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Messages - fujiwara

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1
Onin No Ran / Re: Changing weapon damage
« on: December 18, 2009, 10:34:04 PM »
The Mongols learnt to shoot while the horse was in mid-air in the gallop, I think it was, so their aim didn't get disrupted. I'm surprised other nations didn't do the same.

Other nations didn't spend their whole lives in the saddle.

2
Onin No Ran / Re: Bug Reports for 0.6.6
« on: December 18, 2009, 10:26:46 PM »
I had the bandit spawning turned off for testing purposes. The next release will have everything back on. A few more dialog bugs to iron out.

3
Onin No Ran / Re: Recurve bow?
« on: December 18, 2009, 10:25:34 PM »
The Japanese weren't wandering around in Siberia with everything they owned tied to a half-starved Mongolian pony.


Leave it to Ron to mix truth with wit :)

Carry on...

4
Onin No Ran / Re: Onin no Ran port to v1.01
« on: December 17, 2009, 05:43:14 PM »
no password necessary

5
Onin No Ran / Re: horse suggestion
« on: December 16, 2009, 10:42:09 PM »
We can try this both ways: put the saddle and stirrups on a Native horse, and if it doesn't work, put the whole new model in. Is it textured?

6
Onin No Ran / Re: Onin no Ran FAQ
« on: December 15, 2009, 08:41:47 PM »
am i the only person who cant get past the conversation of when your assigned to a lord (and you go talk to him) after being accepted into a clan and doing the river pirate killing quest? (and its not the main lord is the lord ur assigned to who gets stuck in the conversation screen)

It's possible the dialog has a dead end. Please post any other bugs in the bug reports thread.

7
Onin No Ran / Re: Bug Reports for 0.6.6
« on: December 15, 2009, 08:40:22 PM »
Give it a day or two ... Marco Tarini will e-mail you the new version MB.FX when he gets it ready.  I mean, I freely admit I don't know how that stuff works, but I do know when it's time to call an expert.

Let's do this right instead of half-doing it.  I hate half-doing things.


Agreed.

8
Onin No Ran / Re: Bug Reports for 0.6.6
« on: December 15, 2009, 06:00:30 PM »
I think part of the problem is that M&B 1.01x includes an FXO file in addition to the FX file. FXO is a precompiled version of the FX file, so I have to wonder if, for whatever reason, the M&B engine isn't bothering to look at the FX file, or if the FXO file is just definitions (like a header file), then any definition that isn't in the FXO file won't be looked at in the FX file.

EDIT: So I found out you CAN compile FX files into FXO using fxc.exe from the DirectX SDK. Did so, compared the original with mine, and the new shader (specular_alpha_cutouts) does show up in the file. Swapped old with new, started Onin no Ran in DX9 mode. For future reference, the bump mapped ground texture is cool. Anyway, I did not get any RGL errors, but I did see some weirdness. The default katana given to a male bushi automagically transforms into a bokken, complete with a totally useless saya with the same texture, when at the right camera angle, between 270-0 degrees, 45 degrees up. Peculiar.

9
Onin No Ran / Re: horse suggestion
« on: December 14, 2009, 09:27:10 PM »
We have taken the position of 'use as much original material as possible.' Only where it was absolutely necessary have we used material from another mod, and to be honest, I don't recall if there is any of that left.

10
Onin No Ran / Re: Bug Reports for 0.6.6
« on: December 14, 2009, 04:47:01 PM »
Every time the game notices me about some Hosokawa scouts,
the camera rushes off on the map to a location that must be the spies',
and starts following them (I think; I can't see them because of distance)
I get my cam back when I click/move/anything.

This is a dev thing to let me know a spy has spawned. No worries

11
Onin No Ran / Re: Bug Reports for 0.6.6
« on: December 14, 2009, 02:46:07 AM »
I have several confirmations from the Taleworlds board that everything works fine under DX7 but is crash and burn under DX9. I can only assume this has something to do with the custom shader. Ron, it seems many new shaders were added for M&B 1.01x. Would any of them be sufficient for what we're trying to achieve with the specular_alpha_cutouts shader?

12
Onin No Ran / Re: Bug Reports for 0.6.6
« on: December 13, 2009, 12:21:34 PM »
When I first ran Onin no Ran, the graphics were glitchy, seemed shader problems,
so I switched to dx7, that solved it. I've got a Radeon HD3850,
so the problem seems to be with the dx9 shaders(I'm not pro in this stuff).

another: when I got captured, the camera stays on the same spot on the map,
and jumps to my location when I escape.


This may be why I've don't see any of these problems; I don't run in DX9 mode b/c my video card can't handle it (graphics are slow and stutter)

13
Onin No Ran / Re: Bug Reports for 0.6.6
« on: December 13, 2009, 12:30:48 AM »

And I'm getting the Spectacular Alpha Cutouts thing a lot now too.

EDIT:  The dojos are especially bad.  I can do a fight, at best.  Then it crashes when I talk to the sensei again.


EDIT 2:  OK, decided to try Kengo training in Yodo, and the first one was normal.  Then started the second fight, and immediately it poofed me back to the dojo.  I went to talk to the sensei again... and it said Quest Completed Quest Cancelled.  And gave me all the rewards for finishing it.

Please do me a favor. Open mb.fx in a text editor and scroll to the bottom. Confirm for me that there is a definition for specular_alpha_cutouts. IF there is, we need to get mtarini's opinion on this, since he was the author of the custom shaders. Thanks.

14
Onin No Ran / Re: The New Version in General
« on: December 13, 2009, 12:27:54 AM »
I have noticed the same thing. I imagine Ron has also, and has had some ideas for the RCM.

15
Onin No Ran / Re: Bug Reports for 0.6.6
« on: December 12, 2009, 09:14:08 PM »
You can't alt-Tab out? TGF Xp then.

Troops are recruited at inns. YOu may have to grease the innkeeper's palm somehow, though...

The version number i have no idea about.

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