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Heroes Community > Heroes 5 - Modders Workshop > Thread: SimonaK's NCF Creatures functional tests (Editor/Game)
Thread: SimonaK's NCF Creatures functional tests (Editor/Game) This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Ishmael
Ishmael

Tavern Dweller
posted March 19, 2009 12:34 AM
Edited by Ishmael at 00:51, 19 Mar 2009.

Quote:

What is your Heroes version 3.1? international, european? which one exactly?




I... I actually do not know.  It's in english?  ^^;  How do I tell?  

(Also, for the record: Yes it is version 3.1 and yes my UserMODS folder is empty).

I appreciate all your help.  

EDIT: (Pictures of my data and bin folders, for the hell of it.)
EDIT2: (And my Map Editor creature panel.)

http://i148.photobucket.com/albums/s14/Fashadin/SP32-20090318-173835.jpg

http://i148.photobucket.com/albums/s14/Fashadin/SP32-20090318-173847.jpg

http://i148.photobucket.com/albums/s14/Fashadin/SP32-20090318-174517.jpg

(I have no idea how to make those actually be links )

EDIT 3: Ok, the patches I've used on the game are all "EU", so, it seems I have the european version.  
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SimonaK
SimonaK


Promising
Supreme Hero
posted March 19, 2009 12:54 AM
Edited by SimonaK at 01:31, 19 Mar 2009.

make me another picture of your bin and data folder by showing me all details (date,size etc etc) of all files.

for data folder, only files belonging to the game.


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Psatkha
Psatkha


Promising
Known Hero
H5 MODder
posted March 19, 2009 06:25 AM
Edited by Psatkha at 07:08, 19 Mar 2009.

@ SimonaK

I have fixed the Chastener's error and also I have executed the test of the Map editor - all creatures are without errors! I have all updated at once even yesterday (18.03.2009 at 20:45)!

P.S. Tell me why - Cleric's [CREATURE_CLERIC ... #10] icon don't changed in the Map editor ?!

Standard:

<?xml version="1.0" encoding="UTF-8"?>
<AdvMapObjectLink ObjectRecordID="271">
<Link href="/MapObjects/Haven/Cleric.(AdvMapMonsterShared).xdb#xpointer(/AdvMapMonsterShared)"/>
<RndGroup/>
<IconFile>Icons\Generated\MapObjects\_(AdvMapObjectLink)\Monsters\Haven\Cleric-icon.tga</IconFile>
<HideInEditor>false</HideInEditor>
</AdvMapObjectLink>

Mod:

<?xml version="1.0" encoding="UTF-8"?>
<AdvMapObjectLink>
<Link href="/MapObjects/Haven/Cleric.(AdvMapMonsterShared).xdb#xpointer(/AdvMapMonsterShared)"/>
<RndGroup/>
<IconFile>Icons\Creature_10.dds</IconFile>
<HideInEditor>false</HideInEditor>
</AdvMapObjectLink>

In the Map editor Cleric's icon is standard ...


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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted March 19, 2009 05:21 PM

Thanks alot SimonaK for your explainations on the monster ID and the creature ID !
I update all my creatures where bugs were staying (walkyrie icon too !). You can check to be sure

NB : I didn't update all my post to next version, I've only reuploaded the corrected zip.
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SimonaK
SimonaK


Promising
Supreme Hero
posted March 20, 2009 01:01 AM
Edited by SimonaK at 08:22, 20 Mar 2009.

Quote:

NB : I didn't update all my post to next version, I've only reuploaded the corrected zip.



I checked your update and all is ok! master post updated.


Quote:

I have fixed the Chastener's error and also I have executed the test of the Map editor - all creatures are without errors!



Yes, all is good! master post updated.


Quote:

P.S. Tell me why - Cleric's [CREATURE_CLERIC ... #10] icon don't changed in the Map editor ?!
In the Map editor Cleric's icon is standard ...



The Editor ignores files in complete folder if it exists already the same file in its "icons cache"

Go in:

{H5 root}\Editor\IconCache\AdvMapObjectLink\MapObjects\_(AdvMapObjectLink)\Monsters\Haven

All icons for Haven faction are already "scanned" by the editor before that the game goes out on the market

Because your mod changes an already existing creature, the editor goes on to use the icon already present for it.


For each ncf installed, the first time editor runs then it takes the icon in complete folder and creates a icon cache
and put it into:

{H5 root}\Editor\IconCache\AdvMapObjectLink\MapObjects\_(AdvMapObjectLink)\Monsters\NCF


So, if you want to see your "new" editor icon for your cleric, you must delete or crush the old file from the « IconCache » folder!
and after, run the editor and so it will re-scan the complete folder to take the file inside.

I disadvise that because that is a alteration of the game but if you want to do it, please at least, make an information for users
about the fact the icon of the original cleric will be lost and only a new reinstallation could recover it


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Psatkha
Psatkha


Promising
Known Hero
H5 MODder
posted March 20, 2009 06:22 AM

@ SimonaK

Thank you very much for your answer for me!

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Ishmael
Ishmael

Tavern Dweller
posted March 20, 2009 11:38 PM
Edited by Ishmael at 00:03, 21 Mar 2009.

Sorry for my delayed response!

Ok, data folder without any NCF files in it: http://i148.photobucket.com/albums/s14/Fashadin/SP32-20090320-163416.jpg

Bin folder: http://i148.photobucket.com/albums/s14/Fashadin/SP32-20090320-163013.jpg


And, for reference, my data folder WITH NCF files:
Part1: http://i148.photobucket.com/albums/s14/Fashadin/SP32-20090320-163029.jpg
Part 2: http://i148.photobucket.com/albums/s14/Fashadin/SP32-20090320-163040.jpg

(Those leave of a small amount in the middle, its all NCF creature files just like those.)


EDIT: Data folder with NCF sorted by date modified (all game files are at the top, followed by the NCF creature files.  Al that is past the end of this screenshot is more NCF creature files.)

http://i148.photobucket.com/albums/s14/Fashadin/SP32-20090320-164142.jpg


Thanks again for your continuing assistance.    Hope something in there helps!


Final Edit:  I think I said this before, but just to be sure...  My map editor can SEE the NCF creatures.  If I make a new monster I can select "CREATURE_SPECIFIC" and then "CREATURE_#", and all the creature numbers up to 999 are there.  Any creature I make this way has the right graphic and the right stats.  

Also when I edit a garrison army or hero army all the creatures show up in the list by their names, though usually not in english (eg: Angle de la Mort).

I just don't get any of the new creatures showing up in the monster bar, nor can I see their files (animations, etc) when browsing creature files within the map editor.
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SimonaK
SimonaK


Promising
Supreme Hero
posted March 21, 2009 12:01 AM
Edited by SimonaK at 04:22, 22 Mar 2009.

I collected your pics and I'll check that.

EDIT:

Try that:

1 - delete « index.bin » that is present in your data folder

2 - delete this folder: (if existing)

{H5 Root}\Editor\IconCache\AdvMapObjectLink\MapObjects\_(AdvMapObjectLink)\Monsters\NCF

3 - delete this file: (if existing)

{H5 Root}\Editor\IconCache\AdvMapObjectLink\MapObjects\_(AdvMapObjectLink)\Monsters\Neutral\Black_Knight

4 - all NCF files inside data folder

5 - Run Editor H5_MapEditor.NCF.exe

6 - Start a new map, the editor should create new creatures in monster bar.



Quote:
Also when I edit a garrison army or hero army all the creatures show up in the list by their names, though usually not in english (eg: Angle de la Mort).


To remove french language, remove all files having "FrenchTextPack" in their name.

But don't forget that each time you make such a modification you must make all 6 steps which I spoke above
before re-run the editor if not it will ignore your modifications.



EDIT 2:


I'm beginning camera support tests for NCFs

The Testcode will be





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Ishmael
Ishmael

Tavern Dweller
posted March 25, 2009 02:17 AM

That did it!  Thank you so much!  

I am guessing index.bin is the index of the monsters/resources, or something?   Well whatever the case, thanks a million!
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SimonaK
SimonaK


Promising
Supreme Hero
posted March 25, 2009 04:00 AM
Edited by SimonaK at 04:02, 25 Mar 2009.



Quote:
I am guessing index.bin is the index of the monsters/resources, or something?


yep...and your index.bin was more recent than these one into NCF__Core.pak

This file is used by editor to create monster bar and other bars and only index.bin from NCF__Core.pak contains links to NCF Creatures.


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FreshHope
FreshHope


Adventuring Hero
Defender of Light
posted April 11, 2009 05:42 PM

Hi all,

I was making a run on all the NCF creatures (those that are workable as per SimonaK's table).  Realized that Ninja sometimes crashes to the desktop when i'm fighting them.  My system specs are exactly identical to SimonaK's one.  Any of you encounter this?
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SimonaK
SimonaK


Promising
Supreme Hero
posted April 11, 2009 05:58 PM
Edited by SimonaK at 18:12, 12 Apr 2009.

Hi,

For my share, never I got a Ninja which makes crash the game while I'm fighting him.

If you could give me your map and your saved file loading just before the particular fight
I could try to understand what's happening and to know too if I crash my-self.

to help you I need:

1 - your map.
2 - the savedgame file (saved just before the fight)
3 - your files about ninja

make a .rar of all of that.


EDIT:


FreshHope you can use a upload site as MediaFire or SpeedyShare to make a download link of your stuff!


http://www.speedyshare.com/about.php


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FreshHope
FreshHope


Adventuring Hero
Defender of Light
posted April 16, 2009 06:34 PM

Thanks SimonaK, that software is real sweet!  Makes uploading files so easy

Here is the link : http://www.speedyshare.com/273245638.html
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SimonaK
SimonaK


Promising
Supreme Hero
posted April 17, 2009 02:08 AM
Edited by SimonaK at 02:09, 17 Apr 2009.

Hi FreshHope,

I'm sorry but I'm not able to encounter your bug with your files.

Your map has a lot of NCF and I cannot use my own NCF files because that makes the risk to block the bug.

I suggest you to create another map containing just the Ninja and then try to encounter the bug.

Also, be care with the way you're saving the game for me:
the hero's movement day was finished and your game turns over (mission failed) when tomorrow is happening

save the game just « at the moment » before the fight.

Moreover, the ninja files seem correct.



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FreshHope
FreshHope


Adventuring Hero
Defender of Light
posted April 17, 2009 06:56 PM

Hi SimonaK,

Thanks for your prompt feedback.  Realized I should have mentioned abit on my saved file and how to duplicate the crash

Duncan is the only hero that still has the movement points to reach the ninjas.  If you use Duncan's existing troops (the one with the treants & daughters) to fight the ninjas, the crash will always happen (to me) immediately the 1st ninja performs the 1st action.

However, if Duncan exchanges all his troops with Nicolai's before attacking the ninjas, the crash will never happen (to me).  Nicolai's troops are far more powerful than Duncan's, not sure if the AI has a part in this
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Where there is Faith, Hope arises.

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SimonaK
SimonaK


Promising
Supreme Hero
posted April 21, 2009 04:12 AM
Edited by SimonaK at 04:41, 21 Apr 2009.

Hi FreshHope,

I'm sorry of my long time to answer

Your explanations are good because I was able to encounter the bug.

...and I found the problem and reasons.


I think the bug comes from .exe and not directly from NCF files.

I'm able to avoid the bug with Duncan if I keep just dark mummies. (I fired others creatures)

and

I'm also able to avoid the bug with Duncan and all of his creatures if I decrease
the initiative of Ninja from 18 to 14 in the file:


NCF_Ninja.pak/GameMechanics/Creature/Creatures/Creature_384.xdb

...
...
<MinDamage>7</MinDamage>
<MaxDamage>13</MaxDamage>
<Speed>8</Speed>
<Initiative>14</Initiative>
<Flying>false</Flying>
<Health>30</Health>
<KnownSpells/>
...
...


So, that is not caused by a specific hero or a specific army stack but rather
by some complex logical reasons which not well-managed by the H5's exe.

Ninja has a big initiative (18) so he has a big presence in ATB bar.
Moreover the stack of 33 Ninjas in the arena may be divised by 3 or 4 and that
increases again their presence in ATB bar.

Ninja is able to become invisible for enemy. the enemy has tactic.
calculation problem with different particular initiatives of different creatures, etc etc etc

All of that is able to be a explanation about the bug.

These is not a real fix for this bug apart perhaps to decrease the initiative of Ninja
but always this is not a real good idea because that truly doesn't fix the bug being into the exe.
and also this is not a bug fix guarantee.

What you can do is simply to get the fight just with dark mummies (I won like it!) or any others creatures that Duncan has.


ooh....and you can be proud to have discovered a new Nival's bug!



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FreshHope
FreshHope


Adventuring Hero
Defender of Light
posted April 21, 2009 06:32 PM
Edited by FreshHope at 18:35, 21 Apr 2009.

Wow SimonaK, thanks for unravelling the mystery bug I would never have thought the bug is somehow so complex

Having known the bug, I'm now concerned if this may happen to other high initiative creatures, like thunderbirds, storm elementals and the like, or the bug requires a combination of the factors you highlighted.  It'll be quite frustrating to add NCF creatures to a xtra large map, playing into the 10th mth, just to crash during the final showdown  Of course, the immediate solution to this is to ensure we have enough high initiative creatures in the army before the final showdown
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SimonaK
SimonaK


Promising
Supreme Hero
posted April 22, 2009 12:13 AM
Edited by SimonaK at 03:25, 22 Apr 2009.

I understand your frustration

but don't be too anxious with this bug because it's extremly rare.

we can say you was really lucky (or unlucky) to get it

I play with NCFs since the beginning of them and I never got this bug before you.

and believe me, I had a lot of combination of armies for a lot of maps.

I use NCFs in random maps and any NCFs are randomly put inside by a program named RTMG.

soon, you will be able to download this program and so to have a lot of NCFs in random maps without effort.



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FreshHope
FreshHope


Adventuring Hero
Defender of Light
posted April 23, 2009 06:28 PM

I see, good to hear that  I have added some NCFs to a custom map for hotseat play, and I must say it surely will add lots of variety/surprises to my friends.

Just a thought, will there be a 'NCF creature dwelling' where mapmakers can configure what can be recruited from it, much like the faction tier 4-7 external dwellings?
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SimonaK
SimonaK


Promising
Supreme Hero
posted April 23, 2009 10:54 PM
Edited by SimonaK at 23:10, 23 Apr 2009.

unfortunately, NCF Dwellings don't exist outside of RTMG

RTMG will automatically create dwelling for all NCF base creature which you will import into it
by using a "custom" common dwelling model.

after you will be able to edit each of NCF dwellings to give to them specific models and effects as you want.

So, for now, NCF Dwelling just exist in random maps created by RTMG.


Quote:
much like the faction tier 4-7 external dwellings?


If you make reference about TSoD's Dwelling mod then know that this mod is not finished.


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