Warband Script Enhancer 2 (v1.1.2.7)

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I asked the modder of our community about this and he told me this:

"I dont think those warnings are related to your issue. I mean they only impact how items are displayed but should have no relation to downloading a mapRegarding the issue itself, if i had to guess I would say its definitely a problem with wse client, because if server had issues, non-wse users would have run into them as well but there are no complaints of that. And it wouldn't be the first time wse would introduce bugs to core mechanics, i also remember npc17 investigating economy system that was somehow messed up by wse".

No idea if this helps with anything but it's worth trying.
So far, your complaint about downloading maps is the only one in years. I tested downloading from this servers, they do not have fastdl enabled, so this is not related to it.
 
Hello, archer ai in wse2 already better because archers aim at the head bone instead of fixed height. You can implement all other advanced behavior with scripts.
 
Would an operation such as set_agent_weapon_speed_modifier similar to damage and movement modifiers be a difficult thing to add or fairly straight forward?
 
1.1.1.7
-Added "Own kills and player deaths" value for Kill Messages config option (iMultiplayerKills).
-Fixed ai bug with target selection for melee behavior.


Thanks to Anoki for sponsoring development "Own kills and player deaths".
 
I know this has been partially answered already, but do the performance warnings given when using native assets matter much? If so, has anyone shared a version of Native files with these already fixed?
Why are the map_flags giving me these warnings? Surely they aren't skinned anyway?
17:17:31 - PERFORMANCE WARNING: Mesh map_flag_f14 with material banners_f and shader tex_mul_color_mul_factor_alpha uses CPU skinning
 
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I know this has been partially answered already, but do the performance warnings given when using native assets matter much? If so, has anyone shared a version of Native files with these already fixed?
Why are the map_flags giving me these warnings? Surely they aren't skinned anyway?
17:17:31 - PERFORMANCE WARNING: Mesh map_flag_f14 with material banners_f and shader tex_mul_color_mul_factor_alpha uses CPU skinning
mesh map_flag_f14 rigged
 
Hello, WSE2 seems to mess with the fixed point multiplier in certain circumstances, or it computes distances differently.
In TLD, I created a prop that fades out agents within a certain range: https://github.com/tldmod/tldmod/bl...stem/module_mission_templates_TLD_wb.py#L4447

Players reported agents fading out even outside the specified ranges, in conjunction with using WSE.

Here's a savegame of a siege. With WSE, it's reported that agents fade out when crossing the bridge. Without WSE, it works correctly (fadeout only underneath the bridge): https://drive.google.com/open?id=1g_h7VC-uOgvA7i7rat46lg9sgWjCO-Ef&usp=drive_fs
 
Hello. I don't think fixed point multiplier has anything to do with it.
It's a matter of different implementations of try_for_agents.
Warband directly iterates through all agents and compares distances - what you can do yourself with scripts.
WSE and WSE2 uses the mission grid for optimized iterate between agents already placed on the grid.
This is much better in terms of performance, but the problem is that the mission grid only have x and y coordinates, not z.
Therefore, in this case it works not only under the bridge, but also on it.
I will make the optimized behavior of try_for_agents optional, but for now, as a temporary solution, you can additionally compare distance using scripts, which will still be faster than searching through all the agents on the scene.
 
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