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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 ... 6 7 8 9 10 ... 20 30 40 50 60 70 80 90 100 110 116 · «PREV / NEXT»
Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted September 25, 2010 10:41 PM
Edited by Warmonger at 08:21, 26 Sep 2010.

Imagine the world where Statues of Legion stack...



Actually I'm going to leave it like this. Hopefully that doesn't break balance for anyone, it's just new option for map designers.

Unfortunatelly, due to lazy holidays the release was postponed to 1st November. It will be feature-rich, however.
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E-J
E-J


Known Hero
posted September 26, 2010 06:31 PM

cool!

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted October 25, 2010 08:03 AM
Edited by Warmonger at 08:03, 25 Oct 2010.

We are back with VCMI 0.82b!

Need lots of testing as big changes were introduced recently.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted November 02, 2010 11:51 AM
Edited by Warmonger at 13:28, 02 Nov 2010.

VCMI 0.83 released!

Alliances and all hero specialities are now supported. Some preliminary multiplayer menu is also functional. Also, special weeks can take place now.

It means that all important gameplay features but campaigns are now handled. The only remaining things from original H3 are online game, AI and large number of minor details.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 02, 2010 01:36 PM

Sounds great. I have one question nevertheless, what are the applications possible once the whole project is done? Are we capable to use the engine to replace WoG ERM, or needs another language specialization? Breaking the creatures or towns limits will be at anyone's hand? What will be the + of VCMI over ERM for example?
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted November 02, 2010 01:54 PM
Edited by Warmonger at 13:59, 02 Nov 2010.

Well, in general it would be possible to add, modify or remove game objects with scripts, also to use advanced scripting language with its all potent features ERM does not have.

Mods made of such scripts will be possible to easily add or remove, also to automatically synchronise in multiplayer game (for example like in UT). Object list should be handled automatically by game engine so no "limits" will be visible anymore.

ERM backward compatibility is another issue, the idea is to map ERM functions onto new Python or Lua functions in unknown future. A number of people declared will to do it, but first we need to prepare basis.

Also, cheat-proof multiplayer and better AI are our goals. AI can be easily modified and updated since its separate (but unfinished) module. Few days ago new member joined who may push it a little bit further.

I don't say everything will be avaliable in predictable future, but once we get basic OH3 ready all the options will be gradualy added.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 02, 2010 01:58 PM
Edited by Salamandre at 14:01, 02 Nov 2010.

The thing I miss the most with WoG is that not regular ID's are not handled. For example, adding a bunch of custom objects from LOD via script is not possible, and even the regular ID's are handled at 40% at most, others will crash the game. So atm it is not possible to create harmonious areas from scratch, thing that could make a map infinite, by replacing areas again and again.

Also another painful limit is the ZEOBJTS.txt thing. We can have only one at a time, and this means two mods can't be compiled. Juggling with different ZEOBJTS is common thing today, but each one requires a new install.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted November 02, 2010 02:18 PM
Edited by Warmonger at 14:19, 02 Nov 2010.

As to IDs, there are two possible solutions:

1. Dynamically allocate the table of all objects and return ID and subID to scripter, possibly via module system. For example, one may want to get 3rd creature from WoG or all IDs from new town etc., assuming this mod is installed.
I think it is more flexible, but may be complicated for some people to understand.

2. Store one index of all objects, creatures, artifacts, whatever else like here. It is safely bug-free but may be tiring and leads to conflicts when all the teams upload their new towns once they are supported. Also, when you don't have all the mods installed, there are many empty spaces in table.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 15, 2011 10:40 AM
Edited by Warmonger at 11:30, 22 Jan 2011.

It's been a while since last news, so I would like to post some info about state of the project.

In general, VCMI has undergone major engine redesign of many parts, which will allow further improvements and new features.

First of all, universal system bonus is ready. It means that every game object (hero, creature, artifact, town and many more) shares same interface and cna carry exactly same bonuses. You can link and share these objects with ease, make effects global or limited to certain type of creatures with no problem. If you want an artifact to give creatures charge & no retaliation ability, your hero to have Statue of Legion effect with no artifact or a town giving archery bonus to all your heroes, there is no problem. You can give your hero permament bonus for resurrection, make creature stack have Orb of Inhibition effect and many more.
To keep things clear, you will not need to use some tricky solutions or workarounds to make it work, it is handled by game engine automagically with no risk of incompatibility. Since most of maps in WoG involve huge amount of powerful bonuses, we believe this will enchance the gameplay in the future.

Battle animations and AI, which were lacking quality in last release, have been improved. Now they look close to original and just so much better. Hopefully you'll enjoy them.
More work on AI is coming soon.

Also, game runs faster, and, as always, has less bugs.


Salamandre, I'd like to hear your opinion on previous post.
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Alustor
Alustor


Famous Hero
ooo da :)
posted January 15, 2011 02:15 PM

Quote:
If you want an artifact to give creatures charge & no retaliation ability, your hero to have Statue of Legion effect with no artifact or a town giving archery bonus to all your heroes, there is no problem. You can give your hero permament bonus for resurrection, make creature stack have Orb of Inhibition effect and many more.



these options will give a highly variability originality to the upcoming maps,and of course to the game,giving the chance to o greater compatibilty to the game/action and the story line of campaigns/maps.great news and keep on the good work.thank you a lot!

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 15, 2011 02:33 PM
Edited by Warmonger at 14:39, 15 Jan 2011.

It'll be even more funny once we add Commanders, Stack Artifacts & Stack Experience in the mix

Also, it is now described in our wiki.
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Alustor
Alustor


Famous Hero
ooo da :)
posted January 15, 2011 03:09 PM

now i know why i liked this project from the start.and i have the feeling that it s gonna get a lot better

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paulemile
paulemile


Known Hero
posted January 15, 2011 06:55 PM
Edited by paulemile at 19:00, 15 Jan 2011.

Your work is just simply amazing.

I keep on following you and can't wait for the release.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 15, 2011 07:21 PM

Quote:
Salamandre, I'd like to hear your opinion on previous post.


Besides the "you guys rock!" comments needed to keep enthusiasm, you mostly need technical opinions from people as Feanor, Berserker or Gray face. I am in no way as comfortable as they are when looking in technical details, I know a bit of Python from CiV modding, a bit of ERM and nada about LUA, so my opinion is flawless. Can't help in any way.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 06, 2011 09:48 AM

My poor attempts to design new stack experience window. Please leave some feedback.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 06, 2011 12:09 PM

There is not much to say, copied/pasted backgrounds areas are very visible and multiple windows in same picture are confusing, I guess is only a preview. The scrolling boxes overwrite the text. I like the fonts. Maybe make it first in transparent png, then add over regular background? You can test it with DL in ERA/TE.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 06, 2011 12:26 PM
Edited by Warmonger at 12:26, 06 Feb 2011.

Well, it's only a preview, not actual graphics by any means! I just glued something with Gimp quickly. It's project to code using already existing interface parts once you tell me it may be functional (or not).
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paulemile
paulemile


Known Hero
posted February 06, 2011 08:49 PM

I kinda agree with Ivan, from the VCMI forum, who replied to you there.

The experience table is not really needed, at least the whole list of figures and status by levels.

Something that came up to my mind while writing this : what about giving details on primary skills on the very top of the box.
Something like :

attack : 30 (10 base, 12 hero, 8 experience)
defense : 25 (8 base, 13 hero, 4 experience)

Same goes for the creature skills. Maybe you just should add the actual values next to the pictures, something like :

[picture]
May cast blind (current bonus : 30% chance, given by rank 4).

No need to say more I guess. The goal here would be to put all the needed information on a single page, which would be much more ergonomic.

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Dead
Dead

Tavern Dweller
posted February 07, 2011 04:45 PM

Warmonger
hello , i tyried compile vcmi from source , but many errors acured , maybe there is some things that i dont know?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 07, 2011 05:51 PM

It may happen after modifying 158 files in one revision
PM sent.
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