Macron1 topic for different stuff


#28

I’m glad to hear that :slight_smile:


#29

Ok, I’ve found a problem.
When I try to convert (for example this rmg) toheroes.com/h3maps/15-Jun-03Blockbuster.txt everything is ok, but…! Original template is for 2 players, and for M-L-XL maps. Converted json is only for first map size - M. L and XL templates remain unconverted.


#30

Well, this is an intended behaviour, check note inside script :slight_smile:


#31

Ah, now I see! Silly me!


#32

Good job! Unfortunatelly I use Python 3 so can’t run teh script atm.

Feel free to make any template packs (including OH3 templates) and I will upload them to server.


#33

Ok, I’ve improved a bit my script, so it’s now possible to parse single file with more than one template, also some bugs have been resolved (I hope :).

Now it is not, this shouldn’t happen anymore.

Updated version is here.


#34

Thanks to Kantor and his script, we managed to convert all standard H3 templates and HD mod tempaltes as well. Here’s the mod:
mediafire.com/?dtf7j64wnw4ka9p
Unpack it to your My Games/vcmi/mods/vcmi/mods/defaultTemplates/mods directory and make sure that additional submods are enables in launcher (look for submods under vcmi mod).

It’s hard to test it, but console eats all jsons very fine.
Know issues:

  • creating XL+U random maps with 8 players and some mods enables - causes crash
  • creating maps with 7 players also crashes (randomly) game and still are conditions that won’t allow to create maps.

#35

Hard to tell without details.

Could be, map options are still far from perfect.


#36

I’ve noticed that as well, but I’m quite sure that crash doesn’t happen for every attempt of map creation. Anyway I’ll try to catch some of that bugs and report them in mantis.

Btw. great job :slight_smile: Did you converted some of that russian templates as well?


#37

All of them! It’s in HD mod templates pack, because hd mod uses almost all of them.


#38

I’ve rearranged Macron1 & Fred79’s mod, fixed some bugs and made fred’s objects to appear in map editor. Now editor looks like that:

Unfortunatelly, such test map can’t be opened in game (game crashes) :frowning: In random maps this mod works but RMG algorithms take these objects in very chaotic ways (Mine submod even breaks rmg generation).

But I think this tool will be very handy for further mapmakers. And still lofs of Freds objects wait to be configured…

Here’s the link:
mediafire.com/download/bcocv … k_v1.0.zip

This mod was tested only for proper work in map editor (not quality, masks, etc…)


#39

Cool!

But there are some general issues. Using vcmi map format be careful with mod identifiers (=mod directory name) - they are used inside map data. Once used they should not be renamed rearranged etc.


#40

Also decorative objects should work with both HEAD and PR200, you can test them in vcmi.


#41

newSkills.zip (14.2 KB)

Few new secondary skills jsons (I didn’t include icons) for a new builds with secondary skills modding possibility.
Maybe someone will use it.


#42

Could you tell me where to put these files to work? :confused: i havent found files similar to this one for the original skills


#43

It’s a mod, so you can put it into Mods directory. But - as @Macron1 said - this mod is not finished - lack of graphic.
If you want to play mod with new and edited old Secondary Skills, just play with this mod. https://github.com/henningkoehlernz/vcmi-mods/archive/master.zip
Inside you have two new ss skills - Revenge and Firebrand.


#44

Hi, i tried to use your program but it says that VCL50.BPL is missing and try to reinstall the program. You wrote in the instruction.doc that some extra libraries could be necessary to run the program correctly. Could you help me what can i do to make the program work? Thanks :slight_smile:


#45

Sometime ago I got the same missing libraries. I downloaded Borland Delphi something and it helped. But it was long time ago and I don’t remember from where I got the links :confused:


#46

I isntalled borderland delphi 5 and it seems to be working, thanks for the tip :slight_smile:


#47

Is there an easy way to change the def’s colours, or do we just bluff which colours we want to change? :confused: it seems a lot of work to figure out which combination of ‘blue’-s to change to see the expected result ( i tried to make the azure dragon green, but one or two color changes literally dont do anything)