poet 发表于 2009-8-7 16:42:24

原帖由 hero_hacker 于 2009-8-7 15:42 发表 http://bbs.h3wog.com/images/common/back.gif
poet 兄弟,你是用的什么编译器编译的?visual c++9.0还是 gcc? 或是其它什么编译器?

gcc 4.4.1

rushgogo 发表于 2009-8-7 18:14:04

原帖由 yunings 于 2009-8-3 14:41 发表 http://bbs.h3wog.com/images/common/back.gif

的确,只要内核支持显示中文,其他的都好说,不过是些文本翻译的问题。

我不知道有利的插件能不能支持VCMI显示中文,我的假设是有前提的,那就是,VCMI必须基于SoD开发。但就目前发布的版本来看,VCMI似乎正如其所说,是WoG的一件“外衣”,试想,让中文化插件支持一个“外衣”程序,好像有点不太靠谱。如果我们能够获得VCMI的源代码,研究一下,其实一切都好办了。所以,招募中加上了懂C++编程这个条件,目的就是能从VCMI开发组那里把源代码要来。

我想,以Poet的能力,问VCMI开发组要来源代码,应该不成问题吧?

按我的理解,“VCMI必须基于SoD开发”是指VCMI需要支持SOD中的那些资源,包括txt,def,图片,声音和视频之类的,VCMI完成之后应该是不依赖于SOD程序而单独运行,并且替代sod作为wog的核心(而不是外衣)。

VCMI是开源的,任何人都可以去http://vcmi.svn.sourceforge.net/下载源码。

hero_hacker 发表于 2009-8-8 09:15:06

原帖由 poet 于 2009-8-7 16:42 发表 http://bbs.h3wog.com/images/common/back.gif


gcc 4.4.1

哈哈,整了一晚上,终于在 VC9 下编译 VCMI_client.exe 和 VCMI_lib.dll 成功,运行起来也没问题。

alexwu 发表于 2009-8-8 14:50:30

VCMI 0.73 发布

地址:
http://antypika.aplus.pl/vcmi/forum/portal.php

原文及翻译:
VCMI 0.73 released!
VCMI 0.73 发布!
Author: Tow @ 2009-08-01, 23:11
作者:Tow @ 2009-08-01, 23:11 (深刻感谢及崇拜中,哈哈)
After another two months of development we are proud to present a new release of VCMI.
经过另外两个月的开发,我们自豪地发布了一个新的版本。
It brings a lot of fixes and several important features:
它带来了许多修复和几个重要的特性
- Support for videos.
视频支持。
- Exchange window. It's finally possible to exchange artifacts and creatures between your hereos.
交换窗口,终于可以在英雄之间交换宝物和生物了。
- Sailing support. You can buy a boat in shipyard and visit most of the sea objects. Water areas became accessible!
航海支持,你可以在船坞中买一条船然后访问几乎所有的海上建筑,水上的区域可以使用了!
- Special battlegrounds supported.
特殊战斗地形支持.
- More artifacts and objects (including creature generators) supported.
更多的宝物和建筑(包括兵营)支持。

Please also check items implementation status for the full information.
如果想要了解所有的信息,请检查项目实现状态(这个我在后面会把附件放上来)。

Download link: http://vcmi.antypika.aplu...=download&id=13 (2.8MB, ZIP Archive)
下在地址......

Installation:
安装:
Extract the package into your main Heroes folder.
解压到到英雄无敌的安装目录。
WoG 3.58f is required. We strongly recommend using English version.
需要WoG 3.58f。我们强烈推荐使用英文版。
If you have older version of VCMI, you have to overwrite it.
如果你正在使用旧版的VCMI,你将覆盖它。

===========江湖人称分割线的就是我=================

最近几次VCMI的更新都差不多是两个月,可以看出这个小组真的很不错,崇拜+感谢!
这个好像是使用C++编写的,行的兄弟可以去加入他们哦(我C++不及格:lianhong: )。

KT-7EX 发表于 2009-8-8 18:27:24

原帖由 火凤凰卍炼狱 于 2009-8-8 16:42 发表 http://bbs.h3wog.com/images/common/back.gif
英雄交换即不管离得多远都可以交换生物和宝物
关于那个海上访问的意思是原来不能放在海上的物品现在能放上去,并且能访问了
远距离交换是不可能的,看来你还没搞懂VCMI,VCMI其实是H3的复刻,目前只是在还原原作的功能而已,我记得上个版本还没音乐。

poet 发表于 2009-8-8 21:15:00

原帖由 da3338280 于 2009-8-8 16:32 发表 http://bbs.h3wog.com/images/common/back.gif
我真的看不懂,什么叫做英雄交换界面?本来英雄之间就可以交换的嘛....
什么叫建造一只船只就可以访问所有海上建筑?本来就可以嘛......
然后视频支持是不是说玩家们可以开住视频开玩WOG了?

VCMI是一个完全重写的引擎,其第一阶段目标是“实现H3WOG的现有功能”。

你看到的那些功能,确实,H3WOG现在已经全都有了,但是VCMI正在实现它们。

VCMI离现在H3WOG的功能还有相当大的差距。

poet 发表于 2009-8-8 21:17:47

原帖由 hero_hacker 于 2009-8-8 09:15 发表 http://bbs.h3wog.com/images/common/back.gif
哈哈,整了一晚上,终于在 VC9 下编译 VCMI_client.exe 和 VCMI_lib.dll 成功,运行起来也没问题。

很好。我基本上已经搞清楚怎么在 Linux 下实现内核中文支持。待我验证好了,可以给你参考一下。Windows 版估计只需要你重新编译一下就OK。

hero_hacker 发表于 2009-8-8 21:34:40

原帖由 poet 于 2009-8-8 21:17 发表 http://bbs.h3wog.com/images/common/back.gif


很好。我基本上已经搞清楚怎么在 Linux 下实现内核中文支持。待我验证好了,可以给你参考一下。Windows 版估计只需要你重新编译一下就OK。

好!!!
期待中......

alexwu 发表于 2009-8-9 11:27:13

原帖由 songfx 于 2009-8-9 08:23 发表 http://www.h3wog.com/images/common/back.gif
楼主更新得很及时

估计管理员对更新的日期很不满意(8-1=7):lianhong: 再从HC找点东西下来,不然......:shangxin:
来源地址:http://heroescommunity.com/viewthread.php3?TID=30659

Upcoming release 0.74:
即将来临的 0.74:

- Creature banks
- 生物银行
- Town sieges
- 攻城
- More adventure objects
- 更多的地图探险对象(建筑)
- General code improvement & bugfixes
- 常规代码优化及问题修复

Planned features for the final realese:
最终版本计划包含的特性:

- Standalone, full and working release
- 独立,完整和工作中的版本(这个估计是说将来最终版本将以三种形式发布,独立版本估计是像现在一样的一个小的压缩包,需要wog 3.5X才能运行;完整版本估计是可以直接运行,把需要的文件都包含了;工作中的版本估计是类似Nightly Build之类的)
- Handling of all map objects, spells, buildings, abilities
- 能处理所有的地图对象,法术,建筑,技能
- Commanders
- 司令官
- Hero specialities
- 英雄特殊技能
- Full game options, including more resolutions
- 全部的游戏选项,包含更多的分辨率(目前支持1024以上的分辨率)
- Advanced AI
- 高级人工智能
- Campaigns
- 战役
- Multiplayer
- 多人游戏
- Simulateneous turns
- 同时进行的回合(这个完全不明白是什么,难道是即时战略?)
- ERM interpreter
- EPM 解析器
- Mod support
- Mod 支持
- Anything we didn't add yet
- 所有还没有加入的内容

Further development:
将来的开发:
- Map editor
- 地图编辑器
- Random map generator
- 随机地图生成器
- Lua scripts (like in Heroes 5)
- Lua 脚本(就像在英雄无敌5种一样)(Lua是啥?不知道:lianhong: )
- Most popular wogifications reworked
- 更受欢迎的wog化程序将被重写
- Any towns, mods or new objects
- 任何城镇(种族),mod或者新对象

===========江湖人称分割线就是我================
本来要说在很前面的话:咱英文水平就4级华丽丽的60+(+ < 5),所以翻不对的地方,请大家帮忙重新翻下,谢谢哈!
想去VCMI官网上看有没有项目计划,结果论坛一片不知是俄文、西班牙文还是其他蚯蚓字,换上高倍放大镜都没瞄出些什么来,抱歉了!

poet 发表于 2009-8-9 20:21:43

原帖由 da3338280 于 2009-8-9 11:44 发表 http://bbs.h3wog.com/images/common/back.gif
我们主要是现在就很想有能玩的VCMI

以现在的速度,我估计三年后可以发布 VCMI 1.0 版,所以估计能玩的 VCMI 你应该可以在 2012 年玩到。

仅是个人观点啊。。。不代表 VCMI 小组观点。

alexwu 发表于 2009-8-12 16:20:54

期待中,我觉得高手们可以和VCMI项目组合作,可以加快VCMI的进度。
PS:UTF-8就世界通用了。

yunings 发表于 2009-8-13 10:54:27

早就想回复这个帖子了,这几天电脑重装了N次,都快崩溃了……
内核汉化,想指望国外玩家,那基本上是痴心妄想。我也没有将这个事情寄望于他们,其实这个帖子,初衷是能够起到召集中国技术人员参与VCMI项目,从而加快项目进程。毕竟以目前的开发速度来说,真的要玩到正式版(1.0),那还是相当遥远的事情。

yunings 发表于 2009-8-13 12:08:01

LZ很强,发了7篇帖子,都是关于VCMI的,可谓VCMI控。呃,首贴基本上翻译的很不错,针对后来的补充消息,做些修正和说明吧:

Planned features for the final realese:
最终版本计划包含的特性:

- Standalone, full and working release
- 独立,完整和工作中的版本(这个估计是说将来最终版本将以三种形式发布,独立版本估计是像现在一样的一个小的压缩包,需要wog 3.5X才能运行;完整版本估计是可以直接运行,把需要的文件都包含了;工作中的版本估计是类似Nightly Build之类的)
此句意为:单独的,完整的版本。也就是说,最终发布的VCMI将是一个可以独立工作的版本,以此推测,VCMI正式版可能不依赖WoG也能运行。

- Simulateneous turns
- 同时进行的回合(这个完全不明白是什么,难道是即时战略?)
应该指的是同步回合,亦即玩家间无需等待的回合。如能实现,实在是太惊人的突破。

- Lua scripts (like in Heroes 5)
- Lua 脚本(就像在英雄无敌5种一样)(Lua是啥?不知道 )
Lua是一种广受欢迎的脚本语言,比ERM好学、好用的多。

- Most popular wogifications reworked
- 更受欢迎的wog化程序将被重写
此句应意为:大多数广受欢迎的WoG化特性的重写。

poet 发表于 2009-8-13 21:35:31

原帖由 alexwu 于 2009-8-12 16:20 发表 http://bbs.h3wog.com/images/common/back.gif
期待中,我觉得高手们可以和VCMI项目组合作,可以加快VCMI的进度。
PS:UTF-8就世界通用了。

你说的是正确的,但这里有个问题:VCMI还要不要能玩中文WOG的地图?

其实答案大家都知道。所以问题就来了,这些地图都是GBK的。所以必须要知道来源的编码并把编码转换到UTF8,再显示。如果必须要这么做的话,做“世界通用版”就不可能了,只能做中国版,因为我们这个版本必须假定地图都是GBK编码而显示却是用UTF-8编码的。

如果要把地图编码与显示编码都做成utf-8,确实就成为了世界版,但是我们需要:
1。提供一个转换器,转换所有现有地图为utf-8编码。
2。提供UTF-8版本的地图编辑器用于编辑新地图。(这个应该比较现实,因为VCMI估计会推出自己的地图编辑器的,只是现在还没有。)
看起来这个方案似乎不如“中国版”更容易接受?

[ 本帖最后由 poet 于 2009-8-13 21:39 编辑 ]

poet 发表于 2009-8-13 21:41:44

楼上最后一句话真实含义可以解释为:大多数目前的官方erm将使用lua重写。

alexwu 发表于 2009-9-25 20:52:58

感谢管理员同学帮忙补充:lianhong: 俺确实是VCMI控(估计是有洁癖,wog3.58已经补得慌死了)。不过同等3.59哈。
刚从HC的VCMI更新贴上看到0.74将会在10月1日出来哦,原文如下:
Upcoming release 0.74 (October 1st):

- Creature banks
- Town sieges
- Basic adventure AI
- Necromancy, Balistics
- More adventure objects, spells and artifacts (including combined ones)
- More resolutions (1280x960, 1280x1024, 1440x900)
- New, big stack queue
- General code improvement & bugfixes

就不翻了,和上面的一样,就是多了October 1st

songfx 发表于 2009-10-2 18:11:39

VCMI 0.74 released

不好意思,没时间翻译,先将就看一下
谁有空先翻译一点
时间很及时,昨天发布的

VCMI 0.74 released!Author: Tow @ Yesterday 23:50After another two months of development we are proud to present a new release of VCMI.
It brings many improvements, fixes and features including:
* partially done sieges. Walls are present and blocking movement, turrets are shooting. Catapult can attack and destruct the walls.
* redone stack queue, now with info about stacks quantity. New queue graphics for high resolutions. Now 'Q' button toggles the queue. Thanks to Dru for the graphics! Stack acting order was also improved (though still not perfect).
* improved pathfinder. It now supplies GUI with information about accessibility of tiles and cost of movement. That allowed implementation of most of adventure map cursors.
* creature banks (and several other objects)
* vastly improved creature animation handling in battles
* implemented save game and scenario information windows
* new resolutions (full list further in the news)

Please also check items implementation status for the full information.

Download link: http://vcmi.antypika.aplu...=download&id=14 (3.3MB, ZIP Archive)

Installation:
Extract the package into your main Heroes folder.
WoG 3.58f is required. We strongly recommend using English version.
If you have older version of VCMI, you have to overwrite it.

***

Save format has been changed, savegames from previous versions won't work with 0.73.

VCMI supports 800x600, 1024x600, 1024x768, 1280x960, 1280x1024, 1440x900 and 1600x1200 screen resolutions. To use custom resolution, type (before starting the actual game!) in the console "resolution" and pick appropriate one. Alternatively, you can change default resolution by the editing config/settings.txt file.


Acknowledgements:
Thanks for AlienX, Boulie, dikamilo, Fnord, GrayFace, Ivan, krystian1995, majaczek, pHOMM, Steven Aus, Zamolxis, Zjarek and everyone else who helped us with testing and improving VCMI.


Special thanks to Ivan, Ubuntux, Zamolxis for the new resolutions graphics. Special thanks to Ivan for deciphering positions of wall parts and obstacles.

***

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.
Starting with VCMI 0.74 we are deploying separate bugtracker. Please report bugs using this form. Check this thread 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 get help in building and developing VCMI sources in the development board.

CHANGELOG
0.73 -> 0.74 (Oct 01 2009)
GENERAL:
* Scenario Information window
* Save Game window
* VCMI window should start centered
* support for Necromancy and Ballistics secondary skills
* new artifacts supported, including those improving Necromancy, Legion Statue parts, Shackles of War and most of combination artifacts (but not combining)
* VCMI client has its own icon (thx for graphic to Dikamilo)
* Ellipsis won't be split when breaking text on several lines
* split button will be grayed out when no creature is selected
* fixed issue when splitting stack to the hero with only one creatures
* a few fixes for shipyard window

ADVENTURE INTERFACE:
* Cursor shows if tile is accesible and how many turns away
* moving hero with arrow keys / numpad
* fixed Next Hero button behaviour
* fixed Surface/Underground switch button in higher resolutions

BATTLES:
* partial siege support
* new stack queue for higher resolutions (graphics made by Dru, thx!)
* 'Q' pressing toggles the stack queue displaying (so it can be enabled/disabled it with single key press)
* more creatures special abilities supported
* battle settings will be stored
* fixed crashes occuring on attacking two hex creatures from back
* fixed crash when clicking on enemy stack without moving mouse just after receiving action
* even large stack numbers will fit the boxes
* when active stack is killed by spell, game behaves properly
* shooters attacking twice (like Grand Elves) won't attack twice in melee
* ballista can shoot even if there's an enemy creature next to it
* improved obstacles placement, so they'll better fit hexes (thx to Ivan!)
* selecting attack directions works as in H3
* estimating damage that will be dealt while choosing stack to be attacked
* modified the positioning of battle effects, they should look about right now.
* after selecting a spell during combat, l-click is locked for any action other than casting.
* flying creatures will be blitted over all other creatures, obstacles and wall
* obstacles and units should be printed in better order (not tested)
* fixed armageddon animation
* new spells supported:
- Anti-Magic
- Cure
- Resurrection
- Animate Dead
- Counterstrike
- Berserk
- Hypnotize
- Blind
- Fire Elemental
- Earth Elemental
- Water Elemental
- Air Elemental
- Remove obstacle

TOWNS:
* enemy castle can be taken over
* only one capitol per player allowed (additional ones will be lost)
* garrisoned hero can buy a spellbook
* heroes available in tavern sould be always different
* ship bought in town will be correctly placed
* new special town structures supported:
- Lookout Tower
- Temple of Valhalla
- Wall of Knowledge
- Order of Fire

HERO WINDOW:
* war machines cannot be unequiped

PREGAME:
* sorting: a second click on the column header sorts in descending order.
* advanced options tab: r-click popups for selected town, hero and bonus
* starting scenario / game by double click
* arrows in options tab are hidden when not available
* subtitles for choosen hero/town/bonus in pregame

OBJECTS:
* fixed pairing Subterranean Gates
New objects supported:
- Borderguard & Keymaster Tent
- Cartographer
- Creature banks
- Eye of the Magi & Hut of the Magi
- Garrison
- Stables
- Pandora Box
- Pyramid



Full changelog is available here.


VCMI Team
(still growing!)

Comments: 0 :: View Comments (Post your comment)

poet 发表于 2009-10-2 22:42:38

我认为翻译它没什么意义。VCMI 只是个半成品,离能够流畅玩好还有很大距离。目前除了开发者之外,普通玩家没有必要关注它。

如果你现阶段要用它只有一种情况,就是你想加入开发团队。而如果上面这个英文都不能看的话,加入开发团队或者说进行开发是根本不可能的。

从现在的情况来看,VCMI 0.9 发布以前,似乎不需要普通玩家过多关注吧。即使到了0.9,普通玩家的主要任务也是测试,促进1.0尽快发布而已。

alexwu 发表于 2009-10-4 08:05:32

原帖由 poet 于 2009-10-2 22:42 发表 http://bbs.h3wog.com/images/common/back.gif
我认为翻译它没什么意义。VCMI 只是个半成品,离能够流畅玩好还有很大距离。目前除了开发者之外,普通玩家没有必要关注它。

如果你现阶段要用它只有一种情况,就是你想加入开发团队。而如果上面这个英文都不能看的 ...


那就不翻了,一会上HC看看有没有新消息

songfx 发表于 2009-10-4 18:03:58

原帖由 poet 于 2009-10-2 22:42 发表 http://bbs.h3wog.com/images/common/back.gif
我认为翻译它没什么意义。VCMI 只是个半成品,离能够流畅玩好还有很大距离。目前除了开发者之外,普通玩家没有必要关注它。

如果你现阶段要用它只有一种情况,就是你想加入开发团队。而如果上面这个英文都不能看的 ...
嗯,其实只是让大家知道,VCMI 还活着,而且活得很健康
给点消息,就能有点念想
页: 1 2 [3] 4 5 6 7 8
查看完整版本: VCMI主题帖(2016年元旦更新至0.98f)

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