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Posts from Heroes of Might and Magic I Tournament Edition

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In reply to AlexSpl
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16 years ago
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AlexSpl
Then I'll have to perform these 400+ clicks to create an archive that will be unpacked during installation, unless you upload this archive somewhere.

In the online version of the handbook, there is a section DOWNLOAD FILES:) ,
there, in point 3), there is a separate archive of all maps.
It's a pity that you didn't look into this section:(

Sincerely, VDV_forever
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16 years ago
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Could you provide more details about the static cutscenes, specifically those with animation? That's cool! We should definitely consider this...
In the Heroes color palette, there are two small ranges of colors (shades of red and blue) that the game interprets as dynamic, meaning they change color over time. For example, the waves in a cutscene are implemented using these dynamic colors.
P.S. I seem to be stuck in describing bugs and forbidden techniques; it looks like I need to completely rewrite the section... Some descriptions also need significant editing.
I can help with describing the bug related to obelisks. In the original game, each obelisk reveals [48/N] pieces of the puzzle map, where N is the total number of obelisks. Therefore, the number of undiscovered fragments is 48 - N * [48/N]. As a result, in some cases, more than 20(!) fragments may not be revealed, and, as you have already understood, reloading the game does not guarantee the complete revelation of the puzzle map, despite what is stated in the Reference.
In reply to AlexSpl
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16 years ago
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AlexSpl
In the hero palette, there are two small ranges of colors (shades of red and blue) that the game interprets as dynamic, meaning they change color over time. For example, the waves on the splash screen are implemented using such dynamic colors.
It's not entirely clear how to implement these dynamic pixels (as an image) into the game.
AlexSpl

I can help with describing the bug with the obelisks. In the original game, visiting each obelisk reveals [48/N] pieces of the puzzle map, where N is the total number of obelisks. Thus, the number of undiscovered fragments is 48 - N * [48/N]. As a result, in some cases, more than 20(!) fragments may not be revealed, and, as you have already understood, reloading the game does not guarantee that the entire puzzle map will be revealed, despite what is stated in the Reference.

Thank you! The Reference states that:

A player who has visited all the obelisks may not see the entire map with the treasure revealed! In this case, it is recommended to replay 1 game day, after which this bug usually disappears.
or 2 days:o, the bug disappeared after that for me.;)

Ben is having great difficulty with the other descriptions of restrictions and bugs. Everything is mixed up in his head, he can't organize everything, maybe we can discuss each point separately and agree on it?
And then, we'll update the entire section.:smile03:
I would be very grateful.;)

P.S. I see now that a lot needs to be reworked, I've been trying to start for two days, but in vain... I even printed out the section and started correcting it with a pencil, but still, I don't like what I'm getting:(. And I also need to introduce a subsection, indicating the differences between the game versions.

Sincerely, VDV_forever
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16 years ago
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or 2 days, after that the bug disappeared for me.
Even if you replay for 1 day (or even start the map from the beginning), the unopened fragments will still remain. The only thing that might change is the order in which they are opened, i.e., sometimes you can see a cross, and sometimes you can't. For example, if there are 5 obelisks on the map, then 3 fragments will always remain unopened.
maybe we can discuss each point separately and agree on it?
What's the problem there?
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16 years ago
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Regarding the lag on a single-core processor. It turns out that the problem isn't the processor itself, but the operating system. On the same machine with a single-core processor, the mini-map doesn't lag in Windows Vista and Windows 7, but it does lag in Windows XP SP2. The most interesting thing is that even on Windows XP SP2, the lag disappears if you listen to music while playing (open WinAmp, etc.). Perhaps this problem has been fixed in the third service pack. If there are no more ideas regarding the TE version, then we can start a mini-tournament on version 1.03. A one-month deadline for the tournament is too long. I don't want to play on other resources. It would be possible to hold tournaments more often if you have the time and desire. Those who don't play within two weeks won't play within a month either. The number of players (at least per game) doesn't depend on the time allotted for the tournament: you can count them on your fingers, and the nicknames are always the same in the final tables. If there isn't enough time, at least the deadline could be shortened. Ideally, a player needs two to three evenings for one tournament. And a week to gather their courage. But waiting half a month for the results is not pleasant for many. Moreover, by the end of the deadline, you already forget that you participated in the tournament. Accordingly, the interest in the results is no longer the same.
In reply to AlexSpl
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16 years ago
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AlexSpl
Even if you replay for one day (or even start the map over), there will still be undiscovered fragments. The only thing that might change is the order in which they are discovered; sometimes you might see a cross, and sometimes you won't. For example, if there are 5 obelisks on the map, there will always be 3 undiscovered fragments.

Personally, after replaying for 1-2 days, the bug disappeared for me. Maybe I'm just lucky. :)
AlexSpl

What's the problem there?

I can't quite put my thoughts together yet. I'll post it in the guide thread once I do. :)
AlexSpl
Regarding the lag on a single-core processor.
It turns out that the problem isn't the processor, but the operating system. On the same machine with a single-core processor, the mini-map doesn't lag on Windows Vista and Windows 7, but it does lag on Windows XP SP2. The funny thing is that the lag also disappears on Windows XP SP2 if you listen to music while playing (open WinAmp, etc.). Perhaps this problem has been fixed in the third service pack.

We need a lot of people to test the game with the patch so we can gather more statistics. :)
AlexSpl

If there are no more ideas for the TE version, then we can start a mini-tournament on version 1.03. A one-month deadline for the tournament is too long. I don't want to play on other resources. We could have tournaments more often if you have the time and desire. Those who don't play within two weeks won't play within a month either. The number of players (at least in a single tournament) doesn't depend on the time allotted for the tournament: you can count them on your fingers, and the nicknames are always the same in the final tables. If you don't have time, you could at least shorten the time. Ideally, a player needs two to three evenings for one tournament. And a week to gather their courage. But waiting half a month for the results is not pleasant for many. Besides, by the end of the deadline, you already forget that you participated in the tournament. Accordingly, the interest in the results is no longer the same.

I have the desire :smile13:, but time is a bit of an issue. :(
But we need to test the patch, and the sooner and more we do, the better, so I'll try to organize an interesting tournament this weekend.
Not a big one, just two weeks long. ;)

Best regards, VDV_forever
In reply to VDV_forever
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16 years ago
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The TE section on the handbook has been updated. The first tournament on TE has begun!

All are welcome; we will be very happy to see all players! ;)

Sincerely, VDV_forever
In reply to VDV_forever
16 years ago
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It turns out that the lag disappears not only when listening to music but also when the Opera browser is running... After closing it, noticeable minor lags when dragging the mini-map with the mouse in the regular version of TE actually became apparent. I tested it on Windows XP SP3 and a Celeron D 320 processor (single-core).
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16 years ago
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2istimon: Thank you. It seems that the patch that reduces the load on the processor is not compatible with XP. In this case, you need to play on the "single_core" version (see the Manual), where the message loop was not fixed.

Added 4 minutes later
It turns out that the slowdowns disappear not only when listening to music but also when the Opera browser is running.
Funny. On XP, you can play without slowdowns even with Internet Explorer running. :)

1. You downloaded H1TE and are playing without slowdowns - this means everything is fine.
2. If you experience slowdowns, play on H1TE_single_core.
For now, that's the approach.

The method of fixing the processor load in Heroes is not new. It is also used in other similar patches (inserting Sleep into the message loop). However, slowdowns are observed everywhere on XP. A partial solution may be to replace Sleep with WaitMessage: the slowdowns disappear, but there is "jerky" movement of the hero on the map while moving the mouse.

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