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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: The Succession Wars Mod
Thread: The Succession Wars Mod This thread is 62 pages long: 1 2 3 4 5 ... 10 20 30 40 50 ... 58 59 60 61 62 · «PREV / NEXT»
gnollking
gnollking


Supreme Hero
Supreme Hero
posted January 11, 2013 10:01 PM

This is not really important, and I don't expect you to fix any of these (might do it by myself), but I noticed a lot of annoying (to me) errors in the positioning of the frames in most of the animated defs (mainly, creatures). Also, a lot of the adventure map objects (trees & mountains, mostly) have the red (unpassable) squares messed up. I know, the defs aren't really important, but it annoys me, and possibly other perfectionists like me. Great work otherwise, as always

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Kivo
Kivo


Famous Hero
posted January 11, 2013 10:04 PM
Edited by Kivo at 22:05, 11 Jan 2013.

I noticed them too, especially some of the creatures walking animations are slightly messed up. There's still some work to clear up from the old team but this sort of stuff should be fixed in the coming patches. If you would like to help you are more than welcome

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gnollking
gnollking


Supreme Hero
Supreme Hero
posted January 11, 2013 10:14 PM

I'd be more than happy to help, but I can't guarantee anything, for I got a lot to do IRL as well. Fixing the creatures myself would be nice, so I could sleep in peace, knowing the animations are perfect

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted January 11, 2013 10:59 PM

Quote:
This is not really important, and I don't expect you to fix any of these (might do it by myself), but I noticed a lot of annoying (to me) errors in the positioning of the frames in most of the animated defs (mainly, creatures). Also, a lot of the adventure map objects (trees & mountains, mostly) have the red (unpassable) squares messed up. I know, the defs aren't really important, but it annoys me, and possibly other perfectionists like me. Great work otherwise, as always


Passability is fixed (mostly) but remember for any H3 maps it will be wrong. Passability given in zeobjts.txt is overwritten by individual map passability, so every H3 map overwrites the correct red/yellow/white squares for the H2 objects.

Sad, but more people now are making maps specific for this mod, so it will only get better

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 11, 2013 11:17 PM

Era 2.4 self installer:

H2 Succession Wars (236 Mb)

This is link to my private permanent box, it will stay until you do new updates to the mod.

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted January 12, 2013 12:15 AM

Thank to Kegolo, I was able to get it working.  I love the modification.  Heroes 2 and 3 are my favorite in the series and I love them being combined.
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You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

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gnollking
gnollking


Supreme Hero
Supreme Hero
posted January 12, 2013 12:20 AM
Edited by gnollking at 00:21, 12 Jan 2013.

Quote:
Passability is fixed (mostly) but remember for any H3 maps it will be wrong. Passability given in zeobjts.txt is overwritten by individual map passability, so every H3 map overwrites the correct red/yellow/white squares for the H2 objects.

I am more than familiar of how the maps work. But still, why would you make it like this in the first place (a few examples):



Quite inconsistent, I'd say, and really annoying.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted January 12, 2013 12:30 AM

Uhhh I don't see the problem. You can always walk behind the very back of objects...and the rest are red.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted January 12, 2013 12:35 AM

Quote:
Uhhh I don't see the problem. You can always walk behind the very back of objects...and the rest are red.

I believe he refers to some minor errors like this one



Preferably those trees would be in the center of the red square.
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gnollking
gnollking


Supreme Hero
Supreme Hero
posted January 12, 2013 12:37 AM
Edited by gnollking at 00:38, 12 Jan 2013.

Quote:
You can always walk behind the very back of objects...and the rest are red.

Of course you should be able to walk behind them, but that wasn't the point. It would be better to be consistent when making the objects. For an example, there are only three types of trees (and 2 reversed), no matter what the image looks like, they should have the corresponding red squares. Making the red squares individually for each (not unique) object isn't a good idea and really bugs me.

Quote:
Preferably those trees would be in the center of the red square.

That is another thing wrong with the defs. They could be positioned way better.
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Hobbit
Hobbit


Supreme Hero
subiroK ot għicosutak
posted January 12, 2013 12:37 AM

Not really minor errors - every map object has different set of red squares even if it has the same shape.
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Horn of the
Abyss on AcidCave

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gnollking
gnollking


Supreme Hero
Supreme Hero
posted January 12, 2013 12:40 AM

Quote:
every map object has different set of red squares even if it has the same shape.

Unique ones, yes, but if you'd take a look at, for an example, the H3 mountains & trees, they're not done separately, but have the exact same red squares.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 12, 2013 12:40 AM

Guys, they are a two people team and they designed thousand objects by their own, then coded every new location in 8 towns, then changed every hero and every creature. Give them some time, or help for passability if it really bugs you.

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Hobbit
Hobbit


Supreme Hero
subiroK ot għicosutak
posted January 12, 2013 12:42 AM

Quote:
Unique ones, yes, but if you'd take a look at, for an example, the H3 mountains & trees, they're not done separately, but have the exact same red squares.

I was referring to these objects from this mod.

Salamandre - well, I guess pointing out the problem is also some kind of help.
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Horn of the
Abyss on AcidCave

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gnollking
gnollking


Supreme Hero
Supreme Hero
posted January 12, 2013 12:45 AM

As I said, I don't expect them to do anything about it, I might do it myself.

@Hobbit, I know, but it still wouldn't mind to make the squares correctly. They were all similar in H2 as well.
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kegolo
kegolo


Promising
Famous Hero
of infamy
posted January 12, 2013 12:46 AM

Quote:
As I said, I don't expect them to do anything about it, I might do it myself.

@Hobbit, I know, but it still wouldn't mind to make the squares correctly. They were all similar in H2 as well.


I also did not use H2 as a reference when making the passability for the objects, so it probably is off from the original.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 12, 2013 12:48 AM

It is not so easy to help them, I would propose to fix heroes specialties which are wrong right now, but I have no idea how Kalu wanted them, I lack infos about. If Kegolo can provide me a list of heros and their specialties, I can help, otherwise they only need time to do by their own.

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gnollking
gnollking


Supreme Hero
Supreme Hero
posted January 12, 2013 12:56 AM

Quote:
It is not so easy to help them,

Don't know who you directed this to, but it's all just editing text, def and bmp files + ERM, is it not? Not hard to fix any of those and deliver them to Kalu/Kegolo. Hero specialities are a bit different though, like you mentioned, not knowing the correct ones for each hero. But still, H3 modding isn't really rocket-science, is it?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 12, 2013 12:59 AM

Of course was not directed at you, just pointing that the game was radically changed following Kalu concept, thus it is rather difficult to help without knowing exactly what he envisioned, passability, creatures abilities, heroes specialties etc. It is easy to fix erm errors if any, it is impossible to add data without knowing the context.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted January 12, 2013 01:25 AM

As a heads up, specialties are mostly as we intended, just not in icon or description form (the .ert was lost when my old comp died it seems). So they do play correctly but you don't know how to take advantage of it, as you don't know what it is.

Kivo and I are working on that now as the top priority, it's just a reordering of frames, writing our descriptions and such. Code is 90% in place, but thanks for the offer to help.

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