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ERA III
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Berserker Offline
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Posts: 16657
Post: #2491

3.9.10 )))))


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30.12.2023 15:50
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hippocamus Offline

Posts: 517
Post: #2492

Приветствую!
Подскажите, как запустить редактор карт, чтобы он подключил контент из некоторых модов?


-= подпись Гиппокамуса =-
01.01.2024 22:44
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Berserker Offline
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Post: #2493

привет, Гиппо. Редакторы карт для Эра патченные и грузят eramap.dll автоматически, а там подгразка lod/pac из модов.


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01.01.2024 23:35
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Valery Offline

Posts: 2196
Post: #2494

Berserker, how can I revert IF:D dialogs to work with 3.95?


They don't show anymore now (look corrupted). Is because of new fonts or?
04.01.2024 05:24
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Berserker Offline
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Post: #2495

Val, I corrected Atlantis a bit.
Try to start with this one:
https://dropmefiles.com/BAS1e


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05.01.2024 03:13
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Valery Offline

Posts: 2196
Post: #2496

Bad

That was the very first version, much updated since. Here is the one updated in 2015

https://drive.google.com/file/d/1oBg4jup...drive_link

Where there is MP (sounds) fix (which was for Era 2 but doesn't work with 3.95)


Just tell me what you did, so I can fix all if possible. I see you changed the syntax for functions call, however they worked, my problem were the dialog boxes displaying gifs, and they still don't work.

@Edit : I found the problem, is HD mod, no longer compatible with IF:D dialogs using gifs. Ok, so I can disable HD mod, however can I have a fix for MP receiver so they do'nt display error at game start, please? The one you gave me years ago isn't working anymore... However sound is working ok, is only that errors popup. I can block them with
but that will block also possible code errors to fix later, so not sure what to do.

Also, is there a way to erm set the hero movement at slowest rate at game start?
(This post was last modified: 05.01.2024 06:27 by Valery.)
05.01.2024 04:33
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Berserker Offline
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Post: #2497

MP receiver and trigger were sources of random crashes for old time, thus, they were rewritten.

Code:
[+] MP trigger and receivers were fully remade. Old documentation is not applicable now. New implementation is fully
    thread-safe. From now heroes3.ini setting "UseOnlyOneCpuCore" is 0 by default, allowing running HD mod in CPU-heavy modes.
    Please note, that it's better to remove all ID3 tags from mp3 in order to avoid strange game issues.

    Documentation:

    !?MP; Trigger occurs whenever game or ERM/Lua calls ChangeMp3Theme function.
    ; Here function parameters may be changed via !!MP:S, function default reaction enabled/disabled via !!MP:R

    !!MP:C?z[xx]; Get name of current theme without mp3 extension in lower case.
    ; Receiver may be called any time. Example result: 'dirt'.

    !!MP:P[theme name]/[Don't track position = 0/1]/[Loop = 0/1]; Calls ChangedMp3Theme function and generates !?MP event.
    ; Theme name is mp3 file name without extension.
    ; If 'Don't track position' is true (1), track playing is begun from start after resuming from pause.
    ; Otherwise position is remembered and restored on resume.
    ; 'Loop' controls automatical theme replay after end. 'Don't track position' must be set to 0 in order for looping to work.
    ; ---------------------
    ; Please, note, that final parameters are fully ignored if theme with the same name is being played currently.
    ; You may need to pause current theme before starting another one to force playing from start or without loops.
    Example: !!MP:P^cstletown^/0/1; start playing looped Castle theme

    !!MP:P0/[0 - pause, 1 - resume]; Pauses or resumes current theme
    Example:
    !!MP:P0/0; Silence, please, important event will occur now

    !!MP:S[theme name]/[Don't track position = 0/1]/[Loop = 0/1]; Get/change parameters for !?MP trigger.
    Examples:
    !?MP;
    !!MP:S?z2/d/0; Make all themes non-looped

    !?MP;
    !!MP:S^mainmenu^/0/1; Play SoD main menu theme during the whole gameplay process

    !!MP:R[get/set: Enable default reaction = 0/1]; Command allows to disable theme changing at all
    ; Can be used to disallow music changing for some time
    Example:
    !?MP;
    !!MP:R0; Don't switch current theme at all


I could basically enhance your version of 2015 year and send you erm for further fixes.
In Era 3+ it's safier and easier for reading to use named functions, not numeric.

!?FU(atl_TeleportHeroToPlanet); is much better then !?FU90000;

Should I use the link above?


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05.01.2024 16:13
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Valery Offline

Posts: 2196
Post: #2498

Thanks, don't do it because I am testing right now, code is sloppy (2009 made !) but is at least working, a full rewrite of functions will require several tests...

I can't find in your MP changes how to load a file from a folder, like we had before

What means "Make all themes non-looped" ?

Thanks for hero movement code.
05.01.2024 17:35
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Berserker Offline
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Post: #2499


It means, that example code makes all mp3 themes non-loopable. They just stop playing after reaching end. It's just an example of the third MP:S parameter usage.

Just upload your current atlantis.erm file and I will reupload it today with a few automatical replacements.


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05.01.2024 18:51
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Valery Offline

Posts: 2196
Post: #2500

https://drive.google.com/file/d/1INSqISC...drive_link

There is still old command to revert to MP, both on save and load game (delete now?). The only thing giving errors on start (but works in game) is the MP lines. However there are many of them, as initially I wanted specific music in specific places....
05.01.2024 19:03
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Berserker Offline
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Post: #2501

Try this one: https://dropmefiles.com/P2jSn

!!MP:S is replaced with SN:R (redirect resource)


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05.01.2024 19:14
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Valery Offline

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Post: #2502

Ok, thanks, starting test again
05.01.2024 19:33
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Valery Offline

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Post: #2503

!!UN:C6916012/4/0;

This code make the hero move frame by frame then the game freezes, thats really very slow 148
05.01.2024 19:55
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Berserker Offline
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Posts: 16657
Post: #2504

Maybe 1 should be minimal )))


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05.01.2024 22:07
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Archer30 Offline
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Posts: 1175
Post: #2505

Not quite sure whether this should be considered as an ERA bug, but UN:I for placing a town works perfectly except the towns are allowed to have banned spells (banned from map editor) appearing in mage guilds.


I can fix this in erm, like checking every spell in mage guilds and see if it's banned - but I believe it would be even better to be done in ERA, no mod maker should worry about this matter anymore.

Edit: nvm, it seems UN:I for placing town avoids banned spells correctly.

____


And there is a question about IP:D. As I see, we always want to have our functions executing in every PC in the network, thus IP:D-1 is 99.99% of the case. This command seems to be somehow useless. Is that true?


Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 06.01.2024 07:06 by Archer30.)
06.01.2024 03:20
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