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Heroes Community > Tournament of Honor > Thread: User-made template for RMG
Thread: User-made template for RMG This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Zilonite
Zilonite


Famous Hero
posted November 01, 2007 11:45 AM

Quote:
Yes i know RMG can be open with Notepad...but you know in h3 have smal prog for open and making them. I mean do you have same good tool like in h3 ....notepad is hell for making rmg.


No, I don't know anything else. Actually Notepad is not that bad..

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nevermind
nevermind


Famous Hero
posted November 01, 2007 12:03 PM

Quote:
Quote:
Me and odiak started a game on spider...  Was a bit of a ruff start as the setup to templates seem to have to be done exactly right or things mess up , Anyway we played a game then game crash and we try to load and get error  Checksum don't match check mods ect ect something like that , What is the solution to this?


This is what author of this whole user-made-templates concept wrote..

Situation A - you are playing on Ubi server.

1.Before loading the save, both players should delete folder "RMGTemp" (it is located in the "data" folder of the game).
2.The player, who will load the save, should send the map file to the opponent (map can be found in Maps folder).
3.Second player should put recieved map in his Maps folder (thus replacing the map file he had).

Situation B - you are playing via Hamachi.

This is a bit more complicated.
1.The player, who will load the save, should open the file of the map (all homm5 mapfiles in fact are zip files that contain a bunch of folders). To do this you can use, for example, winzip.
2.Go to the place where files are stored (if you are doing it in winzip, path can look something like: mapname.h5m\Maps\RMG\5305-2002-1327-1705 - ZIP archive, unpacked size 4 489 481 bytes).
3.Copy all those files (there are something like 10 of them).
4.Then go to folder "RMGTemp" and go to the files there.
5.Replace all files there (in the "RMGTemp" folder) with copied ones (the ones from the map file).
6.Send the "RMGTemp" folder to the second player (most likely, easiest way to send it would be to zip or rar it before sending).
7.Send the map file to the second player.
8.Second player should replace both - "RMGTemp" folder and map file -with recieved ones.

I know, this sounds like a hell of a job, but there is no way to avoid this Besides, it is not THAT complicated as it might look from the first glance




You russian players are crazy , I have no idea how you figure out this but thanx
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MysticPhoenix
MysticPhoenix


Adventuring Hero
posted November 01, 2007 11:31 PM

These are great news from Russia, zilonite. However, the procedure you described for loading save games sounds insane. What makes the situation even worse, is the fact that playing via Ubi.com isn't not very stable at the moment.

What I wonder is: Can't you just generate a map, send it to your opponent and play (and load) it in a normal way? That requires a trustworthy player for sure, but that would be a lot easier. And I don't see, why it shouldn't work (well, there are some strange things in H5, so you never know...).
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Zilonite
Zilonite


Famous Hero
posted November 02, 2007 01:08 PM

Quote:
What I wonder is: Can't you just generate a map, send it to your opponent and play (and load) it in a normal way? That requires a trustworthy player for sure, but that would be a lot easier. And I don't see, why it shouldn't work (well, there are some strange things in H5, so you never know...).


Yep, agree, its easier and it should work (although I spoke with this Russian guy moz (who created this thingie) yesterday and he wasn't sure that even in this case there will be no messing-around with saves )

Although one thing is 100% sure - if you generate the map, then open in map editor and re-save it, then it will become usual map and there are no problems with loading saves.

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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted November 02, 2007 04:22 PM
Edited by insatiable at 16:24, 02 Nov 2007.

Quote:
Although one thing is 100% sure - if you generate the map, then open in map editor and re-save it, then it will become usual map and there are no problems with loading saves.


yepps! say no more.. this is it

and it can happen in this fashion:
*open editor, minimize it in such way that only toolbar is visible
*then open map, save it, send it, play it

..fcorse only for those that trust is not an issue
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Zilonite
Zilonite


Famous Hero
posted November 03, 2007 08:35 AM

Quote:
and it can happen in this fashion:
*open editor, minimize it in such way that only toolbar is visible
*then open map, save it, send it, play it



Perfect idea, I was thinking all the time how to solve the issue that if you open it in map editor, you see the whole map

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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted November 03, 2007 10:10 AM

huum.. tried it, didnt work- checksum.
either did somthing wrong(opened editor and just prees 'save') or it just dont work
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Zilonite
Zilonite


Famous Hero
posted November 03, 2007 04:29 PM

Quote:
huum.. tried it, didnt work- checksum.
either did somthing wrong(opened editor and just prees 'save') or it just dont work


Yep, you should do some changes (e.g., move tree one step aside and then back or whatever)

Did some experimenting - if you change something, then pressing "save" will open the window with text "As you have change this map, rmg will be lost and multiplayer generation won't work". And this is exactly what we need

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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted November 03, 2007 07:06 PM
Edited by insatiable at 17:00, 06 Nov 2007.

aaah
so disable a hero or e.g instant travel should work as same..

EDIT: tried it, it wont let us play multiplayer

EDIT2: however, managed to load rmg save as instructed (with RMGTemp etc). Isnt that hard.. yet i think before replacing files, both should make a backup file for RMGTemp, cause they may have more than 1 rmg saves. Also, when you say 'map file' you mean 'save file'
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Zilonite
Zilonite


Famous Hero
posted November 05, 2007 11:28 AM

Quote:
aaah
so disable a hero or e.g instant travel should work as same..

EDIT: tried it, it wont let us play multiplayer

EDIT2: however, managed to load rmg save as instructed (with RMGTemp etc). Isnt that hard.. yet i think before replacing files, both should make a backup file for RMGTemp, cause they may have more than 1 rmg saves. Also, when you say 'map file' you mean 'save file'


Huh, i'm sad about edit1 and happy about edit2 Then indeed only way how to load saves here is to use that sending-thingie...

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the_teacher
the_teacher


Supreme Hero
Talk to the hand!
posted November 06, 2007 01:43 PM

About user templates

Checkin the templates pack  and trying to "translate" each command line i come to this (or close..):


?xml version="1.0" encoding="UTF-8"?>
<RMGTemplate>
<NameFileRef href="S2-5P3Z19SHIELD.txt"/>
       <Name>S2-5P3Z19SHIELD</Name>                
*template name*

<DescriptionFileRef href=""/>
<Zones>                                    
*areas*
<Item>
<Index>1</Index>            
*area 1*
<Setting>RACE_HEAVEN</Setting>    
*starting town, u can change it to RACE_RANDOM_TYPE , which will give u a random town on a native terrain*

<CanBeWater>false</CanBeWater>
*not working*
<Size>4</Size>
*size of area*
<CanBePlayerStart>true</CanBePlayerStart>
*can be player/computer, if FALSE only computer*

<Town>true</Town>

*zone containes a town, the above, FALSE for area without town (tehe neutral zones)*

<TownGuardStrenght>0</TownGuardStrenght>

*creature inside town at the beginning, seems random generated, starting with level 1, and increases depending on factor (good if u edit neutral town with guards (increasing the factor), for a challenge,)*

<Mines>
<Item>0</Item>
<Item>0</Item>
<Item>0</Item>
<Item>0</Item>
<Item>0</Item>
<Item>0</Item>
<Item>0</Item>
</Mines>

*mines section: line 1 and 2 :wood and ore, last line is goldmine, the other are gems, crystal, sulfur, mercury, not exactly in this order*

<AbandonedMines>0</AbandonedMines>
*number of abandoned mine in this area*

<Dwellings>
<Item>1</Item>
                            <Item>1</Item>
<Item>0</Item>
<Item>0</Item>
<Item>0</Item>
<Item>0</Item>
<Item>0</Item>
</Dwellings>

*number of LINKED dwellings in this area, starting from level 1 to 7,
example above consists in 1 dwell level 1, 1 dwell level 2*


                           <UpgBuildingsDensity>20</UpgBuildingsDensity>
*didnt figure yet the difference between this lien and the rest of underlined ones*

<TreasureDensity>90</TreasureDensity>
*scattered resources, wood,ore, gold, etc, depending on factor*
                      <TreasureChestDensity>0</TreasureChestDensity>
*treasure chests, depending on factor*

<Prisons>0</Prisons>
*number of prisons in this area*

<LandCartographer>0</LandCartographer>
*as obvious, land cartographers ,and their number*

<ShopPoints>10</ShopPoints>
*hillfort and merchant*

<ShrinePoints>20</ShrinePoints>
*random number of shrines, depending on factor, could be level 1,2 or 3*
<LuckMoralBuildingsDensity>10</LuckMoralBuildingsDensity>
*boosters*
<ResourceBuildingsDensity>15</ResourceBuildingsDensity>
<TreasureBuildingPoints>0</TreasureBuildingPoints>
*treasure buildings like mage vault, crypts, pyramids, depending of the factor, i guess there is a threshold for making possibile the occurence of high level ones*
<TreasureBlocksTotalValue>7000</TreasureBlocksTotalValue>

       <DenOfThieves>0</DenOfThieves>
*obvious*
<RedwoodObservatoryDensity>0</RedwoodObservatoryDensity>
*obvious*

        <BuffPoints>50</BuffPoints>
*obvious*

</Item>
*end of area settings pack*


this set of command line repeats for every single zone map.
Here it comes my question if anyone found out: Im sure there are some more general lines which give additional settings for a particular area. im interested in setting the starting town level to 5 for instance, town having tavern, mage guild, bM, town hall and lvel 1 dwell prebuilt.
in custom maps code, that things are included in
[buildings]
  .............
 [/buildings]
loop , specifying each particular building, but in that form it doesnt work with the template format, si i assume it must be somethingelse close to this but different as syntax. map can be even more controlled , just i didnt find the exactly command lines yet.

any idea?

this is the first part of the template, ill be back with the connections thing, as soon as it is very clear.


have a nice day







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Zilonite
Zilonite


Famous Hero
posted November 06, 2007 04:18 PM

Really good post, teacher

Some things I can add:

<UpgBuildingsDensity>20</UpgBuildingsDensity>
those are stat boosters (like +1 attack or library of enlightment)

<TreasureBlocksTotalValue>7000</TreasureBlocksTotalValue>
the value determines two things:
a)the strength of the monsters guarding sets of resources/treasure chests/artifacts on the map;
b)the "value" of those guarded sets (with very high number you can get guarded relic artifacts on map as well)


Size of the zone does matter - if the zone is big, you should set all the values much higher in order to get more goodies.

Quote:

Here it comes my question if anyone found out: Im sure there are some more general lines which give additional settings for a particular area. im interested in setting the starting town level to 5 for instance, town having tavern, mage guild, bM, town hall and lvel 1 dwell prebuilt.
in custom maps code, that things are included in
[buildings]
  .............
 [/buildings]
loop , specifying each particular building, but in that form it doesnt work with the template format, si i assume it must be somethingelse close to this but different as syntax. map can be even more controlled , just i didnt find the exactly command lines yet.
any idea?



No clue, mate - so far I thought you cannot preset those things on templates.

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted November 07, 2007 06:11 PM
Edited by Nelgirith at 10:17, 08 Nov 2007.

Wouldn't it work like if we did like it is in the map.xdb file you get ?

<buildings>
<Item>
<Type>TB_TOWN_HALL</Type>
<InitialUpgrade>BLD_UPG_1</InitialUpgrade>
<MaxUpgrade>BLD_UPG_4</MaxUpgrade>
</Item>
<Item>
...
</Item>
</buildings>


I'd also add to your "translation", one of the most important part :

<Connections>
*Connection between zones, each connection between 2 zones is 1 item.*
<Item>
<SourceZoneIndex>1</SourceZoneIndex>
*Zone from which you come*

<DestZoneIndex>2</DestZoneIndex>
*Zone where you are headed to*

<TwoWay>false</TwoWay>
*indicates if the way between zones is 2-way (true) or only 1-way (false)*

<GuardStrenght>5</GuardStrenght>
*Strength of the passage guardians*

<Guarded>true</Guarded>
*True if there are guardians between the 2 zones, False if not*

<Wide>false</Wide>
*haven't found out what this was for ...*

</Item>
<Item>
...
</Item>
</Connections>
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the_teacher
the_teacher


Supreme Hero
Talk to the hand!
posted November 08, 2007 09:18 AM

Quote:
Wouldn't it work like if we did like it is in the map.xdb file you get ?

<buildings>
<Item>
<Type>TB_TOWN_HALL</Type>
<InitialUpgrade>BLD_UPG_1</InitialUpgrade>
<MaxUpgrade>BLD_UPG_4</MaxUpgrade>
</Item>
<Item>
...
</Item>
</buildings>






this is not workling, i tried many other similar options, using buidlings ID's, placing the "buildings" sequence inside the town's, outside, different syntax , it doesnt seem to work or im still not guessing correctly yet.

player towns are level 2, neutral are level 1 always.

after few more tests i will give more accurate info of what the number means, their equivalent in creature power, number of building, type of buildings, etc.
the line between a very good and very bad template its very thin, and i believe a successful template should be designed, in order to reproduce the idea of what wwas aimed to, for a single map size.
(i.e. u can generate a M or L map with a specific template , M is great, L is awfull). so try to improve the template for one specific size only. im currently working on one, its not so complicated but the tunings requires lot of tests to achieve what is desired.



have a nice day

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Zilonite
Zilonite


Famous Hero
posted November 08, 2007 12:43 PM

Quote:
the line between a very good and very bad template its very thin, and i believe a successful template should be designed, in order to reproduce the idea of what wwas aimed to, for a single map size.
(i.e. u can generate a M or L map with a specific template , M is great, L is awfull). so try to improve the template for one specific size only. im currently working on one, its not so complicated but the tunings requires lot of tests to achieve what is desired.



hehe, 100% truth
____________
Elephants commonly have a bad eyesight. Yet with their bulk this is not a major problem for them.

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MysticPhoenix
MysticPhoenix


Adventuring Hero
posted November 08, 2007 10:56 PM

Since editing the map didn't work for me, either, the way via Ubi.com runs smooth.
The good news is, that you have to do the process with deleting RMGTemp and sending map only once. After that, saves can be loaded and map can be played in a normal way.

The best thing is to do it on day 1, you'll see, whether it works, and if it does , you don't have any problems any more.
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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted December 06, 2007 04:42 PM

After reading this thread I started to fiddle with custom templates and I found out that I could create random maps that were quite satisfactory with 8 areas (one for each faction) and a ninth area that serves as a passage point/arena.
I made it so that all the teleports would go to that neutral zone to prevent the early game rush "tactic" which is favoured by the AI.
I found out that areas that are directly connected (by roads) to the neutral zone don't have teleports.
What I'd like to do now is to get rid of teleports altogether and have roads connecting each area to the neutral zone (which would be ideally placed in the middle of the map). Can this be done?

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Zilonite
Zilonite


Famous Hero
posted December 13, 2007 08:26 AM

Quote:
What I'd like to do now is to get rid of teleports altogether and have roads connecting each area to the neutral zone (which would be ideally placed in the middle of the map). Can this be done?


Unfortunately no. Generator itself chooses what connection to use - telereports or roads.

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted December 13, 2007 09:47 PM

Thanks for the info!

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moz
moz

Tavern Dweller
posted December 15, 2007 04:59 PM
Edited by moz at 17:09, 15 Dec 2007.

Hey guys^) many years of happy living to ya all..
i have heard that zilo is advertising my small work? so i decided to add some things.

If anyone will have any quez just icq me 395049982.

Plz do not afraid of @insane@ problem with loading. It's only seems so hard. Obviously here's only 1 way to avoid it - 1) just cr8te map - open it in editor - save and send to your opponent(but it works good only if you DO believe your opponent)

Unfortunately Nival made Homm5 more user attractive include mode-making side. Every  part of game could be self-made ( like mods) but of course it will make some problems like Subj.Rmg is modelike^ also ( not only mine but original is also almost MOD) - so these problems born there.

IF you guys will help me abit - i will try to kick Nival RMG team's asses to order them make our beloved game better and easier to play/

P.s. here are updated templates http://heroesleague.ru/show/2570/template.zip

and here are map descriptions ( but it's only russian now ^() http://heroesleague.ru/show/2588/Template_schema.zip

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