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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 388 pages long: 1 2 3 4 5 ... 80 160 240 320 ... 384 385 386 387 388 · «PREV / NEXT»
thGryphn
thGryphn


Promising
Famous Hero
posted September 11, 2019 12:32 AM

KJeraD said:

Bug: Applying Chain Attack to an Imperial Griffin and successfully landing a dive attack (IDK about Battle Griffin, but it definitely applies to the first upgrade's special ability) effectively crashes your game to the desktop. I've been using Chain Attack + Stunning Blow, if that's of any relevance.



This was reported (by me, coincidentally) before. There is no solution as it appears to be a hardcoded issue.


KJeraD said:

Bug (?): I could obtain Shatter Summoning Magic on a Reaver (via Witch's Hut), despite skillwheel stating it shouldn't be possible. I believe I've had the same situation with Warden having access to Avenger (Tieru vs Dungeon single player Scenario, whatever the name was)



The tree location can do that. Otherwise, a customized map can be the culprit. Otherwise, it should be highly unlikely.


KJeraD said:
Bug (?): Having two of the same faction in one game effectively renders one of them being unable to convert towns if the other has already converted one of the towns/military outposts/whatever, since there are limitations on how many castles/outposts/buildings in general one player (faction) can convert. If it's not a bug, can it be changed somewhere for individual preference?



I've observed this too and I think it's how the game engine works as it doesn't seem like the game has a flag to differentiate between factions and players when it comes to town conversion.


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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted September 11, 2019 01:51 AM
Edited by magnomagus at 01:52, 11 Sep 2019.

Quote:
Bug: Taking Arcane Avenger in Sylvan campaign effectively grants you a free level up of Destruction Magic in consecutive missions (went from Basic Mission 1 to Advanced in M2, and then Expert once I began M3). I'm quite reluctant to believe it can be coded to not grant a free level up of DM on a start of a mission, eh?


I see, this is the same bug as Bandero reported, it is actually a lot of work to fix, since it requires inserting variables in all 60 campaign missions.

at least off/def formations will chnage in next version.

Quote:
Bug (?): I could obtain Shatter Summoning Magic on a Reaver (via Witch's Hut)


Also a huge amount of work to have witch hut adapt to 24 different skill wheels

Quote:
Bug (?): Having two of the same faction in one game effectively renders one of them being unable to convert towns if the other has already converted one of the towns/military outposts/whatever, since there are limitations on how many castles/outposts/buildings in general one player (faction) can convert. If it's not a bug, can it be changed somewhere for individual preference?


This was oversight from me, I already fixed it, but unreleased

Quote:
By the way, I've played Kaspar in my recent RMG Epic Map attempt and ended up disappointed: Is this only an issue with 5.5 balancing, or is the Tent only able to resurrect a unit two times, and then it's completely removed from the action bar and thus no longer able to act, or was this the case in 3.0 versions as well?


Quote:
P.S. is there anyone working on Polish translation of 5.5, mayhaps? I could do some work on it in my spare time for the hell of it, since H5 has some popularity among my fellow brethren.


see moddb addon section ,there is a translation for RC10beta4, if you could update it great!, not much work just 1-2%

Quote:
How should I approach the text files that need to be translated, as in, do I need any programmes to open certain files, or is it just a matter of opening them up with 7zip/WinRar and directly traslating individual text files?


.pak files are zip files, compare the rc10beta translation, search for all files that have been modified in the english .pak since 30 dec 2017, because those have been modified or added.
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thGryphn
thGryphn


Promising
Famous Hero
posted September 11, 2019 07:05 AM

magnomagus said:

Quote:
Bug (?): Having two of the same faction in one game effectively renders one of them being unable to convert towns if the other has already converted one of the towns/military outposts/whatever, since there are limitations on how many castles/outposts/buildings in general one player (faction) can convert. If it's not a bug, can it be changed somewhere for individual preference?


This was oversight from me, I already fixed it, but unreleased



Oh, this had a fix!? Great!

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Bandaro
Bandaro

Tavern Dweller
posted September 11, 2019 12:23 PM

magnomagus said:
Quote:


I see, this is the same bug as Bandero reported, it is actually a lot of work to fix, since it requires inserting variables in all 60 campaign missions.

at least off/def formations will chnage in next version.



I double checked enlightment and I was wrong, enlightment gives knowledge every mission but no stats from leveling are applied again, it was the other skills like chilling bones and defensive/ofensive formation floating the stats.

All the bonuses that instead of showing picture of stat and number increased show a text "Knowledge/Attack/Defense increased" seem to be bugged. I understand they are the ones added by you, not the devs and you went the other way around that is vulnerable to be bugged. Why so?


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KJeraD
KJeraD

Tavern Dweller
posted September 11, 2019 02:24 PM

Quote:
Quote:
   Quote.S. is there anyone working on Polish translation of 5.5, mayhaps? I could do some work on it in my spare time for the hell of it, since H5 has some popularity among my fellow brethren.


see moddb addon section ,there is a translation for RC10beta4, if you could update it great!, not much work just 1-2%


I'm an aspiring Polish-English translator and would like to hone my skills, so, if nobody minds, I'll do a thorough re-translation of some if not most descriptions and such for the sake of consistency and ease of reading through the, otherwise, quite inconsistent translation.

I don't mind fanmade or "rough" translations at all, but hey, it might be a great opportunity for me to improve my stylistics.

It should be ready in a few days or so, I guess, so I'll update the respective file on moddb whenever I can.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted September 11, 2019 03:00 PM

@Bandaro: There is no bug in the code, it is just variables cannot be transported between missions so this only affects campaigns, I learned yesterday there is a function for carryover, but it will be a quite large operation to implement. I have contemplated doing a large revision of the campaigns at some point, since the current implementation is a quick port done by request. Also the campaigns have a lot of issues in TOE to begin with, a large Chinese makeover mod existed but I have lost track of it and implementing it would still be quite the task. It will happen whenever me or someone else is motivated to do this for free.

@KjeraD: Great!
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted September 11, 2019 07:49 PM
Edited by dredknight at 19:57, 11 Sep 2019.

@Kjerad I've made a translation guide that can be helpful, it is on facebook and soon on moddb.
magnomagus said:
Quote:
Bug (?): I could obtain Shatter Summoning Magic on a Reaver (via Witch's Hut)


Also a huge amount of work to have witch hut adapt to 24 different skill wheels


Magno can you point me where is this script located? I believe it is a tedious repetitive work that needs to be done. I believe I may do it with some automation pseudoscript by combining the hero  classes database that I have in the openwheel app to the script commands that are used in MMH55.

KJeraD said:
By the way, I've played Kaspar in my recent RMG Epic Map attempt and ended up disappointed: Is this only an issue with 5.5 balancing, or is the Tent only able to resurrect a unit two times, and then it's completely removed from the action bar and thus no longer able to act, or was this the case in 3.0 versions as well?


Believe it or not, tent was cut to 3 uses per battle because it can be abused. Even now Kaspar is still one of the strongest heroes early game.
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thGryphn
thGryphn


Promising
Famous Hero
posted September 11, 2019 08:07 PM

dredknight said:

Believe it or not, tent was cut to 3 uses per battle because it can be abused. Even now Kaspar is still one of the strongest heroes early game.


Yep, Kaspar is probably the best hero for the first two weeks in most maps. Lol, there is a map called Necromancer's Lieutenant and you're supposed to flee the starting town upon onslaught on week 2, so that you start anew elsewhere. Guess what, I stood my ground with Kaspar and defeated the attacking hero, practically breaking the game No other hero that I tried came even close...

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted September 11, 2019 08:49 PM

Quote:
Magno can you point me where is this script located? I believe it is a tedious repetitive work that needs to be done. I believe I may do it with some automation pseudoscript by combining the hero  classes database that I have in the openwheel app to the script commands that are used in MMH55.


I'm not sure that will help you, the tables + txt tables must be in identical order with mutually exclusive skills matching, see tables.lua under --witch huts.

Also since this was written pretty early when I was less experienced the script functions below --Witch huts in advmap.lua were not 'efficiently written' in hindsight I should have used a multilayered array with indexes matching the returns of GetHeroWitchType in core.lua function.
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KJeraD
KJeraD

Tavern Dweller
posted September 12, 2019 09:25 AM

@dredknight @magnomagus

Cheers for the explanation(s), but how exactly do I zip the translation package back into .pak format?


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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted September 12, 2019 10:24 AM
Edited by dredknight at 10:31, 12 Sep 2019.

KJeraD,

when you are ready select all files and zip them. Change the extension to .pak

Make sure the file structure is exactly the same otherwise it wont work.

@Magno just took a peak, actually it is very neatly done even though it is not made with indexes. Never touched LUA but I will take my try tonight and let you know of the result.

Also for some reason this guide did not land on MMH55 moddb page. Do you know if one can change the mod tags on the page after it is created because I dont have permission to search and add. Anyway I will delete it tonight and post it again.
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KJeraD
KJeraD

Tavern Dweller
posted September 12, 2019 12:17 PM
Edited by KJeraD at 12:18, 12 Sep 2019.

Alright, I forgot to enable visibility of common file extensions. Everything's all dandy right now, thanks
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted September 12, 2019 12:46 PM

@dredknight: I don't think I will have more permissions with that article, than the original poster of that project. But I don't understand why a 100% h55 related article would be posted under ncf anyway. It is possible moddb changed something in its system, I believe recently a change was made making it impossible to delete files.

Also an old translation can (and should if the player has poor understanding of english) be used on a newer version of h55, the player will see a game that is 95-98% translated, any text file that was updated they will see in english!
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted September 12, 2019 05:35 PM

Magno, I got one error I cannot understand.

"`For` table must be a table"

The only cycle I've used is for i=1,25 do to iterate over some classes.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted September 12, 2019 05:58 PM

most likely a syntax error somewhere
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted September 12, 2019 08:14 PM
Edited by dredknight at 21:12, 12 Sep 2019.

Magno I think I did it. You can grab the package from here.

Some clarifications and observations:
- Tried to keep the same architecture of functions but refurbish them internally.
- added some 2 and 3 dimensional tables, just do a diff between files in scripts and same files from RC12.
- There is some debug code as well as debug texts (26 texts - 1 for every class so that it can be printed over hero had while visiting witch hut). It will be removed later.
- Game performance feels faster but that should be noted by other people in order to be true.
- There is an issue with heroes that persist in more than one class (as far as I see only Haven heroes and Knights are concerned) but if you approve the code I will try work on that.
- Stronghold Barbarian skills are handled in the same manner as you have done it (they can get 14 skills so I cut Bloodrage and Combat?)
- To have easier time understanding how class ID arrays are done copy the content of H55_WitchSkills into excel and match row 1 to first skill etc..

I have some questions about your code and LUA, I believe I can cut even more code and increase performance but it may sacrifice cleanness so I want a strong input on that. Here are the questions:
- What does double dots mean in this example? "H55_WitchAccept02('"..hero.."','"..hut.."')","H55_WitchRefuse02('"..hero.."')");
- Can you call name of a table as a string from a third dimensional array in LUA or it is not possible? For example:

CLASSES = { Knight = {"Combat", "Sorcery", etc} , etc }

print(CLASSES[1]) -  this will print all the Knight skills, but I want to print only the name of the table as a string "Knight". This will help me spare global array.
- How to get array size? or use it as FOR max cycles (i=0,CLASSES instead of i=0,25)
- Any tips on LUA debugging? Currently I pretty much watch what game console says.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted September 12, 2019 09:26 PM

H5 uses very weird prehistoric lua, online tutorials about lua are pointless, since many stuff is different or missing. It cannot even round up numbers by default, H55_Round function uses a weird workaround function to get it done. The .. .. is typical weird stuff for transporting variables with text boxes, I only knew because of some russian modder using it and god knows how he knew that. Also debugger is very limited, this is all you get.

Tables with strings as indexes have syntax like this

H55_HeroNames = {["Duncan"]="/Text/Game/Heroes/Persons/Duncan/Name.txt",

can your tool also create a table with all hero internal names like that?
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted September 12, 2019 09:49 PM
Edited by dredknight at 22:21, 12 Sep 2019.

Kind of skipped that idea. The tool would just reiterate existing code but after I saw the code and read some LUA other ideas started popping. Many of them did not work because of what you said - very basic commands are only supported. From what little that I managed to find about LUA at scale on the internet, using FOR iterator gives the best performance. So I will stick to that, next thing is to find a way to cut global arrays to minimum.

Btw is there a way to make a flyby message directly from the script and not from pointed .txt file?

P.S.
Sure I can make the hero names and strings like that.

Btw.. if you define a table like that
["Knight"] = { skill1, skill2, skill3 }

How do you call it then?
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted September 12, 2019 10:40 PM

you always need .txt files, but you can use print to see it in the console,

I'm not sure what you mean, for more table examples see New heroes framework mod, NHF_Scripts.lua
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted September 12, 2019 11:27 PM
Edited by dredknight at 00:19, 13 Sep 2019.

Thank you!
Btw because the H55_GetHeroWitchType was redone and now returns all hero classes, function H55_GetHeroClass duplicate but much slower.

Game gained significant adventure map performance by:
1. Removing H55_GetHeroClass function
2. Renaming H55_GetHeroWitchType to H55_GetHeroClass
3. Adjusting all the calls from H55_GetHeroWitchType to H55_GetHeroClass

Will check a few more stuff like that and will give you a test patch.

P.S.

Magno try this one.
The mod should be fully functional while significant performance can be felt during player's turn while swapping between heroes, going into towns, moving hero on the map.

Can you give me a brief overview about which scripts or functions  are executed when and most often? Tomorrow I want to see if I can get any extra performance, frankly with the current fix MMH55 feels like H3 on my pc. And the game is running on slow HDD.
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