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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Era II
Thread: Era II This Popular Thread is 149 pages long: 1 2 3 4 5 ... 30 60 90 120 ... 145 146 147 148 149 · NEXT»
Bersy
Bersy


Responsible
Supreme Hero
posted February 04, 2012 07:30 PM bonus applied by angelito on 05 Feb 2012.
Edited by Bersy at 14:31, 09 Dec 2017.

Era II

Name: Era II + WoG 3.58f [converted to mod]
Version: 2.6.X
Size: ~100 MiB
Link: Releases Web Folder

Requires: Heroes 3 Shadow of Death, Heroes Complete Edition or (with caution) Era 2.6.X of lower version.

Credits: talented Heroes community.

Special thanks to Algor, baratorch, Berserker, Bes, Darkloke, feanor, GrayFace, igrik, Jim Vogan, MoP, Morn, RoseKavalier, Sav, solitaire345, SyDr, Valery (Salamandre), WoG Team, ZVS.

Features:
Mod System.
Easily installed and uninstalled mods with advanced compatibility and extensibility, plugins and patches, mod manager and plugin manager with GUI (by SyDr).
Portability.
Game and mods are fully portable. No traditional installation process, registry problems or CD requirements (optional).
Advanced editor.
Integrated patch by GrayFace with mod support, custom plugins for editor, etc.
Supplied mods.
Yona (new battle hint, new creature abilities).
Fast Battle Animation (speeds-up sounds, pre-battle music, battle animation).
Secondary Skills Scrolling
(no hidden skills, view up to 28 skills).
Lots of patches
Custom buttons, objects packs, colored texts, improved multiplayer, dozens of tweaks, etc.

Goals.
Ability to use third-party plugins and patches.
Fix game and ERM scripting language bugs, make the development and debugging cycle for mods easier, make it easier to keep scripts compatibile with each other.
Extension of the ERM language with new commands and events.
Use of colored text in game dialogs.
Simplified mod installation.
Unification and standardization of game engine development.

Latest changes.

Version 2.6.5
------------------------
[+] Integrated igrik's plugin, displaying numeric value of moral/luck bonuses and spells duration in view creature dialog.
[+] Improved "wog native dialogs" plugin by igrik. IF:G radio/checkbox dialog is now implemented via native ingame dialogs system.
[+] Added "fast upgrade stacks in town.dll" plugin by igrik in the off state. Plugins allows to use A+LMB combination to instantly upgrade single stack or all stacks (click on hero portrait) in town without any confirmations.
[-] Fixed bug in Mod Manager, not allowing to run executables with space in name like "h3era HD.exe".
[-] Fixed bug with crash in commander's dialog on skill selection during level-up.

Version 2.6.4
------------------------
[+] Updated igrik's "Native WoG Dialog" mod, fixed bugs in creature info display in battles, optimized defs.
[+] Refactored Map Editor, fixed crashes on exit.
[+] Added Visual C++ Redistributable libraries msvcr[90..120].dll to allow plugins to be executed on all systems.

Version 2.6.3
------------------------
[+] Integrated "Microsoft Visual Basic 6.0 Common Controls" in order to solve problems of people, running editor without required libraries installed.
[+] Integrated igrik's WoG Native Dialogs mod, replacing commander and creature experience dialogs with native dialogs (fast, no blinking, HD mod support, ALT+F4 support, resources in pac, etc.).
New lines were added to "zcrexp.txt" and "znpc00.txt". They need to be translated and added to localization mods, such as WoG Polish or WoG Rus.
[+] Updated "Quick Savings" mod: exposed named functions and events to outer world. Mods over the mod can be made now.
[+] Added visible errors notification, like invalid json files.
[*] Replaced Era Start Menu icon.
[-] Removed all graphical elements, ported from Hota.

Version 2.6.2
------------------------
[+] Added localization support for ERM scripts. All Lang*.json files are loaded and merged into single dictionary of key => value pairs with language data.
Json files must be saved in UTF-8 encoding with preferably Unix line endings (#10 = 0x0A). The format is the following:

{
 "unique global key": "translation",
 "another key": "another translation"
}

During file loading text is converted from UTF-8 (Unicode, i.e Russian, Polish, Chinese and any other language is supported) into ANSI-encoding, used by player's operational system, ex. Windows-1251.
Thus you may ship the translation, other people may open and edit it without loss and characters, not representable on particular PC, will be replaced with "?".

Real example:

{
 "eqs.this_day_savegame_name": "@day@_@player@",
 "eqs.end_turn_autosave_name": "@day@_@player@_End",
 "eqs.quicksave_name":         "@day@_@player@_Quick",
 "eqs.saved_msg":              "Saved!",
 "eqs.quicksaved_msg":         "Quicksaved!"
}

It's recommended to prefix each key with string, unique for mod or author, like "pm." for "Phoenix Mod".

Translations may have parameters in the form of "@parameter name@". Those parameters are replaced with actual values during translation.
New ERM command !!SN:T is used to translate strings by key.
!!SN:T(key)/?(z-variable to place result to)/(parameter name 1)/(parameter value 1)/(parameter name 2)/(parameter value 2)...;

Example:

!!OW:R-1/6/?y1; y1 - player's gold amount
!!SN:T^test.gold_amount_report^/?z2/^gold^/y1;
!!IF:M^%Z2^; prints "You have 12850 gold left. Not bad!"

my test.json:

{
 "test.gold_amount_report": "You have @gold@ gold left. Not bad!"
}

[+] Added possibility to set secondary skills texts without z-variables dependence. SN:H^secskill^/skill 0..27/0 (name) or skill level/new hint.
[+] Added GET-syntax for all SN:H commands, allowing to get previously set hint for objects or current skill/specialty texts for heroes.
[+] v1-v10 and z1 will be restored after (OnKeyPress) event to the value, they had before event.
[+] Added fixes by Algor for 30 wog - enhanced secondary skills.erm, 75 wog - secondary skills boost.erm and 78 wog - wogify.erm. No more hardcoded numbers, !!SS is used instead.
[+] "Quick Saving" script is converted into default standalone mod, using named functions, unique SN:W variables and Era 2.6.2 localization means. Mod is now compatible with almost any other mod.
[+] Added msvcr90.dll (Microsoft Visual C++ Redistributable 2009) to support plugins, written with this dependency.
[+] Added meaningful messages to many asserts in code, making assertion crashes easier to understand.
[*] Each *.bin patch obtains unique name prefix, no more conflicts with 'no hota maps.bin', shipped with HD mod.
[*] Yona creature abilities are now off by default and need to be manually switched on via mod ini file.
[-] Fixed bug: SN:H^object^/x/y/z/hint didn't update hint.
[-] Removed Jim Vogan's scripts from WoG mod.

Version 2.6.1
------------------------
[+] Added latest Mod Manager by SyDr, updated default mods.
[+] Added no hota maps.bin patch, fixing crash when Hota is installed in the same Heroes 3 directory.
[+] Added "game bug fixes.era" plugin by RoseCavalier:
- AI can't cast Town Portal on Cursed Ground;
- AI can't cast Fly if they don't have it;
- Show Subterranean Gates / Monoliths icons on 'View World' and 'View Air';
- 65535 objects patch by AlexSpl;
- AI split divide by 0 fix;
- Repair Arena Cancel button;
- Show Forcefield Shadow;
- AI Resurrection-freeze bug;
- > 32767 creatures patch.
[+] Integrated Big Spellbook mod by MoP.

Version 2.6
------------------------
[+] Added default values for most of heroes3.ini parameters. No crashes anymore on missing values or even missing heroes3.ini.
[+] Added 'default era settings.ini', which values are used if corresponding parameters are missing in heroes3.ini.
[+] Backported saved game sections debugging capabilities with "Debug.DumpSavegameSections" ini option.
[+] New directory "DebugEra" must exist in order for debug functions to work (is automatically created and game start).
[+] Backported dump event list, dump patches, dump erm memory and dump PE modules capabilities from 2.5x branch (F11 key).
On calling Era.GenerateDebugInfo (no parameters), pressing F11 or game crash DebugEra folder is filled with various files,
containing full necessary debug information. Report generation can be carried out on demand:

!!SN:L^era.dll^?y1 Ay1/^GenerateDebugInfo^/?y2 Ey2/0/0; generate debug information, including ERM tracking info

[+] Functions can now have names. Any time you use "(something)"" inside commands, a new function number from 95000+ range is associated with text inside brackets and brackets with name are replaced by that number. If the name already has associated function number, existing number is used instead. Use SN:W to get number of named function by name. Unnamed functions are deprecated, but still working.

Example: !!FU(OnHenchmanHire); call function which maybe does not exist, but script users will be able to handle the event.
Example: !?FU(Phoenix.FindFreeSlot);

Please, don't forget that names are global. Prefix function names with mod abbreviation: (BattleLib.RessurectStack).
Function names are replaced with numbers during map initialization stage, so this feature has no impact on performance.

[+] Added labels support. Label is command ordinal number inside current trigger starting from 0. [:LabelName] defines local label. [LabelName] means replace label with command number. Labels are used with SN:G command to implement loops and conditions.

Example of simple loop:

!!VRy1:S0; initialize counter
[:loop]; loop is label name inside current trigger (!?XX until next !?XX of the same file)
!!IF:L^Echoed %Y1 times^; echo message
!!VRy1:+1; increase counter
!!SN&y1<7:G[loop]; jump to loop label if not echoed 7 times

Example 2:
!?CM2; archangel in every slot
!!VRy1:S0;
[:loop]
!!HE-1:C0/y1/13/1;
!!VRy1:+1;
!!SN&y1<=6:G[loop];

[+] Added elseif syntax to !!el command. If !!el has condition and condition evaluates to false, the engine proceeds to the next !!el command until finds the right one or meets !!en.
[+] Added !!SN:O command. Get object entrance. SN:O?$/?$/?$
Initialize any three variables with object square coordinates. Pass them to command to update coordinates with right object entrance square. Thanks to gamecreator.

!?CM0;
!!CM:R0 P?y1/?y2/?y3;
!!VRv2:Cy1/y2/y3;
!!SN:O?y1/?y2/?y3;
!!IF:M^%V2 %V3 %V4 => %Y1 %Y2 %Y3^;

[+] Added function names for default ERM events without parameters and new Era triggers. Ex.: !?FU(OnBattleRegeneratePhase)
!?FU77001 = !?FU(OnSavegameWrite)
!?FU77002 = !?FU(OnSavegameRead)
!?FU77003 = !?FU(OnKeyPressed)
!?FU77004 = !?FU(OnOpenHeroScreen)
!?FU77005 = !?FU(OnCloseHeroScreen)
!?FU77006 = !?FU(OnBattleStackObtainsTurn)
!?FU77007 = !?FU(OnBattleRegeneratePhase)
!?FU77008 = !?FU(OnAfterSaveGame)
!?FU77010 = !?FU(OnBeforeHeroInteraction)
!?FU77011 = !?FU(OnAfterHeroInteraction)
!?FU77012 = !?FU(OnStackToStackDamage)
!?FU77013 = !?FU(OnAICalcStackAttackEffect)
!?FU77014 = !?FU(OnChat)
!?FU77015 = !?FU(OnGameEnter)
!?FU77016 = !?FU(OnGameLeave)

[+] Added SN:H command for setting hints, descriptions, names without z-vars. Currently only the following variants are supported:
SN:H^object^/x/y/z/hint;
SN:H^object^/obj_type or -1/obj_subtype or -1/hint;

[+] Fixed !!FU:P?x[n] bug. Now this syntax works ok.

[+] Added SN:H subcommand "spec" for applying custom hero specialty names.
SN:H^spec^/hero/short name (0), full name (1) or description (2)/hint

[+] Added ability to delete hints set up by SN:H. Just add "-" prefix to the first argument.
SN:H^-object^/...

[+] Better support for modern HD mod and x86_patcher:
- included x86 patcher v4.3 with debug map file;
- 95% of Era's patches use x86_patcher, each *.bin file creates its own patcher instance;
- x86_patcher patches are dumped to "DebugErax86 patches.txt" during debug info generation.

[+] Implemented support for multiple UnhandledException handlers, now both HD and Era handlers do their job.

[+] Implemented fully featured ERM tracking support: track all executed triggers and commands in order to defeat bugs and learn game mechanics.
See Debug.ErmTracking.* options in "Heroes 3default era settings.ini".

All ERM triggers and commands are recorded during execution (tracked) and are dumped to single "DebugEraerm tracking.erm" file in the order of execution.
Comments after each trigger show flags and v-variables state on trigger start/end.
Comments after each receiver show exact file, line and position of command.

Tracking report file is generated on F11 press or on game crash.

[+] Improvated named functions support. Added programmatical ability to get function name by ID.

[+] Improved multiplayer support:
- The whole packed saved game is sent on end of turn, difference file is not generated.
- Added object creation immediate synchronization between servers and clients.
- "SavedGameExtraBlockSize" ini setting is dropped.

As a result, playing game with script, that support multiplayer, can be performed without crashes.
WoGification and quick saving scripts work.
 
[+] Released ERM Hooker v2.0 plugin with support of multiple handlers at the same address. It support Era 2.46,
but is DEPRECATED in advance, because the same functionality without memory leaks will be ported to Era in
future versions.

[+] F11/crash dumps loaded mods to "EraDebugmodlist.txt".

[+] Added support for compiled debug maps for dll/exe files and basic set of compiled maps. Map files are used to find corresponding name of function/variable/class by address in executable code. This feature allows to display human readable crash report in terms of source code items, not meaningless addresses.

Use ToolsExeMapsCompilercompile.phc to convert Borland map files to *.dbgmap binary files, used by Era.
The tool requires PHP interpreter v7.1+ to run. C++ maps support is planned to be added soon.
Place *.dbgmap file with the same name, as executable/dll but with capital first letter to Heroes 3DebugMaps directory.
Debug maps are loaded automatically during debug information generation.

[+] Implemented generation of detailed crash report on game crash, including data analysis.

[+] Updated Yona mod: added "Hammer Crush" ability for dwarfs.

[*] Ported igrik's code to fix SN:D in heroes meeting screen.
[*] Removed deprecated triggers from Era as long as deprecated RecallAPI function.
[-] Fixed bug with combined artifact (# > 143) dismounting in heroes meeting screen.
[-] UN:J3 patch rollbacked for backwards compatibility reasons.
[-] Fixed ERM MR:N bug. !?MR1/2 return valid stack number or -1.
[-] Fixed bug with dispell in enemy spellbook and 1-turn spell durations of friendly hero.
[R] (Removed) UN:J3 command does not reset commanders anymore. If value ":clear:" is passed as file name, all WoG options are dropped to zero and option #101 (Map Rules) is set to 2 ("use selected below").

...and more...

...and more...

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Hobbit
Hobbit


Supreme Hero
subiroK ot għicosutak
posted February 04, 2012 07:59 PM

So is it possible to "easily" make good mods for SoD, but not for WoG? Sweet!
____________
Horn of the
Abyss on AcidCave

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Bersy
Bersy


Responsible
Supreme Hero
posted February 04, 2012 08:04 PM

No. WoG is an obligatory mod and the basis of modding.

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Hero_of_Light
Hero_of_Light


Promising
Supreme Hero
posted February 04, 2012 08:07 PM

Is this still a beta version or the final release?
____________
Not idly do the leaves of Lorien fall.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 04, 2012 08:07 PM
Edited by Warmonger at 20:07, 04 Feb 2012.

Quote:
WoG is an obligatory mod and the basis of modding.

Liar! Acid Cave news reads exactly opposite

Still, need to try it. Looks like a big step forward.
____________
The future of Heroes 3 is here!

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Hobbit
Hobbit


Supreme Hero
subiroK ot għicosutak
posted February 04, 2012 08:09 PM
Edited by Hobbit at 20:17, 04 Feb 2012.

Quote:
WoG is an obligatory mod and the basis of modding.

Nah. It would be awesome if there were something like ERA for SoD without WoG. Modding pure Heroes 3 could be more fun.

Quote:
Acid Cave news reads exactly opposite

Sorry.
____________
Horn of the
Abyss on AcidCave

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Bersy
Bersy


Responsible
Supreme Hero
posted February 04, 2012 08:12 PM
Edited by Bersy at 20:15, 04 Feb 2012.

On wogforum AKUHAK made a memory patch to return SoD interface. One can start making a mod making WoG to react as SoD. Not so hard now.

AKUHAK converted NIM to Era II, tested, ok: http://rghost.ru/36332527

P.S Hobbit is really fast

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 04, 2012 08:16 PM

So, now with ERA II... what can I play? What should I play?
____________
The future of Heroes 3 is here!

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master_learn
master_learn


Legendary Hero
walking to the library
posted February 04, 2012 08:19 PM

Appreciate

Thanks for the release of Era II.
I hope it will work well.
Much appreciated!

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Bersy
Bersy


Responsible
Supreme Hero
posted February 04, 2012 08:27 PM

Hobbit, what exactly would you like to have as in SoD? Interface? All scripts disabled and no commanders? That's all?

Quote:
So, now with ERA II... what can I play? What should I play?

SoD/Complete/WoG New Interface Mod ported, will probably port Phoenix 3.61 with Jim's updates soon and Valery finished his TEW IV map/mod. Other things are in russian like New Castle Town or TPM and need a day or two to be turned into mods.

Quote:
Is this still a beta version or the final release?

If no bugs, it will be final release.

Quote:
Much appreciated!

Thanks.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 04, 2012 08:31 PM

Quote:
So, now with ERA II... what can I play? What should I play?


TEW IV, if you are enough skilled

It will go in mods, does not affect regular play.
____________
All my Era II mods

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Hobbit
Hobbit


Supreme Hero
subiroK ot għicosutak
posted February 04, 2012 08:45 PM

Quote:
Hobbit, what exactly would you like to have as in SoD?

SoD. Just SoD. Without new WoG units, options and stuff. Even without ERM or WoGification. But still pretty "easy" to make mods.

That would be fine for me.
____________
Horn of the
Abyss on AcidCave

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Bersy
Bersy


Responsible
Supreme Hero
posted February 04, 2012 08:50 PM

You cannot make modes without scripting language. Senseless. Just SoD is SoD. You can import any resources in original SoD. I don't understand.

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JimV
JimV


Responsible
Supreme Hero
posted February 04, 2012 10:36 PM

If I ever did anything this amazing, I would die a very proud man.  Thank you.

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Alustor
Alustor


Famous Hero
ooo da :)
posted February 05, 2012 04:21 AM
Edited by Alustor at 04:28, 05 Feb 2012.

bersy,u deserve a statue man ,also do u remember those improvements on wog page like 3.58f Script Update,Artifact Boost,DirectX 9 .dll for MP,Treasure Chest 2?Are they good for anything and if yes,ar they included in era II?
@hobit if you whant just sod go to the Library of Enlightenment,this is WOG section

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lisbo
lisbo

Tavern Dweller
posted February 05, 2012 05:40 AM

Hey.

I dont know if this thread is about the WOG mod, but im gonna ask anyway.

My Heroes 3 game keeps staggering every 2. second when i play the WOG mod. Is it because of all the scrips or what?

Thanks in Advance!

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Bersy
Bersy


Responsible
Supreme Hero
posted February 05, 2012 12:00 PM

Quote:
If I ever did anything this amazing, I would die a very proud man.  Thank you.

Very pleasant review, Jim, but the real titans of work are Valery (I know he is a bot ^^), VCMI team (tons of code), you and many other great modders. I simply try to allow players and modders to find each other in a comfortable environment ))

Hobbit, I'll look at AKUHAK "Sodify" mod and maybe with some improvements you will be satisfied.

Quote:
bersy,u deserve a statue man ,also do u remember those improvements on wog page like 3.58f Script Update,Artifact Boost,DirectX 9 .dll for MP,Treasure Chest 2?Are they good for anything and if yes,ar they included in era II?
@hobit if you whant just sod go to the Library of Enlightenment,this is WOG section

Thanks. DX 8 dll is included (stable), Scripts Update is buggy, but you can release anything in a mod form. "Mods\Scripts Update\Data\s\here the scripts are".

Quote:
Hey.
I dont know if this thread is about the WOG mod, but im gonna ask anyway.

My Heroes 3 game keeps staggering every 2. second when i play the WOG mod. Is it because of all the scrips or what?

Thanks in Advance!

We need to know map name and wog version/the installer and if Scouting script is on.

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Hobbit
Hobbit


Supreme Hero
subiroK ot għicosutak
posted February 05, 2012 12:51 PM

Quote:
You cannot make modes without scripting language. Senseless. Just SoD is SoD.

HotA.

AFAIK HotA Crew is going to make a new version of HotA with ERA. But WoG won't be necessary - rather optional. That would mean that new HotA would be a little bit more "moders friendly", right?

So, why isn't it possible to make SoD with ERA, but without WoG?

Quote:
this is WOG section



Like I said.
____________
Horn of the
Abyss on AcidCave

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 05, 2012 01:33 PM

Frankly I don't see why this fuzz around WoG. Is just perfect. It allows almost every crazy ideas, and moreover it allows self disabling, so where is the problem?
____________
All my Era II mods

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Bersy
Bersy


Responsible
Supreme Hero
posted February 05, 2012 01:54 PM

Hota uses binary code for the same things as ERM/Plugins. This code cannot be adjusted or viewed. It's not error-prone, hard to write and maintain. Is it easy modding? Try to repeat their path.

Quote:
AFAIK HotA Crew is going to make a new version of HotA with ERA. But WoG won't be necessary - rather optional.

WoG is a code. This code ensures new data, including enlarged number of monsters and artifacts, some WoG dialogs and features. We can restore campaigns, interface, hide "WoG Options". It seems that this makes you happy, but consider the following problem. Mod X adds new script option to the menu. But you don't have the menu! Mod Y introduces new commander system. But you don't have commanders! Mod Z uses one of default WoG scripts. But you don't have them! Map A uses some of WoG new objects defs. But you disabled them! Em? So how do you think we should release compatible mods, while you don't want to have any scripts, new features, dialogs and buttons. No way! Hota way is too hard. Only Yona's way is left. Do you like programming and reverse engineering?

Consider VCMI. First they are to reproduce the whole game in a portable way. Secondly, they add some scripting language. Then they make huge list of API for that language and write documentation and manuals for potential modders. Then (after many days and titan's work) one of modders decides to make changes which cannot be done through existing API. He cannot modify game on hdd or in memory, but only ask to release API or fork the project. Now imagine that a group of modders create a mod with many scripting libraries, new objects and so on. One can write scripts/maps/mods based on their work. But Hobbit and other funs look at it and say: "We wonna default skin, no scripts, no options, no that not professional graphics and we wonna SoD!" Then Valery releases his new map. Hobbit says: "I wonna this map but without installing that big mode.". Em? And so on. Sounds childish and impractical.

Till now the problem was how to combine mods safely. This time you can make "Sodify" mod and turn off (but not disable) wog options. So you have old skin and campaignes, ERM, new mods/maps support. Don't demand SoD. SoD is compiled game without any modification support, with its bugs, dirty tricks in code, out-of-date resolution and so on.

Even if you want to to make a new town and some project like Hota or VCMI releases a constructor, you are to script it's functionality, new unique abilities, tweak AI if necessary. And writing scripts from scratch is hard. You'd like to use other people work as the base. And after you release the mod, one will say: "Wonna SoD + your town, no scripts, no options, no...". Perfect.

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