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Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.

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#109
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Can the hero duplication bug be fixed? My hero duplicated even when not in a castle. It took a couple of days to resolve, but it eventually worked.


ICQ (559716573)

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http://ru.twitch.tv/romariogrom/videos?kind=past_broadcasts
#110
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This allows you to fairly accurately determine your opponent's finances. Visually, this is evident when entering the Town Hall, where possible buildings – and therefore the availability of sufficient funds and resources – are highlighted in green. There is also a bug where you can see (during your opponent's turn) what is inside the opponent's visited huts and magic towers.
#111
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Basically, I made it so that the input field for the number of creatures to hire is unavailable for the player whose turn it is not. Also, I fixed the witch's hut, the spell shack, the mill, and some other things that I don't remember exactly. In total: I fixed all (?) instances of peeking. Wait for it in the next version. <<hero duplication>> I understand that there is no 100% clear recipe for 'how to duplicate heroes'? If the bug is difficult to reproduce intentionally, then it is difficult to fix. But I think sooner or later I will get around to this, as well as to the other bugs...
HoMM 3 HD:

последняя версия - 5.0 RC96 (19.09.2020)

последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8

полное подробное описание
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#112
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Basically, the idea is to use replays. Asm either couldn't or didn't bother, but in general, with the ability to edit the Heroes code, it shouldn't be too difficult to implement. The algorithm is as follows: an event handler is attached to the procedure that displays sprites on the screen, which logs all calls and saves them to disk. Accordingly, playback is similar - reading the log and repeating it in the same sequence. This will significantly reduce the size of the replay - because the replay does not store graphics, only sprite codes. And the potential for archiving such a log will be quite large - both using an external archiver and simply by cutting out unnecessary sprites (for example, all kinds of animations) or creating sprite macros (like a city). Can you handle it?
In reply to Wicc
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#113
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Since you're already working on fixing bugs, it would be great if the online version showed the version the opponent is playing. This mod could serve as a kind of protection against simple cheating.
Земля нуля.
Все в ней нулево и кукольно.
In reply to baratorch
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#114
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baratorch

Quote:2 by right-clicking the small icon of your own city to the right of the creature slots, we can see their city; if we have 2 cities and the opponent has 1, then clicking on the 2nd one will cause the game to crash,

- I fixed this as well.
But I can't manage to "check troop prices." What am I doing wrong? I enter the creature recruitment dialog via the Castle or a building, press m - nothing, press any other key - nothing.

I'm afraid there will be problems with this. This bug is so deeply embedded in online play that some people won't play without it. And I've been thinking... If the opponent on the other side is playing pure SoD or an earlier HD patch version, and I have a newer version without bugs but one that doesn't show secondaries, then damn, forget it....

So I suggest leaving this point as a "feature"...
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Lider1
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#115
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Leader, we need to eradicate this.
Земля нуля.
Все в ней нулево и кукольно.
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#116
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Lider1
This bug is so ingrained in the online experience that some players wouldn't even want to play without it. And I keep forgetting about it, even in SOD.
And I keep forgetting about it, even in SOD.
#117
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In the next version, I'll make disabling bugs optional so that you can experience what it's like without them and test it out. Later on, I'll add a message at the start of the game, something like "Blue is playing without HD or with an earlier version of HD and might be peeking," and I'll remove the option to disable bugs.
Basically, the idea with replays. Asm either couldn't or didn't bother, but in general, with the ability to edit the Heroes code, it shouldn't be too difficult to implement. The algorithm is as follows: a handler is attached to the procedure that displays sprites on the screen, which logs all calls and saves them to disk. Accordingly, playback is similar: reading the log and repeating it in the same sequence. This will significantly reduce the size of the replay because the replay doesn't store graphics, only sprite codes. And there will be a lot of potential for archiving such a log, both with external archivers and simply by removing unnecessary sprites (for example, all kinds of animations) or creating sprite macros (like for a city). Can you handle it?
It sounds not too complicated; maybe I'll find time for it.
HoMM 3 HD:

последняя версия - 5.0 RC96 (19.09.2020)

последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8

полное подробное описание
In reply to RomarioGrom
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#118
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Regarding the duplication issue, instead of removing this bug, we could try to create a fix for it. Asm mentioned that this is because the hero is stored in the save file (and in memory) in two places – in the list of heroes and in the list of map objects. The duplication occurs because the coordinates in one place differ from the coordinates in the other, causing one of the copies to "stick." Accordingly, it can be fixed by removing the copy that remains on the map. It's a bit more complicated with castles if the hero duplicates while inside (this often happens with companions). In other words, instead of eliminating the cause of the bug, we can create a fix that activates when the bug occurs.
In reply to Dirty_Player
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#119
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Dirty_Player
I keep forgetting about him even in SoD.

Well, you don't use the lighter (or didn't use it) :D

(And it's a Warlord's Banner one!)
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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#120
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First, we fixed all the bugs, and then we don't want to remove them; let us use it a little longer:D. Otherwise, things won't work out:p. Definitely in favor of fixing all the bugs (hopefully, this will soon become a standard practice, even in tournaments).


ICQ (559716573)

Стримы
http://ru.twitch.tv/romariogrom/videos?kind=past_broadcasts
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#121
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I'll say it again.

If you specify that you can only play with HD, even in the rules of a season, for example, then I'm all for it!!!

But not in a way that some "classic" enthusiast opens a "clean" SOD and starts using them!! And I'll be with HD, watching from the sidelines and envying.

***
The fact that you can see what version your opponent is using, or even if they don't have it at all, is great!

But another interesting point is, for example, the bug with selling artifacts at inflated prices. I have HD, and my opponent has SOD, can he use it? Or is it only me who can't? Or maybe only when HE creates it? Or can't he use it at all?

This is a very important point for me... :-)
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Lider1
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#122
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Lider1
I'll say it again.

If we set the rules for a season to only allow playing with HD, I'm all for it!

But another interesting point is, for example, the bug with selling artifacts at inflated prices. I have HD on my opponent's Sod, can he use it? Or is it just me who can't? Or maybe only when HE creates it? Or can't he use it at all?

This is a very important point for me... :-)
+1 to everything, is there really a way to prevent (or get information like "Red cheated, we can post a report:D") the opponent from using bugs if he has Sod?


ICQ (559716573)

Стримы
http://ru.twitch.tv/romariogrom/videos?kind=past_broadcasts
In reply to RomarioGrom
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#123
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I'll try to tackle something seemingly impossible. In the WOG (War of the Giants) version of Heroes, an anti-cheat function was implemented. It doesn't completely eliminate map hacking, but it does take certain steps in that direction. So, here are my questions: 1) Is it possible to implement a system where, when needed, information from the map stored in random maps becomes inaccessible? 2) Saves are, as far as I know, archived files. Could it be possible to make these files saved during online play with a password known only to, say, the opponent? Perhaps there's an alternative approach? This would be a huge step forward.
Земля нуля.
Все в ней нулево и кукольно.

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