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WoG 600 objects ready
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Valery Offline

Posts: 2196
Post: #1

I am done with all the work. I tested it on a clean WoG and there are no problems. I also fixed the 8th level monsters names.

Contains (13MB):

Phantom patch
Chinese-style objects (EmperorRotMK)
Roman-style objects (Caesar III)
Age of Empires objects (AOK)
Stronghold objects
FCst1 last objects
GrayFace 3.3 patch (removed old ZEOBJTS)

Image: 111ot.gif
Image: 222rm.gif
Image: 333c.gif
A nice fast car for you Gigi

UPDATED 29 09 09

Feedback appreciated.
(This post was last modified: 29.09.2009 08:20 by Valery.)
14.09.2009 01:02
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FCst1 Offline

Posts: 1165
Post: #2

...Car! 148148148
Valery, can try to release a high-grade patch with my objects? To name it is necessary New objects for the map editor 1.9, instead of WoG 1.9. Spiteful


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14.09.2009 06:52
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Valery Offline

Posts: 2196
Post: #3

Sure FCst1. I was rather busy with all those objects, give me a few days (I am broken right now) and I will add yours and rename it. I have your new objects and they will work inside without problems.
14.09.2009 07:15
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solitaire345 Offline

Posts: 24
Post: #4

downloaded and installed it, but i stumbled upon a strange problem: map editor says that some msg files for objects (that i had from previous new objects patch - ZWT.msg for example) are missing, though the def file is still there. did i do something wrong?
(This post was last modified: 14.09.2009 22:22 by solitaire345.)
14.09.2009 22:21
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Valery Offline

Posts: 2196
Post: #5

You have to install it on a clean wog. I don't know why but it has errors if installed over other modifications. This patch installs all objects from Phantom previous patch + mines. Try a clean folder. Zwt def is inside.
(This post was last modified: 14.09.2009 22:46 by Valery.)
14.09.2009 22:45
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solitaire345 Offline

Posts: 24
Post: #6

ugh.. i think i'll try to import these files by myself. i don't like the idea of reinstalling all over.
14.09.2009 22:56
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Valery Offline

Posts: 2196
Post: #7

Just make a different clean folder, you don't need to delete the previous. The phantom patch was modified with the right codes for warcraft walls (they did not show before) so I don't think you can just overwrite it.
14.09.2009 23:08
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solitaire345 Offline

Posts: 24
Post: #8

you got me wrong: i will extract the *.msg files from old patch install file and import them with h3sprite.exe
14.09.2009 23:22
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FCst1 Offline

Posts: 1165
Post: #9

Valery, if release a high-grade patch it is necessary to write the documentation also. (New_obj_patch_1_9_objects_autors.xls and New_obj_patch_1_9_ReadMe.txt) When all objects will be ready, I can enter them in the list authors and correct ReadMe, and also I will try to release ReadMe in English. Yes


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16.09.2009 17:51
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Valery Offline

Posts: 2196
Post: #10

I was going to do it. Can you send me both read me you want to be inside? Then I will include your new objects and release.

I just took a few days rest, but anyway I have to correct the passabilities for new trees.
16.09.2009 18:23
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FCst1 Offline

Posts: 1165
Post: #11

It is good, when I write ReadMe1.9 - I will send it to you. And one more new object 118.
PS. Your objects will be called val000-235?


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16.09.2009 19:21
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Valery Offline

Posts: 2196
Post: #12

Yes val000-235, I don't feel like renaming them all. Also there is a problem: the patch can be installed ONLY on a clean wog, otherwise it will report files missing, even if they are inside. I have no idea why. If you can find why, would be great.
16.09.2009 20:12
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FCst1 Offline

Posts: 1165
Post: #13

No, to I managed install this patch on PhoenixIII.5 (or TE), thus many other things also have been established patches. And all works!


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16.09.2009 20:35
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Valery Offline

Posts: 2196
Post: #14

Yes, the installs ALWAYS works, but have you scrolled the editor ? It says missing files, even if they are inside.
16.09.2009 20:55
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FCst1 Offline

Posts: 1165
Post: #15

Strange... I even with new objects have drawn a map. Any messages on missing files was not...


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17.09.2009 16:13
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