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Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.
“Complete” editions also come in different versions, and it’s possible that you are installing one version on top of another or patching incorrectly. The inability to see mana as a trail has been present since version 3.0 and the localized versions of 3.2. This is caused by the file GENRLTXT.TXT, which was published here. In the English version, Cyrillic characters are not included in the fonts, and Windows is not configured to use the correct substitute font. Therefore, gibberish is displayed. The simplest solution is to place Cyrillic fonts in the Data folder.
GENRLTXT.TXT doesn't help because the game sees mana without HD textures. Thanks for the fonts; I will try them! :)
RomarioGrom
Auto-translated
changing the setting to "Other (default)" when specifying the version helped me.
I don't know. I can't see it either. I think it's because the "Spell Points" text takes up two lines, and the numbers don't fit. Maybe we should find the resource file (a text file) and edit it to something like "Spell Pts" or "Spel Points"?
eno tuohtiw hguone yzarc si efil nalp a deen od elpoep tsom
I don't know. I can't see it either. I think it's because the "Spell Points" text takes up two lines, and the numbers just don't fit. Maybe we should find the resource file – a text file – and edit it to something like "Spell Pts" or "Spel Points"?
In the Russian version, that's actually the case. :) Only 13 characters fit on one line, which is why the points aren't visible. So, open GENRLTXT.TXT with Notepad or TextEditor, find the text "Очки заклинаний" (Spell Points), and shorten it to the desired number of characters; the text can be anything. It has been noted that Heroes 3 is like a big construction set; you can edit anything. You can make quick edits by adding resource files to the Data folder. However, this folder can become very large over time. A better approach would be to edit the resources in the "master" file – h3bitmap.lod or another .lod file, where all the data is stored in a compressed format. Here's a fantastically beautiful image I recently found in the video resources.
[+][!] New implementation of 32-bit mode support - faster (cursor moves smoother and doesn't disappear with sharp mouse movements as in the previous version) - stable! - supports any color mode (1, 4, 8, 16, 24, 32 bits) =) [+] "No CD" option in the Heroes3HDSetup.exe utility [+] When digging for the Grail by pressing [D], the game asks for confirmation.
[-] When canceling closing with Alt+F4 or [x], the game crashed. [-] NWC video played not in the center if "low" video quality was selected in the game options. [-] Graphical glitch in the original game in the garrison window. [-] [Ctrl]+click on a hero in the extended list of the adventure manager did not work in TE/WT. (Now it works, but only for the first 5 heroes in the list) [-] In Russian versions of the game, the amount of hero's Mana was not displayed in the battle window (now it is displayed even without changes in GENRLTXT.TXT)
The artifact exchange buttons (including ballistae and various tents!) are ready. So, the mod has taken on a fully "battle-ready" form. It can be said that another stage – adapting SoD 3.2 to the tournament interface – has been completed. :smile54: :smile12:
baratorch
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version 2.56u - an update (fix) for HoMM3 HD 2.55f
[-] a bug with fast artifact exchange, which caused artifacts to disappear from the backpack.
Added 1 hour 38 minutes ago I am interested in your opinion on this exchange manager option (it may appear in the next version of the mod):
(click to view in full size)
In the design, I was guided by the following: The exchange manager is used primarily for exchanging armies, but in the original game, the creature stacks are very small, and the rows of one hero are relatively far from the rows of another. This requires precise aiming (takes time) and moving the mouse a long distance (takes time). Therefore, I made the stacks large and placed them close together. However, there was no room for 14 buttons to transfer one stack, but I think this is compensated for by the size of the stacks. Another obvious point is that it is very unusual to see stacks arranged vertically (however, in battle, at the beginning, we see them exactly like this).
Will this window option be useful? Is it in demand?
I also made another thing to speed up the game. As you can see in the screenshot, there are two "OK" buttons in the window. When you click on the right button ([Enter]) - after closing the window, the focus is set on the right hero (usually the right one is the one to whom you transferred). When you click on the left button ([Esc]) - the focus remains on the left hero.
Is this function in demand?
Added 12 minutes ago and another question. Making the window with information about the enemy monster in battle static (so that you can see the remaining time of the spell) is easy. But will this feature be considered cheating for an opponent playing without HD?
1. As an option, you could make the image a little smaller, and then the buttons would fit; 2. For now, I don't see any particular need for this, but it can be tested. 3. It won't happen because by the time of Fortress Battle, the power is usually far above 10, so there's no need to calculate it :D
P.S. There's also one small thing with mana – I've already figured it out; it shows correctly, but there are problems displaying troops in numbers on the hero and in the Castle; it displays them in words, while everywhere else (on neutrals, etc.), it works fine :confused:. I am playing on the "Book" complete version, and I use the ARRAYTXT.txt file to display numbers. /topic/at/291196/ Do you have any ideas why?
The vertical layout feels very unusual; I think it would be better to keep the horizontal arrangement and remove the small transfer buttons next to each stack. Instead, the images could be made larger. I also think it would be helpful to bind the artifact and troop exchange between heroes to keyboard buttons, like the "lighter" key. As for the additional information, it's very convenient; you won't have to count at the beginning of the game, and it doesn't really feel like cheating because you can still calculate everything manually.