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User Name Group Member Since File Listings Comments
othr Uploader Mar 22, 2010, 02:10:42 am 4 21
File listings: newest first
# Title Added/Updated Downloads
Per Day
Total
Downloads
File Rating Views File Size Comments
1  Patch for AD 1257 0.95pre10 Sep 20, 2010 20.35 61,403 2.3 / 5.0 98,417 6.85 MB 14
2  Anno Domini 1257 Sep 11, 2010 78.05 249,020 3.9 / 5.0 486,918 409.91 MB 302
3  OBJ to map.txt converter Aug 30, 2010 0.28 861 3.5 / 5.0 4,268 36 KB 0
4  Translation package for AD 1257 Jul 02, 2010 0.56 1,726 0.0 / 5.0 6,232 29 KB 1
Comments
IP: logged
 1257 AD (improved) (v 0.8)  » posted under Anno Domini 1257 on Apr 25, 2010, 05:16:58 pm
I will no longer be checking this area for comments. If you have one head to the mod's subforum (link at the top).
IP: logged
 Re: 1257 AD (improved) (v 0.7)  » posted under Anno Domini 1257 on Apr 20, 2010, 05:25:23 am
walrus2517 wrote:
..............

Some of the bugs are within the module system itself, I found quite a few in there. Some are definitely mine :)

For the crashes I'll have a fix for that in a couple of days, some weapons and armour just have too many polys for the game engine I guess.
IP: logged
 Re: 1257 AD (improved) (v 0.7)  » posted under Anno Domini 1257 on Apr 19, 2010, 05:41:15 pm
Brubar wrote:
Nice Work! There are way lesser bugs than the previous version!!

Still, i don't understand why the moving speed is SO HIGHT this is terribly annoying...for me! I think it reduces the "realism" of the game.

Also, I started with the French and thought that their blue color was a bit difficult to red, it fits too well with the background.

And wht don't you add the following cities: Toulouse, Marseilles and Bordeaux with a few villages from southern France?

Some cities in Sweden are not well placed. Göteborg should be a coastal city, and Malmö should be further south, not really far from Kopenhagen.

This really gets interesting!!

There is a hotfix for the crazy speed.
IP: logged
 Re: 1257 AD (improved) (v 0.5)  » posted under Anno Domini 1257 on Apr 19, 2010, 06:42:41 am
MrMuffin wrote:
Richard2010 wrote:
i had a problem with a file arabian_horses in common res, its not there xD

i have the same problem, how do you fix this? i downloaded it 3 times and replaced all the files but it didn't helped so i'm kinda stuck :/

The mod is for Warband, if you're trying to run it with M&B it won't work.
IP: logged
 Re: 1257 AD (improved) (v 0.6)  » posted under Anno Domini 1257 on Apr 19, 2010, 06:13:13 am
The mountains on the edges of the map are a decoration so you don't have to stare at empty spaces. Or maybe they're there so you don't fall off the map..... :hammer:

Well, I'm sure there is a way to remove horses from the mod, but then it wouldn't be the same mod anymore :)

You need to have Warband installed to install the mod. If you have the steam version of Warband the directory will be something like c:\program filesx86\steam\common etc etc... It is under steam for sure, have to look for it.

Oh yes and cattle should now follow the player, not run away!
comment last edited by othr on Apr 19, 2010, 06:40:56 am
IP: logged
 Re: 1257 AD (improved) (v 0.6)  » posted under Anno Domini 1257 on Apr 16, 2010, 04:49:33 pm
Brubar wrote:
Hey, I'm pretty interested in this mod. It looks awesome
But as the 2 dudes above me, after having created my character and defeated the 2 fighters in the town, nothing happens!
Cannot leave town, do not see any merchant...

So this makes a 5 minutes campaign! It's as much as long as the last C.o.D. Series so , good job! :P
I'll be waiting for that fix!
Fix is ready. I was going to just make a patch but I changed too much stuff so had to reupload the entire thing.
IP: logged
 1257 AD (improved) (v 0.5)  » posted under Anno Domini 1257 on Apr 16, 2010, 04:29:53 pm
0.6 fixes most of the issues. There may be some floating towns and castles hanging around still though. Upload is almost done.
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 Re: 1257 AD (improved) (v 0.4)  » posted under Anno Domini 1257 on Apr 15, 2010, 10:07:06 am
Natureboy wrote:
[............]

Yes, the warband version is out :)
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 Re: 1257 AD (improved) (v 0.4)  » posted under Anno Domini 1257 on Apr 12, 2010, 07:22:58 am
Shikunisai wrote:
Well, the troop upkeep is way 2 much. 1 Recruit's wage is 40 Denars :shock: . In the regular M&B it's only 2 Denars or something like that. The black fog around the screen is sort of unnecessary and the world is dark ALL the time. Could you please change that? Also you should raise the gore because sometimes I kill 40 people and have hardly any blood on my sword. Squires/Knight-Errants that you hire in taverns cost roughly 20,000 or so Denars. >:( You should lower the price.

It's high because:
a) money is easy to make (plunder villages, capture lords, do city quests)
b) I want to prevent all top tier troop armies , when you can steamroll the AI without effort things get old quite fast (for me anyway)
IP: logged
 Re: 1257 AD (improved) (v 0.4)  » posted under Anno Domini 1257 on Apr 03, 2010, 10:02:25 pm
Shikunisai wrote:
I LOVE this mod! I'm having an error though. When I play a few battles, I get a message that comes up saying - RGL Error Cannot lock vertex buffer - Something like that, and then it closes the game. What's wrong with it? Also this game was WAY overdone. I like the items, but you went 2 far on the graphics. It's making my PC slow.

Reduce the detail? Going out on a limb here...
IP: logged
 Re: 1257 AD (improved) test version 3 (v 0.3)  » posted under Anno Domini 1257 on Mar 31, 2010, 11:25:47 pm
Shikunisai wrote:
Can someone please explain to me how to install this? I only know how to install zipped files :hammer:

Download 7-zip from 7zip.org or jZip from http://www.jzip.com/
IP: logged
 Re: 1257 AD (improved) test version 3 (v 0.3)  » posted under Anno Domini 1257 on Mar 29, 2010, 07:09:32 pm
Natureboy wrote:
othr wrote:
Sorry friend, I can't duplicate your issue. I assume you're running out of video memory.

Yeah. No one else seems to have that problem. And I myself am getting used to these very special forces. ;-) By the way: The amount of money one gets for not being allowed to keep an occupied castle and for setting free an imprisoned enemy lord is very nice.

Apparently you're not the only one but everything seems set up correctly, I'm not quite sure what the issue is.
IP: logged
 Re: 1257 AD (improved) test version 3 (v 0.3)  » posted under Anno Domini 1257 on Mar 25, 2010, 08:47:19 pm
Sorry friend, I can't duplicate your issue. I assume you're running out of video memory.
IP: logged
 Re: 1257 AD (improved) test version 3 (v 0.3)  » posted under Anno Domini 1257 on Mar 24, 2010, 05:26:28 pm
Natureboy wrote:
othr wrote:
Natureboy wrote:
Ok. The transparent upper body warriors have returned. Usually quitting the game and restarting it solves the problem (for some time). I've made a screenshot. Now I'm looking for a way to send it ro you. Suggestions?

What video card do you have? It seems to me like you're running out of video card memory. Just use imageshack.com to upload the image and post the URL here, thanks.

You might be right. I'm using a NVIDIA GeForce 9800M GTS. I'll try to tune down my graphical options.

Here the URL of the screenshot:

http://img231.imageshack.us/img231/6400/mb1v.png
If you just could tell me which castle this is, thanks a lot. Have to make sure this isn't the troop type.
IP: logged
 Re: 1257 AD (improved) test version 3 (v 0.3)  » posted under Anno Domini 1257 on Mar 24, 2010, 02:20:14 pm
Natureboy wrote:
Ok. The transparent upper body warriors have returned. Usually quitting the game and restarting it solves the problem (for some time). I've made a screenshot. Now I'm looking for a way to send it ro you. Suggestions?

What video card do you have? It seems to me like you're running out of video card memory. Just use imageshack.com to upload the image and post the URL here, thanks.
IP: logged
 1257 AD (improved) test version 3 (v 0.3)  » posted under Anno Domini 1257 on Mar 23, 2010, 06:24:53 pm
Well, I'm glad you resolved somehow because I just couldn't duplicate your problem. If you haven't downloaded the patch that fixes some things, try it the link is available in the descriptionl.
IP: logged
 Re: 1257 AD (improved) test version 3 (v 0.3)  » posted under Anno Domini 1257 on Mar 23, 2010, 06:18:38 pm
Wll10441 wrote:
othr wrote:
Wll10441 wrote:
i like the mod but i don't think i will need to care once warband comes out which is less than 1 week. but anyways, trees are floating!!! well they are laying on there sides in mid air. try doing the siege defense battle and you'l see what i mean.

i didn't expect you to reply to my comment so fast so i guess that means your working on all the problems and are paying attention to the community, so il keep playing and reporting til warband. by the way, what do you plan to do with this mod once warband comes out?

Give me the names of the castles where trees are floating :)
not actualy in the game(so far) but on the seige defense battle. just thought if it's on that then it's in the game somewhere.

on a side note, im glad to here your getting the expansion and hopefully transfering your mod to it. unfortunatly i can't pre order it for i just bought a game on steam on accident. i ment to buy gothic 3 but i mistook gothic ll Gold for it. i feel retarded. and my dad's going to beat my ass so il test your mod later.

Hmm Gothic 3 you said?! That may be interesting, thanks for the heads up :) Bah thought you meant Gothic 4!
comment last edited by othr on Mar 23, 2010, 06:22:50 pm
IP: logged
 Re: 1257 AD (improved) test version 3 (v 0.3)  » posted under Anno Domini 1257 on Mar 23, 2010, 05:17:48 pm
Natureboy wrote:
I personally am not interested in Warband so far. That means I'm glad for every module, that is in developement right now, and sad about every mod, that gets delayed until Warband comes out, because I most definitely won't be playing those.

As far as my reported bugs are concerned: Yes. I mean their upper bodies are completely transparent and missing. Their heads and helmets are floating above their feet and shoes. Their hands, gloves, weapons are where they should be, too.

Maybe this has to do with another mod I recently installed: Rus XIII 0.62. This mod overwrites some main game files to give the whole mod a very special feeling. Have you tried it? You should. It's quite a nice one. Anyway: Maybe there is some case of incompatibility with your mods armor. I don't know. :-?

It is possible, I did try Rus XIII, it's a very nicely done mod. High quality textures and many little details taken care of. I even tried to borrow some textures from them but alas, they refused (doh!).

Well the mod will remain compatible with M&B 1.0.11 for a while but Warband just offers many improvements, I won't be able to resist it, in fact I already preordered it. The graphics and performance are much better, the campaign AI and battle AI are also greatly improved.

Can you take a screenshot? This issue is not happening on my end. I'm really curious as to what it looks like.
comment last edited by othr on Mar 23, 2010, 05:20:42 pm
IP: logged
 Re: 1257 AD (improved) test version 3 (v 0.3)  » posted under Anno Domini 1257 on Mar 23, 2010, 05:14:22 pm
Wll10441 wrote:
i like the mod but i don't think i will need to care once warband comes out which is less than 1 week. but anyways, trees are floating!!! well they are laying on there sides in mid air. try doing the siege defense battle and you'l see what i mean.

i didn't expect you to reply to my comment so fast so i guess that means your working on all the problems and are paying attention to the community, so il keep playing and reporting til warband. by the way, what do you plan to do with this mod once warband comes out?

Give me the names of the castles where trees are floating :)
IP: logged
 Re: 1257 AD (improved) test version 3 (v 0.3)  » posted under Anno Domini 1257 on Mar 23, 2010, 06:58:39 am
Natureboy wrote:
Hey.

True: It is bugged. And true: Since you wrote, that this is a work in progress, you might not need any bug reports. I however very much like that mod. And that's why I will report in some bugs anyway, that I came across playing as a Teutonic Knight for a little while:

1.) Lords are "naked" (they're wearing trousers) within halls. This however is not happening with faction leaders as far as I saw. So maybe this is something you're still working on.

2.) Some units' upper bodies are transparent in battles. I guess this happens with all units that are supposed to wear heraldic armor. I personally encountered it with my own (foot)troops at a higher level and with some footman of the raiding knights in the game (who are quite hard to beat, but this is not a bug but a challenge I suppose ;-)).

3.) Whenever I try to hire young nobles from other lords' castles they are not added to my troops, which is annoying, but the 500 gold are "nicely" taken away from me, which is even more annoying.

Apart from that I really enjoyed trying this mod. In fact so much, that I might as well play another round right now. :lol: I hope you keep on improving it.

1. Yes, that's still not finished.
2. Do you mean they're completely transparent? That would be a bug, I don't think they're supposed to wear heraldic armour, I'll check again, thanks.
3. Definitely a bug, thank you.
IP: logged
 Re: 1257 AD (improved) test version 3 (v 0.3)  » posted under Anno Domini 1257 on Mar 23, 2010, 06:56:34 am
Wll10441 wrote:
my god it's so bugged. i don't even think you need me to point the bugs out.

I'd definitely like to hear what those many bugs are. That's the purpose of a test version isn't it?
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