It is still being discussed. Mostly in this thread.
Iām pretty sure the SourceForge tracker is open to anyone to add. Itās not as populated as the forum, but itās recently been used more and more. As for Trac it seems to be hosted on the SF project page, but I have never used it. It doesnāt seem to be used much by anyone else either.
Hi, nice to hear that there are new developers who want to help us. All sources are publicly available, if you have any problem, you can ask here.
I donāt think reporting bugs on sfās tracker is a good idea, we are going to close it. Currently we consider opening Mantis tracker.
Trac from sourceforge is used by me to browse commits.
I bumped into this project while looking for some āhigh resolution modā for H3 - Iām an old fan of it (and even playing a round with family right now :P), and this really looks nice.
I would like to contribute as well with my working knowledge of C++, but Iāve never participated in an open source project on sourceforge or alike, so can you tell me how to join the ranks and help (that is, of course, if you still need C++ programmers)?
Firstly, youāll have to download the sources using some SVN client. ( Dikamilo wrote a guide how to do it with tortoisesvn: [forum.vcmi.eu/t/how-to-use-svn-and-make-diffs/198/1) )
Repository address is vcmi.svn.sourceforge.net/svnroot/vcmi/trunk
Secondly, youāll need to setup your development environment so youāll be able to build VCMI. Steps depend on you environment.
Project files for MSVC and makefiles are in the SVN and should be up-to-date.
To build VCMI youāll need the following libraries:
SDL
SDL_TTF
SDL_Image
SDL_Mixer
zlib
boost
Youāll also need files from original game installation (VCMI is placed over the H3).
Donāt know where the best place to post this so Iāll do it here.
Iāve noticed that on town screen left-bottom info panel doesnāt behave like in H3 and it looks that I fixed this as well as some connected issues:
-all elements now response like in H3 on mouse moves\clicks
-town status bar was not cleaned when nothing is selected
-growth calculation was a bit wrong (in case of town with grail)
-in H3 legion statue effect does not include effect of its components - only global +50%
Iāve attached .diff - I hope everything is OK, never used svn before townscreen.diff.zip (6.17 KB)
CCastleInterface::CTownInfo::CTownInfo(int BID)
{
used = LCLICK | RCLICK | HOVER;
//rest of c-tor
}
That possibility has been introduced recently, so most of GUI still donāt use it but new code should. Much cleaner.
if (town->builtBuildings.find(bid)!=town->builtBuildings.end())
FYI I hate typing the container twice, so I made simplier contains function: vstd::contains(town->builtBuildings, bid) (expands to what youāve written)
else if ( bid == 6 )//no fort
blitAt(pic->ourImages[4].bitmap,pos.x,pos.y,to);
Out of range: No fort picture has index 3.
for (bid=10;((ci->town->builtBuildings.find(bid+1)!=ci->town->builtBuildings.end()) && bid<13);bid++) {}
bid = 10 + ci->town->hallLevel();
(and similar goes for the fort with fortLevel())
one occurrence of VLC in CastleInterface causing compile error -> replaced with CGI.
Strange. I tested in WoG (installed over H3Complete), with a hero with Statue of Legion in town (at gate or garrisoned), and I didnāt get the other bonuses. Neither in real (at Castle in the beginning of next week), nor as part of the info message (as shown in your screenshot). What game version are you using? And can you check if itās only the R-click msg, or if the bonus applies for real (probably yes, but who knowsā¦).
I have nothing against this. Just tell me how to use it. Registered on sf.net as ivan91.
Thanks for remarks. Iāll try to make cleaner code next time:)
Iād wish to make some more changes in castle handling. Should I replace āold versionā if Iāll find it?
Iām using H3 Complete + WoG 3.58f with the script updates and whatnot. It did give the advertised amount of creatures at the start of week. I tested it in SoD too and it was the same there.
Okay, this is even more strange: after trying your save, I am not able anymore to reproduce the behavior I had before, even with my own saves (or I was really blind to something beforeā¦). Iāll try to think if thereās anything Iām still missing, that led to the behavior I had before, but for now Iāll take it that the correct H3 behavior is the one you mention, namely that the bonus of the artifacts forming the Statue of Legion apply as well, when the hero wearing it is in town. Iāve updated #318 accordingly already.
Iām working on properly implementing combination artifacts, and Iām thinking it might just be better if these artifacts just set their own bonus and when the engine retrieves the bonus for an artifact it will collect the bonuses of the constituents at that point.
This means if a future script were to change a constituent artifact the combination artifact is automatically updated, same would also apply to adding/removing constituents.
I gave you SVN access, so you can commit your changes directly to the repository. āHowtosā depends on your system - Iām using TortoiseSVN but itās win-only. You may look for graphic Linux-compatible tools (like RapidSVN) or commit changes via terminal. Syntax is described in SVN manual ( svnbook.red-bean.com/en/1.1/re06.html ).
But I believe that if youāve managed to download sources from SVN, you shouldnāt have troubles with commiting your changes
I gave you also developer status at bugtracker, so you are now able to mark bugs as resolved.
You may, especially when modifying that parts of interface. The code works same, itās an aesthetic difference.
There are also other new features introduced to GUI btw. Itās possible to create parent - children hierarchy between CIntObject-s. If you put in the constructor OBJ_CONSTRUCTION_CAPTURING_AL macro, all CIntObjects subsequently created (till the end of scope) will be automatically assigned as children of that object. Itās useful for automatic propagation of some calls among object.
All activate/deactivate/show/delete/move* calls will be also made on children controls if the defActions (for parent) and recActions (for child) are appropriately set.
Child object position is initialized with itās parent position (if it parent->defActions & SHARE_POS), so itās easy to code relative positions between GUI objects (just add rel pos to base value).
For examples of usage of modern GUI features, you may check CAdventureOptions, CSlider, or pregame classes.
Makes sense.
It will be great to have combination artifacts working, good luck on your work!
Have you thought about spell scrolls handling?
I donāt have a clean idea for them. They all have the same ID and therefore are considered as same artifacts. But we need another number to store id of spell - not possible within current CArtifact class.
Actually command to download source code is present in linux.readme - but not diffs & commit commands. Iāve find out how to work with svn already so this is not a problem now.
On weekend Iāve made a small bits of kingdom overview window. Nice place to try out them
Tow, after your recent changes (rev 1402 & 1403) I can not compile VCMI.
Connection.cpp:50: error: template<class Serializer> class CISer used without template parameters
Connection.cpp:51: error: template<class Serializer> class COSer used without template parameters
Files from previous revision compiled fine. But some new glitches appeared after end turn. Is that problem only on my side?
@spell scrolls
I think its best to make spellscrolls make new type of herobonus tempspell and spellID willl be subtype of bonus
or is it indifrientable now which scroll contains which spell?
also maybe add to CArtifact a field
vector BindHBonuses
which will be handled as adding those bonuses to hero when equip?
then it will be able not only to check type of spellscroll, but also thee will be a possibility to enchant artifact which may be good subject of future mods