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报告翻译问题
I am running out of time so I don't plan to do it for October, there are more important things to do this month and every hour of my time is already booked for October goals. I have about 8 weeks worth of work to do by Halloween, which could possibly need until American Thanksgiving to finish.
I unstuck the tree viewer for non hero troops
fixed Lav's Overseer a few days ago
and still have to go hunt for any troops without ammo that are considered "ranged"
These will need a hotfix script to add items to their inventory, as it is not enough to edit the module_troops.py file the savegame has baked into it the inventory of each troop row.
That is likely to be the fix needed for "formations".
That leaves tournaments.
Next two days are iffy for me - family visits, family member birthdays scuttle Thursday and Friday, Saturday is reserved day by armistice, and that leaves Sunday for patch, if it is ready. I might get up early but too early starts a drama session at home so we will see.
In other news I found the Phantasy Calradia v158b8 source I was looking for all these months, as it was lost and thus I could not retrieve the original module_animations values at the source.
I think mounts are not bugged in Paradigm Chronomancer.
I feel like people never read the description to see the "work in progress".
The Big Plan was to pound out some quality of life changes this week and then pivot to fixing up the map introduced with Chiaroscuro/Phantasy Calradia 2025, which I think needs 2 full weeks.
Then work on reducing items count (and their textures, which is 80% of the download size) for both here and Phantasy Calradia 2025 before merging the two in a test.
After that I could try adding skins for WSE2-only mode until there were 26 skins, giving me twice as many distinct undead flavors, female playable skins for Orc, Drow, and Vampire, and offering female gender wives for various factions, although I recognize that in this woke age binary genders are consider so-"yesterday". I consider those 2 to be 3 weeks, possibly able to be accelerated by AI but iffy since I never used, ever, AI in my life.
You never needed tournaments but people are pre-programmed to always do a tournament so maybe I replace with generic code. For formations I need to see what really is happening; maybe I replace it with pure Phantasy Calradia code. I will be off today there is something urgent I need to chase at city hall.
I did get more reports of things that annoy users, some of whom rage quit because they felt I did not fix things quickly enough. You would be surprised to learn this was put here mainly for MadG, as a proof of concept, and I fix things just as soon as I get inspiration for how to attack the problem. Whipping me because you have a campaign that is inconvenienced will absolutely not speed me up.
as Lav's Overseer still needs tweaking. Trees2 is working as desired and script_game_get_skill_modifier_for_troop no longer crashes.
I expect few people are used to a mod where the code is a few minutes old.
This is how -I- see the mod, and I put it here constantly so you can experience what I experience, or if you are MadGuarang then you can see how the code you started keeps mutating, rapidly.
There are another 11 or so meaningful bug fixes so far for the build 6 (soon to be 7a) update.
The week 6 changes, when working correctly, open up all the many inventory and equipped gear items that modify skills, correctly capturing those changes and allowing for example curse and bless to modify magic skill and magic defense, as a quick example, during battle and for a limited time then go back to original. However Lav's overseer and trees2 show only half of the information I expected and I need to take more time to see why.
Lav's Overseer will report correct stats as modified by items, as will the troop viewer. I fixed 3 mistakes from MadG and 4 from me, so maybe I am the more mistake prone of the two.
Still doing troops skill checks, there were 750 places to change, each change needs 5 lines reforged so it takes me time. I have not started agent skill checks, that will be done differently and probably next week. We'll see. After tomorrow I will be away until next week, so week 6 has only tomorrow's update.
I like how the subscriber count dropped as soon as I personally loaded anything but Warband to relax my eyes. Seriously?
Anyway, I'll put whatever depth I get into the replacements of the "store_skill_level" (of a troop) across the mod with script_game_get_skill_modifier_for_troop (which checks items in possession for skill changes for hero class troops) and the worst that happens is the mod runs slightly slower and otherwise does not seem much different. This is the minimum needed to get all the hundreds of items MadG put as skill modifying in Paradigm Worlds to reasonably quickly either find the skill change or pop back to doing the next line in the code - but either way very quickly instead of the slower check all troops for all the items.
There are a great many items involved, and every check of skills anywhere, troop or agent, needs modifying so several hundred entry points to build a new check. But the savings in bandwidth my way versus the old way, is worth it.
I will also look at negotiation in dialogs, which is fairly tiny so should fit into the update.
With those two things much of the original "vanilla" Paradigm Worlds can be recovered while still keeping movement and battles smooth.
That would leave regeneration for bosses, fairly easy to set up, critical hits, fairly easy, improved marking/pre-screening items equipped to find sniper mode zoom capable items instead of dozens of tests every shot as before, and rage mode melee items as TO DO. Of course I need to supply a working chronojump to live up to the mod's name. Next week. I'll be in another city the end of the week, for a few days.
The old way completely is not acceptable, but so very many items modify a skill or change combat that ignoring them sheds a huge part of the original mod. I have a scheme that cuts down on wasted time greatly, while allowing full use of the items as originally intended. By the way, the scheme used in the original Paradigm Worlds was used at Perisno 0.7x by me for the merchant tunic back in 2015 and still exists today. It was from someone else's OSP kit.
I can do better now.
Read the patch notes or not, its a free world.
Despite 50 or so persons subscribing then immediately unsubscribing, there are still 138 subscribers sticking around as I type this, so I guess that is an energy source of sorts.
I have a fair number of things planned for today, I'll see how many actually get deployed.
Some of MadG's items kind of casually say they boost skill "x" when in inventory or equipped but the game engine was bypassing looking for them, so I expect to add more support for checking, which will slow the mod. There are two layers - troop skills and agent skills, and much replacement coding needs to occur to make these valid.
I will also turn on some classes for a few more troops, clean a few more stray messages,
and I will see what else I can fit into today.
I noticed towns in the last era (10K-something) were not updating their garrisons, will look at that tomorrow. It is a fairly serious weakness that did not seem to happen in the earlier eras.
I might also turn on autofire at sieges tomorrow, although the 2 minute refill mechanic needs work as I need to remake the autofire list when the 2 minute siege ammo timer fires to set ammunition correctly by tracer type, and that needs a tweak because previously I checked they had valid ammunition for the autofire weapon and that ammunition is probably fully consumed by 2.00 minutes after the siege begins. So maybe yes, maybe no.
I find more things to do every time I look at this, but eventually I will make progress.
Cleaning MadG's scripts today so I can better follow what he was doing. His style of formatting is very different than mine and it slows me down looking for problems.
Did find a few small fixes for here as well, but they are fairly minor. The list is growing though.
I was trying to merge some content and realized I could not see the scripts I needed to reference in my cheat sheet, then realized I needed to rebuild the list of scripts more correctly to mark up what does what and see just what needs rebuilding. It is a long hard push now, with less obvious success for the next few days. Still trying to prep a ModDb update for Friday-ish.
This was mainly done now so I can prepare a patch for Moddb in the next few days; as edits to scene files are relatively large I wanted to get most of them today so I don't need to keep putting them into later manual patches.
I will get back to merging more Paradigm Worlds content now, but wanted to get this in for this week and it took a longish time as there are many locations that needed edits. I have not adjusted any orders camps, not sure if they need adjustments. Town MegaCorp still needs city streets scene remade (town center scene.) It will happen eventually.
I DO have something I want to do that really is a big event, but I won't be able to show it until fairly late this year or early next year. That would be campaign Co-Op, kind of the Holy Grail of warband modding. It needs a complete rewrite of a single player campaign to do it right, maybe 250,000 lines reforged. Not really something for AI, but needs an old school remake. This mod is just a test framework. But it does work.
I really don't care about the items, the troops, the map, or the story. I care about testing mechanics. I do code. The rest is like a paint job on a racing car to me. The fans love the decals; but I only see the engine. "Proof of Concept" is everything to me.
I do have something coming. But first it helps to have a framework I can test on.
Until I can demonstrate that I would guess Paradigm Chronomancer seems to under-deliver on the hype, explaining why 157 subscribed and 40 dropped their subscription after a few hours.
I understand it takes a leap of faith and if you cannot see something yet it is easier to say "aww man this sucks" instead of seeing "well, what DOES work? Does it work any better? Is it faster? Does it extend the mechanics? Is their any reason at all to expect it can have more features next week? next month? Next year?"
I plan to ask him for tips on helping me with a problem AI does better than by hand - this being cross reference of texture files to items to find unused textures I can delete. There are way too many but some textures are used by more than 1 item and counting Phantasy Calradia 2025 the cross use is higher than first expected. I felt this would burn a month by hand but I think it is doable this month quickly if AI is involved. Otherwise I dislike AI for coding, but it has its place.
I will do my best to make Paradigm Chronomancer a little better every few days.
a fix for Ransom Broker at four ways inn forgetting why he was there, and a few items adjusts at some mercenary troops. There are plenty of things to fix still, but its a start.
Otherwise the mod could use more work but it is slowly improving...
What is not currently supported is equipping two or more weapons slots with ammunition; you will exit autofire mode when the one recorded as active when your agent spawned into battle is emptied. After that you will fire normally as if not in autofire mode.
I had some changes for visibility of reserved parties but they only go away for freshly rolled characters.
Maybe not the biggest update but it is crawling forward.
Also if you cannot land a ship to shore, press Esc, "save Clone and exit", then do not close warband just select select "Wake up, Clone" pick the same one you just saved and your ship lands on shore. Just don't panic.
Worst case I adjust autofire to wake every 800 milli-seconds (mS) instead of 120, and stretch animations accordingly to stay busy the longer interval. This would reduce bandwidth waste by 6, but result in me having to slam fire 3 shot bursts within the same waking period, which would sound like a single shot 3 times louder.
The idea of spacing between shots was the only reason I tried 120 mS; normally I feel even 1.0 seconds (1000 mS) is too short for timers in battle. If I adjust animation timers well I could stretch the autofire timer to 1.6 to 2 seconds, which has the added advantage of making black powder firearms take longer than now. They used to be about 6 seconds at least, and historical 40 seconds is more correct...
I have not had time to test autofire; if it causes problems overnight I will comment it out tomorrow while I think about it over the weekend. I did get some doors fixed.
Family are visiting the next several days so I will not be "working".
Psycho status for tavern keeps is valid for new games but I did not put a hot patch to back fix games in progress. Don't click to ask tavern keeps about how they feel if that is a problem for you.
I managed to corrupt my save after some time I will look at that again with a fresh char.
This was without WSE2 as I was in edit mode, which is a little more risky anyway.
Trying to clean up some scenes where the doors were not right; a few of the exits were buried especially hatches on the floor at the arena and one castle entrance that was elevated.
I really will clean this up by the way.
I also need to do doors on castles (that is, not just towns).
I want to clean up stray text at towns where it lists the infrastructure improvements. The string there needs to be cleared of whatever it was holding earlier or it dumps gibberish.
Also if you DO end up in a tournament you cannot leave, just press Esc, "save & exit", and load save and you are back outside town again. Do that if you are stuck in a boat as well.
I would post the 7 towns now to prove I found the issue, but I want to clean up more stray text while I am at it. I noticed the psycho social status was not initialized for bar tenders, but you never really needed to click every last dialog. Some were just debug info. It is fixed when I update.
Made a few other smaller changes so far for tomorrow.
Crystal caves sound nice but these really should be dynamic dungeons, something I want to eventually add but it is not yet started. As for space maps, maybe I can take a future city OSP scene and place it at Asgard in the "old" map (that is, you need to time travel to get there), then make it even harder to get there by normal means. There is some value to blending models from both mods but I need to dump about 1.5 GB of fluff from the combined 4 GB that would use...
Most of the "testing", as little as it was, took place in the first and earliest era.
I am seeing some crashes in the second era, so looking into that more...
I personally prefer to use WSE2 as it loads about 4 times faster so I can jump in, see something, jump out, tweak and compile, and be back in 3 minutes later. Without WSE2 I'd still be loading.
But my concern is if there are more errors noticed without WSE2, so I am trying to see where exactly this crash happens by changing the next trigger time on the "deferred start" scripts, which broke up a really long delay into 5 parts. It was not crashing last week :(
The map change is to the map in workshop "Chiaroscuro", this is hidden as a friends only workshop because I need to edit the scenes for all the added villages and a few towns, it is about 100 - 150 hours of edits that I postponed until I could get this framework built. You have not seen the map I was after until you open that mod.
Yesterday someone at Moddb noticed they can't use the doors in town - they all point to wrong locations. I use the tab key to pop out of places like the "visit castle" or "tavern" or even "visit the guild master" so the doors (in each direction, going in and coming out) is something I skipped testing. I'll patch that tonight or tomorrow, it is relatively quick, and an example of why Steam is a better platform than Moddb since steam does the patch for you, in a few seconds.