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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Official VCMI Thread
Thread: Official VCMI Thread This Popular Thread is 116 pages long: 1 ... 10 11 12 13 14 ... 20 30 40 50 60 70 80 90 100 110 116 · «PREV / NEXT»
Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted July 01, 2011 04:19 PM

Yes there is. Read manual
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Fester
Fester


Adventuring Hero
posted July 09, 2011 11:31 PM

Sound issue

I got a little nuisance that maybe VMCI could resolve.
I mostly play without music and only sound and when going for end turn the ambience of whatever is selected is played over and over during the whole A.I. turn. This is especially noticeable when say a blacksmith sound is looping.
Now of course this can be counteracted by simply selecting another thing that is completely elsewhere but I tend to forget that a zillion times hence I´m stuck with this.
Could you guys make the environmental sounds go mute during A.I. turn or at least make it optional?
That is so you only get the new day sound after endturn.

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mikkelgro
mikkelgro


Adventuring Hero
posted July 14, 2011 10:38 PM
Edited by mikkelgro at 22:40, 14 Jul 2011.

Warmonger, do you support alpha channels with the current build of VCMI? (you do mention 32 bit support..) If I were to make an animated test unit, can I render it all using premultiplied alphas in .tga sequences for you, which would make all edges blend perfectly with any background? Or would you prefer I gave you the files in a different format? What size/res should I use, for it to be 1:1 in 1080P (in battles, assuming that would be the unit's greatest size in-game)? Or I can just render a sufficient enough size and you scale it down to the correct one.

Thanks. M

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itsjustme
itsjustme


Promising
Known Hero
posted July 14, 2011 10:52 PM

For WoG (I mean Era-modification) we have plugin to work with 32-bit graphics in PNG format with full transparency support.
http://heroescommunity.com/viewthread.php3?TID=34570

It's just info for mikkelgro. I think in VCMI Warmonger could add full transparency support too.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted July 15, 2011 07:45 AM
Edited by Warmonger at 08:09, 15 Jul 2011.

We have 32-bit support for years now. But there is no graphic we could ever use to test it

Also, some different file formats are supported (.pcx, .bmp), but I'm not the one who handled graphics for this game. Probably the most competent guy to ask for it is Ivan.

Keep in mind that no one in our team makes defs or other usable content, so don't expect us to resize anything. But there are dozens of community members who make their own defs all around, so it shouldn't be an issue.

Mikkelgro, are you planning to make some specific creature soon?

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itsjustme
itsjustme


Promising
Known Hero
posted July 15, 2011 08:02 AM
Edited by itsjustme at 15:39, 15 Jul 2011.

By 3D creature with not transparency in 8-bit format (I mean DEF and PCX of course) is harder to make than creature with transparency (PNG). Edited too
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mikkelgro
mikkelgro


Adventuring Hero
posted July 15, 2011 09:11 AM
Edited by mikkelgro at 09:12, 15 Jul 2011.

Quote:
Mikkelgro, are you planning to make some specific creature soon?


Yes but no if talking right away, as I'm going on a two-three week vacation away from any computer starting this Sat. However, I am making one yes, which one I have not decided yet but probably one not too elaborate in terms of modelling. I guess I'll get in touch with this Ivan of yours, and see if he can help me out with resources like textures if he knows any of that.
So I'll render it in 800x600 (probably, but I'll do a percentage of screen space in 1080P calculation for it), 32 bits and .bmp format (since you say you're supporting that). What I don't see the point in doing is creating a .def file of these frame sequences. I'm presuming .def does not support 32 bits but solely 8? In which case, it would be irrelevant for the purpose of doing this in the first place. I suggest we put our heads together for a brief discussion and settle on a file format for animation. Also, have you decided on what archive format, like .lod in the original H3, you wish to use? I'm just saying you have the liberty of deciding all these things yourself, you certainly don't have to restrict yourself to old proprietary formats like .def and .lod.

Actually, since you're the VCMI man, I'll give you the pleasure of deciding which unit I will do as a test.

Cheers! M

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted July 21, 2011 04:59 PM
Edited by Warmonger at 17:14, 21 Jul 2011.

New development build 0.85b is out!
No big changes, just a lot of gameplay features which make the mechanics more complete. Just look.

The game is avaliable here:
Clicky
Download it and try. The better you test it, the sooner it will be ready

From now on you can really expect some AI and even more interesting features to show up in next releases.
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Alustor
Alustor


Famous Hero
ooo da :)
posted August 10, 2011 06:47 PM

hey,what happened with 0.86v?did you encounter some major bugs,or why it isn t out yet?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted August 10, 2011 07:24 PM
Edited by Warmonger at 19:29, 10 Aug 2011.

The bugs are always there, but in general there were not enough new features added during lazy holidays. Core team members are less active in last months and programming feels slow. But there's quite some interest and feedback from many community members.

We are mostly waiting for some kind of AI from Tow, be it working or not, and in the meantime fixing code and adding minor features. Of course, every help would be welcome.

The best place to watch the progress is timeline and, of course, our board.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 11, 2011 07:51 AM

Sorry for off top question (is it?), but have you guys reach the point where you can see how spells are hardcoded for AI? I tried by all means to change berserk values, but AI will never use it. That's the only spell I am stuck at. So far berserk value is 60 (shield for example is 20) and I tried a geometrical increase after each battle round (60, 120, 240 and so on) and also by adding random numbers but no result. Is it possible that it is not flagged as spell in AI code?
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted August 11, 2011 08:06 AM

It's more likely never handled. Many spells need need specific strategy to be used, so if programmers didn't implement it, it won't work no matter what. You know, proper use of Berserk requires some intelligence and not just random casting every offesnsive spell from the list.

And we're hoping for some smarter AI than just assigning values to spells.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 11, 2011 08:09 AM

The value proved to change the spells usage, I managed to get him cast hypnotize first, even before the shield he enjoys so much. The problem was that next turn he casted again hypnotize...hard.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted August 18, 2011 12:36 PM

Good news, finally we have music working. That's a simple, but very important feature of upcoming build.
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Alustor
Alustor


Famous Hero
ooo da :)
posted August 18, 2011 05:16 PM
Edited by Alustor at 17:16, 18 Aug 2011.

that's good news,keep up the great work .i sent you a pm a few days/a week ago maybe but i haven't got an answer yet...(to warmonger)

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted September 03, 2011 01:47 PM

VCMI 0.86 released!

The main features are music support and lots of content, including ALL SoD artifacts, many combat abilities and spells. As always, minor improvements and engine features are present.

The AI is under development, but still not stable enough to enable it in the release.
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songfx
songfx


Adventuring Hero
posted September 04, 2011 09:20 PM
Edited by songfx at 21:20, 04 Sep 2011.

Quote:
VCMI 0.86 released!

The main features are music support and lots of content, including ALL SoD artifacts, many combat abilities and spells. As always, minor improvements and engine features are present.

The AI is under development, but still not stable enough to enable it in the release.


Good news.
But it seems the project is moving much slower than before.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted September 05, 2011 01:23 PM
Edited by Warmonger at 13:27, 05 Sep 2011.

Yes and no. Both real life & holidays distracted us, but on the other hand new programmers joined and even wrote something useful.

Keep in mind that a lot of work has been done that isn't visible for causal player (ERM parser, configuration options, partial AI). But engine improvements will be beneficial when new features and mod support come.

Some nice place to track current progress is Timeline.
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hero15
hero15


Hired Hero
posted September 07, 2011 11:19 AM

Quote:
[url=http://forum.vcmi.eu/viewtopic.php?p=6017#6017]VCMI 0.86[/url] released!

The main features are music support and lots of content, including ALL SoD artifacts, many combat abilities and spells. As always, minor improvements and engine features are present.

The AI is under development, but still not stable enough to enable it in the release.


Awsome! Can't wait for AI support!

Keep up the good work

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted September 12, 2011 08:22 AM
Edited by Warmonger at 08:23, 12 Sep 2011.

Improved pathfinder!


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