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Topics - Peasant_Woman

Pages: [1] 2
1
As the title says;
What should we name it?

Got to keep the forum rolling with the times, if you have another suggestion feel free to tell us.

2
Game Balance Discussion / Round restart on DTV: Ballista functionality
« on: November 23, 2017, 10:27:51 pm »
On DTV today I noticed that on round restart; if a player is using a ballista their view will remain focused there. Is this intended or just a real annoy to fix? Avoided 'muh relaism' to post here; as this may be considered balanced and fair as;
Any movement resets the view to the players avatar.
Conversely this does give a player (or two) a heads up as to what the bots are doing.

Seems more legitimate that this is the case to me after writing this all out. Thoughts?

3
Realism Discussion / Ranged Weapons in general!?
« on: October 04, 2017, 09:26:32 pm »
Today I was lirking the servers and while shotting off my crossbow thought that maybe it would be a good idea to have arrows/bolts/Jarids/throwing weapons a player picks up be slightly more effective than usual to account for them landing in wine/blood/dirt/whathaveyou and it being more efficient from a rendering perspective?

Not sure if it is already like this or not however it would enhance the game for melee playersTM so why not?

Yes this is realism. :oops:

4
Game Balance Discussion / Triple reload time for xbows, halve bows damage
« on: January 27, 2016, 02:19:04 pm »
Semi-serious. Spend a few rounds on EU1, notice how 60-80% of the players are carrying xbow, bow or throwing weapons?
Xbow as a whole is entirely too easy and it's ridiculous how fast you reload them with your bare hands, bows are too deadly for how fast they fire.
Over-saturation of ranged will be the death of this game.
Bear in mind I played xbow for around 5 generations, so I'm not speaking from inexperience.
Thoughts?

(click to show/hide)

5
Suggestions Corner / Remove the unbalanced tag from studded warclub
« on: October 16, 2012, 02:12:35 pm »
visitors can't see pics , please register or login


Goedendag also has knockdown, is not unbalanced, +25 length, +6 damage on thrust - pierce too. Also I believe it uses the 2h stab animations... (not 100% sure there)
Studded warclub has +4 swing damage, +.3 weight (affects knockdown %) and can knockdown on thrusts...but its rare due to damage threshold required vs. the awful thrust damage, and it uses the polearm thrust.

Also from a realism point of view - 10 small metal studs spread along the length of a wooden weapon would unbalance it less than a solid metal cap on the tip of a longer one. Center of gravity etc.

Thoughts?

6
Sell/Trade / Peasant_Woman's wares
« on: August 08, 2012, 01:55:53 pm »
For trade/sale;

(click to show/hide)

(click to show/hide)

(click to show/hide)

Looking for;
???

Trading history;
(click to show/hide)

PM with offers or post here.
NFS = Not for sale, make a good offer and i'll still consider it.

(click to show/hide)

7
Archive / Random lagspikes during extended play
« on: August 01, 2012, 02:23:32 pm »
During extended periods of play (1-2hrs+) I start getting a single very severe lagspike, maybe once every 10-20 minutes. This never happened with the old client.

Everything freezes for 2-3 seconds, enemy players near me turn around and run towards where they see me going...but I haven't moved. About a second later I warp to where I should have been and usually die uness I'm lucky.

Code: [Select]
[08:12:13] Mount&Blade Warband version: 30.07.15
[08:12:13] Havok version: 2011.3.1-r1
[08:12:13] FMOD Ex version: 4.42.00
[08:12:13] Command line:
[08:12:13] Initializing language...
[08:12:13] WARNING: Duplicate language string ui_retreated_battle
[08:12:13] WARNING: Duplicate language string ui_midnight
[08:12:13] WARNING: Duplicate language string ui_chest
[08:12:13] WARNING: Duplicate language string ui_group_rename
[08:12:13] WARNING: Duplicate language string ui_show_framerate
[08:12:13] WARNING: Duplicate language string ui_off
[08:12:13] WARNING: Duplicate language string ui_antialiasing
[08:12:13] WARNING: Duplicate language string ui_module_newer_than_application
[08:12:13] WARNING: Duplicate language string ui_module_older_than_application
[08:12:13] WARNING: Duplicate language string ui_difficulty_rating_percentage
[08:12:13] WARNING: Duplicate language string ui_general_options
[08:12:13] WARNING: Duplicate language string ui_video_options
[08:12:13] WARNING: Duplicate language string ui_controls
[08:12:13] WARNING: Duplicate language string ui_maximum_framerate
[08:12:13] WARNING: Duplicate language string ui_estimated_performance
[08:12:13] WARNING: Duplicate language string ui_invalid_username
[08:12:13] Using Direct3D9Ex
[08:12:13] Initializing sound...
[08:12:14] Initializing physics...
[08:12:14] Initializing renderer...
[08:12:14] Loading core resources...
[08:12:14] WARNING: Unable to find texture mp_ui_maps_e
[08:12:14] Loading language files...
[08:12:14] WARNING: Duplicate language string ui_start_tutorial
[08:12:14] WARNING: Duplicate language string ui_multiplayer
[08:12:14] Loading font...
[08:12:14] Initializing window manager...
[08:12:14] Creating game windows...
[08:12:14] Initializing device...
[08:12:14] Behavior flags: 54
[08:12:14] Back buffer size: 1024x788
[08:12:14] Back buffer format: X8R8G8B8
[08:12:14] Depth stencil format: D24X8
[08:12:23] Dumping system info...
[08:12:23] -- OS: Microsoft Windows 7 Ultimate Edition Service Pack 1
[08:12:23]  - Build: 7601
[08:12:23]  - Arch: x64
[08:12:23] -- Memory: 8191 MB
[08:12:23]  - Available: 6244 MB
[08:12:23] -- CPU: AMD Phenom(tm) II X6 1055T Processor (AuthenticAMD)
[08:12:23]  - L1 Cache Size: 64K
[08:12:23]  - L2 Cache Size: 512K
[08:12:23]  - Features: FPU MMX SSE SSE2 SSE3 HTT 3DNow! Ex3DNow! MmxExt
[08:12:23]  - Count: 6
[08:12:23] -- GPU: ATI Radeon HD 5900 Series
[08:12:23]  - Driver Version: 8.980.0.0
[08:12:23]  - Memory: 1024 MB
[08:12:23] -- GPU: ATI Radeon HD 5900 Series
[08:12:23]  - Driver Version: 8.980.0.0
[08:12:23]  - Memory: 1024 MB
[08:12:23] Loading settings...
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[08:12:28] Loading module resource std_banners
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[08:12:29] Loading resource ani_horse_mounted
[08:12:29] Loading resource deneme2
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[08:12:29] Loading resource steppe_fake_houses
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[08:12:29] Loading resource tableau_shields
[08:12:29] Loading resource heraldic_armors
[08:12:29] Loading resource spear
[08:12:29] Loading resource weapons_e
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[08:12:29] Loading resource sarranid_armors
[08:12:29] Loading resource custom_banner
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[08:12:29] Loading resource ani_twohanded
[08:12:29] Loading resource ani_onehanded
[08:12:29] Loading resource ani_death
[08:12:29] Loading resource ani_stand_guardsman
[08:12:29] Loading resource ani_human_mounted
[08:12:29] Loading resource ani_lady_stand
[08:12:29] Loading resource ani_poses
[08:12:29] Loading resource ani_stand_shopkeeper
[08:12:29] Loading resource ani_man_cheer
[08:12:30] Loading resource ani_stand_onhorse
[08:12:30] Loading resource ani_throw_stone
[08:12:30] Loading resource ani_strikes
[08:12:30] Loading resource ani_equip_arms
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[08:12:30] Loading resource ani_run_forward_left_right
[08:12:30] Loading resource uni_strikes3
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[08:12:30] Loading resource ani_lancer
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[08:12:30] Loading resource ani_walk_backward
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[08:12:30] Loading resource ani_walk_lookingsides
[08:12:30] Loading resource ani_jump
[08:12:30] Loading resource ani_wedding
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[08:12:30] Loading resource uni_jump
[08:12:30] Loading resource uni_stances
[08:12:30] Loading resource uni_equip
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[08:12:32] Loading textures...
[08:12:54] Reading module data...
[08:12:54] Loading item modifiers...
[08:12:54] Loading flora kinds...
[08:12:54] Loading ground specs...
[08:12:54] Loading skyboxes...
[08:12:54] Reading settings data...
[08:12:54] Loading sounds...
[08:13:08] Loading particle systems...
[08:13:08] Loading skins...
[08:13:08] Loading scene props...
[08:13:09] Loading menus...
[08:13:09] Loading tableau materials...
[08:13:09] Loading presentations...
[08:13:09] Loading scripts...
[08:13:09] Unable to map script game_get_skill_modifier_for_troop
[08:13:09] Unable to map script game_console_command_received
[08:13:09] Unable to map script game_server_info_requested
[08:13:09] Loading map icons...
[08:13:09] Loading strings...
[08:13:09] Loading quick strings...
[08:13:09] Loading meshes...
[08:13:09] Loading item kinds...
[08:13:09] Loading conversations...
[08:13:09] Loading mission templates...
[08:13:09] Loading party templates...
[08:13:09] Loading post effects...
[08:13:10] Loading actions...
[08:13:10] Loading time: 55557
[08:13:16] Creating game...
[08:13:16] Loading setting data...
[08:13:17] Starting game...
[08:13:17] Initializing meta mission...
[13:04:13] Exiting...
[13:04:13] Saving configuration...
[13:04:13] Exiting game at frame 1130317...
[13:04:13] Exiting sound manager...
[13:04:13] Exiting network manager...
[13:04:13] Deleting game...
[13:04:13] Deleting mission...
[13:04:13] Deleting resources...
[13:04:13] Deleting font...
[13:04:13] Deleting game windows...
[13:04:13] Exiting sound manager...
[13:04:13] Exiting physics manager...
[13:04:13] Dumping resource usage information...
[13:04:13] Ondemand textures: 362
[13:04:13] Render target textures: 78/81
[13:04:13] Render target materials: 5/77
[13:04:13] Render target stats:
[13:04:13] A8R8G8B8 (76/0): 47 MB
[13:04:13] X8R8G8B8 (1/0): 0 MB
[13:04:13] D16 (3/0): 4 MB
[13:04:13] R16F (1/0): 2 MB
[13:04:13] Render target total memory usage: 53 MB
[13:04:13] Exiting graphics manager...
[13:04:13] Closing log file...

Code: [Select]
[Battle]
iMaxNumCorpses=50 // (range: 0-2000)
iMaxNumRagdolls=10 // (range: 0-100)
fFirstPersonFieldOfView=75.0 // (range: 55.0-100.0)
fThirdPersonFieldOfView=75.0 // (range: 55.0-100.0)
iBloodStains=2 // (range: 0-2)
bBlood=true
fBloodMultiplier=2.0
fDamageToSelf=0.5 // (range: 0.1-1.0)
fDamageToFriends=1.0 // (range: 0.1-1.0)
iBannerMode=2 // (range: 0-3)
iBannerOutlineMode=1 // (range: 0-3)
uBannerOutlineColorFriendly=0xFF00
uBannerOutlineColorEnemy=0xFF0000
uBannerOutlineColorNeutral=0xFF
fDynamicBannerTransparencyMinDistance=400.0
fDynamicBannerTransparencyMaxDistance=600.0
iDynamicBannerTransparencyMinAlpha=165
iDynamicBannerTransparencyMaxAlpha=255
iFixedBannerTransparencyAlpha=215
iFixedBannerTransparencyOutlineAlpha=205
bDynamicBannerTransparency=true
bShowReticle=true
bShowAttackDirection=true
iAttackControl=2 // (range: 0-3)
iDefendControl=0 // (range: 0-2)
iLanceControl=0 // (range: 0-2)
iHorseCameraMode=2 // (range: 0-3)
iCombatSpeed=2 // (range: 0-4)
fBattleSize=0.3422 // (range: 0.0-1.0)
iNumWalkSamplePoints=8
fStrafeCooldown=0.45
fMinInflictedDamageForHighDamageHit=9.0
iMinSoakedDamageForHighArmorHit=14
bWeaponsCollideWithGround=true
fKickCooldown=1.8
fJumpCooldown=2.0
fHorseJumpCooldown=4.0
bNoJumpingWhileAttackingMelee=false
bNoJumpingWhileAttackingRanged=false
bNoAttackingWhileJumpingMelee=false
bNoAttackingWhileJumpingRanged=false
fGhostModeCameraAcceleration=25.0
fGhostModeCameraMaxSpeed=10.0
fGhostModeCameraDamping=5.0
iMaxNumPrunableMissionObjects=500
vStickItemToLeftHandOffset=0.0,-0.37,-0.04
fMinActionProgressForAllyCollision=0.45
fMaxActionProgressForAllyCollision=0.6
fRangedDamageToPropsFactor=0.1
fCouchedDamageToPropsFactor=0.2
fBonusDamageToPropsFactor=1.1
fFallDamageMultiplier=1.0
fHorseChargeDamageMultiplier=1.0
fCouchedLanceDamageMultiplier=0.65
fMissileDamageSpeedPower=1.9
fMeleeDamageSpeedPower=2.0
fShieldPenetrationOffset=30.0
fShieldPenetrationFactor=3.0
fAirFrictionArrow=0.003
fAirFrictionBullet=0.002
fExtraSoakFactor=1.0
fExtraReduceFactor=1.0
fCutSoakFactor=0.8
fCutReduceFactor=1.0
fBluntSoakFactor=0.5
fBluntReduceFactor=0.75
fPierceSoakFactor=0.65
fPierceReduceFactor=0.5
fCrushthroughThreshold=2.4
fInterruptThreshold=1.0
fBrokenShieldPruneTime=180.0
fDroppedItemPruneTime=180.0
fMissileItemPruneTime=180.0
bWeaponTrails=true
[BattleAi]
iReduceBattleAi=2 // (range: 0-2)
iMinNumAgentsForNavMeshReuse=12
[Campaign]
bSkipTutorial=false
fPlayerHealingFactor=1.0
fMainPartyHeroHealingFactor=1.0
fMainPartyRegularHealingFactor=1.0
fHeroHealingFactor=1.0
fRegularHealingFactor=1.0
fPlayerExperienceMultiplier=2.0
fHeroExperienceMultiplier=2.0
fRegularExperienceMultiplier=3.0
fPlayerWoundedThreshold=5.0
fHeroWoundedThreshold=15.0
fDayStartHour=4.0
fDayEndHour=20.0
vMapCameraMinPosition=-180.0,-145.0
vMapCameraMaxPosition=180.0,145.0
fMapCameraMinZoom=3.5
fMapCameraMaxZoom=175.0
vMapSeaSpeed=0.02,-0.02
fMapSeaDirection=-40.0
fMapSeaWaveRotation=300.0
vMapRiverSpeed=0.01,-0.01
fMapRiverDirection=140.0
fSpottingMultiplier=6.5
fTrackSpottingMultiplier=0.8
iLeadershipSkillBonus=3
iPrisonerManagementSkillBonus=5
iBaseCompanionLimit=20
fTimeMultiplier=0.25
[CampaignAi]
iReduceCampaignAi=2 // (range: 0-2)
[DedicatedServer]
bAutoRestartOnCrash=true
iMaxNumFailedAutoRestarts=5
fMinTimeForSuccessfulAutoRestart=120.0
bLogConnects=true
bLogDisconnects=true
bLogKills=true
bLogChat=true
bLogTeamChat=true
cLogSeparatorChar=,
[FaceGenerator]
bUseLowVariationCache=false // Reduces variation of cached meshes (possibly improving performance) in modules with two skins (male, female) only
[FakeCharacterShadows]
bFakeCharacterShadows=true // Enables fake character shadows (shadows that are cast on collision meshes)
bFakeCharacterShadowsHighQuality=false
fFakeCharacterShadowDetail=0.5 // (range: 0.0-1.0)
iFakeCharacterShadowTextureSize=256 // (values: 64, 128, 256, 512, 1024, 2048)
sFakeCharacterShadowShader=shadow_shader
sFakeCharacterShadowShaderHighQuality=shadow_shader_new
uFakeCharacterShadowColor=0xFF000915
fFakeCharacterShadowDepthBias=0.0002
fFakeCharacterShadowSlopeScaledDepthBias=2.0
[Flora]
fGrassMipMapLodBias=-1.0
iGrassMinFilter=3 // (range: 0-3)
iGrassMagFilter=2 // (range: 0-3)
iGrassMipFilter=2 // (range: 0-2)
iGrassMaxAnisotropy=4
fGrassDensity=0.5
fFloraDegradeDistance=100.0
iFloraShadows=2 // (range: 0-2)
iFloraLod=0 // (range: 0-3)
[Font]
bFontAnisotropicFiltering=true
[General]
bFirstRun=true
sCoreResources=crpg_beta_core_shaders,crpg_beta_core_textures,crpg_beta_core_materials,core_ui_meshes,core_pictures
sIntroVideos=
iMaxFrameRate=100
bShowFrameRate=true
bInputLagOptimization=true
bDontBurnCpuCycles=true
bPauseWhenMinimized=false
bSuppressPerformanceWarnings=true
bSuppressWarnings=false
bSuppressScriptErrors=false
iScreenshotFormat=1 // 0=JPG,1=PNG,2=BMP,3=TGA (range: 0-3)
bHasTutorial=false
bHasSingleplayer=false
bHasMultiplayer=true
bHasCustomBattle=false
iNumHints=0
bHasFirearms=false
[Graphics]
bUseDirect3D9ExIfAvailable=true
iMaximumFrameLatency=0
iPreset=0 // (range: 0-4)
iDisplayWidth=1024
iDisplayHeight=768
bWindowed=true
bMaximized=false
iGraphicsBufferLockFailThreshold=100
bAutoAdjustFullscreenResolution=false
bAutoAdjustAspectRatio=true
bForceVSync=false
iAnisotropicFiltering=4 // (values: 0, 2, 4, 8, 16)
bInstancing=false
iShaderQuality=2 // (values: 0, 1, 2)
bDynamicMeshBatching=true
iMaxNumBatchedMeshVertices=1000
iMaxNumAutoBatchMeshVertices=30
iMaxNumAutoBatchSkinnedMeshVertices=70
bOnDemandTextures=true
iOnDemandTextureCheckThreshold=100
fOnDemandTextureCheckPeriod=10.0
fOnDemandTextureForceCheckPeriod=60.0
iOnDemandTextureTimeout=12000000
fGamma=2.2 // (range: 1.5-2.5)
iTextureQuality=2 // (values: 0, 1, 2, 3)
iInitialNumBufferedInstances=1024
iMaxNumBufferedInstances=32768
iIndexBufferSizeStatic=1310720
iIndexBufferSizeDynamic=262144
iVertexBufferSizeRegularStatic=131072
iVertexBufferSizeRegularDynamic=65536
iVertexBufferSizeNormalMapStatic=131072
iVertexBufferSizeNormalMapDynamic=65536
iVertexBufferSizeSkinningStatic=131072
iVertexBufferSizeSkinningDynamic=65536
iVertexBufferSizeNormalMapSkinningStatic=131072
iVertexBufferSizeNormalMapSkinningDynamic=65536
iVertexBufferSizeSpecialStatic=65536
iVertexBufferSizeSpecialDynamic=32768
iDiffuseMapMinFilter=3 // (range: 0-3)
iDiffuseMapMagFilter=3 // (range: 0-3)
iDiffuseMapMipFilter=2 // (range: 0-2)
iDiffuseMapMaxAnisotropy=16
iNormalMapMinFilter=3 // (range: 0-3)
iNormalMapMagFilter=3 // (range: 0-3)
iNormalMapMipFilter=2 // (range: 0-2)
iNormalMapMaxAnisotropy=4
iSpecularMapMinFilter=2 // (range: 0-3)
iSpecularMapMagFilter=2 // (range: 0-3)
iSpecularMapMipFilter=2 // (range: 0-2)
iSpecularMapMaxAnisotropy=0
iEnvironmentMapMinFilter=2 // (range: 0-3)
iEnvironmentMapMagFilter=2 // (range: 0-3)
iEnvironmentMapMipFilter=2 // (range: 0-2)
iEnvironmentMapMaxAnisotropy=0
iCubeMapMinFilter=2 // (range: 0-3)
iCubeMapMagFilter=2 // (range: 0-3)
iCubeMapMipFilter=2 // (range: 0-2)
iCubeMapMaxAnisotropy=0
[Http]
sUserAgent=Mount Blade HTTP
iMaxNumRetries=3
iResolveTimeout=6000
iConnectTimeout=6000
iSendTimeout=4000
iReceiveTimeout=4000
[Input]
fMouseSensitivity=0.5 // (range: 0.0-1.0)
fMouseXScale=1.0
fMouseYScale=1.5
bInvertMouse=false
[Log]
sLogPath=crpg_beta_log.txt
bAutoFlushLog=true
sStoredLogDirectory=Logs
iMaxNumStoredLogs=25
bBackupOnExit=true
[Messages]
bShowDamage=true
bShowCasualties=true
bShowShotDifficulty=true
bShowExperienceGain=true
bShowProficiencyGain=true
bShowScreenshotPath=true
bShowMultiplayerChat=true
bShowMultiplayerTeamChat=true
uMultiplayerChatColor=0xFFCCCCCC
uMultiplayerTeamChatColor=0xFF8888CC
[Network]
iUdpReceiveBufferSize=262144
iUdpSendBufferSize=262144
iMaxNumServerSearchConnections=16
bSecureMasterServerConnection=false
bLoopbackServer=false
sAddress= // IP address of the server (empty for ANY)
iDefaultPort=7240
fServerActivityTimeout=20.0
fPlayerActivityTimeout=20.0
fServerInfoRequestActivityTimeout=3.0
fPlayerInfoRequestActivityTimeout=3.0
bHttpServerQueries=false
[ParticleSystems]
bParticleSystems=true
iParticleSystemMaxNumMeshVertices=32000 // (range: 0-65536)
iParticleSystemMaxNumRenderedParticles=4500
[Physics]
bAllBodiesAreMoveable=false
bRagdollHeadshots=false
fRagdollPurgeTime=30.0
fRagdollOnGroundPurgeTime=10.0
fRagdollInactivePurgeTime=1.0
fMaxDeltaTimeStep=0.025
fMaxSlowMotionDeltaTimeStep=0.005
[PostFX]
iFxaa=0
iPostProcess=0
iHighDynamicRange=0 // (values: 0, 1, 2)
bDepthEffects=false
bAutoExposure=false
[Reflections]
iReflectionsMode=2 // (range: 0-1)
iReflectionsTextureSize=256 // (values: 128, 256, 512, 1024, 2048, 4096)
iReflectionsMinFilter=2
iReflectionsMagFilter=2
iReflectionsMipFilter=2
iReflectionsMaxAnisotropy=0
[Scene]
bSunFlare=true
sSunFlareMesh=sample_flare
sSunFlareMaterial=flare
fCharacterDetail=0.5 // (range: 0.0-1.0)
[ServerList]
iDeadFavoritesPurgeTime=604800
iDeadFavoritesPurgeTries=7
[ShadowMap]
bShadowMap=true
iShadowMapTextureSize=1024 // (values: 256, 512, 1024, 2048, 4096, 8192)
fShadowMapDepthBias=0.0002
fShadowMapSlopeScaledDepthBias=2.0
sShadowMapShader=shadow_shader
iShadowMapNumPasses=4
[Sound]
fSoundVolume=1.0 // (range: 0.0-1.0)
fMusicVolume=0.4 // (range: 0.0-1.0)
bDisableSound=false
bDisableMusic=false
bUseWinmm=false
bDisableFrequencyVariation=false
iMaxNumChannels=64
iMaxNumVirtualChannels=200
bOcclusion=true
bFastOcclusion=true
bOcclusionFilter=false
bHrtfFilter=true
bDistanceFilter=true
bWasapiExclusive=false
fDistancePriorityFactor=0.1
[TerrainGenerator]
fOuterTerrainMaxBlendDistance=100.0
fOuterTerrainHeightOffset=1.5
iMaxNumGrassInstances=262144
iMaxNumGrassTypes=32
iMaxNumTreeInstances=1024
iMaxNumTreeTypes=32
iMaxNumFloraInstances=1024
iMaxNumFloraTypes=32
[Threads]
bThreadedRenderer=true
bThreadedOnDemandTextures=true
bThreadedNetwork=true
bThreadedLogger=false
bThreadedSkeletalAnimation=false
bThreadedVertexBufferWrites=false
bThreadedIndexBufferWrites=false
iNumTaskThreads=0
iTaskCriticalSectionSpinCount=0
iRenderBufferCriticalSectionSpinCount=0
iRenderThreadCriticalSectionSpinCount=0
iAsyncRenderCallsCriticalSectionSpinCount=0
iNetworkCriticalSectionSpinCount=0
iTextureLoaderCriticalSectionSpinCount=0
iTextureCreatorCriticalSectionSpinCount=0

8
Suggestions Corner / Useable scenery items. Is this possible?
« on: June 20, 2012, 01:35:40 am »
Imagine for second, that you could pick up random sacks, stones and even chairs you see lying around in maps and throw them.

Even if they did no damage and only stunned or knocked you down (the chance for a knockdown based on armour weight?) I could see it being a great addition to the already immersive medieval combat.
This should be possible. Maybe they start just laying around the map in their usual places, but when you look at just the right spot you get the option to pick up a small stool you found, you do and then your character wields it like a weapon which they can hit other players with but it swings so slowly its much easier to avoid than great maul sideswings. Then if you press F again it becomes a throwing weapon (probably would need its own animation to not look silly), the throwing animation is a lot slower than normal because you are throwing a chair and it takes moments longer to build up the momentum to swing something awkward like that. When it hits someone it triggers the stun/knockdown then just enters ragdoll mode like a dropped weapon (with the weight just heavy enough that they don't fly all over the place like shields often do).
Every player would have access to these scenery items as they already litter most maps, so it would not really be an unbalancing factor. Of course some will rage due to being stunned at just the wrong moment but thats down to bad luck more than anything.

These scenery items should not be good melee wepons at all. They would be horribly slow, unwieldy and if we're honest would probably break as soon as you needed to actually block with one. Throwing them should be all they really get used for and then you wouldn't even see many being thrown because they do 0 damage. If that is not enough to discourage mass use of the scene props then it could be abstracted further and perhaps, every time a map loads onto the server, the server picks a random number of useable scene objects from a list containing the likes of chair_castle_a, chair_trunk_b, chair_trunk_c etc. Then there would be a limited number of useable props, you wouldn't even know which ones were useable so you definately wouldn't go looking for them unless there were a lot spawned and you found one before the enemy players found you. If this was the case then I'm sure only peasants would use this as a real tactic, throw a chair at that ninja as you run all the way back to your melee blob. :P Some high level might do it for fun and the hell of it, which is what this is all about.

This could add another layer of tactical depth to the game and be a lot of fun, or end up being the feature that is much discussed but not really used.

Saving Private Ryan inspired this, haha;

Helmet Fight

So what do you think? Would this be a reasonable addition to the great medieval combat?

Edited: spelling

9
Welcome to my guide to making maps for cRPG! Due to cRPG's lack of original maps, the rotation on most servers has grown stale. This is sad as it can be fun and easy to start making maps, even with no experience at all.
All you'll need is 10-15 minutes to get everything set up but each subsequent time you feel like making a map it takes seconds.

1: Creating a mapping module

(click to show/hide)

1A: Generating A Terrain Code

(click to show/hide)

1B: Textfile Editing

(click to show/hide)

1C: Editing Your Map (Finally)

(click to show/hide)

1D: Credits:

Mustikki
(click to show/hide)

Elindor
(click to show/hide)

Ozin
(click to show/hide)

10
Suggestions Corner / Add voice command insults/warcry
« on: February 24, 2012, 03:24:13 am »
It would only add to the game.
We wouldn't even have to make the sounds as the (currently unused) sound files are already in the warband directory of every player.
Don't believe me?

Go to;
C:\Program Files\Mount&Blade Warband\Sounds
or
C:\Program Files\Steam\steamapps\common\mountblade warband\Sounds

Find the files starting with man_insult.
These would all make great voice commands and allow players to scream bastard/coward etc at each other in an immersive way without clogging up the chat.

I feel the man_victory files would also make for fun team cheers after winning a round!

Thoughts?

11
Scene Editing / Peasant_Woman's Maps. Updated - 09/11/2017
« on: February 22, 2012, 11:03:09 pm »
Maps the Community made; I IN NO WAY HAVE ANY CLAIM TO THESE MAPS, THEY WERE JUST ON MY HD;
Attack on a Caravan, Burning Witch, Dune, From the Sea, Sea Raiders, The Canals of Our City, Trouble in the Neighborhood, Upon the Rocks, Wolves Cave, Zendar Arena.
[Download from Mediafire]

Conquest:

Arenaceous Castle v1.2
(click to show/hide)

Battle:

2Desert:
(click to show/hide)

Siege:

Warkworth Castle:
(click to show/hide)

Fort Rhuin:

Sanitarium 186kb
(click to show/hide)

12
                                                                                                                                                            Help! Help! I'm being repressed!
                                                                                                                                                               
                                                                                                                                                                     visitors can't see pics , please register or login

                                                                                                                             [DCM] Disenfranchised Calradian Militia


                                                                                            Too long have the tyrannical lords of oppression held sway over the simple people of the land. Now we see the violence inherent in the system.
           All over Calradia villages are refusing to pay taxes to thier lords and instead looking to thier own defence. Old farmers, peasant girls, village widows and young lads alike are forming a united front against the oppressors. What will come of it is anyones guess.

                                                                                                                            This is a clan themed on oppressed peasants for players of all time zones and skill levels.
                         We represent the common people of Calradia, laboring thier entire lives to never see a penny of thier hard work, constantly at the mercy of bandits and enemies of thier lords faction and conscripted to fight for his armies in                                                                                                                                             wars we don't understand for the simple reason that it pays better than farming.


                                                                                                                                                             Our clan color is: visitors can't see pics , please register or login
0066CC Dark Hard Azure

                                                                                                                                                                          Forums
                                                                                                                                                http://dcm.guildlaunch.com/index.php?gid=229554
                                                                                                                                                                        (work in progress)
 
                                                                                                                                                                  Steam Group
                                                                                                                                           http://steamcommunity.com/groups/Disenfranchised_Peasants

                                                                                                             Currently recruiting all players, PM me if you are interested in joining. If accepted join up on the guild website.

                                                                                                                                                                Watch this space!
                                                                                                                                                       Rank system/uniform/TS/Custom banner coming soon!

13
cRPG Technical problems / Cosmetic bug, Tribal Warrior Outfit
« on: May 16, 2011, 05:32:37 pm »
I've been using this armor for a long time, but I never noticed until just now that the model looks quite buggy when you hold a right block;
(possibly I never saw it because I often tap my blocks)

With a 2hander it looks ugly as hell but isn't too extreme;

With a polearm things just go nuts;

This armor could use a new model with a slightly adjusted texture perhaps?

14
Scene Editing / Seige map: Warkworth Castle
« on: April 09, 2011, 05:18:20 pm »
This is my latest siege map, based on and named after Warkworth castle in northumbria, England. I made an effort to use lessons learned when making my previous maps such as taking care to not make it too big or too complicated and to be honest i'm fairly proud of it.  :) I also managed to get spawns working properly as far as I can tell, probably due to attackers coming from a single direction. This image is what inspired the gatehouse area;
http://www.mbrepository.com/file.php?id=2749

Previous changelogs;
(click to show/hide)

v1.4 changelog
(click to show/hide)

Screenshots (updated v1.3);
Overview

As always constructive criticism and feedback is welcome!

15
Scene Editing / Siege map: Snowfall
« on: April 04, 2011, 08:14:56 am »
After getting tired of playing the native maps again and again I decided to make my own (hopefully of the same quality as the other custom maps). This is my first attempt at a siege map, getting the spawns working properly was infuriating :D constructive criticism/feedback is welcome.

http://www.mbrepository.com/file.php?id=2732

(click to show/hide)
Overview

(click to show/hide)
Key locations

(click to show/hide)
Gatehouse 1 and siege ramp

(click to show/hide)
Gatehouse 2

(click to show/hide)
Gatehouse 3 facing the attacker spawn

(click to show/hide)
Main entrance to flag compound

(click to show/hide)
Flag compound

(click to show/hide)
Looking down from the flag wall at the attacker spawn

Version 1.1 changelog;
(click to show/hide)

version 2.0 changelog;
(click to show/hide)

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