What exactly doesn't work?Perisno and 1257 ED both are busted for me
What exactly doesn't work?Perisno and 1257 ED both are busted for me
The autosell feature doesnt sell things but theres nothing I can really show you in logs or screenshots, It just fizzles and does nothing when you click "sell", Im not positive but I swear in prior versions of wse2 this did not happenWhat exactly doesn't work?
Oh ok, Im using floris evolved from the steam workshop, does it has something to do with the error?This mod was created for a very old version of wse and cannot work correctly with wse2 without updating the mod
Mods with the old WSE are developed for Warband version 1.153. In new versions of Warband, many new operations have been added and the WSE's operations ID have all shifted, so completely incorrect operations are called in the scripts, which causes the game to crash. Only the mod developer can fix this.Oh ok, Im using floris evolved from the steam workshop, does it has something to do with the error?
Heres the Screenshot
void mbAgent::updateKicking()
{
rglVector4 kickVec = rglVector4(-m_movementDir.x, m_movementDir.y, m_movementDir.z) * 0.1f + m_movementDir * 0.6f;
rglVector4 kickPosition = m_position + kickVec;
rglVector4 srcPos = m_position + rglVector4(0.0f, 0.0f, 0.5f);
rglVector4 dstPos = srcPos + kickVec;
rglBodyPart *hitBodyPart = NULL;
rglEntity *hitEntity = NULL;
float hitDistance = g_mission->getObstructingObject(srcPos, dstPos, &hitBodyPart, &hitEntity);
bool hitBody = hitEntity || hitBodyPart;
mbMissionGridIterator it;
if (g_mission->m_grid.startIterating(kickPosition, 0.4f, it))
{
do
{
mbAgent *agent = it.m_node->m_agent;
if (agent != this && agent->isAlive() && agent->isHuman() && agent->m_isOnGround && !agent->hasMount())
{
if (g_mission->m_isMultiplayer && g_networkManager.m_meleeFriendlyFire && !g_mission->m_inDuelMode || isEnemyWith(agent))
{
rglVector4 distance = agent->m_position - kickPosition;
float area = distance.vec2().lengthSquared();
if (rglMax(1.0f / m_groundQuad->getNormal().z, 2.0f) * 0.25f + 0.55f > distance.z)
{
if (distance.z > -1.3f && area < rglConfig::Battle::fKickRange)
{
if (hitBody && (area < 0.05f || hitDistance - 0.75f > area))
hitBody = false;
if (!hitBody)
{
mbBlow blow;
blow.m_boneNo = hb_abdomen;
blow.m_direction = m_movementDir;
blow.m_rawDamage = (getTroop()->getAttribute(atr_str) + 10) * 0.35f * m_modifiers[am_damage];
blow.m_rotation = m_movementDir;
blow.m_agentNo = m_no;
blow.m_damageType = dt_blunt;
blow.m_weaponClass = bwc_unarmed;
blow.m_type = blt_kick;
blow.m_position = m_position + m_movementDir * 0.2f;
blow.setFlags(blf_interrupt|blf_stagger|blf_no_knockdown);
g_mission->deliverBlow(m_no, agent->m_no, blow);
m_kickState = 0;
break;
}
}
}
}
}
}
while (g_mission->m_grid.iterate(it));
}
}
Please, apologies for the delay, but here's the save you've asked for. In it you'll find an ongoing campaing with a test character and plenty of troops in garrisons that you can take to assemble a huge army and, then, with Ctrl+T, you may look for a big enemy spawn around the map:please send me your Prophesy Of Pendor save before battle with huge freezes
same reason againIn the new version my mod does not crash as frequently, but still in some cases:
Could you help me investigate the log again? Thanks.rgl_log_10.03.2024_03.19.23_crash.txt
drive.google.com
What is the name of this settlement?Certain settlements show a gap between the off-map water and the water within the walkable area. Here's a screenshot from a scene using the vanilla engine: Water at edge (vanilla) and here are two screenshots, one of the same scene and another from another scene, both made using the WSE2: Water at edge (WSE2) 1 and Water at edge (WSE2) 2.
Will be fixed in the next update
- When laying siege to a settlement, a menu appear and it's supposed to give status messages about performed actions, as shown in this screenshot made using the vanilla engine: Siege menu (vanilla). With the WSE2, instead, no messages are displayed: Siege menu (WSE2).