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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 20 30 ... 34 35 36 37 38 ... 40 50 60 70 80 90 100 110 116 · «PREV / NEXT»
Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted May 17, 2013 07:07 AM
Edited by Warmonger at 08:49, 17 May 2013.

Which package is that? Does it contain MSVCR100.dll?

Do you have WoG 3.58f or ERA installed?
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Dr_Zomboss
Dr_Zomboss


Adventuring Hero
posted May 17, 2013 01:04 PM

Yes,i have Era II version 2.4.

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IvanSav
IvanSav


Adventuring Hero
vcmi developer
posted May 17, 2013 03:04 PM

And what about first two questions?
Which package is that? Does it contain MSVCR100.dll?

To run vcmi you need to extract ALL files from our install package into H3 directory.

Link to latest version is here: http://forum.vcmi.eu/viewtopic.php?t=653

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted May 21, 2013 06:19 AM

New development build 0.92b!

Changes include mostly modding system, logging utilities and independence of WoG. VCMI can now be installed on SoD, WoG or ERA without any problems.
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Macron1
Macron1


Supreme Hero
posted May 21, 2013 06:58 AM

Quote:
New development build 0.92b!

Changes include mostly modding system, logging utilities and independence of WoG. VCMI can now be installed on SoD, WoG or ERA without any problems.

If I start now to convert mods to new format, they will work on 0.93?
Or modding format is to change to 0.93?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted May 21, 2013 09:57 AM
Edited by Warmonger at 09:57, 21 May 2013.

Mod format is already changed to 0.93 in current version. All correct mods should be backward-compatible.
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Macron1
Macron1


Supreme Hero
posted May 21, 2013 11:47 AM

Quote:
Mod format is already changed to 0.93 in current version. All correct mods should be backward-compatible.


OK. What about "<string>":{"type":"...."}?
<string> maybe any, or this strings are fixed?

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IvanSav
IvanSav


Adventuring Hero
vcmi developer
posted May 21, 2013 01:48 PM

Are you talking about creature abilities or town buildings? In this case - it can be any string.

Only exception is editing objects from H3 or other mods where strings with same name will be used to override previously loaded data.

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Macron1
Macron1


Supreme Hero
posted May 21, 2013 01:59 PM

Quote:
Are you talking about creature abilities or town buildings? In this case - it can be any string.

Only exception is editing objects from H3 or other mods where strings with same name will be used to override previously loaded data.


You changed a lot of things, now i'll have weeks converting all mods to 0.93

One town I've almost converted, but I urgently need to know format of "icons" in "faction.json".

Old format is
"icons" :
{
"village" : {"normal" : 32046, "built" : 32047 },
"fort"    : {"normal" : 32048, "built" : 32049 }
},

as I think, you changed it to leave from index. What is new format for town icons?

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IvanSav
IvanSav


Adventuring Hero
vcmi developer
posted May 21, 2013 02:41 PM

Path to icon, relative to sprites directory.
Check this: http://wiki.vcmi.eu/index.php?title=Modding_changelog

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Macron1
Macron1


Supreme Hero
posted May 21, 2013 03:36 PM

Quote:
Path to icon, relative to sprites directory.
Check this: http://wiki.vcmi.eu/index.php?title=Modding_changelog


It's not good:
"icons" :
{
    "village" : {"normal" : "modname/icons/icon1.png", "built" : "modname/icons/icon2.png" },
    "fort"    : {"normal" : "modname/icons/icon3.png", "built" : "modname/icons/icon4.png" }
},

There is no difference between big and small icons.

It seems, I by myself manually determined next structure for icons,that gives no error on loading:


"icons" :
{
"village" :
{
"normal" :
{
"large":  "plforge/icons/hall-big.bmp",
"small":"plforge/icons/hall-small.bmp"
},
"built" :
{
"large":"plforge/icons/hall-builded-big.bmp",
"small":"plforge/icons/hall-builded-small.bmp"
}
},

"fort":
{
"normal" :
{
"large":  "plforge/icons/fort-big.bmp",
"small":"plforge/icons/fort-small.bmp"
},
"built" :
{
"large":  "plforge/icons/fort-builded-big.bmp",
"small":"plforge/icons/fort-builded-small.bmp"
}
}
}




It gives no errors. But I still got crashes. Will look at it later.

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Macron1
Macron1


Supreme Hero
posted May 21, 2013 05:00 PM

Quote:
Path to icon, relative to sprites directory.
Check this: http://wiki.vcmi.eu/index.php?title=Modding_changelog


By the way, I know, that attackClimaxFrame moved to "missile" structure.
And what about "spinning"?
New version says it's unknown field. There is no spinning of missiles now?

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IvanSav
IvanSav


Adventuring Hero
vcmi developer
posted May 21, 2013 05:07 PM

Nope. It was not present in H3 actually.

Previously it was erroneously used for most of projectiles that have multiple frames instead of rotating them properly. Now all projectiles should behave as in H3 and to avoid complexity where none is needed "spinning" was removed.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted May 21, 2013 05:49 PM
Edited by zmudziak22 at 17:50, 21 May 2013.

I have a problem with VCMI. I use 0.92b and I install this on H3 Complete without ERA/WOG. When I want start a game i have this:

Crash

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted May 21, 2013 06:51 PM

Screenshot is too small to read anything. But looks like incorrect install.
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Macron1
Macron1


Supreme Hero
posted May 21, 2013 07:37 PM
Edited by Macron1 at 19:38, 21 May 2013.

This is also strange:
"0.92 -> 0.93

General
Identifiers resolution system. Same string identifiers from different mods will no longer conflict. Side effect: mod can access identifiers only from mods that are explicitly marked as required. This causes issue with current way to add new towns via 3 mods. There are two ways to fix this:  Merge 3 mods into one.
Move all creatures and hero classes into "neutral" faction and add proper overrides into town mod. See Cove for example."

I did it as said somewhere on VCMI forum:
instead of "evilMonster" (form "Evil-creatures" mod) in town "Evil-Sometown" I used
"Evil-creatures::evilMonster" ("<modname>::<object name>").
Check on start didn't say anything.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted May 21, 2013 07:39 PM

Failed to find file ZRESBAR.bmp.

I unpack vcmi 0.92b to Heroes III root directory.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted May 21, 2013 07:55 PM

ZRESBAR.pcx is a part of h3bitmap.lod package, which must be included with H3 install. If it can't be found, probably whole package is missing or misplaced.
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted May 21, 2013 08:06 PM

If I use Heroes3.exe game works, but when i use vcmi game stopped with this error.

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IvanSav
IvanSav


Adventuring Hero
vcmi developer
posted May 21, 2013 09:51 PM
Edited by IvanSav at 00:14, 22 May 2013.

@Macron
If it didn't said anything then it should work. Will check this out just in case.

UPDATE: bug. Now it will complain
Note that while this is an error that needs fixing for now this will work correctly IF there won't be multiple mods with same ID.

@zmudziak22
That file is part of WoG. Probably some missing bits of wog requirement are still there. Will fix.

As a workaround you can open file config/resolutions.json and replace "ZRESBAR.bmp" with "ARESBAR.bmp"

UPDATE: fixed. Should be OK in release build.

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