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VCMI Project - Heroes 3: WoG recreated Forum Index
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  Topic: VCMI for Android
AVS

Replies: 237
Views: 170803

PostForum: Development   Posted: 2017-05-23, 10:27   Subject: VCMI for Android
I`ve enabled travis for "vcmi-android ". Next commit there should trigger build.
  Topic: Modding FAQ
AVS

Replies: 173
Views: 51784

PostForum: Help & Bugs   Posted: 2017-05-19, 05:11   Subject: Modding FAQ
The code located here: https://github.com/vcmi/vcmi/blob/develop/lib/mapObjects/CRewardableConstructor.cpp#L47
  Topic: Modding FAQ
AVS

Replies: 173
Views: 51784

PostForum: Help & Bugs   Posted: 2017-05-19, 05:04   Subject: Modding FAQ
misiokles wrote:
But I suggested the example from wiki:
http://wiki.vcmi.eu/index...ect_type_format

In town section code "produce" is working, so I thought that "producedResources" and "producedValue" work too...


Handler "oncePerWeek" has no configuration. It used only for MYSTICAL_GARDEN, WINDMILL, WATER_WHEEL

For new objects please try to use "configurable" handler, it is undocumented though.
  Topic: VCMI for Android
AVS

Replies: 237
Views: 170803

PostForum: Development   Posted: 2017-05-18, 02:32   Subject: VCMI for Android
Repository creation should be allowed now.
  Topic: VCMI for Android
AVS

Replies: 237
Views: 170803

PostForum: Development   Posted: 2017-05-17, 02:31   Subject: VCMI for Android
VCMI Organization membership give no additional access, only Teams do and on repository level. There is no way to control access to individual branches

@Fay I`ve sent invitation
  Topic: Help with mods - questions
AVS

Replies: 49
Views: 12787

PostForum: Content creation   Posted: 2017-05-02, 21:52   Subject: Help with mods - questions
Draeganfire wrote:
7 more, one for each dwelling.


You may try add 7 more dwelling buildings (without structures - invisible) with "auto" build mode, each depends on basic dwelling and Awakening.
  Topic: Help with mods - questions
AVS

Replies: 49
Views: 12787

PostForum: Content creation   Posted: 2017-05-02, 21:14   Subject: Help with mods - questions
Draeganfire wrote:
by "unlocking " I only meant the Awakening would make available the secondary upgrade. In essence the Awakening structure would add an additional upgrade to each creature. Sorry sometimes things sound simpler in my head than in type.


So it adds 7 more creatures or one more independent population of existing upgrdes?
  Topic: Help with mods - questions
AVS

Replies: 49
Views: 12787

PostForum: Content creation   Posted: 2017-05-02, 19:24   Subject: Re: Team Death Valley Question
Draeganfire wrote:
Hey new problem..... Our town has a structure built on the castle called Awakening. I had wanted it to have the ability to unlock a secondary upgrade to each of the seven monster tiers, but it seems there may be some coding issues with trying to do that with just the one structure as opposed to having to add to each dwelling structure. Any suggestions?

What does "unlock a secondary upgrade" mean? Where upgraded creatures to be hired if:
* upgraded dwelling is built
* upgraded dwelling is not built or even disabled
  Topic: Help with town editing
AVS

Replies: 12
Views: 934

PostForum: Content creation   Posted: 2017-04-17, 14:20   Subject: Help with town editing
VampMarcie wrote:
As thought, it didn't work. It's a lvl 8 dwelling and the standard map editor goes up to lvl 7 in dwellings. The VCMI editor allows me to place the dwelling but the map either doesn't load in the map select menu in-game, or it crashes when I click it. This happens with any map I edit in the VCMI editor, which is coincidentally the only way for me to place down the dwelling :/ if you download my mod, could you see if you could get it working? Or is the map editor the same for you?


Even if I release another map editor build right now it will not help, because map format support is not yes finished inside vcmi itself. But you can try special vcmi build from http://vcmi.arseniyshestakov.com/windows/PR/200/
  Topic: Modding FAQ
AVS

Replies: 173
Views: 51784

PostForum: Help & Bugs   Posted: 2017-03-26, 05:24   Subject: Modding FAQ
Macron1 wrote:
By the way, I have a question.
If i'll set
Code:

{
"type":"SPELL_IMMUNITY",
"subtype":"spell.visions"
}

to hero, will it be immune to Visions spell?

No immunities do not work on adventure spells.
  Topic: Russian thread
AVS

Replies: 662
Views: 200854

PostForum: Help & Bugs   Posted: 2017-03-22, 12:20   Subject: Russian thread
Нельзя разрешение просто добавить, под каждое разрешение часть графики делается отдельно.
  Topic: loadBitmapFromDir parameter question
AVS

Replies: 1
Views: 343

PostForum: Development   Posted: 2017-01-30, 03:53   Subject: loadBitmapFromDir parameter question
I think this parameter is useless now.
  Topic: Git hub Pull request question
AVS

Replies: 4
Views: 508

PostForum: Development   Posted: 2017-01-29, 04:13   Subject: Git hub Pull request question
Branches in your fork are your branches. You can anything with them.
  Topic: VS 2015 compilation
AVS

Replies: 41
Views: 4135

PostForum: Development   Posted: 2017-01-22, 10:23   Subject: VS 2015 compilation
In Visual Studio VCMI_NO_EXTRA_VERSION should always be defined.
  Topic: VS 2015 compilation
AVS

Replies: 41
Views: 4135

PostForum: Development   Posted: 2017-01-21, 23:31   Subject: VS 2015 compilation
krs wrote:
Just curious.... What does RD stand for in RD Configuration

Release with debug info
 
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