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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Official VCMI Thread
Thread: Official VCMI Thread This thread is 86 pages long: 1 2 3 4 5 ... 20 40 60 80 ... 82 83 84 85 86 · «PREV / NEXT»
Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted September 24, 2009 01:44 PM
Edited by Warmonger at 13:45, 24 Sep 2009.

Quote:
Aren't there legal issues with 3DO

Even when finished, our game will still require H3 graphics and other data => you need to own the original.
Quote:
Isn't it possible to recreate Heroes 3 graphics?!?

Feel free to do that. I'd also suggest to focus on trasparency and/or 32-bit color.
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SAG
SAG


Promising
Supreme Hero
WCL owner
posted September 27, 2009 08:52 AM

can someone from VCMI team help me to find DEF loading procedure from LOD files? i'm programming on Delphi DirectX but hope that C+ code will help me
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted September 27, 2009 09:11 AM
Edited by Warmonger at 09:29, 27 Sep 2009.

DefHandler is probably what you need. Better ask people on our board who wrote it.

I may also update entire doxygen documentation in a moment.
EDIT: At the end of first post.
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SAG
SAG


Promising
Supreme Hero
WCL owner
posted September 27, 2009 12:27 PM

I can't register at VCMI forum - there is validation check, but code picture doesn't show at all can you please ask VCMI team how can I get DEF picture's handle in HBITMAP format? My DEF picture is in LOD file. Would be best to get Delphi code for this...or at least C+ code...
thanks in advance
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kesnar
kesnar


Famous Hero
from Kesnaria
posted September 27, 2009 12:55 PM

Quote:
Hello everyone, its my first post here

@Pei - its ok, you should only type "VCMI" in the box. That's the password, any validation image unnecessary. And you've got it featured in the board
Anyway, you can post on the board without registration.

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SAG
SAG


Promising
Supreme Hero
WCL owner
posted October 02, 2009 09:36 AM

I got nice LOD/DEF tools for Delphi, it's easy to get DEF picture's handle in TBITMAP format. However I have a problem to show picture with range of transparent colors. Can anybody help me? It's easy to set 1 color as transparent, but I failed to make range of transparent colors.
I need values for :
   dwColorSpaceLowValue: DWORD;  
   dwColorSpaceHighValue: DWORD;
My picture is 256-color BMP, display mode is 16bit. I would like to make first 10 colors of Palette transparent

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted October 02, 2009 12:57 PM
Edited by Warmonger at 19:04, 02 Oct 2009.

VCMI 0.74 released! More details here.

Download!

Also, we use new bug tracker.

Quote:
Can anybody help me?

Not in this thread.
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Paulemile
Paulemile


Known Hero
posted October 02, 2009 08:25 PM



I just downloaded the newest vcmi version. I didn't test any other before.
Here's the crash window i get when I finish the first battle of the first turn on "Rocks of death", a SoD map.

I don't have a totally clean version, and my OS is vista so this bug may appear just for me. I thought I had to report it, even if I didn't manage to pass a single turn

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted October 02, 2009 08:32 PM
Edited by Warmonger at 09:10, 03 Oct 2009.

Thank you for your time.

It would be nice if you wrote exactly how to reproduce the crash (if possible) and enclose logs and/or dump file. Simple screenshot tells nothing, however Vista may be an issue indeed.
Not here, on VCMI board or Mantis.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted October 28, 2009 11:06 AM

We've been silent recently, but the project is steadily moving forward.

No more experience overflow!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 28, 2009 04:03 PM

What you mean by that? You removed the level 76 ghost barrier (76 jumping to 89) or the negative experience bug from uber battles?
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted October 28, 2009 06:53 PM
Edited by Warmonger at 07:51, 29 Oct 2009.

In original impementation experience was stored as signed integer, which could take values from minus to plus 2 billions, so it overflew to negative values after some point. Now it can't take negative values at all and its range has been extended so that even level 199 is avaliable and you will NEVER get so much points in game.
If that's not enough, someday I may add script function which warps hero to pretty any level if you need value of 666 for your boss for example.

As to negative experience for stacks, the origin of this bug may be similiar - however it is a part of ERM scripts and we won't deal with this feature for a long time.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 28, 2009 09:11 PM
Edited by Salamandre at 21:14, 28 Oct 2009.

Thanks for reply . Now I ask again in english: are we able now to get to level 76 and further without jumping to 89 directly and then gather until level 99 without reseting to zero? I am not aware about the mechanics which prohibited that.

The negative experience bug was solved by J. Vogan in a custom script. Not sure that 3.59 will use that script because they are not aiming at resolving bugs.

The 100+ level is useful only for customizing Heroes with specialties growing up to %100, as offense and armorer.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted October 28, 2009 09:19 PM
Edited by Warmonger at 21:21, 28 Oct 2009.

Quote:
Now I ask again in english: are we able now to get to level 76 and further without jumping to 89 directly and then gather until level 99 without reseting to zero?

Yes, that's presented on a screen and that's actually what I mean.
Quote:
The negative experience bug was solved by J. Vogan in a custom script.

I appreciate that Luckily we don't have to 'solve' things with odd workarounds but just to write them correctly.
Quote:
The 100+ level is useful only for customizing Heroes with specialties growing up to %100, as offense and armorer.

I hope so, but many players come up with more and more extreme ideas

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 28, 2009 09:52 PM
Edited by Salamandre at 21:58, 28 Oct 2009.

Good job!. Can this be compiled with increasing stats above 100? Because if not, I can't see any advantages about getting to level 101-114 and more, except for armorer/offense.

So far the problems with WOG were that you can give a xxx level manually but you HAVE to put the right amount of experience also, otherwise the level will be reseted to the standard after the first battle. And entering huge numbers bugged the program so keeping level 100+ needed a script check/reset after each battle.

There is no problem by acquiring level 150+. Only in TEWIII the player can go up to 80 easily. Now imagine that this map would be the first of a 10 maps campaign.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted October 29, 2009 04:59 PM

Quote:
Can this be compiled with increasing stats above 100?

That's already done, check first post.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted November 28, 2009 07:24 AM
Edited by Warmonger at 07:58, 28 Nov 2009.

Development version 0.74c has been released. It contaiins lots of bugfixes and minor features and interface tweaks. Full list can be seen on Mantis Bugtracker. It is pretty much what 0.75 will offer, but additional testing is needed.

Unfortunatelly none of us had enough time to work on brand new, big features. Major improvements are postopned to after Christmas.

Also, since the number of download reaches thousand, it may be necessary to use VCMI maual which explains installation issues, new features and more.

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Paulemile
Paulemile


Known Hero
posted November 28, 2009 12:25 PM

Glad to see you are still working hard.
This project is so promising.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted December 02, 2009 10:41 AM

VCMI 0.75 was released.

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ByteBandit
ByteBandit


Promising
Famous Hero
Soul Merchant
posted December 02, 2009 08:09 PM

I don't need screen resolutions just yet, but it's nice to see this project still developing the game. I really pay attention to the bug fixes you guys have been doing, and it looks like in this version you have fixed a great deal of them. Good work! And keep up the work as well. Thanks very much!
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