Warband Script Enhancer 2 (v1.1.2.7)

Users who are viewing this thread

The modsys is missing a important feature, the game uses .smd files for animations. I've been snooping around forums to find out why my animations don't inherit bone size/positions and found out that .smd files don't support moving bones nor scaling them up, only rotating them. It seems in source engine titles most users code changes like that in. Is set_bone_position and set_bone_scale a possibility?
 
try set bThreadedSkeletalAnimation=false in rgl_config.ini
Thank you for your prompt answer. I must admit that, most sadly, changing that value to false doesn't fix the issue, nor does impact performances much. Maybe you prefer to reproduce the behaviour on your end for more accurate bugcatching. Prophesy Of Pendor is nice for this because it has some parties roaming in the map that have many troops.
 
A friend get this bug/crash using WSE2


IMG-20240226-094238.jpg



crash log
 
Thank you for your prompt answer. I must admit that, most sadly, changing that value to false doesn't fix the issue, nor does impact performances much. Maybe you prefer to reproduce the behaviour on your end for more accurate bugcatching. Prophesy Of Pendor is nice for this because it has some parties roaming in the map that have many troops.
please send me your Prophesy Of Pendor save before battle with huge freezes
 
1.1.1.8
-Increased the maximum number of bones to 64.
-Added skeleton_model_set_bone_body_section and skeleton_model_clean_body_sections operations.
-Extended prop_instance_intersects_with_prop_instance operation - additional check_polygon_to_polygon parameter.
-Fixed and extended try_for_agents operation - additional parameter for mission grid iterator.


Thanks to SHOCKERFACE for sponsoring development.

For modders:
To process more bones you will need to recompile your mod's shaders. Edit this string in mb.fx
#define NUM_WORLD_MATRICES 32


Warning! Due to the limitation of the number of variables in shaders, working number of bones can be below 64! For example, for native shaders it is 51!
#define NUM_WORLD_MATRICES 51

sample for skeleton_model operations
(str_store_replace_spaces_with_underscores, s0, "@skel_human"),
(skeleton_model_clean_body_sections, s0),
(skeleton_model_set_bone_body_section, s0, hb_item_r, 1),

default

Code:
if (m_name == "skel_horse")
{
    m_lowerBodyBones = MAKEFLAG64(hrsb_tail_2) | MAKEFLAG64(hrsb_tail_1) | MAKEFLAG64(hrsb_r_back_hoof) | MAKEFLAG64(hrsb_r_foot) | MAKEFLAG64(hrsb_r_calf) | MAKEFLAG64(hrsb_r_thigh) | MAKEFLAG64(hrsb_l_back_hoof) | MAKEFLAG64(hrsb_l_foot) | MAKEFLAG64(hrsb_l_calf) | MAKEFLAG64(hrsb_l_thigh) | MAKEFLAG64(hrsb_r_front_hoof) | MAKEFLAG64(hrsb_r_hand) | MAKEFLAG64(hrsb_r_forearm) | MAKEFLAG64(hrsb_r_upper_arm) | MAKEFLAG64(hrsb_r_clavicle) | MAKEFLAG64(hrsb_l_front_hoof) | MAKEFLAG64(hrsb_l_hand) | MAKEFLAG64(hrsb_l_forearm) | MAKEFLAG64(hrsb_l_upper_arm) | MAKEFLAG64(hrsb_l_clavicle) | MAKEFLAG64(hrsb_spine_3) | MAKEFLAG64(hrsb_spine_2) | MAKEFLAG64(hrsb_spine_1) | MAKEFLAG64(hrsb_pelvis);
    m_rightSideBones = m_lowerBodyBones | MAKEFLAG64(hrsb_head) | MAKEFLAG64(hrsb_neck_3) | MAKEFLAG64(hrsb_neck_2) | MAKEFLAG64(hrsb_neck_1);
    m_allBones = m_rightSideBones;
}
else
{
    m_lowerBodyBones = MAKEFLAG64(hb_foot_l) | MAKEFLAG64(hb_calf_l) | MAKEFLAG64(hb_thigh_l) | MAKEFLAG64(hb_abdomen) | MAKEFLAG64(hb_foot_r) | MAKEFLAG64(hb_calf_r) | MAKEFLAG64(hb_thigh_r);
    m_rightSideBones = m_lowerBodyBones | MAKEFLAG64(hb_item_r) | MAKEFLAG64(hb_hand_r) | MAKEFLAG64(hb_forearm_r) | MAKEFLAG64(hb_upperarm_r) | MAKEFLAG64(hb_shoulder_r) | MAKEFLAG64(hb_head) | MAKEFLAG64(hb_thorax) | MAKEFLAG64(hb_spine);
    m_allBones = m_rightSideBones | MAKEFLAG64(hb_hand_l) | MAKEFLAG64(hb_forearm_l) | MAKEFLAG64(hb_upperarm_l) | MAKEFLAG64(hb_shoulder_l);
}
 
Last edited:
1.1.1.8
-Increased the maximum number of bones to 64.
-Added skeleton_model_set_bone_body_section and skeleton_model_clean_body_sections operations.
-Extended prop_instance_intersects_with_prop_instance operation - additional check_polygon_to_polygon parameter.
-Fixed and extended try_for_agents operation - additional parameter for mission grid iterator.


Thanks to SHOCKERFACE for sponsoring development.

For modders:
To process more bones you will need to recompile your mod's shaders. Edit this string in mb.fx
#define NUM_WORLD_MATRICES 32


Warning! Due to the limitation of the number of variables in shaders, working number of bones can be below 64! For example, for native shaders it is 51!
#define NUM_WORLD_MATRICES 51
so we can have skeletons with more bones now? Im not sure I understand what the new operations do.
 
Why does WSE2 set off Windows DEP Program??? Doing more behind the scenes than just for Warband?? Are you transmitting data from Users files other than Warband files?
 
Back
Top Bottom