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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Era II
Thread: Era II This Popular Thread is 216 pages long: 1 30 60 90 120 150 180 ... 204 205 206 207 208 ... 210 216 · «PREV / NEXT»
MIchalqo
MIchalqo

Tavern Dweller
posted March 09, 2020 08:18 PM
Edited by MIchalqo at 20:50, 09 Mar 2020.

avatar said:
Centaur Captain was never able to shoot, Centaur still can gain this ability via stack experience system.

Stack experience system was invented for such cases - gives non upgraded creatures stronger bonuses than upgraded ones to let the player to make difficult decision - upgrade creatures or not upgrade - that's is the question So that's why stack exp. is so cool feature!


Here is the proof from 2.9.4 that Captain shoot right from start

Image

Anyway I found other interesting bug - when I use high DPI mouse game screen freeze when I move across the screen... and react immediately when I stop the motion.

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avatar
avatar


Promising
Supreme Hero
posted March 09, 2020 09:12 PM

Maybe he could shoot, but not because stack experience system. I guess custom script or mod did that.
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Bersy
Bersy


Honorable
Supreme Hero
posted March 10, 2020 01:01 AM

Shooting was enabled by experience system only, right. That's 3.58f behavior.
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Heroes 3 Era and everything for it. Releases folder for releases.

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xericsin
xericsin


Famous Hero
posted March 15, 2020 12:30 PM

I found a strange thing about the time FU77007 spends.

I used this to track the time.
!?FU77007;
!!UN:C6529876/4/?y1; y1 - timeGetTime function
!!SN:Ey1/1;

97 VarPrep.erm
!?FU77007; - get time 1

NO other FU77007 in-between.

-97 VarPrep.erm
!?FU77007; - get time 2

So, (time 2 - time 1) is the time spent.
When it is AI's turn, the duration is about 1 ms.
When it is Player's turn, the duration is about 35 ms.

I am wondering how would there be such a difference?

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wuxiangjinxing
wuxiangjinxing


Hired Hero
posted March 19, 2020 03:14 PM

Is there an easy way to know when shall I get my ERA updated?  The latest version is 2.9.12 but in the post on first page only 2.9.2 information is listed.

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Promising
Supreme Hero
posted March 19, 2020 07:28 PM

There's simple rule.

For example 2.9.12 version
If release changes his number from 1.x.x to 2.x.x - it's huuuuge update.
If release changes his number from 2.8.x to 2.9.x - it's major update with some new features.

If release changes his number from 2.9.1 to 2.9.2 - it's minor update, mostly with bugfixes.

So if you play version 2.9.0 without annoying bugs, you don't need badly update to version 2.9.12
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Bersy
Bersy


Honorable
Supreme Hero
posted March 20, 2020 01:20 AM

xericsin, I don't know the exact reason of timing differences. Anyway, FU77007 itself is not source of delay.

I'm sorry for long delay reply, some really annoying bug with HC overload protection endless redirection bothers me every time I try to open any topic. Seems like some kind of hard cached redirection.
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Heroes 3 Era and everything for it. Releases folder for releases.

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xericsin
xericsin


Famous Hero
posted March 20, 2020 01:05 PM

Thanks for your reply, Bersy.

The 35ms delay is not a problem at all. It is the time difference that suggests other things, not belonging to FU77007, are happening within the FU77007 trigger. This is very strange.

Now I recall that you have named FU77007 as FU(OnRegeneration). Maybe the time difference is coming from the codes under this trigger. I will check this out. But anyway, not really a big deal. 35ms only. Haha.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 24, 2020 07:59 PM
Edited by majaczek at 15:40, 25 Mar 2020.

I have reproducible crash


Quote:
HOMM3 HD CRASH LOG

Log
{
compability_dir = D:GamesModdedHoMM 3 ERA_HD3_DataCompability#era
EXE_VERSION & TE
EXE_VERSION & ERA

}

HOMM3 HD version: 5.0 RC81
Time {   03/24/2020 19:28:22 }

GUN:  Censored

Exception
{
  Module: h3era HD.exe
  Adress:      [ 0x0071944E ]
  Code:        EXCEPTION_ACCESS_VIOLATION
  Flags:       0x00000000
  Information: write of address: 0x0000008F
}

Context { EAX: 0x0000008F, ECX: 0x008608C0, EDX: 0x0000008F, EBX: 0x06ED4522, ESP: 0x02D35ADC, EBP: 0x02D35B04, ESI: 0xFFFFFFFF, EDI: 0x06ED8334 }

Call stack
{
  ? called from before [ 0xFFFFFFFF ]
  ? called from before [ 0x0000005B ]
}

Call stack V2
{
  0071944E (h3era HD: 00400000): (?): (?)
  007446E6 (h3era HD: 00400000): (?): (?)
  04DDFB2A (era: 04DA0000): (?): ExtractErm
  0074CE60 (h3era HD: 00400000): (?): (?)
  04DE0743 (era: 04DA0000): (?): ExtractErm
  04DE076F (era: 04DA0000): (?): ExtractErm
  007493CC (h3era HD: 00400000): (?): (?)
  04DDFB2A (era: 04DA0000): (?): ExtractErm
  0074DD6E (h3era HD: 00400000): (?): (?)
  04DDCD94 (era: 04DA0000): (?): ExtractErm
  053F3B55 (?): (?): (?)
  004CC4FD (h3era HD: 00400000): (?): (?)
  004C75BC (h3era HD: 00400000): (?): (?)
  0070555C (h3era HD: 00400000): (?): (?)
  00408B89 (h3era HD: 00400000): (?): (?)
  0EE81683 (?): (?): (?)
  0EE81610 (?): (?): (?)
  0FF60B37 (?): (?): (?)
  04DC6F72 (era: 04DA0000): (?): (?)
  04DC7035 (era: 04DA0000): (?): (?)
  04DD1969 (era: 04DA0000): (?): ClearAllIniCache
  001F1271 (?): (?): (?)
  0EE9095B (?): (?): (?)
  0EE908E5 (?): (?): (?)
  1000D6A9 (_hd3_: 10000000): (?): HdCommon_Set
  001F0067 (?): (?): (?)
  75E66359 (KERNEL32: 75E50000): (?): BaseThreadInitThunk
  77C67B74 (ntdll: 77C00000): (?): RtlGetAppContainerNamedObjectPath
  77C67B44 (ntdll: 77C00000): (?): RtlGetAppContainerNamedObjectPath
}


EDIT: it happens without HD-mod too

EDIT:
Quote:
!!OW:Iv900/?y91;     [check for AI]
!!HEx16&y91=0/v901>0/w43=0:C2/143/v901/1;     [Give rogues to a free or rogue slot, else ask player]
!!HEx16&y91=1/v901>0:C2/143/v901/0;     [Same for AI]


it adds rogues properly only if there were no rouges previously :(
else it produces crash as above, so there is a problem with HE:C2


EDIT: nevermind, it was typo in Amethyst2.4.dll and wrong memory part was patched :(

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 25, 2020 12:37 AM
Edited by Hero_of_Light at 00:40, 25 Mar 2020.

I don't know if that's the right place to post this, but has it occur to anyone else that despite the fact that Phoenixes (as any upgraded creature does) face left on the map editor, they are reversed on the map?

Image

It seems that the awvphx.def is disregarded entirely and replaced with another, which I don't know where is located. Am I the only one who sees this?
____________
Not idly do the leaves of Lorien fall.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 25, 2020 11:01 AM

@HOL

maybe it's something with HD mod? just guess.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 25, 2020 11:45 AM

You're right. Thanks!

I don't see why they added this wrongly though, as all upgraded creatures look to the left. But anyway, thanks again.
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Not idly do the leaves of Lorien fall.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 25, 2020 11:56 AM
Edited by majaczek at 12:45, 25 Mar 2020.

Quote:

!!DL28:Ay16/4/y99;


this line doesn't work in era 2.9.12 but was working on some previous version.

EDIT: it points the problem on y16 variable :(
another script is fine with DL:A but it have constant on place of y16

here is  Screenshot


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Bersy
Bersy


Honorable
Supreme Hero
posted March 26, 2020 12:23 AM

I saw no other bug reports, regarding y-vars still, and have no idea, what could change dramatically in 2.9.12. Upload full script please.
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 26, 2020 10:14 AM
Edited by majaczek at 16:26, 26 Mar 2020.

virtual backpack script

I think it is not just y-var but because of after DL:A there is variable not a number. I think you put asking for variable (?var) instead of using a variable (var) as only possible variable used there. so it came probably with ERM optimalization on your side.

EDIT: I use the script  with some version of emerald so some lines may not run as separate mod (so use the modified file with standalone version for testing)

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xericsin
xericsin


Famous Hero
posted March 28, 2020 08:42 AM
Edited by xericsin at 09:01, 28 Mar 2020.

Random number now becomes true random?

Every time I reload the game, VRy1:S1R1 gives me different value.

Using ERA2.9.12

-----------------
And & is missing in this line:

option 760 - achievements.erm(177): !!UN760/?y1; !!UNy1>0760/1;        

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Bersy
Bersy


Honorable
Supreme Hero
posted March 28, 2020 10:53 AM

majaczek, could you make a drop-in test mod for fast bug detection?

xericsin, VR:T is Mersenne Twister now, but VR:R code was restored to use original h3 generator. Check if you really use 2.9.12.

Version 2.9.11
------------------------
[+] Heroes 3 PRNG was restored. VR:R uses it, as in old times. Mersenne Twister PRNG was moved to VR:T command.
   Mersenne Twister generator state is NOT synchronized between remote PCs automatically. Do not use it in
   battles for you mod to be compatible with multiplayer.
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Heroes 3 Era and everything for it. Releases folder for releases.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 28, 2020 12:10 PM

I can, but what have to be tested?
if they are dialog problem there is a mod on previous link
the one with one plus (packed to 7z file)

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xericsin
xericsin


Famous Hero
posted March 28, 2020 02:57 PM

Bersy said:

xericsin, VR:T is Mersenne Twister now, but VR:R code was restored to use original h3 generator. Check if you really use 2.9.12.



I tested again.
For both 2.8.8 and 2.9.12, the same result goes like below.

!?OB84;[Test]
!!VRy1:S1R99;
!!IF:L^OB84 Rand=%Y1^;This is changed after reload.
!?BF;[Test]
!!VRy1:S1R99;
!!IF:L^BF Rand=%Y1^;This is not changed after reload.

Maybe random number is only preserved within battles.

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Bersy
Bersy


Honorable
Supreme Hero
posted March 28, 2020 09:28 PM

That's ingame behavior, right. In battles round number generator is seeded with determinated value, dependable on location and terrain. But random seed is not saved in savegame, thus reloading produces new values.
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Heroes 3 Era and everything for it. Releases folder for releases.

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