Epic Dungeon synth.
I can honestly say that this is perhaps the most impressive mod ever made for Warband! I truly hope you guys are proud of your creation. Thank you for the fantastic mod!
I'm loving this great mod! I seem to have discovered a potential error, however. I have not tested them all, but many of the revolvers use the "psys_musket_smoke" particle system and not the "psys_pistol_smoke" one. This has, for whatever reason, resulted in the burst of smoke shooting upward at a ~ 45 degree angle, as opposed to straight out of the barrel. I'm not entirely sure how to get it to use the correct particle system, but I'm attempting to find out. I will post relevant updates here.
Edit: I think I figured it out. In the source code, the "module_scripts.py" file contains an area in which you are able to define parent objects for particle effects and whatnot. If you can send me that file, I would be happy to fix it for you.
Does this work with the current version of the main mod?
Hey, mate, is there still a visuals version of the mod available? I have a save game I have used this with for years, and would like to continue it with the visual mod only. Cheers.
This is awesome, I'm looking forward to the 1.5.1 version. Fantastic work, sir.
This is brilliant!
What happened to all of the historical battles? I only have two different versions of one battle in the latest version.
Dead? haven't heard a thing in a very long time. last content update was over two years ago.
Erase the contents of your "BattleTest.bat" file and replace it with this:
nativestarter.exe _MODULES_*Native*BattleTest*_MODULES_
LMK if this helps.
To the developers of this mod:
I noticed that this mod has the very awesome feature of medium and far gunshot sound effects. I have been trying to achieve this exact effect in a mod I am working on, but I hit a roadblock attempting to do so. I would like to graciously ask if you would be willing to point to where exactly in the source files of this mod you have created this feature.
Thanks,
johbowfor
Personally, I prefer this to Anomaly, but I must say, the new sound attenuation in Anomaly is... ugh... sooo beautiful, and enhances the atmosphere tenfold. You should consider doing something similar, or maybe using some code from Anomaly to achieve that effect.
Hello. back in April(currently on page six of the comments), I asked you how you played different gunshot sounds based on distance. You gave a response, and I replied to it with a question. Perhaps you didn't see it, but I asked if you would mind sharing the code. Would you mind doing that, or perhaps pointing me to a place where it has already been shared?
Alright, I will get a vanilla version out ASAP. It might not be for a few days, though, I have been busy as of late.
To vanilla? Yes, there is. Are you still interested in having a vanilla version?
Thanks for the reply, would you mind sharing the code? I am not familiar with python. Or if you know of a place where someone has already shared this, that would be greatly appreciated.
This mod is awesome. Would you consider releasing the source code? I am particularly interested in seeing the code behind the distant sound effects, as I am trying to achieve a similar effect in something I am working on.
Would your team consider releasing the source code for this mod?
Brilliant mod, great work. Since you are no longer developing this mod, would your team consider releasing the source code? I am especially interested in the way you achieved the distant sound effects; that was a remedy to the battle ambiance that Napoleonic Wars and its subsequent mods needed.
Awesome mod! I was actually gonna convert my AMK Autumn Edition version of this type of addon to Dead Air. I was wondering, though, what is the "dcplayer.txt" included for, and how exactly is it used in this mod?
Hey, I noticed that when the pistol fires, it is offset to hit in the bottom right of the crosshair, is that a bug?
Hey, I like the mod, it is very well done.
I had a question for the devs - or anyone else who has the answer. How did the L'aigle team get distant gunshots and cannon fire to work, exactly? I noticed that the deluge uses a similar feature, but have yet to understand how it was accomplished. Could someone please explain how this was done?
The 3.1 update for the addon is out and officially uploaded to the addons section above. Thanks to SurDno for updating it! You should not have any issues now.
Edit: deleted my double post
This has got to be the best mod out there, in my opinion, I absolutely love it. I am encountering a game breaking issue that is very common, however. I have a very high-end system, but whenever I am in a battle of ~ 30 or more guys, the framerate consistently goes down to approximately one frame every five seconds. To put this in perspective, the rig I use rig can do battles in Viking conquest with 400 guys no problem, but here once the battle begins and I enter combat, the frame rate just dies all of a sudden, and the low fps does not relent until most of the fighters have been killed, as it would seem from my testing. Does anyone have any ideas as to what could be causing this? I have tried turning all graphical settings the lowest and highest again, and also tried switching all gameplay options to a different setting, but nothing seems to work.
Is it possible to become the faction leader? It can be quite hard to do anything when the commander is always redirecting my reinforcements to some far off location, and when the squads never stay put when I need them to.
Amazing work, your efforts are greatly appreciated.
You drop the required artifacts into the green bubbling slime that you see in puddles around the zone, then wait the required ammount of time(3-5 hours, I believe). Find a safe spot, just to be sure no stalkers come to steal your artifacts.
johbowfor
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