Kantor, collecting build from various sources is not a good idea. For example if you have compiled Launcher with gcc 4.8 while AVS compiled client with 4.7 (and provided libstdc++ from 4.7) Launcher may not work.
Why I proposed MinGW build is because I know that Mixaill uses CMake to build vcmi. And Cmake is capable of automatic packaging of all required files instead of doing that manually.
I guess I’ll send him a PM to get his opinion on this topic.
So it looks that we have two persons who can run MinGW builds - got reply from Mixaill:
Right now CMake-built Launcher uses same icon as client. When I created Launcher I just reused existing icon to make it recognizable in OS shell (aka Start menu on Win) - when player types “vcmi” or “heroes” he will see VCMI shield instead of icon with no visible connection to HoMM.
Don’t know what should we do with it. I’d rather keep things as it or combine these two icons in one, e.g. shield + small box-like icon in foreground.
And that is why it is not a good idea to combine executables from various sources. MinGW-only build should not have such problem (or even better - package generated by CPack)
One obvious problem is that mod archives should contain directory with name of mod. Bad archive:
WoG.zip/
Data/
Sprites/
Maps/
...
Good archive:
WoG.zip/
WoG/
Data/
Sprites/
Maps/
This should fix that “corrupted archive” message. But there may be other issues - I need to recheck this. And figure out why Russian version gets enabled by default despite having “keepDisabled” flag set.
I think we need at least some delay. I’m really want to test @AVS spells first as well as make sure there is no crashes remain in my code. Sadly I didn’t had access to my PC yesterday so can only do that today. Can you please wait for a bit?
I’ll post there again once done testing.
PS: I’ll start tests today so one day delay should be enough.
UPD: Found at least some issues with subterranean gate. Will try to solve them fast…