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Valery Offline

Posts: 2196
Post: #4141

I only use a modified version of wog script "CB respawn every 14 days", with different guards and rewards values, then the PO998:B0/$ is modified only to multiply the number of next guards.

Also the error may come from the map size, that was the first XXL maps, with a lot of objects and decorations. However the CB corruption occurs only when using Matsre of Elements faction, the one which is able to place/remove teleporters, and move much faster by doing so.
28.07.2016 22:40
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gamecreator Offline

Posts: 7107
Post: #4142

(28.07.2016 22:40)Valery Wrote:  I only use a modified version of wog script "CB respawn every 14 days", with different guards and rewards values, then the PO998:B0/$ is modified only to multiply the number of next guards.
Indeed, but you also have this:
Which expects there to be a saved control word value and not some value from creature banks script.


When all gods have burnt to ashes in eternity of sorrow,
Demons gonna tear your soul because there is no tomorrow.
28.07.2016 22:46
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Valery Offline

Posts: 2196
Post: #4143

yes I had to do that because late game (month 6-9) creature generators as imp crucibles, sometimes get corrupted too. So I check their OB:C value and with a weekly timer I restore this value, in case it changed:


Its only a safety measure which slowed down the corruption process.
28.07.2016 23:08
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gamecreator Offline

Posts: 7107
Post: #4144

Oh wait, confused imp crucible and imp cache.

For now the testing process is slowed, I can't successfully saveload. The moment I try to load the game I started, it crashes silently.


When all gods have burnt to ashes in eternity of sorrow,
Demons gonna tear your soul because there is no tomorrow.
28.07.2016 23:33
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Valery Offline

Posts: 2196
Post: #4145

Well is not biggy, as I said reports about this corruption are rare and I myself played the map 50 times in the last 4 years, without any crash or problems. Most probably people playing do weird things, as stopping on day 7 on creature banks, so the next day timer confuses the two ID's, or overuse teleporters (someone reported he placed teleporter at each step, that makes 40 teleporters/hero and per day, is simply crazy.

But it shouldn't crash on save/load anyway, it was tested up to 2.46 version. Try to save/reload starting with day 2 maybe, as one first day a lot of values are set?
(This post was last modified: 28.07.2016 23:50 by Valery.)
28.07.2016 23:49
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gamecreator Offline

Posts: 7107
Post: #4146

The cause of the error is -1 as a control word of one of the crypts. I can't find anything that may have caused this value. Perhaps it's because XXL, perhaps something else. Every reason I could think of doesn't seem to be the case. It's hard to find anything without knowing when exactly this change happened.


When all gods have burnt to ashes in eternity of sorrow,
Demons gonna tear your soul because there is no tomorrow.
29.07.2016 00:45
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Valery Offline

Posts: 2196
Post: #4147

Yes, it may be because he stops every day on creature banks and after a time ID's of heros and object under get confused, or else. I wasn't able to find a constant error neither, therefore to bring a fix. Thanks anyway.
29.07.2016 01:11
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Elzivir Offline

Posts: 263
Post: #4148

День добрый!

Возник такой вопрос:
Каким образом можно корректно заменить объект на карте, если изначальный его вариант занимал в ширину, допустим, 3 клетки, а отредактированный - только 2. А то получается, при наведении курсора на освободившуюся уже пустую клетку, вылезает наименование объекта. Да и герои обходят ее стороной (как если бы она была занята). Файлы *.def/*.msk вроде как изменены верно, но все равно где-то продолжает храниться информация, что данный объект должен занимать 3 клетки...
07.08.2016 16:16
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Valery Offline

Posts: 2196
Post: #4149

Mod manager/objects editor

Open and modify objects.txt in Heroes3/data/H3bitmap.lod or, if for Era, make your own objects.txt in your mod where you modify that object passability.
07.08.2016 19:14
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Elzivir Offline

Posts: 263
Post: #4150

AVTmyst0.def 000111111111111111111111111111111111111111111111 010000000000000000000000000000000000000000000000 111111111 000010101 55 0 0 0

И как тут сделать объект "Мистический сад" в ширину 2 клетки вместо 3-х?
К сожалению, близкого знакомства с двоичной системой счисления не имею... 105
07.08.2016 21:39
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gamecreator Offline

Posts: 7107
Post: #4151

Так открой его в редакторе, как тебе Valery посоветовал. Например, в том, что в комплекте с Эрой идёт (Tools\ObjTxtEditor).


When all gods have burnt to ashes in eternity of sorrow,
Demons gonna tear your soul because there is no tomorrow.
07.08.2016 21:48
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Valery Offline

Posts: 2196
Post: #4152

Also after editing with object editor, before closing select "save current list" and not "save". The second will not save the modifications.
07.08.2016 21:59
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Elzivir Offline

Posts: 263
Post: #4153

Спасибо Вам! С этим разобрался.

Скажите, а файлы *.msk/msg за что отвечают?
07.08.2016 22:51
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gamecreator Offline

Posts: 7107
Post: #4154

За поклеточное отображение def, если не ошибаюсь.


When all gods have burnt to ashes in eternity of sorrow,
Demons gonna tear your soul because there is no tomorrow.
07.08.2016 23:56
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Elzivir Offline

Posts: 263
Post: #4155

(07.08.2016 19:14)Valery Wrote:  Mod manager/objects editor

Open and modify objects.txt in Heroes3/data/H3bitmap.lod or, if for Era, make your own objects.txt in your mod where you modify that object passability.

Подскажите, на базе какого варианта файла "objects.txt" можно создать свой? Дело в том, что их в Эре несколько (пока что нашел только 6):

1) Data\h3bitmap.lod\objects.txt

2) Mods\WoG\Data\hmm35wog.pac\zaobjts.txt
    \zeobjts.txt
    \zobjcts.txt

3) Mods\WoG Rus\Data\era rus.pac\objects.txt
    \zeobjts.txt

Начал редактировать файл zaobjts.txt, вставил его в новый архив *.pac и присвоил данной директории высший приоритет. Все изменения в основном касались корректного отображения объектов на заснеженной территории и назначения определенному типу ландшафта соответствующей ему по внешнему виду квестовой хижины. И если первые изменения удалось внедрить в игру, то с хижинами возникли проблемы. Они продолжают генерироваться на случайных картах в прежнем режиме.

К тому же, попробовал убрать две крайние верхние (непроходимые) клетки у арены в строке AVSarna0.def. Результат - 0. Клетки как были непроходимые, так и остались.

Вот и подумал, что может быть я не тот файл выбрал в качестве основы для редактирования...

P/S: Для сохранения изменений в строке нажимаю Ctrl+L, а перед закрытием всего файла - Ctrl+S. Причем после Ctrl+S пропадает из файла последняя строка:
AHplace.def 101111111111111111111111111111111111111111111111 010000000000000000000000000000000000000000000000 011111111 011111111 214 0 3 0

Кто-нибудь знает на что она влияет и как сделать, чтобы она не пропадала (зачем-то же она нужна)?
11.08.2016 23:16
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