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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: The Succession Wars Mod
Thread: The Succession Wars Mod This thread is 73 pages long: 1 10 20 30 ... 33 34 35 36 37 ... 40 50 60 70 73 · «PREV / NEXT»
Orzie
Orzie


Responsible
Supreme Hero
posted September 01, 2014 08:46 PM
Edited by Orzie at 20:47, 01 Sep 2014.

Yes, and like I said, there are several solutions. I chose to move the Right Tower.

Each option requires complex view on many castle elements. In my variant it will be mostly concerning the right part of the castle.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted September 01, 2014 11:37 PM
Edited by fred79 at 23:38, 01 Sep 2014.

not to mention, you can't see a side-wall for the entrance extension. on the left side, i mean.

i agree with what orzie did. i think the townscreen looks better after the change.

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted September 02, 2014 12:05 AM

It's called the Anubite? I thought it was going to be a Guardian of VARN.
____________
Eccentric Opinion

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fred79
fred79


Disgraceful
Undefeatable Hero
posted September 02, 2014 03:49 AM
Edited by fred79 at 05:26, 02 Sep 2014.

mvassilev said:
It's called the Anubite? I thought it was going to be a Guardian of VARN.


edit: nevermind. i was under the impression that we were still talking about the castle. silly me.

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Orzie
Orzie


Responsible
Supreme Hero
posted September 02, 2014 04:48 AM

mvassilev said:
It's called the Anubite? I thought it was going to be a Guardian of VARN.


This creature will be called the Anubite (with the degraded form called Jackalman), because Heroes 2 creature standards don't intend names like "Ultimate Warrior of Death" or "Mighty Catoblepasis". The Heroes 2 conceptuality intends simplicity.

Moreover, we are not going to invent terms from MMVI directly, because people who didn't play it will not be able to say anything except WTF. People who did play in the RPG-series, will be able to find every reference with ease even without exact copying of the names.

fred79 said:
not to mention, you can't see a side-wall for the entrance extension. on the left side, i mean.


Yeah, exactly. It looks flat, while it should have a different lighting from the left side.

Actually, the closest analog of the Knight castle is the Castle Harmondale from MMVII, but it doesn't have the entrance arch.

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mister_kalu
mister_kalu


Known Hero
posted September 16, 2014 01:27 AM
Edited by mister_kalu at 02:16, 16 Sep 2014.

hello i'm glad to see the new items and other improvements for the mod,I have seen the last pages of the topic and i'd like to ask some things to orzie. He says that the new beta will have a lot of advances for example bug fixed, monsters and scripts , have you considered some aspects like

1) cemetery battle, dship, shipwreck and others like dragon city? when kegolo released their script from h2, I don't saw that

2) spell special effects like disrupting ray, elemental storm, death wave, and how can it be done

3) the extra buildings of the heroes 3 with the screen of h2, if you decide to use the 640 * 480 size probably the castle going to have many visual dwellings or buildings and could result confusing

4) native terrain for creatures, about speed and attack.

5) genuine last artifact and it's disappearance when the hero is defeated

6) a date for a test video with sound and music, only to watch

anyway your anubite looks fantastic


best regards

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Orzie
Orzie


Responsible
Supreme Hero
posted September 16, 2014 05:21 AM
Edited by Orzie at 05:24, 16 Sep 2014.

Nice to see you again Mr Kalu! Yeah, fortunately we have got some help from a skilled programmer, and some aspects are already worked on.

Quote:
1) cemetery battle, dship, shipwreck and others like dragon city? when kegolo released their script from h2, I don't saw that

The Dragon City is likely to become Dragon Utopia (because it looks the same). We will be creating the separate Dragon dwelling (Red Tower). The fact is, that no one currently is wanting to script genuine H2 objects like Sphinx or Daemon Cave, so we will have to seek for alternative functionality for now. However, we can still fix the guards, I think.

Quote:
2) spell special effects like disrupting ray, elemental storm, death wave, and how can it be done

If we won't succeed in pasting the H2 spell visualization effects to the game, I think we will have to redraw new animations from scratch. I have been told that creating H2 Luck animation is possible; I hope that other things are not impossible too.

Quote:
3) the extra buildings of the heroes 3 with the screen of h2, if you decide to use the 640 * 480 size probably the castle going to have many visual dwellings or buildings and could result confusing

The new townscreen concept is currently being worked on. In general the majority of people disliked the idea of buttons covering the extra space, so now I proceed with another idea - expanding the left, right and upper sides of the townscreen. We are not able to upscale the buildings - it will took ages from us and the next mod version will be postponed too much.

Quote:
4) native terrain for creatures, about speed and attack.

We are now able to change native terrains for factions. Also, we have put Sand as the underground terrain to appear on random maps (because Sand does not anyway appear on random maps on the surface). For the next beta we have decided the terrain alignments:
(the first terrain name is native, while the second one might be allowed to spawn the castle as well on random maps)
Knight - Grass/Dirt
Sorceress - Grass
Wizard - Snow (we experiment with the re-doing the townscreen, but if people won't like the idea, we will make it back Wasteland)
Necromancer - Dirt
Warlock - Swamp
Barbarian - Desert/Sand
Gipsy - Desert
Witch - Swamp/Grass
Heretic - Lava

Quote:
5) genuine last artifact and it's disappearance when the hero is defeated

We didn't work on that direction because it's still a question if we will have the Grail, or the Ultimate Artifact, or even both. But it's possible I think.

Quote:
6) a date for a test video with sound and music, only to watch

The closest video for the mod will presumably be the new Witch town opera soundtrack, which is in works. A friend of mine is capable to do female opera vocals on the professional level, so this is a matter of time.
About the date of the video - Don't know for sure. I will try to finish the soundtrack in the next 30 days, maybe. Currently we don't have many pixel artists, so the work goes slower than before - but it still goes.
We do already have a lot of things to show in motion, so I think we can make a teaser soon, but the next coming version will be still considered beta (v0.8 beta).

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Doomhammer
Doomhammer


Known Hero
Smasher of pasties
posted September 17, 2014 12:44 AM

When will this mod be released? it looks amazing dude!!

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted September 17, 2014 01:17 AM

Orzie said:

The closest video for the mod will presumably be the new Witch town opera soundtrack, which is in works. A friend of mine is capable to do female opera vocals on the professional level, so this is a matter of time.
About the date of the video - Don't know for sure. I will try to finish the soundtrack in the next 30 days, maybe. Currently we don't have many pixel artists, so the work goes slower than before - but it still goes.
We do already have a lot of things to show in motion, so I think we can make a teaser soon, but the next coming version will be still considered beta (v0.8 beta).



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Orzie
Orzie


Responsible
Supreme Hero
posted September 17, 2014 05:21 AM
Edited by Orzie at 05:22, 17 Sep 2014.

Doomhammer said:
When will this mod be released? it looks amazing dude!!

This is a question which is tabooed for 99% of projects like ours
I doubt you will get a better answer than "When it's done".

We work on a hobby basis, we don't get money for that and whatnot.

You know, assets like these take 6 hours on the average, so there is no surprise that we don't release the next mod versions every Friday.


Still, I think, we need around 1 year to get things right for the brand new mod version - there are already some things which we want to be created in the final form.

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Doomhammer
Doomhammer


Known Hero
Smasher of pasties
posted September 17, 2014 09:00 AM

Sorry dude i didn't mean to sound pushy or anything, i realise it takes a hell of alot of time time produce something like this and i appeciate you want to take your time and make it right. I am just really looking forward to playing it is all keep up the good work your  doing one hell of a good thing here

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orzie
orzie


Responsible
Supreme Hero
posted September 17, 2014 10:44 AM

Yeah, almost every pixel is mouse-clicked, so it takes a good while. Even the fact that Photoshop is more convenient than Deluxe Paint 2 used by NWC artists back in the time does not allow us to work fast Glad you like our work, feel free to visit our info sources.

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Orzie
Orzie


Responsible
Supreme Hero
posted September 23, 2014 09:00 AM

God damn the lack of anti-aliasing in Heroes 3 fonts... one more case when HoMM2 is stronger.


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Doomhammer
Doomhammer


Known Hero
Smasher of pasties
posted September 23, 2014 10:03 AM

There are lots of ways that HOMM2 is better than HOMM3

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Orzie
Orzie


Responsible
Supreme Hero
posted September 23, 2014 10:30 AM
Edited by Orzie at 10:30, 23 Sep 2014.

Well, amongst personal subjective preferences, there are really some technical features which were not saved in H3, like multi-colored flags, dynamic castle looks on different terrain and such.

We have been able to deal with some of them, but other problems still remain unsolved without the H3 source code.

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e-lysander
e-lysander


Known Hero
Lysander
posted September 29, 2014 03:43 AM

Honestly, I think it looks fine (assuming you're not able to find a workaround).

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Mister_kalu
Mister_kalu


Known Hero
posted October 02, 2014 06:02 PM

Orzie do you have some new script on the mod? i'm going to upload a video maybe saturday or sunday, probably some of the ideas on it could help you, to finish or polish the matrix of the mod.

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Orzie
Orzie


Responsible
Supreme Hero
posted October 06, 2014 03:38 PM

We haven't worked on the ERM scripts yet, only programmed the plugins for Era. What scripts did you actually mean? Currently we still cannot create the H2 Sphinx.

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Mister_kalu
Mister_kalu


Known Hero
posted October 06, 2014 05:13 PM

i don't know about creating plugins or modifications , really only for use.  I made several scripts for my ex-version, (because i still think the last one is unplayable after all). I hope in 3 or 4 days more i'll upload a video with some aspects that you could consider for the next pre-releases. to concluding, later 2 years or more when i quit the mod, i realized the titanic task that is modding, in other words: read, write, draw, change, remove, and finally test thousand times and all for creating a similar ambience, probably never equal.
 I dont know how much do you have done since last upload where appears the sorceress in beltway. but taking that point for start.. maybe the mod is under 15%.

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Orzie
Orzie


Responsible
Supreme Hero
posted October 06, 2014 05:25 PM
Edited by Orzie at 17:28, 06 Oct 2014.

I can consider the mod as 65% done for now or so (if we don't count campaigns and converted maps). The latest video featured the old beta from January, 2013. It's already October 2014, so I suppose the mod has progressed a little bit

We just don't post everything as updates. The Russian forum branch (lead by me) contains several technical topics which show decent progress on various aspects, such as hero portraits/bios, new creatures, maps converted from H1/H2/H3 and so on.

I hope to make a new v0.8 beta teaser rather soon, when we will get some graphics in a final form. We don't have many artists currently, so the work does not go as fast as we would want it to.


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