what mod you playingHey, I've been trying to figure out why the quivers on my Player Char overlaps, rather than just one being visible. Has this occurred to anyone else and if so, what's the solution?
Thanks in advance.
Perisno 1.5what mod you playing
You are correct. Original post updated for WSE2 and shortened.Have you tried running on WSE2? This topic applies to WSE2
Tested it, it works. Check your scripts.Please check the below op, seems they don't work~
(mission_cam_set_screen_color,0xFFFF0000),
(mission_cam_animate_to_screen_color,0xFFFF0000,200),
You are correct. Original post updated for WSE2 and shortened.
This has it working.about regex error
remove all "lhs_operations = [..." string, regex can't handle such a big string
also delete module_scripts.py from lua\msfiles folder
about dll error
put lua51.dll in same folder as mb_warband_wse2.exe
After trying many times, I still didn't see they work, until I accidentally checked on this option : "use_depth_effects" ...Tested it, it works. Check your scripts.
iSkillShield=-1
iAttributeShield=0
Thanks for report, will be fixed in the next update.(VC) I'm trying to introduce a strength requirement for shields, but it doesn't work. It simply shows Requires : 16 on a shield, for example, and doesn't turn green if my char has enough strength.
I have it set to
iSkillShield=-1
iAttributeShield=0
However, changing iSkillShield or, say, iAttributeOneHanded to something else does work and displays fine in game.
Issue with "cur_item_mesh_set_color", when the item is 'lod switching', it becomes invisible (except for lod 0).
(cur_item_mesh_set_color, 0, 0x000000), #colorize the entire itm in black
I did some more test, the bug cames from the alpha byte.Sorry, my previous statement may be confusing...
If think there is a bug with the operation "cur_item_mesh_set_color".
When a color is set, for instance :At first, it seems like it's working fine.Python:(cur_item_mesh_set_color, 0, 0x000000), #colorize the entire itm in black
I'm using the "man_body" mesh wich contains 1 level of detail "man_body.2"
When the colorized itm is 'far' away and switch from lod.0 to lod.2, the itm becomes invisible.
But if the itm is close enough and get back to lod.0, the colorized itm is properly rendered.
The suspected bug is the following :
When a colorized itm switch from lod.0 to lod.X, it becames invisible.
In case if it's useful:
Tested in multiplayer
Tested on an armor itm
Tested on a single material mesh
It is in fact a bug or this is intended for optimization purposes ?
Thanks for your help
(cur_item_mesh_set_color, 0, 0x000000), #implied alpha byte '0x00', fully transparent
(cur_item_mesh_set_color, 0, 0xff000000), #alpha byte '0xff', fully opaque
(cur_item_mesh_set_color, 0, 0x000000), #implied alpha byte '0x00', fully transparent
1.1.2.6
-Multiplayer campaign mode - player's party control.
-Lua update - header_operations: Fix crash when reading very long lists, allow operation references (used for alias names).
-Fixed item requirement config options.
-Fixed saving for fMessagesScale config options.
-Dislay item name without modifier for ammo when picking up items from the ground. Display messages about picking up and dropping items for multiplayer.
Thanks AgentSmith for work on WSE - lua update.