Forum index VCMI Project - Heroes 3: WoG recreated
Forum of the project aiming to recreate best turn-based strategy ever!

FAQFAQ  SearchSearch  MemberlistMemberlist  UsergroupsUsergroups  StatisticsStatistics
RegisterRegister  Log inLog in  AlbumAlbum  DownloadDownload

Previous topic :: Next topic
VCMI 0.97 released
Author Message
Warmonger 
VCMI programmer


Age: 27
Joined: 07 Jun 2008
Posts: 1528
Location: Warsaw, Poland
Posted: 2014-11-01, 13:28   VCMI 0.97 released

We are happy to announce VCMI 0.97! The game is getting more and more playable with every new version and coming to complete state.

Download VCMI 0.97 (Windows)
For Linux see wiki page

A major feature of VCMI 0.97 is random map generator (RMG) which creates playable maps with all new objects that should look and feel very close to random maps from original game.

New scalable creature window is better and cleaner that old one, we're sure you will like it.

A lot of work has been done to make AI faster, I mean really faster. This should give significant improvement also on mobile platforms.

For multiplayer fans, there's a fresh but important feature of loading a game via command line:
Quote:

vcmiclient --help will list the new options. Examples for usage follow:

vcmiclient --loadserver --loadnumplayers 2 --loadhumanplayerindices 0 --loadhumanplayerindices 1 --loadplayer 0 #start multiplayer server, indicated players 0 and 1 (red and blue) are human players, control all AI players and player 0 (Red) from this client

vcmiclient --loadplayer 1 --loadserverip 127.0.0.1 --loadserverport 3030 #connect to server at 127.0.0.1 port #3030, but do not start a server there, and control player 1 (Blue) from this client. Do not control AI players from this client.


Enjoy new version!

Installation

We recommend you first make a copy of clean Heroes Complete / Shadow of Death folder. Extract VCMI zip package there.
WoG is not needed. All recommended mods and files can be downloaded via Launcher included in the package.

Quote:

Changelog:
Cytat:
0.96 -> 0.97 (Nov 01 2014)
GENERAL:
* (windows) Moved VCMI data directory from '%userprofile%\vcmi' to '%userprofile%\Documents\My Games\vcmi'
* (windows) (OSX) Moved VCMI save directory from 'VCMI_DATA\Games' to 'VCMI_DATA\Saves'
* (linux)
* Changes in used librries:
- VCMI can now be compiled with SDL2
- Movies will use ffmpeg library
- change boost::bind to std::bind
- removed boost::asign
- Updated FuzzyLite to 5.0
* Multiplayer load support was implemented through command-line options

ADVENTURE AI:
* Significantly optimized execution time, AI should be much faster now.

ADVENTURE MAP:
* Non-latin characters can now be entered in chat window or used for save names.
* Implemented separate speed for owned heroes and heroes owned by other players

GRAPHICS:
* Better upscaling when running in fullscreen mode.
* New creature/commader window
* New resolutions and bonus icons are now part of a separate mod
* Added graphics for GENERAL_DAMAGE_REDUCTION bonus (Kuririn)

RANDOM MAP GENERATOR:
* Random map generator now creates complete and playable maps, should match original RMG
* All important features from original map templates are implemented
* Fixed major crash on removing objects
* Undeground zones will look just like surface zones

LAUNCHER:
* Implemented switch to disable intro movies in game


List of resolved bugs is here.

Please report any found bugs and issues on Mantis bugtracker.

Many thanks for all programmers and supporters who contributed to this build.
_________________
Think twice if you really need to send me private message. Use public forum for general questions.
DJ Warmonger blog
beegee wrote:
Warmonger, you are the best!
Last edited by Warmonger on 2014-12-27, 10:20; edited 10 times in total  
 
 
     
Mixaill 

Joined: 07 Jul 2014
Posts: 17
Location: Minsk
Posted: 2014-11-01, 15:53   

Warmonger, can you merge PR#47?
It's necessary for distributions with glibc<=2.16

* Debian Stable
* Debian Testing
* Ubuntu <=12.04
 
     
Warmonger 
VCMI programmer


Age: 27
Joined: 07 Jun 2008
Posts: 1528
Location: Warsaw, Poland
Posted: 2014-11-01, 17:20   

Done.
_________________
Think twice if you really need to send me private message. Use public forum for general questions.
DJ Warmonger blog
beegee wrote:
Warmonger, you are the best!
 
 
     
fan herosow
Guest
Posted: 2014-11-01, 17:49   

How looks state of AI? Is it as good as original?

In my opinion the good thing to implement is algorithm scaling for pixelart:
http://en.wikipedia.org/w...-comparison.png
http://en.wikipedia.org/wiki/Image_scaling
 
     
xyz 

Joined: 21 Feb 2014
Posts: 45
Location: Russia
Posted: 2014-11-02, 13:29   

Hey, so I'm working on the Android port and was going to ask -- are save files compatible with the previous version? People last time seemed to get pretty angry when I forgot to mention this in the changelog.

UPD: I did some quick testing and it seems http://bugs.vcmi.eu/view.php?id=1907 is not fixed which is really bad (if it breaks all battles for people who already had this setting turned on before) so I guess I'll have to wait until it's fixed.
 
     
Warmonger 
VCMI programmer


Age: 27
Joined: 07 Jun 2008
Posts: 1528
Location: Warsaw, Poland
Posted: 2014-11-02, 14:17   

Another quick solution is to turn this off in config files.
_________________
Think twice if you really need to send me private message. Use public forum for general questions.
DJ Warmonger blog
beegee wrote:
Warmonger, you are the best!
 
 
     
Warmonger 
VCMI programmer


Age: 27
Joined: 07 Jun 2008
Posts: 1528
Location: Warsaw, Poland
Posted: 2014-11-03, 17:29   

VCMI 0.97 will now be downloaded from our server and not my Dropbox, which exhausted bandwidth.
_________________
Think twice if you really need to send me private message. Use public forum for general questions.
DJ Warmonger blog
beegee wrote:
Warmonger, you are the best!
 
 
     
KroArtem

Joined: 27 Oct 2013
Posts: 144
Posted: 2014-11-03, 18:38   

Posted news about VCMI on opennet.ru and linux.org.ru
 
     
dx486 


Joined: 03 Nov 2014
Posts: 3
Posted: 2014-11-03, 21:53   

Congratulations and thank you for your effort for this version. It brings really good features. One of them is very exciting for me among others: Multiplayer!

I see that you have mentioned about command line options for IP's and ports regarding multiplayer game. I was thinking that VCMI only supports hot seat multiplayer for now. So, can you please clarify for me: Is it possible to play over internet now via TCP connection and/or is it possible to setup a LAN game?
 
     
Mixaill 

Joined: 07 Jul 2014
Posts: 17
Location: Minsk
Posted: 2014-11-03, 22:55   

Fedora COPR repository https://copr.fedoraproject.org/coprs/mixaill/vcmi/
 
     
Macron1
Guest
Posted: 2014-11-04, 09:25   

I was unable to load some test maps for some faction mods.
Server says
"11:16:42.969832 ERROR global [1d58] - Failed to find object of type 98:0"
When RMG used, these factions are playable.
What is this 98:00 object may be?
 
     
Warmonger 
VCMI programmer


Age: 27
Joined: 07 Jun 2008
Posts: 1528
Location: Warsaw, Poland
Posted: 2014-11-04, 09:55   

Object #98 is Town, 98:0 should be Castle town.
Quote:
o, can you please clarify for me: Is it possible to play over internet now via TCP connection

VCMI already uses TCP-IP communication between Client and Server so it's possible to set up an online game. Still, multiplayer is not officially supported and can be buggy. There are not even proper menus for all the features.
_________________
Think twice if you really need to send me private message. Use public forum for general questions.
DJ Warmonger blog
beegee wrote:
Warmonger, you are the best!
 
 
     
Macron1 

Joined: 02 Apr 2013
Posts: 574
Posted: 2014-11-04, 10:06   

Warmonger wrote:
Object #98 is Town, 98:0 should be Castle town.

OKay, it was reproduced with ban_mod from my topic. In earlier builds these error was absent. And it occurs on test maps only, RMG works without std towns.

But if I disable ban_mod, I still got a crash (these maps worked in previous versions).
I upload these maps with the screenshot of error.
It is reproducible not only my mods, HOTA mod Cove also crashes game during load.
Just enable Cove and run this map.

Seems like something is broken.


And forgot to ask:
Fly (and Flying Ability) is still disabled and not working. Is someone forgot to turn it on? Or this is because its still not finished?

crash.zip
Download 1080 Time(s) 29.42 KB

_________________
I'm not a member of VCMI developer group and my posts are not official. I'm just a fan.
 
     
gotar

Joined: 02 Jul 2012
Posts: 48
Posted: 2014-11-05, 09:24   

fan herosow wrote:

In my opinion the good thing to implement is algorithm scaling for pixelart:
http://en.wikipedia.org/w...-comparison.png
http://en.wikipedia.org/wiki/Image_scaling


http://forum.vcmi.eu/viewtopic.php?t=678

I was thinking about ressurecting that thread when I've found upscaling mentioned in the changelog about two weeks ago.
 
     
Ophiliar

Joined: 04 Jun 2014
Posts: 5
Posted: 2014-11-06, 17:23   Re: VCMI 0.97 released

Warmonger wrote:
* New creature/commader window

How to turn it off?
Or fix this bug
http://s18.postimg.org/pe...ndow_Bug5_4.png
http://s29.postimg.org/or...dow_Bug16_9.png
 
     
Display posts from previous:   
Reply to topic
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum
Add this topic to your bookmarks
Printable version

Jump to:  

Powered by phpBB modified by Przemo © 2003 phpBB Group
Template Chronicles modified by Nasedo modified by Tow.
© VCMI Team
Page generated in 1.17 second. SQL queries: 14