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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Replacing Stronghold with Forge
Thread: Replacing Stronghold with Forge This thread is 10 pages long: 1 2 3 4 5 6 7 8 9 10 · NEXT»
fred79
fred79


Disgraceful
Undefeatable Hero
posted September 30, 2015 02:38 PM
Edited by fred79 at 19:08, 15 Mar 2018.

Replacing Stronghold with Forge

as the title says, i'll be replacing my Stronghold with Forge. i will be using various Forge resources to accomplish this. i am mostly using the original NWC work for the townscreen and some of the adventure map objects. i will be using some of the VCMI Forge team's work, as well as some of the HotA team's work(what's available on the internet atm, anyway). my goal is to add all of my favorite stuff to one of my favorite factions.

the reason i'm replacing my Stronghold instead of my Conflux, is because my Lovecraft faction will be replacing Conflux(which isn't in production atm). plus, i've never really liked Stronghold, just some of the creatures. i never play with them, as their units are mostly uninteresting. they also, in my opinion, have an eyesore of a townscreen.

=========

progress so far:
=========
adventure map objects and terrain patches:



current townscreen work:




current creatures(the mutant trees are no longer part of the project, so once i update that in my lod, i'll update the screen here. all of the creatures are going to be in their originally designed order once i'm done):




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fred79
fred79


Disgraceful
Undefeatable Hero
posted September 30, 2015 02:46 PM

in my search for Forge stuff around the internet, i found a cool cover of the gilligan theme song, regarding NWC's Forge(don't know who to attribute as the author, but it was on df2):

Just sit right back and you'll hear a tale,
a tale of a sci-fi trip,
that started in Agoura Hills,
aboard the New World ship.
Big Mike was a mighty tired dad,
and Ryan made us stuffed.
Five others worked upon the game
for five long months. (for five long months.)

Thunder Clap!!!!

The fans they started getting rough,
the Forge Town it was tossed,
if not for the courage of the design crew
the Expansion would be lost. (the Expansion would be lost)

The expansion got setup to ship
in August summer time,
with Ryan Den,
and Michael too,
the miser Dave,
and old Walt.
The designer, Greg,
Marcus and,
Jen's tough hand,
It's Armageddon's Blade!

Cast:
Professor..................................Greg Fulton
Mr. Howell................................David Botan
Mrs. Howell (a.k.a. Lovey)........Walter Johnson
Ginger.......................................Marcus Pregent
Mary Ann..................................Jennifer Bullard
Skipper.....................................Michael Wolf
Gilligan......................................Ryan Den




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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 30, 2015 03:17 PM

Nice work.

Wouldn't be a better idea to prepare it for VCMI so you don't have to replace?

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fred79
fred79


Disgraceful
Undefeatable Hero
posted September 30, 2015 03:38 PM

i want to replace Stronghold, though. i have never worked with json files, but it might be a good idea; as that is something i could actually profit off of, in the job world. as long as it's an adequate introduction to java; i wouldn't know offhand.

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Herry
Herry


Bad-mannered
Famous Hero
100% Devil
posted September 30, 2015 06:37 PM

From what I've seen(I made a prototype mod for a game that uses json and js files for mods), json is kind of closer to Javascript, in syntax, at least, but who knows, didn't do much Java.
____________

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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted September 30, 2015 06:42 PM

fred79 said:
in my search for Forge stuff around the internet, i found a cool cover of the gilligan theme song, regarding NWC's Forge(don't know who to attribute as the author, but it was on df2):


that's from Armageddon's Blade mate, it's the message you get at the end of the Foolhardy Waywardness campaign lol
____________

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Neraus
Neraus


Promising
Legendary Hero
Pain relief cream seller
posted September 30, 2015 08:08 PM

@Ubi-Verriker

I've got a sense of Deja vu...
____________
Noli offendere Patriam Agathae quia ultrix iniuriarum est.

ANTUDO

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fred79
fred79


Disgraceful
Undefeatable Hero
posted September 30, 2015 10:03 PM
Edited by fred79 at 10:13, 02 Oct 2015.

i've been working on the dump site(mutant/radiated tree generator) since yesterday. i made the mistake of collapsing the layers using index instead of just saving as a png yesterday, so i'll have more work to do for the water today. i haven't added the trees yet, but i've been gathering them. when i have something decent to present as a screen, i'll post it.
------
i fixed/finished the base, and now i'm adding the trees.
------

this is the progress so far on the mutated/radiated tree generator:



the brownish water is the initial Forge screen. the slightly greenish water is the initial Dump Site, and the toxic green is the Dump Site upgrade. i still want to tweak the trees by fixing the lighting on some; and for the Dump Site upgrade, i want to make the trees more like the Radiated Trees.

currently, i'm thinking that maybe i should cant the lower body section of water more, as the perspective seems off to me, in it's relationship to the background. i also am wondering which type of toxic waste barrels to use:

either old and rusted:



or more modern:




i plan on replacing the trees for the actual dwellings(i may end up using the actual mutant and radiated trees for the woods, which seems like a pretty good idea. i'll use the tree placement for the original bg, then animated Mutant Trees for the Dump Site, then animated Radiated Trees for the Dump Site upgrade). atm, i only want to get every building filled in, and work on the details later. i still have to play around with the background, as it is far from optimal.
-------------

working on the town theme atm. i had to update, because the gods want me to.  i cut the main theme by a second or two, then started going through the ambience files i'll be using for the background. working on the main bg ambience file i have(that i'll have to tone down some for better mixing), i cut the unnecessary beginning and end breaks, duplicated it to increase it's time, and made sure the part where the first track ends and the duplicate begins were audibly flush with one another. as it turns out, the main bg track is exactly the same length as the music track: 4 minutes and 9 seconds. looks like this was meant to be, lol.

i still have the odds and ends to throw in there at different volumes/times, but it looks like this is going to go together quite nicely. like a tasty stew where everything works with everything else.
-----

my forge theme is done. let me know what you guys think. you'll get the best effect if you try it out in-game, so you get the visuals along with it.

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yogi
yogi


Promising
Famous Hero
of picnics
posted October 02, 2015 11:53 AM
Edited by yogi at 11:54, 02 Oct 2015.

fred79 said:

-----

my forge theme is done. let me know what you guys think. you'll get the best effect if you try it out in-game, so you get the visuals along with it.



cool

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 02, 2015 02:18 PM
Edited by fred79 at 15:41, 02 Oct 2015.

thanks. i'm hoping it will have staying power. if not, i'll have to tweak it some.

--------

been moving some of the buildings a little bit in the townscreen. they look better now; a little less cluttered, and i'm able to use my favorite buildings. the escape tunnel will now be the escape teleporter.

... something just occured to me: the order of the buildings might be screwed when building in the townscreen(buildings might overlap wrong). snow, i hope not. if i have to layer everything exactly how the build is supposed to happen, then i will have to arrange things to where they might not be as pleasing, aesthetically.

the more i think about it, the more i think that is what's going to happen... that could quite likely screw everything up. some of these buildings have a lot of animation, and moving them frame by frame will be a lot more work than what i have now.


can anyone confirm a possible build order overlap issue? for instance, the behemoth dwelling is pretty much behind everything, and the naga tank dwelling(which is the behemoth dwelling replacement), is at the forefront of everything. does this mean that the naga tank dwelling is going to end up behind everything else, visually?

ok, i did a quick read-thru of the "replacing conflux: a no-coding tutorial" op, and i didn't find my answer there. so i added the naga tank dwellings to the stronghold townscreen as a test. at first, i didn't see the naga tank dwelling in-game, but i could highlight where the old behemoth dwelling used to be, and when i did so, the naga tank dwelling(i think) appeared behind the tavern, but horribly pixellated. so then i figured, that was because i hadn't changed the building "shadow" def. so i added those too, and retried. now, the behemoth dwelling doesn't even act like it's there, and i can't find the naga tank dwelling mistakenly anywhere else on the screen. i'll try adding the outlines for the dwellings, and see if that helps. if not, i'm stumped. it SHOULD be showing up either behind or above the defs it's placed at currently, but it's not so far. i have the defs made as interface defs, per usual, so that's not it either.

did the outlines and added them, and no dice. i'm not seeing the naga tank dwellings at all, anywhere on the townscreen.

anyone have any ideas? i'm gonna double-check that other thread to see if there's anything i missed.

in that thread, kegolo says he uses a script to change the building's positioning. is this that script, and how do i set it for stronghold instead of conflux?

!!DO1337/0/43/1;

!?FU1337;

!!VRy1:S8; //city
!!VRy2:Sx16; //building ID
!!VRy6:S0; //frames num in new def
!!VRy3:S0; //new x
!!VRy4:S0; //new y

!!VRy5:Sy1 *44 +y2 *6 +6859276;

!!UN:Cy5/2/y6;
!!VRy5:+2;
!!UN:Cy5/2/y3;
!!VRy5:+2;
!!UN:Cy5/2/y4;

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted October 03, 2015 03:56 PM
Edited by OxFEA at 16:19, 03 Oct 2015.

lol, a long ago (2010, afaik) we replaced Stronghold with Forge too
Townscreen, siegescreen, special buildings' properties

Quote:

can anyone confirm a possible build order overlap issue?

Confirm.

For Stronghold

!?PI;
!!UN:C6565836/1/<lower_building_id>;
!!UN:C6565837/1/<next_building_id>;
!!UN:C6565838/1/<next_building_id>;
..
!!UN:C6565879/1/<foremost_building_id>;


!?GM0;
!!UN:C6565836/1/<lower_building_id>;
!!UN:C6565837/1/<next_building_id>;
!!UN:C6565838/1/<next_building_id>;
..
!!UN:C6565879/1/<foremost_building_id>;

44 records, if your list is shorter, use -1 (or 255) at foremost positions instead.

List of examples in standart towns:

Quote:
[TOWN00_DEPTH]
DepthList=26,23,7,8,9,0,1,2,3,4,14,15,36,43,30,37,31,38,32,39,18,19,33,40,21,35,42,6,20,34,41,17,10,11,12,13,5,16,22,-1,-1,-1,-1,-1

[TOWN01_DEPTH]
DepthList=7,8,9,36,43,26,16,32,39,35,42,33,40,31,38,18,19,22,34,41,24,25,0,1,2,3,4,10,11,12,13,28,5,30,37,23,27,29,14,15,17,21,6,20

[TOWN02_DEPTH]
DepthList=7,8,9,26,30,37,31,38,18,19,21,36,43,32,39,34,41,0,1,2,3,4,22,33,40,23,35,42,10,11,12,13,16,5,14,15,17,-1,-1,-1,-1,-1,-1,-1

[TOWN03_DEPTH]
DepthList=26,10,11,12,13,32,24,39,25,36,43,0,1,2,3,4,23,21,7,8,9,22,33,40,34,41,31,38,35,42,5,14,15,30,18,37,19,16,-1,-1,-1,-1,-1,-1

[TOWN04_DEPTH]
DepthList=35,42,21,0,1,2,3,4,17,7,8,9,36,43,10,11,12,13,26,15,14,5,33,40,34,41,31,38,30,18,37,19,22,6,20,29,28,16,27,23,32,39,-1,-1

[TOWN05_DEPTH]
DepthList=35,42,33,40,41,7,8,9,34,5,16,14,15,17,0,1,2,3,4,21,10,11,12,13,36,43,32,39,30,18,37,19,31,38,22,23,26,-1,-1,-1,-1,-1,-1,-1

[TOWN06_DEPTH]
DepthList=34,41,36,43,35,42,27,23,0,1,2,7,8,9,17,10,11,12,13,33,40,30,37,18,19,32,39,31,38,14,15,21,5,16,22,26,-1,-1,-1,-1,-1,-1,-1,-1

[TOWN07_DEPTH]
DepthList=23,22,7,8,9,21,16,15,14,30,18,37,19,34,41,0,1,2,32,39,35,42,17,31,38,10,11,12,13,33,40,5,26,36,43,6,20,-1,-1,-1,-1,-1,-1,-1

[TOWN08_DEPTH]
DepthList=22,7,8,9,36,43,31,38,23,27,28,34,41,26,6,20,33,40,16,5,15,21,0,1,2,3,4,32,39,14,17,10,11,12,13,29,35,42,30,37,18,19,-1,-1

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 03, 2015 04:38 PM

Hehee, looks like Freedy gotta learn erm before we see his building not like Pisa tower.
____________
Era II mods and utilities

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted October 03, 2015 05:25 PM

..or maybe not?


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Neraus
Neraus


Promising
Legendary Hero
Pain relief cream seller
posted October 03, 2015 06:34 PM
Edited by Neraus at 18:34, 03 Oct 2015.

So Feanor, when will you finish making your 10th town plugin for ERA?
____________
Noli offendere Patriam Agathae quia ultrix iniuriarum est.

ANTUDO

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 03, 2015 07:05 PM

thanks for the help, oxfea.

Quote:
Confirm.

For Stronghold

!?PI;
!!UN:C6565836/1/<lower_building_id>;
!!UN:C6565837/1/<next_building_id>;
!!UN:C6565838/1/<next_building_id>;
..
!!UN:C6565879/1/<foremost_building_id>;


!?GM0;
!!UN:C6565836/1/<lower_building_id>;
!!UN:C6565837/1/<next_building_id>;
!!UN:C6565838/1/<next_building_id>;
..
!!UN:C6565879/1/<foremost_building_id>;

44 records, if your list is shorter, use -1 (or 255) at foremost positions instead.


do i enter this like any other erm script, into a map? i'm near completely lost when it comes to erm, man.

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bloodsucker
bloodsucker


Legendary Hero
posted October 03, 2015 07:17 PM

OxFEA said:

!?PI;
!!UN:C6565836/1/<lower_building_id>;
What's <lower_building_id>? The number in List of all building for CA reveiver and Dialoque boxes ?

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 05, 2015 11:53 AM
Edited by fred79 at 06:42, 11 Oct 2015.

i got the cyberdead/zombie sounds done this morning. i'll be working on the other creature sounds throughout the day.

--------
after scouring the internet and my memory for a couple days for a great sound effect to use for the mutant/radiated trees' movement, i've been whittling down what i've gathered(still haven't found the original sound effect, so i'm having to make due with what i've found). as the def's attack is with multiple branches, and because the trees have multiple "feet", i am compiling multiple sounds, that i will be splicing together for the effects i think these creatures should have.

i've been doing the same for most of the other creatures in the Forge lineup, as well. i have to make my own sounds for 3 creatures; the others i'm just replacing with what i think are better sounds, specifically for cyborgs(mixing machinery with typical sounds).

------
after a good bit of tinkering, i'm satisfied with the mutant/radiated tree sounds i made. the next couple should be much easier, leaving the naga tank and the juggernaut for last(they'll be more difficult).
----
after replacing the "defend" sound for the cyberdead/zombies, i completed the sounds done for the grunt/foot soldiers, and the flamethrowers/pyromaniacs. most of my work was done for me with those; really only had to replace the attack sounds, and do some minor tweaks here and there. i also cut the longer-running animations in some of the creatures i'm using by half; although i may go back to the original animations for the juggernaut/dreadnaught, depending. i want something to look as powerful as it sounds, animation-wise. i also need the animations to match up with the sounds(or vice-versa).
--------
after checking all the sounds for the brute/bruiser, i turned my attention to the missile def. i noticed that there were only 9 frames, whereas the cyclops has 10 frames in it's projectile animation. so i fixed 2 of the frames, and added another, so that the movement from top to bottom is more fluent; and has 10 frames.

now, i'm not understanding why the wrong missile frames are activated, when shooting in-game. it stands to reason that they should fire in order clockwise, but i noticed that the cyclops rock frames actually move past the south direction, to a southwest point in aim. does anyone know why that is? it seems weird that there would be animation frames in the original cyclops projectile def, that could not be used because they don't go in the direction they're intended, and indeed would/should be overwritten by the correct directional frames.

oxfea, you said that you have tried(succeeded?) in replacing stronghold before; did you guys have to use an erm workaround, or did you just cut/add the frames necessary to make it work?

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted October 12, 2015 09:35 PM

fred79 said:
oxfea, you said that you have tried(succeeded?) in replacing stronghold before; did you guys have to use an erm workaround, or did you just cut/add the frames necessary to make it work?

succeeded, yes

not erm but dll (no difference, though)
yes, we moved sprites

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 12, 2015 10:19 PM
Edited by fred79 at 11:28, 16 Oct 2015.

would you be able to make another dll, if i were to show you the townscreen building's positions?

-----------
it's fun, matching up sounds with animations. i skipped the naga tank, and am working on the juggernaut now(which is more exciting atm). i think i have it's movement sound nailed down. i changed it's movement speed in cranim.txt, too, so that it moved slower(more like a bipedal tank, to give it the appearance of weight). i've also been honing it's def animations. i kept all of the "before" attack-strike frames, to give it the appearance of powering up(i have a "powering up" sound that i'm going to mix with the "attack-contact" sound), and cut every other frame during the actual strike, so that the rocket boosters appear faster, as they should be(imo, anyway).

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted October 17, 2015 01:04 AM

fred79 said:
would you be able to make another dll, if i were to show you the townscreen building's positions?
https://dl.dropboxusercontent.com/u/61759222/HoMM/relocator.rar

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