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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Era II Mods/Maps
Thread: Era II Mods/Maps This thread is 38 pages long: 1 2 3 4 5 ... 10 20 30 ... 34 35 36 37 38 · «PREV / NEXT»
Bersy
Bersy


Honorable
Supreme Hero
posted May 30, 2012 10:53 PM

New Objects Patch v1.9 (14.6 MB)
(Author: Black Phantom, FCst1, Valery and others. More than 2400 objects for map editor)
HoL v3.1: Crimson Tides expansion (22.2 MB)
(Author: Hero_of_Light. New creatures, artifacts, rebalanced towns, new heroes specialties, custom campaign, etc.
Requires: New Objects Patch)

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 31, 2012 01:42 AM

I took a quick look at my mod and all in all it seems to work ok. There are a few blunders though.

-> Pikemen, Halberdier and the two orcs are from HotA and not the original ones. So there's a problem with town icons.

-> Creature icons when you click on the creature and get the Creature stack Experience window are not the same with the ones i made (they are the original ones). It's no big deal but i don't get why it does that.

-> Sharpshooters have still the white outfit. I know that this was my mistake in the original download files but I remembered you mentioned it before and so If you have the original green sharpshooter def please fix this.

-> It needs the New Objects Patch to work. As I told you before I think this should be made part of the original installation as a mod (rather than have the user download it afterwards).

-> You must delete the cranim.txt (that makes creatures go really fast) in order to have the original HoL cranim.txt to work. This is needed because I have altered the shooting animation variables for many creatures (and so their shooting looks bizzare).

Speaking of the cranim.txt (maybe you won't like this) I have some suggestions/complaints on how you "force" some changes on original WOG. For instance i don't get why the creatures HAVE to move in freakously top speed... It lookes silly. Or on another matter, I don't get why the black loading screens HAD to be removed, or the no load game confirmation and so on.

Now before you say anything, let me explain myself. I know that these options can be turned on and off. I know that deleting the cranim.txt will fix the problem. However, don't you think that a less WOG-related experienced user (that just wants to try this addon) doesn't really have to know about this stuff? I mean wouldn't it be better to have all these bin files off as a default setting and then let the user choose whether he or she wants them or not? To be frank, even I don't fully know what all of these dll and bin files actually do (i know most of them but not all).

For instance, I noticed you changed the hero movement's arrows as well. I know how to change them back but most of the users wouldn't.  I hope you understand my point of view and don't take any of this hostily or anything.

In any case, thanks for all your work on making my mod compatible with ERA II. I will still post a standalone version of the new one (v3.2) in my thread, but I hope we can work together to make it work on ERA II too.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 31, 2012 02:23 AM
Edited by Salamandre at 03:05, 31 May 2012.

Due to most players demand and because technical issues as custom cranims, ERA proposes stand alone fast animation mod, those who prefer original speed can disable the mod in one click, using mods manager.



I also noticed the new hero moving arrows (got ERA 2 today as well), and the few new creatures defs, I think it was unnecessary, but that's author's choice-easy fixable: add the regular defs in your mod-.  If HoL needs patch 1.9, both pacs must be compiled, this is easy.

All that ERA users will have to learn is mods manager, no big deal: click, move off/on.

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Bersy
Bersy


Honorable
Supreme Hero
posted May 31, 2012 12:35 PM
Edited by Bersy at 12:59, 31 May 2012.

Quote:
I took a quick look at my mod and all in all it seems to work ok. There are a few blunders though.

It's ok that you ask.

Quote:
-> Pikemen, Halberdier and the two orcs are from HotA and not the original ones. So there's a problem with town icons.

There exist some fixes which alter original objects, monster defs and sounds. Because WoG is the basic mod currently and provides important complex defs like un32/un44/twcrport and so on, I try to incorporate such changes in the main package, so that modmakers could use its files as foundation. Some things which are better than original for majority of players are also included.

Quote:
-> Creature icons when you click on the creature and get the Creature stack Experience window are not the same with the ones i made (they are the original ones). It's no big deal but i don't get why it does that.

This is how zvslib1.dll works. It reads files directly from hmm35wog.lod (h3sprite.lod previously). Out-of-date screens, out-of-date dll, but I cannot get rid of it.

Quote:
-> Sharpshooters have still the white outfit. I know that this was my mistake in the original download files but I remembered you mentioned it before and so If you have the original green sharpshooter def please fix this.

Sorry, I only made a conversion. That was quite far ago to remember.

Quote:
-> It needs the New Objects Patch to work. As I told you before I think this should be made part of the original installation as a mod (rather than have the user download it afterwards).

This is an obvious mod. Mods are distributed separately. Look at the list of mods. None of them demands new objects patch. I even had to search in the Internet to find at least a download link for it.

Quote:
-> You must delete the cranim.txt (that makes creatures go really fast) in order to have the original HoL cranim.txt to work. This is needed because I have altered the shooting animation variables for many creatures (and so their shooting looks bizzare).

These things are acceptable for most of players. I had vast auditory of Phoenix and received only 2-3 requests to disable this feature over years. Same goes for TE and WT. In Era 2.2 all speeded-up sounds and animation files were moved to a separate mod, so everyone can turn it off or delete from Mods folder.

Quote:
Now before you say anything, let me explain myself. I know that these options can be turned on and off. I know that deleting the cranim.txt will fix the problem. However, don't you think that a less WOG-related experienced user (that just wants to try this addon) doesn't really have to know about this stuff? I mean wouldn't it be better to have all these bin files off as a default setting and then let the user choose whether he or she wants them or not? To be frank, even I don't fully know what all of these dll and bin files actually do (i know most of them but not all).

According to the rules of making interfaces, most of users prefer pre-set interface made by creators of the program. Everything on or everything off is a really bad approach. Still some people prefer to tune the system manually. User-friendly interface (Plugins Manager, Mods Manager) serves this purpose while manual describes all the default patches and modules (Help\Era manual\index.html->Plugins and Patches)

Quote:
For instance, I noticed you changed the hero movement's arrows as well. I know how to change them back but most of the users wouldn't.  I hope you understand my point of view and don't take any of this hostily or anything.

I took only 4 things from HotA: orcs, dendroid soldier, pikemen and path marks. Modmakers can tune these and ordinary players can make negative reports in order badly chosen feature to be removed from the next versions.

Just compare advantages of mods system and stability and possible dislikes of default pre-set (mod for animation and better models for original creatures? ).

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Bersy
Bersy


Honorable
Supreme Hero
posted May 31, 2012 10:25 PM

Advanced Levels | Sagamosa (19.4 MB)
(Author: Sagamosa. Requires: Era 2.21+. Outstanding mod which implements 4 unique advanced levels per every class of heroes. Tons of code and new features. Left click on hero portrait to activate AL menu)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 31, 2012 10:40 PM

Long long waited, it is here, thanks a lot! Now we can do a map based on.

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Bersy
Bersy


Honorable
Supreme Hero
posted May 31, 2012 10:47 PM

Thank you for kind words.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 31, 2012 10:52 PM
Edited by Hero_of_Light at 22:54, 31 May 2012.

Wow, I've been waiting to try this out for a long time! And it seems to work with my mod with no problems! Ultra-kewl

I can't believe you didn't get any quality points already for all your work on converting these mods. I seriously expect recognision shortly... Nay, I demand reconginsion!
____________
Not idly do the leaves of Lorien fall.

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Bersy
Bersy


Honorable
Supreme Hero
posted May 31, 2012 10:55 PM
Edited by Bersy at 23:00, 31 May 2012.

I'm grateful to you, HoL, for the feedback, but I work not for quality points here, you know. It's nice that you finally can enjoy the great works made by great people. In fact, it's Salamandre and Sagamosa who make masterpieces, I only adopt them to public.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 31, 2012 11:31 PM

Ofcourse I wasn't saying that you do this for the qps (i don't mod WOG for that either). I am just saying that the recognition only sweatens the effort.

As for Sagamosa, it goes with out saying that most (if not all) the credits go to him for this mod. No arguments there.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 31, 2012 11:40 PM
Edited by Salamandre at 23:43, 31 May 2012.

Sagamosa requires the new era.dl still, be sure to download it first.

Download

Replace the existing one. As for Bersy modesty, it is rather simple: without his work, Sagamosa mod would be still in no man's land, unplayable and unknown.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 01, 2012 10:13 PM

What is new in post-2.2 Era.dll?

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Bersy
Bersy


Honorable
Supreme Hero
posted June 01, 2012 11:33 PM

Fixed crash on redirection of file from one lod to file from another one. It seems that there are 2 FindFileInLod functions.

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esvath
esvath


Known Hero
posted June 02, 2012 11:26 AM

Wow thanks for the excellent work! I always want to play with Sagamosa's mod

Is there any mod that support wide screen and higher resolution in ERA?

Thanks.

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Bersy
Bersy


Honorable
Supreme Hero
posted June 02, 2012 01:11 PM

HD mod is the only solution.

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esvath
esvath


Known Hero
posted June 02, 2012 01:54 PM
Edited by esvath at 15:49, 02 Jun 2012.

Quote:
HD mod is the only solution.


Does HD mod compatible with ERA? How can I install it? On top of ERA like I did on WOG?

EDIT : Do you have any plan to make this mod compatible with ERA? http://heroescommunity.com/viewthread.php3?TID=33051

Thank you very much!

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Bersy
Bersy


Honorable
Supreme Hero
posted June 02, 2012 06:30 PM

HD 2.98 download link
Install on Era, select h3era.exe in the HD tool list, run h3era_HD.exe later.

Quote:
Do you have any plan to make this mod compatible with ERA? http://heroescommunity.com/viewthread.php3?TID=33051

If you want it, download links are not dead and mod is convertible, why not?

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esvath
esvath


Known Hero
posted June 02, 2012 08:31 PM
Edited by esvath at 20:31, 02 Jun 2012.

Thank you, the HD mod is working perfectly. I suggest you put the HD mod in the first page of this thread, just in case there are other who look for it

If you are willing to convert Danza's NCPv1.5, I'd be grateful It is a graphic mod, I don't know whether it will be hard to convert or not.

=====

I played ERA II + HD mod + Advanced Level. It went okay. But after I quit the game, and started a new one with new map, the game was crashed with this log :

Time Stamp: Sat Jun 02 18:26:26 2012


Map Saved with:

WoG Version: 3 . 59
Built on Dec 12 2005

******************************_Exception_(trace_details)_******************************
### Location: 1 : 82
### Location: 1 : 60
### Location: 1 : 58
### Location: 1 : 50
### Location: 1 : 554
***** Context (100 chars) *****
;

!?FU327948;
!!UN:U91/-1/?y1;             how many signs on the map?
!!UN:U17/97/?y2;            
***********************
### Location: 1 : 59
### Location: 1 : 58
### Location: 1 : 50
### Location: 1 : 688
***** Context (100 chars) *****
;  run object deleting function [sign]
!!DO327947/1/y2/1&y2>017/97;                              
***********************
### Location: 1 : 59
### Location: 1 : 58
### Location: 1 : 50
### Location: 1 : 1669
***** Context (100 chars) *****
;            delete sign

-------------------------------------------------------------------------
***********************
### Location: 4 : 102

EIP = {0x00418375},  Access Violation. Attempt to {read} the inaccessible data at {0x0000001C}

The Latest Executed ERM Receiver:

UNv4/v5/v6;            delete sign

------------------------------------------------------------

Register Context:


EAX = 0x00000018
EBX = 0x0000007F
ECX = 0x00000000
EDX = 0x0006700F
ESI = 0x05661BF8
EDI = 0x056619D0
EBP = 0x002240C4
ESP = 0x0022408C

Stack Frame:

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0x00224098 : 0x004CA1A3
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0x00224464 : 0x0000000E
0x00224468 : 0x75344970
0x0022446C : 0x00000000
0x00224470 : 0x00000000

Did I do something wrong?

=====

Also, does Advanced Level automatically turn "Heroes start at level 5" on? Since I turned the option off, but my game (the first one that did not crashed) started with Heroes at level 5.

If this is a feature, I suggest that the Advanced Level also applied to heroes recruited at tavern. Otherwise, they will start at level 5, without Advanced Level

Thank you very much!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 02, 2012 08:38 PM
Edited by Salamandre at 20:44, 02 Jun 2012.

Bah, since AL is out, this thread will turn into "AL crashes, what I did wrong" thread.

You did nothing wrong, in fact you are first AL tester, enjoy and report bugs

Maybe author will fix them one day.

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fersch
fersch


Known Hero
Heral knight
posted June 05, 2012 04:47 PM

The Atlantis mod isnt working for me 50% of the stuff looks like normal wog, and the rest atlantis mod, even the town screens are half half, could someone please help me? it would be much appreciated!

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