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 Some Ironfist changes I am working on

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ComputerPhreak
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PostSubject: Some Ironfist changes I am working on   2016-03-28, 18:43

Here is an update on some of the changes I'm working on to Ironfist.  In the video you can see that support has been added for cd music via .mp3 (or .ogg) files in the ironfist/tracks directory.  This is the same type of setup that h2cdplay uses (the code is actually from there), but I also added the ability to switch between the SW/PoL town screen tracks.  If the audio is set to 'CD Stereo' it will use the audio that matches the midi, if it is set to 'CD Stereo With Opera' then it uses the opera tracks that are played in H2 Gold (and I guess regular PoL too).

The audio is very quiet on youtube, I don't know why the capture volume was so low, but it is only a problem with my screen recorder, the volume is fine in the actual game.


I am also working on converting things to widescreen, but that is still underway.  If anyone has knowledge of how Win32 DIBs and paletting work, I could use your help.
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Unknown_Hero
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PostSubject: Re: Some Ironfist changes I am working on   2016-03-29, 04:55

In the original Heroes 2 program (ver 1.3), when the sound is set to Midi, the music play instantly when the player switches between the castles in the town screen.

In the Gold version (ver 2.1), when the sound is also set to Midi, there is a delay of 1 to 3 seconds before the music start to play when the player switches between the castles, it's very annoying, sometimes you switch between the castles with no music at all (due to the delay).

In your video, it seems that the music play almost instantly when you switches between the castles, this is very nice. Smile
Also, the possibility to choose between the SW and PoL musics is really great, I personally prefer the SW musics, so all good. Wink

The widescreen mod is promising and not "overdone" the way you make it, continue this way.

I can only help you with some encouragement. Smile
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ComputerPhreak
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PostSubject: Re: Some Ironfist changes I am working on   2016-04-25, 14:13

Some more cool changes, and progress to the widescreen mod:



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Sir Albe
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PostSubject: Re: Some Ironfist changes I am working on   2016-04-25, 23:53

Looks promising Smile Keep it up!
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Unknown_Hero
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PostSubject: Re: Some Ironfist changes I am working on   2016-04-26, 04:31

@ComputerPhreak

Yes, more info with right click, I like it. Smile
And this time, I can help you. Wink
I made a list for this, feel free to use it.  Very Happy

Unknown_Hero wrote:
More Info with Right click:
 
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ComputerPhreak
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PostSubject: Re: Some Ironfist changes I am working on   2016-04-26, 15:04

Unknown_Hero wrote:
@ComputerPhreak

Yes, more info with right click, I like it. Smile
And this time, I can help you. Wink
I made a list for this, feel free to use it.  Very Happy

Thanks, that should be helpful. I don't know if some of those things will be technically feasible, actually I am running into issues with just the changes I have already made, but I like the ideas.

One thing that I could use help on is modifications to some of the graphics for widescreen. Right now, I have just hardcoded the 'widescreen' mode to add an additional 160 pixels to the screen (going from 640x480 to 800x480).

I'm not sure what should be drawn in the extra 160 pixels (or 80 + 80 pixels on either side).
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ComputerPhreak
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PostSubject: Re: Some Ironfist changes I am working on   2016-04-26, 16:11

This is what I came up with for the 800x480 "good" version of the adventure board ("advbord.icn"):


Of course I'm open to suggestions or different versions if anyone else wants to come up with one.
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Uhm
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PostSubject: Re: Some Ironfist changes I am working on   2016-04-26, 23:34

"Evil" theme:



EDIT: Neutral? frame Smile :

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Unknown_Hero
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PostSubject: Re: Some Ironfist changes I am working on   2016-04-27, 06:38

@ComputerPhreak

I'll maybe try mine for 800x480 when I will have time, but you have to be patient. Smile

@Uhm

Nice try. Smile
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ComputerPhreak
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PostSubject: Re: Some Ironfist changes I am working on   2016-04-27, 07:50

Uhm wrote:
"Evil" theme:

EDIT: Neutral? frame Smile :

I like those Very Happy

My only concern is saving it as a .jpg, I didn't see any quality loss but I didn't look too closely.  I added both to the game (the 'neutral' theme will actually take a bit of work to properly add, I just kinda did a quick-and-dirty hack to make it work for this video):


Knight and Sorceress are good, Barb and Wizard are neutral, and Warlock and Necro are evil, correct?

Oh one other little problem I ran into:
The 'adventure map' region in the unmodified version is 15x15 'tiles' wide/tall (each tile is 32 pixels, so the region is basically 480x480). In the 800x480 version, I modified this region to be 20x15, so it will take up 640x480 pixels. Problem is, when centering the map horizontally, the width is now even, meaning there is no longer a 'middle' tile, but two middle tiles. I'm not sure what to do about this.
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Unknown_Hero
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PostSubject: Re: Some Ironfist changes I am working on   2016-04-28, 11:19

ComputerPhreak wrote:
My only concern is saving it as a .jpg, I didn't see any quality loss but I didn't look too closely.

It would be better to make the different screens to be accessible, and make they work just like the other graphic files (.bmp graphics in .icn files), so they can be easily replaced or corrected if needed.

ComputerPhreak wrote:
Knight and Sorceress are good, Barb and Wizard are neutral, and Warlock and Necro are evil, correct?

There is no "neutral" castles/heroes in Heroes 2, there is "good" and "not so good" castles/heroes.  Very Happy

Knight, Sorceress and Wizard are considered "Good", with the Good interface.
Barbarian, Necromancer and Warlock are considered "Not so Good", with the Evil interface.

ComputerPhreak wrote:
Oh one other little problem I ran into:
The 'adventure map' region in the unmodified version is 15x15 'tiles' wide/tall (each tile is 32 pixels, so the region is basically 480x480). In the 800x480 version, I modified this region to be 20x15, so it will take up 640x480 pixels. Problem is, when centering the map horizontally, the width is now even, meaning there is no longer a 'middle' tile, but two middle tiles. I'm not sure what to do about this.

Simple, just make the adventure map area 19x15 tiles (total screen 768x480 pixels, ratio 1.6), or 21x15 tiles (total screen 832x480 pixels, ratio 1.7333), or display 9 tiles and half a tile (16 pixels) each side of the hero (800x480 pixels, ratio 1.6666).  Smile

In full screen mode (stretched screen), visually, the total screen 768x480 pixels (ratio 1.6) will be more pleasant and more close to the original screen size (total screen 640x480 pixels, 4/3 ratio 1.3333), the screen will be less "distorted and elongated" horizontally.

And don't forget to remember the Dimension Door spell must be constrain in a 15x15 tiles area. Laughing
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GodRage
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PostSubject: Re: Some Ironfist changes I am working on   2016-05-03, 12:56

Unknown_Hero wrote:
And don't forget to remember the Dimension Door spell must be constrain in a 15x15 tiles area. Laughing
In the hope someday the Magic power increase/decrease the range of Dimension Door, the shape of the DOORable area shoudln't be a square (adventure map 's view) but a circle around the hero... And then I would like to see a "half shadow" covering the area where we can DOOR in. (or coverinf the part we can't)
Ok ok I return to dream more.

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Unknown_Hero
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PostSubject: Re: Some Ironfist changes I am working on   2016-05-06, 09:55

@GodRage

An octagon for your "shape" would be better (in a similar way the fog of war is removed by the hero viewing area). Smile

Actually, there is an "anomaly of functioning" due to the "hot spot" of the sprite cursor (the "active" pixel of the sprite cursor is located at the top left of the sprite cursor); the hero can "move" only 6 tiles to the right of the adventure screen area, and only 6 tiles to the bottom of the adventure screen area, unlike of 7 tiles to the left of the adventure screen area, and 7 tiles to the top of the adventure screen area when using the Dimension Door spell; so, the hero "moves" further when he goes to the north and to the west with the spell. Very Happy
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PostSubject: Re: Some Ironfist changes I am working on   2016-05-12, 07:06

Yeah, more or less "circle shape" is fine in my mind. Very Happy

interesting, but so isn't it a bug?

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PostSubject: Re: Some Ironfist changes I am working on   2016-05-12, 08:15

@GodRage

The using "behavior" of the Dimension Door spell is, perhaps, not a "bug" from a programing point of view, whatsoever (quoique), Laughing but certainly a bug from an UI point of view.
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PostSubject: Re: Some Ironfist changes I am working on   2016-11-13, 11:58

Hello! It has been a long time without any news in this post and I am very interested in these changes, how is it going?
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Darmani
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PostSubject: Re: Some Ironfist changes I am working on   2016-11-24, 08:50

The widescreen changes are currently bottlenecked by efficiency -- it's not yet fast enough.

We've done some work trying to ready the CD music changes. We have two new budding programmers, and I expect one of them to be up to the challenge at some point. Smile
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Orzie
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PostSubject: Re: Some Ironfist changes I am working on   2016-11-24, 18:56

I'd like to see an ability to switch between SW and PoL soundtracks (as well as Opera/Midi) in the menu. Smile
Yet, I suppose, it's not that critical for the release.

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XT3RM1N8R
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PostSubject: Re: Some Ironfist changes I am working on   2016-12-01, 16:22

Darmani wrote:
The widescreen changes are currently bottlenecked by efficiency -- it's not yet fast enough.

We've done some work trying to ready the CD music changes. We have two new budding programmers, and I expect one of them to be up to the challenge at some point. Smile

(I was wondering if these forums are where the community gathers.)
This sounds like an interesting issue.
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Orzie
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PostSubject: Re: Some Ironfist changes I am working on   2016-12-01, 20:25

XT3RM1N8R wrote:

(I was wondering if these forums are where the community gathers)
This is what these forums are for. Yet, I am unable to lead a full scale promotion these days, but at least I try to keep the modding stream alive.

Forums are no more a massive entertainment, social networks took that niche. Now it's more like a gathering place for the elite fans and a workbench in some cases, like freelance help from the community.

Considering Ironfist, I'd also like to see more activity here from the team, but it's all centralized elsewhere.

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