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Posts: 37 | Thanked: 23 times | Joined on Jun 2010
#111
Thanks a lot for this - have just tested it for a few minutes with the data from my HoMM 2 Gold and so far it's working nicely.
 

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Posts: 67 | Thanked: 126 times | Joined on Jun 2010 @ Germany
#112
Sorry if this has already been explained somewhere. I was trying to find a project/garage site for this application but couldn't find it. I suppose this is a direct build from the original project located here. So where can I see what revision this is build from? And what are the changes? Is it a branch? Hope someone could point me to the place where the work happens.

I was thinking about compiling it from source. If someone already did the job of porting it, I was hoping to use this for reference. That way I'd be able to contribute back to the original project and have better progress in development instead of just using the given code.

Besides, what we already have works out of the box and really nice using the retail data/maps and soundtrack! Thanks a lot!

Cheers,
Daniel
 
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#113
Originally Posted by 0x47 View Post
Sorry if this has already been explained somewhere. I was trying to find a project/garage site for this application but couldn't find it. I suppose this is a direct build from the original project located here. So where can I see what revision this is build from? And what are the changes? Is it a branch? Hope someone could point me to the place where the work happens.

I was thinking about compiling it from source. If someone already did the job of porting it, I was hoping to use this for reference. That way I'd be able to contribute back to the original project and have better progress in development instead of just using the given code.

Besides, what we already have works out of the box and really nice using the retail data/maps and soundtrack! Thanks a lot!

Cheers,
Daniel
I'm not really working on it so there's no unreleased stuff for maemo. You can download the source from the repository with apt or manually from http://repository.maemo.org/extras-d...ce/f/fheroes2/

Feel free to patch it with a newer source from the sourceforge project svn
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#114
Free Heroes 2 and demodata is now in extras-testing.

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Class .. : Meddler, Thread watcher, Developer, Helper
Humor .. : [********--] Alignment: Pacifist
Patience : [*****-----] Weapon(s): N900, N950, Metal music
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#115
Originally Posted by mece View Post
Free Heroes 2 and demodata is now in extras-testing.

No music

Do I have to add it seperatly like ang did?
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#116
Mece, I've recently encountered a strange error while playing H2 - When one of my castles is on a siege, and I'm about to finally kill all the attacker's army, the game suddenly closes itself... I can reproduce it with a specific save, and it'll always happen during one of the last turns in this specific combat - though this has never happened to me before.

Could you think of why this is happening?

Originally Posted by HtheB View Post
No music

Do I have to add it seperatly like ang did?
Yes.
 
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#117
Originally Posted by efekt View Post
Originally Posted by HtheB View Post
No music

Do I have to add it seperatly like ang did?

Yes.
I still got no music...
(Where is the demo folder located at???)
I copied the .ogg files into /home/user/.fheroes2/files/music/ as the 6th post of this topic was saying...

also changed the .cfg file (music = ext )

What could be the problem?


Solved... It seems to be that I had to place the music files into /opt/fheroes2/files/music

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Last edited by HtheB; 2010-07-04 at 23:53.
 
Posts: 2 | Thanked: 0 times | Joined on Jul 2010
#118
The thread seems to be too long that I couldn't read all. Sorry if this is a duplicate report.

Everything works fine with the game (and I have also the other data except the demo) except for one problem:
Whenever the rival party choses to escape from a bottle, the game exits automatically. Has anybody the same problem?

Because I already strategically prefer that the rival doesn't/cannot escape before I beat him (except for certain situations where I have to first wear out the rival by attacking him with little forces, use spells and escape myself repeatedly, until my forces I keep in a safe place (another hero or castle) are sufficient to beat him), it happens to be kind of good, so that I give attention that he doesn't escape, but it's still a bug.

Thank you for the good work to the contributor(s). Also thank you in advance for followups.

Last edited by Koral; 2010-07-24 at 22:59. Reason: changing notification type
 
Posts: 2 | Thanked: 0 times | Joined on Jul 2010
#119
Originally Posted by efekt View Post
Mece, I've recently encountered a strange error while playing H2 - When one of my castles is on a siege, and I'm about to finally kill all the attacker's army, the game suddenly closes itself... I can reproduce it with a specific save, and it'll always happen during one of the last turns in this specific combat - though this has never happened to me before.

Could you think of why this is happening?


Yes.
This is the same error I've encountered. It has nothing to do with the castle siege. It also happens in the battles outside of the castle. It happens when the opponent decides to run away.
 
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Posts: 422 | Thanked: 320 times | Joined on Oct 2009 @ Israel
#120
I'm experiencing the same thing - game crashes when the enemy's hero tries to bail from combat...
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