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Ошибки, баги и недочёты ERA
» crash logs / errors / bugs of era
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Berserker Offline
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Posts: 16657
Post: #766

XEPOMAHT, перепроверь свой код. Правок, связанных с объектами или патчами памяти в последних версиях нет. Там сетевой режим, ГСЧ, но точно не города и вог. функции.


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05.04.2024 14:36
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XEPOMAHT Offline
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Post: #767

(05.04.2024 14:36)Berserker Wrote:  перепроверь свой код.

Перепроверял. Юмор в том, что после установки города никакими путями нельзя узнать его номер на карте из ключего слова (там всегда ноль куда не ткни). Воговская функция FindEnterShift так же ничего хорошего не выдаёт - клетку входа не находит, хотя я ей прямо эти координаты подаю, в которых должен быть вход 105

Остаётся выход только 1 - ставить хук на воговскую _PlaceObject и сохранять SetUpWord в тифоноскую переменную с номером города. Т.к. когда вручную вписываешь номер города (когда заранее знаешь его) - всё работает, а вот если хочешь получить его - не от куда, а раньше можно было из ключевого слова, не понимаю, что могло с ним случиться в новой версии ЭРЫ. 105
05.04.2024 15:04
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Berserker Offline
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Post: #768

Раньше в контрольном слове был индекс города, а после некого обновления перестал? На какой версии всё в порядке?


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06.04.2024 03:52
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XEPOMAHT Offline
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Post: #769

(06.04.2024 03:52)Berserker Wrote:  Раньше в контрольном слове был индекс города, а после некого обновления перестал?

Раньше, когда ставишь город, в тех же координатах было и ключевое слово. Сейчас чего-то по-другому, возможно потому что в ERA+ используются не содовские маски городов, а немного другие, возможно ВоГ об этом не знает, поэтому я не могу получить вход в город с помощью ВоГа.

Но как оказалось, воговская функция установки города как раз и возвращает ключевое слово, то есть весь мой огород по его получению из координат объекта вообще не нужен. Поэтому проблемы больше нет.

(06.04.2024 03:52)Berserker Wrote:  На какой версии всё в порядке?

ЭРА+ привязана к версии 3.9, на более старых она уже без ошибок работать не будет.
06.04.2024 04:22
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Archer30 Offline
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Posts: 1175
Post: #770

Fixed

Wrong Force Field cursor shadow for Defending player

This is a very straightforward problem. No need to explain more.

Shadow
Image: 2CoSWem.png

When it's placed
Image: HS5YOio.png

The direction of the shadow should be horizontally flipped.


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(This post was last modified: 08.04.2024 22:04 by Archer30.)
08.04.2024 07:41
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igrik Offline

Posts: 2819
Post: #771

Fixed!, and this too


game bug fixes extended.dll || My Plugins || My GitHub
08.04.2024 13:02
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Archer30 Offline
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Post: #772

Dwellings of Efreeti and Pit lords have swapped around in zlagport.def
Image: g0Wjx97.png

Download fixed zlagport.def
The dwellings of Efreeti and pit lords should be the 14th/40th frame (matching their object subtypes).


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(This post was last modified: 17.04.2024 23:02 by Archer30.)
09.04.2024 07:41
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Archer30 Offline
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Posts: 1175
Post: #773

WoG function (used in Dragonheart) to summon doesn't check double-hex units correctly

A report from a player
He claimed that after Dread Knight moved to the position in this screenshot, the Dragonheart summoned Dracoliches which overlapped with the DKs.

There is no save game. But I think the problem is clear. The position to summon, function in 00714E28 doesn't check double-hex units correctly. I believe igrik has already written a solution to this problem.


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(This post was last modified: 17.04.2024 23:03 by Archer30.)
15.04.2024 22:55
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Archer30 Offline
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Post: #774

Battles involving Ghosts don't show correct casualties

When Ghosts drain life from their victims, both the initial amount (BM:B) and current amount (BM:N) are updated. This leads to the problem that the casualties number can be wrong/confusing.

For example:
- before battle, there are 111 ghosts

- During the battle, 3 ghosts were killed, 11 ghosts were revived after killing some gremlins, and then 3 more ghosts were killed

- After this, I ended the battle with my commander killing all the remaining enemies.

- Here we see the problem. The battle result shows 3 ghosts were killed, while the total number is now 116 (5 more than its initial 111).
This is because BM:B for ghosts weren't updated when they were killed (BM:B updates only when Ghosts attack). Thus the final BM:N minus BM:B value is 3, and then the baltte results show 3 casualties.

My suggestion:
BM:B value should be saved before battle and restored right before the battle result is shown. For example, I would do this.


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(This post was last modified: 17.04.2024 23:03 by Archer30.)
17.04.2024 10:35
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Archer30 Offline
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Posts: 1175
Post: #775

God Blessing and Curses - Additional movement points do not include change to max movement points

If we set additional movement points, one of the bonuses from the feature "God Blessing and Curses", we would find that the hero can no longer dig in a new day because the max movement points mismatch the current value.

For example:

Astral gets 200 additional movement points, and he can't dig because its current movement points are 200 more than the max value.

Temporary solution:
Not found yet. A hook must be placed around 4E4E1B to change both the max movement points. But this would also affect the current movement points in a new day.


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(This post was last modified: 20.04.2024 03:37 by Archer30.)
20.04.2024 03:37
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Archer30 Offline
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Post: #776

Stack Exp creature flag mechanism can be improved

Not necessarily a bug, but I propose a change to how stack exp monster flags abilities work.

The current mechanism, for example, No Retaliation stack exp ability:
- Check if a stack (creature type) has No Retaliation stack exp ability
- If a stack has No Retaliation stack exp ability, cancel its No Retaliation flag -> This creates a compatibility issue
- Check the current stack exp rank and see if No Retaliation stack exp ability should be activated
- If the stack reaches a certain rank and No Retaliation stack exp ability should be activated, give No Retaliation flag to the stack

The problem here is, in Amethyst by Feanor and many existing scripts, we hooked @43D5C7 to manage temporary stats changes and creature flags. This timing is earlier than the timing of stack exp manipulation and thus stack exp overrides any other changes. For example:
- A hero has a modded artifact called BUCKLER_OF_THE_BEELZEBUB, gives all the friendly units No Retaliation @43D5C7
- Since one of the unit has also No Retaliation stack exp ability, this given No Retaliation is cancel by stack exp ability code
- This unit does not meet the rank to activate No Retaliation ability from stack exp, thus it ends up with losing the No Retaliation ability from BUCKLER_OF_THE_BEELZEBUB.

In Short:
No Retaliation stack exp can possibly cancel No Retaliation ability obtained from other sources.

My proposal:
Stack Exp should not cancel the creature flag in its implementation. It should check if a flag exists and skip adding the same flag instead.


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(This post was last modified: 27.04.2024 04:21 by Archer30.)
27.04.2024 04:08
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Berserker Offline
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Post: #777

I agree, that removing flag is a bug. It should only add it conditionally.


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27.04.2024 08:00
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major Offline

Posts: 146
Post: #778

I think its not a bug. If you want completely remove flag ability (No Retaliation) you set 0 for this. If you want that creature always has this ability you set 1 for this. If you want do not change you set 2 for this.
So in last case if BUCKLER_OF_THE_BEELZEBUB set No Retaliation flag, stack exp do not cancel that.
28.04.2024 11:18
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Ausulum Offline

Posts: 1
Post: #779

Не знаю ошибка это ЭРЫ или нет, но после последнего подвиса сервера лобби на несколько дней и обновления HD мода, в битве с другим игроком-человеком не отображается поле боя. Конкретно при нападении на другого игрока поле боя отображается у напавшего, а у обороняющегося нет. Версия ЭРЫ 1.03, HD мода - 5.4 R96. Играем в WOG версия 2.965.

Кто-нибудь сталкивался?
29.04.2024 08:19
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Berserker Offline
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Posts: 16657
Post: #780

Ausulum, схожее сообщение на дискорд-сервере было. Определённо стоит проверить. Версия Эры точно не может быть 1.03.


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29.04.2024 12:35
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