Dragonji Posted June 28, 2012 Share Posted June 28, 2012 About VCMI: The purpose of VCMI project is to rewrite entire HoMM 3: WoG engine from scratch, giving it new and extended possibilities. We hope to support mods and new towns already made by fans but abandoned because of game code limitations.VCMI is a fan-made open-source project. Few years of intensive work resulted in creating application with impressive amount of features. Among current features are:Support for HoMM 3 graphics and maps of any sizeScennario selection menuAdventure map with all objects, sailing, casting spellsComplete town interface, hero window, exchange screen, kingdom overview, thieves' guildBattles: handling most of spells, creature banks, sieges, stack queue, basic battle AIVarious game mechanics: grail, combined artifacts, hero specialities, win and loss conditions and moreHigh resolutionsHowever, it's still far from a stable version. Keep that in mind. What VCMI is NOT: VCMI is not another mod. It does not aim to add new content or modify original mechanics. However, in the future it will be a base for other projects which do so. The power of open-source: As stated above, VCMI engine is still in development. However, some of HoMM 3 communities have already ported our engine for many portable devices: http://www.youtube.com/watch?v=qtrZTN_VqMA Read more about the project at vcmi.eu. You can download the newest release (0.89) here. You can obtain VCMI sources here.___________________________________________________ Of course, I made few screenshots for you, folks http://obrazki.elektroda.net/11_1340890456_thumb.png http://obrazki.elektroda.net/29_1340890457_thumb.png http://obrazki.elektroda.net/80_1340890457_thumb.png http://obrazki.elektroda.net/100_1340890457_thumb.png Quote Link to comment Share on other sites More sharing options...
Dragonji Posted June 28, 2012 Author Share Posted June 28, 2012 VCMI for Android is available here. Unfortunately it is based on an old VCMI engine build so only hot-seat mode is fully playable. Quote Link to comment Share on other sites More sharing options...
Dragonji Posted October 8, 2012 Author Share Posted October 8, 2012 (edited) New version 0.9 has been released few days ago! Hello,We are proudly releasing VCMI 0.9. It is a first build from the 0.9x series and important milestone for the project. As more and more features are implemented, VCMI slowly starts being playable. Our work gradually shifts from implementing only H3 features to filling the gaps and providing totally new features. This build features several important new features coming beyond H3 that we implemented. The first one is the new filesystem handler. It is now possible to deploy VCMI onto various types of installation (check the file config/filesystem.json to get a taste). Thanks to that, VCMI is now able to work with ERA as well as with WoG. All mods rely on the new filesystem, please check the New Main Menu graphics or HotA Creatures mods to see how are they organized. The second important novelty is a mechanism allowing adding new creatures into the game. It still should be treated as provisional one, although it seems to be fully functional. Please check the Warmonger’s mod that adds HotA creature into VCMI. We also moved even more hardcoded properties to the text config files, so it is possible to modify them with a mere text editor. Eventually there comes an effort to provide a new and better battle AI. It is still in a very early phase and not as stable as the current AI but it will eventually replace it. The new battle AI is called unsurprisingly “BattleAI”, while the old one is “StupidAI”. Both AIs are shipped in this release and it is possible to select, which one will be used by typing “setBattleAI <name>” into VCMI console. By the default StupidAI, as the more stable one, is used. More AI improvement should be expected in the coming releases. There are also other new features, like the new quest window, please check the changelog below. We also did a number of bugfixes, including fixing previously implemented parts of Campaign support that got broken. It is now possible to start and to a certain degree play a Campaign — though there are still a number of missing features. We hope to implement them in the further releases. For the bugreports that we resolved in this release, please check the bugtracker changelog. Check items implementation status for the full information about which map objects, town structures, skills, spells, artifacts, creature abilities and victory conditions are supported. Download links:Windows package (Win32, 6.1MB, ZIP Archive)New graphics pack for main menu (3.3MB, ZIP Archive). They look great, especially with higher resolutions. :-) To use, just extract the package into VCMI folder. Mod is deployed using the new filesystem feature. The graphics have been contributed by Dru.HotA new creatures mod (4.8MB, ZIP Archive). Extract it into the VCMI folder. The mod adds creatures from HotA to VCMI and contains a map filled with random creatures, so the testing is possible. Unfortunately, there is no way to place a new creature on the map (yet).Linux packages:Please visit this wiki page for installation instructions for Linux.Common data package (zip, 2.3 MB)Ubuntu 12.04 — 32 bit or 64 bit (Deb, 7.9MB)Ubuntu 11.10 — 32 bit or 64 bit (Deb, 7.9MB)Debian Sid — 32 bit or 64 bit (Deb, 8.8 MB)Debian Wheezy — 32 bit or 64 bit (Deb, 8.8 MB)Fedora 17 — 32 bit or 64 bit (RPM, 3 MB)Source code tarball (targz, 1.5 MB)Installation:Extract the package into your main Heroes folder. If you have older version of VCMI, you have to overwrite it.WoG 3.58f or ERA is required. We recommend using English version, though VCMI should also work with other language versions. If you want to make your H3 installation English, extract this package into Data/ subfolder. *** Save format has been changed, savegames from previous versions won't work with 0.9. VCMI supports 800x600, 1024x600, 1024x768, 1280x800, 1280x960, 1280x1024, 1366x768, 1440x900, 1600x1200, 1680x1080 and 1920x1080 screen resolutions. To switch default resolution in system settings window click “HIGH” button and select resolution (available only in game). As for now custom resolution is only applied when the map is started. Since this build main menu correctly handles high resolutions. Since VCMI 0.85 a new creature card is used. If you don't like it, the old one is still here. In the System Options window you can select which creature window you'd like to use (the "Classic creature window" check-box). Acknowledgements:Many thanks for all testers and developers who contributed to this build. *** For the general information about our project look here. Our project isn't really playable now, but it gives you an idea of progress we have made so far. We're hoping that you'll like it. Since VCMI 0.74 we have deployed separate bugtracker. Please report bugs using this form. Check this page for list of known bugs and details. We hope you'll help us develop the project - details are available here. VCMI is an open source project licensed on GNU GPL 2.0 or higher. Our SVN repository with all the sources is available here.You can look for help in building and developing VCMI sources in the development board. CHANGELOG0.89 -> 0.9 (Oct 01 2012)GENERAL:Provisional support creature-adding modsNew filesystem allowing easier resource adding/replacingReorganized package for better compatibility with HotA and not affecting the original gameMoved many hard-coded settings into text config filesCommander level-up dialogNew Quest Log windowFixed a number of bugs in campaigns, support for starting hero selection bonus.BATTLES:New graphics for Stack QueueDeath Stare works identically to H3No explosion when catapult fails to damage the wallFixed crash when attacking stack dies before counterattackFixed crash when attacking stack dies in the Moat just before the attackFixed Orb of Inhibition and Recanter's Cloak (they were incorrectly implemented)Fleeing hero won't lose artifactsSpellbook won't be capturedADVENTURE AI:Support for quests (Seer Huts, Quest Guardians, and so)AI will now wander with all the heroes that have spare movement points; it should prevent stallingAI will now understand threat of Abandoned MineAI can now exchange armies between heroes; by default, it will pass army to main heroFixed strange case when AI found allied town extremely dangerousFixed crash when AI tried to "revisit" a BoatFixed crash when hero assigned to goal was lost when attempting realizing itFixed a possible freeze when exchanging resources at marketplaceBATTLE AI:It is possible to select a battle AI module used by VCMI by typing into the console "setBattleAI <name>". The names of avaialble modules are "StupidAI" and "BattleAI". BattleAI may be a little smarter but less stable; by the default, StupidAI will be used, as in previous releasesNew battle AI module: "BattleAI" that is smarter and capable of casting some offensive and enchantment spells Full changelog is available here. VCMI Team Edited October 8, 2012 by Dragon Quote Link to comment Share on other sites More sharing options...
Dragonji Posted June 2, 2013 Author Share Posted June 2, 2013 VCMI 0.93 released. Here's the full news: Hello, We are proudly releasing VCMI 0.93. Fulfilling numerous requests, with this release VCMI supports pure SoD installation. WoG/ERA is not required anymore, though remains and will remain supported. There are also other numerous improvements to the mod system. Because of that the mods from 0.92 and 0.93 are not compatible. The manual on updating mods to 0.93 build is published on project wiki. Modding system in VCMI is already quite powerful. Please visit Mod list to get the mods, like new towns, artifacts, main menu screen. For the bugreports that we resolved in this release, please check the bugtracker changelog. Check items implementation status for the full information about which spells, artifacts and campaign features are supported. Download links:Windows package (Win32, 8MB, ZIP Archive)OS X package [to be added…]Linux: Packages and installation instructions (wiki page).List of currently available mods ready for download and install. Just extract packages inside Mods/ folder.Installation: Extract the package into your main Heroes folder. If you have older version of VCMI, delete it first. VCMI works with SoD, WoG 3.58f and ERA installations. We recommend using English version, though VCMI should also work with other language versions. If you want to make your H3 installation English, extract this package into Data/ subfolder. *** Save format has been changed, savegames from previous versions won't work with 0.93. VCMI supports 800x600, 1024x600, 1024x768, 1280x800, 1280x960, 1280x1024, 1366x768, 1440x900, 1600x1200, 1680x1080 and 1920x1080 screen resolutions. To switch default resolution in system settings window click "HIGH" button and select resolution (available only in game). As for now custom resolution is only applied when the map is started. Acknowledgements: Many thanks for all testers and developers who contributed to this build. *** For the general information about our project look here. Our project isn't really playable now, but it gives you an idea of progress we have made so far. We're hoping that you'll like it. For bug reports, we have deployed separate bugtracker. Please report bugs using this form. Check this page for list of known bugs and details. We hope you'll help us develop the project - details are available here. VCMI is an open source project licensed under GPL 2.0 or higher. Our SVN repository with all the sources is available here. You can look for help in building and developing VCMI sources in the development board. CHANGELOG 0.92 -> 0.93 (Jun 01 2013) GENERAL:Support for SoD-only installations, WoG becomes optional additionNew logging frameworkNegative luck support, disabled by defaultSeveral new icons for creature abilities (Fire Shield, Non-living, Magic Mirror, Spell-like Attack)Fixed stack artifact (and related buttons) not displaying in creature window.Fixed crash at month of double population.MODS:See http://wiki.vcmi.eu/index...#0.92_-.3E_0.93 for compatibility info.Improved json validation. Now it support most of features from latest json schema draft.Icons use path to icon instead of image indexes.It is possible to edit data of another mod or H3 data via mods.Mods can access only ID's from dependenies, virtual "core" mod and itself (optional for some mods compatibility)Removed no longer needed field "projectile spins"Heroes: split heroes.json in manner similar to creatures\factions; string ID's for H3 heroes; h3 hero classes and artifacts can be modified via json.BATTLES:Fixed Death Stare of CommandersProjectile blitting should be closer to original H3. But still not perfect.Fixed missing Mirth effectsStack affected by Berserk should not try to attack itselfFixed several cases of incorrect positioning of creatures in battlesFixed abilities of Efreet.Fixed broken again palette in some battle backgroundsTOWN:VCMI will not crash if building selection area is smaller than defDetection of transparency on selection area is closer to H3Improved handling buildings with mode "auto": - they will be properly processed (new creatures will be added if dwelling, spells learned if mage guild, and so on) - transitive dependencies are handled (A makes B build, and B makes C and D)SOUND:Added missing WoG creature sounds (from Kuririn).The Windows package comes with DLLs needed to play .ogg files(Linux) convertMP3 option for vcmibuilder for systems where SDL_Mixer can't play mp3'sSome missing sounds for battle effectsARTIFACTS:Several fixes to combined artifacts added via mods.Fixed Spellbinder's Hat giving level 1 spells instead of 5.Fixed incorrect components of Cornucopia.Cheat code with grant all artifacts, including the ones added by modsFull changelog is available here. VCMI Team Quote Link to comment Share on other sites More sharing options...
Dragonji Posted November 27, 2016 Author Share Posted November 27, 2016 VCMI 0.99 released. Here's the full news: We're back with new major release! Download VCMI 0.99 A lot of work has been done to ensure game stability. A number of "impossible" crash bugs were tracked down and fixed. This opens up chance for better multiplayer support in the future.RMG has undergone huge improvement, it is now not only closely resembling OH3, but also works much faster. Bonus is about 150 random map templates ported from original game and fan favourites.Pretty much every aspect has been improved. Pay close attention to spells and cheat codes. Flying spells and artifacts have been restored as well as ability icons in Creature Window. Over 1400 commits were done since previous release 0.98, which means something. Since 0.98f over 100 bugs have been fixed. Since 0.98 it's difficult to count. For the first time in history more bugs are being fixed than reported We also have daily builds for Windows up and running. Installation We recommend you first make a copy of clean Heroes Complete / Shadow of Death folder. Extract VCMI zip package there.WoG is not needed. All recommended mods and files can be downloaded via Launcher included in the package. Changelog: GENERAL: * New Bonus NO_TERRAIN_PENALTY * Nomads will remove Sand movement penalty from army * Flying and water walking is now supported in pathfinder * New artifacts supported - Angel Wings - Boots of Levitation * Implemented rumors in tavern window * New cheat codes: - vcmiglaurung - gives 5000 crystal dragons into each slot - vcmiungoliant - conceal fog of war for current player * New console commands: - gosolo - AI take control over human players and vice versa - controlai - give control of one or all AIs to player - set hideSystemMessages on/off - supress server messages in chat BATTLES: * Drawbridge mechanics implemented (animation still missing) * Merging of town and visiting hero armies on siege implemented * Hero info tooltip for skills and mana implemented ADVETURE AI: * Fixed AI trying to go through underground rock * Fixed several cases causing AI wandering aimlessly * AI can again pick best artifacts and exchange artifacts between heroes * AI heroes with patrol enabled won't leave patrol area anymore RANDOM MAP GENERATOR: * Changed fractalization algorithm so it can create cycles * Zones will not have straight paths anymore, they are totally random * Generated zones will have different size depending on template setting * Added Thieves Guild random object (1 per zone) * Added Seer Huts with quests that match OH3 * RMG will guarantee at least 100 pairs of Monoliths are available even if there are not enough different defs Please report any encountered bugs on Mantis bugtracker Additionally, VCMI is present in social media and other services:https://www.facebook.com/VCMIOfficialhttps://twitter.com/VCMIOfficialhttps://plus.google.com/b/103447120347426041519/103447120347426041519Other groups:http://steamcommunity.com/groups/VCMIhttps://reddit.com/r/vcmi/http://www.moddb.com/engines/vcmiThere also page in Russian:https://vk.com/VCMIOfficial Also welcome our latest contributors Dydzio and Chocimier. Quote Link to comment Share on other sites More sharing options...
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