0.71b - development version

#15
If you want to move Lacus near Marleto Tower (like it is shown on the screenshot) the game crashes.
Your map: Arrogance3.h3m
img148.imageshack.us/img148/7123/clipboard01g.th.jpg
EDIT:
The map crash everytime heroes goes to the end of the right side of the map. (also with resolution 800x600)

Not really. The button is working but not properly.
If you click the button i.e. down and then click on the last town in towns’ window it goes down. If you click the button down three times it will show you last town (of course with resolution 800x600.)
http://img512.imageshack.us/img512/9489/clipboard02j.jpg
There is the same situation if you want to go up. Click the “up” button and then upper town.

PS> TOW’s, will you add the bugs to the tracker or we can do it also?

Hi everyone !

16__gamedata Hero with intelligence from start has not “intelligent” maximum mana )) i wrote the same in 0.71 but about current mana
17__herodlg when splitting a stack and not moving slider the ok shouldn’t be active, but in vcmi it gives "server encounter a problem - no creatures to split"
18__herodlg we are still able to put warmachines in backpack, and now it even stays in backpack after herodlf closed and reopened and in console no message about illegal action (as was in 0.71)
19_gamesystem 2nd vcmi-process can not access the map that 1st vcmi started and writes to console - “unable to access to file, it is used by other process” and vcmi hangs, maybe it is possible to allow using file sharing or just make vcmi not to hang down
20_gamesystem i haven’t on one computer a soundcard, and vcmi check this well, but clicking sound options in system options menu causes crash
21__advmap terrific !!! clicking underground/ground button when hero is active and click somewhere - vcmi makes and displays path, for some heroes(sir mullich and lacus on arrogance) starts calculating path, and that leads to a memory leak, no path is shown and game hangs
22_gamesystem although gold income in first day is correct, income of resources is wrong - there should be no income of them in first day
23__townview still clicking unit and then splitstack button then 2 click on hero causes crash, previously that crashed with "shift"
24_gamesystem with opened heroes mapeditor you can’t launch vcmi and visa versa, i think it’s about file sharing

and i have bad behaviour ( i think it’s because of no sound card, i’ll check with one later ) - that is a crash every time when i start moving hero - by mouse doubleclick or by move hero button or by ‘M’ on keyboard

#25 - When in battle, there is the same pain sound effect whenever something happens, such as an attack, or casting a spell, and sometimes when a unit is finished moving.

Best regards,
Steven.

#26 When there is no need to have a scroll bar (such as when only XL maps are shown), the scroll bar position marker moves to the top of the screen, as in the screenshot. :slight_smile:
img193.imageshack.us/img193/7145/scrollbarformapsscreen.th.jpg

Best regards,
Steven.

#27 - Elementals have morale.

#28 - Still Eye of the Dragon gives +2 morale, rather than +1 morale and +1 luck.
img206.imageshack.us/img206/9286/stilleyeofthedragon.th.jpg

Best regards,
Steven.

#29 - Wrong icon when Tree of Knowledge requires 10 gems.
img41.imageshack.us/img41/9555/treeofknowledgeresource.th.jpg

Best regards,
Steven.

#30 - Psychic and Magic Elementals attack from one square away, often causing a crash.

Best regards,
Steven.

#31
when u press underground button it should also open underground map, however map stays same until u start moving trough minimap.

img36.imageshack.us/img36/8407/asdyqi.th.jpg

#32

if you are in underground and u mark place to move somewhere it marks like u are not in undeground. dunno how to explain :smiley: but see sreenshots.

underground image ( tho there is no underground at all in map)
img190.imageshack.us/img190/586/movingf.th.jpg

and this is how it looks in normal world

img33.imageshack.us/img33/4699/moving2o.th.jpg

so the poin is that if u turn underground on and u mark places to move it does gets marked tho it shouldn’t as there is no underground but seems tha tunderground works liek normal world or so :slight_smile: i hope u understant

#33 Saving time differs form computer time by 3 hours. don’t look at minutes as it took some time to open game and so. but the point is that it shoudl be same as pc. as far as i remeber was in h3
img35.imageshack.us/img35/1216/saving.th.jpg

#34 Monks shoots arrows not “power balls” or hwo to call them :expressionless:
img32.imageshack.us/img32/8320/monkfails.th.jpg

#35 You should be able to load game by pressing twice left on it, but you can’t, need to press “load” button :slight_smile:
#36 Tactis ability doesn’t work
#37 Dragon flies don’t cast weakness
#38 taking “inexhaustible cart of lumber” and then ending turn always makes game crash. there were 2 same artifacts in game, so i tryed them both. crashed on both.
img194.imageshack.us/img194/2802/crashy.th.jpg
#39 Spyglass bug. look at screenshot ( it should add only 1 radius but it ads like 10 or so.)
img41.imageshack.us/img41/952/spyglassbug.th.jpg
#40 Cape of velocity does’t add +2speed, neither necklace of swiftness
#41 When u have full backpack of artifacts and u want to put items from your spots to back pack or so, it swaps items, not puts them in backpack.(or it was same at h3? :smiley: but i think not. )

should be enough for today :unamused:

This was reported in elder version and still unfixed because of right animation :slight_smile:

Now, I have more free time, well i check “more” this version and report if I’ll find bugs :slight_smile:

#42 - game still crash when in save game folder are not right save files, example, I have auto save form my compile version and this beta crash, I don’t know if it’s a bug, but i reported it :slight_smile:

#43 - it’s a another bug with scroll in map ( #26 report), if I have window with XXL map, list is completed and scroll appear but is unneeded, but if i scroll this and next click on list, highlighted is wrong item in list. Screen can help you understand:

http://img39.imageshack.us/img39/7605/20090521193611.png

^^ scroll is in bottom and is unneeded, I click on “Wojownicy” and “Dwa kraje” is highlighted.

#44 - if I click right button on Tavern and next move cursor in to City Hall, City Hall is not heighlighted

#45 - small bug in gui - " - in title
http://img32.imageshack.us/img32/5101/20090521194451.png

#46 - magic scrolls don’t have “pick up sound”
#47 - I can’t pick up “Pandora Box”
#48 - battle don’t end if I kill enemy by magic, I must make move to appear “end box”, there is also sound bug but I don’t know hot to describle it :slight_smile:

Fixed.

Fixed by Tow Dragon.

Fixed.

I was unable to reproduce this one.
Can you provide steps leading to this problem or savegame?

Same as #1

Fixed.

This one is not implemented feature.

Same as #4 probably.

I need more details to know if this is bug.
Monsters may have different morale than hero, because they receive some extra bonuses not listed in hero morale modifiers (same alignment +1, tavern in town +1, brotherhood of sword +2, presence of archangels +1). Is it a case?

Artillery skill is not implemented.

I will move all unresolved issues to the tracker when new version is released.

We haven’t found that graphic yet. has anyone idea which one is it?

Not implemented.


Many, many thanks for all the reports, I’ll bring more fixes soon :slight_smile:

cprzeax.def

all projectiles defs are started with ‘P’ except cprgogx.def -gog/magog, cprgre - m.gremlin, titan - cprgtix.def and monk/zealot

is my #21 )))) if i understood you, so OTHERS read both descriptions of the bug

For 3 Luck Bug, see savegame. Pick up the Cards of Prophecy (doing this one time caused a crash, which doesn’t seem to be easily reproducible) and the hero’s luck shows as three when it was zero before.

#49 - The direction a hero is oriented does not get saved in the savegame like they are in H3.

Best regards,
Steven.
VCMI_0-71b_WarOfTheMighty_3Luck.7z (126 KB)

Fixed

Same bug. The engine plays the sound for the tile on the right of the hero. And in the case of #15 it tries to play the sound for border, which doesn’t exist. The bug is there:

client/CPlayerInterface.cpp:			newTerrain = cb->getTileInfo(path.nodes*.coord)->tertype;

I don’t know how to fix it, nor why there’s an off-by-one error.*

#50 When you set sound to lowest lvl, next time you start game it is still same. settings do not save.

Fixed.

Fixed.

Fixed.

Fixed,

I’m not observing this behaviour in H3. Even if I haven’t moved the slider, the OK button is active and clickable.
Screen from original H3:
img190.imageshack.us/img190/4444/split1.th.jpg

Or should we treat this as a feature request?

Fixed.

Fixed. The hero position in the game is actually one tile to the right than “visible” hero position. Path uses internal (“h3m”) hero positions, so it needs to be converted (CGHeroInstance::convertPosition).

It’s because of server-client interprocess communication.
Will be fixed somewhen later.

Fixed. I hope.

Fixed.

Really fixed.

When Map Editor is opened, VCMI cannot map the .lod files.
(Interestingly, it worked fine before, when we used ifstream to handle them. Maybe we should consider returning to it?)

Fixed by Tow Dragon.

Fixed by Tow Dragon.

The Lod file stays open during the game, and so it it’s locking out writers. However that may not be necessary since all the data is actually duplicated. The file just has to be closed. I’ll make a fix for that.

#51 - In a battle, my side had Master Gremlins (speed 5), Stone Gargoyles (speed 6) and Magi (speed 5). On the Stone Gargoyles turn I cast Slow on the one stack of Marksmen on the other side, reducing their speed to 4. However the Marksmen still got first attack, so I guess that part of the code determining battle order/priority after casting Slow or Haste isn’t working as intended yet. In a battle with the same army against a stack of Horned Demons - a Haste on the MGs or Slow on the Horned Demons affects number of hexes of movement but not the battle priority/order.

#52 - On a related issue, the +1 to attack, +1 to defense and +1 to speed for creatures on their native terrain isn’t implemented yet.

Best regards,
Steven.

Possibly related to the above:

#53 Cannot open WoG (anymore?) when VCMI is open. I am getting the following message box: “Unexpected Program Termination - Files from Heroes III are missing. Please reinstall Heroes III.”

I am not sure this is a new bug, because I’m testing on a different machine, with a different Heroes III version. But I never had this issue in previous builds on my other PC (I was quite often having both of them open in parallel, to compare some elements).

[size=75]@Tow: yes, I couldn’t resist the temptation & downloaded WoG & VCMI to test this last build. :stuck_out_tongue: I put them over an old version of SoD I had on the laptop I have with me on holiday. So the differences in game files as opposed to the PC I normally use for testing are that at home I have Heroes III Complete + the WoG Script Update, while here I have SoD & only WoG 3.58f, no Script Update][/size]

#54 LoadGame issues (could be related to #42).

This happened after I played 3 turns (3 Autosaved games), exited the game, then entered again:

  • Loading Autosave 3 led to crash: the Windows error window, even though sounds & animations were still working; however when I tried to move the hero, I only got the movement sound, as the game froze. I noticed afterwards that opening Autosave_3 led to an overwrite of Autosave_1.vlgm1 (but not .vsgm1 - see the date of the files in attachment).

  • Not surprisingly, afterwards loading Autosave_1 took long, and led to Runtime Error, with client being terminated (but not the console)
    Reloading A_3 overwrites A_1 + error (see file date.time).ZIP (135 KB)