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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Era II
Thread: Era II This Popular Thread is 220 pages long: 1 2 3 4 5 ... 40 80 120 160 200 ... 216 217 218 219 220 · «PREV / NEXT»
lea
lea


Adventuring Hero
posted July 10, 2020 08:04 AM

Winston said:
I'm getting a "game crashed" window popping up every single time I try to launch era II executable. I disable the "WOG" gameplay mod in the mod configuration tool because I don't want the WOG mod, I want to just use a different era mod.
in Era II WoG mod is a dependency for all other mods (it contains ERM engine I guess) so if you have any other mods enabled then it should not work. AFAIK this issue is fixed in Era III but it is still in beta stage

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Winston
Winston


Known Hero
posted July 10, 2020 08:11 AM

lea said:
Winston said:
I'm getting a "game crashed" window popping up every single time I try to launch era II executable. I disable the "WOG" gameplay mod in the mod configuration tool because I don't want the WOG mod, I want to just use a different era mod.
in Era II WoG mod is a dependency for all other mods (it contains ERM engine I guess) so if you have any other mods enabled then it should not work. AFAIK this issue is fixed in Era III but it is still in beta stage


That makes sense, thanks.

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maiathis
maiathis

Tavern Dweller
posted August 18, 2020 02:42 AM
Edited by maiathis at 06:32, 18 Aug 2020.

looking for help with

I've installed a clean game with ERA 2.9.14 with ERA 1.46f scripts and the HD mod, and then just this one mod.  All WoG options have been deselected and saved in the WoGbase.dat, but I keep getting a dialog of String: index is used.  I've saved the ERMmemoryDump, but can't find anything that looks like a conflict there.  Is this just not compatible with ERA II?  Any help would be appreciated, thank you.

Just narrowed it down to the 1.46f scripts, so I'll be looking into that to see what I find as using the same z perhaps.

And it looks like this, option 795 - night scouting, is the culprit. I'm guessing maybe the function, since they both seem to use FU7950 & FU7951?

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted August 18, 2020 07:39 AM

maiathis said:
I've installed a clean game with ERA 2.9.14 with ERA 1.46f scripts and the HD mod, and then just this one mod.  All WoG options have been deselected and saved in the WoGbase.dat, but I keep getting a dialog of String: index is used.  I've saved the ERMmemoryDump, but can't find anything that looks like a conflict there.  Is this just not compatible with ERA II?  Any help would be appreciated, thank you.

Just narrowed it down to the 1.46f scripts, so I'll be looking into that to see what I find as using the same z perhaps.

And it looks like this, option 795 - night scouting, is the culprit. I'm guessing maybe the function, since they both seem to use FU7950 & FU7951?


Usually, you can ignore this message, it just means that some mods use the same .ert text file. It should not influence your game.

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maiathis
maiathis

Tavern Dweller
posted August 18, 2020 08:38 AM
Edited by maiathis at 08:55, 18 Aug 2020.

RerryR said:

Usually, you can ignore this message, it just means that some mods use the same .ert text file. It should not influence your game.


okie dokie, thanks.  For now, I've just removed the night scouting erm and ert files from the mod folder, since I don't intend on using it anyhow. But this is good to know.

Only got one issue left to deal with. Might you know why when it keeps telling me that Hero Specialisation Boost seems disabled so it in turn disables crit chance for unique spells and the 5% spell damage per level for magic heroes. (then so nicely tells me to "have fun").  I have the Boost enabled in the WoG options, is this not appropriate? I'm wondering if it has something to do with the load order, since the wog scripts is stuck in the enabled (-2) and your magic specialist is in the enabled.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted August 18, 2020 09:22 AM

maiathis said:

Only got one issue left to deal with. Might you know why when it keeps telling me that Hero Specialisation Boost seems disabled so it in turn disables crit chance for unique spells and the 5% spell damage per level for magic heroes. (then so nicely tells me to "have fun").  I have the Boost enabled in the WoG options, is this not appropriate? I'm wondering if it has something to do with the load order, since the wog scripts is stuck in the enabled (-2) and your magic specialist is in the enabled.


If you have activated the HSB option the message should not appear. So is it actually disabled? Do creature specialists receive the big bonus?
Another mod that disables this HSB option is the Third Upgrade Mod, you are using it?
You might want to switch to the Advanced Classes Mod, I continued the development of all Enhanced Magic Skills modifications in this mod.

If you dont want to use it you can send me your zipped Debug folder and I will take a look.




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maiathis
maiathis

Tavern Dweller
posted August 18, 2020 09:35 AM

RerryR said:

If you have activated the HSB option the message should not appear. So is it actually disabled? Do creature specialists receive the big bonus?
Another mod that disables this HSB option is the Third Upgrade Mod, you are using it?
You might want to switch to the Advanced Classes Mod, I continued the development of all Enhanced Magic Skills modifications in this mod.

If you dont want to use it you can send me your zipped Debug folder and I will take a look.





OH snap!  You hit the nail on the head, didn't catch that about the Third Upgrade Mod. Disabled it and all is well, uhg the hours I spent fighting this and you solved it in a flash. THANK YOU!  

After finding your thread on here of the Enhanced Magic Skills (after I posted the first request for help) and reading through the entire thing, I noticed that you had stuff on there about ACM.  So I'll most likely be getting those too Can't say how much I love what you've done for the magic users with all the hard work you put into these mods.  It's much appreciated.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted August 18, 2020 09:48 AM

maiathis said:

OH snap!  You hit the nail on the head, didn't catch that about the Third Upgrade Mod. Disabled it and all is well, uhg the hours I spent fighting this and you solved it in a flash. THANK YOU!


Never hesitate to ask, modding H3 can be complicated.

maiathis said:

I noticed that you had stuff on there about ACM.  So I'll most likely be getting those too

I'am sure you will like it. Just disable all my other mods, nearly everything is included.

maiathis said:

Can't say how much I love what you've done for the magic users with all the hard work you put into these mods.  It's much appreciated.

Thank you!

Thanks

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted August 18, 2020 06:31 PM

Yeah

Message came "Application Error Exception EAccessViolation in module h3wmapedpatch.dll at 000536E5." Then you know different code from different object. But I be able to continue for copied old objects and paste to map.

Hm yes I hope you update WoG/ERA, if you know causes of errors.
____________
Fight MWMs - stand teach

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted September 01, 2020 02:12 PM

I have problem with the "Loan Bank" options....
when I click on the icon in the town screen I'll get the options menu
and I can select the four different options here, then I click borrow Money or Reswources and I am able to select gold or resources...
Ill get the info window (repayment starts tomorrow bla bla.....)
next window is blank just a yellow check button in the bottom middle of an new window....

plz help....
____________

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted September 02, 2020 08:19 PM

I had same problem, so I fixed the script for myself.
@Bersy please look at the discord I uploaded it there

also you may download it here

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Bersy
Bersy


Honorable
Supreme Hero
posted September 03, 2020 06:39 PM

Majaczek, if Loan script is from WoG Scripts, I'll send it with my today's scripts updates to igrik.
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted September 20, 2020 05:43 PM
Edited by Ghost at 04:06, 05 Oct 2020.

Yeah another error:

Unknown error.
Location: 14 wog - Tobyn's scripts.erm:111:8

!!HE-1:Sv2326/?v2330; get hero skill expertise after visit
!!HE-1&2329=0/v2330>0Sv2380/0; reset hero skill expertise if different
!!FU2335&v2330>0; call dialogue funcil

Ok I think error caused to disabled skill, but you can learn from witch hut gives only one "enabled" skill in my map, when hidden skill you can learn to skill, so also "enabled" witch hut..

Ok the game countinued without problem. Error message must fix a broken script.

EDIT: ERM script works well (!!WH). But the same matter mapeditor or script. It should fix a error, if someone wants mapeditor.
____________
Fight MWMs - stand teach

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted September 28, 2020 08:43 PM

Is it normal?



My script:

!!MA:A173/11 D173/10 P173/12 M173/2 E173/4 S173/6 C173/6/44 G173/19 O173/2;

Script commands 19 per week, but dwelling gives thousands S.G.
____________
Fight MWMs - stand teach

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Hawaiing
Hawaiing


Adventuring Hero
posted October 12, 2020 04:59 AM

Hi Bersy!
Would you upgrade SDK for era2.9.14?
Could you show me how can i register erm receiver via era sdk

like pandora's API
HINSTANCE papi = LoadLibrary("Pandora's API.era");
GenericErmHandler = (TGenericErmHandler) GetProcAddress(papi, "_GenericErmHandler@20");
RegisterErmReceiver = (TRegisterErmReceiver) GetProcAddress(papi, "_RegisterErmReceiver@12");

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Bersy
Bersy


Honorable
Supreme Hero
posted October 12, 2020 12:14 PM

I strongly discommend to add new receivers, because you will lose compatibility with Era 3+ and many other mods and you will need to dig into ERM engine internals, which have many drawbacks, but anyway:

procedure RegisterErmReceiver (const Cmd: pchar; {n} Handler: TErmCmdHandler; ParamsConfig: integer); stdcall;

TErmCmdHandler = function (Cmd: char; NumParams: integer; ErmCmd: PErmCmd; SubCmd: Erm.PErmSubCmd): integer cdecl;

(* ERM additional commands parameter config *)
 CMD_PARAMS_CONFIG_NONE                     = 0;
 CMD_PARAMS_CONFIG_SINGLE_INT               = 1;
 CMD_PARAMS_CONFIG_ONE_TO_FIVE_INTS         = 2;
 CMD_PARAMS_CONFIG_SINGLE_INT_AS_STRUCT_PTR = 3;
 CMD_PARAMS_CONFIG_FOUR_INTS                = 4;
 CMD_PARAMS_CONFIG_TWO_VARS                 = 5;

PErmCmd = ^TErmCmd;
TErmCmd = packed record
 CmdId:        TErmCmdId;
 Disabled:     boolean;
 PrevDisabled: boolean;
 Conditions:   TErmCmdConditions;
 Structure:    pointer;
 Params:       TErmCmdParams;
 NumParams:    integer;
 CmdHeader:    TErmString; // ##:...
 CmdBody:      TErmString; // #^...^/...
end; // .record TErmCmd

PErmSubCmd = ^TErmSubCmd;
TErmSubCmd = packed record
 Pos:        integer;
 Code:       TErmString;
 Conditions: TErmCmdConditions;
 Params:     TErmCmdParams;
 Chars:      array [0..15] of char;
 Modifiers:  array [0..15] of byte;
 Nums:       array [0..15] of integer;
end; // .record TErmSubCmd

PErmCmdParam = ^TErmCmdParam;
TErmCmdParam = packed record
 Value:    integer;
 {
 [4 bits]  Type:             TErmValType;  // ex: y5;  y5 - type
 [4 bits]  IndexedPartType:  TErmValType;  // ex: vy5; y5 - indexed part;
 [3 bits]  CheckType:        TErmCheckType;
 [1 bit]   NeedsInterpolation: boolean; // For I-type determines, if string has % character
 [1 bit]   HasCurrDayModifier: boolean; // true if "c" modifier was used before parameter
 [1 bit]   CanBeFastIntEvaled: boolean; // true if it's v/y/x variable with valid known index
 }
 ValType:  integer;
end; // .record TErmCmdParam
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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Hawaiing
Hawaiing


Adventuring Hero
posted October 16, 2020 06:27 PM

Bersy said:
I strongly discommend to add new receivers, because you will lose compatibility with Era 3+ and many other mods and you will need to dig into ERM engine internals, which have many drawbacks, but anyway:



Thank you Bersy.
I tried but failed.
Please  give me more help.

-----------------------------------------------
<era.h>
typedef void (__stdcall *TRegisterErmReceiver)(const char* Cmd,void* Handler,int ParamsConfig);
TRegisterErmReceiver RegisterErmReceiver =NULL;

void ConnectEra ()
{
...
RegisterErmReceiver   = (TRegisterErmReceiver)  GetProcAddress(hEra, "RegisterErmReceiver");
}
----------------------------------------------
<mycode.cpp>
ConnectEra();
RegisterErmReceiver("XZ" , (void*)ERM_XZ , 0);

...

(receiver like  !!XZ:A...)
int ERM_XZ(char cmd,int num,_ToDo_* todo,Mes* mes)
{
}
-----------------------------------------------

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Bersy
Bersy


Honorable
Supreme Hero
posted October 16, 2020 09:51 PM

Seems like your code is valid. Look at WoG Sources for receivers implementation.
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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Hawaiing
Hawaiing


Adventuring Hero
posted October 17, 2020 06:03 AM

Bersy said:
Seems like your code is valid. Look at WoG Sources for receivers implementation.

Thanks again, Bersy.
The codes running well on era2.46

struct _ERM_Addition_{
Word   Id;
int  (*Fun)(char,int,_ToDo_ *,Mes *);
int    Type;
}

procedure RegisterErmReceiver (const Cmd: pchar; {n} Handler: TErmCmdHandler; ParamsConfig: integer); stdcall;
The first parameter "pchar" and "word" are differents, does it matter?

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Bersy
Bersy


Honorable
Supreme Hero
posted October 17, 2020 12:07 PM

Em, sorry, I thought it was code for Era 2.9x.
Era 2.46 does not export "RegisterErmReceiver" at all, only a few old plugins by gamecreator do it. Then you need to load one of them with exported function and call it with necessary prototype.
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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