Mount & Blade Warband [1.161-1.172]

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Mount & Blade Warband [1.161-1.172]

Post Number:#1  Postby Gwynbleidd » 17 Sep 2014, 11:23

Ждете Bannerlord? Забыли кто разработчик? Ну тогда ловите - обновление Warband, версия 1.161.
Какие порой интересные вещи могут происходить в игровой индустрии. Вот возьмем, к примеру, Warband - игру, саму по себе являющуюся дополнением к довольно старому по текущим меркам проекту, которую уже давно пытаются спровадить на пенсию. Совсем не странно, что Bannerlord уже успел стать ориентиром на "Новый мир" среди поклонников серии. И вот, без объявления войны команда Taleworlds преподносит совершенно неожиданную новость. А поводом стала небольшая заметка со стороны Captain Lust, касающаяся информации о выходе патча 1.161. И все бы ничего, да, по словам капитана, патч необходим для подготовки к грядущему DLC для Warband, который вероятно будет анонсирован в ближайшее время. Дальше все в стиле Taleworlds, а именно больше никакой информации: ни о чем будет DLC, ни в каком формате. Единственное, что мы можем предположить, так это то, что компания договорилась с еще одной командой мододелов и теперь готовится вывести в свет проект наподобие Napoleonic Wars. В конце концов, вряд ли у турков есть так уж много ресурсов для создания самостоятельного проекта параллельно с уже упомянутым Bannerlord. Впрочем, далеко не факт, что мы угадали.

Что касается самого обновления, то пока что он доступен в формате беты, т.е. сугубо в целях тестирования, и добавляет несколько различных операторов, которые пригодятся в том числе и для неутомимых мододелов. Каких-то иных изменений разработчиками пока что заявлено не было. Для того, чтобы принять участия в тесте, необходимо иметь купленную в Steam версию игры. Далее предстоит стандартная процедура: заходим в свойства игры в библиотеке, выбираем пункт "бета-версии", вводим код "betapassword" и выбираем появившуюся после этого бета-версию обновления.
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Heyo Warbladers,

We have updated Warband's Steam beta (use the password "betapassword" for access) to 1.161 in preparation for an upcoming DLC announcement! This patch introduces a haul of new operations for modders.

We'll bring this patch out in full in a few days on Steam.

Old mods will be compatible. To use the new operations (you may be able to hack them in yourselves by manually entering the operations) we will provide the module system ASAP. More info on that soon!

Save games from old versions WILL be compatible with this version but save games from this version WILL NOT be compatible with old versions.

Ask any questions here.
try_for_prop_instances = 16 # (try_for_prop_instances, <destination>, [<scene_prop_id>]), # if scene_prop_id is not given, it loops through all prop instances.
game_key_get_mapped_key_name = 65 # (game_key_get_mapped_key_name, <string_register>, <game_key>),
options_get_battle_size = 270 # (options_get_battle_size, <destination>), # returns battle size slider value in 0-1000 range.
options_set_battle_size = 271 # (options_set_battle_size, <value>), # sets battle size slider value in 0-1000 range.
position_rotate_z_floating = 734 # (position_rotate_z_floating,<position_no>,<angle>), #angle in degree * fixed point multiplier
mouse_get_world_projection = 751 # (mouse_get_world_projection, <position_no_1>, <position_no_2>), returns camera position (position_no_1) and mouse projection to back of world (position_no_2)
overlay_set_material = 956 # (overlay_set_material, <overlay_id>, <string_no>),
auto_save = 985 # (auto_save),
party_set_ignore_with_player_party = 1648 # (party_set_ignore_with_player_party, <party_id>, <value>),
party_get_ignore_with_player_party = 1649 # (party_get_ignore_with_player_party, <party_id>),
close_order_menu = 1789 # (close_order_menu),
cast_ray = 1900 # (cast_ray, <destination>, <hit_position_register>, <ray_position_register>, [<ray_length_fixed_point>]), #Casts a ray of length [<ray_length_fixed_point>] starting from <ray_position_register> and stores the closest hit position into <hit_position_register> (fails if no hits). If the body hit is a prop instance, its id will be stored into <destination>
cur_item_add_mesh = 1964 # (cur_item_add_mesh, <mesh_name_string_no>, [<lod_begin>], [<lod_end>]), #only call inside ti_on_init_item in module_items # lod values are optional. lod_end is not included.
cur_item_set_material = 1978 # (cur_item_set_material, <string_no>, <sub_mesh_no>, [<lod_begin>], [<lod_end>]), #only call inside ti_on_init_item in module_items # lod values are optional. lod_end is not included.
agent_get_bone_position = 2076 # (agent_get_bone_position, <position_no>, <agent_no>, <bone_no>, [<local_or_global>]), # returns position of bone. Option 0 for local to agent position, 1 for global
prop_instance_deform_to_time = 2610 # (prop_instance_deform_to_time, <prop_instance_no>, <value>), # value gives the vertex animation time.
prop_instance_deform_in_range = 2611 # (prop_instance_deform_in_range, <prop_instance_no>, <start_frame>, <end_frame>, <duration-in-1/1000-seconds>), #play animation from start frame to end frame
prop_instance_deform_in_cycle_loop = 2612 # (prop_instance_deform_in_cycle_loop, <prop_instance_no>, <start_frame>, <end_frame>, <duration-in-1/1000-seconds> #cyclical animation within start-end frame
prop_instance_get_current_deform_progress = 2615 # (prop_instance_get_current_deform_progress, <destination>, <prop_instance_no>), #returns a percentage value between 0 and 100 if animation is still in progress. returns 100 otherwise.
prop_instance_get_current_deform_frame = 2616 # (prop_instance_get_current_deform_frame, <destination>, <prop_instance_no>), #returns current frame with round to nearest
prop_instance_set_material = 2617 # (prop_instance_set_material, <prop_instance_no>, <sub_mesh_no>, <string_register>), #give sub mesh as -1 to change all meshes' materials.

item_get_weight = 2700 # (item_get_weight, <destination_fixed_point>, <item_kind_no>), #Stores <item_kind_no>'s weight into <destination_fixed_point>
item_get_value = 2701 # (item_get_value, <destination>, <item_kind_no>), #Stores <item_kind_no>'s value into <destination>
item_get_difficulty = 2702 # (item_get_difficulty, <destination>, <item_kind_no>), #Stores <item_kind_no>'s difficulty into <destination>
item_get_head_armor = 2703 # (item_get_head_armor, <destination>, <item_kind_no>), #Stores <item_kind_no>'s head armor into <destination>
item_get_body_armor = 2704 # (item_get_body_armor, <destination>, <item_kind_no>), #Stores <item_kind_no>'s body armor into <destination>
item_get_leg_armor = 2705 # (item_get_leg_armor, <destination>, <item_kind_no>), #Stores <item_kind_no>'s leg armor into <destination>
item_get_hit_points = 2706 # (item_get_hit_points, <destination>, <item_kind_no>), #Stores <item_kind_no>'s hit points into <destination>
item_get_weapon_length = 2707 # (item_get_weapon_length, <destination>, <item_kind_no>), #Stores <item_kind_no>'s weapon length into <destination>
item_get_speed_rating = 2708 # (item_get_speed_rating, <destination>, <item_kind_no>), #Stores <item_kind_no>'s speed rating into <destination>
item_get_missile_speed = 2709 # (item_get_missile_speed, <destination>, <item_kind_no>), #Stores <item_kind_no>'s missile speed into <destination>
item_get_max_ammo = 2710 # (item_get_max_ammo, <destination>, <item_kind_no>), #Stores <item_kind_no>'s max ammo into <destination>
item_get_accuracy = 2711 # (item_get_accuracy, <destination>, <item_kind_no>), #Stores <item_kind_no>'s accuracy into <destination>
item_get_shield_height = 2712 # (item_get_shield_height, <destination_fixed_point>, <item_kind_no>), #Stores <item_kind_no>'s shield height into <destination>
item_get_horse_scale = 2713 # (item_get_horse_scale, <destination_fixed_point>, <item_kind_no>), #Stores <item_kind_no>'s horse scale into <destination>
item_get_horse_speed = 2714 # (item_get_horse_speed, <destination>, <item_kind_no>), #Stores <item_kind_no>'s horse speed into <destination>
item_get_horse_maneuver = 2715 # (item_get_horse_maneuver, <destination>, <item_kind_no>), #Stores <item_kind_no>'s horse maneuver into <destination>
item_get_food_quality = 2716 # (item_get_food_quality, <destination>, <item_kind_no>), #Stores <item_kind_no>'s food quality into <destination>
item_get_abundance = 2717 # (item_get_abundance, <destination>, <item_kind_no>), #Stores <item_kind_no>'s abundance into <destination>
item_get_thrust_damage = 2718 # (item_get_thrust_damage, <destination>, <item_kind_no>), #Stores <item_kind_no>'s thrust damage into <destination>
item_get_thrust_damage_type = 2719 # (item_get_thrust_damage_type, <destination>, <item_kind_no>), #Stores <item_kind_no>'s thrust damage type into <destination>
item_get_swing_damage = 2720 # (item_get_swing_damage, <destination>, <item_kind_no>), #Stores <item_kind_no>'s thrust damage into <destination>
item_get_swing_damage_type = 2721 # (item_get_swing_damage_type, <destination>, <item_kind_no>), #Stores <item_kind_no>'s thrust damage type into <destination>
item_get_horse_charge_damage = 2722 # (item_get_horse_charge_damage, <destination>, <item_kind_no>), #Stores <item_kind_no>'s thrust damage into <destination>
item_has_property = 2723 # (item_has_property, <item_kind_no>, <property>), #Fails if <item_kind_no> doesn't have <property>
item_has_capability = 2724 # (item_has_capability, <item_kind_no>, <capability>), #Fails if <item_kind_no> doesn't have <capability>
item_has_modifier = 2725 # (item_has_modifier, <item_kind_no>, <item_modifier_no>), #Fails if <item_modifier_no> is not a valid modifier for <item_kind_no> # use imod_xxx instead of imodbit_xxx
item_has_faction = 2726 # (item_has_faction, <item_kind_no>, <faction_no>), #Fails if <item_kind_no> doesn't have <faction_no> in its faction list

str_store_player_face_keys = 2747 # (str_store_player_face_keys, <string_no>, <player_id>), #Stores <player_id>'s face key into string.
player_set_face_keys = 2748 # (player_set_face_keys, <player_id>, <string_no>), #Sets <player_id>'s face keys from string.
str_store_troop_face_keys = 2750 # (str_store_troop_face_keys, <string_no>, <troop_no>, [<alt>]), #Stores <troop_no>'s face key into string. if [<alt>] is non-zero the second pair of face keys is stored
troop_set_face_keys = 2751 # (troop_set_face_keys, <troop_no>, <string_no>, [<alt>]), #Sets <troop_no>'s face keys from string. if [<alt>] is non-zero the second pair of face keys is set.
face_keys_get_hair = 2752 # (face_keys_get_hair, <destination>, <string_no>), #Stores face key's hair value into <destination>
face_keys_set_hair = 2753 # (face_keys_set_hair, <string_no>, <value>), #Sets face key's hair value
face_keys_get_beard = 2754 # (face_keys_get_beard, <destination>, <string_no>), #Stores face key's beard value into <destination>
face_keys_set_beard = 2755 # (face_keys_set_beard, <string_no>, <value>), #Sets face key's beard value
face_keys_get_face_texture = 2756 # (face_keys_get_face_texture, <destination>, <string_no>), #Stores face key's face texture value into <destination>
face_keys_set_face_texture = 2757 # (face_keys_set_face_texture, <string_no>, <value>), #Sets face key's face texture value
face_keys_get_hair_texture = 2758 # (face_keys_get_hair_texture, <destination>, <string_no>), #Stores face key's hair texture value into <destination>
face_keys_set_hair_texture = 2759 # (face_keys_set_hair_texture, <string_no>, <value>), #Sets face key's hair texture value
face_keys_get_hair_color = 2760 # (face_keys_get_hair_color, <destination>, <string_no>), #Stores face key's hair color value into <destination>
face_keys_set_hair_color = 2761 # (face_keys_set_hair_color, <string_no>, <value>), #Sets face key's hair color value
face_keys_get_age = 2762 # (face_keys_get_age, <destination>, <string_no>), #Stores face key's age value into <destination>
face_keys_set_age = 2763 # (face_keys_set_age, <string_no>, <value>), #Sets face key's age value
face_keys_get_skin_color = 2764 # (face_keys_get_skin_color, <destination>, <string_no>), #Stores face key's skin color value into <destination>
face_keys_set_skin_color = 2765 # (face_keys_set_skin_color, <string_no>, <value>), #Sets face key's skin color value
face_keys_get_morph_key = 2766 # (face_keys_get_morph_key, <destination>, <string_no>, <key_no>), #Stores face key's morph key value (0-7) into <destination>
face_keys_set_morph_key = 2767 # (face_keys_set_morph_key, <string_no>, <key_no>, <value>), #Sets face key's morph key value (0-7)

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Re: Mount & Blade Warband [1.161]

Post Number:#2  Postby Slash » 17 Sep 2014, 13:17

Есть слух,что что будет историческое ДЛС с ориентиром на 16 век Западной Европы и колонизации Америки.Но,это только слух.

Добавлено спустя 4 минуты:
И в этой новости-есть печальный факт.Получается что Баннерлорд будет ещё очень не скоро.
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Re: Mount & Blade Warband [1.161]

Post Number:#3  Postby vlad » 17 Sep 2014, 14:08

А он и так не скоро будит. Хотя что-то с патчами они разбежались.
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Akame_a ты задрал меня пинать.ты (сensored).В бал пойдёшь ты (censored),(сensored),(censored).Малолетняя ты (censored).

Sladenkii_Pupsik А можно заменить малолетнего дауна на обычного человека?

asdzxc гиены скалятся-нахуй гиен
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Re: Mount & Blade Warband [1.161]

Post Number:#4  Postby gs_fx » 17 Sep 2014, 19:03

Я то думал, там очередной ребаланс хергитов и прочие жизненно необходимые правки натива. :kid:
А тут всего лишь в планах какой-то ещё один нв, только ещё более унылый (ну или менее, тут уж как получится). :okay:
Что касается влияния на разработку баннерлорда - имхо, чем дольше они будут дорабатывать игру, тем меньше просочившихся багов получим в итоге.

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Re: Mount & Blade Warband [1.161]

Post Number:#5  Postby ZIK » 18 Sep 2014, 13:38

ну если бы хоть бетку выпустили с багадромом уже бы облегчили душу народу)))
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Re: Mount & Blade Warband [1.161]

Post Number:#6  Postby Ragner » 18 Sep 2014, 14:17

Согласен с предыдущим оратором. Скорее бы бетка баннерлордов...
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Re: Mount & Blade Warband [1.161]

Post Number:#7  Postby Gwynbleidd » 22 Dec 2016, 16:09

Ждете Bannerlord? Ну тогда ловите - обновление Warband, v.1.170
Mount&Blade: Warband v. 1.170. mb_warband_setup_1170.exe Download (~600 MB).
Сам патч: mb_warband_upgrade_1100_to_1170.exe Download (~100 MB).
update and fix various texts
update Spanish localization
fix duplicate husband bug
fix documentation for siege restrictions
prevent player from gaining kingdom in story mode
fix battle presentation for dog exclusion, player team (unrecognized troops bug)
limit items in lords' halls (no more "sneaking" visible weapons with second outfit)
initialize hunt globals correctly
add looted hofs to recovery trigger
refine faction identification for dialogs
apply quest generation shutoff to "no tasks"
apply seax exclusion to all rob prisoner dialogs
add default to torturer dialog
fix farmstead cattle
allow Ashdown battle restart from mid-quest save
bind bottom of relation boost in case somehow goes negative
clean up post-quest locales (Sven's Hideout, Ashdown destroyed, and Boar Grove)
avoid operations on null item or to null inventory
fix scope, div-by-zero problems in script_battle_political_consequence
fix capture of ships problem with autoresolve
prohibit unusable landing points at map border
disable companion political complaints, which are completely wrong
attach Tref Meguaidd East to Caer Meguaidd
fix misnamed variable (MP)
strip practice weapons on ESC from Doccinga tutorial
remove stray dog dialog from Doccinga tutorial
remove dead code
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Re: Mount & Blade Warband [1.161]

Post Number:#8  Postby Shreder » 22 Dec 2016, 16:19

Gwynbleidd, есть смысл качать?
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Re: Mount & Blade Warband [1.161]

Post Number:#9  Postby Gwynbleidd » 22 Dec 2016, 16:38

Shreder, смысл качать есть только тем, у кого игра с лицензионного диска или есть лицензионный ключ. Пиратам и обладателям Стим-версии игры, разумеется нет.
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Re: Mount & Blade Warband [1.161-1.170]

Post Number:#10  Postby ilya2106 » 14 Mar 2017, 16:38

Вышло обновление Warband v.1.172
Это обновление добавляет в игру HD текстуры.

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Captain Lust [TaleWorlds]

Hello all!

Mount & Blade: Warband version 1.172 is out now! This update brings the higher resolution textures, we used in the console release, over to Windows, macOS and Linux.

The majority of textures aren't affected, but you should notice some improvements in the fidelity and aspect ratio of the UI, and a selection of in-game items!

If, for any reason, you are experiencing issues with the patch, you can try lowering your “Texture Detail” setting in the game's launcher, or simply navigate to your Mount & Blade: Warband installation folder ("browse local files" on Steam) and delete or rename the folder "TexturesHD".
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