Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 5 - Modders Workshop > Thread: [TOOL] Open-source Skill wheel!
Thread: [TOOL] Open-source Skill wheel! This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT»
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 16, 2017 08:40 PM
Edited by dredknight at 20:53, 16 Sep 2017.

I accept any kind of help. We can change the fonts to a one that will be seen better. I am not designer so I just go and pick one that I like.

The project code is available on github. However data files are not available there so I have to hand them over by hand. Actually everyone who has the wheel installed can open the folder and see all the files + code. File is called main.rb.
Folders with data are: text, pics, fonts, design, code.

All other files inside the Application folder are mini Shoes compiler so that the user does not need to install the full version separately.

I will update the front page for the next release with that information .

Regarding resizing I have disabled it on purpose because it does not resize into a manner you think it will. Object size does not increase some more space is created on right and bottom side.

I have some idea about how to add the scale for some stuff but a lot of issues will arise and I am not sure if the time invested will worth it.
However I will ask on the framework forums if there is any other way beyond the one I am thinking of.

Cheers
____________
Join our official discord channel | NCF Utility Beta

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 19, 2017 09:29 PM
Edited by dredknight at 21:46, 19 Sep 2017.

Alright guys. I am starting a full scale refactoring of the wheel.
there will be a bigger version for sure.

I am also experimenting with some resizing and fullscreen options but so far nothing promising. This is a bit beyond the framework capabilities. Plus I have already done some "beyond-the-framekwork" things with the popups implementation so there are a lot of dependencies the GUI resizing will touch.
____________
Join our official discord channel | NCF Utility Beta

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
dabuthegreat
dabuthegreat


Adventuring Hero
posted September 20, 2017 07:32 AM

dredknight said:
Alright guys. I am starting a full scale refactoring of the wheel.
there will be a bigger version for sure.

I am also experimenting with some resizing and fullscreen options but so far nothing promising. This is a bit beyond the framework capabilities. Plus I have already done some "beyond-the-framekwork" things with the popups implementation so there are a lot of dependencies the GUI resizing will touch.


Thanks for your work Dredknight.

I looked up into the github repo you've posted and your codebase is pretty managable. I'm wondering if your GUI toolkit choice is limiting you. I'm guessing you're most comfortable with Ruby and Shoes is the only choice there, but I think if you were to choose a different GUI toolkit (like Qt or even pure Gtk) your work would be a lot easier.

What do you think about that? I personally don't have much experience with Qt, but it's something I could help you with.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 20, 2017 11:17 AM
Edited by dredknight at 11:18, 20 Sep 2017.

Currently Shoes is using GTK but is limited to what is implemented. Other developers also advised me to move to GTK so I believe this is the way to go.

Unfortunately I have to neglect it for now as learning it will take some time and focus and my mind is kind of chaotic the last 6-8 months so this will probably take even more time .

For now I will work with what I have and just do a bigger version of the wheel. I did some tests yesterday and it looks good.

Thanks for the good advice .
____________
Join our official discord channel | NCF Utility Beta

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 20, 2017 11:43 AM

Better not get overworked over this, just to make the UI scaling!

The manual is still fine, even if it stays as it is. If you can make it bigger without too much effort that's great, but not necessary.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 21, 2017 12:32 AM

No worries . Just bigger version is not going to take too much effort.
____________
Join our official discord channel | NCF Utility Beta

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 01, 2018 10:44 AM bonus applied by Galaad on 01 Jan 2018.
Edited by dredknight at 12:19, 01 Jan 2018.

Version 1.0 released!

USER CHANGES:

- added: Creature pane - shows creature spells
- added: Creature pane - shows the cost of each creature
- added: Hero pane - Option to Save/load hero preset
- added: Hero pane - Starting hero spells
- added: Artifact pane - New option - Creature artifacts
===> can forge creature artifacts based on knowledge
===> effects and forging costs are presented
- added: Town Pane - Supports change language option (if more than one exists)
- changed: Application size is increased. All panes, slots, texts and pictures are scaled appropriately.
- changed: Supports RC10 Beta 4 database.
- fixed: Artifact pane - Some artifacts fit into 2 categories when filtered by price.
- fixed: Text inconsistencies.
- fixed: Skill inconsistencies.

DEV changes:
- changed: Migrated backend data logic from .txt files to SQLite3.
- changed: All user text is now migrated outside of the code into archive file (/text/en.pak)
- changed: Since this version backend architecture is directly parsed from Heroes V game files (syntax and naming convention).

Download will be available on MMH55 moddb download page in a week or so.







Happy new year to you all!
____________
Join our official discord channel | NCF Utility Beta

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
thGryphn
thGryphn


Promising
Famous Hero
posted January 01, 2018 11:50 AM

Looking great, thanks!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted January 08, 2018 12:03 AM

Can this manual be converted to mod like Xazardous Skillwheel?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
thGryphn
thGryphn


Promising
Famous Hero
posted January 08, 2018 06:40 AM

zmudziak22 said:
Can this manual be converted to mod like Xazardous Skillwheel?


There is already a skillwheel inside MMH5.5... It doesn't have all the bells and whistles as this manual but it's a full-fledged skillwheel for MMH5.5. Brought to you by yours truly


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Mario
Mario


Known Hero
posted January 31, 2018 09:12 AM
Edited by Mario at 10:01, 31 Jan 2018.

Thanks a lot Dreadknight, you did a great job!
In my free time I try to make a Polish language version.
I encountered one problem: the application does not see Polish characters, which makes the translation useless and unreadable.
Is there a way to fix it?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 07, 2018 05:47 PM
Edited by dredknight at 17:48, 07 Feb 2018.

Hey Mario,

Wait with the Polish version. I have made some significant changes on the backend to ease translations.

Here is how text population works in practice - when app is ready I run a script which collects all the required text from the text.[al and MMH55-text_en.pak file and populate the text in the app for each object.

For example this means that if the game is installed with a Polish translation and MMH55 polish translation.pak I can extract the Polish text straight up.

Currently the script works for about 95%+ of the texts so the only work you will have to do is translate the App menus and a few skill/spell texts that had to be modified in order to be more descriptive. I have them all as a txt files in a separate archive so there is no need for translators to look for them.

What I have left to do now is to make a brief step by step guide on what you have to do and share it for tests. I am a bit busy with other stuff lately but I will try to do it this month.

Cheers!

P.S.

Regarding the Polish characters I think this is a font issue and I believe it is fixable.
____________
Join our official discord channel | NCF Utility Beta

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Mario
Mario


Known Hero
posted February 07, 2018 07:54 PM
Edited by Mario at 20:07, 07 Feb 2018.

dredknight said:
Hey Mario,

Wait with the Polish version. I have made some significant changes on the backend to ease translations.

Here is how text population works in practice - when app is ready I run a script which collects all the required text from the text.[al and MMH55-text_en.pak file and populate the text in the app for each object.

For example this means that if the game is installed with a Polish translation and MMH55 polish translation.pak I can extract the Polish text straight up.

Currently the script works for about 95%+ of the texts so the only work you will have to do is translate the App menus and a few skill/spell texts that had to be modified in order to be more descriptive. I have them all as a txt files in a separate archive so there is no need for translators to look for them.

What I have left to do now is to make a brief step by step guide on what you have to do and share it for tests. I am a bit busy with other stuff lately but I will try to do it this month.

Cheers!

P.S.

Regarding the Polish characters I think this is a font issue and I believe it is fixable.


Thanks for the answer.
That's great news. It will save a lot of my time.
Cheers!
P.S. At the moment, the application displays the text until the Polish character meets. After this sign, the rest of the text is invisible.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Gidoza
Gidoza


Famous Hero
posted February 26, 2018 07:01 PM
Edited by Gidoza at 19:43, 27 Feb 2018.

I have a couple requests with regard to the manual.

First, for spells - would it be possible to have the formulaic effects for each skill level in the description?  It's somewhat tedious to try and figure out what the effects are by tinkering with spell power.

Secondly - could the "unique rewards" for acquiring certain item sets and bringing them to the correct building be described as well?

That's all I had - this is such beautiful work!  Thank you so much!

EDIT:  I should mention that the data for Fire Trap is inversed - apparently I can set 320 mines for 9.5 damage each.  

EDIT:  And it seems like the Imp and the Familiar portraits have been inverted, as well as the Wyvern and the Foul Wyvern, and the Spectre and the Ghost.

EDIT:  Djinn and Djinn Sultan are in swapped positions, but their stats are right.

EDIT:  The Ballista's damage formula makes no sense - the formula given always places the Ballista's damage in the negative, e.g. base formula is 2*(A+K) - 3*(A+K) - this will always be a value.  So I'm not sure what the formula is supposed to be.  Reversing the formula also doesn't work, because then it's the same for all mastery levels regardless of A and K values.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
strigvir
strigvir


Adventuring Hero
posted March 01, 2018 08:50 PM

For ballista it's minimum and maximum damage.
Surely you've played enough homm games to know unit damages are always shown in ranges.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Gidoza
Gidoza


Famous Hero
posted March 02, 2018 04:04 PM

strigvir said:
For ballista it's minimum and maximum damage.
Surely you've played enough homm games to know unit damages are always shown in ranges.


LMAO I fail.  That totally didn't not occur to me in this case for some reason haha - brain fart.  Thanks!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 02, 2018 08:00 PM
Edited by dredknight at 20:09, 02 Mar 2018.

Thank you so much for the bug report Gidoza!
The last release had significant changes in the backend and despite my effort to make it clean release a few stuff slipped.

All mentions without the fire trap are fixed for the next release.
Regarding your requests Gidoza:

1. Spell formulas - I do not think it is required because 99% of the formulas are the following:
X + Spellpower*Y. Where X is a flat boost given by the mastery (for example 0/25/50/100) where Y is the boost given for each spellpower point (depends on mastery level as well). The formula can be easily deduced by swapping a few spell points.

Blesses and curses work on the same principle.

Spells that do not stand to that rule are additionally explained (Conjure Phoenix and Celestial Shield).

2. Unique Rewards - Technically (from the skillwheel side) it is possible but I need to sync this with @magnomagus as I do not know them myself. Also I do not know if and to what extent the prizes are dynamic as this should be described too.

A few issues from MODDB user along with my comments:
Quote:

Summoning magic:
-Conjure Phoenix isnt clickable, there is no info at Spell properties


Conjure phoenix click is broken. The text will say "Spell efficiency is N/4 of hero spellpower" where N is the mastery level 1/2/3/4 for None/basic/advanced/expert.

Quote:

Light magic:
-Celestial shield's tooltip says invulnerability is reached at 50 spellpower. In the spell properties it is reached with 60.
-Ressurection goes even to minus procent numbers(above 20 SP). Is it possible to increase the HP of a mob or is there a cap at 0%?(Same question for Celestial Shield's Damage reduction and 100%)


Resurrection and Raise dead cap is 0%. Celestial shield cap is 100%.

Celestial shield tooltip report is wrong. In-game invulnerability value is 60. This is issue that initially comes from the game as since the last release the skillwheel extracts the text data directly from the game. Which means we can have a skillwheel release on the same day as the mod release ;].

Cheers
____________
Join our official discord channel | NCF Utility Beta

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Gidoza
Gidoza


Famous Hero
posted March 05, 2018 03:31 PM

You're welcome, dred - I've always enjoyed doing bug reports.  

I should clarify one thing, though.

Quote:
1. Spell formulas - I do not think it is required because 99% of the formulas are the following:
X + Spellpower*Y. Where X is a flat boost given by the mastery (for example 0/25/50/100) where Y is the boost given for each spellpower point (depends on mastery level as well). The formula can be easily deduced by swapping a few spell points.

Blesses and curses work on the same principle.

Spells that do not stand to that rule are additionally explained (Conjure Phoenix and Celestial Shield).


I realize perfectly well that you can just click Spell Power and deduce the formula from that.  What I'm suggesting is putting the formula for each level of mastery in the description anyways so that the formula can be *visualized* - clicking Spell Power back and forth can be a bit time consuming and the results of it are easy to forget; a formula is easily pictureable and easily remembered.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 12, 2018 02:22 PM

Hey @Mario,

Could you provide me with Polish version of text.pak file?
I want to try something.
____________
Join our official discord channel | NCF Utility Beta

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Mario
Mario


Known Hero
posted May 16, 2018 08:13 PM
Edited by Mario at 20:16, 16 May 2018.

Hey dredknight!
I just translated a few folders: artifacts, factions, guilds and panes.
Here is the link: https://www.dropbox.com/s/ueuo2hr0yqasnav/pl.pak?dl=0
Cheers!

P.S.
Probably some of the texts are too long, but I couldn't correct them due to the lack of support for Polish characters.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0739 seconds