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Bersy
Honorable
Supreme Hero
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posted January 08, 2020 11:58 PM |
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 09, 2020 02:52 AM |
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fred79
Disgraceful
Undefeatable Hero
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posted January 09, 2020 06:24 AM |
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Bersy said: I don't know what the problem is. I would try to replace H3DefTool/h3deftool.ini with the one from any Era package.
[Data]
Frames Dir=::{20D04FE0-3AEA-1069-A2D8-08002B30309D}
Shadow Dir=
Lod Path=
Bitmaps Lod Path=
[Options]
Recent Files=
Backup Files From Lods=1
Ovewrite Last Backup=0
Player Colors Path=
Backup Pictures Before Changing=1
Language=English
GameLanguage=English
Will try these specs. I've tried running the one from the era "tools" folder, and various other places i have the file stored in my backup that i transferred back to the win 10 computer. Nothing has to be reinstalled for it to work, right? I was under the impression it was a standalone program.
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Bersy
Honorable
Supreme Hero
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posted January 09, 2020 11:56 AM |
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fred79
Disgraceful
Undefeatable Hero
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posted January 09, 2020 12:34 PM |
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Bersy
Honorable
Supreme Hero
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posted January 10, 2020 09:27 PM |
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Era v2.9.4
[+] Improved LoadImageAsPcx16 exported function, allowing to load any png/jpg/bmp file as pcx16 resource.
LoadImageAsPcx16 (FilePath, PcxName: pchar; Width, Height, MaxWidth, MaxHeight, ResizeAlg: integer): {OU} Heroes.PPcx16Item; stdcall;
Now it supports size constraints (0 for none) and resizing algorithm.
ALG_NO_RESIZE = 0, ALG_STRETCH = 1, ALG_CONTAIN = 2, ALG_DOWNSCALE = 3, ALG_UPSCALE = 4, ALG_COVER = 5, ALG_FILL = 6.
Use ALG_STRETCH to set fixed dimensions, ALG_FILL to fill the box with tiles and ALG_DOWNSCALE for custom dialogs
to shrink large images proportionally.
Example of using custom jpg image in DL-dialog.
!!SN:F^LoadImageAsPcx16^/^DataPicstest.jpg^/^rW3.cust.pcx^/400/300/0/0/1;
!!VRy1:Sv1; y1 - image resource
...call DL dialog, where rW3.cust.pcx is used.
!!SN:F^DecRef^/y1; free image resource
[+] Included "view mage guild without spellbook.bin" by igrik, allowing to enter magic guild without spellbook.
[*] Allowed old SN:P[n] syntax instead of Pz[n].
[*] Replaced WoG Native Dialog plugin by igrik with the one without non-dialog features.
[-] Fixed sound handling issues and appropriate sound error message.
[-] Fixed wrong flag 1000 value in triggers. Thanks to Valery (Salamandre).
[-] Fixed crash in !!RD:O and a few other RD-related issues.
[-] Fixed bug: SN:R was treated as missing command.
[-] Fixed bug: heroes could not be dismissed.
[!] battery.dll by MoP (included in Typhon too) is not supported anymore.
[!] erm_hooker.era MUST BE deleted from all mods, unless you know, what you are doing. It's a part of Era package now.
Download
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Heroes 3 Era and everything for it. Releases folder for releases.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 10, 2020 10:36 PM |
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Thanks for the new release
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bloodsucker
Legendary Hero
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posted January 11, 2020 07:29 AM |
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Yeah, thanks! This is really an Happy New Year...
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Bersy
Honorable
Supreme Hero
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posted January 11, 2020 11:51 AM |
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted January 11, 2020 08:46 PM |
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hello
i have been getting this error:
https://imgur.com/OJNWeor
is it a problem with my script or era?
it happens when area spell (i.e. inferno) caster creature aims between creatures. thanks for noticing.
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Bersy
Honorable
Supreme Hero
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posted January 12, 2020 12:29 AM |
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planetavril
Famous Hero
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posted January 12, 2020 05:52 AM |
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How to add png or jpg images?
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Bersy
Honorable
Supreme Hero
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posted January 12, 2020 02:51 PM |
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planetavril
Famous Hero
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posted January 12, 2020 03:17 PM |
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Orc
Famous Hero
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posted January 12, 2020 03:58 PM |
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Edited by Orc at 05:12, 13 Jan 2020.
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The Level up Bug
Hello Guys,
Do you remember the weird bug I was talking about few weeks ago, that after I win defending battle, the enemy hero SS increase, but not for my hero?
now I think I know why.
its probably because of the Advanced hero lvl up mod and I think it need to be updated.
I still cant figure out exactly when it happens, but what i suspect is it happens when the attacking hero dies.
will test again later inshallah soon.
Edit: so I tested that, and it seems as I initially guessed. the Attacker hero can increase his secondary skills, while the defender hero only gain XP and lvl but his SS will not improve.
the best thing about this bug is that it seems I can reload Era II with the script disabled and load from auto save so I can still improve my SS, not ideal but still better than losing all those points
how do I report this bug to the advanced hero levelup mod?
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xericsin
Famous Hero
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posted January 16, 2020 09:23 AM |
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I am having trouble with MR2.
MR2 is not triggered when a stack is receiving spells cast by commander and BM:C to single stack.
Although MR2 is triggered when mouse is hovering over stack, and when mass spell is cast.
Any solution, please?
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Bersy
Honorable
Supreme Hero
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posted January 17, 2020 10:10 PM |
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Bersy
Honorable
Supreme Hero
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posted January 17, 2020 11:16 PM |
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Version 2.9.5
[+] New version of WoG Native Dialogs plugin released by igrik. Now IF:D dialogs are rendered using
native Heroes 3 engine, compatible with HD mod scaling, unless avi/gif images are used.
The Sphinx dialog is also remade.
[+] Included new powerful ERM Editor, based on Sublime Text.
[+] Added "OnBuildTownBuilding" event, occuring when current PC human or AI builds town building.
Parameters: x1 = Town ID, x2 = Building ID.
[+] Added "OnOpenTownScreen" and "OnCloseTownScreen" events with the only x1 parameter: ID of town,
that was entered initially. Towns may be switched between inside town screen without generating Enter/Leave events.
[+] Added "OnSwitchTownScreen" event (x1 = Town ID), occuring when player switches towns in town screen.
[+] Added "OnPreTownScreen" and "OnPostTownScreen" events (x1 = Town ID), occuring right before/after showing
town screen for particular town. Both events occur, whether town screen is opened/closed or switched.
They can be used to pre-change buildings/names/dwellings and revert changes afterwards, for instance.
[+] Events "OnOpenHeroScreen", "OnCloseHeroScreen" and "OnUpdateHeroScreen" now receive x1 = Hero ID parameter.
In "OnCloseHeroScreen" x1 is the same as in "OnOpenHeroScreen", thus it's the first hero, screen was opened for.
Hero screen dialog allows to switch between heroes, without generating new Open/Close events.
[+] Added "OnPreHeroScreen" and "OnPostHeroScreen" events (x1 = Hero ID), occuring right before/after showing
hero screen for particular hero. Both events occur, whether hero screen is opened/closed or switched.
They can be used to pre-change creatures/names/skills and revert changes afterwards, for instance.
[+] Included Smacker (smk producing tools) in the package. Thanks to wessonsm. False positive detection by AVG/Avira possible.
[*] Labels in ERM triggers may now be duplicated, overwriting previous ones. Example:
!?XX;
[:loop]
...
[:loop] new loop will use the same label "loop", overwriting label position
...
[*] Events "OnEnterTown" and "OnLeaveTown" were renamed to "OnEnterTownHall" and "OnLeaveTownHall".
[*] SN:E result is stored in e1 only for FLOAT_RES convention (+4), otherwise in v1. The behavior is the
same, as it was before Era 2.9.x branch.
[-] Fixed crash when using temp variables f..t with GET syntax.
[-] Fixed invalid parameters of RD:I in town hord dwelling dialog.
[-] Fixed crash, caused by invalid town dialog detection.
[-] Fixed a small bug in structure address, thanks to gamemaster.
Download
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Heroes 3 Era and everything for it. Releases folder for releases.
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xericsin
Famous Hero
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posted January 18, 2020 01:48 PM |
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Edited by xericsin at 13:55, 18 Jan 2020.
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Bersy said: Sorry, written a remark in TODO about MR2, but currently cannot advice anything.
Thanks.
And I found that Commander's Death Eye does no longer apply to black dragon and gold dragon. Is this due to the era?
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Bersy
Honorable
Supreme Hero
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posted January 18, 2020 04:05 PM |
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