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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Adding new creatures
Thread: Adding new creatures [ This thread is 13 pages long: 1 2 3 4 5 6 7 8 (9) 10 11 12 13 ]
OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted November 11, 2011 07:58 AM

Quote:
Isn't 2048 'no obstacle penalty for a shooter'??? What flag does that then?

No. It is hardcoded.

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MQL13
MQL13

Tavern Dweller
posted November 23, 2011 05:18 AM

hey bro imma new member form VietNam. i can't speak English much but can i ask you?? how can U creat new creatures! plss teach me

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted March 08, 2012 12:24 AM

Quote:
Quote:
Isn't 2048 'no obstacle penalty for a shooter'??? What flag does that then?

No. It is hardcoded.


Hey when the creatures are added to the game, will they enter the 'pool' of random creatures placed on a map? That would be a good functionality I think.

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majaczek
majaczek


Famous Hero
Work at Magic Dimmension
posted April 09, 2012 05:18 PM

@Kegolo
But the functionality could be easily added as part of wogify scripts (most of it - for example it's no help for creature bank config which contains random level N monster entry)

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted April 09, 2012 05:43 PM

Quote:
@Kegolo
But the functionality could be easily added as part of wogify scripts (most of it - for example it's no help for creature bank config which contains random level N monster entry)


I actually just scan the map for all conflux creatures and replace each level with the Covenant level creatures, so I already figured this out. But thanks

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majaczek
majaczek


Famous Hero
Work at Magic Dimmension
posted May 15, 2012 10:42 AM

Would there be a fix after ERA 2.2 would be released?
New ERA API is going to have a command for registering block redirection, and I believe Amethyst has quite much of them. Adding just a few or bit more lines to plugin code would grant due to new ERA API, a compability with scripts using UN:C codes for same tables as the ones Amethyst relocate - so it would allow to keep working any memory editing function (like choosing projectile for shooter in runtime or making creature a "native" caster for a while) while beeing able to have shiny feature of Amethyst to use creature slots above 196. It would also be nice if future version of Amethyst would allow per-creature config files also for creatures in standard range (ones <=196).

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Karen
Karen


Adventuring Hero
posted May 15, 2012 10:54 AM

But how to add a new town?like HotA?

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted May 15, 2012 10:57 AM

With diamond plugin.

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LizardWarrior Online
LizardWarrior


Promising
Supreme Hero
HC's avatar uploader
posted May 15, 2012 11:03 AM
Edited by LizardWarrior at 11:03, 15 May 2012.

From where can I download diamond plugin? I would like to make Romanian Town a completely new town,not just a replacement
____________
Romanian_town-check out my heroes III town:Romanian Town v 2.0

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted May 15, 2012 11:07 AM
Edited by Salamandre at 11:08, 15 May 2012.

Majaczek promised he will make one, just sit down, take a nap and have patience

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted May 15, 2012 11:52 AM

Quote:
It would also be nice if future version of Amethyst would allow per-creature config files also for creatures in standard range (ones <=196).


Does Amethyst support numbers below 196? Has anyone tried making a CR0.def and corresponding files and such? If this works, someone should delete all the creature files and replace them with corresponding CR## creatures, so then people could easily change them with the config files. Making shooters would at least be much easier this way.

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted May 15, 2012 12:07 PM

Quote:
Does Amethyst support numbers below 196?

Only configs. You can remove fireball from magogs, set shooter flag to centaurs etc, but CR*.def, s*att.82m, shot*.def don't work.

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted May 15, 2012 12:13 PM

Quote:
Quote:
Does Amethyst support numbers below 196?

Only configs. You can remove fireball from magogs, set shooter flag to centaurs etc, but CR*.def, s*att.82m, shot*.def don't work.


Ok well could you then potentially start over? Like 197 being pikemen and go up to 392? Every other wogging option would then need +197, but then could it all work?

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted May 15, 2012 12:18 PM
Edited by OxFEA at 12:20, 15 May 2012.

Why it can be necessary?

Quote:
Would there be a fix after ERA 2.2 would be released?
New ERA API is going to have a command for registering block redirection

Maybe after remaking emerald.dll I try to upgrade amethyst. I don't think that registering of moved tables is necessary, but I need some other features of Era 2.0+

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solitaire345
solitaire345


Promising
Famous Hero
posted May 15, 2012 12:33 PM
Edited by solitaire345 at 12:41, 15 May 2012.

@Kegolo: No, it doesn't. As for creature defs I doubt it is really needed, but possible to do. However for projectiles it's possible to make a hook on the function that loads required defs thus making possible to change projectiles for units and have more projectiles (I have done similar thing in WoG sources and if it is really needed, I guess I could port that function to ERA as a plugin, though currently I don't have much time. Or if someone wants to do it him(her-)self, I can share my code here)
____________
My signature contains 33
symbols.

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted May 15, 2012 12:51 PM

char tmp_missile[16];

int (__fastcall *LoadDef)(char *defname) =
(int (__fastcall*)(char*))(0x55C9C0);


int _edi() {__asm{mov eax, edi}}
int _esi() {__asm{mov eax, esi}}
int _ebx() {__asm{mov eax, ebx}}

int __fastcall NewMissiles_Body(char* missile_def, int edx)
{
int creature = *(int*)(_ebx()+0x34);
if (creature > 196)
{
sprintf(tmp_missile,"shot%i.DEF",creature);
return(LoadDef(tmp_missile));
}
return LoadDef(missile_def);
}


void NewMonstersMissiles()
{
WriteHook((void*)0x43DB1D,(void*)NewMissiles_Body, HOOKTYPE_CALL);
}

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majaczek
majaczek


Famous Hero
Work at Magic Dimmension
posted May 16, 2012 04:10 PM
Edited by majaczek at 16:19, 16 May 2012.

Quote:
Quote:
Does Amethyst support numbers below 196?

Only configs. You can remove fireball from magogs, set shooter flag to centaurs etc, but CR*.def, s*att.82m, shot*.def don't work.


okay it is enough. sorry I believed per-creature configs for cre<=196 are inaccessible. so most functions could be implemented by config... Yeah!
EDIT: wait... no shot*.def? so it's not enough ;( ... nevermind I'll wait for new version or just use default projectile if it is supported in config. anyway I'll try what is possible with current version END OF EDIT

@Block Redirection
the registering of block redirection in ERA is intended for polling ERA with old adress to get new one if plugin redirect a block. So existing scripts editing memory with very tiny modification can work with plugins having those block relocated, even if new block from plugin has dynamic adress. Amethyst relocates (almost) all memory block corelated with creatures - old memory editing script won't work in ERA 2.1 with Amethyst - but with ERA 2.2 if Amethyst register block redirection - only slight modification would be required in scripts to work even with Amethyst. Block redirection were promised by Bersy for ERA 2.2. by "Block" I mean "contignous area of RAM".

@Diamond
(Facepalm) - for mine. It seems I again failed in communication. I just reserved this name for the feature as an ERA plugin, NO matter WHO would achieve this. I probably may be one of authors - nowhere I said I would be only one. Moreover I precise it can go with me or even without me. The "Diamond" name is intended as a lure/bait for potential contributors as most of the work can be easily ported from WoG sources (although feature would be greatly incomplete - so there would be still much to do).
EDIT: about towns I only intended to take part in preparing a plugin to add more buildings to existing towns - which would be definately easier than Diamond (more town types - so more of each thing unique for a towntype nation).

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Bersy
Bersy


Responsible
Supreme Hero
posted May 17, 2012 06:56 AM

Quote:
Block redirection were promised by Bersy for ERA 2.2. by "Block" I mean "contignous area of RAM".

Already implemented in the DLL from Era scripts fixing topic.

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Galileo
Galileo


Known Hero
posted June 26, 2012 04:58 AM

Sorry if I am asking a question which has no relation with the main theme, but...

About creature textures (how creatures look like), is it possible to export their frames from Rome: Total War? (It is possible to export from World of Warcraft, some creatures are made that way in Salamandres' map "300")
____________

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted June 26, 2012 05:20 AM

Yes for both, but you need 3DS Max.

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