fheroes2-devel Mailing List for free heroes2 engine
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From: Petar P. <pet...@gm...> - 2014-05-02 20:46:02
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Hi, I just wanted to know if this project is still alive? I <3 Heroes2 and I could spare some time working on some patches, etc. But I'm not sure what's the project status. It looks a bit dead. :( Hopefully I'm wrong. Best regards, Petar |
From: Youness A. <kak...@ka...> - 2013-10-23 17:04:42
|
Hi Tomasz, It looks like the project and mailing list are dead. If you look at the mailing list archives ( http://sourceforge.net/mailarchive/forum.php?forum_name=fheroes2-devel), you'll see the last email here was from me (unanswered) in May 2011 and before that, it dates back to 2009. Anyways, yes you need the original game to play it. fheroes2 is only the engine you need the assets (maps, compaigns, graphics, sounds, etc..) from the original game. You can also use the assets from the demo which is freely available. Demo link : http://downloads.pcworld.com/pub/new/fun_and_games/adventure_strategy/h2demo.zip And you can also download some free maps from the net. Essentials map pack : http://sourceforge.net/projects/libsdl-android/files/FreeHeroes2/EssentialMapPack.zip/download Hope this helps, enjoy the game :) KaKaRoTo On Wed, Oct 23, 2013 at 11:12 AM, Tomasz Seweryn <tom...@gm...>wrote: > Hello people! > > Do I need original HoMM II to run Fheroes2 on Linux? > I would like to know if just building the code you develop and running it > is enough to play the game. > > Thank you for a reply. > > Regards fo fantastic work on this project, > Tomasz > > > ------------------------------------------------------------------------------ > October Webinars: Code for Performance > Free Intel webinars can help you accelerate application performance. > Explore tips for MPI, OpenMP, advanced profiling, and more. Get the most > from > the latest Intel processors and coprocessors. See abstracts and register > > http://pubads.g.doubleclick.net/gampad/clk?id=60135991&iu=/4140/ostg.clktrk > _______________________________________________ > Fheroes2-devel mailing list > Fhe...@li... > https://lists.sourceforge.net/lists/listinfo/fheroes2-devel > > |
From: Tomasz S. <tom...@gm...> - 2013-10-23 15:12:24
|
Hello people! Do I need original HoMM II to run Fheroes2 on Linux? I would like to know if just building the code you develop and running it is enough to play the game. Thank you for a reply. Regards fo fantastic work on this project, Tomasz |
From: Youness A. <kak...@ka...> - 2011-05-30 08:42:23
|
Hi, First of all thanks for your work on cloning this legendary game! I hope this mailing list is still somehow active I have recently started an initiative to petition against Sony asking for them to allow people to build homebrew apps for the PS3. I've ported a set of puzzle games to the PS3 and launched the website http://humblehomebrew.com about a week ago. I want to push forward the ps3 homebrew scene with more quality games and my next target was free heroes 2. I have already ported it (was quite easy to be honest) and you can see a video here : http://www.youtube.com/watch?v=8fhhhkEtqXo Now I have three things to say... first, you probably noticed the pink background on the popup messages.. I'm guessing that the PSL1GHT (unofficial SDK) of SDL has a bug, but I'm not sure where to look as I have never worked with graphics libraries before (I usually write low level libraries), so if you have any idea, or a tip as where to start looking, that would be helpful. Secondly, How would you feel about fheroes2 being bundled in the HumbleHomebrewCollection and who should I be in contact with in regards to receiving any donations sent to the project? Third, what do you know about the distribution of the .AGG file? I've seen in many places that it never gets distributed with fheroes2, but gets downloaded from the h2demo. However, I've seen someone claim that the h2demo.zip can be redistributed as long as it's not for commercial purposes, also it's being hosted on sourceforge ( http://sourceforge.net/projects/libsdl-android/files/FreeHeroes2/ ) so do you think it's ok to bundle it with the application? i suppose bundle the whole zip itself instead of just some of the files (agg) in it would be ok. I'd like to know what are your thoughts on that, as I suppose you probably investigated such a thing. Thank you KaKaRoTo |
From: Afletdinov A. <afl...@dc...> - 2009-09-16 07:56:32
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> Impressive work! > > Cheers, > Josh > Thanks you! You can make a battle::dialog for small screen resolution (320x240)? |
From: Josh M. <jo...@jo...> - 2009-09-15 03:12:03
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Impressive work! Cheers, Josh 2009/9/14 Afletdinov A. <afl...@dc...>: > New screenshots > ;) > > ------------------------------------------------------------------------------ > Come build with us! The BlackBerry® Developer Conference in SF, CA > is the only developer event you need to attend this year. Jumpstart your > developing skills, take BlackBerry mobile applications to market and stay > ahead of the curve. Join us from November 9-12, 2009. Register now! > http://p.sf.net/sfu/devconf > _______________________________________________ > Fheroes2-devel mailing list > Fhe...@li... > https://lists.sourceforge.net/lists/listinfo/fheroes2-devel > > |
From: Afletdinov A. <afl...@dc...> - 2009-09-15 02:55:22
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New screenshots ;) |
From: Afletdinov A. <afl...@dc...> - 2009-09-11 10:17:43
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Hi All! I have successfully build fheroes2 for my pocket pc (HP iPAQ rx5915, arm cpu, 64Mb ram, Windows Mobile 5.0). It now good working as a attachment picture. I used a cross compiler mingw32ce with my patches for the build. So it really works. And to do interfaces for small screen resolution, for pocket pc. I think it should be no more than 320x240, for the general dialogues. Needs - heroes dialog, castle dialog, heroes meeting and few other.. Who is ready to participate in the work? |
From: Afletdinov A. <afl...@dc...> - 2009-09-10 05:20:30
|
Hi All! I made a new interface. You can move and hide/show a radar, buttons, hero/town icons, and status window. You can set any reasonable small screen resolution. options: hide interface = on hot key: r - show/hide radar w - show/hide status window c - show/hide hero/town icons b - show/hide buttons svn rev. 1171. I think it will be very good for Pocket PC. |
From: Afletdinov A. <afl...@dc...> - 2009-06-11 06:31:37
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Please test latest svn revision (1130). |
From: Afletdinov A. <afl...@dc...> - 2009-06-10 09:14:41
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> Hi boys! > > I just compiled the latest SVN version... > > And when i click to start the game and the map starts to load, the game > quites with this message in the console: > > warning: Surface: operator, error: Empty destination palette > warning: Surface: operator, error: Empty destination palette > warning: Surface: operator, error: Empty destination palette > warning: Surface: operator, error: Empty destination palette > warning: AGG::GetTIL: icn: 1 > warning: AGG::GetTIL: icn name: GROUND32.TIL > warning: AGG::GetTIL: index: 344 > error: AGG::GetTIL: return is NULL > > Can this be fixed? > > Med vänliga hälsningar ok. I will try to fix it. |
From: Afletdinov A. <afl...@dc...> - 2009-06-10 09:06:27
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> Hi I want to scale the sdl surface down to 320*240 (I know this has come up > on the forums and may already be done) and I was wondering where the > drawing code was located so I can scale it before it draws to the screen. > > Thanks, > Ben. > Hi! Scale the surface it is easy. The difficulty is that in some places, the code uses the static coordinates for 640x480 screen size. These coordinates must be transformed into dynamic, in accordance with the scale (320x240 or other small..). Approximately that that you want look in an attachment. |
From: Ben C. <ben...@op...> - 2009-06-10 06:44:13
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Hi I want to scale the sdl surface down to 320*240 (I know this has come up on the forums and may already be done) and I was wondering where the drawing code was located so I can scale it before it draws to the screen. Thanks, Ben. |
From: Johan S. <sp...@gm...> - 2009-06-01 14:09:18
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Hi boys! I just compiled the latest SVN version... And when i click to start the game and the map starts to load, the game quites with this message in the console: warning: Surface: operator, error: Empty destination palette warning: Surface: operator, error: Empty destination palette warning: Surface: operator, error: Empty destination palette warning: Surface: operator, error: Empty destination palette warning: AGG::GetTIL: icn: 1 warning: AGG::GetTIL: icn name: GROUND32.TIL warning: AGG::GetTIL: index: 344 error: AGG::GetTIL: return is NULL Can this be fixed? Med vänliga hälsningar -- johan samuelsson aka spot / up rough / triad |
From: Afletdinov A. <afl...@dc...> - 2009-05-03 04:09:20
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> Why did you make the change that hero and castle armies are only merged > when the castle is owned by the AI in r1059? It is supposed to happen with > all heroes. > > Cheers, > Josh It is mistake. I fixed it. |
From: Josh M. <jo...@jo...> - 2009-05-02 17:32:51
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Why did you make the change that hero and castle armies are only merged when the castle is owned by the AI in r1059? It is supposed to happen with all heroes. Cheers, Josh |
From: Afletdinov A. <afl...@dc...> - 2009-05-01 05:30:45
|
> The problems in the old version: > > The SDL_Mixer docs say not to call any SDL_Mixer functions in a callback > (Mix_ChannelFinished, etc). We were calling lots (Mix_HaltMusic, > Mix_FreeChunk, etc), which could be causing the problems described in the > forum thread. Also, Mix_FreeChunk does not invalidate the chunk, so > Mix_GetChunk will return an invalid pointer if it is used on a freed > channel. The chunks vector is my way of guaranteeing that channels are not > freed incorrectly. > > Cheers, > Josh > Well. You have convinced me. I with you agree. |
From: Josh M. <jo...@jo...> - 2009-05-01 03:37:58
|
The problems in the old version: The SDL_Mixer docs say not to call any SDL_Mixer functions in a callback (Mix_ChannelFinished, etc). We were calling lots (Mix_HaltMusic, Mix_FreeChunk, etc), which could be causing the problems described in the forum thread. Also, Mix_FreeChunk does not invalidate the chunk, so Mix_GetChunk will return an invalid pointer if it is used on a freed channel. The chunks vector is my way of guaranteeing that channels are not freed incorrectly. Cheers, Josh On Thu, Apr 30, 2009 at 10:11 PM, Afletdinov A. <afl...@dc...>wrote: > Explain changes in mixer engine. > What improvements? > > > rev. 1053 Remove SDL_Mixer music and sound callbacks, as they're not > really > necessary and potentially dangerous. > It is not enough your opinion. Where an errors? > > > rev. 1067 Fix music resetting frequently. Fix lots of sound and music > memory > leaks. > These errors from last changes rev. 1053. > > What for the Mixer::std::vector<Mix_Chunk *> is necessary? You do not trust > SDL_MixerFreeChunk, SDL_MixerGetChunk? > > I agree with changes which correct any errors. What errors have corrected > your > changes (if to compare to the old rev. 665)? > I do not accept such changes. > Please, return the old work version. > > > ------------------------------------------------------------------------------ > Register Now & Save for Velocity, the Web Performance & Operations > Conference from O'Reilly Media. Velocity features a full day of > expert-led, hands-on workshops and two days of sessions from industry > leaders in dedicated Performance & Operations tracks. Use code vel09scf > and Save an extra 15% before 5/3. http://p.sf.net/sfu/velocityconf > _______________________________________________ > Fheroes2-devel mailing list > Fhe...@li... > https://lists.sourceforge.net/lists/listinfo/fheroes2-devel > |
From: Afletdinov A. <afl...@dc...> - 2009-05-01 02:11:19
|
Explain changes in mixer engine. What improvements? > rev. 1053 Remove SDL_Mixer music and sound callbacks, as they're not really necessary and potentially dangerous. It is not enough your opinion. Where an errors? > rev. 1067 Fix music resetting frequently. Fix lots of sound and music memory leaks. These errors from last changes rev. 1053. What for the Mixer::std::vector<Mix_Chunk *> is necessary? You do not trust SDL_MixerFreeChunk, SDL_MixerGetChunk? I agree with changes which correct any errors. What errors have corrected your changes (if to compare to the old rev. 665)? I do not accept such changes. Please, return the old work version. |
From: Afletdinov A. <afl...@dc...> - 2009-04-30 07:48:53
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> Why are the changes to GetArmy being made? It is wrecking the logic I have > in the castle battle setup, and I suspect it will also confuse things like > quick info. Ok. I reverted the code. svn rev 1046. |
From: Josh M. <jo...@jo...> - 2009-04-29 04:57:56
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Why are the changes to GetArmy being made? It is wrecking the logic I have in the castle battle setup, and I suspect it will also confuse things like quick info. Cheers, Josh |
From: Josh M. <jo...@jo...> - 2009-04-14 23:31:49
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Alright, I'll do that. Cheers, Josh On Tue, Apr 14, 2009 at 7:21 PM, Afletdinov A. <afl...@dc...> wrote: >> I know the strategy guide says that the 20% chance should be set on >> game start, but I don't think that is necessary. Monsters are only >> fought once, so it doesn't make a difference when the 20% chance is >> decided. The only time it matters is if the monsters are placed >> directly in the editor, like the FIXME says. The attached patch makes >> it so we can tell when this is true by keeping all random monsters as >> OBJ_RNDMONSTER instead of OBJ_MONSTER. Is this ok to commit? > > Hi Josh! > > In the class of Maps::Tiles is an unused byte. > I think you need to use it. See Maps::Tils::flags. > This byte planned to update the redraw engine (to draw a tile). > It is also suitable for extended objects. > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by: > High Quality Requirements in a Collaborative Environment. > Download a free trial of Rational Requirements Composer Now! > http://p.sf.net/sfu/www-ibm-com > _______________________________________________ > Fheroes2-devel mailing list > Fhe...@li... > https://lists.sourceforge.net/lists/listinfo/fheroes2-devel > |
From: Afletdinov A. <afl...@dc...> - 2009-04-14 23:22:16
|
> I know the strategy guide says that the 20% chance should be set on > game start, but I don't think that is necessary. Monsters are only > fought once, so it doesn't make a difference when the 20% chance is > decided. The only time it matters is if the monsters are placed > directly in the editor, like the FIXME says. The attached patch makes > it so we can tell when this is true by keeping all random monsters as > OBJ_RNDMONSTER instead of OBJ_MONSTER. Is this ok to commit? Hi Josh! In the class of Maps::Tiles is an unused byte. I think you need to use it. See Maps::Tils::flags. This byte planned to update the redraw engine (to draw a tile). It is also suitable for extended objects. |
From: Josh M. <jo...@jo...> - 2009-04-14 21:25:41
|
I know the strategy guide says that the 20% chance should be set on game start, but I don't think that is necessary. Monsters are only fought once, so it doesn't make a difference when the 20% chance is decided. The only time it matters is if the monsters are placed directly in the editor, like the FIXME says. The attached patch makes it so we can tell when this is true by keeping all random monsters as OBJ_RNDMONSTER instead of OBJ_MONSTER. Is this ok to commit? Cheers, Josh |
From: Afletdinov A. <afl...@dc...> - 2009-04-13 00:19:20
|
Hi! It is in the SDL library code. > ==486== at 0x63D1C05: Map1to1 (SDL_pixels.c:443) > ==486== by 0x63D2016: SDL_MapSurface (SDL_pixels.c:568) > ==486== by 0x63D36C0: SDL_LowerBlit (SDL_surface.c:417) > ==486== by 0x63D41E2: SDL_ConvertSurface (SDL_surface.c:86 |