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VCMI Project - Heroes 3: WoG recreated Forum Index
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  Topic: VCMI buolding errors
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Replies: 3
Views: 124

PostForum: Help & Bugs   Posted: 2017-06-19, 22:41   Subject: Re: VCMI buolding errors
Quack wrote:
Could anyone help me with this?
Unfortunately it's was reported that one of recent GOG updates changed their install package format so we'll need to update vcmibuild script. For now you can manually unpack all needed assets ("Data", "MP3", "Maps" and other directories) into:
Code:
$HOME/.local/share/vcmi
  Topic: VCMI for Android
SXX

Replies: 273
Views: 174694

PostForum: Development   Posted: 2017-06-19, 22:38   Subject: VCMI for Android
Fay wrote:
Downloading these submods on startup shouldn't be a problem (but we probably should ask the user if he wants to; I'm not sure how common users without data plans are ;) ).
Problem is that we absolutely shouldn't include mods with unclear licensing to our Google Play packages. After all it's should be doable to rework them with free assets instead (extraResolutions at least).
  Topic: VCMI for Android
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Replies: 273
Views: 174694

PostForum: Development   Posted: 2017-06-19, 11:26   Subject: VCMI for Android
Ok I setup uploaded build processing for Android:
https://builds.vcmi.download/branch/develop/Android/
  Topic: New mods repository management / downloads concept
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Replies: 13
Views: 670

PostForum: Development   Posted: 2017-06-18, 23:50   Subject: New mods repository management / downloads concept
Asgraf wrote:
Here is git extension that adds full IPFS support for your command line git
https://github.com/larsks/git-remote-ipfs
Problem is that people who going to develop mods or manage repository shouldn't be required to use it. I see teaching them how to use Git and doable since there GUI tools and most of mod changes can be even made using GitHub website, but anything else is just way too hard.

Also plan is to not provide anyone access to our servers / keys to anyone at all so it's should be possible to automate all interactions will IPFS.

Asgraf wrote:
Tell me if such a idea appeals to you.
If yes, i can squeeze some of my free time to create some proof of concept app.
I like IPFS as idea. Problem is that I want implementation where mod creators (and maintainers) as well as players would never have to even think how mods are distributed and should never ever have issues with it's not working.

If you have time to explain how do you see it's going to work I'll appreciate if you could jump on our Slack:
https://slack.vcmi.eu/
  Topic: VCMI for Android
SXX

Replies: 273
Views: 174694

PostForum: Development   Posted: 2017-06-18, 23:39   Subject: VCMI for Android
Also one question there. Is internalData actually override assets from VCMI directory? Like "config" directory.

I understand you wanted to include some mods that are not in repository here, but really we cannot ship "extraResolutions" to Google Play. I not sure, but it's might be made using H3 assets as source.

Other than that we'll need to find out how to ship default mods after I'll change how we distribute them.
  Topic: VCMI for Android
SXX

Replies: 273
Views: 174694

PostForum: Development   Posted: 2017-06-18, 23:34   Subject: VCMI for Android
Ok updated it and your patch actually fixed problem with red color on my device. Now only visual glitches I have is misplaced into video and some 1-2pixel line at bottom whee some weird white pixels could be flickering at times. I actually even managed to screenshot both line and intro glitch. I sent them through slack, please download one with line so you can see it. ;-)
  Topic: New mods repository management / downloads concept
SXX

Replies: 13
Views: 670

PostForum: Development   Posted: 2017-06-18, 21:15   Subject: New mods repository management / downloads concept
Asgraf wrote:
IPFS is not a software. IPFS is a protocol (same way as HTTP is protocol).
Terminology makes little difference because we still have to ship implementation that have to work on Windows, Linux, MacOS and Android.

Asgraf wrote:
Implementations are modular so they can be used standalone or as a part of any software.
So i see no reason why not use it in VCMI.
Integrating it would require someone who actually know what he's doing and my own experience in Go limited to writing easy API web server and some file management tools. So reason is super simple: we have no developer who have time to handle task like that. :-(

And even if we would use something like IPFS for content delivery we still need to use git for contribution management and tracking of changes.
  Topic: H3 random map generator alternative
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Replies: 7
Views: 160

PostForum: General discussion   Posted: 2017-06-18, 20:55   Subject: H3 random map generator alternative
If it's all configurable and there actual way to set appropriate guards that's nice. Probably you need some more example templates since it's could be a bit complicated.

Arian wrote:
I will also check your editor for random maps, do I need any special requirements to run vcmieditor.exe?
No, just make sure gamepath.txt in directory with editor contain valid path to VCMI directory (do not unpack it into directory with VCMI binaries). And it's can of course load H3M maps as well.

And obviously you need to use daily builds for map format to work:
https://builds.vcmi.download/branch/develop/
  Topic: H3 random map generator alternative
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Replies: 7
Views: 160

PostForum: General discussion   Posted: 2017-06-18, 11:55   Subject: H3 random map generator alternative
And yeah what I'm really like about your generator so far is how maps (with right sector size) looks visually appealing. I suppose you put reasonable amount of effort to make it use right sets of objects especially on sector borders and this is what VCMI generator lack. :-(

BTW we recently merged our map format support and @AVS implemented random map saving. So if you wish you can enable map saving in settings.json of VCMI daily builds:
Code:
{
    "general" : {
        "saveRandomMaps" : true,
    }
}
Then they can be viewer in map editor:
https://github.com/vcmi/vcmi_editor/releases
  Topic: H3 random map generator alternative
SXX

Replies: 7
Views: 160

PostForum: General discussion   Posted: 2017-06-18, 11:44   Subject: H3 random map generator alternative
Arian wrote:
Do you have any specific suggestions for improvements?

I don't think that I'll able to point something that isn't obvious, but here what I thought when tested few maps.

Looks like it's don't handle large zones well, sand terrain (when there no town at least) look like actual desert. Also it's looks like on small maps there usually high-level monsters block passes between different part of same zone, but on larger there just too much of empty space when there not enough zones. So might be you want to separate settings for in-zone guards and guards on zones connections.

While you expose guard strength settings it's looks like there not yet option to leave banks that have guards on their own unguarded. And IMHO guards still need to be adequate for the reward even if different sectors have different strength scaling.

PS: You can also remove my "fdgdfgdf" crap since I didn't expect you saving it on server-side when creating it.
  Topic: VCMI for Android
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Replies: 273
Views: 174694

PostForum: Development   Posted: 2017-06-17, 14:46   Subject: VCMI for Android
I just not sure it's actually worth to use submodule in this situation. :-)
Probably I missing something, but most likely they not intended for that kind of use. E.g there no way to make git automatically grab latest commit. I'll check how we can solve this.
  Topic: VCMI for Android
SXX

Replies: 273
Views: 174694

PostForum: Development   Posted: 2017-06-17, 10:54   Subject: VCMI for Android
Now I just no longer sure git submodules is right tool for the task there.
So probably this need to be changed at least for Travis builds...

So I don't want to disrupt your workflow. Should we just implement cloning of actual VCMI develop instead of using submodule when it's build by Travis?
  Topic: VCMI for Android
SXX

Replies: 273
Views: 174694

PostForum: Development   Posted: 2017-06-17, 00:42   Subject: VCMI for Android
Ok. For now it's set to only build "fa02900" commit from develop.
Please make it always build develop HEAD and also get rid of "internalData.zip".
  Topic: VCMI for Android
SXX

Replies: 273
Views: 174694

PostForum: Development   Posted: 2017-06-16, 22:31   Subject: VCMI for Android
Also in future we can just make Android builds on every commit / branch / PR just like we do for Linux GCC, Linux Clang, MXE and Mac. Sadly that would take time to implement and I have tons of other tasks on project right now.
  Topic: VCMI for Android
SXX

Replies: 273
Views: 174694

PostForum: Development   Posted: 2017-06-16, 22:27   Subject: VCMI for Android
I think I could just cherry-pick it, but would be handy if you can add some argument to Android build scripts that Travis trigger. So in future we can just create new branch in vcmi-android with modified Travis config and it's will make build for us. ;-)

E.g like:
Code:
# Now we have
python3.5 ./build.py build-app
# But we can do
python3.5 ./build.py build-app HEAD
python3.5 ./build.py build-app develop
python3.5 ./build.py build-app experimental/sdl-color-fix

OR even better. Expose that argumnent and I'll implement travis script that let us trigger build by creating new branch in vcmi-andoid like:
Code:
buildForMe/feature/ambientSounds

And it's will build "feature/ambientSounds" branch from upstream.
 
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