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Posts from GEMNOD: GEM Orange + ENOD

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5 years ago
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I am adding a GEMs Discord server where we invite you to submit your suggestions for new changes in GEMNOD and future modifications.
https://discord.gg/7CNrsrG


GEM Red 0.5.2 ------------------------------------01/19/2023
/topic/11538/


Installation:

You must unzip 4 folders into the game's root path, replacing the existing ones. Only 1 file will be changed, Mapfilters.xml, which will add new menus to the editor. You can replace it without worry; I will gladly answer any questions on the forum or Discord.

New Icons:

When you open the editor, it will read the icons located in the "complete" folder and create its own format in /Editor/IconCache. To use new icons for already existing game elements, you need to delete them from this folder and reopen the editor. Additionally, in some cases it will read text files, translating the icon names depending on the game's installation language. Swappable icons for monsters and artifacts have been added to make them more intuitive in the editor. If you do not want to install them, delete the corresponding folders in Complete/.

GEMNOD 1.1 ------------------------------- 01/04/2023

DOWNLOAD 1.1

After a period of quiet, the GEMNOD Patcher is updated - it now supports any models, including those from other mods. Work on organizing objects in the editor has also been completed! The snow objects section is a joy to behold; similar organization has appeared in the Sand/Academy and Lava/Inferno sections.

GEMNOD 1.0 ------------------------------- 01/12/2023

DOWNLOAD 1.0

After yet another very long wait, we have resumed the project with greater experience and many ideas. The plans include not only graphically diversifying the game but also adding a script patcher for maps that need it, introducing new elements to the gameplay. This program is already underway; it is called GEMNOD Patcher and it is the work of @Hottabych. Below I will explain the function it performs at the start.

GEMNOD 0.3.2 -------------------------------

After a long wait and many tests, GEMNOD was born, representing a merger of the first version of GEMOrange, which will add new elements to HeroesV, and ENOD, which will be created by our friend }{0TT@6bI4 and will consist of creating sets of objects and buildings (from GEMOrange and those already existing in the game) that are easy for mapmakers to use from the editor menu. We will soon explain how to create these "blueprints" or constructions for ENOD. I invite you to suggest any ideas for future objects or themes.

This program (GEMNOD Patcher) allows you to convert a map.xdb file into a single object ready to be placed on a map. To do this, the map must contain only the models you wish to convert, and it will automatically select the bottom/left part to start the conversion, creating an effect together with the model instances of each element added to the map. In this version, I added 3 sample farms and 3 sample gardens that can be placed, rotated, and scaled on maps from the editor. If you want your similar build to be added to future Gemnod patches, simply send it to us, and we will create the corresponding link and icon in new updates. We will soon write a guide on how to use it correctly. Two landscapes with coordinates have been added to make it easy to specify blocked cells (BlockedTiles)

Manual GEMNOD Patcher

GEMNOD Patcher DOWNLOAD


In our Discord, we have created several channels for discussing map creation, where requests for additions in future patches will be heard, as well as a section for posting maps that use Gemnod. Do you need specific models for your maps? Ask for them!


GEM Orange 1.0 -------------------------------

Thus, 4 new types of elements were added: containers, agricultural crops, dungeon roots, and hedges and trees for gardens. The latter, like farms, come in modules that are perfect for achieving the desired design. The giant underground roots contain different sizes and openings to create real labyrinths from them. 2 new landscapes, tiles, and clouds were added, as well as new music for the beach landscape. It will trigger if a hero is on this terrain at the start of their turn.



GEM Orange 0.3
-------------------------------

The main theme of testing new objects involved farms, as I intend to graphically remaster campaigns in the future, starting with map C1M1. I want to prioritize creating new types of metro and alternative versions of buildings for all factions, currently developed mainly for Haven.

A random group of 5 different chests was added.

Regarding the 20 new landscapes, I decided not to add ambient sound effects for now; I hope to add them in RMG in the next version. A new transparent texture (previously unused in the game) has appeared for creating more realistic snow gradients. You must apply it carefully because if a TILE reaches 100% transparency, it will disappear and appear completely transparent. Lightly applying the underlying texture will fix this.

ENOD 1.0 ------------------------------------

Images of some buildings have been added.


This update added some objects to the ENOD category (blood, boards, gallows), and it will continue to expand in subsequent ones.

One of the most interesting themes for creating maps in Heroes 5 is RPG maps. To help those creating them, this mod adds a large number of buildings, urban and rural, with which truly beautiful cities can be created, as in the screenshots below.

Installing ENOD separately from GEMOrange and vice versa

Download the entire GEMNOD package, create a map using objects from only one of the mods. Then copy the contents of the ENOD 0.1.pak or GEMOrange 3.2.pak packages for ENOD and GEMOrange, respectively, into the map file.





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4 years ago
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The new, long-awaited version of GEMNOD 0.4.0 is here, including GEMOrange 3.2 and ENOD 0.1!

Many new objects have been added, mainly town and village buildings. They are all located in the ====ENOD==== graph in the corresponding sections.

In reply to }{0TT@6bI4
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4 years ago
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}{0TT@6bI4

The new, long-awaited version of GEMNOD 0.4.0 is here, including GEMOrange 3.2 and ENOD 0.1!

Many new objects have been added, mainly urban and rural buildings. They are all located in the ====ENOD==== graph in the corresponding sections.

RPG fans will definitely be happy. Hopefully, the harvest will be plentiful by spring.
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4 years ago
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Congratulations on the update! It looks impressive!
In reply to Andrei_21
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4 years ago
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This is really cool! It looks amazing. But here's what's interesting: Let's say someone creates a map with new objects... and someone downloads the map and wants to play it... for the objects to be in the game, does the mod also need to be installed? And if they play without the mod, what will the objects be replaced with? Will it just be empty?
In reply to MARKELL KRAMMER
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4 years ago
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MARKELL KRAMMER
This is really cool! It looks amazing. But here's what's interesting: Let's say someone creates a map with new objects... and someone downloads the map and wants to play it... for the objects to be in the game, does that mean the mod also needs to be installed? And if people play without the mod, what will the objects be replaced with? Will it just be empty?
Usually, in such cases, the author provides links to the required files or simply includes them in the map itself (which is also possible). For example, there's a campaign for the Green faction of Haven by RedHavenHero – it included links to the NCF engine and the required units. There's also a map called "Pirate Utopia" – it has improved creatures embedded within it.
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4 years ago
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It looks absolutely amazing!
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4 years ago
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Thank you!
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3 years ago
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The new GEMNOD update is here! Its main focus was on making it easier to sort objects into groups, specifically: — Shadow League and Northern Clans objects from the general Subterra tab have been separated into different tabs: — Subterra - Dungeon and Subterra - Dwarves — Previously hidden trees have been added to Grass (an early prototype of oaks). Textures have been fixed, and they have been renamed to poplars. — All trees from Grass (Birch, Oaks, Spruces) have been combined into random groups (when a specific tree is selected, it is chosen randomly) based on size. — Stones from Grass have been combined into random groups based on size. — Stones from Dirt have been combined into random groups based on size. — Dry and dead trees from Dirt, snags from Dirt, and dry bushes have been combined into random groups based on size. — Stones from Lava have been combined into random groups based on type (rounded - sharp). — Crystals from Subterra-Dungeon have been combined into random groups based on color. Brown crystals have been removed because they use the texture from yellow crystals and are not otherwise distinguishable. — Previously hidden pits from Subterra have been added to Subterra-Dungeon and given blocking zones (they cannot be passed through). — In Subterra-Dwarves, standard bridges have been replaced with their versions lying on the ground. — New bridges, "Dwarven bridges," have been added to Subterra-Dwarves. — Some objects from Subterra-Dwarves may have disappeared. If this happens, please let us know which ones disappeared, and it will be fixed quickly. All grouped objects have received a special icon: In addition, new objects have been added to the ENOD section: — Planks — Bloodstains — Gallows
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3 years ago
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Thank you, Hottabych, for continuing your difficult work!

They don't allow downloading only the Buruji; they require some kind of decryption key.

In reply to Grigoriy
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3 years ago
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Grigoriy

They only allow you to download the files if you have a decryption key.

What do you mean?!

There's just a link with an error in the post - here's the correct one: https://mega.nz/file/L8plhQRL#cYsSlo...fAWYPo_jpmXM3j nc!
ht_tps://mega.nz/file/L8plhQRL#cYsSlo...Po_jpmXM3jnc

ht-tps://mega.nz/file/L8plhQRL#cYsSloMIQj5gaE2yfNc4IyXEpbEfAWYPo_jpmXM3j nc

Basically, this forum is distorting it... it adds a space before nc!
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3 years ago
Link fixed :)
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3 years ago
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Installed, noticed two problems:

The . Under segment - Roots is empty.

NCF creatures are not displayed in the Monsters segment.

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3 years ago
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I don't think there will be NCF creatures...
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3 years ago
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Due to my mistake, the previous index.bin was used for the Hotta connection, but it was already in the process of adding 1 to 1,999 links to make it compatible with NCF in this version. In the next patch, which will be released soon, when I add a lot of content, I promise to add it again so that NCF appears in Gemnod without any problems. As for Under-Roots, we forgot to remove it, but for the new version, it will be filled with new roots to create real underground labyrinths; you can see how these roots will look in the new Gemred patch.

EDIT: Seeing the need, I updated it in the same file (and, therefore, the link), adding 999 spaces to make it compatible with NCF.

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