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Messages - Caesim

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2
Released Modifications / Minisiege Scripts
« on: June 11, 2020, 12:46:05 am »
I have decided to open source Minisiege's game scripts.
There are a bunch of bug fixes and features that may be useful for other servers. Check the readme file for the commits.
If you want to contribute to Minisiege, feel free to make a pull request or create an issue.

https://gitlab.com/nwpublic/minisiege/minisiege
https://gitlab.com/nwpublic/minisiege/minisiege-web

3
General Discussion / Re: New patch, test it before it's out!
« on: October 04, 2018, 08:12:23 pm »
What about Warband? Ist there any new patch file?

By the way, thanks Caesim!

I don't think so. You need to wait until they update their site.

5
Modifications / Re: Custom Keys; Directional Keys
« on: May 08, 2018, 10:33:41 am »
As you can see its only for singleplayer

Code
get_player_agent_no                      = 1700  # (get_player_agent_no, <destination>),
                                                 # Retrieves the reference to the player-controlled agent. Singleplayer mode only.

Use the following instead

Code
player_get_agent_id                          =  406  # (player_get_agent_id, <destination>, <player_id>),
                                                     # Retrieves player's current agent reference. Returns a negative value if player has no agent.

I suggest you use this for reference: https://forums.taleworlds.com/index.php/topic,213060.0.html

6
Modifications / Re: Custom Keys; Directional Keys
« on: May 07, 2018, 06:35:58 pm »
Make sure you have actually enabled it in module_scripts.

Code
      (assign, "$g_enable_custom_directional_keys", 0), #set to 1 to enable custom actions on directional keys

7
Servers / Re: [HOWTO] Prevent your players from redownloading maps
« on: February 23, 2018, 08:04:18 pm »
re-make the cheer mod plz
Impossible. The newest client fixed the bug. So now only server owners can do that.

8
Servers / [HOWTO] Prevent your players from having to redownload maps
« on: February 23, 2018, 07:42:03 pm »
When you join a server with a custom map, the game downloads that map to the cache. So on subsequent joins you don't have to redownload it. But if another server uses a custom map with the same file name, the cached map gets overwritten. That causes unnecessary redownloads for your players.

The solution is simple: change the map's file name so it doesn't get overwritten by other maps with the same file name.

For example if you want to do it with a map file named "scn_mp_custom_map_1.sco":
  • Rename the file to something unique. For example to "scn_mp_custom_map_1_minisiege.sco".
  • Edit "scenes.txt" to reflect the changed file name. In this example:

    Quote
    scn_mp_custom_map_1 mp_custom_map_1 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000023002a1ba0004210900003ca000006a8900007a7b
      0
      0
     outer_terrain_plain
    to
    Quote
    scn_mp_custom_map_1_minisiege mp_custom_map_1 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000023002a1ba0004210900003ca000006a8900007a7b
      0
      0
     outer_terrain_plain

Note that even though the file name has changed, the map ID hasn't. So you still use "mp_custom_map_1" in server settings.

That's it. Your players will now cache the map properly. This method has been used by Minisiege for a long time and it works great.

9
News & Announcements / Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« on: February 09, 2018, 06:35:47 pm »
The flag name selection logic is broken atm. Will be fixed in the hotfix.

10
News & Announcements / Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« on: February 09, 2018, 01:57:33 pm »
Anyone know what was meant by the new feature to apply custom names to flags? I noticed a new prop was added relating to this, but not been able to decipher it yet (nor can I recall the prop name).

spr_headquarters_base_flag_names sets the names for the flags that spawn on entry points 64 and 65. These are the team base flags. "Var No" sets the name for entry point 64 and "Var2 No" sets the name for entry point 65.

The names for other flags are defined in their "Var No".

For example to use str_custom_flag_name_6 set the number to 6. After that you can edit the strings file to set the string to something you want and the server will use that. You can even add more strings before str_custom_flag_names_end if needed.

11
Released Modifications / Dedicated Server Patch for NW (1.104.1.1)
« on: March 12, 2017, 05:06:12 pm »
Dedicated Server Patch for NW (1.104.1.1)

This patch aims to fix a bunch of the exploits and bugs found in the NW source code. It is meant for dedicated servers and is compatible with vanilla NW clients. I don't intend on trying to support non-dedicated hosting.

Fixes:
   ✔ Fixed earth mounds being raisable indefinitely.
   ✔ Now item selection is mostly server side. This fixes not selecting random weapons, naked sappers etc.
   ✔ Fixed spyglass animation without a spyglass. This also fixes stun escape.
   ✔ Fixed unlimited ammo for arty after picking up 2 or more rounds of the same type.
   ✔ Added sapper spam protection. By default it is 1 object per 200ms with added cooldown of 1s for each object spammed too fast. This is a speed I wasn't able to reach without a script so players without scripts shouldn't be affected. These values can be adjusted as needed.
   ✔ Fixed voice spam for sergeants, officers and generals by setting the same cooldown as others.
   ✔ Removed "Kicked for cheating" message. It fixes the spamming of it.

Won't/can't be fixed:
   ✘ Zoom (client side)
   ✘ Cheer animation (bug in game engine)
   ✘ Malicious strings in admin chat crashing server (bug in game engine, fixed in latest server executable)
   ✘ Name tags (client side)
   ✘ Hidden bushes, hitboxless objects, particle effects (client side)
   ✘ Visible invisible objects (client side)
   ✘ Reticle always being small (client side)
   ✘ Longer names than normal (bug in game engine)
   ✘ Invalid/invisible banners. Banner material to be drawn is selected client side. On server the only way is to auto-kick players with invalid banners or to disable custom banners.

May be fixed later:
   • Arty not correctly resetting after map reset (need help identifying culprit)
   • Sapper build sounds being wrong sometimes (need help identifying culprit)
   • Spawning after dying and rejoining server
   • Admin command spam and abuse (just revoke their privileges already ._.)

Links:
   ► Source code
   ► Compiled files
   ► Diff file
   ► GitHub page


Wan't some specific exploits/bugs to be fixed or have found a bug in this patch? Feel free to file an issue on GitHub with a description and/or a way to replicate it. Maybe even a fix.

12
General Discussion / Re: Cracked Server of 1stBG
« on: August 07, 2015, 09:52:05 pm »
well its true I have a dual server cuz 50% of my clan cant afford game but every month they are buying it 1 by 1 .I am just showing New guys How good is the game and I am bringing New Customers to taleworlds new people more money for the company . And I dont see problem i played with 20 regs in my server and nothing bad happened we just have line battle by december when all our guys have the game we will stop it and also we pay for the server from LEGALHoster with Real Money so thats all .
ONLY YOU AND HOSTER WIN FROM THAT
THE COMPANY IS LOSING HUGE AMOUNT OF MONEY BECAUSE ONE COPY COST 19 EURO +10 EURO DLC FROM 32 ONLY 7 HAVE IT
32-7=25
25X29=725 EURO LOST ONLY BY 1STBG
xD

Stop making such a fuss about it, like 70% people who play crack buy the game when they have the money. Most of the people are just too poor to buy it right away.

13
Released Modifications / Re: Cheer and spyglass mod
« on: June 18, 2015, 03:49:10 am »
0x47 = 71
0x48 = 72

You got an error in the conversion

14
Released Modifications / Re: Cheer and spyglass mod
« on: April 13, 2015, 09:28:06 pm »
Do not try to take credit for this mod, cause I will find you and I will kill you.
I take the credit, come kill me!  ;D

Nice job figuring out the spyglass part though.

15
Released Modifications / Re: Cheer Mod!
« on: March 11, 2015, 05:54:04 pm »
Would it work if i put it in the folders of other NW mods as well, like anglo-Zulu and blood and iron?
Will this work with other mods such as North and South?
I doubt that the mission templates are compatible. You might want to make make a cheer yourself http://forums.taleworlds.com/index.php?topic=327924.0
If this is the same one that my Cpl. Mitchell has had for weeks, it works on other mods. He uses it during our Blood and Iron event.
Well maybe, since they are similar, but some of the game's features might not work.

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