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Moved by: Tow
2013-03-01, 23:31
VCMI 0.92 released!
Author Message
Tow 
Project Lead
VCMI Programmer


Joined: 01 Feb 2008
Posts: 1404
Location: Kraków, Poland
Posted: 2013-03-01, 23:30   VCMI 0.92 released!  

Hello,
we are proudly releasing VCMI 0.92. This is basically a bugfix release, aimed to correct most annoying regressions that appeared in 0.91. Still, we managed to fit a few small features and improvements. Campaigns finally present video introductions and move heroes between missions. Configuration files support more string identifiers, making them more readable. Some configuration possibilities, especially for spells, were extended.

Modding system in VCMI is already quite powerful. Just check Cove package that adds new faction from Horn of The Abyss add-on or Witchking Artifacts Pack. For the full list of available mods, installation instructions and guidelines on how to create them, please visit our wiki article.

For the bugreports that we resolved in this release, please check the bugtracker changelog.

Check items implementation status for the full information about which spells, artifacts and campaign features are supported.

Download Links:
* Windows package (Win32, 8MB, ZIP Archive)
* OS X package (33MB, DMG package)
* Linux: Packages and installation instructions (wiki page).

* List of currently available mods ready for download and install. Just extract packages inside Mods/ folder.

Installation:
Extract the package into your main Heroes folder. If you have older version of VCMI, delete it first.
WoG 3.58f or ERA is required. We recommend using English version, though VCMI should also work with other language versions. If you want to make your H3 installation English, extract this package into Data/ subfolder.

***


Save format has been changed, savegames from previous versions won't work with 0.92.

VCMI supports 800x600, 1024x600, 1024x768, 1280x800, 1280x960, 1280x1024, 1366x768, 1440x900, 1600x1200, 1680x1080 and 1920x1080 screen resolutions. To switch default resolution in system settings window click “HIGH” button and select resolution (available only in game). As for now custom resolution is only applied when the map is started.

Acknowledgements:
Many thanks for all testers and developers who contributed to this build.

***


For the general information about our project look here. Our project isn't really playable now, but it gives you an idea of progress we have made so far. We're hoping that you'll like it.

For bug reports, we have deployed separate bugtracker. Please report bugs using this form. Check this page for list of known bugs and details.

We hope you'll help us develop the project - details are available here. VCMI is an open source project licensed on GNU GPL 2.0 or higher. Our SVN repository with all the sources is available here.
You can look for help in building and developing VCMI sources in the development board.

CHANGELOG
GENERAL:
* hero crossover between missions in campaigns
* introduction before missions in campaigns

MODS:
* Added CREATURE_SPELL_POWER for commanders
* Added spell modifiers to various spells: Hypnotize (Astral), Firewall (Luna), Landmine
* Fixed ENEMY_DEFENCE_REDUCTION, GENERAL_ATTACK_REDUCTION
* Extended usefulness of ONLY_DISTANCE_FIGHT, ONLY_MELEE_FIGHT ranges
* Double growth creatures are configurable now
* Drain Life now has % effect depending on bonus value
* Stack can use more than 2 attacks. Additional attacks can now be seperated as "ONLY_MELEE_FIGHT and "ONLY_DISTANCE_FIGHT".
* Moat damage configurable
* More config options for spells:
- mind immunity handled by config
- direct damage immunity handled by config
- immunity icon configurable
- removed mind_spell flag
* creature config use string ids now.
* support for string subtype id in short bonus format
* primary skill identifiers for bonuses

Full changelog is available here.

VCMI Team
_________________
VCMI is a work in progress.
VCMI is NOT an another mod.
Last edited by Tow on 2013-03-05, 16:57; edited 2 times in total  
 
     
Asgraf


Joined: 05 Nov 2012
Posts: 31
Location: Poland
Posted: 2013-03-02, 21:31     

Can i ask for rpm with 9.2? :roll:
 
     
Ivan 
VCMI programmer

Age: 23
Joined: 08 May 2009
Posts: 1333
Location: Ukraine
Posted: 2013-03-03, 14:49     

Сan somebody (Tow or Tow Dragon I assume) update this page:
http://sourceforge.net/projects/vcmi/
It still shows 0.88 as latest version, Files tab have 0.9 but still no 0.92

Maybe even close download section there in favour of vcmi.eu? Or some other way to redirect to latest version?
 
     
i30817

Joined: 11 Feb 2013
Posts: 36
Posted: 2013-03-03, 18:10     

Could someone update the ppa so it also builds/downloads the changed datafiles if they did change? Right now i just downloaded automatically and i'm not sure at all if the data is correct for the version...

The best way to do this maybe to make the less often changing stuff (like the WoG stuff), into a debian package itself, and leave the changing datafiles to be upgraded with the rest of things. Maybe also asking where the heroes 3 data is at the start and treat it as special 'config' files, idk.
Maybe i'm overreacting and it's already 'just working' where the main data is kept unchanged and the data on the svn is already completely replaced on updates.
 
     
Ivan 
VCMI programmer

Age: 23
Joined: 08 May 2009
Posts: 1333
Location: Ukraine
Posted: 2013-03-03, 18:26     

Data files are same as before. If 0.91 from PPA worked then 0.92 will work just as well. All data installation part on wiki should be done only once.

In future I may integrate data files into .deb but this should be done for all distros and not be specific to Ubuntu.
Quote:
Maybe also asking where the heroes 3 data is at the start and treat it as special 'config' files, idk.

Perhaps. Right now all this functionality is given to vcmibuilder to make install easier for those who don't want or can't use Wine.

Moving it to vcmiclient is not straightforward at least right now.
Quote:
Maybe i'm overreacting and it's already 'just working' where the main data is kept unchanged and the data on the svn

Yes - all data from svn will be updated. CMake certainly made things like this much more easier.
 
     
user1023
Guest
Posted: 2013-03-04, 05:15     

Hi everyone! I've been watching for VCMI project for awhile. Thank you guys for doing all this stuff! I only want to ask one question. The VCMI project supports WOG features. But it seems that they are not configurable through "WOG options" menu when I start new game. Is it a bug or this feature is not implemented yet?
 
     
Ivan 
VCMI programmer

Age: 23
Joined: 08 May 2009
Posts: 1333
Location: Ukraine
Posted: 2013-03-04, 08:28     

In-game menu is not implemented yet. Right now most notable WoG features can be configured from config/defaultMods.json file
 
     
Tow 
Project Lead
VCMI Programmer


Joined: 01 Feb 2008
Posts: 1404
Location: Kraków, Poland
Posted: 2013-03-04, 09:26     

Ivan wrote:
It still shows 0.88 as latest version, Files tab have 0.9 but still no 0.92

I have added 0.92 but it is probably not visible for Linux users as I marked package as binaries for Windows. Obviously, Linux users won't benefit from that package so I don't think it makes sense to make it visible for all OS-es.
I don't seem to be able to turn off the downloads service. (I guess I could just delete all files... but that doesn't feel right.) I can't add external URLs as files.

Sourceforge page already has link to our homepage... and I don't know what more I can do with it.
_________________
VCMI is a work in progress.
VCMI is NOT an another mod.
 
     
ma_Rysia
Guest
Posted: 2013-03-05, 12:12     

Code:

Managing mods

To activate or deactivate mod open file <data dir>/config/modSettings.json. Set mod state to "false" for disabling it or to "true" for enabling.

Note that removing mod from this list will not deactivate or remove mod from the game - any mods not present in this file will be considered by game as newly installed and will be (re-)inserted in this file on startup.

To remove mod delete its folder (<data dir>/Mods/modname).


How the modSettings.json should look like? There is no such file in vcmi default package. Also is there is any changes to automatically update the files after detection of new mod, should it would be easy to disable it?
 
     
AVS 

Joined: 25 Feb 2011
Posts: 271
Location: Russia
Posted: 2013-03-05, 12:54     

ma_Rysia wrote:

How the modSettings.json should look like? There is no such file in vcmi default package. Also is there is any changes to automatically update the files after detection of new mod, should it would be easy to disable it?

modSettings.json will appear after first run.
It may look like
Code:
{
    "activeMods" : {
        "en data" : false,
        "fast battle animation" : true,
        "new-menu" : true,
        "rus fonts" : true,
        "vcmi" : true,
        "wog" : true,
        "wogrus" : true
    }
}

All new mods will be added to this file after next run, then you may disable them (set value to false, DO NOT delete disabled mods).
 
     
stopiccot

Joined: 21 Oct 2012
Posts: 100
Posted: 2013-03-05, 16:43     

A bit late, but here it is: https://dl.dropbox.com/u/1777581/vcmi-0.92.dmg
 
     
Tow 
Project Lead
VCMI Programmer


Joined: 01 Feb 2008
Posts: 1404
Location: Kraków, Poland
Posted: 2013-03-05, 16:57     

Uploaded, thank you. :)
_________________
VCMI is a work in progress.
VCMI is NOT an another mod.
 
     
beegee 
VCMI programmer

Joined: 12 Dec 2009
Posts: 239
Location: Stuttgart, Germany
Posted: 2013-03-05, 19:39     

Quote:
Can i ask for rpm with 9.2?


RPMs for VCMI 0.92 will be built tomorrow, the 6th March 2013 15:00h UTC. Sorry for the delay...
 
     
i30817

Joined: 11 Feb 2013
Posts: 36
Posted: 2013-03-05, 20:20     

See, this is why launchpad is awesome. Fedora really needs something like it (i'd switch in a moment if it had something like that AND used apt).
 
     
beegee 
VCMI programmer

Joined: 12 Dec 2009
Posts: 239
Location: Stuttgart, Germany
Posted: 2013-03-06, 17:29     

Links to new RPMs are updated.
 
     
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