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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Heroes 3 Hacking Reference Guide
Thread: Heroes 3 Hacking Reference Guide This thread is 42 pages long: 1 2 3 4 5 ... 10 20 30 ... 38 39 40 41 42 · «PREV / NEXT»
AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 22, 2023 02:44 PM
Edited by AlexSpl at 14:46, 22 Oct 2023.

Try to use my solution (that I've provided) and build it under Visual Studio 2008.

The official ISO for Visual Studio 2008 Express Edition (free, fast and it doesn't require a Microsoft account) - https://go.microsoft.com/fwlink/?LinkId=104679

You, probably, use newer version of Visual Studio, which works differently with vectors (has another implementation of std::vector, so it has more fields). I think, that's why the following lines are not enough to return std::vector to its C++98 version (which the game is written on).

#define _SECURE_SCL 0
#define _HAS_ITERATOR_DEBUGGING 0


You may, as well, rewrite std::vector manually. See, for example, how it's rewritten in RoseKavalier's H3API.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 22, 2023 03:06 PM
Edited by AlexSpl at 15:16, 22 Oct 2023.

Your problem with alignments most definitely is caused by that fact that std::vector now has more fields and its size is bigger.

Also, there is NewSpells.dll in the Release folder you can try to see if it works for you. It iterates towns and show their names when you cast Retreat spell.

And also, check how stdString is implemented, that's because you cannot use the original std::string because the size of std::string, which was used then, is already different from the size of std::string in Visual Studio 2008. I'd rewrite std::vector as well, but fortunately I managed to return it back to its former glory

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parascus
parascus


Adventuring Hero
posted October 22, 2023 05:13 PM

Hi AlexSpl,

unbelievable but still true: With the IDE of 2008 it is working. I get the teams, I get the town names and I get the position of heroes and towns.

Many thanks to you and also to your patience!!!!!!

Best regards

Parascus

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 22, 2023 05:59 PM

Still, don't forget to check fields I don't use, as this API was written solely to support new spells, with the exception of some classes, not directly related to spells, which I used in other projects. And based on the dump of void17 (RoE Dreamcast) and H3API by RoseKavalier.

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parascus
parascus


Adventuring Hero
posted October 22, 2023 06:03 PM

Hi AlexSpl,

kan  you give me a link to RoseKavalier's work and also to void17? I want to know more about dialogs and also AI and it sounds that theese are good soources for this.

Have a nice day

Parascus

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 22, 2023 06:05 PM

https://github.com/RoseKavalier

https://handbookhmm.ru/forum/viewtopic.php?f=56&t=968

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void_17
void_17

Tavern Dweller
HotA Crew
posted November 29, 2023 04:12 PM

I'm almost done with new Heroes 3 API. It will be hosted on github under the name NH3API and will consist only of header files(although CMake files will be present to integrate this library to your CMake project).

This new API will support Microsoft Visual Studio, MinGW and LLVM-Clang compilers of virtually any version since C++98.

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Laserstorm
Laserstorm

Tavern Dweller
posted March 11, 2024 11:27 PM

Does anyone know how to give the Gold Dragons a +1 Luck bonus? I always thought it was strange how the Angels got a +1 bonus to fit with Castle's theme on morale yet the Dragons don't get one to fit with Rampart's theme on luck. Even Necropolis and Inferno have level 7 creatures that distribute a negative morale/luck debuff on the opposing team. It just feels weird how the Green/Gold Dragons were left out.

I'm also using the Hota mod in case that matters.

I tried asking this question before over on the "How to edit Hota" thread, but I didn't get a response. So, I thought I might as well give it a try on this thread.

Also, where is the luck function located in Hota Dll? I might raise the morale/luck cap sometime in the future, so it would be nice to know where it is located.

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted March 14, 2024 01:04 AM

Hello Laserstrom,

For the first part, you'll have to get "something" to add a new ability for a creature. Or you have to do it with a mod's tool (like WOG) or you'll have to use some very hard hex edit or you have to make a hexpatch. So no easy answer here.

For the second part, did you read the file on the first page about what is known ?

Just a small copy paste :
Off-hand, editing either Leadership or the Luck skill is inherently pointless since neither can exceed a total value of 3 (positive or negative), so before we do anything else we should address that issue. The maximum value for morale is specified at 064586 and 0645A0; the minimum value (FD, or -03) is located at 064754 and 06477C; both addresses must be edited in either case. Each point of positive morale confers a 1/24 chance getting of an extra turn while each negative point is a 1/12 chance of losing a turn. These divisors are specified at 0645AA (positive) and 06479E (negative). Negative luck mechanics were never properly implemented, so for that we only have to change the maximum value (03F658/03F65F for ranged attacks, 04153A/041541 for melee) and the divisor (03F66C for ranged attacks, 04154E for melee).

You have many instructions about that here... Check for it...

GN
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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Laserstorm
Laserstorm

Tavern Dweller
posted March 16, 2024 01:51 AM

Thanks for the reply, FfuzzyLogik.

Yeah, I kind of figured there would no easy answer for the Gold Dragons. Making new creature abilities requires knowing C++ and about how ASM works, which I understand little of unfortunately.

I did read about raising the luck and morale cap in BTB's guide. However, in hota, the luck function is handled in the dll file rather than the main executable file (Because of bad luck never being implemented in the original game). Changing the luck cap where the guide describes will have no effect as the hota.dll file will simply overwrite the changes I make with it's own. From my understanding, that is.


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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 16, 2024 09:15 AM

Hmm I think increasing the morale and luck caps work with HotA. I could be wrong though.
I guess the best way to tell is to have the caps at +24 (!) and get a hero with +24, that hero should have 100% chance to get morale or luck, so if that's not the case, then it is not working...

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Laserstorm
Laserstorm

Tavern Dweller
posted March 23, 2024 10:07 PM

Thanks Phoenix4ever. I'll give it a try whenever I feel like upping the morale and luck cap. It probably won't affect the negative luck cap, but I guess I can live with that.

I have another problem, however.

Using BTB's hacking guide, I was able to successfully code in First-Strike retaliation for the Rust Dragons, but now they retaliate in the wrong direction whenever they are attacked from above or below. The mechanics work perfectly fine, but it's a very annoying visual bug.

Any ideas on how to change this?

Also, I was trying to give several units bonus damage when retaliating using the guide, but I believe the example code that BTB provided was made to work off of the counterstrike overhaul he did. Is there a way to do this without changing counterstrike?

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Elendion
Elendion

Tavern Dweller
PLZ HELP ME
posted March 27, 2024 03:02 PM

Hello everyone. How to add a unit for a certain hero class (ranger, for example) at the beginning of the battle? I guess war machines use that kind of check.

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Laserstorm
Laserstorm

Tavern Dweller
posted April 14, 2024 01:27 AM

Yeah, I'm not sure what is going on with that "First Strike Retaliation" ability. Mechanically, it works, but it is very glitchy. BTB might need to update that one (or I could have messed something up when coding it in, an entirely plausible possibility). I also removed the bit of coding that required the unit to be defending first, but I don't believe that made a difference.

Here are the glitches I have encountered with the ability.

1: Unit retaliates in the wrong direction. A semi-graphical error. (I say "semi" because if you give this to a creature with a breath attack, the second hex attack will occur in the direction they are attacking if another unit just so happens to be on that second hex space.)

2: It completely ignores the attacker's "No Enemy Retaliation" ability.

3: It prevents attackers with "Double Strike" from striking twice.

I don't know if BTB will see this or not, but I was just putting it out there in case he ever drops by this thread again.


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BTB
BTB


Famous Hero
Moist & Creamy
posted April 14, 2024 03:35 PM

Heya! I do pop by here every so often and check on things... have just been really busy working on an update for my mod. Been trying to keep my code as neat as possible so it will be easy to update my guide when I have the chance, but there's still a lot to sift through.

RE: the first-strike retaliation thing, just off the top of my head I can say you're probably right on two accounts due to where the checks for those other things occur in the code. The third (defender retaliates in the wrong direction) is not something I've experienced in my mod.

Adding a check for "attacker has no retaliation" is the easy one. Can't say how to address the "prevents a second strike" thing off the top of my head just because I don't know where in the code that is checked.

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Laserstorm
Laserstorm

Tavern Dweller
posted April 14, 2024 07:23 PM

Wow, if it isn't the man himself! That was quick.

Yeah, I have no idea what is going with the "Retaliating in the wrong direction" part. I followed the directions, and that was the result. Maybe you've already updated that code in your mod, and just haven't done so yet with the guide. It's entirely possible I could have messed something up somewhere as well. I'm also using the Hota mod, so that could be messing with things too. Like I said before, I was just making you aware of the glitches that I encountered.

Mechanically, it does function. The attacker does take the damage despite the unit retaliating in the wrong direction. It gets really weird for a unit with a breath attack, however. The attacker still takes the damage, but a creature on the second hex of the breath attack in the direction the unit is retaliating in will also take damage as well.

Also, while I have you, is there a way to give a unit that extra 25% damage in retaliating without changing counterstrike? That's a pretty neat ability, but I rather leave the spells as they are.

Thanks again for the reply, BTB. I have no idea how you sift through all that code and know exactly what you're looking at. To me, I might as well be looking at an alien language from another planet.

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BTB
BTB


Famous Hero
Moist & Creamy
posted April 16, 2024 10:20 AM

Laserstorm said:
Also, while I have you, is there a way to give a unit that extra 25% damage in retaliating without changing counterstrike? That's a pretty neat ability, but I rather leave the spells as they are.


Yeah, there is. I'm not really happy wiht that part of the code just because I hate having hacks that are dependent on one another to function, but it was just much more convenient to take care of both functions at the same time. Anywhere in the code where you can intercept the damage and modify it as necessary should work.

Laserstorm said:
Thanks again for the reply, BTB. I have no idea how you sift through all that code and know exactly what you're looking at. To me, I might as well be looking at an alien language from another planet.


Half the time, neither do I. It's honestly just exposure. It wasn't too long ago I was in your position thinking the same thing about the other folks here. Lucky for me, I had a good teacher, and I try my best to pay it forward.

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Laserstorm
Laserstorm

Tavern Dweller
posted April 17, 2024 12:50 AM

I'm glad I am able to make myself sound smarter than I actually am, but I'm still very much a beginner when it comes to this kind of stuff. If it's not too much trouble, could you clarify on how to do that? I know you're busy with your mod, and I'd hate to bother you with rookie questions like that. It's perfectly understandable if you don't have time for that.

Thanks for taking time out of your day to help me out.

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BTB
BTB


Famous Hero
Moist & Creamy
posted April 17, 2024 04:35 AM

Well, the extremely simple answer is to find a spot in the code where you have the value that you want to modify, jump to free space, modify it, and then jump back (making sure to also execute the code that was removed when you made the jump).

But that's more of a learning process thing. In this case, you can simply use the code I have and just not include the Counterstrike changes. Looking at my hacking guide, it looks like I did write the code for the 25% retaliation bonus to be able to function independently from the Counterstrike stuff, so you can just go ahead and use it as is.

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Laserstorm
Laserstorm

Tavern Dweller
posted April 18, 2024 12:04 AM

Yeah, the game crashed when I engaged in battle with the creature that I gave that ability to. I tried this code earlier before I contacted you and got the same results, and that's what initially lead me to believe that I also had to change Counterstrike to make it work. I also used the free space from the redundant spell table for the code in case that matters. However, I think the more likely cause is that the Hota mod is messing things up. If that's the case, then I don't know what can be done without some serious tinkering to make the code compatible. I've heard that Hota is notoriously famous for being a pain to modify, and I won't ask that headache of you. Thanks for trying to help. I do appreciate it.

Of course, it's entirely possible I messed up on a single byte somewhere and threw the whole thing out of whack. Honestly, programs are more fragile than glass.

Here's the crash log if you're interested, but I think the mod is the problem. This was copied and pasted from Notepad, so the code might be disorganized. Have a good rest of your day!

[HOMM3 HD CRASH LOG]

Log
{
compability_dir = C:GOG GamesHoMM 3 Complete_HD3_DataCompability#hota15
EXE_VERSION & SOD
EXE_VERSION & HOTA
No Files.ini for 'C:GOG GamesHoMM 3 Complete_HD3_DataLang#en'

}

HOMM3 HD version: 5.4 R94
HotA version: 1.7.1

Time {   04/17/2024 17:27:30 }

GUN:  [9974_61Y6_68Z8_ZW8W.HZNHFMT HHW 019 KIL 7GY]

Exception
{
  Module: h3hota HD (Modified Morale and Luck).exe
  Adress:      [ 0x00441AE4 ]
  Code:        EXCEPTION_ACCESS_VIOLATION
  Flags:       0x00000000
  Information: read of address: 0xFFFFFFFF
}

Context { EAX: 0x072B1A84, ECX: 0x00000000, EDX: 0x00000000, EBX: 0x00000003, ESP: 0x00198114, EBP: 0x00198134, ESI: 0x072B896C, EDI: 0x00000000 }

Call stack
{
  [ 0x004419D0 ] called from [ 0x00445999 ]
  (spliced) [ 0x00445780 ] called from [ 0x004782C0 ]
  [ 0x00478230 ] called from [ 0x00478D7D ]
  ? called from before [ HD_HOTA.dll+0x91F1 ]
  [ HD_HOTA.dll+0x91D0 ] called from [ 0x0276A29C ]
  [ HD_HOTA.dll+0x15B520 ] called from [ 0x0276C064 ]
  [ HD_HOTA.dll+0x15D090 ] called from [ 0x0276C254 ]
  [ HD_HOTA.dll+0x15B870 ] called from [ 0x0276C2A0 ]
  ? called from before [ HD_HOTA.dll+0x9826 ]
  [ HD_HOTA.dll+0x97E0 ] called from [ 0x0276A334 ]
  [ HD_HOTA.dll+0xBE90 ] called from [ 0x0276A5B8 ]
  [ HD_HOTA.dll+0x12B00 ] called from [ 0x0276AB40 ]
  [ HD_HOTA.dll+0x15BC50 ] called from [ 0x0276C0D8 ]
  [ HD_HOTA.dll+0x132A30 ] called from [ 0x0276F294 ]
  [ HD_HOTA.dll+0xA50A0 ] called from [ 0x02771700 ]
  [ 0x004B0BA0 ] called from [ 0x004B0A65 ]
  [ 0x004B09D0 ] called from [ 0x004ADFE3 ]
  ? called from before [ HD_HOTA.dll+0xC26D ]
  [ HD_HOTA.dll+0xC190 ] called from [ 0x0276A604 ]
  [ HD_HOTA.dll+0x15AE40 ] called from [ 0x0276C170 ]
  [ HD_HOTA.dll+0x13A080 ] called from [ 0x0276DE50 ]
  [ HD_HOTA.dll+0x132A90 ] called from [ 0x0276F2E0 ]
  [ HD_HOTA.dll+0x137F60 ] called from [ 0x02770284 ]
  ? called from before [ HD_HOTA.dll+0x132ED4 ]
  [ HD_HOTA.dll+0x132B80 ] called from [ 0x0276F32C ]
  ? called from before [ hota.dll+0x3123 ]
  ? called from before [ hota.dll+0x13AFB2 ]
  [ HD_HOTA.dll+0x13A240 ] called from [ 0x0276DE9C ]
  ? called from before [ HD_HOTA.dll+0x12F156 ]
  [ HD_HOTA.dll+0x12F120 ] called from [ 0x0276EF00 ]
  [ HD_HOTA.dll+0x132B10 ] called from [ 0x0276F3A0 ]
  [ 0x0040A530 ] called from [ 0x0040992B ]
  ? called from before [ HD_HOTA.dll+0x2A0B7 ]
  [ HD_HOTA.dll+0x293F0 ] called from [ 0x027675C8 ]
  ? called from before [ HD_HOTA.dll+0x2B0DD ]
  [ HD_HOTA.dll+0x2AFE0 ] called from [ 0x02767530 ]
  [ HD_HOTA.dll+0x12ECE0 ] called from [ 0x0276EA64 ]
  [ HD_HOTA.dll+0x14BAF0 ] called from [ 0x0276F6BC ]
  [ HD_HOTA.dll+0x131C10 ] called from [ 0x0276FA68 ]
  [ HD_HOTA.dll+0xA20D0 ] called from [ 0x02771D34 ]
  [ HD_HOTA.dll+0x53E80 ] called from [ 0x02765170 ]
  [ 0x004B0BA0 ] called from [ 0x004F0516 ]
  ? called from before [ HD_HOTA.dll+0x14B42E ]
  [ HD_HOTA.dll+0x14B3D0 ] called from [ 0x0276FD3F ]
  [ HD_HOTA.dll+0xA4880 ] called from [ 0x027717E3 ]
  [ HD_HOTA.dll+0x2CAE0 ] called from [ 0x02767F27 ]
  ? called from before [ 0x575556F6 ]
}

Call stack V2
{
  00441AE4 (h3hota HD (Modified Morale and : 00400000): (?): (?)
  0044599E (h3hota HD (Modified Morale and : 00400000): (?): (?)
  004782C5 (h3hota HD (Modified Morale and : 00400000): (?): (?)
  00478D82 (h3hota HD (Modified Morale and : 00400000): (?): (?)
  039991F1 (HD_HOTA: 03990000): (?): (?)
  0276A2A1 (?): (?): (?)
  0276C069 (?): (?): (?)
  0276C259 (?): (?): (?)
  0276C2A5 (?): (?): (?)
  03999826 (HD_HOTA: 03990000): (?): (?)
  0276A339 (?): (?): (?)
  0276A5BD (?): (?): (?)
  0276AB45 (?): (?): (?)
  0276C0DD (?): (?): (?)
  0276F299 (?): (?): (?)
  02771705 (?): (?): (?)
  004B0A6A (h3hota HD (Modified Morale and : 00400000): (?): (?)
  004ADFE8 (h3hota HD (Modified Morale and : 00400000): (?): (?)
  0399C26D (HD_HOTA: 03990000): (?): (?)
  0276A609 (?): (?): (?)
  0276C175 (?): (?): (?)
  0276DE55 (?): (?): (?)
  0276F2E5 (?): (?): (?)
  02770289 (?): (?): (?)
  03AC2ED4 (HD_HOTA: 03990000): (?): Start
  0276F331 (?): (?): (?)
  5D313123 (hota: 5D310000): (?): (?)
  5D44AFB2 (hota: 5D310000): (?): MainProc
  0276DEA1 (?): (?): (?)
  03ABF156 (HD_HOTA: 03990000): (?): Start
  0276EF05 (?): (?): (?)
  0276F3A5 (?): (?): (?)
  00409930 (h3hota HD (Modified Morale and : 00400000): (?): (?)
  039BA0B7 (HD_HOTA: 03990000): (?): (?)
  027675CD (?): (?): (?)
  039BB0DD (HD_HOTA: 03990000): (?): (?)
  02767535 (?): (?): (?)
  0276EA69 (?): (?): (?)
  0276F6C1 (?): (?): (?)
  0276FA6D (?): (?): (?)
  02771D39 (?): (?): (?)
  02765175 (?): (?): (?)
  004F051B (h3hota HD (Modified Morale and : 00400000): (?): (?)
  03ADB42E (HD_HOTA: 03990000): (?): Start
  0276FD44 (?): (?): (?)
  027717E8 (?): (?): (?)
  02767F2C (?): (?): (?)
  027302B0 (?): (?): (?)
}

Modules
{
  0x00400000: h3hota HD (Modified Morale and Luck).exe (size: 0x002E7000, entry point: 0x00639C00) - C:GOG GamesHoMM 3 Completeh3hota HD (Modified Morale and Luck).exe
  0x10000000: smackw32.dll (size: 0x0001B000, entry point: 0x1000C0B0) - C:GOG GamesHoMM 3 Completesmackw32.dll
  0x00B30000: binkw32.dll (size: 0x0002B000, entry point: 0x00B41705) - C:GOG GamesHoMM 3 Completebinkw32.dll
  0x02620000: IFC20.dll (size: 0x00023000, entry point: 0x0262F04E) - C:GOG GamesHoMM 3 CompleteIFC20.dll
  0x02650000: _hd3_.dll (size: 0x00050000, entry point: 0x0266E99C) - C:GOG GamesHoMM 3 Complete_hd3_.dll
  0x5F080000: patcher_x86.dll (size: 0x000BD000, entry point: 0x5F092D96) - C:GOG GamesHoMM 3 Completepatcher_x86.dll
  0x5D310000: hota.dll (size: 0x004A8000, entry point: 0x5D4C244D) - C:GOG GamesHoMM 3 Completehota.dll
  0x5F140000: HD_UPD.dll (size: 0x00068000, entry point: 0x5F145495) - C:GOG GamesHoMM 3 CompleteHD_UPD.dll
  0x02A80000: HD_MCR.dll (size: 0x00028000, entry point: 0x02A8BF2D) - C:GOG GamesHoMM 3 CompleteHD_MCR.dll
  0x032D0000: HD_TC2.dll (size: 0x003CE000, entry point: 0x032DE056) - C:GOG GamesHoMM 3 CompleteHD_TC2.dll
  0x03940000: HD_SCX2.dll (size: 0x0001D000, entry point: 0x03944E62) - C:GOG GamesHoMM 3 CompleteHD_SCX2.dll
  0x03990000: HD_HOTA.dll (size: 0x0119E000, entry point: 0x03B20757) - C:GOG GamesHoMM 3 CompleteHD_HOTA.dll
  0x04D00000: HW_HOTA.dll (size: 0x0003F000, entry point: 0x04D1A9E7) - C:GOG GamesHoMM 3 CompleteHW_HOTA.dll
  0x5EA10000: cursors.dll (size: 0x0004A000, entry point: 0x00000000) - C:GOG GamesHoMM 3 Complete_HD3_DataCommoncursors.dll
  0x04FD0000: HotA_Update.dll (size: 0x0005F000, entry point: 0x04FD358A) - C:GOG GamesHoMM 3 CompleteHotA_Update.dll
  0x21100000: mss32.dll (size: 0x0005F000, entry point: 0x2112F2E5) - C:GOG GamesHoMM 3 CompleteHotA_Datamss32.dll
  0x30000000: binkw32new.dll (size: 0x0006E000, entry point: 0x30006668) - C:GOG GamesHoMM 3 Completebinkw32new.dll
  0x26F00000: mp3dec.asi (size: 0x0002A000, entry point: 0x26F0A805) - C:GOG GamesHoMM 3 CompleteHotA_Datamp3dec.asi
}

Command Line
{
  "h3hota HD (Modified Morale and Luck).exe"
}

Main INI
{

<Version> = 5004391
<Language> = "#en.ini"
<Graphics.Resolution> = 1280, 720
<Graphics.Mode> = 5
<Graphics.ComplexFilter> = 2
<Graphics.Threads> = 16
<Graphics.SimpleFilter> = 2
<Graphics.SystemCursors> = 1
<HD+.RecentTimers> = "01:00 + 01:00 + 00:00", "01:00 + 01:00 + 00:00", "01:00 + 01:00 + 00:00", "01:00 + 01:00 + 00:00", "01:00 + 01:00 + 00:00", "00:00 + 00:00 + 00:00"
<HD+.Settings> = 1, 1701869896, 114, 0, 0, 1, 0, 0, 0, 0, 0, 0, 289, 0, 0
<LC.Settings>
<Memory.Mod> = 0
<Misc.TournamentSaver> = 1
<Misc.BattleSaver> = 1
<Sys.CPU.ReduceUsage> = 0
<Sys.WriteToIniInsteadRegistry> = 1
<UI.AdvMgr.SkipMapMsgs> = 1
<UI.AdvMgr.DragMap> = 1
<UI.Battle.HighlightOnHover> = 0
<UI.Battle.Queue> = 1
<UI.Battle.ShowAlwaysHeroInfo> = 1
<UI.CapsAsEnter> = 0
<UI.ClipCursor> = 1
<UI.DarkTransitions> = 1
<UI.Ext.ScenarioMgr.Settings> = 2, 72, 2, 2, 0, 0, 2, 0, 0, 0, 0, 1, 1, 1
<UI.Ext.ScenarioMgr.Folders> = 1
<UI.Ext.TownMgr.AvailableInsteadGrowth> = 1
<UI.HiRezCore> = 1
<UI.QuickArmyManagementMode> = 0
<UI.RecruitDlg.AutoSet> = 1
<UI.RecruitDlg.AutoSet.Max> = 0
<UI.Tavern.InviteHero> = 0
<UI.Town.SpaceAsEnter> = 0
<Update.CheckAtStart> = 1
<OpenGL.Wrapper.Version> = 2
<OpenGL.FixedRefreshRate> = 1
<OpenGL.Interpolation> = 2
<OpenGL.Upscaling> = 2
<OpenGL.SingleWindow>
<OpenGL.Renderer>
<OpenGL.UpdateMode>
<OpenGL.SmoothMapScroll>
<OpenGL.SmoothHeroMove>
<OpenGL.Aspect>
<OpenGL.VSync>
<OpenGL.Benchmark> = 0
<OpenGL.ShowFPS> = 0
<OpenGL.Colors.HueSat>
<OpenGL.Colors.RgbInput>
<OpenGL.Colors.RedInput>
<OpenGL.Colors.GreenInput>
<OpenGL.Colors.BlueInput>
<OpenGL.Colors.RgbGamma>
<OpenGL.Colors.RedGamma>
<OpenGL.Colors.GreenGamma>
<OpenGL.Colors.BlueGamma>
<OpenGL.Colors.RgbOutput>
<OpenGL.Colors.RedOutput>
<OpenGL.Colors.GreenOutput>
<OpenGL.Colors.BlueOutput>
<Show Intro> = 1
<AppPath> = "C:GOG GamesHoMM 3 Complete"
<Music Volume> = 5
<Sound Volume> = 5
<Last Music Volume> = 5
<Last Sound Volume> = 5
<Walk Speed> = 2
<Computer Walk Speed> = 3
<Show Route> = 1
<Move Reminder> = 1
<Quick Combat> = 1
<Video Subtitles> = 1
<Town Outlines> = 1
<Animate SpellBook> = 1
<Window Scroll Speed> = 1
<Bink Video> = 0
<Blackout Computer> = 0
<First Time> = 0
<Test Decomp> = 0
<Test Read> = 0
<Test Blit> = 0
<Unique System ID> = "T4S"
<Network Default Name> = "Laserstorm"
<Autosave> = 1
<Show Combat Grid> = 1
<Show Combat Mouse Hex> = 1
<Combat Shade Level> = 1
<Combat Army Info Level> = 1
<Combat Auto Creatures> = 1
<Combat Auto Spells> = 0
<Combat Catapult> = 1
<Combat Ballista> = 1
<Combat First Aid Tent> = 1
<Combat Speed>
<Main Game Show Menu> = 1
<Main Game X> = 547
<Main Game Y> = 26
<Main Game Full Screen> = 1
<CDDrive>
<Graphics.AdvMap.Threads> = -1
<Graphics.AdvMap.ShowFPS> = 0
}

HKLMSOFTWAREMicrosoftWindows NTCurrentVersion
{
  'Windows 10 Home'  '6.3'  '22621.ni_release.220506-1250'
}

GetVersionEx { 6.2.9200 () 0x300-0x1 }

Some ingame values
{
  FullScreen Mode = 1
  Game Type       = 0
  Network Game    = 0

            Me: 0
  Active Player: 0
  Day = 1 11
  Map file = Logistics Test.h3m
  Last RMG Seed = 0
}

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