Salamandre said:"Numeric display of Morale, Luck and Spell duration (igrik)"
Ok but still only 3 spells display? That was a major flaw of vanilla.
Finally got around to doing this today:
Or, when there are quite a few spells active... Spells are sorted by duration for convenience. This one's still got room for a few negative and positive statuses (e.g. Forgetfulness, Precision, Frenzy, Berserk, Aging, Poison, Disease, Paralyzed, ...). Extra rows are added as needed by the script.
The feature is not yet available, I'm still testing for bugs but it shouldn't be too far from now. I'll make another post or edit this one when it is live.
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2
The new version is up with the new extended status information... hotkey: (left) ALT + RMB (right-mouse-button)
Didn't get any crash all situations I could think of, but you never know when you forgot to check something
~~~
@AlexSpl
Thanks! I've been following your work on Eagle Eye, very cool as well
@Salamandre
It certainly can be done, but it feels a bit moot considering the move order is working fairly well... I just never got around to ironing the last few flaws with it.
In any case, if users think it should be added, let me know and I can add it in the status bar.
Here an example of the famous resurrect bug, except that now is running on human side, so looks like if the resurrected stack is last on move order (in this case it is a dragon summoned by artifact AFTER all valid stacks have been placed), it will freeze after resurrect, it can't defend, but only attack or move, hence the problem when controlled by AI. Do you think there could be some fix for, or is too complex?
Salamandre said:Here an example of the famous resurrect bug, except that now is running on human side, so looks like if the resurrected stack is last on move order (in this case it is a dragon summoned by artifact AFTER all valid stacks have been placed), it will freeze after resurrect, it can't defend, but only attack or move, hence the problem when controlled by AI. Do you think there could be some fix for, or is too complex?
It's probably the same bug, I can try to recreate it to see.
If it is, the fix is quite painless for ERA.
~~~
I played a few minutes with it but I couldn't get the bug to trigger on human side. So instead I fired up disassembler and forced it to happen for human where hitting 'defend' does nothing but moving around works. From this very simple analysis, I'm guessing it's the same bug which should already be patched in SoD_SP.
For ERA you can use this simple patch:
!!UN:C4607481/2/37008 (0x9090 @ 0x464DF9)
Or if you prefer being thorough
!!UN:C4607473/4/2425393296 (0x90909090 @ 0x464DF1)
!!UN:C4607477/4/2425393296 (0x90909090 @ 0x464DF5)
!!UN:C4607481/2/37008 (0x9090 @ 0x464DF9)
If it still occurs, I can keep looking but I'd need to be able to recreate it by normal means in that case.
Tried the code and it looks solved, tried twice, freeze didn't occur. I will test more deeply by recreating the bug then adding the code middle battle to be sure is not just random effect. Great job, thanks.
SoD_SP is coming to a language near you ... but I need you to help me translate it!
Almost all of the text is now editable through separate language files... but I just don't trust translation tools to do a decent job of it.
I'd like at least one translation before putting up the next update, but of course the more the merrier.
The languages files have 67 lines of text, ranging from a few letters to a few sentences. There is also the options file that could use some translations but this is not high priority.
Congratulations once more! This tool is extremely useful! A big thanks from a classic Heroes 3 dinosaur!
I would really like to help with the translation. I could translate the text in Greek and German. Just let me know.
RoseKavalier said:Almost all of the text is now editable through separate language files... but I just don't trust translation tools to do a decent job of it.
Thank you both for your help offers, I will send you messages tomorrow when I get back home - I don't have the material with me at the moment (I should really put files other than code online).
EDIT:
I have sent you both private messages with the files and basic instructions. Please let me know if you need any clarifications regarding some of the language sections.
Thank you
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2
Hello everybody.
I have noticed that when the game (latest HD+ version used) is minimised or sent to the taskbar, the music and the effects start sounding intermittently.
Has it even happened to you?
Actually, it is very strongly recommended not to minimize the game, ever.
Nikos said:Hello everybody.
I have noticed that when the game (latest HD+ version used) is minimised or sent to the taskbar, the music and the effects start sounding intermittently.
Has it even happened to you?
Besides, the sound feature of the game should have been completely disabled as soon as you minimized to the taskbar, the game. Only if and, only if, another utility program kicks-in and prematurely opens a window to the desktop window, the game, sometimes, is forced to minimize itself to the taskbar or, worse, disappears completely to the background processes of Windows. You will have to use the Task Manager function of Windows to rather force the game back as an upper-in-use window or to simply close it off.
Note: Always use your native resolution of your PC(Video/Graphics card's display quality)for this HD+ game launcher window. Plus, you must create a new .exe main game file for the specific mod that happens to be the one wished to use for this renewed modded game of Heroes 3 Complete. So, one called Heroes3_HD.exe for the original vanilla game and, one called(in my own instance)Heroes3Wog_HD.exe for extra modding the Heroes 3-Shadow of Death modded up to W.o.G. 3.5.8f up to the HD+ mod. I think that the old 2004 file of S.o.D. is still on the renewed web-site of In the Wake of Gods.org page. After all that overly modding Heroes 3 game, it is standing as a late Summer 2017 executable file.
Ain't that or what?
Thank you for your reply.
The problem with the music and the effects happens also when I press F4 to make the window smaller and check something and then I press it again to restore it.
Anyway it's not a big deal. After restarting everything is back to normal.
Version 1.10 is here... almost!
I am releasing a beta version, which means there might be some bugs... you can always get the previous versions through Google Drive.
Links are updated, I'll get around to fixing the rest later.
With many thanks to Nikos, igrik and avatar, I am happy to report that there are now 5 languages available for the supplementary information provided by SoD_SP... although I am unsure whether there exists Greek fonts. If anyone has it, please let me know.
To decide which language to use, see SoD_SP.ini:
Dialogs are widened to let you read the translated text.
Other new features:
[+] Quick load game: hotkey "Shift+F9" (not yet from battlefield)
[+] Monoliths and Subterranean Gates icons now visible in 'View World' and 'View Air'
[+] Additional Primary Skill overflow checks
[ ] Mostly rewritten for C++ to use patcher_x86 (Incidentally, smaller plugin size)
Not yet available
I have some fixes for...
[*] Endless AI turn of hero with very large army
[*] AI with Waterwalk cannot suddenly cast 'Fly' if it doesn't have the spell
[*] Compatibility for extended one-way monoliths created through WoG mapeditor (subtypes 8+)
... but there are some outstanding issues. If you have some saves/maps that encounter some of these issues, I'd appreciate if you could send them to me so that I can inspect it.
Furthermore! I am looking for saves featuring bugs that I can reproduce and fix. I can't guarantee I can fix everything but I'll certainly try.
e.g. AI casting fly on Cursed Ground
I am considering whether to finish and release a set of new right-click on adventure map dialogs specifically meant for Single Player with the objective of reducing the need for save/load.
I am wondering what's the general feeling towards this - yay/nay/ ... Like most other features of SoD_SP, they would naturally be disabled in multiplayer but it is still a major concern that it might be used nefariously.
examples:
(Not yet done, but in the works
And...
.
.
.
.
... I did spend some extra time for this specifically. I have not extensively tested this feature however... please let me know of any crashes and what you were doing before the crash occurred.
I have noticed that lately AI heroes avoid attacking the other AI heroes and taking their towns (when there are no teams of course) but they always battle (weaker) human heroes and take their towns.
I don't know if this a bug or an normal aspect of predetermined AI behaviour I just realised.
What do you think?