Warband Script Enhancer 2 (v1.1.2.7)

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Hi, I need some help. I was playing Native module, but the game crashed as soon as I got into battle. But everything works well if I use original mb_warband.exe. I could keep playing hours and everything works fine. Here is the log

05:42:15 - Starting map village_20 in mode village_attack_bandits
05:42:15 - Loading post effect shaders (HDR: 1, DoF: 1, FXAA: 1, PP: 1)...
05:42:15 - Loaded earlyZ shaders...
05:42:16 - Loaded PostFx shaders...
05:42:21 - EXCEPTION_ACCESS_VIOLATION (0xC0000005, 0x00000000, 0x011D181A)
05:42:21 - Dumping call stack...
05:42:21 - - 0x0076E1F6 mb_warband_wse2.exe+0x65E1F6 (rglSkeleton::updateBlending+0x6)
05:42:21 - - 0x0076E1F6 mb_warband_wse2.exe+0x65E1F6 (rglSkeleton::updateBlending+0x6)
05:42:21 - Dumping memory status...
05:42:21 - Commit size: 872 MB
05:42:21 - Working set size: 789 MB
05:42:21 - Available size: 54260 MB
05:42:21 - Heap #0 (process): 623 MB
05:42:21 - Heap #1: 2 MB
05:42:21 - Heap #2: 98 MB
05:42:21 - Heap #3: 0 MB
05:42:21 - Heap #4: 0 MB
05:42:21 - Closing log file...
 
I am curious but is it possible for WSE2 to add a new animation flag, something like acf_combat where the animation would behave like an attacking animation with proper hitboxes?
 
Hi, I need some help. I was playing Native module, but the game crashed as soon as I got into battle. But everything works well if I use original mb_warband.exe. I could keep playing hours and everything works fine. Here is the log

Default Native without any modifications? Send me your save file.
 
I am curious but is it possible for WSE2 to add a new animation flag, something like acf_combat where the animation would behave like an attacking animation with proper hitboxes?
The attack has a lot of logic, the animation is just the visible part. You can use agent_set_personal_animation operation for replace attack animation. Also you can use cast_ray and cast_ray_agents for hit detection.
 
I didn't understand what you mean.
Sorry for my poor English and the instructions are not detailed enough. What I mean is that when the ordinate of the component with presentasation exceeds the screen, a slider will be automatically generated, and you can drag it or scroll the mouse wheel to scroll the page up and down. But when the abscissa exceeds the screen, there is no way to slide the page left and right. Is it possible to automatically create a slider similar to the second picture, just like the vertical slider, without manual creation, it is automatically generated.
Mh8kogLJ.png

BFZVDhiM.png
 
Sorry for my poor English and the instructions are not detailed enough. What I mean is that when the ordinate of the component with presentasation exceeds the screen, a slider will be automatically generated, and you can drag it or scroll the mouse wheel to scroll the page up and down. But when the abscissa exceeds the screen, there is no way to slide the page left and right. Is it possible to automatically create a slider similar to the second picture, just like the vertical slider, without manual creation, it is automatically generated.
Mh8kogLJ.png

BFZVDhiM.png
Is it possible to manually create such a slider using standard module system?
 
Is it possible to manually create such a slider using standard module system?
Yes, but how do I make the page slide while dragging the slider? This seems to require dynamically changing the abscissa of the components, which is troublesome. I don't know if it's convenient to implement what I mentioned in my previous reply, but of course, I hope it can be achieved, which will make the presentations of Warband easier to use.
 
Default Native without any modifications? Send me your save file.
Thanks for replay, I just solved the problem by myself. I test running everything exactly the same in a brand new computer, everything worked well, I keep playing hours, it won't crash. Then it reminded me, only the setting in "Doucument" file, I haven't copy from my old computer. So I am guessing, something setting in old computer of "rgl_config" file might be the main problem. Then I just deleted everthing in "Doucment" file regarding to MBwarband in my old computer, then used the new setting which was automatic created in new computer during first time played. Everything worked fine by now.
 
If extra_penetration flags were set for an ammunition type would bUseMissileDamageType = true then apply the extra penetration flag to the missile weapon in the same way that cut, blunt or pierce is set?
 
Is it possible to manually create such a slider using standard module system?
The components inside the container can be scrolled up and down through "set_container_overlay", but the left and right directions will not.
 
If extra_penetration flags were set for an ammunition type would bUseMissileDamageType = true then apply the extra penetration flag to the missile weapon in the same way that cut, blunt or pierce is set?
no, this is flag only for damage type
(rglConfig::Battle::bUseMissileDamageType) ? missile->m_missileItem.getItemKind()->getRangedDamageType() : missile->m_weaponItem.getItemKind()->getRangedDamageType();
 
1.0.9.9
-Added unicode support to dedicated server console.
-Added tf_scrollable_horizontal and tf_scrollable_horizontal_style_2 flags which enable a horizontal scrollbar for container overlay.
-Updated overlay_get_scroll_pos and overlay_set_scroll_pos operations.


Thanks to Wuan for sponsoring development a horizontal scrollbar.
 
1.0.9.9
-Added unicode support to dedicated server console.
-Added tf_scrollable_horizontal and tf_scrollable_horizontal_style_2 flags which enable a horizontal scrollbar for container overlay.
-Updated overlay_get_scroll_pos and overlay_set_scroll_pos operations.


Thanks to Wuan for sponsoring development a horizontal scrollbar.
Really great!
 
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