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Forum of the project aiming to recreate best turn-based strategy ever!

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VCMI Project - Heroes 3: WoG recreated Forum Index
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  Topic: VCMI for Android
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Replies: 317
Views: 179320

PostForum: Development   Posted: Yesterday 23:34   Subject: VCMI for Android
Damodred wrote:
Don't know how to check that
Don't worry about that. I shouldn't be quoting your post.

It's was message to @Fay.
  Topic: Multiplayer Mode on Android
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Replies: 3
Views: 40

PostForum: General discussion   Posted: Yesterday 23:25   Subject: Multiplayer Mode on Android
VCMI does have multiplayer working and only thing really missing is loading screen (loading is possible with command line options), LAN discovery and some online multiplayer infrastructure.

pineapple wrote:
Will keep you posted, if I manage to do any work on multiplayer

If you don't want your effort wasted please join our slack:
https://slack.vcmi.eu/

We'll help you with code and share some thoughts on how it's must be implemented. Basically we need to rework all non-multiplayer "PreGame" code to use same server-side "lobby" that multiplayer mode currently using because otherwise it's all much harder to maintain.
  Topic: VCMI for Android
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Replies: 317
Views: 179320

PostForum: Development   Posted: Yesterday 22:13   Subject: VCMI for Android
Damodred wrote:
* war Machine are off: catapult is an artifact you conquer from rival heroes and first aid tent and ballista are units in the army. Visiting the blacksmith causes the app to crash
This is weird. It's means that assets are still using "config" from older VCMI version.

Is "python3.5 ./update_internal_assets.py" failed to do it's thing?
  Topic: Problem installing VCMI in Ubuntu
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Replies: 4
Views: 76

PostForum: Help & Bugs   Posted: 2017-07-22, 15:22   Subject: Problem installing VCMI in Ubuntu
BTW I just tried to extract latest GOG installed on Kubuntu 17.04 and it's working fine:
Code:
./vcmibuilder --gog Heroes\ of\ Might\ and\ Magic\ III\ Complete\ GOG/setup_homm_3_complete_4.0_\(10665\).exe


So if it's not working for someone then problem is with older innoextract version.
  Topic: Compile from source on Linux - Boost issues
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Replies: 1
Views: 58

PostForum: Help & Bugs   Posted: 2017-07-22, 13:17   Subject: Compile from source on Linux - Boost issues
I suppose Boost should cause less issues now since automated tests using GoogleTest and all other Boost libraries we using can be much older and would still work fine. If you still have problems with Boost please join our slack and ping me about that:
https://slack.vcmi.eu/

And yeah our Travis CI builds using Boost 1.54 and it's seems to work just fine. Though it's past we had -DENABLE_TEST=0 for Travis.
  Topic: Problem installing VCMI in Ubuntu
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Replies: 4
Views: 76

PostForum: Help & Bugs   Posted: 2017-07-22, 13:09   Subject: Problem installing VCMI in Ubuntu
AndrewDobbs wrote:
bash: syntax error near unexpected token `('

This was basically tell you that you need to escape "( )" characters in bash.

I sadly not sure what's wrong with dbus on Ubuntu because I run it on both Kubuntu 16.04 and 17.04 and there no issues. Though it's not only problem for you:
https://bugs.vcmi.eu/view.php?id=2674

I'll certainly try to investigate it, but there is long list of other things before that.
  Topic: OS X Build
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Replies: 119
Views: 86896

PostForum: Development   Posted: 2017-07-22, 04:20   Subject: OS X Build
Starting of game still crashing because of some issues with AI, but builds should have all needed deps for client ans sever bundles:
https://builds.vcmi.download/PR/351/macOS/
  Topic: OS X Build
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Replies: 119
Views: 86896

PostForum: Development   Posted: 2017-07-22, 03:02   Subject: OS X Build
Okay all other comments will be on github:
https://github.com/vcmi/vcmi/pull/351
  Topic: OS X Build
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Replies: 119
Views: 86896

PostForum: Development   Posted: 2017-07-22, 01:42   Subject: OS X Build
Sadly can't fix problem with CMake and BundleUtilities, not many answers are there:
https://stackoverflow.com/questions/35612687/cmake-macos-x-bundle-with-bundleutiliies-for-qt-application

All I can find is "don't use bundle utility for Qt" :-)

UPD: Nice guy @l2y on #qt IRC pointed me to this Kitware project:
https://github.com/OpenChemistry/avogadroapp
I'll try to reuse their Qt deployment for VCMI.
  Topic: OS X Build
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Replies: 119
Views: 86896

PostForum: Development   Posted: 2017-07-22, 01:27   Subject: OS X Build
Ok problem with Boost library were caused by fact that none of our executables now use "boost-test", but it's dependency was still put into the bundle while CMake failed to find what executable need that library. Fixed it by removing it:
https://github.com/vcmi/vcmi/commit/1b9daecd2705ccd014b20c8fec076dfeb27d7757
  Topic: OS X Build
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Replies: 119
Views: 86896

PostForum: Development   Posted: 2017-07-22, 00:29   Subject: OS X Build
I almost fixed DMG build, but there is something seriously wrong with Qt magic that make it possible to avoid system libraries usage instead of one bundled with DMG. Though this shouldn't be a problem for players who don't have Qt installed system-wide with brew.

I really can't find out whatever it's fixed in 5.9.1 or not:
https://bugreports.qt.io/browse/QTBUG-56814

Also I have weird time with CMake FIXUP_BUNDLE due to one of Boost libraries, but I guess this one would be easier to solve.
  Topic: Custom creature crashes the game
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Replies: 15
Views: 280

PostForum: Help & Bugs   Posted: 2017-07-17, 19:08   Subject: Custom creature crashes the game
Can you please upload full mod on forum?
  Topic: cannot generate random maps at all
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Replies: 13
Views: 1165

PostForum: Help & Bugs   Posted: 2017-07-17, 12:49   Subject: cannot generate random maps at all
hkoehler wrote:
If that info is out-dated, what's the "official" installation procedure?
Sorry, it's a mess.

Our daily builds do not contain extra RNG templates and there simply no way to download them. All you can do is grab old stable Windows build and manually copy extraResolutions, defaultTemplates and bonusIcons into your ~/.local/share/vcmi/Mods/vcmi/Mods directory.
  Topic: VCMI for Android
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Replies: 317
Views: 179320

PostForum: Development   Posted: 2017-07-15, 16:06   Subject: VCMI for Android
I'll work on restoring builds once I finish with our internal code formatting changes.
  Topic: Launching the launcher
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Replies: 2
Views: 100

PostForum: Help & Bugs   Posted: 2017-07-12, 13:04   Subject: Launching the launcher
hkoehler wrote:
To answer my own question: current install instructions for OS/X do not create a launcher due to option -DENABLE_LAUNCHER=OFF. Using =ON causes build to fail due to missing cmake config for Qt5 widgets.
You can successfully build it if you follow the way our CI build it:
http://forum.vcmi.eu/viewtopic.php?p=16351#16351

hkoehler wrote:
Guess it's currently not supported for OS/X.
It's works just fine on macOS, but our packaging for Mac is broken. If you can't try to fix it yourself then better just wait for month or two and hopefully I'll have time to fix builds.
 
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