Official VCMI project thread

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Warmonger
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Official VCMI project thread

Postby Warmonger » Aug 1 2009, 11:39

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Introduction

The purpose of VCMI project is to rewrite entire HOMM 3: WoG engine from scratch, giving it new and extended possibilities. We are hoping to support mods and new towns already made by fans, but abandoned because of game code limitations.
VCMI is fan-made open-source project in progress. It already allows support for new mods, higher resolutions and extended engine limits. VCMI is not standalone product, it requires original game. VCMI can be installed either on Shadow of Death, Wake of Gods or ERA versions.

Download latest release: VCMI 0.95

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Support

The community working on project is open and seeks for your help or advice. If you are interested in game modding, know C++ or just have a good idea - don't hesitate. Every contribution is welcome.
See here how you can help VCMI grow!

For testers:
- Download latest VCMI and extract it to your game root folder
- Play the game, test different conditions and options, make screenshots and save logs
- Report bugs via Mantis bugtracker

For C++ programmers:
- Ask one of project leaders for application and libraries
- Download and build VCMI sources, as described here.
- Submit patch with your code changes for review

For artists and modders
- Create stuff!
- Share your projects and ideas
- Find people interested to help you
- Best mods will be hosted on our server and available instantly via Mod Manager!

List of available mods
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Project progress

Features implemented so far:

- Support for all RoE, AB, SoD and WoG maps of any size
- Videos, sounds and music
- All gameplay mechanics
- All game objects, artifacts, skills but some spells
- Commanders, stack experience, creature artifacts
- Battle and adventure AI
- Hotseat
- Campaigns (0.95)
- Linux, OSX and Android support
NEW: Support for 32-bit graphics
NEW: Higher resolutions
NEW: Battle queue
NEW: Multiple autosaves
NEW: Extended creature window
NEW: Adding unlimited number of new creatures, towns and artifacts
NEW: Network Mod Manager (0.94)

List of handled game objects

Current version 0.95 (1st March):

- Campaigns are fully playable
- Improved AI with fuzzy logic
- Working Android port

Possible features for version 0.96:

- More useful RMG
- More polished mechanics
- Modding system extensions

Planned features for the final release:

- Standalone, full and working release
- Full game options menu
- Advanced AI
- Cheat-proof Multiplayer
- Simulateneous turns
- Python scripts
- Anything we didn't add yet

Further development:

- ERM script support
- Map editor
- Most popular wogifications reworked
- Full mod support

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Manual (always up to date)

VCMI Wiki

Changelog
License
Authors

Thanks for everyone who helped us with testing and improving VCMI.
Last edited by Warmonger on Mar 2 2014, 17:55, edited 22 times in total.
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darknessfood
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Postby darknessfood » Aug 1 2009, 13:12

This looks pretty cool so far. For me it's the resolution thing, and battle que mostly, keep this good work up :)!
You can either agree with me, or be wrong...

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Postby GreatEmerald » Aug 1 2009, 14:11

Like I've already mentioned on the other thread, this looks very promising :) Can't wait for the standalone release.

By the way, will the battle screen be scaled up to the full screen once it's done? It seems to be doable, for example, loop the earth texture in the corners, or make everything bigger.

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Postby Warmonger » Aug 1 2009, 15:36

The problem about battles is that there are actually no images to cover the space. And of course zooming bitmaps makes no sense, the only option would be to remake all the graphics.
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Postby GreatEmerald » Aug 1 2009, 16:16

But there is the earth texture that you can loop as well as the treeline at the top.

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Postby Warmonger » Aug 1 2009, 17:15

These images have some perspective and do not seem loopable (for sure not vertically), however you may try. :P
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Postby GreatEmerald » Aug 1 2009, 21:38

You can loop absolutely any image you want ;) Just flip it so the loop would be seamless.

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Postby Zamolxis » Aug 2 2009, 0:24

Warmonger wrote:The problem about battles is that there are actually no images to cover the space. And of course zooming bitmaps makes no sense, the only option would be to remake all the graphics.

Yes, I believe I've seen somewhere a proposal of enriching the battle screen in higher resolutions with side panels that can be used for displaying hero/creatures/machines info (the kind that we get now if we r-click or hover over items in battle):
- left panel could display info about our hero and the active creature in our army
- right panel could display info about the enemy hero and we hover over (with the purpose of attacking or not)
- bottom panel allowing maybe more than just 2 lines of battle log
(all these would save us a load of clicks during battles; it may also mean moving the creature cards which are now opening above the battlefield to the side)

But that brings up a sensitive point: the current team of programmers works "full time" to recreate the original H3. And to avoid having the project delayed, that gives them little time to work on implementing all the creative suggestions they receive. So what we perhaps hope the most, is that more C++ programmers and graphics experts will show their interest in this project, to help implementing all these cool features, thanks to the new possibilities offered by this new (open source) project. ;)
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Postby Warmonger » Aug 2 2009, 4:49

073. was released sooner than we could have expected

Release news

Download!
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Postby GrayFace » Aug 5 2009, 11:18

Cool! I haven't found how to turn on new features though.

Here are some bugs:
Shadow isn't drown where there is shadow+selection color
Next Hero button selects only heroes that don't have moving points
Monsters don't attack when you move close to them
When one monster kills another the count of monsters doesn't disappear for some time.
It seems morale in battle is drown somewhere on the creature, not over it.
Choosing attack side in the battle is inconvenient. I prefer the usual Heroes system.
Start a map with Castle town and all buildings in it including the Grail. Right-click some building, like the Grail, and while the message is shown move the mouse off the building. With high probability you won't be able to click on Castle building after that. If you are, do the trick again. Here is autosave with such Castle town: http://sites.google.com/site/sergroj/news/vcmisave.rar
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Postby Warmonger » Aug 6 2009, 5:25

I haven't found how to turn on new features though.

How about the link in above post?

As to bugs, go >>>>Here
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Postby GrayFace » Aug 8 2009, 0:00

Warmonger wrote:
I haven't found how to turn on new features though.

How about the link in above post?

What link?
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Postby Warmonger » Aug 8 2009, 7:37



I can post an answer many times, but you could read it at least once.
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Postby Salamandre » Aug 8 2009, 7:49

Warmonger wrote:
I haven't found how to turn on new features though.

How about the link in above post?

As to bugs, go >>>>Here


GrayFace wrote:
Warmonger wrote:
I haven't found how to turn on new features though.

How about the link in above post?

What link?


Warmonger wrote:


I can post an answer many times, but you could read it at least once.



I feel like the first contact between WoG 3.59 team and VCMI team is unfriendly. ;)
I could not find that link neither. Isn't it a better way just to link a second time (if the user could not find) than asking him to read "better" which can be somehow unfriendly...I doubt GrayFace can't read.

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Postby GrayFace » Aug 8 2009, 23:52

Warmonger wrote:I can post an answer many times, but you could read it at least once.

Nope, still no battle queue.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Postby Warmonger » Aug 9 2009, 4:41

Ok, my fault. Just press 'Q' during batle to show it.
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Postby Supreme Archangel » Aug 10 2009, 5:59

how can I enable 1024x768 resolution ?

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Postby Zamolxis » Aug 10 2009, 19:55

There are 2 ways:

1. The safe, but temporary way: when VCMI_Client is in the Main Menu, type Resolution in the Console, and then you choose (option) 3.

2. The permanent way: go to the game files, in the Config folder, and open Settings.txt for editing. Read the first 2 lines carefully :D then go to the 6th line and replace "resolution=800x600" with "resolution=1024x768"
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Postby Warmonger » Sep 5 2009, 7:53

Teaser!

0.74 is sheduled at October 1st, but the amount of new content will be significant:

-1440x900 (below) and 1280x960 resolutions

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-town sieges
-creature banks
-basic adventure AI
-combined artifacts
-necromancy
-extended stats cap for heroes
-custom game icon

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And much more.
Stay tuned.
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Postby Warmonger » Sep 20 2009, 16:57

Development version 0.73c

Contains all main features 0.74 should have, although some of them may not work completely and correctly. Meant for testers, by 1st October all new features will be tested and fixed.
Adventure AI is disabled.
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