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AncientDruids
Famous Hero
(Andruids for short)
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posted June 03, 2019 01:32 AM |
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Yes, both of your .defs have black outline after all.
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fiorin
Promising
Famous Hero
☠️
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posted June 03, 2019 05:23 AM |
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planetavril said: Frostling
i have a problem with the background of frostling2,when I create the file .def,see the black outline, how to solve it?
Frostling2
The defs have a tiny border on many parts of the model, so you have some options:
First one:
- Extract all bmp frames from def. Create an action on PS to apply black #000 on the superior left pixel from image. Select the pixel with X tolerance and repaint with the #0ff. Apply that action on each frame extracted.
Seconde one:
- Extract all bmp frames from def. Create an action on PS to select the left corner on image e modify selection with border option on 1px. Paint all selection with the #0ff a few times to make sure is pure. Apply for all frames extracted.
The image below show the original on A; first method with 15 tolerance on B; first method with 20 tolerance on C; and second method on D;
I hope that could be useful
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planetavril
Famous Hero
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posted June 03, 2019 08:26 PM |
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dydzio
Adventuring Hero
VCMI contributor
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posted June 08, 2019 10:40 AM |
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Edited by dydzio at 10:41, 08 Jun 2019.
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Hi, I come with important request to all of you:
Now it is your time if you want to participate in shaping incoming VCMI scripting features. We need examples of small WoG ERM scripts as base for implementing scripting features. For now we limit outselves to scripting features that exist in WoG mod. Another important thing is that map-specific script features will not be supported yet, so the deal is about scripts that will be part of mods.
Depending on what we receive from community, these features may have priority so choose wisely. If you absolutely cannot send me small ERM scripts, then you can at least give few examples of ERM receivers from https://h3maparchives.celestialheavens.com/tools/wog/erm_help/index.htm you want implemented the most, so we can also take it into account when deciding what to add next in our scripting features. Without help, we will most likely implement features in random order we see fit.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 08, 2019 11:58 AM |
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It's great that you are trying to implement them.
For me, the most important are BG MR and BM receiver, it allows to change almost anything combat related. Of course most time the don't work independently and most time you will also need BA and HE receiver. So I don't know if this was helpful now or not
Or are you asking for specific commands from that receiver like
!!HE:S?
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dydzio
Adventuring Hero
VCMI contributor
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posted June 08, 2019 12:02 PM |
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Edited by dydzio at 12:12, 08 Jun 2019.
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Speecific commands would be cool, but sample small scripts would be even better
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 08, 2019 12:23 PM |
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Edited by RerryR at 12:26, 08 Jun 2019.
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Some random test scripts
ZVSE
**Firebird Specialists receive +2 additional HP per Hero Level for Firebirds and Phoenix creature when in combat**
!?BF&1000;
!!BH0:N?y1; [Attacker]
!!FU35583&y1>=0/y1<=155:Py1/1;
!!BH1:N?y1; [Defender]
!!FU35583&y1>=0/y1<=155:Py1/2;
!?FU35583;
!!HEx1:X?y11/?y12/?y13/?y14/?y15/?y16/?y17; [Check Hero Speciality]
!!FU&y11<>1:E; [Exit if no Creature Specialist]
!!HEx1:E?y47/?y48/1; [Check hero Level without redrawing]
!!if|y12=130/y12=131:; If Firebird or Phoenix
!!VRy51:Sy48*2; 2 HP per Level
!!VRy13:Sy12+1; [Upgraded Version]
!!DO35584/0/20/1&x2=1:Py12/y13/0/y51/0; Pass Creature, Upgraded Creature, Att/Def, Health and Damage Bonus
!!DO35584/21/41/1&x2=2:Py12/y13/0/y51/0; Pass Creature, Upgraded Creature, Att/Def, Health and Damage Bonus
!!en:;
!?FU35584;
!!BMx16:T?y1;
!!if|y1=x1/y1=x2:; [If Special Creature or Upgraded Creature is found increase stats]
!!BMx16:Hdx4; [Set Health]
!!en:;
**+15% Spell Damage if hero wears Armageddon's Blade**
!?MR1&1000; [Magic Res Trigger]
!!BG:A?y1; [Aktion in y1]
!!FU&y1<>1:E; [Exit if no Hero Cast]
!!BG:S?y2; [If cast save spell number in y2]
!!FU&y2<=9|y2>69:E; [Exit if no valid spell]
!!MR:F?y3; [Save DMG in y3]
!!BG:H?y4; [Number of a hero owner (-1=no hero) in y4]
!!FU&y4<0:E; [Exit if no Hero]
!!HEy4:A2/128/?y10/?y16; [Check for Armageddon's Blade +15% Damage]
!!VRy99:S100;
!!VRy99&y16=1:+15;
!!VRy3:*y99:100; [Calc damage to 115%]
!!MR:Fy3;
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dydzio
Adventuring Hero
VCMI contributor
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posted June 08, 2019 12:37 PM |
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Edited by dydzio at 12:41, 08 Jun 2019.
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First script is too long, second one is irrelevant to implement in VCMI, because it can already be achieved witout scripting via our bonus system.
EDIT: First script is irrelevant as well as it can be implemented as specialty bonus.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 08, 2019 12:43 PM |
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Edited by RerryR at 13:13, 08 Jun 2019.
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Okay then maybe this is better?
Edit:
!?PI; [Trigger whenever a map starts ]
!!IF:M^VCMI is great and the future of Heroes 3^; [Show Message]
okay, maybe someone with experience in modding WoG and VCMI is better suited to help here
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AVS
Hired Hero
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posted June 08, 2019 12:56 PM |
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RerryR said: Okay then maybe this is better?
!?PI; [Trigger whenever a map starts ]
!!IF:M^dydzio has a small ding dong^; [Show Message]
This one was working long time ago ;) But such a small script is exactly what is needed.
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Polish_User
Hired Hero
Trying 2 ERM
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posted June 08, 2019 02:06 PM |
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dydzio said: Hi, I come with important request to all of you:
Now it is your time if you want to participate in shaping incoming VCMI scripting features. We need examples of small WoG ERM scripts as base for implementing scripting features. For now we limit outselves to scripting features that exist in WoG mod. Another important thing is that map-specific script features will not be supported yet, so the deal is about scripts that will be part of mods.
Depending on what we receive from community, these features may have priority so choose wisely. If you absolutely cannot send me small ERM scripts, then you can at least give few examples of ERM receivers from [url=https://h3maparchives.celestialheavens.com/tools/wog/erm_help/index.htm]https://h3maparchives.celestialheavens.com/tools/wog/erm_help/index.htm[/url] you want implemented the most, so we can also take it into account when deciding what to add next in our scripting features. Without help, we will most likely implement features in random order we see fit.
The most important ERM reciever's would be the !!VR - variables, !!FU - function reciever, !!DO - loop function, !!HE - hero recievers, !!IF - msg recievers, !!PO - position on map, !!OB - object recievers, !!UN - universal commands
Also, here's an example of one of my old scripts regarding a very simple custom monster bank:
Quote: ZVSE
!#VRz12:S^Splugawiona Krypta^; obj name
!#OB98/77/0:H12; set name
!?OB98/77/0; visit trigger
!!PO998:V1/?y1; check square V1 integer value
!!IF&y1<1:Q2^Ta grota wygląda na starą kryptę jakiegoś rycerza. Czy chcesz sprawdzić co jest w środku?^; y/n msg if square integer x < 1
!!HE-1&2/y1<1:Tv998/v999/v1000/67/7; trigger a fight if sqr int x < 0 and chose Y
!!VRv301:S0; set v301 to 0 (to avoid endless reward giving after bttl)
!!VRv301&2/y1<1:S1; set v301 to 1 if sqr int x < 1 and chose Y
!$OB98/77/0; post visit trigger
!!HE-1:O?y2; chck hero colour
!!PO998&y2<>-1/v301=1:V1/1; if hero colour different than [-1(neutral - defeated)] and v301 = 1 set square V1 int to 1
!!IF&y2<>-1/v301=1:Q3/8/162/1^Pokonawszy strażników, zabierasz runiczny miecz ze sobą^; msg
!!HE-1&y2<>-1/v301=1:A162; add art
Also, I'll be able to supply you with more scripts, if you're going to need them. You can also hit me up on steam, since I am a member of the VCMI group on steam.
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planetavril
Famous Hero
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posted June 11, 2019 11:23 PM |
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Summon Spells Machine,summoning Ammo Cart,Ballista,Catapult,First Aid Tent and HotA Cannon.
Here
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stachnie
Known Hero
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posted June 18, 2019 02:17 PM |
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Which mods/towns are stable? I have made a clean install of VCMI (one of the most recent daily builds, in a separate dir), added some new towns (Cove, Grove, Pavilon, Preserve etc.), enabled most of mods and the game crashes when I start a new game (a RMG map) and try to buy creatures. I have disabled some mods (e.g. everything WOG related like Commanders and stack XP) but no change. Which of the log files needs to be checked?
S.
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avatar
Promising
Supreme Hero
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posted June 18, 2019 02:53 PM |
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Many mods are made by independed authors and mod creators often don't test them with other people mods. That's why the best method to reject incompatible mods is trial-and-error method. You play wiht one mod - if everything is OK, you add second mod, then third etc.
Most mods from mod wiki list are stable. Only Ruins town generated crash during rmg generation (but it's easy to fix it manually).
Please paste your full mod list, I have some experience with them, maybe I can tell you about some mod incompatibles.
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stachnie
Known Hero
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posted June 18, 2019 04:39 PM |
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avatar said: Please paste your full mod list, I have some experience with them, maybe I can tell you about some mod incompatibles.
Here you are. Thank you in advance:
(Mod Design Team) Neutral Creatures, Forge
Witchking artifacts (disabled)
H4 artifacts - commanders (disabled)
H4 artifacts - regular
Axolotl Creatures Pack - all
Mountain Dwarf
Dark Elemental
HOTA: New artifacts, New towns for map, HoTA Heroes, HoTA balance mod, HoTA banks, Cove town
WOG (enabled), submods (all disabled) Stack Artifacts, Stack Experience, Commanders, Russian translation
High-res Menu
True type fonts
VCMI essential files
New Terrains (ERA II)
Tarnum is back - pt1
Tarnum is back - pt2
New Old Spells
HD Mod RMGs (disabled)
OH3 RMGs (disabled)
My RMGs (a few my own RMG templates)
towns:
Fairy
Cathedral
Mythology
Abyss
Grove (Trith edition)
Pavilon (with Desert Objects)
Asylum
Preserve
Glade
S.
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RandomName
Tavern Dweller
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posted June 18, 2019 05:26 PM |
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stachnie said: ...and the game crashes when I start a new game (a RMG map) and try to buy creatures...
Isn't it that annoing crash with buying creatures via castle? Does it work if you try to buy them by clicking fort icon on bottom left corner under town name?
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stachnie
Known Hero
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posted June 18, 2019 07:50 PM |
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RandomName said: Isn't it that annoing crash with buying creatures via castle? Does it work if you try to buy them by clicking fort icon on bottom left corner under town name?
Yes, indeed - I used to buy creatures in the first way. Thank you - I was not aware that such a bug exists. By the way: do you know if these WOG mods are stable? I remember there were some problems with them (Commanders, stack XP).
S.
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avatar
Promising
Supreme Hero
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posted June 18, 2019 09:01 PM |
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WoG mod and its submods are quite buggy, especially stack artifacts. I recommend not to use it - VCMI WoG has only 1% original WoG Features. Maybe someday I'll finish my WoG re-write version, maybe
Looking at your mod list, please disable:
- Mountain Dwarf
- Dark Elemental
- Glade
- Pavilon (with Desert Objects) - Desert Objects submod in old version could crash RMG, so disable this submod only.
And maybe My RMGs (a few my own RMG templates) is the fault.
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stachnie
Known Hero
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posted June 19, 2019 07:18 AM |
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Lure_of_Lilith
Adventuring Hero
2nd Level, Expert Blind
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posted June 24, 2019 11:34 AM |
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Hey. Just wanted to report a few bugs I encountered while running the Mod and playing with The New Preserve.
Animations during spell-casting are not in-sync, especially the offensive ones (Magic Arrow and Lightning Bolt). Come to think of it, casting any sort of spell causes the game to lag.
Also, Behlders are now shooting arrows out of their eyes instead of laser beams, which was actually quite funny.
Great mod though.
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