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VCMI Project - Heroes 3: WoG recreated Forum Index
Author Message
  Topic: New mods repository management / downloads concept
misiokles

Replies: 5
Views: 199

PostForum: Development   Posted: Yesterday 8:56   Subject: New mods repository management / downloads concept
SXX wrote:
misiokles wrote:
Also content folder should be in .zip form - it's easier to update mods in this form when - for example - new mod version will be refractored.
I not quite get what you mean, but it's not good idea to store archives in Git and let's say even WoG would need to be unpacked properly even if this would require additional overrides support in engine.

From http://wiki.vcmi.eu/index...ding_guidelines
Code:
All content of your mod should go into Content directory, e.g. Mods/myMod/Content/. In future it will be possible to replace this directory with single .zip archive.

HotA mod is build like this.
  Topic: New mods repository management / downloads concept
misiokles

Replies: 5
Views: 199

PostForum: Development   Posted: 2017-05-27, 10:04   Subject: New mods repository management / downloads concept
Your proposals sound good enough. And yeah, few persons should be choosen to ensure intergity of all vcmi mods (for cross testing to find all possible conflicts for example and alterative mods of given mod).

Also content folder should be in .zip form - it's easier to update mods in this form when - for example - new mod version will be refractored.

And launcher should have few additional features. For me, better funcionality to "conflict" command should be implemented.
  Topic: Help with town editing
misiokles

Replies: 16
Views: 1072

PostForum: Content creation   Posted: 2017-05-27, 09:55   Subject: Help with town editing
VampMarcie wrote:
***UPDATE***

I got it working! Well, kinda. I left this for a bit but recently downloaded the Amethyst Chinese town and dug around the files. I changed the building ID from 43 or 44 to 50, added a few placeholder spaces in the townhall.def file and I could recruit my Sorceresses! Only issue now is that their building is always built in the town and they are recruited from the Doomknight/Dreadlord Pit (Juggernaut Pit). So glad it's working, just need to see if I can get them to be recruited separately!


It's obvious, because id 50 is hardcoded/reserved for second upgrade of tier7. So technically, your Sorceresses are kind of Dreadnoughts upgrades.
  Topic: Horn of the Abyss
misiokles

Replies: 70
Views: 50509

PostForum: Content creation   Posted: 2017-05-21, 15:13   Subject: Horn of the Abyss
My furher attempts for configuring HotA's decoration into rmg VCMI.
http://www66.zippyshare.com/v/UKZa8ByR/file.html
Unfortunatelly, game often crashes during generating maps and don't know really why :(
Bigger the map, game crashes more.
  Topic: Modding FAQ
misiokles

Replies: 173
Views: 51976

PostForum: Help & Bugs   Posted: 2017-05-19, 08:22   Subject: Modding FAQ
Noted that, thank you both guys!
  Topic: Modding FAQ
misiokles

Replies: 173
Views: 51976

PostForum: Help & Bugs   Posted: 2017-05-18, 19:25   Subject: Modding FAQ
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...
  Topic: Modding FAQ
misiokles

Replies: 173
Views: 51976

PostForum: Help & Bugs   Posted: 2017-05-18, 09:10   Subject: Modding FAQ
I wanted to introduce HotA's Warehouses into VCMI. So I've written code:

Code:
{
    "warehouses" :{   
        "name": "Warehouses",
        "handler": "oncePerWeek",
        "types" : {
            "crystalWarehouse" : {
                "name": "Warehouse of Crystal",
                "producedResources" : "crystal",
                "producedValue" : 6,
                "rmg" : {
                    "value"        : 500,
                    "rarity"    : 70
                },
                "templates" : {
                    "avwrhscr" : { "animation" : "avwrhscr",
                    "visitableFrom" : [ "---", "+++", "+++" ],
                    "mask" : ["0VV","VVV","VBA"],
//                    "allowedTerrains": ["sand"]
                    }                   
                }
            }           
        }   
    }
}


In random maps object appears, can be visited but doesn't produce anything... Any ideas what is wrong?
  Topic: Missing features & functionalities
misiokles

Replies: 115
Views: 121099

PostForum: Help & Bugs   Posted: 2017-05-15, 18:01   Subject: Missing features & functionalities
I have some questions about Stone and Obsidian Gargoyles. According this site: http://heroes.thelazy.net/wiki/Non-living
Stone and Obsidian Gargoyles are also considered non-living, but they are still affected by morale and mind spells. What that means in practice is that they are not affected by Vampire Lords life drain and cannot be resurrected.

In vcmi config we have for these creatures only "type" : "NON_LIVING" ability, so they act like other non-living creatures f.e. elementals. It is a bug, TODO thing or am I wrong and all works correctly?
  Topic: Game disappears when minimized
misiokles

Replies: 3
Views: 223

PostForum: Help & Bugs   Posted: 2017-05-04, 06:50   Subject: Game disappears when minimized
Do you have open32.dll file in your heroes3 directory? If yes - remove it.
  Topic: Creatures not casting
misiokles

Replies: 2
Views: 199

PostForum: General discussion   Posted: 2017-05-04, 06:49   Subject: Creatures not casting
To cast a spell, press "F" key.
  Topic: Help with town editing
misiokles

Replies: 16
Views: 1072

PostForum: Content creation   Posted: 2017-04-17, 16:39   Subject: Help with town editing
VampMarcie wrote:
As thought, it didn't work. It's a lvl 8 dwelling and the standard map editor goes up to lvl 7 in dwellings.?


But you've coded external 8lvl dwelling ok in dwellings.json. Without map editor it is hard to test it, but from your side everything is ok. Now you must have lots of luck for random map generator to spawn this building on the map. High lvl external dwellings are rare, but possible. Even in standard H3, Azure Dragon's dwelling is spawned very rare.
  Topic: Help with town editing
misiokles

Replies: 16
Views: 1072

PostForum: Content creation   Posted: 2017-04-16, 14:41   Subject: Help with town editing
On contrary! VCMI map editor released to public some time ago was in very alpha stage. Now AVS (one of vcmi team head master) 'silently' prepare new wersion and I think we'll get quite stable official version.
By the way, testing dwelling is possible in vcmi, all you need is to dowload good map for test :)
Look at the attachment, there's S-sized map called ABC. Launch game, choose this map, choose Oblivion town as starting town. Then go your hero through the portal. Behing portal you can see all seven dwellings connected to starting town, so in these case, your Oblivion's external dwellings.
  Topic: Help with town editing
misiokles

Replies: 16
Views: 1072

PostForum: Content creation   Posted: 2017-04-16, 13:43   Subject: Help with town editing
The more I think about this, I am more sure that it\'s impossible to do this, because "special" buildings are empy for now and only command that can be applied under building config is "produce" resources :(

Maybe in the future there will be possible something like:

Code:
special2" : {
    "cost" : { "crystal" : 2, "gems" : 2, "gold" : 2500, "mercury" : 2, "ore" : 5, "sulfur" : 2, "wood" : 10 },
    "description" : "The Replicator allows you to replicate Artifacts (not working yet).",
    "id" : 21,
    "name" : "Replicator",
    "recruit" : "8th lvl monster", //example of function to indicate that building is creature generator.
    "requires" : [ "blacksmith" ],
},
  Topic: Help with town editing
misiokles

Replies: 16
Views: 1072

PostForum: Content creation   Posted: 2017-04-16, 10:04   Subject: Help with town editing
This could be tricky, or even impossible to build 8th level dwelling.
Every building in townscreen has its own ID. Standard townscreen has 44 IDs. id: 0 is for Mage Guild level 1, id: 16 is for blacksmith, id: 43 is for upgrade level 7 dwelling and so on. But in vcmi there's a algorithm beyond id: 43.
Look:
non upg lvl 1 - id: 30
non upg lvl 2 - id: 31
....
non upg lvl 7 - id: 36
upg lvl 1 - id: 37
upg lvl 2 - id: 38
....
upg lvl 7 - id: 43
and now
second upg lvl 1 - id: 44
second upg lvl 2 - id: 45
...
second upg lvl 4 - id: 47 (like Pirats in Cove)
...
second upg lvl 7 - id: 50
and next
third upgrade lvl 1 - id: 51

and next fourth upgrade and so on.

As you can see there's no room for ID for 8th lvl dweling.

I think that you can try to use some empty ID for special dwellings (there's four special dwellings: special1, special2, special3, special4) Every special has it own ID, but none city use all of them. So, maybe there's way to "trick" 8th lvl dwelling.
  Topic: VCMI 0.99 released
misiokles

Replies: 64
Views: 24862

PostForum: News and announcements   Posted: 2017-04-09, 08:46   Subject: VCMI 0.99 released
Higher resolutions are available but you must enable VCMI essential files in launcher. WARNING: don't click update vcmi essential files. This feature must be enabled, only not updated.
 
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