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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion
Thread: ERM help and discussion This Popular Thread is 407 pages long: 1 50 100 150 200 250 300 350 ... 358 359 360 361 362 ... 400 407 · «PREV / NEXT»
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Promising
Supreme Hero
posted March 21, 2019 08:35 PM

I guess war machine flag is the problem, not animation or cranim settings.
____________

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 21, 2019 08:58 PM
Edited by majaczek at 21:53, 21 Mar 2019.

avatar said:
I guess war machine flag is the problem, not animation or cranim settings.


Well I have a Cannon creature which is also WM Shooter, but not a caster. It works fine.

EDIT: I tried removing WM flag temporarily, no success. looking on script, it happens exactly when shooting animation would be shown. the trigger "BeforeAction" triggers properly (even I can show debug window message), then it crashes when game wants just shoot.

EDIT: tent def in zip is the def I use for the  war machine

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Hawaiing
Hawaiing


Adventuring Hero
posted March 22, 2019 04:21 AM

majaczek said:
Hello.
I have some problems with the mod I am creating, though they are not exactly related to erm scripts.

I added some creatures in my mod, some of them shooting some not.
I have a problem with a few of them. Precisely some casters/shooters with war machine flag crash on shooting. I provided shooting animation groups for Creature DEF. I set the shoot count in three crtrait files. I provided DEF files for missles. I created Cranim lines hopefully without errors. what else could I spoil? what exactly cranim file is demanded about to prepare proper shooter?


what's the crash_debug_message?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 22, 2019 12:54 PM
Edited by majaczek at 14:53, 22 Mar 2019.

Hawaiing said:
majaczek said:
Hello.
I have some problems with the mod I am creating, though they are not exactly related to erm scripts.

I added some creatures in my mod, some of them shooting some not.
I have a problem with a few of them. Precisely some casters/shooters with war machine flag crash on shooting. I provided shooting animation groups for Creature DEF. I set the shoot count in three crtrait files. I provided DEF files for missles. I created Cranim lines hopefully without errors. what else could I spoil? what exactly cranim file is demanded about to prepare proper shooter?


what's the crash_debug_message?


No wog crash message during this crash. Just generic era window saying that it crashed and log is created. log.txt doesn't contain nothing interesting. should I post my era -> debug folder?

exception context:
Quote:
Failed to read data at 30.
EIP: H3era.0043F2FC. Code: C0000005

> Registers
EAX: 00000165 (int: 357)
ECX: 00000000 (int: 0)
EDC: 00000000 (int: 0)
EBX: 067E4CC4 (int: 108940484, pint: 0xFF000000)
ESP: 02B38AFC (int: 45320956, pint: 0x067EC63C = 108971580)
EBP: 02B38B98 (int: 45321112, pint: 0x02B38BD0 = 45321168)
ESI: 00000164 (int: 356)
EDI: 0000001C (int: 28)

> Callstack
H3era.0043F701
H3era.0043FF7E (A0_Battle_Stack_Shot_sub_43FE80 + 254)
H3era.004458DD (A0_Battle_Stack_MakeAttack_sub_445780 + 349)
H3era.00478BAF (A0_Battle_Action_sub_4786B0 + 1279)
H3era.0075D35E (wog_start + 377694)
H3era.00473F70 (A0_BattleMgr_Main_sub_473A00 + 1392)
H3era.004B0C39
Era.26CB0 (PatchApi.CALL_THIS + 80 in PatchApi.pas on line 791)
Era.26DA3 (PatchApi.Call + 91)
Era.41725 (in Triggers.pas on line 379)
001F0FFB
H3era.004ADFE8 (A0_Adv_Battle_sub_4AD160 + 3720)
H3era.0075AEB7 (wog_start + 368311)
H3era.004AC5EF
H3era.004A690C (sub_4A68D0 + 60)
H3era.004A7547
H3era.004A7693
H3era.00757884 (wog_start + 354436)
H3era.004813CF
H3era.0047FB1E (sub_47F9B0 + 366)
H3era.00480FC2
H3era.00407E43 (A0_Hero_Move_sub_407AE0 + 867)
H3era.0040AA36 (A0_AdvMgr_MapClick_sub_40A530 + 1286)
H3era.0074E348 (wog_start + 316232)
H3era.00409930
H3era.0074EF70 (wog_start + 319344)
H3era.004089B0 (A0_AdvMgr_Main_sub_408710 + 672)
H3era.004B0C39
Era.26CB0 (PatchApi.CALL_THIS + 80 in PatchApi.pas on line 791)
Era.26DA3 (PatchApi.Call + 91)
Era.41725 (in Triggers.pas on line 379)
001F0FFB
H3era.004F824F
H3era.0061A964 (_WinMainCRTStartup + 224)
Kernel32.18484
Ntdll.63AB8
Ntdll.63A88

> Stack
02B38AE8: 00000165 (int: 357)
02B38AEC: 00000000 (int: 0)
02B38AF0: H3era.027F0E7F (wog_start + 34537087) (int: 41881215, pint: 0x00000000)
02B38AF4: 02B38B98 (int: 45321112, pint: 0x02B38BD0 = 45321168)
02B38AF8: H3era.0043F205 (int: 4452869, pint: 0x89344B8B)
02B38AFC*: 067EC63C (int: 108971580, pint: 0xFF000000)
02B38B00: 067E4CC4 (int: 108940484, pint: 0xFF000000)
02B38B04: 00000000 (int: 0)
02B38B08: 02B38BD0 (int: 45321168, pint: 0x02B38BF0 = 45321200)
02B38B0C: 067E4CC4 (int: 108940484, pint: 0xFF000000)
02B38B10: 00000050 (int: 80)
02B38B14: H3era.0043F64E (int: 4453966, pint: 0x8E0FC33B)
02B38B18: 00000246 (int: 582)
02B38B1C: 06FB1CF8 (int: 117120248, pint: 0x00000000)
02B38B20: Era.2EA2 (in pnglang.pas on line 355 offset 7842) (int: 81473186, pint: 0x0275C085 = 41271429)
02B38B24: 067E30C4 (int: 108933316, pint: 0x01FA01B0 = 33161648)
02B38B28: 067E4CC4 (int: 108940484, pint: 0xFF000000)
02B38B2C: 02B38B54 (int: 45321044, pint: 0x02B38B68 = 45321064)
02B38B30: 02B38B44 (int: 45321028, pint: 0x067E4CC4 = 108940484)
02B38B34: 000000A2 (int: 162)
02B38B38: 067E4CC4 (int: 108940484, pint: 0xFF000000)
02B38B3C: 00000134 (int: 308)
02B38B40: 00000000 (int: 0)
02B38B44: 067E4CC4 (int: 108940484, pint: 0xFF000000)
02B38B48: 067E30C4 (int: 108933316, pint: 0x01FA01B0 = 33161648)
02B38B4C: 00000000 (int: 0)
02B38B50: 40FF2200 (int: 1090462208)
02B38B54: 02B38B68 (int: 45321064, pint: 0x000001BD = 445)
02B38B58: 000000A2 (int: 162)
02B38B5C: 00000001 (int: 1)
02B38B60: 00000000 (int: 0)
02B38B64: 000001D9 (int: 473)
02B38B68: 000001BD (int: 445)
02B38B6C: 0000004C (int: 76)
02B38B70: 02B38B84 (int: 45321092, pint: 0x000001B0 = 432)
02B38B74: 000000A2 (int: 162)
02B38B78: H3era.00847E75 (wog_start + 1338997) (int: 8683125, pint: 0x00000000)
02B38B7C: 0000000E (int: 14)
02B38B80: H3era.00847E75 (wog_start + 1338997) (int: 8683125, pint: 0x00000000)
02B38B84: 000001B0 (int: 432)


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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 22, 2019 02:59 PM
Edited by majaczek at 15:35, 22 Mar 2019.

I have also other new crashes... I guess it's general memory corruption. but I can't guess where it comes from. or maybe it's something  different...

EDIT: another shooting crash (with another creature)
exception context:
Quote:
Failed to read data at 30.
EIP: H3era.0043F2FC. Code: C0000005

> Registers
EAX: 00000282 (int: 642)
ECX: 00000000 (int: 0)
EDC: 00000000 (int: 0)
EBX: 06895754 (int: 109664084, pint: 0xFF000000)
ESP: 02B38AFC (int: 45320956, pint: 0x0689C0F4 = 109691124)
EBP: 02B38B98 (int: 45321112, pint: 0x02B38BD0 = 45321168)
ESI: 00000282 (int: 642)
EDI: FFFFFFF3 (int: -13)

> Callstack
H3era.0043F701
H3era.0043FF7E (A0_Battle_Stack_Shot_sub_43FE80 + 254)
H3era.004458DD (A0_Battle_Stack_MakeAttack_sub_445780 + 349)
H3era.00478BAF (A0_Battle_Action_sub_4786B0 + 1279)
H3era.0075D35E (wog_start + 377694)
H3era.00473F70 (A0_BattleMgr_Main_sub_473A00 + 1392)
H3era.004B0C39
Era.26CB0 (PatchApi.CALL_THIS + 80 in PatchApi.pas on line 791)
Era.26DA3 (PatchApi.Call + 91)
Era.41725 (in Triggers.pas on line 379)
02C90FFB
H3era.004ADFE8 (A0_Adv_Battle_sub_4AD160 + 3720)
H3era.0075AEB7 (wog_start + 368311)
H3era.004AC5EF
H3era.004A690C (sub_4A68D0 + 60)
H3era.004A7547
H3era.004A7693
H3era.00757884 (wog_start + 354436)
H3era.004813CF
H3era.0047FB1E (sub_47F9B0 + 366)
H3era.00480FC2
H3era.00407E43 (A0_Hero_Move_sub_407AE0 + 867)
H3era.0040AA36 (A0_AdvMgr_MapClick_sub_40A530 + 1286)
H3era.0074E348 (wog_start + 316232)
H3era.00409930
H3era.0074EF70 (wog_start + 319344)
H3era.004089B0 (A0_AdvMgr_Main_sub_408710 + 672)
H3era.004B0C39
Era.26CB0 (PatchApi.CALL_THIS + 80 in PatchApi.pas on line 791)
Era.26DA3 (PatchApi.Call + 91)
Era.41725 (in Triggers.pas on line 379)
02C90FFB
H3era.004F824F
H3era.0061A964 (_WinMainCRTStartup + 224)
Kernel32.18484
Ntdll.63AB8
Ntdll.63A88

> Stack
02B38AE8: 00000282 (int: 642)
02B38AEC: 00000000 (int: 0)
02B38AF0: H3era.027F0E7F (wog_start + 34537087) (int: 41881215, pint: 0x00000000)
02B38AF4: 02B38B98 (int: 45321112, pint: 0x02B38BD0 = 45321168)
02B38AF8: H3era.0043F205 (int: 4452869, pint: 0x89344B8B)
02B38AFC*: 0689C0F4 (int: 109691124, pint: 0xFF000000)
02B38B00: 06895754 (int: 109664084, pint: 0xFF000000)
02B38B04: 00000000 (int: 0)
02B38B08: 02B38BD0 (int: 45321168, pint: 0x02B38BF0 = 45321200)
02B38B0C: 06895754 (int: 109664084, pint: 0xFF000000)
02B38B10: 00000050 (int: 80)
02B38B14: H3era.0043F64E (int: 4453966, pint: 0x8E0FC33B)
02B38B18: 00000246 (int: 582)
02B38B1C: 070A2BF8 (int: 118107128, pint: 0x00000000)
02B38B20: Era.2EA2 (in pnglang.pas on line 355 offset 7842) (int: 83504802, pint: 0x0275C085 = 41271429)
02B38B24: 06892BF4 (int: 109652980, pint: 0x01D002CE = 30409422)
02B38B28: 06895754 (int: 109664084, pint: 0xFF000000)
02B38B2C: 02B38B54 (int: 45321044, pint: 0x02B38B68 = 45321064)
02B38B30: 02B38B44 (int: 45321028, pint: 0x06895754 = 109664084)
02B38B34: 00000097 (int: 151)
02B38B38: 06895754 (int: 109664084, pint: 0xFF000000)
02B38B3C: 00000132 (int: 306)
02B38B40: 00000000 (int: 0)
02B38B44: 06895754 (int: 109664084, pint: 0xFF000000)
02B38B48: 06892BF4 (int: 109652980, pint: 0x01D002CE = 30409422)
02B38B4C: 00000000 (int: 0)
02B38B50: 41192AB4 (int: 1092168372)
02B38B54: 02B38B68 (int: 45321064, pint: 0x000001BD = 445)
02B38B58: 00000097 (int: 151)
02B38B5C: 00000001 (int: 1)
02B38B60: 00000000 (int: 0)
02B38B64: 000001B0 (int: 432)
02B38B68: 000001BD (int: 445)
02B38B6C: 0000004C (int: 76)
02B38B70: 02B38B84 (int: 45321092, pint: 0x000002CE = 718)
02B38B74: 00000097 (int: 151)
02B38B78: H3era.00847E75 (wog_start + 1338997) (int: 8683125, pint: 0x00000000)
02B38B7C: 0000000E (int: 14)
02B38B80: H3era.00847E75 (wog_start + 1338997) (int: 8683125, pint: 0x00000000)
02B38B84: 000002CE (int: 718)


EDIT:Now I am almost sure. Game doesn't like shooting friendly spell casters. It's a bug from original game, not fixed because there is no such creature in vanilla h3sod.

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Hawaiing
Hawaiing


Adventuring Hero
posted March 22, 2019 03:54 PM

majaczek said:
I have also other new crashes... I guess it's general memory corruption. but I can't guess where it comes from. or maybe it's something  different...

EDIT: another shooting crash (with another creature)
exception context:
Quote:
Failed to read data at 30.
EIP: H3era.0043F2FC. Code: C0000005

EDIT:Now I am almost sure. Game doesn't like shooting friendly spell casters. It's a bug from original game, not fixed because there is no such creature in vanilla h3sod.


missle_def must have something wrong.
stack shoot_def is missing lead to crash.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 22, 2019 04:16 PM
Edited by majaczek at 17:24, 22 Mar 2019.

Hawaiing said:
majaczek said:
I have also other new crashes... I guess it's general memory corruption. but I can't guess where it comes from. or maybe it's something  different...

EDIT: another shooting crash (with another creature)
exception context:
Quote:
Failed to read data at 30.
EIP: H3era.0043F2FC. Code: C0000005

EDIT:Now I am almost sure. Game doesn't like shooting friendly spell casters. It's a bug from original game, not fixed because there is no such creature in vanilla h3sod.


missle_def must have something wrong.
stack shoot_def is missing lead to crash.


but they seems good in archive. the shoot defs are copies of another  shoot defs

EDIT: what is monster flag for beam attack?
EDIT: found the culprit: game doesn't want to load the shooting def at all, the trigger in amethyst is not fired for my tents for some reason.
EDIT: fixed my problem! the shot%i.def wasn't loaded because flags for the creature was set too late. so now i know that all shooters have to  have shooting flag in amethyst configuration. setting flag later doesn't help

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 24, 2019 10:53 AM
Edited by RerryR at 12:00, 25 Mar 2019.

Can someone tell me where I can find the "No Obstacle Penalty" and "No Range Penalty" flag for shooters, to use it in the !!BM section?
The flag 2048 in the ERM manual is obviously wrong.

I guess !!EA would be possible but still, maybe someone knows

Edit: Thank you igrik

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igrik
igrik


Promising
Known Hero
posted March 25, 2019 11:42 AM

RerryR said:
Can someone tell me where I can find the "No Obstacle Penalty" and "No Range Penalty" flag for shooters, to use it in the !!BM section?

!?FU77007;
!!SN:X?y1;
!!UN:C7734719/4/171;  Restore (mon=171) No Obstacle Penalty
!!UN:C7724390/4/171;  Restore (mon=171) No Range Penalty
!!BMy1:T?y2;
!!if&y2=19:;    if Grand Elves (mon=171)
 !!UN:C7734719/4/19; No Obstacle Penalty
 !!UN:C7724390/4/19; No Range Penalty
!!en:;

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 25, 2019 06:32 PM

what is memory code for disabling succubbus Charming?

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XEricSin
XEricSin


Famous Hero
posted March 26, 2019 05:33 AM

I'd like to ask this:
How to set monster to Positive Morale like Minotaur King? Not through EA.

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Hawaiing
Hawaiing


Adventuring Hero
posted March 26, 2019 08:13 AM

majaczek said:
what is memory code for disabling succubbus Charming?


by Berserker
!!UN:C7785525/2/37008;//disable Succubus Charming
!!UN:C7772712/2/37008;//disable astral spirit

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XEricSin
XEricSin


Famous Hero
posted March 28, 2019 06:50 AM

majaczek said:
EDIT: found the culprit: game doesn't want to load the shooting def at all, the trigger in amethyst is not fired for my tents for some reason.
EDIT: fixed my problem! the shot%i.def wasn't loaded because flags for the creature was set too late. so now i know that all shooters have to  have shooting flag in amethyst configuration. setting flag later doesn't help


Just following the discussion on the animation failure, mind the animation txt file. The attack climax must be no more than the number of attack/shooting/casting frames of the def.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 28, 2019 05:43 PM

XEricSin said:
majaczek said:
EDIT: found the culprit: game doesn't want to load the shooting def at all, the trigger in amethyst is not fired for my tents for some reason.
EDIT: fixed my problem! the shot%i.def wasn't loaded because flags for the creature was set too late. so now i know that all shooters have to  have shooting flag in amethyst configuration. setting flag later doesn't help


Just following the discussion on the animation failure, mind the animation txt file. The attack climax must be no more than the number of attack/shooting/casting frames of the def.


Sorry but it wasn't the case. Anyway I fixed it. The creature have to  have shooting flag in "%i.cfg" or some time before battle for the hook in amethyst to work. In my case I have the  flag set later, so the pointer was null pointer as if I had no "shot%i.def" file in archive.

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XEricSin
XEricSin


Famous Hero
posted March 29, 2019 06:56 AM

I saw your "Edit:...", and of course knew that you had fixed your particular problem. I was just adding extra info that might be useful to someone at sometime.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 11, 2019 01:27 PM
Edited by majaczek at 15:22, 12 Apr 2019.

how to properly do townbuilding def?
i tried to use def for mapbuildings, but edgeframe and hitbox doesn't match. how to  fix it?

JimV I know you did it in "Dragon Peaks" mod. anybody can help?

EDIT: how to change coordinates of Tower buildings? and what are their original values? I mostly need it for creature generators inside tower screen. I am doing similair neutral town as in "Dragon Peaks".

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avatar
avatar


Promising
Supreme Hero
posted April 12, 2019 06:17 PM
Edited by avatar at 18:20, 12 Apr 2019.

majaczek said:
how to properly do townbuilding def?
i tried to use def for mapbuildings, but edgeframe and hitbox doesn't match. how to  fix it?



For townbuilding def you must choose $47 Interface option in Def Tool.



I think vcmi should help. In VCMI all town structures are described in json files.
So, according to this, Tower's coordinates are:


"mageGuild1":     { "animation" : "TBTWMAGE.def", "x" : 597, "y" : 82,  "border" : "TOTGLD1.bmp",  "area" : "TZTGLD1.bmp" },

"mageGuild2":     { "animation" : "TBTWMAG2.def", "x" : 593, "y" : 65,  "border" : "TOTGLD2.bmp",  "area" : "TZTGLD2.bmp" },

"mageGuild3":     { "animation" : "TBTWMAG3.def", "x" : 593, "y" : 48,  "border" : "TOTGLD3.bmp",  "area" : "TZTGLD3.bmp" },

"mageGuild4":     { "animation" : "TBTWMAG4.def", "x" : 593, "y" : 31,  "border" : "TOTGLD4.bmp",  "area" : "TZTGLD4.bmp" },

"mageGuild5":     { "animation" : "TBTWMAG5.def", "x" : 593, "y" : 14,  "border" : "TOTGLD5.bmp",  "area" : "TZTGLD5.bmp" },

"tavern":         { "animation" : "TBTWTVRN.def", "x" : 375, "y" : 278, "z" : 1, "border" : "TOTTAV.bmp",   "area" : "TZTTAV.bmp" },

"fort":           { "animation" : "TBTWCSTL.def", "x" : 304, "y" : 0,   "border" : "TOTCAS1.bmp",  "area" : "TZTCAS1.bmp" },

"citadel":        { "animation" : "TBTWCAS2.def", "x" : 301, "y" : 0,   "border" : "TOTCAS2.bmp",  "area" : "TZTCAS2.bmp" },

"castle":         { "animation" : "TBTWCAS3.def", "x" : 301, "y" : 0,   "border" : "TOTCAS3.bmp",  "area" : "TZTCAS3.bmp" },

"villageHall":    { "animation" : "TBTWHALL.def", "x" : 0,   "y" : 259, "z" : 1,  "border" : "TOTHAL1.bmp",  "area" : "TZTHAL1.bmp" },

"townHall":       { "animation" : "TBTWHAL2.def", "x" : 0,   "y" : 220, "z" : 1,  "border" : "TOTHAL2.bmp",  "area" : "TZTHAL2.bmp" },

"cityHall":       { "animation" : "TBTWHAL3.def", "x" : 0,   "y" : 82,  "z" : 1,  "border" : "TOTHAL3.bmp",  "area" : "TZTHAL3.bmp" },

"capitol":        { "animation" : "TBTWHAL4.def", "x" : 0,   "y" : 82,  "z" : 1,  "border" : "TOTHAL4.bmp",  "area" : "TZTHAL4.bmp" },

"marketplace":    { "animation" : "TBTWMARK.def", "x" : 614, "y" : 292, "border" : "TOTMRK.bmp",   "area" : "TZTMRK.bmp" },

"resourceSilo":   { "animation" : "TBTWSILO.def", "x" : 763, "y" : 214, "z" : 3, "border" : "TOTMRKS.bmp",  "area" : "TZTMRKS.bmp" },

"blacksmith":     { "animation" : "TBTWBLAK.def", "x" : 478, "y" : 211, "border" : "TOTBLKA.bmp",  "area" : "TZTBLKA.bmp" },

"special1":       { "animation" : "TBTWSPEC.def", "x" : 674, "y" : 276, "z" : 2, "border" : "TOTMRKA.bmp",  "area" : "TZTMRKA.bmp" },

"horde1":         { "animation" : "TBTWHRD1.def", "x" : 0,   "y" : 47,  "border" : "TOTGAR1H.bmp", "area" : "TZTGAR1H.bmp", "hidden" : true },

"horde1Upgr":     { "animation" : "TBTWHRD2.def", "x" : 0,   "y" : 28,  "border" : "TOTGAR2H.bmp", "area" : "TZTGAR2H.bmp", "hidden" : true, "builds" : "horde1" },

"special2":       { "animation" : "TBTWEXT0.def", "x" : 409, "y" : 82,  "border" : "TOTCASW.bmp",  "area" : "TZTCASW.bmp" },

"special3":       { "animation" : "TBTWEXT1.def", "x" : 702, "y" : 115, "border" : "TOTGLDL.bmp",  "area" : "TZTGLDL.bmp" },

"special4":       { "animation" : "TBTWEXT2.def", "x" : 592, "y" : 189, "z" : 1,  "border" : "TOTGLDW.bmp",  "area" : "TZTGLDW.bmp" },

"grail":          { "animation" : "TBTWHOLY.def", "x" : 237, "y" : 14,  "z" : -1, "border" : "TOTHOLYA.bmp", "area" : "TZTHOLYA.bmp" },

"dwellingLvl1":   { "animation" : "TBTWDW_0.def", "x" : 453, "y" : 221, "z" : 1,  "border" : "TOTGRM1A.bmp", "area" : "TZTGRM1A.bmp" },
"dwellingLvl2":   { "animation" : "TBTWDW_1.def", "x" : 4,   "y" : 46,  "border" : "TOTGAR1.bmp",  "area" : "TZTGAR1.bmp" },

"dwellingLvl3":   { "animation" : "TBTWDW_2.def", "x" : 209, "y" : 177, "z" : 1,  "border" : "TOTGOL1A.bmp", "area" : "TZTGOL1A.bmp" },
"dwellingLvl4":   { "animation" : "TBTWDW_3.def", "x" : 613, "y" : 95,  "border" : "TOTMAG1.bmp",  "area" : "TZTMAG1.bmp" },

"dwellingLvl5":   { "animation" : "TBTWDW_4.def", "x" : 511, "y" : 75,  "border" : "TOTGEN1.bmp",  "area" : "TZTGEN1.bmp" },
"dwellingLvl6":   { "animation" : "TBTWDW_5.def", "x" : 681, "y" : 208, "z" : 2,  "border" : "TOTNAG1.bmp",  "area" : "TZTNAG1.bmp" },

"dwellingLvl7":   { "animation" : "TBTWDW_6.def", "x" : 75,  "y" : 144, "z" : -1, "border" : "TOTTIT1.bmp",  "area" : "TZTTIT1.bmp" },

"dwellingUpLvl1": { "animation" : "TBTWUP_0.def", "x" : 446, "y" : 221, "z" : 1,  "border" : "TOTGRM2A.bmp", "area" : "TZTGRM2A.bmp" },

"dwellingUpLvl2": { "animation" : "TBTWUP_1.def", "x" : 4,   "y" : 28,  "border" : "TOTGAR2.bmp",  "area" : "TZTGAR2.bmp" },


"dwellingUpLvl3": { "animation" : "TBTWUP_2.def", "x" : 209, "y" : 177, "z" : 1,  "border" : "TOTGOL2A.bmp", "area" : "TZTGOL2A.bmp" },

"dwellingUpLvl4": { "animation" : "TBTWUP_3.def", "x" : 613, "y" : 74,  "border" : "TOTMAG2.bmp",  "area" : "TZTMAG2.bmp" },

"dwellingUpLvl5": { "animation" : "TBTWUP_4.def", "x" : 511, "y" : 8,   "border" : "TOTGEN2.bmp",  "area" : "TZTGEN2.bmp" },

"dwellingUpLvl6": { "animation" : "TBTWUP_5.def", "x" : 681, "y" : 157, "z" : 2,  "border" : "TOTNAG2.bmp",  "area" : "TZTNAG2.bmp" },

dwellingUpLvl7": { "animation" : "TBTWUP_6.def", "x" : 75,  "y" : 91,  "z" : -1, "border" : "TOTTIT2.bmp",  "area" : "TZTTIT2.bmp" }
____________

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 12, 2019 08:52 PM

thanks avatar!
I have 2 problems.
1) the buildings works, but bitmaps for border and hitbox are out of  order ingame. what colorset should I use?

2) I got some repeatable crash with such crashlog
Quote:

Failed to read data at 3030303.
EIP: 03030303. Code: C0000005

> Registers
EAX: 06BDCE0C (int: 113102348, pint: 0xFF000000)
ECX: 00000125 (int: 293)
EDC: 00000019 (int: 25)
EBX: 02B3853C (int: 45319484, pint: 0x00000000)
ESP: 02B381A4 (int: 45318564, pint: 0x06BCFA80 = 113048192)
EBP: 02B381A8 (int: 45318568, pint: 0x02B38518 = 45319448)
ESI: 06BCFA80 (int: 113048192, pint: 0x0063D3E8 = 6542312)
EDI: 06BDCE0C (int: 113102348, pint: 0xFF000000)

> Callstack
H3era hd.00421E69
H3era hd.00422156
H3era hd.0042243B
H3era hd.00473E04
05C10F36
05C10EC3
05D519C2
Era.26BFC (in PatchApi.pas on line 791)
Era.26CEF
Era.422D1 (in Triggers.pas on line 379)
051B003A
H3era hd.004ADFE8
05D51B45
05D51AD2
H3era hd.004AB02D
H3era hd.004A9F2B
H3era hd.00705FE4
Era.26C80 (PatchApi.CALL_FAST + 112 in PatchApi.pas on line 832)
Era.26D03 (in PatchApi.pas on line 850 offset 15)
Era.3E413 (in Tweaks.pas on line 650 offset 74)
001B1FD7

> Stack
02B38190: 02B3853C (int: 45319484, pint: 0x00000000)
02B38194: 00000000 (int: 0)
02B38198: 00000013 (int: 19)
02B3819C: 00000000 (int: 0)
02B381A0: H3era hd.00421440 (int: 4330560, pint: 0x850FC084)
02B381A4*: 06BCFA80 (int: 113048192, pint: 0x0063D3E8 = 6542312)
02B381A8: 02B38518 (int: 45319448, pint: 0x02B38564 = 45319524)
02B381AC: H3era hd.00421E69 (int: 4333161, pint: 0x850FC084)
02B381B0: 06BDCE0C (int: 113102348, pint: 0xFF000000)
02B381B4: 02B38578 (int: 45319544, pint: 0xFFFFF7D4, str: "Ô÷˙˙x00")
02B381B8: 02B3853C (int: 45319484, pint: 0x00000000)
02B381BC: 06BDCE0C (int: 113102348, pint: 0xFF000000)
02B381C0: 06BCFA80 (int: 113048192, pint: 0x0063D3E8 = 6542312)
02B381C4: 00000001 (int: 1)
02B381C8: 00000000 (int: 0)
02B381CC: 00000000 (int: 0)
02B381D0: FFFFF1D6 (int: -3626)
02B381D4: FFFFF1D6 (int: -3626)
02B381D8: FFFFF1D6 (int: -3626)
02B381DC: FFFFF1D6 (int: -3626)
02B381E0: FFFFF1D6 (int: -3626)
02B381E4: FFFFF1D6 (int: -3626)
02B381E8: FFFFF1D6 (int: -3626)
02B381EC: FFFFF1D6 (int: -3626)
02B381F0: FFFFF1D6 (int: -3626)
02B381F4: 00000000 (int: 0)
02B381F8: 00000000 (int: 0)
02B381FC: 00000000 (int: 0)
02B38200: 00000000 (int: 0)
02B38204: 00000000 (int: 0)
02B38208: 00000000 (int: 0)
02B3820C: 00000000 (int: 0)
02B38210: 00000000 (int: 0)
02B38214: FFFFF1D6 (int: -3626)
02B38218: FFFFF1D6 (int: -3626)
02B3821C: FFFFF1D6 (int: -3626)
02B38220: FFFFF1D6 (int: -3626)
02B38224: FFFFF1D6 (int: -36


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avatar
avatar


Promising
Supreme Hero
posted April 12, 2019 09:01 PM

Could you post some screens for 'out of border' problems?
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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 12, 2019 09:10 PM

look at this image:
Link on GDrive

it happens if mouse is over new building

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