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VCMI Project - Heroes 3: WoG recreated Forum Index
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  Topic: Custom creature crashes the game
SXX

Replies: 15
Views: 187

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: 1141

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: 306
Views: 178690

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: 88

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.
  Topic: VCMI for Android
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Replies: 306
Views: 178690

PostForum: Development   Posted: 2017-07-07, 08:28   Subject: VCMI for Android
HarryPhoon wrote:
Edit: Nah, I'm blind. The submodule is present. No idea why it gives error.

It's gives error simply because I broke it. I tried to actually merge some of Android build configuration into our main CMake files, but failed.

Once I find time to install everything needed for Android build to my own machine I'll fix it one way or another.
  Topic: Build error on macOS: "source file is not valid UTF-8&q
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Replies: 7
Views: 268

PostForum: Help & Bugs   Posted: 2017-07-05, 08:33   Subject: Build error on macOS: "source file is not valid UTF-8&q
I just built it same way as our Travis build:
Code:
ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
brew doctor
brew install wget git boost smpeg2 innoextract freetype sdl2 sdl2_ttf sdl2_image qt5 ffmpeg
brew install cmake
brew install sdl2_mixer --with-smpeg2
sudo xcode-select --install
sudo xcode-select -s /Applications/Xcode.app/Contents/Developer
export CMAKE_PREFIX_PATH="/usr/local/opt/qt5:$CMAKE_PREFIX_PATH"
cd ~
mkdir vcmi
cd vcmi
git clone https://github.com/vcmi/vcmi.git
wget https://github.com/sparkle-project/Sparkle/releases/download/1.17.0/Sparkle-1.17.0.tar.bz2
mkdir sparkle && cd sparkle
tar -xf ../Sparkle-*.tar.bz2
sudo mv Sparkle.framework /Library/Frameworks/
mkdir build
cd build
cmake ..
cd ..
xcodebuild -project osx/osx-vcmibuilder/vcmibuilder.xcodeproj/ -configuration Release CONFIGURATION_BUILD_DIR=..
cd build
make -j 8

# Then run it this way:
~/Library/Application Support/vcmi/game_data_prepared
~/vcmi/vcmi/bin/vcmiclient.app/Contents/MacOS/vcmiclient

It's running fine as far as I see, but I have no idea if "vcmibuilder" work properly. Most likely we should just implement work with assets into our Qt launcher.
  Topic: VCMI for Android
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Replies: 306
Views: 178690

PostForum: Development   Posted: 2017-07-05, 02:13   Subject: VCMI for Android
Sorry, I tried to merge some of the CMake projects locally, but failed. Still unsure why it's fail to build now because I added CAndroidVMHelper into the main CMakeLists.txt of our lib. :-( .
  Topic: Build error on macOS: "source file is not valid UTF-8&q
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Replies: 7
Views: 268

PostForum: Help & Bugs   Posted: 2017-07-04, 17:44   Subject: Build error on macOS: "source file is not valid UTF-8&q
Sadly dmg that built with CMake / CPack don't include all dependencies needed and I not even sure if they work at all. In any case they uploaded here:

https://builds.vcmi.download/branch/develop/macOS/

We'll certainly upload something to github releases, but only when we sure they actually work.
  Topic: VCMI for Android
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Replies: 306
Views: 178690

PostForum: Development   Posted: 2017-07-03, 21:32   Subject: VCMI for Android
SkyRE wrote:
Where I should report not android related issues?

Our bug tracker is here:
https://bugs.vcmi.eu

But use search first because most likely this is already reported.
There are issues with campaigns for quite some time.
  Topic: Build error on macOS: "source file is not valid UTF-8&q
SXX

Replies: 7
Views: 268

PostForum: Help & Bugs   Posted: 2017-07-03, 19:29   Subject: Build error on macOS: "source file is not valid UTF-8&q
Oh I see what's wrong. There is "DENABLE_EDITOR=ON". You should disable it because we don't have C++ editor anyway and might be it's time to purge it from our repository.

Our editor in Free Pascal and hosted separately:
https://github.com/vcmi/vcmi_editor
No one tried to build it for Mac yet.

I think when you disable it everything will be built just fine, but in any case you can jump to our slack if you going to find some other problems:

https://slack.vcmi.eu/

PS: I purged editor from our repository so it's will not confuse anyone.
  Topic: Support for demo versions?
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Replies: 24
Views: 4861

PostForum: General discussion   Posted: 2017-07-03, 16:48   Subject: Support for demo versions?
K5HV wrote:
When I tried to play random map, some massage apperes. Since I cannot read Russian, I do not know what the problem is.
It's just problem with VCMI WoG submod, you need to remove russian translation.
  Topic: Build error on macOS: "source file is not valid UTF-8&q
SXX

Replies: 7
Views: 268

PostForum: Help & Bugs   Posted: 2017-07-03, 16:03   Subject: Build error on macOS: "source file is not valid UTF-8&q
Is it building fine with "-DENABLE_LAUNCHER=0"?

Also what Qt version do you using? Our Travis CI build just using one from brew and it's working fine:

https://github.com/vcmi/vcmi/blob/develop/CI/mac/before_install.sh
  Topic: VCMI for Android
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Replies: 306
Views: 178690

PostForum: Development   Posted: 2017-06-28, 23:19   Subject: VCMI for Android
Small note. I dropped VCMILIB_ADDITIONAL_SOURCES from CMakeList and instead added "ifdef" for Android-specific code. I hope this won't break something since I really hope to at least share CMake configs.
  Topic: VCMI for Android
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Replies: 306
Views: 178690

PostForum: Development   Posted: 2017-06-27, 21:10   Subject: VCMI for Android
BTW today I played short game on Android and so far only problems I seen is battle machines tend to appear in army (though I guess this could be problem with outdated bundled config files) and also battle end tend to crash game for some reason.
  Topic: VCMI buolding errors
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Replies: 6
Views: 394

PostForum: Help & Bugs   Posted: 2017-06-23, 19:21   Subject: VCMI buolding errors
Warmonger wrote:
is it? :P
I put reasonable amount of work into debugging of all kind of multiplayer issues and all my server / spectator related changes tested for both network multiplayer and hotseat. Still wish to rework PreGame, but I not sure if my next attempt to work on it going to succeed. :mrgreen:

Even loading through command line kind a work. :-)
 
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