|
Thread: Era II [ This thread is pages long: (1) 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 ] |
Bersy 

   
    
Responsible
Supreme Hero
|
posted February 04, 2012 01:30 PM |
bonus applied by angelito on 05 Feb 2012. |
Edited by Bersy at 11:23, 23 Jan 2013.
|
Era II

Name: Era II + WoG 3.58f [converted to mod]
Version: 2.4
Size: 83.1 MB
Download: Direct link
Update: To 2.43.
Intro: Read
Requires: SoD/Complete, NOT WoG
Credits: Bes, Darkloke, Jim Vogan, Sav, solitaire345, Valery (Salamandre), ZVS, HC community and others.
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 (see manual for details).
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 2.4 August, 31.
------------------------
[+] GrayFace's patch for editor was updated. Passability editing dialog now understands mod system.
[+] Fixed battle hint and log for modified by ERM damage from towers, moat and magic.
[+] Added fix for handling of negative offsets in fonts. Author - Sav.
[+] Added ERM scripts preprocessing. A sequence of three and more exclamation characters is treated as a comment and cut from source code at loading. Old WoG maps will not show error dialog at start.
[+] Added fixes for fire elemental and hell baron by Bes.
[+] Added "all war machines in blacksmith.dll.off" plugin by baratorch. It allows to buy all machines of war in blacksmith.
[+] Fixed WoG campaign error.
[+] Updated ERM UN:V command. WoG version is 400 now, ERM version is Era version * 1000.
[+] MMArchive was updated by Chinese programmer to support *.pac extension.
[+] File "era.h" was updated and now supports MSVC 9. Author - Sav.
[+] Added text tables editor by GrayFace.
[+] Commanders and emissaries are displayed in editor.
[*] Mod list generation mechanism was changed to a fully portable variant. Game loads mod list from file "Mods\list.txt" now. The lower the mod is in the list, the higher its priority is. Duplicates and blanks are ignored, as well as not existent items. Mods which are not mentioned in the list are considered disabled.
[*] Mod manager, plugin manager and Era Start Menu were updated.
[*] Jim Vogan's scripts were updated, some of them received options in WoG menu.
[*] Emerald tower can be visited only once, as it was in original 3.58f.
[*] InstallMod was updated to satisfy the requirements.
[-] Fixed a critical bug in era.dll. If any mod folder had attributes, it was not added to mod list at game start.
[-] Fixed OnBattleMouseHint event. If player has detailed statistics off in battle options, damage arguments are set to -1.
[-] Fixed and improved logging.
[-] Fixed problem with Yona and "0 (0)" battle hint.
[-] Fixed Era 1.81..Era 2.4 code used to modify memory blocks.
[-] Fixed bug in text scanner. No more hangs because of colored strings if the form of "{~...}...{~".
[-] Fixed bug in secondary skills boost. Credits: Valery.
Version 2.3 June, 10.
----------------------
[+] Added support for negative z, e, y variables to all Era commands.
[+] Added DL-Dialogs editor by GrayFace. It's tool #16 in Era Start Menu.
[+] Added fixed snow objects for adventure map.
[+] Added updated lakes by Darkloke.
[+] Added support for "no secondary skills limit" patch to "battle academy" and "school of wizardry" scripts.
Author: majaczek.
[*] Era Start Menu now displays current page number in title.
[*] If duplicates are found in zeobjts files, map editor reports error instead of crashing.
[*] Plugin "all war machines in blacksmith.dll.off" is considered deprecated and was removed.
[-] Fixed avwattak.def which caused rare crashes.
|
|
Hobbit

 
    
Supreme Hero
...so what?
|
posted February 04, 2012 01:59 PM |
|
|
So is it possible to "easily" make good mods for SoD, but not for WoG? Sweet!
____________
|
|
Bersy 

   
    
Responsible
Supreme Hero
|
posted February 04, 2012 02:04 PM |
|
|
|
No. WoG is an obligatory mod and the basis of modding.
|
|
Hero_Of_Light

  
    
Promising
Supreme Hero
|
posted February 04, 2012 02:07 PM |
|
|
Is this still a beta version or the final release?
____________
Not idly do the leaves of Lorien fall.
|
|
Warmonger 

  
     
Promising
Legendary Hero
fallen artist
|
posted February 04, 2012 02:07 PM |
|
|
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!
|
|
Hobbit

 
    
Supreme Hero
...so what?
|
posted February 04, 2012 02:09 PM |
|
Edited by Hobbit at 14:17, 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.
____________
|
|
Bersy 

   
    
Responsible
Supreme Hero
|
posted February 04, 2012 02:12 PM |
|
Edited by Bersy at 14:15, 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
|
|
Warmonger 

  
     
Promising
Legendary Hero
fallen artist
|
posted February 04, 2012 02:16 PM |
|
|
|
master_learn

 
     
Legendary Hero
walking to the library
|
posted February 04, 2012 02:19 PM |
|
|
Appreciate
Thanks for the release of Era II.
I hope it will work well.
Much appreciated!
|
|
Bersy 

   
    
Responsible
Supreme Hero
|
posted February 04, 2012 02:27 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.
|
|
Salamandre 

    
      
Honorable
Undefeatable Hero
|
posted February 04, 2012 02:31 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.
____________
WOG MAPS
|
|
Hobbit

 
    
Supreme Hero
...so what?
|
posted February 04, 2012 02:45 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.
____________
|
|
Bersy 

   
    
Responsible
Supreme Hero
|
posted February 04, 2012 02:50 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.
|
|
JimV

   
    
Responsible
Supreme Hero
|
posted February 04, 2012 04:36 PM |
|
|
|
If I ever did anything this amazing, I would die a very proud man. Thank you.
|
|
Alustor

 
   
Famous Hero
ooo da :)
|
posted February 04, 2012 10:21 PM |
|
Edited by Alustor at 22:28, 04 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
|
|
lisbo

 
Tavern Dweller
|
posted February 04, 2012 11:40 PM |
|
|
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!
|
|
Bersy 

   
    
Responsible
Supreme Hero
|
posted February 05, 2012 06:00 AM |
|
|
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.
|
|
Hobbit

 
    
Supreme Hero
...so what?
|
posted February 05, 2012 06:51 AM |
|
|
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.
____________
|
|
Salamandre 

    
      
Honorable
Undefeatable Hero
|
posted February 05, 2012 07:33 AM |
|
|
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?
____________
WOG MAPS
|
|
Bersy 

   
    
Responsible
Supreme Hero
|
posted February 05, 2012 07:54 AM |
|
|
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.
|
|
|
|