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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 40 50 60 70 ... 74 75 76 77 78 ... 80 90 100 110 116 · «PREV / NEXT»
AVS
AVS


Hired Hero
posted March 10, 2016 04:51 PM

fred79 said:
oh, ok. thanks for the info, avs.


BTW, What about release Fred79's Object Patch for VCMI?

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 10, 2016 04:54 PM

AVS said:
BTW, What about release Fred79's Object Patch for VCMI?


macron's got the covered already, i believe. i have no idea how to work with .json files.

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AVS
AVS


Hired Hero
posted March 10, 2016 06:00 PM

fred79 said:
AVS said:
BTW, What about release Fred79's Object Patch for VCMI?


macron's got the covered already, i believe. i have no idea how to work with .json files.


Macron done something in November 2015 but "This set of Fred79 objects is incomplete and uses my own look at objects names/uses.". Also such conversion somewhat useless for VCMI new map format (aka .vmap) as mod identifier used inside map (IOW map created with Macron`s mod will not work just with "FREDOBJ.pac" or extracted .def`s, it will require mod itself). As for json file it`s not difficult to work with them and I can help with it.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 10, 2016 06:11 PM

it's not anything like the old wog way of modding, is it? because typing out a list of 4,000+(which will continually increase) defs is not my cup of tea. it's bad enough i have to type it up in an objects.txt file.

if it's just a drag-and-drop thing, then it's do-able.

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AVS
AVS


Hired Hero
posted March 10, 2016 06:41 PM
Edited by AVS at 19:13, 10 Mar 2016.

fred79 said:
it's not anything like the old wog way of modding, is it? because typing out a list of 4,000+(which will continually increase) defs is not my cup of tea. it's bad enough i have to type it up in an objects.txt file.

if it's just a drag-and-drop thing, then it's do-able.


So you need graphical mod editor? Challenge accepted.

EDIT.

Also typing out a list of 4,000+ defs is not a problem, I can easily write script and convert "FREDOBJ.txt" to VCMI json format. What I need is your meaning of object id/subid - they are almost all "custom".

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 10, 2016 07:17 PM

you mean the definitions from zeobjts.txt? that wouldn't be too difficult. but there are some objects that need scripting. does vcmi handle erm, or does it have it's own scripting method? because i'm learning erm atm.

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AVS
AVS


Hired Hero
posted March 10, 2016 09:09 PM

fred79 said:
you mean the definitions from zeobjts.txt? that wouldn't be too difficult. but there are some objects that need scripting.

This does not matter, object with missing scripts can be added as static for now. Also some objects that require scripting for ERA does not need scripting for VCMI. Can you provide examples?

fred79 said:
but there are some objects that need scripting. does vcmi handle erm, or does it have it's own scripting method? because i'm learning erm atm.

Scripting is not implemented yet. Two scripting method planned: ERM and Lua or Python.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 10, 2016 09:19 PM

do you have a tutorial or whatever i need to begin compiling a patch for vcmi? i could add it to my list of things to do. if it's relatively easy to compile, i'll work on it sooner. today i've been working on one of my campaign maps(and also compiled all the raw winter tree graphics to replace the original homm3 versions).

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AVS
AVS


Hired Hero
posted March 10, 2016 10:16 PM
Edited by AVS at 22:16, 10 Mar 2016.

fred79 said:
do you have a tutorial or whatever i need to begin compiling a patch for vcmi? i could add it to my list of things to do. if it's relatively easy to compile, i'll work on it sooner. today i've been working on one of my campaign maps(and also compiled all the raw winter tree graphics to replace the original homm3 versions).


There are no tutorials for VCMI modding but there is [url=http://wiki.vcmi.eu/index.php?title=Modding_guidelines]documentation[/url].

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 11, 2016 07:38 AM

fred79 said:
do you have a tutorial or whatever i need to begin compiling a patch for vcmi? i could add it to my list of things to do. if it's relatively easy to compile, i'll work on it sooner. today i've been working on one of my campaign maps(and also compiled all the raw winter tree graphics to replace the original homm3 versions).

Also object format / support is not closed yet - might be not functional and lose future compatibility. When object adding is supported, we will make it clear.
____________
The future of Heroes 3 is here!

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 11, 2016 07:10 PM

Warmonger said:
Also object format / support is not closed yet - might be not functional and lose future compatibility. When object adding is supported, we will make it clear.


ok.

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Nephretes
Nephretes


Promising
Known Hero
posted March 13, 2016 02:56 PM
Edited by Nephretes at 14:58, 13 Mar 2016.

How about picking the best objects from fred79 patch, and incorporate it to the editor like hota did with their version?

Personally I don't think that anyone will need 4000+ objects in game,

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AVS
AVS


Hired Hero
posted March 13, 2016 04:35 PM

Nephretes said:
How about picking the best objects from fred79 patch, and incorporate it to the editor like hota did with their version?

Personally I don't think that anyone will need 4000+ objects in game,


Let users decide what objects are best and useful. What I may be do is split to several submods to allow disable or enable. Another idea is custom object palettes fro map editor - with so many objects even current full text/tags search may be not enough.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 14, 2016 02:00 AM

many of my objects are not for random maps. the best way many of them(especially almost all of the terrain patches) can be used, are by placing them manually. my work is mainly designed for map makers, not a random generator. if you were to take the stuff that is for map makers out, you would have only a handful of defs left, i think. which would defeat the purpose of using my objects anyway.

but do what you like. you can print out my objects and make a paper hat out of them, it's your perogative.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted April 06, 2016 07:13 PM

Guys, how about zoom in map editor?


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The future of Heroes 3 is here!

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 06, 2016 09:35 PM

i can't get the image to load. it keeps freezing a quarter of the way in. either on hc, or on the vcmi forum.

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Engwathang
Engwathang


Adventuring Hero
posted April 07, 2016 06:19 PM

Nice. When will this one be out`?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted April 07, 2016 06:31 PM

Pray to your favourite deity to unlock map editor in VCMI
____________
The future of Heroes 3 is here!

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AVS
AVS


Hired Hero
posted April 10, 2016 04:57 PM

Engwathang said:
Nice. When will this one be out`?


Latest preview of map editor was 0.1.3 for vcmi 0.98g  https://github.com/vcmi/vcmi_editor/releases/tag/v0.1.3-alpha

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 22, 2016 10:03 PM

Making the code for displaying units order in battle was difficult? I just realised that in ERM this is quite impossible task.

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