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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Official VCMI Thread
Thread: Official VCMI Thread This Popular Thread is 105 pages long: 1 2 3 4 5 ... 20 40 60 80 ... 101 102 103 104 105 · «PREV / NEXT»
AncientDruids
AncientDruids


Known Hero
BEware THe DRuids
posted June 25, 2019 04:33 AM
Edited by AncientDruids at 04:41, 25 Jun 2019.

@Lure_of_Lilith Hi! Good to see another VCMI fan in the making ^^
A few tips from me:
- Install daily builds. Maybe they'll still lag, but shouldn't as much.
- Animation errors and Fort recruitment are known bugs.
- Report bugs on VCMI Mantis bugtracker.
- VCMI is not a "mod". It's a platform for mods : p

I recommend downloading Beholder's Gaze and Bloodbath mods to make up for some missing animations. Here are the links:
- beholders_gaze.rar
- bloodbath.rar

I compared the spellcasting animations in VCMI and vanilla H3. Hero's casting and spell effect's animations are simultaneous in VCMI and consecutive in the former. I'll report it on the bugtracker. It probably won't be tackled urgently, because cosmetic issues rarely are, but thanks for pointing it out!

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Lure_of_Lilith
Lure_of_Lilith


Adventuring Hero
2nd Level, Expert Blind
posted June 25, 2019 04:58 AM

Thank you for your response, Ancient Druid. You're a great help.

I already installed the latest Build but I'm still encountering problems with regards to lagging and missing Spellcasting Animations halfway into the game, but I'm pretty sure it's because of that New Preserve Town Mod I just installed, everything was running more smoothly before.
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dydzio
dydzio


Adventuring Hero
posted July 22, 2019 07:52 PM

Small surprise: https://play.google.com/store/apps/details?id=is.xyz.vcmi

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dan1ell1ma
dan1ell1ma

Tavern Dweller
posted July 22, 2019 10:54 PM

changelog

Changelog?

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dydzio
dydzio


Adventuring Hero
posted July 23, 2019 06:29 AM
Edited by dydzio at 06:33, 23 Jul 2019.

No changelog this time, and depends on what timespan you have in mind. about 80-90% of bugs fixed since VCMI 0.99 is listed on https://bugs.vcmi.eu/changelog_page.php

No major features released yet in this year, in 2018 if I remember correctly VCMI got such features as working multiplayer (but without lobby so far), a bit improved AI, map editor for PC version and enhanced spells modding.

Regarding AI we currently have one developer working exclusively on alternative AI for some time already, but it is not in enough advanced state for release yet.

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Macron1
Macron1


Supreme Hero
posted July 23, 2019 10:36 AM

dydzio said:
No changelog this time, and depends on what timespan you have in mind. about 80-90% of bugs fixed since VCMI 0.99 is listed on https://bugs.vcmi.eu/changelog_page.php

No major features released yet in this year, in 2018 if I remember correctly VCMI got such features as working multiplayer (but without lobby so far), a bit improved AI, map editor for PC version and enhanced spells modding.

Regarding AI we currently have one developer working exclusively on alternative AI for some time already, but it is not in enough advanced state for release yet.


I hope developers at last will finally add Obstacles refreshing branch. Its an year old and it add modding of obstacles on battlefield, moats while town sieges and adding new battlefields.

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avatar
avatar


Promising
Supreme Hero
posted July 23, 2019 01:40 PM

I've read, it never happens. These features will break save compatibility, and this is unacceptable.
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Macron1
Macron1


Supreme Hero
posted July 23, 2019 02:12 PM

avatar said:
I've read, it never happens. These features will break save compatibility, and this is unacceptable.


Yes, but who cares for save compatibility for new releases?

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dan1ell1ma
dan1ell1ma

Tavern Dweller
posted July 23, 2019 04:58 PM

Horn

Can i play with horn of abyss? The version 1.5.4?

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dydzio
dydzio


Adventuring Hero
posted July 23, 2019 04:59 PM
Edited by dydzio at 17:52, 23 Jul 2019.

The deal about saves is that saves are used in bug tracker as attachments to reproduce various bugs. If you wanna debate on this, and try to change our opinion please visit VCMI slack.

And no, VCMI does not support HotA 1.5.4 currently. To fully recreate HotA in VCMI 3 things would be needed: 1. multiplayer features, 2. Terrain modding system, 3. Secondary skills modding to make artillery act special way for cannon. Hardcoding special mod behavior for terrains or cannon is unacceptable in good quality codebase that VCMI code strives to be.

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LordInsane
LordInsane


Adventuring Hero
posted July 23, 2019 06:48 PM

dydzio said:
The deal about saves is that saves are used in bug tracker as attachments to reproduce various bugs. If you wanna debate on this, and try to change our opinion please visit VCMI slack.

And no, VCMI does not support HotA 1.5.4 currently. To fully recreate HotA in VCMI 3 things would be needed: 1. multiplayer features, 2. Terrain modding system, 3. Secondary skills modding to make artillery act special way for cannon. Hardcoding special mod behavior for terrains or cannon is unacceptable in good quality codebase that VCMI code strives to be.

I did wonder why breaking save compatibility was unacceptable. Generally, for projects like this, it is an accepted price. But if VCMI uses it to help bugfixing, that helps explain it.
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Macron1
Macron1


Supreme Hero
posted July 23, 2019 06:59 PM

dydzio said:
3. Secondary skills modding to make artillery act special way for cannon. Hardcoding special mod behavior for terrains or cannon is unacceptable in good quality codebase that VCMI code strives to be.

Warmachines and secondary skills modding ( and artillery extension) is already implemented long ago.

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dydzio
dydzio


Adventuring Hero
posted July 23, 2019 07:17 PM

Artillery extension that gives +% damage to cannon instead of doubleshoot is not possible right now, am I wrong?

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Macron1
Macron1


Supreme Hero
posted July 23, 2019 08:03 PM

dydzio said:
Artillery extension that gives +% damage to cannon instead of doubleshoot is not possible right now, am I wrong?



Why not? CREATURE_DAMAGE for basic, adv., expert level +

ADDITIONAL_ATTACK set to 0 (BASE_NUMBER) must work, I think.

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dydzio
dydzio


Adventuring Hero
posted July 23, 2019 08:22 PM
Edited by dydzio at 20:23, 23 Jul 2019.

And how do you make it work only for cannon and not ballista?

Anyway, that particular thing should be eventually doable with scripting, but terrain modding is more complex feature

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Macron1
Macron1


Supreme Hero
posted July 23, 2019 09:02 PM

dydzio said:
And how do you make it work only for cannon and not ballista?

Anyway, that particular thing should be eventually doable with scripting, but terrain modding is more complex feature

You must use limiters for creatures, of cause.

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demoixas
demoixas

Tavern Dweller
posted August 05, 2019 04:20 AM
Edited by demoixas at 11:46, 06 Aug 2019.

Could you please incorporate original ''gosolo'' console command into VCMI?
(I mean as a cheat code not as console command) TAB -> gosolo
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dydzio
dydzio


Adventuring Hero
posted August 11, 2019 08:12 AM
Edited by dydzio at 08:13, 11 Aug 2019.

https://www.youtube.com/watch?&v=BVSXUNkWFUg

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Gravedigger
Gravedigger


Hired Hero
posted August 18, 2019 09:26 PM

dydzio said:
https://www.youtube.com/watch?&v=BVSXUNkWFUg


OK it's great video, it's shows how You guys made VCMI trough the years. In my opinion this video should be added to VCMI credits (in shorter form)

But can You explain what happen to creators of this mod? What i mean where are they now? why they leave? I'm just curious

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Yuya2019
Yuya2019

Tavern Dweller
posted September 15, 2019 10:17 PM
Edited by Yuya2019 at 01:22, 17 Sep 2019.

Hi, I've began working on my first mod yesterday which is a Town mod based on WoG's Neutral Town and almost every units are incorporated in the town. Is there any documentation/tutorial that could explain me the Town's screen creation? How to fulfill the structure.json or creating the .defs needed to implement the designed buildings?
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