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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 30 60 90 120 ... 122 123 124 125 126 ... 150 180 210 220 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 26, 2015 07:27 PM

Hero_Of_Light said:
Is ERA II project abandoned


Yes, for now.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted December 26, 2015 07:57 PM

OK, so is there someone that can edit the restore interface pluggin and fix the two bugs I mentioned in previous post?
____________
Not idly do the leaves of Lorien fall.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 01, 2016 10:12 PM

Which names of ers files work in ERA II ? for example script99.ers works and "299 script99.ers" doesn't work. what is the pattern?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 09, 2016 03:24 PM

What happenned to ERA 2.55 ? is it advised to use it ? Will this be continued? Any changes to the WoG scripts? any new patches/plugins?

Thanks in Advance.

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Shairkon
Shairkon

Tavern Dweller
posted January 09, 2016 04:12 PM
Edited by Shairkon at 16:14, 09 Jan 2016.

Good day, everyone.

I was wondering if anyone could shed some light on an issue I'm having with Era. I've done a couple of fresh installs and I was hoping someone could tell me what I'm doing wrong. Here are the steps:

1. Installed Homm3 Complete (bought off the GoG site) - setup_homm3_complete_2.0.0.16.exe then patch it up with patch_heroes_of_might_and_magic_3_complete_2.0.1.17.exe

2. Installed Era 2.46 over it (which mentions that it also includes WoG 3.58f) so I thought that should be good to go.

3. Installed Hero of Light 3.2

4. Era II Mod Manager lists the following (after I added some other mods):

- HoL 3.2
- In the Wake of Gods 1.0
- Yona 5.0
- Secondary skill scrolling
- Vallex Portraits
- New Commanders Pack
- Morn Battlefields
- Fast Battle Animation
I had Adventure Pillars at one point too but disabled it due to some crashes...

I get constant ERM script errors so I'm not sure what I'm doing wrong or maybe if I've installed a mod incompatible with something else or maybe I need to use a different way to install things, different order, version etc...
Could someone please let me know what I'm doing wrong or if possible give me a clear description, small guide, some steps on how to install things in order to get HoL 3.2 working without crashes?
Thank you guys in advance.

Edit: I may have posted this in the wrong thread but it is Era 2 related so if I have to move, I'll go post on HoL thread, my apologies.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 09, 2016 04:16 PM

Wog mod should be at THE BASE of your list (is reversed in mod manager), then get wog revised mod and install it. Which means,

WOG
Wog revised
Hol
Adventure pillars (will probably not crash if wog at base)
...other mods


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floonair
floonair

Tavern Dweller
posted January 09, 2016 07:36 PM

i installed the wog+era pack and i like it, don't need to add mods or else, but the is a way to disable garrisons (border gates) ?
____________

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avatar
avatar


Promising
Supreme Hero
posted January 09, 2016 08:09 PM

floonair said:
don't need to add mods or else,

exept Morn Battlefields

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Shairkon
Shairkon

Tavern Dweller
posted January 09, 2016 09:49 PM

Salamandre said:
Wog mod should be at THE BASE of your list (is reversed in mod manager), then get wog revised mod and install it. Which means,

WOG
Wog revised
Hol
Adventure pillars (will probably not crash if wog at base)
...other mods




I'm sorry so do you mean to have WoG and WoG revised at the BOTTOM of the mods list, they should be the last two? (from top to bottom)
Or should they be like you mentioned
WOG
WOG revised
HOL

Because this means that those modes are at the TOP.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 09, 2016 09:51 PM

Bersy said:
ERM Hooker v1.0.0
Era plugin allows to easily install and remove code hooks which execute corresponding ERM handlers.
{code block address} => {erm function receiving the context}

API:
(*
ErmHandlerFunc receives two SN:X arguments: (Context pointer, ExecuteOverwrittenCode? = 1)
If you set ExecuteOverwrittenCode to 0, be sure to change context.RetAddr
Context structure (offsets in brackets):
: EDI (0), ESI (4), EBP (8), ESP (12), EBX (16), EDX (20), ECX (24), EAX (28)
: RetAddr (32)

Returns non-zero value on success. Fails if another hook is set at the same address.
*)
function SetHook (Addr: pointer; ErmHandlerFunc: integer): longbool; stdcall;
(*
Removes erm hook at specified address. Returns true if hook existed.
*)
function UnsetHook (Addr: pointer): longbool; stdcall;
(*
Prints list of hooks in "DebugEraerm hooks.txt"
*)
procedure PrintHooks; stdcall;

All hooks are automatically removed on the following events: new game start, game loading, game leaving (Era 2.55+).

Plugin supports both Era 2.46 and Era 2.55+. For 2.55+ it handles OnGenerateDebugInfoEvent (you can generate list of hooks by pressing F11) and OnGameLeave event.

Example of usage:
!?FU102777;
!!SN:L^EraPluginserm_hooker.era^/?y1 Ay1/^SetHook^/?y2;
!!SN:Ey2/1/5933074/102778; 0x5a8812

!?GM0;
!!FU102777:P;

!?PI;
!!FU102777:P;

!?FU102778;
!!IF:M^Hi from hook!^;


How to change register from hook? I.E. how to change EAX?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 09, 2016 09:52 PM

At most bottom: Wog. Then just above, wog revised, then the other mods.

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igrik
igrik


Promising
Known Hero
posted January 10, 2016 03:37 PM

!?FU102778;
!!IF:M^Hi from hook!^;
!!SN:X?y1;
; EDI (0), ESI (4), EBP (8), ESP (12), EBX (16), EDX (20), ECX (24), EAX (28)
; RetAddr (32)
!!VRy2:Sy1 +28;             // go to [EAX]
!!UN:Cy2/4/?y3;             // rewrite/read [EAX]

http://forum.df2.ru/index.php?s=&showtopic=34685&view=findpost&p=685201

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dwzpku
dwzpku

Tavern Dweller
posted January 23, 2016 02:37 AM

I think I find a minor bug of ERA II: the AI radius is reset whenever the game is loaded. Currently I use the following code in my plugin to work around it:
void __stdcall OnSavegameRead (TEvent* Event) {
 ExecErmCmd("UN:J4/32000;");
}

Surely you will find a best way to solve it.

____________

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted January 25, 2016 02:43 PM
Edited by Hero_Of_Light at 14:44, 25 Jan 2016.

I am getting a weird crash in ERA II:

When I start a random single scenario, then all is fine. However, suppose I start the game and at first day (before even clicking on end of turn) I decide to create another random map. Then, the second random map is never created, as WoG crashes and shows this message:

Access Violation. Attempt to {read} the inaccessible data at {0x30303038}

The Latest Executed ERM Receiver:

FU&y1=0:E;

!!CM:I?y1;
!!FU&y1<>12:E;
!!SN:W^IsAutosave^/1;

!?GM1;
!!UN:P999/?y1;
!!FU&y1=0:E;

Has anyone experienced the same problem?
____________
Not idly do the leaves of Lorien fall.

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Biobob
Biobob


Famous Hero
the Bobler
posted February 01, 2016 02:16 PM

Has anyone been able to get Random Skins to work? It looks really nice, but all I get are the standard skins...

Here are the mods I am currently using; I am also using HD Mod v3.46f with most non graphical options disabled.



Greets
____________
Maps
The Mapmaker's Thread

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted February 01, 2016 02:36 PM
Edited by Galaad at 14:55, 01 Feb 2016.

Strange, I do have Random Skins enabled and never had any problems with it.. What is the SoD you have under WoG? Is it safe SoD? Is been a while I didn't use that one but IIRC it disables NIM and thus probably RS too..

Otherwise let's wait for Sal to pop up he should know.


EDIT> And in any case WoG should always be at top bottom.
____________

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 01, 2016 07:42 PM

Knightmare Mods

Bersy said:
Code update for Era to version 2.55.
Download
Attention! Versions 2.50-2.55 were not tested and thus are recommended only for testers, advanced users and mod makers.

Version 2.55  October, 13 (2013)
------------------------
[+] Routine producing ERM error report was completely rewritten. New dialog uses colored text and displays full error command, ERM file name and line in file. Default choice is skipping the error, not making ERM memory dump. There are no more duplicate or senseless error popups.
[+] Routine making ERM memory dump was completely rewritten for better error diagnostics and supports apart from all associative variables (SN:W) and dynamical arrays (SN:M).
[*] Error in any Era command (SN:) does not lead to leaving trigger anymore.
[*] Era commands now obey error suppression rules (UN:P904) and do not change z1 variable on error.
[+] ExecErmCmd can now execute several commands at once.
[+] Added event "OnBeforeClearErmScripts". It occurs right before scripts are unloaded.
[+] WoG built-in code tracing mechanisms were removed because of being slow and useless.
[+] e- and y- are considered deprecated and are subject to remove in the future.
[*] "r" color name now stands for light red, suitable for default dialog backgrounds. "g" color name now stands for game native gold color.
[*] Internal code refactoring.
[-] Fixed Era 2.5 bug. Event "OnBeforeErmInstructions" didn't occur.



are the deprecated variables still in erm interpreter? Some old scripts uses y-nn variables to return from function etc.
Please don't remove them just disadvice to use them.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 01, 2016 10:14 PM

Biobob, I see nothing wrong in your list, but just an advice: when something not working as you need, try once without HD mod then see if at least compatible with. I don't use HD mod especially because it triggers here and there small annoyances.

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Biobob
Biobob


Famous Hero
the Bobler
posted February 02, 2016 03:10 PM
Edited by Biobob at 15:18, 02 Feb 2016.

Turning HD off didnt do anything...seems like Safe SoD is the problem here: When using Safe SoD, you always get Heroes 3 Complete Skin, when disabling it, Random Skins starts to work.

Can anything be done about this? After all, Safe SoD is my most important mod

Greets

PS: Seems like I've got it to work: Turning off restore interface.bin did the trick. Is this safe to do? Or will I break something that way?
____________
Maps
The Mapmaker's Thread

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 02, 2016 09:42 PM

Well, SoD mod is what is called: it turns back all interface from wog to sod, including skins. Therefore it overwrites new skins mod. I don't know what happens when plugin is disabled, probably you will get some wog graphics. Scripts are off anyway.

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