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Warmonger
Promising
Legendary Hero
fallen artist
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posted December 14, 2016 06:51 PM |
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Quote: Basically, when you define stack bonuses, any reference to a spell (if for example you want to make the creature cast a spell after it attacks) or references to other creatures (if you want it to hate other creatures) must be done with the exact number ID
No it does not. If identifiers don't work, it's a bug.
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The future of Heroes 3 is here!
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Alyx182008
Adventuring Hero
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posted December 14, 2016 07:02 PM |
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Warmonger said:
No it does not. If identifiers don't work, it's a bug.
I don't know much about VCMI. I just noticed that it worked this way.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted December 14, 2016 07:22 PM |
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Alyx182008
Adventuring Hero
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posted December 14, 2016 07:46 PM |
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Warmonger said: Does it work if you try
core:creature.battleDwarf
?
What exactly is the bug and error mesage?
It doesn't seem to work. The only error message I get is the one in the console.
VCMI logs here in case they are useful.
Edit: The crash occurs once the creature stack gains enough experience to gain a rank.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted December 14, 2016 08:05 PM |
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zeryss
Promising
Famous Hero
http://i12.pixs.ru/storage/6/4
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posted December 20, 2016 08:20 PM |
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Warning: identifier Factory is not in camelCase!?
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Warmonger
Promising
Legendary Hero
fallen artist
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posted December 20, 2016 08:38 PM |
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zeryss
Promising
Famous Hero
http://i12.pixs.ru/storage/6/4
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posted December 21, 2016 08:50 AM |
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in the next version is planned to support the water in random maps?
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Warmonger
Promising
Legendary Hero
fallen artist
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posted December 21, 2016 05:42 PM |
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Not yet. First RMG needs all the tweaks and polish.
Here you can see fixed, smooth roads that can now go under any passable object.
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The future of Heroes 3 is here!
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avatar
Promising
Supreme Hero
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posted December 21, 2016 05:50 PM |
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Good to hear that! But... any chance for improving of display black color? This Black Tower looks like Grey Tower At snow objects look even worse!
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 21, 2016 05:55 PM |
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I think it is better when roads don't touch bonus objects. Personally I liked that in Heroes templates you had to actually slip off the road and lose some movement if you wanted bonus.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted December 21, 2016 06:04 PM |
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Salamandre said: I think it is better when roads don't touch bonus objects. Personally I liked that in Heroes templates you had to actually slip off the road and lose some movement if you wanted bonus.
This is how it's always been - in OH3 and now in HoTA. Also it has nothing to do with templates.
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The future of Heroes 3 is here!
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 21, 2016 06:08 PM |
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I see in your pic that it goes straight under a star axis and all others are really close, but maybe I forgot how it was.
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valgaav
Adventuring Hero
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posted December 21, 2016 08:02 PM |
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avatar said: Good to hear that! But... any chance for improving of display black color? This Black Tower looks like Grey Tower At snow objects look even worse!
I must be blind but I don't see any problem on the screenshot. Well I have not noticed it while playing vcmi either. I'm not saying I doubt your word, but maybe just like me many other people do not notice it at all ? It might be not worth fixing if the problem is not visable for people
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avatar
Promising
Supreme Hero
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posted December 21, 2016 09:38 PM |
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Not quite true. Problems with VCMI's pallete were often mentioned at polish community. Here's most 'radical' example.
There's feanor's mod called Zanaveska. Mod contains and replaces only two defs: TSHRC.DEF and TSHRE.DEF. Effect is that FoG of War becomes semi-transparent.
In ERA mod looks that:
The same defs in vcmi produce such effect:
Definitelly vcmi pallette is diffirent than h3 palette and color differences are often observed.
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valgaav
Adventuring Hero
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posted December 22, 2016 10:40 AM |
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Edited by valgaav at 11:19, 22 Dec 2016.
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avatar said:
Definitelly vcmi pallette is diffirent than h3 palette and color differences are often observed.
IMHO though those don't really have to be the same. Technical reasons for that might be in SDL code or be complex to fix (or even impossible). Don't forget that VCMI is an separate engine that doesn't base anything on existing h3 code. It is unrealistic to expect that everything will be exactly the same as in oh3... that goes for game mechanics too not just pallette. The palette is close enough to oh3 so that most people (me included) didn't notice any problems with it so why try to fix it ?
Anyway if I had to choose I would say that it would be better to have png support with real transparency for units and adventure map in Vcmi and 32bit colors, then getting that 100% compatibility with original def format and palette. The mod you posted screens from would benefit and look a lot better if done on real transparency (png files) then on h3 palette/defs.
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Macron1
Supreme Hero
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posted December 22, 2016 11:20 AM |
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Hope this issue will be fixed.
Same with half-transparent black in adventure buildings.
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zeryss
Promising
Famous Hero
http://i12.pixs.ru/storage/6/4
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posted December 23, 2016 12:06 AM |
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that an error
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted December 23, 2016 10:46 PM |
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zeryss said: that an error
you need Wog Mod's data either from WoG installer or ERA installer, or another package. azvs.smk is intro video from h3wog.
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fanofheroes
Famous Hero
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posted December 24, 2016 11:29 PM |
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Hi Warmonger, so i found this thread and I have a few questions about the VCMI that i hope can be answered:
1) can this be combined/used together with ERA and not affect the other mods i've added to my wog version?
2) in the version i have, i don't mind that the battle scene images are stretched to fit the monitor, I prefer it actually. I noticed in the battle scenes listed in this thread, the image appears like a pop up with the adventure screen in the background. is there a version that allows the battle screen to fit the monitor?
thank you
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