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VCMI 0.81d - development version (r1703)
Author Message
Tow 
Project Lead
VCMI Programmer


Joined: 01 Feb 2008
Posts: 810
Location: Kraków, Poland
Posted: 2010-07-29, 01:28   VCMI 0.81d - development version (r1703)  

I'm releasing another development build. It brings a number of bugfixes. All known major regressions introduced since 0.81 are fixed. Some old ones as well. :-)

If there are any other issues that are maybe not top priority but you especially want them to be looked into before the next release, let me know here.

DOWNLOAD LINK: http://download.vcmi.eu/vcmi_081d.7z


First dev build with feature changelog - http://forum.vcmi.eu/viewtopic.php?t=335
Previous dev build 0.81c: http://forum.vcmi.eu/viewtopic.php?t=337

Mantis changelog for 0.81d: http://bugs.vcmi.eu/chang...p?version_id=25
+ a few "top" issues from 0.82 changelog [ http://bugs.vcmi.eu/changelog_page.php ]

***


Answering Zamolxis' question from previous thread about marketplaces - I'm still wanting to make some final fixes. I'm aware of missing trader text (all that "please inspect our fine wares"), missing tooltips for buttons and some subtitles that are not fitting the boxes correctly. I hope to correct it before the 0.82.
If you encounter any non-text issues, please report them.
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VCMI is a work in progress.
VCMI is NOT an another mod.
 
     
Zamolxis 
Moderator


Age: 32
Joined: 24 Feb 2008
Posts: 615
Location: Brussels, Belgium
Posted: 2010-07-29, 01:50   Re: VCMI 0.81d - development version (r1703)  

Tow wrote:
I'm aware of missing trader text (all that "please inspect our fine wares"), missing tooltips for buttons and some subtitles that are not fitting the boxes correctly. I hope to correct it before the 0.82.
If you encounter any non-text issues, please report them.

I was actually thinking at the badly centered yellow frames for the selected resources when I was asking that. See #562. ;)
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Testing on: AMD 5600+ ASUS M2A-VM HDMI 690G chipset 2GB DDRII 800MHz Corsair 22" Screen@1680x1050 WinXP SP2 // H3C + WoG 3.58f + Script Update + VCMI (@1440x900 - unless otherwise specified)

Tips for testers:
- Check the bugs already reported in the BUGTRACKER, to avoid creating dupes
- Check the ITEM IMPLEMENTATION STATUS lists, to avoid reporting as “bug” a feature not yet ready for testing
- If you feel the devs should prioritize a certain feature implementation, please add it to the Missing features & functionalities thread.
- Enjoy! :)


The use of the EDIT button is strongly encouraged on the forum. ;-)
 
     
Vizit0r 

Joined: 18 Jul 2010
Posts: 9
Posted: 2010-07-29, 11:49     

1) in war mode slow animation of "arrows". Animation speed - fastest, all OK - but arrows slow :(
2) i have localized version (russian). All strings russian - it's ok. But when looking at neutral at map - quantity at russian, caption at russian, but "Threat : XXXX" - english! why?
3) all ok with video :)
 
 
     
Tow dragon 
VCMI Programmer

Joined: 01 Feb 2008
Posts: 638
Location: Kraków
Posted: 2010-07-29, 12:30     

Vizit0r wrote:
"Threat : XXXX" - english! why?


IIRC this is our addition not present in original text files, so it must be translated independently (besides this, the text is currently hardcoded).
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Boulie 

Age: 32
Joined: 09 May 2009
Posts: 125
Location: Gdansk/PL
Posted: 2010-07-29, 15:52     

I'm just curious - whose idea was it and how is created the algorithm to define: equal, a bit weaker, a bit stronger, strong etc?
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Rgds
 
     
Tow 
Project Lead
VCMI Programmer


Joined: 01 Feb 2008
Posts: 810
Location: Kraków, Poland
Posted: 2010-07-31, 02:31     

Boulie wrote:
whose idea was it

Warmonger's.

Boulie wrote:
how is created the algorithm to define: equal, a bit weaker, a bit stronger, strong etc?

Code goes as follows, it should be understandable even without knowledge on C++. (If not, I can give any needed explanations.)

Code:
    if(const CGHeroInstance *selHero = cb->getSelectedHero(cb->getCurrentPlayer()))
    {
        hoverName += "\n\n Threat: ";
        float ratio = ((float)getArmyStrength() / selHero->getTotalStrength());
        if (ratio < 0.1) hoverName += "Effortless";
        else if (ratio < 0.25) hoverName += "Very Weak";
        else if (ratio < 0.6) hoverName += "Weak";
        else if (ratio < 0.9) hoverName += "A bit weaker";
        else if (ratio < 1.1) hoverName += "Equal";
        else if (ratio < 1.3) hoverName += "A bit stronger";
        else if (ratio < 1.8) hoverName += "Strong";
        else if (ratio < 2.5) hoverName += "Very Strong";
        else if (ratio < 4) hoverName += "Challenging";
        else if (ratio < 8) hoverName += "Overpowering";
        else if (ratio < 20) hoverName += "Deadly";
        else hoverName += "Impossible";
    }
_________________
VCMI is a work in progress.
VCMI is NOT an another mod.
 
     
Boulie 

Age: 32
Joined: 09 May 2009
Posts: 125
Location: Gdansk/PL
Posted: 2010-08-03, 09:44     

Yes, I need more explanation, please ;)
getArmyStrength - does VCMI, during calculating it, "know" the exact number of creatures i.e. if we have lots (20-49), but there is 35 creatures, the strength is calculated 35xHP or is used AI Values (page 24, Tribute to Strategists)?
getTotalStrenght - by analogy, how is it calculated? Hit Points (HP) or AI values?
_________________
Rgds
 
     
Tow dragon 
VCMI Programmer

Joined: 01 Feb 2008
Posts: 638
Location: Kraków
Posted: 2010-08-03, 10:00     

Boulie wrote:
getArmyStrength

it's calculated as follows, using exact amounts of creatures and AI values from Tribute to Strategists:
Code:
int CCreatureSet::getArmyStrength() const
{
    int ret = 0;
    for(TSlots::const_iterator i = slots.begin(); i != slots.end(); i++)
        ret += i->second.type->AIValue * i->second.count;
    return ret;
}


getTotalStrenght (product of strength of hero and his army):
Code:
int CGHeroInstance::getTotalStrength() const
{
    double ret = getHeroStrength() * getArmyStrength();
    return (int) ret; //just changes the type, nothing interesting
}

where getHeroStrength is (getPrimSkillLevel(0) is hero's attack and getPrimSkillLevel(1) is his defense):
Code:
double CGHeroInstance::getHeroStrength() const
{
    return sqrt((1.0 + 0.05*getPrimSkillLevel(0)) * (1.0 + 0.05*getPrimSkillLevel(1)));
}


That strange formula was invented by Tow on April 12, 2009 in revision 793. I hope everything is clear now :).
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:)
 
     
Tow 
Project Lead
VCMI Programmer


Joined: 01 Feb 2008
Posts: 810
Location: Kraków, Poland
Posted: 2010-08-03, 10:49     

Tow dragon wrote:
That strange formula was invented by Tow on April 12, 2009 in revision 793.

I didn't invent it, I've just implemented formulas that was given in Strategija as a part of joining rules (deciding whether a neutral creature is willing to join a hero).
_________________
VCMI is a work in progress.
VCMI is NOT an another mod.
 
     
Boulie 

Age: 32
Joined: 09 May 2009
Posts: 125
Location: Gdansk/PL
Posted: 2010-08-03, 11:26     

Thx.
I've just wondered if the formula isn't to easy to estimate the exact amount of creatures.
Maybe in final product it should be possible to disable this feature.
Don't get me wrong, it is great as a feature ;)
PS>I know I have warped mind :mrgreen:
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Rgds
 
     
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