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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»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 05, 2012 05:27 PM

Atlantis link

ERA and map from link below work well together. Where you downloaded from?

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fersch
fersch


Known Hero
Heral knight
posted June 05, 2012 05:30 PM
Edited by fersch at 17:31, 05 Jun 2012.

Thank you, ill try that, i downloaded it from Bersy's link "star gate: atlantis" Can i not play atlantis on a random map i make?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 05, 2012 05:33 PM
Edited by Salamandre at 17:36, 05 Jun 2012.

Look, my both ERA maps work with the ERA version uploaded at mapsforheroes. Granted one download both there. For sure I know TEW 4 does not work with ERA 2.2, HoTA resources are conflicting with pcx from pacs. I will keep safe links in mapsforheroes until I am sure the latest ERA is compatible, then change. If I have time to test on, which is unlikely.



Atlantis is not compatible with random or another map, is a stand alone.

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master_learn
master_learn


Legendary Hero
walking to the library
posted June 07, 2012 05:49 PM
Edited by master_learn at 17:56, 07 Jun 2012.

Modesty

Bersy,JimV is too modesthere about his new map!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 12, 2012 09:34 PM
Edited by Salamandre at 22:07, 12 Jun 2012.

Issue with AL (maybe?):

Started a game with Advanced levels. Got the +5 levels for each hero, so went back to menu to load settings dat, clicked on "load", got the error message, now save or load settings dat does not anymore works, button is dead, no matter the mod used. Can't say for sure it is because Sagamosa, but this is when it happened.

From the 5 buttons available, the only one which still works is "restore default", all other dead.

Found the report in ZVSLib1.dll_errors.log:

Tue Jun 12 21:28:59 2012 2004.9.23.810 <DLG11.cpp; InvokeDialogue11; line 642> Exception: "Error reading DriveComboBox1->TextCase: Les fenêtres enfants ne peuvent pas avoir de menus.
", ExceptAddr: 03CC6EF0, ErrorAddr: 00000000,
ParentWindow: 003E01F4,
ResDir: ".\Data\ZVS\LIB1.RES",

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Bersy
Bersy


Honorable
Supreme Hero
posted June 12, 2012 10:49 PM

Seems like mess in files. And if AL is off? What's written in wog.ini?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 12, 2012 11:04 PM
Edited by Salamandre at 23:08, 12 Jun 2012.

AL off, same result now, I can't use the buttons anymore.

[FM1]
1571=0
1572=0
[WoGification]
Options_File_Name=settings.dat
Options_File_Path=

Added right path, now ok. Was deleted it seems.

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esvath
esvath


Known Hero
posted June 13, 2012 05:31 AM

Another bug with AL :

1) I can not exit the AL screen. Entering it is okay (click on the hero portrait), but I can not close it by clicking the OK button, or by entering.

2) Heroes recruited from tavern start with level 5, but with no AL. After one level up, some of them will get AL, some will not.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 13, 2012 06:39 AM

1) I don't have this problem, but maybe I did not test all classes. Anyway, enter key will be without effect, those are DL, must click to exit. Which hero precisely you can't exit his AL screen?

2) I have no idea from where those 5 levels come. There is nothing in script about, but settings dat cannot be modified, unchecking and saving option is without effect, next time we load options, +5 levels activated.

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Bersy
Bersy


Honorable
Supreme Hero
posted June 13, 2012 09:40 AM

Quote:
1) I can not exit the AL screen. Entering it is okay (click on the hero portrait), but I can not close it by clicking the OK button, or by entering.

An appropriate patch is already present in AL\EraPlugins. Should not be so.

Quote:
2) I have no idea from where those 5 levels come. There is nothing in script about, but settings dat cannot be modified, unchecking and saving option is without effect, next time we load options, +5 levels activated.

Such an easy thing as overlapping options IDs and nobody has an idea?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 13, 2012 10:15 AM

Overlapping with what? All options are unchecked on my system, still one is reset to checked every time I reload.

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esvath
esvath


Known Hero
posted June 13, 2012 01:31 PM

Quote:
Quote:
1) I can not exit the AL screen. Entering it is okay (click on the hero portrait), but I can not close it by clicking the OK button, or by entering.

An appropriate patch is already present in AL\EraPlugins. Should not be so.


I downloaded and installed AL again and the bug is gone. Clicking on the appropriate tick button close AL window. Thanks!

The remaining bugs :

1) Heroes start at level 5 even when I did not select the WoG option

2) Heroes from tavern sometime get AL when leveling up to lv6, sometime do not. It is random, not related to any particular hero, AFAIK.

Thanks for making AL playable

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Bersy
Bersy


Honorable
Supreme Hero
posted June 13, 2012 02:14 PM

Salamandre, obviously in script. Sagamosa uses the same ID as the script "heroes start from 5-th level".

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted June 26, 2012 12:53 AM

I've been converting my new mod into an ERA II mod and I found out (in the mod folder) that any new sounds of the creatures are to be included in a snd file. I want to ask you if they have to be on wav or 82M format. Or it doesn't matter?
____________
Not idly do the leaves of Lorien fall.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 26, 2012 02:41 PM
Edited by majaczek at 15:37, 26 Jun 2012.

The broken WoG Options dialog is almost every time corruption of ZSetup00.txt and ZSetup01.txt (the parser is very demanding and when it got a syntax error it drops the processing, and the buttons on bottom works only if all/almost_all is parsed, so I get the error when I merged two version of zsetup files and done a mistake).

About the +5 levels and Advanced Levels: I believed it was known for ages! The WoG option menu changes special variables which can be read with !!UN - it is how WoG option disabling/enabling works. From the first time I played AL (it were the original, unconverted version) I known it share same !!UN variable as "Map Rules -> All Heroes start with 5th level". Yeah Sagamosa didn't mind about original WoG scripts compability, but I always agreed it working this way (but I didn't agree that tavern heroes have to get 9th level for first AL so I've written a fix one day and newest version of fix compatible with ERA 2.3 is present on script fixing thread). I won't fix the  WoG option clash until I will be sure it won't clash with anything else, so better leave it to Bersy or somebody other which is more competent than me (I suggest begin with my fixed version of the script, since it repairs the bug of getting AL to late, doesn't break anything but doesn't fix anything more).

EDIT: Bersy Ninjad me

@Hero of light
Both 82m and wav works, but the filename has to have 82m extension. However 82m is not same format as wav the library the Heroes3 uses allow putting any compatible resource and guess format from file header not the extension (so while 82m extension is ambignous for wav file it doesn't matter for H3 engine so you can replace the 82m format file with wav format file but it still have to have same name including extension). Same goes for PCX files - the original PCX from heroes3 is very rare graphics format, but there exist very ancient format from ZBRUSH graphics editor which also prefer the PCX extension - this is why most mods include ZBRUSH PCXs but modders aren't aware it is different format. I believe another formats would also fit for heroes3 with only the library having to know it (So DivX for video rather won't work because it's too new and probably same for JPEG2000) and general type of media match (wave files are much different from sequencer files, and image files are much different from animation/video files). If you wish to rip the sound from older game you may want to check if it works as is (with only name+extension changed to one you want replace) and it would probably work. I believe mid, mod, xm won't work because they are sequencer files and not pure wave files as wav, 82m, but I haven't checked them all so I can be wrong and some sequencer files may be compatible. Wav files is of microsoft autorship and 82m was unrelated to microsoft system-independent standard before, so perhaps that's why Heores3 prefer to use it in the first place (H3ROE was also published for linux, and it would be weird for linux game to require microsoft royalty format decoder). Anyway 82m format is now highly abandoned so unless you rip sound from another games you would wish use wav files with 82m extension.

@esvath
Use my fix from script fixing thread (you have to have Bersy's version of AL before as my fix is working as patch), so wrong AL level would be fixed once you level-up OR open this hero window (older version of the fix worked only for hero-level-up so you needed to level-up tavern and prison heroes once before the hero get proper AL, and older version of the fix introduced a bug with Battlemage first AL which is fixed now). Without any fix AL works giving first AL after four levelups on human-player side, the second after nine ones etc. while it was advertised to give it for exactly fifth then tenth levels - so buggy behavior come from the fact that tavern heroes and prison heroes got levelup on AI side, and AL is not meant to work for AI heroes (AI probably wouldn't get any advantage at all). I suggest using the scripts which allow cheating for AI with usage of AL else AI would have poor chances to compete with human player (it need some advantage instead of human's AL). Notice also that many ALs are bugged (ie. Impatience would result in unbreakable loop if AI is 100% sure to wait, because adter WoG's cancel action it would choose wait again so it would never try another action while waiting is banned) or unbalanced (If i remember barbarian is given additional balistas and commanders every level after some ALs got so level 40 barabrian is unbeatable without holding any army but commander and war machines, while one of hero classes is given so poor AL so first three ones would be worse than another hero class first one). So unless you are aware the bugs and imbalances and try to avoid them i suggest playing without AL (but imbalances you may think fine if single player, and bugs can be avoided without human player buying or battling certain class heroes above certain levels, and you know AL won't affect AI at all except perhaps some rare cases that AI buys a hero lost by human player). I wish somebody fix most outstanding bugs in AL, leave the imbalance, but i think I'm capable of fixing only most obvious ones (such as hero level and AL level impairment). Once bugs are fixed somebody may think of balance (the barabarian can be fixed eg. getting  additional comander every N levels instead every level. Note also variables used in AL may clash with some other mods variables or even WoG ones, and ALs like more balistas or changing balista into bombarder should be aware of other things related to war machines like Ogre Leader commmander, War Machines N options and secondary skills enchantment related to war machines.

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esvath
esvath


Known Hero
posted June 26, 2012 09:20 PM

Hmm, considering many bugs with AL, I'll pass playing AL for now (imbalances are fine, though, I love imbalances ). I hope somebody will fix this. Thank you for your and Bersy hard work, anyway!

Oh yeah, repeating my request earlier : Bersy, do you have any plan to convert this : http://heroescommunity.com/viewthread.php3?TID=33051

I'd love to play with this mod Thanks!

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Bersy
Bersy


Honorable
Supreme Hero
posted June 26, 2012 10:59 PM
Edited by Bersy at 23:00, 26 Jun 2012.

Hero_Of_Light, just rename them to *.wav before packing. To say the truth, extension means nothing for the engine, but files are really wavs, even those with 82m extension.

esvath, will try to do it tomorrow.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 28, 2012 03:01 PM

Bersy, I feel weird that I have to correct you. 82m and wav are different formats, but game do not care. You can proove it by unpacking RoE 82m files and changing extension to wav, and you wouldn't be able to play. But once 82m format is rare, and ambignously named wav files work correct ingame, modders prefer to do the trick. So if Bersy meant the modder did the sounds by himself, it's probably right that they originally were wav files, because modder doesn't need to care what format actually is if game supports it. I believe rips from 3DO games which are sounds, also have this mysterious format. I believe also that other formats than 82m and wav would be supported if the file would be named as resource to replace.

I am to lazy to point exact example, because you can easily check by yourself, but if it would be needed I'll show screenshoots from hexeditor in view mode to point what actually the header of wav and header of real 82m look like. To find another formats that would work I would have to try and watch for errors until I found something compatible.

Same goes for PCX - modders tend to use ZSOFT PCX format carelessly not knowing that oryginal PCX used by Heroes3 (as files from RoE) is already different format, but this time extension is already same, and on sounds they are different by default.

The trick works because Heroes3 engine checks the header of file, not the extension of it, to know what to do with file - so it does matter that file has extension of 82m once game can support both 82m and wav formats and the extension is already meaningless for them (some another games need exactly the default extension for a file even if game support more formats). The trick probably wouldn't work for MP3 as different part of game engine is used for loading those (at least I think that since different ERM syntax is needed for mp3 and 82m), but if this one is also such flexible you may want to try (success not guaranted) to replace mp3 files with ogg ones and maybe it would work.

Well, Bersy does his job perfect and he doesn't have to matter about 82m or DEF format

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Bersy
Bersy


Honorable
Supreme Hero
posted June 28, 2012 03:18 PM

Most or all files are true wavs in SoD at least, wog sounds and external sounds are also wavs. LoadSnd procedure ignores the extension and parses file according to its internal format (being it 82m or anything else). So I didn't say anything contradictory to what you write. It's better to have *.wav names inside snd archives just for unity.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 28, 2012 04:36 PM

I doesn't mean it's contradictory, I mean it's not precise. I already stated you are mostly true, once wavs would work, and most modders do not care to convert to 82m because it isn't needed. I just wanted to point that those formats are not the same, although they are still compatible once used with heroes3, WoG or ERA engine.

I'm happy that you prooved that you can deal with constructive critics without unnecessary negative emotions. On another side I'm unhappy that I couldn't find any non-riff-based file format which would work yet, but perhaps I have to dig deeper (perhaps I just should dig for another riff-based file formats).

Those about PCX can be easily prooved once VCMI before introduction of ZSOFT PCX format couldn't open some of PCX files people were trying to feed it, so you can just ask VCMI devs. I'm to lazy to dig so much for outstanding proof (I already checked that AU, FLAC, AIFF, and MOD sounds doesn't work, at lest with my samples, so it would be a bit hard to find the third format which would work).

About naming standards - I agree *.wav is good standard once most of sound files already are wav files, and those would be known for all windowses from XP up "out of the box".

I also had seen there are some similair 3DO SND file formats (some drops extension and accept up to 8 char, some not) so I'm curious if SND from M&M and SND from H3 are interchangeable? Also author of amethyst suggested the 82m extension, would it be any problem (problem perhaps can arise with not packed sound files, but H3's SND would perhaps be fine with it)?

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