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Heroes Community > Library of Enlightenment > Thread: [H3] SoD_SP: a HDmod plugin
Thread: [H3] SoD_SP: a HDmod plugin This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted September 05, 2017 04:29 PM
Edited by RoseKavalier at 19:05, 05 Sep 2017.

Try '32-bit GDI' only?

I don't get any crashes while in game and I have the same setup

~~~

I modified it; bit sad to see the blue go but at least it works with all graphic modes and filters for me now.



Let me know if that works.

For other bugs and crashes, please tell me exactly what you did to make it happen (and if possible) send me a save right before.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Liso1
Liso1


Adventuring Hero
posted September 06, 2017 08:58 AM

So I tried another version of Heroes 3 Complete (not GOG version),

The game will crashes in battle if I use Magic Arrow, or Lightning Bolt.

Save:
http://heroes3wog.net/save.zip

Video:
https://www.youtube.com/watch?v=7Pam9bMamtI

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Slovak Heroes 3 WoG Portal

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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted September 06, 2017 02:14 PM
Edited by RoseKavalier at 23:07, 06 Sep 2017.

Alright, it seems the customizable options problem is fixed.

The second bug happens to me as well which is great news () because that means I can find the problem and solve it.

EDIT: bug identified, I will upload fix later.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted September 07, 2017 12:15 AM

Fix uploaded, re-download please.
I had tried making the code cleaner but introduced a bug doing so
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Maurice
Maurice

Hero of Order
Part of the furniture
posted September 07, 2017 10:43 AM

RoseKavalier said:
I had tried making the code cleaner but introduced a bug doing so


You fixed something that wasn't broken?
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted September 07, 2017 11:32 PM
Edited by RoseKavalier at 21:25, 08 Sep 2017.

Yes

(to be fair, I've been putting a bit of effort in documenting and cleaning...still learning much every time I look at this stuff.)

~~~~~~~

Mini-feature requested: reset Quick Spell targets.

When you assign a spell to a hotkey, you will be asked if you want to keep the associated's spell target or no.


Can be useful for people who prefer to use only a few of the spell hotkeys, removes some confusion.

Also modified 'sleep this round' hotkey to Ctrl+Z to prevent mishaps.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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FinTred
FinTred

Tavern Dweller
posted September 11, 2017 07:22 PM

RoseKavalier said:
Yes

(to be fair, I've been putting a bit of effort in documenting and cleaning...still learning much every time I look at this stuff.)

~~~~~~~

Mini-feature requested: reset Quick Spell targets.

When you assign a spell to a hotkey, you will be asked if you want to keep the associated's spell target or no.


Can be useful for people who prefer to use only a few of the spell hotkeys, removes some confusion.

Also modified 'sleep this round' hotkey to Ctrl+Z to prevent mishaps.

Hi, just wanted to inform that changing unit slots in hero window results the counts to change as well. Just started The Empire of the World II and at the end of 1st week I have as many AA or cavaliers I just want. Quoting this to get your attention faster. I'm using hd+ with sp-mod. No other mods running.

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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted September 11, 2017 07:49 PM

It doesn't really reset, it just points to an empty (or different) slot depending what creature you target based on the order they appear in combat (up to 21 * 2 for each side) -> not the hero's 7 creature slots.

If you set it to the leftmost stack on your army & later move that stack further right, then the new leftmost army becomes the quick target.

e.g.
Quote:
Enter battle with
1 AA - 9 AA
Set 'target 1' to stack with 9 AA...
First Stack with 1 AA dies.

Next battle starts with
9 AA
Your 'target 1' is still aiming at your second creature slot, which is empty and so when you cast quickspell it tries to cast at an empty tile (most likely fail) and loads the spell under mouse cursor instead.


Not sure if that is clear enough, but to be short - it's not really possible to set it to a stack and then move that stack around outside battle while preserving quick target since those are 2 different things; there is no way to track creatures outside battle like it is possible in battle.

I hope this clarifies a bit.
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FinTred
FinTred

Tavern Dweller
posted September 12, 2017 10:09 AM
Edited by Maurice at 13:23, 12 Sep 2017.

RoseKavalier said:

--



Sorry, looks like my quoting misguided you a bit. (Assuming the reply above is meant for me..)

The thing I meant had nothing to do with spell hotkeys. So I'll try it again.

When I'm trying to swap units in my hero window, the game either crashes or the amount of units changes. If I swap 2 cavaliers with 1 AA and the game doesn't crash, I will have 2 cava and 2 AA. Once the game has not crashed you can swap units during that session so many times you wish. One could abuse this bug to get so much units he wants to.. (see this image)

Anyone else encountering the same bug?

Edit by Maurice: made the image link clickable for ease of use .

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 12, 2017 03:31 PM

FinTred said:
see this image[/url])


wow, is better than my trainer

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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted September 12, 2017 03:58 PM
Edited by RoseKavalier at 16:30, 12 Sep 2017.

Thanks, I'll look into it.

Salamandre said:
FinTred said:
see this image[/url])


wow, is better than my trainer

Not yet, only creature dupe works

@FinTred
EDIT: try as well as I may, I can't get it to work on my end. When I follow exactly the 2 steps you've shown (take 1 stack, move onto another) - it works exactly as intended.

Basically:
1-Select 1 stack
2-Click on another stack to exchange (of different creature)
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FinTred
FinTred

Tavern Dweller
posted September 12, 2017 07:59 PM
Edited by FinTred at 20:09, 12 Sep 2017.

RoseKavalier said:
Thanks, I'll look into it.

Salamandre said:
FinTred said:
see this image[/url])


wow, is better than my trainer

Not yet, only creature dupe works

@FinTred
EDIT: try as well as I may, I can't get it to work on my end. When I follow exactly the 2 steps you've shown (take 1 stack, move onto another) - it works exactly as intended.

Basically:
1-Select 1 stack
2-Click on another stack to exchange (of different creature)


Wow.. That's strange. I had HotA installed in the same folder but after wandering creatures spawned into my landing zone in that very map I downloaded SP-mod into the same file path (HD3_data -> packs).

Could HotA interfere SP-mod somehow? In the SoD_SP.txt I have everything set to 1 as default with exception of DisableWeeklyGrowth which is set to 0.

Am I the only one getting this bug? o.O

E: Here another video describing the problem.

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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted September 12, 2017 09:17 PM
Edited by RoseKavalier at 21:21, 12 Sep 2017.

FinTred said:
Wow.. That's strange. I had HotA installed in the same folder but after wandering creatures spawned into my landing zone in that very map I downloaded SP-mod into the same file path (HD3_data -> packs).

Could HotA interfere SP-mod somehow? In the SoD_SP.txt I have everything set to 1 as default with exception of DisableWeeklyGrowth which is set to 0.

Am I the only one getting this bug? o.O

E: Here another video describing the problem.


HotA/WoG in the same folder should not be issues, I have tested both combinations.

Try disabling 'Fix Creature Overflow' and see if that resolves it, that's the only part of the plugin that revolves around the code responsible for this behaviour.
EDIT: also you could try a fresh install if you're really motivated.

Normally when you use HDmod executables have pretty much the same architecture otherwise it'd be more work patching. I'd be interested in knowing your exact setup (HDmod version, H3 version...) to see what is happening exactly... very hard to fix a bug if I cannot recreate it.
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FinTred
FinTred

Tavern Dweller
posted September 12, 2017 10:33 PM
Edited by FinTred at 22:37, 12 Sep 2017.

RoseKavalier said:
FinTred said:
Wow.. That's strange. I had HotA installed in the same folder but after wandering creatures spawned into my landing zone in that very map I downloaded SP-mod into the same file path (HD3_data -> packs).

Could HotA interfere SP-mod somehow? In the SoD_SP.txt I have everything set to 1 as default with exception of DisableWeeklyGrowth which is set to 0.

Am I the only one getting this bug? o.O

E: Here another video describing the problem.


HotA/WoG in the same folder should not be issues, I have tested both combinations.

Try disabling 'Fix Creature Overflow' and see if that resolves it, that's the only part of the plugin that revolves around the code responsible for this behaviour.
EDIT: also you could try a fresh install if you're really motivated.

Normally when you use HDmod executables have pretty much the same architecture otherwise it'd be more work patching. I'd be interested in knowing your exact setup (HDmod version, H3 version...) to see what is happening exactly... very hard to fix a bug if I cannot recreate it.


HD launcher is 5.0 beta 9 (newest available). Heroes 3 is version 4.0 if I'm looking in the right place. I'll take a look without creature overflow. Also, as I tried to transfer unit stacks to garrison, other hero etc. the picture disappeared but the text field showed that there was for example AA in that slot. Then when other (visible) stack in the garrison was swapped with AA, they became visible and their amount same as the other stack.
Will take a look and inform you then.

E: unticking the Fix Creature Overflow fixed the problem. So something concerning that definitely.

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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted September 12, 2017 10:48 PM
Edited by RoseKavalier at 22:51, 12 Sep 2017.

I see, it's the new HDmod 5 beta 9 version that's conflicting - seems baratorch added his own fix; I guess now I need to reverse the effect of my patch to allow the option of keeping the creature overflow bug
Thanks for the notification.
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bloodsucker
bloodsucker


Supreme Hero
posted September 12, 2017 11:18 PM

Only today I took notice of your amazing contribution...
Thanks, the resource and primary skills overflows seams an amazing improvement.
Do I understand right and now one can give zillions of experience to AI heroes without them ever have their skill points set to zero? Or that requires an action that has to be made by human hands? Cause in the first case that would be awesome for mapmakers. Level 3000 heroes without testing.
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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted September 12, 2017 11:25 PM

Links updated and stuff.
I wanted to do some more stuff for the next release but I got my arm twisted...



In future it show which version of the plugin you are using so you can know if you are using latest or not...

bloodsucker said:
Only today I took notice of your amazing contribution...
Thanks, the resource and primary skills overflows seams an amazing improvement.
Do I understand right and now one can give zillions of experience to AI heroes without them ever have their skill points set to zero? Or that requires an action that has to be made by human hands? Cause in the first case that would be awesome for mapmakers. Level 3000 heroes without testing.


By design, primary skills are allowed to overflow while the game is created... so if you directly place a high level hero on the map, he can still get negative stats.

OTOH, once the game is launched, no more positive overflow (+127 -> -128). I didn't bother patching negative overflow because the few times it may happen would likely only be in a challenge map (you can still go -128 -> +127).

So yea, give a hero enough experience to reach level 6424, he will have +127 primary no matter.
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bloodsucker
bloodsucker


Supreme Hero
posted September 13, 2017 12:55 PM

Sugestion: one thing I find funny and is not in HD-mod is the possibility to rearrange towns and heroes order. I guess it can be quite hard to code it in assembly but if you were able to code Berserk for AI (something I can hardly imagine how you did) then maybe you can go it.
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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted September 13, 2017 02:12 PM

bloodsucker said:
Sugestion: one thing I find funny and is not in HD-mod is the possibility to rearrange towns and heroes order. I guess it can be quite hard to code it in assembly but if you were able to code Berserk for AI (something I can hardly imagine how you did) then maybe you can go it.

It's still available in HDmod:
for heroes: Alt+click moves that hero to first spot.
for towns: Shift moves town one up or or Alt+click moves to first spot.
You might just need to juggle a bit to get the correct permutation
If you have specific ideas on how to improve the feature, then please share.

Regarding Berserk, I did not code it but reinstated original code; basically I just made the option to make AI-berserk work like in regular SoD because HD+ changed it at some point and it broke several maps, essentially barring use of HD+ for a lot of single players. (same for obstacles placement)
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bloodsucker
bloodsucker


Supreme Hero
posted September 13, 2017 04:53 PM

Guess I need to play more and write less. Probably I would knew this if I tried the Mod instead of cheap-talking. Sorry.
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