Mount & Blade: Warband

Mount & Blade: Warband

Paradigm Chronomancer
76 条留言
I throw ball at you 10 月 2 日 上午 2:45 
Ok, i hope you put it in the near future cuz custom troop tree in this mod will be amazing
gsstar  [作者] 10 月 1 日 下午 11:15 
I am not sure. It used to change the faces to values that did not work with the old skins, not sure how it will be on Paradigm Worlds skins. The old code had some kind of semi-custom troops that I am not certain worked correctly, so I did not merge it.

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 throw ball at you 10 月 1 日 下午 7:19 
Will you put custom troop tree in this mod?
gsstar  [作者] 10 月 1 日 上午 9:09 
Yay me,

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.
.//magnus 10 月 1 日 上午 1:22 
yeah I modded wb for some time when I was younger, and it's a huge mess. wse2 is the way to go! take your time and keep up the good work, don't let people drag you down
gsstar  [作者] 9 月 30 日 上午 3:29 
@magnus: Thanks, I was getting depressed about it, to the point of giving up.

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.
.//magnus 9 月 30 日 上午 12:23 
keep up the good work mate!
gsstar  [作者] 9 月 28 日 下午 11:37 
Found the error having half the items not seen during skill checks, noticed another error showing troop trees for non-hero troops stops showing and shows no exit. There is always something more to do...
gsstar  [作者] 9 月 28 日 下午 10:11 
My tests show sometimes items are seen and sometimes not, but worst case is the skill check is not worse off than it was 2 days ago. I'll continue tweaks as I have time. Other people mention tournaments and formations as pain points to remove/replace.

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.
gsstar  [作者] 9 月 28 日 上午 8:29 
Remember - this is my unpaid hobby. It is not my resume builder (I cannot work a paid job and do not intend to sacrifice my retirement benefits to do so). It is not my day job. It is not because I need or want more users. I thought it was a favor to tackle some code, but anyone that feels I am not woking hard enough to die for their stupid campaign can go do something else. I will walk if I feel it is not fun to work on a mod. Nobody pays me for this - not youtube, not steam, and not you.
gsstar  [作者] 9 月 28 日 上午 8:29 
Now that I am finally back from a visit to another town, I finished the build 6 content, which mainly adds redirect for equipped items to influence realtime skills at troops. These do not show if you ask a troop about their skills, but they are what the game engine pulls for that skill after re-directing the calls through a black box set up for that purpose. You can sometimes indirectly see these in action at my troop viewer that shows for example dodge (to distinguish from MadG's troop viewer), or Lav's overseer ("O" while on the map).

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.
gsstar  [作者] 9 月 24 日 下午 9:56 
fixed most of the issues this morning but will release a more fully tested edition Tuesday,
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.
gsstar  [作者] 9 月 24 日 上午 6:25 
Hit some issues with my update, there will be no week 6 update. I will be in another city the next 3 days so better to not put up something that I cannot be sure is a step forward yet. I have some delicate changes for week 6 and some of them are not showing what I expected so I want to take time to do it right.

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.
gsstar  [作者] 9 月 23 日 上午 9:32 
found 7 mistakes today, the changes won't seem spectacular but every little bit helps.
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.
gsstar  [作者] 9 月 22 日 上午 8:46 
I did a few hundred substitutions and there are many hundreds more to go.
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.
gsstar  [作者] 9 月 20 日 下午 11:53 
Give me a few days to get that layer up and running.
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.
gsstar  [作者] 9 月 20 日 下午 11:44 
patch build 6a is focused on adding the needed mechanics to quickly process checking items that modify skills or combat with the least possible bandwidth consumption, in order to bring a big layer of the original Paradigm Worlds experience into play without bringing the associated stutter in medium and large battles.

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.
gsstar  [作者] 9 月 19 日 上午 8:28 
build 5c is live at Steam Workshop.
Read the patch notes or not, its a free world.
Rat 9 月 19 日 上午 4:37 
good yes :respect_soldier:
gsstar  [作者] 9 月 19 日 上午 12:01 
@Amon Thanks. Happy anyone besides MadG even notices.
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.
SkeletAmon 9 月 18 日 上午 10:22 
Best of luck with the updating, this mod is one of a kind
gsstar  [作者] 9 月 18 日 上午 2:27 
Drinks are now consumed correctly in the upcoming patch.

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.
gsstar  [作者] 9 月 18 日 上午 1:05 
Next Moddb update is moved to Sunday, I found a lot to do first on the code cleanup.
Did find a few small fixes for here as well, but they are fairly minor. The list is growing though.
gsstar  [作者] 9 月 17 日 上午 8:34 
documenting module_scripts and reformatting MadG's scripts for better readability so I can prepare to merge more of his content next week. This is slow going because they are poorly laid out and need much work. About 40% through the file, to line 45000 of 120K.

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.
gsstar  [作者] 9 月 16 日 上午 8:29 
build 5b is live, mainly fixing doors at castles so the prison break quest can work everywhere.
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.
gsstar  [作者] 9 月 16 日 上午 12:56 
Some of the "big breakthroughs" have not been shown, simply because I work on one problem at a time as one person, not using AI (so far) and doing things the old fashioned, 1980s style.
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.
gsstar  [作者] 9 月 16 日 上午 12:53 
Part of the "biggest development" MadGuarang refers to is using the Lua scripting to store party economic and skill info to an external text file that can be accessed by the player then read back to drive repopulating the player party in ANOTHER ERA (or Mod). THAT is a Chronojump.

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?"
gsstar  [作者] 9 月 16 日 上午 12:44 
Completely blown away by a YouTube video this morning where MadGuarang showed his face and discussed his impressions of this "submod". Ask Youtube for MadGuarang or Karol Grodecki and he has some content that was unexpected.

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.
gsstar  [作者] 9 月 15 日 上午 7:29 
Build 5a is live, adding mainly improved recruiting, a quick hotfix to (re)-set culture at villages,
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.
gsstar  [作者] 9 月 12 日 上午 7:55 
Build 4b is live. Do read the patch notes if you want to learn about how to hot tweak battle size without even leaving the mod, or my thoughts on auto fire right now.

Otherwise the mod could use more work but it is slowly improving...
gsstar  [作者] 9 月 12 日 上午 6:52 
A side benefit is after the 3 shot burst each troop completes the autofire timer sooner as I test early for that, which tends to speed up the rest of the autofire chain. The player can still hold down the fire (left mouse) button and if a full auto weapon is equipped, and there remains the correct ammo for it, it continues to fire.

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.
gsstar  [作者] 9 月 12 日 上午 6:19 
It sounds to me like autofire is working as intended this coming update. I did not need to change the the algorithm further; when I added 70 or so autofire troops I did not get a significant lag in "ein volk" era. I should leave the vote yourself 87 mixed autofire troops (there will be a few mages thrown in for color) and you can try it yourself. The autofire gives a 3 shot burst for NPCs followed by about a 3 second delay before the troop picks a new target and bursts. The audio was clearly 3 different shots at a cyclic rate of fire around 500 rpm as intended. The one thing is ALL the autofire troops fire at the same time, but that helps keep the sound less hectic and it sounds more like deliberate aiming.

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.
gdeczmyk 9 月 11 日 上午 11:20 
im eagerly waiting for more updates:steamhappy:
Derp 9 月 11 日 上午 11:06 
We eagerly await your work's continuance on the advancement of schizo Warband modding.
gsstar  [作者] 9 月 11 日 上午 12:50 
Woke a test char in era "Ein Volk" to prepare an autofire test, noticed there are a few party camps that were supposed to not be visible as they are placeholders for functions like sorting inventory and things like this. There are also visible some camps I placed as reserved for later, like lich lairs, that have no content yet and I thought were marked disabled and thus hidden. I will hot patch these to hidden and disabled status next week.

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.
gsstar  [作者] 9 月 10 日 下午 11:31 
I did not have time to test this morning, but I hope to have 2 hours tomorrow morning.
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...
gsstar  [作者] 9 月 10 日 上午 8:36 
quick patch build 4 is up.
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.
gsstar  [作者] 9 月 10 日 上午 6:11 
It will be better after a couple weeks cleanup, this much is obvious to me.
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.
Shitaki Boy 9 月 10 日 上午 5:09 
This is gonna be huge man :steamhappy:
gsstar  [作者] 9 月 9 日 上午 9:56 
Next update tomorrow.
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.
gsstar  [作者] 9 月 9 日 上午 9:45 
I fixed entry points so far for doors at (Gutenberg, Gal-Leo, Cadabra, Xoteca-23, Mau Tau, Mal Dragoth, and Xethelen). That is only 7 out of 25 towns, so please giv me another day before I patch to get more towns done.

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.
gsstar  [作者] 9 月 8 日 上午 7:58 
So the crash I saw was with a specific combination of backgrounds. I tried a few different backgrounds and these worked. I'll have to run that down later this week. I have little time to try every combination, but "most" were working. I am trying the second era this week.
Made a few other smaller changes so far for tomorrow.
gsstar  [作者] 9 月 8 日 上午 7:48 
The map will be 6 times the surface area of Native map. The option to add a new continent remains viable but would make more sense if I had more skins to work with, especially the old OSP lizard man skin which seems to be gone now. I should have grabbed it 10 years ago when it was still floating around but I can't find it. I'll check my other computer from that era...

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...
gsstar  [作者] 9 月 8 日 上午 6:48 
I should mention:
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 :(
gsstar  [作者] 9 月 8 日 上午 4:27 
Next update probably tomorrow.
gsstar  [作者] 9 月 7 日 下午 8:28 
@Dudio Studios 1:

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.
Marc Bruh 9 月 7 日 下午 7:04 
Seeing what there is and being a fan of paradigm worlds its exciting and this has so much potential. For talks about the map, a new map should be used for fans of the mod and new eyes and provide a more true blend of both mods. As returning fans and players who have spent hundreds of hours playing on the paradigm worlds map would feel underwhelming to see and play the map as we had before, and with newer audiences who were exposed to this first and wanted to explore paradigm worlds or vice versa might feel discouraged to further explore the other mod if the map is the same. Could it be a mix of two maps or use the water feature and use the character to take a boat to move between continents or using the dock feature to move your character to another part on the map instead of right next to where you left your boat? Will the map feel the full effects the it's magical influence, will there be magical forests, caves where the crystals are found, or a space section of the map?
Airstrike Commando 9 月 7 日 下午 1:01 
Ah yes, the incarnation of a fever dream meets my favorite modded mechanic in warband, this should be an absolute treat
Dudio Studios ~ YouTube 9 月 7 日 上午 10:33 
(2) Also, I would be hard-pressed to find many other mods with maps as diverse as the one Karol made, huge mountains, deep craters, waterfalls, wastelands, and that's not even mentioning the sheer size. Tighten up a couple edges, fix a few spots where you can get stuck, and it's more than perfect. That's just my two cents, as someone who has played lots Paradigm religiously. Either way, I'm eager to see what other changes and fixes have been made, and eager to see what comes next. Thanks for taking over my favorite mod ever and breathing more life in to it!
Dudio Studios ~ YouTube 9 月 7 日 上午 10:33 
(1) WOW... impressive stuff. I’ll need to play some more to see how it all feels, but I did have one concern about the planned map change. Unless I misunderstood, it sounds like Paradigm Worlds might switch to the Phantasy Calradia map. I checked that mod out and it seems very close to the vanilla Warband map. Personally, as someone with nearly 400 hrs in Paradigm alone, I’ve always felt the current map fits perfectly with its lore and setting, especially since so much of it ties into real-world nations and a post-apocalyptic Earth vibe. At the right angle, it resembles Europe, part of Russia, the Middle East, and Africa all around the Mediterranean, as wild and "alien" as the mod might be, reading the lore, and then imagining it this way always made it feel grounded in the real world to me.