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VCMI Project - Heroes 3: WoG recreated Forum Index
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  Topic: Russian thread
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Replies: 662
Views: 197029

PostForum: Help & Bugs   Posted: 2017-03-26, 00:21   Subject: Russian thread
resursator, можешь посмотреть мод extraResolutions который идет вместе с виндовыми билдами.
  Topic: Trunk discussion / complains
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Replies: 394
Views: 118540

PostForum: Development   Posted: 2017-03-14, 01:02   Subject: Trunk discussion / complains
So since I'm working on automated tests there some interesting features (private branch ) that soon will land into develop or appear as separate PR:
  • Headless mode for client. "gNoGUI" fixed and improved.
  • Spectator view for adventure map and battles. When client running with "--spectate --onlyAI" options in any new game there will be player interface with full visibility.
  • OnlyAI support for games loading. On loading all human players replaced with AI.
Everything is WIP, but already working. All those options should help a lot with debugging of adventure map and battle AIs, bugged save games, etc.
  Topic: Board migration
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Replies: 3
Views: 898

PostForum: General discussion   Posted: 2017-03-10, 07:15   Subject: Board migration
Yeah I wanted to do that a while ago, but then wasn't available. Now I'll need to finish some other vcmi-related work and then we'll decide where to move our infrastructure.
  Topic: Support for demo versions?
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Replies: 14
Views: 3283

PostForum: General discussion   Posted: 2016-12-08, 19:12   Subject: Support for demo versions?
Again thanks for pointing out to the Mac demo.

I don't have time to create limiting mod for demo myself at moment, but I end up using it in my hosted vcmi servers experiment. Looks like it's have everything server-side might need and it's make it possible to keep this thing legal.

BTW I re-uploaded them to my server:
http://vcmi.arseniyshestakov.com/demo/
  Topic: Map editor
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Replies: 110
Views: 17899

PostForum: Development   Posted: 2016-12-02, 21:31   Subject: Map editor
Draeganfire wrote:
As always I am more than willing to volunteer to playtest.

There are builds:
http://vcmi.arseniyshestakov.com/windows/PR/200/
  Topic: Pathfinding, movement and Fly / Water walking challenges
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Replies: 20
Views: 4120

PostForum: Development   Posted: 2016-11-30, 20:53   Subject: Pathfinding, movement and Fly / Water walking challenges
I definitely will. At moment one-way monoliths only used by pathfinder when it's known where exactly hero going to arrive so if there more than one exit this is obvious why it's not working.
  Topic: VCMI for Android
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Replies: 210
Views: 167098

PostForum: Development   Posted: 2016-11-27, 14:32   Subject: VCMI for Android
Fay wrote:
Quote:
The game loaded, I just can't do a thing
Actually, I managed to do this few times (during normal game start, not loading). I have no idea why this happens, but I'd say this is SDL problem. The game gets "stuck" on loading screen -- it looks like the whole game initialization succeeded, but the screen doesn't refresh anymore (nothing in logs). Minimizing the game "helps", because it forces SDL to recreate the screen, but it still doesn't refresh.

Could this happen due to fullscreen enable / disable code being super hacky?
Other than that I don't know much of our SDL code.
  Topic: VCMI for Android
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Replies: 210
Views: 167098

PostForum: Development   Posted: 2016-11-25, 20:54   Subject: VCMI for Android
SkyRE wrote:
Black screen on my SGS4, Android v5 stock.
Any other selection differ than "Start VCMI" in launcher lead to crash of vcmi (Unfortunately VCMI, has stopped).
HMMIII data taken from my PC, where VCMI works with it.

Get and upload the logs from "cache" directory on your SD card next to where you put "Data" folder.
They'll tell why it's crashing in case VCMI itself managed to start.
  Topic: VCMI for Android
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Replies: 210
Views: 167098

PostForum: Development   Posted: 2016-11-24, 15:19   Subject: VCMI for Android
Fay wrote:
Hm, that's a message from the actual game, right? So launcher detected that the files were added correctly. Are you able to access logs from logcat (through something like "adb logcat -f output.txt")? There should be a line "Accessing data root: /storage/emulated/0/vcmi-data" -- that's the path that gets passed to VCMIDirs. Is it correct?

Yeah obviously VCMI was able to write cache. Ok it's working now. Looks like I just mess and put my "Data" inside "Data" somehow.

It's working now except screen is all red. E.g in taskbar (running app list) it's looks fine and it's also show proper colors for a second when I'm lock screen, but when it's open in full screen colors are broken.

This is CyanogenMod 13 on Xiaomi Redmi Note 3.

PS: So it's looks pretty much like this bug.
  Topic: VCMI for Android
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Replies: 210
Views: 167098

PostForum: Development   Posted: 2016-11-24, 04:25   Subject: VCMI for Android
Fay wrote:
The app should tell you how to setup the data, but roughly it goes like this: start app -> app detects this is a first run and creates <storage>/vcmi-data folder -> you're supposed to put h3 data there (+optionally mods as well) -> restart the app -> app unpacks internal configs (including extra resolutions submod) to internal location -> start game (it'll probably hang for few seconds before getting to main menu, because data-loading thread in CMT is joined to the ui thread -- this should be changed at some point to load data without blocking main thread).

BTW any chance you have any device with Cyanogenmod?

I tried to install it, but looks like even with permissions given it's can't access or create directory. It's says data must be put into "/storage/emulated/0/vcmi-data/Data", but I suppose for whatever reason user under which application running don't have the access there.

Though I'm pretty lame on how Android work so testing all of this over SSH as root. :mrgreen:

UPD: Find out that vcmi-data directory in root of internal memory wasn't visible for file management over MTP for some reason. It's works via with SSH though.

Now stuck at "Error: Heroes III data was not found!" :-(
  Topic: VCMI for Android
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Replies: 210
Views: 167098

PostForum: Development   Posted: 2016-11-24, 02:30   Subject: VCMI for Android
Fay wrote:
* I'm probably not the best guy to handle contributions/requests etc and don't really plan to make extensive use of github, so if you want I can add you as owners of the repo or whatever (not sure how, but I assume it's possible).
One thing we must decide on is where to store build scripts and configuration.

From one point it's would be handy to have it in main repository too since then we can at least cover develop itself with Travis builds for Android (no reason to check it for pull requests since they took long enough already).

In same time I not sure how to make it all clean. ;-)
  Topic: VCMI for Android
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Replies: 210
Views: 167098

PostForum: Development   Posted: 2016-11-22, 08:55   Subject: VCMI for Android
AVS wrote:
Shared memory is used to signal that server has opened socket.

Yeah it is, but using shared memory for that purpose is overkill. Especially when it's doesn't work properly at least on 2 of 4 platforms. We could just start process and attempt to connect until port to open.
  Topic: Better serializer for network protocol
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Replies: 5
Views: 1429

PostForum: Development   Posted: 2016-11-20, 17:28   Subject: Better serializer for network protocol
heretic13 wrote:
Client - display & sound logic (load multimedia resources), clicks logic and communicate with the server. Nothing more.

Server - implementation mechanics of the game (loading resources required for this, but not for display), random map creation, communication with clients. Nothing more.
While Warmonger already answered there is two different approaches and likely both going to be implemented at some point. From one point it's would be good to move everything to server include some way to attach some headless client for AIs there. This would help us avoid dependency on "host client". Also we can apply gamestate changes on server only and then sent diffs to client. That let us avoid many issues like RNG platform dependency (we do have issue with floats right now, MSVC and GCC have different results).

Though in same time it's would be great to keep server as lightweight as possible. When server use just 20-30MB and use very little of CPU it's can be hosted anywhere. If we ever going to have active multiplayer this would be really helpful since then we can for instance host a lot of games with very little resource usage.

heretic13 wrote:
This greatly simplifies the writing of clients.
Do you know many open source games that have more than one client? Any games at all? That's would be really advantage that have no practical use at all.

Nowadays you can just compile normal C++ app into web application so there is very little reason make client completely standalone. And if you want think about using it for writing AI client in non-C++ then it's will be much easier to just create bindings to for current client.

And what I really don't get why you want client that is not in C++ at all? Even if VCMI will eventually replace original H3 completely for whole H3 community there is like 0% chance it's going to be base to non-H3 game.
  Topic: Better serializer for network protocol
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Replies: 5
Views: 1429

PostForum: Development   Posted: 2016-11-20, 17:00   Subject: Re: Better serializer for network protocol
I'll also comment on this one, but keep in mind I'm not talking from standpoint of programmer, but as someone who want to get VCMI into playable state ASAP.

heretic13 wrote:
I spent several hours on the study of the serializer vcmi. And I want to say that it looks good for academic research, but it looks just awful for real projects.
One and most important advantage our current serialization have: it's actually working with almost no effort. Any change in that area would require massive engine rework that will probably throw us back to many months.

Another nice feature is that current serializer will let us easily implement passing whole gamestate over network on client reconnection or host migration.

heretic13 wrote:
1. Use a text protocol. As containers used json (benefit json serializer you already use).
Network packets can be split by byte zero (text does not contain zero bytes).
Sorry, but the last thing we need is our own implementation of some new protocol. If we ever decide to rework whole serialization we'll likely use something like protobuf.

heretic13 wrote:
Increase the overhead of serialization. But we all have modern computers, is not it? We do not use "coffins" of the 70-ies of the last century. We write turn-based strategy, rather than on a microcontroller program, where a delay of 1 microsecond can be critical.
Keep in mind that VCMI is developed by mortals and it's not too hard to make inefficient code that will be slow on any hardware. In fact VCMI is slow enough already.

For instance things like AI require a lot of CPU time especially since AI also work over network and I personally don't want this to change. So serialization must be efficient.
  Topic: VCMI for Android
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Replies: 210
Views: 167098

PostForum: Development   Posted: 2016-11-20, 13:43   Subject: VCMI for Android
Fay wrote:
Quote:
we use networking for local game anyway
Do you mean it should work correctly without boost IPC in the current version?

No. I just mean on PC we don't really need any IPC at all since we can just start process and then do everything over network. Shared memory is absolutely unnecessary dependency we better to drop.
 
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