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Topics - Gokiller

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1
Mapping / Scening Contest (Taleworlds)
« on: June 13, 2019, 04:58:10 pm »
For those who aren't aware yet, there is a scening contest being hosted on the Taleworlds Forums with some awesome rewards!

I would like to encourage any scener here to participate!

Information
Theme: Singleplayer Castle Siege
Module: Native
Submission Start Date: June 15th 2019 00:00       
Submission End Date: September 30th 2019 23:59

It might be quite different compared to what you're used to as Multiplayer-sceners, as AI-meshing will be vital with these scenes. But nonetheless it is well worth the try if not for the rewards. As beside that, you'll also get a chance to get your work thoroughly tested and judged by some of the most experienced sceners in the Warband community. A nice experience for any scener!

Link - The Mount & Blade Modding Contest - Q3 2019

2
Mapping / Map Requests Hall
« on: January 24, 2018, 04:58:12 pm »
Drop your map request here, and someone might make it! Or not...

Tip: Be detailed and creative with your map request, this might make the chance of someone creating it for you far greater!

 
 - This thread has been created to prevent more 'map request' threads on this board. All other request threads will be removed.

3
Historical Discussion / ACW Battle Simulation: (Battle of McDowell)
« on: October 13, 2017, 06:22:10 pm »
Hello lads!

I've started with attemps to make decent battle simulations of historical battles. While slowly getting the hang of it, I made this video about the Battle of McDowell.
I was wondering what you guy's thoughts are about this, and if you would know another (not that famous) battle that could and should be covered?



As I'm still trying to improve my techniques in making them, if any of you gots some handy tips/suggestions I would highly appreciate it!
Also, as I am not an ACW history expert, the content might not be 100% accurate. But it's as close as I could get to it.

Thanks in advance!

4
Nederlandstalig Forum / Holdfast: Nations at War
« on: August 03, 2017, 04:45:50 pm »
Om hier enigszins wat leven in de brouwerij te brengen....

Wie hier gaat het opkomende spel: Holdfast Nations at War uit proberen?

5
Community / MOVED: It's just a prank Bro
« on: June 27, 2016, 02:05:01 pm »

6
Community / MOVED: FREEEEEEDDDDDDOOOOOOOOM
« on: June 24, 2016, 03:23:17 pm »

7
Community / MOVED: Snapchats
« on: June 22, 2016, 05:26:37 pm »

8
Events: EU / MOVED: GI BEST EU
« on: June 20, 2016, 08:48:33 pm »

10
Skins & OSP Resources / Skins & OSP: The Open Source Project
« on: May 11, 2016, 11:17:09 pm »
OSP (Open Source Project)

Remember: If there is no '[OSP]' in the title, you can't use it without asking permission.


Like on the Taleworlds forum, the FSE forum has from now on also it's own OSP child-board!

What this child board's purpose?
This board is purposed for threads that contain released assets that are free to be used by all the other modders in their own projects (modifications).
Previously there was only the "Minor modification" child-board. However this did not clarify if the resources released there were also available to be used by other modders in their own projects. This new child-board should make that clear and so, make it easier for modders to find additional assets for their projects!

Give credit!
Although the owners of these assets have given permission to let you use their work. Don't forget to give them credit!
They worked hard for it and they deserve it!

How do I get my thread here?
Currently PM's are being send to people who already released assets, asking permission to move them to this child-board.
You can create your own thread, as long the thread contains released resources for others to use!
If you haven't received a PM while you have a thread with the required content. Please PM either me here, another forum moderator. Or leave a comment behind on this thread.

How do I make aware that other modders can use my resources?
Do this either let us know, or change the thread title yourself. Including the bit [OSP] in it. To let others know they can use your work in their projects!

11
Modifications / [Tutorial] Creating new unit section
« on: November 30, 2014, 11:22:01 pm »
[Tutorial] Creating a new unit section


I've been toying around a bit with the unit menu of NW the past hours. With some sweet results. (For someone who barely touches presentations etc) Considering I haven't really seen this in any mod currently I thought that I mind as well create a quick tutorial for it.

What is the advantage of a new section?
You can fit in a whole new bunch of units in the menu without scretching it out or anything. Simple and efficient. Especially for the modifications out there that could use the space!

This is the result we will be working towards in this tutorial:
Spoiler
[close]


Files we will be edditing (coloured Green):

- module_strings
- module_presentations
- module_scripts
- module_constants

Section name

We shall be naming our new section "Bydanders" for the sake of whatever. You can change the name of your section to whatever you want. But you'll have to replace "bydanders".

Getting started

Let's start with module_strings as we will need to start with creating a new string to be used in the presentation.
This will be the name of the section.

Search for:
Code
("cavalry", "Cavalry"),

Place under that:
Code
  ("bydanders", "Bydanders"),

Now we will head to module_presentations to create the new section.
 
Search for:
Code
        (create_mesh_overlay, reg0, "mesh_white_plane"),
        (overlay_set_color, reg0, 0x000000),
        (overlay_set_alpha, reg0, 0xD0),
        (position_set_x, pos1, 370),
        (position_set_y, pos1, 660),
        (overlay_set_position, reg0, pos1),
        (position_set_x, pos1, 5500),
        (position_set_y, pos1, 1600),
        (overlay_set_size, reg0, pos1),

Place under that (leave one line between it)
Code
        (create_mesh_overlay, reg0, "mesh_white_plane"),
        (overlay_set_color, reg0, 0x000000),
        (overlay_set_alpha, reg0, 0xD0),
        (position_set_x, pos1, 370),
        (position_set_y, pos1, 610),
        (overlay_set_position, reg0, pos1),
        (position_set_x, pos1, 5500),
        (position_set_y, pos1, 1600),
        (overlay_set_size, reg0, pos1),

Search for:
Code
        (create_button_overlay, "$g_presentation_obj_select_cavalry", "str_cavalry", 0),
        (try_begin),
          (eq, "$g_multiplayer_select_presentation_unit_type", troop_select_type_cavalry),
          (overlay_set_color,"$g_presentation_obj_select_cavalry",0xECEB82),
        (else_try),
          (overlay_set_color,"$g_presentation_obj_select_cavalry",0xFFFFFF),
        (try_end),
        (position_set_x, pos1, 255),
        (position_set_y, pos1, 660),
        (overlay_set_position, "$g_presentation_obj_select_cavalry", pos1),
        #(position_set_x, pos1, 1500),
        #(position_set_y, pos1, 1500),
        #(overlay_set_size, "$g_presentation_obj_select_cavalry", pos1),
        (troop_set_slot,"trp_x_pos","$g_presentation_obj_select_cavalry",250),
        (troop_set_slot,"trp_y_pos","$g_presentation_obj_select_cavalry",660),
        (troop_set_slot,"trp_x_size","$g_presentation_obj_select_cavalry",1000),
        (troop_set_slot,"trp_y_size","$g_presentation_obj_select_cavalry",1000),

Under that, (leave one line between it) place the following:
Code
        (create_button_overlay, "$g_presentation_obj_select_bydanders", "str_bydanders", 0),
        (try_begin),
          (eq, "$g_multiplayer_select_presentation_unit_type", troop_select_type_bydanders),
          (overlay_set_color,"$g_presentation_obj_select_bydanders",0xECEB82),
        (else_try),
          (overlay_set_color,"$g_presentation_obj_select_bydanders",0xFFFFFF),
        (try_end),
        (position_set_x, pos1, 370),
        (position_set_y, pos1, 610),
        (overlay_set_position, "$g_presentation_obj_select_bydanders", pos1),
        #(position_set_x, pos1, 1500),
        #(position_set_y, pos1, 1500),
        #(overlay_set_size, "$g_presentation_obj_select_bydanders", pos1),
        (troop_set_slot,"trp_x_pos","$g_presentation_obj_select_bydanders",300),
        (troop_set_slot,"trp_y_pos","$g_presentation_obj_select_bydanders",660),
        (troop_set_slot,"trp_x_size","$g_presentation_obj_select_bydanders",1000),
        (troop_set_slot,"trp_y_size","$g_presentation_obj_select_bydanders",1000),

Search for:
Code
      (else_try),
          (eq,":object","$g_presentation_obj_select_cavalry"),
          (assign, "$g_multiplayer_select_presentation_unit_type",troop_select_type_cavalry),
          (presentation_set_duration, 0),
          (start_presentation,"prsnt_multiplayer_item_select"),

Place under that:
Code
        (else_try),
  (eq,":object","$g_presentation_obj_select_bydanders"),
          (assign, "$g_multiplayer_select_presentation_unit_type",troop_select_type_bydanders),
          (presentation_set_duration, 0),
          (start_presentation,"prsnt_multiplayer_item_select"),
(make sure that there is a (else_try) between this new section and the begin of the artillery section)

Next file: module_constants

Search for:
Code
troop_select_type_artillery

Place under that:
Code
troop_select_type_bydanders = 4

Now we will head to the last file, module_scripts in order to get units in the new section.

Search for:
Code
(assign,":unit_type",troop_select_type_artillery),

Between that and (try_end) place this:
Code
	(else_try),
  (is_between, ":troop_no", "trp_british_infantry2","trp_british_highlander"), # Brits

      (assign,":unit_type",troop_select_type_bydanders),
(You can toy around with what units you want to be on it. At this moment we have the units british_infantry2 and british_highlander placed in the new section.

Run the build and check if they're errors, if none goodjob!


You can create more sections, just re-do the above steps and toy around a bit with the positioning of the string and box.

Hope this helps, there could be a tiny possibility that there could be a mistake in there. If so and noticed please inform me so it can be rapidly adjusted. My first somewhat modding tutorial so mistakes are expected to be made.  :-X

If there are any questions feel free to ask them!

Cheers,
Gokiller

12
Off Topic / I love my little brother
« on: September 15, 2014, 10:02:37 pm »
I love Dekkers

Much love, Goki :-*

Spoiler
The hacks 'r real
[close]

13
Off Topic / Pompeii (Movie) Opinions?
« on: April 27, 2014, 06:42:46 am »
Just wondering, has anyone seen this movie yet? With Kit Harington from GoT as main character, and with that guy from the 24 series.

Large pic
[close]

If you have seen it. What do you think of it? Personnaly I thought it was a really interesting theme. However I find the movie itself (including some details) so poorly done. The arena scenes just looks ripped off from The Gladiator. Also, ****sake there really had to be someone killed at the end of this drama? Thousands of people just died and why not kill another person where you have had a conflict with. Instead of getting the **** out of there.

Please share your thoughts about it if you watched the movie. :)

Btw, appologies if it's the wrong spot to post this stuff, but I just saw it and I was so dissapointed by the movie that I had to have a word about it.

14
Modifications / M&B Mod News [Idea]
« on: April 17, 2014, 05:29:36 pm »
Hey there!

I've recently been thinking a bit, and I came on the next idea that perhaps could be useful to some people. Though I'm not sure yet if it would actually be useful and if it actually will work out, for that reason I'm here to present it to you.

The idea is pretty simple, having a steam group that covers important news of all the modifications for M&B, including NW modifications and Warband modifications. Only covering the important news about the mods, I'm not talking about every single post a developer makes. But every update & Dev blog for example. So as soon as there is important news or an update for a modification, it can be put on the steam group. So people can see it. (just like any other steam group)

For those that aren't that involved with keeping an eye on each mod's sub-board, or some that rather don't join all mod's steam groups, this could be an easy way for mods to get some more attention and for people to keep track of all the mods progress easily without having to keep eye on each mod if there is an update or not.

You can obviously say that people should just keep track on the forums or join all the mod's steam groups, though I think some people would find this actually come in handy, to have a combined group that covers the news of mods through out the community. And the mods itself of course have the opportunity to gain some more popularity as other people would see some news as well of it. (Even if it's not intended).

I really haven't thought much further about this idea then I have stated here, if you have any additions to include to this. Please do so!

Tell me what you think about it!

Cheers for reading, much love.
Goki

PS: Just dumped this thread in here as I guessed it was the right spot. Move it if it should be somewhere else. (As it is related to promoting modifications in the end)

15
Forum & Website / Modding sub-boards - Suggestions
« on: February 01, 2014, 09:47:18 pm »
So, I don't really get why you (fse moderators) splitted up the released modification board from the rest that is related to modding. But now apparently you have started to make some eddits to it I would like to but some suggestions forward myself regarding the modification sub boards.

1. Have the modding under one "category", like right now the Lounge is a category for all the off-topic boards/threads. Just like Taleworlds did. With for example one sub-board for released modifications like right now, one for modifications in progress. And one for the development (questions, tutorials, etc). Personally I just think that the way TW did is a bit more organised then what it is now.

2. Have a sub-board for OSP (open source project) threads, for people that make re-textures, scenes, models, animations etc also just like on TW instead of what we now have, we have something called "minor modifications" but what isn't exactly clear. As I think this is meant for the same purpose. As in, to me it wouldn't be very clear if a certaïn "minor" modification can be used for other mods or not. As I could understand that not everyone that made its own minor modification wants others to use assets from that for their own mod.
Now a simple sub-board like in TW that makes clear that everything that's in there can be used by others along credits are given of course to the right people. Here you could easily but all the scenes in as well as it comes to it that they fit in there as well.

So to grab it together instead of a big explanation.

- Create a new Category for Modding,
- Have 3 sub-boards under this, one "released modifications", one "mods under development", and one "mod development" (like on TW)
- Under mod development a single sub-board called something like "OSP" something for work that people want to share with others, scenes, animations, textures, models etc.

Just my personal thought on it, hope you guys can do something with it.

Goki

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