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Heroes Community > Heroes 5 - Modders Workshop > Thread: RTMG version 1.5 for TotE 3.1
Thread: RTMG version 1.5 for TotE 3.1 This thread is 22 pages long: 1 10 ... 12 13 14 15 16 ... 20 22 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 13, 2010 01:49 AM

Quote:
RTMG maps working now on Network.


Interesting, so that means a hex-edited exe doesn't cause multiplayer issues? What needed to be done to make it work? Anything that can be implemented in RPE too?

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SimonaK
SimonaK


Promising
Supreme Hero
posted April 13, 2010 02:39 AM
Edited by SimonaK at 02:50, 13 Apr 2010.

Hi,

no, I don't think the hex-edition causes a multiplayer issue.
the only issue I know is the RMG-ingame crash...I think you know that too.

In last february, my little brother had a laptop to his birthday...
So here is how I was able to test RTMG on LAN.

you know « map.xdb » from the .h5m?

to inside there is a tag for « RMG informations » only used and created by the RMG-ingame/editor.

In fact, I broken this tag (RMG infos) from the map.xdb file
and I renamed the folder map by replacing the random name by the name of the map.

all that to make believe to the game that the map was made by a human with the Editor.

...and it worked...    you can call it a tiny hacking

So, during the RTMGfy process, RTMG « kills » all RMG origins of the map.

this was enough to allow RTMG maps to perfectly work on network.

of course, standard conditions of the game must be still respected (ex: presence of same mod files in both computers, etc, etc)


Now, about RPE, I don't believe that doesn't work on network...
to the next visit of my brother, I will test RPE with him.


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 14, 2010 03:02 PM
Edited by magnomagus at 15:03, 14 Apr 2010.

Thanks for your answers Simonak, this is very good to hear.
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TroggyMan
TroggyMan


Adventuring Hero
Ragin' Tard
posted April 25, 2010 04:29 PM

Hi again, I recently updated to 1.5.6 from 1.5.5 and tried to restore data from my old unit stats. I had changed every NCF unit there was (and today also finished the textures for my total conversion). However, restoring data for them did nothing, as apparently, it does not read from my old NCF.pak the restore data, but from somewhere else.

I also tried using the safety copies of the 1.5.5 .dat files, but they caused either the program to not start up or the program to crash on certain menues.

Is there any way I can restore all my work? I am as one badly translated line in NCF said, "filled with angry"!

Maybe a "load unit stats" button is in order?

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SimonaK
SimonaK


Promising
Supreme Hero
posted April 25, 2010 07:54 PM
Edited by SimonaK at 20:21, 25 Apr 2010.

« NEWAMO.dat » contains current unit stats for all in the list.
« BUFFER.dat » contains last save of current unit stats of « NEWAMO.dat »
« IMPORT.dat » contains all unit stats from importation.

Command effects:

Save = newamo -> buffer
Restore = buffer -> newamo
Reset = import -> newamo

my quick suggestion for you:

1- save all unit stats of your 1.5.5, then pick up « BUFFER.dat » of.
2- install 1.5.6, run it and check « Include NCF » then quit RTMG.
3- in the RTMG folder, crush its « BUFFER.dat » with your « BUFFER.dat » from 1.5.5
4- finally run 1.5.6 and restore all.

this should work.


I'm sorry of this "manual" method.

I agree RTMG is not so wise about " open/save/save as, etc etc " matter
and it only allows to save in one single file (buffer)

In the RTMG development, I'm not really introduce these advanced controls into the Creatures Panel.
Moreover, the automatic data tranfert between an old version and the newer is unexistant.

However, RTMG wants to be more a helper for creating of random maps instead of a Creatures manager.

That is why the save/restore controls are not so advanced.

now, I'm not planning to add that in the RTMG.

and soon, I will probably release the complete final and last version.
that will especially contain some fix about swap creatures function.

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TroggyMan
TroggyMan


Adventuring Hero
Ragin' Tard
posted April 25, 2010 08:14 PM

Odd, I tried this, but it didn't work. It spends some time restoring, but the restoration itself does nothing. Is there any way to pull the data from the pak, or force BUFFER to work?

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SimonaK
SimonaK


Promising
Supreme Hero
posted April 25, 2010 08:16 PM
Edited by SimonaK at 20:43, 25 Apr 2010.

yes, I seen...

I edited the steps:

Quote:
1- save all unit stats of your 1.5.5, then pick up « BUFFER.dat » of.
2- install 1.5.6, run it and check « Include NCF » then quit RTMG.
3- in the RTMG folder, crush its « BUFFER.dat » with your « BUFFER.dat » from 1.5.5
4- finally run 1.5.6 and restore all.

sorry.

Quote:
Is there any way to pull the data from the pak

from the pak, it's possible but that is more complexe.
you would not like do it, believe me

a clue: you must remove all files from NCF_MegaPack.pak
which are contained in RTMG.pak and renamed RTMG.pak by any other name.

If you want, you can try by only rename RTMG.pak and then import it.
however, it's possible that some unit stats will be not well-imported.

moreover, RTMG.pak has need of NCF_MegaPack.pak presence during importation.

(note: if RTMG.pak contains swapped creatures then they are not importable.)

I repeat: RTMG is a helper for random maps instead of all others things.

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TroggyMan
TroggyMan


Adventuring Hero
Ragin' Tard
posted April 25, 2010 08:55 PM

I must have gotten confused with all the files named the same and saved over the old one, as a look into it showed. Hard way, here I come!

I wonder, is it possible, in this case, to put in other imports to form a SuperMegapack of Doom?

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SimonaK
SimonaK


Promising
Supreme Hero
posted April 25, 2010 09:00 PM

you talk about what? be more specific.

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TroggyMan
TroggyMan


Adventuring Hero
Ragin' Tard
posted April 25, 2010 09:33 PM
Edited by TroggyMan at 21:34, 25 Apr 2010.

I found an older buffer file, however, the trick mentioned above did not work even after several tries.

Well, since I can't do the buffer trick now, I was wondering if it was possible to take the megapack plus other ncf creatures and put them together and form a supermegapack out of all of it, import it with RTMG, and it all works well. However, having tested this it does not, and the RTMG instead just tries to endlessly look for it in the import, and the creature menu displays them in their original shape.

The final possibility would be to simply take the old RTMG.pak (now renamed and moved to a safe area) and dump that data into the new .pak whenever it is updated, as this method works. Fixing stats on the creatures within might be tricky, but I believe I can live with this. Heck, it's pretty much done afterall!

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dale
dale


Known Hero
posted April 27, 2010 05:58 AM

I am fairly new to ToE, and have now played all the campaigns and single scenerios.  I've been playing orginal and HoF for a long time before that and have used the random map generator homm5rmg-1.0 and enjoyed it.

I came looking for a RMG for ToE and this one (RTMG) would seem to be it -- but I am not able to get started.  Obviously I am missing something trivial, but I do not know what I do not know.

I'm using WinXP Pro SP3, ToE 3.1, and RTMG 1.5.6.

I installed RTMG into a directory in my games folder.  I can run it. I did the configuration step mentioned in the manual to point it to the ToE executable.  I have tried to create a template but something is not working.

The initial step is ok -- program runs, I keep it, then start ToE from RTMG's run tab with selecting Heros 5 for RMG as suggested.  However, when I get to the ToE random generator -- the screen is different from the one in the manual.  There is no choice for selecting a custom template.

I've read through the manual, and this entire thread.  I did see a single post stating the same problem, but did not see a resolution.

(getting to the Toe RMG was done via selecting Single Player, custom map, generate map -- also tried multiplayer.  Neither worked to allow for custom template).

What step have I not done?
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SimonaK
SimonaK


Promising
Supreme Hero
posted April 27, 2010 06:03 AM

Hi,

to see custom templates, you must use the vertical scroll bar to the right of the RMG creation window...
scroll to the bottom.

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dale
dale


Known Hero
posted April 27, 2010 06:14 AM

Talk about instant response!  Thanks.

I found it now.  My problem was that I clicked in the scroll bar to move down instead of grabbing the little block and sliding it down.  I should have known from other examples that HOMM doesn't go down one page at a time, but often jumps all the way to the end when you do the click.

Now I'm off to experiment with it -- plus going to some web sites to download ToE maps.
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Grey Beards of the world, Unite :-}}

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SporkRocker
SporkRocker

Tavern Dweller
posted May 13, 2010 10:35 PM

I am almost positive I have everything installed right.
For some reason the template generation works perfectly and the second step aka adv map properties tabs doesn't quite work right. Whenever I change whatever options to make the generation work it will always corrupt the map file, but it always tells me "map is finished" or something like that. After the process whatever map is worked on is exactly 0kb and does not show in the list of maps through the normal Tribes of the East exe nor the NCF one.

I think it may be because I didn't install the game to the programs files folder or I am running 32bit Windows 7. Which the windows seven part makes no since to me because I tried it through Virtual Box Windows Xp 32 bit as well, and same error.

I have tried rgm with RMTG template and without it, also have tried non generated maps to see if something was bugged with the random map. All test failed.

May the latest version of RMTG might have a bug or might RMTG want the heroes game in program files?

Unrelated question - Does the template load options from the advmap tab? I ask this because creating my first template and just playing from the template without going back to RMTG I noticed there were monsters on the world map with two different creatures. Now I didn't play too much further to see any other RMTG features.
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SimonaK
SimonaK


Promising
Supreme Hero
posted May 14, 2010 05:21 AM
Edited by SimonaK at 05:29, 14 May 2010.

hey man,

first, I'm offended you aren't able to spell correctly the name of my project with the number of time you used it.

I'm friendly but do not exagerate.

second, I don't understand the half of your story....I think to understand your problem probably comes from about an Zlib.dll issue
(zip compression procress failed)

so, I suggest to you to learn how to correctly write the name of the things. and also to go to play at Super Mario Bros. ciao.

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SporkRocker
SporkRocker

Tavern Dweller
posted May 14, 2010 05:21 PM
Edited by SporkRocker at 17:29, 14 May 2010.

Ouch, sorry man. Only if it is the New Super Mario Bros.

I don't think RTMG is having trouble with Zlib.dll. I have fixed the trouble with RTMG by reinstalling everything into my program files folder instead at my own custom path. That's what the trouble was.

Thanks for the program. Thanks for the help I have kinda received, I guess. Even, if I didn't get the name of program down, the functionality of it is what I was after.

You should play nintendogs I think that game may be up your alley to worry about people what to think of your projects.
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SimonaK
SimonaK


Promising
Supreme Hero
posted May 14, 2010 05:56 PM

Hi,
I'm happy you had fix alone your problem.

I thought you're enough able to do it yourself.

so cool and Have a nice game.

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naitguolf
naitguolf

Tavern Dweller
posted May 25, 2010 02:59 PM
Edited by naitguolf at 15:02, 25 May 2010.

Hi!

Im new here. Im just registered to say two things

First. Thanks SimonaK. I really love how you improve Heroes V, in a similar way WoG did

Also, i want to ask if a spanish translation could be added. As far i cheked, seems rndstat0 is the file were text are located. Then, when a map is generated an RTMG.PAK is made (containing a lot of texts)

So, im willing to help to translate it. What i did was to use original spanish text into RTMG, but alas, its always overwritten if a new map is generated.

I also started to translate the new ones creatures (might take a while)

Well, SimonaK, may i can help you?

Regards.


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SimonaK
SimonaK


Promising
Supreme Hero
posted May 26, 2010 02:24 AM
Edited by SimonaK at 02:29, 26 May 2010.

Hi naitguolf,

I thank you for your good words about my work.
That has took a long time and soon the work will definitively stop.

Translate the texts from RTMG

A lot of text is contained in « rndstat0.lst » that's true.
but a good part of it is also directly hard-coded in RTMG.

ex: Functions returning all kind of text are present and are using a global variable
meaning the language mode. (english or french)

so, adding a new language meaning new codes, new compilation etc etc

In fact, from the beginning of the RTMG creation, it would have already thought a better
way to manage multiple language. This has not been done.

and now, there is too much work to do to add a third language.

but it exists a solution for your problem.

your spanish language pack you're making must have the date of its files very overdated.
so, they are bypassed RTMG.pak's texts.

because the game reads the files having the biggest date.

ex: all your files must have the date 2100-01-01 and then the same file into RTMG.pak will be ignored by the game.

you can find on the net a tool allowing to mass-modifying the dates of the files as you want.

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Naitguolf
Naitguolf

Tavern Dweller
posted May 26, 2010 04:27 PM

Thanks you for your reply

Ok, then i will do that for the texts. A pity then, if sign post cannot be translated or able to make my own

Another question is:

When i build a level, using original Heroes V Random Map Generator, if i mark Random Towns check, when i play that map, i can select what kind of town, or let it random. Mine, and computer. But, after be randomized your tools, it didnt work. If a town is selected to be random in your editor, the map forces you to play with a town, randomly chosen, and that town is always the same after the Generation. But that's not i want. I want to be able to select a random town, or maybe a town, but changeable in Game.

I readed the pdf, but i dont see if that its possible. Because seems that it can make a town random, but forces you to play that random town, not able to change that. And that's i want.


Many original maps forces you to play one faction, and i detest that. Also, i like to not know what kind of town computer will play.

I hope you understand my horrible english.

Regards, can i expect new version with more things and stuff?

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