#03 Some creatures offer to join for an amount of gold that the player does not have. If the player accepts, a message saying āyou do not have enough goldā pops up. If the player checks ok, it pops up again forever, halting play indefinitely.
Iām attaching here below the logs (including the .dmp files I had after the crash):
For 0.72b#15 - in 1024x768 resolution the game goes in full screen without a crash. It only crashes once we try to perform any action in the game. After the crash, both log files are updated, as well as VCMI_client.exe_crashinfo.dmp. VCMI_server.exe_crashinfo.dmp however remains unchanged (based on the file date/hour).
For 0.73#04 - in 1600x1200 resolution the game crashes already when we press F4. Only the log files are updated. Both VCMI_client.exe_crashinfo.dmp & VCMI_server.exe_crashinfo.dmp remain unchanged.
If you check the date/time of the files in the 1600x1200 F4 Crash logs archive, we have the following:
VCMI_Client_log.txt & VCMI_Server_log.txt - updated 02-08-2009 @ 1.42 AM - time of the crash in 1600x1200 mode
VCMI_client.exe_crashinfo.dmp - updated 02-08-2009 @ 1.26 AM - time of the crash in 1024x768 mode
VCMI_server.exe_crashinfo.dmp - updated 01-08-2009 @ 23.55 PM - no idea what generated this file, as I donāt remember other crashes than the F4 tests (might be interesting for you guys to look into it) 090801 - 1024x768 F4 Crash logs.zip (170 KB) 090801 - 1600x1200 F4 Crash logs.zip (170 KB)
#05 - Iām getting weird mixed-up electronic āmusicā playing sometimes when the main menu opens or in towns. Itās not causing a crash, but does sound very strange. Has anyone else experienced this issue?
Best regards,
Steven.
[size=75]*Edited to add log # and to to confirm that Iāve also had the issue, I think after Alt+Tabbing while I was in Town screen. And the weird mixed-up electronic/metalic āmusicā remained also after exiting the town screen. Unfortunately I forgot to save the logs when it happened. Will do next time.
#06 - Zero division at level-up, this time via tree of knowledge.
This bug occured also on previous release, but now Iām certain itās not my fault. Levelup crash dump.rar (50.8 KB)
Iāve attached map where this bugs can be tested:
07 - Sound\Music level does not affect videos.
08 - Number of creatures defending dwellings is completely random. (Should be 3 for 7th level, 6 for 6th levelā¦ Golem factory have 9 Golden and 6 Diamond).
10 - Some strange linking between subterranean gates: both underground gates leads to south one on the surface.
11 - Exchange between subterra gates does not working, Active hero appears on right side (not like in the ānormalā exchange).Iāve receive message:
System message: Server encountered a problem: Cannot exchange stacks between these two objects!
Also, place 2 heroes on both side of subterra gates, take third hero and start exchange. VCMI crashed. Logs+new dumpfile attached.
12 - Graphic glitch: After receiving some long server messages (from previous bug) Iāve switched between 2 heroes. After these, only part of message disappeared. img35.imageshack.us/img35/8809/messagesk.th.jpg.
13 - Pressing āUpā key in the console before entering any commands - crash.
By the way - It would be nice to have in next releases possibility to move hero with arrow keys. Arrogance-dwellings.h3m (9.32 KB) Exchange.7z (106 KB)
#14 Spacebar with selected hero which we want to enter the town in which another hero is garrisoned causes that heroes switch in town.
BTW: It is nice that spacebar in town causes switching heroes
#16 Bug/feature? if you choose town on Adventure Map window the map centres on that town but mouse cursor doesnāt follow the town. So it is immpossible to make double click to enter the town quickly.
EDIT: Itās feature. The same way map window act in HoMM
#17 Bug/feature if you select last stack in meeting screen or in town there is no possibility to unselect the stack, ESC works as exit from town and appears: āSystem message: Server encountered a problem: Cannot take the last stack!ā.
#19 Bug if you are in town and you buy new hero map behing the town screen moves to other location Strange, because the new place seems to be chosen at random.
#20 Not possible to exchange the war machines. āSystem message: Server encountered a problem: Cannot move war machine!ā crash while moving vcmi window.zip (138 KB)
#21 - If you try to split stack (with split button):
Select any unit, click on button āsplitā click on your unit again.
VCMI crashed. Logs attached. Splitting.7z (130 KB)
Probably, thatās why Iāve added info āfeatureā but if it is normal so shouldnāt appear āsystem messageā
#22 Crash during saving game. Can not save the game so end turn is also not possible. (attached logs and autosave)
EDIT: After this incident I have problems with other saves also. Only save from day:1 is ok. img10.imageshack.us/img10/7342/crashattheendofturn.th.jpg
#24 Cannot hide hero to garrison if the same kind of creatures are splitted.You have to join it for one stack before.
āSystem message: Server encountered a problem: Cannot make garrison swap, not enough free slots!ā img33.imageshack.us/img33/6792/bughiddingherotogarriso.th.jpg
#25 Bug Lizard Den dwelling accumulates creatures. I donāt now yet what about other working dwellings and its guards.
EDIT: Griffin Tower/Archerās Tower/Guardhouse also accumulate creatures. So probably all others, too. img442.imageshack.us/img442/5538/buglizardden.th.jpg
#26 In resolution 800x600, if you end turn with scrolled down the heroes list at the beginning of next turn the list is still scrolled down even though first hero is selected. img12.imageshack.us/img12/6408/bugheroeslist.th.jpg
#27 Spells act on creatures immune to spells ie. Black Dragons.
Refer to bug ver.072d#10 - the title of the shipyard is āThieves guild windowā. Should be āBuild A New Shipā
BTW: Some problems with āvcmi handlerā: should appear in the front of the game not in background, and if you close the handler there is problem because the game doesnāt close and X is not working also, you need to kill process in the cmd console.
EDIT: In first moment after handler apppear game looks ok but you canāt do anything. So you can just exit the game by system options but appears message: āConnection has been requested to be closed.
Disaster happened.
Reason: 0xe06d7363 - UNKNOWN EXCEPTION at 001b:7C812AFB
Thread ID: 254 [596]
Crash info will be put in 00000430ā
*EDIT2: After crash #22 I had problems with other saves of this map āAll for oneā. So I started it one more time. After new start everything was ok. Also the towns without fort were shown correctly, but after loading save with the new āversionā of this map the bug returned. Probably crashes/bugs no 15, 18 and 22 could be caused by some mistakes in the map or because something was wrong with the map starting/loading. Someone else could test also this map or confirm if the problem with villages (18) has been noticed in other maps. *
EDiT3: Iāve tested the bug #18 with another map, and it repeated, so it is VCMI bug. loading crashed save.zip (170 KB) crash during saving_2.zip (205 KB) crash during saving_1.zip (154 KB) crash at the end of turn.zip (50.3 KB)
#28
I tried to fight enemy hero visiting castle on arrogance3
that as it uses no castle screen may be lack of feature
that as I cant get empty castle too
but that as i see enemy crosbowmans shoot from hero place (ie. like spell) instead of his place is evidently a bug
first i thought it was invisible ballista but now i see itās on archerās turn
#29 If hero has expert Air Magic, the Magic Arrow in Spell Book is shown with expert Earth Magic.
#30 If hero is in the town or other building and you want to check which hero is that you see the town guard or properties of the building. So the hero layer is behind the buldings layer, ie: img442.imageshack.us/img442/2247/bugheroinf2.th.jpg
I havenāt been for a long time because i havenāt internet there where i was
For those who remembers that iām translating russian heroes 3 manual called FizMiG into English i say that itās in progress, stay tuned )
#31 I have edited video.vid file, and launching hotuploaded vcmi i got crash where console says
Smack cannot open 3DOLOGO.SMK
Disaster happened.
Reason: 0xc0000005 - EXCEPTION_ACCESS_VIOLATION at 001b:00494D63
Attempt to read from 0x0000000C
Thread ID: b18 [2840]
Crash info will be put in 000000F8
however there are other console messages after this, itās probably how crashhandler works, but if not I wrote this for U
so vcmi needs to check presence of videofiles in video.vid pack and other packs with resources
BUUUT i`m not fallen hopeless to launch VCMI, some changes in VCMI via hex-editor made him alive and launchable ))) please note that i inserted instead of old videos names new ones not erasing any other data
#32 a nice bug (different maps, incl. arrogance, settings of downloaded package of VCMI), actualy mistake heroes from start have unbelievable stats-9 digits long, each one type of hero has different values (i.e. all of knight heroes have same defence)
#33 just minor : zombi retaliated my griffin (they stood back-to-back), he just reversed and right after reversed back and then griffin was hit, so no attack animation noticed,the same for some other units they do not show attacking animation for me only wounded animation, u know like standing 2 units together and first one is hit and then other is hit, weird for me, u know iām sure no such bugs were in 0.72
#34 some strange in graphics: #34.1 - in fully-built fortress(arrogance) i see strange waterwheel which is not present in heroes 3, #34.2 - in stronghold spinning part of cyclops cave is hidden in one place by rocks #34.3 - in necropolis if u compare blacksmith u will see differences(in front/under th blacksmith there some thombs in h3) and between wraithhouse and skeleton house there are differences, also if u hover a skeleton house u will see that un h3 yellow border interrupts(for other buildings and towns same) and in VCMI itās like a space around building which erases the background
[size=75]*Edited as #34 seems to report different town screen (possible) bugs, so Iāve split them.
[size=84]Please use Inteus in the attached map to reproduce all bugs reported in this post.[/size]
#36 - Inteus starts with his default Bloodlust, even though I removed it from Map Editor.
#37 - Wrong Bloodlust animation (see screenshot - looks a bit like Hell Hydraās self-healing, though still different somehow)
#38 - Battle obstacles are still misplaced (regardless of resolution or terrain - see also screenshot)
I was under the feeling this was reported as solved (at least I donāt seem to find it in the logs). But itās easily reproducible:
Tested on Rough, Swamp & Subterranean, but probably valid for all
Tested on 1024x768 & 800x600, but probably valid for the other resolutions as well
If you load the attached map, youāll see the creatures can walk through the obstacles
As seen in the screenshot, the placement of Subterranean obstacles is always in the hexes above them, however on other terrain the wrong placement does not follow the same āruleā
#39 - Psychic & Magic Elementals are seen as 2-hex creatures:
See the empty hex in front of the Psychic E. If I try to move the Magic E. up behind him, he will go around that empty hex
See the āBloodlustā animation - casted on the hex in front of Magic E.
We can also r-click in the hex in front of them for creature info
If you try to move them to an extreme right hex, they will stop 1 hex before the end of their available (shaded) movement
Their attacks from front & side-front are from 2 hexes away (reported as fixed in 0.71b/c, but apparently it came back)
When they attack from behind, they suddenly move 1 hex to the right in the moment of the attack
[size=84]You can attack Rissa with Neela in the map attached above to reproduce these:[/size]
#40 - Gremlins donāt always use the retaliation animation
#41 - Gargoyleās attack animation is incomplete: they only open their wings, but they donāt hit with the claws
#41b - Stone Golems tend to use some sort of āfootworkā instead of their fists as retaliation animation.
[size=84]ā¦and I suspect other creatures have issues with the battle animation as well (do these fit more in the āmissing functionalitiesā section, or shall we continue to report them as bugs?)[/size]
EDIT: I just noticed that the missing retaliations bug was already reported by pHOMM as #33. Hopefully the above is still relevant though, as the issues are slightly different (or they just seem so): one has no retaliation animation, another incomplete, and a third creature wrong animation (and inconsistent). But perhaps itās all related. I also changed the last log # here to #41b. #42 was duped below by Boulie, however his bug is more relevant.
Maybe we can create separate thread concern only battle bugs/āmissing functionalitiesā. Iāve noticed many problems during battle but Iām not sure if I should write about it before weāll get oponents AI. Probably then we will have much more notes. Maybe first we should just take care about Adventure Mapās crashes/bugs?
Iāve recently fixed some problems with two-hex creatures in battles (mostly crashbugs). I hope there remain just graphical glitches and missing features. Iāll try to consecutively fix & implement them. I donāt think creating separate thread for bugs / missing functionalities for battles is necessary, especially when so many battle bugs are reported in general bug threads. I think a better idea would be a list of most wanted things to be done in this area, both bugfixes and new features. It would help me focus on most important things.