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Berserker Offline
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Posts: 16657
Post: #286

Valery, there in NO way in 3.58f. Erm is single-threaded engine. While it's working - nothing else is working.


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30.10.2009 17:49
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Valery Offline

Posts: 2196
Post: #287

Bad

Ok, I will do with it what I can and I will start a new thread regarding my project, to not interfere with others questions. Too bad, I liked th landing ship.
30.10.2009 17:52
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Astaroth Offline

Posts: 94
Post: #288

Quote:Now I don't understand. Want me to make a separate thread for graphics?

I thought, but now think it would be superfluous
30.10.2009 20:13
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Valery Offline

Posts: 2196
Post: #289

Yes, opened StarGate thread, so all hints better go there, as here it gets off topic and I bore everyone with my questions.
30.10.2009 20:16
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Berserker Offline
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Posts: 16657
Post: #290

I've visited Chinese forums today. Admin does his best, but the forum engine is awful. Yeah, we can use google translater to read their posts, but when we login interface remains Chinese (the same with posts). And this is a problem. Also I'm against writing in Chinese in english subforum. Admin wrote that almost all chinese know english. Sounds unbelievable yet.
Compare for instance with this forum. We try to keep alsmost all elemenst in both languages. I switch to english interface and find no differences.


Скачать Герои 3 Эра и всё, что с ней связано / ERA 2.46f для старых модов
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06.11.2009 22:06
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Valery Offline

Posts: 2196
Post: #291

There are good and less good sides in all forums. Nothing is perfect because it is free and made by fans. I enjoy chinese forums because they are very passionate about WoG and very curious about what is being done with. I am sure that if your Phenix mod was translated in english, they would start translate it in chinese and you will get thousands replies about it. I have no problems translating it with Google. Language is often a barrier but with a bit of effort from both sides it can be aborted.
I would say actually there are 2 big active forums, the russian from forum.df2.ru and the chinese. Heroes community is an insult to WoG or Heroes. I enjoy too this one, however too little users registered.
06.11.2009 22:21
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Berserker Offline
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Posts: 16657
Post: #292

Valery, would you be so king to ask people at http://www.celestialheavens.com/forums/v...hp?t=10541 to reupload the music archive? I lost my account there Bad
Добавлено:
What's about df2, it's dying.


Скачать Герои 3 Эра и всё, что с ней связано / ERA 2.46f для старых модов
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06.11.2009 23:12
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Valery Offline

Posts: 2196
Post: #293

The music is here
http://rapidshare.com/files/300927683/newmusic.rar.html

I have it too but if I upload will be rapidshare too...

@Edit: it dissipated. I asked him to upload again. I have the music but I already used it to test and messed the names.
(This post was last modified: 07.11.2009 00:24 by Valery.)
06.11.2009 23:22
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Valery Offline

Posts: 2196
Post: #294

I have a question about CM. As I see there is no code for digging box, so must be bring in another way. I tried to open adventure options box and then get the absolute position in pixels (A?y1/?y2) but there are too many values for the digging box and anyway it does not react to my left or right push (keeping bring me that big dialog box, ignoring debug messages and CM:R0 does not avoid the big box popping)

So, after I excluded all options possible I came up with the following solution, the best I could find, but I would like to know if there is another way to get a real dig (special mention- the player will have to dig for "grail" several times and get it several times):

ZVSE

!?CM0;
!!CM:F?y1 I?y2;
!!FU99&y1=512/y2=9:P; If right click on adventure options (left click does not work as it brings big box, whatever I do, any way to disable?)

!?FU99;
!!VRz1:S^Options^;
!!VRz2:S^Dig for treasure^;
!!VRz3:S^Exit^;
!!IF:G1/1/0/1/2/3;
!!CM:R0;
!!FU&v1=2:E;
!!IF&v1=1:M^You dig for treasure and rest for the whole day-temporary dialog^;
!!VRz10:S^DIGSOUND.wav^; external WAVE or 82M file
!!SN:Pz10; Play it now !
!!HE-1:W0;
!!HE-1:P?y1/?y2/?y3;
!!UN:Iy1/y2/y3/124/0; **place hole

Edit: solved with help of Berserker, kudos for adding checks for various situations
(This post was last modified: 17.11.2009 21:07 by Valery.)
17.11.2009 19:26
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Valery Offline

Posts: 2196
Post: #295

James Vogan sent me his updated version of the fixing experience overflow bug, you may want to use it in 3.59 or ERA or anything, as it fixes a very annoying bug. Here it is:

Code:
ZVSE

** script to prevent creature experience reduction due to overflow. JHV, 2/3/2009
** updated Dec. 1,2009 to correct experience overflow when creatures are
** combined (right-click on creatures in Hero screen to restore their exp.)

* uses v7090-v7105 to store troop & hero ranks @ start of battle
* uses v7106 to store commander status
* uses FU459-FU462

!?BA0&1000; start of (human) battle
!!BA:H0/?v1; get attacker hero #
!!BA:H1/?v2; get defender hero # (if any)
!!DO459/0/6/1&v1>-1/v1<156:Pv1; check stacks 0-6 for attacker
!!DO460/0/6/1&v2>-1/v2<156:Pv2; check stacks 0-6 for defender
!!HEv1&v1>-1/v1<156:E?v7104; get att. hero exp.
!!HEv2&v2>-1/v2<156:E?v7105; get def. hero exp.
**IF:M^attacker = %V1 defender = %V2^;


!?FU459; get exp. rank of troop in slot x16 of hero x1, store in v[7090+x16)
!!HEx1:C0/x16/?y1/?y2/?y3/2; y1=type, y2=no., y3=experience
!!VRv5:S7090+x16;
!!VRvv5:Sy3;

!?FU460; get exp. rank of troop in slot x16 of hero x1, store in v[7097+x16)
!!HEx1:C0/x16/?y1/?y2/?y3/2; y1=type, y2=no., y3=experience
!!VRv5:S7097+x16;
!!VRv5:Sy3;

!#UN:P3/?v7106; v7106=0 if commanders enabled
!?BA1&1000; end of (human) battle
!!BA:H0/?v1; get attacker hero #
!!BA:H1/?v2; get defender hero # (if any)
!!VRv3:C-1/-1; set v3 & v4 to -1
!!HEv1&v1>-1/v1<156:O?v3; get attacker's Owner - will be 0-7 if attacker won
!!HEv2&v2>-1/v2<156:O?v4; get defender's Owner - will be 0-7 if defender won
!!DO461/0/6/1&v3>-1/v3<8:Pv1; check stacks 0-6 for attacker
!!DO462/0/6/1&v4>-1/v4<8:Pv2; check stacks 0-6 for defender
!!HEv1&v3>-1/v3<8:E?v5; get att. hero exp.after battle
!!HEv1&v3>-1/v3<8/v5<v7104:E18975933/50; set att. hero to level 50 if overflow
!!COv1&v7106=0/v3>-1/v3<8/v5<v7104:X1/18975933 X2/50; set att. commander to level 50 if overflow
!!HEv2&v4>-1/v4<8:E?v6; get def. hero exp.after battle
!!HEv2&v4>-1/v4<8/v6<v7105:E18975933/50; set def. hero to level 50 if overflow
!!COv2&v7106=0/v4>-1/v4<8/v6<v7105:X1/18975933 X2/50; set def. commander to level 50 if overflow
**IF:M^attacker = %V1 defender = %V2 OwnerA = %V3 OwnerD = %V4^;

!?FU461; get exp. rank of troop in slot x16 of hero x1, vs. v[7090+x16)
!!HEx1:C0/x16/?y1/?y2/?y3/2; y1=type, y2=no., y3=experience
!!FU&y2<1:E; quit if no troops left in slot
!!VRv5:S7090+x16;
!!VRy4:Svv5;
!!HEx1&y4>y3:C0/x16/d/d/11/12; set rank to 11 if negative experience was gained (overflow occurred)

!?FU462; get exp. rank of troop in slot x16 of hero x1, vs. v[7097+x16)
!!HEx1:C0/x16/?y1/?y2/?y3/2; y1=type, y2=no., y3=experience
!!FU&y2<1:E; quit if no troops left in slot
!!VRv5:S7097+x16;
!!VRy4:Svv5;
!!HEx1&y4>y3:C0/x16/d/d/11/12; set rank to 11 if negative experience was gained (overflow occurred)

!?CM2; click on Hero screen
!!CM:F?v1 I?v2; get flag and clicked object values
!!FU|v1<>512/v2<68/v2>74:E; exit if not right-click or not creature slot
!!VRv2:-68; now v2=slot # from 0 to 6
!!HE-1:C0/v2/?y1/?y2/?y3/2; y1=type, y2=no., y3=experience
!!HE-1&y3<0:C0/v2/d/d/11/12; set rank to 11 if negative experience was gained (overflow occurred)
10.12.2009 00:38
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Valery Offline

Posts: 2196
Post: #296

What is needed to shoot with (let's say) gorgon? It has frames, I gave him 4 bits flag, it has ammo, but keeps saying missing "sprite" and sfx.
(This post was last modified: 17.01.2010 23:49 by Valery.)
12.12.2009 10:37
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Berserker Offline
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Posts: 16657
Post: #297

Maybe upload def and someone will test it...


Скачать Герои 3 Эра и всё, что с ней связано / ERA 2.46f для старых модов
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12.12.2009 16:20
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Valery Offline

Posts: 2196
Post: #298

Ok thanks:
I think it requires a .82m sound file for shooting, not sure what name to give, and also surely needs to be linked to a projectile frame, my first time doing this so not sure, sorry.

!#MA:X102/4;
!#MA:N102/24;
Gorgon kinda

I have also a hard time to replace elves and grand elves. Any other shooter can be replaced easily but those two keep crashing the game on shoot, they have a specific attack frame which I am not able to reproduce.
(This post was last modified: 12.12.2009 16:48 by Valery.)
12.12.2009 16:36
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Valery Offline

Posts: 2196
Post: #299

My thoughts are that it may have to do with missile settings in Cranim.
Image: image2i.jpg

I modified the gorgons settings to similar to lizards, cyclops, archers but still crashes. Mainly because I get an error message before the battle:
Image: image2ff.jpg

I already created a cgorshot.82M so the sound is not a problem anymore.
I am particularly interested by the columns right-adjacent to "upper/right/lower-missile" as the number are never the same:

Archers:50
Marksmans:53
Elves:50
G elves:55
mages:-26
Archim:-28
Etc.

Any knows the technical aspects of Cranim.txt? Or maybe both CRtrait and cranim must be modified in a similar way? I have a CRTRAIT0.txt and a CRTRAIT.txt, have no ideaz which is the right one.
(This post was last modified: 13.12.2009 07:57 by Valery.)
13.12.2009 07:52
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GrayFace Offline
Forum Moderators

Posts: 1233
Post: #300

You can see creature sounds prefixes in DefTool on "Misc" tab. The sound should be named cgorshot.82m.
You're right about CrAnims.txt. You'll need to change "Attack Climax Frame" for elves. It's the number of frame in attack animation on which an arrow flies out or the enemy gets hit.
How can the experience overflow bug be reproduced?
13.12.2009 11:27
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