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natalka
Supreme Hero
Bad-mannered
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posted October 20, 2015 09:40 AM |
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Edited by natalka at 09:47, 20 Oct 2015.
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You bet is worse
Scripts work only for P1 in multiplayer.
Hey Marzhin did you test only on hotseat? 'Cause I did too and thought my map is working only to find out that scripts only work in hotseat... hilarious if you did the same.
YES the EDITOR is CRAP and YES I will continue ranting here till you fix it. I don`t care that you have other priorities because we payed AAA price for unfinished product. Moreover I spent twice as many hours in the buggy editor only to find out I can`t release it. Outrageous!
First map on the scene with scripts and you don`t have support for it.
SHAME
My map is ahead of the game now - that makes me laugh just by repeating it. Excuse me developers can you fix your broken game?!
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natalka
Supreme Hero
Bad-mannered
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posted October 27, 2015 03:24 PM |
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Edited by natalka at 19:04, 27 Oct 2015.
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The new patch offers fixes in the editor. Let`s see if I can publish my map...
I don`t see yet a fix for champion creature dwellings. Also dialogs like h5 sphinx where the player chooses between certain options.
EDIT: Only thing that I like is the artifact icons and floating text when you receive them. Definitely will add them to my map.
The other trigger that I was looking at "collect army" works only on neutral armies and it is bad in my case because I want those armies to be of corresponding players so that they can see actual army size.
@Marzhin, do you foresee changing that?
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verriker
Honorable
Legendary Hero
We don't need another 'eroes
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posted October 27, 2015 07:11 PM |
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natalka, I think Marzhin is currently too busy being "processed" by Vivendi to take your various calls lol
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Pawek_13
Supreme Hero
Maths, maths everywhere!
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posted October 27, 2015 08:21 PM |
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verriker said: natalka, I think Marzhin is currently too busy being "processed" by Vivendi to take your various calls lol
You made it sound like he is being minced by Vivendi... Ugh.
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sirloccothan
Hired Hero
ProGamer
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posted November 01, 2015 12:08 PM |
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Might & Magic: Heroes VII -> Game & Editor RMG Optimistaions + Tweaks !
In C:Users*YourName*My DocumentsMy GamesMight & Magic Heroes VIIMMH7GameConfig folder you'll find
==============================================
Some Performance/Quality Optimalisations:
MMH7Engine.ini ->
[Engine.Engine]
MaxProcBuildingLODColorTextureSize=2048
MaxProcBuildingLODLightingTextureSize=512
UseProcBuildingLODTextureCropping=False
ImageReflectionTextureSize=1024
[Core.System]
MaxOverallCacheSize=60
[TextureStreaming]
MinTextureResidentMipCount=7
PoolSize=640
MemoryMargin=80
[WinDrv.WindowsClient]
AudioDeviceClass=XAudio2.XAudio2Device (here you can try OpenAL -> AudioDeviceClass=ALAudio.ALAudioDevice )
[XAudio2.XAudio2Device]
MaxChannels=32 (here give more)
CommonAudioPoolSize=0
MinCompressedDurationGame=5
MinCompressedDurationEditor=4
LowPassFilterResonance=0.9
[ALAudio.ALAudioDevice]
MaxChannels=32 (here give more)
CommonAudioPoolSize=0
MinCompressedDurationGame=5
MinCompressedDurationEditor=4
LowPassFilterResonance=0.9
//DeviceName=Generic Software
============================================================
MMH7SystemSettings.ini ->
[SystemSettings]
MotionBlur=False (i don't like Blur)
AllowRadialBlur=False
MaxShadowResolution=1120 (i suggest don't Tweak it, but feel free to try)
MaxWholeSceneDominantShadowResolution=2048 (give more=Quality or Less=Performance.)
bAllowHardwareShadowFiltering=True
There is in this section lot more (feel free to experiment)
=============================================================
MMH7Game.ini ->
You can Make Larger Maps + Larger Battle Maps in RMG just edit this settings:
[MMH7Game.H7EditorCombatGrid]
cMinimumCombatGridWidth=8 -> here ;-)
cMinimumCombatGridHeight=6 -> here ;-)
cMaximumCombatGridWidth=40 -> here ;-)
cMaximumCombatGridHeight=30 -> here ;-)
[MMH7Game.H7EditorAdventureGrid]
cMinimumAdventureGridWidth=75
cMinimumAdventureGridHeight=75
cMaximumAdventureGridWidth=500 -> here ;-)
cMaximumAdventureGridHeight=500 -> here ;-)
cMaximumTileGradient=45 -> don't edit this one !
MapSizeDefinitions=(MapSize=E_H7_MS_SMALL, Width=75, Height=75)
MapSizeDefinitions=(MapSize=E_H7_MS_SMALL_BROAD, Width=100, Height=75)
MapSizeDefinitions=(MapSize=E_H7_MS_NORMAL, Width=100, Height=100)
MapSizeDefinitions=(MapSize=E_H7_MS_NORMAL_BROAD, Width=150, Height=100)
MapSizeDefinitions=(MapSize=E_H7_MS_BIG, Width=200, Height=200)
MapSizeDefinitions=(MapSize=E_H7_MS_BIG_BROAD, Width=300, Height=200)
MapSizeDefinitions=(MapSize=E_H7_MS_HUGE, Width=500, Height=500) -> here ;-)
Here you can hard code some Options:
[MMH7Game.H7ReplicationInfo]
cGameSpeed=1.0
cGameSpeedAdventure=1.40
cGameSpeedAdventureAI=1.45
cGameSpeedCombat=1.40
[MMH7Game.H7GUIGeneralProperties]
mDevHardwareCursor=True
mAmbientOcclusion=True
mLogState=True
mNoteBarStatus=True
mQALogState=True
mWeeklyEffectPopup=True
mShowBuildTreeAll=True
mSkipTactics=False
mHoverDecalEnabled=True
mAutoPlayDialogs=True
mAutosaveEnabled=True
mGameplayWaitsForAnim=True
mColorCodeModels=True
mShowHiddenBuffs=False
mShowHiddenBuffsLog=True
mShowHiddenEffects=False
[MMH7Game.H7AdventureGridManager]
cUseFogOfWar=true
[MMH7Game.H7FOWController]
cUseTrueFogOfWar=false (?)
[MMH7Game.H7CouncilPlayerController]
mRetroFilter=False (he he)
mAlwaysQuickCombat=True (that's good)
Here some help for MapMakers to make a Real Hudge MAP for Us ;-)
More Tweaks etc. on my Blog
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Ne01_LoccOtHaN
http://loccothan.blogspot.com/
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Stevie
Responsible
Undefeatable Hero
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posted November 01, 2015 01:14 PM |
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Edited by Stevie at 15:05, 01 Nov 2015.
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3lion
Known Hero
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posted November 01, 2015 03:05 PM |
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Stevie said: Need a quick assessment of the Map Editor. How powerful it is, how easy to learn and use, does it hold the replayability potential the game needs, etc.
Well... It's quite easy to create a basic map for MP without any complicated features like custom buildings or decorations. Using a basic editor is really easy and fun. Even with basic tools you can create spectacular landscapes and reach maps.
But if you want something more, you must master an advanced mode to create particles (waterfalls, shines, etc), special buildings, lights, sounds. And scripts.
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Creature Scale mod (patch 2.2.1 compatible)
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sirloccothan
Hired Hero
ProGamer
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posted November 02, 2015 03:53 PM |
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OK. I'm now playing my RMG Map (2 created Forests & Plains)
With my Tweak 500x500 Hudge !! OMG what kind of H/W we need to run this new Hudge ;-) I Have powerfull RIG but despite that i have turn OFF AA
In Editir still shows 300x300 but Create 500x500 -> don't create more than 800x800 lol
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Ne01_LoccOtHaN
http://loccothan.blogspot.com/
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The_green_drag
Supreme Hero
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posted November 02, 2015 04:40 PM |
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So I made one RMG and it was buggy as hell (shocker, I know) but all the units would have this strange half second delay whenever they would attack. Really annoying. I use Windows 10 but has anyone else had a similar problem?
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natalka
Supreme Hero
Bad-mannered
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posted November 02, 2015 07:10 PM |
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Edited by natalka at 19:13, 02 Nov 2015.
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I found a major bug. I can`t believe Limbic developers messed this up - it is so simple.
First I would like to say that creature stack number must be dynamically chosen not randomly preset as it is now. In all heroes installments creature stack number is based on hero and their army strength. Now the game randomly chooses at start if the neutrals will be split in 1-7 stacks. Ok let`s abandon this total nonsense and dwell in to the bug itself but before that a little more info. When you put neutrals on the map you can set either XP or numbers, for their strength, but if you set numbers as 80 for example you receive 1-7 stack of 80 each. This is another snow I didn`t wish to report but my fingers are typing on their own.
Example data : 4500 XP, Rakshasa Raja - single creature 390 XP.
All heroes series calculated the above problem in this way:
4500/390 = 11.53 , floor(11.53) = 11. So we have 11 stacks and then the game dynamically decides number of stacks. But now we have predetermined stacks and see with what they came up. It is rather hilarious!
4500/390 = 11.53 then we divide on number of stacks 11.53/4 = 2.88
floor(2.88) = 2 => 4 stacks of 2 each = 8 Rakshasa Raja out of original 11 WTF that is 27 % percent loss.
And now the utmost nonsense. If the game divides in 5,6,7 stacks here is what happens:
4500/390/6 = 1.92 floor(1.92) = 1 . But then, I mean only then it realizes that you can`t have so many large stacks on the battlefield so it truncates everything more than 4 and you receive:
4 stacks of 1 each.
Now we lost 63 % of intended numbers. PRICELESS !!
Now I am sure Limbic can solve this extremely easy math problem but my partner insisted he helped me with a ready function. If you are not interested in programming read no further..
var XP = 4500, //variable to store XP set to target stack
cXP = 390, //target creature XP
n = 4 // target stack number
//it should use arrays but here is simple formulas
var result = floor(XP/cXP); // result = 11
var iStack = floor(result/n); // initial number in each stack = 2
var rest = result - iStack * n // this is lost in the case with 27% percent loss = 3
// from Maths we know that rest will always be smaller than n
var numLowStack = n - rest; //number of stacks that have value equal to iStack
var stackArr = new Array(n);
for(i=0;i<numLowStack;i++) stackArr = iStack;
for(i=numLowStack;i<n;i++) stackArr = iStack+1;
return stackArr;
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malax83
Famous Hero
Game ranger, HotA Player
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posted November 03, 2015 12:10 AM |
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Holy snow ....
This ... it s under my level of programming and i m a noob.
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Karanshade
Adventuring Hero
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posted November 03, 2015 01:05 AM |
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natalka said: ...but if you set numbers as 80 for example you receive 1-7 stack of 80 each....
Whaaat ? You want to put say 4 elites at a spot and you might end up with 28 instead on day 1 ??!?? dafuq ? I did misundertand right ? right ?
If you don't give any number nor XP what does it do ?
natalka said: Now we lost 63 % of intended numbers. PRICELESS !!
Ofc , rounding down a .88 is stupid as hell especially for end game creatures.
For me the problem is in the use of Floor instead of a basic rounding functions. Who cares if you allow for a little bit more total XP than what you indicated at first. It's arbitrary anyway. At least give me a result that is closed to what I asked for !
I guess I'll write my own function.
I don't mind an editor being a bit complicated but I do mind it being dumb. At least , from what I understand , you can substitute most maths with your own code.
EDIT: Good job on finding out the behavior of the bug btw , It must not have been that trivial.
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natalka
Supreme Hero
Bad-mannered
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posted November 03, 2015 07:09 AM |
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floor is fine as long as they floor before dividing by the number of stacks.
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Maurice
Hero of Order
Part of the furniture
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posted November 03, 2015 09:45 AM |
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Edited by Maurice at 09:46, 03 Nov 2015.
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natalka said: floor is fine as long as they floor before dividing by the number of stacks.
Why don't they simply determine the minimum stack size and then distribute the remaining number over the stacks? So you get a few stacks of 3 in your example and the remainder will be at 2. In pseudo code (note that I haven't yet opened the map editor, so I don't know if this construction is possible):
NumLeft = NumTotal - ( NumStacks * Floor(NumTotal/NumStacks) )
While NumLeft > 0 Do
Stack(NumStacks - NumLeft).Number = Stack(NumStacks - NumLeft).Number + 1
NumLeft = NumLeft - 1
End While
Here the NumTotal is the total number of creatures, NumStacks the total number of stacks the game will place, and Stack(...) is a pointer to a specific stack, enumerated through a simple formula. NumLeft is the number of creatures it still has to place after finding the minimum stack size. The maximum stack size is then by definition the minimum stack size + 1.
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted November 03, 2015 12:48 PM |
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1999 game. Nothing more to say
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Aionb
Known Hero
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posted November 03, 2015 01:42 PM |
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Stop being blinded by nostalgia!
(Besides, that Behemoth doesn't even jump!)
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natalka
Supreme Hero
Bad-mannered
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posted November 03, 2015 02:26 PM |
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that code I wrote is my proposition. It works and will generate results similar to h3 screenshot above. I am sure it is an oversight ! More importantly is that we need stacks to be dynamic according to hero army. This is very important!
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Maurice
Hero of Order
Part of the furniture
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posted November 03, 2015 03:56 PM |
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Aionb said: Stop being blinded by nostalgia!
(Besides, that Behemoth doesn't even jump!)
That has nothing to do with nostalgia, but everything with a function that works in that game and doesn't work in this one.
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted November 03, 2015 04:04 PM |
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I believe he was being sarcastic, Maurice
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Galaad
Hero of Order
Li mort as morz, li vif as vis
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posted November 03, 2015 04:09 PM |
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He sure was.
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