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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Era II
Thread: Era II This Popular Thread is 198 pages long: 1 2 3 4 5 ... 40 80 120 160 ... 194 195 196 197 198 · NEXT»
Bersy
Bersy


Honorable
Supreme Hero
posted February 04, 2012 07:30 PM bonus applied by angelito on 05 Feb 2012.
Edited by Bersy at 23:22, 19 Dec 2019.

Era II



Era 2.9.2 is out
I was working on new 2.9.x branch for a long time and it's finally ready. Key features of the update:

EPM script engine optimization allowed to speed up the execution of repeatable code by 10x times! (from 130 thousand commands/sec to 1.3 million commands/sec). It means faster and smoother gameplay, more heavy mods, more opportunities to improve AI.
Many improvements to the EPM were made, which will have a positive impact on the ease of writing and debugging code.
New events support: hero screen rendering, mouse clicks handling in recruit troops screens, city hall and kingdom overview dialog.
Script writers are provided with an interface to work with the recruitment dialog. It became possible to implement many ideas based on it: summoning different creatures in battle, transferring stacks between heroes, remote army purchase, new creature dwellings and much more.
Evolution of the Era code. Era 1.9 code is fully ported to Delphi. Angel.dll is now just a stub.
Gift for antiviruses: the old utility DEFka, replaced by a favorable version 2.0 on another engine.

Read the rest in the changelog: Help/Era/era ii changelog.txt.
====================
Special thanks to the fans of the game, who supported the project financially: Andarium() and several other players (). Please write you nicknames on/after donations, so that I could mention you in annals.

Special thanks to daemon_n for patronage of the most popular Russian-language Era all-in-one package and support, tirelessly provided to players, as well as the translation of Advanced Classes mod.

Thanks to MoP for its battery plugin.dll, which helped me a lot during recruit dialog API development.

I would like to thank igrik for constant releases and updates of plugins, advices and help.

Download actual Era version
Install over Complete Collection or the Shadow of Death.

You can support the release of new versions via donation app or directly to bank card:
4496 5501 6577 3844 (Belarus, BPS-SBERBANK). Service: paysend.com

Requires: Heroes 3 Shadow of Death or Heroes Complete Edition.

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.
Quote:
{{{ CHANGELOG }}}

Version 2.9.2
------------------------
[-] Release building software used to put older angel.dll into installer.
[-] Fixed bug: negative y-variables were reset even in non FU1..FU29999.

Version 2.9.1
------------------------
#small-fixes #antiviruses-heaven
[+] Replaced ToolsDEFka v1.0 with more feature rich DEFka 2.0.
[+] Replaced Virtual Pascal angel.dll stub with Delphi angel.dll stub.
[+] Added "ErmLegacySupport" option in heroes3.ini. If set to 1, compatibility with old ERM scripts will be better
   at the cost of ~15% ERM performance decrease. Options forces local variables reset before each !?XX trigger, even
   in DO-loops.
[-] Renamed ModsWoGEraPluginserm_hooker.dll to *.era.

Version 2.9.0
------------------------
#performance #erm-speed-up #erm-stability #era-evolution #recruit-dialog

[@] Special thanks to HMM 3 fans, who supported the project with donations: Andarium (++) and a few other players (+).
[@] Special thanks to daemon_n for maintaining main Russian Era all-in-one package, script writers and players support,
   Advanced Classes Mod translation and more.
[@] Special thanks to MoP. His Battery.dll plugin was used during Recruit Dialog API development.
[@] Special thanks to igrik for his constant plugins updates, advices and help.

[+] Speeded up ERM triggers in 2-10x times. There is no more performance penalty, depending on total triggers number.
   Whether there are 5 total triggers or 5000, trigger search time is almost linear. Triggers location in memory and search mechanism
   were optimized.

[!] Backward incompatible change: local variables saving and initialization is performed before the first trigger of particular type (like !?CM2)
   and restoration is performed after the last trigger of particular type. It means, that code must not depend on local vars initial zero/empty value.
   Some original WoG scripts need corrections.

[+] Rewritten trigger execution procedure. Features:
 - Up to 32 nested IFs support.
 - Each trigger/function from now has its own local set of y1..y100, e1..e100, z-1..z-10, x1..x16, f996..f1000, v997..v1000 variables.
   Flags and v-variables are automatically set before first trigger of the same type execution.
   x1..x16 usually hold trigger/function paremeters and should be changed only when you know, what you are doing.
 - Optimized !!DO support. Variables saving/restoring is performed only once before !!DO-loop and after.

[+] Rewritten !!DO implementation. Now it's lightning fast (10x), almost same as manual loop with SN:G.
 - DO parameters are set only once before the first iteration.
 - DO:P? syntax is supported. Get-parameters will have 0 value at first iteration and their final value will be returned after the last iteration.
   Example: !!DO(Test)/0/100/1:P?y1; y1 will be set to x1 value after last loop iteration, x1 initial value is 0
 - !!DO:P= syntax is not supported anymore.
 - Backward iteration is now supported. !!DO(Test)/100/-10/-1; will iterate 111 times from 100 to -10.

[+] v1..v10 and z1 variables are restored after OnKeyPressed event automatically. No keyboard fix scripts is necessary anymore.

[*] Negative y-variables are DEPRECATED and are subject to be removed in the future. Do not use them in new scripts.
   They are saved and restored for any event, except !?FU1..!?FU29999. Thus some WoG scripts used them as local variables (positive y-vars are better),
   and some scripts used them as return values from FU1..FU29999 functions (like global variables).

[+] SN:E always assigns both v1 and e1. No need to add 4 to calling convention in order to receive float result.

[+] SN:X works directly with x1..x16 now. Parameters for Era triggers are assigned to x1..x16. Thus you can write:
   !?FU(OnKeyPressed)&x1=27; handle ESC key (code 27)
   !!VRx2:S1; disable default reaction

[+] Era 1.9 was fully ported to Delphi. Angel.dll is left as deprecated stub only. Antiviruses no longer complain on angel.dll.
[+] All SN receiver commands are now handled by Era.
[+] ERM Hooker was updated to 2.1 version and is now part of Era package. Mod makers should not include it in their mods.

[+] Added new event "OnLoadHeroScreen". It occurs just before Hero Screen is drawn for specific hero: after "OnOpenHeroScreen"
   event and during each switching in the same dialog between different heroes. Event also occures during RMB on hero in tavern
   and in battle (with special plugins). The event can be used to change hero skills/info/troops only for hero screen dialog.

[+] Added "OnRecruitDlgMouseClick", "OnTownHallMouseClick" and "OnKingdomOverviewMouseClick" events. All parameters
   can be obtained via !!CM, as usual. Default reaction can be disabled.

[+] Improved SN:S / !?SN pair. Sound name is always copied to a separate buffer before calling PlaySound.
   Previously the following code used to produce no sound:

   !!VRz1:S^test.wav^;
   !!SN:Pz1;

   !?SN;
   !!VRz1:S^WTF^;

[+] OnBeforeHeroInteraction event has 3-d parameter (x3): "enable interaction". Set it to 0 to disable interaction.

[+] Added SN:F^era.dll or kernel32.dll exported function name^/...function arguments... for executing functions
   with STDCALL calling convention. No more need to use SN:L... A... E... in most cases.
   Example: !!SN:F^ReadStrFromIni^/^key^/^section name^/^Datatest.ini^/?z2;
            !!SN:F^GetButtonID^/^testBtn^;

[+] Added ERM command for dynamical string interpolation (substitution of variables in string).
   SN:I(string to interpolate)/?z#.
   Command can be used for interpolating strings, obtained from external sources, such as ini-files
   and SN:T, though its usage is recommended only for debugging/porting needs.

   Example:
   Use SN:T, UN:N6 or get input from dialog in z2.
   Example z2 contents: '%Y5 %V996 test %Z5'
   !!SN:Iz2/?z3; z3 now contains z2 contents with all variables substituted/interpolated

[*] Updated "Quick Savings" mod.
[+] Updated "wog native dialogs" plugin by igrik.

[+] Era.dll now exports 2 additional functions: GetArgXVars and GetRetXVars. Each one returns pointer to int[16].
   The first set of values should be used as parameters for generated events. They are automatically copied to x1..x16
   right on trigger execution start. The second array holds copied x1..x16 values after trigger execution and serve
   as return values.

   Example:
   GetArgXVars()[0] = 1; // default reaction is enabled
   FireErmEvent(100000); // call trigger 100000
   int defReactionEnabled = GetRetXVars()[0]; // get "default reaction enabled" parameter final value

[-] Backward compatibility with plugins, adding new ERM receivers is broken. New API for regestering custom
   ERM receiver handler is ready, only docs are missing for now.

[+] Added new receiver !!RD for managing recruit dialog and a few new events.
 
 Whenever recruit dialog is created, an event "OnOpenRecruitDlg" is triggered with the following parameters:
 x1 - selected/active monster slot (0..3)
 x2 - flags/options. Combination of bits, controlling dialog behavior:
   CLOSE_ON_BUY       = 1; Dialog should be closed, when buy button is clicked. Used normally in towns
                           ir when there is only single recruit slot. Unset this flag to force use to manually close dialog.
   AUTO_UPDATE_ADVMAP = 2; Adventure map screen should be updated after any recruit is hired (even when dialog is shown).
                           This flag is used during hiring recruits from adv. map dwellings, allowing player to see
                           new creature quantities in the right bottom info screen.
 x3 - enable dialog = 1.   Set to 0 to not show dialog at all.

 When recruit dialog is closed, an appropriate "OnCloseRecruitDlg" is trigger without parameters.
 
 When dialog slider is touched or active slot changed, recalculation of number of monsters to hire
 and total costs is performed in "OnRecruitDlgRecalc" event. All parameters can be changed.
 x1 - creature cost in gold
 x2 - resource ID (0..5) or -1
 x3 - resource cost

 Dialog was modified to allow zero gold/resource cost.

 When a few recruits are hired, "OnRecruitDlgAction" is triggered.
 x1 - number of hired creatures. Read-only.
 
 
 !!RD:C#slot/$type[/$num/$sourceId/#0 = use original number]; Configurate dialog
 ===============================================================================
 #slot - dialog slot index (0..3)
 $type - creature type to hire in specified slot or -1 for inactive slot.
 $num  - current number of creatures to hire. If the last parameter is 0, then it's original number
         of monsters to hire, remembered right after "OnOpenRecruitDlg" event (get syntax only).
         Number of creatures is usually directly binded to some source, like town creature dwelling.
         Thus, settings this value in configuration phase, you change real creature quantity.
 $sourceId - the source/memory, where available number of creatures is stored.
   >> For existing towns on the map the following sourceId formula can be used:
   Town ID * 14 + (town creature dwelling 0..6) + (7 for upgraded only), where Town ID is CA:U.
   For instance, the source of second town on the map, 3-d upgraded dwelling is: 1 * 14 + 3 + 7 = 24.

   >> If dialog is called with special, programmer-defined external sources, they will have the following IDs:
   9000, 9001, 9002, 9003. For instance, mod maker implemented custom dwelling in town and has some memory,
   where number of creatures for hiring is stored. Script writers will be able to see such sourceId as 9000.

   >> Custom source. sourceId >= 10000. User-scripted implementation.
   When custom source is used, unique memory block is allocated for it. Do not forget to set initial
   value in "OnOpenRecruitDlg" and get final (remaining) value in "OnCloseRecruitDlg".

   Same sourceId may be assigned to any number of dialog slots. All those slots will display same
   creature quantity and update simultaneously. This is usefull for alternative creatures implementation.
   Slots may have different creature types (and costs), but total amount of recuits is shared between all
   slots.

 SourceId is changed before applying new monsters number. Thus !!RD:C0/13/100/20000 will change
 sourceId to 20000 (custom) first and then set monsters quantity to 100 archangels, without changing
 original dwelling/object/etc population.

 You can set slot 0 and 3 types to some values and slot 1 and 2 types to -1. Free space will collapse and user
 will see only two slots.

 Dialogs without working slots (creature type <> -1) will not be shown.

 Example: !!RD:C2/?y3; y3 is creature type is 3-d dialog logical slot


 !!RD:S#offset; Shift slots
 ===============================================================================
 #offset - shift all slots by this value to the right (positive number) or to the left (negative number).
           If slot goes outside of 0..3 indexes, it disappears.
 Example: given 0..1 slots with normal and upgraded creatures and any sourceIds. Task: prepend two custom slots
          with angels/archangels to them.
          !!RD:S2 C0/12/2/12345 C1/13/2/54321;
          Before:
          [creatures A] [creatures B] [empty slot] [empty slot]
          After:
          [2 angels] [2 archangels] [creatures A] [creatures B]
 Shifting is performed will all settings (number, type, sourceId) preserved.

 Example 2: remove first slot with upgraded monsters and leave non upgraded only.
 !!RD:C0/?t/?t/?y2; y2 is sourceId for slot 0, t - temp global quick var
 !!VRy2:%14;        y2 - is dwelling index 0..13, 7+ for upgraded
 !!RD&y2>=7:S-1;    shift one slot to the left if the first slot is upgraded town dwelling


 !!RD:F#visualSlot/?$logicalSlot; Convert visual dialog slot index to logical one (used with !!RD:C)
 ===============================================================================
 #visualSlot   - visible slot index (0..3)
 ?$logicalSlot - logical slot index (0..3 or -1)

 Command used together with mouse handling in recruit dialog. Visible slot IDs are monotonically
 increasing and need to be converted to logical slot IDs.
 Example:
 [creature A] [empty slot] [empty slot] [creature B]
 is displayed as
 [creature A] [creature B], where creature B has visual slot index 1 and logical slot index 3


 !!RD:I?$dialogId[/?$townId/?$dwellingId/?$selectedSlot]; Get current dialog Info
 ===============================================================================
 ?$dialogId     - Unique recruit dialog ID. Used to distinguish between nested dialogs (yep, it's possible). Reusable.
 ?$townId       - ID of town, for which dialog is opened or -1.
 ?dwellingId    - ID of town dwelling, for which dialog is opened or -1. 0..6 non upgraded, 7..13 for upgraded.
                  Horde buildings (+X population) are treated as dwellings, they influence.
 ?$selectedSlot - Active logical slot index.


 !!RD:M#var/$value; Access current recuird dialog associative memory
 ===============================================================================
 #var   - either integer number or unique string. Same as SN:W
 $value - get/set/modify variable value

 Commands provide fully-featured SN:W equivalent with memory, allocated for each created recruit dialog.
 Memory is released after "OnCloseRecruitDlg" for each dialog.

 Example:
 !!RD:M^acm.mapX^/v998 M^acm.mapY^/v999 M^acm.mapZ^/v1000;
 !!RD:M^mithril^/*2;


 !!RD:O#townId/#dwellingId/#targetType/#targetId[/#dlgFlags]; Open new recruit dialog (previous dialogs will remain in the background)
 ===============================================================================
 #townId     - ID of town to open dialog for or -1. Town will be used as slots source.
 #dwellingId - ID of town dwelling (0..13) or -1. Dwelling will be used as slots source.
 #targetType - Type of the destination for hired recruits:
   RECRUIT_TARGET_TOWN   = 0;
   RECRUIT_TARGET_HERO   = 1;
   RECRUIT_TARGET_CUSTOM = 2; Destination will be determined by Lua/ERM script and handled manually
 #targetId   - ID of target: hero ID, town ID or special value for Lua/ERM script.
 #dlgFlags   - Combination of CLOSE_ON_BUY and AUTO_UPDATE_ADVMAP flags. See "OnOpenRecruitDlg" event.
               Don't set this parameter of using native/default settings.

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Hobbit
Hobbit


Supreme Hero
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


Honorable
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


Responsible
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
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


Honorable
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


Honorable
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.
____________
Era II mods and utilities

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Hobbit
Hobbit


Supreme Hero
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


Honorable
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


Honorable
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
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?
____________
Era II mods and utilities

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Bersy
Bersy


Honorable
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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