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SimonaK
Promising
Supreme Hero
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posted November 23, 2010 05:39 AM |
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Edited by SimonaK at 05:45, 23 Nov 2010.
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Quote: I enjoy the other NCF dwellings. Is it possible to just remove the traveller camp.
what do you mean « other NCF dwellings »
travaller camp is the default model for all NCF dwellings.
then traveller camps are all NCF dwellings except if you modify at least one NCF's dwelling model from RTMG.
so do you mean « only keeping NCF dwellings modify by myself » ?
if yes then you can.
for the NCF creature that you don't want traveller camp:
1 - you must go to NCF Creatures Panel, select the creature in the main list
2 - then clicking on the « Dwelling » button and finally clicking to Delete button + click Yes.
3 - click « OK » to close the window.
you must process it for all the creatures you want remove the dwelling.
later, if you reclick on the dwelling button, the dwelling will be automatically respawned.
NOTE: all of this information is available in the manual from the page 23. (Dwellings part)
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Prayer
Tavern Dweller
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posted December 10, 2010 05:20 AM |
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Help
Hello, I'm having a problem trying to get my RTMG map to work. The problem seems to be when I switch Priests, Zealots and Inquistors with Ballista's, Arcane Ballistas and Iron Ballistas.
Could someone explain how I fix this problem?
Thanks.
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SimonaK
Promising
Supreme Hero
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posted December 10, 2010 10:30 PM |
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Prayer
Tavern Dweller
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posted December 11, 2010 01:18 AM |
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My problem seems to be that when I swap Priests with Ballista changing their fraction the RTMG screws up.
Here it tells me that the creature is missing, because of my swapping the Priest and Ballista.
Here it tells me that the creatures icon is missing or invaild.
Here it says 'the creature' has a missing animation.
So yea, this only happens when I swap these 3 creatures around, if I put them back to normal it works just fine.
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SimonaK
Promising
Supreme Hero
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posted December 11, 2010 02:09 AM |
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Edited by SimonaK at 02:11, 11 Dec 2010.
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ooh.
I know this kind of bug.
I fixed the majority of them just before to release the swap function in the public.
you have found one that I didn't have seen.
all of that is caused because at least a creature file of one of creatures concerned by the swapping
is using a relative path instead of an absolute path to redirect to another file. ex: to a animation file.
then the link to the file is broken after the swap because the relative path becomes false.
(the paths are swapped also) like the creatures.....but if the path is absolute then it cannot be swapped
because it is absolute.....I don't know if you understand but that's what it is.
for now, the RTMG cannot fix this by itself. the source code must be opened, edited and recompiled.
perhaps a fix maybe done by modding. it's enough of a tiny .pak file as a patch for NCF megapack which
fixes in the good location an absolute path instead of a relative one.
but this is not a guarantee, a deepest analysis has to be done before to prove this theory.
because it's possible that such a patch can be neutralized by the internal databank's RTMG
and the « RTMG.pak » file representing it.
quickly, there is not a solution to fix this bug.
I must take time to resolve that and I don't know when I'll take it.
nevertheless, thank to have reported this bug.
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Prayer
Tavern Dweller
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posted December 11, 2010 02:24 AM |
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Ah, ok. Well for now on I won't use the swap feature till you resolve this.
Thank you for your help.
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SimonaK
Promising
Supreme Hero
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posted December 11, 2010 02:29 AM |
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as you want.
meanwhile I say that the swapping function at least works up to 98%.
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Prayer
Tavern Dweller
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posted December 11, 2010 03:18 AM |
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Well, I don't know if this is my fault for not installing something, but now I can't use an NCF creatures at all.
Because of the same problem as I described above with the animations and icons.
In the past this has worked so I don't know what I'm doing wrong.
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SimonaK
Promising
Supreme Hero
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posted December 11, 2010 03:23 AM |
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I don't know myself, dude.
I suggest to you to reinstall all from the beginning.
it's a radical solution when you wish to fix without
reaching to understand what is happened.
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PeterFarkas
Adventuring Hero
LeBronTosaurus
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posted December 18, 2010 11:47 AM |
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Hi!
Sorry for bothering everyone but I have a small problem with the RTMG.
I have installed Magnomagnus' RPE, put the NCF Megapack.pak into the data folder, installed the NCF Megapack, and then the RTMG into a new folder in Program Files.
The problem is that RTMG does not show NCF creatures at the Creatures panel and when I want to import it says that there is nothing to import. NCF Megapack is installed correctly, I presume, because when I open the MapEditor exe, it shows all NCF creatures.
Can anyone please give some help for me about this?
Thank you in advance.
PF
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SimonaK
Promising
Supreme Hero
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posted December 18, 2010 04:23 PM |
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Hi,
to get NCF Creatures from the Creatures Panel:
1 - click the Menu.
2 - go to "Creatures" element.
3 - check up last option: "Include NCF".
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PeterFarkas
Adventuring Hero
LeBronTosaurus
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posted December 19, 2010 12:14 PM |
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Oh, well, thank you, I didn't saw it, my eyes were in the way.
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morphem
Hired Hero
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posted December 22, 2010 09:13 AM |
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Edited by morphem at 09:14, 22 Dec 2010.
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RTMG is still my favorite mod for H5 but i just noticed that the HOMM5 Role Playing Edition by magnomagus is compatible.
My questions :
- Once i generated a RTMG map, should i uncheck the "Run Game after Generate" & manually launch the RPE exe ?
- Or does RTMG 1.5.6 recognize the RPE exe & i can just keep using "Run Game after Generate" ?
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SimonaK
Promising
Supreme Hero
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posted December 22, 2010 07:10 PM |
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Hi Morphem,
how are you?
RTMG version 1.5.6 knows RPE exe. if you have RPE mod then
RTMG is able to start the game with the RPE exe.
the order of exe started is:
1 - RPE exe if existing else
2 - NCF exe if existing else
3 - orginal exe
so yes, you can keep "Run Game after Generate" if you want run RPE
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norq
Tavern Dweller
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posted February 07, 2011 07:58 AM |
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First of all I want to say 'Hello' because it is my first post at this forum .
I've been following this topic for a while and i have to admit that RTMG is a really great mod. I've got a question though.
I know that it is possible to introduce NCF creatures to towns by using 'swap'. I realized that after swap all creatures are becoming 'small creatures' without my knowledge.
Here is my question: Is it possible for those creatures to not get 'small creature' feature suddenly ?
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PeterFarkas
Adventuring Hero
LeBronTosaurus
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posted February 07, 2011 01:34 PM |
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Quote: First of all I want to say 'Hello' because it is my first post at this forum .
I've been following this topic for a while and i have to admit that RTMG is a really great mod. I've got a question though.
I know that it is possible to introduce NCF creatures to towns by using 'swap'. I realized that after swap all creatures are becoming 'small creatures' without my knowledge.
Here is my question: Is it possible for those creatures to not get 'small creature' feature suddenly ?
Hi!
When you try to uncheck 'Small' in the Universal abilities list, it says that it is inevitable for all creatures to be small in order to use the swap.
I guess the reason is not to get a faction lineup with 7 large creatures and therefore the inability to put a whole lineup on the battlefield, just because a stupid rock is at a bad place.
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kodial79
Promising
Supreme Hero
How'd Phi's Lov't
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posted February 07, 2011 06:55 PM |
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I've been having some weird clipping issues ever since I started using the RTMG. My heroes could pass through adventure map objects and creatures would appear to be inside the mines that they guarded... Anybody else having such issues?
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Signature? I don't need no stinking signature!
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just_godlike
Tavern Dweller
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posted February 07, 2011 07:01 PM |
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Quote: creatures would appear to be inside the mines that they guarded... Anybody else having such issues?
ME and it is so annoying! I cant see what I will be fighting
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SimonaK
Promising
Supreme Hero
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posted February 08, 2011 02:34 AM |
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Quote:
creatures would appear to be inside the mines that they guarded... Anybody else having such issues?
be calm my friends.
that is maybe annoying but it's normal.
at worst, it's just a little cost to pay for getting a
full of new objects in maps.
technically, RTMG doesn't have a real good knowledge
about object dimension. only an approximative.
so, if a smaller object is replaced by a bigger one
it can have a hidden creature stack, because the new
object is bigger and the stack is not relocalized in
the next case.
yes, sometimes this makes some stack creatures being hidden inside,
but myself I'm able to set the camera in a good position to read
the army notification and know which creatures are there.
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kodial79
Promising
Supreme Hero
How'd Phi's Lov't
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posted February 08, 2011 09:17 AM |
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Well, is there an option that tells RTMG not to do that kind of replaces of map objects?
I see the bad clipping issues occuring in the normal mines. Such as the sawmill and orepit. The ones that are located close to your starting town. So I don't think replacing has anything to do with that. Since sawmills and orepits are always close to starting towns. I haven't gone far into the map yet, to know of any other issues like this.
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Signature? I don't need no stinking signature!
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