Warband Script Enhancer 2 (v1.1.2.7)

Users who are viewing this thread

Hi,

I'm also having the micro-freezing issue during battles in Prophesy of Pendor. The larger the battle size, the longer the freezes are. I usually play around 400 battle size though, and the issue is always present in large battles.

Here's my save game (right before a battle where the issue is present), config file, and log file. Let me know if there's anything else I can add to provide more insight. Thank you!
 
Will be fixed in the next update
Nice, thanks!

Are there any news concerning these two bugs?
1. Missing texture in Persistent Lords of the Ring

I've noticed there are some missing texture while playing at this mod, as seen in these pictures:

Image 1
Image 2
Image 3
Image 4

2. Prophesy of Pendor micro freezes during battle



I'm reporting this to you, however, because the resource consumption is very strange: when game freezes, instead of a high peak in the usage of hardware, there's a low peak, as show in these images from the monitoring program:

CPU usage
GPU usage


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:

sg00.sav

Maybe, about the latter, we may see what we have in common with the other two users who reported it?

Concerning the settlements in Viking Conquest, the ones which show the misplaced water bug, you may start looking in Dore Hem East and Dun Taruo.
I've also noticed that in Aileach there's another occurrence of, apparently, a similar issue which, however, affects the sky, as shown in this picture here: Line over the sky (you need to zoom, there's a line crossing the frame just a bit above the mountains). I've noticed it appears sometimes in random battle scenes while using the A World of Ice and Fire mod, which is based on Viking Conquest.

There's also another very odd thing that I've noticed recently: the spyglass in Napoleonic Wars behaves very oddly now, as shown in this video:



Basically, the view changes to upside-down and it shows the agents as if they're seen by a much greater distance, in their low LOD form.
I swear this started from one of the latest WSE2 updates as I clearly remember I've previously used the spyglass to show a bug in this very thread.

Hope to have been of help and, please, do not heistate to ask me if you ever need some additional information.
 
Hi,

I'm also having the micro-freezing issue during battles in Prophesy of Pendor. The larger the battle size, the longer the freezes are. I usually play around 400 battle size though, and the issue is always present in large battles.

Here's my save game (right before a battle where the issue is present), config file, and log file. Let me know if there's anything else I can add to provide more insight. Thank you!
As well as Prophesy of Pendor, I have the same issue with A Clash of Kings. As soon as there are more than 200 or so troops in battle, the micro freezes kick in
 
send_message_to_url standard Warband operation and it works in single player
I test follow code a map trigger in single player mode. and web server did not received request.
Code:
(1, [
  (send_message_to_url_advanced, "@http://localhost:14725/", 'str_empty_string', "script_es_process_url_response", "script_es_process_url_response", 1),
]),

The WebServer use python3 aiohttp

WebServer ScreenShot
 
Last edited:
According to testing results, the same microfreezes are present in the vanilla engine as well. The higher FPS in WSE2 is the reason why microfreezes are more noticeable in WSE2.
The very reason for microfreezes is unoptimized scripts that do not work well with a larger number of agents. Previously it was suggested that these are moral scripts.
 
Are there any news concerning these two bugs?
Outer terrains with water will be fixed in the next update.

About spyglass - the bug is not reproducible for me.

About fishing net and Line over the sky - this is same for warband. Please always check if there is a bug in the vanilla engine, I spend a lot of time on useless reports.

Also, always attach not only screenshots, but also logs and save file with quick access to the bug.
 
Last edited:
According to testing results, the same microfreezes are present in the vanilla engine as well. The higher FPS in WSE2 is the reason why microfreezes are more noticeable in WSE2.
The very reason for microfreezes is unoptimized scripts that do not work well with a larger number of agents. Previously it was suggested that these are moral scripts.
Thanks for your efforts, is there anything we can do to alleviate this issue?
Will it be resolved in the next update?
 
Thanks for your efforts, is there anything we can do to alleviate this issue?
Will it be resolved in the next update?
This problem can only be solved by mod developers by reworking their scripts. While the engine executes scripts in one thread, this problem cannot be solved by the engine.
 
1.1.1.9
-Added acf_apply_slope_for_human animation flag.
-Added item_set_horse_skeleton_model operation.
-Fixed a bug with players spawn for multiplayer.
-Fixed function for removing tags for strings.
-Fixed outer terrains with water.
-Operation agent_set_attached_scene_prop works with any bones, not only with hard-coded.


Thanks to noooxy for sponsoring development.

For modders:

example
(str_store_replace_spaces_with_underscores, s0, "@new_skel_name"),
(item_set_horse_skeleton_model, "itm_saddle_horse", s0),
(skeleton_model_clean_body_sections, s0),
(skeleton_model_set_bone_body_section, s0, hrsb_tail_2, 1),
(skeleton_model_set_bone_body_section, s0, hrsb_head, 2),
...........

it is necessary to configure sections for new horse skeletons, since for all skeletons except "skel_horse" Warband makes sections like for a human skeleton
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);
}
 
I found that the micro-freeze is caused by a morale calculator, which will always calculate the morale of each soldier and the impact on the people around him, when there are many soldiers, the amount of calculation will rise, resulting in lag, I found the solution on a Chinese forum, that is, to modify the calculation of morale,In“mission_templates.txt”.
 
According to testing results, the same microfreezes are present in the vanilla engine as well. The higher FPS in WSE2 is the reason why microfreezes are more noticeable in WSE2.
The very reason for microfreezes is unoptimized scripts that do not work well with a larger number of agents. Previously it was suggested that these are moral scripts.
I'm so sorry, this wouldn't have been possible for me to realize since, as you say, without your new engine I FPS would have dropped before micro freezes happen.
Outer terrains with water will be fixed in the next update.
Noice!
 
About spyglass - the bug is not reproducible for me.
In the options, set your First Person FOV to 100 (for me the bug is triggered from about 95) and try the spyglass in first person.
The issue has to do with the ability to change FOV and it seems things are enlarged by a factor depending on the FOV that has been set.

About fishing net and Line over the sky - this is same for warband. Please always check if there is a bug in the vanilla engine, I spend a lot of time on useless reports.
Please, apologize me, I thought I doublechecked already, but I didn't. Usually I'm able to see your answers as soon as you post 'em, but sadly I'm often out of town and cannot perform tests.
I'll be more careful next time while I would ask to allow me enough time to perform additional tests if needed. Just ask and I'll schedule them for as soon as possible and report back.
Sorry again.
 
Back
Top Bottom