Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 5 - Modders Workshop > Thread: [NCF project] Adding creatures in ToE!
Thread: [NCF project] Adding creatures in ToE! This thread is 19 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 08, 2008 12:53 PM
Edited by magnomagus at 16:54, 08 Jan 2008.

I tried this too, and for me the same thing happend, immediately after pushing the create button the game crashes. I have the english european edition.

[Edit] The random map generator in the editor works fine, so maybe the problem is caused by the generator software being part of the editor executable instead of the game executable
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
cotillion
cotillion


Hired Hero
posted January 08, 2008 06:41 PM

Quote:

[Edit] The random map generator in the editor works fine, so maybe the problem is caused by the generator software being part of the editor executable instead of the game executable


I confirm this. The Editor RMG does not crash, but I do not see the new creatures in the editor and I am trying to wonder if a RMG map will contain any of these.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Nelgirith
Nelgirith


Promising
Supreme Hero
posted January 08, 2008 07:34 PM
Edited by Nelgirith at 19:34, 08 Jan 2008.

I don't think that a RMG map will place the new creatures. I've been leading some investigations and here are my first conclusions :

- The mapeditor is linked to the H5_Game.exe, so in theory, it won't allow creatures with an ID over 179
- The in-game RMG is also linked to the H5_Game.exe, so once again, if you launch the normal game and use the RMG, you won't see any new creature
- The modified H5_Game.NFC.exe has no specific map editor linked to it, so launching the ingame RMG will cause a crash.

Imo, the map editor exe has to be cracked too, but that's beyond my skills

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted January 08, 2008 07:46 PM

Quote:
...

Imo, the map editor exe has to be cracked too, but that's beyond my skills


CrazyPill was the original finder how to patch the exe I already asked him if we can patch the Editor this way too.
____________
Hwær cwom mearg? Hwær cwom mago?
Hwær cwom maþþumgyfa? - 'The Wanderer'

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 09, 2008 09:05 PM

What, some time ago and he didn't get back to you? Or more recently? I hope he does reappear, he seemed to be very knowledgeable.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sfidanza
sfidanza


Promising
Supreme Hero
posted January 10, 2008 01:58 AM

I updated the reserved slots list in the first post, with the 6 slots for Szeridan's creatures (194-199) in particular.

About the RMG generator issue, we still plan to add better support for the map editor (with new creatures directly selectable from the editor lists). I assume this could solve the RMG issue as well. We will work on it anyway (and yes, any help is welcome, especially crazypill's).

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
bronzephenix
bronzephenix


Hired Hero
posted January 12, 2008 08:24 AM

are the new creatures taken in account by the "week of" ?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Nelgirith
Nelgirith


Promising
Supreme Hero
posted January 12, 2008 09:54 AM

Quote:
are the new creatures taken in account by the "week of" ?


It seems impossible as the week effects are hardcoded. Even old neutral creatures don't have their week.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 12, 2008 10:30 AM
Edited by radar at 09:51, 13 Jan 2008.

Arcane Blades avaible for download:

http://www.speedyshare.com/516235734.html

I still don't know how to solve highlightning problem tho.

Hope you enjoy it!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sfidanza
sfidanza


Promising
Supreme Hero
posted January 12, 2008 06:01 PM
Edited by sfidanza at 01:33, 13 Jan 2008.

Radar, can you add the AdvMapObjectLink file to your mod, so that your creature can appear in the map editor? I added it in this file:
http://www.dagobah-storage.com/NCF_Arcane_Blades.h5u
The only addition is the /MapObjects/_(AdvMapObjectLink)/ folder.

Also, can you post your mod in its own thread, with a full presentation. That will make it more visible, and I'll link to it from the NCF project page I'm setting up.

Edit: The NCF project page is now ready, with the Mapmaker Pack and the updated list of creatures.
The Mapmaker Pack is all you need to use the new creatures in the map editor (they appear in the Monsters list like official creatures). There's a detailed explanation inside the pack (in the readme file) for the modders to support this feature in their mods.
As always, ask here for help if you need.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 13, 2008 03:27 PM
Edited by Gnoll_Mage at 15:29, 13 Jan 2008.

A question for you sf - is the file "creature_185.lua" inside the ballista pak unnecessary?

Oh, and when trying to make a creature, if I reserve a slot now, I can just edit the framework myself to add the new one, now that I can make it such that I can place it easily in the map editor, yes? ( Not sure that made much sense...) Then hand you the file and you can do the update on the download?
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sfidanza
sfidanza


Promising
Supreme Hero
posted January 13, 2008 06:29 PM

I'm not sure I understand your question. I'll try to answer, but I might be off.

The lua file defines an alias for the creature's script ID (to be used in scripts and console). The Ballista uses slot 185, and as such has script ID 185, which is not very user-friendly. An alias is not necessary, but I advise to define one.
Now, once your mod is released, this script ID should never change (for compatibility). And in later framework updates, I will include it directly in the framework (for performance). But not every player will use the latest framework, so the lua file should remain in your mod.
For the Ballista, the situation is specific, because it has been released with the 1.0 framework, and the ID is already included in it: there is no version of the framework without it. So the lua file is unnecessary in this specific case, but I added it (and in others mods as well now) for pedagogical reasons.
Finally, it should be clear that this script ID is not the same as the main modding ID (CREATURE_185). It is only defined in the lua engine.

About your second question...
First, I guess it's clear, but the framework is not supposed to be updated by different people, and exist in different variations. I'm not saying I'm keeping the privilege, actually, I would be glad to have some help and gather a team to maintain it. But it has to be a coordinated team work.

If you're only talking about your own dev work on your creature, then you can just use any slot. As long as you don't release the mod with an incorrect ID, or it will confuse people.
But whether you use your reserved slot, or any slot for private dev, you don't need to edit the framework. That's the main objective.

I'm sure I didn't answer all your questions here. If they are specific, just send me an email and we'll discuss it as much as you need.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
cotillion
cotillion


Hired Hero
posted January 13, 2008 09:04 PM

Hi sfidanza,

the new creatures now show up nicely in the Editor, however the Random map gen still crashes (Editor and in-game).

Is there still a RMG problem or is it supposed to work now with the new Mapmaker pack?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Nelgirith
Nelgirith


Promising
Supreme Hero
posted January 13, 2008 10:19 PM

The RMG Still doesn't work, alas.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 13, 2008 11:07 PM

Quote:
I'm not sure I understand your question. I'll try to answer, but I might be off.

The lua file defines an alias for the creature's script ID (to be used in scripts and console). The Ballista uses slot 185, and as such has script ID 185, which is not very user-friendly. An alias is not necessary, but I advise to define one.
Now, once your mod is released, this script ID should never change (for compatibility). And in later framework updates, I will include it directly in the framework (for performance). But not every player will use the latest framework, so the lua file should remain in your mod....


Thank you, not only does that answer my question, it's also demonstrative of a level of intelligence somewhat beyond my own!

Quote:
About your second question...
First, I guess it's clear, but the framework is not supposed to be updated by different people, and exist in different variations. I'm not saying I'm keeping the privilege, actually, I would be glad to have some help and gather a team to maintain it. But it has to be a coordinated team work.

If you're only talking about your own dev work on your creature, then you can just use any slot. As long as you don't release the mod with an incorrect ID, or it will confuse people.
But whether you use your reserved slot, or any slot for private dev, you don't need to edit the framework. That's the main objective.

If I remember correctly, it was the common lua script that looked like it needed editing, but you've now pointed out that it isn't necessary in the above answer, so I guess nothing needs changing really. And you are right, I was referring to private dev stuff, which was a little unclear - once I had finished the creature it would be sent to you as ever and you would add it in. Since it would go into the slot that I had had you reserve for it before beginning modding, I thought it would make sense to create the creature by using that very slot - that way I presume nothing would need to be changed in my mod, it could be downloaded and would work straight off for anyone with the framework.
And of course, I am more than happy to help, although I have to say I don't know what this would involve on my part.

Did you manage to edit the Map Editor in the end? It looks like it. Is the process for getting one's creature into the editor around somewhere? You have to create one extra file and one icon, no? (Plus download the editor pack.) I'm a teensy bit confused because I can't check out the framework itself, TotE arrives next week...
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sfidanza
sfidanza


Promising
Supreme Hero
posted January 14, 2008 01:29 AM

Quote:
that way I presume nothing would need to be changed in my mod, it could be downloaded and would work straight off for anyone with the framework.

Yes, that's how it's meant to be.
It doesn't even need to be released through me. I'm only offering to have a look to help the modders and improve the overall quality, but there's no obligation. If everything is clear, a simple notification so that I can link to the mod from the project page is enough.

Quote:
And of course, I am more than happy to help, although I have to say I don't know what this would involve on my part.

Once your mod is ready, and you've mastered the (few) files specific to the NCF (Camera, script, AdvMapObjectLink, map editor icon), then you'll be able to help others as well. That's a good help already. And it includes making sure there are tutorials where needed.
Of course, if someone wants to get his hands in the framework itself, I'd be glad to discuss it, but this require some more technical knowledge (or at least interest).

Quote:
Did you manage to edit the Map Editor in the end?

The Mapmaker Pack indeed contains everything to make the NCF-mods work with the editor (except the RMG as Nelgirith already confirmed). And it only requires a small additional .xdb in the mod, and a 64x64 (or larger) .tga or .dds icon. Considering you could use your creature's icon, it's not the hardest part.

By the way, I just updated the explanations about this icon in the Mapmaker Pack (v1.01).


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 14, 2008 07:08 PM

Slot for Enchanter please.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sfidanza
sfidanza


Promising
Supreme Hero
posted January 14, 2008 07:14 PM

ok: 212 for the Enchanter. Updated in the list.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 14, 2008 07:26 PM
Edited by Gnoll_Mage at 19:53, 14 Jan 2008.

213 for Sun Warrior please, if you're happy giving out a slot when there's no guarantee that I will get round to filling it...

What does "getting one's hands into the framework" involve exactly? Once I have proven to myself that I can make a new creature (let's face it I'm expecting to fail) I'll come find you again and see if I can be useful to it (I have the beginnings of an idea...).

So TotE does load pak files (game as well as editor)? This was not the case for some other versions, yes?
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 14, 2008 08:22 PM

Can I please have three slots for Basilisks?  Thanks.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 19 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0729 seconds