Flying Squirrel Entertainment

Mount & Blade Warband: Napoleonic Wars => General Discussion => Topic started by: Thunderstormer on August 19, 2017, 12:17:10 am

Title: Help wanted for upcoming Napoleonic Wars patch
Post by: Thunderstormer on August 19, 2017, 12:17:10 am
After discussion with the FSE team, we are looking into a patch for NW.   The general idea arose to patch NW for another perhaps last time.  The idea is to squash any exploits, bugs and other things that have been plaguing the game for ages
 

So, this thread is for you all to help point out said bugs, and if there are any fixes that you made, or where to find them.   if we can get  all the various fixes together, we can update the game that will hopefully make sure it lasts longer while not being plagued with cheaters or annoying bugs.




because this is a serious thread, please don't fill it with "this should of been done years ago"  or things like that.   What has been done is done.  I will just remove those comments.   So, if you would like to help out, please post about the issues above.  Even if you don't know how to fix a bug, or where the bug is in the code, you can still post to let us know about it.

Another subject to discuss  is about mods.   There have been some good mods over the years.  If there is a mod everyone loves and is good, we may be able to put it in the base game with the authors consent.  You would be given credit for your work.

The more you help out, the better and faster this will go.   The more people that see this, the better.

There may be some balance changes as well.(depends.)  So i will make another thread and link to it.  talk about balance to your hearts content in that thread.  The primary goal will be to fix the issues above but if there is a good consensus about an issue, we can look into balancing it.   here is the link

https://www.fsegames.eu/forum/index.php?topic=36935.0
Title: Re: Help wanted for upcomming Napoleonic Wars patch
Post by: Vincenzo on August 19, 2017, 12:18:52 am
I'm Vincenzo and I endorse this message. Thank you. God bless.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Lilja Mariasdóttir on August 19, 2017, 01:42:44 am
A few bugs, that "should of been done years ago", easy to fix:

1. In at least one script for classes the french light officer is defined as flagbearer.
2. Infinitely digging an earth wall.
3. Stacking planks into the sky.
4. various scripts for scene props check for valid prop with "greater than 0", that causes some rare and random bugs from time to time, if the actual prop has the ID 0.
5. Infinitely artilleryammunition with no need to take another.
6. No serverside check for naked bodyparts.
7. Better synchronisation for doors.
8. No serversidecheck for using of spyglasses.
9. Actual Scenename in the Serverrules (and whatelse is wrong there, I dont know)

Easy "Why isnt this a thing yet" ideas:
1. Healing an agent heals also his horse

Some "probably too late""nice to have" ideas:
1. More possibilities to manipulate the client from serverside, or clientside (for example more string possibilities, more variables to change, maybe some unassigned buttons that send unused information to the server, that can be used serverside for features, assigning the client via modulesystem adminship, custom polls, a few unused itemclones for some gamemodes), anything what doesnt change the normal game, but can be used for servermodifications.


That just is what came into my mind immediatly. Most stuff is super easy to do, mostly just 1, or 2 changed lines of code.
I surely forgot a bunch of other bugs, who cares.


Edit: My advice would be, after nobody cared for such a long time, fix the bugs only in such a way, that servers stay compatible, or you will have many serverexpansions not working anymore, for bugfixes that are small and should have been done years ago. But I think every piece of what I proposed should be possible without making the client incompatible with actual servers.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: tired on August 19, 2017, 02:04:49 am
I might add more posts or edit this as I think of more, not sure which would be better.

1. Class limits enabled effect commander battle - i.e. can set the percentage of players that can choose cav

2. Specifically for NW - this coming from a bot server supplier - that bots would act more like native bots and not try to reload and shoot from 10m away. Maybe they can increase the distance the bots switch from reloading/shooting to melee

3. Also that bots would destroy defenses like in for example - Full Invasion. I know one of the creators usnavy30 still floats around on this forum and taleworlds.

Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Takerith on August 22, 2017, 02:14:56 am
It depends on how far you want to go with the update overall, but what I would really like is for the "ambiguity" in NW to be removed entirely, or at least largely.

What I mean by this is that there are too many myths and legends surrounding various aspects of the game that have never been sufficiently answered for many people. For example, some people still believe that Foot Guards are worse at shooting but better in melee, or have more health, or whatever. I've looked through the files and, to my knowledge, the only difference is that Foot Guards have ~15 extra Polearms proficiency, but this is never displayed in-game, so people are free to spread misinformation. I think there should be a stats menu for each unit in the selection screen (which lists troop proficiency and equipment) which would provide a definitive answer on which units are better or worse.

There are a few other myths that could be solved by adding more in-game info too, such as: 1. the existence of bullet drop (and in the same vein, if there is a cosmetic bullet and an invisible bullet), 2. whether aiming for longer provides an accuracy buff, 3. the reach and speed of an up or down attack, and maybe some other stuff I can't think of. According to this comment made by Olafson a few years ago (https://www.fsegames.eu/forum/index.php?topic=9743.msg347908#msg347908), no. 1 and 2 are true, but so many people just don't know about them because they aren't displayed in-game.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Thunderstormer on August 22, 2017, 02:33:22 am
It depends on how far you want to go with the update overall, but what I would really like is for the "ambiguity" in NW to be removed entirely, or at least largely.

What I mean by this is that there are too many myths and legends surrounding various aspects of the game that have never been sufficiently answered for many people. For example, some people still believe that Foot Guards are worse at shooting but better in melee, or have more health, or whatever. I've looked through the files and, to my knowledge, the only difference is that Foot Guards have ~15 extra Polearms proficiency, but this is never displayed in-game, so people are free to spread misinformation. I think there should be a stats menu for each unit in the selection screen (which lists troop proficiency and equipment) which would provide a definitive answer on which units are better or worse.

There are a few other myths that could be solved by adding more in-game info too, such as: 1. the existence of bullet drop (and in the same vein, if there is a cosmetic bullet and an invisible bullet), 2. whether aiming for longer provides an accuracy buff, 3. the reach and speed of an up or down attack,(if you are talking about in game stats for weapons to show and maybe some other stuff I can't think of. According to this comment made by Olafson a few years ago (https://www.fsegames.eu/forum/index.php?topic=9743.msg347908#msg347908), no. 1 and 2 are true, but so many people just don't know about them because they aren't displayed in-game.
those would require changes to the client side presentations file. 
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: usnavy30 on August 24, 2017, 10:42:34 pm
3. Also that bots would destroy defenses like in for example - Full Invasion. I know one of the creators usnavy30 still floats around on this forum and taleworlds.
I've been around modding this game for a while now, but I'm no scripter nor do I know how better AI work to prioritize destroying defenses.. far as I know bots just do that if it is in their immediate way to hit a player.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Dazzer on August 25, 2017, 11:26:18 am
Would it be possible to make the unit tab show how many people are playing as a certain rank? For example it would say that 3 people are playing as a British German legion drummer. It could be shown right next to the rank.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Thunderstormer on August 25, 2017, 11:42:18 am
Would it be possible to make the unit tab show how many people are playing as a certain rank? For example it would say that 3 people are playing as a British German legion drummer. It could be shown right next to the rank.
ah, i would say its possible, but it would require a client side change in the presentations file.  plus probably some other changes else where.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Lilja Mariasdóttir on August 25, 2017, 11:50:21 am
Would it be possible to make the unit tab show how many people are playing as a certain rank? For example it would say that 3 people are playing as a British German legion drummer. It could be shown right next to the rank.
ah, i would say its possible, but it would require a client side change in the presentations file.  plus probably some other changes else where.
Only presentation file.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Dazzer on August 25, 2017, 07:43:35 pm
So it could be done in the patch then?
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Almqvist on August 25, 2017, 11:29:51 pm
Theres this bug where sometimes i loose melee 1 v 1's
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Keita on August 25, 2017, 11:36:19 pm
Theres this bug where sometimes i loose melee 1 v 1's
it's called being shit
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Thunderstormer on August 26, 2017, 02:03:28 am
Would it be possible to make the unit tab show how many people are playing as a certain rank? For example it would say that 3 people are playing as a British German legion drummer. It could be shown right next to the rank.
ah, i would say its possible, but it would require a client side change in the presentations file.  plus probably some other changes else where.
Only presentation file.
ah, ok i wasn't sure if you needed to make a script to do all the counting and what not. 

So it could be done in the patch then?
no.    We are making changes to the server side.  that request is changing your client side file.   and while we can fix stuff in the presentation file, you would have to take it and put it on your client to work.

There was one change i did do so far to the present file, and that is too make it show the map name, even on maps where you download or they were modified.(which is the current issue)  I still need to test it.     People could make use of this change, when we release the stuff by putting it on your client side stuff.   but if you are using other mods, like kanades admin tool, then you would have to merge the 2 together.  I don't think it would be worth giving up his tool, just so the map name in show game rules works.(which people ignore anyways, and just go straight to playing)
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Lilja Mariasdóttir on August 26, 2017, 07:33:14 am
There was one change i did do so far to the present file, and that is too make it show the map name, even on maps where you download or they were modified.(which is the current issue)  I still need to test it.     People could make use of this change, when we release the stuff by putting it on your client side stuff.   but if you are using other mods, like kanades admin tool, then you would have to merge the 2 together.  I don't think it would be worth giving up his tool, just so the map name in show game rules works.(which people ignore anyways, and just go straight to playing)
Didnt know this wont be a real patch. The admintool will be updated later of course (especially the french light officer, which doesnt trigger the officeraimscript, through the fse bug).
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Mohawky on August 29, 2017, 09:01:42 am
I for one would love to see a new update - but not if it breaks my maps and gameplay on the Rebirth Man vs Bots Siege server   :-[

Making bots destroy barricades automatically would certainly do that. We once tested this with a script and games ended four or five minutes after start with complete overrun of the players.
Now, if just bot sappers were able to do that, or there was some map choice system available for the designer to say which bots were allowed to do it, that would be cool.

TNT
Our biggest troll problem - One big help would be the ability of the server to ban TNT from one team or the other - not globally, by map as it stands at present. Ideally, I would like to ban the human team from having TNT (Team 1) but allow it for the Bot Commanders (Team 2)

Troop types / percentages by team, not globally
Similarly - I would like to see the proportions of troop types set per team - not globally for both teams - So Team 1 (Humans) might consist of a mix of troop types - whilst Team 2 (Bots) I can set (ideally per MAP) which troop types will spawn. For example some maps i'd like only Bot sailors and Marines, on others only Cavalry etc. This would open up gameplay and immersion possibilities quite a lot.

For testing maps - in single player etc - I want to be able to control which types of bots spawn - to abide by the percentages I set, without having a player on the team to activate them. (0 Player activation)

Nation Selection by map
Give the map maker the ability to specify which nations will be used on the map, and in which teams.

Map naming
- never understood why we have to rename maps to mconform to the existing list, and cant simply name them as we wish. Is it possible this system can be revised? Create a map, name it what you wish, set the mode, put it in the game - it plays. At the moment, I have 36 maps on server by the end of this week. I have very few options in siege map names left to use as renames. (I know, I can use Custom - but these are impossible to test in Siege mode unless on a test server - and I don't often have the time to do that)

Grenades
- explosive and incendiary - both types - proper models, proper radius blast effect, both as map makers choice to activate per map, or not. And ideally, per team. There are lots of scripts around for this - adding them to the game makes sense.

Glitching defences
We have earthworks and planks disabled on the server since they were used to glitch doorways etc. The earthwork glitch of continuous digging is particularly bad. Would be nice if that was cured.

Bot Glitches
Cure the inability of bots to hit a kneeling player (PLEASE!)
Stop bots running backwards when following a bot com

Formation command additions
A proper square!
March column
Board / disembark boats (wish list - see below)
The ability of the server to disallow loose formations for line infantry (this would stop some of the problems of unit spread on servers like EUCommander)

Cannon glitches
2nd round of a game, many cannon (swivels etc) float by a couple of feet off the walls etc they were attached to - would be nice to fix.

Boats
Boats with fixed player/bot seating positions + boat swivels that work would be cool.
Wishlist - Bots able to take assigned seating positions in boats on command (see above) that a bot com would navigate.

Wagons
At the moment, we construct wagons from two carts stuck together. Could we please have a period supply wagon, an ammunition wagon, a Larry Ambulance, a foot cannon limber, a horse artillery limber and a generals coach to use as map props? Plus a wagon harness wearing horse?


Question
I have no idea if this is true or not - I was told that a lot of lag is caused, particularly in Siege and Capture the flag modes, by the game constantly checking every entities position in relation to the flag? Bots and horses included? If this is so, why? Bots and horses cant take flags, only players. If true, a fix where bots and horses are excluded from this check might lessen server lag problems.

Missing map editor models
- there are quite a few editor model sets that are missing a part that makes the set whole - for example there's a Spanish Wall Corner, A Spanish Wall gateway, but no actual Spanish Wall. Which makes their use somewhat limited. No palm trees for desert maps?
Any chance we can get additional models to cover the missing stuff? I can supply a list and pointers.

Mapmaking
One huge bonus for mappers would be some kind of copy paste system - create a tower and contents for example, then highlight it all and save it - and be able to add and paste it again from a file folder on any map you do afterwards. This would save so much time and effort. Stocking weapon racks is a tedious task when as a server we are trying too use almost every type and have multiple armouries etc.

Admin Tools:
In Rebirth we try and ensure that Bot Coms whom don't/wont/cant command their bots are swapped quickly, as this ruins the games for everyone. But its quite difficult at times to know which bots belong to which players when admin is in spec. Ideally - admins should be able to see bot flags and player flags when in spec (optional setting?)

Or click on a bot com and his bots flags appear?

Admins in spec should be able to see ALL chat - both teams chat, global, spec and deadspeak
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Mohawky on August 29, 2017, 10:22:47 am
One last thing - player nations in NW?

Some mods in the past - like the 1812 mod for North American Napoleonics added USA, Canadian and Indian units, others have added various nations unit skins and factions such as the Ottoman Turks, Spanish, Portuguese etc.

The 1812 mod also had some excellent texture additions for north American log forts etc.

Is it possible these can be included as choices in the main game?
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Thunderstormer on August 29, 2017, 11:56:33 am
I for one would love to see a new update - but not if it breaks my maps and gameplay on the Rebirth Man vs Bots Siege server   :-[
we are planning on making it compatable with teh current client.  if your server has a lot of scripts, it may be easier to just bring the changes over that you want from our files.
Making bots destroy barricades automatically would certainly do that. We once tested this with a script and games ended four or five minutes after start with complete overrun of the players.
Now, if just bot sappers were able to do that, or there was some map choice system available for the designer to say which bots were allowed to do it, that would be cool.
we are not putting this in.  that is something people can make for their own servers, if they want to have it. 
TNT
Our biggest troll problem - One big help would be the ability of the server to ban TNT from one team or the other - not globally, by map as it stands at present. Ideally, I would like to ban the human team from having TNT (Team 1) but allow it for the Bot Commanders (Team 2)
we are not putting this in.  that is something people can make for their own servers, if they want to have it. 
Troop types / percentages by team, not globally
Similarly - I would like to see the proportions of troop types set per team - not globally for both teams - So Team 1 (Humans) might consist of a mix of troop types - whilst Team 2 (Bots) I can set (ideally per MAP) which troop types will spawn. For example some maps i'd like only Bot sailors and Marines, on others only Cavalry etc. This would open up gameplay and immersion possibilities quite a lot.
we are not putting this in.  that is something people can make for their own servers, if they want to have it. 
For testing maps - in single player etc - I want to be able to control which types of bots spawn - to abide by the percentages I set, without having a player on the team to activate them. (0 Player activation)
we are not putting this in.  that is something people can make for their own servers(or client for SP), if they want to have it. 
Map naming
- never understood why we have to rename maps to mconform to the existing list, and cant simply name them as we wish. Is it possible this system can be revised? Create a map, name it what you wish, set the mode, put it in the game - it plays. At the moment, I have 36 maps on server by the end of this week. I have very few options in siege map names left to use as renames. (I know, I can use Custom - but these are impossible to test in Siege mode unless on a test server - and I don't often have the time to do that)
it requires more than just adding a new map name in the folder.  it requires changes else where in various other files including client side. 
Grenades
- explosive and incendiary - both types - proper models, proper radius blast effect, both as map makers choice to activate per map, or not. And ideally, per team. There are lots of scripts around for this - adding them to the game makes sense.
we are not putting this in.  that is something people can make for their own servers, if they want to have it. 
Glitching defences
We have earthworks and planks disabled on the server since they were used to glitch doorways etc. The earthwork glitch of continuous digging is particularly bad. Would be nice if that was cured.
we fixed the earthworks going into the sky.   as for planks, we are not nerfing them on our end, but if you can find a way that makes you happy, go for it. 
Bot Glitches
Cure the inability of bots to hit a kneeling player (PLEASE!)
Stop bots running backwards when following a bot com
ehh ill ask vince, but idk about these 2.
Formation command additions
A proper square!
March column
Board / disembark boats (wish list - see below)
The ability of the server to disallow loose formations for line infantry (this would stop some of the problems of unit spread on servers like EUCommander)
we are not putting this in.  that is something people can make for their own servers, if they want to have it, if it is possible. 
Cannon glitches
2nd round of a game, many cannon (swivels etc) float by a couple of feet off the walls etc they were attached to - would be nice to fix.
i know about this, but i believe it is a prop issue.  ill talk to vince if its fixable and if it would break clients compatibility. 
Boats
Boats with fixed player/bot seating positions + boat swivels that work would be cool.
Wishlist - Bots able to take assigned seating positions in boats on command (see above) that a bot com would navigate.
we are not putting this in.  that is something people can make for their own servers, if they want to have it/if its possible. 
Wagons
At the moment, we construct wagons from two carts stuck together. Could we please have a period supply wagon, an ammunition wagon, a Larry Ambulance, a foot cannon limber, a horse artillery limber and a generals coach to use as map props? Plus a wagon harness wearing horse?
afaik we are not adding new props 

Question
I have no idea if this is true or not - I was told that a lot of lag is caused, particularly in Siege and Capture the flag modes, by the game constantly checking every entities position in relation to the flag? Bots and horses included? If this is so, why? Bots and horses cant take flags, only players. If true, a fix where bots and horses are excluded from this check might lessen server lag problems.
idk if they have lag problems or not.  siege seems to be fine from the years i played on it, unless its a full server.  i dont play CTF.   and more than likely without looking this second, the game is going through checking all agents, then checking if they are a player, and if they are on horseback or not already, then seeing if they are near the flag(s) 
Missing map editor models
- there are quite a few editor model sets that are missing a part that makes the set whole - for example there's a Spanish Wall Corner, A Spanish Wall gateway, but no actual Spanish Wall. Which makes their use somewhat limited. No palm trees for desert maps?
Any chance we can get additional models to cover the missing stuff? I can supply a list and pointers.
afaik, we dont plan on adding new props. 
Mapmaking
One huge bonus for mappers would be some kind of copy paste system - create a tower and contents for example, then highlight it all and save it - and be able to add and paste it again from a file folder on any map you do afterwards. This would save so much time and effort. Stocking weapon racks is a tedious task when as a server we are trying too use almost every type and have multiple armouries etc.
i believe that is an engine thing, but i will ask vince.   as for armories.   as a map maker myself, i would limit the amount of unnecessary props on the map.  every candle, food, barrel, weapon rack that serves no purpose(if you have it so weapons can be grabbed from the rack, that is an exception) is just another thing to download, and another thing to make it harder for people to run the game smoothly.  as a player, i don't want to spend 2 minutes downloading.   i hate even a minute of downloading.  i have been on a few siege servers where the map is small, but the download is super long because of all the unneeded crap they put down that no one will ever see, or pass on the way to the fort.  i would rather have a smooth experience than an fps hit because the map looks pretty.   there is a balance that can be had where it looks nice, but runs nice as well
Admin Tools:
In Rebirth we try and ensure that Bot Coms whom don't/wont/cant command their bots are swapped quickly, as this ruins the games for everyone. But its quite difficult at times to know which bots belong to which players when admin is in spec. Ideally - admins should be able to see bot flags and player flags when in spec (optional setting?)

Or click on a bot com and his bots flags appear?
client side thing regarding the presentations file.
Admins in spec should be able to see ALL chat - both teams chat, global, spec and deadspeak
afaik, regular team/all chat cant be fiddled with(havent really looked into it), but even if it could, that would be a server thing, not in a patch for all. 

One last thing - player nations in NW?

Some mods in the past - like the 1812 mod for North American Napoleonics added USA, Canadian and Indian units, others have added various nations unit skins and factions such as the Ottoman Turks, Spanish, Portuguese etc.

The 1812 mod also had some excellent texture additions for north American log forts etc.

Is it possible these can be included as choices in the main game?
we are not planning on adding any new units, factions, etc,.


well, i think i got them all.   
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Thunderstormer on September 03, 2017, 11:55:39 am
i believe we are getting near the end of work for this patch.  so with that being said, is there any bugs that haven't been mentioned already that you think are fixable?  i will probably update the server today with some of the latest changes.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: McPero on September 03, 2017, 11:33:36 pm
There's a really annoying glitch with hitboxes when an enemy is stabbed/kicked there is a certain amount of time where you can't stab him because your stab will go straight through his hitbox and into the guy behind him, probably should do something about that if it is possible to fix it. nerf s key plox

https://www.youtube.com/watch?v=vKJcnlRasOs

Edit: Added the example
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Mohawky on September 05, 2017, 08:32:14 am
A couple more

Cannon ammo boxes always auto spawn to the left of the piece a certain distance away. For some placements this is not useful. Is there any way the position can be set by a variation number - left, right, behind  ?   Also, there are separate cannon ammo box props - but they does not supply ammo - could these be activated to supply the relevant ammo for the box?

Conditional AI mesh faces  -  some games I've worked on before that have AI meshing systems similar to M&B have a "conditional" mesh face where the face itself is linked by variance number to a prop object on the map. The linked conditional face only comes into operation (it is entirely ignored by route finding) if the prop it is linked to is destroyed - thus allowing breaches in defences that bots will ignore if prop intact - but use if prop destroyed. This is probably beyond the remit of your update, but thought i'd ask anyway, just in case.

Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Thunderstormer on September 05, 2017, 10:25:27 am
A couple more

Cannon ammo boxes always auto spawn to the left of the piece a certain distance away. For some placements this is not useful. Is there any way the position can be set by a variation number - left, right, behind  ?   Also, there are separate cannon ammo box props - but they does not supply ammo - could these be activated to supply the relevant ammo for the box?

Conditional AI mesh faces  -  some games I've worked on before that have AI meshing systems similar to M&B have a "conditional" mesh face where the face itself is linked by variance number to a prop object on the map. The linked conditional face only comes into operation (it is entirely ignored by route finding) if the prop it is linked to is destroyed - thus allowing breaches in defences that bots will ignore if prop intact - but use if prop destroyed. This is probably beyond the remit of your update, but thought i'd ask anyway, just in case.

you might be able to make variations, but it is something we wont do.  If the ammo is not in an ideal place, then another solution is the map maker can work to make it better. 

you could make a script that turns all those props into props you can grab ammo out of. 

eh, idk if it is possible or not with warband.   you might be able to, but that would be a lot of work.   the ai isn't the best to begin with, so testing wouldn't be easy. 
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Vincenzo on September 05, 2017, 01:28:41 pm
A couple more

Cannon ammo boxes always auto spawn to the left of the piece a certain distance away. For some placements this is not useful. Is there any way the position can be set by a variation number - left, right, behind  ?   Also, there are separate cannon ammo box props - but they does not supply ammo - could these be activated to supply the relevant ammo for the box?

Conditional AI mesh faces  -  some games I've worked on before that have AI meshing systems similar to M&B have a "conditional" mesh face where the face itself is linked by variance number to a prop object on the map. The linked conditional face only comes into operation (it is entirely ignored by route finding) if the prop it is linked to is destroyed - thus allowing breaches in defences that bots will ignore if prop intact - but use if prop destroyed. This is probably beyond the remit of your update, but thought i'd ask anyway, just in case.
Good ideas, I've thought about the cannon box problems spawning.. but your idea won't work, cannons already have variation ID's that are in use, the first is the rotation limit, the second is the wall connection, meaning you can assign it to a wall so when a wall dies the cannon despawns too.

Another idea could be to allow mappers to place boxes close to cannons themselves, and a script checks them, if their very close etc, it doesent spawn a box on the default location but instead on the place where the mapper placed it.. Can't promise we will make that though.

About AI, I'ts all pretty much in-engine stuff which we have no access to... so.. I would say you can drop it in the suggestion box for the new Mount & blade and hope for the best.



There's a really annoying glitch with hitboxes when an enemy is stabbed/kicked there is a certain amount of time where you can't stab him because your stab will go straight through his hitbox and into the guy behind him, probably should do something about that if it is possible to fix it. nerf s key plox

https://www.youtube.com/watch?v=vKJcnlRasOs

Edit: Added the example
13:23 - Daegoth_TW: yup seen it. fixing this might cause other things to change as well
13:25 - Daegoth_TW: it is closely related with horse charges, and i wouldn't want to change anything related to that area. it might change some of the combat styles completely
13:29 - FSE_Vincenzo: alright too bad.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: shadow770 on September 06, 2017, 12:49:01 am
this thread is embaressing
you seriously want to patch a game which has been out for 5 years
its base game for 7 years
that lost most of its cult following years ago
and that the sequel bcof should have been out years ago for it?
honestly, your patching this game?
like who gives a flying you know what about nw anymore

sad
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: shadow770 on September 06, 2017, 12:56:07 am
I for one would love to see a new update - but not if it breaks my maps and gameplay on the Rebirth Man vs Bots Siege server   :-[
we are planning on making it compatable with teh current client.  if your server has a lot of scripts, it may be easier to just bring the changes over that you want from our files.
Making bots destroy barricades automatically would certainly do that. We once tested this with a script and games ended four or five minutes after start with complete overrun of the players.
Now, if just bot sappers were able to do that, or there was some map choice system available for the designer to say which bots were allowed to do it, that would be cool.
we are not putting this in.  that is something people can make for their own servers, if they want to have it. 
TNT
Our biggest troll problem - One big help would be the ability of the server to ban TNT from one team or the other - not globally, by map as it stands at present. Ideally, I would like to ban the human team from having TNT (Team 1) but allow it for the Bot Commanders (Team 2)
we are not putting this in.  that is something people can make for their own servers, if they want to have it. 
Troop types / percentages by team, not globally
Similarly - I would like to see the proportions of troop types set per team - not globally for both teams - So Team 1 (Humans) might consist of a mix of troop types - whilst Team 2 (Bots) I can set (ideally per MAP) which troop types will spawn. For example some maps i'd like only Bot sailors and Marines, on others only Cavalry etc. This would open up gameplay and immersion possibilities quite a lot.
we are not putting this in.  that is something people can make for their own servers, if they want to have it. 
For testing maps - in single player etc - I want to be able to control which types of bots spawn - to abide by the percentages I set, without having a player on the team to activate them. (0 Player activation)
we are not putting this in.  that is something people can make for their own servers(or client for SP), if they want to have it. 
Map naming
- never understood why we have to rename maps to mconform to the existing list, and cant simply name them as we wish. Is it possible this system can be revised? Create a map, name it what you wish, set the mode, put it in the game - it plays. At the moment, I have 36 maps on server by the end of this week. I have very few options in siege map names left to use as renames. (I know, I can use Custom - but these are impossible to test in Siege mode unless on a test server - and I don't often have the time to do that)
it requires more than just adding a new map name in the folder.  it requires changes else where in various other files including client side. 
Grenades
- explosive and incendiary - both types - proper models, proper radius blast effect, both as map makers choice to activate per map, or not. And ideally, per team. There are lots of scripts around for this - adding them to the game makes sense.
we are not putting this in.  that is something people can make for their own servers, if they want to have it. 
Glitching defences
We have earthworks and planks disabled on the server since they were used to glitch doorways etc. The earthwork glitch of continuous digging is particularly bad. Would be nice if that was cured.
we fixed the earthworks going into the sky.   as for planks, we are not nerfing them on our end, but if you can find a way that makes you happy, go for it. 
Bot Glitches
Cure the inability of bots to hit a kneeling player (PLEASE!)
Stop bots running backwards when following a bot com
ehh ill ask vince, but idk about these 2.
Formation command additions
A proper square!
March column
Board / disembark boats (wish list - see below)
The ability of the server to disallow loose formations for line infantry (this would stop some of the problems of unit spread on servers like EUCommander)
we are not putting this in.  that is something people can make for their own servers, if they want to have it, if it is possible. 
Cannon glitches
2nd round of a game, many cannon (swivels etc) float by a couple of feet off the walls etc they were attached to - would be nice to fix.
i know about this, but i believe it is a prop issue.  ill talk to vince if its fixable and if it would break clients compatibility. 
Boats
Boats with fixed player/bot seating positions + boat swivels that work would be cool.
Wishlist - Bots able to take assigned seating positions in boats on command (see above) that a bot com would navigate.
we are not putting this in.  that is something people can make for their own servers, if they want to have it/if its possible. 
Wagons
At the moment, we construct wagons from two carts stuck together. Could we please have a period supply wagon, an ammunition wagon, a Larry Ambulance, a foot cannon limber, a horse artillery limber and a generals coach to use as map props? Plus a wagon harness wearing horse?
afaik we are not adding new props 

Question
I have no idea if this is true or not - I was told that a lot of lag is caused, particularly in Siege and Capture the flag modes, by the game constantly checking every entities position in relation to the flag? Bots and horses included? If this is so, why? Bots and horses cant take flags, only players. If true, a fix where bots and horses are excluded from this check might lessen server lag problems.
idk if they have lag problems or not.  siege seems to be fine from the years i played on it, unless its a full server.  i dont play CTF.   and more than likely without looking this second, the game is going through checking all agents, then checking if they are a player, and if they are on horseback or not already, then seeing if they are near the flag(s) 
Missing map editor models
- there are quite a few editor model sets that are missing a part that makes the set whole - for example there's a Spanish Wall Corner, A Spanish Wall gateway, but no actual Spanish Wall. Which makes their use somewhat limited. No palm trees for desert maps?
Any chance we can get additional models to cover the missing stuff? I can supply a list and pointers.
afaik, we dont plan on adding new props. 
Mapmaking
One huge bonus for mappers would be some kind of copy paste system - create a tower and contents for example, then highlight it all and save it - and be able to add and paste it again from a file folder on any map you do afterwards. This would save so much time and effort. Stocking weapon racks is a tedious task when as a server we are trying too use almost every type and have multiple armouries etc.
i believe that is an engine thing, but i will ask vince.   as for armories.   as a map maker myself, i would limit the amount of unnecessary props on the map.  every candle, food, barrel, weapon rack that serves no purpose(if you have it so weapons can be grabbed from the rack, that is an exception) is just another thing to download, and another thing to make it harder for people to run the game smoothly.  as a player, i don't want to spend 2 minutes downloading.   i hate even a minute of downloading.  i have been on a few siege servers where the map is small, but the download is super long because of all the unneeded crap they put down that no one will ever see, or pass on the way to the fort.  i would rather have a smooth experience than an fps hit because the map looks pretty.   there is a balance that can be had where it looks nice, but runs nice as well
Admin Tools:
In Rebirth we try and ensure that Bot Coms whom don't/wont/cant command their bots are swapped quickly, as this ruins the games for everyone. But its quite difficult at times to know which bots belong to which players when admin is in spec. Ideally - admins should be able to see bot flags and player flags when in spec (optional setting?)

Or click on a bot com and his bots flags appear?
client side thing regarding the presentations file.
Admins in spec should be able to see ALL chat - both teams chat, global, spec and deadspeak
afaik, regular team/all chat cant be fiddled with(havent really looked into it), but even if it could, that would be a server thing, not in a patch for all. 

One last thing - player nations in NW?

Some mods in the past - like the 1812 mod for North American Napoleonics added USA, Canadian and Indian units, others have added various nations unit skins and factions such as the Ottoman Turks, Spanish, Portuguese etc.

The 1812 mod also had some excellent texture additions for north American log forts etc.

Is it possible these can be included as choices in the main game?
we are not planning on adding any new units, factions, etc,.


well, i think i got them all.

i read this and facepalm
to think of all this indepth thought your having about a game thats FIVE YEARS OLD and nobody gives a monkey about anymore

please.. let it die...
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: tired on September 06, 2017, 01:45:24 am
Haven't heard about class limits on commander battle game modes. Can that be implemented?
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Mohawky on September 07, 2017, 10:55:26 am
I for one would love to see a new update - but not if it breaks my maps and gameplay on the Rebirth Man vs Bots Siege server   :-[
we are planning on making it compatable with teh current client.  if your server has a lot of scripts, it may be easier to just bring the changes over that you want from our files.
Making bots destroy barricades automatically would certainly do that. We once tested this with a script and games ended four or five minutes after start with complete overrun of the players.
Now, if just bot sappers were able to do that, or there was some map choice system available for the designer to say which bots were allowed to do it, that would be cool.
we are not putting this in.  that is something people can make for their own servers, if they want to have it. 
TNT
Our biggest troll problem - One big help would be the ability of the server to ban TNT from one team or the other - not globally, by map as it stands at present. Ideally, I would like to ban the human team from having TNT (Team 1) but allow it for the Bot Commanders (Team 2)
we are not putting this in.  that is something people can make for their own servers, if they want to have it. 
Troop types / percentages by team, not globally
Similarly - I would like to see the proportions of troop types set per team - not globally for both teams - So Team 1 (Humans) might consist of a mix of troop types - whilst Team 2 (Bots) I can set (ideally per MAP) which troop types will spawn. For example some maps i'd like only Bot sailors and Marines, on others only Cavalry etc. This would open up gameplay and immersion possibilities quite a lot.
we are not putting this in.  that is something people can make for their own servers, if they want to have it. 
For testing maps - in single player etc - I want to be able to control which types of bots spawn - to abide by the percentages I set, without having a player on the team to activate them. (0 Player activation)
we are not putting this in.  that is something people can make for their own servers(or client for SP), if they want to have it. 
Map naming
- never understood why we have to rename maps to mconform to the existing list, and cant simply name them as we wish. Is it possible this system can be revised? Create a map, name it what you wish, set the mode, put it in the game - it plays. At the moment, I have 36 maps on server by the end of this week. I have very few options in siege map names left to use as renames. (I know, I can use Custom - but these are impossible to test in Siege mode unless on a test server - and I don't often have the time to do that)
it requires more than just adding a new map name in the folder.  it requires changes else where in various other files including client side. 
Grenades
- explosive and incendiary - both types - proper models, proper radius blast effect, both as map makers choice to activate per map, or not. And ideally, per team. There are lots of scripts around for this - adding them to the game makes sense.
we are not putting this in.  that is something people can make for their own servers, if they want to have it. 
Glitching defences
We have earthworks and planks disabled on the server since they were used to glitch doorways etc. The earthwork glitch of continuous digging is particularly bad. Would be nice if that was cured.
we fixed the earthworks going into the sky.   as for planks, we are not nerfing them on our end, but if you can find a way that makes you happy, go for it. 
Bot Glitches
Cure the inability of bots to hit a kneeling player (PLEASE!)
Stop bots running backwards when following a bot com
ehh ill ask vince, but idk about these 2.
Formation command additions
A proper square!
March column
Board / disembark boats (wish list - see below)
The ability of the server to disallow loose formations for line infantry (this would stop some of the problems of unit spread on servers like EUCommander)
we are not putting this in.  that is something people can make for their own servers, if they want to have it, if it is possible. 
Cannon glitches
2nd round of a game, many cannon (swivels etc) float by a couple of feet off the walls etc they were attached to - would be nice to fix.
i know about this, but i believe it is a prop issue.  ill talk to vince if its fixable and if it would break clients compatibility. 
Boats
Boats with fixed player/bot seating positions + boat swivels that work would be cool.
Wishlist - Bots able to take assigned seating positions in boats on command (see above) that a bot com would navigate.
we are not putting this in.  that is something people can make for their own servers, if they want to have it/if its possible. 
Wagons
At the moment, we construct wagons from two carts stuck together. Could we please have a period supply wagon, an ammunition wagon, a Larry Ambulance, a foot cannon limber, a horse artillery limber and a generals coach to use as map props? Plus a wagon harness wearing horse?
afaik we are not adding new props 

Question
I have no idea if this is true or not - I was told that a lot of lag is caused, particularly in Siege and Capture the flag modes, by the game constantly checking every entities position in relation to the flag? Bots and horses included? If this is so, why? Bots and horses cant take flags, only players. If true, a fix where bots and horses are excluded from this check might lessen server lag problems.
idk if they have lag problems or not.  siege seems to be fine from the years i played on it, unless its a full server.  i dont play CTF.   and more than likely without looking this second, the game is going through checking all agents, then checking if they are a player, and if they are on horseback or not already, then seeing if they are near the flag(s) 
Missing map editor models
- there are quite a few editor model sets that are missing a part that makes the set whole - for example there's a Spanish Wall Corner, A Spanish Wall gateway, but no actual Spanish Wall. Which makes their use somewhat limited. No palm trees for desert maps?
Any chance we can get additional models to cover the missing stuff? I can supply a list and pointers.
afaik, we dont plan on adding new props. 
Mapmaking
One huge bonus for mappers would be some kind of copy paste system - create a tower and contents for example, then highlight it all and save it - and be able to add and paste it again from a file folder on any map you do afterwards. This would save so much time and effort. Stocking weapon racks is a tedious task when as a server we are trying too use almost every type and have multiple armouries etc.
i believe that is an engine thing, but i will ask vince.   as for armories.   as a map maker myself, i would limit the amount of unnecessary props on the map.  every candle, food, barrel, weapon rack that serves no purpose(if you have it so weapons can be grabbed from the rack, that is an exception) is just another thing to download, and another thing to make it harder for people to run the game smoothly.  as a player, i don't want to spend 2 minutes downloading.   i hate even a minute of downloading.  i have been on a few siege servers where the map is small, but the download is super long because of all the unneeded crap they put down that no one will ever see, or pass on the way to the fort.  i would rather have a smooth experience than an fps hit because the map looks pretty.   there is a balance that can be had where it looks nice, but runs nice as well
Admin Tools:
In Rebirth we try and ensure that Bot Coms whom don't/wont/cant command their bots are swapped quickly, as this ruins the games for everyone. But its quite difficult at times to know which bots belong to which players when admin is in spec. Ideally - admins should be able to see bot flags and player flags when in spec (optional setting?)

Or click on a bot com and his bots flags appear?
client side thing regarding the presentations file.
Admins in spec should be able to see ALL chat - both teams chat, global, spec and deadspeak
afaik, regular team/all chat cant be fiddled with(havent really looked into it), but even if it could, that would be a server thing, not in a patch for all. 

One last thing - player nations in NW?

Some mods in the past - like the 1812 mod for North American Napoleonics added USA, Canadian and Indian units, others have added various nations unit skins and factions such as the Ottoman Turks, Spanish, Portuguese etc.

The 1812 mod also had some excellent texture additions for north American log forts etc.

Is it possible these can be included as choices in the main game?
we are not planning on adding any new units, factions, etc,.


well, i think i got them all.

i read this and facepalm
to think of all this indepth thought your having about a game thats FIVE YEARS OLD and nobody gives a monkey about anymore

please.. let it die...

I read this and facepalmed several times in fact, firstly over why someone who thinks a game is dead is haunting its forums still, like a ghost of Christmas past, secondly over why they would make a brand new account to post about it, and thirdly over the absolutely "butthurt troll who was recently banned on our server" style of posting.

Yep, five years old it may be, but we have a server that's frequently maxed out at its 85 cap limit - running an average session of between 30 to 60 people most of the time. Last week 673 separate GUID's played on it, and that's a quiet week. We have 28 admin all of whom participate and most of whom are long term. So for a game nobody gives a monkey about, its still pretty popular. Whilst it is, we will continue to provide a server for people to enjoy, irrespective of your entirely irrelevant opinion.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Vincenzo on September 07, 2017, 10:57:49 am
Yep, five years old it may be, but we have a server that's frequently maxed out at its 85 cap limit - running an average session of between 30 to 60 people most of the time. Last week 673 separate GUID's played on it, and that's a quiet week. We have 28 admin all of whom participate and most of whom are long term. So for a game nobody gives a monkey about, its still pretty popular. Whilst it is, we will continue to provide a server for people to enjoy, irrespective of your entirely irrelevant opinion.
Thank you for running your server, thank you for your continued support and i hope we can continue to make the game fun to play.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Riddlez on September 07, 2017, 11:12:11 am
Probably someone's dupe account anyway.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Mohawky on September 27, 2017, 08:55:20 am
Yep, five years old it may be, but we have a server that's frequently maxed out at its 85 cap limit - running an average session of between 30 to 60 people most of the time. Last week 673 separate GUID's played on it, and that's a quiet week. We have 28 admin all of whom participate and most of whom are long term. So for a game nobody gives a monkey about, its still pretty popular. Whilst it is, we will continue to provide a server for people to enjoy, irrespective of your entirely irrelevant opinion.
Thank you for running your server, thank you for your continued support and i hope we can continue to make the game fun to play.

Thanks for the reply. Looking at the replies throughout the thread to the various requests and suggestions, it seems you are extremely limited in what you can do, or wish to do to support non-reg-line battle modes of play, or able to correct so many prop / editor flaws and omissions, and especially bot and AI flaws. Tinkering around the edges with the minutiae of the melee system isn't going to make a blind bit of difference to new players or their retention, nor will it bring back old players that have already given up on it. You need to refresh the game, but most of the stuff that would do that you've said no to, especially in the game mode we support. Which leads me to the conclusion our server probably has maybe six months left. Its been fun, but time I think, to put our effort into something elsewhere that will get some support.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Thunderstormer on September 30, 2017, 02:53:42 am
With the help of Grozni, we should now have flag bearers and musicians for each regiment that has them and play music in CB.  He supplied most of the stuff, and i took it and applied it, while tweaking and adding to it.  On top of that, class limits now work on CB, so no more heavy cav spam, or other annoying spam that you can see in CB .  obviously there are a  lot variables to be tested.   I am still tweaking it as we speak but from what i seen, it works.   you can find more specifics in the test server thread. 

The trees were updated as well, so the main branches should stop bullets among other things.  The main tree trunk should be better overall as well. 

i think that is the main stuff i wanted to cover for now.   if anything else comes to mind, i'll just edit this or make a new post. 
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Mohawky on October 03, 2017, 11:49:35 am
With the help of Grozni, we should now have flag bearers and musicians for each regiment that has them and play music in CB.  He supplied most of the stuff, and i took it and applied it, while tweaking and adding to it.  On top of that, class limits now work on CB, so no more heavy cav spam, or other annoying spam that you can see in CB .  obviously there are a  lot variables to be tested.   I am still tweaking it as we speak but from what i seen, it works.   you can find more specifics in the test server thread. 

The trees were updated as well, so the main branches should stop bullets among other things.  The main tree trunk should be better overall as well. 

i think that is the main stuff i wanted to cover for now.   if anything else comes to mind, i'll just edit this or make a new post.

Sounds cool, will make commander battle servers much easier. Will this change also affect Bot Siege Servers?
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Thunderstormer on October 03, 2017, 09:46:13 pm
With the help of Grozni, we should now have flag bearers and musicians for each regiment that has them and play music in CB.  He supplied most of the stuff, and i took it and applied it, while tweaking and adding to it.  On top of that, class limits now work on CB, so no more heavy cav spam, or other annoying spam that you can see in CB .  obviously there are a  lot variables to be tested.   I am still tweaking it as we speak but from what i seen, it works.   you can find more specifics in the test server thread. 

The trees were updated as well, so the main branches should stop bullets among other things.  The main tree trunk should be better overall as well. 

i think that is the main stuff i wanted to cover for now.   if anything else comes to mind, i'll just edit this or make a new post.

Sounds cool, will make commander battle servers much easier. Will this change also affect Bot Siege Servers?
My goal is to make all these com battle changes to only effect com battles currently.  With that said, i have been trying to mark every change in the patch, and when we release the notes and files, it should have a list saying what is what.   so all one would need to do is copy what you like, and bring it over to another mode.   or maybe just remove the checks that make it for com battle.

IDK how those bot servers work when it comes to spawning stuff so i cant tell you how easy it would be to bring it over. 

Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Mohawky on October 04, 2017, 10:42:16 am
With the help of Grozni, we should now have flag bearers and musicians for each regiment that has them and play music in CB.  He supplied most of the stuff, and i took it and applied it, while tweaking and adding to it.  On top of that, class limits now work on CB, so no more heavy cav spam, or other annoying spam that you can see in CB .  obviously there are a  lot variables to be tested.   I am still tweaking it as we speak but from what i seen, it works.   you can find more specifics in the test server thread. 

The trees were updated as well, so the main branches should stop bullets among other things.  The main tree trunk should be better overall as well. 

i think that is the main stuff i wanted to cover for now.   if anything else comes to mind, i'll just edit this or make a new post.

Sounds cool, will make commander battle servers much easier. Will this change also affect Bot Siege Servers?
My goal is to make all these com battle changes to only effect com battles currently.  With that said, i have been trying to mark every change in the patch, and when we release the notes and files, it should have a list saying what is what.   so all one would need to do is copy what you like, and bring it over to another mode.   or maybe just remove the checks that make it for com battle.

IDK how those bot servers work when it comes to spawning stuff so i cant tell you how easy it would be to bring it over.

Cheers, we have our own scripts for bot spawning, including flags, musicians and elites we call berserkers. I was more concerned that a universal change to bot spawning would affect what we already have  :  0 But that seems not to be the case - cheers!
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Xethos on October 07, 2017, 12:44:01 am
Bot fights have been improved for commander battle.

Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/860609824483153946/5DC3DC5394D32B31DA0D340EC9435A6495D869F5/)
[close]
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Thunderstormer on October 07, 2017, 12:58:31 am
high intensity music duels. 

Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/884253484128262614/43C18BA8A5938EEA0AEB6C3AC51038F4041F894E/)
[close]

Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/884253484128262777/0274721E28524F2945506AB2E012F737FAEADB1B/)
[close]

anyways, i think we are done with the patch.  Im not getting any more errors.   The com battle stuff is the hardest to test, and has so many variables, so i hope it works well.   There is some stuff i currently haven't been able to get error free that i took out.   I might see if it can be fixed. it is the part where depending on the unit and instrument, they play # songs they have available.(some units only have 2, other have 5)   i may just post the code, and people can take it from there.    most annoying part is testing it, and seeing what is wrong, because that requires more than one person.  and i dont like wasting peoples time. 
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: PhilosophicalPhilosopher on November 27, 2017, 08:44:46 pm
Fix unblockable
Fix sideblock glitch
Fix pokes
Make everyplayers ping 0
Make people regen health
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Butler on November 28, 2017, 01:34:46 am
Fix unblockable
Fix sideblock glitch
Fix pokes
Make everyplayers ping 0
Make people regen health
yes
yes
yes
die
wtf
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Vincenzo on November 28, 2017, 10:39:41 am
Fix unblockable
Fix sideblock glitch
Fix pokes
Make everyplayers ping 0
Make people regen health
Done
Done
reduced it a bit
impossible
no.


THe patch is going good guys, please keep giving us suggestions and bug reports, before it's too late, your last chance is now. if you need anything changed..
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Nero_ on November 28, 2017, 10:41:07 am
Fix unblockable
Fix sideblock glitch
Fix pokes
Make everyplayers ping 0
Make people regen health
Done
Done
reduced it a bit
impossible
no.


THe patch is going good guys, please keep giving us suggestions and bug reports, before it's too late, your last chance is now. if you need anything changed..
VERY NICE
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Knightmare on November 28, 2017, 10:41:19 am
Remove Chambers
ez
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Fwuffy on November 28, 2017, 10:41:39 am
you fixed the sideblock glitch? wtfff???? fucking legends actually i love u
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Nero_ on November 28, 2017, 10:42:47 am
X wants health to regen so that when Voluble is in a 1v1 it'll last even longer
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Fwuffy on November 28, 2017, 10:44:21 am
X wants health to regen so that when Voluble is in a 1v1 it'll last even longer
xd i want sideblock fixed because it affects even autoblock when it shows correct block but does side SAD
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Keita on November 28, 2017, 12:49:48 pm
oh nice
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Janne on November 28, 2017, 01:33:22 pm
plz dont touch the down attack

t. 5k hours of only using the down attack
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Keita on November 28, 2017, 01:39:35 pm
^
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Wursti on November 28, 2017, 10:05:29 pm
plz dont touch the down attack

t. 5k hours of only using the down attack

lies u used up attacks when i started blocking only !!!!
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Knightmare on November 28, 2017, 10:28:32 pm
Remove Chambers
ez
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Mohawky on November 29, 2017, 12:01:28 am
Christmas present wish list  :  )

Fix bots being unable to melee hit kneeling players

Fix bots all spawning on a single entry point and ignoring all others on 2nd round of a game

Please give some way of disabling TNT per team, not globally
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Lilja Mariasdóttir on December 04, 2017, 09:51:32 pm
After I was now asked from several people again to the clientplans, here 3 points to the now planned client changes, that would be a global help and almost no work:

1. Do not break any servermods, make both versions compatible, or many old servermods wont be playable anymore.

2. Add a bunch of buttons, that send a special variable to a server. Servers can use them then for so much more mods, but dont have to.

3. Add a client event, that alters the position of agent-attached scene props. There is so much you could do more then. At the moment all props get put to hip hight (for ctf), which limits the use.

And probably let someone more experienced than thunderstormer look over all of it, before publishing the patch. Also you might not want to add too much "bigger", unnecessary stuff, that is already around as mods and only of limited use.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Thunderstormer on December 04, 2017, 09:57:50 pm
After I was now asked from several people again to the clientplans, here 3 points to the now planned client changes, that would be a global help and almost no work:

1. Do not break any servermods, make both versions compatible, or many old servermods wont be playable anymore.

2. Add a bunch of buttons, that send a special variable to a server. Servers can use them then for so much more mods, but dont have to.

3. Add a client event, that alters the position of agent-attached scene props. There is so much you could do more then. At the moment all props get put to hip hight (for ctf), which limits the use.

And probably let someone more experienced than thunderstormer look over all of it, before publishing the patch. Also you might not want to add too much "bigger", unnecessary stuff, that is already around as mods and only of limited use.
the entire dev team is working/helping in one form or another, including checking each others work.  ;)

as for the other points, i linked them to vince.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Vincenzo on December 05, 2017, 10:03:19 am
After I was now asked from several people again to the clientplans, here 3 points to the now planned client changes, that would be a global help and almost no work:

1. Do not break any servermods, make both versions compatible, or many old servermods wont be playable anymore.

2. Add a bunch of buttons, that send a special variable to a server. Servers can use them then for so much more mods, but dont have to.

3. Add a client event, that alters the position of agent-attached scene props. There is so much you could do more then. At the moment all props get put to hip hight (for ctf), which limits the use.

And probably let someone more experienced than thunderstormer look over all of it, before publishing the patch. Also you might not want to add too much "bigger", unnecessary stuff, that is already around as mods and only of limited use.

1. We have broke compatibility a long time ago already... Were adding so many things that keeping compatibility is impossible and out of sense. We will post a tutorial on how to 3 way merge your mods with the new code. Honestly it's a basic skill you should have as a programmer.

2. I don't feel like adding a bunch of non working buttons in for instance the admin panel that do nothing.
As a modder you can easily make a server and client mod that send extra variables to each-other.. and remain compatible with non modded clients or non modded servers. why do you need it?

3. Good idea, I'll add it.

I think I'm experienced enough in coding :P and I believe Thunder is doing an excellent job.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Dark_Knight on December 05, 2017, 10:27:07 am
when could we expect this patch?

Thanks to keep an eye on this game btw  :D
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Vincenzo on December 05, 2017, 11:23:58 am
We are planning to have it released really really soon, for sure before Christmas.

Christmas present wish list  :  )

Fix bots being unable to melee hit kneeling players

Fix bots all spawning on a single entry point and ignoring all others on 2nd round of a game

Please give some way of disabling TNT per team, not globally
About bots not hitting kneeling players i will ask Taleworlds about this, cause they handle the bot code in engine.

The spawning on one entry point, Ill have to look into, bot spawning is a big mess of shitty old legacy code.. lets see what we can do, no promises.

The TNT thing I will make for sure, the explosive limiter prop (spr_mm_disable_explosives) will have variation id1 used for it, 0 = both teams no explosives, 1= only team 1, 2 = only team2. Hope that works for you. I assumed you meant making sappers unable to place them right?
We also added the ability to change fog color at will by the mapper, it has funny results you can make: https://i.imgur.com/8TrCrap.jpg (https://i.imgur.com/8TrCrap.jpg) :)
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: zude on December 05, 2017, 01:21:59 pm
Make a community plugin before Holdfast finishes theirs.  Regiment registrations with officer records, tournaments with cash prizes; like NDI is doing.  Only make officers accountable for their actions and the actions of their followers.

I would be happy to help in some way to facilitate a competitive environment that is non-toxic.

Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Olafson on December 05, 2017, 06:50:07 pm
Hello there.
It would be great if you guys could help us out with making some new maps for the upcoming NW patch.

What I am looking for are:

1.) Any map you have already finished and think is good enough to be an official NW map.
2.) I need new maps for a new gamemode we are planning. The maps will have to be made on the largest map size possible, and they will have to include villages/houses/farms etc. more or less evenly spread over the whole map. If you include water in your map, make sure that there are enough boat spawns around for players to be able to get on it.
3.) Any maps that you are currently running on your server and think are good enough for the NW patch. If they are good enough we will include them in the official patch and your players will not longer have to download them! (This does NOT include training maps)

Please send me those maps either in this: https://www.fsegames.eu/forum/index.php?topic=37621.msg1632620#new thread or as PM.
I will look over them and include them in the game if they are good enough.


Additionally, if you have made uniforms/weapons/any other graphical items you think are good enough to be included in the game, and want to see added, please contact me via PM or in this thread: https://www.fsegames.eu/forum/index.php?topic=37622.new#new. I will take a look at them and if they are good enough they will be in the next patch!

Thanks.
- Olaf
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: tired on December 05, 2017, 10:08:06 pm
Hello there.
It would be great if you guys could help us out with making some new maps for the upcoming NW patch.

What I am looking for are:

1.) Any map you have already finished and think is good enough to be an official NW map.
2.) I need new maps for a new gamemode we are planning. The maps will have to be made on the largest map size possible, and they will have to include villages/houses/farms etc. more or less evenly spread over the whole map. If you include water in your map, make sure that there are enough boat spawns around for players to be able to get on it.
3.) Any maps that you are currently running on your server and think are good enough for the NW patch. If they are good enough we will include them in the official patch and your players will not longer have to download them! (This does NOT include training maps)

Please send me those maps either in this: https://www.fsegames.eu/forum/index.php?topic=37621.msg1632620#new thread or as PM.
I will look over them and include them in the game if they are good enough.


Additionally, if you have made uniforms/weapons/any other graphical items you think are good enough to be included in the game, and want to see added, please contact me via PM or in this thread: https://www.fsegames.eu/forum/index.php?topic=37622.new#new. I will take a look at them and if they are good enough they will be in the next patch!

Thanks.
- Olaf

Ok PM'd you and Vincenzo
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Aternox on December 05, 2017, 11:34:33 pm
Spoiler
Hello there.
It would be great if you guys could help us out with making some new maps for the upcoming NW patch.

What I am looking for are:

1.) Any map you have already finished and think is good enough to be an official NW map.
2.) I need new maps for a new gamemode we are planning. The maps will have to be made on the largest map size possible, and they will have to include villages/houses/farms etc. more or less evenly spread over the whole map. If you include water in your map, make sure that there are enough boat spawns around for players to be able to get on it.
3.) Any maps that you are currently running on your server and think are good enough for the NW patch. If they are good enough we will include them in the official patch and your players will not longer have to download them! (This does NOT include training maps)

Please send me those maps either in this: https://www.fsegames.eu/forum/index.php?topic=37621.msg1632620#new thread or as PM.
I will look over them and include them in the game if they are good enough.


Additionally, if you have made uniforms/weapons/any other graphical items you think are good enough to be included in the game, and want to see added, please contact me via PM or in this thread: https://www.fsegames.eu/forum/index.php?topic=37622.new#new. I will take a look at them and if they are good enough they will be in the next patch!

Thanks.
- Olaf

[close]

Could look at some of the mount and musket maps, even if they don't quite cut it, it would be easy to edit in more small towns to them

With the uniforms, graphics etc. isn't this patch supposed to be a server side patch? Or is there going to be a full game update now?

Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Mohawky on December 05, 2017, 11:48:44 pm
We are planning to have it released really really soon, for sure before Christmas.

Christmas present wish list  :  )

Fix bots being unable to melee hit kneeling players

Fix bots all spawning on a single entry point and ignoring all others on 2nd round of a game

Please give some way of disabling TNT per team, not globally
About bots not hitting kneeling players i will ask Taleworlds about this, cause they handle the bot code in engine.

The spawning on one entry point, Ill have to look into, bot spawning is a big mess of shitty old legacy code.. lets see what we can do, no promises.

The TNT thing I will make for sure, the explosive limiter prop (spr_mm_disable_explosives) will have variation id1 used for it, 0 = both teams no explosives, 1= only team 1, 2 = only team2. Hope that works for you. I assumed you meant making sappers unable to place them right?
We also added the ability to change fog color at will by the mapper, it has funny results you can make: https://i.imgur.com/8TrCrap.jpg (https://i.imgur.com/8TrCrap.jpg) :)

Excellent, that's made my day. TNT trolling by the human player team (team 2) is probably our biggest troll problem on our server at the moment. It wrecks more games and gets more people banned than anything else. Having the ability when setting up the map to just say "no tnt for team 2 sappers" but allow it for team 1 - the bot commanders who are attacking, will cure so many problems and make our admins lives easier. Thank you - what you proposed above works just fine for us.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Thunderstormer on December 06, 2017, 12:13:21 am
Spoiler
Hello there.
It would be great if you guys could help us out with making some new maps for the upcoming NW patch.

What I am looking for are:

1.) Any map you have already finished and think is good enough to be an official NW map.
2.) I need new maps for a new gamemode we are planning. The maps will have to be made on the largest map size possible, and they will have to include villages/houses/farms etc. more or less evenly spread over the whole map. If you include water in your map, make sure that there are enough boat spawns around for players to be able to get on it.
3.) Any maps that you are currently running on your server and think are good enough for the NW patch. If they are good enough we will include them in the official patch and your players will not longer have to download them! (This does NOT include training maps)

Please send me those maps either in this: https://www.fsegames.eu/forum/index.php?topic=37621.msg1632620#new thread or as PM.
I will look over them and include them in the game if they are good enough.


Additionally, if you have made uniforms/weapons/any other graphical items you think are good enough to be included in the game, and want to see added, please contact me via PM or in this thread: https://www.fsegames.eu/forum/index.php?topic=37622.new#new. I will take a look at them and if they are good enough they will be in the next patch!

Thanks.
- Olaf

[close]

Could look at some of the mount and musket maps, even if they don't quite cut it, it would be easy to edit in more small towns to them

With the uniforms, graphics etc. isn't this patch supposed to be a server side patch? Or is there going to be a full game update now?
no longer just server side only patch.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Furrnox on December 06, 2017, 01:18:10 am
I really hope you give the modders who contribute some token of gratitude.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Dan the Seagull Chef on December 06, 2017, 01:48:27 am
I really hope you give the modders who contribute some token of gratitude.
They get a bit of the FSE weed fund
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Vincenzo on December 06, 2017, 11:46:28 am
Any modders with scripting/programming knowledge, especially those that made server side only mods should send me a message.

I can give you guys SVN code access so you can see what is going on, what is changing and you can prepare your mods for it.

At the same time if you have time left and want to, you can contribute some code.

You can send me a PM on the forum or write me on steam. (or get my steam from a pm :) )

For you server side modders its a good chance now to request from us to add new updates on the client side, or new events you can send from server to affect the client. we will add them!


I really hope you give the modders who contribute some token of gratitude.
A lot of guys by now contributed, maps, code, bug reports, and much more. It is hard to mention them all. But I think what will be nice for people that contributed a significant ammount to get BCOF for free on top of ofcourse being in the credits of Napoleonic Wars which I hope we will have everyone on it.

Could look at some of the mount and musket maps, even if they don't quite cut it, it would be easy to edit in more small towns to them

With the uniforms, graphics etc. isn't this patch supposed to be a server side patch? Or is there going to be a full game update now?
The mount and musket maps that are not in NW are not there because they didn't work anymore after we removed many native props and replaced all mount and musket props with other ones. and those did not fit on top of each-other 1 to 1. Do you know what specific map your missing, maybe someone can remake it?

and yes we will make a full update both client and server by now we are too far away from any compatibility.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Lilja Mariasdóttir on December 06, 2017, 01:47:58 pm
For you server side modders its a good chance now to request from us to add new updates on the client side
Been there, was told by you, that I could just make a clientmod and then magically send it to all players joining the server.

When will there be a final source code ready, so the serverfixing can be planned?
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Riddlez on December 06, 2017, 04:39:24 pm
Yes. My congratulations on this, asking help from the community in this way is what makes us go forward.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Vincenzo on December 06, 2017, 09:48:28 pm
For you server side modders its a good chance now to request from us to add new updates on the client side
Been there, was told by you, that I could just make a clientmod and then magically send it to all players joining the server.

When will there be a final source code ready, so the serverfixing can be planned?
You never specified what exactly you needed. you talked about "buttons" I explained I will not add buttons to the game that don't do anything.. like for instance in the admin panel.
But by all means if you have specific request i can always look into it.
Exact date is not set, but really soon.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Riddlez on December 06, 2017, 10:03:46 pm
Exact date is not set, but really soon.

Actual soon or BCoF soon? :-*
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Olafson on December 06, 2017, 11:53:58 pm
Actual
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Aternox on December 07, 2017, 01:17:09 am
My new feature suggestion (since I know it's a full game patch/update now, but idk how far you're willing to go with new stuff and if you prefer patchwork): Putting in Sergeant troops for line infantry, say with choice between musket or a spontoon to spawn with. I know for UK this would be fairly easy since most units it's just 3 stripes on the right or both arms, not sure about other factions though. There would also be the scripting if it gave a bonus or had a class limit, or could simply be classed as an flag bearer or ranker for that. However, I think it's a popular feature in other mods to have such rank choices to make it more fun with more variation for any player to choose and in regimental play/organisation
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Lilja Mariasdóttir on December 07, 2017, 09:05:57 pm
For you server side modders its a good chance now to request from us to add new updates on the client side
Been there, was told by you, that I could just make a clientmod and then magically send it to all players joining the server.

When will there be a final source code ready, so the serverfixing can be planned?
You never specified what exactly you needed. you talked about "buttons" I explained I will not add buttons to the game that don't do anything.. like for instance in the admin panel.
But by all means if you have specific request i can always look into it.
Exact date is not set, but really soon.
Just buttons that send an event.
This can be done easy, or sexy.
You press "o", or "k", and/or some other buttons, and send a variable to the server. Normal servers just ignore it, but any servermod can use it for anything, making a cry, an animation, using an item/prop, change some configurations, dance, interact with someone, making a poll, bets, whatever, there are no borders set. This could be done in a few minutes the "easy" way.
Most sexy would be, the servermod can "activate" the buttons with sending a variable on join. Even better would be, if he can set a few strings, so the client can check what those buttons do.

How far it is taken is the choice of the developer, but empty dynamic all useable and known buttons are of use for anyone, not just for one specific server, mod, or gamemode. And super easy to implement clientside, if everyone is downloading the client anyway. Also there would absolutly no disadvantage to the clients.
Would have not thought it has to be explained in the first place.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Vincenzo on December 08, 2017, 03:57:55 pm
For you server side modders its a good chance now to request from us to add new updates on the client side
Been there, was told by you, that I could just make a clientmod and then magically send it to all players joining the server.

When will there be a final source code ready, so the serverfixing can be planned?
You never specified what exactly you needed. you talked about "buttons" I explained I will not add buttons to the game that don't do anything.. like for instance in the admin panel.
But by all means if you have specific request i can always look into it.
Exact date is not set, but really soon.
Just buttons that send an event.
This can be done easy, or sexy.
You press "o", or "k", and/or some other buttons, and send a variable to the server. Normal servers just ignore it, but any servermod can use it for anything, making a cry, an animation, using an item/prop, change some configurations, dance, interact with someone, making a poll, bets, whatever, there are no borders set. This could be done in a few minutes the "easy" way.
Most sexy would be, the servermod can "activate" the buttons with sending a variable on join. Even better would be, if he can set a few strings, so the client can check what those buttons do.

How far it is taken is the choice of the developer, but empty dynamic all useable and known buttons are of use for anyone, not just for one specific server, mod, or gamemode. And super easy to implement clientside, if everyone is downloading the client anyway. Also there would absolutly no disadvantage to the clients.
Would have not thought it has to be explained in the first place.
I see what you mean now. We are focusing on other things right now but you can submit code for review to us to enable what you want.

Cheers.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Mohawky on December 09, 2017, 08:33:21 am
Hey Vincenzo, a couple of things that would make life more interesting on Vs Bots servers in general:

1      Player minimum to activate class limits is currently at a minimum of 1 - could this be changed to 0 ? (Or is class limits even active for Siege battles? - if not, it really should be)

2      Some maps, and not just bot servers, are difficult because Cavalry spawn wherever there is a spawn point - including in buildings with narrow doorways and low ceilings, on battlements etc.
No idea how possible this is - but - How about a variable for Entry Points?
So if an entry point is left without a variable = anything can spawn here.
Variable 1 = No Cavalry may spawn at this point.   
Variable 2 = only artillery may spawn at this point. 
Variable 3 = Only Sailors and marines may spawn at this point. (This way you could have players who choose those classes to spawn on ships etc)
Variable 4 = Only sappers may spawn at this point.
Variable 5 only Cavalry may spawn here.


And please, please, please make rocks props give cover from cannon fire and musketry. At the moment I have to build hidden walls and solid objects inside to achieve that, and if not, its so unfair to players that a solid object (which on some maps can be quite huge) doesn't prevent them being hit.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Thunderstormer on December 09, 2017, 09:44:03 am
Hey Vincenzo, a couple of things that would make life more interesting on Vs Bots servers in general:

1      Player minimum to activate class limits is currently at a minimum of 1 - could this be changed to 0 ? (Or is class limits even active for Siege battles? - if not, it really should be)

2      Some maps, and not just bot servers, are difficult because Cavalry spawn wherever there is a spawn point - including in buildings with narrow doorways and low ceilings, on battlements etc.
No idea how possible this is - but - How about a variable for Entry Points?
So if an entry point is left without a variable = anything can spawn here.
Variable 1 = No Cavalry may spawn at this point.   
Variable 2 = only artillery may spawn at this point. 
Variable 3 = Only Sailors and marines may spawn at this point. (This way you could have players who choose those classes to spawn on ships etc)
Variable 4 = Only sappers may spawn at this point.
Variable 5 only Cavalry may spawn here.


And please, please, please make rocks props give cover from cannon fire and musketry. At the moment I have to build hidden walls and solid objects inside to achieve that, and if not, its so unfair to players that a solid object (which on some maps can be quite huge) doesn't prevent them being hit.
what do you mean regarding class limits?  you can set it to 0 and have it take effect.  or are you referring to the issue where you can set lancers to 0, but someone can still go lancer.(but only one person)  if that is what you are talking about, that was fixed.  even got it to work in CB.  im looking at my test server right now, and class limits are working in siege.

i will leave the other stuff for vince to look at. 

Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: MaxLam on December 10, 2017, 02:01:27 am
An option to disable artillery train might be useful if you don't want people to mess with the cannons, either in control panel or as a map prop.
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: tired on December 10, 2017, 03:52:30 pm
An option to disable artillery train might be useful if you don't want people to mess with the cannons, either in control panel or as a map prop.

I 2nd this, people troll with the train on my server and block people
Title: Re: Help wanted for upcoming Napoleonic Wars patch
Post by: Mohawky on December 11, 2017, 01:48:06 am
An option to disable artillery train might be useful if you don't want people to mess with the cannons, either in control panel or as a map prop.

I 2nd this, people troll with the train on my server and block people

Me too - we have train disabled because of trolls too.