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Heroes Community > Heroes 5 - Modders Workshop > Thread: RTMG version 1.5 for TotE 3.1
Thread: RTMG version 1.5 for TotE 3.1 [ This thread is 21 pages long: 1 2 3 4 5 6 7 8 9 (10) 11 12 13 14 15 16 17 18 19 20 21 ]
SimonaK
SimonaK


Promising
Supreme Hero
posted January 31, 2010 11:18 PM
Edited by SimonaK at 23:33, 31 Jan 2010.

so, try to save/load without presence of   index.bin
save, quit, load too without presence of   index.bin

if you can kill the rmg...subfolder in the data folder too

in my side, i'm looking in code, database, xml,xdb..etc

EDIT

I'm leaving for the night...tomorrow others tests can be done...I want you try with another rndstat0.lst
a modification about the type of building for ncf dwellings.
but perhaps too a new exe for rtmg.


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Morphem
Morphem


Hired Hero
posted January 31, 2010 11:37 PM

Quote:
so, try to save/load without presence of   index.bin
save, quit, load too without presence of   index.bin

if you can kill the rmg...subfolder in the data folder too





did what you said here, and it... worked

Thanks mate

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SimonaK
SimonaK


Promising
Supreme Hero
posted January 31, 2010 11:38 PM
Edited by SimonaK at 23:39, 31 Jan 2010.

a minute....

you said that fix the bug of both dwelling options?

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Morphem
Morphem


Hired Hero
posted January 31, 2010 11:48 PM
Edited by morphem at 00:02, 01 Feb 2010.

Quote:
a minute....

you said that fix the bug of both dwelling options?


Apparently yeah

I can save and load with both dwelling options enabled,
which we couldn't do before

PS : Tried with autosave as well, loading from main menu, loading from ingame menu
Everything seems to work fine

A question for tomorrow : These recruiting traveller camps all look the same, is it normal ?

edit :
err just noticed you can change them with the Creatures/Dwelling buttons on the RTMG. Great.

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Phoenix1
Phoenix1

Tavern Dweller
posted February 01, 2010 02:04 AM

I create account here just to say - great work SimonaK!!!
I have problem with loading too. But I copy X:\Heroes..\Maps and after restart the game place it again. Somehow game delete this folder from game but now everything is fine.

Great work SimonaK!!!


____________

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MysticPhoenix
MysticPhoenix


Adventuring Hero
posted February 01, 2010 08:57 AM

Quote:
hey.....the blue bar is mana?

give me this mod!!!


I think no one answered your question in this thread so far. It is no mod but an in-built feature of H5. Pushing "M" will do the trick.

Your new version is very promising. Haven't tried it, since I switched to KB-Armored Princess lately, but I'll give it a try after finishing it. Thanks for your efforts.

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rockgirl
rockgirl


Adventuring Hero
posted February 01, 2010 04:09 PM

Quote:
hey.....the blue bar is mana?

give me this mod!!!



hihihi....  http://heroescommunity.com/viewthread.php3?TID=27028  this question bring me to this forum ...hihihi
____________
I will Live till I Die...I die, to become immortal....

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SimonaK
SimonaK


Promising
Supreme Hero
posted February 01, 2010 11:28 PM
Edited by SimonaK at 23:39, 01 Feb 2010.

Quote:
hihihi....  http://heroescommunity.com/viewthread.php3?TID=27028  this question bring me to this forum ...hihihi

funny!

and the trick is just the key 'M'...haha

-----------------------------------------------------------------------
Hi everyone

thanks MysticPhoenix for your comments.

Phoenix1, thanks too and welcome to HC!


Morphem and rockgirl,

about both dwelling options and save/load crash bug....

all seems be that the source is the index.bin file when it is present into data folder.

RTMG kills this file when we're starting the game from it.

surely I will write soon a note about this detail, in the master post or in the user manual.

so, It's important to start the game from directly RTMG on the first load of a RTMG map
to clean the game's buffer files.

maybe the best is always to start the game from RTMG when playing RTMG maps...

-------------------------------------------------------------------------

Hi magnomagus,

Quote:

I have a question since reading all this bug testing etc.
My current framework for my mod that adds might, magic and balanced classes to the game is based on NCF framework 3.1. Are there any changes that need to be made to this framework to make it compatible with RTMG 1.5.5?

EDIT: more questions



Allright now I found the rtmg.pak but I do have some other questions about it:

Why does the RTMG.pak contain all xdb.'s for the original creatures, this will conflict with a lot of mods?

Why are there so many changes to names and descriptions included in rtmg.pak?


the RTMG doesn't touch really the skill mechanic.
In fact, the only impact would be the witch huts...
ex in a RTMG map, only the classic skills will be got by witch huts, none of new skills...
so, not really conflicts with your MOD.

all xdb files contained in the RTMG.pak are all files that RTMG is able to create or modify.
RTMG allows to modify all stats, names and descriptions for all creatures (originals and NCF)
then it's normal that these files are located in the RTMG.pak even if the files/values are not modified.

RTMG is able to create automatically mods.... a RTMG's tool created the NCF framework 3.1

moreover anybody can block RTMG.pak

it's enough to make a mod having overdated files.

RTMG rewrites RTMG.pak's xdb with the date of the day...
all mods having same files with "future" dates will crush RTMG pak's files.

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rockgirl
rockgirl


Adventuring Hero
posted February 02, 2010 05:14 AM
Edited by rockgirl at 05:20, 02 Feb 2010.

Hi Simonak...i want to ask...its possible to swap castle creature   with ncf creature  from Creature Panel in RTMG?
____________
I will Live till I Die...I die, to become immortal....

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magnomagus
magnomagus


Promising
Famous Hero
modding wizard
posted February 02, 2010 11:32 AM

Thanks for you answers Simonak, but i have more issues the I expected.

Quote:
the RTMG doesn't touch really the skill mechanic.
In fact, the only impact would be the witch huts...


Are you able to mod the skills a witch hut gives, please tell me how?

Quote:
RTMG allows to modify all stats, names and descriptions for all creatures (originals and NCF)


Yes, but why are all the spell descriptions included?
Creating a good might and magic classes mod involves much more then just creating classes and heroes. There are many balance issues that need to be solved for example: fire immunity for two many fortress creatures, dungeon creature growth, spells that are not spellpower dependant enough. That sort of things. Of course I'm not asking you to make your mod compatible. I'm just trying to make them compatible myself but it seems very difficult. Also your creature.xdb's add in the 3rd upgrades, are there no issues when these are not installed?

Quote:
RTMG is able to create automatically mods.... a RTMG's tool created the NCF framework 3.1


Here is my main problem, there are several files like index.bin, types.xml, uigameroot.xdb (and probably more I don't remember) that are needed by both NCF, L4-7 dwellings and hero classes mods. Therefore I decided to create one new framework for all to work together, but this will conflict if the RTMG creates a new own framework with a newer date. so I guess I can only make my mod compatible with NCF3.1 and dwellings mod but not RTMG.

Quote:
RTMG rewrites RTMG.pak's xdb with the date of the day...


Quote:
it's enough to make a mod having overdated files.


using later file dates would work if your mod is released before mine and the pak file had a static filedate, but the exe can constantly update it, it is too annoying if you have to update your h5u files everytime.

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SimonaK
SimonaK


Promising
Supreme Hero
posted February 02, 2010 05:46 PM
Edited by SimonaK at 18:02, 02 Feb 2010.

Quote:
Hi Simonak...i want to ask...its possible to swap castle creature   with ncf creature  from Creature Panel in RTMG?

yes it's possible. but not in 1.5.5

my own RTMG version is upper and allows the swapping between castle creatures and NCF
but I must make a good implementation code and a lot of tests
to give a public version of this feature.....then ..maybe in a next version

at least, you have your team config!


Quote:
Are you able to mod the skills a witch hut gives, please tell me how?

no, i'm not able...

just look a example of witch hut's xml code from any "map.xdb":

<Item href="#n:inline(AdvMapBuilding)" id="item_1254389395">
<AdvMapBuilding>
<Pos>
<x>244</x>
<y>96</y>
<z>0</z>
</Pos>
<Rot>3.14159</Rot>
<Floor>1</Floor>
<Name/>
<CombatScript/>
<pointLights/>
<Shared href="/MapObjects/Witch_Hut.(AdvMapBuildingShared).xdb#xpointer(/AdvMapBuildingShared)"/>
<PlayerID>PLAYER_NONE</PlayerID>
<CaptureTrigger>
<Action>
<FunctionName/>
</Action>
</CaptureTrigger>
<GroupID>0</GroupID>
<showCameras/>
</AdvMapBuilding>
</Item>

there is not tag/node allowing to set the particular skill. so the random choice is hard-coded.

RTMG can control spell given by the shrines because a tag/node is existing in shrine's xml code for...
but such a tag/node about skill is absent for the witch hut objects...
then I think that is impossible to manage new skills for witch huts without hex-editing.

Quote:

Quote:
RTMG allows to modify all stats, names and descriptions for all creatures (originals and NCF)

Yes, but why are all the spell descriptions included?

why not? RTMG allows to the users to modify spell or ability names/desc as they want.
that is just a little mod that users can do.
ex: if they want to change to give H3 names version etc etc....
you know....H5 french texts is very different that H3 french texts....


Quote:
Also your creature.xdb's add in the 3rd upgrades, are there no issues when these are not installed?

you know you can add any xdb file in a pak and if none of others files has a link on this file.. this file will be only ignored.
so no issue. of course, the user must be desactived NCFs from RTMG.
you can remove all NCF from RTMG Creatures Panel just by using the good corresponding option
then RTMG will recalculate creature upgrades to remove 3rd upgrades and put the original ones.
moreover I think RTMG.pak doesn't have NCF xdb when NCF creatures are desactived from RTMG.

Quote:

Here is my main problem, there are several files like index.bin, types.xml, uigameroot.xdb (and probably more I don't remember) that are needed by both NCF, L4-7 dwellings and hero classes mods. Therefore I decided to create one new framework for all to work together, but this will conflict if the RTMG creates a new own framework with a newer date. so I guess I can only make my mod compatible with NCF3.1 and dwellings mod but not RTMG.



I don't see a compatibility problem.
RTMG public version doesn't rewrite index.bin, types.xml, uigameroot.xdb  etc etc....

when TSoD made his faction dwelling mod, he used index.bin from NCF 3.1 to make a new one from it to make compatibility with NCF framework.
so, his index.bin already crush the NCF 3.1 index.bin by overdating.

if you must improve index.bin ...then take TSoD's index.bin if you want both compatibilities (NCF + faction dwelling mod)

RTMG doesn't create/rewrite a new framework every time!....and RTMG.pak is not a framework.

so, RTMG is automatically compatible with your class/skill mod IF your class/skill mod is fully compatible with NCF framework and faction dwelling mod about index.bin, types.xml, uigameroot.xdb  etc etc....that's it!

Quote:
using later file dates would work if your mod is released before mine and the pak file had a static filedate, but the exe can constantly update it, it is too annoying if you have to update your h5u files everytime.

Heroes V engine doesn't care of pak files dates....just dates of xdb files and all files inside the archive are important.
so you can easily crush RTMG.pak's xdb files by overdating of.






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magnomagus
magnomagus


Promising
Famous Hero
modding wizard
posted February 02, 2010 06:55 PM

Allright that sounds all good, but let see if I understand it correctly:

If I install my own framework.pak + A mod in h5u format that changes an ability of an original TOE creature (lets say magma dragon). Next I use the RTMG and create a random map with 3rd upgrade NCF creatures. If I play the random map will magma dragons then have the changed ability but not the possiblity to upgrade to the 3rd alternate version?

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SimonaK
SimonaK


Promising
Supreme Hero
posted February 02, 2010 08:23 PM
Edited by SimonaK at 23:18, 02 Feb 2010.

a RTMG map with NCF creatures with the magma dragon having NCF 3rd upgrade
mean that RTMG.pak will have a magma dragon xdb with the 3rd upgrade.

so, if another mod has a magma dragon xdb, this file will only take effect if
its date is greater than the date of this one from RTMG.pak

the xdb file having the greater date will be the xdb file considered by the game. no matter if it's a .pak or a .h5u

then if magma dragon xdb from RTMG has the greater date, this file will be considered by the game
so also the stats and the upgrades.
but if it's a magma dragon xdb from another mod which has the greater date then it's this file and its contain
which will be considered.

is not simple?

All this means that if you have a mod with a xdb file that is also contained in RTMG.pak and you want the game considers your file rather than the other then take a date in the year 2050.

by this time the same file in RTMG.pak will never be considered by the game even if RTMG.pak is always generated each time a RTMG map is created.

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rockgirl
rockgirl


Adventuring Hero
posted February 03, 2010 03:43 AM

Is good to hear about u work continue for upgrade RTMG.I like very much the RTMG,the team feature and the signpost is very very fantastic...all what the RTMG can did with random maps is amazing!Thank you!


____________
I will Live till I Die...I die, to become immortal....

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Morphem
Morphem


Hired Hero
posted February 03, 2010 06:34 AM

Yeah the RTMG is Really Really good.
Playing with friends right now and the huge maps are fantastics.

Our favourite options :

- Creatures may have different mood
- Just one upgrade in Towns
- Replace Military Posts by Faction Dwellings
- Creatures have Additional Stacks


And of course NCF creatures and NCF Dwellings

Bravo Simonak !


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SimonaK
SimonaK


Promising
Supreme Hero
posted February 03, 2010 04:34 PM

haha rockgirl, you got one of the special messages that signposts are able to give

thanks Morphem, I really like these options myself..especially the "Just one upgrade in Towns" option!

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Phoenix1
Phoenix1

Tavern Dweller
posted February 05, 2010 05:58 PM

Hi SimonaK
When I try map with all "Add objects" game crash. I make another map and problem still exist.

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SimonaK
SimonaK


Promising
Supreme Hero
posted February 05, 2010 06:02 PM
Edited by SimonaK at 18:05, 05 Feb 2010.

Hi Phoenix1,

1- when you said all add objects you're telling that all cases are checked in both lists + the 5 others cases below?

2- do you use "Replace Military Posts by Faction Dwellings" option?

3- after the generation of the map, do you start the game from RTMG?



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Phoenix1
Phoenix1

Tavern Dweller
posted February 06, 2010 03:27 AM

Hi SimonaK,


1 - http://img8.imageshack.us/img8/6333/heroesofmightandmagic.jpg

2 - no

3 -yes

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TroggyMan
TroggyMan


Adventuring Hero
Ragin' Tard
posted February 06, 2010 04:00 AM
Edited by TroggyMan at 04:14, 06 Feb 2010.

Thanks SimonaK, I haha, now I see how many changes I did to the NCF pack and how much I need to redo, the naming of units, the descriptions and balance are all horrible, so with a future permission I might even release my retouch pack for the public, haha oh dear.

A question though, the RTMG crashes when I try to change the base creature for a unit. To bypass this, is it simply necessary to only fix the base unit so it's upgrade is this other unit?

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