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Thread: WoG Sources | This thread is pages long: 1 2 3 4 · «PREV / NEXT» |
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Bersy
Honorable
Supreme Hero
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posted January 28, 2012 12:41 PM |
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Quote: Did something like this ever happened on any map or script?
It was planned to have up to 3 commanders at one side in 3.59.
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Al_Mualim
Adventuring Hero
Current Russian Peasant
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posted January 28, 2012 09:36 PM |
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solitaire345, thanks a lot Quote: if you are going to release custom build of WoG then maybe the newer sources should be used. Many bug fixes, Lua support. I could try to contact GrayFace and get the link if you wish.
Yeah, that would be great
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solitaire345
Promising
Famous Hero
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posted February 02, 2012 06:16 PM |
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Quote: It was planned to have up to 3 commanders at one side in 3.59.
Mm. Sounds interesting. Can you tell more about this feature? Or point me to somewhere where I can read about it?
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Bersy
Honorable
Supreme Hero
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posted February 02, 2012 07:11 PM |
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No. I simply read that once.
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Fnord
Promising
Famous Hero
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posted February 03, 2012 06:27 AM |
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Quote:
Quote: It was planned to have up to 3 commanders at one side in 3.59.
Mm. Sounds interesting. Can you tell more about this feature? Or point me to somewhere where I can read about it?
I believe the plan was to have a might Commander and a magic commander and to develop a more detailed magic system for magic commanders with new spells (adapting some H4 spells among others).
It was also planned to allow up to three Commanders per hero (choosing the third from another town I suppose).
It was further planned to have an ERM switch to switch between the 3.58f Commander system and the new planned one, in order to retain backward compatibility with older maps (and scripts) and for anyone who preferred the current system.
However, most discussions about it with Slava and the other team members were still in the relatively early stages.
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Alamar
Tavern Dweller
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posted February 07, 2012 02:44 PM |
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I've downloaded WoG Sources, clicked on runme.bat and after clicking on heroes3.exe or WogT1.exe I get the error: Can't find the entry point of procedure _AIL_set_sample_volume@8 in mss32.dll library.
Can someone help me? What should I do?
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Al_Mualim
Adventuring Hero
Current Russian Peasant
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posted February 07, 2012 03:30 PM |
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Have you WoGT1.exe in Heroes 3 folder
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Alamar
Tavern Dweller
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posted February 13, 2012 11:40 AM |
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Alamar
Tavern Dweller
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posted February 14, 2012 09:34 AM |
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Ok, I run WogT1.exe, but all settings regulated by scripts in normal WoG don't work... How can I change it or where should I put lines of ERM to change the game (e.g. monster abilities or hero specialities)?
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solitaire345
Promising
Famous Hero
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posted February 14, 2012 06:22 PM |
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This exe uses different numbering of scripts: rename every script from scriptXX.erm to script0XX.erm. Alternatively you can rewrite that code to load all scripts not regarding their name, like Berserker did in ERA2
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted April 25, 2012 09:18 PM |
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Would it be better to fiddle with TE executable in ERA, or disabling TE executable commander support at all and only using published WoG sources to make an ERA plugin which would heavily extend the feature of commanders?
I'm looking forward to make some funny things with commanders via plugin, including more skill levels, more commander classes, new commander specialities, a revised set of comamnder secondary skill etc. (maybe even one more type of basic skills?), but yet I'm nothing in Reverse Engineering (Well I can find and change gold value on living Single Player game, but not much more). The biggest things for commanders I tried is just using normal scripts and some ERM bugs as features. Hopefully UN:C codes I got from Bersy would make me able enable Stack Experience Feature for commander (just for use SE abilities from script, currently "real commanders" are hardcoded to ignore these).
I hope I was enough Ontopic
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Al_Mualim
Adventuring Hero
Current Russian Peasant
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posted June 08, 2012 06:55 PM |
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As WoG Sources are released, can WoG developers also reveal source code of zvslib1.dll
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Bersy
Honorable
Supreme Hero
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posted June 08, 2012 07:50 PM |
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Sources do not belong to them. GrayFace sent me sources quite far ago, they were for C++ Builder.
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Al_Mualim
Adventuring Hero
Current Russian Peasant
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posted June 09, 2012 01:41 PM |
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Quote: Sources do not belong to them.
Then to whom they belong?
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Bersy
Honorable
Supreme Hero
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posted June 09, 2012 01:49 PM |
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To their author. Alexander Karpeko afair.
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solitaire345
Promising
Famous Hero
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posted October 16, 2012 09:42 AM |
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Kind of bumping, but I started to poke around WoG sources again and I have two questions:
1. I have redownloaded the sources as they are in WoGArchive, compiled them with MSVC .NET (same version as used to create that *.sln file) and it crashes when loading any map at address 0x505D11. Why does that happen? Simply executing heroes3.ex_ does not crash. Only change I did was undefining __PROTECTION__ macro.
2. What do the numbers in crashlog (Location %i:%i) mean? I think the first one is source file number, but what is the second?
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GrayFace
Promising
Known Hero
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posted October 16, 2012 04:50 PM |
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1. The crash is weird. I thought that you don't have a new version of some txt file, but the address isn't related.
2. These numbers are passed to GEr.AddN through START macros. They are the file number and line, but in most cases it is the line at which START macros appear in common.h instead of actual lines of functions.
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solitaire345
Promising
Famous Hero
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posted October 16, 2012 06:14 PM |
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I thought that you don't have a new version of some txt file, but the address isn't related.
Thought so. Also creating a dummy map with only two heroes goes past loading screen, but later crashes on battles or town screen. I begin suspecting that this could have been caused by some chaos in my WoG folder. Will reinstall
IIRC the only related txt file is SpTraits from the package and I replaced old file with it..
They are the file number and line, but in most cases it is the line at which START macros appear in common.h instead of actual lines of functions.
Mm. I had a feeling that there was something wrong with the second number.
Thanks for reply
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted October 16, 2012 07:22 PM |
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if someone is still wondering,you can open .cpp files with Turbo C++.
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solitaire345
Promising
Famous Hero
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posted October 16, 2012 07:52 PM |
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But it can't work with MSVC solutions. And I'm not sure about assembly language used in the sources.
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