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9 years ago
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Right in the source code? Where did you get it from?
It's IDA; anyone can load an executable file into it and view the assembly code. Some information is quite clearly displayed in it (as in the screenshot, for example).
 

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In reply to RedHeavenHero
9 years ago
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RedHeavenHero
Right in the source code? Where did you get it from?
I'd like to say that the developers gave it to me as a gift, but it's simpler: I decompiled it. Of course, not everything is obvious in the decompiled product, but you can see various constants from the resources.

Added 1 minute ago
Ment
So, it's IDA, anyone can load an executable file into it and view the assembly code. Some information looks quite clearly in it (like in the screenshot, for example).
Something like that)

Added 1 minute ago
Are there any people on the forum who were aware of the team's source code explorations?
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9 years ago
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No, I don't know much about this project. They probably haven't changed anything from what's already in the game; that would be a faux pas. In NCF, the creature names seem to have remained the same, while the new ones are something like NCF_creature_1, etc. If I'm not mistaken (if I am, psatkha will correct me).
And, if it's not a secret, what do you do?
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And what have the guys from NTF achieved?
There's nothing in the thread on HC.
 

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In reply to Glistagon
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9 years ago
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Glistagon
Need help from a guru! Does anyone know who worked on the NTF and modified this variable? http://joxi.ru/KAxj1dWf47NkWm

Added 21 hours 14 minutes ago

Never mind. It's just a hint text. By the way, I found a funny quirk in the source code. In one place, the elves are not called Sylvan (which means forest), but Rampart (which means stronghold, as in previous versions of Heroes).

Or maybe it would be better to direct energy towards something that benefits the entire Heroes community, i.e., using the tool whose results are shown in the screenshot, to check in the debugger why Heroes of Might and Magic 5.5, patched to work with the NCF core, crashes when generating random maps. I can't look into it right now because I have a job with no days off... :smile13:
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to Ment
9 years ago
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Ment
No, I don't know much about this project. They probably didn't change anything from what's already in the game, and that would be a faux pas. In NCF, all the creature names seem to have remained the same, but the new ones are something like NCF_creature_1, etc. If I'm not mistaken (if I am, psatkha will correct me).
And, if it's not a secret, what do you do?
-----------
And what have the guys from NTF achieved?
It's quiet in the thread on HC.

It's hard to say exactly what I'm doing. Ideally, I'd like to change the grid to a hexagonal one (but that's beyond reality for now). I was also thinking about a mod that reduces the number of creature stacks a hero has, depending on the class and level. And I've heard about NTF and know that they haven't made any progress. But many are waiting. As far as I understand, the main problem with NCF is that the array of creature IDs was limited, and they increased it using hex. And now I've found a place where the array of cities is created. I was thinking of increasing it, but I'd like to hear the opinion of the NTF team. Maybe they've already tried to do this. I don't want to repeat their mistakes. In my defense, I have a small advantage. I managed to convert the hex code to C. It's much clearer now, and I might be able to figure something out.

psatkha, I have a question for you. I haven't found the creature array yet. Could you please tell me which line you're changing or which function it's in? By the way, you were on the NTF team, maybe you know something?

Added 37 seconds ago
psatkha
Maybe it would be better to direct your energy towards the common good of the Heroes community, i.e., using the tool whose results are shown in the screenshot, to find out in the debugger why MMH5.5, patched to work with the NCF core, crashes when generating random maps. I can't look into it right now because I have a job with no days off... :smile13:

I'm already looking into it.

Added 33 minutes ago
psatkha
Maybe it would be better to direct your energy towards the common good of the Heroes community, i.e., using the tool whose results are shown in the screenshot, to find out in the debugger why MMH5.5, patched to work with the NCF core, crashes when generating random maps. I can't look into it right now because I have a job with no days off... :smile13:

Anyway, I need to know what you added. The error is due to the index going out of bounds, and the application is trying to read a system memory slot. This means that when the array is created, it grabs too much
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9 years ago
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Ideally, the grid should be changed to a hexagonal one (but that's beyond the realm of possibility for now).
Oh. I'm not a fan of hexagonal grids, but I really like the scale of the idea!
 

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In reply to Glistagon
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9 years ago
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Glistagon
It's hard to say exactly what I'm doing. Ideally, I'd like to change the grid to a hexagonal one (but that's beyond reality for now). I was also thinking about a mod that would reduce the number of creature stacks a hero can have, depending on their class and level. I've heard about NTF and know that they haven't made any progress. But many people are waiting. As far as I understand, the main problem with NCF was that the array of creature IDs was limited, and they increased it using hex editing. And now I've found a place where the array of cities is created. I was thinking of increasing it, but I'd like to hear the opinion of the NTF team. Maybe they've already tried to do this. I don't want to repeat their mistakes. In my defense, I have a small advantage. I managed to convert the hex code to C. It's much clearer now, and I can see what's going on.

psatkha, I have a question for you. I couldn't find the creature array. Could you please tell me which line you're changing or which function it's in? You were also on the NTF team, maybe you know something?

Added 37 seconds ago

I'm already looking into it.

Added 33 minutes ago

Anyway, I need to find out what you added. The error is caused by the index being off, and the application is trying to read a system memory slot. This means that the array grabbed too much memory when it was created.

As far as I know, they were digging through the code, but they couldn't find the right path... :(

I involved two gurus in "digging" in this task, but contact with them was lost because they went to work in a game development company and eventually blocked their ICQ accounts, or maybe they switched to another messenger, but in any case, there's no response on ICQ! :(
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to psatkha
9 years ago
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psatkha
As far as I know, they did some digging in the code, but they couldn't find the right path... :(

I involved two gurus in "digging" for this task, but contact with them was lost because they went to work for a game development company and eventually blocked their ICQ accounts, or maybe they switched to another messenger, but in any case, there's no activity on ICQ! :(

The question now is about what you patch when you add support for NCF. I saw your message somewhere that you don't do it through a patch. So, does that mean you're inserting something into the hex? That's what's interesting. How does this file differ from the original 5.5?

I understand about NTF.
In reply to Glistagon
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9 years ago
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Glistagon
The question now is about what you patch when you add support for NCF. I saw your message somewhere that you don't do it through a patch. So, does that mean you're inserting something into the hex code? That's what's interesting. How does this file differ from the original 5.5?

Well, actually, this is a patch, a patch for the .exe file! :smile29:

In two places, the decimal 180 (b4 00) is changed to 1000 (e8 03)! :smile13:

The offsets are in different places because the code is different! :smile29:
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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9 years ago
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Hello, Heroes! Could you please tell me if there's a way to prevent neutral armies from occupying the same slot under any circumstances?
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9 years ago
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Technically, you can create several different stacks in the army and achieve your goal.
Alternatively, if the map is only for single-player, you can use combat scripts.
Another trick you can try is to replace the standard action when attacking a neutral unit and force the hero to fight another army (using StartCombat, where you can specify all the units to fight in detail). After the battle, if victorious, delete the neutral unit with a script, which we "attacked." In case of defeat, it will be more complicated – combat scripts will be needed again to check how many enemies we managed to kill before the defeat, in order to subtract them from the neutral army. Or you can ignore this moment and do nothing in case of defeat.
Obviously, the simplest option is the first one.
 

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In reply to Ment
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9 years ago
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Ment

You can also try this trick: replace the standard action when attacking a neutral creature and force the hero to fight another army (using StartCombat, where you can specify all the units to fight in detail).

I found a description of this spell using the summoning magic.

But after experimenting in the game, I keep getting an error:smile32:
Could you please provide a specific example using StartCombat? I can't figure out what my mistake is.
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9 years ago
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StartCombat('Quroq',nil,4,4,100,6,50,10,25,11,15,nil,nil,nil,nil);
Here's an example. A hero, Quroq, attacks an army without a hero leading it. 4 units, the first with ID=4 and a quantity of 100. The second has ID=6 and a quantity of 50, and so on. There are nil values at the end, but in your example, it would be good to make it so that StartCombat calls another function afterward. One of the nil values (I don't remember which one, I think it's the last one) should be responsible for this.
 

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