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Tarnum is back
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Warmonger 
VCMI programmer


Age: 28
Joined: 07 Jun 2008
Posts: 1537
Location: Warsaw, Poland
Posted: 2014-03-09, 22:55   

Quote:
It seems there is some bug, I updated descriptions of both mods, but the launcher does not show them (it shows old ones)

The funny thing is mod manager displays info from our repo config file and not the actual mod.
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Ivan 
VCMI programmer

Age: 25
Joined: 08 May 2009
Posts: 1438
Location: Ukraine
Posted: 2014-03-10, 12:13   

Ouch. Haven't thought about such use case :)

I ran into this issue when working on mod manager - what to do when version in repository is different from locally installed? Usually this happens when mod updated on server but I haven't though about reversed situation.

I see two options here:
- local version always have higher priority. May not behave as expected when there was a change in (for example) description or required mods.
- larger version number have higher priority, or local in case of same version. Probably better solution. Will go with this one.
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marif 


Joined: 16 Jun 2008
Posts: 59
Location: Warsaw
Posted: 2014-07-02, 23:16   

Could someone please update mod.json files in both mods? I did not repack the whole mod as nothing else changes. Thx.

For the first mod:
Code:
{
  "name" : "Tarnum is back - pt1 (Original Factions)",
  "description" : "Playable Tarnum in all his previous incarnations (Knight, Ranger, Barbarian, Wizard, Beastmaster and Overlord) as well as 3 new ones (Death Knight, Demoniac and Planeswalker). Most of the graphics are exported from Heroes Chronicles, Heroes of Might and Magic 3 Complete or Horn of the Abyss. I'm the author of Planeswalker and Demoniac portraits and some speciality graphics, Hobbit is the author of Death Knight Tarnum (I received his permission to use this portrait). Mod gives each of original Heroes factions one Tarnum :)",

  "author" : "marif, Hobbit (Death Knight), HotA Team (Overlord speciality icons)",
  "contact" : "http://forum.vcmi.eu/viewtopic.php?t=798",
  "version" : "1.0.4",
  "modType" : "Heroes",   

   "changelog" :
    {
        "1.0.0" : [ "Initial release" ],
        "1.0.1" : [ "Bug fixes" ],
        "1.0.2" : [ "Changed Overlord Tarnum speciality icons to the ones used in HotA", "Changes in abilities of Death Knight Tarnum (added basic Offence, reduced Necromancy to basic)", "Fixed quantity of Beastmaster Tarnum's Serpent Flies" ],
        "1.0.3" : [ "Bug fixes" ],
        "1.0.4" : [ "Updated mod file to VCMI version 0.96" ],       
    },
 
"heroes" :

    [

    "config/Tarnum/TarnumKnight.json",
    "config/Tarnum/TarnumRanger.json",
    "config/Tarnum/TarnumWizard.json",
    "config/Tarnum/TarnumBarbarian.json",
    "config/Tarnum/TarnumOverlord.json",
    "config/Tarnum/TarnumBeastmaster.json",
    "config/Tarnum/TarnumDeathKnight.json",       
    "config/Tarnum/TarnumDemoniac.json",
    "config/Tarnum/TarnumPlaneswalker.json"
    ]

}


I also added some screenshots, but those must be added directly in repository from what I understand (hope I made it correct, cannot test it)?:
Code:

    "screenshots" : [
        "http://i1282.photobucket.com/albums/a521/anoleyn/portrait-large_zps1d0a9875.png",
        "http://i1282.photobucket.com/albums/a521/anoleyn/portrait-large_zpsdf6787d1.png",
        "http://i1282.photobucket.com/albums/a521/anoleyn/portrait-large_zps06f4dcab.png",
        "http://i1282.photobucket.com/albums/a521/anoleyn/tar1_zps7dccdfb0.png",
        "http://i1282.photobucket.com/albums/a521/anoleyn/tar2_zpse826ee9b.png"
    ]


For the second:
Code:
{

  "name" : "Tarnum is back - pt2 (Cove)",
  "description" : "This mod adds Tarnum as a playable hero for Cove (Captain). In order to play, Cove town mod must be installed!",

  "author" : "marif",
  "contact" : "http://forum.vcmi.eu/viewtopic.php?t=798",
  "version" : "1.0.4",
  "modType" : "Heroes",
  "depends" : ["hota.cove"],

  "changelog" :
    {
        "1.0.0" : [ "Initial release" ],
        "1.0.1" : [ "Changed Tarnum's abilities (reduced Navigation to basic, added basic Offence)", "Bug fixes" ],
        "1.0.2" : [ "Bug fixes" ],
        "1.0.3" : [ "Bug fixes" ],
        "1.0.4" : [ "Updated mod file to VCMI version 0.96", "Changed/fixes compatibility to HotA mod (now requires HotA and COVE submod installed to work). Will not work with older versions." ],       
    },
   
  "heroes" :
    [
    "config/Tarnum/TarnumCaptain.json"
    ]

}


And screenshots:
Code:

    "screenshots" : [
        "http://i1282.photobucket.com/albums/a521/anoleyn/tar1_zps7dccdfb0.png",
        "http://i1282.photobucket.com/albums/a521/anoleyn/tar2_zpse826ee9b.png",
        "http://i1282.photobucket.com/albums/a521/anoleyn/portrait-large_zpsd5d213c6.png"
    ]
 
     
Ivan 
VCMI programmer

Age: 25
Joined: 08 May 2009
Posts: 1438
Location: Ukraine
Posted: 2014-07-03, 11:00   

OK, will update mod today.

Wait a second. Changelog? Damn. I forgot about that feature myself.
Quote:
I also added some screenshots, but those must be added directly in repository from what I understand (hope I made it correct, cannot test it)?:

1) There is actually easy way to test them - add "screenshots" entry to mod.json :)
VCMI will complain about illegal entry but Launcher should pick them up. In your case - portraits are too small IMO so I'm going to upload only 2 "full" screenshots. If you want to show all your portraits - perhaps merge all of them into one image? Should be big enough to not look weird in our screenshot viewer.

2) I don't want to rely on 3rd-party sites so all screenshots should be reuploaded to vcmi.eu. List of links is enough, during reupload I'll rename them to <modname>_#.png, where # is index of screenshot.

UPDATE: mods reuploaded, screenshots seems to be working.
 
     
marif 


Joined: 16 Jun 2008
Posts: 59
Location: Warsaw
Posted: 2014-07-03, 12:02   

Thanx :)

Well, I do not thing that showing all portraits is necessary, but if it is not a problem, I will merge them into 1 file but probably in the evening or later :)
 
     
marif 


Joined: 16 Jun 2008
Posts: 59
Location: Warsaw
Posted: 2015-10-11, 17:56   

I haven't been doing new mods recently, but since Forge is now released I decided to make an update of the mod(s).

And now a question to the developers:
Should I revamp all Tarnum mods into one, making each part a submod (separate for lets say all original castles, Cove and for Forge) or leave it as it is now (part 1, part 2 and create part 3 for Forge - in that case each would be a sepeate, independent mod)?

If completely revamped, I would ask later to replace existing mods with the new one in the repository.

EDIT:
As a bonus, here is the version of Tarnum for Forge (I released an older version of it some time ago on Acidcave) :p

ForgeL.jpg
2342 Time(s) 3.13 KB

 
     
Warmonger 
VCMI programmer


Age: 28
Joined: 07 Jun 2008
Posts: 1537
Location: Warsaw, Poland
Posted: 2015-10-12, 20:53   

One mod with 3 submods feels cleaner.

I don't think that new Forge portrait is good, though.
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Think twice if you really need to send me private message. Use public forum for general questions.
DJ Warmonger blog
beegee wrote:
Warmonger, you are the best!
 
 
     
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