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Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.Auto-translated
Here are some more bugs that occurred:
- The hero duplicated in the metro during troop transfer (either during the transfer or after a pause - I don't remember), this never happened in SoD. Moreover, it was a tournament game, and the save file needs to be fixed somehow. The hero was from the Dungeon faction and was released a week earlier.
- In a paired game, troops and artifacts cannot be transferred to an ally during the ally's turn.
Here are some more bugs that occurred: - The hero duplicated in the metro while transferring troops (either during the transfer or after a pause - I don't remember), this never happened in SoD. Moreover, the game is a tournament game, and the save needs to be fixed somehow. The hero was from the dungeon and was released a week earlier. - In a paired game, troops and artifacts cannot be transferred to an ally during the ally's turn.
+1, it happened once in the metro, the hero duplicated, if needed, I have the save...
Today, the hero duplicated again (fortunately, not the main hero, I'll fire him :D) in the teleport, which was also the case in the first one. So, when building a chain and transferring troops, you need to be more careful (the bug occurred specifically in the teleport in the metro while transferring troops without leaving it, and the second hero ran around on the other side).
All bugs related to castle duplication and graying out are fixed by reverting to an earlier save. The bug occurs when switching turns. The reasons are unclear, and it's not related to the connection quality, as it also happens in hotseat mode.
Usually, repeating the turn transfer will transmit the data correctly. You just need to find a "clean" save and use it to proceed one or two turns.
I've encountered incorrect functionality with the guild rebuilding feature a couple of times while playing with WT+HD. For example, here I couldn't rebuild Blind in Inferno: http://zalil.ru/29919395 I'd like to know if this is a bug in WT or if it's related to the mod.
Honestly, I don't know how guild rebuilding is supposed to work correctly, as I don't play WT. But after loading the save in both WT and HD WT, I got absolutely identical results. The spells changed, meaning the rebuilding worked. Or am I missing something, and is it possible to specifically 'rebuild' a particular spell?
Request: Before reporting a bug in HD, make sure it's actually an HD bug. It's not that difficult. You just need to repeat the action that causes the bug in both HD and the original game.
...
Next, Kluka talks about bugs in SoD, then rebellious confirms and adds to a localization bug in SoD, and after that, rebellious writes
Here are some more bugs that occurred:
which might seem like he's continuing the topic of SoD bugs. But the phrase
This has never happened in SoD
indicates that he's not talking about SoD, so is he talking about HD? And is the following dialogue about the HD-specific abnormal duplication, which has no equivalent in SoD? Please clarify.
Request: Please don't mix up bug reports for SoD and HD without a clear definition. Yes, I'm interested in fixing both. But the causes of SoD bugs and the causes of HD bugs need to be looked for in completely different places (obviously, one set is in SoD, the other is in HD).
Request: If you're reporting an HD bug, please provide as much specific detail as possible. Ideally, you should include a save file and a detailed description of the sequence of actions that lead to the bug. You should also attach the HiRez.ini file and, if possible, a screenshot. If you don't do all of this, your report will be useless, as I'm not a clairvoyant. And I also don't speak the local slang, so for example, words like "metro" should be replaced/supplemented with a description that is understandable to someone who is running Heroes for the first time.
Added 1 hour 26 minutes ago specifically regarding the bugs.
1. regarding the duplication. As you know, in HD, I don't touch the original game/mechanical part. I only modify the interface. I may have accidentally touched something, but it's still unlikely that game bugs will appear in HD. But if HD has, in fact, exacerbated (rather than added, as I understand) the duplication bug, then that's good. The more obvious and regular the bug, the easier it is to fix! In general, I'm waiting for detailed reports.
2.
- In a two-player game, troops and artifacts are not transferred to the ally when it is the ally's turn.
Hmm... but it works for me...
So, the ally clicks "receive from ally" and that button 'turns off', after that, the button should 'light up' for you, and after that, you can transfer.
So, what exactly is happening?: a) The button turns off for him, he can no longer transfer - the button lights up for you, but you CANNOT transfer? b) The button turns off for him, he can no longer transfer - the button does NOT light up for you, and you CANNOT transfer? c) The button turns off for him, but he does NOT stop being able to transfer - the button does NOT light up for you, and you CANNOT transfer? d) The button turns off for him, but he does NOT stop being able to transfer - the button lights up for you, but you CANNOT transfer? ...) ... ??
***
I'll need to add the ability to autosave several turns in HD.
***
I added the ability to call the market from the adventure screen and from the city window (in which the market is not built). I wanted to assign this to the "M" or "T" keys, but they were already taken. I decided to assign it to "B", but maybe you can suggest a more convenient or logical option?
I'll try to describe it... 1st case "Valeska": Valeska ran into the underground gates (metro), so she ended up underground; immediately another hero from above brought an army and they swapped troops in the underground gates. After passing the turn, another Valeska appeared in the underground gates (it was a tournament game, so I had to roll back one or two turns, which helped). 2nd "Erdamon": the situation is identical to the 1st; a hero standing in the Dungeon received troops from above. On the next turn, his clone appeared in the gates. Since the hero didn't matter, I decided to just delete him, but the clone disappeared only visually (everyone who tried to enter the gates fought a fearless clone with every attempt :D). By that point, it no longer mattered since there were both DD and TP, and there was absolutely no desire to roll back the tournament game 2-3 turns. I am attaching saves from before and after the bug occurred, as well as the Heroes3HDSetup settings skin; the game is installed as the complete collection from "Buka". I hope this info is sufficient :rolleyes: Almost forgot: I was playing on 2.58 with the (bug fixes) option disabled; maybe that's important
... And further, the dialogue is about the HD version's abnormal duplication, which has no analogue in SoD? Please clarify.
In this case, saves are not needed: the situation is modeled. One hero stands on one side of the entrance/exit to the Dungeon (this is the "metro" :)), and the second hero transfers troops to him from the other side of the gate, and the duplication occurs during contact. Something similar, I think, also happens in the Monolith.
2. Regarding transferring troops from an ally during his turn, it is more difficult to repeat the situation, as an online game is required.
3. baratorch
it will be necessary to make it possible to autosave several turns in HD...
And then, can you make autosaves for all turns? At the beginning and end of the turn? With a record in the title of the players' names and the game day number? In general, integrate an autosaver that players use as a separate application (which, by the way, can also save saves in an unpacked form so that after the end of the game, the entire package of saves can be archived with a minimum byte size). Since autosaves... whether it's a few turns or just one day, it's essentially the same thing. In online play, saves for all days are important - for analysis and verification of the game, for creating replays, for rolling back if a bug or disconnection occurs.
4. baratorch
I made a market call from the adventure screen and from the city window (where the market is not built), I wanted to assign this to the "M" or "T" keys, but they turned out to be occupied. I decided to assign it to "B", but maybe you can suggest a more convenient or logical option?
There is another delicate moment here. Calling the market with a hotkey... it sounds somewhat alarming. For offline play, this option is quite harmless, but in online play, the situation will not be in favor of those who do not have this button. Although the time saving will be effective, because we use the market often and a lot.
To be honest, I don't know how the spell reshuffle in Heroes of Might and Magic should work, as I don't play the original version. But after loading the save in both the original and the HD version, I got absolutely identical results. The spells changed, which means the reshuffle was working. Or am I missing something, and is it possible to specifically "configure" a particular spell?
Request: before reporting a bug in the HD version, make sure it's actually a bug in the HD version. It's not that difficult. You just need to repeat the action that causes the bug in both the HD and the original versions.
If the spell reshuffle is working correctly, spells should not repeat until all available spells have appeared. In particular, in Heroes of Might and Magic 2, Inferno has only 7 spells available in the original version (including Blindness), so a single reshuffle can give you all 7. In this save, Blindness doesn't appear even after several reshuffles.
Is it even possible to reliably determine that the bug is not related to the HD version by simply running the game in the "clean" original version? After all, the game as a whole, and this save in particular, were created in the original version with the HD patch.
I asked the author of the original version about this bug, but he hasn't responded yet. I don't expect to be able to reach the author of the HD patch
Награда: Лучшему игроку сезона Осень 2009 за замок Конфлюкс
Regarding transferring troops from an ally during their turn, it's more difficult to reproduce the situation, as it requires an online game.
We launch two instances of Heroes and easily play a network game against ourselves on one computer (a network connection is required). Everything is identical to a game between two computers, except that there can be no disconnections or lag, since the data does not leave the computer and is transmitted quickly. This is how I test multiplayer.
Calling up the market with a hotkey... sounds a bit worrying.
No more worrying than quickly exchanging armies and artifacts, I think.
Added 12 minutes later Regarding the bug with underground gates and teleports - it's clear, it's just a new 'ok' [enter] button that shifts the focus to the hero on the right and moves him to the other side, and this causes glitches with duplication. If you press the left 'ok' [esc] after the exchange on the teleport, there will be no glitches. ... We will fix it!
Added 10 minutes later I've already fixed it, wait for the next version.
Regarding the market, it could be added (if there's an option to disable it online, it doesn't make much sense). I would suggest limiting autosaves to 3 (which would overwrite each other, like in Heroes of Might and Magic V). Otherwise, it could clutter the entire save folder, and it might take a while to find something there. In any case, if there's an option to disable any feature (not everyone needs everything), then any improvements can be made.
I think having a hotkey for the market is not a feature that should be made optional. Don't need it? Just do it the old way: find the city and click your way to the market... Don't want to quickly swap armies? Please, move the mouse back and forth...
I also don't see the point in saving every day at the beginning and end. It would be more useful to create replays according to the method proposed by Wicc.
However, the ability to roll back more than 1 day is a useful feature for glitches like unit duplication, and also for single-player.
In the fourth game, there's a feature called "autosave this turn" and "autosave last turn." It's a very useful feature, in my opinion. But rolling back more than 2 days seems a bit pointless. It's easier to just integrate an autosave feature.
But in general, we need to implement SAVE GAMES WITH PASSWORDS!! That's what we should be working on! The problem of cheating will cease to be relevant.