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Bersy
Honorable
Supreme Hero
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posted June 04, 2012 11:44 AM |
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I uploaded mod update at the same link.
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RomanZhou
Tavern Dweller
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posted June 04, 2012 01:25 PM |
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Quote: I uploaded mod update at the same link.
I'm sorry for disturbing you again for the problem.I download the newer link,but……
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Bersy
Honorable
Supreme Hero
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posted June 04, 2012 04:18 PM |
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Updated. The only icons left are from Experience screen. They cannot be changed using mods system.
Thanks.
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RomanZhou
Tavern Dweller
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posted June 04, 2012 05:15 PM |
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Quote: Updated. The only icons left are from Experience screen. They cannot be changed using mods system.
Thanks.
I see,thank you, I will play the HotA's style first.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted June 04, 2012 05:31 PM |
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I suggest having original resources in Mods/WoG and having HoTify as "default mod" (such as "Yona" and "Secondary Skills Scrolling" are). This way ERA users have new DEFs preinstaled, but can disable it easily, and this would be surely known this is a mod and is not part of original WoG (It is not bugfix as replacing catapult DEF is so it probably would be better as a mod but still it is good to include it in official ERA package).
This of course would result in having old pikeman DEFs in stack experience, but you already stated mods already have to know some resources are got directly from homm3wog.pac.
That arises a question - if properly overriding resource via mods mechanism is impossible, are mod installers allowed to inject such resources into "mods/WoG/homm3wog.pac" ? I'm curious if doing so ie. fixes graphic bugs with Stack Experience dialog when using Amethyst?
and since all parts of zvslib unpack resources directly to some directory, it should share common binary function which do so (unless function in source were ie. inline one), so it should be relatively easy to fix by hooking the one and only function. It should follow multi-LOD rule or at least be overridable by loose files (like resources from "/data/zvs/"). And it is good to investigate how much direct the access is - that means if it is possible to redirect these resources without hooking zvslib directly (more general solution would be perhaps more welcome, and could help redirecting another horny resources also).
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Bersy
Honorable
Supreme Hero
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posted June 04, 2012 06:09 PM |
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majaczek, I cannot do it at appropriate cost of time. Temporary files are unpacked into Windows temp folder under some picxxx.bmp name, for instance. Overriding does not work with non-heroes folder and I see no reason, why we should support zvslib1.dll. It's better to write DL-analogs like we did in Phoenix 3.62 for leaving artifact dialog.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted June 04, 2012 11:51 PM |
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okay. Do you have any examples how to replace hardcoded dialog boxes with custom IF or DL dialogs, separate from the one? For example if I want to replace commander dialog and commander level-up dialog aside from preparing new dialogues itself? (it seems there is no way for stopping originsl dialog to show, it also seems I would need to tediously rewrite rules which affects which skills can be choosen as a script). Do you see any way to replace Stack Experience window without making a plugin with hooks? (Anyway showing it properly would be tedious work, probably not worth for such portraits until more improvements to be done). I seen MoP has different "default" creature window, how it can be done (even if I have to resort to hooks)?
PS: Is there possibility in ERA hooking API to replace binary function at all instead of enchancing them? It would be nice trying to replace the formula calculating how much exp is needed for level up for hero to one from VCMI (it would be proper solving of phantom levels issue, and it is same for first 40 levels or so), and if I would have time I probably may give it a shot.
PPS: I haven't seen your reply/opinion about making HoTify an included mod (like Yona or "Secondary Skill scrolling"), instead making it integrated with Core mod WoG?
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Hero_of_Light
Responsible
Supreme Hero
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posted June 05, 2012 12:54 PM |
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I've noticed in ERA 2 that you replaced the (in my opinion poorly made) animated trees from original WOG with some smoother moving ones and that's really better.
Do you think you can include the animated lakes that Darkloke made as well? They look much better than the animated lakes from original WOG as well.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 05, 2012 01:01 PM |
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+1, I agree Darkloke's lakes are perfect. Would be nice to have them.
Uploaded to BOX
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Bersy
Honorable
Supreme Hero
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posted June 05, 2012 01:39 PM |
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Quote: okay. Do you have any examples how to replace hardcoded dialog boxes with custom IF or DL dialogs, separate from the one?
For Leaving Artifact dialog it's !?CM0. Hooks should be used for others. All WoG dialogs are located in exported zvslib1.dll functions like _InvokeDialogue08. ZVS calls LoadZVSDialogs to obtain all addresses via GetProcAddress. Anyway, if you make fully working dialog, I'll make a plugin for it. No dialog - no discussion, right?
Quote: Is there possibility in ERA hooking API to replace binary function at all instead of enchancing them?
Baratorch released nice, though a bit complicated dll for creating and applying different sorts of hooks. I usually use a bridge hook and change RetAddr to the wrapper like:
PROCEDURE Ret4; ASSEMBLER; ASM RET 4; END;
It ensures that default code of function will not be executed.
Quote: PPS: I haven't seen your reply/opinion about making HoTify an included mod (like Yona or "Secondary Skill scrolling"), instead making it integrated with Core mod WoG?
Currently I prefer to have wog dialogs support with updated icons. Mod makers also cannot make two mods. There should be default creatures and changed ones. Such things like un32/un44/twcrport/crports and so on require only one default def for all creatures.
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Bersy
Honorable
Supreme Hero
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posted June 05, 2012 03:44 PM |
bonus applied by angelito on 18 Jul 2012. |
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Just an example.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted June 06, 2012 08:01 PM |
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How the marker would look like if embedded in C/C++ code? The plugin for changing levelup condition would surely be at this language since code I want port is in VCMI which is in such and I'm bad at pascal also.
By "complete working dialog" you mean full dialog layout AND ERM code which handles them?
So it should display once calling ERM function and manage to let user make the choice, then apply results?
Well it seems fine once I can change the rules and it would allow to simulate 7th skill by SN:W variable ...
So my desired changes could be done as a script if you only give me a plugin which would disable default dialog (and choice results)?
I'll surely start work on the dialog but please, if you do the plugin leave ?!CO triggers working (so it won't break mods dependent on that and I could just call !!DL dialog from such event).
EDIT: but displaying commander arts in compatible way may be a problem.... If I manage to do this also I want the plugin to generate ERM event when trying to pass artifact to commander which would get the number of artifact and by setting SN:X it may allow default action, cancel action or consume artifact (this would be needed for simulating commander wearing custom artifact which wouldn't be accepted by default command because beeing an commander artifact is so hardcoded, and would allow to wear such artifacts in simulated slots)
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Bersy
Honorable
Supreme Hero
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posted June 06, 2012 08:10 PM |
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Just study service.cpp from erm sources. The arguments will be the same.
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Spatiphillum
Hired Hero
Phytohobbit
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posted June 07, 2012 01:38 PM |
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Maybe there's an answer in this thread, but how to disable autosaves for each day (ex. "Player vs Comp 115")? I'm really tired of cleaning 'Games' folder.
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Bersy
Honorable
Supreme Hero
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posted June 07, 2012 03:34 PM |
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You installed HD, I suppose? If yes, then there should be something like hd data folder and setting.ini, where autosaving can be disabled.
If you mean Era's "1 red", "2 green end" and so on, there is an option in WoG Options to disable it.
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Spatiphillum
Hired Hero
Phytohobbit
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posted June 07, 2012 05:11 PM |
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Quote: You installed HD, I suppose? If yes, then there should be something like hd data folder and setting.ini, where autosaving can be disabled.
If you mean Era's "1 red", "2 green end" and so on, there is an option in WoG Options to disable it.
It was HiRez Mod. Thanks a lot, I thought it was caused by ERA
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Bersy
Honorable
Supreme Hero
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posted June 10, 2012 09:29 PM |
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Version 2.3 June, 10.
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[+] Added support for negative z, e, y variables to all Era commands.
[+] Added DL-Dialogs editor by GrayFace. It's tool #16 in Era Start Menu.
[+] Added fixed snow objects for adventure map.
[+] Added updated lakes by Darkloke.
[+] Added support for "no secondary skills limit" patch to "battle academy" and "school of wizardry" scripts.
Author: majaczek.
[*] Era Start Menu now displays current page number in title.
[*] If duplicates are found in zeobjts files, map editor reports error instead of crashing.
[*] Plugin "all war machines in blacksmith.dll.off" is considered deprecated and was removed.
[-] Fixed avwattak.def which caused rare crashes.
Size: 82.6 MB
Download: Direct link
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Hero_of_Light
Responsible
Supreme Hero
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posted June 10, 2012 09:45 PM |
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Quote:
[*] Plugin "all war machines in blacksmith.dll.off" is considered deprecated and was removed.
What do you mean by that? This pluggin doesn't work anymore? Because it would be a shame If it doesn't... I liked it.
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Not idly do the leaves of Lorien fall.
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master_learn
Legendary Hero
walking to the library
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posted June 10, 2012 09:46 PM |
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Horrey for the new version!
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"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre
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Bersy
Honorable
Supreme Hero
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posted June 10, 2012 10:06 PM |
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Quote: What do you mean by that? This pluggin doesn't work anymore? Because it would be a shame If it doesn't... I liked it.
Incompatible with HD-mod. I will search for the version by Baratorch probably.
Quote: Horrey for the new version!
Just a regular update )
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