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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 435 pages long: 1 50 100 150 200 250 300 ... 336 337 338 339 340 ... 350 400 435 · «PREV / NEXT»
Athis
Athis


Adventuring Hero
posted March 29, 2018 04:24 PM
Edited by Athis at 16:26, 29 Mar 2018.

Ok I get; it is a texture quality issue
H5.5 changes many textures and thus the overall look and feel of the map
Whether it is an improvement is subjective
Personally I dont think it is; but I accept that the mod creator choose to change the textures and that's just the way it is

Thanks

ps - if you look at the time stamps on our posts you will see we posted at the same time


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thGryphn
thGryphn


Promising
Famous Hero
posted March 29, 2018 05:17 PM

Athis said:

ps - if you look at the time stamps on our posts you will see we posted at the same time




Didn't notice that, sorry if I came off as rude.


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Athis
Athis


Adventuring Hero
posted March 29, 2018 05:32 PM


No worries thGryphn

I appreciate your responses and clearing up the issue for me

Thanks

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xtek
xtek


Hired Hero
posted March 29, 2018 05:36 PM

Athis said:
Ok I get; it is a texture quality issue
H5.5 changes many textures and thus the overall look and feel of the map
Whether it is an improvement is subjective
Personally I dont think it is; but I accept that the mod creator choose to change the textures and that's just the way it is



I agree. The new textures are terrible. Especially grass and Treants.
The sad part is that it is not optional if you want to install them or not.
It is just built in. And god forbid you try and remove them.
It's almost impossible.

If only Mods could hear us and answer our prayers!

I'll try anyway.

*Prays* : Almighty mods, hear us, answer our prayers, make all textures optional!

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 29, 2018 06:16 PM

The original texture set did not support enough landscapes for rmg.

Treants are not textures they are the models originally made for h5 but removed because of copyright conflict.

@thgryhn: just compare with unicorns. This method doesn't work.


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xtek
xtek


Hired Hero
posted March 29, 2018 06:53 PM

magnomagus said:

Treants are not textures they are the models originally made for h5 but removed because of copyright conflict.



Wait what. I don't understand. By not replacing the model that is already in the game you are infringing on a copyright?

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thGryphn
thGryphn


Promising
Famous Hero
posted March 29, 2018 09:04 PM
Edited by thGryphn at 21:10, 29 Mar 2018.

xtek said:
magnomagus said:

Treants are not textures they are the models originally made for h5 but removed because of copyright conflict.



Wait what. I don't understand. By not replacing the model that is already in the game you are infringing on a copyright?



No, the copyright issue was between Ubisoft and another company (I believe Blizzard, Warcraft III) that had a Treant similar to the one used in Heroes V Beta. This model was then abandoned and another one introduced. A lot of fans liked the Treant model in the Beta and it turned out Nival left that Beta model in the game files, and hence a mod was made (by xManiaCCCx and sfidanza) that revived it. Years later, magnomagus simply incorporated that mod into MMH5.5.


magnomagus said:

@thgryhn: just compare with unicorns. This method doesn't work.





Huh?


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DIEGIS
DIEGIS


Supreme Hero
power of Zamolxis
posted March 29, 2018 11:28 PM

dredknight said:
Diegis week 6 is early game for MMH55. Most of Might heroes builds shine late game. This does not necessary makes them weak early game but the player should make certain skills adjustments if he knows the class will be that early.

What I need is not a replay but a list of the secondary skills and perks of your hero.


For Hourglass is not early, could be even 5th week...couldnt remember all perks but sure gotai have had all he needed for antimagic (dark and destruction included) and ofc lvl 28


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xtek
xtek


Hired Hero
posted March 30, 2018 12:24 AM

magnomagus said:
The original texture set did not support enough landscapes for rmg.

Treants are not textures they are the models originally made for h5 but removed because of copyright conflict.



thGryphn said:
No, the copyright issue was between Ubisoft and another company (I believe Blizzard, Warcraft III) that had a Treant similar to the one used in Heroes V Beta. This model was then abandoned and another one introduced. A lot of fans liked the Treant model in the Beta and it turned out Nival left that Beta model in the game files, and hence a mod was made (by xManiaCCCx and sfidanza) that revived it. Years later, magnomagus simply incorporated that mod into MMH5.5.


@thGryphn Exactly. Therefore the model didn't need to be replaced.

@magnomagus & @thGryphn My point is don't replace the textures that are already in the game. If you need to use a bigger set of landscapes for RMG, take the set that you put in 5.5 and replace the textures in that set with the original ones. That way you retain the original set, and add the missing landscapes.

If it is the question of not having the time, teach me how to do it, and I'll do it all for you. I'm all up for getting dirty and creating some mods.

As far as programming background goes I have a decent knowledge in few languages. So learning shouldn't be much of a hassle or time loss for me.

Don't get me wrong, I ain't trying to be rude. I just want to do more. To assist. To create.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 30, 2018 09:00 AM

xtek said:

@magnomagus & @thGryphn My point is don't replace the textures that are already in the game. If you need to use a bigger set of landscapes for RMG, take the set that you put in 5.5 and replace the textures in that set with the original ones. That way you retain the original set, and add the missing landscapes.


I am not exactly sure what you are talking about but if the ARMG expands the landscape environment from grass, sand, stone with one more asset called moat and you put the grass texture to fill in the moat asset... It just does not sound reasonable at all.

It is like adding a new bear unit but using the same wolf texture that is already in game. Please correct me if I understood this the wrong way.
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xtek
xtek


Hired Hero
posted March 30, 2018 11:03 AM

dredknight said:

I am not exactly sure what you are talking about but if the ARMG expands the landscape environment from grass, sand, stone with one more asset called moat and you put the grass texture to fill in the moat asset... It just does not sound reasonable at all.

It is like adding a new bear unit but using the same wolf texture that is already in game. Please correct me if I understood this the wrong way.


For example: The standard game comes with grass, sand and stone. The new texture set contains grass (from the newer game), sand (from the newer game), stone (from the newer game), and moat. You take the new texture set and replace the grass (from the newer game) in it with grass from the original game. That's what I meant.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 30, 2018 11:26 AM bonus applied by Galaad on 30 Mar 2018.
Edited by dredknight at 11:27, 30 Mar 2018.

I see. As this is up to personal preference I doubt it will be changed.

If you want to remove them for yourself I believe what you have to do is delete the MMH55-HDTex.pak.
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mangamancer
mangamancer

Tavern Dweller
posted March 30, 2018 11:39 AM
Edited by mangamancer at 11:41, 30 Mar 2018.

I tried Beta 10 yesterday and encountered a bug that made me unable to recast Fire Trap spell. Not complaining just wanna give feedback.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 30, 2018 01:36 PM

Can you explain a bit more. For example under what conditions does the bug appear?
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xtek
xtek


Hired Hero
posted March 30, 2018 03:04 PM
Edited by xtek at 15:13, 30 Mar 2018.

dredknight said:
I see. As this is up to personal preference I doubt it will be changed.

If you want to remove them for yourself I believe what you have to do is delete the MMH55-HDTex.pak.


WAIT WHAT. IT WAS THAT EASY?!?!?!?!
I spent hours trying to edit the code, and to remove the textures and models. I failed. The game would crash every time.
I just renamed "MMH55-HDTex.pak" to "MMH55-HDTex.pak.bak" and... IT WORKS. WOW.

Thanks @dredknight!!!

Edit: Holy sh*t the game looks beautiful again! The grass is green and not piss yellow! All the doodads actually match the environment they are in!
Woah. Lovely.

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mangamancer
mangamancer

Tavern Dweller
posted March 30, 2018 04:20 PM
Edited by mangamancer at 16:36, 30 Mar 2018.

dredknight said:
Can you explain a bit more. For example under what conditions does the bug appear?


I will have to go by memory because I already uninstalled the bata and reinstall 9RC.
I was playing the Necropolis. The hero was the guy that got bunus 10 dragon blood at first level.
Happened when I was fighting an enemy Fortress hero.
What happened was. In my hero's (propably) first action, I cast a Fire Trap spell,
which was working as it should be. But in my hero's next action I tried to cast
Fire Trap spell again but the game won't let me. After I chose Fire Trap from the spellbook the cursor changed shape to the "selecting the tile to cast" cursor,
but the tiles that those fire traps might appears didn't get highlighted and even If
I left-clicked, nothing happened. The spell wasn't cast and my hero's mana wasn't
drained.I tried again but it still didn't worked.

p.s. the map was Mystic's Vale.

That was what happened.
Sorry if my English wasn't up to par. English wasn't my first language.

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Skeggy
Skeggy


Promising
Famous Hero
posted March 30, 2018 05:30 PM

mangamancer said:
dredknight said:
Can you explain a bit more. For example under what conditions does the bug appear?


I will have to go by memory because I already uninstalled the bata and reinstall 9RC.
I was playing the Necropolis. The hero was the guy that got bunus 10 dragon blood at first level.
Happened when I was fighting an enemy Fortress hero.
What happened was. In my hero's (propably) first action, I cast a Fire Trap spell,
which was working as it should be. But in my hero's next action I tried to cast
Fire Trap spell again but the game won't let me. After I chose Fire Trap from the spellbook the cursor changed shape to the "selecting the tile to cast" cursor,
but the tiles that those fire traps might appears didn't get highlighted and even If
I left-clicked, nothing happened. The spell wasn't cast and my hero's mana wasn't
drained.I tried again but it still didn't worked.

p.s. the map was Mystic's Vale.

That was what happened.
Sorry if my English wasn't up to par. English wasn't my first language.



Perhaps you played against fortress hero Inga? Her specialty is spellwringer.
Spellwringer description:
If enemy hero casts any spell, it can be blocked in his or her spellbook making it impossible to cast that spell again in this combat. The probability of blocking increases as hero gains new levels. The higher the spell's circle, the harder it is to block it.


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mangamancer
mangamancer

Tavern Dweller
posted March 30, 2018 05:55 PM

Skeggy said:



Perhaps you played against fortress hero Inga? Her specialty is spellwringer.
Spellwringer description:
If enemy hero casts any spell, it can be blocked in his or her spellbook making it impossible to cast that spell again in this combat. The probability of blocking increases as hero gains new levels. The higher the spell's circle, the harder it is to block it.




But if It's Spellwringer at work, wouldn't Fire Trap be grey out from my hero's spellbook? That was how I thought Spellwringer works.
What happened back then it wasn't grey out. I can still select the spell from spellbook but couldn't cast them. But maybe I was wrong.

I will try beta 10 again then. Thank you for replying.

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Skeggy
Skeggy


Promising
Famous Hero
posted March 30, 2018 07:41 PM

mangamancer said:


But if It's Spellwringer at work, wouldn't Fire Trap be grey out from my hero's spellbook? That was how I thought Spellwringer works.
What happened back then it wasn't grey out. I can still select the spell from spellbook but couldn't cast them. But maybe I was wrong.

I will try beta 10 again then. Thank you for replying.


Yes, spell book icons of area spells and mass spells don't get "grey out" effect, you can still click on them but you can’t place the spell on tactical map. You can test it on MMH5.5 Duel Mode, Inga is one of the Duel Mode heroes, just click on “Multiplayer” -> “Hot-Seat” -> “Duel Mode”. You can play manually both sides, or if you want to play against AI, just click on small “Auto Combat” icon in upper right corner after you start Hot-Seat Duel Mode.

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mangamancer
mangamancer

Tavern Dweller
posted March 30, 2018 10:05 PM
Edited by mangamancer at 22:06, 30 Mar 2018.

Skeggy said:

Yes, spell book icons of area spells and mass spells don't get "grey out" effect, you can still click on them but you can’t place the spell on tactical map. You can test it on MMH5.5 Duel Mode, Inga is one of the Duel Mode heroes, just click on “Multiplayer” -> “Hot-Seat” -> “Duel Mode”. You can play manually both sides, or if you want to play against AI, just click on small “Auto Combat” icon in upper right corner after you start Hot-Seat Duel Mode.


Thank you. That clears it up.
Now I feel embarrassed that I thought it was because of a bug, but actually it was because of my ignorance.

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