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Heroes Community > Heroes 5 - Modders Workshop > Thread: New (unofficial) patch for ToE / AI mod
Thread: New (unofficial) patch for ToE / AI mod This thread is 46 pages long: 1 ... 10 11 12 13 14 ... 20 30 40 46 · «PREV / NEXT»
rpgyay
rpgyay


Known Hero
posted May 13, 2011 09:41 PM

I'm kind of confused why people want a large turn bar? the small one like it has now seems fine. (unless there's a bug that i'm missing)

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 13, 2011 10:09 PM

Just for the record: I'm not interested in the AI turn bar and that was not the reason why I asked. If that takes another five days to implement: please leave it!. I'm glad however the widescreen is done, I consider that a lot more important for making H5 a modern computer game.
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Hellglory
Hellglory


Hired Hero
posted May 14, 2011 03:36 AM

In all honesty I felt the minimized version is a little more pleasant for observing other players taking their turns.  More visibility

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mfdoom
mfdoom


Hired Hero
posted May 14, 2011 11:13 AM

Quote:
In all honesty I felt the minimized version is a little more pleasant for observing other players taking their turns.


It is.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 14, 2011 02:02 PM

A small piece of mapmaking advice for hellglory and markur: If you want waters to be reflective go to map properties tree and set reflective waters to true. Then you don't need to use the river tool.
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Hellglory
Hellglory


Hired Hero
posted May 14, 2011 08:01 PM

The previously posted map is actually a heavily cored and overhauled random map.  My gaming experience is high, but I will admit my experience with the map editor is limited and I used what powers I did know of which wouldn't crash it.  So those rivers were placed automatically.  I think you're telling me it would look better with ocean...
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 14, 2011 08:25 PM

Yes, there are two ways to create water in the editor. One isn't reflective by default (=ugly), the other doesn't make shores (like on your map).

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Arakthor
Arakthor

Tavern Dweller
posted May 14, 2011 11:46 PM
Edited by Arakthor at 23:46, 14 May 2011.

Just installed this patch after trying this game out again and have to say it makes a night/day difference.

Only question I have regards multi-player. Is the patch compatible with multi-player games? We seem to get massive unplayable lag on the part of the host, regardless of how we play the game (game ranger, lan, hamachi etc) when we are trying to use the patch.
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rpgyay
rpgyay


Known Hero
posted May 15, 2011 12:33 AM
Edited by rpgyay at 00:34, 15 May 2011.

I experience the same problem during multiplayer, if that was resolved then I would love you forever.

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Markus404
Markus404

Tavern Dweller
posted May 15, 2011 11:17 AM
Edited by Markus404 at 11:18, 15 May 2011.

Quote:
The widescreen support is done now. It took five good days of work.

That's a great new.

Thanks for your work.

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted May 15, 2011 03:12 PM

[quote}I will send you a sample map with some dungeon elements (think NWN) and a fountain. The one you had is rather a good starting point for a RoC design.


I agree. Just started out and that came long. Often happens when using my "beginner's wand".:

@All, Anyone else working out an idea for HoD or RoC?

Quote:
I have now figured out how to make new screens, and I think we can do this in 3D, sort of placing the arena in the middle and the buildings for the arena master, trade guild, tavern and so on...


Your leaving me waaay behind here. Hope to help more, before you soar.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted May 15, 2011 03:50 PM
Edited by Quantomas at 15:52, 15 May 2011.

Patience. I will check it out. Currently I am checking how to import creatures, skills etc. proper. It's sheer insanity to walk these DB loading paths in the .exe and figure out what is loaded from where, index files, table index ids, type ids, ref tables, object tables and what else.

The widescreen support will come with the next update, once this DB business is sorted out.

Regarding multiplayer, in the current version I consider it broken, version conflicts probably, possibly integrity checks made by the host to counter cheating. Difficult to sort out. My first priority is to improve the single player game, multiplayer must come after this because it relies on the single player aspects as well.

@Hellglory
I now had a chance to check out Axis of Evil, I have a little bit of time to play some maps at dinner time each day. One thing, the fire animations on the map take very huge toll on computing resources and make the animations choppy. Unless they are an important part to aid the player, if they just there to make the map more beautiful they achieve exactly the opposite, by making the animations slow and choppy. Has something to do with that fire animations are quite expensive in the current engine, in fact in many games. Can you remove them from the map? I am sure you will note it makes a big difference. I don't mean the small fires on the garrisons etc., they are fine, just the big effects applied to entire areas on the map.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 15, 2011 06:18 PM

Quote:
Patience. I will check it out. Currently I am checking how to import creatures, skills etc. proper. It's sheer insanity to walk these DB loading paths in the .exe and figure out what is loaded from where, index files, table index ids, type ids, ref tables, object tables and what else.


I understand there is more to it than the layman can see. But in case it all proves to be too difficult, you are aware NCF and RPE were working quite good with only changing a single number in the exe. Isn't that enough for a first release?
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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted May 15, 2011 06:27 PM

Quote:
I understand there is more to it than the layman can see. But in case it all proves to be too difficult, you are aware NCF and RPE were working quite good with only changing a single number in the exe. Isn't that enough for a first release?

I have a build that does exactly this, for creatures, skills, classes, artifacts and spells. But I am not sure what stability issues this may cause. If you like, I can make this build available and you can conduct your own tests.

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Hellglory
Hellglory


Hired Hero
posted May 15, 2011 08:27 PM

Quote:

@Hellglory
I now had a chance to check out Axis of Evil, I have a little bit of time to play some maps at dinner time each day. One thing, the fire animations on the map take very huge toll on computing resources and make the animations choppy. Unless they are an important part to aid the player, if they just there to make the map more beautiful they achieve exactly the opposite, by making the animations slow and choppy. Has something to do with that fire animations are quite expensive in the current engine, in fact in many games. Can you remove them from the map? I am sure you will note it makes a big difference. I don't mean the small fires on the garrisons etc., they are fine, just the big effects applied to entire areas on the map.


Funny you should mention that, the latest minor incremental version of the map already has them removed but for aesthetic reasons.  My machine is about 6k overclocked water cooled monster, I sometimes forget I can handle a bit more drain but I will double down in light of your tip (thankyou btw) and release this minor update today with a couple other minor improvements.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 15, 2011 08:38 PM

Quote:
I have a build that does exactly this, for creatures, skills, classes, artifacts and spells. But I am not sure what stability issues this may cause. If you like, I can make this build available and you can conduct your own tests.


Yes, I would like to do some testing on that, but two other things are also quite important to me so I don't mind to wait longer for those. The two things are widescreen support and the strange crashing on the map I posted in the bugs thread.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted May 16, 2011 06:21 PM bonus applied by Galaad on 28 Aug 2017.
Edited by Quantomas at 18:25, 16 May 2011.

Ok, here is the latest build with widescreen support and support for 999 creatures. Please make sure to check the readme. I am nearly certain that the 999 creature enhancement breaks savegames. You can load these but they don't run totally stable. While the creature tables and others are not directly stored in a savegame, I suspect that the size of the tables affects the memory layout after a savegame restore which in turn causes difficult to detect errors.

Magnomagus, please conduct your own tests. I recommend that you begin step by step, maybe first hero classes, then skills and creatures and spells last, because those refer more complex data structures with visuals, textures and the like. I built basic checks into the runtime, if there are creatures with visuals or animations missing, they might appear as peasants. If you prefer to have the stronger game database checks applied, let me know. So far, from what I can see, NCF creatures bypassed the game database checks completely.

This build also fixes the crash on the HoA map and others. I will post additional info to the cause and what maps are affected in the known issues thread. HoA should run fine now.

Current stable build:
3.1b public release (6.2 MB)

Latest beta build:
3.1.8 beta release (11.0 MB)

Project website:
Heroes 5.5 - Eternal Essence

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 16, 2011 10:17 PM
Edited by magnomagus at 22:24, 16 May 2011.

Thank you for another great release!, I have already taken a quick look and so far it looks spectacular. First of all the ingame random map generator doesn't crash, which is already a major step forward! On a few different maps I loaded many different classes ran the AI for a week and did several save/load experiments. No crashes until now In the next week I will try longer games and also some NCF creatures.

Quote:
I am nearly certain that the 999 creature enhancement breaks savegames. You can load these but they don't run totally stable. While the creature tables and others are not directly stored in a savegame, I suspect that the size of the tables affects the memory layout after a savegame restore which in turn causes difficult to detect errors.


Interesting, this means the NCF project has always been unstable. Nonetheless people have been using it for years.

Quote:
I recommend that you begin step by step, maybe first hero classes, then skills and creatures and spells last, because those refer more complex data structures with visuals, textures and the like.


There has never been a mod that adds new skills or spells, so I can't test those. As far as I know it isn't possible to design and add skills and spells by xml coding. You probably need to build a framework for that first.
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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted May 16, 2011 11:05 PM
Edited by Quantomas at 23:06, 16 May 2011.

The stability issues would only occur with savegames from before NCF modding (or after the mod had been removed). So instability yes, but if people would know about this limitation (don't load a savegame from a non-modded exe with the modded exe and vice versa), they could work around it.

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Markus404
Markus404

Tavern Dweller
posted May 17, 2011 08:37 AM
Edited by Markus404 at 08:46, 17 May 2011.

Quote from the readme : "Cutscenes and campaign load screens show a blank area on the unoccupied screen space."

With the original exe, the cutscenes and load screens on widescreen are not in fullcreen, but [url=http://nsa25.casimages.com/img/2011/05/17/110517083331667847.jpg]like this[/url].

Anyway thank for the widescreen support.

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