Skip to content

Posts from HoMM3 HD bug reports.

5.0 (1 rating)
9 years ago
Auto-translated
The game crashes on the "Gift" map. Through experimentation, it was discovered that a specific cell causes this behavior. Even opening it in the original game results in a crash.
Attachments 1
1 file attached • Total size: 451.5 KB
User Avatar
9 years ago
Auto-translated
Yes, the crash occurs very quickly, even if you just browse the map. May I ask: if you are a Russian-speaking player, is there any reason to play specifically the English version of this map? This didn't happen in the Russian version, at least not for me. Also, you chose normal difficulty at the start, while the author set an impossible difficulty, and the starting bonuses for different players are different: gold, resources, or artifacts. On such maps (of the RPG genre), it is highly desirable to set gold as the starting bonus for all sides to avoid unforeseen developments, when the AI opponent gains an advantage due to a randomly dropped artifact bonus.
User Avatar
9 years ago
Auto-translated
We encountered a problem with the castle turning gray – it’s a tournament game, and we don’t know what to do. We haven’t uploaded any screenshots or save files yet…

Added 1 minute ago
*upd – we were helped with save/load.
9 years ago
Auto-translated
A bug exists in the WT version. Its essence is that when a hero attacks another hero in a dungeon, the attacked hero's surface terrain is displayed instead of the dungeon terrain. The screenshot below illustrates this:



In the image, the hero on the left is the attacker, and the hero on the right is the one being attacked. As you can see, in addition to the different terrain, the obstacles on the battlefield are also set differently. The probability of desynchronization is almost 100%. As soon as someone stands on the opponent's invalid battlefield tile, or a unit with a bonus for that surface moves, desynchronization will occur.

I tested this bug in 4 different games, and the result was the same in all of them. It only appears when using the HD mod. I don't know from what time it started. Attached is a save file of the game where Tamika attacks Tunar, and the above-described issue occurs.
Attachments 1
1 file attached • Total size: 488.5 KB
In reply to The_Mafia
9 years ago
Auto-translated
2 The_Mafia:

In the World Tree (WT) expansion, there is a script that changes the terrain in underground battles to the appropriate one; this is known as the Inferno script (it's the second-to-last one in the script91.erm file).
It works as follows: before the battle, it moves the coordinates of the battle location to the surface and changes the terrain type to the required one. After the battle, it restores the original terrain type on the surface.
It's likely that the coordinates of the battle didn't change on one side, which is why the battlefields are different.

I think it would be easier to fix this bug by patching the WT executable.
This script was one of the first I created, and it more or less handled its function when playing without the HD mod. Although, even then, bugs occurred, but I fixed it as I went along, as far as I remember.

It should be noted that this script is necessary for mirror maps, so it cannot be completely removed.
You could try asking Wizard how he solved the terrain type issue in underground battles for the SODO mirror map.

In my opinion, many WT incompatibilities with HD are easier to fix on the WT side if that's the goal. In particular, the incompatibility of HD with mirror maps. If necessary, the source code for the mirror map is still intact.
In reply to <Ivor>
9 years ago
Auto-translated
2 The_Mafia:

In the World Tree (WT) there is a script that changes the terrain in underground battles to the appropriate one; this is the so-called Inferno script (the second to last one in the script91.erm file).
It works as follows: before the battle, it moves the coordinates of the battle location to the surface and changes the terrain type to the required one; after the battle, it restores the old terrain type on the surface cell.
It is likely that on one side, the battle coordinates did not change, which is why the battlefields are different.

I think it would be easier to fix this bug by patching the WT executable. This script was one of the first I created, and it more or less coped with its function when playing without the HD mod. Although, even then, bugs occurred, but I corrected it as I remember.

It should be noted that this script is necessary for mirror templates, so it cannot be completely removed.
You can try asking Wizard how he solved the terrain type problem in underground battles for the Sodo mirror.

In my opinion, many WT incompatibilities with HD are easier to fix on the WT side if that is the goal. In particular, the incompatibility of HD with mirror templates. If anything, the source code for the mirror is still intact.

Thank you. I will try to figure it out.

PS
I assumed that since the bug occurs when the mod is enabled, it is the mod that affects it, in which case I will have to patch the mod itself, possibly its DLLs, and not the executable. That's why I wrote here.

PS 2
Moreover, there is another bug with automatic battles; the essence of it is that when using the mod, after a quick battle with neutrals, you can end up in a new battle on the surface, even though you are in a dungeon. Similar symptoms. I will provide a detailed description of the bug with saves and screenshots later.
In reply to The_Mafia
9 years ago
Auto-translated
"The_Mafia"
Moreover, there is also a bug with the automatic battle.
The point is that it is likely possible to change the terrain type in underground battles without all this hassle with coordinate shifting. You just need to reverse engineer the code a bit. Or find someone who has already encountered this issue.
9 years ago
Auto-translated
The_Mafia, there's not much point in patching HD. I'm currently a bit busy developing new features for HD 5.0 and other things. Perhaps after the release, or maybe right before the release of 5.0, I'll work on the WoG/Era module for HD and remove all the unnecessary stuff from it (which has been dragging along since the time when the code for SoD/HoTA/WoG Era was one). It's quite likely that the problem will disappear, and if not, we'll figure it out anyway.
In reply to baratorch
9 years ago
Auto-translated
The_Mafia

PS
I assumed that since the bug occurs when a mod is connected, it means the mod is influencing it, and in that case, I would have to patch the mod itself, possibly its DLLs and not the executable. That's why I wrote here.

You need to patch the executable, ignoring the HD version. Then, you can see if there are any bugs. You need to find the code where the ground for the underground battle is set and substitute the correct type. The current implementation is a potential source of bugs, so it's better to do it properly right away, rather than waiting for changes in the HD version.
In reply to baratorch
9 years ago
Auto-translated
baratorch
The_Mafia, there's not much point in patching HD. I'm currently a bit busy developing new features for HD 5.0 and in general. Perhaps after the release, or maybe right before the release of 5.0, I'll work on the WoG/ERA module for HD and remove everything unnecessary from it (everything that has been dragging on since the time when the code for SoD/HoTA/WoG ERA was one). It is quite likely that the problem will disappear; if not, we will still figure it out.

Okay, I'll wait.

Maybe you've heard, I've started working on WT. I reassembled the project (rewrote the chat and transferred the old code). Currently, the guys are testing it, and it seems to be working. To see this version, you need to replace the asmwt.dll file with this one: http://heroeswt.net/download/asmwt.dll
This version has almost everything that was there, except for the Overlord's Hut and template selection. Therefore, at the moment, the game is only possible through the HD mod.

We were actually planning to make HD built into WT, but first, we need to fix the bugs.

If needed, I can make changes to the WT code. For example, remove duplicate functionality such as automatic battles, timers, etc.

With ASM's permission, I'm publishing the code: https://bitbucket.org/theDevilYouKnow/wt_delphi/src

In general, if you need anything regarding WT, feel free to contact me.
9 years ago
Auto-translated
Hello, could you please advise me on what to do? In the English GOG version of Heroes of Might and Magic III Complete, I have HDMod 4.208 + EngRusFonts + SuperPackRus 1.5 installed. When choosing a bonus in the Restoration of Erathia campaign, the text description does not match the content of the CAMPBTTN.txt file – I see "Start with 14 pikemen," while the file says, "At the beginning of the game, the starting Hero has 14 additional Pikemen." How do I enable the correct translation? I see incorrect translations everywhere – "Long Live the Queen!" instead of "Glory to the Queen!", "militia" instead of "levy." I tried swapping the modules and disabling EngRusFonts, but the issue persists.
User Avatar
9 years ago
Auto-translated
The 5.0 mod reveals the passwords of both players in the save file; is it possible to fix this?
User Avatar
9 years ago
Auto-translated
An update for the HD 5.0 beta 1 editor has been released.
After that, all saves disappeared!!!!!!!!!!!!!!!!!!!!

Statistics

Welcome our newest member: recijeb