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Obi
Tavern Dweller
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posted November 21, 2019 02:04 AM |
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Hello everyone!
First of all i would like to thank RoseKavalier for all hard work he is done. This MapEditor is something purely beautiful and it makes my work as mapmaker like 3 or 4 times easier.
I have several questions.
1) When i'm typing positive number in one of Primary stats field, defense, for example, and pressing "up" button, it sets value to "-2" instead, it works fine if the number is negative though. Should it work like that or it is a bug?
2) What is an issue with additional monolith subtypes, do someone exactly know whether it is bugged or not? I put additional monolith with subtype "8" on my map, it doesn't bug yet but i'm afraid after reading this thread.
3) Question, that i should ask not in this thread, but still, do someone know about BattlefieldExplorer program? Someone uploaded his ".jar"-file on 11 page of mapmaker thread, i downloaded it and it doesn't work, there is no "search" button there. Maybe someone knows another programs for comfortable combatfield searching.
Sorry for my bad English.
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RoseKavalier
Admirable
Supreme Hero
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posted November 21, 2019 06:02 AM |
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Obi said: 1) When i'm typing positive number in one of Primary stats field, defense, for example, and pressing "up" button, it sets value to "-2" instead, it works fine if the number is negative though. Should it work like that or it is a bug?
2) What is an issue with additional monolith subtypes, do someone exactly know whether it is bugged or not? I put additional monolith with subtype "8" on my map, it doesn't bug yet but i'm afraid after reading this thread.
3) Question, that i should ask not in this thread, but still, do someone know about BattlefieldExplorer program? Someone uploaded his ".jar"-file on 11 page of mapmaker thread, i downloaded it and it doesn't work, there is no "search" button there. Maybe someone knows another programs for comfortable combatfield searching.
Sorry for my bad English.
1 - I could recheck this but from memory this was needed to be able to generate negative numbers in the first place. Alternative would be to make the range -128 / +127
2 - If you use SoD_SP, there is no risk at all, I patched them so you can have over 65,000 subtypes. If you don't, then monolith subtypes greater than 7 (8+) will overwrite game data, potentially crashing your game.
3 - There's should be an updated package on kazmer's github, I remember at some point the app was partly cut off.
Your English is fine))
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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Obi
Tavern Dweller
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posted November 21, 2019 06:55 PM |
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Yeah, man, i am using that plugin, it's very convenient as well, but, the problem is, i want to make a map for wide audience and if i will ask player for installing a plugin at the very beginning otherwise map will become unplayable, i guess, first thought of most people will be "F**k this s**t, i'm done".
Sadly, the other huge amount of people don't care about mapmaker warnings and messages at all, i think, you know famous russian map Paragon 2.0, at the beginning of it author warns players that map isn't playable on any version of a game, except for SoD, however, many people are still trying to play it on HotA, reach the point where map becomes impenetrable and blame author for making a bugged map.
So, i guess, i have to think how to realize all my ideas by using eight portals only or let it go and hope for the best.
Also, i wanted to ask one more thing, it is well known that a large number of creatures (2^15 in original SoD, 2^16 in SoD with your plugin ) will lead them to negative number and damage. However, there are many maps, God Eater III, for example, where your main hero is Necromancer with Undead King Cloack, so, at the end of the game he has about 3 millions liches or something like that. So, why resetting of number is not hapenning in that case?
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RoseKavalier
Admirable
Supreme Hero
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posted November 21, 2019 07:34 PM |
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I've made installation of SoD_SP very simple, but that's as much as I can do on this end. Also you can force players to use SoD_SP now by placing over 48 Seers or over 255 mines / garrisons (restoring from save will crash). Another less forceful way is to place over 32,767 objects on map which will likely crash without SoD_SP.
These maps will be saved in a custom save game format that is only visible and loadable when SoD_SP is active.
I could have made this even more forceful by changing the h3m format but decided against it to allow visibility without Unleashed mapeditor.
This is getting slightly off-topic (this thread is for Unleashed editor) but consider a stack of 50,000 creatures.
When you move this stack there are 3 cases:
1- move to an empty spot, or a spot with a stack of same type (merging)
2- move this stack over an existing stack of different type, swapping them
3- move another existing stack of different type over this stack, swapping them
In their coding, it seems NWC weren't quite certain how to set these things up: in mapeditor, heroes are only allowed 32,767 (signed int16) creatures but in the game it can go to 2... billion (signed int32). The bug is for the swap algorithm (cases 2 & 3), the temporary variable to hold the swapped creature is of the mapeditor type which can only hold -32,768~32,767 creatures. I'm not 100% but I believe it's case 3) that's buggy and 2) is fine (if I'm wrong, it's the opposite). You can still safely have large stacks without SoD_SP and recent HDmod if you know what you're doing.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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Obi
Tavern Dweller
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posted November 21, 2019 08:21 PM |
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RoseKavalier said: I've made installation of SoD_SP very simple, but that's as much as I can do on this end. Also you can force players to use SoD_SP now by placing over 48 Seers or over 255 mines / garrisons (restoring from save will crash). Another less forceful way is to place over 32,767 objects on map which will likely crash without SoD_SP.
These maps will be saved in a custom save game format that is only visible and loadable when SoD_SP is active.
I could have made this even more forceful by changing the h3m format but decided against it to allow visibility without Unleashed mapeditor.
This is getting slightly off-topic (this thread is for Unleashed editor) but consider a stack of 50,000 creatures.
When you move this stack there are 3 cases:
1- move to an empty spot, or a spot with a stack of same type (merging)
2- move this stack over an existing stack of different type, swapping them
3- move another existing stack of different type over this stack, swapping them
In their coding, it seems NWC weren't quite certain how to set these things up: in mapeditor, heroes are only allowed 32,767 (signed int16) creatures but in the game it can go to 2... billion (signed int32). The bug is for the swap algorithm (cases 2 & 3), the temporary variable to hold the swapped creature is of the mapeditor type which can only hold -32,768~32,767 creatures. I'm not 100% but I believe it's case 3) that's buggy and 2) is fine (if I'm wrong, it's the opposite). You can still safely have large stacks without SoD_SP and recent HDmod if you know what you're doing.
Yeah, man, sorry, thank you for explanation.
I will consider making map unplayable without SoD_SP as an option, anyhow, it's good to force player to make his own game more convenient, especially, in large map that include battles which last over 100+ rounds and includes many repetitive monotonous actions (leaving enemy without SP, resurrecting all team etc.) The other question is, how many of them would think "I'm not gonna deal with it, i'm too stupid".
Anyway, thank you for help.
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RoseKavalier
Admirable
Supreme Hero
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posted November 30, 2019 12:17 AM |
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v1.08
DOWNLOAD
As always, extract over any existing files.
If this is the first time you download this editor, grab the base package (linked in first post) which includes all necessary files to get started.
[+] Flat map objects may no longer have their shadows rendered, matching the game's behaviour [optional]
[+] Grid lines may now be 1 pixel thin [optional]
[+] Grid lines may now be drawn before map objects instead of being drawn over them [optional]
[ ] Improved location determination of random objects checkmark
[ ] Hero Primary skills up/down arrows now range from -128 to +127
[-] Fixed a typo with Spell Shrines patch that would throw an error
Media dump and details
Originally the mapeditor draws layers as follows:
1-terrain
2-shadow & flat objects
3-objects
4-grid
5-passability
The 'GridBehind' option just moves up grid into the #2 spot.
'ThinGrid' changes the grid width to 1 pixel instead of 2.
In this animated png [requires Firefox or Chromium-based browser], you can see the new grid line options within the map The Empire of The World II. The original setting is annotated 2px Front here.
Here you can see the effects of having the passability edges being drawn or not.
It's maybe too difficult to see due to the coloring subroutine being used (weighs 25% mask only)... if there's demand I can make it more visible like this:
Finally, as you may or may not know, objects on the map adventure may be 'Part of the ground', a.k.a. Flat, or not. In the heroes 3 game engine, items that are flat do not have their shadows rendered. The 'FlatShadow' does not render object shadows if it is set as flat, as shown below.
EDIT
Grid pixel offset error.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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RoseKavalier
Admirable
Supreme Hero
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posted November 30, 2019 03:42 PM |
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v1.09
DOWNLOAD
As always, extract over any existing files.
If this is the first time you download this editor, grab the base package (linked in first post) which includes all necessary files to get started.
[+] Added customizable passability drawing weight (0 to 100%)
[-] Fixed a bug with extended experience levels display
Media dump and details
I noticed a bug I introduced in 1.08 with extended experience levels, instead of patching it I decided to implement weighted passability masks as well and call it an update.
The [options][PassabilityWeight] option will modify (if set to be used) the subroutine to be drawn using the specified weight (from 0 to 100%) in [customization][PassabilityWeight]. If you do not set the option as used, the old subroutine will be used.
Note that you likely won't see much difference between small percentage changes as the mapeditor's map frame is limited to 32,768 colors (15-bit).
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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Merrymas
Tavern Dweller
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posted December 05, 2019 05:56 AM |
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Edited by Merrymas at 05:57, 05 Dec 2019.
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Thank you all for your interest in the project
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tham gia ngay [url=https://www.keonhanh.com/game-bai-doi-thuong/]game bai doi thuong that keonhanh [/url] de co duoc nhung giay phut thu gian o cac tro choi tien len, phom, xi dach, lieng, sam.
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RoseKavalier
Admirable
Supreme Hero
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posted December 12, 2019 11:39 PM |
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v1.10
Small but annoying bug fix.
DOWNLOAD
[-] Fixed a bug with loading of saved mapmaker options and features
Maps that were subjected to this bug were not affected in SoD_SP if the maps were saved with the desired settings.
Thanks to Nautilus for notifying me!
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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RoseKavalier
Admirable
Supreme Hero
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posted December 23, 2019 11:19 PM |
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v1.11
Last update of 2019!
DOWNLOAD
[+] Fixed the Lookout Tower building requirement (Fort instead of Castle)
[+] All creature dwellings have had their building requirements removed.
Questions and answers:
Why are dwelling requirements gone?
+ building requirements were arbitrarily enforced, for example Rampart had no requirements on their dwellings whereas Castle had some... why did the Portal of Glory not have any requirements, but the Barracks absolutely needed a Guardhouse? Makes no sense;
+ I was always looking for specific dwellings and was annoyed;
+ this can be achieved through hex edit, one of the reasons for making this mapeditor;
+ this has no impact on the building requirements of the game engine, it just allows some more customization.
Does this work for Town Events?
Yes.
Can I turn it off?
No, I didn't think anyone would want it the old way so I didn't make an option for that.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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Obi
Tavern Dweller
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posted December 23, 2019 11:55 PM |
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Edited by Obi at 00:01, 24 Dec 2019.
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I found two problems with level-6424-heroes.
#1:
Primary stats are not calculating correctly for some types of heroes.
For example, for Zydar, which is Heretic, it shows following values:
Primary stats should be 0-0-1-1, but, in fact, it's 99-99-99-99.
#2:
When i'm typing negative numbers in fields, saving map, then exiting Editor, then opening editor and this tab again, all negative stats set to value 127.
Here what's happenning with example above:
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zmudziak22
Supreme Hero
Heroes 3 Fan
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posted January 02, 2020 10:18 PM |
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Welcome, since new HotA updated their map editor, could be introduced multi complex seer hots and quest guards?
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RoseKavalier
Admirable
Supreme Hero
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posted January 03, 2020 12:09 AM |
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v1.12
First update of 2020!
DOWNLOAD
[-] Fixed loading of Heroes' negative primary skills
Obi said:
#1 Primary stats are not calculating correctly for some types of heroes.
#2 When i'm typing negative numbers in fields, saving map, then exiting Editor, then opening editor and this tab again, all negative stats set to value 127.
#1 was addressed, thanks for notifying me.
#2 I will have to review in detail. I did look at primary skills odds (HCTRAITS.TXT) and the values I have input in Unleashed matched these ones. From what I can think of atm, that's the only explanation as to why some hero classes would be incorrectly computed as they all share the same code except this one part, implemented from AlexSpl's reversing some years back.
Alternatively, I should mention that predictions are made assuming original RNG is being used. I have no idea if the modified HDmod RNG tampers with this, but if so then the predictors will not be accurate.
That being said, I will review the code more extensively now that the holidays are over to see if anything is amiss, thanks for report.
zmudziak22 said: Welcome, since new HotA updated their map editor, could be introduced multi complex seer hots and quest guards?
Interestingly enough, potmdehex explored this idea several years back but never finished it AFAIK.
While custom objects, custom seer huts and more can be implemented in the mapeditor, there are reasons why I will not be doing so in Unleashed.
Implementing 'new objects' (while the base object may exist, they feature non-existing mechanics so basically new objects) like these would require not only an equivalent plugin for the game engine but also a modified h3m map format... basically a game expansion in itself. That's starting to go well out of the scope I set out to do with Unleashed.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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RoseKavalier
Admirable
Supreme Hero
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posted January 03, 2020 08:17 PM |
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v1.13
DOWNLOAD
[+] Palette objects image now focus exclusively on the non-trivial rectangle
[+] Palette objects may be drawn without shadow [optional]
[+] The Eraser tool no longer removes roads and rivers [optional]
[-] Fixed a critical error due to improper allocator use
[-] Heretic's primary skill predictor odds corrected
Turns out I am indeed blind like I always get told Heretics were using valid level-up odds, just not theirs. I've re-checked the rest and ran some simulations with both the game engine and the Unleashed predictor and everything looks to be where it should be now.
I liked HotA's idea of focusing palette objects on the drawn rectangle only and implemented my own version using some mostly recycled code.
I also tested the removal of the shadow pixels, I didn't particularly like it or not but it felt odd so you have an option for that instead.
Finally, I added an option so that the Eraser Tool does not remove Roads or Rivers. To remove them, use their respective Road/River Eraser tool or turn off the option.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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Obi
Tavern Dweller
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posted January 07, 2020 07:13 AM |
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Edited by Obi at 07:29, 07 Jan 2020.
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Appreciate changes you made, thank you.
I have an idea for "Spells" Tab.
When i'm testing battles, i'm usually adding all spells in my hero's
spell pool because, as an author, i know which spells player is able to use at this point of map anyway. So, it would be nice if there was a button at this tab so u can press it and learn all spells immediately, like a "Building" Tab has a buttons "Build All" and "Demolish All". Actually, maybe there is a hotkey which allows u to do that but i haven't found it.
Also, sometimes u want AI enemy hero to know all spells, except for "Fly", "Dimension door" and some specific ones, so, this button would be convenient in this case as well. U just press it and remove the ones u need to, no need for clicking at each spell in particular.
If u will decide to add it, u can add it not just in 'Hero - Spells' Tab, but also in Tab:
Tools - Map Specifications - Heroes - *Certain hero* - Spells
Thanks in advance.
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Rakso
Adventuring Hero
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posted January 07, 2020 10:26 AM |
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@Obi That's a very cool idea. How could have nobody ever thought about that before? lmao It's funny af how adaptation to certain things makes people unaware on being able of changing or adding them 2 decades later. HotA should aswell implement some of those features the Unleashed has in any of the upcoming patches or updates, especially the:
Quote: [+] Hero (adventure map and Map Specifications) droplist experience revised to provide experience allowing the following levels: 1, 59, 71, 74, 88, 100, 108, 868, 3732, 5920, 6424, 0
Note: level 0 is achieved when negative experience occurs, -100,000,000 experience is granted here
[+] Dialog widths extended to accommodate more digits
features, which makes me as a HotA mapmaker hurt to copy each hero out from the unleashed if it's supposed to be a higher level one than 59, or using a random hero object and restricting it to a HotA personality of a Captain or Navigator.
Or to copy an object with monsters in above the count of 9999 for a stack, quest guard, pandora reward or anything such as.
@RoseKavalier I thought about how could I bypass that myself already. Could you help me with that? I wrote a pvt message on the HC Messenger. I got a strong hint from a HotA Dev, that they'll restore back the 6424 awkwardly powerful heroes back. Current level limit being 74, but on the editor still on 59 through "999's" spam till hitting the wall, which sucks. Thanks in advance.
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RoseKavalier
Admirable
Supreme Hero
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posted January 07, 2020 03:06 PM |
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Mass-spells: I can probably do that.
Doing the same for Artifacts and others is more tricky, I have yet to think of a good way to implement those.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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IlyaNev
Hired Hero
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posted January 13, 2020 09:40 PM |
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HELP ME, PLEASE! VERY NEED!
2 maps stopped working and opening for me. Before the maps stopped opening, I activated "Random Object" and saved the maps, and opened again...
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RoseKavalier
Admirable
Supreme Hero
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posted January 13, 2020 11:36 PM |
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IlyaNev
Hired Hero
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posted January 13, 2020 11:47 PM |
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RoseKavalier said: I can't look even less help without the maps, send them to me or upload them somewhere.
http://www.mediafire.com/file/aj1omagxkfe0a6w/Good1b.h3m/file
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