Vcmi 0.71 bug seeking thread

No problems :slight_smile:

#56 Strange path: should obviously follow the road. (Both pics from vcmi)
http://i41.tinypic.com/21bow3q.jpg http://i40.tinypic.com/308z2qe.jpg

Is this different from H3 behaviour?
Diagonal road is present both on upper and lower tiles, it’ internally stored like that:

.....R
....RR
...RR.
..RR..
.RR...
RR....

when I tested it in Heroes 3 Complete it always picked to go straight on top of the road (lower tile), it’s possible that it’s the same amount of movement cost, maybe it just picks the lower tile first if possible in Heroes 3. This is not that important to fix if this is the case.

Edit: yup you’re right it costs the same, so i guess the only thing that’s different is that Heroes 3 chooses the lower tiles on the way down while vcmi chooses the upper (not that important to fix if it has to be be fixed at all) also noticed that if i stand on the diagonal road (lower tile) and walks up to where the hero stands in the pictures above, then Heroes 3 chooses the upper tiles also (same as vcmi). So I think Heroes 3 chooses lower tiles on the way down and upper tiles on the way up, vcmi chooses upper tiles in both cases (always?).

Edit2: This seems to be the case most of the time but dno if it’s acting that way always… so i guess you could just ignore this post :unamused:

One of my 2 favorite games (another one is Morrowind :stuck_out_tongue: ) and going to become open-source too! Great work!
I don’t know did this stuff implemented already or not, so probably an issue:

#57 if you build a lookout tower (in tower) it will not increase visible zone

#58 when right-clicking on a town near obstacles (trees for example) message says “trees” (heroes 3 will show town info - difficult to select town itself) - tested on map Carpe Diem, red player, but i doubt that this one is exception.

As far as I see there is not allies yet? At least I don’t see them on the map…

The H3 & VCMI paths may indeed be equally cost effective now, but on top of that, I believe NWC had a more “complicated” formula, in order to have the chosen path look as realistic as possible. Indeed, if we look at Aidis’ first screenshot above, it looks like the hero will make his 4th “step” on the side, through the snow, avoiding the path in the 2nd turn. So although the road makes only a right-turn, it looks like the hero actually makes a left-turn, in order to get back on the road.

So, by combining the most cost effective movement, with the realistic path choice, in H3 we have the following:

Path1: Hero will need to leave the diagonal path to the right (our left), so he “chooses” the road tiles which for us seem to be on the side of the road (already a bit in the snow)
Path2: Hero does not need to leave the diagonal path, so he “chooses” the road tiles which give us the feeling he really took the road
Path3: Hero will need to leave the diagonal path to the left, so he “chooses” the road tiles which seem to be the main road again (because there are no tiles still belonging to the diagonal road, which would actually seem like they are on the left side of the road, as we had for Path1)

Path1:http://i4.photobucket.com/albums/y104/Zamolxis/VCMI/VCMI%2007/090504-Path1.jpg Path2:http://i4.photobucket.com/albums/y104/Zamolxis/VCMI/VCMI%2007/090504-Path2.jpg Path3:http://i4.photobucket.com/albums/y104/Zamolxis/VCMI/VCMI%2007/090504-Path3.jpg

VCMI instead - judging by Aidis’ screenshot - seems to have a different principle, of always choosing the upper/right (left for us) tile, as long as the next step is still along the diagonal road. And this might give the players who don’t know that “technically” that’s also the road, the feeling that their hero is quite often going on the side of the road, which might cost them movement points.

So my guess is that the H3 priority order goes as follows:

…RRR…
RRRR
RRRR
RRRR
.RRRR.
RRRR

  • If the road is on the down/left → up/right diagonal, hero will choose the down/right diagonal (**bolded **above), unless their destination is somewhere on the upper/left side of the road, in which case he chooses the up/left diagonal (*italicized *above). Note that he chooses this (let’s call it) secondary diagonal, also if the road makes a turn towards the upper/left side of the axis of the diagonal road, if he remains on the road until after the turn (I’ve tested that as well)

  • And the contrary, if the road is on the up/left → down/right diagonal, he’ll choose the down/left (bolded) tiles, unless the destination is somewhere on the upper/right side of the road, or if a turn in that direction will follow (and his path is set until after the turn of course).

Maybe we just need to change the sequence of checking directions? Curently it’s 42167538 (in the format described in code box). I’ll investigate it later, but I think that moving direction 7 to front should help (then the pathfinder will look for a path going down as much as possible with respect to the condition of the least cost).

1 2 3
4   5
6 7 8

That’s it! :slight_smile: Why didn’t I think of it (and spent so much time writing all that post)? :stuck_out_tongue:

It’s indeed as simple as that: if a hero is going down on the diagonal road, he prefers the down tile rather than the side tile, while if he goes up, he prefers the side tile rather than the up tile (because “down” is the priority).

And the only case in which he would choose the “upper” tile, would be if his destination point is somewhere upper as compared to the diagonal road (and that includes the road itself making a turn in an “upper” direction).

Maybe this already known, but I don’t see them in this thread.

In battle -
**59)**move cursor to your own unit, then move cursor to enemy unit (your unit must be inactive and be close to enemy unit ) - you will still have “question” cursor instead of sword

**60)**when two-tile centaur attacked my skeleton from top (see screenshot) VCMI crashed.

**61)**VCMI crashes on startup. Removing map (user-made, WOG, no ERM) “Isles of Illusion” (see attachment) solved this issue.

**62)**Scenario selection menu - browsing by up/down keyboard key did not change screen position when end of screen reached

**63)**After withdraw from battle - hero does not appears in the tavern

**64)**Events are invisible but right click show a popup “event” and there is a problems with movement - event needs to be 100% passable (I know - events are not functioning yet, but movement makes some map unplayable)
Isles of Illusion.h3m (186 KB)

Fixed.

Fixed.

Fixed.

Fixed.

Implemented by Tow Dragon. Spell can be cancelled by pressing escape or right-click.

Fixed and added support for Corpse as well.

Fixed by Ubuntux.

Fixed.

Fixed by Ubuntux.

Fixed.


Thanks for all the reports, soon more fixes / comments!

Bug with pathfinder is fixed also.

#65 Unreproducible bug: The mouse cursor disappeared from the game interface at the end of a battle.

I was playing in 1024x768 resolution. After a battle with some Serpent Flies, when the window with battle casualties opened, the mouse cursor disappeared from the game interface: both the arrow and the functionality (as I tried left/right clicks and nothing was happening). Alt-Tabbing did not bring it back. Also the game interface was not accessible anymore also via keyboard: I could now use the Enter key to close the Battlefield Casualties window box. The only area of the VCMI client interface that was still accessible with the mouse was the upper window bar - the one that can be used for moving/minimizing/closing the window.

Unfortunately I rushed to reproduce the error afterwards, forgetting to save a copy of the client log, in case that might have been of help. But trying to reproduce the error failed. I even tried with same creature moves, and same casualties from my side (1 Basilisk), but no “success”.

I doubt that it’s gonna be of any use, but I’m attaching here the saved game before the battle (file might be of more use for the below bug actually).

#66 Reproducible bug: As can be tested in the attached file, switching Armor of the Damned with Titan’s Cuirass on Gerwolf does not really work. If we reopen hero interface after artifact switch, he has Armor of the Damned again. By the way, I don’t actually remember picking Armor of the Damned earlier in the game, so this may have another bug behind (but I’m not sure about this - it’s a game I started almost 1 month ago, and only now reloaded the saved file to play further).
Titan’s Cuirass switch artifact bug.zip (69.4 KB)

#67 Right-clicking a creature on the battlefield keeps the mouse pointers and left-click functionalities regardless of the info box opened (as long as we keep the right-click pressed):

a. It was ballista’s turn. Right-clicking on the target enemy unit opened the info box, but mouse cursor remained an arrow:

b. Following the above, I kept the right-click pressed and moved the mouse in different directions. The cursor was changing into the “not available” icon when I was not above the creature hex behind the info window:

c. While holding the right-click, I also tested if I can move on with the battle while having the info box opened. This is what I got:

When the pointer was in “not available” status (not above the target hex) I could not shoot with the ballista
When the pointer was an arrow (above target) I could shoot
During the shot, the info box was disappearing for a moment to show me the shooting animation, and then appearing again
The bad part here is that when it reappeared after the shot, the Health loss of the target was not yet displayed
After the above shot, Ballista got a morale boost so I shot again
Again, the info window disappeared for a moment for me to see the animation, and again the info reappeared, without registering the 2nd Health loss
After that I removed my finger from the right button of the mouse for the first time, and right-clicked again - only now I could see the correct health loss after 2 Ballista shots

So basically we have the following:

  • After right-click in H3 we cannot move on with the battle while the info box is open, while in VCMI we can
  • While this is a behavior different than H3, is not a bug in itself, just a difference in functionality which does not impact the gameplay
  • However we do have a bug with this behavior, namely the fact that the Health losses are not registered when the info box reappears after the hit/shot, is we keep the right-click pressed on a target creature while moving on with the battle.

#68 Garrisoned heroes cannot buy spell book.


#69 Not sure if this was reported before: When we don’t have enough spell points left for certain spells, the spell book still displays them as “available”. We can also still select them. Only when we try to cast them on the target creature nothing happens.

EDIT: See difference in H3 screenshot:


#70 On Day 1 of Week 2 of Month 2, one of the 2 heroes which were offered at the Fortress Tavern in the beginning of the week was Jenova, Level 1 Ranger, with only 1 Centaur in the army. This should not happen unless we already purchased a hero or if she would be a retreating hero, which was not the case.

If it is of any use, this happened on the same map as the saved game attached two posts above (the save was from day 1 of the previous week). However it seems not reproducible: I also reloaded the above game and played until Day 1, Week 2, Month 2, but this time both heroes in the Tavern had normal stacks.

if u accidently press “spacebar” when it is enemie turn client crashes :-/

when hero has no spellbook and he is garrisoned in town, event u go to magic guild, it still doesn’t show that u need to buy book. and for original h3 it pops up :slight_smile: or it just opens magic guild, but no pop up about buying magic book

I tried to reproduce that while fighting some fliers (Archangels), which take long time to cross the battlefield, and I got a pretty funny behavior actually. Here’s the full bug description, and I’m also giving it a log number:

#71 Pressing spacebar in battle during enemy’s turn may cause duplication of enemy animation, and always ends up in game crash. In my case, I pressed spacebar about 20 times while the Archangel flew across the battlefield to get to my Pikemen. The result was that after striking the Pikemen down, the animation was repeated fully about 20 more times (I guess as many as I previously pressed Spacebar): Archangel reappearing in original hex, Pikemen “alive” again, flying across, striking Pikemen down, and again same cycle over and over again. Eventually the game crashed, freezing the battle while Archangel was striking the Pikemen.

I’m attaching the logs in case they might be of use.
Spacebar on enemy turn bug.zip (3.53 KB)

Interesting… we just didn’t think anybody would press spacebar while it’s supposed to do nothing.

I agree with the “interesting” part. :slight_smile:

This “Action replay” bug might actually be quite a cool feature, if only it wouldn’t lead to a crash. :slight_smile:

I’ve investigated that replay “feature”, but it’s not reproducible in the newest version - although I’ve encountered and fixed another bug while testing ;]. Anyway thanks for report.

#72 Garrisoning or Un-garrisoning a hero causes all other heroes on the Adventure Map to loose their preset paths (always).

This may be related to the same “Spacebar” bug, but as it’s not really matching your bug description above, I’m gonna report it just in case:

#73 Spacebar to enter town crashes the game (always).

#73 seems to have been fixed.

Tow, I think it’s time to release a new version. A lot of these bugs have been fixed already.