users? I'm not sure if there is anything can configure on the engine side, check Windows IME settings
yeah it occurs to other chinese users too.this bug was discovered few years ago.Although I don't know exactly when it started
 
Hi, K700. Can you show <agent_set_look_target_position> source code?
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;
 
Just logging in to say that WSE2 is awesome and everything it brings, notably the widecsreen support, gfx improvements and many QOL features like scalable battle notfications are highly appreciated.

Many thanks to K700 and all credits and sponsors!
 
This is a crash I encounter in Perisno, this happens whenever I try to load up the save
Quite a few people posting about this in the Perisno discord, I just got it today. EXCEPTION_ACCESS_VIOLATION (0xC0000005, 0x00000000, 0x9C061CCC)
 
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.
mbAgent *opponentAgent = g_mission->getAgent(m_ai.m_lookTargetAgentNo);
rglVector2 dir2 = opponentAgent->m_position.vec2() - m_position.vec2();
float dist2 = dir2.normalize();
 
This formula is not accurate. Can you show how delay is used?
Code:
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;
                }
}
 
Hello, I am from China and I use translation software. I apologize for my poor English.

In the original game, participants in the arena did not bleed, while in custom battles, participants would bleed. If using WSE, there is a probability of bleeding when using blunt weapons to damage enemies in both arena and custom battles.

In the custom battle, I killed the soldier on the right with a blunt weapon. He didn't bleed and there was no blood on his body. Then I picked up the axe from the ground and killed the soldier on the left, who was bleeding and had bloodstains on his body.I took a screenshot in the game, but unfortunately my account is unable to post images.
 
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