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 3.5 - WoG and Beyond > Thread: Heroes 3.59 the Advanced Levels
Thread: Heroes 3.59 the Advanced Levels This thread is 2 pages long: 1 2 · «PREV
tempus
tempus

Tavern Dweller
posted August 14, 2010 01:58 PM

hey , I've got the wog 3.59 alpha thingi , and the AL pack but I can't seem to load the Game , all of my WoG op are unplayable ( which could have been fine if I could at least test the Adv LVLing) but wogifacion kinda erm error me and shut down.

saying:

-----------------------
ERM syntax Error.
File: erm
Line: 8304
Reason:
"!?TM:"-wrong syntax.

Save all ERM vars to WOGERMLOG.TXT (may take time)?
-----------------------
-----Context-----
S-1;          on game load, clear v1555, luring variable

!?CM5&1000;             LURED CREATURE IS SELECTED IN AVENGER DIALOGUE
!!FU&v1555=-1:E;        continue only if luring is activated
!!CM:I?y-1.....
-----------------
COMMON VARS
f=0
g=0
h=0
i=0
j=0
k=0
l=0
m=0
n=0
o=0
p=0
q=0
r=0
s=0
t=0
Common flags (1...1000)
Common v vars (v1...v10000)
v997=2
v1555=-1
Hero's vars (w1...w200)

TRIGGER BASED VARS
Trigger y vars (y-1...y-100)
Trigger e vars (e-1...e-100)

FUNCTION BASED VARS
Parameters x vars (x1...x16)
Local y vars (y1...y100)
Local e vars (e1...e100)

STRING VARS
Common z vars (z1...z1000)
Local z vars (z-1...z-10)

_____________________________________________________________________



anyone knows what can be the problem?
____________
Don't blink. Don't even blink. Blink and you're dead. They are fast, faster than you could believe.Don't turn your back, don't look away, and don't blink. Good luck.


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


Adventuring Hero
posted May 22, 2013 03:57 PM

You are a wog member to play the wog 3.59 alpha?If you are not give me the link to download it.

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


Supreme Hero
Work at Magic Dimmension
posted May 22, 2013 05:55 PM

there are well known two leaked versions of wog 3.59 alfa/beta
T1 executable for sagamosa (runs fully operational with AL, but AL script is buggy)
Tournament Edition (patched exe of earlier alfa/beta - much more stable but less of features, but it is enough or almost enough to run AL)

ERA is based on TE, so I propose to run AL as ERA mod (they converted AL to ERA mod) but since sagamosa didn't finish it and has little consideration for compability, I propose to run only WoG+AL with minimal wog options. If there is more people who love AL i may consider fixing some bugs in script (in the fact i remember that i fixed minor size gameplay spoiling bug in AL once for my personal use, but later decided that there is too much bugs to play with on longer stance). Still I may analyse AL script and swallow some approaches for my mods (but they won't be attached to hero class/levels anymore, perhaps some scripted artifacts?). Also note that AL is terribly unbalanced (comparing AL to Knightmare Commanders, KC balance is perfect ), and lore isn't followed (alchemist is assasin-like, and best magic hero is probably... battle mage uuh!). Still mod has a great potential and shows a lot of brilliant ideas.

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


Adventuring Hero
posted May 22, 2013 06:35 PM

The alpha/beta version have new towns,creatures or something?

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


Supreme Hero
Work at Magic Dimmension
posted May 22, 2013 11:43 PM

alpha/beta have new engine features - some of them are exposed to ERM.
most of ERA ERM commands outside SN reciever which are not plain 3.58f comes from TE which is sort of early stable alfa/beta of 3.59. if you check ERA ERM manual you will see some of them. most of newer commands (ie. those which are not in TE but are in sagamosa executable) are not well documented. note also change in structure and count of txt files. Since TE in SPTRAITS.txt there are some "WoG Spells" which is part of upcoming feature of more spells (well you can modify existing spells a bit just now, but more spells seem cooler), but IDK how the completness or stability of feature is. I hope to use it in some ERA mod but OxFea and his buddies moans that this feature in TE (which ERA is based on so in ERA too) is too incomplete to make something useful. I will see despite my respect to OxFea (I must try myself to believe, sorry I hardly believe that any "Impossible" exist). the sagamosa exe seems to have some early bits of new town support, but rather nothing useful without developing further. Anyway I believe Reverse Engineering latest betas of 3.59 can learn something useful (mostly I mean differences between TE and Sagamosa EXE) that can be ported back to ERA as a plugin and further developed. I Spied ERA executable for some data I need to create my BIN files and found that structure of erm iterpreter/compiler is so it's easy to export list of all receivers, so I easily may find list of all undocummented commands for ERM in any 3.59 beta/alfa, but not so easy would be guessing what they do . Note tha for sure MoP mod is based on some 3.59 alfa/beta executable (not sure if it's based on TE, ERA, Sagamosa EXE, or something different) but have heavy changes in the executable. In MoP there are some new spells successfully implemented, but I can't yet know if TE or Sagamosa EXE is enough to support them or they made more important progress on the feature. If you wish more features but not VCMI - stick to platform ERA, and people such as OxFea, MoP and other core-modders (the smugglers from HoTA project won't tell you anyhing, and they mix they speakings on which they base or not - so if you don't want to be their slave ommit them) - and don't forget that with current engine features still you can perform miracles with creative scripting (such as almost-new-town by JimV).

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 2 pages long: 1 2 · «PREV
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0325 seconds