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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 20 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 · «PREV
bestban
bestban

Tavern Dweller
posted April 27, 2020 04:45 AM

RoseKavalier said:

bestban said:
Small problem: If 'Z' key is pressed, the focus is moved to the Heroes; eventually it gets stuck at the very last Hero. After this, the standard key 'H' does not work on any Hero; no Hero selection. I was unware of this 'Z' key, but it was pressed unexpectedly.

Not part of SoD_SP.

It turns out this is by design, given in official manual. Not a problem.

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bestban
bestban

Tavern Dweller
posted April 28, 2020 11:29 AM
Edited by bestban at 11:56, 28 Apr 2020.

Skeletons cannot be Auto-upgraded in town with left-click+A hotkey somehow, or this is just for the scenario I'm playing. Auto-upgrade with left-click+A works for others. For example, in the save below, the Wights work with Auto-upgrade while the Skeletons do not: Save
Thanks.

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted April 28, 2020 04:08 PM

bestban said:
Skeletons cannot be Auto-upgraded in town with left-click+A hotkey somehow, or this is just for the scenario I'm playing. Auto-upgrade with left-click+A works for others. For example, in the save below, the Wights work with Auto-upgrade while the Skeletons do not: Save
Thanks.


This is by design. When you play random maps as Necromancer, you don't usually want skeletons to be upgraded automatically because money is tight.
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bestban
bestban

Tavern Dweller
posted April 29, 2020 08:04 AM
Edited by bestban at 08:04, 29 Apr 2020.

RoseKavalier said:

This is by design. When you play random maps as Necromancer, you don't usually want skeletons to be upgraded automatically because money is tight.


Thank you for explanation and sharing the source. Could in the future this restriction on Skeleton being made configurable in SoD_SP.ini for example?

The map I'm playing is a downloaded map. The map designer purposely put an Imp Crucible near a Necropolis town. This results in weekly recruiting Imps there, bringing them to the town, transforming the Imps , and upgrading the Skeletons; plus other Skeletons from kills. Every clicks saved do help. Thanks.

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bestban
bestban

Tavern Dweller
posted May 03, 2020 01:15 AM
Edited by bestban at 01:35, 03 May 2020.

RoseKavalier said:

This is by design. When you play random maps as Necromancer, you don't usually want skeletons to be upgraded automatically because money is tight.


My apologies if my initial report was unclear. I was specifically using auto upgrade on one stack while rarely using auto upgrade all stacks until late game. From igrik's post, an English translation shows

igrik said:
(English translation by Bing) "LCM"A on the icon of the hero (or flag): improving all the creatures in this hero/city. Exceptions: Skeletons in Skeleton Warriors, Corsairs in Sea Wolves (for HotA), specialist creature improvement specialists (e.g. Jelu);
- "LCM" on the stack: improving the selected stack. Exceptions: Corsairs in The Sea Wolves (for HotA), substance improvement specialists (e.g. Jelu);


One stack auto grade was supposed to work. His original source code also confirms one stack upgrade on Skeletons.

igri said:
(English translation by Bing)
/ Improvement of all stacks at the hero or in the city of "bool" Y_AutoGradeMonInTownFunc ("Town' town, char type o_GameMgr)
...
if ( GetCreatureGrade(hero->army.type[i]) != -1 && hero->army.type[i] != 158 && hero->army.type[i] != 56)
...
improvement of one stack at the hero's Y_AutoGradeMonInTownOne_H ('Town' town, char type, char i o_GameMgr)
...
if ( GetCreatureGrade(hero->army.type[i]) != -1 && hero->army.type[i] != 158 )


I don't know if there are later updates or not. The source link was given in TownUpgradeHotkey.cpp. Feel free to point out my misunderstanding if any. Thanks.

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted May 03, 2020 03:52 AM

1.18.8

DOWNLOAD (exe installer)
DOWNLOAD (zip archive)



Version 1.18.8
[ ] Fast upgrade in town now allows upgrading of skeletons if you try to upgrade them directly
[-] Fixed a bug with BattleQueue that would stop the current round from being shown
[-] Added a safety flag reset of Heroes in H3.CombatAnimation



Hope this solves current issues ^^
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted May 05, 2020 09:49 PM

DOWNLOAD (exe installer)
DOWNLOAD (zip archive)



Version 1.18.9
[ ] HD.BattleQueue can be used with SoD_SP if the latter's is disabled
[-] Fixed issue recently introduced with dialog checkboxes



Thanks to ngoncom for reporting these issues.

The first modification overwrites HDmod's block on its own BattleQueue if SoD_SP is present; but only if SoD_SP's BQ is itself disabled.

The second fix comes from my experimenting with H3API Dialogs to make them easier to make and forgetting I'd messed with that... so yea.

~~~

I know I've typically introduced a bunch of new stuff in previous minor versions, and with being at 1.18.9 might indicate new things are coming... but truth is I do have plans for future things but just no time to develop them for the moment.

As a result, 1.19.0 will likely be another set of minor bug fixes together with a revision of how versioning is done for greater flexibility.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Nmesa
Nmesa


Hired Hero
posted May 10, 2020 07:21 PM
Edited by Nmesa at 19:23, 10 May 2020.

RoseKavalier said:

[ ] HD.BattleQueue can be used with SoD_SP if the latter's is disabled


Hm... HDmod BattleQueue doesnt work even with BattleQueuePanel = 0. Am i doing something wrong here?

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted May 10, 2020 11:26 PM

Nmesa said:
RoseKavalier said:

[ ] HD.BattleQueue can be used with SoD_SP if the latter's is disabled


Hm... HDmod BattleQueue doesnt work even with BattleQueuePanel = 0. Am i doing something wrong here?

HDmod saves the BQ state (enabled/disabled), so old saves aren't able to enable it. Start a fresh map and check again - that's shown to be the issue so far.
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Nmesa
Nmesa


Hired Hero
posted May 11, 2020 06:14 AM
Edited by Nmesa at 07:09, 11 May 2020.

RoseKavalier said:
HDmod saves the BQ state (enabled/disabled), so old saves aren't able to enable it. Start a fresh map and check again - that's shown to be the issue so far.

I did it from the beginning - no BQ even on a new map. I even installed fresh HOMM3 with only HDmod and SODSP - same result. I am using WinXP, probably thats the case?



Turns out the problem was with resolution. For some reason BQ appears with 1152x864, but not with anything lower, unlike HDmod BQ version where it works even with 830x664.

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wenwell
wenwell


Hired Hero
posted May 14, 2020 07:51 AM
Edited by wenwell at 07:56, 14 May 2020.

Found one more


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Machberet
Machberet

Tavern Dweller
posted May 21, 2020 02:01 AM

I have found an interesting bug with quick spell feature of SoD SP. If you lock spell on an enemy creature (case in question: Disrupting Ray) and the target has Magic Mirror on it - quickspelling will bypass Magic Mirror effect and will always work. Casting spells manually will be affected by Magic Mirror chance

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted May 21, 2020 03:32 AM
Edited by RoseKavalier at 03:58, 21 May 2020.

Machberet said:
I have found an interesting bug with quick spell feature of SoD SP. If you lock spell on an enemy creature (case in question: Disrupting Ray) and the target has Magic Mirror on it - quickspelling will bypass Magic Mirror effect and will always work. Casting spells manually will be affected by Magic Mirror chance

Ah you're right, it is currently skipping that portion of the code. I'll look into fixing that for 1.19 which should be relatively soon.
Thanks for notification!

EDIT
Fixed, thanks again

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wenwell
wenwell


Hired Hero
posted May 21, 2020 04:03 AM
Edited by wenwell at 04:04, 21 May 2020.

Small but nasty bug - if we block creatures tile in WoG editor (yellow tile to red tile) this could cause a crash after alt + RMB click on this creature and opening hero window (also, info dump in log is present). Save: https://mega.nz/file/1VICRQZR#uDxbbPG0HtXwCAuttIbVjAGmSsHPK-sCndYNpeh1C1I

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted May 21, 2020 04:13 AM
Edited by RoseKavalier at 04:37, 21 May 2020.

I'm not getting any crashes but it causes some other issues with adventure map coordinates, gonna fix that too.

EDIT
Advanced Dialog no longer shown on objects with removed entrances.
Text buffer now correctly reset for these objects to prevent buffer overflow.
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