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

4.7 (6 ratings)
11 years ago
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What could be the problem?

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What could be the problem?
In reply to Bonya_pm
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11 years ago
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Is it possible to implement a feature that would show how far the heroes can move during their turn, predicting their movement for the next turn (similar to the "turn reset" feature in Heroes of Might and Magic II)? Specifically, holding down Ctrl would allow you to see how many movement points (MP) would remain after reaching a specific cell, and also to plan the repositioning of a tower. :rolleyes:


In reply to KobRa_RR
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11 years ago
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KobRa_RR
Is it possible to implement a feature that would show how far the heroes can move during their turn (a sort of "turn reset" as it was in Heroes of Might and Magic II)? By holding down Ctrl, it would be possible to see how many movement points would remain after reaching a specific cell, and also to see the tower's range. :rolleyes:
In reply to Dirty_Player
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11 years ago
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Bastard!))) I think it’s not just me who needs this.


In reply to KobRa_RR
11 years ago
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In multiplayer, the camera doesn't show the opponent's moves when they move across territory that I have revealed. Is this intentional, or is there a way to fix it?
In reply to Mur
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11 years ago
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Mur
In online multiplayer, the camera doesn't show the opponent's moves when they move across territory that I have revealed. Is this intentional, or is there a way to fix it?
Go into the options while you're playing; there's a setting for the opponent's move speed.
672466033
Миха#7845
Ландау лев https://www.youtube.com/watch?v=PNj_9EQxDoI&t=1174s

Тут делимся книгами /topic/at/1139927/
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11 years ago
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I noticed a strange thing. When the Thief Guild of Count steals artifacts, it only counts the artifacts in the hero's backpack, and doesn't take into account the ones the hero is wearing. Is it possible to fix this?
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11 years ago
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It would be great for single-player maps if there was an option to transfer artifacts from one hero’s inventory directly to another hero’s inventory.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
11 years ago
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It would be great for single-player maps if there was a way to transfer artifacts from one hero's inventory directly to another hero's inventory.
This has been working for a long time, and not just in single-player.
[Shift]+click on an artifact in one hero's inventory/backpack will place the artifact in another hero's backpack (also works in the open inventory window).
[Shift]+one-way artifact transfer button - transfers all artifacts from one hero's backpack to another hero's backpack.

Also:
[Ctrl]+click on an artifact in one hero's inventory/backpack will equip the artifact on another hero (also works in the open inventory window).

[Alt]+click removes the artifact to the backpack / equips it on the hero (also works in the hero window).
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 baratorch
11 years ago
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Check. Timer at zero, the battle in the Griffin Conservatory is ending, all of the hero's slots are full, angels are not being granted.
It's a minor thing, of course, but unpleasant
In reply to Chemist_HP
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11 years ago
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Chemist_HP
Shah. timer at zero, battle in the conservatory ends, all hero's slots are full, angels are not given.
A small thing, of course, but unpleasant
Necromancers go to the conservatory for skeletons, angels are a burden to them:)

But in general, if this is really the case - then it will be the same in hives and this is a bug
"Одержать сто побед в ста битвах — это не вершина воинского искусства. Повергнуть врага без сражения — вот вершина.
"Сущность войны — обман. Искусный должен изображать неумелость. При готовности атаковать демонстрируй подчинение. Когда ты близок — кажись далёким, но когда ты очень далеко — притворись, будто ты рядом."
11 years ago
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Friends, is it possible to achieve the following through modding: set the game resolution, for example, to 1680*1050, and make the battle window display in a resolution of 800*600 or stretch to fill the entire screen?
In reply to Defender2248
11 years ago
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Defender2248
Comrades, is it possible to achieve the following through a mod: set the game's resolution, for example, to 1680*1050, and make the battle window display in 800*600 resolution or stretch to the entire screen?
I recommend choosing the resolution 1062x664 (or 960x600 as a last resort).
In the latest beta (3.808 beta 2) (installed on top of 3.807), with the 32-bit True (stretchable) Nx renderer and xBRZ + Bilinear Sharper / xBRZ + Bicubic SharperX2 filters, the picture will be excellent.

xBRZ + Bicubic SharperX2 is the most resource-intensive (CPU speed, memory, number of cores).
xBRZ + Bilinear Sharper is faster (visually, I wouldn't say it's worse, just slightly different).

If your computer turns out to be too weak for these filters, then you can use the faster alternative UltraSaI + Bilinear Sharper.

With the suggested resolutions for the town and battle windows, they will be as large as possible. With 1062x664, 100% of the HD functionality is preserved; with 960x600, it is not.

***

I will not implement different resizing for different windows. Different scaling/quality of the same interface elements is not aesthetically pleasing.
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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11 years ago
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baratorch, where can I find documentation on tweaks? I really want to understand each setting.
ICQ 627769385
In reply to baratorch
11 years ago
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baratorch
I recommend choosing a resolution of 1062x664 (or 960x600 as a last resort).
In the latest beta (3.808 beta 2) (installed on top of 3.807), with the 32-bit True (stretchable) Nx renderer and xBRZ + Bilinear Sharper / xBRZ + Bicubic SharperX2 filters, the picture will be great.

xBRZ + Bicubic SharperX2 is the most resource-intensive (CPU speed, memory, number of cores).
xBRZ + Bilinear Sharper is faster (visually, I wouldn't say it's worse, just slightly different).

If your computer turns out to be too weak for these filters, then
you can use the faster alternative UltraSaI + Bilinear Sharper.

With the suggested resolutions, the city and battle windows will be as large as possible. At 1062x664, 100% of the HD functionality is preserved; at 960x600, it is not.

***

I will not create different resizing for different windows. Different scaling/quality of the same interface elements looks bad.


I liked the 960*600 resolution because, with it, the battle window stretched vertically across the entire screen on my 19" widescreen, and on the sides, where it didn't reach, there were just gray bars, not the map window.
1062*664 is also a convenient resolution because the battle window takes up most of the screen.

I have an old dual-core Athlon, so it lags with the new filters. I clicked the button: Default Graphics Settings - the 32-bit True (stretchable) GDI rendering mode and Bilinear SharperX2 stretch filter were set. Everything works fine in this mode.
What do the xBRZ + Bicubic SharperX2 and xBRZ + Bicubic Sharper modes give? Is the picture quality really better and more beautiful with them, and if so, how is this achieved?

Soon, a remastered HD version of Heroes 3 HD: The Restoration of Erathia from the developer company will be released on Steam and on tablets at the end of January. I would like you to adapt your plugin to the new version, because I'm already used to it, it has a lot of convenient functionality, and if you imagine the original Heroes, remastered in HD, and then add your plugin on top of that, it would be amazing.

Added 4 minutes ago
And another question: is it possible to see the movement range of the enemy, so that the area where the enemy unit can reach is displayed on the grid?

Added 4 minutes ago
baratorch

With the suggested resolutions, the city and battle windows will be as large as possible. At 1062x664, 100% of the HD functionality is preserved; at 960x600, it is not.

What does preserving HD functionality mean, and what does not preserving it mean? If possible, please explain it in simpler terms.

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