VCMI Project - Heroes 3: WoG recreated
Forum of the project aiming to recreate best turn-based strategy ever!

News and announcements - VCMI 0.98 released

Warmonger - 2015-04-01, 09:11
Post subject: VCMI 0.98 released
We're happy to give you new version VCMI 0.98.

Previous release 0.97 was not very satisfactory, it has a number of issues with AI as well as crashbugs. Luckily now all these problems are solved and you can play new VCMI 0.98 with no problems.

Finally all the spells in game are supported. New additions include missing adventure spells and Earthquake.
An important new feature is World View option. You will also notice nice fading effect on picked treasures and adventure map transitions.
Pathfinder and AI are allowed to use Monoliths to teleport between different parts of map. This should substantailly improve your game experience.

RMG got significant improvements to balance and look. Most prominent feature is presence of rock tunnels in the underground level.

Savegame format has changed since 0.97, but you still will be able to load games from 0.97c.

Fixed bugs are listed here:
http://bugs.vcmi.eu/chang...p?version_id=80
http://bugs.vcmi.eu/chang...p?version_id=79
http://bugs.vcmi.eu/chang...p?version_id=78

Download VCMI 0.98

Installation

We recommend you first make a copy of clean Heroes Complete / Shadow of Death folder. Extract VCMI zip package there.
WoG is not needed. All recommended mods and files can be downloaded via Launcher included in the package.

Changelog:
Quote:

0.97 -> 0.98
GENERAL:
* Pathfinder can now find way using Monoliths and Whirlpools (only used if hero has protection)

ADVENTURE AI:
* AI will try to use Monolith entrances for exploration
* AI will now always revisit each exit of two way monolith if exit no longer visible
* AI will eagerly pick guarded and blocked treasures

ADVENTURE MAP:
* Implemented world view
* Added graphical fading effects

SPELLS:
* New spells handled:
- Earthquake
- View Air
- View Earth
- Visions
- Disguise
* Implemented CURE spell negative dispell effect
* Added LOCATION target for spells castable on any hex with new target modifiers

BATTLES:
* Implemented OH3 stack split / upgrade formulas according to AlexSpl

RANDOM MAP GENERATOR:
* Underground tunnels are working now
* Implemented "junction" zone type
* Improved zone placing algorithm
* More balanced distribution of treasure piles
* More obstacles within zones


Many thanks to all developers who contributed to this build, especially new joiner ArseniyShestakov aka. SXX.

Keloraen - 2015-04-01, 14:27

Thank you for your work.
Tooandorisu - 2015-04-01, 16:02

I just played some Campaign and then suddenly it crashed. Long Live the Queen. First quest. Day 4, Week 2. One hero was on the sea, and one was just about to take a gem mine. Hmm. Strange
acidchalk - 2015-04-01, 23:20

You guys are my heroes! Good work is being done here!
SXX - 2015-04-02, 02:28
Post subject: Re: VCMI 0.98 released
My nickname is little bit different, but thanks anyway. ;-)
val-gaav - 2015-04-03, 07:34

What will happen after 0.99 ? 1.0 release or 0.100 ? :)

The progress is really nice BTW. Also it is always nice to see new developers join the project :)

Iyoossaev - 2015-04-03, 10:51

I am following development of the project with much interest. Glad to see most of the original functionality is there. Can't wait to see what you add after 1.0. What I'd personally like to see is RMG making better sea-maps with larger islands (the original ones always sucked), more than 8 players and option to use the original H3 icons (I can't stand the old ones, they just don't fit here). That, WoG and HotA… Could be really fun :)


PS. In the wiki you have the following passage: “although it doesn't follow its initiative mechanism”
Don't you guys mean “initial”? ;)

Tooandorisu - 2015-04-03, 16:52

Is the mod list 100% updated to 0.98 yet?
Warmonger - 2015-04-03, 17:19

All mods from 0.97 should be compatible with 0.98.
anonymous1 - 2015-04-04, 14:51

How convert save game from 0.97 to 0.98 version?

I have error:

Error: Failed to process SAVES/G1_3: Error: too old file format

Macron1 - 2015-04-04, 14:58

anonymous1 wrote:
How convert save game from 0.97 to 0.98 version?

I have error:

Error: Failed to process SAVES/G1_3: Error: too old file format


Save games of diff. versions are not compatible.
Restore 0.97d to play it to end.

anonymous1 - 2015-04-04, 15:10

Quote:
Restore 0.97d to play it to end.


I can't, because game crush on 0.97 version.
I wait new version that fix it.
But i must play again from the beginning :(
And i can't check bug in new version.

Macron1 - 2015-04-04, 15:52

anonymous1 wrote:

And i can't check bug in new version.

That's good news :mrgreen:

Randjan - 2015-04-05, 23:26

Wow, amazing. Does this mean that in 1.00 this will be like original heroes 3?
Warmonger - 2015-04-06, 08:20

Quote:
Does this mean that in 1.00 this will be like original heroes 3?

Nobody never said that. So please stop asking.

lonelywolf - 2015-04-06, 11:43
Post subject: hmm
Warmonger how far from being like original heroes 3 is vcmi?
Povelitel - 2015-04-06, 14:16
Post subject: Re: hmm
lonelywolf wrote:
how far from being like original heroes 3 is vcmi?

improvement and revision RDM
improvement and revision AI and fix all bugs AI
revision Multiplayer
revision Spels
revision Campaigns

Fix all bugs. Especially those related to the stability of

A lot of things

Reeferidgerator - 2015-04-13, 17:59

I cannot find vcmi .98 on android, Google play store only has .97 When will .98 be out on the Google play store? Or is there a way I can operate the .98 software on my galaxys5?
Warmonger - 2015-04-13, 19:08

Indeed, Android version is maintained by xyz who didn't show around in a while. Will PM him.
Rovdyr740 - 2015-04-16, 15:32

First of all many thanks to the Dev Team well done!

What i would like to know is when you plan to implement Commander Artifacts, or rather when can we actually use them, because right now they disappear when i drag them unto the commander icon, which is sad as it renders the commander completely useless.

And another thing, my game crash'es every now and then. is there any reason to that? it simply closes down no warning or anything.

Again thanks for your work!

Warmonger - 2015-04-16, 15:38

Quote:
i would like to know is when you plan to implement Commander Artifacts, or rather when can we actually use them, because right now they disappear when i drag them unto the commander icon

This is a bug. Please report it on http://bugs.vcmi.eu/my_view_page.php

Laban - 2015-04-23, 20:59

I found this just a few weeks ago, and then Gog had their H3 sale so it was a given to re-live the adventures of this epic game. And well done on creating the project! Awesome job!

A few questions come to mind. Any idea on how long after a release the ppa:saven-ivan/vcmi -Ubuntu repository is updated. Is anyone maintaining easy to install releases for Mac. And what does VCMI stand for?

Keep up the good work!

Ivan - 2015-04-24, 20:22

Hi. Sorry for this delay. I'll try to do something with PPA tomorrow. Meanwhile you can install daily builds from this PPA:
https://launchpad.net/~vcmi/+archive/ubuntu/ppa
Quote:
And what does VCMI stand for?

Let's just say that project founders were great fans of Tolkien :roll:

Randjan - 2015-05-02, 20:29

Quote:
And what does VCMI stand for?

People ask this again! xD
By the way, I always wondered why would you make it something hard to pronounce, or remember, it wouldn't attract too many people. But I think I heard somewhere that it's supposed to be pronounced veece-me? :-P

Delirious17 - 2015-07-16, 07:24

Any update on Android? Won't even launch now on my LG G4 5.1
Daccad - 2015-08-14, 18:30

Please, somebody help me: i see all the menu in Russian, i just installed VCMI and downloaded all the features and mods (i couldnt download Tarnum 2).

How can i make the menu in English, please? :idea:

AVS - 2015-08-14, 19:56

Daccad wrote:
Please, somebody help me: i see all the menu in Russian, i just installed VCMI and downloaded all the features and mods (i couldnt download Tarnum 2).

How can i make the menu in English, please? :idea:


Disable WOG russian translation mod. (BTW it should be disabled bu default)

Warmonger - 2015-08-14, 20:41

AVS wrote:
Daccad wrote:
Please, somebody help me: i see all the menu in Russian, i just installed VCMI and downloaded all the features and mods (i couldnt download Tarnum 2).
How can i make the menu in English, please? :idea:

Disable WOG russian translation mod. (BTW it should be disabled bu default)

Yes it should, but this feature doesn't work for some reason.

Daccad - 2015-08-14, 21:10

AVS wrote:
Daccad wrote:
Please, somebody help me: i see all the menu in Russian, i just installed VCMI and downloaded all the features and mods (i couldnt download Tarnum 2).

How can i make the menu in English, please? :idea:


Disable WOG russian translation mod. (BTW it should be disabled bu default)


I already tried that but didnt work... is all Russian.

But another issue: i tried to play in Russian, and i can play the old maps, in RoE, SoD, AB modes, but i cant play a random map, and i cant acces the wogifi options. It just not work, like is no sensible button there.

Any advice?

AVS - 2015-08-15, 13:56

Warmonger wrote:
AVS wrote:
Daccad wrote:
Please, somebody help me: i see all the menu in Russian, i just installed VCMI and downloaded all the features and mods (i couldnt download Tarnum 2).
How can i make the menu in English, please? :idea:

Disable WOG russian translation mod. (BTW it should be disabled bu default)

Yes it should, but this feature doesn't work for some reason.


Also there is still two copy of that mod in repo. One should be removed.

AVS - 2015-08-15, 13:58

Daccad wrote:
and i cant acces the wogifi options. It just not work, like is no sensible button there.

Any advice?


wogifi button in not a button, its just a part of WoG graphics.

Calmarius - 2015-08-29, 00:19

Since only 0.95 is available in the PPAs for the Ubuntu 12.04 LTS (which is supported till 2017), I tried to compile it from source. After getting all the dependencies, updated gcc to 4.8, I get these errors:

/home/calmarius/stuff/source/vcmi/vcmi/lib/filesystem/CFilesystemLoader.cpp: In member function ‘std::unordered_map<ResourceID, boost::filesystem3::path> CFilesystemLoader::listFiles(const string&, size_t, bool) const’:
/home/calmarius/stuff/source/vcmi/vcmi/lib/filesystem/CFilesystemLoader.cpp:130:8: error: ‘preferred_separator’ is not a member of ‘boost::filesystem3::path’
if (bfs::path::preferred_separator != '/')
^
/home/calmarius/stuff/source/vcmi/vcmi/lib/filesystem/CFilesystemLoader.cpp:136:15: error: ‘preferred_separator’ is not a member of ‘boost::filesystem3::path’
if (c != bfs::path::preferred_separator)
^

Maybe the required boost version is too low?

Anyway should I expect a deb for Ubuntu Precise or is it not supported anymore?

EDIT: Boost 1.48 doesn't have that property in the Path class. It seems the required minimum Boost version is 1.50. README.linux should be updated.

Ivan - 2015-08-29, 22:03

Quote:
Anyway should I expect a deb for Ubuntu Precise or is it not supported anymore?

You can call it unsupported. Packages from vanilla Precise are too outdated to compile VCMI. Main reason is that this allows to use new features like C++11 and new features from boost.

And to provide .deb's for 12.04 we'll have to provide all dependencies - new gcc, new boost, possibly - new SDL 2.0. And that's too much work for me.
Quote:
Boost 1.48 doesn't have that property in the Path class. It seems the required minimum Boost version is 1.50. README.linux should be updated.

Will do. Thanks for notice.
Quote:
Ubuntu 12.04 LTS (which is supported till 2017),

"supported" is a stretch. For Canonical support usually means bugfixing. They are not porting back new releases, they are not porting back non-essential bugs, etc. Even with "new" 14.04 I have a few bugs that were fixed but were not backported to 14.04. And I'm talking about kernel/X bugs - part of Ubuntu "supported" by Canonical.

magnetis - 2015-10-06, 10:40

Hi ! Any news about update to 0.98 on Google Play ?
val-gaav - 2015-10-06, 19:35

See the last 3 posts in this topic http://forum.vcmi.eu/view...=850&start=135.

Also it is probably better to post about Android version in that topic.

anonymous1 - 2015-12-06, 00:13

I have some bug.
Game crash after end day.
vcmi 0.98 + patch aa00fdbd0e99b2beec382c7677a64d962b748dcb
Fedora 23
Quote:
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fffd4f01700 (LWP 28701)]
CGObjectInstance::visitablePos ([email protected]=0x0) at /usr/src/debug/vcmi-0.98/lib/mapObjects/CObjectHandler.cpp:299
299 return pos - getVisitableOffset();
Missing separate debuginfos, use: dnf debuginfo-install boost-chrono-1.58.0-8.fc23.x86_64 boost-filesystem-1.58.0-8.fc23.x86_64 boost-locale-1.58.0-8.fc23.x86_64 boost-program-options-1.58.0-8.fc23.x86_64 boost-system-1.58.0-8.fc23.x86_64 boost-thread-1.58.0-8.fc23.x86_64 bzip2-libs-1.0.6-17.fc23.x86_64 celt-0.11.3-1.fc20.x86_64 dbus-devel-1.10.2-1.x86_64 expat-2.1.0-12.fc23.x86_64 ffmpeg-devel-2.8.2-1.x86_64 flac-libs-1.3.1-5.fc23.x86_64 freetype-2.6.0-3.fc23.x86_64 gdbm-1.11-6.fc23.x86_64 gsm-1.0.13-13.fc23.x86_64 jbigkit-libs-2.1-4.fc23.x86_64 json-c-0.12-6.fc23.x86_64 lame-3.99.5-1.x86_64 libattr-2.4.47-14.fc23.x86_64 libcap-2.24-8.fc23.x86_64 libdrm-2.4.65-1.x86_64 libgcc-5.1.1-4.fc23.x86_64 libICE-1.0.9-3.fc23.x86_64 libicu-54.1-5.fc23.x86_64 libjpeg-turbo-1.4.1-2.fc23.x86_64 libmodplug-0.8.8.5-6.fc23.x86_64 libogg-1.3.2-4.fc23.x86_64 libpciaccess-0.13.4-2.fc23.x86_64 libpng-1.6.19-1.fc23.x86_64 libselinux-2.4-4.fc23.x86_64 libSM-1.2.2-3.fc23.x86_64 libsndfile-1.0.25-17.fc23.x86_64 libstdc++-5.1.1-4.fc23.x86_64 libtheora-1.1.1-13.fc23.x86_64 libtiff-4.0.4-1.fc23.x86_64 libudev-214.2-1.x86_64 libuuid-2.27.1-2.fc23.x86_64 libva-1.6.1-1.fc23.x86_64 libvorbis-1.3.4-5.fc23.x86_64 libvpx-1.4.0-5.fc23.x86_64 libwebp-0.4.4-1.fc23.x86_64 libXau-1.0.8-1.x86_64 libxcb-1.11.1-1.x86_64 libXcursor-1.1.14-1.x86_64 libXdamage-1.1.4-1.x86_64 libXdmcp-1.1.2-2.fc23.x86_64 libXext-1.3.3-1.x86_64 libXfixes-5.0.1-1.x86_64 libXi-devel-1.7.5-1.x86_64 libXinerama-1.1.3-1.x86_64 libXrandr-1.5.0-1.x86_64 libXrender-0.9.9-1.x86_64 libXScrnSaver-1.2.2-1.x86_64 libxshmfence-1.2-2.fc23.x86_64 libXtst-1.2.2-1.x86_64 libXxf86vm-1.1.4-1.x86_64 mesa-dri-drivers-11.0.5-1.x86_64 mesa-libGL-devel-11.0.5-1.x86_64 openjpeg-libs-1.5.1-15.fc23.x86_64 opus-1.1.1-1.fc23.x86_64 orc-0.4.24-1.fc23.x86_64 pcre-8.38-3.fc23.x86_64 pulseaudio-libs-5.0-2.x86_64 schroedinger-1.0.11-9.fc23.x86_64 SDL2-2.0.3-7.fc23.x86_64 SDL2_image-2.0.0-8.fc23.x86_64 SDL2_mixer-2.0.0-8.fc23.x86_64 SDL2_ttf-2.0.12-5.fc23.x86_64 speex-1.2-0.24.rc2.fc23.x86_64 systemd-devel-214.4-1.x86_64 tcp_wrappers-libs-7.6-81.fc23.x86_64 x264-devel-0.145-1.x86_64 x264-libs-0.145-1.x86_64 xvidcore-1.3.3-1.x86_64 xz-libs-5.2.1-3.fc23.x86_64 zlib-1.2.8-9.fc23.x86_64
(gdb) bt full
#0 CGObjectInstance::visitablePos ([email protected]=0x0) at /usr/src/debug/vcmi-0.98/lib/mapObjects/CObjectHandler.cpp:299
No locals.
#1 0x00007fffcf4dc2e6 in VCAI::goVisitObj ([email protected]=0x7fffbcd77880, obj=0x0, h=...) at /usr/src/debug/vcmi-0.98/AI/VCAI/VCAI.cpp:837
dst = {x = 1, y = 0, z = -220496724}
#2 0x00007fffcf4df9b2 in VCAI::wander ([email protected]=0x7fffbcd77880, h=...) at /usr/src/debug/vcmi-0.98/AI/VCAI/VCAI.cpp:1408
hlp = std::vector of length 17592168234130, capacity 17591649173503 = {<error reading variable hlp (Cannot access memory at address 0x7)>
dests = std::vector of length 7, capacity 8 = {{id = {<BaseForID<ObjectInstanceID, int>> = {num = 1174}, <No data fields>}}, {id = {<BaseForID<ObjectInstanceID, int>> = {num = 938}, <No data fields>}},
{id = {<BaseForID<ObjectInstanceID, int>> = {num = 5}, <No data fields>}}, {id = {<BaseForID<ObjectInstanceID, int>> = {num = 4}, <No data fields>}}, {id = {<BaseForID<ObjectInstanceID, int>> = {
num = 3}, <No data fields>}}, {id = {<BaseForID<ObjectInstanceID, int>> = {num = 7}, <No data fields>}}, {id = {<BaseForID<ObjectInstanceID, int>> = {num = 6}, <No data fields>}}}
tmp = std::vector of length 0, capacity 0
reservedObjsSetCopy = std::set with 0 elements
tc = {time = {start = 10184998, last = 10184999, mem = 0}, txt = "looking for wander destination"}
#3 0x00007fffcf4e12c1 in VCAI::performTypicalActions ([email protected]=0x7fffbcd77880) at /usr/src/debug/vcmi-0.98/AI/VCAI/VCAI.cpp:2321
h = {h = 0x7fffcb6e81f0, hid = {<BaseForID<ObjectInstanceID, int>> = {num = 1570}, <No data fields>}, name = "Òèðàå"}
__for_range = <unknown type in /usr/lib/debug/usr/lib64/vcmi/AI/libVCAI.so.debug, CU 0x6b978, DIE 0x357bba>
#4 0x00007fffcf4e4dd6 in VCAI::makeTurnInternal ([email protected]=0x7fffbcd77880) at /usr/src/debug/vcmi-0.98/AI/VCAI/VCAI.cpp:813
reservedHeroesCopy = std::map with 7 elements = {[{h = 0x7fffcb6e4b90, hid = {<BaseForID<ObjectInstanceID, int>> = {num = 631}, <No data fields>},
name = "ð Õàñèì"}] = std::set with 0 elements, [{h = 0x7fffcb6e81f0, hid = {<BaseForID<ObjectInstanceID, int>> = {num = 1570}, <No data fields>},
name = "Òèðàå"}] = std::set with 0 elements, [{h = 0x7fffcb7ac490, hid = {<BaseForID<ObjectInstanceID, int>> = {num = 1727}, <No data fields>},
name = "Àæèò"}] = std::set with 0 elements, [{h = 0x7fffcb6f67f0, hid = {<BaseForID<ObjectInstanceID, int>> = {num = 1728}, <No data fields>},
name = "Èãì"}] = std::set with 0 elements, [{h = 0x7fffcb7b9020, hid = {<BaseForID<ObjectInstanceID, int>> = {num = 1729}, <No data fields>},
name = "Ààìàð"}] = std::set with 0 elements, [{h = 0x7fffcb81eda0, hid = {<BaseForID<ObjectInstanceID, int>> = {num = 1730}, <No data fields>},
name = "Òàð"}] = std::set with 0 elements, [{h = 0x7fffcb761db0, hid = {<BaseForID<ObjectInstanceID, int>> = {num = 1731}, <No data fields>}, name = "Ïàðà"}] = std::set with 0 elements}
oldMovement = 1700
newMovement = <optimized out>
quests = std::vector of length 1, capacity 1 = {{quest = 0x7fffcb58c450, obj = 0x7fffcb99d220, tile = {x = 10, y = 59, z = 0}}}
#5 0x00007fffcf4e5636 in VCAI::makeTurn (this=0x7fffbcd77880) at /usr/src/debug/vcmi-0.98/AI/VCAI/VCAI.cpp:725
gsLock = {m = 0x7fffcb57b060, is_locked = true}
#6 0x00007ffff69b26ad in thread_proxy () from /lib64/libboost_thread.so.1.58.0
No symbol table info available.
#7 0x00007ffff648b60a in start_thread () from /lib64/libpthread.so.0
No symbol table info available.
#8 0x00007ffff2e36a7d in clone () from /lib64/libc.so.6
No symbol table info available.

SXX - 2015-12-06, 00:49

anonymous1 wrote:
I have some bug.
Game crash after end day.
vcmi 0.98 + patch aa00fdbd0e99b2beec382c7677a64d962b748dcb
Fedora 23
Hello! If you decide to report bugs please find out how to build VCMI from git or use some repository (if there's any) with newer version. Stable version you currently playing was based on May 8 code so it's really old already.

Also please post reports on bug tracker:
http://bugs.vcmi.eu/

Thanks!

vazonov11 - 2015-12-08, 11:12

something not seen reports.
DrobiGrk - 2015-12-28, 22:19

How can i use vcmi for android?
Galaad - 2016-01-30, 22:23

For when a 0.98 .deb for Jessie? :-)

Not really comfortable compiling from source.

SXX - 2016-01-31, 06:40

Galaad wrote:
For when a 0.98 .deb for Jessie? :-)

VCMI is in official debian repository, but it's only for sid / stretch:
https://packages.debian.org/sid/games/vcmi

Galaad - 2016-01-31, 12:37

SXX wrote:
Galaad wrote:
For when a 0.98 .deb for Jessie? :-)

VCMI is in official debian repository, but it's only for sid / stretch:
https://packages.debian.org/sid/games/vcmi

Neat!
I run stable though.

SXX - 2016-01-31, 15:44

Then sadly not much we can do, but you likely can install or re-build package for stable from Ubuntu PPA or something.
https://wiki.debian.org/CreatePackageFromPPA

Still keep in mind that if you actually want to play I strongly recommend to use latest development build. Since VCMI is not yet feature complete stable builds is more like a way to show that some important features implemented while in general they a lot less playable due to bugs or missing features that already fixed in git.

PS: Eventually I want to have portable builds with Steam runtime, but at moment it's just a plan.

Galaad - 2016-02-02, 01:43

No worries man, you guys rock I will patiently wait, and I still have a windows partition anyway (I do appreciate a lot the linux support though). :-)
Halt - 2016-02-02, 17:34

Hi, I have some questions about VCMI

1) i have download firstly Heroes 3 Complete, later ERA 2.4 and i extract VCMI 0.98 to the folder with game ( so with ERA too ). Therefore why I cant run VCMI through ERA? I was adding another mods also and i can't make these mods Enable in the Mod Manager of ERA. I could run these mods only with VCMI_Client. Why? Can i do something with it ?:)

2) Are there enable mods like Bastion Town or Miscellaneous? I tried to download them from this page and i encountered dead links and errors.

3) Is there any option to switch off some new upgrades like informator on a battle field which tell us who will move next etc.?

Sorry for mistakes that i may made. I'm not an English ;):)

Greetings

Warmonger - 2016-02-02, 18:00

Quote:
have download firstly Heroes 3 Complete, later ERA 2.4 and i extract VCMI 0.98 to the folder with game ( so with ERA too ). Therefore why I cant run VCMI through ERA? I was adding another mods also and i can't make these mods Enable in the Mod Manager of ERA. I could run these mods only with VCMI_Client. Why? Can i do something with it ?:)


VCMI and ERA are completely different platforms and should be installed in different folders.

Halt - 2016-02-02, 19:47

Thanks. What about question 3 ?:)

And I am wondering if you are still working above this project or if it is closed?

Tooandorisu - 2016-02-03, 00:38

This project isnt dead. There will most likely be a 1.x version, and maybe... Just maybe a version 2.
SXX - 2016-02-03, 11:47

Halt wrote:
3) Is there any option to switch off some new upgrades like informator on a battle field which tell us who will move next etc.?
showQueue option or just Q in battle.

Tooandorisu wrote:
This project isnt dead. There will most likely be a 1.x version, and maybe... Just maybe a version 2.
We can always adopt google versioning and soon we'll be at version 14 or something. :mrgreen:
Halt - 2016-02-03, 14:06

Thanks for help. :)

Quote:
This project isnt dead. There will most likely be a 1.x version, and maybe... Just maybe a version 2.


It's nice to hear it :)

I have one more set of questions:

Where can i get the mod which adds a third upgrades tfor elves ( to Sharpshooters ) ? Is it a part of bigger mod which adds third upgrades of each creature in every town? And what mods are you using to VCMI 0.98?

Finally i have problem with Wogification Options. Button "Wog Options" is "unclickable". I can't also set the settings of automatic battle in a battle field. How to fix it??

SXX - 2016-02-03, 14:39

Halt wrote:
Finally i have problem with Wogification Options. Button "Wog Options" is "unclickable".
It's just bitmap from original WoG and it's unlikely that options like these will be ever implemented. More likely that we'll eventually have more options in launcher.

Halt wrote:
I can't also set the settings of automatic battle in a battle field. How to fix it?
Not implemented yet.
Halt - 2016-02-03, 15:39

Even options like making Sylvan Centaurs in Rampart from Centaur Captains and Grand Elves are not possible?
SXX - 2016-02-03, 17:27

Halt wrote:
Even options like making Sylvan Centaurs in Rampart from Centaur Captains and Grand Elves are not possible?
VCMI is open source engine so anything is possible. What I mean is that it's unlikely that WoG options menu will ever be implemented simply because we don't have any limitations on what can be changed and in some cases it's better to rework UI entirely instead of copying solutions from old H3 "mods".

Reason why button bitmap present at all it's because VCMI just load WoG art assets over H3 include that button image.

Halt - 2016-02-03, 19:41

Ok. So how can I for example make possible making Sylvan Centaurs in VCMI 0.98? And is there any option to change statistics of creetures ( for example enlarge amount of Hit Points ). If it is possibe, how can I do it?
SXX - 2016-02-03, 20:04

Halt wrote:
Ok. So how can I for example make possible making Sylvan Centaurs in VCMI 0.98?
Check hero config for Gelu. Or if you want to make it in town then you'll need to modify town building behaviour, but then you'll need to add them as creatures somewhere.

Though I have no idea if WoG feature to mix multiple creatures into one is implemented anywhere, but I think it's not.

Halt wrote:
And is there any option to change statistics of creetures ( for example enlarge amount of Hit Points ). If it is possibe, how can I do it?
Check modding guidelines:
http://wiki.vcmi.eu/index...ding_guidelines

HotA adoption is good example of modding features usage.

Halt - 2016-02-03, 20:19

In which folder can i find script with all creatures? If I want to add new creature i must only add the part of code to this script? And have you some ideas how to modify the code to make possible creating A Sylvan Centaurs from Grand Elves and Centaur Captains? Or even add options like: experience for units or resurrecting First Aid Tents?
Is it possible or we must wait on new versions. And is there a chance that there will be available to choose playing with or without these conveniences in newer versions?

I found also an interesting fragment of code on your link:
[
["centaur", "captainCentaur"],
["dwarf"],
["elf", "grandElf", "sharpshooter"],
...
]
It is code which allows recruit sharpshooters in Rampart? It's only what I have to do ?:) Just slightly modify this part ?

SXX - 2016-02-03, 20:33

Halt wrote:
In which folder can i find script with all creatures?
All creatures listed in config/creatures/.

Halt wrote:
If I want to add new creature i must only add the part of code to this script?
Check WoG mod content, creatures.json.

Halt wrote:
And have you some ideas how to modify the code to make possible creating A Sylvan Centaurs from Grand Elves and Centaur Captains?
Something like that could only be coded in C++ at moment. Eventually we'll have scripting support.

Halt wrote:
Or even add options like: experience for units or resurrecting First Aid Tents?
Stack experience and few other are implemented in VCMI, but I never tested it.

Resurrecting can be added as creature ability. E.g check archangels config and copy it to first aid tent.

Halt wrote:
And is there a chance that there will be available to choose playing with or without these conveniences in newer versions?
Towns and creatures you have depend on what mods you have active. Long time ago VCMI required WoG assets to work, but it's optional for long time.
Warmonger - 2016-02-03, 20:37

We have modding guidelines on Wiki: http://wiki.vcmi.eu/index...ding_guidelines

These question belong to this thread: http://forum.vcmi.eu/viewtopic.php?t=1012

Halt - 2016-02-03, 20:55

Thanks a lot. :)
Halt - 2016-02-05, 15:26

Where in VCMI 0.98 can i change the action od seconadary skills? I want for example, Armorer which adds 10/20/30 % ( Basic lvl / Advanced lvl / Expert lvl ). Which script is regulating this?
misiokles - 2016-02-05, 17:35

In VCMI there's no scipts. All configurations are taken from original H3 txt files in h3bitmap.lod file.
Halt - 2016-02-05, 19:52

So where can I modify secondary skills?
misiokles - 2016-02-05, 20:20

http://www.celestialheavens.com/forum/7/8806
Warmonger - 2016-02-05, 21:07

Secondary skills in VCMI are hardcoded.
Galaad - 2016-02-05, 23:45

Warmonger wrote:
Secondary skills in VCMI are hardcoded.

Uh, quite surprised here. I never tried to change anything but always thought VCMI was completely open.

SXX - 2016-02-06, 05:30

Galaad wrote:
Warmonger wrote:
Secondary skills in VCMI are hardcoded.

Uh, quite surprised here. I never tried to change anything but always thought VCMI was completely open.
Open mean that you can sent pull request that introduce option to load these values from JSON. ;-)
Hi-Angel - 2016-02-06, 15:22
Post subject: Doesn't work &#9785;
Sry if it's a silly question, first time I'm here. I tried installing the addon to both not-recommended HoA, and the recommended clean Heroes3 Complete. First, I didn't found for some reason GNU/Linux version, though the «about page» says it have to be here. Okay, so I tried running the Windows one, however it does always crash. UPD: immediate crash when starting any of VCMI_client.exe, and VCMI_launcher.exe:

Code:
...
wine: Unhandled page fault on read access to 0x00000004 at address 0x7e48b22d (thread 0009), starting debugger...
...


FWIW both Heroes3 Complete, HoA, and HoA with HD patch are working fine for me. wine-1.9.2 (Staging), WindowsXP emulation.

Does anybody experiencing this? Should I report a bug? And where's btw GNU/Linux executables?

SXX - 2016-02-06, 15:45
Post subject: Re: Doesn't work &#9785;
Hi-Angel wrote:
Does anybody experiencing this?
It's was always crashing in Wine as far as I remember.
Hi-Angel wrote:
Should I report a bug?
Yep, but to Wine bug tracker. This is unlikely our problem.

Hi-Angel wrote:
And where's btw GNU/Linux executables?

Stable builds (and outdated, more crashy one):
https://launchpad.net/~saven-ivan/+archive/ubuntu/vcmi
Daily builds:
https://launchpad.net/~vcmi/+archive/ubuntu/ppa

Sadly I don't think it's there for newer version of Ubuntu, but 16.04 should have VCMI in official repository.

Hi-Angel - 2016-02-06, 16:00

SXX wrote:

Stable builds (and outdated, more crashy one):
https://launchpad.net/~saven-ivan/+archive/ubuntu/vcmi
Daily builds:
https://launchpad.net/~vcmi/+archive/ubuntu/ppa

Sadly I don't think it's there for newer version of Ubuntu, but 16.04 should have VCMI in official repository.
Cool, thank you very much! Indeed, the newer Ubuntu have the game in the repository. http://packages.ubuntu.co...ily§ion=all

Sadly I'm at 14.04.3 atm, but I'll use your second link; thank you!

Galaad - 2016-02-06, 17:11

I did have it running on ubuntu some time ago, worked without problem, but installation was a bit tricky, IIRC had to get core files somewhere else on the forums and not from install page.
Hi-Angel - 2016-02-06, 17:15

Galaad wrote:
I did have it running on ubuntu some time ago, worked without problem, but installation was a bit tricky, IIRC had to get core files somewhere else on the forums and not from install page.
No, no, nothing tricky. There's a page on installing http://wiki.vcmi.eu/index...lation_on_Linux

In short, it's just adding PPA (not needed for newer *buntu), installing vcmi package, and either copying data files from the original Heroes to `/usr/share/vcmi`, or making it a symbolic link pointing to the installation directory of Heroes. Piece of cake 😝

EDIT: actually, symlink not the «vcmi» directory, but its subdirectories, because there's already some data after VCMI installed.

Galaad - 2016-02-06, 17:20

I recall I had to get core files from somewhere else, probably link has been fixed since.

Anyway, once installed ran flawlessly without crash. :)

Hi-Angel - 2016-02-06, 17:42

SXX wrote:
It's was always crashing in Wine as far as I remember.

SXX wrote:
Yep, but to Wine bug tracker. This is unlikely our problem.

By the way, I don't actually think the crash is a Wine problem. It's too quickly evolving project, and being used with too much different applications, so if you're say it was never working before, not just now… I think it rather have some not/partially implemented function returning a fail, while the game expect it to always succeed, which lead to crash. I see just before the crash a bunch of these «fixme's», perhaps they're cause it:

Code:
fixme:msvcp:_Locinfo__Locinfo_ctor_cat_cstr (0x32f970 1 C) semi-stub

But I don't know what're those functions, so it is perfectly possible that otherwise the game wouldn't even work, and then it's the Wine problem ☺

SXX - 2016-02-07, 02:03

Hi-Angel wrote:
In short, it's just adding PPA (not needed for newer *buntu), installing vcmi package, and either copying data files from the original Heroes to `/usr/share/vcmi`, or making it a symbolic link pointing to the installation directory of Heroes. Piece of cake 😝
There is special install script available called vcmibuild. Also you don't need to touch /usr/share/vcmi at all, just ~/.local/share/vcmi/.
Daghoth - 2016-03-10, 05:41

Hey guys,

Is there any torrent link to download v0.98?
I've tried to get it few times from http://download.vcmi.eu/vcmi_098.rar but every time used to get broken archive (most probably there is something with my internet connection, then with file itself).

Daghoth - 2016-03-10, 15:54

Just dig a bit more of internet. May be it will be useful for someone else.

VCMI_098 can be downloaded also from here:
Code:
magnet:?xt=urn:btih:F50ECCBA7DBBD5E2FCB71EA3D572F38CDC38B430&dn=vcmi_098.rar&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a80%2fannounce&tr=http%3a%2f%2fretracker.local%2fannounce&tr=udp%3a%2f%2ftracker.publicbt.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.ccc.de%3a80%2fannounce

Warmonger - 2016-03-10, 16:40

I can download VCMI from our server with no problem.

Either way, we had a number of updates since 0.98. The latest in VCMI 0.98g

Tooandorisu - 2016-04-23, 12:34

Pressing the update button for HotA, yet.. I can press it 40 times over, it won't update
AVS - 2016-04-23, 14:46

Tooandorisu wrote:
Pressing the update button for HotA, yet.. I can press it 40 times over, it won't update


Reported as a regression in http://bugs.vcmi.eu/view.php?id=2343

AVS - 2016-04-23, 22:38

Tooandorisu wrote:
Pressing the update button for HotA, yet.. I can press it 40 times over, it won't update


Should now be fixed.

Robin - 2016-05-02, 03:46

Warmonger, Warmonger,


Does anyone have a guidance to tell us how to make the VCMI works well on windows please?

i am trying to compile the vcmi, but i don't know how to make it work with data which i download from http://download.vcmi.eu/core.zip

itay4433 - 2016-07-24, 18:53

Warmonger wrote:
Indeed, Android version is maintained by xyz who didn't show around in a while. Will PM him.


hi, can you tell what happend to the android version? cause it been over a year since 0.98 has been released on every other platform but it is still stuck on 0.97

Asgraf - 2016-07-25, 20:10

Android version of VCMI isn't officially supported.
https://play.google.com/store/apps/details?id=is.xyz.vcmi wrote:
Since this port is in no way related with vcmi.eu please don't spam their forums with bug reports. Instead, contact me by mail.

kongponleu88 - 2017-07-08, 04:19

I did have it running on ubuntu some time ago, worked without problem, but installation was a bit tricky, IIRC had to get core files somewhere else on the forums and not from install page.
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