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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 ... 5 6 7 8 9 ... 30 60 90 120 150 180 210 220 · «PREV / NEXT»
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 16, 2012 11:45 AM
Edited by majaczek at 14:03, 16 Feb 2012.

what does IT really DO? and why it is in the wogify script00? (i think it should be in file with higher priority than wogify to be compatible with  eg. SU wogify)


~#FU:C0;
~#VC:CB;
!#VRz1:S^Angel.dll^;
!#VRz2:S^ResetEra^;
!#SN:Lz1/?v2;
!#SN:Av2/z2/?v3;
!#SN:Ev3/0;
!#VRz2:S^SetOption^;
!#SN:Av2/z2/?v3;
!#SN:Ev3/0/1/0;

--------------------------------------------
what does zvs.bin? why it isn't listed in help?
should it be used with new era?
PS: I'm starting to have getflags error but my script looks ok...  whats the problem? perhaps some reciever is bugged? (it was a few in non-era wog, so perhaps some is still?)
NEVERMIND my script has a bug but description of error were misleading (i written &y77 instead of &y77=1, but get the error that says the variable can't bet get/set, please change the description to be more informative)

what about PO receiver? (some script comment claimed it has a problem, and i use it in my script change)

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Bersy
Bersy


Honorable
Supreme Hero
posted February 16, 2012 02:23 PM

"ResetEra" function cleans the SN:C stack. When you call SN:C, the address of calling trigger and command number is saved in the stack. Thanks for notice, I will integrate this part in dll, thus no patch in script will be necessary. "SetOption" was used to turn off !?TL-trigger. Now it's not needed because such memory patch exists.

zvs.bin redirects wog-to-zvslib1 calls from h3sprite.lod to hmm35wog.pac and is not intended to be modified or turned off.

PO works fine even on XXL maps, thus stable and can be used.

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Darko
Darko

Tavern Dweller
posted February 16, 2012 02:30 PM
Edited by Darko at 16:46, 16 Feb 2012.

Just installed it, all I can say...

Fantastic! Great job guys, this is what was the missing element, to use all the best that WoG has enabled to us (as a script), and at the same time, to finally split the mod itself from the root installation, so that it doesn't interfere with any other and future mods, and the original game. Now everyone can use it to it's own personal taste.

Thank you!

P.S. What the hell happened to the between screen transitions (fade to black and vice versa), the game looks pretty goofy this way :/

Will setting "remove black screen.bin" in ERAPlugins/AfterWoG to off do the trick?


All the best,

D.

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Darko
Darko

Tavern Dweller
posted February 16, 2012 03:56 PM

...answering myself - Yup, it did the trick

I'm lovin' it!

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villan
villan

Tavern Dweller
posted February 16, 2012 03:59 PM

Did anyone else get a Trojan dropper virus alert when they downloaded the Era II beta 2 build 4.exe? My AVG anti-virus picked it up.
____________

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Bersy
Bersy


Honorable
Supreme Hero
posted February 16, 2012 04:05 PM

False alert.

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villan
villan

Tavern Dweller
posted February 16, 2012 04:17 PM

Great! I'll download again & install
____________

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Darko
Darko

Tavern Dweller
posted February 16, 2012 04:43 PM
Edited by Darko at 16:45, 16 Feb 2012.

Hope that authors won't mind, I have put the needed files for the original interface in the correct order, just unpack it into \Mods folder:

[url=http://www.mediafire.com/?mirh3gvjnyfpo6f]Download link[/url]

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 16, 2012 05:06 PM

Why we cannot get working Editor for WoG if we do not merge its files into H3bitmap.LOD ? why we can't just have Editor.LOD put in h3path/DATA/MapEdPatch/ and have redirected WoG editor to that LOD? it should be pretty easy... or just put editor.lod in data (for easier patching of editor, since only file not path will differ) and make ERA LOD loader skip Editor.LOD?

Please include a patch which will make unnecessary merging with default LODs (perhaps creating one for editor and merging some lods into will be needed)

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Bersy
Bersy


Honorable
Supreme Hero
posted February 16, 2012 05:40 PM

Because MapEdPatch uses standalone direct one file access mechanism. It ignores all loaded lods\pacs and just reads from h3sprite.lod or hmm35wog.lod in my case. No way to make any patch except to rewrite deeply MapEdPatch sources. No chances for that.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 17, 2012 09:32 AM

I understand that adding mod mechanics to MapEdPatch would be hard...
but what about to redirect it to ONE archive (EDITOR.LOD), even ignoring standard one (becaue it's easier to gain). Is it so hard just to change one path in data (and perhaps no change in executable code)? Or even so little modification is hard enough?

Im not opting for complete rewrite (because I know it's nonsence), but only changing the path for editor, still allowing it to ignore mod system. My sentence about mod system meant that if Editor.LOD would be in Data then mod system from the game should be hardcoded to ignore it.


PS: Anybody can make patch/plugin to have each altar availible for each town/alignment?

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Bersy
Bersy


Honorable
Supreme Hero
posted February 17, 2012 11:53 AM

Quote:
but what about to redirect it to ONE archive (EDITOR.LOD)

No way. MapEdPatch needs archive with all graphics/txt's. Only h3bitmap.lod and h3sprite.lod have them.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 17, 2012 03:10 PM

Yeah I know the resources are needed, but instead of modyfing H3bitmap.LOD we can merge it to Editor.LOD, also h3wog.pac, or even add automerging into editor.lod as a feature of installmod.exe.
the idea is not making it skim, but the idea is to not touch H3SOD archives at all. the only we need is to redirect mapedpatch to editor.lod (and make it use for oryginal elements of map editor), write simple applet for calling automerge with Editor.Lod, and ban editor.lod from h3Era.exe (or era.dll if implemented this way).
This way we can Eat Cake, and Have Cake - oryginal lods/snds/vids will be untouched and all content from mods will be accessible through map editor.

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Bersy
Bersy


Honorable
Supreme Hero
posted February 17, 2012 03:28 PM

I got your idea. You suggest to double folder size by packing all original h3sprite/bitmap contents (as well as hmm35wog.pac contents) into separate lod. I don't like this approach because:
1) It doubles installed mods and original game size.
2) It slows down installation (automerging)
3) It requires patching MapEdPatch.dll, and thus patch every future version from scratch, if any.

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italo_calvino
italo_calvino


Hired Hero
posted February 18, 2012 07:40 AM
Edited by italo_calvino at 07:40, 18 Feb 2012.

Hey everyone.  Been using this, it seems very elegant and smooth.

I am encountering crashes that occur when the AI hero splits a stack in combat, though ... also all of my quick combat seems to have been crashing lately too.

That seems to be the only thing crashing it though ... regular WoG has all kinds of random crashes at random points for me.  It crashes about the same amount overall, but it's somewhat of a consistent problem with the stack-splitting crash, which specifically makes it difficult to fight the AI unless you can kill them all before they move much, since they love to split stacks.

That's something you can turn off, right, the stack splitting?  I'll just disable it next game.

Next time it happens in my current map though I'll try and write down all the exception gibberish that comes up, if that would help.
____________

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Bersy
Bersy


Honorable
Supreme Hero
posted February 18, 2012 11:53 AM

"Split stacks" options crashes. Don't use it. Simple conclusion and known fact.

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omaakaan
omaakaan

Tavern Dweller
posted February 18, 2012 03:10 PM
Edited by omaakaan at 12:14, 19 Feb 2012.

hmmm...  after updating Era II - battle log hint of Yona Mod shows only: '0 (0)'
Anyone knows how to fix that?

Anyone?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 18, 2012 03:55 PM

I have a problem with !?FU77003 not working anymore, late game. It holds special action :

!?FU77003; attack and return  F1 key
!!SN:X?y1; get key code to y1
!!SN&y1=112:E7742949/0; *open attack/return dialog
!!SN&y1=112:X?y1/1;

It always worked until the end, so I will post here the changes for this game:

1) I had to change a few parameters in saved games sent by people, one asked to give attack/return ability to his devils (he forgot), other asked to win a battle for him. Loading games from other systems could be a problem?

2) I used JimV memory code for displaying primary skills >99. Which is working perfect until now.

; display primary skills patch
!?GM0; Load game
!!UN:C4892718/1/183; fix objects restrictions
!!UN:C5928811/1/49;  horned demons
!!VRv8301:C5881809/4638742/4602537/4528567/5135332/5403286/5118336/5968469/5363690; Power *
!!VRv8310:C5133949/5137317/4638626; Attack
!!VRv8313:C5137356/4638684; Defense
!!VRv8315:C4638801/4638915/5120147/5013259/5013572/5082108/5083429/4862980/4862658/5403333; Knowledge
!!DO3324/8301/8324/1:P; change 99 to 125

!?FU3324; x16=v-index
!!UN:Cvx16/1/?y1;
!!VRy2:Svx16;
!!IF&y1<>99/y1<>125:M^Error in FU3324 at x16=%X16, address=%Y2: address contains %Y1.^;
!!FU&y1<>99|y1=125:E;
!!UN:Cvx16/1/125;


Those are the only changes to the current game. Loading saves from early game shows F1 working well. It just stopped working late game, did not noticed when exactly. It brings Heroes help menu now.
____________
Era II mods and utilities

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 18, 2012 05:45 PM

Phenix Lite

here https://rapidshare.com/files/1345849160/Phoenix_lite.zip is modified phoenix package. unpack it to mods folder and give folder a priority.

changes: all files with no substantial changes from era wogify script or with no substantial changes from SU(lite) were moved to S_disabled. Inside there is also a file you may want to get back (Artificer, the only change is to allow negative money), pre-wogify part was moved to another file with priority 80. Scripts which phoenix mod modify are changed to multiline (one comand per line).

aim: it is intended to install over SU(lite) script pack or any modded wogify script set later than official SU. It is intended to be most compatible with such script. The idea is to have upgraded scripts (SU fixes many things) or base scripts mod while still getting almost all from phoenix mod

PS: give me a word if it works - most of the work i did in late night and I might screwed something. Perhaps I also will modify wog options table from zsetup01.txt to phoenix.ers (to not override changes to zsetup01.txt from another mod)

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Bersy
Bersy


Honorable
Supreme Hero
posted February 18, 2012 06:20 PM

Nice work! Are these folders necessary?
C:\complete\Mods\Phoenix_lite\Data\_temp\
C:\complete\Mods\Phoenix_lite\Data\S_disabled\

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