the fix don’t work properly - in new revision on my map, even if i have less than 8 (even less than 7) ungarnisoned heroes occurs a bug - #37 - that I can’t ungarrison hero, but I may buy one in tavern - strange
PS: this occured when initially were 8 ungarrisoned heroes but few got into castle garrison
PS2: I attached a map, maybe it’s map specific
EDIT: checked on arrogance3.h3m - it occurs when we have 8 or more total heroes but less than 8 ungarrisoned - the garrison script checks probably wrong variable ___overflow2.7z (2.46 KB)
@ majaczek : I added a log number to the Ungarrison hero bug (I think you even wanted to add it, as I see next bug was reported as #38 anyway). Btw, the ungarrison bug once you have 8 heroes at map start is also in 0.72, not just in the build you may be testing after the fix.
And thanks for the attached map, it helped me spot another bug:
#40 In Town Screen, if we have more than 3 towns, clicking on the 1st or 3rd down in the list also scrolls the list, instead of just selecting it. Perhaps is meant as a feature, but personally I find it pretty confusing (so far).
What you could however implement, is Arrow keys for scrolling through the town list.
For clarification, here is the H3 behavior:
Clicking on another town in the list (of 3 visible) selects/opens it, but does not recenter the list on it (it remains 1st, 2nd or 3rd of the initial visible list, unless we click on the scroll arrows).
Keyboard Arrows scrolls through the list of towns, maintaining the position of the selected town. So if 3rd was selected, pressing arrow down selects the next one, which then becomes the 3rd visible.
@ubuntux
it was bug, not crashbug
properly functional bug
we got then misproper console info that we having 8 or more than 8 ungarrisoned heroes when we haven’t and refused ungarrrisoning
I’ll try the last fix
or you think about something other than me
EDIT: the 8hero bug still occur in rev951 but problem with music is fixed there.
the reason for not playing the mp3 was that we haven’t smpeg.dll and before rev951 VCMI haven’t informed that it needs it - in rev951 it gives message when file is absent, and works properly if file is present
#41 interface issue
when message in ingame console is too long it overlaps the infobox, and when the message disappears infobox is not refreshed
I suggest line breaking for ingame console to getrid of this
I know that animation is not ideal at the moment but: #42 changing animation speed through battle settings menu cause crash
#43 blue glowing border around selected creatures restarts every time when cursor moves (should be only on selecting creature)
Probably bug, maybe not - on Arrogance3 - battle with enemy hero on the coast begining on different battle arenas (attacking from top - battle on “dirt”; from right - battle on “boat”). In HoMM battle arena depends on position of defending army.
Bingo! SDL_mixer loads smpeg.dll - if it’s not not present in VCMI directory nor in windows/system32 music won’t play. Because it’s loaded dynamically I missed that dependency. It should have been included in the package.
I don’t know if it should be considered as a bug in VCMI or in the map editor.
I’ll leave it now as it is, though it may be changed later (possibly when support for sieges and town capturing is added).
#44 When killing all the creatures with a lightning bolt, a victory screen doesnt show, you have to play another move.
[size=75][Reported as 0.71b#48 - “Killing last enemy by magic doesn’t end battle”][/size]
#45 When an item is guarded by a creature, you get past them without having to fight, unlike H3.
[size=75][Reported as 0.7#48 - “Monster zone of control” - feature not yet implemented][/size]
edit: #46 Lightning bolt kills the entire stack, regardless of their number. I just killed 41 goblins with Andra on level 1.
[size=75][Same as [b]#36[/size] reported above: destructive spells are overpowered]
[size=75]@fLuXx: Sorry, but I had to strike through the log numbers in your post above, as they were all previously reported, just maybe not in this thread. I hope you don’t mind. If you want to check the list of all bugs already reported, CLICK HERE.[/size]
#44 I see bug #47 from 0.71 reported problems caused by F4 when running both VCMI and H3. In 0.72 however, it seems F4 causes problems even without H3 -> for me VCMI crashes every time I try to perform (any) action in full screen mode, even when no other application is open (except the web browser, and of course other background applications like the firewall and what not, which however should not be the cause of it). And it doesn’t seem to be the resolution. I tried it on 800x600 and the same: as soon as I tried to move the hero at map start, it crashed.
It’s possible that’s the longest word in a skill name, but just in case, maybe there should be a check for message windows to prevent that words are split in a funny way (ideally being that they are never split).
EDIT: - Redundant quotation marks from skill description are still there: [size=75](reported by dikamilo[/size] as issue #45 in the 0.71b bug thread - Logged now in SourceForge)
#47 - bug with hero advancing
if hero gets twice the same ability at basic level (which shouldn’t happen but happens)
the hero window would make crash (in debug version it says it exceeded vector boundary, probably you just know what happened)
EDIT: it happens when hero gets a few levels at once
EDIT2: it hapens with advanced and expert too
INFO: it was tested with last build so may not apear in base vcmi 0.72
[size=75]Bug also in base vcmi 0.72 (I got Advanced Leadership like 5 times while advancing after a battle + crash) so I gave it a log number. Possibly related to #27 tho.
For instance this bug happens when the hero is leveled up several times after a battle. The server send several messages saying that the hero level up and to choose/upgrade a new ability without checking the previous choice. However each choice depend on the previous one.
In H3 only the stack number boxes of the attacking/moving creatures temporary disappear during the attack/move. Target creatures stack number box should remain displayed until the moment of the impact, when it disappears just for a fraction of the second in order to be updated accordingly (depending on casualties suffered).
We can either scale number box or reduce info amount to “9K” as in H5. In second case, while using higher resolution the exact size of stack could be displayed below main window.