Help thread

Ok, i installed heroes complete, then i installed WOG, and finally copy pasted all the folder of VCMI 0.7 on the heroes main folder
I have two executables the client and the server.
If i run the client when i start being on the map selection screen, the log goes until it says ¨waiting for server¨
If run the server it says module not found.
I´m not sure how this works.

The only executable you should run is VCMI_client.exe. VCMI_server is being run automatically. Are you sure nothing happens when you begin scenario? You need to wait for a few seconds.

Yes i´m sure, heroes hung up and the console says waiting for server, i waited 15 minutes, nothing happens.

I tried different maps, but still, nothing

this is the cllientlog:
[hide]Creating console and logfile: 16
Loading settings: 94
VCMI 0.7 (client)
Initializing screen: 125
Initializing minors: 0
Initializing fonts: 47
Initializing sound: 890
Initializing screen, fonts and sound handling: 1172
Loading .lod files: 250
Reading OBJNAMES
Reading ADVEVENT
Reading XTRAINFO
Reading MINENAME
Reading MINEEVNT
Reading RESTYPES
Reading ZCRGN1
General text handler: 235
Hero handler: 31
Artifact handler: 15
Reading ZCRTRAIT.TXT
Reading config/crerefnam.txt
Reading config/monsters.txt
Reading config/cr_factions.txt
Reading config/cr_upgrade_list.txt
Reading config/CREDEFS.TXT
We have 197 creatures
Reading CRANIM.TXT.txt
Reading config/cr_shots.txt
Creature handler: 141
Town handler: 125
Reading cregens
Done loading objects!
Object handler: 31
Def information handler: 47
Building handler: 63
Spell handler: 15
Initializing VCMI_Lib: 719
Screen handler: 31
Ability handler: 31
Pathfinder: 0
Preparing first handlers: 62
Loading and transforming heroes’ flags: 250
Main graphics: 813
Initializing game graphics: 16
Message handler: 46
CPreGame: main menu initialization: 109
CPreGame: newgame menu initialization: 94
CPreGame: loadgame menu initialization: 47
Loaded graphics
Loaded maps
CPreGame: scenario choice initialization: 3969
CPreGame: scenario options initialization: 78
CPreGame: displaying main menu: 16
Initialization CPreGame (together): 4329
Initialization of VCMI (together): 7407
Preparing shared memory and starting server: 0
Waiting for server… [/hide]

And this is the server log

[hide]Port 3030 will be used.
Reading OBJNAMES
Reading ADVEVENT
Reading XTRAINFO
Reading MINENAME
Reading MINEEVNT
Reading RESTYPES
Reading ZCRGN1
General text handler: 16
Hero handler: 0
Artifact handler: 0
Reading ZCRTRAIT.TXT
Reading config/crerefnam.txt
Reading config/monsters.txt
Reading config/cr_factions.txt
Reading config/cr_upgrade_list.txt
Reading config/CREDEFS.TXT
We have 197 creatures
Reading CRANIM.TXT.txt
Reading config/cr_shots.txt
Creature handler: 0
Town handler: 15
Reading cregens
Done loading objects!
Object handler: 0
Def information handler: 16
Building handler: 16
Spell handler: 0
No se puede encontrar el módulo especificado[/hide]

The last part is in spanish don´t know why, it means ¨the specified module couldn´t be found¨

Huh, strange issue.
Can you post screenshot showing error message showing after running VCMI_server.exe, please?

There is no screenshot to show, when i run the server i just closes inmediatly, and after i see the log, that´s what i find, what i posted.

Are you sure your antivirus/firewall or something isn’t locking the connection?

I have no good idea. I suppose it may be issue with your system.
Please, wait for the next release. I’ll add more logging for server, so maybe we’ll get more specific info.

i reinstalled windos (i had to anyway) and everthing else, it seems to work properly now

Thank you for the information!
It’s always good to know that I was right :stuck_out_tongue:

Hi! I tried to download 0.71 several times to my Heroes III folder (I had the correct 3.58 version of WOG), but each time I got a much smaller file (not even 1MB) which, when I tried to unzip, got a “Corrupted file” error. I delected the bad file and tried again several times but it always failed. Can someone help?

Thanks,
Dan Heisman
[email protected]

I also had problems installing this 0.71B - I understand it’s the latest - how do you open these .7z files?

Just download this: 7-zip.org/ (for example).

probably you were using some file exchange programs, like µTorrent or similar… some of them are tend to end IE downloads for some reason

Thanks. I have it now. And thanks for your initiative of developing this project - H3 remains my favorite game of all times. :slight_smile:

Cause we need to check errors in cmd console, so is this possible to make the vcmi_client.exe in the way that the crash do not close cmd console?
I know that this is possible to make a shourtcut in this way (cmd /K “PATH/vcmi_client.exe”). But if we need it during the test phase so also for new useres it would be better to be implemented as standard in vcmi_client.exe.
What do you think?

All console output is also saved in the VCMI_Client_log.txt.

I have a question about the logs (server, VCMI_Server & VCMI_Client) and the console: what is each of them logging? And I’m not looking for a detailed technical answer. I just want to know, depending on the nature of my bug, if it’s best if I always attach both logs and a screenshot of the console to my reports, or are there cases (bug/crash types) when one or the other would be really redundant?


[size=75]On a separate note, I have to say SourceForge is a bit frustrating at times - particularly when you realize you’ve made a mistake and you can’t re-edit your comment. :stuck_out_tongue: :mrgreen: [/size]

Server handles game mechanics, while client presents the game state and accepts user input.
Server and client communicate by sending packages via network. Now when they both are on the same machine local loopback is used but it should be simple to separate them.

Client is logging types of received packages and progress in applying them. Every package is applied in 3 steps: present beginning effect (rarely used), updating game state data, presenting ending effect.

For example, when hero walks on teleporting monolith, “TryMoveHero” package is sent to client. It says something like “hero with id 111 is teleported from tile (11,1,1) to (22,1,1)”.
In the first step client hides hero graphic. In the second phase, hero position in the game data is updated. And, finally, hero graphic is shown (in the new place).
Crashes most often occurs while applying package from server. By checking logs we can say what package caused the problem and (more or less) which part of applying is problematic.

Server analogically logs types of packages received from client. Additionally it’s logs what it’s sending to client (so it’s partially duplicating client log).

Apart from that, all console output, error messages and some other diagnostic info is put to the log files.

server_log is redundant and all its info is present in VCMI_Server_log (it would be server console output if it had console).

Screenshots sometimes are useful, because they may give some information not present in the log. For example, consider 0.72#71 crash. Client log says that crash occurred during third phase of applying “BattleStart” package. But it’s really huge operation - creating battle interface window and all its components.
However, screenshot gives us little additional information: crash occurred after background and bottom bar was shown and before hexes or creatures appeared.

But the best possible thing, is clear description, how to reproduce issue (if possible). Then I can cause crash (problem) in my VCMI with debugger attached and easily analyse issue.

Thanks for the explanation. :slight_smile: