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Thread: Multirelease: h3mconvert, HDE Mod, h3msnake2, h3mdllembed, h3mdemosign, h3mlib & more | This thread is pages long: 1 2 3 · NEXT» |
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potmdehex
Known Hero
professional ERM™ scripter
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posted August 08, 2015 01:38 PM |
bonus applied by angelito on 10 Aug 2015. |
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Multirelease: h3mconvert, HDE Mod, h3msnake2, h3mdllembed, h3mdemosign, h3mlib & more
Steam cross-post: http://steamcommunity.com/app/297000/discussions/0/604941528472210055/
All software contained here is open source and available at github: https://github.com/potmdehex/homm3tools
More updates to come, follow @potmdehex
All 113 AB/SoD maps pre-converted for HD Edition (Download)
h3mconvert 0.1 (Download)
Graphical tool for converting .h3m maps from AB/SoD and WoG formats to RoE (making them compatible with HD Edition)
HDE Mod 1.22 (Download)
HD Edition mod adding many features and fixes. Unlike its predecessor h3mtool, it is integrated directly into the HD Edition launcher after installation and its options appear when starting the game normally. Features:
* HD Edition Random Map Generator integration (if you specify path to a H3 Complete installation, you can get integration of the RMG into HD Edition when you start new game)
* HD Edition Object Re-visit (re-visit objects with space bar like in AB/SoD)
* HD Edition Quick Combat Re-play (press Escape at Quick Combat battle result screen to re-play that battle without Quick Combat)
* HD Edition No Sound Delay (removes delay when e.g entering battles)
* HD Edition Extra Hotkeys (for swapping/moving all artifacts/creatures in hero trade screen)
* HD Edition 60 FPS (increases framerate to 60 FPS)
* HD Edition System Cursor fix (completely replace game's cursor rendering with lag-free system cursor. Ubisoft integrated this fix in Patch 3)
* HD Edition XXL Maps fix. Ability to play non-standard sized maps, e.g XXL 252x252
h3msnake2 (Download)
https://www.youtube.com/watch?v=PSUgmDDccek
Snake map for Heroes 3 Complete (also supports HD mod)
h3mdllembed (Download)
Command line tool that embeds DLL files into .h3m in such a manner that they are executed when the map starts. This allows creating maps that change game mechanics that can be run in unmodified Heroes 3 Complete or HD Mod (for those familiar with WC3 custom games, the same concept but for Heroes III can be achieved using this).
h3mdemosign (Download)
Command line tool that signs .h3m maps to be playable in the Heroes III demo
Part of this release was made possible thanks to heroescommunity and Steam community members greatly assisting the h3mtool project.
If you would like to support the continued development of homm3tools, you can donate here.
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orzie
Responsible
Supreme Hero
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posted August 08, 2015 02:03 PM |
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Edited by orzie at 14:06, 08 Aug 2015.
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Thank you so much for this brilliant development (although I feel no compassion towards people playing UbiHD and no appreciation towards Ubi (whoever is responsible for UbiHD) for leaving such hard and demanded work for the volunteers working for free instead of providing such services themselves).
This post deserves an immediate QP.
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frostymuaddib
Promising
Supreme Hero
育碧是白痴
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posted August 09, 2015 01:44 PM |
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I have a question. How does h3mdllembed work exactly?
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"Occam's shuriken: when the answer is elusive, never rule out ninjas." -- Dr. Gordon Freeman (Freeman's Mind)
"lol" -- VERRIKER VON ERWINSSEN
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potmdehex
Known Hero
professional ERM™ scripter
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posted August 09, 2015 02:47 PM |
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frostymuaddib said: I have a question. How does h3mdllembed work exactly?
From a usage standpoint, you just supply it with a .h3m filename and a DLL filename, like this (adding to OP as well):
The source code for this part of h3mlib is available here:
https://github.com/potmdehex/homm3tools/blob/master/h3m/h3mlib/h3m_code/h3m_code.c
In layman's terms, a bug in the sprite name loading code in Heroes III is used to execute code to load the DLL which is embedded in the .h3m, then have the game proceed as normal without crashing. The h3msnake2 video in the main post is a video of a map made in this way.
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potmdehex
Known Hero
professional ERM™ scripter
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posted August 10, 2015 07:32 PM |
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zmudziak22
Supreme Hero
Heroes 3 Fan
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posted August 10, 2015 11:44 PM |
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Will be possible to make map scripts in .dll? That could be revolutionary and indepent of ERM language.
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potmdehex
Known Hero
professional ERM™ scripter
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posted August 11, 2015 05:49 AM |
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zmudziak22 said: Will be possible to make map scripts in .dll? That could be revolutionary and indepent of ERM language.
Yes that is already possible using this.
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potmdehex
Known Hero
professional ERM™ scripter
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posted August 16, 2015 04:27 PM |
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Meridian82
Tavern Dweller
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posted August 26, 2015 03:05 PM |
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Hi,
I have just downloaded v1.11 and wanted to try the random map generation. It works correctly, as far as I can say, but the GUI looks weirdly cut off, so I can't set some variables, e.g. monster strength.
Am I doing something wrong or does anyone else have the same problem?
System is Win 7 SP1, default theme.
I can provide other details, just ask for what you need.
Cheers,
Meridian
[url=http://meridian.byethost7.com/lib/exe/fetch.php?media=temp:screenshot.png]click here for full screenshot[/url]
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potmdehex
Known Hero
professional ERM™ scripter
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posted August 26, 2015 04:19 PM |
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Meridian82 said: ...
This is because you are using non-standard Windows DPI settings (125%/150%). It will be fixed in a future version, but if you want to use it now you can either change your DPI settings to the standard 100% setting or use tab to access the non-visible elements.
Github issue: https://github.com/potmdehex/homm3tools/issues/1
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Meridian82
Tavern Dweller
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posted August 26, 2015 04:28 PM |
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potmdehex said: This is because you are using non-standard Windows DPI settings (125%/150%). It will be fixed in a future version, but if you want to use it now you can either change your DPI settings to the standard 100% setting or use tab to access the non-visible elements.
Github issue: [url=https://github.com/potmdehex/homm3tools/issues/1]https://github.com/potmdehex/homm3tools/issues/1[/url]
Well, that's what came immediately to my mind too, but I have it at 100% for a long time now. At least I hope we mean the same setting (see screenshot).
I tried to change it to 125% (default), but it was even worse.
Do you know of any other settings, which could cause this?
[url=http://meridian.byethost7.com/lib/exe/fetch.php?media=temp:settings.png]Screenshot[/url]
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potmdehex
Known Hero
professional ERM™ scripter
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posted August 26, 2015 06:12 PM |
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Meridian82 said: ...
That's strange. I'll look into this issue as soon as I can. Note that on the off-chance that you haven't rebooted after changing the DPI settings they might not be applied. Although far from ideal, tab can still be used to access the non-visible controls, and arrow keys to change them.
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gnollking
Supreme Hero
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posted August 27, 2015 01:23 PM |
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potmdehex said:
zmudziak22 said: Will be possible to make map scripts in .dll? That could be revolutionary and indepent of ERM language.
Yes that is already possible using this.
Oh damn, that's quite impressive. I need to find time to play with this, seems really awesome .
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potmdehex
Known Hero
professional ERM™ scripter
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posted August 27, 2015 06:17 PM |
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Meridian82 said: ...
If you want, you could try this binary fix I have created for you which is a reimplementation of the GUI-code, it would be helpful to know if it solves your problem:
https://www.sendspace.com/file/g3ykvx
Put this maped_rmg.dll in your HD Edition folder (same folder as HOMM3 2.0.exe) and then try again. Anyone else experiencing similar problems can also try this.
gnollking said: ...
I intend to make a proof of concept map playable in Heroes 3 Complete which shows custom quests (for example with a non-standard objective). If there is interest, I can make more improvements/simplifications to this feature.
Making a DLL can be hard for non-programmers, but aside from making a script API it is possible to make a map editor extension which simply adds options to the map editor GUI for anything imaginable and then no programming would have to be done to create custom maps. Everything from additional non-standard quest types to a way of creating/importing custom creatures to the map directly in the GUI is possible - the latter is however ambitious and there likely isn't enough interest to warrant its development as many people seem to be pleased with the WoG way of doing things.
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Meridian82
Tavern Dweller
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posted August 27, 2015 07:54 PM |
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potmdehex said: If you want, you could try this binary fix I have created for you which is a reimplementation of the GUI-code, it would be helpful to know if it solves your problem:
[url=https://www.sendspace.com/file/g3ykvx]https://www.sendspace.com/file/g3ykvx[/url]
Put this maped_rmg.dll in your HD Edition folder (same folder as HOMM3 2.0.exe) and then try again. Anyone else experiencing similar problems can also try this.
It helped, see screenshot. Thanks!
[url=http://meridian.byethost7.com/lib/exe/fetch.php?media=temp:now_ok.png]Screenshot[/url]
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potmdehex
Known Hero
professional ERM™ scripter
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posted September 15, 2015 05:26 PM |
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Due to demand I have updated the gcc makefiles so that h3mlib, h3mtilespritegen (standalone tile sprite generation engine) and h3mhelloworld (simple program that "writes" HELLO WORLD using objects on a .h3m map) now build fine on Linux and cygwin. Build instructions from updated README:
Quote: cd homm3tools/BUILD/gcc
make
https://github.com/potmdehex/homm3tools/
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orzie
Responsible
Supreme Hero
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posted September 15, 2015 06:04 PM |
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Good to see you supporting stuff. What are your plans for the nearest future?
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potmdehex
Known Hero
professional ERM™ scripter
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posted September 15, 2015 06:31 PM |
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Lately I have been mailed requests about h3m to JSON conversion, so this is something I might look into/assist with.
Other than that, the next thing I am going to do is probably release the previously mentioned proof of concept custom mechanics (e.g non-standard quest types) map playable in H3 Complete. I started on it and it seems quite easy to make but I am currently busy with other things making it hard to prioritize this right now.
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orzie
Responsible
Supreme Hero
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posted September 15, 2015 10:18 PM |
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That would be awesome. Having maps as separate mods for the classic game sounds complex yet tempting.
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Caesius
Tavern Dweller
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posted November 18, 2015 06:43 PM |
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Salut,
I've got the same issue with GUI as Meridian82 described and sendspace link is no longer available, could you please reupload?
Thanks
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