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In reply to Narron
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1 year ago
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Narron
Regarding the bugs in cutscenes. There's this issue: the sounds of running and hooves never stop, even when the object has already stopped and starts talking to other objects.
I've encountered this. It happened in the third mission of the final "Mage" campaign. I freed Godrick (my level was high enough), and then another cutscene started: Faidaen appeared, and the sound of hooves played in an endless loop. I don't even know where to look or what to do; the console doesn't show any errors.

Added 7 hours and 50 minutes later
Narron
The problem is solved. The lighting on the map has been changed. The colors from the "Awakening of the Bull" map were used as a basis. This is the third mission of the "Will of Ashan" campaign for Arantir and Ornella. Unzip the archive into the "Data" folder in your Heroes of Might and Magic V: Tribes of the East game directory.
In your version of the mod for all campaigns, the old map from the "Higher Vampire" mission is used. In the new version (from patch 1.6), two lighting lines have been removed from the map: c4m4_wastes and c4m4_wastes (2). The poisonous lighting has been removed from the map, but it still remains during combat. I can't figure out how to fix (not replace) it with a darker color, like in the original.
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1 year ago
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I'm interested in the following:
In the "music" folder within the game's directory, there are ".ogg" files that are played directly in the game.
In the "AdvMap-Terrain" folder, there are audio tracks called "Terrain-Water.ogg" and "Terrain-Sand.ogg". However, the water theme only plays in the game when the hero stands on a raised sandbar with water, but a ship is not required for movement there.
And when the hero travels on a ship across the water, the sand theme plays instead of the water theme. How can I fix this, and in which of the game archives should I look?
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1 year ago
Наверно MapObjects/_(AdvMapTile)/Water/Water
In reply to Mооnst@r
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1 year ago
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Mооnst@r
Probably MapObjects/_(AdvMapTile)/Water/Water

Thanks, I'll take a look later. I'll try to explore it.
In reply to Mооnst@r
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1 year ago
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Mооnst@r
I still can't figure out where to fix (not replace) it to make it dark, like in the original.
Something has already been added to the Tribes of the East, and it completely changes the lighting. The mod fixes the lighting in the "High Vampire" mission. In battle, it's dark. We kill three stacks of shadow dragons, and it gets brighter. We kill all of them (six stacks) and the lighting changes to daylight (last screenshot). Comparison screenshots: the first two are before, the second two are after. P.S. Narron, in your C5M5 mod, the lighting is mixed up: it's brighter at first, then it gets darker.
In reply to Mооnst@r
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1 year ago
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Mооnst@r

They've already added something to the Tribes of the East, and it completely changes the lighting.

This mod fixes the lighting in the "High Vampire" mission.

During the battle, it's dark. We kill three stacks of shadow dragons, and it gets brighter. We kill all of them (six stacks) of shadow dragons, and the lighting changes to daylight (last screenshot).
Comparison screenshots: the first two are before, the second two are after.

P.S. Narron, in your C5M5 mod, the lighting is mixed up: it's brighter at first, then it gets darker.

The darkest hour is just before dawn. That's why I decided to do it this way. If necessary, I'll change it.
In reply to fktifzobr@mail.ru
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1 year ago
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fktifzobr@mail.ru
By the way, we need to buff Raileigh and fix the issue with Agrailan; one has a shooting animation, and the other has a "joy" animation, but both have effects from the buff.

Happiness
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1 year ago
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fktifzobr@mail.ru, do you happen to have any idea why the sounds in the cutscenes in mods for all campaigns sound like a scratched record? It's a really annoying bug.
In reply to Mооnst@r
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1 year ago
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Mооnst@r
fktifzobr@mail.ru, do you happen to have any idea why the sounds in the cutscenes in mods for all campaigns sound like a scratched record? It's a really annoying bug.
No, I don't know anything about that.
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1 year ago
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Mооnst@r, hello!
Do you remember that we previously discussed the possibility of being able to view which artifacts are equipped on a hero while waiting for your turn.
I was replaying all the Campaigns in my mod to check for any "softlocks" and I accidentally stumbled upon a very rare tab that I've only accessed a couple of times in my life.
It's located in the scenario information section; at the bottom left, there's a "information" button about the kingdom, which contains information about the player's income and the like, and on this tab, there's another button for hero information. And it turns out that this window has everything we need; it shows the equipped artifacts and skills (by the way, it was through this menu that I realized why the game uses 32x32 icons 😅

So, the point is: is it possible to move the button for this hero information window to the main screen while waiting for your turn? For example, could there be a button icon in the upper right corner, and clicking it would open this ready-made menu without having to create it. It's important that it can be opened while skipping a turn (because the scenario information button is locked when skipping a turn). In my mod, there's a mod information button created by Khottabych, and it functions even while skipping a turn. That is, while you're waiting for other players, you can browse the mod information. And that's what I'm aiming for with the button for the window showing the artifacts equipped on the hero.

It would be interesting to discuss this and hear the opinions of other modders, and yours in particular, as you have a good understanding of Heroes 5 interfaces.

Examples:
The button for my mod (top left) opens a window with information.

Kingdom overview

Heroes section (this is where you can find the equipped artifacts and a switchable tab for skills)



In reply to Waterfall_13
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1 year ago
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Waterfall_13
So, here's the thing. Is it possible to move the button for this window, which displays information about heroes, to the main screen during the waiting phase for your turn? For example, have a button icon in the upper right corner, and when you click it, the pre-made menu would open without needing to be created.

It's possible to create the button, and the window opens, but nothing is displayed inside it (except for the spellbook).
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In reply to Mооnst@r
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1 year ago
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Mооnst@r

It's possible to make the button functional; the window opens, but nothing is displayed inside it (except for the spellbook).

I understand. It's a shame; it seems the connection is configured differently in the original window.

Perhaps it could open the kingdom window instead?
In reply to Waterfall_13
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1 year ago
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Waterfall_13
Maybe then it should open the kingdom window?

If I assign the kingdom window (all of this, which opens like a flower) to the left button, the game crashes when I click it. Maybe I'm doing something wrong, I don't know.
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1 year ago
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Mооnst@r

If you assign the kingdom window (all of this, which opens from the flower-shaped menu) to the left mouse button, the game crashes when you click it. Maybe I'm doing something wrong, I don't know.

What if you open the information about the scenarios as a whole with a separate button? =)
Because the original button on the flower-shaped menu "cannot be clicked" during the turn of other players.
In reply to Waterfall_13
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1 year ago
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Waterfall_13

What if there was a separate button to open information about the scenarios as a whole? =)

Yes. I made a mistake. It opens, but nothing works there.
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