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ERA III
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Valery Offline

Posts: 2196
Post: #1816

Hi,

is it possible to dig into the hardcoded brute (dungeon commander) so it has a cap when giving gold after battle? I had a few times negative gold value, after really big battles.
13.09.2021 13:16
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Berserker Offline
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Posts: 16657
Post: #1817

It will require Erm Hooker hook + fixing negative value, probably.


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13.09.2021 15:07
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Archer30 Offline
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Posts: 1175
Post: #1818

Berserker, is PM:P broken?

Looks like all the pyramid have the second parameters (checking whether a pyramid has been visited by the first parameter player) of PM:P receiver started as 1 and cannot be changed.

The returned value of (value) is 1.

Could you check that please?


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(This post was last modified: 16.09.2021 16:45 by Archer30.)
16.09.2021 16:15
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Berserker Offline
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Post: #1819

I checked the source code and run test map. The bug is not confirmed. Value is displayed as 0.


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16.09.2021 18:27
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Archer30 Offline
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Post: #1820

Sorry, false alarm...It turns out to be a "Majaczek problem" Unsure I was so deseperated when my code retuned a weird result to me.


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(This post was last modified: 16.09.2021 22:28 by Archer30.)
16.09.2021 21:19
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Berserker Offline
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Post: #1821

Not a problem )


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16.09.2021 22:12
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Archer30 Offline
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Posts: 1175
Post: #1822

Berserker, hi, looks like png support doesn't work with BattleQueue (crpsmall.def).

Mod for testing

The testing mod alters small portraits of mon id from 156 to 160. You should see different small portraints of these creatures on adv map and battle queue.

Thoughts? Unsure


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17.09.2021 03:06
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Archer30 Offline
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Posts: 1175
Post: #1823

(17.08.2021 01:20)Valery Wrote:  
(17.08.2021 00:19)Berserker Wrote:  What is broken? I don't remember, from which fix I took them )


Image: 3tqDuK.jpg

The last two pines, try them. And as they are massively used in mapmaking, imagine the loneliness

Hi Valery, it looks like they work correctly in my game. Do you have a save game or something to show the abnomiles? Thank you


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17.09.2021 23:27
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Berserker Offline
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Post: #1824

Archer30, better ask Rose Kavalier. Some sort of original def frames cloning + resizing, probably.


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18.09.2021 00:07
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Archer30 Offline
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Posts: 1175
Post: #1825

Berserker, I can ask, but I think I need to bring something for him to understand what's going on...

Do you have details about the png replacement technique for explaining the problem more precisely? Rolleyes


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18.09.2021 19:14
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Berserker Offline
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Posts: 16657
Post: #1826

We need to find out when and how RK creates creature thumbnails. Probably, RK accesses DEF pixels directly to create scaled thumbnails instead of using DrawFrame functions and scaling the result later.


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18.09.2021 20:20
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XEPOMAHT Offline
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Posts: 2356
Post: #1827

(18.09.2021 21:17)Berserker Wrote:  Кроме того, большинство всплывающих диалоговых окон с текстом и 1..3 картинками будут появляться в месте щелчка мыши, но только на экране карты приключений, экране города, экране героя, экране встречи героя и экране битвы.

Эмм... в экране города просмотр монстров теперь накрывает прирост, что выглядит неккоректно, т.к. эта часть интерфейса закрываться не должна. Ограничители в экране города рекомендуется оставить стандартными, а не 800х600.

Image: 5b31a769144d.jpg
18.09.2021 21:55
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Berserker Offline
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Posts: 16657
Post: #1828

Всё верно. Подсказка открывается не для того, чтобы читать про анубиса выше и затем смотреть на остальных ниже с зажатой ПКМ. ПКМ для концентрации внимании на чём-то под курсором.


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18.09.2021 22:51
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XEPOMAHT Offline
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Posts: 2356
Post: #1829

(18.09.2021 22:51)Berserker Wrote:  Подсказка открывается не для того, чтобы читать про анубиса выше и затем смотреть на остальных ниже с зажатой ПКМ.

Мне казалось, как раз именно для этого. Игрок должен видеть то, что он кликает в интерфейсе игры и что расположено аналогичное по типу клика по-соседству (задумка разработчиков была именно такой). Для визуализированной части интерфейса - да, наоборот. Тогда уж делай во всех интерфейсах игры, чтобы не было двойных стандартов. 148
18.09.2021 23:26
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V_Maiko Offline

Posts: 610
Post: #1830

In ERA, is it possible to integrate support for quicksave, daily saves and beforebattle saves in HD mod save folders with "Save all days" option enabled, so that each map automatically save in said folder?
(I don't know how many times I said "save" 96-copy )

It's that for me, it's not enough to use Autosave, and I always save the games in real time.
(This post was last modified: 18.09.2021 23:47 by V_Maiko.)
18.09.2021 23:43
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