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Thread: Multirelease: h3mconvert, HDE Mod, h3msnake2, h3mdllembed, h3mdemosign, h3mlib & more | This thread is pages long: 1 2 3 · «PREV |
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draco
Promising
Famous Hero
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posted February 04, 2016 10:37 PM |
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Edited by draco at 16:05, 16 Feb 2016.
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Awesome!
We have been selecting random town and random allies and hoping to get what we wanted.
This will be much better!
Keep up the good work!
P.S. if possible, can you add the ability to select the teams from the new map screen, or make it so human/computer players are allied when using both computer only and human/computer and teams?
Edit. I finally got around to playing a game this weekend with this new version, it worked great, much improved having the correct ground type.
I did run into one issue though,I could not select the Dungeon faction, for some reason it kept changing to something else.
This was as player two with a Large no underground map using the BlockBuster template. I'm not sure if this is because dungeon's native terrain is underground when I had none available?
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potmdehex
Known Hero
professional ERM™ scripter
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posted February 20, 2016 06:23 PM |
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draco said: ...
draco, thank you for your continued interest in HDE Mod and for your valuable bug report and suggestion.
I confirmed the bug. Your guess that it could have been something to do with Dungeon and maps without underground was not a bad one, but it turns out the problem lied solely in code obtaining the total amount of players on the map, which was not reliably written.
I reverse engineered the map editor state and wrote robust code to directly access its resolved (i.e actual amount for "Random") amount of "Human/Computer" players and "Computer only" players which are added together to reliably get the correct amount of players. Now it works and generates correctly even if you select Dungeon on a map without underground, including correct external dwellings etc in your starting zone (obviously, due to RMG there are not always dwellings).
I will look at implementing something for your suggestion for teams when possible.
HDE Mod 1.21 now available:
* Fixed a bug with the town selection feature which would sometimes cause the selected towns to not appear due to an issue with the amount of players on the map (thanks draco for report)
Download: https://github.com/potmdehex/homm3tools/releases/download/1.21/HDE.Mod.1.21.zip
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Biobob
Famous Hero
the Bobler
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posted March 26, 2016 05:06 PM |
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Edited by Biobob at 17:07, 26 Mar 2016.
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I just found out about this epic thread, and I am extremely excited
I'm completely stunned by the h3mdllembed thing - just thinking about all the possibilities using this makes me jump uncontrolably! Seeing as this thread hasnt seen any activity in the last weeks, I'll just write up some stuff that I'd love to see possible!
Would there be a possibility to put stuff into the map which is not meant to be put? For example:
The sprite is already there, but there seems to be some coding or such missing to allow the editor to put it into the map. That would be a thing I'd love to see!
You wrote it would even be possible to code new creatures into the map. Now, that would be FANTASTIC, but I guess very hard to do? How hard would it be however, to only add a new sprite to the map, in order to allow for more decoration diversity?
Breaking editor limitations would also be nice: Being able to put more than 9999 creatures in one hero stack, put negative experience/stats/creatures in events, remove object amount limits (48 towns) would all be great!
Now, after all I am a SoD mapmaker without any programming knowledge whatsoever (unluckily), so I dont know whats possible...but you made me dream with those 3 creature triggers and more...
Please release a beefed up version of the WoG map editor that enables us to do these kinds of things!
I need to calm down a little...please keep on developing this stuff, cant await it^^
Greets
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Maps
The Mapmaker's Thread
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Herry
Bad-mannered
Famous Hero
100% Devil
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posted March 26, 2016 05:46 PM |
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I know some stuff in programming(mainly C++) and I can tell you that it's likely(though not guarranteed) that it's difficult or even impossible to change most of what you asked about.
Why? Because the developers preset the limits of objects and such(knowing programming, it's probably for performance) which makes it likely that these limits do not exist only in the map editor but are integral to the whole game, which makes changing them hard.
For negative experience/stats/creatures, it's almost the same: The developers probably used unsigned(that is to say, you can only put numbers that are greater than 0 in them.) variables to store creature number and such, because it makes sense that it is unnecessary to use a signed variable. However, to go about accomplishing this, it works to think about it from another angle: instead of setting negative creatures, you can substract a number from the original variable instead.
And if you don't know, a variable is... Well, to make things simple, you can think about it like a box that stores data, like numbers, strings(text), characters, etc. Variables are especially useful in that they make it easier to get values from the user(in this case the map-maker) easily.
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potmdehex
Known Hero
professional ERM™ scripter
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posted March 27, 2016 09:25 AM |
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Biobob, apart from the usual being busy with other things in life lately I have ever since this post been working on something not directly related to anything else in this thread. Eventually I intend to move my main focus back to the contents of this thread, but it may take a few extra weeks or more.
Everything you said is possible. As for the difficulty of putting custom creatures in a map, it would mostly be doing the exact same thing HotA and WoG is doing internally, except that the mod is applied on the fly when the map is opened. One extra difficulty that comes with this is having to load any custom defs from inside the .h3m in a new way as they don't get loaded "for free" from the game's lods.
I have previously talked in response to RoseKavalier about two kinds of caps: soft caps and hard caps.
About soft caps:
The limit of 48 towns and 48 Garrisons etc is a soft cap in the map editor. This is not actually a meaningful cap as if a map exists with more towns/garrisons then it will still work fine in-game. Such a cap is easy to simply hack away from the map editor, it needs no modifications of the game to work. If you wish you can start breaking this cap right now by simply hex editing in extra towns/garrisons into your h3ms, if you don't want to use h3mlib to do the same thing programmatically.
About hard caps:
The reason a hero can't have thousands of points in attack skill is an example of a hard cap. The skill level is stored in a single byte which means it cannot store more than 0-255 or -127 to 128. To break this cap is not impossible, but it requires changing all the code (or at least the minimum desired parts) handling the value in-game as well as hacking the cap out of the map editor.
Herry, h3mdllembed allows arbitrary code execution. This means all preset hard caps and the corresponding handling code can be overwritten. Nothing is impossible using this. Additionally, signed numbers are used more than you think and allow adding a negative amount of creatures (effectively subtracting) even without using arbitrary code execution, see for example RoseKavalier's recent post about this. The map editor GUI does not allow selecting negative values without modifications, but the game handles them fine.
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Herry
Bad-mannered
Famous Hero
100% Devil
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posted March 27, 2016 10:49 AM |
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Oh, I didn't see that post. Interesting. Meanwhile, I have a lot more to learn about this arbitrary code execution you speak of
And I have to say you did a really good job with this tool, it's revolutionary
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avatar
Promising
Supreme Hero
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posted March 27, 2016 02:21 PM |
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avatar
Revolutionary is VCMI project...
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potmdehex
Known Hero
professional ERM™ scripter
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posted May 15, 2016 11:16 PM |
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I want to let any interested parties know I am not dead, so I am posting this video of Dragon Flies casting Weakness in HD Edition which will be in the next version of HDE Mod:
https://www.youtube.com/watch?v=tW3ogFo4h7Y
It still needs some finishing touches which may take a while for me to get around to, but eventually it (and more) is coming. The lack of updates lately is largely because of my involvement in other H3 mod projects behind the scenes.
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potmdehex
Known Hero
professional ERM™ scripter
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posted July 24, 2016 09:05 PM |
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I wanted my next post to be something more significant but in my H3 projects I have lately only had time to prioritize critical bug reports from Steamcommunity forums. Even if this is not that interesting to most it would be silly not to release the fixes I have made for HDE Mod so here they are:
HDE Mod 1.22 now available:
* Added HD Edition RMG integration support for owners of Polish Heroes 3 Gold Edition (thanks mutenroshi for localization support)
* Fixed a bug that led to heroes sometimes getting a bugged secondary skill that would crash the game (thanks El Bardo_Garxot for report)
* Fixed a bug that led to the hero trade screen crashing the game when shift/ctrl clicking on a slot in a hero after selecting a stack in the other (thanks Franco and Vangarath for report)
Download: https://github.com/potmdehex/homm3tools/releases/download/1.22/HDE.Mod.1.22.zip
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draco
Promising
Famous Hero
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posted December 09, 2016 09:03 PM |
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I just wanted to remind you that your work was/is appreciated
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robizeratul
Known Hero
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posted February 16, 2017 05:13 AM |
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draco said: I just wanted to remind you that your work was/is appreciated
+1 amazing work! Hope you come back!
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valgaav
Adventuring Hero
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posted February 23, 2017 03:07 PM |
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@potmdehex
Very nice work
One of the biggest downsides of HDEdition is the fact that many windows are 4:3 and not 16:9. It is not really HD if town window and battlefields stay so small in 4:3 aspect ratio.
This is a very sad thing and in most it effects Townscreen and battllefields while the graphics for those are big enough to be better 16:9 optimized and truly be fullscreen.
So I'll post here some of my old mockups. Maybe this will be an inspiration for you If not then there is still no harm in posting them.
Battlefield :
Townscreen example :
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zmudziak22
Supreme Hero
Heroes 3 Fan
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posted February 23, 2017 09:39 PM |
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@valgaav you should also send this proposal to baratouch, author of HD MOD.
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gatecrasher
Famous Hero
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posted February 24, 2017 10:47 AM |
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@zmudziak22 In non-HD HoMM3 the townscreens are already displayed at their max. native resolution so this wouldn't make sense.
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zmudziak22
Supreme Hero
Heroes 3 Fan
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posted February 24, 2017 08:20 PM |
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Yeah I know, but HD MOD only increase Adventure Map, but still Town Screen and battlefield are still capped on original resolution. On higher resolution, town/combat screen became smaller.
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valgaav
Adventuring Hero
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posted February 28, 2017 10:45 AM |
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Edited by valgaav at 10:47, 28 Feb 2017.
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Well yes I don't see how this could benefit SD edition HDmod. Town screen for the old graphics would be almost doubled in size even for a 1280x720 resolution.
potmdehex:
Another sugestion. Would it be possible to add extra setting to rmg window with on map monsters set to "hostile". Probably the bigest balance issue in RoE is how diplomacy is so broken (op) on standard random maps. Would be handy to have an rmg setting for that.
Ideally lowering necromancy to 5 10 15 like HoTA does would also be welcomed
Also there is an open source implementation of h3 rmg done by VCMI people http://vcmi.eu. If you use their code for rmg you could implement an rmg in your code instead of pointing to SD editor exe. AFAIK Vcmi editor does some things better then original rmg like fe. no misplaced guards happen with it.
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potmdehex
Known Hero
professional ERM™ scripter
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posted February 28, 2017 03:13 PM |
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valgaav:
Great suggestions.
At this moment I cannot prioritize working on HDE Mod and the other projects in this thread personally, but they are all open source so you and anyone else are free to make whatever changes you want. If such changes do not introduce issues they will also be merged and made available to everyone through the main downloads.
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