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Welcome to our board! A few words about VCMI Project.
Author Message
Tow 
Project Lead
VCMI Programmer


Joined: 01 Feb 2008
Posts: 1407
Location: Kraków, Poland
Posted: 2008-02-01, 20:22   Welcome to our board! A few words about VCMI Project.

EDIT: For up-to-date information on status of VCMI project please visit our wiki: http://wiki.vcmi.eu/index.php?title=VCMI
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Hello all fans of Heroes of Might and Magic!

After months of hard work in hiding we founded this board to communicate with people from outside of our Team.

We're faithful fans of the Heroes of Might and Magic saga for many years now. Especially the third part is close to our hearts. It has great possibilities, an unbelievable playability "life" and wonderful, detailed 2D graphics. The expansions - SoD and AB were also great and have expanded the possibilities of one of my favourite games. It is also why I like the idea of the 'In the Wake of Gods' add-on so much.
Unfortunately WoG is reaching its limits concerning its possibilities. The lack of the source code makes it impossible to add many things which fans would want in the game. And even the extraordinary skills of Slava with the reverse engineering processes aren't enough here. Some things just aren't possible to do for a human working with the machine code. WoG reaches the limits more and more often - the best example being the 256 creature limit.
Because of our knowledge in computer science and experience in developing C++ projects we wanted to develop an executable. As creating new features for WoG in high - level language is impossible (lack of source code) we decided to write one. We named our project VCMI and started to develop it on May 2007.
We want to rewrite the entire H3 engine giving it new possibilities. Over seven months of intensive work resulted in creating application with impressive amount of features. Here is list of selected VCMI's features:
- full def, lod and snd handling
- almost complete h3m handling (about 97% done) - including RoE, AB, SoD and WoG maps openability
- selecting single player maps and choosing start options
- displaying map surface with roads, rivers and objects, displaying adventure map GUI
- moving heroes, interactions with some objects (ie. collecting resources)
- interactive minimap
- almost complete hero screen, significant advances with town screen.
Last edited by Tow on 2010-08-20, 17:21; edited 3 times in total  
 
     
Tow dragon 
VCMI Programmer


Joined: 01 Feb 2008
Posts: 1004
Location: Kraków
Posted: 2008-02-02, 13:42   

and a lot of minor stuff, of course ;]

today we should release first closed techdemo
_________________
:)
 
     
Ghost
Guest
Posted: 2008-02-24, 11:23   New Wog...

This is an awesome project!

WoG was amazing and to have an ever better version of H3Complete/WoG would make my year
 
     
Guest

  Posted: 2008-02-24, 11:52   

I don't really understand, with that it will be possible to add new creatures ?

I yes, that would be very nice.

I am happy there are news of project finished for WOG, at last. :-)
 
     
Tow 
Project Lead
VCMI Programmer


Joined: 01 Feb 2008
Posts: 1407
Location: Kraków, Poland
Posted: 2008-02-24, 11:58   

Guest wrote:
I don't really understand, with that it will be possible to add new creatures ?

Yes, it'll be possible. Without 256 creatures limit :)
And in further future we'll add support for modpacks, so it'll be possible to add/modify creatures without modifying .exe file (and have several mods installed at the same time without any conflicts).
_________________
VCMI is a work in progress.
VCMI is NOT an another mod.
 
     
Guest

Posted: 2008-02-24, 12:03   

There will be a limit of the number of creatures ?
 
     
Tow 
Project Lead
VCMI Programmer


Joined: 01 Feb 2008
Posts: 1407
Location: Kraków, Poland
Posted: 2008-02-24, 12:06   

No, it'll be possible to add any number of creatures.
_________________
VCMI is a work in progress.
VCMI is NOT an another mod.
 
     
Guest

Posted: 2008-02-24, 12:10   

Sounds really nice :-D
 
     
Tow 
Project Lead
VCMI Programmer


Joined: 01 Feb 2008
Posts: 1407
Location: Kraków, Poland
Posted: 2008-02-24, 12:27   

:-)
But there still a LOT of work to do (we need at least an year more).
And we also need your help in testing. We have to know if it's working on different configurations, what are the bugs and so on.
We rely on you, people :-)
 
     
Guest

Posted: 2008-02-26, 13:55   

This is amazing!!! Viva Wog!!! :mrgreen:
 
     
Guest

Posted: 2008-02-27, 01:27   

Great work!

Look at the img here - this is screen shot of early Heroes 3 alfa version:

http://img86.imageshack.u...shot3bigko9.jpg

mirror

http://feb26c.imghost.us/mRZH.jpg

Look at the bright game colors or the fonts or the world map border without north-south-east-west letters.
Can you include something from there? :roll:
 
     
Tow dragon 
VCMI Programmer


Joined: 01 Feb 2008
Posts: 1004
Location: Kraków
Posted: 2008-02-27, 14:54   

At the moment VCMI supports only TTF fonts and we can easily change them (but those don't seem to be TTF or even available), change of graphics isn't a problem. If we had new graphics with appropriate palettes, we could include them.
_________________
:)
 
     
Bonus

Joined: 02 Mar 2008
Posts: 1
Posted: 2008-03-02, 07:10   

Hallo I have offer. 8 Players in game is too small, because There are 9 factions in game now and may be minimum 3 factions will be added in future (Bastion, Kremlin, Pirates town). Therefore I offer if it is possible make 16 players.
 
     
Tow dragon 
VCMI Programmer


Joined: 01 Feb 2008
Posts: 1004
Location: Kraków
Posted: 2008-03-02, 12:06   

It's a good idea, but adding 8 additional factions would make it necessary to change many graphics. When VCMI reaches the stage at which additional features may be added, it will be surely considered.
_________________
:)
 
     
Guest

Posted: 2008-03-02, 14:48   

Would it run under wine in *nix systems as easily as original heroes?
Would it be open-source?
 
     
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