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Messages - Winter

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1
Discussion / Re: Now what the f*ck?
« on: September 10, 2010, 02:03:36 PM »
1. Do not post stupid shit on modding boards. We have an off-topic and a general board.

2. We are updating themes to SMF 2.0 and thus removing outdated ones that no longer work properly.

Regards,
Winter

2
Discussion / Re: Ask Winter
« on: October 04, 2009, 07:39:45 PM »
hey winter,
I've got a question for you, well actually 2 or more questions.

To start off, i am happy to say that your module explanations on the taleworlds website forums are pretty well worked out, i learned a lot of them.
until i get to the point where i wish see my created troops in game, following your steps i should be able to see my troops in game on the specified location...
to start off: with the Module system 1010_0, Zendar mercs do not exist. i didn't see a point in that, i just copied your script from the website and put it in place, just under the line telling me that zendar as city is inactive. i put zendar as active city and saved the lot. no errors. run the game, find zendar, see a grand total of ... 3 NPCs, clearly it has to be customised. (in game editor ain't popping up BTW, but i could copy my face code earlier on.) i go to the inn, find 3 hero's which i didn't want there, but OK, i found out they are scripted into that place when Zendar is set as active city. No tavernkeeper to be found by the way, neither are the mercs i wanted to put in game.

there we go, Question one: how do we solve this?
I've already tried giving the mercs a hero line without the TF_HERO mark. not working. gets you a nice error.

that covered. how can we get Zendar a working city? merchants ect added, a game menu of the kind you get when for example you enter Thir. for that's where we get question two:
why wasn't your module explanations finished? i find part 10 where in game editing is covered incomplete, as are to my noob idea more of the covered but completed" arts of the module explanations.

another question arising is: how can i get a village in the game where i can get my own troops as recruits like i can get swadian recruits in swadian towns?
for the moment this will cover enough things to get me going after the time being.

(PS game info: module system 1010_0, game version 1.011)

There's no real point trying to make my tutorials work for the current version of M&B, there's way too much distance between the two. If you really want to bypass the native systems and create a functioning town, make a special game menu for Zendar and use that instead of mnu_town. That's about as much advice I can give without writing additional tutorials, and I'm not doing that without a paycheque. :P

Regards,
Winter

3
Discussion / Re: Ask Winter
« on: September 01, 2009, 03:45:56 AM »
[trp_antler, "start", [[eq,"$holy_relic",0]], "Hello, fetch the relic from Har in Praven", "antler",[]],
[trp_antler|plyr, "antler1", [], "Ok.", "antler2",[]],
[trp_antler, "antler2", [], "Please hurry!", "antler3",[]],
[trp_antler|plyr, "antler3", [], "I will.", "antleryes",[
      (setup_quest_text, "qst_relic"),
      (str_store_string, s2, "@Get relic from Har in Praven and return it to Antler."),
      (call_script,"script_start_quest","qst_relic","trp_antler"), (call_script, "add_troop_item", "trp_player", "itm_relic"), "close_window",[]], -- Here you've put an operation outside of an operations block. That's never gonna work.

[trp_har, "start", [[]], "Greetings {playername}.","har_bye",[]],
[trp_har|plyr, "har_bye", [], "Greetings to you too, Antler.","close_window",[]],

Regards,
Winter

4
Discussion / Re: Ask Winter
« on: July 06, 2009, 11:25:16 AM »

ERROR: NEED MORE GODDAMN INPUT.

And a screenshot.

Regards,
Winter

5
Winter I have a lot of time and I can port your mod to 1.011. Just give me module system source and I'll do it.

Porting doesn't mean fixing all the bugs.

Regards,
Winter

6
Modding Knowledge Base / Re: M&B Quirks and Idiosyncrasies
« on: March 30, 2009, 03:42:51 AM »

Ok, being a programmer, I generally assume I can mess with loop variables to control a loop.

But I am quite certain at this point that M&B's (try_for_range, ":index", ":start", ":one_past_end") construct overwrites ":index" on every iteration, so you cannot break out of the loop by setting its value to past the end, nor can your force it to loop over the same index a second time by subtracting one from it, &c.

But what does work is messing with the termination value ":one_past_end".  If you reset this to a lower number, say set it to ":index", then you force the loop to stop.

This is far less useful than being able to mess with ":index", but this appears to be another limitation of their engine.

Make a note of this, and avoid bugs :D

G/L


This is true, but you can change the value of ":index" while inside an iteration, and you can use a variable or script that isn't ":index" (but may or may not take its value from ":index") inside the loop, which will not reset with each iteration. You can also keep the loop going as long as you need it to by increasing ":one_past_end". So, if as you say you want to loop over an index again, use a different variable from ":index" for determining which value to use.

For example:

(assign,":low",0),
(assign,":high",1),
(assign,":index",0),
(try_for_range,":range",":low",":high"),
-use ":index" here-
-THEN-
(val_add,":index",1),
(val_add,":high",1),
 (try_begin),
 (eq,":example",":repeat_last"), # If you want to repeat the previous index
 (val_sub,":index",-2), # Repeat previous index
 (else_try),
 (eq,":end",":now"), # If end is now
 (assign,":high",":range"), # End loop
 (try_end),
(try_end),

Regards,
Ryan

7
Holy War Mod / Re: What is this game? Does anyone know?
« on: February 22, 2009, 07:27:32 PM »
May as well mention that I've joined up with Raz and Nad on Deus Vult, handling design and writing for the whole game. With a little luck and a lot of hard work it will become what M&B should have been.

Regards,
Winter

8
Discussion / Re: Ask Winter
« on: January 31, 2009, 02:58:29 PM »
Everything rotated the wrong way at the wrong time, or some such.  I couldn't get anything to zero at ground level, so the doors all would pivot in the middle or some dumb thing.

Well they would, wouldn't they? The position of the scene prop is the geometric middle of the model, so you need to either enlarge the model to offset the central point to the location of the hinges or modify the position you're rotating for the same reason.

Regards,
Winter

9
Discussion / Re: Ask Winter
« on: January 31, 2009, 02:43:18 AM »
Crud ....

Well, can we go at this the other direction?  Use the "on hit" function, have the door move just a little each time it is hit (preferably relative to damage taken)?  Such that the player has to beat on the door until there is an opening large enough to pass through?

(Note: I tried this, but I couldn't get it to work right, because I don't know what the heck I'm doing.  I'm trying to teach myself to read Python, but I need examples to work from.)

Any ideas on how to approach that?


That's easy -- I did the same in the last version of Craftmod with chopping down trees. Getting the positions right is the only difficult bit.

I haven't got the code here to show you but it was an adaptation of the target dummies in module_scene_props.

Regards,
Winter

10
Discussion / Re: Ask Winter
« on: January 30, 2009, 01:33:35 PM »
Nope, sorry. There's no way to do that with the current version of the module system.

Regards,
Winter

11
Modding Knowledge Base / Re: HELP!!
« on: November 20, 2008, 04:54:49 PM »
Right, I warned you. 3-day posting ban for repeated useless posts. The next one will be permanent.

DO NOT SPAM MY FORUM.

Regards,
Winter

12
Storymod / Re: Storymod Chapter 2: v0.2 -- Status
« on: November 20, 2008, 04:47:41 PM »
So...now that the mod system is out, what is your plan of action?

Essentially I'm not lifting a finger unless and until Thorgrim comes out with some new debugging tools. It's impossible to work on and debug my mods on my own because they rely on so much custom code, and M&B provides fuck-all functionality to help with debugging.

Regards,
Winter

13
Discussion / Re: Has anyone experimented with a "blood loss" damage model?
« on: November 20, 2008, 07:24:05 AM »
Each time you want to apply bleed damage (e.g. if you want to apply it every 5 seconds, do this every 5 seconds):

- currhealth <-- agent current health
- totalbleed <-- get agent total bleeding damage applied from slot
- totaldamage <-- maxhealth - currhealth
- weapondamage <-- totaldamage - currentbleed
- this_round_bleed_damage <-- weapondamage / 3
- totalbleed <-- totalbleed + this_round_bleed_damage
- store totalbleed damage in agent slot
- inflict damage to agent (this_round_bleed_damage)

Yeah, that'd work, and be easy as anything. Sound thinking.

Regards,
Winter

14
Modding Knowledge Base / Re: HELP !! MOD HELP!!
« on: November 20, 2008, 07:18:09 AM »
help! i downloaded this mod called Timless Kingdoms but i dont know how to work mount&blades mod how do i get the mod to start working? i extracted it to a folder for it but nothing happened its just notepads and images and etc ! help a noob please

No. Read any of a million FAQs and get the hell out of here.

Regards,
Winter

15
Discussion / Re: Has anyone experimented with a "blood loss" damage model?
« on: November 19, 2008, 08:49:07 AM »
But all of this is pure conjecture until somebody constructs an efficient way to collect weapon hit data without having to run health checks on every unit every second.  Otherwise, for programming reasons, this would create such a lag on the system that nothing but the most over-simplified mods could run.  (Repeated health checks might work in an arena, where battles were always less than 10 guys, or if used only on the player like KON_Air was doing, but not on 70 troops.)  So in a word, the exact formula is on hold until the code is in place ... and I can't do the code, that's for sure.  Not anything that will ever run that efficiently.  Somebody (or probably several people, before it's done) is going to have to have a real stroke of genius to think of a way to do that.

The health checks would run every frame, not every second or even every hundredth of a second. And you have no idea if it would cause any slowdown at all. M&B runs about five or six triggers with every frame, and while they're not nearly as heavy-duty as this, there's no way of verifying if it would actually slow the game down at all without actually doing it. You can run a surprising amount of code in M&B before generating any appreciable slowdown.

Regards,
Winter

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