Archer30 said:Hi RoseKavalier, it seems the latest patch does not work correctly. An error msg popped up when I tried to launch the editor
Could you please take a look?
I took a look, everything worked fine on my end (classic).
Then I booted up virtual machine windowsXP with basically nothing... works as well there.
My guess would be that you did not update your H3Unleashed.exe which was changed as of 1.17; I'll add an error message for this, hold on a few minutes...
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
Strange. I just checked both of your base files. It seems They have different exe packed. I tried to use the 7z one (it's zip still though) instead of the zip, all works great now.
[ ] Disabled palette icons resizing now considers system color instead of default
[ ] Added a warning message for users that have not updated their H3Unleashed executable
Base packaged in OP are getting updated as well...
[+] Added remote control of homm3_battlefields when shift+click on terrain (thanks kazmer)
Toggle Hotkey: Ctrl+Alt+B
[+] Added built-in battlefield explorer in a separate window
Toggle Hotkey: Ctrl+B
I cannot stress kazmer's contribution enough in making this possible. The new builtin Battlefield Explorer is a result of my frustration trying to incorporate a communication link between homm3_battlefields and Unleashed.
For more information regarding the battlefield simulators, see the documentation folder.
Also thanks to Biobob for testing and some suggestions!
Base packages will be updated shortly...
MEDIA DUMP
EDIT
Obstacles are now drawn from top to bottom instead of using the initial creation order. Thanks kazmer for catching that!
No software release can be complete without a user immediately complaining about some minuscule detail, so here we go:
The obstacle rendering order is wrong in your version.
[+] Added remote control of homm3_battlefields when shift+click on terrain (thanks kazmer)
Toggle Hotkey: Ctrl+Alt+B
[+] Added built-in battlefield explorer in a separate window
Toggle Hotkey: Ctrl+B
I cannot stress kazmer's contribution enough in making this possible. The new builtin Battlefield Explorer is a result of my frustration trying to incorporate a communication link between homm3_battlefields and Unleashed.
For more information regarding the battlefield simulators, see the documentation folder.
Also thanks to Biobob for testing and some suggestions!
[+] Previously WinAPI DialogBox dialogs are now rendered using h3maped's MFC Dialogs, providing compatibility
[+] Corrected a number of small issues in Random Dialogs
[-] Battlefield Explorer's X and Y edit controls will show full extents on all systems
[-] Fixed an incorrect tagging of Random Objects taken from the object palette
[ ] Internal optimization (lots!)
Most users shouldn't see any differences from the last version; this affects mostly older or non-windows operating systems.
The last point means that the code base for Unleashed isn't quite as messy as it used to be. There's still a lot of work to be done in that area but my goal is to eventually open-source H3MEAPI and parts of Unleashed as I did with SoD_SP.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
[+] UnleashedUpdater provides automatic version check and update on launch
Note: can be disabled throught Unleashed.ini [options][Update]
[+] All text is now UTF8 and read through UnleashedText.json, for easy customization
[+] Full Russification of Unleashed text available (thanks Berserker, Grossmaster, igrik)
Note: set through Unleashed.ini [options][Language]
[+] SoD_SP dialog is now created using h3maped's MFC Dialogs, removing occasional graphical issues
[+] Adding experimental option to center monsters based on their actual position
Note: refer to documentation for more information
[-] Fixed a logic issue when trying to access password-protected SoD_SP options dialog
[ ] Various GUI modifications for Russification
Starting with this version, Unleashed is debuting an auto-updater. I'm hoping to exclusively use it for updates in the future. I've tested it on Windows platform as far back as XP to be ensure it works... but given it's new things can always go wrong so we'll see. I'll post some documentation on the updater at some point, it is purposefully made versatile so that it may be used not only by this project.
Text is now handled through json via UTF8. Anyone looking to make translations can simply edit UnleashedText.json following the existing format and modify the [options][language] setting in Unleased.ini afterwards.
Finally, debuting the experimental Monster Centering feature. Due to its experimental nature, I have not provided the required data for it to work - please refer to documentation for information on getting it to work as well as details about current issues.
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Archer30 said:Hi RoseKavalier, it seems the latest patch does not work correctly. An error msg popped up when I tried to launch the editor
Could you please take a look?
My antivirus deleted exactly this file. Maybe it was the same in your case.
BTW I can't read help files. It seems I don't even have the help files. In vanilla H3 editor there is error (even if I installed win32helper), but in the h3w unleashed literally nothing happens when I'm clicking on the "What's this" in the right-click menu, or on the Help -> Help topics. Could someone upload neccessary files, because it looks like they are entirely absent?
I know they was problems with HLP files - did someone figured it out?
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GWJ89 said:BTW I can't read help files. It seems I don't even have the help files. In vanilla H3 editor there is error (even if I installed win32helper), but in the h3w unleashed literally nothing happens when I'm clicking on the "What's this" in the right-click menu, or on the Help -> Help topics. Could someone upload neccessary files, because it looks like they are entirely absent?
I know they was problems with HLP files - did someone figured it out?
The user you quoted had the ancient version of the mapeditor executable as you can see from the following 2 posts.
HELP function is disabled in Unleashed... because it doesn't work on modern operating systems and it would just launch a navigator window.
If you want to read *.HLP files in Windows 7+ you need...
* a windows XP virtual machine
* search for a HLP file viewer
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
Found a bug:
When I put the bow of the sharpshooter on a hero (misc slot) I then can't put anything on the Head, Torso, Left Hand, Right hand, Neck, Feet. I think the editor confuses The bow with the angelic alliance.
Proof: https://ibb.co/mcgCm5M
Edit: Armor of the Damned also blocks neck and boots
Haven't tested the other combination artifacts
Hi RK! Does Unleashed Editor have language check only for Russian?
Was trying to add Chinese localization in UnleashedText.json by mimic the writing style but it seems only en_US would be loaded. I guess the only way is to translate UE is to create another UnleashedText.json with higher priority?
Barbuta said:Found a bug:
When I put the bow of the sharpshooter on a hero (misc slot) I then can't put anything on the Head, Torso, Left Hand, Right hand, Neck, Feet. I think the editor confuses The bow with the angelic alliance.
Proof: https://ibb.co/mcgCm5M
Edit: Armor of the Damned also blocks neck and boots
Haven't tested the other combination artifacts
Sorry, seems I missed this post for a while; I don't check HC that often.
I must have broken something a few months back when I brought everything to DLL instead of having some hardcoded changes.
I've been working on the maped API for a future public release... I can't fix stuff right now there'll be some more delay.
Archer30 said:Hi RK! Does Unleashed Editor have language check only for Russian?
Was trying to add Chinese localization in UnleashedText.json by mimic the writing style but it seems only en_US would be loaded. I guess the only way is to translate UE is to create another UnleashedText.json with higher priority?
Currently the language option is set in the ini under [options][Language], you can put whatever you want in there. However for future releases languages will be split by json files instead of grouped in one (easier to update). There'll be an additional file required where you set your language, which will never be modified by Unleashed updater. Having the language setting in the ini file is nice and all but it makes updating annoying because it would always reset.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
Barbuta said:Found a bug:
When I put the bow of the sharpshooter on a hero (misc slot) I then can't put anything on the Head, Torso, Left Hand, Right hand, Neck, Feet. I think the editor confuses The bow with the angelic alliance.
Proof: https://ibb.co/mcgCm5M
Edit: Armor of the Damned also blocks neck and boots
Haven't tested the other combination artifacts
Sorry, seems I missed this post for a while; I don't check HC that often.
I must have broken something a few months back when I brought everything to DLL instead of having some hardcoded changes.
I've been working on the maped API for a future public release... I can't fix stuff right now there'll be some more delay.
This bug actually exists in the base editor as well (and every single other editor I've tried).
Also when using the latest version of the editor, windows defender deletes Unleashed.dll for some reason which results in this error when opening the editor: "Fail to load library". I'm on Windows 10 version 1809
Barbuta said:
This bug actually exists in the base editor as well (and every single other editor I've tried).
Also when using the latest version of the editor, windows defender deletes Unleashed.dll for some reason which results in this error when opening the editor: "Fail to load library". I'm on Windows 10 version 1809
Defender probably doesn't like something, add an exception. I've yet to have issues with Defender even on PCs where I didn't build the dll, up to latest windows updates.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
How this works on Era for exemple? Someone asked me to test his Era map he designed with this editor, but there were tons of erm errors when clicking on objects like learning stones (82 instead of 32) or creature banks then lighthouses were labeled as "mines", also map crashed on validate, probably due to errors mentioned above.
Such changes are valid in SoD only? Or is the mapmaker who just didn't pay attention?
Salamandre said:How this works on Era for exemple? Someone asked me to test his Era map he designed with this editor, but there were tons of erm errors when clicking on objects like learning stones (82 instead of 32) or creature banks then lighthouses were labeled as "mines", also map crashed on validate, probably due to errors mentioned above.
Such changes are valid in SoD only? Or is the mapmaker who just didn't pay attention?