cmpxchg8b said:Read the last pages.
cmpxchg8b said:cmpxchg8b said:cmpxchg8b said:cmpxchg8b said:Read the last pages.
MadocComadrin said:When NW had the last update, there was an update to the WB executable as well. You're not really running 1.153.
MadocComadrin said:You can't "revert," but you can get 1.153.
IIRC, the WB download from Taleworlds is still the actual 1.153, so you first need to download that. Next, grab your CD key from Steam. You might need to convert that to the right format, but there's a thread on that in the tech support board. Next register the game with the CD key you got from Steam. Finally, if you still want to use the Steam overlay, add the non-steam version as an external game on Steam.
You can write a few scripts that implements a stack using party slots or such...Lai said:I dunno, maybe you could implement some sort of stack register, whitch, when being assigned or used, changes it's value like this:
(assign, stack_reg, ":value") or (store_add, stack_reg, "p1", "p2")
pushes ":value" or "p1" + "p2" to stack
(assign, ":value", stack_reg)
pops from stack and returns the value
I could really use this for the compiler. I'm trying to make it other way now, but it gets too complicated and buggy way too fast.
MadVader said:I don't get it, is this a project to make programmable computers in Mount and Blade? Obviously that would be as awesome as it is stupid. That kind of stuff works only in Minecraft.
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I'd guess not or very difficult, or cmp'd have probably done it already. What I was thinking of though, is that you can probably use some unique scene props that could act as some sort of makeshift entry points. Retarded, I know, but it's the best idea I've got on this, and I do think it can work fine.CTCCoco said:Is there a way to increase the 127 entry point limit?