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AdamK
Hired Hero
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posted March 02, 2019 01:40 PM |
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Hi RK,
is there any chance to be able to play this mod with era?
Lot of QoL changes are very useful and i think lot of Heroes player would be thankful for it
All in all this is a must have tool for any SOD map
ty for doing this
Adam
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RoseKavalier
Admirable
Supreme Hero
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posted March 02, 2019 03:02 PM |
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I've been thinking about it for some time as discussed in the thread. One thing for sure I don't want ERA compatibility to slow down normal development, which is an issue lately as I don't have as much free time as I did when I started the mod.
Anyhow, when 1.16 is ready things could change - stay tuned!
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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LordL
Tavern Dweller
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posted May 10, 2019 01:58 PM |
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Event visibility bug
I usually toggle event visibility since it is useful for playing maps but sometimes events become unpassable, probably because of this feature so it becomes impossible to complete the map. I have tried to off event visibility, or even temporarily uninstall Sod SP but it doesn't help. Is there any fix?
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RoseKavalier
Admirable
Supreme Hero
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posted May 10, 2019 03:00 PM |
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LordL said: I usually toggle event visibility since it is useful for playing maps but sometimes events become unpassable, probably because of this feature so it becomes impossible to complete the map. I have tried to off event visibility, or even temporarily uninstall Sod SP but it doesn't help. Is there any fix?
I've never seen this, share a save please.
The current implementation simply forces events to be drawn on the map instead of skipping over it. As events are by default entry-based, the only way this can happen is if your specific map uses modified impassable events or your Objects.txt file was tampered with.
In 1.16, events are no longer forced to be drawn on the map. An event DEF is drawn directly to the tile.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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LordL
Tavern Dweller
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posted May 11, 2019 01:46 PM |
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How can I send a file here?
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RoseKavalier
Admirable
Supreme Hero
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posted May 13, 2019 03:40 PM |
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Rince
Hired Hero
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posted May 20, 2019 10:12 PM |
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Pretty unoriginal question here. Is there any estimated date for 1.16 release?
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MarloStanfield
Tavern Dweller
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posted May 26, 2019 01:09 PM |
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Crashes
I'm not sure that this is the problem on the SoD_SP side but nevertheless. The game often crashes during the attempts of manual savings. HD 5.0 RC 53 + SoD_SP 1.15d.
Here is crash log:
http://forum.heroesworld.ru/showpost.php?p=1149089&postcount=911
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RoseKavalier
Admirable
Supreme Hero
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posted May 27, 2019 11:49 PM |
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MarloStanfield said: I'm not sure that this is the problem on the SoD_SP side but nevertheless. The game often crashes during the attempts of manual savings. HD 5.0 RC 53 + SoD_SP 1.15d.
Here is crash log:
http://forum.heroesworld.ru/showpost.php?p=1149089&postcount=911
At a very quick glance to your crash log, it doesn't seem related whatsoever. When I'll have some time I can try to run the game and see what's going on, if anything. If you happen to have a save where the crash is repeatable, send it to me.
Rince said: Pretty unoriginal question here. Is there any estimated date for 1.16 release?
I can't quite guarantee a date but I'm hoping this weekend or next. Everything boils down to testing and preparing the release at this point; the final phase taken longer than expected due to many factors but mostly because I've been focused on other projects. If it's problematic for Paragon's newest release, contact me directly.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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RoseKavalier
Admirable
Supreme Hero
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posted June 13, 2019 04:35 AM |
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v1.16.0
DOWNLOAD (exe installer)
DOWNLOAD (zip archive)
Version 1.16
[+] Option for AI to gain the correct amount of skeletons from Necromancy
[+] Fixed a bug where heroes and map items could be cloned
[+] Corrected movement bug when using Angel Wings
[+] Maps may now have more than 255 Garrisons and Mines
NOTE: such maps will be forced to use SoD_SP 1.16.0 or more recent
[+] Mapmaker options and features are now available through Unleashed mapeditor
NOTE: for more information, refer to Unleashed mapeditor documentation
[ ] SoD_SP assets are now loaded through LOD using H3.LodTable.dll
NOTE: for more information, refer to H3.LodTable documentation
[ ] Text color is now handled by H3.TextColor.dll
NOTE: for more information, refer to H3.TextColor documentation
[ ] RMB battle dialog option now only works on opposing creatures
[ ] Improved battle move order move prediction
[ ] Corrected and improved code to be future-proofed against HDmod updates
[ ] FindMe events are now drawn directly on the adventure map using SoD_SP assets
[*] Rewritten using H3API headers
[*] Version check option during launch
[*] Auto-installer now done with Inno Setup, also provides uninstaller
[*] Russian Text completely updated (thanks igrik)
[*] German and Greek Text completely updated (thanks Nikos)
For more information, please refer to the SoD_SP plugin notes.
The links in the first post will be edited shortly.
SOURCE
Parts of the source code, as well as headers and more can be found on my H3Plugins Github repository.
MEDIA DUMP
Version check
If you enable the CheckUpdate option in 'SoD_SP.ini', a single check during launch will be made to see if a new version is available.
Mapmaker options
Using the Unleashed mapeditor, mapmakers can now set custom options while using SoD_SP, the settings apply only to the current map.
Some random objects may now have their properties customized.
Documentation about these options, features and random objects is available through the mapeditor documentation.
For example, this Dragon Utopia will always spawn with the following characteristics, on this map.
New colors available can be seen here.
Ugh. That's quite the monkey off my back.
Now, bring in the bug reports! It seems I find something not working every time I took a look today... hopefully this iteration will work well enough.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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daemon_n
Known Hero
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posted June 13, 2019 11:05 AM |
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Edited by daemon_n at 11:57, 13 Jun 2019.
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RoseKavalier said:
Now, bring in the bug reports! It seems I find something not working every time I took a look today... hopefully this iteration will work well enough.
Awesome update! Thanks a lot!
So, first. Install file doesnt work (
additional "shadow of cursor is dissapear everytime it do any move.
also
in russian text translation for spells in the spellbook on a line "increase" is a minor flow. There are extra quotes, so it looks like this:
increase by: %d" units.
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igrik
Promising
Known Hero
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posted June 13, 2019 02:19 PM |
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daemon_n said:
also
in russian text translation for spells in the spellbook on a line "increase" is a minor flow. There are extra quotes, so it looks like this:
increase by: %d" units.
Fixed.
RoseKavalier, also fixed a few more typos. Sorry
link
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RoseKavalier
Admirable
Supreme Hero
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posted June 13, 2019 04:50 PM |
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daemon_n said:
RoseKavalier said:
Now, bring in the bug reports! It seems I find something not working every time I took a look today... hopefully this iteration will work well enough.
Awesome update! Thanks a lot!
So, first. Install file doesnt work (
additional "shadow of cursor is dissapear everytime it do any move.
also
in russian text translation for spells in the spellbook on a line "increase" is a minor flow. There are extra quotes, so it looks like this:
increase by: %d" units.
Installer is now corrected, my bad for not testing on separate computer -_-
I'll have to check the cursor shadow with the game later, I don't recall this issue. That'll go in 1.16.1 - the good part is now making new releases takes only a few seconds so I don't intend on making any more big releases in the future.
igrik's new language file is also added.
Thanks!
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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wenwell
Adventuring Hero
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posted June 14, 2019 03:11 AM |
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Edited by wenwell at 09:26, 14 Jun 2019.
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Congrats on this great and very important release!
As well as to fulfill my request about an individual number for each creature during battle, niche but convenient thing, at least for me
Regarding bug-report 1. I also have a problem with a cursor 2. Game is crashed after changing some option (turn off a necromancy/hero fusion) and trying after this a save/load procedure. 3. Found a strange visual bug - black tiles in some places which dissapier after surface/underworld changing on click - this occur only once and I dont know a reproduce condition.
btw, AI Necromancy a one more option for my "turn off list" - feel sorry for AI but he could continue cheating in some other places anyway, also, set this option in "off" state is important if you need to see a pure result in some cases, like playing in offline tournaments.
same for "Anchor bug", fire wall/force field placement is a very important for some battles and some of them could be winnable only with this option in "ON" state.
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igrik
Promising
Known Hero
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posted June 14, 2019 10:33 AM |
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Edited by igrik at 14:01, 14 Jun 2019.
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RoseKavalier said: [+] Option for AI to gain the correct amount of skeletons from Necromancy
I made the correction of Necromancy according to your code. There is one problem: the number of skeletons in the battle of AI against AI is resurrected more than it should be (checked for ERA)
In addition, I saw your other corrections AI vs. AI.
Therefore, there is one suggestion - may remove remove the theoristic battle of the AI against the AI like this (I attach the screen). What do you think?
What do you think?
upd:
Quote: // fix hellish bugs in AI vs AI battles
// disable the theoretical battle, because
// AI hero wins no experience, no necromancy bonus
// no artifacts from the loser of the hero, and God knows what there may be bugs
_bool_ BATTLE_AI_vs_AI = false;
_bool_ BATTLE_AI_vs_AI_Set_QuickBattle = 0;
int __stdcall Y_BattleAIvsAI(LoHook* h, HookContext* c)
{
BATTLE_AI_vs_AI = true;
BATTLE_AI_vs_AI_Set_QuickBattle = o_QuickBattle;
o_QuickBattle = 1;
c->return_address = 0x4AD39A;
return NO_EXEC_DEFAULT;
}
int __stdcall Y_Dlg_BattleResults2(LoHook* h, HookContext* c)
{
if ( BATTLE_AI_vs_AI )
{
BATTLE_AI_vs_AI = false;
o_QuickBattle = BATTLE_AI_vs_AI_Set_QuickBattle;
c->return_address = 0x477303;
return NO_EXEC_DEFAULT;
}
return EXEC_DEFAULT;
}
// ###########################################################
_PI->WriteLoHook(0x4AD284, Y_BattleAIvsAI);
_PI->WriteLoHook(0x47729D, Y_Dlg_BattleResults2);
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daemon_n
Known Hero
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posted June 14, 2019 10:56 AM |
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it s too strange
A lot of any resources.
save files
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RoseKavalier
Admirable
Supreme Hero
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posted June 14, 2019 04:41 PM |
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wenwell said: Congrats on this great and very important release!
As well as to fulfill my request about an individual number for each creature during battle, niche but convenient thing, at least for me
Regarding bug-report 1. I also have a problem with a cursor 2. Game is crashed after changing some option (turn off a necromancy/hero fusion) and trying after this a save/load procedure. 3. Found a strange visual bug - black tiles in some places which dissapier after surface/underworld changing on click - this occur only once and I dont know a reproduce condition.
btw, AI Necromancy a one more option for my "turn off list" - feel sorry for AI but he could continue cheating in some other places anyway, also, set this option in "off" state is important if you need to see a pure result in some cases, like playing in offline tournaments.
same for "Anchor bug", fire wall/force field placement is a very important for some battles and some of them could be winnable only with this option in "ON" state.
Thanks!
1 - I'll work on it at some point today, there's likely a missing check at some place I missed.
2 - Please send me the crashlog
3 - Were there events at these locations?
AI Necromancy - Sure, it was a feature request which is why I looked for it. Most of the changes are optional by nature. Same with the Anchor bug one. At least you can set them to whichever state you want through the mapeditor
igrik said:
I made the correction of Necromancy according to your code. There is one problem: the number of skeletons in the battle of AI against AI is resurrected more than it should be (checked for ERA)
In addition, I saw your other corrections AI vs. AI.
Therefore, there is one suggestion - may remove remove the theoristic battle of the AI against the AI like this (I attach the screen). What do you think?
What do you think?
upd:
Quote: // fix hellish bugs in AI vs AI battles
// disable the theoretical battle, because
// AI hero wins no experience, no necromancy bonus
// no artifacts from the loser of the hero, and God knows what [...code...]
Certainly it can solve issues, but it'll also probably slower.
It could also significantly change some combat results, I can't say.
If there is an issue with number of raised skeletons then I can inspect the fix further.
daemon_n said: it s too strange
A lot of any resources.
save files
Fixed, missing out a few conditions on daily income.
I'll update the plugin after I've had some time to look for cursor issues and AI necromancy.
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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igrik
Promising
Known Hero
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posted June 14, 2019 04:56 PM |
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RoseKavalier said:
Certainly it can solve issues, but it'll also probably slower.
It could also significantly change some combat results, I can't say.
If there is an issue with number of raised skeletons then I can inspect the fix further.
I agree that it is slower. But the problem is not only in necromancy.
The problem is also that the heroes of AI do not receive the artifacts of the defeated enemy, they do not teach the eagle eye. Perhaps there are still some problems about which we do not know.
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RoseKavalier
Admirable
Supreme Hero
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posted June 14, 2019 05:05 PM |
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These can be investigated and eventually solved; I personally prefer fixing bugs as they are identified. Switching the quick combat system completely feels to me like cutting off an arm when the it was the finger that was hurt.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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igrik
Promising
Known Hero
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posted June 14, 2019 05:22 PM |
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Edited by igrik at 17:24, 14 Jun 2019.
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Then there was a list of bugs that need to be investigated and fixed.
By the way, if I'm not mistaken, HD+ also turns off the theoretical battle.
If we talk about ERA, then I still see it safer to use a quick battle, because of the abundance of scripts. But this is an ERA
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