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429 lines
15 KiB
Markdown
429 lines
15 KiB
Markdown
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# Introduction
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The purpose of VCMI project is to rewrite entire HoMM3: WoG engine from
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scratch, giving it new and extended possibilities. We are hoping to
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support mods and new towns already made by fans, but abandoned because
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of game code limitations.\
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VCMI is a fan-made open-source project in progress. We already allow
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support for maps of any sizes, higher resolutions and extended engine
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limits. However, although working, the game is not finished. There are
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still many features and functionalities to add, both old and brand new.\
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Learn more about VCMI Project at
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[Wiki](http://wiki.vcmi.eu/index.php?title=VCMI).\
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Check [google
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docs](http://spreadsheets.google.com/ccc?key=pRhYM0YkAF9lIpLe4raNAWA&hl=pl)
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for the list of already implemented objects, spells and artifacts.
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# Installation
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VCMI requires Heroes of Might & Magic 3 complete + WoG 3.58f
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installation and will not run properly without their files. We strongly
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recommend using English version, other languages may cause unexpected
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errors or bizarre font glitches.\
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If you don't have Wake of Gods 3.58f yet, click
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[here](http://www.maps4heroes.com/heroes3/files/allinone_358f.zip).\
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For English language files, extract [this
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package](http://download.vcmi.eu/dataEN.7z) to your `Data` folder.\
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Starting from 0.90, VCMI can be also installed on H3 + ERA setups.
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## Windows
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To install VCMI, simply unzip downloaded archive to main HoMM3
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directory. To launch it, click `VCMI_client` icon. Server mode is
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inactive yet.\
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## Linux
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Visit [Wiki
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article](http://wiki.vcmi.eu/index.php?title=Installation_on_Linux) for
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Linux packages and installation guidelines.\
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# New features
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A number of enchancements had been introduced thorough new versions of
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VCMI. In this section you can learn about all of them.
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## High resolutions
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VCMI supports resolutions higher than original 800x600. Namely these
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are:
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- 1024x600
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- 1024x768
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- 1280x960
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- 1280x1024
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- 1366x768
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- 1440x900
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- 1600x1050
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- 1600x1200
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- 1920x1080
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Switching resolution may not only change visible area of map, but also
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alters some interface features such as [Stack Queue.](#Stack_Queue)\
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To change resolution or full screen mode use System Options menu when in
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game. Changes in resolution will take place when you restart VCMI.\
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Fullscreen mode can be toggled anytime using F4 hotkey. []{#Mods
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label="Mods"}
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## Game modification
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Since 0.9, there is a possibility to edit gameplay settings with config
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file. You may turn some options on/off or adjust certain values in
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`config/defaultMods.json` file. This file is read at game launch and the
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settings are stored in savegame file, so editing config won't break
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existing games.\
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Files placed in `Mods` subfolders will override all default files and
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settings. []{#Stack_Experience label="Stack_Experience"}
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## New creature info window
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In 0.85, new stack experience interface has been merged with regular
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creature window. Among old functionalities, it includes new useful info:
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- Click experience icon to see detailed info about creature rank and
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experience needed for next level. This window works only if stack
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experience module is enabled (true by default).
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- Stack Artifact. As yet creature artifacts are not handled, so this
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place is unused. You can choose enabled artifact with arrow buttons.
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There is also additional button below to pass currently selected
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artifact back to hero.
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- Abilities description contain information about actual values and
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types of bonuses received by creature - be it default ability, stack
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experience, artifact or other effect. These descriptions use custom
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text files which have not been translated.
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By default new window is used. In order to switch back to original
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creature window, use system setting dialog or type `switchCreWin` in
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console\
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[]{#Commanders label="Commanders"}
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## Commanders
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VCMI offers native support for Commanders. By default, they resemble
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original WoG behaviour with basic \"Commanders: script enabled.
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[]{#Stack_Artifacts label="Stack_Artifacts"}
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## Stack artifacts
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The possibility to equip creatures with artifacts has been extended -
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now a number of artifacts can be potentially equipped. By default, there
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artifacts are not possible to use by hero itself. Drag them from
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backpack onto Stack portrait to equip.\
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Current list of Stack Artifacts available for testing:
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- Warlord's banner
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- Magic Wand
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- Gold Tower Arrow
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- Monster's Power
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[]{#Stack_Queue label="Stack_Queue"}
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## Stack Queue
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Stack queue is a feature coming straight from HoMM5, which allows you to
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see order of stacks on the battlefield, sorted from left to right. To
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toggle in on/off, press 'Q' during the battle.\
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There is smaller and bigger version of it, the second one is available
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only in higher resolutions.
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## Pathfinder
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VCMI introduces improved pathfinder, which may find the way on adventure
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map using ships and subterranean gates. Simply click your destination on
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another island or level and the proposed path will be displayed.
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[]{#Quest_Log label="Quest_Log"}
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## Quest log
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In 0.9 new quest log was introduced. It can display info about Seer Hut
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or Quest Guard mission, but also handle Borderguard and Border Gate
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missions. When you choose a quest from the list on the left, it's
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description is shown. Additionally, on inner minimap you can see small
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icons indicating locations of quest object. Clicking these objects
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immediately centers adventure map on desired location.
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## Attack range
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In combat, some creatures, such as Dragon or Cerberi, may attack enemies
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on multiple hexes. All such attacked stacks will be highlighted if the
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attack cursor is hovered over correct destination tile.\
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Whenever battle stack is hovered, its movement range is highlighted in
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darker shade. This can help when you try to avoid attacks of melee
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units.
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## Power rating
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When hovering cursor over neutral stack on adventure map, you may notice
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additional info about relative threat this stack poses to selected hero.
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This feature has been introduced in Heroes of Might and Magic V and is
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planned to be extended to all kinds of armed objects.\
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Custom text file is in use, so using localized version of data files
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will not change text in your game. It is not a bug, but lack of new
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translated files.
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## FPS counter
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VCMI 0.85 introduces new feature for testing, the FPS counter. To enable
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it, edit this line in config/settings.txt file:\
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[`showFPS=0;`]{style="background-color: SpringGreen"}\
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Value of 1 enables simple FPS counter which may be useful to test
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graphical performance on mobile platforms.
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## Custom menu graphics
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Since 0.9, it is possible to use any background graphics in main menu.
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Open `config/mainmenu.json` file for that reason and edit this line:\
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[`"background" : "background-file-name"`]{style="background-color: SpringGreen"}\
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Place the background file in `Data` folder.
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## Minor improvements
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### Linux directory
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In Linux-based sysems, files placed in $\sim$`/.vcmi` directory will
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override data files with the same name.
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## New controls
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VCMI introduces several minor improvements and new keybinds in user
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interface.
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### Pregame - Scenario / Saved Game list
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- Mouse wheel - scroll through the Scenario list.
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- Home - move to the top of the list.
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- End - move to the bottom of the list.
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- NumPad keys can be used in the Save Game screen (they didn't work in
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H3).
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### Adventure Map
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- CTRL + R - Quick restart of current scenario.
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- CTRL + Arrows - scrolls Adventure Map behind an open window.
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- CTRL pressed blocks Adventure Map scrolling (it allows us to leave
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the application window without losing current focus).
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- NumPad 5 - centers view on selected hero.
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- NumPad Enter functions same as normal Enter in the game (it didn't
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in H3).
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### Spellbook
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- ALT + 1-10 or '-' or '=' on main pad - cast 1st to 12th visible
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spell
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- ALT + 1-10 or '-' or '+' on NumPad - cast 1st to 12th spell
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### Miscellaneous
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- Numbers for components in selection window - for example Treasure
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Chest, skill choice dialog and more yet to come.
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- Type numbers in the Split Stack screen (for example 25 will split
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the stacks as such that there are 25 creatures in the second stack).
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- 'Q' - Toggles the [Stack Queue](#Stack_Queue) display (so it can be
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enabled/disabled with single key press).
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- During Tactics phase, click on any of your stack to instantly
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activate it. No need to scroll trough entire army anymore.
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## Cheat codes
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Following cheat codes have been implemented in VCMI. Type them in
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console:
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- `vcmiistari` - Gives all spells and 999 mana to currently selected
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hero
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- `vcmiainur` - Gives 5 Archangels to every empty slot of currently
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selected hero
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- `vcmiangband` - Gives 10 Black Knights into each slot
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- `vcmiarmenelos` - Build all structures in currently selected town
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- `vcminoldor` - All war machines
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- `vcminahar` - 1000000 movement points
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- `vcmiformenos` - Give resources (100 wood, ore and rare resources
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and 20000 gold)
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- `vcmieagles` - Reveals fog of war
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- `vcmiglorfindel` - Advances currently selected hero to the next
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level
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- `vcmisilmaril` - Player wins
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- `vcmimelkor` - Player loses
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- `vcmiforgeofnoldorking` - Hero gets all artifacts except spell book,
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spell scrolls and war machines
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## Command line
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It is possible to save a starting configuration (such as map and
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options) in pregame by typing \"`sinfo` filename\". Then VCMI can be
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started with option `-i –start=fname` and it will automatically start
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the game.\
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`–onlyAI` command line option allows to run AI-on-AI game (without GUI).
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Also, typing `onlyai` in pregame triggers that mode.
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# Release notes
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- In 0.89 [Commanders](#Commanders) and [Stack
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Artifacts](#Stack_Artifacts) were implemented and enabled by
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default. There are four Stack Artifacts available. Their behaviour
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has been altered for testing purpose only.
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- [Stack Experience](#Stack_Experience) is enabled by default. It's an
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optional feature, but needs complex tesing. Mechanics and tables
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from original WoG 3.58f were used for this purpose. Note that not
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all of WoG creature abilities are handled.
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- Online game, random map generator as well as some other parts of the
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game are not yet implemented. Do not worry if nothing happens when
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you click them, please report only actual bugs and game crashes.
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- It is possible to start the campaign, although heroes will not carry
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over to subsequent scenarios.
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## Android port
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Android port, despite some rumours, is not complete and may crash at
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random. The port is work of a Peyla - volunteer outside of VCMI team,
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who abandoned it. Any Android support is beyond our scope. []{#Feedback
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label="Feedback"}
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# Feedback
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Our project is open and its sources are available for everyone to browse
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and download. We do our best to inform community of Heroes fans with all
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the details and development progress. We also look forward to your
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comments, support and advice.\
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A good place to start is [VCMI
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Wiki](http://wiki.vcmi.eu/index.php?title=Main_Page) which contains all
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necessary information for developers, testers and the people who would
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like to get familiar with our project. If you want to report a bug, use
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[Mantis Bugtracker](http://bugs.vcmi.eu/bug_report_advanced_page.php).\
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Make sure the issue is not already mentioned on [the
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list](http://bugs.vcmi.eu/view_all_bug_page.php) unless you can provide
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additional details for it.\
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Please do not report as bugs features not yet implemented. For proposing
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new ideas and requests, visit [our
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board](http://forum.vcmi.eu/index.php).\
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VCMI comes with its own bug handlers: the console which prints game log
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`(server_log, VCMI_Client_log, VCMI_Server_log)` and memory dump file
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(`.dmp`) created on crash on Windows systems. These may be very helpful
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when the nature of bug is not obvious, please attach them if necessary.\
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To resolve an issue, we must be able to reproduce it on our computers.
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Please put down all circumstances in which a bug occurred and what did
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you do before, especially if it happens rarely or is not clearly
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visible. The better report, the better chance to track the bug quickly.
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### Linux notes
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On \*nix-like systems logs can be found in $\sim$`/.vcmi` directory.\
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When reporting compilation issues please specify name and version of
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your distribution.
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# FAQ
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## When will the final version be released?
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When it is finished, which is another year at least. Exact date is
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impossible to predict.\
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Development tempo depends mostly on free time of active programmers and
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community members, there is no exact shedule. You may expect new version
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every three months. Of course, joining the project will speed things up.
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## Are you going to add / change X?
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VCMI recreates basic H3:TSoD + WoG engine and does not add new content
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or modify original mechanics by default. Only engine and interface
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improvements are likely to be supported now. The list of possible
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features is placed on [Wiki TODO
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list](http://wiki.vcmi.eu/index.php?title=TODO_list). If you want
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something specific to be done, please present detailed project on [our
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board](http://forum.vcmi.eu/index.php). Of course you are free to
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contribute with anything you can do.
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## Will it be possible to do Y?
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Removing engine restrictions and allowing flexible modding of game is
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the main aim of the project.\
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As yet modification of game is not supported.
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## The game is not working, it crashes and I get strange console messages.
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Report your bug. Details are described [here](#Feedback). The sooner you
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tell the team about the problem, the sooner it will be resolved. Many
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problems come just from improper installation or system settings.
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## What is the current status of the project?
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Check [Wiki](http://wiki.vcmi.eu/index.php?title=VCMI), [release
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notes](http://forum.vcmi.eu/viewforum.php?f=1) or
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[changelog](https://github.com/vcmi/vcmi/blob/develop/ChangeLog). The
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best place to watch current changes as they are committed to the develop
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branch is the [Github commits
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page](https://github.com/vcmi/vcmi/commits/develop). The game is quite
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playable by now, although many important features are missing.
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## I have a great idea!
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Share it on [VCMI forum](http://forum.vcmi.eu/index.php) so all team
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members can see it and share their thoughts. Remember, brainstorming is
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good for your health.
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## Are you going to support Horn of The Abyss / Wog 3.59 / Grove Town etc.?
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Yes, of course. VCMI is designed as a base for any further mods and uses
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own executables, so the compatibility is not an issue. The team is not
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going to compete, but to cooperate with the community of creative
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modders.
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## I don't like Wake of Gods at all. Can I disable it?
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Most WoG features already implemented are just for testing purposes and
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can be disabled in [mod settings](#Mods).
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## Can I help VCMI Project in any way?
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If you are C++ programmer, graphican, tester or just have tons of ideas,
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do not hesistate - your help is needed. The game is huge and many
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different ares of activity are still waiting for someone like you. See
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[Wiki TODO list](http://wiki.vcmi.eu/index.php?title=TODO_list) for more
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info.
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## I would like to join development team.
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You are always welcome. Contact the core team via [our
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board](http://forum.vcmi.eu/index.php). In the meantime, read 'building
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VCMI' guide at [Wiki](http://wiki.vcmi.eu/index.php?title=Main_Page).\
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The usual way to join the team is to post your patch for review on our
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board. If the patch is positively rated by core team members, you will
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be given access to SVN repository.
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# Credits
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