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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 323 pages long: 1 2 3 4 5 ... 60 120 180 240 300 ... 319 320 321 322 323 · «PREV / NEXT»
esvath
esvath


Known Hero
posted May 13, 2015 09:21 AM

This is excellent news! Can't wait to play it!

Will you adopt RPE's the heroes' classes to this mod?

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lotihoti
lotihoti


Famous Hero
posted May 13, 2015 10:13 AM

Read the first post
There are all Infos about hero classes.

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lotihoti
lotihoti


Famous Hero
posted May 13, 2015 10:13 AM

Read the first post
There are all Infos about hero classes.

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xuxo
xuxo


Known Hero
posted May 13, 2015 06:06 PM
Edited by xuxo at 18:21, 13 May 2015.

Do not know if it was fate, but after several years I decided to take a sabbatical (working I mean) and have returned to the forum to see if I continued my mod and pick up where I left some other more. See know what you're using, plus the desire to do something cool and clean, definitely encouraged me to return. the only problem is the language, my English is very bad (google translator haha) but I'm sure we understand.It has my support !! Good reason to continue the re textured (PRT) where leave haha I also wanted to investigate the addition of an alternative base and 3 upgrade, maybe you could get it to work

http://heroescommunity.com/viewthread.php3?TID=39060

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Jugenam
Jugenam

Tavern Dweller
posted May 13, 2015 07:15 PM

Now that's wonderful news as well! The PRT-project made the game look a lot better and it was one of my favorite mods. If you both actually follow through with your plans, one of the greatest games ever could appear n new glory once again.  
____________

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 13, 2015 07:30 PM
Edited by magnomagus at 19:36, 13 May 2015.

Thanks everyone for your support and also welcome to HC for the newcomers.

I have started a new thread with all the details of the skill system (it may still need some work), because I did not have enough space here. EDIT: I will focus this thread more on the adventure map and all generic issues.

Skill System design

@xuxo, great you are back, I will come back to the topic of textures.

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lotihoti
lotihoti


Famous Hero
posted May 14, 2015 09:52 AM
Edited by lotihoti at 11:46, 14 May 2015.

Are there any News about Beta testing of this mod?

What about new speels? Do you immagine them too?
What about a skill which allows a caster to use single hit targed spells with 25% of its power as aeria effect spells (magical arrow on a 3*3 field as example).

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 14, 2015 08:41 PM

Quote:
What about new speels? Do you immagine them too?
What about a skill which allows a caster to use single hit targed spells with 25% of its power as aeria effect spells (magical arrow on a 3*3 field as example).


New spells might be possible with hex-editing, but I never tried it (didn't feel like high priority issue).

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 15, 2015 12:03 PM
Edited by magnomagus at 12:07, 15 May 2015.

@xuxo

I have been using your texture pack for quite some time now and I discovered that if you add a 'warming' filter in photoshop to the H5 textures and convert them to DXT 3 format, they blend perfectly with the H6 textures and also look pretty much the same quality.
Therefore I kinda started making my own H5/H6 cocktail because their were various irregularities between your pack and the RMG maps and visibility issues with the Lava textures, especially in the RMG the underground.
The H6 orc textures are very 'feel good' and 'flowery' instead of the 'rough' and more 'orky" H5 textures. The h5 looked better after conversion in my opinion. The dungeon stone tiles were also not in line with various scenery objects and the H6 necro dark ground is very boring and repetitive in the RMG. I think the H6 textures have the best grass, so I added a little saturation to one of them to have more green dark grass. The sand roads also looked weird in RMG.
I also warmed up all unmodified conquest and sand textures and the effect was amazing.

Here are some screenshots (click on them again to see them full quality)

Blend warmed up H5 Lava + warmed up inferno town with H6 lava:



greener H6 grass + regular H6 grass + warmed up old lava



Warmed up H5 necro ground and orc roads with H6 scatterstone and new h6 stone coastlines for RMG



More mysterious dungeon lightning for RMG, check crater object behind lava dragons matching with old tiles


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xuxo
xuxo


Known Hero
posted May 15, 2015 12:15 PM

They look very nice !! the only thing I disagree is in necro ground, the dead are dark Might spend your pack to test and compare textures? I thought at the time also illuminate some dungeon, although I like obscure, but not in general if you like.

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lotihoti
lotihoti


Famous Hero
posted May 15, 2015 01:32 PM

Looks very nice... Got almost the same - but yours look a bit better!

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 15, 2015 02:36 PM

Quote:
the only thing I disagree is in necro ground, the dead are dark


I think it is possible to keep both themes if the ground2 theme is removed from dirt category, the color of it doesn't really match. Maybe it can be moved to conquest.

When you tested the campaigns did you see any use of the conquest terrains?

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xuxo
xuxo


Known Hero
posted May 17, 2015 11:52 PM

I played for campaigns mod map by saving and loading map. Conquest did not come to change that does not appear almost campaigns. say k mod is ready for campaigns, not for random maps. You could spend your private modifications to add eg changes in inferno, really if needed desaturate. For now I will eliminate also the textures of units, I start them from 0 less dark and more cartoon. When you upload your mod beta I will spend every campaign, so in addition to test it, I can test the changes you make.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 18, 2015 01:45 PM
Edited by magnomagus at 13:46, 18 May 2015.

That's good news, I have been able to add more landscape themes to the RMG. I think there can be at least 4 necro themes without hurting any earlier maps.

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xuxo
xuxo


Known Hero
posted May 18, 2015 04:44 PM
Edited by xuxo at 16:44, 18 May 2015.

Earned add new themes landscape? that is wonderful: D did not understand what the themes necro: P By the way, NCF will not be compatible with your mod now?

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted May 19, 2015 02:17 PM
Edited by dredknight at 14:33, 19 May 2015.

Reporting some bugs.

While playing Extra Large map in LAN with 2 players at some point no turns could be passed.

Game setting: ToTe + RPE + Q31AJ.exe + 8 skills.

Necropolis vs Sylvan.
Necro is LVl 30m Sylvan is lvl 24.

At some point when you click End Turn the other player does not get the turn. if you load the game and just click end turn the turn is still passed. We tested a couple of scenarios when this appears and when not.
It seems that the issue appears only after there is a fight during the turn.

You know how the bar of the waiting player progress when the current player move his heroes? It stops moving/refreshing after battle.

Probably this is hard to debug but still decided to post.
I have seen this issue even without mods installed.

I will try loading the game with original H5 exe and see what happens.

P.S. Nothing happened. The other player cant join with normal h5 icon.


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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 19, 2015 05:46 PM
Edited by magnomagus at 17:48, 19 May 2015.

This seems hard to fix, I would like to ask: long ago you had another turn-pass issue with the original H5_RPE_Game.exe, but I was wondering if that could have happened because of not perfectly synchronized installations? (same as you reported on page 2 of this thread). Because russian users with the TE seem to succesfully use the original 3.1 exe in LAN with heavy modifications.

Quote:
I have seen this issue even without mods installed.


You mean in 3.1 and not an .exe file by Quantomas?

Quote:
NCF will not be compatible with your mod now?


NCF has issues with AI from Quantomas

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted May 19, 2015 06:53 PM

We have perfectly synced games.

I made sure the last time that we have the same ones. Actually I sent him the one I have.

the last time when we had an issue it reappeared in our new games as well. It did in the first week ! Now rebooted and started another map and everything is working fine.

The map that we had the issue today is this one:
http://www.maps4heroes.com/heroes5/maps.php?keywords=monde&type=&size=&sort=2

We have the save games as well. I will keep them for history for now.

Today we started Large map. We will try to reproduce the issue.
I hope I can get till lvl 30 again.



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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 19, 2015 07:04 PM

Quote:
We have perfectly synced games.


yes I understand you have that right now, but I meant 6-8 months ago when you reported the issue about RPE?

I'm trying to make sure 3.1 is not the best version for LAN games, because I have a feeling it still might be.

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted May 19, 2015 07:25 PM

Alright I think there are a few things you need to know.

Back then when we played RPE we had

h5 + tote + 3.01 patch + QA-RPE.exe.

Now we have

H5 + tote + 3.01 patch + Q31AJ.exe.


Is it problem that the game is patched? if patch modfies the EXE and basically we dont use the original EXE, does it matter?


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