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VCMI Project - Heroes 3: WoG recreated Forum Index
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  Topic: Map Editor always crashes...
AVS

Replies: 7
Views: 259

PostForum: Help & Bugs   Posted: 2017-08-14, 12:40   Subject: Map Editor always crashes...
This error is not reproducible. Please file a bug report, attach .vmap and all logs
  Topic: Map Editor always crashes...
AVS

Replies: 7
Views: 259

PostForum: Help & Bugs   Posted: 2017-08-12, 18:45   Subject: Map Editor always crashes...
Please check out https://github.com/vcmi/vcmi_editor/releases/tag/v0.1.9-alpha.2
  Topic: Map editor
AVS

Replies: 111
Views: 22495

PostForum: Development   Posted: 2017-08-03, 10:29   Subject: Map editor
New bug fix release https://github.com/vcmi/vcmi_editor/releases/tag/v0.1.9-alpha.2

Contains critical bug fix in map terrain format.
  Topic: Map Editor always crashes...
AVS

Replies: 7
Views: 259

PostForum: Help & Bugs   Posted: 2017-08-03, 09:24   Subject: Map Editor always crashes...
Thanks for report. This is small but serious bug, I should make new release.
  Topic: Map Editor always crashes...
AVS

Replies: 7
Views: 259

PostForum: Help & Bugs   Posted: 2017-08-02, 17:09   Subject: Map Editor always crashes...
Please attach map example
  Topic: Spell damage modding
AVS

Replies: 4
Views: 187

PostForum: Help & Bugs   Posted: 2017-07-23, 03:35   Subject: Spell damage modding
Just remove that comma and test once more.
  Topic: Spell damage modding
AVS

Replies: 4
Views: 187

PostForum: Help & Bugs   Posted: 2017-07-22, 20:05   Subject: Re: Spell damage modding
hkoehler wrote:
When modding power of spells (lightning bolt, fireball, etc.) via spells.json, the in-game description shows the desired damage amount, but the actual damage dealt is unaffected. Example extract of modded spells.json is below - am I missing something?
Code:

"fireball" : {
    "index" : 21,
    "targetType": "LOCATION",
    "power" : 20,
   
    "animation":{
        "hit":["C13SPF"] //C13SPF0 ???
    },     
    "sounds": {
        "cast": "SPONTCOMB"
    },
    "levels" : {
        "base":{
            "range" : "0,1",
            "targetModifier":{"smart":false}
        },
       "none" : { "power" : 20 },
        "basic" : { "power" : 20 },
        "advanced" : { "power" : 100 },
        "expert" : { "power" : 200 },
    },
    "flags" : {
        "damage": true,
        "offensive": true,
        "negative": true
    },
    "immunity" : {
        "DIRECT_DAMAGE_IMMUNITY": true
    }
},

The only new lines are those with the word "power" in them.


" "expert" : { "power" : 200 }," - remove comma on the end of line
  Topic: VCMI for Android
AVS

Replies: 334
Views: 183520

PostForum: Development   Posted: 2017-06-16, 00:40   Subject: VCMI for Android
SXX, looks like you failed rebase process
  Topic: VCMI for Android
AVS

Replies: 334
Views: 183520

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: 179
Views: 55036

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: 179
Views: 55036

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: 334
Views: 183520

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

Replies: 334
Views: 183520

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: 14263

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: 14263

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?
 
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