View Issue Details
1618 [VCMI] Campaigns minor always 2013-12-17 18:04 2024-01-31 14:09
beegee  
Ivan  
normal  
resolved  
fixed  
none    
none  
   
Bonus campaign screen should display button to re-view campaign video
The bonus campaign screen should display a button to re-view the campaign video when ingame.

Creating report to not forget about it.
Notes
(0008930)
Ivan   
2024-01-31 14:09   
Implemented in 1.5





View Issue Details
3259 [VCMI] Other crash always 2024-01-19 07:26 2024-01-21 15:33
DenisT MAC OS  
Ivan Sonoma  
high 14.2.1  
resolved 1.3.2  
fixed  
none    
none  
   
0003148: [MacOS] Game always crash after end of the day button is pressed
Every build crashed after open and click Town/Villag Hall on necropolis or Inferno or Fortress or Conflux.

But work fine on Castle,Tower, Stronghold.
load saved or start new game
open necropolis or Inferno or Fortress
click to Village Hall or Town Hall
-------------------------------------
Translated Report (Full Report Below)
-------------------------------------

Process: vcmiclient [1700]
Path: /Applications/VCMI.app/Contents/MacOS/vcmiclient
Identifier: vcmiclient
Version: ???
Code Type: X86-64 (Native)
Parent Process: launchd [1]
User ID: 501

Date/Time: 2024-01-19 10:07:10.2430 +0300
OS Version: macOS 14.2.1 (23C71)
Report Version: 12
Anonymous UUID: 648180B8-24F2-FBDF-B9E9-B57C158BC0EE


Time Awake Since Boot: 590 seconds

System Integrity Protection: enabled

Crashed Thread: 0 MainGUI Dispatch queue: com.apple.main-thread

Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000008
Exception Codes: 0x0000000000000001, 0x0000000000000008

Termination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11
Terminating Process: exc handler [1700]

VM Region Info: 0x8 is not in any region. Bytes before following region: 140737487405048
      REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL
      UNUSED SPACE AT START
--->
      shared memory 7ffffff18000-7ffffff19000 [ 4K] r-x/r-x SM=SHM

Thread 0 Crashed:: MainGUI Dispatch queue: com.apple.main-thread
0 vcmiclient 0x10c3fdd42 Graphics::blueToPlayersAdv(SDL_Surface*, PlayerColor) + 34
1 vcmiclient 0x10c504588 CWindowObject::createBg(ResourcePathTempl<(EResType)8> const&, bool) + 216
2 vcmiclient 0x10c504d99 CWindowObject::CWindowObject(int, ResourcePathTempl<(EResType)8> const&) + 105
3 vcmiclient 0x10c50572e CStatusbarWindow::CStatusbarWindow(int, ResourcePathTempl<(EResType)8> const&) + 14
4 vcmiclient 0x10c487d7e CHallInterface::CHallInterface(CGTownInstance const*) + 62
5 vcmiclient 0x10c480ec7 void WindowHandler::createAndPushWindow<CHallInterface, CGTownInstance const*&>(CGTownInstance const*&) + 71
6 vcmiclient 0x10c47dd3d CCastleBuildings::enterTownHall() + 157
7 vcmiclient 0x10c476400 CCastleBuildings::buildingClicked(BuildingID, BuildingSubID::EBuildingSubID, BuildingID) + 352
8 vcmiclient 0x10c330778 EventDispatcher::handleLeftButtonClick(Point const&, int, bool) + 296
9 vcmiclient 0x10c3296a2 InputSourceMouse::handleEventMouseButtonDown(SDL_MouseButtonEvent const&) + 146
10 vcmiclient 0x10c3270fb InputHandler::processEvents() + 123
11 vcmiclient 0x10c59110b CPlayerInterface::update() + 411
12 vcmiclient 0x10c32b66b CGuiHandler::renderFrame() + 59
13 vcmiclient 0x10c55e35c main + 19036
14 dyld 0x7ff817099386 start + 1942

Thread 1:: consoleHandler
0 libsystem_kernel.dylib 0x7ff8173e75ce __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x7ff81742476b _pthread_cond_wait + 1211
2 libvcmi.dylib 0x10fd6741e boost::condition_variable::do_wait_until(boost::unique_lock<boost::mutex>&, boost::detail::real_platform_timepoint const&) + 78
3 libvcmi.dylib 0x10fd66bad void boost::this_thread::sleep_for<long long, boost::ratio<1l, 1000l>>(boost::chrono::duration<long long, boost::ratio<1l, 1000l>> const&) + 285
4 libvcmi.dylib 0x10fd66960 CConsoleHandler::run() const + 176
5 libboost_thread.dylib 0x10ee17a32 boost::(anonymous namespace)::thread_proxy(void*) + 146
6 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99
7 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15

Thread 2:: SDLTimer
0 libsystem_kernel.dylib 0x7ff8173e75ce __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x7ff81742476b _pthread_cond_wait + 1211
2 vcmiclient 0x10c7c231e SDL_CondWaitTimeout_REAL + 142
3 vcmiclient 0x10c7c2640 SDL_SemWaitTimeout_REAL + 80
4 vcmiclient 0x10c70bf21 SDL_TimerThread + 113
5 vcmiclient 0x10c70bafc SDL_RunThread + 44
6 vcmiclient 0x10c7c1d99 RunThread + 9
7 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99
8 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15

Thread 3:
0 libsystem_pthread.dylib 0x7ff81741fb88 start_wqthread + 0

Thread 4:
0 libsystem_pthread.dylib 0x7ff81741fb88 start_wqthread + 0

Thread 5:: caulk.messenger.shared:17
0 libsystem_kernel.dylib 0x7ff8173e49aa semaphore_wait_trap + 10
1 caulk 0x7ff821af2c7e caulk::semaphore::timed_wait(double) + 150
2 caulk 0x7ff821af2b98 caulk::concurrent::details::worker_thread::run() + 30
3 caulk 0x7ff821af28bc void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*>>>(void*) + 41
4 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99
5 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15

Thread 6:: caulk.messenger.shared:high
0 libsystem_kernel.dylib 0x7ff8173e49aa semaphore_wait_trap + 10
1 caulk 0x7ff821af2c7e caulk::semaphore::timed_wait(double) + 150
2 caulk 0x7ff821af2b98 caulk::concurrent::details::worker_thread::run() + 30
3 caulk 0x7ff821af28bc void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*>>>(void*) + 41
4 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99
5 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15

Thread 7:
0 libsystem_pthread.dylib 0x7ff81741fb88 start_wqthread + 0

Thread 8:
0 libsystem_pthread.dylib 0x7ff81741fb88 start_wqthread + 0

Thread 9:: CVDisplayLink
0 libsystem_kernel.dylib 0x7ff8173e75ce __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x7ff81742479c _pthread_cond_wait + 1260
2 CoreVideo 0x7ff8201c3185 CVDisplayLink::waitUntil(unsigned long long) + 379
3 CoreVideo 0x7ff8201c20fc CVDisplayLink::runIOThread() + 526
4 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99
5 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15

Thread 10:: AudioQueue thread
0 libsystem_kernel.dylib 0x7ff8173e4a2e mach_msg2_trap + 10
1 libsystem_kernel.dylib 0x7ff8173f2e3a mach_msg2_internal + 84
2 libsystem_kernel.dylib 0x7ff8173ebb62 mach_msg_overwrite + 653
3 libsystem_kernel.dylib 0x7ff8173e4d1f mach_msg + 19
4 CoreFoundation 0x7ff8175001b5 __CFRunLoopServiceMachPort + 143
5 CoreFoundation 0x7ff8174fec25 __CFRunLoopRun + 1371
6 CoreFoundation 0x7ff8174fe102 CFRunLoopRunSpecific + 557
7 vcmiclient 0x10c7889b2 audioqueue_thread + 1090
8 vcmiclient 0x10c70bafc SDL_RunThread + 44
9 vcmiclient 0x10c7c1d99 RunThread + 9
10 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99
11 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15

Thread 11:: caulk::deferred_logger
0 libsystem_kernel.dylib 0x7ff8173e49aa semaphore_wait_trap + 10
1 caulk 0x7ff821af2c7e caulk::semaphore::timed_wait(double) + 150
2 caulk 0x7ff821af2b98 caulk::concurrent::details::worker_thread::run() + 30
3 caulk 0x7ff821af28bc void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*>>>(void*) + 41
4 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99
5 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15

Thread 12:: AQConverterThread
0 libsystem_kernel.dylib 0x7ff8173e75ce __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x7ff81742476b _pthread_cond_wait + 1211
2 libAudioToolboxUtility.dylib 0x7ff8269f05b0 CADeprecated::CAGuard::Wait() + 68
3 AudioToolbox 0x7ff827c62c84 AQConverterManager::AQConverterThread::ConverterThreadEntry(void*) + 568
4 libAudioToolboxUtility.dylib 0x7ff8269cc8a9 CADeprecated::CAPThread::Entry(CADeprecated::CAPThread*) + 77
5 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99
6 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15

Thread 13:: com.apple.audio.IOThread.client
0 libsystem_kernel.dylib 0x7ff8173e4a2e mach_msg2_trap + 10
1 libsystem_kernel.dylib 0x7ff8173f2e3a mach_msg2_internal + 84
2 libsystem_kernel.dylib 0x7ff8173ebb62 mach_msg_overwrite + 653
3 libsystem_kernel.dylib 0x7ff8173e4d1f mach_msg + 19
4 CoreAudio 0x7ff819befc27 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 103
5 CoreAudio 0x7ff819ac13e8 HALC_ProxyIOContext::IOWorkLoop() + 4608
6 CoreAudio 0x7ff819abfafe invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 73
7 CoreAudio 0x7ff819c4dfbe HALC_IOThread::Entry(void*) + 72
8 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99
9 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15

Thread 14:: com.apple.NSEventThread
0 libsystem_kernel.dylib 0x7ff8173e4a2e mach_msg2_trap + 10
1 libsystem_kernel.dylib 0x7ff8173f2e3a mach_msg2_internal + 84
2 libsystem_kernel.dylib 0x7ff8173ebb62 mach_msg_overwrite + 653
3 libsystem_kernel.dylib 0x7ff8173e4d1f mach_msg + 19
4 CoreFoundation 0x7ff8175001b5 __CFRunLoopServiceMachPort + 143
5 CoreFoundation 0x7ff8174fec25 __CFRunLoopRun + 1371
6 CoreFoundation 0x7ff8174fe102 CFRunLoopRunSpecific + 557
7 AppKit 0x7ff81ac69fac _NSEventThread + 122
8 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99
9 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15

Thread 15:: runServer
0 libsystem_kernel.dylib 0x7ff8173eea5a __wait4_nocancel + 10
1 libsystem_c.dylib 0x7ff81733c4bb system + 440
2 vcmiclient 0x10c5b206c CServerHandler::threadRunServer() + 2476
3 libboost_thread.dylib 0x10ee17a32 boost::(anonymous namespace)::thread_proxy(void*) + 146
4 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99
5 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15

Thread 16:: handleConnection
0 libsystem_kernel.dylib 0x7ff8173e813a __recvfrom + 10
1 libvcmi.dylib 0x10fcd140e boost::asio::detail::socket_ops::sync_recv1(int, unsigned char, void*, unsigned long, int, boost::system::error_code&) + 158
2 libvcmi.dylib 0x10fcc3c6a CConnection::read(void*, unsigned int) + 202
3 libvcmi.dylib 0x10fcc4968 CConnection::retrievePack() + 72
4 vcmiclient 0x10c5b37ad CServerHandler::threadHandleConnection() + 253
5 libboost_thread.dylib 0x10ee17a32 boost::(anonymous namespace)::thread_proxy(void*) + 146
6 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99
7 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15


Thread 0 crashed with X86 Thread State (64-bit):
  rax: 0xad0cf56e191a0009 rbx: 0x0000600000e19040 rcx: 0x00000000dc88184a rdx: 0x0000000000000000
  rdi: 0x00007faec010aa00 rsi: 0x0000000000000000 rbp: 0x00007ff7b3c86d50 rsp: 0x00007ff7b3c86c60
   r8: 0x00000000000001ff r9: 0x00000000dca82117 r10: 0x0000000000000104 r11: 0x000000000000004a
  r12: 0x0000600005c47718 r13: 0x0000600005c47700 r14: 0x00007faebf827f18 r15: 0x00007faebf8bdaf0
  rip: 0x000000010c3fdd42 rfl: 0x0000000000210206 cr2: 0x0000000000000008
  
Logical CPU: 0
Error Code: 0x00000004 (no mapping for user data read)
Trap Number: 14

Thread 0 instruction stream:
  9a 2e 01 49 89 c6 48 8b-7d c0 48 39 fb 74 0d e8 ...I..H.}.H9.t..
  ba 8e 24 01 4c 89 f7 e8-ee 99 2e 01 48 8b 07 ff ..$.L.......H...
  50 20 4c 89 f7 e8 e0 99-2e 01 0f 1f 40 00 55 48 P L.........@.UH
  89 e5 5d e9 66 f0 ff ff-66 0f 1f 44 00 00 55 48 ..].f...f..D..UH
  89 e5 41 56 53 48 81 ec-e0 00 00 00 48 8b 05 eb ..AVSH......H...
  b2 6b 01 48 8b 00 48 89-45 e8 89 95 58 ff ff ff .k.H..H.E...X...
 [48]8b 46 08 48 83 78 08-00 0f 84 ee 03 00 00 49 H.F.H.x........I <==
  89 f6 48 89 fb 48 8d bd-58 ff ff ff e8 a3 a0 2e ..H..H..X.......
  01 48 63 8d 58 ff ff ff-84 c0 0f 84 4d 04 00 00 .Hc.X.......M...
  48 c1 e1 07 48 8d 3c 0b-48 81 c7 c8 00 00 00 e8 H...H.<.H.......
  fa ba 00 00 89 85 60 ff-ff ff 48 63 85 58 ff ff ......`...Hc.X..
  ff 48 c1 e0 07 48 8d 3c-03 48 81 c7 cc 00 00 00 .H...H.<.H......

Binary Images:
       0x11db68000 - 0x11dba7fff libBattleAI.dylib (*) <bd7a5e90-d6a3-3c5f-a65a-dc689294351b> /Applications/VCMI.app/Contents/Frameworks/AI/libBattleAI.dylib
       0x11e7db000 - 0x11e936fff libNullkiller.dylib (*) <e5eb06cf-ff3f-3fe4-9dd9-827688e96393> /Applications/VCMI.app/Contents/Frameworks/AI/libNullkiller.dylib
       0x11da95000 - 0x11dac4fff libtbb.12.7.dylib (*) <8d545015-d3df-333a-8c15-056d9fe5ae8a> /Applications/VCMI.app/Contents/Frameworks/libtbb.12.7.dylib
       0x11dccf000 - 0x11e70efff com.apple.audio.AudioDSPComponents (1.0) <71ee1e9a-a534-3b96-92ac-184842e678ad> /System/Library/Components/AudioDSP.component/Contents/MacOS/AudioDSP
       0x11c5b1000 - 0x11c6f4fff com.apple.audio.units.Components (1.14) <5c91941f-dddb-3a1b-9901-86e702aa118c> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio
       0x11a842000 - 0x11a95dfff com.apple.AMDRadeonX4000GLDriver (5.2.4) <4d955e68-13d3-3734-b17c-c423af506bf7> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/AMDRadeonX4000GLDriver
       0x119ec8000 - 0x119ecffff com.apple.audio.AppleHDAHALPlugIn (500.3) <e767ca69-95de-3272-973d-5ba1d6f35eb4> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn
       0x10f8b1000 - 0x10f8c0fff libobjc-trampolines.dylib (*) <d413ddb6-5356-3966-be97-ab6fe09421a2> /usr/lib/libobjc-trampolines.dylib
       0x10f8d5000 - 0x10fee4fff libvcmi.dylib (*) <51d9f85f-2add-367c-bdaa-8ce188f73039> /Applications/VCMI.app/Contents/Frameworks/libvcmi.dylib
       0x10ee01000 - 0x10ee0cfff libminizip.dylib (*) <73ba9514-4904-3d6d-bb6f-fe2d208cdb01> /Applications/VCMI.app/Contents/Frameworks/libminizip.dylib
       0x10ee3c000 - 0x10ee53fff libboost_filesystem.dylib (*) <f3a6c530-9ef1-3829-bd0f-09ca40e95138> /Applications/VCMI.app/Contents/Frameworks/libboost_filesystem.dylib
       0x10ef41000 - 0x10ef70fff libboost_program_options.dylib (*) <a3a3b58c-d253-3096-be50-892736764237> /Applications/VCMI.app/Contents/Frameworks/libboost_program_options.dylib
       0x10ef9d000 - 0x10efecfff libboost_locale.dylib (*) <c9b1daca-ae1d-3275-bd9e-4d5059fbc86b> /Applications/VCMI.app/Contents/Frameworks/libboost_locale.dylib
       0x10ee15000 - 0x10ee20fff libboost_thread.dylib (*) <e722161a-83fe-3b2b-8fe9-a78af6b9935d> /Applications/VCMI.app/Contents/Frameworks/libboost_thread.dylib
       0x10ee64000 - 0x10ee67fff libboost_atomic.dylib (*) <0c65bb99-e78b-3007-b581-9d3878b579be> /Applications/VCMI.app/Contents/Frameworks/libboost_atomic.dylib
       0x10e9eb000 - 0x10e9eefff libboost_chrono.dylib (*) <b100361f-f5fc-3034-8512-7a3f44bf39e5> /Applications/VCMI.app/Contents/Frameworks/libboost_chrono.dylib
       0x10ee8e000 - 0x10ee99fff libboost_container.dylib (*) <8683a55b-76fc-3ba6-99fc-09622781604b> /Applications/VCMI.app/Contents/Frameworks/libboost_container.dylib
       0x10e9f7000 - 0x10e9fafff libboost_date_time.dylib (*) <d35d81cf-5891-3c13-8942-828589c96313> /Applications/VCMI.app/Contents/Frameworks/libboost_date_time.dylib
       0x10f031000 - 0x10f064fff libpng16.16.39.0.dylib (*) <1353171d-5a51-30dd-885d-cbbed9efdbd0> /Applications/VCMI.app/Contents/Frameworks/libpng16.16.39.0.dylib
       0x10c278000 - 0x10dab7fff vcmiclient (*) <5d1faa59-8768-32b4-a31d-42a9c3775942> /Applications/VCMI.app/Contents/MacOS/vcmiclient
    0x7ff817093000 - 0x7ff81712f3bf dyld (*) <ab17bf63-259b-3b48-8d70-863166a2191c> /usr/lib/dyld
               0x0 - 0xffffffffffffffff ??? (*) <00000000-0000-0000-0000-000000000000> ???
    0x7ff8173e3000 - 0x7ff81741dff7 libsystem_kernel.dylib (*) <9927a0a9-dfa8-3ffa-88d8-62055f37a137> /usr/lib/system/libsystem_kernel.dylib
    0x7ff81741e000 - 0x7ff817429fff libsystem_pthread.dylib (*) <a9ba8a53-d774-3fe9-8bde-64187bff7ea9> /usr/lib/system/libsystem_pthread.dylib
    0x7ff821af1000 - 0x7ff821b16ff3 com.apple.audio.caulk (1.0) <edb00451-f2bd-349c-a91d-1cd4e24e8193> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk
    0x7ff8201c0000 - 0x7ff820210ffb com.apple.CoreVideo (1.8) <d67e3b99-3db8-32d2-84fb-88845d671080> /System/Library/Frameworks/CoreVideo.framework/Versions/A/CoreVideo
    0x7ff817484000 - 0x7ff81791efec com.apple.CoreFoundation (6.9) <37924b83-2695-3956-b7ee-657a50e43c18> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation
    0x7ff8269bf000 - 0x7ff8269f7fe7 libAudioToolboxUtility.dylib (*) <2526cb87-3412-3bdf-a1b1-ed8842368a7f> /usr/lib/libAudioToolboxUtility.dylib
    0x7ff827c39000 - 0x7ff827dafff5 com.apple.audio.toolbox.AudioToolbox (1.14) <cd797265-aa6b-3686-bb83-de724a27c201> /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox
    0x7ff8198db000 - 0x7ff819fecff6 com.apple.audio.CoreAudio (5.0) <92bae1cd-fb87-39c8-af08-4ff334d96efb> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio
    0x7ff81aace000 - 0x7ff81bedaffb com.apple.AppKit (6.9) <20292f0b-3eb2-3566-91e2-ea657457d71d> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit
    0x7ff8172c3000 - 0x7ff81734afff libsystem_c.dylib (*) <29a0020e-3766-39df-80fe-9aa731847daa> /usr/lib/system/libsystem_c.dylib

External Modification Summary:
  Calls made by other processes targeting this process:
    task_for_pid: 0
    thread_create: 0
    thread_set_state: 0
  Calls made by this process:
    task_for_pid: 0
    thread_create: 0
    thread_set_state: 0
  Calls made by all processes on this machine:
    task_for_pid: 0
    thread_create: 0
    thread_set_state: 0

VM Region Summary:
ReadOnly portion of Libraries: Total=622.9M resident=0K(0%) swapped_out_or_unallocated=622.9M(100%)
Writable regions: Total=1.1G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.1G(100%)

                                VIRTUAL REGION
REGION TYPE SIZE COUNT (non-coalesced)
=========== ======= =======
Accelerate framework 128K 1
Activity Tracing 256K 1
Audio 10.0M 1
CG image 56K 6
ColorSync 236K 29
CoreAnimation 264K 19
CoreGraphics 12K 2
CoreUI image data 1196K 9
Foundation 16K 1
IOKit 7940K 1
Kernel Alloc Once 8K 1
MALLOC 1.1G 208
MALLOC guard page 64K 16
OpenGL GLSL 256K 3
STACK GUARD 56.1M 17
Stack 16.1M 17
VM_ALLOCATE 1524K 27
VM_ALLOCATE (reserved) 36K 1 reserved VM address space (unallocated)
__CTF 824 1
__DATA 31.3M 426
__DATA_CONST 34.6M 252
__DATA_DIRTY 914K 126
__FONT_DATA 2352 1
__GLSLBUILTINS 5176K 1
__LINKEDIT 192.8M 21
__OBJC_RO 71.1M 1
__OBJC_RW 2169K 2
__TEXT 430.1M 444
dyld private memory 260K 2
mapped file 177.4M 22
shared memory 876K 17
=========== ======= =======
TOTAL 2.1G 1676
TOTAL, minus reserved VM space 2.1G 1676



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Full Report
-----------

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  "trialInfo" : {
  "rollouts" : [
    {
      "rolloutId" : "5fb4245a1bbfe8005e33a1e1",
      "factorPackIds" : {

      },
      "deploymentId" : 240000021
    },
    {
      "rolloutId" : "60186475825c62000ccf5450",
      "factorPackIds" : {

      },
      "deploymentId" : 240000069
    }
  ],
  "experiments" : [

  ]
}
}

Model: iMac19,1, BootROM 2020.40.3.0.0, 6 processors, 6-Core Intel Core i5, 3,7 GHz, 16 GB, SMC 2.46f13
Graphics: Radeon Pro 580X, Radeon Pro 580X, PCIe, 8 GB
Display: iMac, Retina 5K (5120 x 2880), Main, MirrorOff, Online
Memory Module: BANK 0/ChannelA-DIMM0, 4 GB, DDR4, 2667 MHz, SK Hynix, HMA851S6CJR6N-VK
Memory Module: BANK 1/ChannelA-DIMM1, 4 GB, DDR4, 2667 MHz, Micron, 4ATF51264HZ-2G6E3
Memory Module: BANK 2/ChannelB-DIMM0, 4 GB, DDR4, 2667 MHz, SK Hynix, HMA851S6CJR6N-VK
Memory Module: BANK 3/ChannelB-DIMM1, 4 GB, DDR4, 2667 MHz, Micron, 4ATF51264HZ-2G6E3
AirPort: spairport_wireless_card_type_wifi (0x14E4, 0x7BF), wl0: Jul 10 2023 12:30:19 version 9.30.503.0.32.5.92 FWID 01-88a8883
Bluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports
Network Service: Ethernet, Ethernet, en0
Serial ATA Device: APPLE HDD ST2000DM001, 2 TB
USB Device: USB31Bus
USB Device: USB Device
USB Device: FaceTime HD Camera (Built-in)
USB Device: Rutoken lite
USB Device: USB FLASH DRIVE
Thunderbolt Bus: iMac, Apple Inc., 47.5
server_log.txt (4,198) 2024-01-21 07:45
https://bugs.vcmi.eu/file_download.php?file_id=3226&type=bug
VCMI_Client_log.txt (1,036,339) 2024-01-21 07:46
https://bugs.vcmi.eu/file_download.php?file_id=3227&type=bug
Notes
(0008874)
DenisT   
2024-01-19 09:43   
UPD Summary: [MacOS] Every build crashed after open and click Town/Villag Hall on necropolis or Inferno or Fortress or Conflux.
(0008876)
Povelitel   
2024-01-20 06:45   
(edited on: 2024-01-20 06:46)
Do you have 1.4.4 version right now? https://github.com/vcmi/vcmi/releases [^]

(0008877)
DenisT   
2024-01-20 08:20   
Yes, VCMI 1.4.4 VCMI-macOS-intel.dmg
(0008878)
Ivan   
2024-01-20 16:50   
What Heroes 3 version is this? From gog.com?

Can you show list of files and their sizes for directory (heroes 3 install)/Data?

Can you upload logs after crash?
Go to Launcher->Help->Log files directory->Open
And upload VCMI_Client_log.txt here
(0008879)
DenisT   
2024-01-21 07:51   
(edited on: 2024-01-21 13:41)
File Added: server_log.txt
File Added: VCMI_Client_log.txt

Data:198mb

List of files:
H3ab_ahd.snd 4b
H3ab_ahd.vid 4b
h3ab_bmp.lod 92b
H3ab_spr.lod 92b
h3bitmap.lod 98mb
h3sprite.lod 61,6mb
Heroes3.snd 14,6mb
VIDEO.VID. 23,9mb

Download game from df2 forum
(link removed)

Maybe it's worth downloading from another reliable source?

(0008880)
DenisT   
2024-01-21 09:00   
It turned out I reinstalled from another source and everything worked. I think the problem arose due to an incorrect game archive
(0008881)
Ivan   
2024-01-21 13:41   
Ugh...
"Super optimized game repack"

Yeah, probably that genius deleted some files that vcmi uses.

Use of any "repacks" are on your risk. We generally test game using version from gog.com.

I've added check to our next release to avoid crash in here, but it would still result in corrupted graphics due to apparently missing files.
(0008882)
DenisT   
2024-01-21 15:33   
Thank you!





View Issue Details
926 [VCMI] AI - Adventure Map minor always 2012-04-11 16:04 2024-01-20 06:47
q4a amd64  
Warmonger Ubuntu  
normal 12.04 beta2  
assigned 0.88  
open  
none    
none  
   
AI don't know, that it will be dead without town
Tested on r2622.
Load attached save (homm3 map "The Five Rings.h3m").
Green AI have no town and only 1 hero (Vey). It have 3 days to get town and it can go to the south and capture its old empty town (Bocc, Stronghold) in 2 days.

3 times click "End Turn" and you will see, that Vey will go to the Trading Post, Gem Pond, Stables, but not to the town.
save.7z (132,720) 2012-04-11 16:04
https://bugs.vcmi.eu/file_download.php?file_id=899&type=bug
There are no notes attached to this issue.





View Issue Details
611 [VCMI] GUI - PreGame minor always 2010-08-13 04:26 2024-01-20 06:38
phomm  
SXX  
normal  
assigned 0.82  
open  
none    
none  
   
Some MP issues
not a bug, but it is possible to start MP-game with only 1 player,
here is also 1 feature - enter/return button in "enter payers names" window in OH3 just goes to next line, in VCMI - applies a window (the V/ok button is pressed)
and here 1 more issue - maps are not filtered according to players quantity
Notes
(0001307)
phomm   
2010-08-13 04:28   
(edited on: 2010-08-13 04:28)
pls note ))) that all that my 599-611 issues are made just yesterday for an hour or two of testing, but i hadn't enough time for reporting them all so much were to write

)))lol

(0001312)
Boulie   
2010-08-13 15:54   
(edited on: 2010-08-13 15:54)
that's good! I hope you will not stop only on that. Keep it doing. Here are not many testers and every tester do it in other way. So the more testers the more bugs/crashes can be found out.
Now is also holiday period so we cannot test VCMI as often as we want. I go on my vacation, too.

(0008875)
Povelitel   
2024-01-20 06:38   
Hello, a lot of time has passed since those days. This is a necropost, but suddenly you see a message in the mail. Now you can start not only a game with one player, but even play with simultaneous turns. If you want to try it and find bugs, please report them here https://github.com/vcmi/vcmi/issues [^]





View Issue Details
1290 [VCMI] GUI - PreGame minor always 2013-06-02 09:48 2024-01-15 22:22
amvmichael x64  
Ivan Windows  
low 7  
resolved 0.93  
fixed  
none    
none  
   
Menu Graphic displacement
 
Best decription is a screenshot.
http://img23.imageshack.us/img23/1435/imgqwj.jpg [^]
Launch vcmi.
H 3 gold edition (pl), clean install. Nothing changed in vcmi.
Im not sure if diffrent languages are supported now, but was there a language data rar for clean install?:P
CREDITS.SMK (108,692) 2013-06-02 11:01
https://bugs.vcmi.eu/file_download.php?file_id=1308&type=bug
Notes
(0003625)
Ivan   
2013-06-02 10:19   
Different languages *should* be supported. Not every possible localization has been tested though.
Link to english data rar should be in 0.93 announcement but it won't change anything here.

I think this can be fixed by editing file config/mainMenu.json. Open this file and remove line
"video" : { ... }
That's line # 12 right now.
(0003627)
amvmichael   
2013-06-02 10:51   
(edited on: 2013-06-02 10:52)
Yup, that worked. Thanks :)

(0003628)
Ivan   
2013-06-02 10:56   
Good to hear :)
To solve this permanently - can you unpack "CREDITS.SMK" file from "Data/Video.vid" and upload it here?

You can use MMArchive to open that archive:
http://wogarchive.ru/download.php?id=119 [^]
(0003629)
amvmichael   
2013-06-02 11:03   
Alright done, attached to issue.
(0008498)
Ivan   
2023-04-11 09:09   
Should be already fixed in 1.1.1





View Issue Details
2349 [VCMI] GUI - PreGame minor always 2015-12-15 09:28 2024-01-15 22:21
SXX  
SXX  
normal  
resolved 0.98e  
fixed  
none    
none  
   
Huge memory leak on opening / closing load save menu
Problem appear both in PreGame and in game.

Looks like and according to Valgrind's Massif most of memory loss because std::vector of CTypeList information don't get deleted. In the end it's all linking to SelectionTab::parseGames, but leak is likely deeper.
massif.out.16383 (190,371) 2015-12-15 09:31
https://bugs.vcmi.eu/file_download.php?file_id=2401&type=bug
massif.out.26569 (242,386) 2015-12-15 09:31
https://bugs.vcmi.eu/file_download.php?file_id=2402&type=bug
Notes
(0006598)
SXX   
2016-08-31 02:08   
Just in case this one still there.
(0006803)
vmarkovtsev   
2016-10-02 13:36   
I cannot reproduce this...

    MB
107.7^ :::::::
     | @:::::@::@:::::::::@:::::@::::::::#: ::::::::::@::::::@:::::@:::
     | @:::: @: @:::::: ::@:::::@::::::::#: :::::: :::@::::::@:::::@:::
     | @:::: @: @:::::: ::@:::::@::::::::#: :::::: :::@::::::@:::::@:::
     | @:::: @: @:::::: ::@:::::@::::::::#: :::::: :::@::::::@:::::@:::
     | @:::: @: @:::::: ::@:::::@::::::::#: :::::: :::@::::::@:::::@:::
     | @@:::: @: @:::::: ::@:::::@::::::::#: :::::: :::@::::::@:::::@:::
     | @@:::: @: @:::::: ::@:::::@::::::::#: :::::: :::@::::::@:::::@:::
     | @@:::: @: @:::::: ::@:::::@::::::::#: :::::: :::@::::::@:::::@:::
     | @@:::: @: @:::::: ::@:::::@::::::::#: :::::: :::@::::::@:::::@:::
     | @:@@:::: @: @:::::: ::@:::::@::::::::#: :::::: :::@::::::@:::::@:::
     | ::@:@@:::: @: @:::::: ::@:::::@::::::::#: :::::: :::@::::::@:::::@:::
     | ::@:@@:::: @: @:::::: ::@:::::@::::::::#: :::::: :::@::::::@:::::@:::
     | ::@:@@:::: @: @:::::: ::@:::::@::::::::#: :::::: :::@::::::@:::::@:::
     | ::@:@@:::: @: @:::::: ::@:::::@::::::::#: :::::: :::@::::::@:::::@:::
     | @::@:@@:::: @: @:::::: ::@:::::@::::::::#: :::::: :::@::::::@:::::@:::
     | @::@:@@:::: @: @:::::: ::@:::::@::::::::#: :::::: :::@::::::@:::::@:::
     | @::@:@@:::: @: @:::::: ::@:::::@::::::::#: :::::: :::@::::::@:::::@:::
     | @::@:@@:::: @: @:::::: ::@:::::@::::::::#: :::::: :::@::::::@:::::@:::
     | @::@:@@:::: @: @:::::: ::@:::::@::::::::#: :::::: :::@::::::@:::::@:::
   0 +----------------------------------------------------------------------->Gi
     0 14.52

I open load menu, close it and still get 100 MB memory consumption. I clearly see that in your case it goes up to 300 in the end.

    MB
289.8^ #
     | #
     | #
     | #
     | #
     | #
     | #
     | @@@#
     | @ #
     | @ #
     | @@ :::: ::: :::: ::: :: ::::@ #
     | @ ::::::::::::::: : ::::::::::::: : :::::@::::::::::: :::@@:::: : @ #
     | @ : ::: :::: ::: : :: ::: :::: : : :::: @:: :::: : : :: @ :::: : @ #
     | @ : ::: :::: ::: : :: ::: :::: : : :::: @:: :::: : : :: @ :::: : @ #
     | :@ : ::: :::: ::: : :: ::: :::: : : :::: @:: :::: : : :: @ :::: : @ #
     | :@ : ::: :::: ::: : :: ::: :::: : : :::: @:: :::: : : :: @ :::: : @ #
     | :@ : ::: :::: ::: : :: ::: :::: : : :::: @:: :::: : : :: @ :::: : @ #
     | :@ : ::: :::: ::: : :: ::: :::: : : :::: @:: :::: : : :: @ :::: : @ #
     | :@ : ::: :::: ::: : :: ::: :::: : : :::: @:: :::: : : :: @ :::: : @ #
     | :@ : ::: :::: ::: : :: ::: :::: : : :::: @:: :::: : : :: @ :::: : @ #
   0 +----------------------------------------------------------------------->Ti
     0 1.730

Something special in the file list? Can you archive your save games directory and attach it?
(0006804)
SXX   
2016-10-02 13:44   
(edited on: 2016-10-02 13:54)
It's wouldn't be easy, but I'll upload it.
I have 5GB of save files (more than 500 saves) :-)

(0006805)
SXX   
2016-10-02 13:51   
BTW after we fixed multiple leaks and you fixed bonuses problem become less noticeble, but it's still there. In past it leaked like 20MB even with few hundreds of saves.
(0006806)
SXX   
2016-10-02 14:08   
Ok here you go:
http://fileshare.arseniyshestakov.com/SXXSaves.7z [^]





View Issue Details
2125 [VCMI] Sound, music, videos minor always 2015-03-10 03:29 2024-01-15 22:20
SXX  
Ivan  
normal  
resolved 0.97  
fixed  
none    
none  
   
Defeat video not playing
In battle result window victory video is playing just fine, but defeat video isn't.
There are no notes attached to this issue.





View Issue Details
3090 [VCMI] Sound, music, videos major always 2019-10-19 23:38 2024-01-15 22:19
trachynos PC  
Warmonger Windows  
normal 10  
resolved 0.99  
fixed  
none    
none  
   
Sounds missing
I am running the latest version of VCMI (development), but I also experienced this bug on stable. When I run the game, many of the sounds are not present (for example "click" sound). This really breaks the experience for me.
I noticed that in the log I can find multiple errors such as:

WARN mod [30e0] - Data in airElemental is invalid!
WARN mod [30e0] - At /sound/attack
     Error: Sound file "AELMATTK.wav" was not found
At /sound/defend
     Error: Sound file "AELMDFND.wav" was not found
At /sound/killed
     Error: Sound file "AELMKILL.wav" was not found
At /sound/move
     Error: Sound file "AELMMOVE.wav" was not found
At /sound/wince
     Error: Sound file "AELMWNCE.wav" was not found

And for the button sound:

TRACE global [cd4] - Attempt to play sound 136 with file name BUTTON.wav with cache
WARN global [cd4] - Cannot get sound BUTTON.wav chunk: Resource with name SOUNDS/BUTTON and type SOUND wasn't found.
Clean install of VCMI on Windows 10, copy data from GOG complete edition.
Notes
(0007854)
Warmonger   
2019-10-22 07:43   
Well this is unusual, probably incorrect installation?
(0007855)
misiokles   
2019-10-22 07:53   
Some original sounds are missing, it is fact. I reported that https://bugs.vcmi.eu/view.php?id=2941. [^]
(0007856)
trachynos   
2019-10-24 18:32   
Well, not sure how installation could be incorrect. I have the folder with VCMI, I copy the necessary folders from Complete Edition install (Data, Maps, Mp3). And the sounds are there, because on my Android phone it works (on my Android tablet there is actually the same problem). Sounds are included in the H3ab_ahd.snd and Heroes3.snd files. The problem seems to be, sometimes VCMI can't find them. Why? Not sure.
(0008519)
Ivan   
2023-04-11 11:20   
Likely resolved, was caused by different .snd format in other (e.g. Polish) versions of the game





View Issue Details
2211 [VCMI] Campaigns minor always 2015-06-12 05:18 2024-01-15 22:17
exfizik Linux 64 bit  
SXX OpenSuse  
normal Tumbleweed  
resolved 0.98b  
fixed  
none    
none  
   
Skills not preserved between campaign scenarios
Playing Dragon Slayer campaign. After moving to second scenario, I noticed that my hero had a different set of skills that I finished first scenario with.
01.png (374,002) 2022-03-20 19:57
https://bugs.vcmi.eu/file_download.php?file_id=3147&type=bug
02.png (533,957) 2022-03-20 19:57
https://bugs.vcmi.eu/file_download.php?file_id=3148&type=bug
Notes
(0005760)
AVS   
2015-06-21 17:41   
Is it happens only with this campaign or in any campaign?
(0008188)
Povelitel   
2022-03-20 19:56   
skills are mixed on the hero doll





View Issue Details
3258 [VCMI] GUI - Other major always 2024-01-06 07:51 2024-01-06 07:51
kdmcser Windows 11  
Windows 11  
high 2009  
new 1.3.2  
open  
none    
none  
   
Laggy when choosing 4k resolution with scale 300 in nvidia RTX 2080
When I change resolution to 4k, and change scale to 300, all interfaces become laggy, mouse move slow and left click laggy 2 ~ 3s to get a action.
change resolution to 3840x2160 or above, and set scale to 300.
There are no notes attached to this issue.





View Issue Details
1697 [VCMI] Mechanics - Adventure Map major have not tried 2014-02-09 16:17 2023-11-28 14:06
beegee  
SXX  
normal  
resolved  
fixed  
none    
none  
   
Starting options and initial options won't be deleted from memory
Starting options and initial options won't be deleted from memory after CGamestate has been deleted. When that options won't be deleted, the campaign state information won't be freed from memory too. Campaign state contains crossover hero instances (with stack data and more) which won't be freed as well.


This point affects internal stuff of game engine and can't be tested by a tester.
Destructor of CGameState
//delete scenarioOps; //TODO: fix for loading ind delete
//delete initialOpts;
Notes
(0004458)
Tow   
2014-02-09 22:21   
So it is. Deep copy of hero brings quite a number of other objects, like CHero, CCreate, CArtifact and whatever is reachable.
Still, rather than fix these issues one by one (there's likely quite a number of various leaks) and bother with manual memory management, I would like to see a bigger update introducing smart pointers (with a a few rules to avoid cycles), so the issue will be properly gone for good.
Still, this is blocked by the limitation of our serializer.
(0008872)
Ivan   
2023-11-28 14:06   
Fixed in 1.4





View Issue Details
2200 [VCMI] Other minor always 2015-05-29 23:20 2023-11-28 14:05
Drake Windows  
Ivan Windows 7  
normal 6.1  
resolved 0.98b  
fixed  
none    
none  
   
Opening video problem, High-res Menu mod issue and VCMI_Client_log pinpointing possible problems
The opening (3DO and WOG) video has a resolution problem where it only shows in the lower left corner of the screen, blacking out the rest of what should be filled. Also the opening video has no sound whatsoever.
The High-res Menu mod has an issue as well. When hovering the cursor over any of the buttons in the main menu, it generates on the launcher command window the following-
"libpng warning: iCCP: known incorrect sRGB profile"
Each time the cursor hovers over one of the buttons it generates that message.
Also, the main menu has really bad lag when a button is hovered over with the cursor..but that doesn't seem to have anything to do with the High-res Menu mod. I disabled it and it ran the same on the original WOG main menu. I then disabled the WOG mod and noticed that the lag was still present in the regular Heroes 3 main menu, but greatly reduced. So what that must mean is that there's something in the mechanics of VCMI causing the lag. This lag occurs on every computer I've installed it on, and all of my Heroes 3 installations are clean with a fresh copy of VCMI 0.98b.
Opening the VCMI Client.
I wanted to upload the VCMI_Client_log because I looked through it and noticed many errors, like certain global things skipping or failing and whatnot.

I've been wondering something, could these errors be generating from having all of the mods downloaded and installed for VCMI? (Excluding different language mods)

I have none of the mods from older versions of VCMI, I cleaned out the vcmi folder in My Documents with the fresh installation of Heroes 3 and VCMI.
VCMI_Client_log.txt (89,149) 2015-05-29 23:20
https://bugs.vcmi.eu/file_download.php?file_id=2246&type=bug
Notes
(0008871)
Ivan   
2023-11-28 14:05   
Fixed in 1.4





View Issue Details
2203 [VCMI] Sound, music, videos minor always 2015-06-01 12:39 2023-11-28 14:05
smutkovski GNU-LINUX 32bit  
AVS Ubuntu  
normal 12.04  
resolved  
fixed  
none    
none  
   
VCMI 0.98c - Intro has no sound
while playing intro movies no sound is played.

(other in game and main menu sounds and music are playing correctly)
CONSOLE OUTPUT-----------------

jarda@ub45wr:~/.local/share/vcmi$ vcmilauncher
File <unknown> is not a valid JSON file!
At line 40, position 1 warning: Comma expected!

File <unknown> is not a valid JSON file!
At line 40, position 1 warning: Comma expected!

jarda@ub45wr:~/.local/share/vcmi$ Starting...
Creating console and configuring logger: 24
The log file will be saved to "/home/jarda/.cache/vcmi/VCMI_Client_log.txt"
     Initialization: 4
     Data loading: 93
    Mod handler: 0
     Mod filesystems: 20
Basic initialization: 117
Initialized logging system based on settings successfully.
Error: campaign music was not found!
Loading settings: 119
VCMI 0.98c (client)
Found 2 render drivers
    opengl (active)
    software
Created renderer opengl
    Initializing screen: 80
    Initializing video: 1
Initializing screen and sound handling: 2
        Bonus type handler: 6
[smk @ 0xa244a00] max_analyze_duration reached
        General text handler: 10
        Hero handler: 7
        Artifact handler: 0
        Creature handler: 1
        Town handler: 0
        Object handler: 0
        Object types information handler: 0
        Spell handler: 0
        Terrain view pattern handler: 3
    Initializing handlers: 31
    Initializing content handler: 106 ms
        [d0444951] Original game files
        [ed56c359] VCMI essential files
    Parsing mod data: 46 ms
        [DONE] Original game files
        [DONE] VCMI essential files
    Loading mod data: 212ms
    Resolving identifiers: 9 ms
No templates found for 49:1
No templates found for 70:0
No templates found for 79:7
No templates found for 100:1
No templates found for 103:1
No templates found for 172:0
No templates found for 186:0
No templates found for 189:0
    Handlers post-load finalization: 17 ms
    All game content loaded in 392 ms
        Template handler: 397
Initializing VCMI_Lib: 429
Loading and transforming heroes' flags: 67
Screen handler: 75
    Main graphics: 52
Initializing game graphics: 127
Message handler: 4
Initialization of VCMI (together): 1574
Error: accessing unavailable frame 0:1 in CAnimation!
[smk @ 0xa26a6c0] max_analyze_duration reached
Cannot get sound N1A chunk: Resource with name SOUNDS/N1A and type SOUND wasn't found.
[smk @ 0xa4a45e0] max_analyze_duration reached
[smk @ 0xa26a660] max_analyze_duration reached
Starting scenario 0
Setting up thread calling server: 0
No templates found for 49:1
No templates found for 70:0
No templates found for 79:7
No templates found for 100:1
No templates found for 103:1
No templates found for 172:0
No templates found for 186:0
No templates found for 189:0
Waiting for server: 133
Establishing connection...
Found endpoints:
    0: 127.0.0.1:3030
Trying connection to 127.0.0.1:3030 (0)
Established connection with VCMI 0.98c (server)
    Connecting to the server: 6
    Will send info to server...
    Sending/Getting info to/from the server: 12
    Creating gamestate: 0
    Using random seed: 1433161660
Open campaign map file: 0
Map loaded!
    Our checksum for the map: 1721433556
Seed after init is 1506714199 (before was 1433161660)
Initializing GameState (together): 57
Creating mapHandler: 0
    Preparing FoW, roads, rivers,borders: 20
    Making object rects: 60
Initializing mapHandler (together): 81
Player 0 will be lead by VCAI
Opening VCAI
Loaded VCAI
Engine:
InputVariable: OurShooters
  enabled: true
  range: 0.000 1.000
  term: FEW Ramp 0.600 0.000
  term: MANY Ramp 0.400 1.000
InputVariable: OurWalkers
  enabled: true
  range: 0.000 1.000
  term: FEW Ramp 0.600 0.000
  term: MANY Ramp 0.400 1.000
InputVariable: OurFlyers
  enabled: true
  range: 0.000 1.000
  term: FEW Ramp 0.600 0.000
  term: MANY Ramp 0.400 1.000
InputVariable: EnemyShooters
  enabled: true
  range: 0.000 1.000
  term: FEW Ramp 0.600 0.000
  term: MANY Ramp 0.400 1.000
InputVariable: EnemyWalkers
  enabled: true
  range: 0.000 1.000
  term: FEW Ramp 0.600 0.000
  term: MANY Ramp 0.400 1.000
InputVariable: EnemyFlyers
  enabled: true
  range: 0.000 1.000
  term: FEW Ramp 0.600 0.000
  term: MANY Ramp 0.400 1.000
InputVariable: OurSpeed
  enabled: true
  range: 0.000 25.000
  term: LOW Ramp 6.500 3.000
  term: MEDIUM Triangle 5.500 8.000 10.500
  term: HIGH Ramp 8.500 16.000
InputVariable: EnemySpeed
  enabled: true
  range: 0.000 25.000
  term: LOW Ramp 6.500 3.000
  term: MEDIUM Triangle 5.500 8.000 10.500
  term: HIGH Ramp 8.500 16.000
InputVariable: CastleWalls
  enabled: true
  range: 0.000 3.000
  term: NONE Rectangle 0.000 0.500
  term: MEDIUM Trapezoid 0.500 1.000 2.000 2.500
  term: HIGH Ramp 1.900 3.000
InputVariable: Bank
  enabled: true
  range: 0.000 1.000
  term: FALSE Rectangle 0.000 0.500
  term: TRUE Rectangle 0.500 1.000
OutputVariable: Threat
  enabled: true
  range: 0.500 1.500
  accumulation: AlgebraicSum
  defuzzifier: Centroid 200
  default: nan
  lock-previous: false
  lock-range: false
  term: LOW Ramp 1.000 0.500
  term: MEDIUM Triangle 0.800 1.000 1.200
  term: HIGH Ramp 1.000 1.500
RuleBlock:
  enabled: true
  conjunction: Minimum
  disjunction: Maximum
  activation: Minimum
  rule: if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW
  rule: if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW
  rule: if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH
  rule: if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW
  rule: if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW
  rule: if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH
  rule: if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM
  rule: if EnemySpeed is MEDIUM then Threat is MEDIUM
  rule: if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM
  rule: if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH
  rule: if Bank is TRUE and EnemyShooters is MANY then Threat is LOW
  rule: if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH
  rule: if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM
  rule: if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW
Engine:
InputVariable: strengthRatio
  enabled: true
  range: 0.000 4.500
  term: LOW Ramp 1.500 0.000
  term: HIGH Ramp 1.500 4.500
InputVariable: heroStrength
  enabled: true
  range: 0.000 1.000
  term: LOW Ramp 0.200 0.000
  term: MEDIUM Triangle 0.200 0.500 0.800
  term: HIGH Ramp 0.500 1.000
InputVariable: turnDistance
  enabled: true
  range: 0.000 3.000
  term: SMALL Ramp 0.500 0.000
  term: MEDIUM Triangle 0.100 0.450 0.800
  term: LONG Ramp 0.500 3.000
InputVariable: lockedMissionImportance
  enabled: true
  range: 0.000 5.000
  term: LOW Ramp 2.500 0.000
  term: MEDIUM Triangle 2.000 2.500 3.000
  term: HIGH Ramp 2.500 5.000
OutputVariable: Value
  enabled: true
  range: 0.000 5.000
  accumulation: AlgebraicSum
  defuzzifier: Centroid 200
  default: nan
  lock-previous: false
  lock-range: false
  term: LOW Ramp 2.500 0.000
  term: MEDIUM Triangle 2.000 2.500 3.000
  term: HIGH Ramp 2.500 5.000
RuleBlock:
  enabled: true
  conjunction: Minimum
  disjunction: Maximum
  activation: Minimum
  rule: if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH
  rule: if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH
  rule: if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW
  rule: if strengthRatio is LOW and heroStrength is LOW then Value is very LOW
  rule: if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH
  rule: if strengthRatio is LOW and heroStrength is HIGH then Value is LOW
  rule: if lockedMissionImportance is HIGH then Value is very LOW
  rule: if lockedMissionImportance is MEDIUM then Value is somewhat LOW
  rule: if lockedMissionImportance is LOW then Value is HIGH
  rule: if turnDistance is SMALL then Value is HIGH
  rule: if turnDistance is MEDIUM then Value is MEDIUM
  rule: if turnDistance is LONG then Value is LOW
Opening StupidAI
Loaded Stupid AI 0.1
Warning: IntObject re-activated with mismatching used and active
Saving lib part of game...
    Saving header
    Saving options
    Saving handlers
    Saving gamestate
Notes
(0005750)
AVS   
2015-06-18 09:59   
Known missing feature.
(0008870)
Ivan   
2023-11-28 14:05   
Implemented in 1.4





View Issue Details
1904 [VCMI] Sound, music, videos minor always 2014-09-26 15:03 2023-11-28 14:04
Drake Windows  
Ivan Windows 7  
normal 6.1  
resolved 0.96b  
fixed  
none    
none  
   
0.96b- Intro doesn't have any sound and the resolution is a bit buggy.
Just what the summary says, I've uploaded a picture attachment of the resolution issue.
Launching VCMI
I'm not certain if it was this way before. It's been awhile since I played VCMI, just installed VCMI 0.96b and the WoG folder and ran a test.
New Bitmap Image.bmp (1,440,054) 2014-09-26 15:03
https://bugs.vcmi.eu/file_download.php?file_id=1920&type=bug
Notes
(0008869)
Ivan   
2023-11-28 14:04   
Implemented in 1.4





View Issue Details
609 [VCMI] Mechanics - Other minor always 2010-08-13 04:22 2023-11-28 14:02
phomm  
Ivan  
normal  
resolved 0.82  
fixed  
none    
none  
   
Boragus army in Unica map (see issue http://bugs.vcmi.eu/view.php?id=603 [^]) was : pikeman and archers
i knew that it is so in hotraits.txt written, but in VCMI it should be checked and fixed i think internally, due to a reason : in OH3 even if you change in hotraits that, i.e. Ufretin should have 12-24 centaurs and 3-5 dwarves and 3-5 dwarves , he WOULD have 12-24 dwarves... and + (3-5) and + (3-5) if all stacks are present... so as in hotraits written "type (referrence only" this table affects i think only qnt of creatures, but all types of creatures for heroes startarmies are stored in h3.exe so i think boragus has in OH3 in hotraits written pikeman and archers and griffins but in h3.exe is written goblins and volves and orcs

so pls decide what to do - to have all startarmy settings loaded from oh3 hotraits or from exe...
There are no notes attached to this issue.





View Issue Details
2979 [VCMI] GUI - Adventure Map minor N/A 2018-07-25 20:56 2023-11-28 14:00
misiokles PC  
Ivan Windows  
none 10  
resolved 0.99  
fixed  
none    
none  
   
[Feature request] IconsBig displaying during RMB click at creature stack.
There are mods that using the same graphics from creatures defs banks. Graphics are the same, but statistic and abilities can hardly vary. Maybe for quick distinguish is worth to create right-mouse-button click at creature stack to show its iconsBig (in mods the same defs have often diffirent backgrounds). Example in attachment.
1gui.png (41,859) 2018-07-25 20:56
https://bugs.vcmi.eu/file_download.php?file_id=2922&type=bug
2gui.png (73,914) 2018-07-25 20:57
https://bugs.vcmi.eu/file_download.php?file_id=2923&type=bug
Notes
(0007604)
misiokles   
2018-07-25 20:57   
Displaying may looks like this.
(0008868)
Ivan   
2023-11-28 14:00   
Implemented in 1.4





View Issue Details
2655 [VCMI] Campaigns crash always 2017-03-19 08:48 2023-11-21 17:24
Lichinlich GNU/Linux  
Slackware Linux  
high 14.2  
acknowledged 0.99  
open  
none    
none  
   
Missing feature: support for mod campaigns: HOTA
Each time I choose any campaign, the video and sound plays and then game crashes with this error:

Starting scenario 0
Setting up thread calling server: 0
No templates found for 38:1
No templates found for 49:1
No templates found for 70:0
No templates found for 79:7
No templates found for 90:1
No templates found for 100:1
No templates found for 103:1
No templates found for 113:1
No templates found for 172:0
No templates found for 186:0
No templates found for 189:0
Waiting for server: 50
Establishing connection...
Found endpoints:
    0: 127.0.0.1:3030
Trying connection to 127.0.0.1:3030 (0)
Established connection with VCMI 0.99 GITDIR-NOTFOUND (server)
    Connecting to the server: 2
    Will send info to server...
    Sending/Getting info to/from the server: 6
    Creating gamestate: 0
    Using random seed: 1489913084
Open campaign map file: empty
terminate called after throwing an instance of 'std::runtime_error'
  what(): Unknown map format
read: End of file
1. Launch game
2. Select any campaign
3. Select scenario
4. Watch video
5. Game crashes
The version I use is compiled from Slackbuilds, but same happened on the version compiled from Arch User Repository.
Notes
(0007003)
misiokles   
2017-03-19 17:12   
I think this bug was fixed in recent daily builds.
(0007045)
truckercap   
2017-05-26 01:22   
I have this same error as well on a new install from git using arch. Strange thing is, it only happens on mod scenarios.

VCMI_SERVER_log.txt ends with:

2017-May-25 20:18:54.220109 TRACE global [7f07e17a0740] - Entering void CGameHandler::run(bool): resume=0.
2017-May-25 20:18:55.890780 TRACE global [7f07e17a0740] - Leaving void CGameHandler::run(bool).
2017-May-25 20:18:55.895261 ERROR network [7f07e17a0740] - read: End of file


VCMI_Client.log ends with:
2017-May-25 20:18:54.225313 INFO global [7fd48bba4700] - Open campaign map file: empty

The maps are in the correct folder along with the other scenario maps.
There don't seem to be any issues with permissions and they all vary in size.
(0007051)
misiokles   
2017-05-27 07:19   
Have you installed Heroes Chronicled mod for example? Because this mod contains eight submods that can't be enabled all at one, only one of them. Such conditions somethimes cause crashes, because few mods try to change the same files at the same moments.
(0007059)
truckercap   
2017-05-27 19:07   
This error occurred on all mod scenarios I tried (HOTA, WOG, Heroes Chronicles) with only one expansion submod enabled at a time.
(0007118)
SXX   
2017-07-14 13:04   
VCMI actually doesn't support maps from WOG, HOTA or Chronicles.
(0008862)
Povelitel   
2023-11-21 17:24   
I am sure that the problem has been resolved long time ago and the ticket can be safely closed. But this would be better confirmed by someone who uses Linux.





View Issue Details
2802 [VCMI] Other major always 2017-10-04 15:53 2023-11-21 13:06
moog Linux  
Debian  
high Jessie powerpc  
new 0.99  
open  
none    
none  
   
VCMI from git fails to compile launcher on powerpc
Can't build the launcher.

Linking CXX executable ../bin/vcmiclient
CMakeFiles/vcmiclient.dir/CVideoHandler.cpp.o: In function `CVideoPlayer::nextFrame()':
/home/mdec/git/vcmi/client/CVideoHandler.cpp:281: undefined reference to `sws_scale'
/home/mdec/git/vcmi/client/CVideoHandler.cpp:294: undefined reference to `sws_scale'
CMakeFiles/vcmiclient.dir/CVideoHandler.cpp.o: In function `CVideoPlayer::close()':
/home/mdec/git/vcmi/client/CVideoHandler.cpp:358: undefined reference to `sws_freeContext'
CMakeFiles/vcmiclient.dir/CVideoHandler.cpp.o: In function `CVideoPlayer::open(std::string, bool, bool, bool)':
/home/mdec/git/vcmi/client/CVideoHandler.cpp:196: undefined reference to `sws_getContext'
/home/mdec/git/vcmi/client/CVideoHandler.cpp:226: undefined reference to `sws_getContext'
collect2: error: ld returned 1 exit status
git clone --recursive https://github.com/vcmi/vcmi.git [^]
mkdir build
cd build
cmake -DSWSCALE_INCLUDE_DIRS=/usr/include -DSWSCALE_LIBRARIES=/usr/lib/powerpc-linux-gnu/libswscale.so.3 ..
make
To reproduce this on another architecture simply change /usr/lib/powerpc-linux-gnu to another architecture's catalog.
Notes
(0007289)
SXX   
2017-10-06 13:31   
Why do you need to specify path to swscale manually?

It's seems like at least 0.99 can be built fine on powerpc:
https://packages.debian.org/sid/games/vcmi [^]
(0007290)
SXX   
2017-10-06 13:45   
So yeah just in case, can you try to apply patches and build files from Debian version to latest VCMI?
(0008859)
Povelitel   
2023-11-21 13:06   
I wonder if the problem still exists or is no longer relevant?





View Issue Details
87 [VCMI] Sound, music, videos tweak have not tried 2009-10-04 12:12 2023-11-06 19:42
Tow dragon  
Tow  
low  
resolved 0.73  
not fixable  
none    
none  
   
Sound\Music level does not affect videos (0.73#7)
0.73#7 - Sound\Music level does not affect videos.
Originally reported here: http://forum.vcmi.eu/viewtopic.php?p=3167#3167 [^]
Notes
(0001213)
Tow   
2010-07-28 11:36   
Fixed in r1698
VCMI will use music volume for videos (like OH3)
(0001269)
Tow   
2010-08-01 14:08   
(edited on: 2010-08-01 14:46)
Broken again in r1714
It's impossible to fix, unless we reverse and use MSS library. We certainly don't want to do it.

(0001271)
Zamolxis   
2010-08-01 14:51   
(edited on: 2010-08-01 14:52)
I think we could live with that. The only situation which I can think of that might be bothering, is if I'm on the phone (via voip) with someone while playing, though chances of running into video's then is pretty small. So as long as sound/music level set from the game would still affect main menu, I guess we are fine.






View Issue Details
1792 [VCMI] Sound, music, videos minor N/A 2014-05-19 18:28 2023-11-06 19:41
Ivan  
Ivan  
normal  
resolved  
fixed  
none    
none  
   
VCMI does not plays "h3intro.smk" on start (Catherine arrival)
As in summary, VCMI plays 3DO/WoG intros but not actual intro in game.

Note that this video is a bit different - it should be played in the center of screen with custom background (texture with "Heroes III" text on it)
There are no notes attached to this issue.





View Issue Details
2972 [VCMI] Random Map Generator block sometimes 2018-07-17 11:33 2023-10-28 20:51
Warmonger  
SXX  
normal  
resolved 1.next  
fixed  
none    
none 1.3.2  
   
RMG crashes
I have several issues with RMG in my build going to dump them here.
image.png (15,243) 2018-07-19 05:16
https://bugs.vcmi.eu/file_download.php?file_id=2918&type=bug
Notes
(0007590)
Warmonger   
2018-07-17 11:34   
(edited on: 2018-07-17 11:40)
When creating random map with default options, get access violation at AI player 2:

bool CGameState::isVisible(int3 pos, PlayerColor player)
{
    if(player == PlayerColor::NEUTRAL)
        return false;
    if(player.isSpectator())
        return true;

    return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
}

On second try, it crashed at player 4.

(0007591)
Warmonger   
2018-07-17 11:40   
(edited on: 2018-07-17 11:43)
Unit tests fail with team mismatch:

[----------] 2 tests from MapManager
[ RUN ] MapManager.DrawTerrain_Type
[ OK ] MapManager.DrawTerrain_Type (96 ms)
[ RUN ] MapManager.DrawTerrain_View
[ OK ] MapManager.DrawTerrain_View (9 ms)
[----------] 2 tests from MapManager (105 ms total)

[----------] 3 tests from MapFormat
[ RUN ] MapFormat.Random
e:\programowanie\vcmi\source\test\map\mapcomparer.cpp(87): error: Expected: actual.team
      Which is: 1-byte object <00>
To be equal to: expected.team
      Which is: 1-byte object <03>
Google Test trace:
e:\programowanie\vcmi\source\test\map\cmapformattest.cpp(69): MapFormat_Random saved
e:\programowanie\vcmi\source\test\map\cmapformattest.cpp(67): MapFormat_Random serialized
e:\programowanie\vcmi\source\test\map\cmapformattest.cpp(60): MapFormat_Random generated
e:\programowanie\vcmi\source\test\map\cmapformattest.cpp(42): MapFormat_Random start
e:\programowanie\vcmi\source\test\map\mapcomparer.cpp(87): error: Expected: actual.team
      Which is: 1-byte object <03>
To be equal to: expected.team
      Which is: 1-byte object <00>
Google Test trace:
e:\programowanie\vcmi\source\test\map\cmapformattest.cpp(69): MapFormat_Random saved
e:\programowanie\vcmi\source\test\map\cmapformattest.cpp(67): MapFormat_Random serialized
e:\programowanie\vcmi\source\test\map\cmapformattest.cpp(60): MapFormat_Random generated
e:\programowanie\vcmi\source\test\map\cmapformattest.cpp(42): MapFormat_Random start
[ FAILED ] MapFormat.Random (949 ms)
[ RUN ] MapFormat.Objects
[ OK ] MapFormat.Objects (443 ms)
[ RUN ] MapFormat.Terrain
[ OK ] MapFormat.Terrain (20 ms)
[----------] 3 tests from MapFormat (1412 ms total)

This result is consistent after multiple tests.

(0007592)
Warmonger   
2018-07-17 13:25   
Daily builds also crash RMG, in different ways but not always. Regular game works fine.
(0007593)
AVS   
2018-07-17 13:31   
Test failure indicates problem in map format
(0007594)
Warmonger   
2018-07-17 13:35   
Right, but why it is working for everyone else?
(0007595)
AVS   
2018-07-17 13:37   
Might be compiler-dependent
(0007596)
Warmonger   
2018-07-17 13:59   
Sometimes (for a second time now) map is generated, but contains no monsters.

Might be an issue with "monster strength" blinking buttons.
(0007598)
Warmonger   
2018-07-19 05:12   
Map is generated correctly if you set SPECIFIC number of players in options
Not random

In
 CVCMIServer::prepareToStartGame()
si always contains infos about 8 players
Game crashes if there are less

This snippet in lobby defaults to 8 players at random setting

    // Generate player information
    mapInfo->mapHeader->players.clear();
    int playersToGen = PlayerColor::PLAYER_LIMIT_I;
    if(mapGenOptions->getPlayerCount() != CMapGenOptions::RANDOM_SIZE)
        playersToGen = mapGenOptions->getPlayerCount();
    mapInfo->mapHeader->howManyTeams = playersToGen;

    for(int i = 0; i < playersToGen; ++i)
    {
        PlayerInfo player;
        player.isFactionRandom = true;
        player.canComputerPlay = true;
        if(mapGenOptions->getCompOnlyPlayerCount() != CMapGenOptions::RANDOM_SIZE && i >= mapGenOptions->getHumanOnlyPlayerCount())
        {
            player.canHumanPlay = false;
        }
        else
        {
            player.canHumanPlay = true;
        }
        player.team = TeamID(i);
        player.hasMainTown = true;
        player.generateHeroAtMainTown = true;
        mapInfo->mapHeader->players.push_back(player);
    }

    mapInfoChanged(mapInfo, mapGenOptions);
(0007599)
Warmonger   
2018-07-19 05:15   
However, monster strength buttons are also broken as a separate issue

monsterStrength grows by 2 every time this function is entered

Buttons are stored in a map, so they grow when adresed incorrectly

Uploaded image from debugger.





View Issue Details
2511 [VCMI] Launcher block always 2016-09-24 14:21 2023-10-28 20:50
ruppertus Linux  
SXX ArchLinux  
immediate rolling  
resolved  
fixed  
none    
none 1.3.2  
   
Launcher crashes when trying to install WOG
Launcher crashes when trying to install WOG.

Package: aur/vcmi-git, GIT revision: a03419e, PKGBUILD file:
https://aur.archlinux.org/cgit/aur.git/tree/PKGBUILD?h=vcmi-git [^]
1. rm -rf ~/.local/share/vcmi ~/.cache/vcmi ~/.config/vcmi ~/.local/share/vcmi/Saves
2. vcmibuilder --data ~/heroes3
3. vcmilauncher
4. From Launcher, install WOG
vcmilauncher
Failed to open file /home/ruppertus/.config/vcmi/modSettings.json
File <unknown> is not a valid JSON file!
At line 21, position 2 warning: Comma expected!
At line 36, position 1 warning: Comma expected!

File <unknown> is not a valid JSON file!
At line 21, position 2 warning: Comma expected!
At line 36, position 1 warning: Comma expected!

*** Error in `vcmilauncher': double free or corruption (!prev): 0x0000000001e6d000 ***
======= Backtrace: =========
/usr/lib/libc.so.6(+0x70c4b)[0x7f7b44465c4b]
/usr/lib/libc.so.6(+0x76fe6)[0x7f7b4446bfe6]
/usr/lib/libc.so.6(+0x777de)[0x7f7b4446c7de]
/usr/lib/libc.so.6(fclose+0x132)[0x7f7b4445bc92]
/usr/lib/libminizip.so.1(+0x484e)[0x7f7b441ed84e]
/usr/lib/libminizip.so.1(unzOpen2_64+0x86)[0x7f7b441edef6]
/usr/lib/vcmi/libvcmi.so(_ZN10ZipArchive9listFilesB5cxx11EN5boost10filesystem4pathE+0x57)[0x7f7b46ffde47]
vcmilauncher[0x4333be]
vcmilauncher[0x43414b]
vcmilauncher[0x428bd3]
vcmilauncher[0x42c5fa]
vcmilauncher[0x42c8be]
vcmilauncher[0x444102]
/usr/lib/libQt5Core.so.5(_ZN11QMetaObject8activateEP7QObjectiiPPv+0x639)[0x7f7b44fe44e9]
vcmilauncher[0x443daf]
vcmilauncher[0x41852f]
vcmilauncher[0x4443fc]
/usr/lib/libQt5Core.so.5(_ZN11QMetaObject8activateEP7QObjectiiPPv+0x639)[0x7f7b44fe44e9]
/usr/lib/libQt5Network.so.5(_ZN21QNetworkAccessManager8finishedEP13QNetworkReply+0x42)[0x7f7b462cf0b2]
/usr/lib/libQt5Network.so.5(+0x5fbc4)[0x7f7b462cfbc4]
/usr/lib/libQt5Network.so.5(+0x63061)[0x7f7b462d3061]
/usr/lib/libQt5Core.so.5(_ZN11QMetaObject8activateEP7QObjectiiPPv+0x639)[0x7f7b44fe44e9]
/usr/lib/libQt5Network.so.5(+0x82e97)[0x7f7b462f2e97]
/usr/lib/libQt5Network.so.5(+0x119b59)[0x7f7b46389b59]
/usr/lib/libQt5Core.so.5(_ZN7QObject5eventEP6QEvent+0xe9)[0x7f7b44fe5349]
/usr/lib/libQt5Widgets.so.5(_ZN19QApplicationPrivate13notify_helperEP7QObjectP6QEvent+0x9c)[0x7f7b4672ce3c]
/usr/lib/libQt5Widgets.so.5(_ZN12QApplication6notifyEP7QObjectP6QEvent+0x261)[0x7f7b467345b1]
/usr/lib/libQt5Core.so.5(_ZN16QCoreApplication15notifyInternal2EP7QObjectP6QEvent+0x110)[0x7f7b44fb8c80]
/usr/lib/libQt5Core.so.5(_ZN23QCoreApplicationPrivate16sendPostedEventsEP7QObjectiP11QThreadData+0x2dd)[0x7f7b44fbb3fd]
/usr/lib/libQt5Core.so.5(+0x2db173)[0x7f7b4500d173]
/usr/lib/libglib-2.0.so.0(g_main_context_dispatch+0x2a7)[0x7f7b41219e67]
/usr/lib/libglib-2.0.so.0(+0x4a0d0)[0x7f7b4121a0d0]
/usr/lib/libglib-2.0.so.0(g_main_context_iteration+0x2c)[0x7f7b4121a17c]
/usr/lib/libQt5Core.so.5(_ZN20QEventDispatcherGlib13processEventsE6QFlagsIN10QEventLoop17ProcessEventsFlagEE+0x5f)[0x7f7b4500d57f]
/usr/lib/libQt5Core.so.5(_ZN10QEventLoop4execE6QFlagsINS_17ProcessEventsFlagEE+0xfa)[0x7f7b44fb70da]
/usr/lib/libQt5Core.so.5(_ZN16QCoreApplication4execEv+0x9c)[0x7f7b44fbf5cc]
vcmilauncher[0x4139a7]
/usr/lib/libc.so.6(__libc_start_main+0xf1)[0x7f7b44415291]
vcmilauncher(_start+0x2a)[0x41404a]
======= Memory map: ========
00400000-00457000 r-xp 00000000 08:05 169459 /usr/bin/vcmilauncher
00657000-00659000 r--p 00057000 08:05 169459 /usr/bin/vcmilauncher
00659000-0065a000 rw-p 00059000 08:05 169459 /usr/bin/vcmilauncher
0065a000-0065b000 rw-p 00000000 00:00 0
01bfb000-02589000 rw-p 00000000 00:00 0 [heap]
7f7b04000000-7f7b04075000 rw-p 00000000 00:00 0
7f7b04075000-7f7b08000000 ---p 00000000 00:00 0
7f7b0c000000-7f7b0c021000 rw-p 00000000 00:00 0
7f7b0c021000-7f7b10000000 ---p 00000000 00:00 0
7f7b10000000-7f7b100af000 rw-p 00000000 00:00 0
7f7b100af000-7f7b14000000 ---p 00000000 00:00 0
7f7b162f2000-7f7b16790000 rw-s 00000000 00:05 117801002 /SYSV00000000 (deleted)
7f7b16790000-7f7b16795000 r-xp 00000000 08:05 134378 /usr/lib/libnss_dns-2.24.so
7f7b16795000-7f7b16994000 ---p 00005000 08:05 134378 /usr/lib/libnss_dns-2.24.so
7f7b16994000-7f7b16995000 r--p 00004000 08:05 134378 /usr/lib/libnss_dns-2.24.so
7f7b16995000-7f7b16996000 rw-p 00005000 08:05 134378 /usr/lib/libnss_dns-2.24.so
7f7b16996000-7f7b169a0000 r-xp 00000000 08:05 134379 /usr/lib/libnss_files-2.24.so
7f7b169a0000-7f7b16ba0000 ---p 0000a000 08:05 134379 /usr/lib/libnss_files-2.24.so
7f7b16ba0000-7f7b16ba1000 r--p 0000a000 08:05 134379 /usr/lib/libnss_files-2.24.so
7f7b16ba1000-7f7b16ba2000 rw-p 0000b000 08:05 134379 /usr/lib/libnss_files-2.24.so
7f7b16ba2000-7f7b16ba8000 rw-p 00000000 00:00 0
7f7b16ba8000-7f7b16ba9000 ---p 00000000 00:00 0
7f7b16ba9000-7f7b173a9000 rw-p 00000000 00:00 0
7f7b173a9000-7f7b173aa000 ---p 00000000 00:00 0
7f7b173aa000-7f7b17baa000 rw-p 00000000 00:00 0
7f7b17baa000-7f7b17be8000 r-xp 00000000 08:05 1837454 /usr/lib/qt/plugins/bearer/libqnmbearer.so
7f7b17be8000-7f7b17de7000 ---p 0003e000 08:05 1837454 /usr/lib/qt/plugins/bearer/libqnmbearer.so
7f7b17de7000-7f7b17de9000 r--p 0003d000 08:05 1837454 /usr/lib/qt/plugins/bearer/libqnmbearer.so
7f7b17de9000-7f7b17dea000 rw-p 0003f000 08:05 1837454 /usr/lib/qt/plugins/bearer/libqnmbearer.so
7f7b17dea000-7f7b17dff000 r-xp 00000000 08:05 1837387 /usr/lib/qt/plugins/bearer/libqgenericbearer.so
7f7b17dff000-7f7b17ffe000 ---p 00015000 08:05 1837387 /usr/lib/qt/plugins/bearer/libqgenericbearer.so
7f7b17ffe000-7f7b17fff000 r--p 00014000 08:05 1837387 /usr/lib/qt/plugins/bearer/libqgenericbearer.so
7f7b17fff000-7f7b18000000 rw-p 00015000 08:05 1837387 /usr/lib/qt/plugins/bearer/libqgenericbearer.so
7f7b18000000-7f7b18042000 rw-p 00000000 00:00 0
7f7b18042000-7f7b1c000000 ---p 00000000 00:00 0
7f7b1c000000-7f7b1c022000 rw-p 00000000 00:00 0
7f7b1c022000-7f7b20000000 ---p 00000000 00:00 0
7f7b20088000-7f7b200be000 r-xp 00000000 08:05 1837453 /usr/lib/qt/plugins/bearer/libqconnmanbearer.so
7f7b200be000-7f7b202be000 ---p 00036000 08:05 1837453 /usr/lib/qt/plugins/bearer/libqconnmanbearer.so
7f7b202be000-7f7b202bf000 r--p 00036000 08:05 1837453 /usr/lib/qt/plugins/bearer/libqconnmanbearer.so
7f7b202bf000-7f7b202c0000 rw-p 00037000 08:05 1837453 /usr/lib/qt/plugins/bearer/libqconnmanbearer.so
7f7b202c0000-7f7b202c1000 ---p 00000000 00:00 0
7f7b202c1000-7f7b20ac1000 rw-p 00000000 00:00 0
7f7b20ac1000-7f7b20ac2000 ---p 00000000 00:00 0
7f7b20ac2000-7f7b212c2000 rw-p 00000000 00:00 0
7f7b212c2000-7f7b212c6000 r-xp 00000000 08:05 171227 /usr/lib/libwebpdemux.so.2.0.0
7f7b212c6000-7f7b214c5000 ---p 00004000 08:05 171227 /usr/lib/libwebpdemux.so.2.0.0
7f7b214c5000-7f7b214c6000 r--p 00003000 08:05 171227 /usr/lib/libwebpdemux.so.2.0.0
7f7b214c6000-7f7b214c7000 rw-p 00004000 08:05 171227 /usr/lib/libwebpdemux.so.2.0.0
7f7b214c7000-7f7b21526000 r-xp 00000000 08:05 162734 /usr/lib/libwebp.so.6.0.1
7f7b21526000-7f7b21725000 ---p 0005f000 08:05 162734 /usr/lib/libwebp.so.6.0.1
7f7b21725000-7f7b21726000 r--p 0005e000 08:05 162734 /usr/lib/libwebp.so.6.0.1
7f7b21726000-7f7b21727000 rw-p 0005f000 08:05 162734 /usr/lib/libwebp.so.6.0.1
7f7b21727000-7f7b21728000 rw-p 00000000 00:00 0
7f7b21728000-7f7b2172d000 r-xp 00000000 08:05 1838896 /usr/lib/qt/plugins/imageformats/libqwebp.so
7f7b2172d000-7f7b2192c000 ---p 00005000 08:05 1838896 /usr/lib/qt/plugins/imageformats/libqwebp.so
7f7b2192c000-7f7b2192d000 r--p 00004000 08:05 1838896 /usr/lib/qt/plugins/imageformats/libqwebp.so
7f7b2192d000-7f7b2192e000 rw-p 00005000 08:05 1838896 /usr/lib/qt/plugins/imageformats/libqwebp.so
7f7b2192e000-7f7b21932000 r-xp 00000000 08:05 1838898 /usr/lib/qt/plugins/imageformats/libqwbmp.so
7f7b21932000-7f7b21b32000 ---p 00004000 08:05 1838898 /usr/lib/qt/plugins/imageformats/libqwbmp.so
7f7b21b32000-7f7b21b33000 r--p 00004000 08:05 1838898 /usr/lib/qt/plugins/imageformats/libqwbmp.so
7f7b21b33000-7f7b21b34000 rw-p 00005000 08:05 1838898 /usr/lib/qt/plugins/imageformats/libqwbmp.so
7f7b21b34000-7f7b21bb0000 r-xp 00000000 08:05 159271 /usr/lib/libtiff.so.5.2.4
7f7b21bb0000-7f7b21db0000 ---p 0007c000 08:05 159271 /usr/lib/libtiff.so.5.2.4
7f7b21db0000-7f7b21db1000 r--p 0007c000 08:05 159271 /usr/lib/libtiff.so.5.2.4
7f7b21db1000-7f7b21db7000 rw-p 0007d000 08:05 159271 /usr/lib/libtiff.so.5.2.4
7f7b21db7000-7f7b21db8000 rw-p 00000000 00:00 0
7f7b21db8000-7f7b21dbf000 r-xp 00000000 08:05 1838894 /usr/lib/qt/plugins/imageformats/libqtiff.so
7f7b21dbf000-7f7b21fbe000 ---p 00007000 08:05 1838894 /usr/lib/qt/plugins/imageformats/libqtiff.so
7f7b21fbe000-7f7b21fbf000 r--p 00006000 08:05 1838894 /usr/lib/qt/plugins/imageformats/libqtiff.so
7f7b21fbf000-7f7b21fc0000 rw-p 00007000 08:05 1838894 /usr/lib/qt/plugins/imageformats/libqtiff.so
7f7b21fc0000-7f7b21fc5000 r-xp 00000000 08:05 1838893 /usr/lib/qt/plugins/imageformats/libqtga.so
7f7b21fc5000-7f7b221c4000 ---p 00005000 08:05 1838893 /usr/lib/qt/plugins/imageformats/libqtga.so
7f7b221c4000-7f7b221c5000 r--p 00004000 08:05 1838893 /usr/lib/qt/plugins/imageformats/libqtga.so
7f7b221c5000-7f7b221c6000 rw-p 00005000 08:05 1838893 /usr/lib/qt/plugins/imageformats/libqtga.so
7f7b221c6000-7f7b22217000 r-xp 00000000 08:05 177505 /usr/lib/libQt5Svg.so.5.7.0
7f7b22217000-7f7b22417000 ---p 00051000 08:05 177505 /usr/lib/libQt5Svg.so.5.7.0
7f7b22417000-7f7b22419000 r--p 00051000 08:05 177505 /usr/lib/libQt5Svg.so.5.7.0
7f7b22419000-7f7b2241a000 rw-p 00053000 08:05 177505 /usr/lib/libQt5Svg.so.5.7.0
7f7b2241a000-7f7b2241f000 r-xp 00000000 08:05 1838887 /usr/lib/qt/plugins/imageformats/libqsvg.so
7f7b2241f000-7f7b2261e000 ---p 00005000 08:05 1838887 /usr/lib/qt/plugins/imageformats/libqsvg.so
7f7b2261e000-7f7b2261f000 r--p 00004000 08:05 1838887 /usr/lib/qt/plugins/imageformats/libqsvg.so
7f7b2261f000-7f7b22620000 rw-p 00005000 08:05 1838887 /usr/lib/qt/plugins/imageformats/libqsvg.so
7f7b22620000-7f7b22677000 r-xp 00000000 08:05 159680 /usr/lib/liblcms2.so.2.0.8
7f7b22677000-7f7b22876000 ---p 00057000 08:05 159680 /usr/lib/liblcms2.so.2.0.8
7f7b22876000-7f7b22877000 r--p 00056000 08:05 159680 /usr/lib/liblcms2.so.2.0.8
7f7b22877000-7f7b2287c000 rw-p 00057000 08:05 159680 /usr/lib/liblcms2.so.2.0.8
7f7b2287c000-7f7b228e9000 r-xp 00000000 08:05 166486 /usr/lib/libmng.so.2.0.2
7f7b228e9000-7f7b22ae9000 ---p 0006d000 08:05 166486 /usr/lib/libmng.so.2.0.2
7f7b22ae9000-7f7b22aec000 r--p 0006d000 08:05 166486 /usr/lib/libmng.so.2.0.2
7f7b22aec000-7f7b22aee000 rw-p 00070000 08:05 166486 /usr/lib/libmng.so.2.0.2
7f7b22aee000-7f7b22af4000 r-xp 00000000 08:05 1838897 /usr/lib/qt/plugins/imageformats/libqmng.so
7f7b22af4000-7f7b22cf3000 ---p 00006000 08:05 1838897 /usr/lib/qt/plugins/imageformats/libqmng.so
7f7b22cf3000-7f7b22cf4000 r--p 00005000 08:05 1838897 /usr/lib/qt/plugins/imageformats/libqmng.so
7f7b22cf4000-7f7b22cf5000 rw-p 00006000 08:05 1838897 /usr/lib/qt/plugins/imageformats/libqmng.so
7f7b22cf5000-7f7b22d02000 r-xp 00000000 08:05 1837336 /usr/lib/qt/plugins/imageformats/libqjpeg.so
7f7b22d02000-7f7b22f01000 ---p 0000d000 08:05 1837336 /usr/lib/qt/plugins/imageformats/libqjpeg.so
7f7b22f01000-7f7b22f02000 r--p 0000c000 08:05 1837336 /usr/lib/qt/plugins/imageformats/libqjpeg.so
7f7b22f02000-7f7b22f03000 rw-p 0000d000 08:05 1837336 /usr/lib/qt/plugins/imageformats/libqjpeg.so
7f7b22f03000-7f7b22f6c000 r-xp 00000000 08:05 192519 /usr/lib/libjpeg.so.8.1.2
7f7b22f6c000-7f7b2316b000 ---p 00069000 08:05 192519 /usr/lib/libjpeg.so.8.1.2
7f7b2316b000-7f7b2316c000 r--p 00068000 08:05 192519 /usr/lib/libjpeg.so.8.1.2
7f7b2316c000-7f7b2316d000 rw-p 00069000 08:05 192519 /usr/lib/libjpeg.so.8.1.2
7f7b2316d000-7f7b231ba000 r-xp 00000000 08:05 159469 /usr/lib/libjasper.so.1.0.0
7f7b231ba000-7f7b233b9000 ---p 0004d000 08:05 159469 /usr/lib/libjasper.so.1.0.0
7f7b233b9000-7f7b233ba000 r--p 0004c000 08:05 159469 /usr/lib/libjasper.so.1.0.0
7f7b233ba000-7f7b233be000 rw-p 0004d000 08:05 159469 /usr/lib/libjasper.so.1.0.0
7f7b233be000-7f7b233c5000 rw-p 00000000 00:00 0
7f7b233c5000-7f7b233cd000 r-xp 00000000 08:05 1838915 /usr/lib/qt/plugins/imageformats/libqjp2.so
7f7b233cd000-7f7b235cc000 ---p 00008000 08:05 1838915 /usr/lib/qt/plugins/imageformats/libqjp2.so
7f7b235cc000-7f7b235cd000 r--p 00007000 08:05 1838915 /usr/lib/qt/plugins/imageformats/libqjp2.so
7f7b235cd000-7f7b235ce000 rw-p 00008000 08:05 1838915 /usr/lib/qt/plugins/imageformats/libqjp2.so
7f7b235ce000-7f7b235d4000 r-xp 00000000 08:05 1837338 /usr/lib/qt/plugins/imageformats/libqico.so
7f7b235d4000-7f7b237d4000 ---p 00006000 08:05 1837338 /usr/lib/qt/plugins/imageformats/libqico.so
7f7b237d4000-7f7b237d5000 r--p 00006000 08:05 1837338 /usr/lib/qt/plugins/imageformats/libqico.so
7f7b237d5000-7f7b237d6000 rw-p 00007000 08:05 1837338 /usr/lib/qt/plugins/imageformats/libqico.so
7f7b237d6000-7f7b237df000 r-xp 00000000 08:05 1838892 /usr/lib/qt/plugins/imageformats/libqicns.so
7f7b237df000-7f7b239de000 ---p 00009000 08:05 1838892 /usr/lib/qt/plugins/imageformats/libqicns.so
7f7b239de000-7f7b239df000 r--p 00008000 08:05 1838892 /usr/lib/qt/plugins/imageformats/libqicns.so
7f7b239df000-7f7b239e0000 rw-p 00009000 08:05 1838892 /usr/lib/qt/plugins/imageformats/libqicns.so
7f7b239e0000-7f7b239e6000 r-xp 00000000 08:05 1837337 /usr/lib/qt/plugins/imageformats/libqgif.so
7f7b239e6000-7f7b23be6000 ---p 00006000 08:05 1837337 /usr/lib/qt/plugins/imageformats/libqgif.so
7f7b23be6000-7f7b23be7000 r--p 00006000 08:05 1837337 /usr/lib/qt/plugins/imageformats/libqgif.so
7f7b23be7000-7f7b23be8000 rw-p 00007000 08:05 1837337 /usr/lib/qt/plugins/imageformats/libqgif.so
7f7b23be8000-7f7b23bf3000 r-xp 00000000 08:05 1838895 /usr/lib/qt/plugins/imageformats/libqdds.so
7f7b23bf3000-7f7b23df2000 ---p 0000b000 08:05 1838895 /usr/lib/qt/plugins/imageformats/libqdds.so
7f7b23df2000-7f7b23df3000 r--p 0000a000 08:05 1838895 /usr/lib/qt/plugins/imageformats/libqdds.so
7f7b23df3000-7f7b23df4000 rw-p 0000b000 08:05 1838895 /usr/lib/qt/plugins/imageformats/libqdds.so
7f7b23df4000-7f7b23dff000 r-xp 00000000 08:05 1837350 /usr/lib/qt/plugins/platforminputcontexts/libcomposeplatforminputcontextplugin.so
7f7b23dff000-7f7b23ffe000 ---p 0000b000 08:05 1837350 /usr/lib/qt/plugins/platforminputcontexts/libcomposeplatforminputcontextplugin.so
7f7b23ffe000-7f7b23fff000 r--p 0000a000 08:05 1837350 /usr/lib/qt/plugins/platforminputcontexts/libcomposeplatforminputcontextplugin.so
7f7b23fff000-7f7b24000000 rw-p 0000b000 08:05 1837350 /usr/lib/qt/plugins/platforminputcontexts/libcomposeplatforminputcontextplugin.so
7f7b24000000-7f7b24021000 rw-p 00000000 00:00 0
7f7b24021000-7f7b28000000 ---p 00000000 00:00 0
7f7b281ad000-7f7b281ae000 ---p 00000000 00:00 0
7f7b281ae000-7f7b289ae000 rw-p 00000000 00:00 0
7f7b289ae000-7f7b289af000 ---p 00000000 00:00 0
7f7b289af000-7f7b291af000 rw-p 00000000 00:00 0
7f7b291af000-7f7b291e6000 r-xp 00000000 08:05 1322048 /usr/lib/gvfs/libgvfscommon.so
7f7b291e6000-7f7b293e6000 ---p 00037000 08:05 1322048 /usr/lib/gvfs/libgvfscommon.so
7f7b293e6000-7f7b293eb000 r--p 00037000 08:05 1322048 /usr/lib/gvfs/libgvfscommon.so
7f7b293eb000-7f7b293ec000 rw-p 0003c000 08:05 1322048 /usr/lib/gvfs/libgvfscommon.so
7f7b293ec000-7f7b2941c000 r-xp 00000000 08:05 278284 /usr/lib/gio/modules/libgvfsdbus.so
7f7b2941c000-7f7b2961c000 ---p 00030000 08:05 278284 /usr/lib/gio/modules/libgvfsdbus.so
7f7b2961c000-7f7b2961d000 r--p 00030000 08:05 278284 /usr/lib/gio/modules/libgvfsdbus.so
7f7b2961d000-7f7b2961f000 rw-p 00031000 08:05 278284 /usr/lib/gio/modules/libgvfsdbus.so
7f7b2961f000-7f7b29625000 r-xp 00000000 08:05 161245 /usr/lib/libogg.so.0.8.2
7f7b29625000-7f7b29824000 ---p 00006000 08:05 161245 /usr/lib/libogg.so.0.8.2
7f7b29824000-7f7b29825000 r--p 00005000 08:05 161245 /usr/lib/libogg.so.0.8.2
7f7b29825000-7f7b29826000 rw-p 00006000 08:05 161245 /usr/lib/libogg.so.0.8.2
7f7b29826000-7f7b29851000 r-xp 00000000 08:05 161251 /usr/lib/libvorbis.so.0.4.8
7f7b29851000-7f7b29a51000 ---p 0002b000 08:05 161251 /usr/lib/libvorbis.so.0.4.8
7f7b29a51000-7f7b29a52000 r--p 0002b000 08:05 161251 /usr/lib/libvorbis.so.0.4.8
7f7b29a52000-7f7b29a53000 rw-p 0002c000 08:05 161251 /usr/lib/libvorbis.so.0.4.8
7f7b29a53000-7f7b29a5c000 r-xp 00000000 08:05 152879 /usr/lib/libltdl.so.7.3.1
7f7b29a5c000-7f7b29c5b000 ---p 00009000 08:05 152879 /usr/lib/libltdl.so.7.3.1
7f7b29c5b000-7f7b29c5c000 r--p 00008000 08:05 152879 /usr/lib/libltdl.so.7.3.1
7f7b29c5c000-7f7b29c5d000 rw-p 00009000 08:05 152879 /usr/lib/libltdl.so.7.3.1
7f7b29c5d000-7f7b29c72000 r-xp 00000000 08:05 154296 /usr/lib/libtdb.so.1.3.11
7f7b29c72000-7f7b29e71000 ---p 00015000 08:05 154296 /usr/lib/libtdb.so.1.3.11
7f7b29e71000-7f7b29e72000 r--p 00014000 08:05 154296 /usr/lib/libtdb.so.1.3.11
7f7b29e72000-7f7b29e73000 rw-p 00015000 08:05 154296 /usr/lib/libtdb.so.1.3.11
7f7b29e73000-7f7b29e7b000 r-xp 00000000 08:05 161255 /usr/lib/libvorbisfile.so.3.3.7
7f7b29e7b000-7f7b2a07a000 ---p 00008000 08:05 161255 /usr/lib/libvorbisfile.so.3.3.7
7f7b2a07a000-7f7b2a07b000 r--p 00007000 08:05 161255 /usr/lib/libvorbisfile.so.3.3.7
7f7b2a07b000-7f7b2a07c000 rw-p 00008000 08:05 161255 /usr/lib/libvorbisfile.so.3.3.7
7f7b2a07c000-7f7b2a08d000 r-xp 00000000 08:05 174082 /usr/lib/libcanberra.so.0.2.5
7f7b2a08d000-7f7b2a28c000 ---p 00011000 08:05 174082 /usr/lib/libcanberra.so.0.2.5
7f7b2a28c000-7f7b2a28d000 r--p 00010000 08:05 174082 /usr/lib/libcanberra.so.0.2.5
7f7b2a28d000-7f7b2a28e000 rw-p 00011000 08:05 174082 /usr/lib/libcanberra.so.0.2.5
7f7b2a28e000-7f7b2a292000 r-xp 00000000 08:05 174083 /usr/lib/libcanberra-gtk3.so.0.1.9
7f7b2a292000-7f7b2a491000 ---p 00004000 08:05 174083 /usr/lib/libcanberra-gtk3.so.0.1.9
7f7b2a491000-7f7b2a492000 r--p 00003000 08:05 174083 /usr/lib/libcanberra-gtk3.so.0.1.9
7f7b2a492000-7f7b2a493000 rw-p 00004000 08:05 174083 /usr/lib/libcanberra-gtk3.so.0.1.9
7f7b2a493000-7f7b2a498000 r-xp 00000000 08:05 1990305 /usr/lib/gtk-3.0/modules/libcanberra-gtk3-module.so
7f7b2a498000-7f7b2a697000 ---p 00005000 08:05 1990305 /usr/lib/gtk-3.0/modules/libcanberra-gtk3-module.so
7f7b2a697000-7f7b2a698000 r--p 00004000 08:05 1990305 /usr/lib/gtk-3.0/modules/libcanberra-gtk3-module.so
7f7b2a698000-7f7b2a699000 rw-p 00005000 08:05 1990305 /usr/lib/gtk-3.0/modules/libcanberra-gtk3-module.so
7f7b2a699000-7f7b2a6a9000 r-xp 00000000 08:05 158495 /usr/lib/libwayland-server.so.0.1.0
7f7b2a6a9000-7f7b2a8a9000 ---p 00010000 08:05 158495 /usr/lib/libwayland-server.so.0.1.0
7f7b2a8a9000-7f7b2a8ab000 r--p 00010000 08:05 158495 /usr/lib/libwayland-server.so.0.1.0
7f7b2a8ab000-7f7b2a8ac000 rw-p 00012000 08:05 158495 /usr/lib/libwayland-server.so.0.1.0
7f7b2a8ac000-7f7b2a8b9000 r-xp 00000000 08:05 165184 /usr/lib/libgbm.so.1.0.0
7f7b2a8b9000-7f7b2aab8000 ---p 0000d000 08:05 165184 /usr/lib/libgbm.so.1.0.0
7f7b2aab8000-7f7b2aab9000 r--p 0000c000 08:05 165184 /usr/lib/libgbm.so.1.0.0
7f7b2aab9000-7f7b2aaba000 rw-p 0000d000 08:05 165184 /usr/lib/libgbm.so.1.0.0
7f7b2aaba000-7f7b2aac1000 r-xp 00000000 08:05 154659 /usr/lib/libdatrie.so.1.3.3
7f7b2aac1000-7f7b2acc0000 ---p 00007000 08:05 154659 /usr/lib/libdatrie.so.1.3.3
7f7b2acc0000-7f7b2acc1000 r--p 00006000 08:05 154659 /usr/lib/libdatrie.so.1.3.3
7f7b2acc1000-7f7b2acc2000 rw-p 00007000 08:05 154659 /usr/lib/libdatrie.so.1.3.3
7f7b2acc2000-7f7b2acf0000 r-xp 00000000 08:05 159973 /usr/lib/libatspi.so.0.0.1
7f7b2acf0000-7f7b2aeef000 ---p 0002e000 08:05 159973 /usr/lib/libatspi.so.0.0.1
7f7b2aeef000-7f7b2aef2000 r--p 0002d000 08:05 159973 /usr/lib/libatspi.so.0.0.1
7f7b2aef2000-7f7b2aef3000 rw-p 00030000 08:05 159973 /usr/lib/libatspi.so.0.0.1
7f7b2aef3000-7f7b2aeff000 r-xp 00000000 08:05 154789 /usr/lib/libxcb-render.so.0.0.0
7f7b2aeff000-7f7b2b0ff000 ---p 0000c000 08:05 154789 /usr/lib/libxcb-render.so.0.0.0
7f7b2b0ff000-7f7b2b100000 r--p 0000c000 08:05 154789 /usr/lib/libxcb-render.so.0.0.0
7f7b2b100000-7f7b2b101000 rw-p 0000d000 08:05 154789 /usr/lib/libxcb-render.so.0.0.0
7f7b2b101000-7f7b2b131000 r-xp 00000000 08:05 267325 /usr/lib/mesa/libEGL.so.1.0.0
7f7b2b131000-7f7b2b331000 ---p 00030000 08:05 267325 /usr/lib/mesa/libEGL.so.1.0.0
7f7b2b331000-7f7b2b332000 r--p 00030000 08:05 267325 /usr/lib/mesa/libEGL.so.1.0.0
7f7b2b332000-7f7b2b333000 rw-p 00031000 08:05 267325 /usr/lib/mesa/libEGL.so.1.0.0Aborted (core dumped)
VCMI_Launcher_log.txt (6,556) 2016-09-24 14:21
https://bugs.vcmi.eu/file_download.php?file_id=2554&type=bug
ab6293acf6c0a4f72bb46bd0a850f0d6.json (9,551) 2016-09-24 14:22
https://bugs.vcmi.eu/file_download.php?file_id=2555&type=bug
Notes
(0006740)
ruppertus   
2016-09-24 14:49   
checked revisions: e529ac6 and a03419e
(0006743)
ruppertus   
2016-09-25 17:15   
Actually I'm not able to install any mod at all using Launcher
(0006812)
ruppertus   
2016-10-04 22:20   
Any updates regarding this bug? Can someone reproduce it?
(0006855)
argarak   
2016-10-21 21:53   
(edited on: 2016-10-23 21:30)
I'm also getting the same error on Arch. AFAIK it's something to do with unzipping the mod file after it has been downloaded (that's why it mentions the minizip library). I tried to downgrade minizip from my own pacman cache, but with no difference. In the meantime, if you do want to install the mod right away, you don't need the vcmilauncher, instead you can do it manually.

You can get data related to all mods in vcmilauncher when you download http://download.vcmi.eu/mods/repository/repository.json. [^] In there, under the property "download" in the apropriate name ("wog", "hota" etc.), you can see the download link. In your case, WoG can be downloaded at http://download.vcmi.eu/mods/repository/WoG.zip [^] and extracted into ~/.local/share/vcmi/Mods (do remember to activate the mod in vcmilauncher or modifying modSettings.json).

(If it does not get fixed before I get around to it) I'll attempt to fix the problem when I have time.

EDIT: I found out that all mods that include a Content.zip file (such as HotA) also crash, but fortunately, WoG does not include any .zip files so it should be fine - when you manually install it.

(0006866)
argarak   
2016-10-23 22:42   
After waiting painfully long for my dual-core Athlon CPU to compile this huge project, I finally managed to find out what the problem was. For ruppertus or users that want this fixed immediately, all you have to do is uninstall the `minizip` package and manually compile VCMI or modify the vcmi-git PKGFILE so that the `minizip` package is not needed (note that you still need the package removed). (I'll also inform the vcmi-git maintainer).

And for the VCMI developers, both remove the checking for the system version of minizip and the #ifdef statements on top of lib/filesystem/FileStream.cpp and lib/filesystem/MinizipExtensions.h, to only use the included minizip.

I found this after looking at the file size of the system minizip header files (in /usr/include/minizip/) and the ones already included in VCMI (lib/minizip/) and noticing that they were different in size. Therefore, there must have been some modification to the library to work well in the VCMI usecase. So, one can't use the system library as it differs too much to the included one.





View Issue Details
3146 [VCMI] Other block always 2020-10-05 17:20 2023-10-28 20:43
xtouqh  
Nordsoft FreeBSD  
normal 13.0-CURRENT  
resolved 0.99  
fixed  
none    
none 1.4.0  
   
client hang after connecting to server
VCMI 0095db4a3 running on FreeBSD 13.0-CURRENT, boost-libs 1.72.0.

Client starts successfully, starting server. I can select new game, pressing single scenario gets the following message in the console:

Establishing connection...
Found endpoints:
        0:127.0.0.1:3030
Trying connection to 127.0.0.1:3030(0)
Established connection with VCMI 0.99 0095db4a305415031fe9f1485c09685443cb74c0 (server). UUID: 708bc587-5f1d-42d1-af2e-f586a276c672

I can press on anything yet again, and then it hangs.

Workaround from 0003027 is applied, increasing kern.ipc.maxsockbuf to 8388608 (as it wouldn't even connect otherwise).
trussing client:
---
_umtx_op(0x8006d2008,UMTX_OP_WAIT_UINT_PRIVATE,0x0,0x18,0x7fffdfffdd78) ERR#60 'Operation timed out'
write(19,"\M-I\M-|\a\^A\M-d\M-|;\^A\M-$"...,4096) = 4096 (0x1000)
write(19,"1\M-|?\M-y\M^D\M-{M\M-zW\M-{\^?"...,4096) = 4096 (0x1000)
write(19,"\^F\^E\M-2\M^?c\^F*\0\M-?\a|\0"...,4096) = 4096 (0x1000)
write(19,"q\au\^D\^[\a\M^@\^C\M-#\^F}\^B"...,4096) = 4096 (0x1000)
---
trussing server:
---
kevent(5,0x0,0,{ },128,{ 0.000000000 }) = 0 (0x0)
_umtx_op(0x800f00528,UMTX_OP_WAIT_UINT_PRIVATE,0x0,0x18,0x7fffffffe0e8) ERR#60 'Operation timed out'
_umtx_op(0x8003d6008,UMTX_OP_WAIT_UINT_PRIVATE,0x0,0x18,0x7fffdfffdd28) ERR#60 'Operation timed out'
---

This goes in a loop (data sent changes, but ERR#60 is always there).
Notes
(0008193)
Povelitel   
2022-03-22 18:05   
boost 1.64 didn't help?





View Issue Details
3012 [VCMI] Mechanics - Battles crash always 2018-10-14 08:17 2023-10-28 20:42
Povelitel 64  
Nordsoft Windows  
high 10  
resolved 0.99  
won't fix  
none    
none  
   
Crash in creature dwellings
        printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, (targets > 1)); //creatures perish

> VCMI_client.exe!CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo,std::allocator<StackAttackedInfo> > attackedInfos, const std::vector<MetaString,std::allocator<MetaString> > & battleLog)Строка 1098 C++
     VCMI_client.exe!CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked,std::allocator<BattleStackAttacked> > & bsa, const std::vector<MetaString,std::allocator<MetaString> > & battleLog)Строка 979 C++
     VCMI_client.exe!callOnlyThatBattleInterface<IBattleEventsReceiver,std::vector<BattleStackAttacked,std::allocator<BattleStackAttacked> > const & __ptr64,std::vector<MetaString,std::allocator<MetaString> > const & __ptr64,std::vector<BattleStackAttacked,std::allocator<BattleStackAttacked> > & __ptr64,std::vector<MetaString,std::allocator<MetaString> > & __ptr64>(CClient * cl, PlayerColor player, void(IBattleEventsReceiver::*)(const std::vector<BattleStackAttacked,std::allocator<BattleStackAttacked> > &, const std::vector<MetaString,std::allocator<MetaString> > &) ptr, std::vector<BattleStackAttacked,std::allocator<BattleStackAttacked> > & <args_0>, std::vector<MetaString,std::allocator<MetaString> > & <args_1>)Строка 80 C++
     VCMI_client.exe!callBattleInterfaceIfPresentForBothSides<IBattleEventsReceiver,std::vector<BattleStackAttacked,std::allocator<BattleStackAttacked> > const & __ptr64,std::vector<MetaString,std::allocator<MetaString> > const & __ptr64,std::vector<BattleStackAttacked,std::allocator<BattleStackAttacked> > & __ptr64,std::vector<MetaString,std::allocator<MetaString> > & __ptr64>(CClient * cl, void(IBattleEventsReceiver::*)(const std::vector<BattleStackAttacked,std::allocator<BattleStackAttacked> > &, const std::vector<MetaString,std::allocator<MetaString> > &) ptr, std::vector<BattleStackAttacked,std::allocator<BattleStackAttacked> > & <args_0>, std::vector<MetaString,std::allocator<MetaString> > & <args_1>)Строка 114 C++
     VCMI_client.exe!CClient::handlePack(CPack * pack)Строка 431 C++
     VCMI_client.exe!CServerHandler::threadHandleConnection()Строка 632 C++
Атакую кошмаров архангелом, воскрешаю другим архангелом, добиваю водяными элементалями - авария

I am attacking a nightmare with an archangel, resurrecting with another archangel, finishing off with water elementals - an accident
addon In wake of the Gods
VCMI 0.99 6958f2cddf28abcc152340190e25d21d122abd1a (client)
VCMI_Client_log.txt (886,913) 2018-10-14 08:17
https://bugs.vcmi.eu/file_download.php?file_id=2953&type=bug
VCMI_Server_log.txt (551,349) 2018-10-14 08:21
https://bugs.vcmi.eu/file_download.php?file_id=2954&type=bug
Saves.rar (2,248,317) 2018-10-14 08:21
https://bugs.vcmi.eu/file_download.php?file_id=2955&type=bug
WoG_революция нычка единорогов, захват ИИ.h3m (4,438) 2023-09-02 18:57
https://bugs.vcmi.eu/file_download.php?file_id=3225&type=bug
Notes
(0008541)
Ivan   
2023-04-12 09:16   
Issue still valid? Needs recheck in 1.2.
(0008690)
Povelitel   
2023-09-02 19:03   
У меня руки из другого места растут. чяднт яннп. Не вижу карт в воге
(0008693)
Nordsoft   
2023-09-04 13:27   
мод для 1.3 не поддерживает wog карты
(0008857)
Nordsoft   
2023-10-28 20:42   
Legacy. Impossible to open saves/start map





View Issue Details
824 [VCMI] GUI - Adventure Map crash sometimes 2011-09-29 08:52 2023-10-28 20:41
Warmonger PC  
Nordsoft Windows 7  
normal SP1  
resolved  
fixed  
none    
none 1.4.0  
   
One-time crash at interface initialization
Debugger pointed at this line:

int3 selPos = selection->getSightCenter();
in CAdvMapInterface.cpp

Where 'selection' is empty (0x adress).
Launch VCMI_Tests_2011 in hotseat with player 1 and 2 enabled.
Happens from time to time in hotseat mode.
Intel Xeon X3450 2.67GHz
8GB RAM @ 1333 MHz
Galaxy GTS 250
Raid 10
Notes
(0002100)
Warmonger   
2011-10-29 06:48   
Probably caused by instant double-click issue with my mouse. Still, clicking shouldn't crash the game.





View Issue Details
3013 [VCMI] Other crash unable to reproduce 2018-10-14 08:29 2023-10-28 20:40
Povelitel 64  
Nordsoft Windows  
normal 10  
resolved 0.99  
unable to reproduce  
none    
none 1.4.0  
   
Rare crash when starting the game
return chars != 0 ?

> VCMI_lib.dll!boost::iostreams::detail::indirect_streambuf<FileBuf,std::char_traits<char>,std::allocator<char>,boost::iostreams::seekable>::underflow()Строка 262 C++
     [Внешний код]
     VCMI_lib.dll!CFileInputStream::read(unsigned char * data, __int64 size)Строка 36 C++
     VCMI_client.exe!impl_read(SDL_RWops * context, void * ptr, unsigned __int64 size, unsigned __int64 maxnum)Строка 51 C++
     smpeg2.dll!00007fff6210d183() Нет данных
     smpeg2.dll!00007fff6210ba9e() Нет данных
     smpeg2.dll!00007fff6210bf0c() Нет данных
     smpeg2.dll!00007fff6210a35d() Нет данных
     smpeg2.dll!00007fff62109989() Нет данных
     smpeg2.dll!00007fff6210908d() Нет данных
     smpeg2.dll!00007fff621095f1() Нет данных
     smpeg2.dll!00007fff620dd3e4() Нет данных
     smpeg2.dll!00007fff620dcfae() Нет данных
     smpeg2.dll!00007fff620dca59() Нет данных
     SDL2.dll!00007fff63d68165() Нет данных
     SDL2.dll!00007fff63daea0e() Нет данных
     [Внешний код]
crash.jpg (307,962) 2018-10-14 08:35
https://bugs.vcmi.eu/file_download.php?file_id=2956&type=bug
There are no notes attached to this issue.





View Issue Details
3135 [VCMI] Other crash always 2020-07-14 23:10 2023-10-28 20:39
phage00 Windows  
Nordsoft Windows 7  
high Version 6.1  
resolved 0.99  
unable to reproduce  
none    
none 1.4.0  
   
Can't load XL maps
Whenever I try to load any of the regular XL maps shipped with the game, VCMI crashes. I don't get booted back to desktop, I just click "begin" and nothing happens and I get a "VCMI has crashed" notification in the background, but I can press back and return to the main menu without needing to restart VCMI.
Try to begin any XL map in VCMI
Since I can't find any other complaints about this but can see many complaints about less serious issues, I am wondering if the problem is on my end but I can't imagine what that problem could be. I am also told by the crash notification that a file with information about the crash has been created so please tell me how to access that if it will help but hopefully the solution is simple, thank you!
VCMI_client.exe_crashinfo.dmp (11,855,235) 2020-07-14 23:33
https://bugs.vcmi.eu/file_download.php?file_id=3090&type=bug
VCMI_Client_log.txt (548,472) 2020-07-23 08:48
https://bugs.vcmi.eu/file_download.php?file_id=3094&type=bug
VCMI_Server_log.txt (555,413) 2020-07-23 08:49
https://bugs.vcmi.eu/file_download.php?file_id=3095&type=bug
Notes
(0007909)
phage00   
2020-07-14 23:15   
Forgot to say that this issue was present for me when I first installed VCMI around the end of last year and still persists after installing the most recent build, that's all, thanks again.
(0007910)
phage00   
2020-07-14 23:34   
Sorry I'm pretty new, managed to upload the logs but they probably have all kinds of crashes in there, most recent ones should be from the issue I've described though.
(0007911)
Nullkiller   
2020-07-15 13:58   
A nice opportunity to check my skills against crash dumps. Will take a quick look.
(0007912)
Nullkiller   
2020-07-15 14:07   
Only XL map fails? Smaller ones work?
(0007913)
Nullkiller   
2020-07-15 14:10   
How about VCMI_server.exe.crashinfo.dmp? Do you have it also?
Logs can be found in Documents/My Games/vcmi/VCMI_Client_log.txt and VCMI_Server_log.txt
(0007921)
phage00   
2020-07-23 08:51   
Thanks for the quick reply and sorry about the delay on my end, files are up and yes all maps up to large load fine only XL and above having this issue.
(0007922)
phage00   
2020-07-23 09:32   
ok I just tried to do some testing to make sure I could still recreate the issue, problem was still present but I was actually able to load 2 XL maps, race for ardinnity and another one that I can't remember, I made a save on the 2nd map but for me VCMI gets really tempermental after trying to load lots of maps and I cant open my saves or scenarios now even after a reboot, I might try a fresh install soon and see if I can't keep trying to test the issue but I'm going to leave it for now because I'm getting a little tempermental myself. Thanks again for looking into this with me.
(0007923)
Nullkiller   
2020-07-23 10:32   
Strange issue. Hope it is not memory related. VCMI does not consume much memory.
Also be aware that too many mods can cause crashes.
(0007924)
Nullkiller   
2020-07-23 10:39   
Btw if you have save file which crashes, attach it also. It might help.
(0008088)
Povelitel   
2022-03-16 06:01   
I believe that the reason for this is the 32 bit assembly. Faced it with such problems.





View Issue Details
3097 [VCMI] Sound, music, videos crash sometimes 2020-01-04 18:28 2023-10-28 20:39
kdmcser VCMI 0.99 98e2d177c083251328de81  
Nordsoft win10  
normal 1903  
resolved 0.99  
unable to reproduce  
none    
none 1.4.0  
   
VCMI may crash on mods using mp3 as town background music
if a town mod use mp3 file as background music, VCMI may crash on town interface. The bug occured very high frequency. 1/10 or more. game can not continue. When I convert mp3 file to ogg format and delete mp3 file in mod. The bug dissappear.
1. enable mods like Fairy, Deathvalley, preserve or Forge.
2. select mod town to start game.
3. play game, bugs will occures when you enter the town.
I using the first dev branch build of 2020. still contains this bug.
There are no notes attached to this issue.





View Issue Details
2953 [VCMI] GUI - PreGame crash random 2018-04-07 06:31 2023-10-28 20:38
hkoehler Linux  
Nordsoft Ubuntu  
normal 14.04  
resolved 0.99  
unable to reproduce  
none    
none 1.4.0  
   
Crash in pre-game lobby
Establishing connection...
Found endpoints:
    0:127.0.0.1:16828
Trying connection to 127.0.0.1:16828(0)
Established connection with VCMI 0.99 db60983b5ae5e86286dd8ee3811a488ca9a29a57 (server). UUID: 62c4a8ee-f187-439f-8206-1d41e59121a4
Segmentation fault (core dumped)

Last connection lost, server will close itself...
*** Error in `./vcmiserver': double free or corruption (out): 0x0000000002720ef0 ***
Aborted (core dumped)
Core was generated by `./vcmiclient'.
Program terminated with signal SIGSEGV, Segmentation fault.
#0 0x00000000004a0cdd in CGuiHandler::handleMouseMotion (this=this@entry=0x984900 <GH>) at /home/hkoehler/dev/vcmi/vcmi/client/gui/CGuiHandler.cpp:383
383 if(isItIn(&(elem)->pos, current->motion.x, current->motion.y))
[Current thread is 1 (Thread 0x7fe928bbf780 (LWP 6319))]
(gdb) bt
#0 0x00000000004a0cdd in CGuiHandler::handleMouseMotion (this=this@entry=0x984900 <GH>) at /home/hkoehler/dev/vcmi/vcmi/client/gui/CGuiHandler.cpp:383
#1 0x00000000004a1f40 in CGuiHandler::handleCurrentEvent (this=this@entry=0x984900 <GH>) at /home/hkoehler/dev/vcmi/vcmi/client/gui/CGuiHandler.cpp:275
0000002 0x00000000004a2893 in CGuiHandler::handleEvents (this=0x984900 <GH>) at /home/hkoehler/dev/vcmi/vcmi/client/gui/CGuiHandler.cpp:200
0000003 0x0000000000557ab1 in CMainMenu::update (this=<optimized out>) at /home/hkoehler/dev/vcmi/vcmi/client/mainmenu/CMainMenu.cpp:307
0000004 0x00000000004a15f2 in CGuiHandler::renderFrame (this=this@entry=0x984900 <GH>) at /home/hkoehler/dev/vcmi/vcmi/client/gui/CGuiHandler.cpp:458
0000005 0x0000000000449516 in mainLoop (this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>,
    this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>) at /home/hkoehler/dev/vcmi/vcmi/client/CMT.cpp:1317
0000006 main (argc=<optimized out>, argv=<optimized out>) at /home/hkoehler/dev/vcmi/vcmi/client/CMT.cpp:484
There are no notes attached to this issue.





View Issue Details
2543 [VCMI] Multiplayer crash always 2016-10-03 18:29 2023-10-28 20:38
SXX  
Nordsoft  
low  
resolved 0.99  
unable to reproduce  
none    
none 1.4.0  
   
Server is crashing if something connect to it and disconnect
So if you open port with "nc" and then disconnect server will crash.
$: nc 127.0.0.1 3333
Aiya!
VCMI 0.98h (server)
There are no notes attached to this issue.





View Issue Details
2177 [VCMI] Mechanics - Adventure Map crash always 2015-04-09 12:17 2023-10-28 20:37
AMDmi3 amd64  
Nordsoft FreeBSD  
normal 11.0  
resolved 0.98  
unable to reproduce  
none    
none 1.4.0  
   
Server crashes on FreeBSD
I'm trying to run vcmi on FreeBSD. After some minor changes (https://github.com/vcmi/vcmi/pull/98 [^] + another one for which I'm still to prepare proper patch) it builds fine, launcher, client and server run, however when I try to start the game (either random map or campaign), server dies:

    CPack serialized... this should not happen!

Logs attached. Any more info I could provide? Tracebacks are disabled atm, but can do. Would tcpdump capture be useful?
VCMI_Client_log.txt (82,138) 2015-04-09 12:18
https://bugs.vcmi.eu/file_download.php?file_id=2224&type=bug
VCMI_Server_log.txt (64,835) 2015-04-09 12:18
https://bugs.vcmi.eu/file_download.php?file_id=2225&type=bug
wireshark-dump.txt (9,910) 2015-04-11 02:19
https://bugs.vcmi.eu/file_download.php?file_id=2226&type=bug
Notes
(0005701)
AMDmi3   
2015-04-11 02:44   
(edited on: 2015-04-11 02:47)
The original description may not be fully correct. Actually, the client crashes with SIGBUS, I originally though this is because of server error, but the CPack serialized message may be unrelated. Client backtrace:

#0 0x000000080e8694e6 in ?? () from /usr/local/lib/libGL.so.1
#1 0x000000080e811f99 in ?? () from /usr/local/lib/libGL.so.1
0000002 0x0000000810514a6b in ?? () from /usr/local/lib/libnvidia-glcore.so.1
0000003 0x00000008105a5cb3 in ?? () from /usr/local/lib/libnvidia-glcore.so.1
0000004 0x00000008105a5d20 in ?? () from /usr/local/lib/libnvidia-glcore.so.1
0000005 0x000000080e860cd0 in ?? () from /usr/local/lib/libGL.so.1
0000006 0x000000000056ce01 in CGuiHandler::renderFrame()::$_2::operator()() const (this=0x7fffffffc498) at /usr/work/home/amdmi3/projects/ports/vcmi/work/vcmi-0.98/client/gui/CGuiHandler.cpp:427
0000007 0x000000000056eb8c in __invoke<(lambda at /usr/work/home/amdmi3/projects/ports/vcmi/work/vcmi-0.98/client/gui/CGuiHandler.cpp:414:18) &> (__f=...) at /usr/include/c++/v1/__functional_base:413
0000008 std::__1::__function::__func<CGuiHandler::renderFrame()::$_2, std::__1::allocator<CGuiHandler::renderFrame()::$_2>, void ()>::operator()() (this=0x7fffffffc490) at /usr/include/c++/v1 /functional:1370
0000009 0x00000000004fc377 in std::__1::function<void ()>::operator()() const (this=0x7fffffffc490) at /usr/include/c++/v1/functional:1756
0000010 0x0000000000b15df7 in CGPreGame::runLocked(std::__1::function<void ()>) (this=0x80c0add80, cb=...) at /usr/work/home/amdmi3/projects/ports/vcmi/work/vcmi-0.98/client/CPreGame.cpp:549
0000011 0x0000000000b15e4c in non-virtual thunk to CGPreGame::runLocked(std::__1::function<void ()>) () at /usr/work/home/amdmi3/projects/ports/vcmi/work/vcmi-0.98/client/CPreGame.cpp:546
0000012 0x000000000056ca36 in CGuiHandler::renderFrame (this=0x10288d0 <GH>) at /usr/work/home/amdmi3/projects/ports/vcmi/work/vcmi-0.98/client/gui/CGuiHandler.cpp:433
0000013 0x0000000000a067e4 in mainLoop () at /usr/work/home/amdmi3/projects/ports/vcmi/work/vcmi-0.98/client/CMT.cpp:1197
0000014 0x00000000009ffb0d in main (argc=1, argv=0x7fffffffe9e8) at /usr/work/home/amdmi3/projects/ports/vcmi/work/vcmi-0.98/client/CMT.cpp:485

(0005721)
AVS   
2015-04-12 04:55   
04:15:09.350783 ERROR global [0x80c006400] - Selected resolution 1920x1080 was not found!
04:15:09.351010 ERROR global [0x80c006400] - Falling back to 800x600

1) Smth wrong with configuration

2) backtrace missing inside SDL: CGuiHandler.cpp:427 is SDL call but dot directly libGL. May be SDL bug.
(0005732)
AMDmi3   
2015-04-14 03:28   
(edited on: 2015-04-14 03:43)
> 04:15:09.350783 ERROR global [0x80c006400] - Selected resolution 1920x1080 was not found!
> 04:15:09.351010 ERROR global [0x80c006400] - Falling back to 800x600
>
>1) Smth wrong with configuration

This is seemingly irrelevant - the game was run from launcher then and probably I've tried selecting 1920x1080 resolution. There's no such error when the game is run as `vcmiclient'

> 2) backtrace missing inside SDL: CGuiHandler.cpp:427 is SDL call but dot directly libGL. May be SDL bug.

With SDL1:

#0 0x000000080688f71a in thr_kill () from /lib/libc.so.7
#1 0x000000080688f688 in raise () from /lib/libc.so.7
0000002 0x000000080688de29 in abort () from /lib/libc.so.7
0000003 0x000000080686eeb1 in __assert () from /lib/libc.so.7
0000004 0x000000080cc45857 in _XReply () from /usr/local/lib/libX11.so.6
0000005 0x000000080cc41557 in XSync () from /usr/local/lib/libX11.so.6
0000006 0x000000080328b97a in XSync (a=0x80c75b000, b=0) at ./src/video/x11/SDL_x11sym.h:104
0000007 0x000000080329903b in X11_VideoQuit (this=0x80c407400) at ./src/video/x11/SDL_x11video.c:1493
0000008 0x000000080327d299 in SDL_VideoQuit () at ./src/video/SDL_video.c:1365
0000009 0x000000080323f738 in SDL_QuitSubSystem (flags=65535) at ./src/SDL.c:196
0000010 0x000000080323f7be in SDL_Quit () at ./src/SDL.c:222
0000011 0x0000000806866d68 in __cxa_finalize () from /lib/libc.so.7
0000012 0x00000008068052dc in exit () from /lib/libc.so.7
0000013 0x0000000000835c83 in CServerHandler::callServer (this=0x7fffdf3f6dc8) at /usr/work/home/amdmi3/projects/ports/vcmi/work/vcmi-0.98/client/Client.cpp:1003
0000014 0x0000000000846ca2 in boost::_mfi::mf0<void, CServerHandler>::operator()(CServerHandler*) const ()
0000015 0x0000000000846c00 in void boost::_bi::list1<boost::_bi::value<CServerHandler*> >::operator()<boost::_mfi::mf0<void, CServerHandler>, boost::_bi::list0>(boost::_bi::type<void>, boost::_mfi::mf0<void, CServerHandler>&, boost::_bi::list0&, int) ()
0000016 0x0000000000846b9c in boost::_bi::bind_t<void, boost::_mfi::mf0<void, CServerHandler>, boost::_bi::list1<boost::_bi::value<CServerHandler*> > >::operator()() ()
0000017 0x0000000000846b4c in boost::detail::thread_data<boost::_bi::bind_t<void, boost::_mfi::mf0<void, CServerHandler>, boost::_bi::list1<boost::_bi::value<CServerHandler*> > > >::run()
    ()
0000018 0x000000080302844b in boost::(anonymous namespace)::thread_proxy (param=<optimized out>) at libs/thread/src/pthread/thread.cpp:164
0000019 0x0000000806536774 in ?? () from /lib/libthr.so.3
0000020 0x0000000000000000 in ?? ()

#0 0x0000000803249eab in SDL_PumpEvents () at ./src/events/SDL_events.c:376
#1 0x0000000803249f01 in SDL_PollEvent (event=0x7fffffffc950) at ./src/events/SDL_events.c:395
0000002 0x0000000000a05360 in mainLoop () at /usr/work/home/amdmi3/projects/ports/vcmi/work/vcmi-0.98/client/CMT.cpp:1195
0000003 0x00000000009fdfdf in main (argc=1, argv=0x7fffffffe9d8) at /usr/work/home/amdmi3/projects/ports/vcmi/work/vcmi-0.98/client/CMT.cpp:485

With SDL2:

#0 0x00000008032a88ce in SDL_PumpEvents_REAL () at /usr/work/usr/ports/devel/sdl20/work/SDL2-2.0.3/src/events/SDL_events.c:402
#1 0x00000008032a8948 in SDL_WaitEventTimeout_REAL (event=0x7fffffffc510, timeout=0) at /usr/work/usr/ports/devel/sdl20/work/SDL2-2.0.3/src/events/SDL_events.c:435
0000002 0x00000008032a8907 in SDL_PollEvent_REAL (event=0x7fffffffc510) at /usr/work/usr/ports/devel/sdl20/work/SDL2-2.0.3/src/events/SDL_events.c:417
0000003 0x0000000803294e54 in SDL_PollEvent (a=0x7fffffffc510) at /usr/work/usr/ports/devel/sdl20/work/SDL2-2.0.3/src/dynapi/SDL_dynapi_procs.h:157
0000004 0x0000000000a066f0 in mainLoop () at /usr/work/home/amdmi3/projects/ports/vcmi/work/vcmi-0.98/client/CMT.cpp:1192
0000005 0x00000000009ffb0d in main (argc=1, argv=0x7fffffffe9d8) at /usr/work/home/amdmi3/projects/ports/vcmi/work/vcmi-0.98/client/CMT.cpp:485

It seems to me that these are races when client exits after server dies.

Is there a way to run client and server separately (and on different hosts)? I'd like to try running FreeBSD client with Linux server and vice versa, and to run server in separate gdb. Unfortunately I couldn't find a way to tell client to use specific server instead of running its own.

(0005733)
AVS   
2015-04-14 08:48   
>Is there a way to run client and server separately (and on different hosts)?
No. (You can connect to network game from host with any OS/architecture, but there is no possibility (yet) to run dedicated server.)
(0006687)
SXX   
2016-09-18 20:27   
BTW I fixed server startup now so it's possible to run server without client.

Also added option to conect to any IP/port for "host" player:
https://github.com/vcmi/vcmi/commit/58d11d60746298de8b02680c975873be9cadd67f [^]





View Issue Details
2391 [VCMI] Other crash unable to reproduce 2016-01-20 22:14 2023-10-28 20:36
misiokles PC  
Nordsoft Windows  
none 10  
resolved 0.98f  
unable to reproduce  
none    
none 1.4.0  
   
Pressing spacebar somethimes cause crash or freeze.
When pressing spacebar to revisit any object more than one for a turn, game seldom crashes of freezes.
There are no notes attached to this issue.





View Issue Details
2408 [VCMI] GUI - PreGame crash have not tried 2016-02-02 02:13 2023-10-28 20:35
SXX  
Nordsoft  
normal  
resolved 0.98g  
unable to reproduce  
none    
none  
   
Client crashing on attempt to view save with unknown town / faction from mod
I'm not yet fully find out why is that happen, but there is info.

If you have save done with for example HotA and then disabled it then client may crash on "OptionsTab::CPlayerSettingsHelper::getImageIndex" because it's attempt to check information about faction that not exist:
default: return CGI->townh->factions[settings.castle]->town->clientInfo.icons[true][false] 
+ 2;


It's weird because so far it's only occur for me in case of hotseat loading so it's may be as well some save file corruption.
There are no notes attached to this issue.





View Issue Details
2403 [VCMI] Mechanics - Other crash always 2016-01-27 18:50 2023-10-28 20:34
SXX  
Nordsoft  
normal  
resolved 0.98f  
no change required  
none    
none  
   
Grail should always be placed even if no suitable tile found
In H3 when there is no suitable tile (unblocked, 9 tiles from border) available grail may be positioned in water or even inside the rock. So obelisks keep working even if it's impossible to dig it out.

Currently in VCMI if it's impossible to place gail position remain as -1,-1,-1 and that obviously cause crash.
Notes
(0008856)
Nordsoft   
2023-10-28 20:34   
Doesn't cause crash





View Issue Details
2856 [VCMI] Mechanics - Objects tweak always 2018-01-14 11:20 2023-10-12 11:43
Povelitel  
Nordsoft  
low  
resolved 0.99  
fixed  
none    
none 1.4.0  
   
seer's hut: mission displayed after visiting the AI - Receiving rewards from other players
Если ИИ посетит провидца, то нам хоть в журнал это и не занесет, но все равно на карте приключений покажет будто бы мы его уже посещали. (Что надо принести)


If the AI ​​visits the seer, then at least it will not bring us to the magazine, but still it will show on the adventure map if we already visited it. (What you need to bring)

update: Moreover, if another player (AI) fulfills the condition, then the person can receive a reward!

Более того, если другой игрок (ИИ) выполнит условие, то человек может получить награду!
Kill Hero.h3m (1,832) 2022-09-13 10:37
https://bugs.vcmi.eu/file_download.php?file_id=3180&type=bug
Notes
(0008546)
krs   
2023-04-12 16:08   
First you should not see the reward from a hut visited by AI

https://github.com/vcmi/vcmi/issues/1952 [^]

Second: when AI completes a quest you should not get reward when you visit seers hut

https://github.com/vcmi/vcmi/issues/1953 [^]

Can be closed here.
(0008854)
Nordsoft   
2023-10-12 11:43   
https://github.com/vcmi/vcmi/pull/3035 [^]





View Issue Details
3084 [VCMI] AI - Battles major always 2019-09-05 15:56 2023-10-05 10:22
Inbar Android  
 
normal  
new  
open  
none    
none  
   
Archerers in the castles attacks the ballistra
The Archerers in the castles always attacks the ballista
Notes
(0007840)
Warmonger   
2019-09-06 08:17   
...why you think it's an issue?

Details, screenshot, save to reproduce?
(0007841)
Nullkiller   
2019-09-10 08:16   
Attacking ballista is useless because even castle archers are not able to destroy it before it crashes the wall. This renders archers completely useless during siege except if you decide to help them destroying the ballista
(0007842)
Warmonger   
2019-09-11 06:38   
It is not 'forbidden' to shoot Ballista, so we need to determine exact circumstances where it could happen and where it should not.
(0008715)
Povelitel   
2023-09-30 15:54   
Castle archers attack combat vehicles first. Not a catapult. And combat vehicles, if the hero has any.
So I can confirm this





View Issue Details
2180 [VCMI] AI - Adventure Map crash always 2015-04-11 08:19 2023-09-30 15:47
loki13 Linux  
SXX Gentoo  
normal  
acknowledged 0.98  
open  
none    
none  
   
WoG: crash on AI turn - assert on ai->knownTeleportChannels
game crashes on AI turn
take the map and savegame from attachment. capture the shipyard, build captain quarters and end turn.
Opening StupidAI
Loaded Stupid AI 0.1
Warning: an orphaned child!
Warning: an orphaned child!
Another allied hero stands in our way
Another allied hero stands in our way
Hero Арлаш cannot reach 2 18 1
Another allied hero stands in our way
Player 5 ends turn
Player 5 ended turn
Player 6 starting turn
read: End of file
Ended handling connection
Warning: an orphaned child!
Warning: an orphaned child!
Warning: an orphaned child!
Warning: an orphaned child!
Warning: an orphaned child!
Warning: an orphaned child!
Warning: an orphaned child!
Warning: an orphaned child!
Warning: an orphaned child!
attach.zip (570,126) 2015-04-11 08:19
https://bugs.vcmi.eu/file_download.php?file_id=2227&type=bug
Notes
(0005827)
Warmonger   
2015-08-30 09:30   
The problem is suprisingly caused by Subterranean Gate:

assert(ai->knownTeleportChannels.find(tObj->channel) != ai->knownTeleportChannels.end());

At Goals.cpp, line 606
(0006234)
SXX   
2015-12-25 12:07   
This one is interesting crash that I'd never seen anywhere else.
Also it's require WoG to be enabled in order to load save.
(0006481)
SXX   
2016-03-17 14:56   
Re-checking this one now and looks like for whatever reason map don't have any teleport channels initialized and this is weird since I never seen anything like that before.

Trying to find out what might cause it.
(0008282)
Povelitel   
2022-04-26 10:10   
Reproduce in last develop





View Issue Details
1021 [VCMI] GUI - Other feature always 2012-06-26 20:58 2023-09-30 15:42
vcmi_user x86_64  
windows  
normal vista  
new 0.89  
open  
none    
none  
   
Incorrect showing loss condition, victory condition and header in Scenario Information window
Incorrect showing loss condition, victory condition and header in Scenario Information window. see red marked zones on screenshot.
In Russian.
Некорректное отображение условия поражения, условия победы и заголовка в окне Scenario Information. На скриншотах выделено красным.

wog
[URL=http://www.radikal.ru [^]][IMG]http://i018.radikal.ru/1206/a7/af68b7de9f7d.jpg[/IMG][/URL] [^]
vcmi
[URL=http://www.radikal.ru [^]][IMG]http://s019.radikal.ru/i603/1206/4b/20e0a392a3f7.jpg[/IMG][/URL] [^]
Run Last Chance map and see Scenario Information window, work witch another map.
in Russian.
Запустить карту Last Chance и открыть окно Scenario Information. Работает и на других картах но когда условие поражения не не успеть вовремя не так заметно.
vcmi.jpg (142,984) 2012-06-26 20:58
https://bugs.vcmi.eu/file_download.php?file_id=998&type=bug
wog.jpg (146,692) 2012-06-26 21:00
https://bugs.vcmi.eu/file_download.php?file_id=999&type=bug
There are no notes attached to this issue.





View Issue Details
2018 [VCMI] GUI - Hero screen / Exchange window minor always 2015-01-01 18:41 2023-09-30 15:17
KroArtem x86_64  
Povelitel Ubuntu  
normal 14.10  
resolved 0.97b  
fixed  
none    
none 1.next  
   
Gelu has two icons to promote wood elves to Snipers
If you're playing with Gelu, there is a possibility to promote your troops to snipers (archers, wood/grand elves). For some reasons, there are two icons to promote elves to snipers. See screenshot.

vcmi marked 0.97c by Warmonger
Снимок экрана от 2015-01-01 21:35:00.png (866,611) 2015-01-01 18:41
https://bugs.vcmi.eu/file_download.php?file_id=2055&type=bug
Notes
(0005395)
SXX   
2015-01-25 11:14   
Can't reproduce with current version from GIT.
https://github.com/vcmi/vcmi/commit/86fde2ba542ea916e31a67d63d556e0d1b125a16 [^]

Is there any save that show that behaviour?
(0005402)
KroArtem   
2015-01-28 20:24   
Will try to reproduce, but it was easy for me before.
(0005403)
SXX   
2015-01-28 20:49   
I tried to start first mission with Gelu on Elixir of Life with non-Snipers as bonus and this didn't happen for me inside the castle for any of them. E.g when in castle I had two upgrade options for Wood elf (to Grand elf and Snipers) and one for the Grand elf (to Snipers).
(0008712)
Povelitel   
2023-09-30 15:17   
Fixed long time ago





View Issue Details
2755 [VCMI] Mechanics - Objects text always 2017-07-30 08:59 2023-09-25 09:15
Anubis PC  
Godric Windows  
low 7  
resolved 0.99  
fixed  
none    
none 1.next  
   
Visiting a Shipwreck gives you an incorrect text message.
The message says that you've defeated Harpies while in fact you fight vs Wights there.
Notes
(0008711)
Povelitel   
2023-09-25 09:15   
fixed a long time ago, 1.3.2 tested, english mod translation





View Issue Details
618 [VCMI] Mechanics - Other feature always 2010-08-28 15:46 2023-09-17 12:53
Zamolxis  
Tow  
normal  
resolved 0.82  
fixed  
none    
none  
   
Single/Multi-player save/load logic & format differs from H3
I'm not sure if this is intended as "enhancement" or coded temporarily as such, but we have the following differences:

In VCMI: SP/MP save separately. If we go to the SP Load menu we have only games saved in SP. If we go the the MP Load menu, we have the list with the games saved in MP.

In OH3: I don't think they made any difference in the saved file, whether it was from SP or MP. If we go to the SP Load menu, we get the list of all saved games, so one could load in SP a game saved in MP. If we go the MP Load menu, then we actually fist get the same choice window we get in the MP New Game menu, where we select the type of MP (HotSeat, etc). After we make the choice, we get the list of all saved games, so also those saved in SP.

I think the OH3 take is more flexible and useful.
Notes
(0008679)
Ivan   
2023-07-19 16:48   
Effectively resolved in 1.3





View Issue Details
2858 [VCMI] Other feature N/A 2018-01-18 12:40 2023-09-17 12:51
Dydzio Microsoft Windows  
Windows 7  
low Home Premium x64  
new  
open  
none    
none  
   
Daily build installer - option to not create desktop shortcut
Would be nice if bundled installer supported not creating desktop icon. It should maintain its current way of uninstalling - removing only files related to installation, without touching original H3 files put in the folder so that folder can serve for installing newer version of VCMI later.
Notes
(0008705)
Povelitel   
2023-09-17 12:51   
danger options if you going to play on the work :D





View Issue Details
2595 [VCMI] Mechanics - Objects minor sometimes 2016-11-09 06:47 2023-09-02 19:15
Povelitel  
 
normal  
new 0.99  
open  
none    
none  
   
in mercenary camp you can buy other uints us crystal dragon, etc.
В лагере наемников вы можете купить существ которых там быть не должно. Например кристальных драконов, ржавых, сказочных и тд.
Notes
(0008692)
Povelitel   
2023-09-02 19:15   
still exist





View Issue Details
3001 [VCMI] Mods feature N/A 2018-08-25 20:05 2023-07-28 23:23
asgraf  
AVS  
normal  
assigned  
open  
none    
none  
   
Ability to learn new spells should be moddable
I would like to request new bonus type ALLOW_LEARN_SPELLS that grands hero ability to learn certain spells without need of having Wisdom skill of appropriate level

This new bonus type should be allowed to be limited by:
- spell level (ability to learn spells of certain level including spells added by other mods)
- spell school (ability to learn spells of certain magic school including spells added by other mods)
- spell flags (ability to learn all spells with certain flag like summoning including spells added by other mods)
- hand-picked selection of spell id's (white-listed spells can be learn without Wisdom)

Example use case:
https://forum.vcmi.eu/t/spell-schools-modding/4679 [^]
Notes
(0007631)
asgraf   
2018-08-25 20:07   
(edited on: 2018-08-25 20:13)
Additionally BAN_SPELLS that prevents spells from being casted (and/or learned) with similar limiters would be useful for custom artifacts

(0007634)
AVS   
2018-08-26 18:06   
Please provide examples of desired JSON configuration.
(0007639)
AVS   
2018-08-27 20:09   
As this is bonus type, it should use https://wiki.vcmi.eu/Bonus_Format, [^] or it most be an extension of it.
(0007640)
asgraf   
2018-08-27 20:58   
(edited on: 2018-08-27 20:58)
[
    {
        "type": "ALLOW_LEARN_SPELLS",
        "subtype": 0,//0 allow spells | 1 ban spells
        "val" : 3,//spell level
        "description" : "Unlock Hero ability to learn level 3 fire spells",
        "limiters": [
            {
                "type":"SPELL_SCHOOL_LIMITER",
                "parameters":["fire"]
            }
        ]
    },
    {
        "type": "ALLOW_LEARN_SPELLS",
        "subtype": 0,//0 allow spells | 1 ban spells
        "val" : 5,//spell level
        "description" : "Unlock Hero ability to learn all summon spells",
        "limiters": [
            {
                "type":"SPELL_EFFECT_LIMITER",
                "parameters":["summon"]
            }
        ]
    },
    {
        "type": "ALLOW_LEARN_SPELLS",
        "description" : "Unlock Hero ability to learn Summon Elemental spells",
        "limiters": [
            {
                "type":"SPELL_ID_LIMITER",
                "parameters":["airElemental","waterElemental","earthElemental","fireElemental"]
            }
        ]
    },
    {
        "type": "ALLOW_LEARN_SPELLS",
        "val" : 3,
        "description" : "Basic Wisdom Equivalent"
    },
    {
        "type": "ALLOW_LEARN_SPELLS",
        "val" : 4,
        "description" : "Advanced Wisdom Equivalent"
    },
    {
        "type": "ALLOW_LEARN_SPELLS",
        "val" : 5,
        "description" : "Expert Wisdom Equivalent"
    }
]

(0007641)
asgraf   
2018-08-27 21:19   
(edited on: 2018-08-27 21:20)
Since new bonus is extension of wisdom bonus, old wisdom effect probably should be deprecated or treated as alias of new ALLOW_LEARN_SPELLS effect.
To avoid functional duplication Wisdom skill should be changed to use this new bonus

(0007642)
asgraf   
2018-08-27 21:26   
I don't know if i restrictions should be listed as limiters or if they should be part of effect in addInfo key.
(0008685)
asgraf   
2023-07-28 23:23   
*** Shameless bump after 5 years of waiting ***
Any chances for implementation?





View Issue Details
2690 [VCMI] Mods minor have not tried 2017-06-09 01:14 2023-07-16 16:49
Draeganfire  
Ivan  
normal  
resolved 0.99  
fixed  
none    
none  
   
Cove Shipyard
Cove Shipyard shows prior to being built, and when attempted to build it, the game crashed
Notes
(0007080)
misiokles   
2017-06-09 23:00   
I think solution is in town.json file rename in two places "dock" on "shipyard".
(0008677)
Ivan   
2023-07-16 16:49   
Seems to be resolved now





View Issue Details
2344 [VCMI] Mechanics - Adventure Map feature N/A 2015-12-01 00:00 2023-07-15 17:11
SXX  
Ivan  
normal  
resolved 0.98e  
fixed  
none    
none  
   
Dwellings: auto stack merge needed like we have with joining creatures on adventure map
Currently if all stacks in your army are busy with splitted creatures and you attempt to buy (or take for free in case of 1st level) creatures from dwellings you get message that army is full.

Though quite some time ago we have auto merge mechanics for creatures joining hero army. So we need to reuse it for dwellings and other possible cases too.
Notes
(0008676)
Ivan   
2023-07-15 17:11   
Implemented in 1.3





View Issue Details
2880 [VCMI] Mechanics - Other minor have not tried 2018-02-19 05:17 2023-07-15 17:10
hkoehler  
Ivan  
normal  
resolved  
fixed  
none    
none  
   
Hero lost after fleeing on day 7
When a hero flees during the enemy's turn on day 7, you aren't able to buy them back (due to hero rotation). This differs from how HMM3 handles this scenario, where the hero will be available for recruitment in the new week.
Notes
(0008675)
Ivan   
2023-07-15 17:10   
Implemented in 1.3





View Issue Details
2921 [VCMI] Mechanics - Adventure Map minor always 2018-03-17 08:32 2023-07-15 17:10
SXX  
Ivan  
normal  
resolved  
fixed  
none    
none  
   
Currently town and adventure map dwellings don't have auto-merge when army is full
When creatures join you on adventure map and you have full army then if it's possible stacks of same type will be merged to make place for them. Otherwise you'll get garrison dialog window and able to choose on your own what stacks to keep and what to disband.

Nothing like that happen when you try to hire creatures from dwellings on adventure map. You just get message that "%s want to join your hero, but there aren't enough provisions to support them.".

Warning! If army is actually full and there nothing to merge then you should still get message about provisions instead of garrison dialog! Player shouldn't be able to accidentally buy creatures that he can't get into army.

PS: Also I had feeling auto-merge was working inside town garrison, but now it's broken. So if there no empty slots then you can't buy anything in town and there no error.
Notes
(0008674)
Ivan   
2023-07-15 17:10   
Implemented in 1.3





View Issue Details
1416 [VCMI] Mechanics - Town structures minor always 2013-08-21 15:19 2023-07-15 17:06
Zamolxis  
Ivan  
normal  
resolved 0.93  
fixed  
none    
none  
   
Retreat / Surrender sends hero to the left Tavern slot only - H3 used both slots to place them
H3 was making use of both slots, giving player the chance to keep 2 of the best heroes recently retreated or surrendered.

I'm not very sure about the exact pattern and I didn't find info on this in Strategija. I played a bit with the VCMI_Tests map in WoG, retreating / surrendering each of the 8 heroes in different orders, and noticed the following:
- first retreated/surrendered hero went into the left Tavern slot
- from the 2nd onward, as long as I kept retreating only, they all went to the right slot (leaving the 1st retreated/surrendered hero there)
- this went on until I surrendered with a hero, which went as well to the right slot; but after that, the next retreated/surrendered hero went to the left slot, overriding the hero that's been sitting there for a while.

So H3 seems to prioritize surrendered heroes, to keep them there as long as possible; but if we have 2 surrendered heroes, the one who surrendered first (pending there unhired the longest) will be lost & replaced by the next hero retreating/surrendering.

H3 does not look at hero/army strengths though: I had a retreating hero override the first surrendered hero, even though it was stronger (level, artifacts, army) than the second surrendered hero. This was a bit of a bummer, but the odds of having 2 surrendered heroes, and no chance to hire the best of them until you have to retreat/surrender another, are pretty small, so I guess we shouldn't bother to further tweak the H3 logic on that.

My assumption of the OH3 pattern is the following:
1. Look, from left to right, for the "most vulnerable" hero to be replaced. In order, that would be the Default (randomly generated weekly) hero, considered weaker than a Retreated hero, which is weaker than a Surrendered hero.
i.e.: so if a Default hero is found in the left slot, the algorithm stops here as that's the one replaced.
2. If both slots have retreated heroes, or both have surrendered heroes, then replace the "oldest".

Or, in other words:
1. Check left slot > If Default hero, replace (> End)
2. Else check right slot > If Default, replace hero in right slot (> End)
3. Else check if both heroes have Retreated > If yes, replace the oldest (> End)
4. Else check if both heroes have Surrendered > If yes, replace the oldest (> End)
5. Else replace the one who Retreated > End
__or split from step 3 into:
3. Else check if left slot = Retreated
3A. If Yes > Check if right slot = Retreated > Yes = replace oldest / No = replace left slot
3B. If No > Check if right slot = Retreated > Yes = replace right slot / No = replace oldest
Notes
(0006341)
vmarkovtsev   
2016-01-22 10:29   
The logic seems damn sophisticated. Let's just rotate two slots? I don't think we store info about how a hero made his way to Tavern, "default", "surrender" or "retreat".
(0006342)
SXX   
2016-01-22 10:41   
> I don't think we store info about how a hero made his way to Tavern, "default", "surrender" or "retreat".

We'll need to store some information anyway to differ heroes that come from shared pool and those who retreat. It's needed for related mana / movement point problems.
(0006345)
vmarkovtsev   
2016-01-22 19:45   
https://github.com/vcmi/vcmi/pull/167 [^] partially solves this, but fine-grained rotation is still not implemented.
(0008672)
Ivan   
2023-07-15 17:06   
Implemented in 1.3





View Issue Details
1976 [VCMI] GUI - PreGame minor always 2014-11-24 08:59 2023-07-08 21:20
SXX  
Tow  
low  
resolved 0.97  
fixed  
none    
none  
   
Mouse wheel event affect all forms with scrollbar
Affect map select / game load where list and map description have scrollbar. Likely affect chat in multiplayer, but it's looks like broken so can't test it now.

Right behaviour would be if only hovered form would accept mouse wheel input.
Notes
(0005160)
Warmonger   
2014-11-24 13:47   
Do you mean wheel should choose a (sub)window that is hovered? Then what to do if there is only one scrollbar on the screen, but it's not part of currently hovered window?
(0005161)
SXX   
2014-11-24 14:01   
Unfortunately I'm just don't know how exactly internal window management work in VCMI so I not sure what you mean as "sub window", but as far as I see in code every label and "slider" have "hovered" state so can't be this used?

I'm not sure how this should work with only one scrollbar. Suppose most of players still move cursor over object (e.g list, text) they want to scroll anyway, but obviously there no reason to limit area if only one scroll bar active.
(0008671)
Ivan   
2023-07-08 21:20   
Fixed in 1.3





View Issue Details
3254 [VCMI] AI - Adventure Map major always 2023-07-07 20:33 2023-07-07 20:50
Ensrick Desktop PC  
Windows 11  
normal  
new  
open  
none    
none  
   
AI Stuck on it's turn
The AI (Purple player in this instance) is getting stuck on its turn. This is happening on the map arrogance for me.

Based on a look at the log, it might be the AI trying to build a boat.
Start map arrogance,
wait several turns,
eventually, the AI seems to get stuck
VCMI_Client_log.txt (925,287) 2023-07-07 20:33
https://bugs.vcmi.eu/file_download.php?file_id=3218&type=bug
VCMI_Client_log 2.txt (1,977,124) 2023-07-07 20:39
https://bugs.vcmi.eu/file_download.php?file_id=3219&type=bug
Aericka.vsgm1 (3,625,546) 2023-07-07 20:41
https://bugs.vcmi.eu/file_download.php?file_id=3220&type=bug
Notes
(0008670)
Ensrick   
2023-07-07 20:40   
(edited on: 2023-07-07 20:50)
The 1st client log seems to be the wrong one
also, the issue seems to be semi-random. In this instance it happens nearly every time I load that game, but not every time.






View Issue Details
1642 [VCMI] Campaigns feature N/A 2013-12-30 15:40 2023-07-05 13:55
beegee  
Ivan  
low  
resolved  
fixed  
none    
none  
  0.94b  
Do not let the player give the possibility to choose a hero bonus if the hero is a crossover hero moving to new scenario
Do not let the player give the possibility to choose a hero bonus if the selected hero is a crossover hero moving to new scenario. It may be possible that you can't choose any bonus at all.

In OH3 it is possible to do that and then you have two hero instances with the same hero type ID where you can only select and move one of those heroes.
Notes
(0008669)
Ivan   
2023-07-05 13:55   
Closing, fixed in a different way - pre-existing on map hero will be replaced





View Issue Details
2412 [VCMI] Mechanics - Adventure Map major always 2016-02-13 23:17 2023-07-05 11:16
agarttha x86_64  
SXX Debian  
normal 4.3.3-7  
resolved 0.98f  
fixed  
none    
none  
   
Hero does not move on mouse-click--error message "Tiles are not neighboring!"
Note: version is actually 0.98g

Clicking to move hero fails and the following error message is overlaid:

System message: Server encountered a problem: Tiles are not neighboring!
System message: Server encountered a problem: Got false in applying 8MoveHero... that request must have been fishy!
Load save game, try to move either hero.
save.zip (1,136,501) 2016-02-13 23:17
https://bugs.vcmi.eu/file_download.php?file_id=2456&type=bug
Notes
(0006424)
SXX   
2016-02-14 08:18   
Is it save from 0.98 (without f).
(0006426)
anonymous   
2016-02-15 11:28   
(edited on: 2016-02-15 11:28)
The game was started and saved in version 0.98g.

(0006427)
agarttha   
2016-02-15 11:29   
The game was started and saved in version 0.98g.
(0008668)
Ivan   
2023-07-05 11:16   
Presumably fixed





View Issue Details
3127 [VCMI] GUI - Adventure Map minor always 2020-05-16 20:24 2023-07-05 11:12
Czesiek Linux  
Ivan Ubuntu  
normal 20.04  
resolved  
fixed  
none    
none  
   
Duplicated town displayed in side bar
At some point I only had three towns, but in the sidebar there were four displayed.
On the screenshot you can see: three red towns on the minimap and no dungeons, but four in the sidebar.
* The fourth one was a duplicate of the third of the list. It had the same icon. The tooltip in bottom bar displayed the same name when covered.
* Clicking on the fourth icon "selected" it but clicking again didn't open the town view as it should happen. Only clicking on the third "correct" item opened the town view.
* In the town view there's also list of towns in bottom right corner - I noticed exactly the same effect there
* When I captured some fourth town, it was appended to the list normally, so then the list was: (town1, town2, town3, duplicate of town3, town4)
Load the save file and check town list in sidebar
encountered on nullkiller_ai branch - but seem unrelated to AI
compiled with gcc 9.3.0
Screenshot from 2020-05-16 21-16-36.png (2,696,420) 2020-05-16 20:24
https://bugs.vcmi.eu/file_download.php?file_id=3072&type=bug
duplicated_towns_sidebar.vcgm1 (3,301,956) 2020-05-16 20:25
https://bugs.vcmi.eu/file_download.php?file_id=3073&type=bug
duplicated_towns_sidebar.vsgm1 (3,303,021) 2020-05-16 20:29
https://bugs.vcmi.eu/file_download.php?file_id=3075&type=bug
Notes
(0008666)
Ivan   
2023-07-05 11:12   
Presumably fixed





View Issue Details
3253 [VCMI] Campaigns block always 2023-05-29 16:40 2023-06-30 12:28
Ayallay  
Ivan Android  
immediate 10  
resolved 1.2.1  
fixed  
none    
none  
   
Missing every artifacts in any campaign
If your artifact supposed to follow your path all the way to the end - it won't. If your character BOUGHT A MAGIC BOOK - you can kiss it goodbye, since he hasn't it by the start of campaign.
You can either play it fair with basically every Might hero or just buy the spell book and cheat it via vcmisilmaril - it will be the same.
Screenshot_20230529_193822_is.xyz.vcmi.daily.jpg (1,439,552) 2023-05-29 16:40
https://bugs.vcmi.eu/file_download.php?file_id=3217&type=bug
Notes
(0008644)
Ivan   
2023-06-26 13:49   
Tracked on Git:
https://github.com/vcmi/vcmi/issues/2134 [^]
(0008663)
Ivan   
2023-06-30 12:28   
Fixed in 1.3





View Issue Details
3251 [VCMI] Campaigns minor always 2023-05-06 18:50 2023-06-30 12:28
gzeuweulski  
Ivan Android  
normal 11  
resolved 1.2.1  
fixed  
none    
none  
   
Missing starting artifacts in Invasion scenario of the Unholy Alliance campaign of Shadow of Death
When starting the game, Sandro should be equipped with the same starting artifacts as in the previous scenario : Cloak of the Undead King and Armor of the Damned. But they are missing.
Start game and pay the invasion scenario of unholy alliance campaign
Open sandro's inventory : no starting artifacts
Screenshot_20230506-205034.png (1,037,997) 2023-05-06 18:50
https://bugs.vcmi.eu/file_download.php?file_id=3211&type=bug
Notes
(0008642)
Ivan   
2023-06-26 13:47   
Tracked on Git:
https://github.com/vcmi/vcmi/issues/2134 [^]
(0008665)
Ivan   
2023-06-30 12:28   
Fixed in 1.3





View Issue Details
3104 [VCMI] Campaigns minor always 2020-01-25 17:26 2023-06-30 12:28
toneyisnow  
Ivan  
normal  
resolved 1.next  
fixed  
none    
none  
  1.next  
In Dragon Slayer campaign, the hero should not carry Magic Book at the beginning
In the first scenario of Dragon Slayer, the hero is not carrying magic book in H3. But in vcmi there is already one.
Notes
(0008649)
Ivan   
2023-06-27 11:31   
Tracked on Git:
https://github.com/vcmi/vcmi/issues/2134 [^]
(0008660)
Ivan   
2023-06-30 12:28   
Fixed in 1.3





View Issue Details
3094 [VCMI] Campaigns major always 2019-11-24 15:50 2023-06-30 12:28
Romitopolous windows  
Ivan 10  
normal 1903  
resolved 0.99  
fixed  
none    
none  
   
Artifacts do not carry over to next scenario
The Sword of Hellfire, Breastplate of Brimstone and Shield of the Damned do not carry over from Seeking Armageddon to Maker of Sorrows in the Armageddon's Blade campaign. Without these three artifacts, the Blade cannot be created and there is no way to proceed.
Complete the Seeking Armageddon scenario by picking up the Shield of the Damned, and then start the next scenario.
blade end 2.vcgm1 (4,327,922) 2019-11-24 15:50
https://bugs.vcmi.eu/file_download.php?file_id=3045&type=bug
WrathOfSandro.vcgm1 (4,631,232) 2020-03-29 08:43
https://bugs.vcmi.eu/file_download.php?file_id=3051&type=bug
Notes
(0007862)
toneyisnow   
2020-01-26 04:04   
This sounds a serious bug to me, since the AB campaign cannot be completed. I’m investigating.
(0007881)
z3bu   
2020-03-29 08:44   
(edited on: 2020-03-29 08:46)
Adding an other campaign save file - Sandro's artifact is not transferred to the next scenario "Invasion".

Just beat the green player in the middle of the map (Sandro army is enough).

(0008000)
gnaag   
2021-02-11 22:09   
This is still a problem in recent builds. It renders some scenarios unwinnable and some of them really tough to play.
(0008021)
MikeLodz   
2021-02-16 01:40   
If I remember correctly, in original game not all artifacts were transfered, only quest ones.
So to keep this behaviour, game needs to know which artifacts are quests for every scenario.
Currently I dont really know where to get this information from. I dont see these settings in json, and Im not really an expert on original game configuration so I dont know if its there or not.
Maybe an acceptable "fix" would be to simply transfer all artifacts, until we can come up with a better solution,
let me know what you guys think about it, or if you have maybe any information about it.
(0008023)
gnaag   
2021-02-17 12:18   
There are some exceptions in original game to "quest artifacts only". Right now I can remember that in campaign Dragon Slayer (AB) all the artifacts are supposed to travel with the hero to next scenarios. Without those artifacts, the scenario is really tough.
(0008643)
Ivan   
2023-06-26 13:47   
Tracked on Git:
https://github.com/vcmi/vcmi/issues/2134 [^]
(0008664)
Ivan   
2023-06-30 12:28   
Fixed in 1.3





View Issue Details
2825 [VCMI] Campaigns trivial always 2017-12-16 15:21 2023-06-30 12:28
Demonlight PC  
Ivan Windwos  
low 7  
resolved 0.99  
fixed  
none    
none  
   
If I get one level further in the campaign artifacts will be taken along by chance
 If I get one level further in the campaign,(Restoration of Erathia) some of the artifacts that are down in the stock area will be taken to the next level, this can be reproduced.
In the level victories conditions it says that only the heroes will be taken along.
Which artifacts are taken along are random each time
Load my savegame before mapchange
Look at the artefakts in the savegame by my heroes kill the one heroes and defeat the town.
Than in the next level you will see that are some artifakts by the start in the stock area from my heroes are.

(Depending on the winning conditions, all or no artifacts should be taken along in the campaign.
Or those that allowed.
 but no randomly selected)
I have tracked this error in several campaigns.

I Use your version develop-26a222a.exe
And I use 5 mods for additional heroes and cities
And i use the high res menü
And new terrains
Artefakt transfer bug.7z (2,034,020) 2017-12-16 15:21
https://bugs.vcmi.eu/file_download.php?file_id=2813&type=bug
Notes
(0008645)
Ivan   
2023-06-26 13:50   
Tracked on Git:
https://github.com/vcmi/vcmi/issues/2134 [^]
(0008662)
Ivan   
2023-06-30 12:28   
Fixed in 1.3





View Issue Details
1635 [VCMI] Campaigns minor always 2013-12-27 12:33 2023-06-30 12:28
Ivan  
Ivan  
low  
resolved  
fixed  
none    
none  
   
Minor campaign features that are still missing
- Yog:
Can't use spellbook. Probably should be turned into hero property available to our modding system.

Modding interface:
Probably should be implemented as special state of spellbook entry:
"spellbook" : "banned"
(if string and string == banned -> disable spellbook, else - parse list of spells)

Internally:
Probably separate flag similar to current haveSpellbook.

- Gem:
Has her class renamed to "Sorceress".
Probably we should give her a custom class which is essentially a copy of Druid class but with different name.

Localization can be handled with mods as well so no need to do anything about it on our side.

- Anything else I missed?
Notes
(0004220)
Ivan   
2013-12-28 19:06   
I've looked into both of these features and they are more complex than they look like.
Both Gem and Yog are not separate campaign-only heroes like Gelu or Mutare. Instead they're normal heroes available in scenarios.

So changing these heroes one way or another will also affect main game, not only campaigns. Unless somebody finds a better idea on how to fix this problem I think we should delay it.

I have an idea on how to fix this but it can be implemented only after 0001164
(0008647)
Ivan   
2023-06-27 11:30   
Tracked on Git:
https://github.com/vcmi/vcmi/issues/2134 [^]
(0008661)
Ivan   
2023-06-30 12:28   
Fixed in 1.3





View Issue Details
1845 [VCMI] Launcher feature N/A 2014-07-17 22:03 2023-06-27 19:23
Ivan  
Ivan  
normal  
resolved  
fixed  
none    
none  
  0.97  
There should be a way to select location of Heroes III data files
Continuation of this: https://github.com/vcmi/vcmi/pull/29 [^]

Launcher must provide some way to select location of H3 files.

As of now it can only display current data directory. This should be replaced with user-selectable location + some generation of possible locations (install dir, common registry entries, common install locations).
Notes
(0008658)
Ivan   
2023-06-27 19:23   
Data import added in 1.2, closing





View Issue Details
2231 [VCMI] Launcher minor always 2015-08-16 20:21 2023-06-27 19:19
Drake Windows  
Warmonger Windows 10 Home  
low build 10240  
resolved 0.98c  
fixed  
none    
none  
   
Downloading and refreshing repositories error
It says--
File <unknown> is not a valid JSON file!
At line 40, position 1 warning: Comma expected!

In the VCMI launcher command window

It has something to do with downloading and refreshing repositories.
Download & refresh repositories
This occurred ever since I updated from 0.97. I always use a fresh installation of Heroes 3 Complete and remove any old folders of VCMI, like in C:\Users\user\Documents\My Games\vcmi.
System Type: x64-based PC
Processor: Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz 3.30GHz
Installed Memory (RAM): 8.00 GB
VCMI_Launcher_log.txt (4,771) 2015-08-16 20:21
https://bugs.vcmi.eu/file_download.php?file_id=2285&type=bug
modSettings.json (4,408) 2015-08-22 14:28
https://bugs.vcmi.eu/file_download.php?file_id=2296&type=bug
Notes
(0005786)
Drake   
2015-08-22 14:26   
So, after I learned to edit the json files in C:\Users\user\Documents\My Games\vcmi\config for issue 0002230, I kind of noticed what the VCMI command window meant by line 40. When I changed my graphics to Direct3D in settings.json it told me at line 8 there was a comma expected, but that went away after the second time I ran VCMI. At line 40 in modSettings.json, it begins with Dark Elemental when I 'go to' line 40 in Notepad.
So I can only assume that this has something to do with the Dark Elemental mod. Am I right? I'll attach a copy of my modSettings.json.
(0005787)
AVS   
2015-08-22 14:35   
This line 40 is from http://download.vcmi.eu/mods/repository/repository.json [^] and should be fixed there. (You can edit downloaded copy in \Documents\My Games\vcmi\downloads\ but it will help only until next repository refresh.

As for settings.json it was you fault - you missed comma when added "driver" field - it shall be between fields.
(0005789)
Drake   
2015-08-22 14:45   
Ah, so it "literally" means comma lol, I couldn't wrap my mind around that. It automatically added one in settings.json. Thanks again for pointing me in the right direction AVS.
(0005790)
AVS   
2015-08-22 15:42   
> It automatically added one in settings.json.

This is not exactly true :)

Parser can recover some mark-up errors like missing or extra commas (but it does not add anything). settings.json is "special" file - it loaded at startup and being rewritten on any settings change.
(0005792)
Drake   
2015-08-22 16:30   
Oh :) well that's a really useful function. modSettings.json and repository.json could totally benefit from a setting like that
(0008654)
Ivan   
2023-06-27 19:19   
Already resolved





View Issue Details
2945 [VCMI] Campaigns minor always 2018-04-02 10:16 2023-06-27 12:31
reedwolf Linux (x86_64)  
Ivan Manjaro Linux  
normal 17.1.7  
resolved 0.99  
fixed  
none    
none  
   
Shadow of Death: A new beginning, the Clearing the Border->After the Amulet transition does not work, just reloads 1st scenario
After the win condition is met in Clearing the Border, the game correctly loads the next scenario's FMV, and even the Scenario description screen, but when I click begin it just loads the first scenario with all of Gem's (the scenario's first recurring hero) experience gone, exactly like if I started anew the scenario. It is possible that it is due to the fact that I saved, then later I loaded it to continue from where I left off.
1. Start the "A new beginning" scenario from Shadow of Death
(1.5. [maybe not necessary] Save the game somewhere in the middle of the scenario then load it before finishing it)
2. Achieve Win Condition
3. Try to start the second scenario
4. The game still loads the first one while resetting all stats
I will include my save file that was made just before winning the scenario. Gem needs to be taken out of the castle closest to the last enemy hero, engage him in battle and win.
Saves.zip (1,150,295) 2018-04-02 10:16
https://bugs.vcmi.eu/file_download.php?file_id=2903&type=bug
Notes
(0007557)
Povelitel   
2018-04-02 14:30   
(edited on: 2018-04-05 18:52)
I am tried it save. When i won mission game crashed

return std::find(std::begin(c), std::end(c),i) != std::end(c);

> VCMI_lib.dll!vstd::contains<std::vector<HeroTypeID,std::allocator<HeroTypeID> >,HeroTypeID>(const std::vector<HeroTypeID,std::allocator<HeroTypeID> > & c, const HeroTypeID & i)Строка 309 C++
     VCMI_lib.dll!PlayerEndsGame::applyGs(CGameState * gs)Строка 339 C++
     VCMI_lib.dll!CApplyOnGS<PlayerEndsGame>::applyOnGS(CGameState * gs, void * pack)Строка 63 C++
     VCMI_lib.dll!CGameState::apply(CPack * pack)Строка 1968 C++
     VCMI_client.exe!CClient::handlePack(CPack * pack)Строка 429 C++
     VCMI_client.exe!CServerHandler::threadHandleConnection()Строка 606 C++

(0007630)
yman   
2018-08-17 07:02   
Same thing with "Long live the Queen" (first campaign of "Restoration of Erathia"). Finished first scenario, saw introductory video for second and then first scenario loaded again. If I go to "scenario overwiew" I see description for second scenario, but the only way out is "Begin" button, which restarts first scenario again.
(0008194)
Povelitel   
2022-03-22 19:15   
Something is wrong with this save. I uploaded them in the latest dev. The first time the game crashed. The second time everything was fine. The third time was a crash, but I was able to move on to the next mission. I killed the last hero both Jem and Kyrre. Random behavior, sometimes the game allows you to go to the next mission, and sometimes it ends right there.
(0008652)
Ivan   
2023-06-27 12:31   
Not reproducible, presumably fixed





View Issue Details
3250 [VCMI] Campaigns crash always 2023-05-06 16:44 2023-06-27 12:30
gzeuweulski  
Ivan Android  
normal 11  
resolved 1.2.1  
fixed  
none    
none  
   
Game crashes in Shadow of death, unholy alliance campaign, scenario Wrath of Sandro
In the scenario "Wrath of Sandro" in the Shadow of death, unholy alliance campaign.
When trying to build citadel in the starting town (Coldreign), the games crashes.
When trying to open the surface inferno townscreen once conquered (Gehenna), the game also crashes. This didn't ever happen before in random maps, and the bug stays from one turn to the other, and restarting the game changes nothing.
1.1 : open vcmi and load game
 .2 : select Coldreign town
 .3 : open Coldreign townscreen
 .4 : go in the town hall and select citadel building
 .5 : buy the building (game crashes instead of building citadel)
2.1 : open vcmi and load game
 .2 : select Gehenna town
 .3 : open Gehenna townscreen (game crashes instead of displaying town screen)
OR
2.1 : open vcmi and load game
 .2 : select any hero and bring him to Gehenna town
 .3 : when in town, the townscreen should be displayed with the hero in it. Instead, game crashes.
Mods : vcmi essential files, vcmi extras, horn of the abyss (with submod balance mod disabled)
Deactivating HotA mod doesn't solve the issue.

Another issue showed at the beginning of the recording and that occurs with any game, campaign or not, is that the calendar doesn't show correctly at the bottom left corner. It is miscentered in a way that the day isn't visible.
GAME.vcgm1 (203,966) 2023-05-06 16:44
https://bugs.vcmi.eu/file_download.php?file_id=3205&type=bug
VCMI_Client_log.txt (786,757) 2023-05-06 16:49
https://bugs.vcmi.eu/file_download.php?file_id=3206&type=bug
VCMI_Server_log.txt (706,380) 2023-05-06 16:50
https://bugs.vcmi.eu/file_download.php?file_id=3207&type=bug
screen-20230506-185155.mp4 (5,494,326) 2023-05-06 16:56
https://bugs.vcmi.eu/file_download.php?file_id=3208&type=bug
screen-20230506-185929.mp4 (1,976,090) 2023-05-06 17:01
https://bugs.vcmi.eu/file_download.php?file_id=3209&type=bug
screen-20230506-190140.mp4 (3,075,074) 2023-05-06 17:01
https://bugs.vcmi.eu/file_download.php?file_id=3210&type=bug
Autosave_8.vcgm1 (222,566) 2023-05-06 19:51
https://bugs.vcmi.eu/file_download.php?file_id=3212&type=bug
Autosave_8.vsgm1 (4,975,966) 2023-05-06 19:51
https://bugs.vcmi.eu/file_download.php?file_id=3213&type=bug
Notes
(0008614)
gzeuweulski   
2023-05-06 18:36   
The calendar doesn't show correctly at the bottom right corner (I wrote bottom left, which is wrong). It is visible in the screen recordings. Should I do a separate report for that issue ?
(0008615)
Povelitel   
2023-05-06 19:22   
need second save .vsgm1
(0008616)
gzeuweulski   
2023-05-06 19:55   
Unfortunately I played other games since and replaced the GAME save file so I don't have it anymore (I am rather new to all this, sorry). However I still have the AUTOSAVE_8 file from the same scenario, and that has the exact same issues (they look like they are general to the whole scenario). So I added the two AUTOSAVE_8 files, I hope they will suffice
(0008641)
Ivan   
2023-06-26 13:47   
Tracked on Git:
https://github.com/vcmi/vcmi/issues/2134 [^]
(0008651)
Ivan   
2023-06-27 12:30   
Not reproducible, presumably fixed





View Issue Details
2805 [VCMI] GUI - Adventure Map trivial unable to reproduce 2017-10-10 06:58 2023-06-22 16:15
HarryPhoon Mobile  
Ivan Android  
normal 7.0.1  
resolved 0.99  
fixed  
none    
none  
   
A dialog box about shipyard showed when clicked on the castle doorway
Made a map with RMG (large, 6 players, me - necropolis) and during second week I wanted to go with Vidomina to the castle. I clicked on the doorway and a dialog box showed up.
Happened only once and I wasn't able to reproduce it.
I'm using the latest develop build for android (08-Oct-2017 18:49) on Nexus 7 (2013) with RR 7.0.1.
Screenshot_20171010-062408.png (1,777,281) 2017-10-10 06:58
https://bugs.vcmi.eu/file_download.php?file_id=2794&type=bug
Notes
(0008125)
Povelitel   
2022-03-16 12:51   
I can confirm. This happens sometimes even on a Windows build. But the sequence of actions is not clear to me.
(0008640)
Ivan   
2023-06-22 16:15   
Was fixed some time ago





View Issue Details
839 [VCMI] GUI - Adventure Map trivial always 2011-11-27 13:17 2023-06-22 16:11
Zamolxis  
yupsi  
normal  
resolved 0.86d  
fixed  
none    
none  
   
The blocked frame of the Move button in high resolutions is not correct
Since 0.86c, the graphics of the Move button in "off" state on high resolutions are not correct, nor consistent with the graphics of the other buttons in "off" state.
2011-11-27_MoveVCMIhr.jpg (10,031) 2011-11-27 13:17
https://bugs.vcmi.eu/file_download.php?file_id=829&type=bug
2011-11-27_H3move.jpg (1,333) 2011-11-27 13:22
https://bugs.vcmi.eu/file_download.php?file_id=830&type=bug
Notes
(0002138)
Ivan   
2011-11-27 14:29   
(edited on: 2011-11-27 14:32)
Looks to be a problem with image itself. Unfixable unless someone can make better version of these hi-res buttons.

(0002140)
yupsi   
2011-11-27 16:03   
(edited on: 2011-11-27 16:04)
As I said, I'll try to make better graphics (I've been away for a few weeks because of real life events). These graphics were always there, it's just that no buttons were disabled by VCMI before my patches :-)

(0008638)
Ivan   
2023-06-22 16:11   
No longer applicable in 1.3





View Issue Details
3128 [VCMI] GUI - Adventure Map minor always 2020-05-16 20:28 2023-06-22 16:09
Czesiek Linux  
Ivan Ubuntu  
normal 20.04  
resolved  
fixed  
none    
none 1.2.0  
   
For flying hero, gliched movement range and path display is displayed
See screenshot. Hero owns angel wings artifacts.
Notice the last arrow on the proposed path wrongly marked as green
nullkiller_ai branch
gcc 9.3.0
Screenshot from 2020-05-16 20-58-35.png (2,850,267) 2020-05-16 20:28
https://bugs.vcmi.eu/file_download.php?file_id=3074&type=bug
fly_move_range_glitch.vcgm1 (3,303,557) 2020-05-16 20:29
https://bugs.vcmi.eu/file_download.php?file_id=3076&type=bug
fly_move_range_glitch.vsgm1 (3,304,611) 2020-05-16 20:30
https://bugs.vcmi.eu/file_download.php?file_id=3077&type=bug
Notes
(0008492)
kambala   
2023-03-23 07:04   
tracking in https://github.com/vcmi/vcmi/issues/1413 [^]
(0008637)
Ivan   
2023-06-22 16:09   
Fixed in 1.2





View Issue Details
515 [VCMI] Mechanics - Adventure Map minor always 2010-07-03 03:32 2023-06-21 15:30
Zamolxis AMD 5600+  
SXX Windows  
normal XP SP3  
resolved 0.81  
fixed  
none    
none  
   
"There is no place to put the boat" if the water is on the left (west) side of the shore + Correct Rules for boat summoning
Also, the position where the boat appears should be tweaked to match H3.

I've struggled for half an hour to figure out what was the rule in H3 (see attached screenshot) and it turns out the system was actually quite simple.

First, please see here the priority of the water tiles around the hero (clockwise, starting above the hero):

8 1 2
7 x 3
6 5 4

The rules are as follows:
- The game looks for the highest priority water tile available to place the boat (1 being the highest) at 1st cast
- At 2nd cast the game looks for the 2nd highest priority water tile to place the boat
- Further casting will continue to regularly alternate between the 1st & 2nd highest priority tiles (if only 1 available, after 1st cast it will be blocked by the summoned boat already - then see last rule below)
- If there are more than 2 available water tiles, still only the first 2 are considered (a boat is never placed on a 3rd available water tile)
- If an empty boat occupies what could be the 1st or 2nd available tile, then the game considers it as obstacle as well, hence choosing the empty tile and the boat moves there
- If all tiles around the hero are occupied (even if that means occupied by empty boats on water), we get the message "There is no place to put a boat" which we normally get when there is no free water tile around

Take Sir Mullich in the attached map to run your tests. For the bug in the subject, just take him to a vertical shore where the water is to the west (but I guess you don't need to waste time with the bug as long as you implement the above rules correctly)

Note: monster area of control does not impact water tiles. I'm pointing this out just in case, because the above rules should not be impacted by a monster stationed next to a water tile. Boats can be summoned on tiles adjacent to a monster and hero can board it without starting a fight (of course, only if he does not need to go through a terrain tile guarded by that monster before getting to the boat).
2010-07-03_SummonBoatPosition.jpg (440,740) 2010-07-03 03:32
https://bugs.vcmi.eu/file_download.php?file_id=441&type=bug
VCMI_Tests.h3m (12,527) 2010-07-03 03:35
https://bugs.vcmi.eu/file_download.php?file_id=442&type=bug
Notes
(0006117)
SXX   
2015-11-25 16:56   
(edited on: 2015-11-25 16:56)
"Summon boat" spell still fail to summon boat on position "6" from this task description in current git.

(0006119)
SXX   
2015-11-26 07:10   
(edited on: 2015-11-26 07:11)
Looks like issue related to the fact that IBoatGenerator::bestLocation use "pos" of object and looks like hero position is displaced due "h3m" thingy.

(0006120)
SXX   
2015-11-26 07:21   
BTW we really need to get rid of that "convertPosition"...
(0006121)
SXX   
2015-11-26 08:03   
Applied temporary fix:
https://github.com/vcmi/vcmi/commit/c45cd1f4c284232275a9662e7f519d707d1af555 [^]

Though once I have time on that I'll try to get rid of convertPosition. Can't do that now because it's would require a lot of testing.
(0008636)
Ivan   
2023-06-21 15:30   
Fixed in https://github.com/vcmi/vcmi/pull/2243 [^]





View Issue Details
2791 [VCMI] Mechanics - Adventure Map crash always 2017-09-12 13:26 2023-06-21 15:30
SXX  
SXX  
normal  
resolved 1.next  
fixed  
none    
none  
   
Crash when AI try to buy a boat outside of map
Due to position conversion it's end up building boat outside of map.

I mainly add it on bug tracker because once I again I want attempt to document this convertPosition between actual and visitable object position at least and might be make some functions to explicitly request such positions from objects when it's needed.
TAN_BOAT_CRASH.zip (2,012,992) 2017-09-12 13:26
https://bugs.vcmi.eu/file_download.php?file_id=2783&type=bug
Notes
(0008635)
Ivan   
2023-06-21 15:30   
Fixed in https://github.com/vcmi/vcmi/pull/2243 [^]





View Issue Details
2342 [VCMI] Mods minor always 2015-11-29 12:46 2023-06-20 19:42
misiokles PC  
Ivan Windows  
low 10  
resolved 0.98d  
fixed  
none    
none  
   
Wrong file names of Sea Serpent/Haspid in HotA sudmod
In folder IconsBig and Icons Small, Haspid png picture contains Sea Serpent graphic and vice versa.
Notes
(0008634)
Ivan   
2023-06-20 19:42   
Looks to be fine now





View Issue Details
2470 [VCMI] Mechanics - Adventure Map feature N/A 2016-09-07 19:12 2023-06-20 19:41
SXX  
Ivan  
normal  
resolved 0.98g  
fixed  
none    
none  
   
Give boat to heroes spawned on water
H3 editor allow to place objects such as prison and tavern on water. It's also possible to interact with them in game which in H3 result in heroes that cannot move since they're on water.

In VCMI selecting hero like that will cause crash in pathfinder.

Probably if we might not remove this possibility, but instead spawn hero with a boat.
Notes
(0006628)
Warmonger   
2016-09-07 19:22   
HoTA actually has water prison which spawns heroes in boats.
(0006629)
SXX   
2016-09-07 19:24   
One more reason to implement this then.
(0008633)
Ivan   
2023-06-20 19:41   
Implemented in 1.3





View Issue Details
1097 [VCMI] GUI - PreGame feature always 2012-09-29 01:19 2023-05-31 14:05
Zamolxis  
Ivan  
normal  
resolved 0.89  
fixed  
none    
none  
   
Select Resolution - would be good if it worked again without restarting the application
I think it's great the resolution setting could be integrated in System Options. However I do miss the possibility to change resolutions without restarting.

I understand it's not a priority, but if it can be done at some point in the future it would be great. Any other PC game (that I know) allows the change of resolution without restart, so it would look & feel better if we bring back the functionality. Not only for the players of the final product later on, but also for testers now.

It was way easier to change resolutions in the past, by typing it in Console at any time (regardless of where the client was). Now it's quite some clicks away, plus we *have* to be on Adventure Map to open System Options, plus we have to exit & restart after that.

Ideally would be that it takes effect as soon as we exit system options. But if that's difficult with the current architecture, then would be nice if at least going through the menu (Load, etc) would be enough for new setting to take effect. Perhaps a message saying "Reload necessary for setting to take effect" would also be good.
Notes
(0003585)
Zamolxis   
2013-05-29 07:56   
(edited on: 2013-05-29 08:54)
EDITED (original Note removed):

This was temporary marked as "crash" due to a crash I was having when re-loading after changing resolution. It turned out however it wasn't related to the resolution, but with the position of the saved game in the menu list. See my notes to 0001237.

(0008632)
Ivan   
2023-05-31 14:05   
Implemented in 1.3





View Issue Details
2469 [VCMI] Mechanics - Town structures minor always 2016-09-07 17:36 2023-05-31 14:01
SXX  
Ivan  
normal  
resolved 0.98g  
fixed  
none    
none  
   
Random Town: fully built in H3M editor have less structures in VCMI
If H3M map has customized random town that is fully built on start of game it's will have less structures built in VCMI than in H3.

For instance Inferno derrived from fully built random town object:

- In H3 there is 3 buildings not built
- In VCMI there is 5 of them

Proper testing needed for each town.
SXX_inferno_crash.h3m (1,492) 2016-09-07 17:36
https://bugs.vcmi.eu/file_download.php?file_id=2518&type=bug
Notes
(0008630)
Ivan   
2023-05-31 14:01   
Fixed in 1.3





View Issue Details
2633 [VCMI] Mods minor always 2016-12-15 07:41 2023-05-29 11:19
Alyx182008 PC  
Ivan Windows  
normal 10  
resolved 0.99  
fixed  
none    
none  
   
Problem with how stack experience is defined can cause crash when using WoG mod
When a creature has a stack bonus that references another creature or a spell, if identifiers are used instead of ID numbers, the game will crash when the creature gains enough experience for the stack bonus to apply. I found the bug in Grove town as it looks like it's the only one that has stack bonuses defined with identifiers and not IDs.
Have a creature with a Hate stack bonus or a cast spell bonus, gain enough battle experience for the creature to gain the stack that applies the bonus, try to check the creature's attributes.
vcmi_logs1.zip (176,674) 2016-12-15 07:41
https://bugs.vcmi.eu/file_download.php?file_id=2672&type=bug
Notes
(0008629)
Ivan   
2023-05-29 11:19   
Already fixed





View Issue Details
2580 [VCMI] GUI - Other major always 2016-10-23 13:49 2023-05-17 18:23
Dydzio Microsoft Windows  
Ivan Windows 7  
normal Home Premium x64  
resolved 0.99  
fixed  
none    
none  
   
Fullscreen game window width is bigger than it should be
When running game in fullscreen mode, mouse cursor can go far beyond right edge of the screen. When playing on 800x600 resolution, the effective resolution is 1067x600. When playing on 1024x768, resolution is around 1300x768.
Run game in fullscreen move and move mouse as far as possible to the right side. When moving mouse back to the left side, cursor will go back after moving mouse far left, instead of immediately.
I added "logGlobal->warn(std::to_string(x) + " " + std::to_string(y));" at the end of CCursorHandler::cursorMove and confirmed that resolution is bigger than desired.
Notes
(0006859)
vmarkovtsev   
2016-10-23 16:22   
This is Windows specific, no such problem on Linux and macOS.
(0006864)
SXX   
2016-10-23 21:37   
I think problem is really related to fact that we don't have actual modal fullscreen mode. All we have is windowed fullscreen and this means that cursor might go outside of window borders into "invisible area".

At least for me on Kubuntu 16.04 there actually extra free space in right and bottom part of screen so cursor can always be outside of visible area a bit.

There absolutely no reason to have modal fullscreen really, but then we need mouse lock so you wouldn't be able to get cursor outside. This should also fix game behaviour on Windows.
(0006977)
Dydzio   
2017-02-10 15:32   
I think we should allow modal fullscreen as option to choose for player. It fixes the problem completely. Opposite to SXX, I think there is no reason NOT to have modal fullscreen, while many modern games offer it.

Tested implementation: https://github.com/dydzio0614/vcmi/commit/f7dbd207ebe82d36c04f29188399c06c92daf891 [^]
(0007164)
SXX   
2017-07-22 14:20   
Please let us know if this fixed yet with your recent PRs.
(0007165)
Dydzio   
2017-07-22 14:40   
Modal fullscreen workarounds the issue and makes game behave as intended. Without it the issue persists.
(0007166)
SXX   
2017-07-22 15:04   
Thanks.
(0007800)
Dydzio   
2019-05-21 15:45   
As far as I managed to learn, SDL_WINDOW_FULLSCREEN_DESKTOP is not meant to be used together with resizing (SDL_RenderSetLogicalSize etc.) The only workaround I found for this would be changing how mouse events are handled in resized "windowed fullscreen" by calculating mouse position - I find this unacceptable. To keep windowed fullscreen working properly we should start by trying other way around - render fullscreen resolution and use graphics upscaling for that or something...
(0008628)
Ivan   
2023-05-17 18:23   
Fixed in 1.3





View Issue Details
2067 [VCMI] GUI - Adventure Map minor always 2015-02-10 22:08 2023-05-12 14:59
SXX  
Ivan  
normal  
resolved 0.97c  
fixed  
none    
none  
   
It's possible to switch to "View World" during AI turn and this cause glitches
So after AI turn begins you can still press "V" hotkey and see what happening via View World screen. It's works surprisingly well and it's possible to see AI movements, etc.

Though when AI turn end "Day N" video and minimap are drawn over "View World" interface.

PS: Not sure what I should choose for bug "product version" as View World was just merged. :-)
Notes
(0005578)
Fay   
2015-02-24 16:55   
Just a note: none of the advmap hotkeys are disabled during AI turn. I've just checked that you can for example open marketplace or save the game during another player turn. You can also try to revisit current tile with space, which causes client freeze for me when standing on e.g. crypt.
(0005579)
SXX   
2015-02-24 18:43   
Yeah I notice that now. Though before world view implemented I didn't even know there any hotkeys. :-)

Just find out about world view one because often press "v" for cheats.
(0005590)
Warmonger   
2015-03-02 06:56   
Note: As far as I know, it shoudl be possible to open World View, Hero screen, Town screen and any other available window during opoonent's turn in multiplayer.
Against AI it is probably not very necessary.
(0008625)
Ivan   
2023-05-12 14:59   
Fixed in 1.3





View Issue Details
2606 [VCMI] Mechanics - Adventure Map feature sometimes 2016-11-15 01:28 2023-05-12 14:56
exfizik Linux 64 bit  
Ivan OpenSuse  
normal Tumbleweed  
resolved  
fixed  
none    
none  
   
Necromancy shouldn't be in University
IMHO, Necromancy shouldn't appear as an option at a University. Non-necromants can't learn it whereas necromants already have it.
Selection_002.png (179,922) 2016-11-15 01:28
https://bugs.vcmi.eu/file_download.php?file_id=2648&type=bug
Notes
(0006978)
Dydzio   
2017-02-10 16:26   
(edited on: 2017-02-10 16:28)
Current behavior matches original H3, and removing it can affect game mechanics (0% chance to get necromancy, where usually you can get one ability slot wasted by it when having bad luck). I suggest leaving things as they are and mark this as fixed. For me this is game mechanics change suggestion based on personal opinions rather than bug.

(0008623)
Ivan   
2023-05-12 14:56   
For good or worse, but added in 1.3





View Issue Details
3151 [VCMI] GUI - Adventure Map minor always 2020-10-13 18:12 2023-05-12 14:54
misiokles PC  
Ivan Windows/Android  
normal 10  
resolved 0.99  
fixed  
none    
none  
   
Text messages at the bottom of adventure screen are not centered.
Text messages at the bottom of adventure screen are not centered.
Reported from windows and android users.
Probably this bug was introduced in daily builds starting from 02 October 2020.
bug1.jpg (210,500) 2020-10-13 18:12
https://bugs.vcmi.eu/file_download.php?file_id=3103&type=bug
bug2.png (534,202) 2020-10-13 18:13
https://bugs.vcmi.eu/file_download.php?file_id=3104&type=bug
Notes
(0008622)
Ivan   
2023-05-12 14:54   
Looks to be fixed now





View Issue Details
1862 [VCMI] Mechanics - Adventure Map minor have not tried 2014-07-27 22:42 2023-05-12 14:54
raine  
Ivan  
normal  
resolved  
fixed  
none    
none  
   
Hero animation speed (adventure map)
The hero walking/riding animation on the adventure map is progressing much faster than the original one.
Notes
(0004871)
Ivan   
2014-07-28 07:08   
(edited on: 2014-07-28 10:29)
I assume that this happens even if hero movement speed is same in settings of H3/VCMI?

Does this happens on all possible speed settings (slow, normal, fast, very fast) or only on some of those?

UPD: are you referring to *animation* speed (how fast hero/flag animation plays) or movement on screen (how fast map screen moves during movement)?

(0004880)
raine   
2014-07-30 15:55   
Yes. And yes, I'm referring to the *animation*, sans the speed of the sprite.
(0004992)
raine   
2014-09-26 18:46   
This bug is very noticeable in normal speed.
(0008621)
Ivan   
2023-05-12 14:54   
Fixed in 1.2





View Issue Details
3105 [VCMI] Campaigns minor always 2020-01-31 23:04 2023-05-12 14:51
misiokles PC  
Ivan Windows  
normal 10  
resolved 0.99  
fixed  
none    
none  
   
Some campaigns can't be played: very big lenght
I've found enchanced version of Dragon's Blood campaigns and VCMI freezes trying to load first scenario. Console says: Warning - very big lenght: 708848.

Loading the same campaign under H3 Complete - it's all good.
1. Download slayer.h3c file
2. Put it into Maps folder.
3. In game. New Start->Campaign->Custom
4. Choose Dragon's Slayer Campaign
5. Choose any starting bonus.
6. Click begin - game freezes.

slayer.h3c (401,064) 2020-01-31 23:04
https://bugs.vcmi.eu/file_download.php?file_id=3050&type=bug
Notes
(0008475)
Povelitel   
2023-02-16 18:49   
I can confirm it. It 's still exist
(0008618)
Ivan   
2023-05-12 14:51   
Fixed in 1.3





View Issue Details
1598 [VCMI] Other text always 2013-11-24 11:40 2023-05-06 07:01
beegee  
Ivan  
normal  
resolved  
fixed  
none    
none  
   
Reduce some warning/error messages while ingame
There will be generated error messages even when the game behaves normally. That messages are mostly "FIXME" warnings meant for developers.

Some messages:

FIXME: battleGetFightingHero wrong argument!
Warning: an orphaned child!
const PlayerState *CGameInfoCallback::getPlayer(PlayerColor, bool) const: Cannot find player 255info!
battleGetHeroInfo: side 1 does not have hero!
battleGetAllObstacles called when no battle!
read: End of file
Ended handling connection
Our socket has been closed.


Cannot get object with id . Object was removed.rar (1,072,052) 2022-03-19 20:53
https://bugs.vcmi.eu/file_download.php?file_id=3146&type=bug
121.png (1,393,706) 2023-05-06 06:53
https://bugs.vcmi.eu/file_download.php?file_id=3202&type=bug
121_1.png (1,388,754) 2023-05-06 06:53
https://bugs.vcmi.eu/file_download.php?file_id=3203&type=bug
GreenMessages.zip (901,887) 2023-05-06 07:01
https://bugs.vcmi.eu/file_download.php?file_id=3204&type=bug
Notes
(0004140)
Warmonger   
2013-11-24 12:06   
Some of them should be just info message colored in green - that is game is acting correctly.

Some of them, however, indicate to serious issues with engine deign, just like
battleGetAllObstacles called when no battle!

Still, issues that do not cause game to behave incorrectly should be painted in another color than red (Magenta?) not to confuse user.
(0004141)
Ivan   
2013-11-24 18:38   
>> Cannot find player 255info!
Can you describe when this one happens?

>> Ended handling connection
>> Our socket has been closed.
Should be green'ed
(0005425)
anonymous   
2015-02-08 17:18   
I have a similar error.

vcmi 0.97.
backtrace:

Cannot get object with id 1117. Object was removed.
Cannot get object with id 1117. Object was removed.
Cannot get object with id 1117. Object was removed.
Cannot get object with id 1117. Object was removed.
Cannot get object with id 1117. Object was removed.
Cannot get object with id 1117. Object was removed.
Cannot get object with id 1117. Object was removed.
Cannot get object with id 1117. Object was removed.
Cannot get object with id 1117. Object was removed.
Cannot get object with id 1117. Object was removed.
Cannot get object with id 1117. Object was removed.
Cannot get object with id 1117. Object was removed.
const PlayerState* CGameInfoCallback::getPlayer(PlayerColor, bool) const: Cannot find player 255info!
Error! Hero 1117 (Ãàëòðàí) has no army!

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7ffff4b7d700 (LWP 2237)]
0x00000039fd166c8c in CPathfinder::evaluateAccessibility(TerrainTile const*) const () from /usr/lib64/vcmi/libvcmi.so
(gdb) bt
#0 0x00000039fd166c8c in CPathfinder::evaluateAccessibility(TerrainTile const*) const () from /usr/lib64/vcmi/libvcmi.so
#1 0x00000039fd166efb in CPathfinder::initializeGraph() () from /usr/lib64/vcmi/libvcmi.so
0000002 0x00000039fd1685b5 in CPathfinder::calculatePaths() () from /usr/lib64/vcmi/libvcmi.so
0000003 0x00000039fd168cc7 in CGameState::calculatePaths(CGHeroInstance const*, CPathsInfo&) () from /usr/lib64/vcmi/libvcmi.so
0000004 0x000000000053b18f in CClient::getPathsInfo(CGHeroInstance const*) ()
0000005 0x00007fffe4d1df75 in VCAI::isAccessibleForHero(int3 const&, HeroPtr, bool) const () from /usr/lib64/vcmi/AI/libVCAI.so
0000006 0x00007fffe4d3b4c3 in VCAI::wander(HeroPtr) () from /usr/lib64/vcmi/AI/libVCAI.so
0000007 0x00007fffe4d3bf7f in VCAI::performTypicalActions() () from /usr/lib64/vcmi/AI/libVCAI.so
0000008 0x00007fffe4d44aa3 in VCAI::makeTurnInternal() () from /usr/lib64/vcmi/AI/libVCAI.so
0000009 0x00007fffe4d452c2 in VCAI::makeTurn() () from /usr/lib64/vcmi/AI/libVCAI.so
0000010 0x00000039fdc0d98a in thread_proxy () from /lib64/libboost_thread.so.1.55.0
0000011 0x000000336fa0752a in start_thread () from /lib64/libpthread.so.0
0000012 0x000000336f70079d in clone () from /lib64/libc.so.6

(0005428)
Warmonger   
2015-02-09 13:57   
The issue with removed object is a serious gameplay problem. AI is not allowed to access objects it cannot see, but also should never try to do so - this already caused some crash bugs.
(0005429)
Warmonger   
2015-02-09 14:02   
(edited on: 2015-02-09 14:02)
>> const PlayerState *CGameInfoCallback::getPlayer(PlayerColor, bool) const: Cannot find player 255info!

I think I already handled this one, but could miss some cases.

(0008187)
Povelitel   
2022-03-19 20:52   
This is a very interesting ticket! I've been doing autoskip for a long time and have seen hundreds of error messages.

I'm wondering which are the worst in terms of rating or something. And could provide saves with these errors
(0008552)
krs   
2023-04-12 16:40   
Latest development not even warning messages.

Can be closed. Reopen on individual cases if needed. This is 2013!
(0008602)
Povelitel   
2023-04-14 07:04   
what about message from server? Is it empty? doesnt spam? I just dont know.
(0008613)
Povelitel   
2023-05-06 06:54   
@krs green message still exist ^ )





View Issue Details
2804 [VCMI] Mods minor have not tried 2017-10-08 16:36 2023-05-04 10:52
steelsun905 x64  
Windows  
normal 10  
new 0.99  
open  
none    
none  
   
Can't use the holy grail in Horn on the Abyss's Cove town
When I delivered the holy grail to a Cove town, no prompt appeared to use the grail artifact. I did verify, however, that the grail worked properly in a Necropolis.
Notes
(0008586)
krs   
2023-04-12 17:58   
Should be fixed in future by: https://github.com/vcmi/vcmi/pull/1882 [^]

Moved to git: https://github.com/vcmi/vcmi/issues/1958 [^]

Can be closed!
(0008590)
Ivan   
2023-04-12 18:39   
This issue seems to be about *bringing* grail into Cove (and buiding it via Grail artifact)
(0008612)
ral_il_an   
2023-05-04 10:52   
Yes, this is not about Lodestar, this is about bringing grail into Cove.





View Issue Details
301 [VCMI] Mechanics - Town structures minor have not tried 2009-12-07 13:08 2023-04-30 09:36
Steven Aus  
Nordsoft  
normal  
resolved 0.75  
fixed  
none    
none 1.0.0  
   
Skyship didn't reveal the whole map immediately on capture or the next turn after capture.
See attached save (saved immediately after capture but it may be that the Skyship making all the map visible shouldn't happen until the next turn).
Just After Capturing Skyship Town.7z (99,922) 2009-12-07 13:08
https://bugs.vcmi.eu/file_download.php?file_id=172&type=bug
Skyship.h3m (1,775) 2019-05-26 18:19
https://bugs.vcmi.eu/file_download.php?file_id=3021&type=bug
Notes
(0000935)
Warmonger   
2010-06-03 06:21   
Fixed in rev. 1602
(0001765)
Zamolxis   
2011-05-30 19:37   
Checked in 0.84 and 0.84d, and it doesn't yet work as it should. Right now the lands are revealed only the next turn after capture. If Tower has the Skyship, the lands should be revealed the moment we flag the town.

More exactly:
- If the town has no defenders, in the moment our hero walks in, in H3 the town gets the new flag and lands are revealed that very instant, while the town interface opens (it can be clearly seen, as in H3 the town screen opens with fading effect, and the revealed can be seen when the fading starts.
- If the town had defenders, the map is revealed as soon as we win the fight and flag the town, meaning our hero does not even need to enter the town

If necessary, I can prepare a map for easy testing for this.
(0002430)
Ivan   
2012-05-14 21:51   
Fixed? Right now skyship works as it should.
(0002858)
Steven Aus   
2012-08-08 13:17   
I haven't played much for a while, but as far as I know, Skyship works as it should.
(0007801)
Povelitel   
2019-05-26 18:18   
On the first day after the capture of the city map does not open.

Attach the map, started in blue.





View Issue Details
3249 [VCMI] Launcher block always 2023-04-28 15:54 2023-04-30 09:35
ewbailey MacOS  
Nordsoft Monterey  
normal 12.6.5  
resolved  
fixed  
none    
none 1.2.1  
   
Launcher on MacOS does not complete initial setup
Installed fresh copy after deleting old in my Library. Finds and copies data files (H3 Complete). Does not auto detect language - defaults to Chinese. Next button grey - no language choice changes this. Nothing clickable. Cannot proceed.
Have tried clean installs multiple times.
Screen Shot 2023-04-28 at 11.44.24 AM.png (104,579) 2023-04-28 15:54
https://bugs.vcmi.eu/file_download.php?file_id=3201&type=bug
Notes
(0008611)
ewbailey   
2023-04-29 13:35   
Issue resolved with new release.





View Issue Details
2162 [VCMI] GUI - Battles minor always 2015-04-04 02:48 2023-04-20 17:16
SXX  
Ivan  
normal  
resolved 0.98  
fixed  
none    
none  
   
Hotseat: popup message "Spell will affect no one" don't appear for 2nd player
This only happen in battle when it's 1st player turn and he's attacked 2nd player. When 2nd player attempt to cast spell that not allowed or useless he don't get popup message.

I suppose there is problem that only 1st player interface receive these messages as it's hist turn.
Notes
(0008564)
Ivan   
2023-04-12 17:06   
Migrated to github, status will be tracked here:
https://github.com/vcmi/vcmi/issues/1219 [^]
(0008610)
Ivan   
2023-04-20 17:16   
Fixed in 1.2.1





View Issue Details
2290 [VCMI] GUI - Battles minor always 2015-10-07 14:11 2023-04-20 17:16
SXX  
Ivan  
normal  
resolved 0.98d  
fixed  
none    
none  
   
Information about timed adventure map spells displayed on stacks in battle.
So when you start battle your stacks number have yellow background and you can see effects on Disguise / Visions in stack info window. Fact that *some* adventure maps spells may affect stacks isn't bad because it's neat feature for mods, but those clearly shouldn't appear within battle.
Notes
(0008566)
Ivan   
2023-04-12 17:06   
Migrated to github, status will be tracked here:
https://github.com/vcmi/vcmi/issues/1219 [^]
(0008609)
Ivan   
2023-04-20 17:16   
Fixed in 1.2.1





View Issue Details
1616 [VCMI] Mechanics - Battles tweak random 2013-12-11 12:04 2023-04-20 09:42
Ivan  
Ivan  
normal  
resolved 0.94  
fixed  
none    
none  
   
It is possible to receive morale after defeating last enemy stack
As in description, it is possible for creature to receive morale after defeating enemy.

Result:
a) interface plays animations and displays battle result.

b) if autobattle enabled - AI will try to move creature despite fact that battle had ended.
Notes
(0005623)
SXX   
2015-03-11 22:55   
Interesting if problem with AI still reproducible.
(0008273)
Povelitel   
2022-04-10 17:53   
Still exist, sure
(0008562)
Ivan   
2023-04-12 17:06   
Migrated to github, status will be tracked here:
https://github.com/vcmi/vcmi/issues/1219 [^]
(0008608)
Ivan   
2023-04-20 09:42   
Fixed in 1.2.1





View Issue Details
2986 [VCMI] Random Map Generator minor always 2018-08-02 21:11 2023-04-15 22:17
tukkek Linux  
Ivan Debian  
normal Buster (testing)  
resolved 0.99  
fixed  
none    
none  
   
Random Map Generators don't work out-of-the-box (fix included)
Installing the game from Debian repositories results in RMG showing a message similar to "cannot create a random map with these parameters" regardless of what parameters are set. Updating the essential game files from the launcher also doesn't fix it, even after the update is completed.

I believe there are no RMG templates provided with the vcmi "essential" mod that comes with the Debian package (or the updated version from the repository).
To fix the problem I installed the essential files from the following link and now RMGs seem to be working fine after manually enabling all of them (although I haven't tested anything extensively) https://wiki.vcmi.eu/Mod_list#Utilities [^]

I have also removed the vcmi "essential files" mod folder from my system folder and put the new vcmi files into my user configuration folder instead (~/.local/share/vcmi/Mods). This was a prerequisite for trying to upgrade the package from the launcher (even though that didn't fix RMG).
I'm not realizing that I don't know whether RMGs are supposed to be working out of the box at all for 0.99 - however, since the wiki states RMG is functional, I suppose it's OK to expect it to be working with the latest release of the game.

Also of note is that the "essential files" mod that comes with the 0.99 Debian package shows itself to be 0.98 in the launcher. After refreshing the repository, it says it is outdated but still shows as 0.98 after the update (and doesn't fix RMG regardless).

Would updating the "essential files" mod in the repository to the 1.0 version (linked above) fix this or be possible at all? Also of note is that the linked version shows itself as 0.96 in the launcher for some files and 0.0 or 0.99 for others.
Notes
(0007839)
Carabus   
2019-08-15 15:41   
Same problem on Windows 7 with latest daily build.
(0008607)
Ivan   
2023-04-15 22:17   
fixed in 1.2





View Issue Details
3184 [VCMI] AI - Adventure Map minor always 2021-07-27 01:07 2023-04-15 12:30
Andruids PC  
Ivan Windows  
normal 10  
resolved 0.99  
fixed  
none    
none  
   
Hero can't use map objects if his primary skills are negative
When hero's attack, defence, power or wisdom skills fall to -1 or less, he can't use:

 - campfires
 - treasure chests
 - tombs of the warrior
 - single-use objects, like learning stones, faerie rings, marletto towers, windmills, etc.
1) Enter any map
2) type in a cheatcode: vcmiforgeofnoldorking
3) equip an artifact which will lower one of primary skills into negative values, like Titan's Gladius.
4) try interacting with any aforementioned objects
The easiest way to fix it would be to set minimum values for primary skills, but negative values are cool and it should make sense for future modded artifacts or objects to give powerful bonuses but with some added detriments.
negativescr.jpg (605,469) 2021-07-27 01:07
https://bugs.vcmi.eu/file_download.php?file_id=3132&type=bug
Notes
(0008604)
krs   
2023-04-14 17:52   
(edited on: 2023-04-14 17:53)
Not reproducible anymore. Skills are never reduced below 0.

Can be Closed!






View Issue Details
1969 [VCMI] Sound, music, videos trivial always 2014-11-20 16:59 2023-04-14 12:06
Sebt ASUS Transformer Prime TF201  
Ivan Google Android for Tablets  
low 4.1.1.  
resolved 0.97  
fixed  
none    
none  
   
Gargoyles has no sound when moving
When Gargoyles are moving from one point to another in battle mode there will be no sound of their movement.
Battle with Gargoyles.
Notes
(0008538)
Ivan   
2023-04-11 21:37   
Seems to be resolved now
(0008599)
Povelitel   
2023-04-14 05:51   
Cheked, work fine in 1.3.0.5419de3468dbdaf0118097d6177cdfe6c5869caa now





View Issue Details
3222 [VCMI] GUI - Adventure Map tweak have not tried 2022-06-07 17:46 2023-04-14 12:06
Warmonger  
Ivan  
low  
resolved 0.99  
fixed  
none    
none  
  1.next  
At the beginning of the game cursor over hostile monster is horse
I generated a random map and got the situation as in the picture. Regardless of the fact a monster shouldn't spawn next to castle, the cursor shown is incorrect. It is a horse while it should be a sword (combat).
The Infernal Troglodytes stack is the very first object I hovered cursor over after starting the map.
Visit Troglodytes.png (324,776) 2022-06-07 17:47
https://bugs.vcmi.eu/file_download.php?file_id=3170&type=bug
Notes
(0008547)
krs   
2023-04-12 16:10   
Cannot reproduce.
(0008601)
Povelitel   
2023-04-14 06:10   
I don't remember when, and who did it, but it bug was fixed





View Issue Details
2951 [VCMI] GUI - Adventure Map major always 2018-04-05 18:30 2023-04-14 12:06
SXX  
Ivan  
normal  
resolved  
fixed  
none    
none  
   
When triggering garrison dialog on owned mined freeze occur
Seems like regression that wasn't noticed before.
Notes
(0008268)
Povelitel   
2022-04-05 10:47   
У меня баг возникает если нажать пробел, вызвать окно гарнизона, а потом нажать ОК не отпуская пробел! Тогда игра фризится. Так что частично могу подтвердить это
Причем нажимать ОК надо не "энтер", а конкретно мышкой.

I have a bug if I press the spacebar, call the garrison window, and then press OK without releasing the spacebar! Then the game freezes. So I can partly confirm this.
Moreover, it is necessary to press OK not "enter", but specifically with the mouse.

Errors of this kind:

| Player "RED" has to answer queries before attempting any further actions.

| Top Query: "A query of type '20CGarrisonDialogQuery' and qid = 25 affecting players RED and RED"
(0008550)
krs   
2023-04-12 16:23   
Cannot reproduce. Keeping space pressed or not, clicking with mouse or enter, having garrisoned creatures in mine or not ... it just works.

Can be closed?
(0008600)
Povelitel   
2023-04-14 06:07   
Can not reproduce too. Yea, it can be close now





View Issue Details
2385 [VCMI] GUI - PreGame feature N/A 2016-01-18 18:52 2023-04-12 23:38
SXX  
Ivan  
normal  
resolved  
fixed  
none    
none  
   
Feature: show mods required by the save file
This may be not just GUI feature depend on information in save already let you check what mods client that created save used or not. Also currently save is likely don't include information about mod versions so it's will need to be implemented.

Anyway currently when you attempt to load save and one of mods is missing there no way to know what is missing except to check crash log as crashes on client usually appear due to missing graphics.

So we need simple feature that prints what mods certain save require.
Notes
(0008598)
Ivan   
2023-04-12 23:38   
Already resolved





View Issue Details
398 [VCMI] Mechanics - Other crash sometimes 2010-03-01 23:45 2023-04-12 23:37
Zamolxis  
Ivan  
normal  
resolved 0.8  
fixed  
none    
none  
   
Crash if I exit the game while in battle
I'm not sure yet, but it seems to happen only for the battles in which I have already cast a spell. At least from my attempts to reproduce so far I have: 3 battles with no spell - close application with no crash; 3 battles with spell - crash if I close application before exiting battle. To reproduce use the savegame from report 0000396. Crashdump attached.
2010-03-02_CrashIfExitDuringBattle.7z (106,353) 2010-03-01 23:45
https://bugs.vcmi.eu/file_download.php?file_id=274&type=bug
2010-03-02_CrashIfExitDuringBattle.jpg (32,771) 2010-03-01 23:46
https://bugs.vcmi.eu/file_download.php?file_id=275&type=bug
Notes
(0004168)
beegee   
2013-12-07 18:20   
(edited on: 2013-12-07 18:23)
This problem is not simple to fix. The server will be shut down hard if the client sends the appropriate package. A mutex is locked, but won't be unlocked in battle. When the mutex is destructed from the operating system when the process terminates, boost complains about this failing assert:

vcmiserver: /usr/include/boost/thread/pthread/condition_variable_fwd.hpp:81: boost::condition_variable::~condition_variable(): Assertion `!ret' failed.

I didn't receive any exceptions or any other error message, just that failing assert.

(0008597)
Ivan   
2023-04-12 23:37   
Fixed in 1.2





View Issue Details
2256 [VCMI] Mechanics - Adventure Map minor always 2015-09-04 21:15 2023-04-12 23:31
anoleyn  
Ivan  
low  
resolved 0.98c  
fixed  
none    
none  
   
Tile in the foreground
One tile on lava terrain seems to be in the foreground and not in the background. It does not cause any crashes, but covers the hero. After ending one or two turns, the tile seems to move/dissapear, which is strange.

Installed mods:
- HotA
- The Forge (initial release)

Map:
- Arrogance
Tile.png (883,660) 2015-09-04 21:15
https://bugs.vcmi.eu/file_download.php?file_id=2311&type=bug
VCMI_save2.vcgm1 (2,632,536) 2015-09-04 21:15
https://bugs.vcmi.eu/file_download.php?file_id=2312&type=bug
VCMI_save2.vsgm1 (2,634,172) 2015-09-04 21:15
https://bugs.vcmi.eu/file_download.php?file_id=2313&type=bug
Notes
(0005840)
Povelitel   
2015-09-04 22:02   
I want to add that this happens regardless of what you do is mod.
I have to clean heroes comes the same.
(0008537)
Ivan   
2023-04-11 21:10   
Should be resolved in 1.2





View Issue Details
3149 [VCMI] GUI - Battles minor always 2020-10-12 15:31 2023-04-12 23:30
shuliakovsky Mac  
Ivan Catalina  
normal 10.15.7  
resolved 0.99  
fixed  
none    
none  
   
Light blue rectangle in the battle field when rocks exists
while battle, if rocks exists in the center of the battle field
always present blue rectangle
start a battle
if rocks in the center exists - light blue rectangle always presents
Screen Shot 2020-10-12 at 6.26.31 PM.png (886,093) 2020-10-12 15:31
https://bugs.vcmi.eu/file_download.php?file_id=3101&type=bug
Notes
(0008388)
Ivan   
2022-12-17 14:12   
Not reproducible in current git





View Issue Details
3174 [VCMI] GUI - Battles minor always 2021-03-13 08:26 2023-04-12 23:30
Gameslayer Linux  
Ivan Manjaro  
high Manjaro  
resolved 0.99  
fixed  
none    
none  
   
Broken ground sprites in battle screen (Developer git)
Battle screen ground sprites are broken and have a blue box instead of being transparent. Here is a screenshot
Got into a the first battle at the castle door on the scenario All for One.
Used the latest git version
Screenshot_2021-03-13_18-03-16.png (690,229) 2021-03-13 08:26
https://bugs.vcmi.eu/file_download.php?file_id=3124&type=bug
Notes
(0008024)
Nullkiller   
2021-03-13 09:28   
(edited on: 2021-03-13 09:29)
Known issue. Somebody even investigated it and fixed. Something with SDL as far as I remember. On windows with prebuilt vcpkg it does not reproduce but when I built the latest vcpkg isntead I got the same blue rectangles.

Ask about it in slack if you want more details.

(0008025)
kdmcser   
2021-04-04 06:20   
when use latest SDL, some images are in blue backgroud, I dont know why, but I use a track fix in client/gui/SDL_Extensions.cpp 827 :

void CSDL_Ext::setDefaultColorKeyPresize(SDL_Surface * surface)

{

    uint32_t key = mapColor(surface,Colors::DEFAULT_KEY_COLOR);

    auto & color = surface->format->palette->colors[key];



    // set color key only if exactly such color was found

    if (color.r == Colors::DEFAULT_KEY_COLOR.r && color.g == Colors::DEFAULT_KEY_COLOR.g && color.b == Colors::DEFAULT_KEY_COLOR.b) {

        SDL_SetColorKey(surface, SDL_TRUE, key);

+ surface->format->palette->colors[key].a = SDL_ALPHA_TRANSPARENT;

        }

}
(0008387)
Ivan   
2022-12-17 14:11   
Not reproducible in current git





View Issue Details
3119 [VCMI] GUI - Battles tweak sometimes 2020-05-09 15:20 2023-04-12 23:30
Czesiek Linux  
Ivan Ubuntu  
normal 20.04  
resolved  
fixed  
none    
none  
   
Blue rectangle around object on battleground
Sometimes during a battle, a blue rectangle can be seen around a obstacle. Obstacle and units are not covered, but "ground" texture is covered - see screenshot.
Build the most recent develop (8871368c5) on Ubuntu 20.04, release config
Start a scenario
Start a battle
Observe big blue rectangle in the middle of the battlefield.
Screenshot from 2020-05-09 15-46-40.png (2,558,010) 2020-05-09 15:20
https://bugs.vcmi.eu/file_download.php?file_id=3065&type=bug
Notes
(0007903)
SXX   
2020-05-09 17:07   
So yeah before I suspected it's only affected cross-compilation, but it seems problem affect all builds with newer GCC.
(0008390)
Ivan   
2022-12-17 14:13   
Not reproducible in current git





View Issue Details
2999 [VCMI] AI - Adventure Map crash always 2018-08-20 16:38 2023-04-12 23:28
Dydzio Microsoft Windows  
Ivan Windows 7  
normal Home Premium x64  
resolved 1.next  
fixed  
none    
none  
   
AI assert failed on GatherArmy related logic after hero died
AI hero died trying to pass through underground tunnel, then assert failed - assert(obj) in HeroPtr::get in AiUtility.cpp. Triggering breakpoint just before assert failure happened showed call stack with some GatherArmy stuff.

Found with commit 243ce7370a41dd7fdda1538084a1490b60c45396 from FuzzyHelperRework branch (PR 474). Providing save game attachments
With appropiate VCMI build open provided save and pass turn. Purple AI player will cause crash.
fuzzyrework_crash2.zip (669,414) 2018-08-20 16:38
https://bugs.vcmi.eu/file_download.php?file_id=2945&type=bug
Notes
(0008044)
Povelitel   
2022-02-10 06:28   
I tried to reproduce it didn't work. Perhaps this bug has already been fixed?





View Issue Details
3159 [VCMI] GUI - Adventure Map major random 2020-12-10 04:48 2023-04-12 23:26
DonSantiago x86  
Povelitel Ubuntu  
high 20.04  
resolved 0.99  
fixed  
none    
none  
   
"Ghost" characters without flag on adventure map
Today when I was playing with my friend on "hot seats" mode, one of us have strange problem with adventure map. After a couple of turns, We couldn't see current position of computer characters, but some "ghosts" - there were CPU figures without flag, without possibility to click on them - well - just like ghost. The only thing what repairs it, is reloading the game on every beginning of new turn. Other player saw everything correctly.

I suspect that they were on positions while moving by CPU player. What is also strange, even when some of them were visible for me, there wasn't any preview of CPU move, what made playing awful ;(
Just play, I didn't tested it yet on some single player campaign.
I can provide logs, and saves, but I don't think they will be usefull.
Notes
(0008154)
Povelitel   
2022-03-17 10:07   
Please add a save. To reproduce the problem
(0008596)
Ivan   
2023-04-12 23:26   
Fixed in 1.2





View Issue Details
1893 [VCMI] GUI - Adventure Map minor always 2014-09-19 15:12 2023-04-12 23:26
enik  
Povelitel Android  
normal 4.0.4  
resolved 0.96  
fixed  
none    
none  
   
Fog of War flashes revealing adventure map for milliseconds while moving
Pretty sure there is an easy fix for this bug, but I can't figure it out. Any help?


Offtopic: Sorry to ask it here but is there a way to make AI turn a little faster? I understand this issue is directly related to the device used and mine is not the best in terms of performance (ritmix rmd-1030)
but it takes at least 2 minutes for 3 AI at the start of the game, which is pretty much unplayable :(
Start the game, move to fog of war.
Notes
(0004974)
Ivan   
2014-09-23 16:34   
Not reproducible on PC so I guess this one is Android-specific. So fixing it won't be easy.

My guess is that this has something to do with screen redraw - Android updates screen while VCMI is in the middle of update (before FoW is rendered).

Unless there would be suggestions on how to fix it/steps to reproduce on our side it'll have to wait for OpenGL transition. And that won't happen soon unfortunately.
(0008123)
Povelitel   
2022-03-16 12:48   
Does the issue reproduce on the latest build? https://builds.vcmi.download/branch/develop/Android [^]
(0008595)
Ivan   
2023-04-12 23:26   
Fixed in 1.2





View Issue Details
2321 [VCMI] GUI - Town screen minor always 2015-11-01 01:24 2023-04-12 23:24
SXX  
 
normal  
new 0.98d  
reopened  
none    
none 0.99  
   
If any building dependency is disabled then building should be considered disabled too
Currently in VCMI on Town screen when there is building that require another building (e.g City Hall require Tovern) is disabled it's still shows in red color.

H3 behaviour is different:
 - If any of dependencies are disabled building shown as disabled too.
 - H3 also don't show dependencies of disabled building, but I think we shouldn't reproduce this behaviour.

In practice this doesn't change anything except building have gray border instead of red.
Notes
(0006637)
ch   
2016-09-10 17:42   
I prepared patch for this issue: https://github.com/Chocimier/vcmi/commit/4000346 [^]
Do anything need to be changed before merging?
(0006638)
AVS   
2016-09-10 17:59   
Thank you for patch. Make pull request please.
(0006671)
SXX   
2016-09-13 21:46   
Fixed by @Chocimier in PR211:
https://github.com/vcmi/vcmi/pull/211 [^]
(0006828)
AVS   
2016-10-14 20:50   
Features of https://github.com/vcmi/vcmi/pull/211 [^] were actually disabled due to regression.
(0006829)
AVS   
2016-10-15 01:45   
Less dirty fix was applied. More tests needed.
(0006830)
misiokles   
2016-10-15 06:27   
@Chocimier.
Till 0.98g version there was possibility to make mod with alternate buildings and creatures like in Heroes4. Your fix was fine to get town screen closer to vanilla H3 but somehow broke possibility to get alt buildings.
There's work-in-progress mod that will bring one alternate building in every standard h3 town. Alpha version worked in 0.98g, but causes crashes when trying to enter town hall after your fix.
Here's placeholder version to test:
http://www86.zippyshare.com/v/D6B17vnA/file.html [^]
1. Enable mod.
2. Launch any map with Twer as starting town.

3. Enter town hall - now game crashes

But earlier was next:

4. You can build Cloud Temple or Factory as 7 tier dwelling.
5. When you choose Cloud Temple/Factory then Factory/Cloud Temple building is blocked.

I hope your fix can be rewrited and allow to built alt buildings.
(0006831)
misiokles   
2016-10-15 06:29   
Little spoiler of Fortress alt build:
http://www.hota.acidcave.net/sphinx/160522223050cytadela.png [^]





View Issue Details
472 [VCMI] GUI - Hero screen / Exchange window minor always 2010-05-30 16:09 2023-04-12 23:23
Zamolxis AMD 5600+  
OnionKnight Windows  
low XP SP3  
resolved 0.8b  
fixed  
none    
none  
   
Misc Combo artifacts can't be moved from one Misc slot to another (if occupied by one of its padlocks)
I've had it with Bow of the Sharpshooter, but probably valid with the others as well.
(possibly related to 0000471)
Notes
(0000914)
OnionKnight   
2010-06-01 20:48   
Code using const_casts in the artifact screen were removed before this release, which I'm pretty sure is the reason behind this and probably a lot more bugs when dealing artifacts. Basically broken now, and I have yet to come up with a proper implementation not using them.
(0001335)
OnionKnight   
2010-08-24 21:47   
Fixed with Tow's new handling of the artifact screen.
(0002130)
Zamolxis   
2011-11-01 21:16   
(edited on: 2011-11-01 21:34)
Checked in 0.86, and it's actually not yet fixed (or only partially fixed, in case the original behavior was worse - can't remember now).

The issue is that the artifact slots which had a padlock in them, cannot be used to place the object. E.g.: if we grab the Bow of the Sharpshooter from a Misc slot, we can place it back only there, or in the 2 slots which didn't have a padlock before. But the slots with padlocks belonging to it, even if they become empty, cannot be used until we drop the artifact in the backpack for example. Summary updated for clarification.

A side issue, which you can handle as part of this one if you want, is the fact that even if you select another artifact, and there is a (Misc) slot for it, also the Misc slots occupied by padlocks get highlighted. That means (in H3) we can use even those, and the padlocks will automatically move to the other available Misc slots. To see how this works, take Ivor in the map from 0000707 and play around with the Spyglass and Bow of the Sharpshooter in the Misc slots, to see how it behaved in H3.

However this doesn't really impact the gameplay, so I'm gonna change its Priority to Low.

(0002160)
majaczek   
2012-01-14 12:16   
(edited on: 2012-01-14 12:17)
Zamolxis... it really affects gameplay, or would affect since WOG Magic Wand ART would have been implemented

(0008594)
Ivan   
2023-04-12 23:23   
Fixed in 1.2





View Issue Details
1667 [VCMI] Mechanics - Battles minor always 2014-01-20 19:13 2023-04-12 23:23
anoleyn  
 
normal  
new 0.94  
reopened  
none    
none 0.95  
   
Elixir of Life not working properly
Elixir of Life gives a health bonus to undead and non living cratures although it should not (as states in the description). Additionally, most probably the 25% bonus value is also granted on the basis of the bonuses of the artifact's components not only on the crature's base health value. For example, Phoenixes should have a bonus of:

200 * 25% + 4 = 54

but have:

(200 + 4) * 25% + 4 = 55

Attached screen shows both problems on a Ghost Dragon.
Elixir.png (433,066) 2014-01-20 19:13
https://bugs.vcmi.eu/file_download.php?file_id=1660&type=bug
Notes
(0004541)
Warmonger   
2014-02-28 17:51   
Fixed in r3784, though it's workaround.
(0004597)
anoleyn   
2014-03-18 10:44   
Patrtially fixed - still gives bonus to non-living creatures like golems etc.

Maybe creating a new creature property 'IS_LIVING' and making 'type of creature' mendatory in creature config would solve the problem?
(0004598)
Warmonger   
2014-03-18 11:52   
Yes it would, but it would also introduce more problems than it's worth - all creatures in existing mods do not have this property.

Ideally, it should be possible to make excluding limiter opposite to "has bonus of type" limiter.





View Issue Details
2977 [VCMI] AI - Adventure Map major have not tried 2018-07-20 12:19 2023-04-12 18:59
Warmonger  
 
normal  
new 0.99  
open  
none    
none  
  1.next  
AI does not complete AI Quest Test map quickly
Log shows that AI tries to "Conquer", while the win condition is to capture Thunder Helmet. AI doesn't pick it for long time even when the way is open.
This is a regression, AI used to perform much better last time I checked.
Quest test.h3m (4,077) 2018-07-20 12:19
https://bugs.vcmi.eu/file_download.php?file_id=2920&type=bug
Notes
(0008145)
Povelitel   
2022-03-17 07:04   
I tested 5 times:

VCAI 136. 147. 142. 214. 214
Nullkiller AI 116. 114. 117. 121. 122

(game time)

Obvious something wrong


VCMI 0.99 5080f262353de46753988e17d2570797bc3c6545
(0008592)
krs   
2023-04-12 18:59   
(edited on: 2023-04-12 18:59)
Cannot open map anymore! Only in VMCI MapEditor






View Issue Details
3092 [VCMI] Mods minor always 2019-11-06 20:06 2023-04-12 18:37
Snarkbutt  
Ivan Windows  
normal 7  
resolved 0.99  
fixed  
none    
none  
   
Game unbuilds capitol in main town instead of new town
When you already have a town with a capitol, then you capture a new town with a capitol, instead of downgrading the new capitol, the game is downgrading your first town's capitol.
Start new game. Build capitol. Capture new town with capitol.
My game is heavily modded and I have not yet tried to reproduce this with zero mods.
Notes
(0008555)
krs   
2023-04-12 17:03   
Fixed. Works like intended on a test map with capitols build. When conquering a new town.. that capitol gets destroyed.

Can be closed.





View Issue Details
2273 [VCMI] GUI - Adventure Map crash always 2015-10-02 10:00 2023-04-12 16:59
Povelitel 64  
Windows  
normal XP sp2  
acknowledged 0.98d  
open  
none    
none  
   
Hero Ufretin take kristal and heroes closed. He go through town and when tri take it = quit.
Just click and send the hero of the Crystals
Saves.rar (722,658) 2015-10-02 10:00
https://bugs.vcmi.eu/file_download.php?file_id=2329&type=bug
najat.PNG (968,951) 2015-10-02 10:00
https://bugs.vcmi.eu/file_download.php?file_id=2330&type=bug
VCMI_Client_log.txt (138,514) 2015-10-02 10:01
https://bugs.vcmi.eu/file_download.php?file_id=2331&type=bug
VCMI_Server_log.txt (133,747) 2015-10-02 10:01
https://bugs.vcmi.eu/file_download.php?file_id=2332&type=bug
Notes
(0006037)
Warmonger   
2015-10-25 19:49   
Confirmed, but it has nothing to do with AI.





View Issue Details
2209 [VCMI] Sound, music, videos minor always 2015-06-06 15:28 2023-04-12 16:59
Myau  
AVS  
normal  
acknowledged 0.98  
open  
none    
none  
   
New week tune starts too late
"New week" melody should start simultaneously with the new week alert, but it starts playing only when the alert is already closed.
There are no notes attached to this issue.





View Issue Details
2119 [VCMI] AI - Adventure Map major always 2015-03-04 17:38 2023-04-12 16:59
Povelitel  
SXX  
high  
acknowledged 0.97b  
open  
none    
none  
   
Freeze in Subterranean Gates (SectorMap)
Player Tan. Hero Fiur. Constantly in and out in subterranean gates

(turn slow, wait for it)
xod.rar (1,485,192) 2015-03-04 17:38
https://bugs.vcmi.eu/file_download.php?file_id=2145&type=bug
VCMI_Client_log.txt (2,051,352) 2015-03-04 17:40
https://bugs.vcmi.eu/file_download.php?file_id=2146&type=bug
steel exist - 0.97c.rar (743,450) 2015-03-29 21:23
https://bugs.vcmi.eu/file_download.php?file_id=2188&type=bug
0.98.rar (464,487) 2015-04-06 13:28
https://bugs.vcmi.eu/file_download.php?file_id=2213&type=bug
Notes
(0005595)
Warmonger   
2015-03-04 21:05   
This is known limitation of AI.
(0005597)
Povelitel   
2015-03-05 13:24   
Okay. For some reason I thought that this issue has already been decided.
More duplicate will not.
(0005670)
Warmonger   
2015-03-29 19:54   
Is it still an issue in 0.97c?
(0005672)
Povelitel   
2015-03-29 21:24   
Yes
(0005674)
SXX   
2015-03-30 01:42   
(edited on: 2015-03-30 01:43)
I can say for sure this is still happening and I'm suppose problem is related to how exactly AI handle exchange between heroes. And by mechanics of H3 exchange between Subterranean Gates should be possible (but not via Monolith's). Sadly when exchange occur via gates it's somehow break VCAI.

Also as far as I remember it's possible to bypass freeze by saving game and loading it.

PS: Was temporary busy, but now will look into fixing this one.
Anyway if needed we may disable exchange via gates temporary.

(0006193)
SXX   
2015-12-21 17:57   
BTW end up that problem caused by SectorMap and for now I disabled code causing it:
https://github.com/vcmi/vcmi/commit/975e049a3e3b6f0e8b07bcbf83789ea58bd7e270 [^]

Though I'll leave this one open because SectorMap need to be rewritten in order to use teleport channels and do that efficiently.





View Issue Details
1651 [VCMI] Mods minor always 2014-01-12 01:02 2023-04-12 16:59
Witchking  
 
normal  
acknowledged 0.94b  
open  
none    
none  
   
Creature abilities don't use duration
I try write some new abilities.
"energyShild" :
{
"type": "GENERAL_DAMAGE_REDUCTION",
"duration": "UNITL_BEING_ATTACKED",
"subtype":0,
"val" : 100
}

but duration don't work
There are no notes attached to this issue.





View Issue Details
1575 [VCMI] GUI - PreGame feature N/A 2013-10-29 11:07 2023-04-12 16:59
Ivan  
Tow  
normal  
acknowledged 0.94  
open  
none    
none  
   
In hotseat it is possible to select single-player maps
When in hotseat mode VCMI should filter out maps that have less human players than selected in hotseat.
Reported here: http://forum.vcmi.eu/viewtopic.php?p=10705#10705 [^]
Notes
(0004118)
beegee   
2013-11-10 10:32   
The reported problem doesn't result in a crash. You can select maps with less defined human players than hotseat players, but this is the same behaviour like in OH3. So I think it's more a feature to filter such "single player" maps.
(0004120)
Ivan   
2013-11-10 14:56   
In H3 maps that have exactly one human player will be filtered out.
 
Going a bit further and filtering out all maps that don't have enough human players may be a good idea for VCMI.





View Issue Details
1209 [VCMI] AI - Battles block always 2013-02-13 23:00 2023-04-12 16:59
AlienX PC  
Tow Win7 x64  
normal  
acknowledged 0.91  
open  
none    
none  
   
AI freeze when fighting as Emissaries of Peace
AI don't perform any actions if it has only Emissaries of Peace in army, probably caused by 0 Attack skill/damage of those units.
Notes
(0003383)
Tow   
2013-02-15 12:14   
Can you provide a map to reproduce the issue?
I believe it may be due to the wrong "random count" ranges. There may be ZERO of Emissaries of Peace and that is confusing engine.
(0003384)
AlienX   
2013-02-15 19:55   
VCMI test map 2012, Citadel of Pacification (underground).
(0003389)
Tow   
2013-02-18 23:07   
This is actually an animation issue. It hangs on attempt to play meelee attack animation of Emissary.
[Being able to attack is another thing, animations should not hang never.]
(0003391)
Warmonger   
2013-02-19 09:50   
(edited on: 2013-02-19 09:50)
> animations should not hang never

They already did dozens of times, mostly caused by waitForAnims() function when there's no animation taking place - just like 0001207






View Issue Details
483 [VCMI] Mechanics - Adventure Map tweak always 2010-06-01 08:36 2023-04-12 16:59
Boulie  
AVS  
normal  
acknowledged 0.8b  
open  
none    
none  
   
Dimension Door - message you cann't cast DD should appear just after you choose spell not after you choos place to "jump"
Message "Hero is not skilled enough to cast this spell again today" should appear just after you click on the spell in book. Saving time is important;)
Notes
(0000905)
Zamolxis   
2010-06-01 09:07   
Also, when he's totally out of movement points, we should get the message saying: "The hero is too tired to cast this spell today. Try again tomorrow."

Plus a small cosmetic bug: the movement bar next to hero icon does not decrease during the DD teleport, but only next time we apply an action on the hero. E.g.: if he teleports with his last movement points, we still see a bit of green in his movement bar, but if we try to use it to move one more tile, the movement bar get emptied completely.
(0005176)
SXX   
2014-11-26 04:25   
Confirm behaviour for 0.97. Didnt think to do that, but decide to set relations to bug related to mana usage so it's will be bumped anyway.





View Issue Details
285 [VCMI] GUI - Adventure Map tweak always 2009-12-02 15:40 2023-04-12 16:59
Boulie  
 
normal  
acknowledged 0.75  
open  
none    
none  
   
Strange graphics of creatures on map Road to hell, which stands next to the Dragon Hive in front of Crystal Mine
Map "road to hell" (attached), I modified it to put the hero near creatures. I've tested it with diamond golems and genies.
It looks like the Dragon Fly Hive cast the shadow on the creatures.
See screenshots of VCMI and H3_org
Start new game Road to hell (attached).
roads_to_hell.h3m (22,356) 2009-12-02 15:40
https://bugs.vcmi.eu/file_download.php?file_id=139&type=bug
GUI_adv map_road to hell_diamond golems_VCMI.jpg (315,548) 2009-12-02 15:41
https://bugs.vcmi.eu/file_download.php?file_id=140&type=bug
GUI_adv map_road to hell_diamond golems_H3_org.jpg (46,346) 2009-12-02 15:41
https://bugs.vcmi.eu/file_download.php?file_id=141&type=bug
GUI_adv map_road to hell_genies_VCMI.jpg (220,004) 2009-12-02 15:41
https://bugs.vcmi.eu/file_download.php?file_id=142&type=bug
GUI_adv map_road to hell_genies_H3_org.jpg (199,483) 2009-12-02 15:41
https://bugs.vcmi.eu/file_download.php?file_id=143&type=bug
test.h3m (9,788) 2009-12-02 16:09
https://bugs.vcmi.eu/file_download.php?file_id=146&type=bug
GUI_creatures hidden by shadow from Dragon Hive.jpg (280,078) 2009-12-02 16:10
https://bugs.vcmi.eu/file_download.php?file_id=147&type=bug
Notes
(0000357)
Boulie   
2009-12-02 16:09   
I've made test map and it is caused by Dragon Fly Hive. I'm not sure if it is true bug or just a difference between VCMI and H3
You can use the test map I've added to check it
(0000364)
Warmonger   
2009-12-02 19:55   
(edited on: 2009-12-02 20:10)
Looks like a shadow beeing cast on a creature.
It shows true power of VCMI engine ;)

(0001749)
Zamolxis   
2011-05-29 13:10   
This is just to confirm the bug is still there in 0.84c. I checked because recently there's been a fix involving shadows, but I see it didn't cover this one.





View Issue Details
125 [VCMI] Other tweak always 2009-10-08 03:05 2023-04-12 16:59
Steven Aus  
Tow  
normal  
acknowledged 0.74  
open  
none    
none  
   
When saving games, holding down backspace or delete does not delete more than one character, which it is possible to do in H3.
Also, I think H3 allows you to insert characters partway through a savegame's filename (that is, not just at the end). These are small improvements but very valued and important, as it means than you don't have to press a key say 5, 10, 15 or more times in a long filename to delete a number of characters. =)
Notes
(0000238)
Tow   
2009-11-20 22:41   
I'm unable to reproduce this issue in 0.74.
In the Save Game screen, when I hold backspace key for a while, multiple characters from the save filename are removed.

Is anyone else also observing this issue?
(0000243)
Zamolxis   
2009-11-20 23:49   
(edited on: 2009-11-21 00:00)
Yes. I can confirm it. I have 0.74 and holding backspace in the Save Game screen does not delete more than 1 character.


And I also confirm that H3 allowed arrow keys to move the cursor while naming the Save Game (but I guess there was no doubt about this). On top of that, I'd like to suggest - if easy to implement - also the possibility to use the mouse click to place the cursor somewhere in that field.

(0000244)
Zamolxis   
2009-11-21 00:11   
(edited on: 2009-11-21 00:17)
UPDATE: I checked r1363 and the bug is not present anymore (i.e.: backspace deletes multiple characters if we keep it pressed).

I guess the report can remain though open until the cursor is implemented as well (or shall we split them?).






View Issue Details
3006 [VCMI] AI - Adventure Map feature always 2018-09-08 11:35 2023-04-12 16:59
By003  
 
high  
acknowledged 0.99  
open  
none    
none  
   
AI doesn't recruit creatures from the town
I was testing the latest version and found AI seldom recruit creature from their towns, even my heroes close to their town, they have no defense action. I think it might be put into priority and it would affect the game.
Notes
(0007643)
Warmonger   
2018-09-08 16:13   
AI defending towns is not implemented yet.
(0007646)
By003   
2018-09-20 12:44   
Only need it recruits creatures from the town everyday.
(0007647)
Warmonger   
2018-09-20 15:33   
That was changed in ResourceManager branch, now AI only recruits units when it needs to.
(0007648)
By003   
2018-09-21 07:55   
Maybe it need to be recovered. Now it is extremely easy.
(0007649)
misiokles   
2018-09-21 08:02   
AI development is the most hardest and sophiticated thing to compose. You can read this topic and help with making good algorithms and task for AI.
https://forum.vcmi.eu/t/ai-improvement/4604 [^]
(0007650)
By003   
2018-09-21 08:17   
(edited on: 2018-09-21 08:24)
I think so. Now I only find AI seldom recruit creatures and very easy to eliminate. If they recruit creatures every day and put them into their towns, it would not be in this. I really know about defending AI should be very hard. Even in original H3, a little maneuver can break the AI's defense(maybe just use Dimension Door or put some low speed creatures in mines..)..

(0007651)
By003   
2018-09-21 08:31   
(edited on: 2018-09-21 08:33)
It is very hard for AI to determine when is the 'suitable time' for recruiting. Maybe they need a easier algorithm. Now even my heroes can reach their town only one step, it still not a 'suitable time' for them..

(0007652)
Nullkiller   
2018-09-21 08:50   
Defense logic is required. Also we can try to use heroes from the tavern and push them through standard AI logic like we already bought them. AI pathfinder when asked to visit a tile by such hero will request to buy him first.
(0007654)
By003   
2018-09-26 08:59   
Any updates for current AI? Or just making a new AI for recruiting armies?
(0008122)
Povelitel   
2022-03-16 12:43   
@By003 Try to play with Nullkiller AI from the develop. As for a bot, it plays pretty well, although many things have not yet been implemented in it. (Only in the launcher don't forget to switch the AI)





View Issue Details
2987 [VCMI] AI - Adventure Map major have not tried 2018-08-03 00:24 2023-04-12 16:59
tukkek Linux  
Warmonger Debian  
high Buster (testing)  
acknowledged 0.99  
open  
none    
none  
   
AI spamming heroes to the exclusion of everything else
I'm playing my first scenario on VCMI and I must have seen the AI build two or three dozen heroes. I know there's some legitimate strategies that involve spamming heroes but it seems clear to me that this is a problem with the AI.

Most of these heroes had only one stack of units, with one unit in it. I think maybe two or three had a token army with maybe a 20-sized stack. Practically all others (80% or 90%) had one stack of 1 unit with them.

When I reach their town, it is literally unguarded so I walk in and take it - only to see that there are close to 250 units not hired. Meanwhile the AI was recruiting three of four heroes per turn and giving them no units at all (which funnily enough kept me busy defeating a handful of them each turn so I had trouble reaching the castle lol).

I'm playing on normal difficulty but even then this barely sounds like any semblance of proper behavior, so I must assume it's a bug. The AI didn't even bother to leave one of the 30 heroes with 1 stack of 1 unit home to guard the castle, so I just walked right in after defeating 3-4 heroes per turn for several turns in a row.
I played the first scenario on the single-player game list on Normal difficulty. Said AI was the blue player on the island to the south, still on the surface map.

Data files are from GOG's Heroes 3 Complete.
Some heroes seemed to stay in place and do nothing for many turns at a time, but most of them were moving about (probably not doing much at all with their 1 unit's worth of an army).

I have tagged this issue as major/high priority because honestly I might as well have played this game with no AI at all. It was absolutely worthless and really, pretty much as good as having no AI at all.

This might sound a little bit dire but other than that I'd like to take the opportunity to thank everyone involved in VCMI - the game runs like a charm, from installation to the launcher to the game itself, it's more feature-complete than the original version and I'm sure these outstanding issues will be fixed soon enough! I'm very proud to see how far the project has come and given a few minor tweaks I could easily call this the best open-source game engine remake bar none other! Thanks you so much for all the effort!
Notes
(0007611)
Warmonger   
2018-08-03 09:44   
(edited on: 2018-08-03 09:44)
Resource & army management was significantly improved just a few days ago.

As to defending town, that's separate feature not yet implemented.

(0007612)
tukkek   
2018-08-03 13:00   
Alright, I have updated the "What is still missing" list on the wiki to reflect that. I guess I was coming to 0.99 thinking it meant it was 99% done compared to the original base game.

I might check out the latest code and build it myself at some point. I'd love to contribute some minor fixes at first but honestly I'm pretty busy with other stuff so I'm not sure I'll be able to follow through.

Thank you again for your work - as I said in the previous notes and others that you might have seen, VCMI is honestly looking amazing. Good luck patching what's left for a full 1.0 release!
(0008464)
Povelitel   
2023-01-26 12:20   
In addition to VCAI, now in the launcher there is an opportunity to put NullkillerAI, it plays in a completely different way. Try it, it's a different experience.





View Issue Details
2877 [VCMI] AI - Adventure Map feature always 2018-02-10 21:10 2023-04-12 16:59
Povelitel  
Warmonger  
normal  
acknowledged 0.99  
open  
none    
none  
   
AI do not use artifacts in the best way
I used controlai and look what AI has. And see don't optimal using artifacts.

Я использовал controlai и посмотрел что есть у ИИ. И увидел не оптимальное использование артефактов.
AIhero.png (523,855) 2018-02-10 21:10
https://bugs.vcmi.eu/file_download.php?file_id=2847&type=bug
Diplomats_-_Tournament_Edition TESTSPELL.h3m (44,508) 2018-02-10 21:11
https://bugs.vcmi.eu/file_download.php?file_id=2848&type=bug
Notes
(0007408)
Warmonger   
2018-02-11 17:47   
Well, if you propose "optimal" algorithm for such cases, I can implement it ;) For now AI prefers:
- Artifacts which boost primary stats
- Artifacts with highest gold value (Tomes are quite expensive)

Also, AI is unable to wear combined artifacts if multiple slots are occupied.
(0007409)
Povelitel   
2018-02-12 08:58   
What if

- Artifacts which boost primary stats

- Artifacts with highest gold value (Tomes are quite expensive) + BUT if he has duplicate delete it, and add artifacts rank below.

- Monitoring for morale. If morale slow add art for it. (morale has high priority than luck). Need at least neutral moral. And i think get rid of negative morale has more priority than major artifacts;


AI is unable to wear combined artifacts if multiple slots are occupied - sorry to hear that





View Issue Details
2793 [VCMI] Other minor always 2017-09-13 15:35 2023-04-12 16:59
istokin iMac  
macOS Sierra  
normal 10.12.6  
acknowledged 0.99  
open  
none    
none  
   
Cyrillic characters are not displayed when you enter a save name and load it.
При вводе названия сохранения критические символы не отображаются но игра сохраняется. При загрузке игры отображется сохранение без названия - смотреть скриншот.
iMac (27-inch, Late 2012)
Процессор 3,2 GHz Intel Core i5
Память 16 ГБ 1600 MHz DDR3
Графика NVIDIA GeForce GTX 675MX 1024 МБ
2017-09-14_00-32-42.png (707,758) 2017-09-13 15:35
https://bugs.vcmi.eu/file_download.php?file_id=2785&type=bug
Notes
(0007465)
Povelitel   
2018-03-03 17:55   
Can confirm it
(0008335)
kambala   
2022-09-11 10:20   
in the current version it's impossible to enter non-latin characters, at least on macOS 12





View Issue Details
2550 [VCMI] AI - Adventure Map feature always 2016-10-06 09:38 2023-04-12 16:59
Povelitel  
Warmonger  
normal  
acknowledged 0.98g  
open  
none    
none  
   
AI not take empty castle and died without towns (his heroes nearly)
Why it does not consider that he could die without the city on the expiration of 7 days.

It is in this case, and this is happening.
Not take castle.7z (401,787) 2016-10-06 09:38
https://bugs.vcmi.eu/file_download.php?file_id=2590&type=bug
Notes
(0006813)
Warmonger   
2016-10-06 14:57   
It's not a bug, it's a (lack of) feature. It's been on TODO list for 3 years I think.





View Issue Details
1813 [VCMI] Mechanics - Objects major always 2014-06-28 19:53 2023-04-12 16:59
Povelitel  
 
normal  
acknowledged 0.95c  
open  
none    
none  
   
Repeated re-entering of teleporter using space bar cause freeze
If you go into a monolith and press the "space bar", and a little to hold him, the game is blocked
Notes
(0005443)
SXX   
2015-02-10 22:31   
A bit more info about that in my dupe: 0002065
(0005444)
Fay   
2015-02-10 22:38   
I checked the logs; just to have it somewhere:
I get "Tiles are not neighboring!", "Got false in applying... that request must have been fishy!" in server log and no "System message: ..." with the same message in the client when the freeze happens.
(0005446)
SXX   
2015-02-10 22:55   
(edited on: 2015-02-10 22:55)
@Fay It's likely with Monolith. Correct?

Because with subterranean gates I don't have anything useful in server logs at all except normal log like:
01:54:30.364993 DEBUG global [7ffff21c9700] - Hero Josephine visits Subterranean Gate(103:0)
01:54:30.620428 DEBUG global [7ffff21c9700] - Hero Josephine visits Subterranean Gate(103:0)
01:54:30.647011 DEBUG global [7ffff21c9700] - Hero Josephine visits Subterranean Gate(103:0)


(0005541)
Fay   
2015-02-18 18:43   
I just noticed that there is a "//TODO! possible freeze" comment with explanation in space key handling in CAdvmapInterface, so that's probably the what's happening here ( https://github.com/vcmi/vcmi/blob/develop/client/windows/CAdvmapInterface.cpp#L1096 [^] ).

On the other hand, do we really need to handle "holding space" case in adv map? We could just simply wait for key-up event instead of handling all of those requests. I don't remember any case where holding space would be useful.
(0005542)
Povelitel   
2015-02-18 18:57   
"I don't remember any case where holding space would be useful."

My English is very bad. But if I understand correctly, you are saying that the space is useless? That's not it. The space is very useful! Especially in online games. When can I become an object to see how he is well guarded, and then decide whether or not to attack. And you can attack without losing muvpointy.

By the way in the game now can not see what kind of protection in the objects ((
(0005543)
Fay   
2015-02-18 19:03   
I meant holding space so that the event is triggered multiple times. Like in this bug description. :)
(0005613)
Warmonger   
2015-03-11 12:18   
Freeze should not occur no matter what keys players press.
(0006128)
SXX   
2015-11-28 19:29   
(edited on: 2015-11-28 19:30)
This one is tricky and this problem also related to issue when arrow key buttons may cause freeze. Problem is that client may sent move request before client answer TeleportDialog and this break it.

Correct way to solve this one is to setup lock until movement is done, but it's tricky as explained in client/windows/CAdvmapInterface.cpp:1095
//TODO!!!!!!! possible freeze, when GS mutex is locked and network thread can't apply package
//this thread leaves scope and tries to lock pim while holding gs,
//network thread tries to lock gs (appluy cl) while holding pim
//this thread should first lock pim, however gs locking/unlocking is done inside cb







View Issue Details
1708 [VCMI] AI - Adventure Map major always 2014-02-10 15:22 2023-04-12 16:59
Povelitel  
Warmonger  
normal  
acknowledged 0.94e  
open  
none    
none  
   
Kills the guard of the city, but do not buy there beings. He could buy the army and quietly kill me, but he did not.
He took the city, ignored me, and then ran off to.
moment.rar (267,424) 2014-02-10 15:22
https://bugs.vcmi.eu/file_download.php?file_id=1700&type=bug
Notes
(0004463)
Warmonger   
2014-02-10 15:30   
Now AI buys troops only at the end of each turn.
(0004464)
Povelitel   
2014-02-10 15:38   
Now after loading saves very often began to occur the accident. (after end turn)
5 downloads - 4 crash.

Save game you watched?
(0006036)
Povelitel   
2015-10-25 19:47   
"AI didn't attack any heroes, should do now."
It is relevant?
(0006038)
Warmonger   
2015-10-25 19:56   
It may fix AI attacking other heroes, but not buying troops at towns.





View Issue Details
1623 [VCMI] Random Map Generator major always 2013-12-20 13:18 2023-04-12 16:59
beegee  
 
normal  
acknowledged  
open  
none    
none  
   
Random map shouldn't be re-created when restarting the map
The random map shouldn't be re-created when restarting the map. Random map and starting options remain the same, whereas random seed used for map init won't be reused.
Notes
(0006996)
SXX   
2017-03-19 14:03   
Since @dydzio change we now really need random map saving into VCMI format.
Hopefully this can be done once PR200 merged.





View Issue Details
1316 [VCMI] Mods minor always 2013-06-10 15:37 2023-04-12 16:59
Zamolxis  
 
normal  
acknowledged 0.93  
open  
none    
none  
   
Soul Eater (Necro commander) does not function as it should
1. It doesn't seem to have the Undead attribute*:
- we can cast spells like Bless on it
- it has Morale
- Undead nature also missing from creature card

*strangely though, its Animate Dead spell seems to become available for itself, once it loses some HP... but that could be because the spells is regarded as some sort of Cure

2. Once itself or one of the undeads in the army (perhaps also non-undeads > didn't test yet) has damage, the Soul Eater gets the Cast animation when hovering above that creature. However if we click to cast, nothing happens. This could be related to the Commander, or to faulty implementation of Animate Dead (allowed as soon as there is loss of HP - like Cure - but does nothing as no creature died in stack yet). Let me know if I should open a separate report for it.
Take Septienna in the map attached, pick-up the spell book next to her, and attack.
2013-06-10_SoulEaterMorale.jpg (51,614) 2013-06-10 15:37
https://bugs.vcmi.eu/file_download.php?file_id=1368&type=bug
VCMI_Tests_2013.h3m (19,414) 2013-06-10 15:46
https://bugs.vcmi.eu/file_download.php?file_id=1370&type=bug
Notes
(0003687)
Warmonger   
2013-06-10 15:42   
Please report Animate Dead issue as separate, it may be very different from this issue.
(0003690)
Zamolxis   
2013-06-10 16:24   
0001317 created for §2 then. Though it could be a combination of bugs with the spell and with the commander. We'll see how they behave once at least 1 of these two bugs is fixed.
(0005095)
AVS   
2014-11-14 01:48   
Undead attribute issue confirmed





View Issue Details
1006 [VCMI] GUI - Other trivial have not tried 2012-06-14 20:50 2023-04-12 16:59
greg3ll  
vmarkovtsev  
none  
acknowledged 0.89  
open  
none    
none  
   
Wrong alies and enemies flags
While playing green player, on save and load game screen, the flads says, that red player is ally for me, which is wrong.
scr01.jpg (95,572) 2012-06-14 20:50
https://bugs.vcmi.eu/file_download.php?file_id=969&type=bug
Screenshot - 06142012 - 05:03:58 PM.png (774,356) 2012-06-14 21:07
https://bugs.vcmi.eu/file_download.php?file_id=970&type=bug
Screenshot - 06142012 - 05:09:20 PM.png (980,244) 2012-06-14 21:11
https://bugs.vcmi.eu/file_download.php?file_id=971&type=bug
Notes
(0002687)
douggie_m   
2012-06-14 21:00   
(edited on: 2012-06-14 21:05)
Can you upload a savegame, please?

UPD: Because on my side, alliances are well working. (See screenshot.)

(0002688)
douggie_m   
2012-06-14 21:10   
Oh sorry, you are about LOAD GAME screen. Yes, sides are reversed here.
(0006402)
vmarkovtsev   
2016-02-02 17:42   
I can reproduce this with the latest git on "monoliths" save from the issue about obelisks.
(0006403)
vmarkovtsev   
2016-02-03 07:14   
I found out why it happens. If user selects a non-default player color, map info shows the wrong color (the default).





View Issue Details
2909 [VCMI] Launcher text have not tried 2018-03-07 05:01 2023-04-12 16:57
zorion debian  
Ivan linux  
low 9  
resolved 0.99  
fixed  
none    
none  
   
runing vcmiclient. and console output red error
const TerrainTile* CGameInfoCallback::getTile(int3, bool) const: (12 62 0) is not visible!
std::vector<const CGObjectInstance*> CGameInfoCallback::getVisitableObjs(int3, bool) const: (12 62 0) is not visible!
const TerrainTile* CGameInfoCallback::getTile(int3, bool) const: (12 62 0) is not visible!
std::vector<const CGObjectInstance*> CGameInfoCallback::getVisitableObjs(int3, bool) const: (12 62 0) is not visible!
const TerrainTile* CGameInfoCallback::getTile(int3, bool) const: (12 62 0) is not visible!
std::vector<const CGObjectInstance*> CGameInfoCallback::getVisitableObjs(int3, bool) const: (12 62 0) is not visible!
const TerrainTile* CGameInfoCallback::getTile(int3, bool) const: (12 62 0) is not visible!
std::vector<const CGObjectInstance*> CGameInfoCallback::getVisitableObjs(int3, bool) const: (12 62 0) is not visible!
Clear way should be used with visible tiles!



Cannot get object with id 871. Object is not visible.
const TerrainTile* CGameInfoCallback::getTile(int3, bool) const: (15 12 0) is not visible!
std::vector<const CGObjectInstance*> CGameInfoCallback::getVisitableObjs(int3, bool) const: (15 12 0) is not visible!
Notes
(0008554)
krs   
2023-04-12 16:41   
Latest development not even warning messages.

Can be closed. Reopen on individual cases if needed.





View Issue Details
1304 [VCMI] GUI - Other text random 2013-06-06 12:49 2023-04-12 16:57
lonelywolf windows  
Ivan 7  
low premium  
resolved 0.93  
fixed  
none    
none  
   
should not be on list error
failed to find files.
shipwreck survivor should'nt be on list
flotsam at 17 19 1 shouldnt be on list!
the still works but it says some files are missing. campagain movies can not be found
error.png (924,860) 2013-06-06 12:49
https://bugs.vcmi.eu/file_download.php?file_id=1351&type=bug
VCMI_Client_log.txt (2,924,684) 2013-06-06 18:59
https://bugs.vcmi.eu/file_download.php?file_id=1352&type=bug
error2.png (886,215) 2013-09-14 22:49
https://bugs.vcmi.eu/file_download.php?file_id=1495&type=bug
Notes
(0008553)
krs   
2023-04-12 16:40   
Latest development not even warning messages.

Can be closed. Reopen on individual cases if needed. This is 2013!





View Issue Details
3136 [VCMI] Mods crash always 2020-07-21 08:26 2023-04-12 16:56
N0th1ng PC  
Ivan Windows  
normal 10  
resolved 0.99  
fixed  
none    
none  
   
Game crashes when level up
Everytime I level up by choose exp in treasure box event, interact with learning, or defeat enemy, the game crashes before the level up window shows up.
-) Interact with learning stone
-) Choose Exp in treasure box event
-) Defeat enemy

While almost level up.
Load save doesn't solve the bug either, the game still crashes after that.
VCMI_Client_log.txt (15,266,324) 2020-07-21 08:26
https://bugs.vcmi.eu/file_download.php?file_id=3091&type=bug
journey.vcgm1 (10,073,344) 2020-07-21 09:05
https://bugs.vcmi.eu/file_download.php?file_id=3092&type=bug
journey.vsgm1 (10,069,020) 2020-07-21 09:08
https://bugs.vcmi.eu/file_download.php?file_id=3093&type=bug
Notes
(0007914)
misiokles   
2020-07-21 08:43   
Could you upload save files (both) and mod list?
(0007915)
N0th1ng   
2020-07-21 09:13   
(edited on: 2020-07-21 09:15)
Sure thing, mod list:
-) New old spells (Spells)
-) Horde (Town)
-) Abyss (Town)
-) Cetatea (Town)
-) Greenhouse (Town)
-) Refugee (Town)
-) Christmas (Town)
-) Foundry (Town)
-) H4 Artifacts - commanders
-) Mod design team mods (Forge town and neutral creatures)
-) Amethyst (Town)
-) Cathedral (Town)
-) Warlock (Town)
-) Plane of earth (Town)
-) Necropol (Town)
-) Forgotten tales (Town)
-) Grove trith edition (Town)
-) Preserve (Town)
-) Asylum (Town)
-) Ciberium (Town)
-) Abode (Town)
-) H4 Artifacts - regular
-) highlands (Town)
-) Witchking artifacts
-) Pavilion (Town)
-) Haven (Town)
-) Courtyard (Town)
-) Dark elemental
-) Farriery (Town)
-) Death valley (Town)

(0007916)
misiokles   
2020-07-21 09:55   
Do you have all those mods enabled at once? If yes - it's probably not VCMI fault itself but incompatibilities between some mods. Some mods have bugs, some mods are not finished. It's safer to enable two-three mods, play a while and the enable another mod and so on.

btw - Foundry and Farriery town are the same towns, only name was changed.
(0007917)
N0th1ng   
2020-07-21 10:10   
(edited on: 2020-07-21 10:10)
Yes, looks like I have to test which mod is unstable. Also, Foundry is actually alternate version of Ciberium. Forge and farriery is the same towns, hopefully that's the problem. Thanks and cheers mate!

(0007918)
N0th1ng   
2020-07-21 15:14   
So, after troubleshooting each town mods involving interact with lots of treasure boxes for exp, this is the result:
-) Horde (Town) YES
-) Abyss (Town) YES
-) Cetatea (Town) YES
-) Greenhouse (Town) YES
-) Refugee (Town) YES
-) Christmas (Town) YES
-) Foundry (Town) YES
-) Amethyst (Town)
-) Cathedral (Town)YES
-) Warlock (Town) YES
-) Plane of earth (Town) YES
-) Necropol (Town) YES
-) Forgotten tales (Town) YES
-) Grove trith edition (Town) YES
-) Preserve (Town) YES
-) Asylum (Town) YES
-) Ciberium (Town) YES
-) Abode (Town) YES
-) highlands (Town) YES
-) Pavilion (Town) YES
-) Haven (Town) NO
-) Courtyard (Town) YES
-) Farriery (Town) YES
-) Death valley (Town) YES

Shame Haven is the source of the problem, it has interesting units. Well, problem solved! Thanks for the help!
(0007919)
misiokles   
2020-07-21 17:08   
Strange, indeed. Because Haven works fine for me. But I don't have enabled many mods (for example Plane of earth, Abode or Necropol).
(0007920)
N0th1ng   
2020-07-22 08:53   
(edited on: 2020-07-22 12:24)
Well, at one point, I had troubleshooting Haven town by disable all mods except Haven mod, but the result is still same, still crashes.

(0008120)
Povelitel   
2022-03-16 12:31   
Does the game work well without mods?
(0008551)
krs   
2023-04-12 16:37   
Yes it does work :)
Cannot confirm with Haven installed either

Can be closed.





View Issue Details
2457 [VCMI] GUI - Hero screen / Exchange window minor always 2016-08-12 20:20 2023-04-12 16:55
misiokles  
Ivan  
low  
resolved 0.98g  
fixed  
none    
none  
   
Defeat/Victory window can't be closed by ENTER after auto-combat
Defeat/Victory window can't be closed by pressing ENTER after auto-combat. After normal battle everything is ok.
1. Lauch game.
2. Initiate battle.
3. Press auto-combat to allow computer to finish battle.
4. After battle - battle window appears.
5. You can click (V) by mouse to close window - it's ok
6. But you can press ENTER to close window - but instead of close, Hero window is shown, so you must click by mouse twice (V) to resolve game.
Notes
(0008549)
krs   
2023-04-12 16:13   
Works as intended. With and without autocombat.

Can be closed.





View Issue Details
3168 [VCMI] GUI - Hero screen / Exchange window minor always 2021-02-13 07:56 2023-04-12 16:55
rybiej PC  
Ivan Windows  
low 10  
resolved 0.99  
fixed  
none    
none  
   
pressing "Enter" does not close the battle summary. It opens the hero screen instead.
When you end a battle and see all the casualities, press "Enter" and your hero screen will pop up.
When you end a battle and see all the casualities, press "Enter" and your hero screen will pop up.
Notes
(0008548)
krs   
2023-04-12 16:12   
Works as expected. Maybe sticky enter on users side, since second enter press will bring up hero screen.

Can be closed





View Issue Details
501 [VCMI] Mechanics - Battles minor always 2010-06-10 08:28 2023-04-12 09:06
Boulie  
SXX  
normal  
resolved 0.81  
fixed  
none    
none  
   
Morale in battle is same like "Neutral Morale Info" in hero screen, not depend on number of alignments
see screenshot.
PS>
It would be nice to have morale info in creature card-better to test it.
morale.jpg (770,877) 2010-06-10 08:28
https://bugs.vcmi.eu/file_download.php?file_id=416&type=bug
morale info in creatures card.jpg (130,455) 2010-06-10 08:29
https://bugs.vcmi.eu/file_download.php?file_id=417&type=bug
_test_SoD_map_by Boulie.h3m (7,142) 2010-06-10 08:32
https://bugs.vcmi.eu/file_download.php?file_id=418&type=bug
Notes
(0000950)
Boulie   
2010-06-10 08:30   
Also added test map, maybe it helps to test my reports
(0003533)
Warmonger   
2013-04-27 08:14   
At the moment hero morale, stack morale and morale in battle are all the same and include bonus from alignments. Is that ok?





View Issue Details
2739 [VCMI] Mods text always 2017-07-21 18:59 2023-04-11 20:34
Anubis PC x32  
Ivan Windows  
normal 7  
resolved 0.99  
fixed  
none    
none  
   
MDF Forge - while visiting outer Forge creature dwellings, the name of the dwelling will be missing in the message.
It happens whenever you visit an outer Forge creature dwelling, easily noticed by entering a Lvl 1 dwelling to buy Guards. The name of the dwelling is missing and replaced by unknown symbols.
Notes
(0007159)
misiokles   
2017-07-21 19:59   
Yes, it's missing vcmi feature and it happens every dwelling in every mode
(0008536)
Ivan   
2023-04-11 20:34   
Fixed in 1.2





View Issue Details
1772 [VCMI] GUI - Adventure Map major always 2014-04-06 10:41 2023-04-11 20:30
beegee  
Ivan  
normal  
resolved  
fixed  
none    
none  
   
SIGABRT when ending game from adventure map
SIGABRT occures when ending the game from the adventure map.

Thread 15 (Thread 0x7f5c6328d700 (LWP 8206)):
#0 0x00000034af035c39 in raise () from /lib64/libc.so.6
No symbol table info available.
#1 0x00000034af037348 in abort () from /lib64/libc.so.6
No symbol table info available.
0000002 0x00000034af02eb96 in __assert_fail_base () from /lib64/libc.so.6
No symbol table info available.
0000003 0x00000034af02ec42 in __assert_fail () from /lib64/libc.so.6
No symbol table info available.
0000004 0x0000000000b5bc68 in boost::mutex::~mutex (this=0x15e9d80 <eventsM>) at /usr/include/boost/thread/pthread/mutex.hpp:108
No locals.
0000005 0x0000000000b5bb15 in boost::mutex::~mutex (this=0x15e9d80 <eventsM>) at /usr/include/boost/thread/pthread/mutex.hpp:107
No locals.
0000006 0x00000034af0394c9 in __run_exit_handlers () from /lib64/libc.so.6
No symbol table info available.
0000007 0x00000034af039515 in exit () from /lib64/libc.so.6
No symbol table info available.
0000008 0x0000000000eda3d9 in operator() (this=0x7f5c4c6b3938) at /home/bge/VCMI/trunk/src/client/CMT.cpp:988
No locals.
0000009 0x0000000000eda5dd in boost::detail::function::void_function_obj_invoker0<handleQuit()::$_2, void>::invoke(boost::detail::function::function_buffer&) (function_obj_ptr=...) at /usr/include/boost/function/function_template.hpp:153
        f = 0x7f5c4c6b3938
0000010 0x0000000000ba5cbb in boost::function0<void>::operator() (this=0x7f5c4c6b3930) at /usr/include/boost/function/function_template.hpp:766
No locals.
0000011 0x0000000000ba22ed in CFunctionList<void ()>::operator()() const (this=0x2a06550) at /home/bge/VCMI/trunk/src/client/battle/../../lib/FunctionList.h:61
        i = 1
        funcs2 = std::vector of length 2, capacity 2 = {{<boost::function0<void>> = {<boost::function_base> = {vtable = 0x10f8a89 <void boost::function0<void>::assign_to<boost::_bi::bind_t<void, boost::_mfi::mf0<void, CInfoWindow>, boost::_bi::list1<boost::_bi::value<CInfoWindow*> > > >(boost::_bi::bind_t<void, boost::_mfi::mf0<void, CInfoWindow>, boost::_bi::list1<boost::_bi::value<CInfoWindow*> > >)::stored_vtable+1>, functor = {obj_ptr = 0x81, type = {type = 0x81, const_qualified = false, volatile_qualified = false}, func_ptr = 0x81, bound_memfunc_ptr = {memfunc_ptr = <error reading variable>, obj_ref = {obj_ptr = 0x81, is_const_qualified = false, is_volatile_qualified = false}, data = -127 '\201'}}, static args = 0, static arity = 0}, <No data fields>}, {<boost::function0<void>> = {<boost::function_base> = {vtable = 0x10ed521 <void boost::function0<void>::assign_to<handleQuit()::$_2>(handleQuit()::$_2)::stored_vtable+1>, functor = {obj_ptr = 0x2706ca8, type = {type = 0x2706ca8, const_qualified = 104, volatile_qualified = 72}, func_ptr = 0x2706ca8, bound_memfunc_ptr = {memfunc_ptr = <error reading variable>, obj_ref = {obj_ptr = 0x2706ca8, is_const_qualified = 104, is_volatile_qualified = 72}, data = -88 '\250'}}, static args = 0, static arity = 0}, <No data fields>}}
0000012 0x0000000000bba7f0 in CAdventureMapButton::onButtonClicked (this=0x2a064a0) at /home/bge/VCMI/trunk/src/client/gui/CIntObjectClasses.cpp:325
        parent = 0x0
        prefix =
0000013 0x0000000000bba9c3 in CAdventureMapButton::clickLeft (this=0x2a064a0, down=..., previousState=true) at /home/bge/VCMI/trunk/src/client/gui/CIntObjectClasses.cpp:350
No locals.
0000014 0x0000000000bbaa07 in virtual thunk to CAdventureMapButton::clickLeft(boost::logic::tribool, bool) (this=0x2a06570, down=..., previousState=true) at /home/bge/VCMI/trunk/src/client/gui/CIntObjectClasses.cpp:350
No locals.
0000015 0x0000000000bad7f6 in CGuiHandler::handleEvent (this=0x15e9c30 <GH>, sEvent=0x7f5c6328cab0) at /home/bge/VCMI/trunk/src/client/gui/CGuiHandler.cpp:287
        i =
        hlp = std::list = {[0] = 0x2a17940, [1] = 0x2a06570}
        prev = true
0000016 0x0000000000bac70e in CGuiHandler::handleEvents (this=0x15e9c30 <GH>) at /home/bge/VCMI/trunk/src/client/gui/CGuiHandler.cpp:180
        ev = {type = 6 '\006', active = {type = 6 '\006', gain = 0 '\000', state = 1 '\001'}, key = {type = 6 '\006', which = 0 '\000', state = 1 '\001', keysym = {scancode = 236 '\354', sym = SDLK_UNKNOWN, mod = KMOD_NONE, unicode = 0}}, motion = {type = 6 '\006', which = 0 '\000', state = 1 '\001', x = 492, y = 407, xrel = 0, yrel = 0}, button = {type = 6 '\006', which = 0 '\000', button = 1 '\001', state = 0 '\000', x = 492, y = 407}, jaxis = {type = 6 '\006', which = 0 '\000', axis = 1 '\001', value = 492}, jball = {type = 6 '\006', which = 0 '\000', ball = 1 '\001', xrel = 492, yrel = 407}, jhat = {type = 6 '\006', which = 0 '\000', hat = 1 '\001', value = 0 '\000'}, jbutton = {type = 6 '\006', which = 0 '\000', button = 1 '\001', state = 0 '\000'}, resize = {type = 6 '\006', w = 26673644, h = 0}, expose = {type = 6 '\006'}, quit = {type = 6 '\006'}, user = {type = 6 '\006', code = 26673644, data1 = 0x0, data2 = 0x0}, syswm = {type = 6 '\006', msg = 0x0}}
        lock = {m = 0x15e9d80 <eventsM>, is_locked = true}
0000017 0x0000000000e8f00f in CPlayerInterface::update (this=0x7f5c3ceeb6f8) at /home/bge/VCMI/trunk/src/client/CPlayerInterface.cpp:1644
        acquiredTheLockOnPim = true
        un = {m = 0x271da80, is_locked = true}
        gsLock = {m = 0x7f5c3c01ae80, is_locked = true}
0000018 0x0000000000e8f29c in non-virtual thunk to CPlayerInterface::update() (this=0x7f5c3ceeb718) at /home/bge/VCMI/trunk/src/client/CPlayerInterface.cpp:1658
No locals.
0000019 0x0000000000bae37d in CGuiHandler::run (this=0x15e9c30 <GH>) at /home/bge/VCMI/trunk/src/client/gui/CGuiHandler.cpp:388
        e = @0x3: <error reading variable>
0000020 0x0000000000ee1ed2 in boost::_mfi::mf0<void, CGuiHandler>::operator() (this=0x2a34478, p=0x15e9c30 <GH>) at /usr/include/boost/bind/mem_fn_template.hpp:49
No locals.
0000021 0x0000000000ee1e35 in boost::_bi::list1<boost::_bi::value<CGuiHandler*> >::operator()<boost::_mfi::mf0<void, CGuiHandler>, boost::_bi::list0> (this=0x2a34488, f=..., a=...) at /usr/include/boost/bind/bind.hpp:253
No locals.
0000022 0x0000000000ee1dcf in boost::_bi::bind_t<void, boost::_mfi::mf0<void, CGuiHandler>, boost::_bi::list1<boost::_bi::value<CGuiHandler*> > >::operator() (this=0x2a34478) at /usr/include/boost/bind/bind_template.hpp:20
        a = {<No data fields>}
0000023 0x0000000000ee1d7c in boost::detail::thread_data<boost::_bi::bind_t<void, boost::_mfi::mf0<void, CGuiHandler>, boost::_bi::list1<boost::_bi::value<CGuiHandler*> > > >::run (this=0x2a342c0) at /usr/include/boost/thread/detail/thread.hpp:117
No locals.
0000024 0x00000034da20c2aa in thread_proxy () from /lib64/libboost_thread.so.1.54.0
No symbol table info available.
0000025 0x00000034af807f33 in start_thread () from /lib64/libpthread.so.0
No symbol table info available.
0000026 0x00000034af0f4ded in clone () from /lib64/libc.so.6
No symbol table info available.

Thread 1 (Thread 0x7f5c644ba880 (LWP 8184)):
#0 0x00000034af80e59d in __lll_lock_wait () from /lib64/libpthread.so.0
No symbol table info available.
#1 0x00000034af80a179 in _L_lock_814 () from /lib64/libpthread.so.0
No symbol table info available.
0000002 0x00000034af80a048 in pthread_mutex_lock () from /lib64/libpthread.so.0
No symbol table info available.
0000003 0x0000000000b17ddd in pthread_mutex_lock (m=0x15e9d80 <eventsM>) at /usr/include/boost/thread/pthread/mutex.hpp:61
        ret = 0
0000004 boost::mutex::lock (this=0x15e9d80 <eventsM>) at /usr/include/boost/thread/pthread/mutex.hpp:113
        res = 0
0000005 0x0000000000b17c74 in boost::unique_lock<boost::mutex>::lock (this=0x7fff64e868b0) at /usr/include/boost/thread/lock_types.hpp:346
No locals.
0000006 0x0000000000b24e47 in boost::unique_lock<boost::mutex>::unique_lock (this=0x7fff64e868b0, m_=...) at /usr/include/boost/thread/lock_types.hpp:124
No locals.
0000007 0x0000000000b092fd in boost::unique_lock<boost::mutex>::unique_lock (this=0x7fff64e868b0, m_=...) at /usr/include/boost/thread/lock_types.hpp:125
No locals.
0000008 0x0000000000ed9a15 in listenForEvents () at /home/bge/VCMI/trunk/src/client/CMT.cpp:920
        lock = {m = 0x15e9d80 <eventsM>, is_locked = false}
        ev = {type = 4 '\004', active = {type = 4 '\004', gain = 0 '\000', state = 0 '\000'}, key = {type = 4 '\004', which = 0 '\000', state = 0 '\000', keysym = {scancode = 235 '\353', sym = 65535, mod = KMOD_NONE, unicode = 0}}, motion = {type = 4 '\004', which = 0 '\000', state = 0 '\000', x = 491, y = 407, xrel = -1, yrel = 0}, button = {type = 4 '\004', which = 0 '\000', button = 0 '\000', state = 0 '\000', x = 491, y = 407}, jaxis = {type = 4 '\004', which = 0 '\000', axis = 0 '\000', value = 491}, jball = {type = 4 '\004', which = 0 '\000', ball = 0 '\000', xrel = 491, yrel = 407}, jhat = {type = 4 '\004', which = 0 '\000', hat = 0 '\000', value = 0 '\000'}, jbutton = {type = 4 '\004', which = 0 '\000', button = 0 '\000', state = 0 '\000'}, resize = {type = 4 '\004', w = 26673643, h = 65535}, expose = {type = 4 '\004'}, quit = {type = 4 '\004'}, user = {type = 4 '\004', code = 26673643, data1 = 0xffff, data2 = 0x0}, syswm = {type = 4 '\004', msg = 0xffff}}
        ret = 1
        resChanged = {parent = @0x15e8280, path = std::vector of length 2, capacity 2 = {, }, callback = {<std::_Maybe_unary_or_binary_function<void, JsonNode const&>> = {<std::unary_function<JsonNode const&, void>> = {<No data fields>}, <No data fields>}, <std::_Function_base> = {static _M_max_size = 16, static _M_max_align = 8, _M_functor = {_M_unused = {_M_object = 0x2a5b620, _M_const_object = 0x2a5b620, _M_function_pointer = 0x2a5b620, _M_member_pointer = <error reading variable>, _M_pod_data = " \266\245\002\000\000\000\000v\264\355\000\000\000\000"}, _M_manager = 0xedb580 <std::_Function_base::_Base_manager<listenForEvents()::$_3>::_M_manager(std::_Any_data&, std::_Any_data const&, std::_Manager_operation)>}, _M_invoker = 0xedb540 <std::_Function_handler<void (JsonNode const&), listenForEvents()::$_3>::_M_invoke(std::_Any_data const&, JsonNode const&)>}}
0000009 0x0000000000ed4f0f in main (argc=1, argv=0x7fff64e87828) at /home/bge/VCMI/trunk/src/client/CMT.cpp:413
        opts = {static m_default_line_length = 80, m_caption = , m_line_length = 80, m_min_description_length = 40, m_options = std::vector of length 11, capacity 16 = {{px = 0x272d420, pn = {pi_ = 0x272d560}}, {px = 0x272d5e0, pn = {pi_ = 0x272d6f0}}, {px = 0x272d780, pn = {pi_ = 0x272d8a0}}, {px = 0x272d980, pn = {pi_ = 0x272da30}}, {px = 0x272da70, pn = {pi_ = 0x272db30}}, {px = 0x272dc00, pn = {pi_ = 0x272dc60}}, {px = 0x272dcf0, pn = {pi_ = 0x272de00}}, {px = 0x272de40, pn = {pi_ = 0x272df30}}, {px = 0x272df70, pn = {pi_ = 0x272e040}}, {px = 0x272db70, pn = {pi_ = 0x272e1e0}}, {px = 0x272e220, pn = {pi_ = 0x272e380}}}, belong_to_group = , groups = std::vector of length 0, capacity 0}
        total = {start = 44124, last = 737252, mem = 0}
        pomtime = {start = 44124, last = 226112, mem = 0}
        logPath =
        logConfig = {filePath = , console = 0x272e540, appendToLogFile = true}
        testFile = {<No data fields>}
        video = @0x299d738: {type = JsonNode::DATA_STRUCT, data = {Bool = 96, Float = 2.1559333103740639e-316, String = 0x299d760, Vector = 0x299d760, Struct = 0x299d760}, meta = }
        res = @0x299d7c8: {type = JsonNode::DATA_STRUCT, data = {Bool = 240, Float = 2.155940424919364e-316, String = 0x299d7f0, Vector = 0x299d7f0, Struct = 0x299d7f0}, meta = }
        loading = {thread_info = {px = 0x0, pn = {pi_ = 0x0}}}
Python Exception <class 'gdb.error'> No type named std::basic_string<char>::_Rep.:
Python Exception <type 'exceptions.ValueError'> Cannot find type std::_List_iterator<CIntObject*>::_Node:
Python Exception <class 'gdb.error'> No type named std::basic_string<char>::_Rep.:
Python Exception <class 'gdb.error'> No type named std::basic_string<char>::_Rep.:
Python Exception <class 'gdb.error'> No type named std::basic_string<char>::_Rep.:
Python Exception <class 'gdb.error'> Argument to arithmetic operation not a number or boolean.:
Python Exception <class 'gdb.error'> No type named std::basic_string<char>::_Rep.:
Python Exception <class 'gdb.error'> No type named std::basic_string<char>::_Rep.:
Python Exception <class 'gdb.error'> No type named std::basic_string<char>::_Rep.:
Python Exception <class 'gdb.error'> No type named std::basic_string<char>::_Rep.:
Notes
(0008535)
Ivan   
2023-04-11 20:30   
Fixed in 1.2





View Issue Details
1307 [VCMI] GUI - Town screen trivial always 2013-06-08 08:05 2023-04-11 20:23
Zamolxis  
Ivan  
normal  
resolved 0.93  
fixed  
none    
none  
   
Shipyard + ship graphics are partly missing at Castle
As per screenshot:
- from Shipyard, we see only the extreme right edge at the shore
- from the ship, we only see the mast but not the body of the ship

Use vcmiarmenelos cheat or build shipyard in Castle town from the map attached to 0001063.
I vaguely remember we had this long ago (0.7x), then it was fixed. I found it working in 0.88, but then broken again since 0.9, so it must have happened sometime between those releases.
2013-06-08_Ship(yard)093.jpg (5,067) 2013-06-08 08:05
https://bugs.vcmi.eu/file_download.php?file_id=1357&type=bug
2013-06-08_Ship(yard)H3.jpg (6,522) 2013-06-08 08:06
https://bugs.vcmi.eu/file_download.php?file_id=1358&type=bug
Notes
(0008533)
Ivan   
2023-04-11 20:23   
Already fixed





View Issue Details
949 [VCMI] GUI - Battles feature N/A 2012-05-04 10:49 2023-04-11 11:53
ench0  
Ivan  
normal  
resolved  
fixed  
none    
none  
   
Add projected attack outcome hintbox when mouse is over enemy unit stack
In the new King's Bounty (KB - The lgened and KB - Armored Princess) games there is a very neat in-battle feature, which I think would be great to have in VCMI.

In a battle, when you place the mouse over an enemy unit it it pops hintbox over the enemy unit which displays a projected attack outcome, i.e. shows a message which reads kind of like: "damage - 370 HP, kills - 24 units", meaning that an attack (with your currently selected unit) against this enemy unit stack will result in 370 health points of damage against this enemy stack and would kill 24 units from the stack.

This makes it easy for the player to estimate which enemy stack would incur the most damage from their current unit.

Even though simply trying to incur the most damage with each of your units is not always the most beneficial strategy, there are many battles when this indeed WOULD BE the most beneficial one. In any case this feature would give the player more info and more predictability when planning their moves and would remove some unnecessary element of randomness and "guestimation" from the battles.

Will see if I still have KB installed and will try to add a screenshot here to illustrate this feature.
kb-projected-attack-result-256.bmp (239,158) 2012-05-07 17:06
https://bugs.vcmi.eu/file_download.php?file_id=922&type=bug
show-kills-on-hover-over-enemy-stack.patch (44,710) 2012-06-15 14:33
https://bugs.vcmi.eu/file_download.php?file_id=972&type=bug
BatEstBG.bmp (15,182) 2012-06-19 15:22
https://bugs.vcmi.eu/file_download.php?file_id=990&type=bug
Notes
(0002402)
majaczek   
2012-05-04 13:55   
Yeah please include it. It's already done in Yona mod for ERA (but with a bit another syntax).
(0002408)
ench0   
2012-05-07 17:06   
Explanation of added screenshot.
- The currently active unit are my Beholders. This is indicated by the greenish runic-like aura the movement shadow underneath them.
- My mouse pointer is over the enemy Skeleton Archers (the ugly mouse pointer is just for illustration purposes, coz I cant capture the mouse in the screenshots).
- The Beholders are a shooting unit, meaning they can deal damage to the enemy unit currently under the mouse pointer, and so a hint box pops up. My Beholders would deal between 138 and 259 dmg to the skeletons killing between 17 and 32 of them.
(0002692)
ench0   
2012-06-15 14:35   
(edited on: 2012-06-15 14:43)
I have a first cut of this feature (see the patch file show-kills-on-hover-over-enemy-stack.patch, based on revision 2753).

It is usable and helpful, but is still pretty raw so maybe someone more experienced could take a look and polish it up a bit?

To enable this feature both "View Cursor Shadow" and "View Movement Shadow" must be enabled in the battle settings.

The GOOD:
- What I tested works, i.e. it does the job of providing the player with helpful info of how many enemy creatures would be killed by the player's active stack should they attack this enemy stack. When hovering the mouse over an enemy stack you will see a message "Kills Y to Z" displayed to the right of the enemy stack.

The BAD:
- The implementation is probably conceptually incorrect, because at present it is just some logic in CBattleInterface, whereas the proper approach would probably be to put it into some more appropriate class (BattleInfoCallback?) as a method.
- It uses a CLabel object to display the info. Kinda ugly...
- The message is displayed to the right of the (main) hex of the enemy stack which results in the following problems: a) part the message may go out of the screen, particularly in the beginning of the battle when all enemy creatures are at the far right of the screen; and b) the message is displayed over rear hex of a "big" creature, e.g. a dragon.
- Need to change the message to say "Kills N" when the projected enemy death toll is not a range of two diff numbers but just one number.

What was tested:
I tested with my hero attacking some creatures on the map. None of the more "fancy" battle types have been tested, like: creature banks, hero-vs-hero battles, siege battles, etc.

- - -

... that's about all that comes to mind atm.. Like I said it is kinda raw :) But at the very least it provides some framework and entry points to insert the appropriate calls of a possible better future implementation...

(0002693)
Ivan   
2012-06-15 14:44   
2 out of 3 issues can be solved by moving text to status bar. H3 interface does not have any hover messages at all - everything should go to the status bar.
(0002746)
ench0   
2012-06-18 16:14   
well... it is true that there's no hover windows in the original H3. But we do have the creature info windows which appear when you right-click a creature... So if we want to do it without any hovering messages we could use those, maybe? They are not exactly "on-hover" windows, in that you need to R-click a stack first, but they are the closest thing we got...

I think I don't like the status bar because it is a very old (conceptually old - even at time of original game creation!) UI solution. And definitely not the best one for this particular problem. Your eyes are already at the enemy creature stack and now you gotta look all the way down and find the info in the status bar and link it to the image of the creature on the battleground... To me a small hovering window which appears when you point your mouse to the creature are a much better, more natural approach... Even the R-Click info windows are better than the status bar...

I don't know where you (Ivan) or Tow or any of the other project-"fathers" want to draw the line between "improving H3" and "destroying the H3 look and feel" but IMHO this would be an improvement and I am sure there is a way to implement it without destroying the H3 look and feel... My suggestion would be a very small hovering window with the typical H3 decorations, or if that is deemed not acceptable - then we could put the message into the R-click creature info window..?
(0002752)
Ivan   
2012-06-18 18:09   
R-click is not a good idea IMO. Unlike hover texts it is not subtle - user
1) needs to know about this feature
2) r-click every time he want to find this info.

More logical place for this will be those "help windows" which you can enable in settings (not implemented in VCMI right now).

I agree that status bars are ancient but in case of H3 it also a _consistent_ way to provide information to player - I definitely got habit to look on status bar while playing H3.
In any case replacing status bar with hover text should not be done on per-case scenario but for a whole game.

>> a very small hovering window with the typical H3 decorations
Unfortunately windows decorations in H3 are quite heavy - you'll end up with either unreadable text or quite large 100x250px window.
You'll have to draw or generate in run-time something more light-weight.
(0002753)
douggie_m   
2012-06-18 18:35   
(edited on: 2012-06-18 18:38)
Maybe enough "new features from another games"? Maybe just fix existing bugs, go to 1.0, and then try to add all the features from King's Bounty 2012 for Windows, World of Warcraft, and so?

UPD: It's up to devs, anyway. I just told my opinion. Sorry.

(0002756)
ench0   
2012-06-19 15:22   
(edited on: 2012-06-19 15:24)
>> You'll have to draw or generate in run-time something more light-weight.

Yes I was also thinking along these lines, i.e. take only the border decorations and draw a window using those. I am attaching a bitmap with a sample window so its clear what I mean. This one is 164x86... is this considered large, I dunno..? It could probably be shrunk some more without it looking ugly (I am not a graphics artist, I just drew this for illustration purposes)

(0002757)
Ivan   
2012-06-19 16:47   
>> Maybe enough "new features from another games"?

You have a point. But ench0 is not a dev so no harm done I suppose.


>> I am attaching a bitmap with a sample window so its clear what I mean.

I was more thinking about something similar to KB: filled with black rectangle with 1px yellow border.
On your image area where you can't place text is still pretty big - ~20px on each side. This is mostly due to that large ornament in corners.

Check for hover texts in any program\game\etc. - they are always as minimal as possible.
(0008532)
Ivan   
2023-04-11 11:53   
Kill count estimate is implemented in 1.2





View Issue Details
1315 [VCMI] GUI - Adventure Map feature N/A 2013-06-10 14:33 2023-04-11 11:52
nicoly  
Ivan  
low  
resolved  
fixed  
none    
none  
   
Suggestion to make information windows non-modal
I suggest if appliable to make information windows appearing while map roaming that contain single OK button to be self disappearing, appearing just for several seconds and not preventing farther map investigation.
Notes
(0003686)
Warmonger   
2013-06-10 14:39   
This may interest you:
If you launch the game with -autoSkip option enabled, all pop-up windows will automaticaly close. It also automatically finishes each player turn, however - for AI testing purpose.
(0003689)
nicoly   
2013-06-10 16:12   
Thank you. But w/ this it is impossible to play: it keeps skipping my turn all the time.

What i suggest is not a testing mode, but for more comfortable playing by reducing needless attention, manual opperations. Windows could disappear slowly like dimming and thus infroming player w/o interupption.
(0003694)
Ivan   
2013-06-10 19:20   
Perhaps use bottom-right corner window to display this kind of things? H3 does not have non-modal dialogs in UI.
(0003700)
nicoly   
2013-06-11 07:30   
(edited on: 2013-06-11 07:33)
Yes! That's even better what i have suggested! Great, thank you, Ivan!
Thus the info can be put to the corner and the windows gone away.

(0008531)
Ivan   
2023-04-11 11:52   
Implemented as an option in 1.2





View Issue Details
1802 [VCMI] GUI - Hero screen / Exchange window minor always 2014-06-13 21:05 2023-04-11 11:47
KroArtem x86_64  
Ivan Ubuntu  
normal 14.04  
resolved 0.95b  
fixed  
none    
none  
   
Window showing spells shared between heroes is not resizable
When one of the heroes has skill "Literacy", it can share skills with another hero. When they meet each other, a new window showing what spells are shared is displayed. It's not resizable, see screehshot.
vcmi4.png (756,904) 2014-06-13 21:05
https://bugs.vcmi.eu/file_download.php?file_id=1827&type=bug
Notes
(0008530)
Ivan   
2023-04-11 11:47   
Fixed in 1.2





View Issue Details
2477 [VCMI] GUI - Other major unable to reproduce 2016-09-14 22:02 2023-04-11 11:37
SXX  
Ivan  
normal  
resolved 0.98g  
fixed  
none    
none  
   
Freeze on town select when on Castle screen possible due to race condition in CMusicHandler
Not long ago I tested VCMI with helgrind and one of problems was race condition in audio code (traces attached).

Today I actually got freeze that end up related to this (didn't saved backtrace, sorry). When I rapidly switched towns while in CCastleInterface freeze occur on one of clicks on townlist.
Notes
(0008528)
Ivan   
2023-04-11 11:37   
Fixed in 1.1.1





View Issue Details
1123 [VCMI] GUI - Hero screen / Exchange window trivial always 2012-09-30 20:34 2023-04-11 11:34
Zamolxis  
Ivan  
normal  
resolved 0.89  
fixed  
none    
none  
   
Primary Skill values don't get immediately updated in Hero Exchange window when a skill-altering artifact is moved
Can be reproduced on any map, but you can for example take Sir Mullich in the map from 0001063 and have him meet Inteus to the North-East. In the exchange window, just move Power of the Dragon Father from Inteus' backpack to his chest. The Primary Skill number values will remain unchanged, as long as we don't close the Exchange window.
2012-09-30_PrimarySkillsNotUpdated.jpg (157,837) 2012-09-30 20:34
https://bugs.vcmi.eu/file_download.php?file_id=1123&type=bug
Notes
(0005175)
SXX   
2014-11-26 04:07   
Confirmed for 0.97
(0008526)
Ivan   
2023-04-11 11:34   
Fixed in 1.2





View Issue Details
2649 [VCMI] GUI - Hero screen / Exchange window minor always 2017-02-27 21:07 2023-04-11 11:34
ihor Linux  
Ivan Ubuntu  
normal 16.04  
resolved 0.99  
fixed  
none    
none  
   
Primary skills stats do not update immediately when putting on/off artifacts
Primary skills stats do not update immediately when putting on/off artifacts.
Similarly when moving an artifact from one hero to another hero in exchange window. the stats do not update until exchange window is closed.
1. Choose a hero with an artifact that modifies primary skills.
2. Put the artifact into back backpack.
3. Primary skills did not update.
4. Put the artifact back on.
5. Primary skills did not update.

Same on hero exchange window.
Notes
(0008525)
Ivan   
2023-04-11 11:34   
Fixed in 1.2





View Issue Details
2396 [VCMI] GUI - Hero screen / Exchange window minor always 2016-01-23 14:29 2023-04-11 11:31
SXX  
Ivan  
low  
resolved 0.98f  
fixed  
none    
none  
   
Combined artifacts - slots used by locks remain inactive when artifact picked
Currently if you pick combined artifact slots that was used for it's locks remain inactive so can't for example put it back on arbitrary slot.
Notes
(0008524)
Ivan   
2023-04-11 11:31   
Fixed in 1.2





View Issue Details
2734 [VCMI] Mechanics - Town structures feature always 2017-07-21 08:37 2023-04-11 11:28
Anubis x32  
Ivan Windows  
low 7  
resolved 0.99  
fixed  
none    
none  
   
"Randomness at start" for dwellings and hero armies fix - like it was done in HotA.
1. Player Towns with Fort always have level 2 dwelling built by default.
2. Heroes with a starting army always have all troops (and a war machine), without the possibility of absence of any of them.
Those are two fixes implemented by HotA in order to remove the random factors from the game start. I'm requesting those because it makes better for the Multiplayer, Singleplayer games and hero balance. Right now, it's hardly possible to get a 3rd stack in hero's starting army.
Notes
(0007154)
misiokles   
2017-07-21 12:52   
(edited on: 2017-07-21 12:54)
Just a note:
It's normal H3 mechanism.
- First always available stack
- Second stack has 90 % chance to appear
- Third stack with just 20 % chance to appear

About starting war machines it's a problem in vcmi, because war machines is treated as normal creature and can be configured only by tooking place of normal creature stack.

(0007156)
Anubis   
2017-07-21 13:10   
misiokles, I know that it's an H3 mechanism. This is more of "change for consistency", it can also be argued that it is a balance change.
The war machines part works like this in vanilla H3 SoD as far as I know. So they can also be not present in the hero's starting army.
(0008523)
Ivan   
2023-04-11 11:28   
Implemented in hota mod for 1.2





View Issue Details
2992 [VCMI] Campaigns major always 2018-08-04 11:22 2023-04-11 11:27
a.yupinov  
toneyisnow  
normal  
resolved  
fixed  
none    
none  
   
Hero names are persistent between games
Not sure how much can actually be affected by this, just noticed when checking https://bugs.vcmi.eu/view.php?id=2652. [^]
1) start "Birth of a Barbarian" campaign, where main character is Solmyr renamed to Yog, with a custom portrait/biography.
2) go to main menu, start a single scenario as Solmyr (I picked Dragon Orb, blue player).
3) Solmyr has a normal portrait/bio, but is still named Yog.
Notes
(0007871)
toneyisnow   
2020-01-28 08:00   
I’m going to confirm this but and investigate the reason.
(0008522)
Ivan   
2023-04-11 11:27   
Fixed in 1.2





View Issue Details
3140 [VCMI] GUI - Adventure Map minor always 2020-08-30 16:42 2023-04-11 11:26
Andruids PC  
Ivan Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none  
   
Special terrains' names don't show
Special terrains' names don't show when clicked with a right mouse button.
How it's in VCMI:
https://i.imgur.com/Fxoi6tx.png [^]

How it should be:
https://i.imgur.com/EKRpkFa.png [^]
Start new game in Arrogance, go left and right click on Lucid Pools terrain.
Notes
(0008521)
Ivan   
2023-04-11 11:26   
Fixed in 1.2





View Issue Details
751 [VCMI] GUI - Town screen minor have not tried 2011-06-18 05:11 2023-04-11 10:03
Warmonger PC  
Tow Windows 7  
normal vanillia  
resolved  
fixed  
none    
none  
   
Only four misc art slots are visible at Artifact Merchant
I guess it's just about using hero figure from RoE.

http://i118.photobucket.com/albums/o102/DjFaust/VCMI/ArtMerchant4.png [^]
Intel Xeon X3450 2.67GHz
8GB RAM @ 1333 MHz
Galaxy GTS 250
Raid 10
Notes
(0001801)
majaczek   
2011-06-18 09:13   
yeah sure it's graphic from Restoration of Erathia
(0001810)
Tow   
2011-06-22 21:41   
Ha! Try finding a better graphics... :P
I've checked and OH3 also uses 4-slot window [but it hides the 5th artifact].
(0008505)
Ivan   
2023-04-11 09:25   
Fixed in 1.1





View Issue Details
2427 [VCMI] GUI - Other minor always 2016-03-13 08:14 2023-04-11 09:45
SXX  
Ivan  
normal  
resolved 0.98g  
fixed  
none    
none  
   
Grail - puzzle map shouldn't have roads on it
Currently VCMI render roads on puzzle map while in H3 they missing.
h3_puzzle.jpg (211,901) 2016-03-13 08:14
https://bugs.vcmi.eu/file_download.php?file_id=2475&type=bug
h3_adventure.jpg (236,678) 2016-03-13 08:14
https://bugs.vcmi.eu/file_download.php?file_id=2476&type=bug
Notes
(0006476)
SXX   
2016-03-13 08:16   
There also other few rendering differences that some static objects are missing from puzzle map. I didn't tried to find why exactly that way, but I suppose some objects on border of puzzle map can be missed to make it harder to find exact location.
(0008518)
Ivan   
2023-04-11 09:45   
Fixed in 1.2





View Issue Details
3143 [VCMI] Other minor have not tried 2020-10-02 23:07 2023-04-11 09:34
jambolo Windows  
Ivan  
normal  
resolved  
fixed  
none    
none  
   
Lots of warnings
When I compile with Visual Studio, I get nearly 2000 warnings. The vast majority are "conversion from X to Y, possible loss of data".
Notes
(0008512)
Ivan   
2023-04-11 09:34   
VCMI now builds warnings-free*

*some warnings are disabled though





View Issue Details
3181 [VCMI] Campaigns minor always 2021-06-05 18:27 2023-04-11 09:29
rybiej  
Ivan  
normal  
resolved  
fixed  
none    
none  
   
Hero placeholder
heroeswho come from the previous scenario, UNTIL THEY MOVE they are marked as "hero placeholder" and are unable to interact with.
werr2.png (18,574) 2021-06-05 18:27
https://bugs.vcmi.eu/file_download.php?file_id=3128&type=bug
Notes
(0008508)
Ivan   
2023-04-11 09:29   
Fixed in 1.2





View Issue Details
1836 [VCMI] Sound, music, videos major always 2014-07-12 17:45 2023-04-11 09:22
KroArtem x86_64  
Ivan Ubuntu  
normal 14.04  
resolved 0.96  
fixed  
none    
none  
   
[regression] Crash due to not found files
An error should be thrown, but the game shouldn't crash. Right now it's sigabrt:

Warning: IntObject re-activated with mismatching used and active
Failed to queue music. setName= musicURI=Music/Underground.mp3
Exception: Resource with name MUSIC/UNDERGROUND and type MUSIC wasn't found.
[New Thread 0x7fffe598d700 (LWP 28779)]
Player 0 starting turn
Striving to goal of type WIN
Considering goal WIN
Considering goal CONQUER
terminate called after throwing an instance of 'std::runtime_error'
  what(): Resource with name MUSIC/AITHEME2 and type MUSIC wasn't found.

Program received signal SIGABRT, Aborted.
[Switching to Thread 0x7fffe6538700 (LWP 28623)]
0x00007ffff3dcef79 in __GI_raise (sig=sig@entry=6)
    at ../nptl/sysdeps/unix/sysv/linux/raise.c:56
56 ../nptl/sysdeps/unix/sysv/linux/raise.c: Нет такого файла или каталога.
(gdb) bt
#0 0x00007ffff3dcef79 in __GI_raise (sig=sig@entry=6)
    at ../nptl/sysdeps/unix/sysv/linux/raise.c:56
#1 0x00007ffff3dd2388 in __GI_abort () at abort.c:89
0000002 0x00007ffff46da6b5 in __gnu_cxx::__verbose_terminate_handler() ()
   from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
0000003 0x00007ffff46d8836 in ?? () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
0000004 0x00007ffff46d8863 in std::terminate() ()
   from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
0000005 0x00007ffff46d8aa2 in __cxa_throw ()
   from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
0000006 0x00007ffff7596033 in CFilesystemList::load (this=this@entry=0x983910,
    resourceName=...)
    at /build/buildd/vcmi-0.96+git20140711.3673~ubuntu14.04.1/lib/filesystem/AdapterLoaders.cpp:67
0000007 0x0000000000634826 in MusicEntry::load (this=this@entry=0x7fffc8082a90,
    musicURI=...)
    at /build/buildd/vcmi-0.96+git20140711.3673~ubuntu14.04.1/client/CMusicHandler.cpp:482
0000008 0x0000000000636105 in MusicEntry::play (this=0x7fffc8082a90)
    at /build/buildd/vcmi-0.96+git20140711.3673~ubuntu14.04.1/client/CMusicHandler.cpp:519
0000009 0x0000000000636df0 in CMusicHandler::musicFinishedCallback (this=0xd19c40)
    at /build/buildd/vcmi-0.96+git20140711.3673~ubuntu14.04.1/client/CMusicHandl---Type <return> to continue, or q <return> to quit---
er.cpp:448
0000010 0x00007ffff62799d4 in ?? ()
   from /usr/lib/x86_64-linux-gnu/libSDL_mixer-1.2.so.0
0000011 0x00007ffff66e89b9 in ?? () from /usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0
0000012 0x00007ffff66f0ad8 in ?? () from /usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0
0000013 0x00007ffff6730109 in ?? () from /usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0
0000014 0x00007ffff697c182 in start_thread (arg=0x7fffe6538700)
    at pthread_create.c:312
0000015 0x00007ffff3e9330d in clone ()
    at ../sysdeps/unix/sysv/linux/x86_64/clone.S:111
(gdb)
Notes
(0008503)
Ivan   
2023-04-11 09:22   
Fixed in 1.2





View Issue Details
1420 [VCMI] Other feature N/A 2013-08-26 02:49 2023-04-11 09:21
acme_pjz  
Ivan  
normal  
resolved  
fixed  
none    
none  
   
Read data file and map file with other text encodings
Is it possible to read data file and map file with other configurable text encodings? In current version the font files can be configured already. But it still doesn't work on Heroes3 Simplified Chinese edition, because the text encoding is CP936. If the text encoding is configurable, then VCMI will support more languages of Heroes3.
H3Bitmap.7z (219,570) 2013-09-03 06:11
https://bugs.vcmi.eu/file_download.php?file_id=1432&type=bug
HZK.7z (427,903) 2013-09-03 06:11
https://bugs.vcmi.eu/file_download.php?file_id=1433&type=bug
vcmi-chinese.png (693,206) 2013-09-08 15:06
https://bugs.vcmi.eu/file_download.php?file_id=1465&type=bug
1.jpg (54,280) 2013-09-11 05:30
https://bugs.vcmi.eu/file_download.php?file_id=1479&type=bug
1-1.jpg (74,040) 2013-10-03 04:57
https://bugs.vcmi.eu/file_download.php?file_id=1532&type=bug
1-2.jpg (65,890) 2013-10-03 04:58
https://bugs.vcmi.eu/file_download.php?file_id=1533&type=bug
Notes
(0003895)
Ivan   
2013-08-26 09:33   
Hi. This is first time I hear about H3 version that uses multi-byte encoding. Can you upload fonts and text files from your version of H3?

Normally they can be found in file Data/H3bitmap.lod which can be opened using MMArchive, can be downloaded here: http://wogarchive.ru/download.php?id=119 [^]

Unpack all files with *.txt and *.fnt extensions and upload them here.
(0003921)
acme_pjz   
2013-09-03 06:15   
Text files uploaded. They are all in CP936 (a.k.a. GBK) encoding. And I think font files in H3bitmap.lod don't contain Chinese characters, because I found some file named HZK** in the root directory of H3, and I think they are Simplified Chinese font file.
(0003922)
Ivan   
2013-09-03 10:18   
Thanks. Yes - these 3 files are indeed Chinese fonts and encoding seems to match to GBK character tables I found.
I'll add support for these fonts soon - looks simple enough.

For reference:

These files consist from sequence of bitmaps, 10x10, 12x12 or 24x24 pixels in size, 1 bit per pixel, width is aligned to full byte (10x10 image actually uses 2x10 bytes per character). No header or anything like that.

Font files contain ONLY Chinese characters, ASCII symbols should be taken from English fonts.
Mapping of 2-byte GBK characters to image index:
index = (first - 0x80) * 0xA0 + (second - 0x40)
May be a bit different - file size indicates 8000+ characters while GBK can fit 20000+ symbols.
(0003935)
acme_pjz   
2013-09-06 16:00   
I’ll test it soon. BTW, it need to convert to UTF8 or UTF16 if using SDL_ttf IMO
(0003936)
Ivan   
2013-09-06 16:28   
Proper unicode support is more difficult to implement. Right now I'm leaning towards making vcmi work with GBK encoding so no conversion is needed.

I also can't use SDL_ttf here because those fonts you posted are bitmaps while SDL_ttf works only with true type vector fonts. Not really a problem since original H3 fonts are also bitmaps and are already supported (including different languages like Russian)
(0003961)
Ivan   
2013-09-08 15:08   
Looks to be working, will commit my changes soon.

Does everything on this image looks OK?
http://bugs.vcmi.eu/file_download.php?file_id=1465&type=bug [^]
(0003967)
Tow   
2013-09-08 16:16   
The text line in the message (the white line under the title text) seems to be clipped, missing several bottom pixel rows.
Same issue with labels next to the Quest Log and Dismiss buttons.
Other text seems fine.
(0003982)
acme_pjz   
2013-09-09 05:18   
Same as Tow said, and maybe too few spaces between characters.

And I want to point out that your mapping formula is incorrect. It looks like H3 Simplified Chinese edition only supports GB2312 encoding, i.e. GBK/1 and GBK/2 in GBK standard. After experiments I found that the correct mapping formula is

index = (first - 0xA1) * 94 + (second - 0xA1)

Be careful, it can map non-GB2312 character into the valid range :| For non-GB2312 characters and other edition of H3 (possibly Traditional Chinese edition which may using other text encodings?) an iconv calling and SDL_ttf must be used (VCMI can be configured to use TTF vector font by changing config/fonts.json, right?)

The second note is while HZK10 looks no problem, characters in HZK12 and HZK24H seems X-Y flipped!
(0003986)
Ivan   
2013-09-09 11:15   
Can you make screenshot of Chinese version and post it here for comparison? I compared several characters to what I see in text editor and they were looking fine.

- missing line is already fixed

- GBK vs GB2312: actually I ran into this issue already. After a quick search I found a discussion on Chinese support in Era. Including link to GBK fonts. Switching from GBK to GB2312 is possible but since GBK already includes GB2312 I think supporting GBK would be more than enough.

- unicode: I think I'll try to add some basic unicode support (utf8 to be precise). This will allow using ttf font with any encoding BUT encoding must be selected manually - I haven't found any reliable way to detect encoding. Especially problematic for very similar Win1250...Win1252 which are used in majority of H3 versions. This will solve "what encoding to use" problem but from my experience ttf fonts quality is a bit lower compared to native bitmaps.
(0003995)
acme_pjz   
2013-09-11 05:31   
Hi, I just uploaded a screenshot, taken from Internet, but it represents Chinese version well.
(0004059)
acme_pjz   
2013-10-02 05:38   
I tried VCMI 0.94, but it still doesn't work, either GBK or GB2312. Should I need to put HZK10 and other files to specified directory?
(0004060)
Ivan   
2013-10-02 16:27   
Right now you'll need to install this "mod" - it provides some files necessary for Chinese support (fonts & config file)
http://download.vcmi.eu/mods/repository/chinese%20fonts.zip [^]
Download this file and unpack int into Mods/ directory.

This mod can be also installed via launcher.
(0004061)
acme_pjz   
2013-10-03 05:15   
Thanks, it works. But there are a few glitches: mojibake due to incorrect character boundary detection (characters in green circles) and string which is too wide (in cyan circles).

http://bugs.vcmi.eu/file_download.php?file_id=1532&type=bug [^]

http://bugs.vcmi.eu/file_download.php?file_id=1533&type=bug [^]

Maybe you can fix them in next versions?
(0004062)
Ivan   
2013-10-03 11:59   
(edited on: 2013-10-03 14:29)
Sure, will fix. Note that time between our releases is around 3 months so you'll have to wait a bit.

1) Too wide string: will see what I can do - it seems that ASCII characters need special treatment.

2) What's wrong in green circles? Missing characters? Incorrect line breaks? Something else? I don't know Chinese so I have not idea how it should look like.

(0004063)
acme_pjz   
2013-10-04 07:34   
(edited on: 2013-10-04 14:20)
1) How about fall back to default ASCII font file for ASCII characters (and characters are variable width)? This is the behavior of original H3.

2) The character render is incorrect in green circles, which called "乱码" in Chinese, and (hopefully) Mojibake in English. (http://en.wikipedia.org/wiki/Mojibake [^]) Since GBK is 2-byte encoding and I think the line breaking code is not taken this into account, so it break the line inside character.

By the way, Are there any nightly builds for Windows (or Linux)?

[EDIT] Sorry, but I have already found them in the forum.

(0004064)
Ivan   
2013-10-04 13:19   
1) I thought about this at first but Chinese fonts have different height. OK, I'll try to find matching fonts. Shouldn't be hard to implement.

2) Thanks. Yeah - that's probably some bug in line splitting code. Will fix.
(0004065)
Ivan   
2013-10-04 15:14   
>> By the way, Are there any nightly builds for Windows (or Linux)?
You can find nighty builds for Ubuntu here: https://launchpad.net/~vcmi/+archive/ppa [^]
For technical reasons (multiple versions of Ubuntu) launcher is disabled but othervice they should work.

"Nighty builds" for Windows are usually done some time before release so there won't be any Windows builds for around 2 months.
(0004086)
Jolly Wing   
2013-10-19 13:31   
Hi, Ivan.

I have made some little changes on the source code 0.9.3 to make vcmi to support the Game Data archives from Simplified Chinese version. I think such a modification can also support Game Data archives from CJK (Chinese, Japanese, Korean and such multi-bytes language) versions through some improvements.

When the engine reads map data and general text data, I convert the GBK encoded string into UTF8 encoded string, then I render the strings with SDL_TTF_RenderUTF8. It works!

The changes I made are list as follow:

1. client/CMessage.cpp
in function CMessage::breakText(), line 153

            // added by jiqingwu@gmail.com, 2013-08-28
            // If the text[z] is less than 0, it is the first byte of a UTF8 Chinese word.
#ifdef ZH_CN
            else if (text[z] < 0){
                z++;
                z++;
             lineLength += graphics->fonts[font]->getSymbolWidth(text[z]);
            }
#endif

2. client/gui/Fonts.cpp
in function CTrueTypeFont::getStringWidth(), line 255

    // added by jiqingwu@gmail.com, 2013-08-28
    // If we are handling simplified chinese, it is a UTF8 string
#ifdef ZH_CN
    TTF_SizeUTF8(font.get(), data.c_str(), &width, NULL);
#else
    TTF_SizeText(font.get(), data.c_str(), &width, NULL);
#endif

3. client/gui/Fonts.cpp
in function CTrueTypeFont::renderText(), line 279

     if (blended)
            // added by jiqingwu@gmail.com, 2013-09-28 Sat
            // If we are handling simplified chinese game data, it is a UTF8 string
#ifdef ZH_CN
         rendered = TTF_RenderUTF8_Blended(font.get(), data.c_str(), color);
#else
         rendered = TTF_RenderText_Blended(font.get(), data.c_str(), color);
#endif
     else
            // added by jiqingwu@gmail.com, 2013-09-28 Sat
            // If we are handling simplified chinese game data, it is a UTF8 string
#ifdef ZH_CN
         rendered = TTF_RenderUTF8_Solid(font.get(), data.c_str(), color);
#else
         rendered = TTF_RenderText_Solid(font.get(), data.c_str(), color);
#endif

4. add lib/ConvertEncoding.cpp and lib/ConvertEncoding.h

The content of ConvertEncoding.h is:

char * convert_enc(char *src_enc, char *dest_enc, const char * src_string);

The content of ConvertEncoding.cpp is:

/*
 * ConvertEncoding.cpp, for vcmi using CJK(China/Japan/Korea) data.
 *
 * Authors: Wu Jiqing (jiqingwu@gmail.com)
 *
 * License: GNU General Public License v2.0 or later
 *
 */
// added by jiqingwu(jiqingwu@gmail.com)
// 2013-09-27 Fri
#include <stdio.h>
#include <iconv.h>
#include <string.h>

// added by jiqingwu@gmail.com, 2013-09-27 Fri
char * convert_enc(char *src_enc, char *dest_enc, const char * src_string)
{
#define UTF8_STR_LEN 5000

    static char out_string[UTF8_STR_LEN], *sin, *sout;
    int in_len, out_len, ret;
    iconv_t c_pt;

    if ((c_pt = iconv_open(dest_enc, src_enc)) == (iconv_t)-1)
    {
        printf("iconv open failed!\n");
        return NULL;
    }
    // iconv(c_pt, NULL, NULL, NULL, NULL);
    in_len = strlen(src_string) + 1;
    out_len = UTF8_STR_LEN;
    sin = (char *)src_string;
    sout = out_string;
    ret = iconv(c_pt, &sin, (size_t *)&in_len, &sout, (size_t *)&out_len);
    if (ret == -1)
    {
        return NULL;
    }
    iconv_close(c_pt);
    return out_string;
}

to link ConvertEncoding.o into library, add two lines into lib/CMakeLists.txt:

set(lib_SRCS
        ...
        ConvertEncoding.cpp
)

set(lib_HEADERS
        ...
        ConvertEncoding.h
)

5. lib/CGeneralTextHandler.cpp,
To include "ConvertEncoding.h"

// added by jiqingwu(jiqingwu@gmail.com)
// 2013-09-27 Fri
#include "ConvertEncoding.h"

in function CLegacyConfigParser::readString(), line 112

    // added by jiqingwu@gmail.com, 2013-09-27 Fri
    // convert gbk string to utf-8 string.
    // (For simplified Chinese game data, the string is GBK encoded)
#ifdef ZH_CN
    char * utf8_str = convert_enc("GBK", "UTF8", ret.c_str());
    return std::string((const char*)utf8_str);
#else
    return ret;
#endif

6. lib/filesystem/CBinaryReader.cpp,
to include "ConvertEncoding.h":

// added by <jiqingwu@gmail.com>, 2013-09-28 Sat
#include "../ConvertEncoding.h"

in function CBinaryReader::readString(), line 95

    // added by jiqingwu@gmail.com, 2013-08-22
    // If we are handling chinese data, convert gbk string to utf-8 string.
#ifdef ZH_CN
    char * utf8_str = convert_enc("GBK", "UTF8", ret.c_str());
    return std::string((const char*)utf8_str);
#else
    return ret;
#endif

7. add such a line into ./CMakeLists.txt to enable supporting Simplifed Chinese Game Data

add_definitions(-DZH_CN)

8. cmake, make, make install

To Play

Use the Data from the chinese version of Death of Shadow. Link the 'Data', 'Maps', 'Mp3' directories under /usr/local/share/vcmi like this (You need have root privilege):
cd /usr/local/share/vcmi
ln -s /Data/Dir/of/ChineseGame Data
ln -s /Maps/Dir/of/ChineseGame Maps
ln -s /Mp3/Dir/of/ChineseGame Mp3

To show chinese characters in this game, you need put a true type font which supports Chinese into /usr/local/share/vcmi/Data.

cp /chinese/font/path /usr/local/share/vcmi/Data

In addition, you need edit the /usr/local/share/vcmi/config/fonts.json, modify the truetype font section like this:

"trueType":
{
    "BIGFONT" : { "file" : "ChineseFont.ttf", "size" : 22, "blend" : true},
    "CALLI10R" : { "file" : "ChineseFont.ttf", "size" : 10, "blend" : true},
    "CREDITS" : { "file" : "ChineseFont.ttf", "size" : 28, "blend" : true},
    "HISCORE" : { "file" : "ChineseFont.ttf", "size" : 13, "blend" : true},
    "MEDFONT" : { "file" : "ChineseFont.ttf", "size" : 16, "blend" : true},
    "SMALFONT" : { "file" : "ChineseFont.ttf", "size" : 13, "blend" : true},
    "TIMES08R" : { "file" : "ChineseFont.ttf", "size" : 11, "blend" : true},
    "TINY" : { "file" : "ChineseFont.ttf", "size" : 11, "blend" : true},
    "VERD10B" : { "file" : "ChineseFont.ttf", "size" : 13, "blend" : true}
}
Where ChineseFont.ttf is your true type font.

Then, we can Play Game
$ vcmiclient
(0004091)
Ivan   
2013-10-20 10:09   
Thanks. I'll take a look on this. I don't like idea of using ifdef's to enable some functionality but you've tracked every place that needs changes - that will help.
(0007163)
SXX   
2017-07-22 14:16   
Interesting how this works now. Last year VCMI got support for UTF in file paths:
https://github.com/vcmi/vcmi/pull/156 [^]





View Issue Details
950 [VCMI] GUI - Battles feature N/A 2012-05-04 11:17 2023-04-11 09:15
ench0  
Ivan  
normal  
resolved  
fixed  
none    
none  
   
Allow shooters to move and attack enemy units in close combat (hand-to-hand)
Shooting units should be able to engage in close combat with a special command (e.g. ctrl-click on the enemy unit)

I know that the original game also never had this ability but I regard this as a problem there as well (I even wrote to 3DO or New age, cant remember which one) to add this... but they said no, hehe.

So IMHO it would be great if VCMI fixed this omission. Nothing in the game logic or in the real-world common sense logic prevents a shooter from advancing and attacking the enemy in hand-to-hand combat. After all this is exactly what happens eventually, when the enemy closes in on your shooters... In many cases it would be a better choice, strategically, to move your shooters rather than standing in place and shooting at the enemy (e.g. to stop enemy's advance, or to block a chokepoint).

Might be a good idea to introduce some sort of penalty for close combat attack of shooter units...
Notes
(0002403)
majaczek   
2012-05-04 13:57   
(edited on: 2012-05-04 13:58)
there's were in WoG hardcoded feature for this - you needed to rightclick defence and choose set of allowed actions (mostly: Shoot, meelee attack, attack and return. Casting on friendish units were still allowed). It would be nice if we allow Faerie Dragons to not cast but meelee attack if we want also.

(0002404)
Warmonger   
2012-05-04 14:00   
Recent changes to battle interface should allow both. But I'm quite busy with more important features now.
(0008502)
Ivan   
2023-04-11 09:15   
Implemented in 1.2 in a separate mod





View Issue Details
2733 [VCMI] Mechanics - Battles minor always 2017-07-21 08:22 2023-04-11 09:14
Anubis x32  
Ivan Windows  
low 7  
resolved 0.99  
fixed  
none    
none  
   
Faerie Dragons have their move cursor changed to an AoE of spell in case of Inferno and stays that way.
Basically, on the battlefield during Faerie Dragon's turn the cursor will change to the spell cursor even despite the fact you haven't ordered the creature to cast the spell.
1. Buy a Faerie Dragon.
2. Enter a battle.
3. Hover the cursor over a different battlefield tile.
4. Observe the cursor changes. Expected outcome is that cursor stays normal, while in fact it changes to an AoE cursor for the spell EVEN before you press F to cast the spell.
Notes
(0007157)
Anubis   
2017-07-21 16:23   
The original report is not fully correct. This issue happens if the Faerie Dragon has an AoE spell to cast this turn. So, it should also work for:
Fireball; Frost Ring; Meteor Shower; and Inferno (only the last spell is mentioned in the previous report).
(0008501)
Ivan   
2023-04-11 09:14   
Fixed in 1.2





View Issue Details
2786 [VCMI] Mechanics - Battles minor random 2017-09-11 09:29 2023-04-11 09:13
SXX  
FeniksFire  
normal  
resolved 0.99  
fixed  
none    
none  
   
Some battlefield types like ship-to-ship need special obstacle limits
Today I got ship-to-ship battle where one of two available ways between two parts of battlefield was blocked by obstacle. I not sure if something could happen in H3, but most likely it's not and there should be some sanity check.

Also it's would be nice if this would be configurable via JSON.
Screenshot_20170911_122929.png (1,197,507) 2017-09-11 09:29
https://bugs.vcmi.eu/file_download.php?file_id=2782&type=bug
Notes
(0008500)
Ivan   
2023-04-11 09:13   
Seems to be already resolved (1.0?)





View Issue Details
3106 [VCMI] Mechanics - Battles minor always 2020-02-06 19:25 2023-04-11 09:05
toneyisnow PC  
Dydzio Windows  
normal 10  
resolved 1.next  
open  
none    
none  
  1.next  
The firewall is hitting 2 hex unit twice when walking through.
If an enemy is walking a 2 hex unit through the firewall, then it will be hit twice.
From the original H3 description, this should not happen.
There are no notes attached to this issue.





View Issue Details
3209 [VCMI] Mechanics - Adventure Map minor always 2022-04-14 14:35 2023-04-11 09:02
val-gaav PC  
Ivan windows  
normal 10/11  
resolved  
fixed  
none    
none 1.next  
   
vcmi uses hardcoded values for adventure map speed for units.
In original game there is a file called MOVEMENT.TXT that sets movement point for units in link to their speed :
MOVEMENT.TXT

I've placed modified MOVEMENT.TXT in DATA folder (just like one would do with SPTRAITS.TXT and it works in VCMI). The modded values however are ignored by vcmi. There is also no json file that would replace those settings.
Notes
(0008449)
Povelitel   
2023-01-26 07:18   
Just noticed this ticket. You can actually set this up in the config settings. More or less like this:

"adventure" : {
        "enemySpeed" : 16,
        "heroReminder" : false,
        "heroSpeed" : 16,
        "scrollSpeed" : 4
    },
(0008491)
kambala   
2023-03-23 06:58   
this issue is about hero initial MP that is affected by the slowest unit in the army, not about "rendering speed"
(0008495)
ral_il_an   
2023-03-27 09:49   
Changing of army movement values will be added in 1.2.
(0008497)
Warmonger   
2023-04-11 09:02   
Fixed in 1.2.





View Issue Details
3226 [VCMI] Random Map Generator minor have not tried 2022-07-24 15:19 2023-03-27 07:14
Warmonger PC  
Warmonger Windows  
normal 10  
resolved 1.next  
fixed  
none    
none 1.next  
  1.next  
Dolmen of Knowledge template is doubled in snow areas
As in the picture - only snow-covered version should be available. THus, their total number seems to be doubled as well.
Used mods: Forge, Hota, Tides of War.

Template: Clash of Dragons XL + U
Snow Dolmen of Knowledge.png (1,160,474) 2022-07-24 15:29
https://bugs.vcmi.eu/file_download.php?file_id=3173&type=bug
Notes
(0008493)
Warmonger   
2023-03-26 15:54   
Got this one.
(0008494)
Warmonger   
2023-03-27 07:14   
Resolved in https://github.com/vcmi/vcmi/pull/1781 [^]





View Issue Details
3133 [VCMI] Random Map Generator crash always 2020-06-17 20:01 2023-03-26 15:54
misiokles PC  
Nordsoft Windows  
none  
resolved 0.99  
fixed  
none    
none 1.0.0  
   
"allowedTerrains" command crashes custom mines.
For example HotA made new mines graphics belong to sand terrain.
Code for adding such mines to vcmi is easy.

{
"core:mine" : {
    "types" : {
        "hotaCrystalCavern" : {
        "templates": {
            "avmcrdn0" : { "animation" : "avmcrdn0", //hota sand
                    "mask" : ["VVVV","VBBB","VBAB"],
                    "allowedTerrains":["sand"]
                    },
                }
            },

Without "allowedTerrains":["sand"] command, such crystal mine is generated in every type of terrain. But with "allowedTerrains":["sand"] - game crash during map generation.
n/a
n/a
hj.png (1,142,552) 2020-06-17 20:03
https://bugs.vcmi.eu/file_download.php?file_id=3084&type=bug
Notes
(0007908)
Andruids   
2020-06-17 21:44   
(edited on: 2020-06-18 03:24)
Let me correct this. Defining new type within mines won't do anything, of course.

misiokles meant this code:

{
"core:mine" : {
    "types" : {
    "crystalCavern" : {
        "templates": {
        "avmcrdn0" : {
        "animation" : "avmcrdn0", //hota sand
        "visitableFrom" : [ "---", "+++", "+++" ],
        "mask" : ["VVVV","VBBB","VBAB"]
                    }
                }
            },

And including:

"allowedTerrains":["sand"]

causes a different type of bug - game will start and RMG will run, but it will generate an empty map. Without borders and with only 2 zones iirc.

(0008304)
Nordsoft   
2022-08-21 23:51   
Should work well in new-terrains feature branch





View Issue Details
2741 [VCMI] Mods minor always 2017-07-23 05:36 2023-03-25 06:45
Anubis PC x32  
Warmonger Windows  
low 7  
assigned 0.99  
open  
none    
none  
   
Another creature horde bug for MDT Forge.
Currently, if the city is fully built in Map Editor (see the map Good to Go), it will not pre-build Horde structures for mod towns (see Forge).
1. Enable MDT Forge.
2. Launch map "Good to Go" playing as Forge.
3. Enter the town screen. Observe the result : none of the two creature hordes are built - one due to the bug, the second one is because the game doesn't support lvl 6 creature hordes in Map Editor yet.
There are no notes attached to this issue.





View Issue Details
2732 [VCMI] Mods minor always 2017-07-21 08:09 2023-03-25 06:45
Anubis x32  
Warmonger Windows  
low 7  
assigned 0.99  
open  
none    
none  
   
The horde bonus for Jump Troopers (upg. Lvl 6 of MDT Forge) is missing.
Summary says it all. I've uploaded a fix for this issue in the Upload section.
Lvl6unitup.json (1,303) 2017-07-21 08:09
https://bugs.vcmi.eu/file_download.php?file_id=2741&type=bug
Notes
(0007155)
misiokles   
2017-07-21 13:06   
Thanks. I'll upload fixed version at mod wiki list after weekend.
(0007174)
misiokles   
2017-07-23 18:26   
Fixed version (1.2.1) is uploaded now at: http://wiki.vcmi.eu/index.php?title=Mod_list#Towns [^]
Thanks!





View Issue Details
2693 [VCMI] GUI - Town screen minor always 2017-06-10 07:43 2023-03-25 06:44
misiokles PC  
Warmonger Windows  
low 10  
assigned 0.99  
open  
none    
none  
   
Combo non upgrade dwelling + horde show wrong def.
Non upgraded dwelling + horde building has diffirent def than upgraded dwelling + horde building. In VCMI when non-upg dwelling is build and next we build horde building - on townscreen is show always upgraded building+horde def.
Launch map
Select scenario
Build horde building when you have non-upgreaded base.
After that, dwelling has automatically upgrade+horde version.
There are no notes attached to this issue.





View Issue Details
2650 [VCMI] Mechanics - Adventure Map minor have not tried 2017-02-27 21:37 2023-03-23 06:55
ihor Linux  
kambala Ubuntu  
normal 16.04  
resolved 0.99  
fixed  
none    
none  
   
Fly should remove terrain penalty
Hero with Fly still moving slowly on swamp terrain because of terrain penalty.
1. Load save file
2. Isra hero has Angel Wings artifact
3. Moving on swamp terrain is still slow.
Expected behavior:
Roads increase the amount of tiles you can Fly, while terrain penalties are negated.
save.zip (1,293,578) 2017-02-27 21:37
https://bugs.vcmi.eu/file_download.php?file_id=2681&type=bug
Notes
(0008490)
kambala   
2023-03-23 06:55   
fixed in https://github.com/vcmi/vcmi/pull/1534 [^]





View Issue Details
1746 [VCMI] GUI - Adventure Map tweak always 2014-03-06 10:29 2023-03-13 08:18
Warmonger  
 
normal  
new 0.95  
open  
none    
none  
   
Date bar is incorrectly centered after month 100
This is probably not very common issue, but still. Text could be easily moved one place to the left.
Bug1746.png (5,062) 2014-03-06 10:30
https://bugs.vcmi.eu/file_download.php?file_id=1773&type=bug
Screenshot_20230313_112903.png (5,062) 2023-03-13 08:17
https://bugs.vcmi.eu/file_download.php?file_id=3199&type=bug
Notes
(0004576)
Povelitel   
2014-03-06 13:04   
I suspect that this map without AI ^^ because the wait for a date, this week somewhere real time :D
(0004577)
Warmonger   
2014-03-06 16:07   
Nah, 5 days excluding nights and still going ;)
(0004578)
Povelitel   
2014-03-06 20:17   
You need to change the map if you want to see the error. There are many maps that are not tested, they still work well. I tested one 147 months, but the accident did not wait (except for memory overflow after loading it again worked well).
(0008470)
Povelitel   
2023-02-02 12:04   
In the android version, we have problems with the date, even in the first week the day is not visible
(0008481)
kambala   
2023-03-01 09:57   
@Povelitel could you test with build from https://github.com/vcmi/vcmi/actions/runs/4301969530 [^] to see if it's still reproducible? If yes, maybe related to low resolution / small screen? Could you attach SS then?
(0008484)
Povelitel   
2023-03-01 10:31   
I can test it in about 2 weeks. Resolution was 1024*600
(0008486)
kambala   
2023-03-01 10:57   
with 1024*600 layout is broken indeed
(0008489)
ral_il_an   
2023-03-13 08:18   
I can reproduce it on latest develop on month 1 on Russian version. So, it is still reproducible. We really need to use CLabel there.





View Issue Details
2785 [VCMI] Other minor always 2017-09-07 19:43 2023-03-03 10:55
SXX Linux / Android  
kambala  
normal  
resolved 0.99  
fixed  
none    
none  
   
Avoid crash when LC_ALL / LANG is not set
I working on Linux snap package and VCMI crash with "locale::facet::_S_create_c_locale name not valid" if encoding not set so I have to manually set "LC_ALL: C.UTF-8" to avoid crash.

Also Android code also have following workaround in CMT:
#ifdef VCMI_ANDROID
    // boost will crash without this
    setenv("LANG", "C", 1);
#endif


I guess there is good chance that we can avoid all of this by setting some options to our boost::locale usage.
Notes
(0008488)
kambala   
2023-03-01 11:01   
apparently got fixed by something, at least we had no Linux / flatpak reports about this





View Issue Details
2989 [VCMI] GUI - Battles minor always 2018-08-03 00:46 2023-03-01 10:59
tukkek Linux  
kambala Debian  
normal Buster (testing)  
resolved 0.99  
fixed  
none    
none  
   
Pressing ENTER on the Casualties Report window opens up the hero screen instead of closing the report
Pressing the Enter key when a battle is over causes the Hero Screen to pop up. Seems like the focus must be on the hero (still on the Adventure Map) or on the hero bar to the right of the screen instead of in the "OK" button on the report itself.

Curiously enough, if you press Enter multiple times, several instances of the Hero Screen will show up (even though they're all identical) and you'll have to close it one at a time. Maybe there should be a check on the Hero Screen to make it a singleton instance or at least prevent new ones from opening up if there's one active already.
Win a battle, wait for the Casualties Report to appear and press Enter.
I'm honestly surprised that literally all other dialogs work as expected. Open-source projects usually are lacking on the UI department since they're not professionally tested/polished - yet this is the only UI issue I could find with VCMI so far.

Honestly, even commercial games in development by big studios in 2018 have much lesser consistent UI than VCMI has (I'm looking at you Stellaris).

The Esc key also doesn't work when trying to close the report. It probably should, as it does for most other dialogs as far as I have experienced.
Notes
(0007614)
Dydzio   
2018-08-03 17:05   
(edited on: 2018-08-03 17:05)
That particular window is so buggy that android builds freeze on it :P

Known bug on our side...

(0008487)
kambala   
2023-03-01 10:59   
has been fixed recently





View Issue Details
3232 [VCMI] Other major always 2022-09-11 10:35 2023-03-01 10:32
kambala  
kambala Android  
normal 11  
resolved 0.99  
fixed  
none    
none  
   
UI doesn't rotate with device
UI is locked to the "landscape right" orientation. It should be possible to rotate to "landscape left".
Notes
(0008485)
kambala   
2023-03-01 10:32   
seems to have been fixed in v1.1.1





View Issue Details
3231 [VCMI] Other trivial always 2022-09-11 10:34 2023-03-01 10:31
kambala  
kambala Android  
low 11  
resolved 0.99  
fixed  
none    
none  
   
Give daily builds proper package identifier
Should be something like eu.vcmi.vcmi.daily
android 2022-09-10 13.34.59.png (26,879) 2022-09-11 10:34
https://bugs.vcmi.eu/file_download.php?file_id=3179&type=bug
Notes
(0008483)
kambala   
2023-03-01 10:30   
daily builds will keep using this prefix but receive suffix to be able to install them alongside store version. https://github.com/vcmi/vcmi/pull/1616 [^]





View Issue Details
3248 [VCMI] GUI - Hero screen / Exchange window minor always 2023-02-24 13:42 2023-03-01 09:48
zangaar  
Mac OS  
normal 12.6.3  
new  
open  
none    
none  
   
wearing artefacts with no effect
Artefacts increasing spellpower or knwoledge do not have the effect on hero stats
open the saved game and apply the artefact
artefact_noeffect_bug.zip (3,360,159) 2023-02-24 13:42
https://bugs.vcmi.eu/file_download.php?file_id=3196&type=bug
A Barbarian's Story.h3m (81,016) 2023-02-27 12:26
https://bugs.vcmi.eu/file_download.php?file_id=3197&type=bug
Screenshot 2023-03-01 at 12.46.56.png (15,812) 2023-03-01 09:48
https://bugs.vcmi.eu/file_download.php?file_id=3198&type=bug
Notes
(0008479)
zangaar   
2023-02-24 14:43   
The scenario (map) > https://www.maps4heroes.com/forum/opinions.php?map_id=1289&game=3 [^]
(0008480)
kambala   
2023-03-01 09:48   
same behavior in the original game, seems it's intended. Probably related to the following hero configuration (see attached).





View Issue Details
3230 [VCMI] Launcher text always 2022-09-11 10:31 2023-02-23 10:15
kambala  
Nullkiller Android  
low 11  
resolved 0.99  
fixed  
none    
none 1.next  
   
format strings missing
Error message shows placeholders instead of real strings
1. Don't have game files installed
2. Tap "use internal/external storage"
android 2022-09-10 13.40.40.png (30,068) 2022-09-11 10:31
https://bugs.vcmi.eu/file_download.php?file_id=3178&type=bug
Notes
(0008477)
Povelitel   
2023-02-23 10:15   
fixed





View Issue Details
1848 [VCMI] Campaigns minor have not tried 2014-07-18 22:26 2023-02-16 18:42
KroArtem  
Nullkiller  
normal  
resolved 0.96  
fixed  
none    
none 1.next  
   
Crash after moving to next mission in scenario
Attached save game where I had this crash. Gelu got the ring, I've entered a town and a message about win was shown. Then I chose a bonus for the next mission and then a game crashed.

Output:

Error: accessing unavailable frame 0:1 in CAnimation!
Error: video VIDEO/H3X2_ELC was not found
Failed to queue music. setName= musicURI=Music/CampainMusic01
Exception: Resource with name MUSIC/CAMPAINMUSIC01 and type MUSIC wasn't found.
Cannot get sound H3x2ELc chunk: Resource with name SOUNDS/H3X2ELC and type SOUND wasn't found.
Starting scenario 2
[New Thread 0x7fffdbdf0700 (LWP 7029)]
[New Thread 0x7fffe4cdd700 (LWP 7030)]
Setting up thread calling server: 0
Waiting for server: 34
Establishing connection...
Found endpoints:
    0: 127.0.0.1:3030
Trying connection to 127.0.0.1:3030 (0)
Established connection with VCMI 0.96 (server)
    Connecting to the server: 4
    Will send info to server...
    Sending/Getting info to/from the server: 46
    Creating gamestate: 0
    Using random seed: 1405696708
Open campaign map file: 2
Hero: Ивор at 8 67 0
Hero: Уланд at 10 7 0
Hero placeholder: by power at 66 8 0
Hero placeholder: Джелу at 63 12 0
Hero placeholder: by power at 69 5 0
Hero: Уфретин at 61 62 0
Request to patch map data/gelu:2
Map loaded!
    Our checksum for the map: 2786012200
Initialization:
    Creating player entries in gs
    Generate list of hero placeholders
    Prepare crossover heroes
    Replace placeholders with heroes
    Picking grail position
    Picking random factions for players
    Randomizing objects
    Giving starting hero
    Setting up resources
    Starting bonuses
    Towns
        Town init spells
        Town init spells2
        Town init spells3
        Town init spells
        Town init spells2
        Town init spells3
        Town init spells
        Town init spells2
        Town init spells3
        Town init spells
        Town init spells2
        Town init spells3
        Town init spells
        Town init spells2
        Town init spells3
        Town init spells
        Town init spells2
        Town init spells3
        Town init spells
        Town init spells2
        Town init spells3
    Object initialization

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fffdbdf0700 (LWP 7029)]
0x00007ffff76c380f in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:878
878 uniform_int_distribution<_IntType>::
(gdb) bt
#0 0x00007ffff76c380f in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:878
#1 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000002 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000003 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000004 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
---Type <return> to continue, or q <return> to quit---
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000005 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000006 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000007 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000008 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000009 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::me---Type <return> to continue, or q <return> to quit---
rsenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000010 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000011 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000012 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000013 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
---Type <return> to continue, or q <return> to quit---
    at /usr/include/c++/4.8/bits/random.tcc:929
0000014 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000015 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000016 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000017 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000018 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11u---Type <return> to continue, or q <return> to quit---
l, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000019 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000020 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000021 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000022 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
---Type <return> to continue, or q <return> to quit---
0000023 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000024 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000025 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000026 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000027 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
---Type <return> to continue, or q <return> to quit---
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000028 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000029 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000030 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000031 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000032 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::me---Type <return> to continue, or q <return> to quit---
rsenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000033 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000034 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000035 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000036 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
---Type <return> to continue, or q <return> to quit---
    at /usr/include/c++/4.8/bits/random.tcc:929
0000037 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000038 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000039 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000040 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000041 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11u---Type <return> to continue, or q <return> to quit---
l, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000042 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000043 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000044 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000045 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
---Type <return> to continue, or q <return> to quit---
0000046 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000047 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000048 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000049 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000050 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
---Type <return> to continue, or q <return> to quit---
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000051 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000052 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000053 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000054 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > (
    this=this@entry=0x7fffc4bf1960, __urng=..., __param=...)
    at /usr/include/c++/4.8/bits/random.tcc:929
0000055 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::me---Type <return> to continue, or q <return> to quit---
Saves.zip (1,016,205) 2014-07-18 22:26
https://bugs.vcmi.eu/file_download.php?file_id=1862&type=bug
Notes
(0008474)
Povelitel   
2023-02-16 18:42   
Should be fixed now





View Issue Details
3247 [VCMI] GUI - Battles crash always 2023-02-07 20:09 2023-02-14 16:22
bredator Macbook SILICON  
Ventura  
normal 13.1  
new  
open  
none    
none  
   
not shown creatures during battle
Dear Community,

I repeatevely face to crash during combat when only number of creatures are shown, but there is no siliete. And the game hangs and crashes after a few turns.

It happens constantly in Utopia (dragon castle) and some times during common battle, but what I first realised it was also at hero :( It means it is not possible to win.

You can see more details and explanation on the attached screenshot.
enter Utopia - Dragon Castle.
Homman3VCMI.png (1,904,330) 2023-02-07 20:09
https://bugs.vcmi.eu/file_download.php?file_id=3194&type=bug
CrashHOMAN3.txt (44,000) 2023-02-07 20:12
https://bugs.vcmi.eu/file_download.php?file_id=3195&type=bug
Notes
(0008473)
bredator   
2023-02-14 16:22   
maybe MacOS demo assets support plugin is the cause of this fails.





View Issue Details
1029 [VCMI] Sound, music, videos minor always 2012-07-02 19:23 2023-02-03 09:18
vcmi_user x86_64  
Warmonger windows  
normal vista  
resolved 0.89  
unable to reproduce  
none    
none 1.next  
   
Death Stare sound played if Mighty Gorgon attack without Death Stare
Death Stare sound played if Mighty Gorgon attack without Death Stare. Death Stare sound played on all Mighty Gorgon attack.
on any map attack Mighty Gorgon.
Notes
(0003403)
Warmonger   
2013-02-26 10:05   
Not reproductible. Played on Arrogance 3 with 3 Mighty Gorgons. Killed 5 stacks in battle and DS never triggered, didn't play any sound either.
(0008472)
Povelitel   
2023-02-03 09:18   
Fixed long time ago





View Issue Details
651 [VCMI] GUI - Battles trivial always 2010-11-19 12:58 2023-02-02 11:00
Boulie  
SXX  
normal  
resolved 0.83  
fixed  
none    
none 1.next  
   
Mouse icon (sword/arrow) stays in unit's info window during battle
During battle if you want to check unit's stats mouse icon (i.e.sword / arrow) should stay in background
battle creature info.jpg (34,337) 2010-11-19 12:58
https://bugs.vcmi.eu/file_download.php?file_id=609&type=bug
battle creature info 2.jpg (27,513) 2010-11-19 12:58
https://bugs.vcmi.eu/file_download.php?file_id=610&type=bug
battle creature info 3.jpg (29,054) 2010-11-19 12:58
https://bugs.vcmi.eu/file_download.php?file_id=611&type=bug
Notes
(0002242)
q4a   
2012-02-28 12:55   
I can confirm. Reproduces in r2562.
(0008469)
Povelitel   
2023-02-02 11:00   
Fixed long time ago





View Issue Details
2822 [VCMI] Launcher major always 2017-12-08 15:13 2023-01-30 11:46
Drake Windows  
Povelitel Windows 10 Pro  
high 1607  
resolved  
fixed  
none    
none 1.next  
   
VCMI essential files will not update
Just installed the latest daily of VCMI (26a222a) over a fresh install of Heroes 3 Complete (GOG) and upon opening the launcher I saw that VCMI essential files had an update. So I clicked to update it, then it said to first disable it. So I disabled it and clicked to update before it said that it failed and the mod was already installed. So I tried to uninstall it and it just fails. Seems that it just won't update at all.
System Type: x64-based PC
Processor: Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz 3.30GHz
Installed Memory (RAM): 8.00 GB
Notes
(0007332)
Warmonger   
2017-12-08 17:50   
(edited on: 2017-12-08 20:51)
That's right, you shoudl never update VCMI Essential Files and it's in fact impossible and will only break your game.

(0007340)
Godric   
2017-12-30 13:36   
Setting version of this mod in git(https://github.com/vcmi/vcmi/blob/develop/Mods/vcmi/mod.json#L5 [^]) to same as in repository should prevent showing that it can be updated.
Is there a reason to not fix it that way?
(0007341)
Warmonger   
2017-12-30 14:02   
Well, just go for it. This might be only temporary fix, but version set to 0.0 is confusing anyway.
(0008468)
Povelitel   
2023-01-28 10:06   
Now we have "vcmi extra" and updateable essential files





View Issue Details
3025 [VCMI] Launcher major always 2018-11-28 15:24 2023-01-28 07:41
kuba Phone (LG G7 thinq)  
Povelitel Android  
normal 8.0.0  
resolved 0.99  
unable to reproduce  
none    
none 1.next  
   
blue filter on screen / blue screen
when I launch the game, screen immediately gets blue. When I tru to shut down the game or to take a screen game goes normal - without blue color, but second later it is blue again.

I wad
I was trying to unistal game but it changed nothing.
I puted polish gold edition version of homm3 should I try with gog.or.english one?
Screenshot_2018-11-26-03-55-12.png (1,724,956) 2018-11-28 15:24
https://bugs.vcmi.eu/file_download.php?file_id=2968&type=bug
Notes
(0007693)
kuba   
2018-11-28 18:04   
I tested it with hota, wog, gold edition and gog version and still.blue screen after running game (not.launcher)
(0008096)
Povelitel   
2022-03-16 09:09   
Is it the same in the latest builds? https://builds.vcmi.download/branch/develop/Android [^]
(0008467)
Povelitel   
2023-01-28 07:41   
Should be fixed long time ago.
Anyway try the official release https://github.com/vcmi/vcmi/releases/tag/1.1.0 [^]
(to download you need to be registered on github)





View Issue Details
1649 [VCMI] GUI - Other major always 2014-01-08 01:49 2023-01-28 07:37
dmccombs  
Povelitel OS X  
normal 10.9.1  
resolved  
unable to reproduce  
none    
none 1.next  
   
Area around hero and other graphics such as town structures tinted blue on OS X
On OS X 10.9.1, running the game in full screen mode or switching to full screen mode and back to windowed causes many of the graphics to have a blue tint applied to them. See attached screenshots.
Open the game and begin a scenario. Go to System Settings and change the game to full screen mode. Some graphical elements will now be tinted blue, and changing back to windowed mode will not solve the problem.
Screen Shot 2014-01-07 at 8.36.54 PM.png (1,012,465) 2014-01-08 01:49
https://bugs.vcmi.eu/file_download.php?file_id=1646&type=bug
Screen Shot 2014-01-07 at 8.37.12 PM.png (1,302,656) 2014-01-08 01:49
https://bugs.vcmi.eu/file_download.php?file_id=1647&type=bug
Notes
(0008092)
Povelitel   
2022-03-16 08:14   
Try the latest build from here https://builds.vcmi.download/branch/develop/macOS/ [^]
(0008466)
Povelitel   
2023-01-28 07:37   
Should be fixed long time ago.
Anyway try the official release https://github.com/vcmi/vcmi/releases/tag/1.1.0 [^]
(to download you need to be registered on github)





View Issue Details
2815 [VCMI] Mechanics - Battles crash always 2017-10-29 11:57 2023-01-27 18:05
misiokles Mobile  
Povelitel Android  
high 6.1  
resolved 0.99  
unable to reproduce  
none    
none 1.next  
   
Crash after battle
After battle, when player expects to see battle casualities window - crash occurs. There's suspect that crash is connected with wrong bink/smk files displaying (such clip is present in casualties window).
Notes
(0007369)
Trogwar   
2018-01-15 13:33   
This crash also occurs during the entrance to the tavern. Because of the video in the interface. I replaced the video with the Linux version (mjpg, mpg) the problem repeats.
(0008048)
Povelitel   
2022-02-10 08:29   
This bug is not reproduced on Windows, will it still be repeated on mobile platforms?
(0008452)
Povelitel   
2023-01-26 09:08   
1.1 doesn't have this problem. Fixed a long time ago





View Issue Details
3132 [VCMI] Mechanics - Battles minor always 2020-06-11 02:42 2023-01-26 11:02
Andruids PC  
Ivan Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none  
   
Turn to stone / Paralysis / Blind issue
Abilities based on NOT_ACTIVE bonus don't work correctly.

In vanilla H3, when basilisk's, medusa's, manticore's and unicorn's ability activates, it automatically stops the enemy's retaliation. In VCMI, this is made by adding BLOCKS_RETALIATION bonus to "paralyse" and "stoneGaze" spells (in abiliy.json). But "blind" doesn't get that - spell only stops retaliation on expert level, so when Unicorns blind a unit, it retaliates, when it shouldn't.

There's more - creatures affected by "paralyse" and "stoneGaze" spells, should retaliate upon being attacked. In VCMI - they don't. BLOCKS_RETALIATION bonus makes them unable to.
Alter Basilisks' SPELL_AFTER_ATTACK value to 100 to make the testing easier.

Start "All for one" map with Fortress and choose Bron as a starting hero - then separate his Basilisks into single stacks and attack Obsidian Gargoyles at North-East passage.

Observe that Gargoyles turned into stone (yes, Gargoyles are susceptible to this spell) don't retaliate after being attacked.
Add a new duration type - one that stops the effect with each new creature's round. Or make it that UNTIL_BEING_ATTACKED works - because right now it doesn't.
Notes
(0007960)
Andruids   
2020-12-07 03:08   
Just came to a conclusion that ATTACKS_NEAREST_CREATURE wouldn't work too (as a substitute of NOT_ACTIVE).
(0008454)
Ivan   
2023-01-26 11:02   
Resolved in 1.2





View Issue Details
2916 [VCMI] Mechanics - Battles minor always 2018-03-16 00:55 2023-01-26 11:02
Andruids PC  
Ivan Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none  
   
Magic Elementals don't deal lowers damage to magic-resistant units
Magic Elementals should deal 50% damage to all units resistant to 5th level spells, that is Black Dragons and other Magic Elementals. Right now, they don't.
Play attached map. Magic Elementals will deal the same damage to Magic Elementals as to Nagas and approximately same damage to Titans as to Black Dragons (because Titans have 1 less defense).
MAGIC ELEMENTAL TEST.vmap (2,990) 2018-03-16 00:55
https://bugs.vcmi.eu/file_download.php?file_id=2879&type=bug
Notes
(0008459)
Ivan   
2023-01-26 11:02   
Resolved in 1.2





View Issue Details
2915 [VCMI] Mechanics - Battles minor always 2018-03-16 00:25 2023-01-26 11:02
Andruids PC  
Ivan Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none  
   
Psychic Elementals don't deal lowers damage to Undead and Non-living
Psychic Elementals should deal 50% damage to all units resistant to mind spells, including Undead and Non-living creatures (BUT NOT GARGOYLES!). Right now, they only deal lower damage to units with Mind Spells Resistance bonus.
Play attached map. Psychic Elementals will deal lower damage to Giants, Titans, Psychic and Magic Elementals, but not to Vampires and Golems.
PSYCHIC ELEMENTAL TEST.vmap (2,995) 2018-03-16 00:25
https://bugs.vcmi.eu/file_download.php?file_id=2878&type=bug
Notes
(0008460)
Ivan   
2023-01-26 11:02   
Resolved in 1.2





View Issue Details
2894 [VCMI] Mechanics - Battles minor always 2018-02-28 07:40 2023-01-26 11:02
Warmonger PC  
Ivan Windows  
normal 10  
resolved 0.99  
fixed  
none    
none  
  1.next  
Adela's Bless boosts only max damage and not all damage done by stack
The value is correct, but bonus is applied only to max damage and not min damage as well.
Truly speaking, in OH3 Adela didn't boost stack base damage as visible on creature card, the bonus was only calculated internally. Current implementation results in quantized value, i.e. damage boost is rounded down.
Adela dmg bonus.png (415,046) 2018-02-28 07:40
https://bugs.vcmi.eu/file_download.php?file_id=2858&type=bug
Adela dmg bonus 2.png (353,629) 2018-02-28 07:40
https://bugs.vcmi.eu/file_download.php?file_id=2859&type=bug
Notes
(0008458)
Ivan   
2023-01-26 11:02   
Resolved in 1.2





View Issue Details
2848 [VCMI] Mechanics - Battles major always 2018-01-10 12:49 2023-01-26 11:02
Andruids PC  
Ivan Windows  
high 8.1  
resolved 0.99  
fixed  
none    
none  
   
Elementals don't deal higher damage to opposing elementals
Elementals don't deal 100% higher damage to the elementals of opposing element (i.e. Fire and Water).

I'm attaching a map made in the newest VCMI map editor, to help reproduce the bug.
1. Start a multiplayer scenario.
2. Have a hero with some Elementals
3. Have another player's hero with the Elementals of the opposing element
4. Enter battle with two heroes, attack each others Elementals
elementalhate.vmap (2,790) 2018-01-10 12:49
https://bugs.vcmi.eu/file_download.php?file_id=2832&type=bug
Notes
(0008457)
Ivan   
2023-01-26 11:02   
Resolved in 1.2





View Issue Details
2240 [VCMI] Mechanics - Battles minor have not tried 2015-08-30 18:49 2023-01-26 11:02
Dydzio Microsoft Windows  
Ivan Windows 7  
high Home Premium x64  
resolved 0.98c  
fixed  
none    
none  
   
Damage prediction works incorrectly, at least for ranged units
During hovering a mouse over enemy unit if attack is possible, battle log shows possible damage range. The actual damage for ranged units seems to be always higher than upper damage limit in combat log hint.
Take some ranged units and start a battle, compare damage output with hint damage given when hovering mouse over target.
Seems to be also broken in VCMI 0.98
Notes
(0005831)
Dydzio   
2015-08-30 19:53   
Damage is calculated incorrectly for cavaliers / champions as well
(0006654)
SXX   
2016-09-12 03:17   
This is actually the case and this is possible happen since due to how RNG works in VCMI.
(0008461)
Ivan   
2023-01-26 11:02   
Resolved in 1.2





View Issue Details
684 [VCMI] Mechanics - Battles minor always 2011-03-01 20:24 2023-01-26 11:02
Zamolxis  
Ivan  
normal  
resolved 0.84  
fixed  
none    
none  
   
Curse spell decreases damage to 1
Not sure if in all situations, but at least in the following scenario: Take Septienna in the map from 0000570 and attack Wraiths. If you're lucky and your Dread Knight casts Curse with the attack (bug 0000180), the enemy Wraiths will only deal 1 damage from then on (see screenshot).
Possibly related (or at least similar) to 0000147.
2011-03-01_CurseOnWraiths.jpg (33,491) 2011-03-01 20:24
https://bugs.vcmi.eu/file_download.php?file_id=660&type=bug
Notes
(0001585)
Tow dragon   
2011-03-02 11:51   
From Tribute to strategists:

Curse spell description incorrectly states that it reduces base damage to:
[(80% of minimum damage) – 1]. It actually reduces it to (minimum damage - 1), down to a minimum of 1.

Are you sure wraiths couldn't do as little as 1 damage?
(0001586)
Zamolxis   
2011-03-02 21:20   
(edited on: 2013-06-10 13:04)
Wraiths did do as little as 1 damage (as seen on screenshot and report summary). But they should do more. ;) [EDIT: disregard this line; I see now you were referring to OH3]

Let's take it in order:

> 1st, Wraiths should be immune to Curse, but that's 0000180 :p

> 2nd, as per Tribute to Strategists, Curse should reduce Base Damage to (minimum damage - 1). For Wraiths, which have Damage 3 - 5, that is (3 - 1) = 2.
Note: The "down to a minimum of 1" doesn't refer to the minimum (base or total) damage for all creatures, but to the minimum value we can get by applying the (minimum damage - 1) formula. So it basically means that if creature's minimum damage is 1 (e.g.: Peasants), Curse should not reduce it to 0.

> 3rd: a Wraith's Total Damage should be Base Damage * (1 + bonuses) * (1 - reduction a) * (1 - reduction b) * ..., so, if you take the map I specified, with Dread Knight Defense 19 vs Wraith Attack 8, you get Total Damage = 2 * (1 + 0) * (1 - 0.025*(19-8)) = 2 * 1 * (1 - 0.275) = 2 * 0.725 = 1.45

> 4th: a Wraith's Total Damage of 1.45 still needs to be multiplied with the number of Wraiths in stack, that is 5 in the screenshot above, so they should inflict 5 * 1.45 = [7.25] = 7 Damage to my Dread Knight.
Note: Tribute to Strategists mentions that "damage is rounded down", however it doesn't specifically say if it's the Total Damage per creature in stack (1.45 above), or per stack as a whole (7.25). I incline to believe it's the latter, but even if it's the former, Wraiths should still inflict 5 Damage to my Dread Knight, but that was not the case.

(0008456)
Ivan   
2023-01-26 11:02   
Resolved in 1.2





View Issue Details
640 [VCMI] Mechanics - Battles minor sometimes 2010-11-14 13:18 2023-01-26 11:02
Zamolxis AMD 5600+  
Ivan Windows  
normal XP SP3  
resolved 0.83  
fixed  
none    
none  
   
Advanced Ballista doesn't get the 2nd shot sometimes, if the 1st shot destroyed the target + related console warning
Often (though apparently not always), if the first shot of an advanced/expert Ballista finishes the target (tower/wall section down), the 2nd shot is not performed anymore. The 2nd shot should always be performed as long as there's still a piece of wall standing (only the target should be random, as the indicated target was terminated by the first shot).
Take Inteus in the map from 0000570, and attack Purple Inferno castle to the West to reproduce.
I'm not sure if it's related, but the Console displays this message in purple when this happens:

"Warning - No projectile spin for spi.creID 149"

For me it's easily reproducible after no more than a couple of attempts, but let me know if I need to save/upload any logs or screenshots in case you can't reproduce it.
Notes
(0008462)
Ivan   
2023-01-26 11:02   
Resolved in 1.2





View Issue Details
3096 [VCMI] Other crash always 2020-01-04 17:03 2023-01-26 10:59
Rovanion Linux  
Ivan Ubuntu  
normal 18.04  
resolved 0.99  
fixed  
none    
none  
   
Crash on launch due to missing library libvcmi when installed from PPA
After istalling vcmi from the PPA and trying to start the launcher or client I get the following error:

vcmilauncher: error while loading shared libraries: libvcmi.so: cannot open shared object file: No such file or directory

This does not appear when the package is installed from the normal Ubuntu repositories, though that is a vastly different version.
$ sudo apt-add-repository ppa:vcmi/ppa
 Packages of VCMI (Heroes3 recreated) game for Ubuntu Linux OS
 More info: https://launchpad.net/~vcmi/+archive/ubuntu/ppa [^]
Press [ENTER] to continue or Ctrl-c to cancel adding it.

$ sudo apt update
...

$ sudo apt-get install vcmi
...


$ vcmibuilder --data ~/.wine/drive_c/GOG\ Games/Heroes\ of\ Might\ and\ Magic\ 3\ Complete/

And finally trying to start the launcher or client I get the following error:

$ vcmilauncher
vcmilauncher: error while loading shared libraries: libvcmi.so: cannot open shared object file: No such file or directory


$ vcmiclient
vcmiclient: error while loading shared libraries: libvcmi.so: cannot open shared object file: No such file or directory
Notes
(0007935)
elk_aide   
2020-10-02 16:46   
fixed here: https://forum.vcmi.eu/t/building-vcmi-develop-on-debian-testing-daily-builds-for-linux/5373/7?u=elk_aide [^]
(0008453)
Ivan   
2023-01-26 10:59   
Fixed in 1.1, both daily & stable PPA's should correctly find libvcmi.so





View Issue Details
1771 [VCMI] GUI - Adventure Map crash random 2014-04-06 10:32 2023-01-26 08:01
beegee  
Povelitel  
high  
resolved  
unable to reproduce  
none    
none 1.next  
   
Crash when loading a map (campaign scenario)
Sometimes when loading a map (campaign scenario) VCMI crashes.
It randomly occured when starting the

- 1st scenario of AB campaign Armageddon's Blade / Catherine's Charge
- 1st scenario of SOD campaign Unholy Alliance / Harvest
Backtrace:

Thread 30 (Thread 0x7fd3f52d6700 (LWP 7613)):
#0 0x0000000000f95859 in CTerrainRect::showPath (this=0x7fd3e13b90f8, extRect=0x7fd3e13b9148, to=0x31cb4f0) at /home/bge/VCMI/trunk/src/client/CAdvmapInterface.cpp:140
        curPos = @0x18: <error reading variable>
        nextPos = @0x40: <error reading variable>
        pn = 32723
        i = 0
        pns = {{16, 17, 18, 7, -1, 19, 6, 5, -1}, {8, 9, 18, 7, -1, 19, 6, -1, 20}, {8, 1, 10, 7, -1, 19, -1, 21, 20}, {24, 17, 18, 15, -1, -1, 6, 5, 4}, {-1, -1, -1, -1, -1, -1, -1, -1, -1}, {8, 1, 2, -1, -1, 11, 22, 21, 20}, {24, 17, -1, 23, -1, 3, 14, 5, 4}, {24, -1, 2, 23, -1, 3, 22, 13, 4}, {-1, 1, 2, 23, -1, 3, 22, 21, 12}}
#1 0x0000000000f96911 in CTerrainRect::show (this=0x7fd3e13b90f8, to=0x31cb4f0) at /home/bge/VCMI/trunk/src/client/CAdvmapInterface.cpp:272
No locals.
0000002 0x0000000000f9c0fb in CAdvMapInt::show (this=0x7fd3e13b8270, to=0x31cb4f0) at /home/bge/VCMI/trunk/src/client/CAdvmapInterface.cpp:758
        betterPos = {x = 5, y = 6, z = 0}
        scrollSpeed = 1
0000003 0x0000000000f9badb in CAdvMapInt::showAll (this=0x7fd3e13b8270, to=0x31cb4f0) at /home/bge/VCMI/trunk/src/client/CAdvmapInterface.cpp:679
No locals.
0000004 0x0000000000bac04f in CGuiHandler::totalRedraw (this=0x15e9c30 <GH>) at /home/bge/VCMI/trunk/src/client/gui/CGuiHandler.cpp:150
        __range = std::vector of length 1, capacity 8 = {0x7fd3e13b8270}
        __begin =
        __end =
        elem = @0x7fd3f04d4290: 0x7fd3e13b8270
0000005 0x0000000000bac327 in CGuiHandler::pushInt (this=0x15e9c30 <GH>, newInt=0x7fd3e13b8270) at /home/bge/VCMI/trunk/src/client/gui/CGuiHandler.cpp:115
No locals.
0000006 0x0000000000e915e3 in CPlayerInterface::playerStartsTurn (this=0x7fd3e1e065e8, player=...) at /home/bge/VCMI/trunk/src/client/CPlayerInterface.cpp:2580
No locals.
0000007 0x0000000000e9177c in non-virtual thunk to CPlayerInterface::playerStartsTurn(PlayerColor) (this=0x7fd3e1e06600, player=...) at /home/bge/VCMI/trunk/src/client/CPlayerInterface.cpp:2598
No locals.
Notes
(0008450)
Povelitel   
2023-01-26 08:00   
Could not repeat in the current develop. Tried more than 30 times each mission. This was most likely fixed a long time ago.





View Issue Details
3145 [VCMI] AI - Adventure Map major always 2020-10-03 14:03 2023-01-26 07:01
elk_aide  
Nullkiller debian  
high buster  
resolved  
fixed  
none    
none 1.next  
   
We whould ship a good (functional) Adventure Map AI
(tested with a build from current master/develop branch)

I think we should get a new AI into mainline sooner rather than later.
And the good news is, that we already have one available:
https://forum.vcmi.eu/t/nullkiller-ai/ [^]

Right now even on the hardest setting they act totally of. The ai spends all it’s money on building 6+ heroes in the firtst two week, upgrades to castle and capitol, but doesn’t build any creature dwellings, and it doesn’t attack enemy heroes right next to theirs, even if they just have 1 level 1 unit.

I would say the game is not really playable with the ai that is in out daily develop builds right now.
Just start any game and watch what the enemy does.
I attached a savegame where you can clearly see, that something went wrong there.
aiexamplesave_withcove.7z (284,608) 2020-10-03 14:03
https://bugs.vcmi.eu/file_download.php?file_id=3100&type=bug
Notes
(0008265)
Povelitel   
2022-04-05 10:25   
1. NullkillerAI already integrated in develop.
2. What exactly went wrong? What mods other than hota were used? My game crashes when a tan player visits the lookout tower.
(0008448)
Povelitel   
2023-01-26 07:01   
About this ticket - I think we should mark it as fixed. Since NullkillerAI is already integrated into the game.
(If you think differently, open again)





View Issue Details
3137 [VCMI] Map Editor minor always 2020-08-02 19:24 2023-01-21 19:31
Andruids PC  
AVS Windows  
normal 8.1  
assigned 0.99  
open  
none    
none  
   
Seer's Hut/Quest Guard issue
(encountered in latest release of VCMI map editor - 0.1.15)

When you put one of the quest-giveers in VCMI map editor with an objective to bring a certain number of creatures ('Army' requirement) and visit such object, VCMI will freeze. This problem doesn't occur when you play one of the original maps with this objective. It also doesn't occur when you save such map in VCMI editor format.
Play attached map, it contains Seer's Hut and Quest Guard with a quest to bring 1 Air Elemental.
quest issues 1.vmap (2,541) 2020-08-02 19:24
https://bugs.vcmi.eu/file_download.php?file_id=3096&type=bug
Notes
(0008337)
Povelitel   
2022-09-13 11:46   
I can confirm it
(0008447)
Andruids   
2023-01-21 19:31   
While the issue still persists, I discovered a way to bypass it. Open the "objects.json" in the saved map (open the map with Winrar or other unpacker) and edit the properties of the seer's hut in question. There, delete the empty {} brackets in the "creatures" field.





View Issue Details
2059 [VCMI] AI - Adventure Map major sometimes 2015-02-09 17:23 2023-01-10 16:01
SXX  
Warmonger  
normal  
assigned 0.97b  
open  
none    
none  
   
AI scouts heroes may block path for others when path is blocked by armed instance
So here is problem that can be easily reproduced on attached map or on any map where only one tile way available. Initially AI start to explore on map with not too powerful heroes that usually unable to win any battle so they're not going to try.

When this happen on small map it's possible that there is already 1-2 more other heroes that already blocked way back to this scout. As result hero that have army and assigned to attack this armed instance unable to go here because of scout, but scout can't go back because other heroes block his way.

So there need to be smart way to solve such situations. Though I'm currently made some dirty hack for myself that just make AI delete heroes that block way for others more than few times, but this not solution.
  - Run game on attached map or load save (if it's compatible).
  - Use "vcmieagles" cheat to see map.
  - Now watch what AI's doing and both blue and orange will likely stuck in their zones because one of heroes going to block way for others.
Save is for 1396476869aa52ac21fe92f1ac4ae000dd668b9d.
Wasteland.h3m (9,948) 2015-02-09 17:23
https://bugs.vcmi.eu/file_download.php?file_id=2098&type=bug
bug_al_stuck_heroes.zip (648,952) 2015-02-09 17:31
https://bugs.vcmi.eu/file_download.php?file_id=2099&type=bug
Notes
(0005436)
SXX   
2015-02-09 18:47   
Anyone interested may follow this branch:
https://github.com/ArseniyShestakov/vcmi/commits/internalOnlyExperimentAI [^]
Though as should be obvious from it's name this will be never pulled in upstream until I find right solution for AI problems I found. Then I'll create new branch with properly coded solution and will sent pull request.





View Issue Details
3206 [VCMI] GUI - Battles minor always 2022-04-01 10:40 2023-01-09 20:15
Andruids PC  
Ivan Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none  
   
Bugged "Start Walking" animation
One of the most jarring graphic bugs I encounter while testing new units is the incorrect order of "Turning" and "Start Walking" animations. When the unit moves in an opposite direction, first the "Start Walking" animation plays, then "Turn", then "Walking". The correct order should be:
1. "Turn"
2. "Start Walking"
3. "Walking"

(The order of "Stop Walking" animation is normal.)
Move in an opposite direction with a unit which has a very noticeable "Start Walking" animation e.g. with vampires.
Notes
(0008436)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
3125 [VCMI] GUI - Battles minor always 2020-05-16 20:07 2023-01-09 20:15
Czesiek Linux  
Ivan Ubuntu  
normal 20.04  
resolved  
fixed  
none    
none  
   
Palisade covering other elements of the battleground
On the battle view during siege, you can see that palisade is covering more important layers - like dead units, or current unit movement range or grid. See screenshot
Attack a barbarian town, enable grid, optionally kill a unit on the palisade.
Didn't test it with other towns.
Encountered on nullkiller_ai branch, but seems unrelated to AI so I expect it's a develop issue as well.
Compiled with gcc 9.3.0 (default on ubuntu 20.04)
Screenshot from 2020-05-16 21-43-11.png (2,966,056) 2020-05-16 20:07
https://bugs.vcmi.eu/file_download.php?file_id=3068&type=bug
Notes
(0008433)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
3073 [VCMI] GUI - Battles minor always 2019-06-25 02:49 2023-01-09 20:15
Andruids PC  
Ivan Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none  
   
Casting and spell effect animations are played simultaneously instead of consecutively.
In vanilla H3, when a spell is cast, first the hero's casting animation is displayed and then the spell's projectile is shot and/or its effect is displayed.

In VCMI, hero's casting animation is displayed simultaneously with spell's projectile/effect.
1) start any single player scenario
2) select a hero with offensive spell or type cheatcode 'vcmiistari' (gives all spells +999 mana)
3) enter battle
4) cast offensive spell
Notes
(0008437)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
2975 [VCMI] GUI - Battles minor always 2018-07-19 16:01 2023-01-09 20:15
Andruids PC  
Ivan Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none  
   
Cyclops Kings don't use their 2-hex attack animation
After being given "TWO_HEX_ATTACK_BREATH" bonus, Cyclops Kings still use their normal attacking animation when they attack in melee, despite having unused 2-hex attacking animation in their original def file.
1. Unpack my attached mod,
2. Start any single player with Stronghold,
3. vcmiarmenelos,
4. Take some Cyclops Kings to battle, wait until enemy stacks align and attack.
I attach an example test mod that makes Cyclops Kings attack with 2-hex attack BONUS and makes them unable to shoot, to help reproduce the issue.
cyclopTEST.zip (1,073) 2018-07-19 16:01
https://bugs.vcmi.eu/file_download.php?file_id=2919&type=bug
Notes
(0007600)
AVS   
2018-07-19 16:15   
VCMI use different frame groups for 2-HEX attack.
        VCMI_2HEX_UP = 40,
        VCMI_2HEX_FRONT = 41,
        VCMI_2HEX_DOWN = 42

It is recommended to alter animation to use these indexes.

However, fallback option for 2-HEX attack should be done in a way similar to cast animation.
(0007601)
Andruids   
2018-07-20 13:01   
Wow, it worked : D

However there's a new issue, now cyclopes use this animation every time when they attack, not only when they hit 2 units.

By the way, are there other frame groups used by VCMI?
(0007602)
AVS   
2018-07-20 13:21   
Here is complete list:
    enum EAnimType // list of creature animations, numbers were taken from def files
    {
        MOVING=0,
        MOUSEON=1,
        HOLDING=2,
        HITTED=3,
        DEFENCE=4,
        DEATH=5,
        DEATH_RANGED=6,
        TURN_L=7,
        TURN_R=8, //same
        //TURN_L2=9, //identical to previous?
        //TURN_R2=10,
        ATTACK_UP=11,
        ATTACK_FRONT=12,
        ATTACK_DOWN=13,
        SHOOT_UP=14,
        SHOOT_FRONT=15,
        SHOOT_DOWN=16,
        CAST_UP=17,
        CAST_FRONT=18,
        CAST_DOWN=19,
        MOVE_START=20,
        MOVE_END=21,

        DEAD = 22, // new group, used to show dead stacks. If empty - last frame from "DEATH" will be copied here
        DEAD_RANGED = 23, // new group, used to show dead stacks (if DEATH_RANGED was used). If empty - last frame from "DEATH_RANGED" will be copied here

        VCMI_CAST_UP = 30,
        VCMI_CAST_FRONT = 31,
        VCMI_CAST_DOWN = 32,
        VCMI_2HEX_UP = 40,
        VCMI_2HEX_FRONT = 41,
        VCMI_2HEX_DOWN = 42
    };
(0008438)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
2834 [VCMI] GUI - Battles trivial always 2017-12-30 02:48 2023-01-09 20:15
Andruids PC  
Ivan Windows  
normal 8.1  
resolved  
fixed  
none    
none  
   
Disappearing flag
Hero's flag disappears when you open any window (unit's information, spellbook or settings). In vanilla it didnt disappear, just stopped moving.
Open any window in battle (unit's information, spellbook or settings).
Notes
(0008431)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
2808 [VCMI] Mechanics - Battles major always 2017-10-13 03:16 2023-01-09 20:15
Nephretes Windows  
Ivan  
high 10  
resolved  
fixed  
none    
none  
   
Cloning spell bugs and lacking visuals representation + stupid AI
In original game when you are using cloning spell on creature, clones are appearing sliding slowly on adjacent hexes. They are also blue and while dying or disappearing, they are fading away slowly. AI in vanilla also loves to focus on them. If the cloned creature dies, clone dies with it.

In VCMI clones have no visual representation, they look exactly like cloned creatures, and are always appearing at the left side corner no matter where cloned creature is placed. They also disappear instantly instead of slowly fading while attacked.
Cast clone on any creature
Wasn't able to test whether clones in VCMI dies with their original yet, but it should be checked as well
clone.png (230,842) 2017-10-13 03:16
https://bugs.vcmi.eu/file_download.php?file_id=2798&type=bug
Notes
(0007298)
Nephretes   
2017-10-13 03:25   
Forgot to mention that VCMI battle AI is ignoring clones instead of prioritizing them
(0007463)
Povelitel   
2018-03-03 17:18   
Can confirm it:

Clone is not blue
Clone always appear in left corner
(0008439)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
2784 [VCMI] GUI - Battles minor have not tried 2017-09-05 19:50 2023-01-09 20:15
SXX  
Ivan  
normal  
resolved  
fixed  
none    
none  
   
Tower: creatures clip into the town walls on siege
There is some problem with walls on top of creatures.
Screenshot_20170905_224727.png (711,187) 2017-09-05 19:50
https://bugs.vcmi.eu/file_download.php?file_id=2780&type=bug
Notes
(0007263)
SXX   
2017-09-05 19:55   
Just in case: there are multiple cases where walls appear on top of creature for the few milliseconds, but this exact position is the only case I seen where it's constantly occur.
(0008432)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
2746 [VCMI] Mechanics - Battles minor always 2017-07-24 18:58 2023-01-09 20:15
Anubis PC  
Ivan Windows  
normal 7  
resolved 0.99  
fixed  
none    
none  
   
Incorrect visuals of the grid shadow near Moat hexes.
Grid shadow in siege screen near Moat hexes appears cut off. Attached a screenshot.
Grid shadow bug (crude outlines).jpg (358,994) 2017-07-24 18:58
https://bugs.vcmi.eu/file_download.php?file_id=2747&type=bug
Notes
(0008440)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
2549 [VCMI] GUI - Battles minor always 2016-10-05 17:51 2023-01-09 20:15
misiokles PC  
Ivan Windows  
low 10  
resolved 0.98g  
fixed  
none    
none  
   
One of Necropolis moat graphics is shifted outside moat.
One of Necropolis moat graphics is shifted outside moat. See picture.
Last VCMI daily builds
shift.jpg (371,796) 2016-10-05 17:51
https://bugs.vcmi.eu/file_download.php?file_id=2589&type=bug
Notes
(0008441)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
2531 [VCMI] Mechanics - Battles minor always 2016-09-29 22:06 2023-01-09 20:15
Dydzio Microsoft Windows  
Ivan Windows 7  
normal Home Premium x64  
resolved 0.98g  
fixed  
none    
none  
   
Implosion spell - unit should get hit and play damage animation when spell animation starts, not when it ends
Currently in VCMI implosion spell triggers unit damage after spell animation ends. In original H3 target unit takes damage as soon as spell animation starts.
Cast implosion on any unit.
Notes
(0008442)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
2452 [VCMI] GUI - Battles minor always 2016-08-09 16:45 2023-01-09 20:15
misiokles PC  
Ivan Windows  
normal 10  
resolved 0.98g  
fixed  
none    
none  
   
VCMI can't display 2hex-attack from def files.
If new creature from mods has 2-hex attack part of def and DRAGON_NATURE ability - in game there's always normal attack (but fortunatelly damage is 2-hex).
Check Serpentine creatures from latest Axolotl Creature Pack mod.
Notes
(0006542)
AVS   
2016-08-10 10:26   
Link to latest Axolotl Creature Pack mod?
(0006543)
misiokles   
2016-08-10 11:35   
http://wiki.vcmi.eu/index.php?title=Mod_list#Creatures [^]
(0006544)
AVS   
2016-08-10 14:25   
Animation types 17-19 are not used but look like implemented.
(0008443)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
2244 [VCMI] Mechanics - Battles trivial have not tried 2015-08-30 21:32 2023-01-09 20:15
Dydzio Microsoft Windows  
Ivan Windows 7  
low Home Premium x64  
resolved 0.98c  
fixed  
none    
none  
   
Game prints error when enemy steps on quicksand
I casted quicksand spell during the battle, and when enemy stepped on it and stopped moving then game printed error (green font message), about monster being unable to move to destination
Battle was played vs AI player
Notes
(0005832)
Dydzio   
2015-08-30 22:37   
The message occurs when unit tries to attack and gets halted by quicksnd
(0006736)
SXX   
2016-09-24 08:50   
Spell now working properly for sure, but we need some handling for this situation.
At moment if unit didn't move as expected error printed.
(0008444)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
1318 [VCMI] Mechanics - Battles tweak always 2013-06-10 16:52 2023-01-09 20:15
Zamolxis  
Ivan  
normal  
resolved 0.93  
fixed  
none    
none  
   
Multiple spell animations are shown simultaneously instead of consecutively
When more than one spell has to act one a creature, they should occur one after the other (animation + sound + effect).

Take Septienna in map from 0001316, pick the Spellbook and attack. Cast Chain Lightning in the beginning, so that you get soon enemy Wraiths with partial damage. When their turn comes, the Regeneration + Mana Drain animations (& sounds I think) will take place simultaneously. In reality, we should get first Regeneration, then - when animation & sound of that is completed - also Mana Drain.

It would be even easier to reproduce with Ivor and its Cloak of the Undead King SoD artifact from backpack, however it seems it doesn't work (is that not implemented yet, or another bug to report?)
Notes
(0008445)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
1068 [VCMI] Mechanics - Battles tweak always 2012-09-05 22:52 2023-01-09 20:15
krs  
Ivan  
low  
resolved  
fixed  
none    
none  
   
Incorrect animation order for retaliating Units - First hit animation is sown, then the turn and retaliate animation
Defending units show first the hit animation, then the turn and retaliate animation. Looks really weird when defending unit "dies", then turns (does not retaliate because its dead) then death animation is shown.

Always force units to face each other before exchanging blows.
Notes
(0008430)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
1059 [VCMI] GUI - Battles tweak always 2012-08-28 15:58 2023-01-09 20:15
Ivan x86_64  
Ivan Ubuntu Linux  
normal 12.04 (precise)  
resolved  
fixed  
none    
none  
   
Heroes during battle no longer have flags
Just noticed - flags that heroes should hold during battle are missing. Instead they are holdings empty flagpole.

Looks to be bug - old VCMI screenshots had them.
Screenshot (if needed) here: http://forum.vcmi.eu/download.php?id=444 [^]
no flag.png (564,610) 2014-08-09 07:48
https://bugs.vcmi.eu/file_download.php?file_id=1878&type=bug
Notes
(0002947)
Tow   
2012-08-29 13:16   
It's transparency handling.

In CBattleHero constructor the line:
graphics->blueToPlayersAdv(flag->ourImages[i].bitmap, player);

replaces default, blue colors with player colors in flag. However they all seem to have alpha value of 0, which now is transparent for our blitting procedure.
I'm not sure how it should be fixed though, you may have a better idea of the code.
(0002949)
Ivan   
2012-08-29 13:41   
Ah. Found it.

But animation looks a bit weird. Maybe it is just too fast. Will commit fix a bit later.
(0002950)
Ivan   
2012-08-29 14:56   
Fixed in rev 2860.
(0004908)
Kantor   
2014-08-09 07:47   
(edited on: 2014-08-09 11:02)
This one seems to be back with SDL 2.
EDIT: I forgot to say that it seems to occurs only while viewing creature info.

(0004909)
Ivan   
2014-08-09 10:21   
For me it works. And in this case I don't see any suspicious code.

AVS, can you take a look at this?
(0006652)
SXX   
2016-09-12 03:02   
This is still there and it's related to other problems with UI.
When there is some element on top flag become invisible.
(0008434)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
93 [VCMI] GUI - Battles tweak always 2009-10-04 12:19 2023-01-09 20:15
Tow dragon  
Ivan  
normal  
resolved 0.73  
fixed  
none    
none  
   
Wrong/Missing spell animations
0.73#37 - Wrong Bloodlust animation (looks a bit like Hell Hydra's self-healing, though still different somehow).

Screenshot: http://i4.photobucket.com/albums/y104/Zamolxis/VCMI/VCMI%2007/090804-PMElementsas2-hexBloodlustAn.jpg [^]
Originally reported here: http://forum.vcmi.eu/viewtopic.php?p=3192#3192 [^]
Notes
(0002033)
Zamolxis   
2011-09-20 13:44   
Short update just to confirm this is still there in 0.86. The Bloodlust sound is correctly implemented, but the animation is still the self-healing one.
(0002034)
Warmonger   
2011-09-20 13:53   
Duh, the issue is much more general.
We need a way to handle animations and effects that cange colour of stack (clone, petrification), also shooting beams, like Magi or Beholder do.
Not sure how about Chain Lighthing.

On the other hand, currently game can't handle a spell with absolutely no animation.
(0003835)
Ivan   
2013-08-03 18:50   
Assigning to myself so I won't forget about it :)

In total we're missing:
- petrification ( permament grayscale, with transition to/from normal state)
- clone (blueish, animation = slowly appears?)
- bloodlust (reddish, with transition)
- creature summons (from transparent to fully visible). Same to unsummons when creature is destroyed.

There is also resurrection animation = reversed death. Should be possible just as well.

Anything I missed?
(0008446)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
3111 [VCMI] GUI - Battles minor always 2020-04-19 10:18 2023-01-09 20:15
Andruids PC  
Ivan Windows  
normal 8.1  
resolved  
fixed  
none    
none  
   
Death stare's sound effect
Death stare's sound effect plays, despite the bonus not effecting attacked creature (e.g. golems).
Buy 10 mighty gorgons (it'll always activate then) and attack a unit with NON_LIVING bonus (golem).
Notes
(0008427)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
3108 [VCMI] Mechanics - Battles minor always 2020-03-21 18:06 2023-01-09 20:15
Andruids PC  
Ivan Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none  
   
Frost Ring range doesn't work
Spells that have range "1" (like Frost Ring) still affect the central hex, although they should avoid it.
1. Enter any map
2. Activate vcmiistari
3. Enter eny battle
4. Hit 1-hex unit with Frost Ring
Notes
(0008423)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
2809 [VCMI] GUI - Battles minor always 2017-10-13 03:32 2023-01-09 20:15
Nephretes Windows  
Ivan  
low 10  
resolved 0.99  
fixed  
none    
none  
   
Cursor for spell-like creature abilities and for casting spell should be animated.
Cursor for spell-like creature abilities and for casting spell should be animated like in Vanilla. For now it is frozen one frame.
Notes
(0008422)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
2807 [VCMI] Mechanics - Battles major always 2017-10-13 02:47 2023-01-09 20:15
Nephretes Windows  
Ivan  
normal 10  
resolved  
fixed  
none    
none  
   
Pit lord's summoning demons ability lacks visuals and sounds + GUI problems
In original game pit lord while summoning demons have special animation. Also summoned stack of demons are appearing slowly with fade effect like in teleportation spells. There is also resurrection sound add to it. If according to summoning formula you can't summon demons your cursor doesn't change either.

In VCMI you don't have special animation, or graphic/sounds effects appropriate for the ability. Cursor is also changing for spell-like ability and it shouldn't if you are not able to summon the stack. Although it won't summon demons, clicking on the body to summon causes flickering of the GUI, and other problems.

There is something wrong with summoning formula in VCMI as well, but I am not sure about it.
Tested on PR with new animations, the one MDT alternatives were filmed on, so there should be special animations in place.
summon demons.png (103,438) 2017-10-13 02:47
https://bugs.vcmi.eu/file_download.php?file_id=2796&type=bug
gui flickering.gif (797,399) 2017-10-13 02:48
https://bugs.vcmi.eu/file_download.php?file_id=2797&type=bug
Notes
(0008420)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
2806 [VCMI] Mechanics - Battles minor always 2017-10-13 02:10 2023-01-09 20:15
Nephretes Windows  
Ivan  
normal 10  
resolved 0.99  
fixed  
none    
none  
   
Teleportation spell lacking visuals
In original game teleport have visual effect while in VCMI it is lacking

Original game have the teleported unit nicely fading in one places and appearing in another, while in VCMI it pushes creature quickly through every terrain obstacle using movement animation
 
Simply use teleport spell
teleport.png (134,854) 2017-10-13 02:10
https://bugs.vcmi.eu/file_download.php?file_id=2795&type=bug
Notes
(0008425)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
935 [VCMI] GUI - Battles minor always 2012-04-18 13:32 2023-01-09 20:15
Warmonger PC  
Ivan Windows 7  
normal SP1  
resolved  
fixed  
none    
none  
   
Casting Teleport on flying creature makes it fly slowly to destination
The creature will fly and fly to target tile with minimal speed, instead of teleporting immediately.
Use VCMT Tests 2011b. Start combat with Sir Mullich and use Teleport on Phoenixes.
Intel Xeon X3450 2.67GHz
8GB RAM @ 1333 MHz
Galaxy GTS 250
Raid 10
Notes
(0008424)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
439 [VCMI] GUI - Battles trivial always 2010-03-07 13:42 2023-01-09 20:15
julek  
Ivan  
normal  
resolved 0.8  
fixed  
none    
none  
   
Large units unnecesarily turn around during attack.
When a large, 2 tile long unit is directly under enemy creature and attacks it from the bottom, it turns around. It shouldn't - at least it didn't in H3.
I tested it with water elementals and nagas, so it probably affects all 2-tile-long creatures.
bug.png (662,388) 2010-03-07 13:42
https://bugs.vcmi.eu/file_download.php?file_id=329&type=bug
Notes
(0000797)
julek   
2010-03-07 13:44   
Also, the attacked unit turns around too. It looks that the engine processes the attack as for single tile creatures located on the front tile - the elemental's head.
(0008426)
Ivan   
2023-01-09 20:15   
Resolved in PR 1229. Will be released as 1.2





View Issue Details
2118 [VCMI] GUI - Adventure Map minor have not tried 2015-03-03 14:15 2023-01-08 12:44
Povelitel  
SXX  
normal  
assigned 0.97b  
open  
none    
none  
   
Quest guard: require creatures and no info in status bar and on right click QoL
after visiting quest guard no remember information (kill creature)
Безымянный.PNG (98,393) 2015-03-03 14:15
https://bugs.vcmi.eu/file_download.php?file_id=2143&type=bug
Quest.PNG (133,278) 2015-03-03 14:16
https://bugs.vcmi.eu/file_download.php?file_id=2144&type=bug
Notes
(0005592)
Warmonger   
2015-03-03 16:18   
So what is wrong with these pictures? All the info is here.
(0005593)
Povelitel   
2015-03-03 16:24   
after visit in quest not have info. (as if I had not attended)
(0005594)
SXX   
2015-03-03 19:43   
Fixed description.

> So what is wrong with these pictures? All the info is here.

It's looks like currently information in status bar and on right click is missing for quests that require to bring creatures.
(0007342)
Povelitel   
2018-01-01 22:38   
Все корректно работает если требуется золото. А вот если "принести существ" чтобы открыть, или нужен определенный герой, то увы. Не работает. Больше не тестил. Увидел с игры.





View Issue Details
1896 [VCMI] Mechanics - Adventure Map minor have not tried 2014-09-23 13:00 2022-12-30 22:31
Kantor  
SXX  
high  
assigned  
open  
none    
none  
   
There is something wrong with banks after few months(?) of game
I think it's reproducible from save only, because I remember when launching a new game there was everything ok. Banks are abandoned, creatures have vanished.
This time I have to include a save.
VCMI version from: 22-09-2014
Saves.zip (965,410) 2014-09-23 13:00
https://bugs.vcmi.eu/file_download.php?file_id=1903&type=bug
abandoned bank.jpg (483,078) 2014-09-23 13:01
https://bugs.vcmi.eu/file_download.php?file_id=1904&type=bug
Notes
(0004969)
Ivan   
2014-09-23 13:12   
Probably caused by monthly reset of banks that we seems to have. I disabled this feature so now banks should be OK.

I'm not closing this bug until this reset issue will be fixed properly though.
(0006635)
SXX   
2016-09-09 15:25   
This one possible fixed, but during RNG rework I find out that implementation of bank reset is super-hacky so might worth to look on.





View Issue Details
590 [VCMI] GUI - Battles trivial always 2010-08-01 21:10 2022-12-23 20:20
Zamolxis  
Tow dragon  
normal  
resolved 0.82  
fixed  
none    
none  
   
The dead/left creatures on the battlefield disappear from background when the Battle Casualties window opens for some locations
The general fix applied for 0000032 seems to work for most locations, but not all. After I noticed it a couple of times, I tried it for various situations (multiple times each): siege, banks, adventure monsters. It never happened for most of them, but it did happen always for Medusa Store and the "siege" of a town w/o Fort.
Take map from 0000570:
- Go East with Inteus at the creature banks to find the Medusa Stores.
- Go North with Sir Mullich and attack the Castle town
2010-08-01_BackgroundGone.jpg (234,452) 2010-08-01 22:23
https://bugs.vcmi.eu/file_download.php?file_id=549&type=bug
Notes
(0008417)
Ivan   
2022-12-23 20:20   
Already resolved





View Issue Details
1286 [VCMI] GUI - Battles tweak always 2013-05-31 08:47 2022-12-23 20:16
Zamolxis  
AVS  
normal  
assigned  
open  
none    
none  
   
Hotkey F for Faerie Dragon's area spells
When Faerie Dragon gets an area spell, we should be able to use the F hotkey to select the area of impact. Most useful to select the center of a Fireball in an empty hex surrounded by enemies, or a Frost Ring around one of hero's creatures.

A message should show in the battle log when the dragon gets its turn and has an area spell, saying: "The Faerie Dragon readies Fireball (press F to cast)" / and same for the other area spells it may get.
2013-05-31_FaerieCast.jpg (36,178) 2013-05-31 08:47
https://bugs.vcmi.eu/file_download.php?file_id=1298&type=bug
Notes
(0006844)
AVS   
2016-10-17 05:50   
"The Faerie Dragon readies Fireball (press F to cast)"" message is WOG feature, we need to decide how to handle this.

'F' hotkey is implemented in https://github.com/vcmi/vcmi/pull/239 [^]





View Issue Details
2414 [VCMI] GUI - Battles minor N/A 2016-02-14 13:44 2022-12-23 20:10
SXX  
 
normal  
new 0.98f  
open  
none    
none  
   
Siege: animation needed for drawbridge lowering / raising
In pull request 181 I implemented client-side visualization of drawbridge that just swap bitmap of gate when needed, but actually there must be animation for drawbridge based on CBattleAnimation.
There are no notes attached to this issue.





View Issue Details
3039 [VCMI] GUI - Hero screen / Exchange window minor always 2019-02-16 11:54 2022-12-22 21:46
mpech Ubuntu 16.04.5 LTS  
Ivan  
normal  
resolved 0.99  
fixed  
none    
none  
   
no mouse click action possible when assemling artefacts
hello guys,

when assembling artefacts (like armor of the damned) one cannot click (either yes or no)
however, I can [enter] or [esp] with the keyboard.
Once I (let say [enter]), I cannot click to quit the hero screen, but I can still [enter] to close it.
load map,
pickup artefacts in order
in hero screen,
switch the shield of the damned (equiped) with the shield of the yawning dead(stacked)
popup asking to make the armor of the damened occurs
but only keyboard is available
zzz_test_artefacts.vmap (2,737) 2019-02-16 11:54
https://bugs.vcmi.eu/file_download.php?file_id=2987&type=bug
propersettup_cropped.png (318,708) 2019-02-17 09:46
https://bugs.vcmi.eu/file_download.php?file_id=2988&type=bug
wrongoffset_cropped.png (303,310) 2019-02-17 09:46
https://bugs.vcmi.eu/file_download.php?file_id=2989&type=bug
Notes
(0007754)
mpech   
2019-02-17 09:49   
if this can help..

In capture GUI...
proper_settup image is when: left hand hero is free. I put there the shield of yawning dead.
yesnopopinfo shows.

then I click the validate button (top left corner).
coordinate of the click is 328/412

    void CGuiHandler::handleMouseButtonClick(CIntObjectList & interestedObjs, EIntObjMouseBtnType btn, bool isPressed)
    {
        std::cout<<"handle click"<<std::endl;
        auto hlp = interestedObjs;
        std::cout<<"GOT "<<current->motion.x<<" "<<current->motion.y<<std::endl;

wrong_offset_image is when: shield of the damened is equiped. I put there the shield of yawning dead.
yesnopopinfo shows.
then I click the validate button (top left corner).
coordinate of the click is now 349/434
(so about 21pixels offset)
(0007755)
mpech   
2019-02-17 14:53   
More infos...

dragdrop starts when picking up shield of the yawning dead
when dropping onto the left hand slot
shield is dropped
yesno popup shows
shield of the damned is picked up and ddrop start. (ArtifactHolder::select, dragAndDropCursor is called)
then there is a mouse offset applied on the cursor CCursorHandler::dragAndDropCursor (dndObject)

Once we cancel the yesnopopup,
the cursor does not show the artifact but I guess it is actually "there".
One can drop it on the stack (first slot) or the left hand again by clicking on the (almost) top-left corner (since dd offset is still applied..)

Somehow, workaround is to simply either unequip the left hand slot before trying to assemble
Or to click on the topleft corner afterwards

Still hope you guys can solve this quirk
(0008325)
kambala   
2022-09-06 07:46   
FYI also noticed this and created https://github.com/vcmi/vcmi/issues/840 [^]
(0008416)
Ivan   
2022-12-22 21:46   
Fixed in 1.1





View Issue Details
3246 [VCMI] Mods major always 2022-12-18 08:46 2022-12-19 12:55
By003  
 
high  
new  
open  
none    
none  
   
Failed to add new creature in summons spell
"summon":{
                    "exclusive":false,
                    "id":"tidesofwar:mdtGhost",
                    "permanent":false,
                    "type":"core:summon"
                }
new creatures cannot be summoned while using this format. And it crashes if using these new spells.
Notes
(0008403)
misiokles   
2022-12-18 09:57   
Try this:

    "summon":{
                    "exclusive":false,
                    "id":"tides-of-war:mdtGhost",
                    "permanent":false,
                    "type":"core:summon"
                }
(0008404)
Ivan   
2022-12-18 15:32   
Please upload mod from which this bug can be reproduced
(0008411)
By003   
2022-12-19 01:40   
This bug is existed in Tides-of-war mod.
(0008414)
Ivan   
2022-12-19 12:55   
Damn... Probably same issue as here:
https://github.com/vcmi/vcmi/issues/1244 [^]

Long story short - bug with vcmi, will probably be only fixed later, for 1.2 release.





View Issue Details
1333 [VCMI] Mechanics - Battles minor have not tried 2013-07-17 07:22 2022-12-18 20:14
Warmonger  
Ivan  
normal  
resolved 0.93  
fixed  
none    
none  
  0.94  
Spells: fire Shield should be rechecked
Inflicts only 1 point of damage from the angel to the gnomes. 2 damage for Pixies. Something is strange here.
Notes
(0006458)
SXX   
2016-02-25 23:26   
So spell have several bugs currently:
1 - First of all damage Fire Shield used as base must be limited to stack total health. So if damage attacker do is much higher than actual health then Fire Shield not do enormous amount of damage. E.g when 5000 archangels kill one efreet.
2 - Second problem is that effect must deal no damage to attacker when it's cloned creature clone being attacked. Usually all spells work for clones, but this is exception since clone actually have zero health.
3 - Due to how it's currently implemented Fire Shield become part of "BattleAttack". So we don't know how much damage fire shield do alone, don't get dedicated message and I suppose another problem might that damage made isn't count towards defender, but attacker as he end up killing his own creatures.
(0006480)
SXX   
2016-03-14 12:57   
So I fixed two first problems:
https://github.com/vcmi/vcmi/commit/2e70d29479d3452d0dd0b5dd3bcf7ba50ce9ea22 [^]

Though I didn't fix last one and generally damage calculation don't represent one from H3. So this spell still need more work.
(0008410)
Ivan   
2022-12-18 20:14   
Seems to be working as intended as of right now





View Issue Details
2061 [VCMI] GUI - Battles feature N/A 2015-02-09 21:11 2022-12-18 20:06
SXX  
Ivan  
low  
resolved 0.97b  
fixed  
none    
none  
   
Stack queue: need option to only update stack count after magic/attack/death animation finished
I'm really like the stack queue functionality, but when it's show the result of attack before animation finished that's make my slow paced single player games a bit less fun.

Would be great to have feature that make it only update after animation finished. As someone may like different behaviour it's may be an option.
Notes
(0008409)
Ivan   
2022-12-18 20:06   
Already implemented





View Issue Details
1025 [VCMI] Mods minor always 2012-06-28 22:43 2022-12-18 20:02
vcmi_user x86_64  
windows  
normal vista  
new 0.89  
open  
none    
none  
   
Gorynych related bugs
1. no enemies cannot retaliate special ability.
2. no fearless special ability.
3. no guardians (3 Gorynych) in dwelling (Vast Cavern)
On any map go to Vast Cavern buy Gorynych and test battle special abilities.
Gorynych 2.7z (237,238) 2012-07-28 21:23
https://bugs.vcmi.eu/file_download.php?file_id=1023&type=bug
Gorynych 1.7z (913,799) 2012-07-28 21:24
https://bugs.vcmi.eu/file_download.php?file_id=1024&type=bug
Nine_Sides_1.2.h3m (105,089) 2012-07-28 21:24
https://bugs.vcmi.eu/file_download.php?file_id=1025&type=bug
Notes
(0002780)
Warmonger   
2012-06-29 12:17   
The problem is more general - no WoG creatures have any special abilities at all.
(0002824)
douggie_m   
2012-07-25 19:19   
Gorynych?.. I love its name.
(0002825)
douggie_m   
2012-07-27 17:03   
(edited on: 2012-07-27 17:04)
Can you upload the game with Gorynych?

UPD: but please, no RAR, okay?

(0002826)
vcmi_user   
2012-07-28 21:03   
I upload map and saves. Vast Cavern easy to find if run map Девять Сторон v1.2 for Orange player. Also i upload save beside Vast Cavern. and save witch bayed Gorynych.





View Issue Details
1023 [VCMI] Mods minor always 2012-06-27 20:43 2022-12-18 20:02
vcmi_user x86_64  
windows  
normal vista  
new 0.89  
open  
none    
none  
   
Sorceress shooting bug
Incorrect Sorceress shooting animation, see screenshots. And Sorceress not cast spell after attack, see Sorceress creature window screenshot.
In Russian
Не корректная анимация выстрела Волшебниц, смотри скриншоты. И Волшебницы не накладывают заклинание после атаки, смотри скриншот Sorceress creature window.
attack Sorceress on Testy - Power Rating map.
wog.jpg (133,342) 2012-06-27 20:43
https://bugs.vcmi.eu/file_download.php?file_id=1003&type=bug
vcmi.jpg (134,935) 2012-06-27 20:44
https://bugs.vcmi.eu/file_download.php?file_id=1004&type=bug
Sorceress creature window.jpg (132,641) 2012-06-27 20:44
https://bugs.vcmi.eu/file_download.php?file_id=1005&type=bug
Notes
(0002779)
Ivan   
2012-06-27 20:54   
It looks that they should have same projectile as monks. Will fix this part.





View Issue Details
409 [VCMI] Mechanics - Battles minor always 2010-03-02 12:41 2022-12-18 19:55
Zamolxis  
Tow dragon  
normal  
resolved 0.8  
fixed  
none    
none  
   
Ballistics skill gives hero first move before arrow towers and switches the left-to-right priority of turns
Ballistics skill should only give the hero control of the Catapult. But in the beginning of the battle arrow towers should still be first. In VCMI Catapult shoots firsts and it also causes the left-to-right priority of creature turns to switch (the player on the right hand side of the battlefield getting the 1st priority for a same-speed creature).



Should be easily reproducible so I'm not attaching another map (you can take the one from 0000392, make Blue player human and give Ballistics to its hero).
Notes
(0005658)
SXX   
2015-03-19 08:38   
(edited on: 2015-03-19 08:39)
One of issues is likely solved already. At moment catapult only get ability to shot after towers.

Though not sure about priorities.

(0008408)
Ivan   
2022-12-18 19:55   
Already resolved





View Issue Details
560 [VCMI] Mechanics - Battles tweak always 2010-07-28 13:53 2022-12-18 15:35
Boulie  
Ivan  
normal  
resolved 0.81c  
fixed  
none    
none  
   
Wrong final position of blue player 2-hex creature if attacks red player 2-hex creature.
see screenshots
Upper squares shows the attack direction
Middle OH3 position
Lower VCMI position

Red attacking blue is ok.
2-hex vs 2-hex.jpg (101,969) 2010-07-28 13:53
https://bugs.vcmi.eu/file_download.php?file_id=504&type=bug
Notes
(0008406)
Ivan   
2022-12-18 15:35   
Already resolved





View Issue Details
1800 [VCMI] GUI - Battles minor always 2014-06-12 20:58 2022-12-18 09:36
KroArtem x86_64  
Ivan Ubuntu  
normal 14.04  
resolved 0.95b  
fixed  
none    
none  
   
Image overlapping during battles
Attaching two screenshots, showing two glitches with graphics.

The first one is related to ogre-magi and a gully that overlaps him.
The second one is related to medusa's tail, which is invisible on the right side because this medusa sits in a tower defensing the town, but its' tail is shown on the left side.
vcmi1.png (892,193) 2014-06-12 20:58
https://bugs.vcmi.eu/file_download.php?file_id=1824&type=bug
vcmi2.png (903,575) 2014-06-12 20:59
https://bugs.vcmi.eu/file_download.php?file_id=1825&type=bug
Notes
(0008402)
Ivan   
2022-12-18 09:36   
Already resolved





View Issue Details
2563 [VCMI] Mechanics - Objects minor always 2016-10-19 18:20 2022-12-17 19:01
SXX  
Ivan  
normal  
resolved 0.98g  
fixed  
none    
none  
   
Library of Enlightenment: incorrect text or icons with diplomacy skill
As far as I understand skills are granted properly and only problem is that info window content is totally ruined. This was probably known even to Ivan long time ago when he didn't finished rewardable objects rework.

Anyone who going to fix it would have to carefully test it with different hero level and diplomacy skill.
LIBRARY_OF_ENLIGHTMENT_DIPLOMACY_EXPERT_LEVEL4.png (674,608) 2016-10-19 18:20
https://bugs.vcmi.eu/file_download.php?file_id=2606&type=bug
LIBRARY_OF_ENLIGHTMENT_DYPLOMACY_EXPERT_LEVEL10.png (657,604) 2016-10-19 18:21
https://bugs.vcmi.eu/file_download.php?file_id=2607&type=bug
2563.zip (1,217,933) 2016-10-19 18:23
https://bugs.vcmi.eu/file_download.php?file_id=2608&type=bug
Notes
(0008401)
Ivan   
2022-12-17 19:01   
Fixed in 1.1





View Issue Details
1347 [VCMI] Mechanics - Battles minor have not tried 2013-07-18 14:42 2022-12-17 17:30
Warmonger  
Warmonger  
none  
assigned 0.93  
won't fix  
none    
none  
  0.94  
[Rejected] Armor of the Damned casts spells before 1st round
Instead spells should be casted when artifact owner gets turn.
Notes
(0003764)
Warmonger   
2013-07-18 14:42   
However, I find this solution more logical and balanced that original.





View Issue Details
2409 [VCMI] GUI - Battles minor always 2016-02-02 02:35 2022-12-17 17:23
SXX  
Ivan  
normal  
resolved 0.98g  
fixed  
none    
none  
   
Back of arrow tower creature is rendered in left border of window
Problem at least occur in Fortress when default 800x600 resolution is used is used.
2409.jpg (256,472) 2016-02-02 02:38
https://bugs.vcmi.eu/file_download.php?file_id=2452&type=bug
Notes
(0008399)
Ivan   
2022-12-17 17:23   
Already resolved





View Issue Details
59 [VCMI] GUI - Battles tweak always 2009-10-03 15:24 2022-12-17 17:21
Tow dragon  
Ivan  
normal  
resolved 0.72c  
fixed  
none    
none  
   
Luck (Fortune) animation is shown too fast and positioned too low
0.72c#3 [EDITED] Luck animation is shown for too short time. Seems even faster than how the 'fast' animation should display it. Setting battle animation to 'slow' or 'medium' also doesn't decrease its speed.

Luck animation is also positioned too low. It should be a few pixels higher, somewhere above the head of the creature. Now it's somewhere above the belly/torso.

Morale (Mirth) animation is also too fast. Positioning seems to be better though (see also 0000045).
Originally reported here: http://forum.vcmi.eu/viewtopic.php?p=2983#2983 [^]
Notes
(0008398)
Ivan   
2022-12-17 17:21   
Already resolved





View Issue Details
2810 [VCMI] Sound, music, videos minor have not tried 2017-10-13 15:56 2022-12-17 15:06
Nephretes Windows  
Ivan  
low 10  
resolved  
fixed  
none    
none 1.next  
   
Beholder/Evil eye lacking laser-like shoot
Beholder/Evil eye lacking laser-like shoot like in vanilla. VCMI is using balista projectile instead.
beholder.png (110,163) 2017-10-13 15:56
https://bugs.vcmi.eu/file_download.php?file_id=2799&type=bug
Notes
(0008396)
Ivan   
2022-12-17 15:06   
Resolved in 1.1





View Issue Details
2207 [VCMI] Sound, music, videos minor always 2015-06-06 14:48 2022-12-17 15:05
Myau  
Ivan  
normal  
resolved 0.98  
fixed  
none    
none  
   
Music stops on town switching
A town theme is supposed to keep going when switching to the other town of the same type, but in fact it stops playing.
Switch to the town of the same type using a right bar of the town screen (see screenshot).
vcmi-town-switch.png (57,826) 2015-06-06 14:48
https://bugs.vcmi.eu/file_download.php?file_id=2249&type=bug
Notes
(0008395)
Ivan   
2022-12-17 15:05   
Already fixed





View Issue Details
1978 [VCMI] Sound, music, videos minor always 2014-11-24 16:07 2022-12-17 15:05
SXX  
Ivan  
normal  
resolved 0.97  
fixed  
none    
none 1.next  
   
Music should not restart or pause if player changed to other town of same type
When on town screen player click on other town in right bottom list music theme playback restart even if this town have exactly same type as previous one.

It's looks like simple change that would only require code like this in "/client/windows/CCastleInterface.cpp:910"
	if (!from || from->subID != town->subID)
        CCS->musich->playMusic(town->town->clientInfo.musicTheme, true);

Though I still need to find how to prevent music change to terrain theme while game changing between towns.
  - Start on map where you own 3 towns of 2 different types.
  - Now go into town screen.
  - Try to change between towns of same type.
Notes
(0005162)
SXX   
2014-11-24 16:39   
(edited on: 2014-11-24 16:40)
Also just want to clarify that this task is related to 0001634 and I seen it before submit it so it's not duplicate.

Original game have two different behaviours when you switch towns:
  - If towns have have different type volume going lower and only then new theme starts.
  - If towns are same type there is no pause of any kind at all that make me think it's handled different way.

It's might be also easier to implement this than what explained in 0001634.

(0008394)
Ivan   
2022-12-17 15:05   
Already fixed





View Issue Details
2484 [VCMI] GUI - Battles minor always 2016-09-18 17:57 2022-12-17 14:25
misiokles PC  
Ivan Windows  
normal 10  
resolved 0.98g  
fixed  
none    
none 1.next  
   
Beholders and Evil Eyes shoot arrows not eye-beams.
Beholders and Evil Eyes always shoot thick, paraller arrows, not normal beams
Just battle with/against them.
evilEyes.jpg (399,514) 2016-09-18 17:57
https://bugs.vcmi.eu/file_download.php?file_id=2526&type=bug
Notes
(0008393)
Ivan   
2022-12-17 14:25   
Resolved in 1.1





View Issue Details
2764 [VCMI] GUI - Battles minor always 2017-08-04 13:32 2022-12-17 14:24
Anubis PC  
Ivan Windows  
normal 7  
resolved 0.99  
fixed  
none    
none 1.next  
   
Arrow Towers' icons are missing during siege battles.
During siege, Arrow Towers' icons during first battle round are missing, in others they are replaced with one of the defending creatures' icons.
I know there is a mod that adds those icons on VCMI mod list, why not include it with the main VCMI package?
Notes
(0008392)
Ivan   
2022-12-17 14:24   
Resolved in 1.1





View Issue Details
3120 [VCMI] GUI - Battles minor always 2020-05-09 15:25 2022-12-17 14:12
Czesiek Linux  
Ivan Ubuntu  
normal 20.04  
resolved  
fixed  
none    
none  
   
Wrong icons displayed for towers on unit queue
During a siege, in the units queue on top, towers are substitutes by random images of units present in the battle. (see screenshot)
Build vcmi in release config on newest develop (8871368c5)
Start scenario
Attack a enemy town with towers
Observe the queue on top
Screenshot from 2020-05-09 15-49-05.png (2,980,023) 2020-05-09 15:25
https://bugs.vcmi.eu/file_download.php?file_id=3066&type=bug
Notes
(0008389)
Ivan   
2022-12-17 14:12   
Resolved in 1.1





View Issue Details
366 [VCMI] GUI - Other feature always 2010-02-14 02:30 2022-12-17 14:07
Zamolxis  
 
normal  
assigned 0.75d  
open  
none    
none  
   
R-click on hero/town in Kingdom Overview: should't it better open the hero/town screen only temporarily?
The Kingdom Overview looks very nice (great job!). Even what I didn't expect to work from the first day (click on hero/town to open their screen) seems to work exactly like in OH3.



However, I always felt that R-click was not implemented correctly in H3. It basically had the same functionality with L-click, which was not very intuitive, considering the typical R-click functionality in other applications (even other H3 screens). I would prefer if in VCMI it would behave as follows:

- Either have the hero/town screen open only temporarily, while we're holding the mouse button down;

- Or take us to the hero/town screen, with access to change/build things, but when we click the check mark to exit that screen we should be back to Kingdom Overview, not taken to the adventure map.
Notes
(0000669)
Ivan   
2010-02-14 12:58   
More logical will be to make hall\fort icons clickable just like it already works in town screen (that icons were quite useless in H3)

Temporary right-click screen is a nice idea and should not be too hard to implement





View Issue Details
379 [VCMI] GUI - Other feature always 2010-02-20 00:55 2022-12-17 14:07
Zamolxis  
 
low  
assigned 0.75  
open  
none    
none  
   
Drop shadow for all in-game windows
This is really low priority, but I wanted to have it logged (the difference in the screenshots attached to 0000375 reminded me of it): in H3 all in-game windows - even the smallest pop-ups, had a drop shadow effect.
There are no notes attached to this issue.





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402 [VCMI] GUI - Adventure Map feature always 2010-03-02 09:46 2022-12-17 14:07
Zamolxis  
 
normal  
assigned 0.8  
open  
none    
none  
   
The extra info (between brackets) for any item on the map should be on a second line in the info window
The extra info that we have between brackets for map items (e.g.: "Not visited", "digging ok") should be on the second line. Otherwise it particularly doesn't look so good when the part between brackets is split on two lines.
2010-03-02_BetweenBrackets.jpg (9,653) 2010-03-02 09:46
https://bugs.vcmi.eu/file_download.php?file_id=278&type=bug
There are no notes attached to this issue.





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1094 [VCMI] GUI - Other minor always 2012-09-28 13:44 2022-12-17 14:07
Zamolxis AMD 5600+  
Windows  
normal XP SP3  
assigned 0.89  
open  
none    
none  
   
Capture artifact window: size and position of icon & text
See original H3 screen: the inner frame (as in screenshot) has 310x245 pixels, the center of the icon is about 5 pixels above the center of the frame, the name is only about 7 pixels below it.

The 0.89 version was not too bad, except the name being notably too low under the icon. But to go more in detail vs H3:
- smaller size: 272x237
- icon perfectly centered (so 5 pixels lower than H3)
- name is about 23 pixels lower, and on 1 row (H3 used variable rules for row length, so that most artifacts ended up having their name displayed on 2 rows)

The 0.89b & c versions are moving the name in the good direction (up), however they lose the alignment on the horizontal, so we end up with what you see in the last screenshots.

Notes for the fix:
- maybe solution applied to 0000638 can be used as inspiration for vertical alignment
- H3 had variable sizes depending on the number of captured artifacts: up to 4 artifacts window enlarged on the horizontal only, as of 5 also enlarged on the vertical (and I still need to test, but I think as of 9 artifacts it was split in multiple consecutive windows)
2012-09-28_CapturedArtifact_H3.jpg (40,476) 2012-09-28 13:44
https://bugs.vcmi.eu/file_download.php?file_id=1095&type=bug
2012-09-28_CapturedArtifact089.jpg (34,432) 2012-09-28 13:45
https://bugs.vcmi.eu/file_download.php?file_id=1096&type=bug
2012-09-28_CapturedArtifact089b.jpg (36,434) 2012-09-28 13:45
https://bugs.vcmi.eu/file_download.php?file_id=1097&type=bug
2012-09-28_CapturedArtifact089c.jpg (32,742) 2012-09-28 13:46
https://bugs.vcmi.eu/file_download.php?file_id=1098&type=bug
There are no notes attached to this issue.





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1117 [VCMI] GUI - Other minor always 2012-09-30 16:51 2022-12-17 14:07
Zamolxis AMD 5600+  
Windows  
normal XP SP3  
assigned 0.89d  
open  
none    
none  
   
In various message windows when we get new artifact or similar, the item icon & name are not well centered anymore
Since 0.89d, in various message windows when we get new artifact or similar, the item icon & name are not horizontally centered anymore. See below screenshot when getting artifact from Pandora's Box or buying Spell Book, and see as well Captured Artifact windows from 0.89b&c attached to 0001094 (I suggest we leave that report for fine tuning of the exact position and text width, and handle through this report at least the horizontal centering, which seem to be caused by some recent changes, and doesn't look good).

EDIT: I'm not posting new screenshots, but the issue seems to be general. For example also when we pick artifacts from the map which have their own custom message, their icon & name below are notably placed left of the center position.
2012-09-30_FoundTreasure0.89d.jpg (28,877) 2012-09-30 16:51
https://bugs.vcmi.eu/file_download.php?file_id=1119&type=bug
2012-09-30_BuySpellbookNotCentered089d.jpg (40,639) 2012-09-30 16:52
https://bugs.vcmi.eu/file_download.php?file_id=1120&type=bug
There are no notes attached to this issue.





View Issue Details
1280 [VCMI] GUI - Other crash always 2013-05-29 20:28 2022-12-17 14:07
Zamolxis  
 
normal  
assigned 0.92  
open  
none    
none  
   
Bugs, performance issues and suggestions regarding cheat code 'vcmiarmenelos' (= build all)
This is a split from a discussion started in 0001276. It was first noticed in 0.92c and the crashdump is from there, but I went back to 0.92 and 0.91 and behaviors were mostly the same.

To reproduce all of the below, a good test map is VCMI_Tests_2012 map from 0001063

1. (Works as designed) One time bonus buildings created as result of the cheat, give the bonus to hero at gate immediately, i.e.: hero does not need to visit the town screen. On the quoted map, type vcmiarmenelos for the first Tower in the list. Neela will get +1 Knowledge instantly (even before the new Lookout Tower will reveal the map). It felt weird, but this is a cheat after all. It's maybe even meant as a feature, saving us the action of having to actually open the town interface, so you can really disregard this actually.

2. Most notable is the performance issue. For the same Tower, type vcmiarmenelos, then try to do some game actions, for example take Neela (at gate) and press spacebar a couple of times, then take Xyron (next hero after her) and try to move him on the land somewhere further East. Going back to the moment of typing the cheat, I have the following:
- Immediately the +1 Knowledge pops for Neela, even if I'm on Adventure Map (should happen only once I enter the town > minor bug related to a cheat, not important)
- Almost same time the map is shown as revealed in the minimap ~ around this time I tried the actions I said above
- The game freezes for about 1min - 1m30
- Then it unfreezes, and funny enough does the recorded actions in opposite order: first I see Xyron move, then the town screen opens and closes

If I try just one action after the cheat (e.g.: move Xyron), the freeze is as long. If the action is pressing spacebar on Neela more than 2 times, sometimes I get graphic artifacts on the screen from the late attempt to open/close/open/etc town screen.
UPDATE: Another funny behavior, right after typing in the cheat, is to enter the town and just watch what's happening: buildings pop up slowly every 1-2-3 seconds... taking about a full minute till all is up (as compared to 1 second in H3). Which probably explains the crashes that occur if you try to do sth else, while VCMI is so slowly building that town.

---

Next reports are issues noticed when using the cheat on all other towns on that map, most of them missing a Fort (hence starting with the basic town image on map and in town list)

3. Not all towns update their town icon in list after the cheat gives them the Fort:
- some update with delay (possibly due to the performance delay reported above)
- some never do, like the second Tower town on that map

4. Tower town on that map actually didn't update the image on the map either for a long time (I entered it few times, to find it all built inside, and yet at exit it still showed the original image... I'm not sure at which point it eventually appeared, but I'm pretty sure it happened after the image was updated for towns which I "upgraded" with the cheat after it).

5. The cheat doesn't seem to work at all on the last 3 towns: Dungeon, Stronghold & Fortress. I'm not sure if it's because of the town types, the fact that they're last in the list, or the overuse of the cheat before. Console gives "Cheater!!!" but nothing is happening - and of course I made sure the town was selected.

6. I also had a crash once after I reloaded the map to test again the behaviors above, and started using the cheat on each town in the list, starting with the first, and with no other game actions in between. I think somewhere around the 4th town in the list, the crash pop-up appeared. It let me finish typing the cheat one more time afterwards, and then another crash popup appeared above. Crashdump attached.

Let me know if you need more details, but for me the above are reproducible every time, with minor variations.

7. (Fixed) In the very beginning, I was a bit confused and thought the cheat didn't work. First I tried it in town, but figured out immediately chat doesn't work there. But also after exiting town it wasn't working. It took a few attempts to figure out it was because I had a visiting hero, in which case at exit the hero gets selected (so town gets deselected). Suggestions:
>> Either allow chat in town screen (preferred), in which case the cheat could visually work with the same fading effect we get when moving from one town to another (as if we're clicking on another town in the list which had all built).
>> Or have the cheat work also for the town visited by the hero selected
>> Or at the very least, the console message should say "No town selected!" next to (or instead of) "Cheater!!!"

UPDATE: I just realized there is one other discrepancy with WoG, which may also render the above suggestion irrelevant if we go for the WoG behavior:

8. In WoG, wogminastirith took action regardless of the fact that a town, hero or nothing was selected, and it was building ALL towns (not just the one selected, like in VCMI).

To avoid performance issues, it seems it was implemented as such to take effect one by one, at the time they were first accessed. So for example only when entering Tower the hero at gate would get +1 Knowledge, and only when exiting the map was revealed. Similar for Castle probably Lighthouse only became effective when entering town... But that may need further testing to see how exactly it worked for example in case after the cheat a town was not accessed before End Turn.
2013-05-29_vcmiarmenelosCrash.7z (182,017) 2013-05-29 20:28
https://bugs.vcmi.eu/file_download.php?file_id=1287&type=bug
Notes
(0003634)
Zamolxis   
2013-06-02 14:24   
(edited on: 2013-08-21 19:07)
Actually in WoG the cheat upgraded all towns in one go, and a town didn't have to be selected for the cheat to work. Updated also in above description as item nº8.

This may save you some redundant work in fixing some of the above, if the target is having OH3 behavior. ;)

(0003883)
Ivan   
2013-08-21 19:29   
(edited on: 2013-08-21 19:31)
>> if the target is having OH3 behavior
Target (in case of cheats) is to have useful behavior. So in case of 8) I prefer current situation.

1) VCMI feature, works as designed.

2) Not related directly to cheat - bringing Grail artifact to Tower will very likely result in same/similar behavior. Same may happen in case of town event(s) that build multiple buildings at once.

7) Fixed some time ago, maybe even in 0.93

(0003884)
Zamolxis   
2013-08-21 19:58   
(edited on: 2013-08-21 20:55)
Most of the issues could be performance related. I guess we should check again when the performance improves.

But it's not something a small performance boost can fix. Right now it feels like it's taking 50-100 longer for the cheat to act on one town, than it took in H3 to act on 8 towns. Maybe there's a quicker way to make the "build all" function work? It kinda feels like VCMI somehow goes through all the steps a human would go: access town hall section > select item > build > in-town animation > and again the same, until all is built.

Ivan: "So in case of 8) I prefer current situation."
> Actually "build all" for one i/o all towns doesn't bring many testing advantages. What would be useful, is a new chat that just removes the 1 building a day restriction, so we can test different bug fixes related to a certain order of building structures, without having to End Turn so many times (and now also wait for AI to do their turn). Requested long ago on the forum: http://forum.vcmi.eu/viewtopic.php?p=4021#4021 [^]






View Issue Details
1461 [VCMI] GUI - Town screen crash always 2013-09-12 10:04 2022-12-17 14:07
Macron1 x86  
Windows  
high 8, 8.1  
assigned 0.93  
open  
none    
none  
   
DEFs of big creatures crash game, when viewed in Castle window.
Since 0.93 some big creatures DEFs crash game, when in Castle window mode.
Use attached DEF, replace any battle DEF (from degrades) from any new town mod with it.
Start town, go to Fort/Citadel/Castle and wait some seconds before attack animation will be shown.
In VCMI 0.92 and lower versions this file was working well (among with other similar big creatures).
Covenant Ghost.def (309,711) 2013-09-12 10:04
https://bugs.vcmi.eu/file_download.php?file_id=1481&type=bug
There are no notes attached to this issue.





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1742 [VCMI] Mechanics - Adventure Map minor always 2014-03-03 18:00 2022-12-17 14:06
Ivan  
 
low  
acknowledged 0.95  
open  
none    
none  
   
If object that was set as loss condition is not owned by player on day 1 game ends with instant loss
Some situations that are handled differently by H3 and VCMI.

H3: If object is not owned, victory condition will be inactive until player will take control over it.
VCMI: If object is not owned, game ends with instant loss.

See duplicates for examples of such maps/campaigns.
Possible causes for this bug:
- Castle is not owned by player
- Hero is in prison
- Hero should have been transfered from previous scenario (0001695)
There are no notes attached to this issue.





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1951 [VCMI] GUI - Town screen minor always 2014-11-16 08:40 2022-12-17 14:05
Kantor  
 
normal  
assigned 0.97  
open  
none    
none  
   
It is possible to select both hero and creature portrait simultaneously in town screen
It is possible to select both hero and creature portrait simultaneously in town screen. As first one, select hero portrait, and then select any creature portrait.
Notes
(0005252)
SXX   
2014-12-23 04:59   
Not even sure it's can be count as "bug".
More like nice and small feature.

Is there any weird behaviour that might occur because of that?
(0005255)
Kantor   
2014-12-23 16:07   
No, it doesn't affect the gameplay, but I think it's confusing a little. For example, firstly clicking at creature and then at hero would move selection border from creature to hero, so there is visible only one selection border. Actually when you click at hero first, and then at creature, you'll have two selection borders.
(0005256)
SXX   
2014-12-23 21:26   
(edited on: 2014-12-23 21:26)
Yeah I agree it's might be misleading for those who used to H3 behavior, but ability of manipulation with both hero and creatures in same time doesn't looks like a bad thing at least for me.

Though devs might have different opinion so it's just my 2c.
Just want to be sure there is no some bigger bugs behind it.






View Issue Details
1979 [VCMI] GUI - Town screen minor always 2014-11-24 20:42 2022-12-17 14:05
SXX  
 
normal  
assigned 0.97  
open  
none    
none  
   
Click on currently active town icon in list still reload town window
When click occur function "CCastleInterface::townChange" it's does check if town you're clicked on is current active town and return in this case, but it's looks like some feature under it still make window reload.
  - Start game on any map with town that have some animations.
  - Go to town screen.
  - Click on town icon in right bottom list.
There are no notes attached to this issue.





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2015 [VCMI] GUI - Town screen feature N/A 2014-12-27 12:46 2022-12-17 14:05
Dydzio Microsoft Windows  
Windows 7  
normal Home Premium x64  
assigned  
open  
none    
none  
   
Missing feature - black screen visual efect when entering town and battle
In original game before entering town screen becomes black for a short time.
EDIT: This happens as well at battle start.
While some players may dislike that feature for "time wasting", I miss it a lot as it would make my gameplay feel more like original heroes 3. There could be a setting to disable it for players who do not like it.
There are no notes attached to this issue.





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2359 [VCMI] GUI - Town screen minor always 2016-01-01 18:26 2022-12-17 14:05
Kantor  
 
normal  
assigned 0.98f  
open  
none    
none  
   
One more bug regarding creature stack splitting
If hero visiting town has only one creature and tries to split it to garrison, split window appears - then type 1 on keyboard and VCMI crashes.
Notes
(0006253)
SXX   
2016-01-06 16:42   
(edited on: 2016-01-06 16:42)
I can't reproduce this on Linux. It's doesn't crash.

(0006255)
Kantor   
2016-01-06 16:46   
Log says: Assertion failed: minValue < maxValue, file widgets\TextControls.cpp, line 544
(0006256)
SXX   
2016-01-06 16:53   
(edited on: 2016-01-06 16:53)
Ah.. that assert. Thank you.
Forgot that I not running debug build and have no assertions!






View Issue Details
2586 [VCMI] Mods crash always 2016-10-31 10:57 2022-12-11 13:42
lonelywolf laptop  
Povelitel windows  
normal 10  
resolved 0.98g  
unable to reproduce  
none    
none 1.next  
   
Crash upon start of mission (bugged Bastion mod)
When i try to choose bastion tower and click start the game loads and after a while it crashes.
Start the game with bastion mod installed and you will encounter same problem
Nytt textdokument.txt (6,135) 2016-10-31 10:57
https://bugs.vcmi.eu/file_download.php?file_id=2627&type=bug
Notes
(0006940)
Warmonger   
2016-12-12 17:51   
Well this means that Bastion mod is bugged and has nothing to do with AI.

Also have no idea what file did you attach, for sure nothing helpful.
(0008118)
Povelitel   
2022-03-16 12:15   
You should have client and server logs located %USERPROFILE%\Documents\My Games\vcmi\

Does the game work well without mods?
(0008222)
Povelitel   
2022-03-28 16:12   
Need to check with the mod if it's crashing now
(0008385)
Povelitel   
2022-12-11 13:42   
I'll mark this ticket as resolved because it couldn't be reproduced. Given the statute of limitations, it was probably fixed a long time ago





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3244 [VCMI] Mods crash always 2022-11-12 16:33 2022-12-03 07:51
ewbailey  
 
normal  
assigned 1.0.0  
open  
none    
none  
   
Game crashes when Level up to L17
When advancing from 16th to 17th level the game crashes out to OS. This happens whether advancement from battle or tree or cheat code.
First happened after update of VCMI to latest version. Disabled all mods I could and it continued to happen. No related to skill selected or to how level up was triggered. Rebooted mac for fresh start and still happened. Deleted game and all directories. Fresh install. Restarted game from scratch. Same issue with a different hero.
Using VCMI 1.0.0
Mods currently -
--Reworked Commanders
--Tok
--In the Wake of Gods
--VCMI Essential files
--Neutral Heroes

Playing Random Map saved from prior version.
Autosave_3.vcgm1 (7,367,863) 2022-11-12 16:33
https://bugs.vcmi.eu/file_download.php?file_id=3190&type=bug
Archived.vcgm1 (7,367,783) 2022-11-28 19:17
https://bugs.vcmi.eu/file_download.php?file_id=3192&type=bug
Archived.vsgm1 (7,368,847) 2022-11-28 19:18
https://bugs.vcmi.eu/file_download.php?file_id=3193&type=bug
Notes
(0008369)
ewbailey   
2022-11-12 18:01   
Update - disabled Reworked Commanders. Able to level up to L17 but then crashed going to L18
(0008374)
Povelitel   
2022-11-18 14:52   
1. I suspect this bug is related to mods. Without mods, there is no problem to upgrade the hero to level 17.
2. To save, you need to upload two files. Extensions .vcgm1 and .vsgm1
(0008381)
Povelitel   
2022-11-26 14:30   
Add a second file with the desired extension otherwise this ticket is useless
(0008383)
ewbailey   
2022-11-28 19:19   
Sorry about that. Just uploaded two files titled Archive. Agree it is likely mods since I am running fine with other mods.





View Issue Details
2769 [VCMI] GUI - Battles minor have not tried 2017-08-13 07:52 2022-11-26 22:06
hkoehler  
Povelitel  
normal  
resolved  
unable to reproduce  
none    
none 1.next  
   
Various UI failures when engaged by AI
During a hot-seat game (2 humans vs 2 computer players), my hero got attacked by an enemy. The combat went seriously weird:

* Spell casting seems to have an effect (lightning bolt killed creatures), but no animation is shown.
* I couldn't move my troops (and mouse-cursor indicated no movement was possible into the lower right corner).
* The enemy didn't move or take any other actions (possibly was waiting for me to act, but I couldn't move either).
* After trying to surrender without enough gold, the popup message that I didn't have enough gold only appeared after I fled and the battle ended.
Notes
(0008192)
Povelitel   
2022-03-22 17:30   
no maps by any chance?
(0008382)
Povelitel   
2022-11-26 22:06   
Most likely it was fixed a long time ago. I tried to reproduce in the drawn map, but not a single bug could be repeated in the current develop.





View Issue Details
3245 [VCMI] Campaigns major always 2022-11-16 21:34 2022-11-24 23:36
implala67 Android  
Nordsoft  
urgent  
resolved 1.next  
fixed  
none    
none  
   
frozen campaign
When I win a campaign it doesn't take me to the next map. The game freezes waiting does nothing
Freeze.zip (1,360,870) 2022-11-16 21:34
https://bugs.vcmi.eu/file_download.php?file_id=3191&type=bug
Notes
(0008370)
Nordsoft   
2022-11-17 00:03   
duplicates https://github.com/vcmi/vcmi/issues/919 [^]
(0008371)
implala67   
2022-11-17 20:48   
it doesn't tell me much, I'm not a programmer what should I do to make it work
(0008373)
Nordsoft   
2022-11-18 00:16   
you can download VCMI 1.0.0, campaigns should work fine there
(0008375)
Povelitel   
2022-11-18 14:54   
^^ from here https://github.com/vcmi/vcmi/releases/download/1.0.0/VCMI-1.0.0-cedc9a9-Android.apk [^]
(0008377)
Nordsoft   
2022-11-24 23:36   
Fix is ready: https://github.com/vcmi/vcmi/pull/1155 [^]





View Issue Details
3236 [VCMI] Other minor always 2022-09-19 07:26 2022-11-06 19:16
Yoshi2  
Nordsoft  
normal  
resolved  
won't fix  
none    
none  
   
Version 1.0.0 is not selectable in the Product Version field in when creating a Bug Report
When creating a bug report, version 1.0.0, the most recent version of VCMI, is not among the options that can be selected in the Product Version field.
1) Go to https://bugs.vcmi.eu/bug_report_page.php [^]
2) Click on the drop down box next to "Product Version"
3) Notice that the most recent version that can be selected is 0.99, 1.0.0 is not among the versions that can be selected.
Notes
(0008356)
Povelitel   
2022-09-19 15:00   
This is an abandoned bug tracker. Report bugs here https://github.com/vcmi/vcmi/issues [^]
(0008357)
Yoshi2   
2022-09-19 18:21   
Thanks for the tip. This bug tracker was still linked at the top of the VCMI website under "Bugs" so I didn't realize.





View Issue Details
3235 [VCMI] GUI - PreGame major always 2022-09-19 07:19 2022-11-06 19:15
Yoshi2 PC  
Nordsoft Windows 10  
normal Build 18362  
resolved  
fixed  
none    
none  
   
Game does not shut down VCMI server when exiting the game while selecting a map
This is on version 1.0.0
When you exit the game while choosing the map, the game doesn't shut down VCMI_server.exe. When you start the game again and try to choose a game mode, the game cannot advance past the "Connecting..." window. If you click the Back button and then choose the game mode again, the game crashes on connecting. VCMI server has to be killed with the task manager to fix this.
1) Run VCMI launcher
2) Start game
3) Press New Game or Load Game and choose any of Single Scenario, Multiplayer or Campaign so that you see the "Connecting..." window.
4) Close the game by pressing the X on the VCMI window in the corner while you see the Connecting window or while you are choosing a scenario to start.
5) Run VCMI launcher again and restart the game
6) Now, whenever you start a new game or load a game the game will be stuck on the Connecting window.
7) Hit back on the connecting window and then start/load a game.
8) Now the game will crash.
This is especially likely to happen when using the VCMI launcher. When running the VCMI client something similar happens but the console window continues to stay open and if you close the console window it kills the VCMI server. But if you reproduce this bug with the VCMI launcher and then run VCMI client, the client will also not be able to continue past the Connecting window until you shut down the VCMI server with task manager.
Notes
(0008358)
Nordsoft   
2022-09-23 21:52   
Workaround introduced in 1.1
Client checks port and will notify user if connection cannot be established
(0008368)
Nordsoft   
2022-11-06 19:15   
vcmiserver killed itself in most situations





View Issue Details
3242 [VCMI] GUI - Town screen major always 2022-10-04 17:43 2022-11-06 19:13
Faithless PC  
Nordsoft Windows  
normal 10  
resolved 0.99  
won't fix  
none    
none  
   
I can't recruit Heroes in Tavern past 2
At the start of a game when I try to recruit past two heroes the button is grayed out and won't let me recruit heroes. I have tried to turn off mods to no avail it still does this to me even when I only have the VCMI Extras and Essentials mods enabled (I can't run the game with just Essentials it makes it crash when trying to load a scenario).
Pick any map and just try to recruit more than two heroes on turn one.
I'm using the latest development build VCMI 1.1.0.5c44c8f released October 4th.
I'm running:
Horn of the Abyss version 1.5.1
VCMI Extras 2.1
Forge Town 1.4.0
Cathedral Town 1.0.1
Highlands Town 1.0.7
Courtyard Town 1.02
Hero Bug.jpg (924,662) 2022-10-04 17:43
https://bugs.vcmi.eu/file_download.php?file_id=3189&type=bug
Notes
(0008362)
Faithless   
2022-10-11 13:33   
After testing with both latest dev build (October 10th) and Stable and it seems VCMI Extras is the culprit.
(0008363)
Faithless   
2022-10-11 13:48   
NVM I figured it out you can close this issue only thing I would suggest is to make the sub-mod for the VCMI Extras mod a bit more visible so it's a bit easier for people to see as I completely missed that and thought it was a bug.
(0008366)
Nordsoft   
2022-11-01 16:26   
Cannot reproduce. Could you please disable all mods (except essentials and extras) and attach save?
(0008367)
Nordsoft   
2022-11-06 19:13   
Solution: https://github.com/vcmi/vcmi/issues/1107 [^]





View Issue Details
3239 [VCMI] GUI - Battles crash sometimes 2022-09-26 15:10 2022-11-01 16:13
adreid Microsoft  
Nordsoft Windows  
normal 11  
resolved 0.99  
fixed  
none    
none  
   
VCMI 1.0.0 becomes unresponsive after clicking "Auto Combat" button twice.
This may not always cause trouble (perhaps due to timing issues) but try a few times -- it often causes the mouse pointer to disappear (and a chime). Thereafter, it is difficult to gain control of the computer (you may need to press Ctrl-Alt-Del to invoke the Task Manager).
1) Start VCMI without any additional MODs.
2) New Game
3) Single Scenario
4) Map - Island of Fire
5) Attack the group of creatures near the upper left corner.
6) Click on the Auto Combat button (crossed swords) twice in quick succession.
This issue, present in VCMI 0.99, also affects VCMI 1.0.0
PROBLEM.zip (992,909) 2022-09-26 15:10
https://bugs.vcmi.eu/file_download.php?file_id=3186&type=bug
Notes
(0008361)
Nordsoft   
2022-09-26 16:01   
(edited on: 2022-09-26 16:02)
Duplicates or similar to https://github.com/vcmi/vcmi/issues/965 [^] and https://github.com/vcmi/vcmi/issues/966 [^]

(0008365)
Nordsoft   
2022-11-01 16:13   
https://github.com/vcmi/vcmi/pull/1094 [^]





View Issue Details
3040 [VCMI] GUI - Battles crash always 2019-02-16 16:41 2022-09-26 15:15
misiokles PC  
Windows  
normal 10  
resolved 0.99  
unable to reproduce  
none    
none  
   
Pressing quickly A button twice crashes game.
When game starts, pressing quickly A (Autocombat) button causes game crash. Latest daily builds.
Notes
(0007753)
misiokles   
2019-02-16 16:42   
I mean, pressing quickly A button twice!
(0007872)
toneyisnow   
2020-01-30 08:30   
I tried to repro this issue in daily build (2020/1/28), but it cannot be reproed.
Resolve this as Non-Repro.





View Issue Details
2742 [VCMI] Random Map Generator major sometimes 2017-07-23 17:41 2022-09-17 17:14
Anubis PC  
Windows  
normal 7  
resolved 0.99  
fixed  
none    
none 1.next  
   
RMG issues - doesn't create the map.
Whenever I try to create a L size map with no underground, 8 players, Normal setting on both guards and water, the game has a chance of getting stuck for 10+ minutes (and then I have to terminate the process). Logs show nothing specific, but I still attached them below.
1. Launch a single-player game.
2. Create a random map with the aforementioned settings.
3. The game has a chance to successfully either create a map or get stuck for a long time, resulting in no map creation.
vcmi.zip (14,514) 2017-07-23 17:41
https://bugs.vcmi.eu/file_download.php?file_id=2744&type=bug
VCMI_Server_log.zip (14,395) 2017-07-23 17:42
https://bugs.vcmi.eu/file_download.php?file_id=2745&type=bug
Notes
(0007173)
misiokles   
2017-07-23 18:25   
1. Official 0.99 version is screwed a bit :) You must manually move HDmod RMG Templates and OH3 RMG Templates folder to directory where lie Analogy, Jebus Cross (and so on) folders :) Then you will be able to create many random maps (except for 5 players).
2. VCMI doesn't support generating water. When you click water option, game probably will crash.
(0008355)
Povelitel   
2022-09-17 17:14   
Fixed in 1.0.0





View Issue Details
1205 [VCMI] Random Map Generator feature always 2013-02-12 07:44 2022-09-17 16:34
o01eg amd64  
Povelitel Gentoo Linux  
normal  
resolved  
fixed  
none    
none 1.next  
   
Cann't choose the allies for random map.
At "Random Map Setup" window I cann't choose the team for players.
There are no notes attached to this issue.





View Issue Details
1858 [VCMI] Other minor random 2014-07-23 20:07 2022-09-17 16:33
Mixaill x86_64  
Povelitel Linux  
normal  
resolved 0.96  
fixed  
none    
none 1.next  
   
Long compilation time on GCC
Sometimes compilation on Travis can last more than 50 minutes!

https://travis-ci.org/vcmi/vcmi/builds/30673739 [^]
https://travis-ci.org/vcmi/vcmi/builds/30216721 [^]
https://travis-ci.org/vcmi/vcmi/builds/30017056 [^]
1. Compile
2. Wait
Notes
(0004859)
Ivan   
2014-07-27 11:54   
I guess most of this time was consumed on compilation of lib/registerTypes/* - they quite often need ~2 GB per file and in case of multithreaded compilation/low memory may cause huge slowdown due to swapping.

Frankly we have no idea what's causing this. So if you (or somebody else) will manage to fix this issue - this would be great.
(0005270)
SXX   
2014-12-24 20:16   
(edited on: 2014-12-24 20:17)
For anyone who might be interested.

@AVS made interesting improvement for serialization:
https://github.com/vcmi/vcmi/pull/66 [^]
For me this decreased compilation time from 4 minutes to 3 minutes.

(0008354)
Povelitel   
2022-09-17 16:33   
It is obvious that the problem was in the hardware associated with a lack of RAM.





View Issue Details
2651 [VCMI] Sound, music, videos minor always 2017-03-02 14:00 2022-09-17 14:43
Gnom25 Mac  
Povelitel OS X El Capitan  
low 10.11.6  
resolved 0.99  
unable to reproduce  
none    
none 1.next  
   
*.OGG music can not be played on Mac build
On my machine I can't hear any *.ogg music in VCMI.
1)Compile Mac build using this instruction:
http://wiki.vcmi.eu/index.php?title=How_to_build_VCMI_%28OS_X%29 [^]
But use
"git clone -b 0.99 --depth 1 https://github.com/vcmi/vcmi.git", [^] not "develop"
2)Copy *.plist file from build found on forums to avoid AppTransport error (or skip step 1 and download this build):
http://forum.vcmi.eu/viewtopic.php?p=15967 [^]
3)Copy some mod that uses *.ogg music from Windows (for example, HotA mod)
4)Go to Cove Town in game
5)NO MUSIC

Notes
(0008127)
Povelitel   
2022-03-16 13:16   
Does the problem still exist?
(0008352)
Povelitel   
2022-09-17 14:42   
Should be fine now





View Issue Details
1627 [VCMI] AI - Battles minor have not tried 2013-12-23 14:46 2022-09-16 20:15
KroArtem x86_64  
Tow Ubuntu  
normal 13.10  
resolved 0.94  
unable to reproduce  
none    
none 1.next  
   
AI crashed when only one spell was used
I've started battle, hero casted a spell and the battle was over. Then vcmi crashed.

Warning: an orphaned child!
battleCanCastSpell called when no battle!

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fffdd5f6700 (LWP 11762)]
0x00007ffff492dd73 in std::_Rb_tree_increment(std::_Rb_tree_node_base const*)
    () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
(gdb) bt
#0 0x00007ffff492dd73 in std::_Rb_tree_increment(std::_Rb_tree_node_base const*) () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
#1 0x00007ffff79f8298 in operator++ (this=<synthetic pointer>)
    at /usr/include/c++/4.8/bits/stl_tree.h:270
0000002 __find<std::_Rb_tree_const_iterator<EBattleStackState::EBattleStackState>, EBattleStackState::EBattleStackState> (__val=@0x7fffdd5f5bdc: 32767,
    __last=..., __first=...) at /usr/include/c++/4.8/bits/stl_algo.h:140
0000003 find<std::_Rb_tree_const_iterator<EBattleStackState::EBattleStackState>, EBattleStackState::EBattleStackState> (__val=@0x7fffdd5f5bdc: 32767, __last=...,
    __first=...) at /usr/include/c++/4.8/bits/stl_algo.h:4441
0000004 vstd::contains<std::set<EBattleStackState::EBattleStackState, std::less<EBattleStackState::EBattleStackState>, std::allocator<EBattleStackState::EBattleStackState> >, EBattleStackState::EBattleStackState> (c=...,
    i=i@entry=@0x7fffdd5f5bfc: EBattleStackState::WAITING)
    at /build/buildd/vcmi-0.94+svn3369/lib/../Global.h:262
0000005 0x00007ffff7a47abd in CStack::waited (this=<optimized out>,
    turn=turn@entry=0)
    at /build/buildd/vcmi-0.94+svn3369/lib/BattleState.cpp:964
0000006 0x0000000000508e93 in CBattleInterface::blockUI (
    this=this@entry=0x7fffce36f300, on=<optimized out>)
    at /build/buildd/vcmi-0.94+svn3369/client/battle/CBattleInterface.cpp:1908
0000007 0x000000000050d8d6 in CBattleInterface::setActiveStack (
    this=this@entry=0x7fffce36f300, stack=<optimized out>)
---Type <return> to continue, or q <return> to quit---
    at /build/buildd/vcmi-0.94+svn3369/client/battle/CBattleInterface.cpp:1662
0000008 0x00000000005186e3 in CBattleInterface::activateStack (
    this=this@entry=0x7fffce36f300)
    at /build/buildd/vcmi-0.94+svn3369/client/battle/CBattleInterface.cpp:1692
0000009 0x00000000005188b3 in CBattleInterface::stackActivated (
    this=this@entry=0x7fffce36f300, stack=stack@entry=0x7fff50ea9e90)
    at /build/buildd/vcmi-0.94+svn3369/client/battle/CBattleInterface.cpp:1028
0000010 0x00000000005cc521 in CPlayerInterface::activeStack (
    this=this@entry=0x7fffcd69fcb8, stack=0x7fff50ea9e90)
    at /build/buildd/vcmi-0.94+svn3369/client/CPlayerInterface.cpp:777
0000011 0x00000000005b4ec0 in CClient::waitForMoveAndSend (this=0x7fffcc000a90,
    color=...) at /build/buildd/vcmi-0.94+svn3369/client/Client.cpp:120
0000012 0x00000000006a63ca in operator() (a1=..., p=<optimized out>,
    this=<optimized out>) at /usr/include/boost/bind/mem_fn_template.hpp:165
0000013 operator()<boost::_mfi::mf1<void, CClient, PlayerColor>, boost::_bi::list0>
    (a=<synthetic pointer>, f=..., this=<optimized out>)
    at /usr/include/boost/bind/bind.hpp:313
0000014 operator() (this=<optimized out>)
    at /usr/include/boost/bind/bind_template.hpp:20
0000015 boost::detail::thread_data<boost::_bi::bind_t<void, boost::_mfi::mf1<void, CClient, PlayerColor>, boost::_bi::list2<boost::_bi::value<CClient*>, boost::_bi::value<PlayerColor> > > >::run (this=<optimized out>)
    at /usr/include/boost/thread/detail/thread.hpp:117
---Type <return> to continue, or q <return> to quit---
0000016 0x00007ffff6dfd94a in ?? ()
   from /usr/lib/x86_64-linux-gnu/libboost_thread.so.1.53.0
0000017 0x00007ffff6bdcf6e in start_thread (arg=0x7fffdd5f6700)
    at pthread_create.c:311
0000018 0x00007ffff40d19cd in clone ()
    at ../sysdeps/unix/sysv/linux/x86_64/clone.S:113
(gdb)
Notes
(0004200)
Warmonger   
2013-12-23 14:51   
It could be helpful to tell the details, such as WHICH spell was cast under what confitions.
(0004201)
KroArtem   
2013-12-23 14:52   
Unfortunately I don't remember, though it's not that hard to reproduce. I'll try to give additional info in case I'll have this crash again.
(0004317)
KroArtem   
2014-01-12 18:21   
Reproduced it with latest trunk. It crashed when I killed the latest enemy creature with spell. (still don't know _what_ spell was cast).
(0004318)
KroArtem   
2014-01-12 20:29   
Ok, it was "Lightning bolt" but I'm pretty sure it doesn't depend on used spell.
(0008351)
Povelitel   
2022-09-16 20:15   
Lightning bolt works correctly. Reproducibility failed





View Issue Details
2767 [VCMI] Mods minor always 2017-08-11 12:57 2022-09-16 19:59
tooandorisu  
Nullkiller  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
Double clicking on abilities Commanders learn through leveling up, crashes VCMI
Like summary says. VCMI crashes when double-clicking on abilites Commanders learned through leveling up. See picture for more info.
Commander.jpg (127,068) 2017-08-11 12:57
https://bugs.vcmi.eu/file_download.php?file_id=2768&type=bug
Notes
(0007376)
tooandorisu   
2018-01-19 11:33   
Is this fixed?
(0007377)
Dydzio   
2018-01-19 11:34   
Why not just check yourself?
(0008260)
Povelitel   
2022-04-02 21:34   
still true
(0008350)
Povelitel   
2022-09-16 19:59   
Should be fixed





View Issue Details
2324 [VCMI] Other crash always 2015-11-05 10:12 2022-09-16 19:41
josch amd64  
SXX Debian  
normal unstable  
assigned 0.98  
open  
none    
none  
   
Segfault when buying spellbook
I got the following bug for vcmi 0.98 on the Debian bug tracker which I'm also to reproduce myself:

https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=797363 [^]

I attached the savegame that produced this problem but you can also find links to the savegame in above bugreport.
I moved the hero near the city to the city.
I then bought a spell building and tried to buy a spellbook for the hero.
the backtrace (line numbers correspond to vcmi 0.98):

Core was generated by `/usr/games/vcmiclient'.
Program terminated with signal SIGSEGV, Segmentation fault.
#0 PutArtifact::applyGs (this=this@entry=0x7fb070b2c2c0, gs=gs@entry=0x7fb07f472ae0) at /build/vcmi-t5ndlM/vcmi-0.98+dfsg/lib/NetPacksLib.cpp:901
901 art->putAt(al);
(gdb) bt
#0 PutArtifact::applyGs (this=this@entry=0x7fb070b2c2c0, gs=gs@entry=0x7fb07f472ae0) at /build/vcmi-t5ndlM/vcmi-0.98+dfsg/lib/NetPacksLib.cpp:901
#1 0x00007fb0a6c4b3ef in CApplyOnGS<PutArtifact>::applyOnGS (this=<optimized out>, gs=0x7fb07f472ae0, pack=0x7fb070b2c2c0) at /build/vcmi-t5ndlM/vcmi-0.98+dfsg/lib/CGameState.cpp:71
0000002 0x00007fb0a6c04998 in CGameState::apply (this=0x7fb07f472ae0, pack=pack@entry=0x7fb070b2c2c0) at /build/vcmi-t5ndlM/vcmi-0.98+dfsg/lib/CGameState.cpp:2164
0000003 0x00007fb0a74fbc56 in CClient::handlePack (this=this@entry=0x7fb07ef998e0, pack=0x7fb070b2c2c0) at /build/vcmi-t5ndlM/vcmi-0.98+dfsg/client/Client.cpp:649
0000004 0x00007fb0a74fc038 in CClient::run (this=0x7fb07ef998e0) at /build/vcmi-t5ndlM/vcmi-0.98+dfsg/client/Client.cpp:176
0000005 0x00007fb0a5cdeaea in ?? () from /usr/lib/x86_64-linux-gnu/libboost_thread.so.1.55.0
0000006 0x00007fb0a5abc0a4 in start_thread (arg=0x7fb082da5700) at pthread_create.c:309
0000007 0x00007fb0a221d07d in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:111
crash-when-buying-spellbook.zip (1,243,114) 2015-11-05 10:12
https://bugs.vcmi.eu/file_download.php?file_id=2391&type=bug
0002324_vcmiclient_bt.txt (2,799) 2015-11-05 14:10
https://bugs.vcmi.eu/file_download.php?file_id=2392&type=bug
Notes
(0006073)
SXX   
2015-11-05 14:12   
Just in case attached full crash log from 6c33417 (0.98 release).
It's about the same (with different line numbers) on develop.
(0006200)
SXX   
2015-12-21 20:05   
Sadly I didn't manage to find out why that happen, but it's reproducible up to current git.
(0008070)
Povelitel   
2022-03-14 22:55   
I can confirm this. Reproducible
(0008299)
josch   
2022-07-04 05:35   
Still reproducible with current git HEAD. Here is a bigger backtrace:

#0 __GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:49
#1 0x00007ffff5497546 in __GI_abort () at abort.c:79
0000002 0x00007ffff549742f in __assert_fail_base
    (fmt=0x7ffff560ddf8 "%s%s%s:%u: %s%sAssertion `%s' failed.\n%n", assertion=0x7ffff7d50070 "static_cast<si32>(oInfo.vector->size()) > idAsNumber", file=0x7ffff7d50040 "./lib/mapping/../serializer/CSerializer.h", line=116, function=<optimized out>) at assert.c:92
0000003 0x00007ffff54a6222 in __GI___assert_fail
    (assertion=0x7ffff7d50070 "static_cast<si32>(oInfo.vector->size()) > idAsNumber", file=0x7ffff7d50040 "./lib/mapping/../serializer/CSerializer.h", line=116, function=0x7ffff7d54658 "T* CSerializer::getVectorItemFromId(const VectorizedObjectInfo<T, U>&, U) const [with T = CArtifactInstance; U = ArtifactInstanceID]") at assert.c:101
0000004 0x00007ffff797f6f7 in CSerializer::getVectorItemFromId<CArtifactInstance, ArtifactInstanceID>(VectorizedObjectInfo<CArtifactInstance, ArtifactInstanceID> const&, ArtifactInstanceID) const
    (this=<optimized out>, oInfo=<optimized out>, id=...)
    at ./lib/mapping/../serializer/CSerializer.h:111
0000005 CSerializer::getVectorItemFromId<CArtifactInstance, ArtifactInstanceID>(VectorizedObjectInfo<CArtifactInstance, ArtifactInstanceID> const&, ArtifactInstanceID) const
    (oInfo=<optimized out>, this=<optimized out>, oInfo=..., id=...)
    at ./lib/mapping/../serializer/CSerializer.h:111
0000006 BinaryDeserializer::load<CArtifactInstance*, 0>(CArtifactInstance*&)
    (this=0x7fff900bc800, data=@0x7fff8c57c320: 0x0)
    at ./lib/mapping/../serializer/BinaryDeserializer.h:272
0000007 0x00007ffff7a7b201 in BinaryDeserializer::operator&<CArtifactInstance*>(CArtifactInstance*&)
    (t=@0x7fff8c57c320: 0x0, this=0x7fff900bc800)
    at ./lib/registerTypes/../serializer/BinaryDeserializer.h:185
0000008 ConstTransitivePtr<CArtifactInstance>::serialize<BinaryDeserializer>(BinaryDeserializer&, int)
    (version=<optimized out>, h=..., this=0x7fff8c57c320)
    at ./lib/registerTypes/../ConstTransitivePtr.h:75
0000009 BinaryDeserializer::load<ConstTransitivePtr<CArtifactInstance>, 0>(ConstTransitivePtr<CArtifactInstance>&) (data=..., this=0x7fff900bc800)
    at ./lib/registerTypes/../serializer/BinaryDeserializer.h:206
0000010 BinaryDeserializer::operator&<ConstTransitivePtr<CArtifactInstance> >(ConstTransitivePtr<CArtifactInstance>&) (t=..., this=0x7fff900bc800)
    at ./lib/registerTypes/../serializer/BinaryDeserializer.h:185
0000011 PutArtifact::serialize<BinaryDeserializer>(BinaryDeserializer&, int)
    (version=<optimized out>, h=..., this=0x7fff8c57c2f0) at ./lib/registerTypes/../NetPacks.h:960
0000012 BinaryDeserializer::CPointerLoader<PutArtifact>::loadPtr(CLoaderBase&, void*, unsigned int) const (this=<optimized out>, ar=..., data=0x7fff96a25fb0, pid=<optimized out>)
    at ./lib/registerTypes/../serializer/BinaryDeserializer.h:155
0000013 0x00007ffff7ba26ff in BinaryDeserializer::load<CPack*, 0>(CPack*&)
    (this=this@entry=0x7fff900bc800, data=@0x7fff96a25fb0: 0x7fff8c57c2f0)
    at ./lib/serializer/BinaryDeserializer.h:322
0000014 0x00007ffff7b97ab1 in BinaryDeserializer::operator&<CPack*>(CPack*&)
    (t=@0x7fff96a25fb0: 0x7fff8c57c2f0, this=0x7fff900bc800)
    at ./lib/serializer/BinaryDeserializer.h:185
0000015 CConnection::retrievePack() (this=0x7fff900bc7d0) at ./lib/serializer/Connection.cpp:206
0000016 0x00005555558b0d14 in CServerHandler::threadHandleConnection() (this=0x555555e47d40)
    at /usr/include/c++/11/bits/shared_ptr_base.h:1295
0000017 0x00007ffff59fb347 in () at /usr/lib/x86_64-linux-gnu/libboost_thread.so.1.74.0
0000018 0x00007ffff59d6d80 in start_thread (arg=0x7fff96a27640) at pthread_create.c:481
0000019 0x00007ffff556f76f in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95
(0008349)
Povelitel   
2022-09-16 19:41   
We talked about this, and came to the conclusion that broken saves are to blame.
If you install the new version and start playing now, and try to capture the city, then everything will be fine.
At least I did it under Windows many times and it didn't crash.





View Issue Details
3153 [VCMI] Random Map Generator major always 2020-10-18 17:16 2022-09-16 19:29
misiokles PC  
Nordsoft Windows  
normal 10  
resolved 0.99  
fixed  
none    
none 1.next  
   
Random maps generator starts to create empty maps with some mods with new decorative objects.
From some new daily builds, vcmi + some decorative mods (for example: hota new objects) started to create empty random maps. Earlier all worked without problem.
bug1.png (743,614) 2020-10-18 17:16
https://bugs.vcmi.eu/file_download.php?file_id=3106&type=bug
bug2.png (3,730) 2020-10-18 17:16
https://bugs.vcmi.eu/file_download.php?file_id=3107&type=bug
Notes
(0007944)
misiokles   
2020-10-19 18:29   
Daily build from 11 Oct 2020 does that.
https://builds.vcmi.download/branch/develop/Windows/VCMI-branch-develop-12a4cee.exe [^]

With mod hota new objects, rmg crashes.
(0007945)
misiokles   
2020-10-20 18:17   
Quick fix.
In mod HotA decorations/content/config open two files:
- hotaPandoraBox.json
- hotaSubgates.json

Find line:

 "index" : 0,

and delete this line. Then save files.
(0008300)
Nordsoft   
2022-07-16 16:13   
Fixed in https://github.com/vcmi/vcmi/pull/762 [^]





View Issue Details
3180 [VCMI] Campaigns feature random 2021-06-05 18:21 2022-09-16 19:18
rybiej  
Povelitel  
normal  
resolved  
unable to reproduce  
none    
none 1.next  
   
If a hero is from a previous scenario. There can be two identical heroes on the map
I do not know if the second hero is a random, who happens to be the same as the one from the previous scenario or is he predestined to be of that kind. I ahd this problem in the "Song for the father". Check the screenshot
werr.png (478,015) 2021-06-05 18:21
https://bugs.vcmi.eu/file_download.php?file_id=3127&type=bug
Notes
(0008029)
Nullkiller   
2021-06-07 11:34   
We had such bug and it was fixed in the daily build month ago or something. Do you use daily build?
(0008030)
rybiej   
2021-06-07 22:36   
Yes, but the newest build in the https://builds.vcmi.download/branch/develop/Windows/ [^]
is from the 29th of April. This is the version I use.
(0008186)
Povelitel   
2022-03-18 19:53   
Is it repeated in the current development?
(0008252)
Povelitel   
2022-03-28 19:38   
Need saves. Install the latest build and start over. From the new game. Let us know if the problem reproduces
(0008348)
Povelitel   
2022-09-16 19:18   
I will close this ticket. Tried to repeat it many times, it doesn't work. There are no saves either.
Install release 1.0, if there are new forks then let us know.





View Issue Details
3175 [VCMI] Launcher minor always 2021-03-13 08:43 2022-09-16 19:11
Gameslayer Linux  
Manjaro  
normal Manjaro  
resolved 0.99  
fixed  
none    
none 1.next  
   
Does not save or use resolution set in launcher.
When setting the resolution in the launcher it won't always save it and ignore the resolution set.
1. set resolution in launcher
2. launch and will not use set resolution nor will it always save the settings.
Notes
(0008176)
Povelitel   
2022-03-18 12:27   
do you have "VCMI essential files mods" ? from https://wiki.vcmi.eu/Mod_list#Utilities [^]
(0008347)
Povelitel   
2022-09-16 19:11   
Vcmi extras mod solves this problem





View Issue Details
2003 [VCMI] GUI - PreGame minor always 2014-12-24 23:22 2022-09-16 16:07
AlexVSharp PC  
Tow Linux Mint  
high 17 'Qiana'  
resolved 0.97  
fixed  
none    
none 1.next  
   
Resolution always defaults to 800x600
No matter if I use the launcher or edit the 'settings.json' file manually the resolution always defaults to 800x600 upon game start. This happens regardless if fullscreen is on or off.

Changing the setting via the launcher does reflect in 'settings.json', however starting the client (both from the launcher and directly) removes the added lines.
It happens every time on my machine.
Running x64 MATE desktop environment, version 1.8.1

Graphic card is AMD Radeon HD 5770, proprietary drivers vesion 13.35.5
Notes
(0005273)
SXX   
2014-12-24 23:48   
Most likely you didn't enabled mod for high resolutions support.
Try to enable "Extra resolutions" in "VCMI essential files".
(0005274)
AlexVSharp   
2014-12-25 00:20   
There does not seem to be an 'Extra resolutions' option in the launcher. Also worth mentioning that upon trying to reinstall the 'VCMI essentials files' it fails with the error 'vcmi: Failed to delete mod data'.

After installing the core files manually there are still no option for the essentials mod.
(0005275)
SXX   
2014-12-25 00:46   
"VCMI essential files" should have "Extra resolutions" submod inside.
Though I do checked that if I remove mine ~/.local/share/vcmi/ there is no way to re-download "VCMI essential files" which is weird.

Hopefully someone who know a bit more about packaging can give a hint on that.
(0005277)
Kantor   
2014-12-25 10:03   
Such package has been uploaded by Ivan here: http://forum.vcmi.eu/viewtopic.php?p=13121#13121 [^]
(0005279)
AlexVSharp   
2014-12-25 12:46   
After manually copying the package provided by Ivan the issue is resolved. The problem seems to be with downloading the 'VCMI essentials files' mod through the launcher.
(0006079)
SXX   
2015-11-11 17:56   
We really need to resolve this one. Why the mod isn't in main repository?
(0006080)
Warmonger   
2015-11-11 20:21   
(edited on: 2015-11-11 20:55)
"VCMI Essential Files" is not a mod on Launcher server, it is a part of VCMI package distributed for Windows. I don't know how the files are distributed for other platforms.

Agree they could be moved to main repository. But this needs consultation with Linux devs.

(0006081)
SXX   
2015-11-11 21:30   
I talked with Ivan and he said that idea was that version in git (and as result distributed on Linux) must always have version "0.0" while repository should contain versioned one that contain extra resolutions, etc.

He said that he have access and can fix it tomorrow.
(0006082)
SXX   
2015-11-13 22:00   
So repository now fixed (no idea if it's Ivan or Warmonger, but thanks!).
Though launcher on Linux still struggle to update it properly. :-(
(0008346)
Povelitel   
2022-09-16 16:07   
Install release 1.0 https://github.com/vcmi/vcmi/releases/tag/1.0.0 [^] and be sure to install vcmi extras mod





View Issue Details
2968 [VCMI] GUI - PreGame minor always 2018-07-15 23:00 2022-09-16 15:59
Crusader2010 PC  
Povelitel Windows 10  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
Cannot choose any map templates
Using the latest VCMI version from the branches/develop/windows path and with only VCMI (and/or WoG) activated as mods, there is no way to change the map template when generating a random one.

For example, there is a VCMI submod called "Default templates\Jebus cross", yet I cannot find a way to generate a map with this template. The interface does not have a combo box for that.
Notes
(0008175)
Povelitel   
2022-03-18 12:17   
(edited on: 2022-05-04 07:01)
I understand you want a selection menu for templates. You can leave only the one you want to play, and exclude the rest, but this is not so convenient....

(0008345)
Povelitel   
2022-09-16 15:59   
Install release 1.0 https://github.com/vcmi/vcmi/releases/tag/1.0.0 [^] and be sure to install vcmi extras mod in the launcher





View Issue Details
3176 [VCMI] Mods major always 2021-04-04 17:46 2022-09-16 15:10
kdmcser mobile  
Nullkiller Android  
normal 11  
resolved 0.99  
fixed  
none    
none 1.next  
   
Android 11 load mods more slow than Android 10
In Android 11, Open 30+ mod is a disastor: a few minutes client can not launched. and 15 minutes later, the server can not start. The same mods in android 10 only take several seconds. Maybe Android 11 make files list more slow?
1. install 30+ mod
2. open game in Android 11
3. It take a few minutes to be a dark screen before play 3do start video
4. enter the game, create a new game
5. 15 minutes later, still hang in connect window.
6. reproduce it in Android 10, everything is OK.
Notes
(0008026)
Nullkiller   
2021-04-07 08:17   
Any chance it is hardware difference?
(0008027)
kdmcser   
2021-04-11 08:16   
(edited on: 2021-04-11 08:23)
Android 11 is in my new phone, which CPU is Snapdragon 888,12G RAM and UFS 3.1 ROM. the performace is much better than my old Android 10 phone (Kirin 970, 6G RAM and UFS 2.1 ROM). So I dont thank hardware difference will cause it.

Android 11 contains storage peformance problem while list or delete lots of file. Because it change its storage mechanism. So I suspect this problem is caused by it.

Lots of new phone are using Android 11 now. Maybe someone who ownes Android 11 phone can check that whether it can be reproduced or not?

(0008028)
kdmcser   
2021-05-02 12:26   
(edited on: 2021-05-02 18:55)
By changing data dir to ctx.getDataDir can solve this problem. detail: https://forum.vcmi.eu/t/finally-i-solved-the-problem-that-mods-load-slow-in-android-11/5514 [^]

(0008343)
Povelitel   
2022-09-16 15:10   
Everything should be fine now





View Issue Details
3155 [VCMI] Mods crash always 2020-11-01 03:06 2022-09-16 14:55
fatfishwen Mac  
MacOS Catalina  
normal 10.15.7  
resolved 0.99  
fixed  
none    
none 1.next  
   
Crashes when entering a battle (problem with Hota addon?)
Mac version always crashes when entering a battle. Have tried with/without quick battle and disabling all mods except official WOG downloaded through the launcher, or only HOTA.
Problem remains the same with VCMI-branch-develop-9ca9c80.dmg provided on https://builds.vcmi.download/branch/develop/macOS/?C=M&O=D [^]
Windows version does not have this issue.
Screenshot 2022-09-16 at 15.22.10.png (15,883) 2022-09-16 12:24
https://bugs.vcmi.eu/file_download.php?file_id=3182&type=bug
Notes
(0007948)
odmitriy   
2020-11-10 17:24   
According to the provided log crash is in the CCreature::isItNativeTerrain. It seems some faction was not found among installed mods. Did you change installed mods set after game save was created?
(0007949)
misiokles   
2020-11-10 17:34   
Mods downloaded through launcher are old and not supported, like launcher. Most updated mods are located here: https://wiki.vcmi.eu/Mod_list [^] (old mod version should be deleted manually).
(0007952)
mashinarius   
2020-11-18 15:54   
removing HOTA addon fixed fails in my case
(0008109)
Povelitel   
2022-03-16 11:02   
Does the issue reproduce on recent builds?
(0008340)
kambala   
2022-09-16 12:25   
(edited on: 2022-09-16 12:27)
tested configuration from the uploaded SS with one of the latest macOS-intel builds in the first smallest scenario on macOS 12.5.1 - battle works fine

(0008342)
Povelitel   
2022-09-16 14:55   
If the problem persists now, please create a new ticket.





View Issue Details
3220 [VCMI] Launcher major always 2022-05-24 08:51 2022-09-13 12:11
Alex_leo Android arm64-v8a  
Android  
normal 11  
new 0.99  
open  
none    
none  
   
Android 11 Storage permission needs rework
Android 11 changed the way internal storage works. The App can’t write to /storage/emulated/0/vcmi-data
When checking the permissions, only the following prompt is available.
Allow access to media only.
As I understand, the following flag needs to be set, R.attr | Android Developers

Or separate app needs to be made just for Android 11 and beyond.
Install the daily build, create folder on /storage/emulated/0/vcmi-data

It detects the file but can't write to the folder, following error occurs
Could not save vcmi config; reason /storage/emulated/0/vcmi-data/config/json.conf: open failed: EPERM (Operation not permitted)
Using Lenovo Tab P11, it has a keyboard with trackpad, thought it would be ideal to play HoMM3 with. But due to the Android 11 new permissions it causes older apps to misbehave.
Notes
(0008296)
Alex_leo   
2022-05-24 08:53   
Link with the permissions: https://developer.android.com/about/versions/11/privacy/storage [^]
(0008297)
Alex_leo   
2022-05-24 09:12   
Total Commander for example has different permission dialogue.
Allow management of All files.
(0008338)
Nullkiller   
2022-09-13 12:11   
Today's build uses different approach and now it will search vcmi-data folder in different place. Internal Storage is removed. This is the way how Minecraft did it so I am not going to look for something else.





View Issue Details
2262 [VCMI] AI - Adventure Map minor sometimes 2015-09-30 07:28 2022-09-09 20:21
Warmonger PC  
Warmonger Windows 7  
normal SP1  
resolved 0.98c  
fixed  
none    
none 1.next  
  0.98d  
AI stuck behind cleared bank
Once AI has cleared a creature bank, it is afraid to enter it again and gets stuck.
Intel Xeon X3450 2.67GHz
8GB RAM @ 1333 MHz
Galaxy GTS 250
Raid 10
Bug2262.png (56,433) 2015-09-30 07:29
https://bugs.vcmi.eu/file_download.php?file_id=2318&type=bug
Bug2262_2.png (40,661) 2015-09-30 07:29
https://bugs.vcmi.eu/file_download.php?file_id=2319&type=bug
Notes
(0008334)
Warmonger   
2022-09-09 20:21   
Does not happen with Nullkiller AI





View Issue Details
3227 [VCMI] Mods minor always 2022-08-20 17:29 2022-09-09 20:20
Warmonger  
Warmonger  
normal  
resolved 1.next  
fixed  
none    
none 1.next  
  1.next  
Hero rescued from small HoTA prison is misplaced
There's a smaller template of Prison object in HoTA, which only takes one tile. However, the hero released from prison still uses original positioning rules, which makes him displaced by one tile to the right.

As a result, teh hero may spawn on top of an object or even inside rock, making him inaccessible and useless.
Small Prison bug.png (126,142) 2022-08-20 17:29
https://bugs.vcmi.eu/file_download.php?file_id=3174&type=bug
Notes
(0008303)
Nordsoft   
2022-08-21 15:54   
Is it on new version of RMG?
(0008318)
Warmonger   
2022-08-28 07:39   
Yes, I reported this at PR 775.
(0008333)
Warmonger   
2022-09-09 20:20   
Fixed in PR 868: https://github.com/vcmi/vcmi/pull/868 [^]





View Issue Details
3229 [VCMI] Mods major sometimes 2022-09-06 13:39 2022-09-09 19:39
Warmonger  
Warmonger  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
  1.next  
Hero Orrin can be found in multiple prisons
This happened to me today - opened two prisons on day 1 :)

However, in a full game I ran with PR 780, the same problem occured. Game got confused about this one, in particular I couldn't move artifacts from duplicated hero.
This happened on random map XL + U, multiple mods enabled - including extra heroes.
Double Orrin in Prison.png (1,640,071) 2022-09-06 13:39
https://bugs.vcmi.eu/file_download.php?file_id=3177&type=bug
Notes
(0008329)
Warmonger   
2022-09-06 13:54   
(edited on: 2022-09-07 05:05)
...On day 3 I found 3rd Orrin in a Prison.
However, in previous game there were many other heroes in Prisons, apart from Orrin.

(0008331)
Warmonger   
2022-09-09 14:50   
(edited on: 2022-09-09 16:05)
Hero types seem to assigned correctly in RMG, but for some reason subIDs of some (not all) Prisons are 0 on the server side.

Guess it's some issue with random map serialization.

(0008332)
Warmonger   
2022-09-09 19:39   
Caused by HoTA mod, fixed in https://github.com/vcmi-mods/horn-of-the-abyss/pull/1 [^]

Please do not give special objects RMG value.





View Issue Details
3029 [VCMI] AI - Adventure Map major random 2018-12-19 04:49 2022-09-06 19:27
By003  
Dydzio  
high  
assigned  
open  
none    
none  
   
Cannot get object ID with XXX still happens
This bug still suffers the game. Several weeks ago I put it into forum, sometimes it happens and contributes to crash of game.

I will not offer a save file, but it happens the most frequently in this map 'Elbow Room' .Please put it into priority.
533.jpg (122,762) 2018-12-19 04:49
https://bugs.vcmi.eu/file_download.php?file_id=2969&type=bug
Notes
(0007699)
Warmonger   
2018-12-20 17:19   
(edited on: 2018-12-20 17:19)
Any clues on:

- Which object dissapears
- Which object becomes invisible?

(0007732)
Dydzio   
2019-02-06 18:28   
(edited on: 2019-02-06 18:30)
This bug won't crash game anymore, but needs proper fix as it indicates goal that became invalid with new context and should be removed from goal pool earlier.

For now following error message will be generated on situation which would cause crash: "Goals::VisitObj objid (OBJECT ID) no longer visible, probably goal used for something it's not intended"






View Issue Details
3215 [VCMI] AI - Adventure Map crash always 2022-05-12 11:26 2022-09-06 09:47
Povelitel 64  
Nullkiller Windows  
normal 10  
assigned  
open  
none    
none  
   
NullkillerAI: crash
The yellow player visits the seer's hut and a crash occurs. That's all what I know
Press end turn
желтый ИИ Люцифер который делает ТП в "Пентагон" и бежит к провидцу который за 2 виала к жизни предлагает 11 знаний, но у героя только в наличии 1 виал. Но окошко с получением награды все равно выскакивает и если принять награду то происходит авария
VCMI 0.99 1e97859fbfcf67814491c66f0f0cc0011966faed
Mod AI speed up, limit heroes are 4
Crash.rar (897,264) 2022-05-12 11:26
https://bugs.vcmi.eu/file_download.php?file_id=3164&type=bug
Notes
(0008326)
Nullkiller   
2022-09-06 09:46   
Seer's hut wants 2 items of the same artifact. AI has one of it and clent accepts it but server fails. I expect the server tries to take this art two times and fails on the second attempt.
(0008327)
Nullkiller   
2022-09-06 09:47   
Need to check as well if quest guard can be configured the same way.





View Issue Details
3217 [VCMI] Launcher tweak always 2022-05-19 03:59 2022-09-04 15:24
Nordsoft  
Warmonger MacOS  
low 10.15.7  
resolved 0.99  
fixed  
none    
none 1.next  
   
Disable button doesn't change check icon
When you disable/enable any sub-mod, it doesn't change icon. Root mods work OK, but sub-mods don't.
If you select any other mod, issue disappears
1. Start launcher
2. Expand VCMI essential files -> default templates
3. Select any template
4. Press "Disable"

Expected: icon is changed from check to cross
Actual: icon is not changed
Screenshot 2022-05-19 at 06.52.12.png (289,115) 2022-05-19 03:59
https://bugs.vcmi.eu/file_download.php?file_id=3166&type=bug
Notes
(0008322)
Warmonger   
2022-09-04 15:24   
Fixed in MR 821: https://github.com/vcmi/vcmi/pull/821 [^]





View Issue Details
2728 [VCMI] Launcher minor always 2017-07-21 07:20 2022-09-04 15:23
Anubis x32  
Warmonger Windows  
normal 7  
resolved 0.99  
fixed  
none    
none 1.next  
   
Text under buttons is invisible for 1024*600 resolution.
Launcher's left-part has 2 buttons : options and mod configuration. The text under both of those is invisible because of button overlap on 1024*600 resolution.
1. Start the Launcher on 1024*600 resolution.
2. Check the buttons in the top-left part of the screen. The text there is invisible. The buttons overlap, so text is cut off.
Launcher text bug.jpg (90,397) 2017-07-21 07:20
https://bugs.vcmi.eu/file_download.php?file_id=2740&type=bug
MinimalLauncher.png (48,169) 2022-09-04 15:16
https://bugs.vcmi.eu/file_download.php?file_id=3176&type=bug
Notes
(0008320)
Warmonger   
2022-09-04 15:16   
I uploaded the screenshot of minimal possible window size of Launcher.
(0008321)
Warmonger   
2022-09-04 15:23   
Fixed im MR 821: https://github.com/vcmi/vcmi/pull/821 [^]





View Issue Details
2976 [VCMI] Launcher minor always 2018-07-20 08:39 2022-09-04 15:14
Warmonger PC  
Warmonger Windows  
normal 10  
resolved 0.99  
fixed  
none    
none 1.next  
  1.next  
Launcher does not preserve window size
It always starts with same window size and narrow columns, which makes it impractical to use.
Notes
(0008319)
Warmonger   
2022-09-04 15:14   
Resolved it myself a long time ago.





View Issue Details
3190 [VCMI] Mechanics - Objects minor always 2022-03-06 16:11 2022-08-28 18:45
Quicksilver Raspberry Pi 4  
Nordsoft Raspbian  
normal Buster lite  
resolved  
unable to reproduce  
none    
none  
   
Boots of levitation don't allow water walking
Was using the latest build of vcmi using nullkiller AI. On the isle of fire single scenario I aquired the boots of levitation. However I was unable to use them to walk on water.
Notes
(0008307)
Nordsoft   
2022-08-22 01:34   
Cannot reproduce
(0008310)
Nordsoft   
2022-08-22 12:49   
Note that boots of levitation don't allow to finish movement on the water





View Issue Details
2371 [VCMI] Random Map Generator major random 2016-01-12 18:48 2022-08-28 07:38
Warmonger  
Nordsoft  
normal  
resolved 0.98f  
fixed  
none    
none 1.next  
  0.98g  
Some objects are not guarded from side
As in the screenshot. It sometimes leads to objects accessible from unguarded side.

Some remarks:
- Static objects seem to have offset from right side (in template/editor), but Pandoras or Artifacts do noy
- It seems that free space is always present on the right hand side of object
Bug2371.png (731,151) 2016-01-12 18:49
https://bugs.vcmi.eu/file_download.php?file_id=2418&type=bug
Bug2371 2.png (48,560) 2016-01-12 18:49
https://bugs.vcmi.eu/file_download.php?file_id=2419&type=bug
Notes
(0006408)
Warmonger   
2016-02-06 11:44   
Hopefully fixed in git (or partially fixed, there are other issues that cause similiar bug).
(0006950)
Warmonger   
2016-12-18 21:32   
With 0002496 fixed, I can definitelly see this one is still an issue.
(0008301)
Nordsoft   
2022-07-16 16:16   
Fixed in [https://github.com/vcmi/vcmi/pull/762 [^]]
(0008317)
Warmonger   
2022-08-28 07:38   
I can definitelly confirm that now treasures are guarded perfectly.





View Issue Details
3116 [VCMI] Launcher block have not tried 2020-04-26 11:36 2022-08-24 16:35
AlucardNoir Linux  
Nordsoft Solus  
immediate 4.1  
resolved 0.99  
fixed  
none    
none  
   
Trying to uninstall the terrain mod WIPED my personal files in home
Frankly, the same fucking thing as 0002673 and 0002680. Except, you know, three years later.
1.Installed VCMI through the Solus repo.
2.Tried installing Heroes III via the vcmibuilder. After it failed did a manual install with the gog files.
3.Launched the game and it worked.
4.whent into mods and noticed the VCMI essential mods wanted an update. It did not wish to update so I cheked the https://wiki.vcmi.eu/Mod_list [^] and dl the latest essentials from there.
5. Turned VCMI essentials on and then tried to DL and turn on from the VCMI Launcher the High-res Menu and True type fonts. Misklicked and selected New Terrains .
6. Deactivated New Terrains and clicked the Uninstall button...
7. Computer started behaving sluggishly. VCMI stopped responding. I opened a terminal window and noticed bash 5$ in place of my username. I restarted and was greated by a completely blank slate system. My HOME folder was empty.
I would like to thank the team and VCMI for making a shitty weekend shittier. I only wanted to play Heroes III because yesterday I found out I had lost somebody to covid. This had been one of my favorite games as a kid and I just wanted some comfort gaming.

Seriously, thank you. You have no idea how grateful I am to have to reinstall my system because a three year old bug has somehow made it's way back into the fray./s

Thankfully I had backups of my most important files... which are just 1/5 of what I lost, but hey, you win some, you loose a system that has has been stable for over a year because of some half a sleep programmer. But hey, you get what you pay for. HeroesIII, I paid for it and got a great game. VCMI I didn't pay a cent for and I got my system wiped. That will teach me to use open source software.

Oh, and if my language has perchance offended: you wiped my home folder, fuck if I care.
Notes
(0007892)
SXX   
2020-04-26 18:12   
I sorry to hear that and it's unfortunately codebase had this bug to begin with, but the only way this could possibly happened is if you managed to get old version installed. This bug was patched as soon as it's was reported and was also patched in Debian's upstream version for stable releases.
(0007894)
AlucardNoir   
2020-04-27 00:59   
The guys at Solus only update their repos in the cases of official releases. If the bug waas fixed but was not part of the last git release then yes, yes I would have gotten the buggy version. That or dl the VCMI essentials from the wiki mood page is responsible for this.
(0007895)
SXX   
2020-04-27 09:59   
Yeah unfortunately old 0.99 release still has this bug so if they built it from source then nothing can be done about it. All I can do is to make some big warning about running 0.99 and try to get new release out sooner.
(0008314)
Nordsoft   
2022-08-23 02:43   
1. Here is the package form Solus repo:
https://solus.pkgs.org/rolling/solus-shannon-x86_64/vcmi-0.99-18-1-x86_64.eopkg.html [^]

2. Scroll down and find "Links" section -> "package sources":
https://dev.getsol.us/source/vcmi/ [^]

3. Review file called Package.yaml
https://dev.getsol.us/source/vcmi/browse/master/package.yml [^]

4. Observe information about sources used
name : vcmi
version : 0.99
release : 18
source :
    - git|https://github.com/vcmi/vcmi.git [^] : cc75b859d49c6bf43a1f55769b1a6aad5290d851

Here is information about hash above:
Signed Commit cc75b859 - 2020-05-25 06:50

Bug for Solus team was created: https://dev.getsol.us/T10355 [^]
(0008315)
Nordsoft   
2022-08-24 16:32   
Solus team updated the repo and problem is gone!
(0008316)
Nordsoft   
2022-08-24 16:35   
Fixed by updating revision from Solus package repository





View Issue Details
3042 [VCMI] Mechanics - Battles minor always 2019-02-24 08:55 2022-08-22 12:52
mpech Ubuntu 16.04.5 LTS  
Nordsoft  
normal  
resolved  
fixed  
none    
none 1.next  
   
orb of vulnerability does not affect opponent's creatures
hi,

Unless I am mistaken, orb of vulnerability does not work properly.

- Mainly it seems it only affects army of the one who equipped the artifact. I think it should affect everybody


In map attach please consider following scenarios:

Blue: black dragon
Tan:black dragon + boars
Green: black dragon + ability to cast implosion
Orange: black dragon + equiped orb of vulnerability

Red vs single black dragon / Red vs Blue:
    - I am expecting to be able to cast armageddon or implosion on blue's black dragon, but I can't
    - can't cast "negative" buff spells like slow, curse...
    + can cast "positive" buff spells like haste, shield on MY black dragon

Red vs Tan:
    + I can cast armageddon.
    - It kills the boars, hurt me, but not Tan's black dragon. I am expecting armageddon to hurt everybody

Red vs Green:
    - green can cast it on me which I expect
    + I still can't cast implosion on Green

Red vs Orange:
    + I can cast armageddon / slow
new scenario
select ZZZ_orbvulnerability
play as Red
ZZZ_orbvulnerability.vmap (3,095) 2019-02-24 08:55
https://bugs.vcmi.eu/file_download.php?file_id=2994&type=bug
Notes
(0008312)
Nordsoft   
2022-08-22 12:51   
https://github.com/vcmi/vcmi/pull/778 [^]
(0008313)
Nordsoft   
2022-08-22 12:52   
Thanks to issue reporter for detailed description and test map





View Issue Details
3228 [VCMI] Mechanics - Battles major always 2022-08-22 00:44 2022-08-22 12:50
Nordsoft  
Nordsoft  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
Orb of Vulnerability doesn't work
Orb of Vulnerability must remove all immune from enemies. Currently it doesn't work at all
1. Attack Dragon Lair wearing Orb of Vulnerability
2. Try to apply magic arrow to dragons

Save is attached for easy reproducing
shpehe.vsgm1 (4,802,762) 2022-08-22 00:44
https://bugs.vcmi.eu/file_download.php?file_id=3175&type=bug
Notes
(0008311)
Nordsoft   
2022-08-22 12:50   
https://github.com/vcmi/vcmi/pull/778 [^]





View Issue Details
3218 [VCMI] Mechanics - Battles minor always 2022-05-23 16:36 2022-08-22 12:43
Andruids PC  
Nordsoft Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none 1.next  
   
Creature heroes' specialties don't work in newest daily builds
Heroes with standard creatures' specialties don't give their units Attack and Defense bonus in the newest daily builds. They do give their units +1 Speed bonus.

Heroes with fully described specialties work as intended (Conflux heroes), only format "specialty" : {"creature" : "creaturename"}
doesn't seem to work.
1. Start a new game with a standard creature specialist, e.g. Ajit in Dungeon.
2. Check the beholders' stats - they should have 12 Attack (default 9 + 2 from hero bonus + 1 from specialty bonus),
This issue doesn't occur on 10th April 2021 build.
Notes
(0008309)
Nordsoft   
2022-08-22 12:43   
https://github.com/vcmi/vcmi/pull/777 [^]





View Issue Details
3219 [VCMI] Mechanics - Battles major always 2022-05-23 18:46 2022-08-22 12:43
misiokles PC  
Nordsoft Windows  
normal 11  
resolved 0.99  
fixed  
none    
none 1.next  
   
Heroes specialties with creatures don't work.
Heroes specialties with creatures worked untill 7 Sep 2021 build. After this commits stopped to work (bonus not applied).
https://github.com/vcmi/vcmi/commit/30b879ae5d1659e0daeed0658041d59a13735d32 [^]
https://github.com/vcmi/vcmi/commit/7f175c7f1986511deeb189239299d70b4064662b [^]
Not checked other specialties (spells, skills etc.)
Notes
(0008308)
Nordsoft   
2022-08-22 12:43   
https://github.com/vcmi/vcmi/pull/777 [^]





View Issue Details
3224 [VCMI] Mechanics - Other minor always 2022-07-02 11:48 2022-07-02 11:48
javielillo Samsung Tab S8+  
Android  
normal 12  
new 0.99  
open  
none    
none  
   
Right click doesnt work with a mouse
All dialogs that should appear when you click with right mouse button doesn't work. They are working like a left mouse click.
Plug a Mouse through USB or BT and start a new game or continue an existing one.

Try to right click in elements that you know that should appear an info panel like when you click purchaseable heroes in taberns for looking in their stats, or click in Hero objects for descriptions, click on spells for reading descriptions, click on monsters for looking their stats, click on enemy castells for looking additional info, etc.
You can trigger the desired dialog windows if a put the finger in the screen over the desired object and without leaving that finger I put another finger in the screen.
There are no notes attached to this issue.





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3223 [VCMI] AI - Battles major always 2022-06-29 08:39 2022-06-29 08:39
Povelitel 64  
Nullkiller Windows  
normal 10  
assigned  
open  
none    
none  
   
WOG: freeze in battle
Purple player Nella attack pink hero Arlash and freeze in battle happens
freeze.zip (1,677,503) 2022-06-29 08:39
https://bugs.vcmi.eu/file_download.php?file_id=3171&type=bug
There are no notes attached to this issue.





View Issue Details
3221 [VCMI] AI - Adventure Map minor sometimes 2022-06-07 13:04 2022-06-08 10:25
val-gaav Windows\Linux  
Nullkiller Windows\Linux  
normal  
assigned 0.99  
open  
none    
none  
   
Nullkiller AI is stuck on attacking castle
The bug triggers while we have limited on map heroes with hardcoded options (for example by using resourcefullaimod). in my case it is 2 heroes but other people reported 4-5 hero limit. However I think this would also happen for 8 hero limit if there was a specific case to trigger it (it just may be hard to do) I do not see any specific place in AI code where the hero limit would not be implemented. What happens is IMHO AI is stuck on gather army or execute chain goal and is unable to change goals actions to something else.
I got it twice on Analogy template.

In this case steps to reproduce are

- enable on map hero limit (resourcefullaimod). Bug triggers when Ai cannot hire extra hero so reducing hero limit helps to trigger the bug.

- I've started a map and fast skipped (end turn) about week or two. (The idea was to check AI movement with vcmieagles code) . When AI was clearly on path to my zone (to eliminate me) I've build up some things in castle to put up some resistance and Ai got afraid of attacking and is stuck with both heroes doing nothing. It will be stuck unless I move out my hero out of main town, so he can capture it.

This does not happen in every game but it is easier to reproduce when AI owns more towns that are in different zones. In this case Analogy template with just 2 starting players is a good starting point to reproduce it.

mods enabled :

resourcefullaimod :
https://forum.vcmi.eu/t/resourceful-ai-mod/1097/10?u=val-gaav [^]

other mods that or on:

Forge
Tides of war
Courtyard
Pavillion Town
Ban things mod


Saves.zip (1,054,853) 2022-06-07 13:04
https://bugs.vcmi.eu/file_download.php?file_id=3167&type=bug
vcmi.7z (579,386) 2022-06-07 13:29
https://bugs.vcmi.eu/file_download.php?file_id=3168&type=bug
Notes
(0008298)
val-gaav   
2022-06-07 13:28   
Uploaded second zip vcmi.7z . Same problems on Analogy template. No mods other then resourcefullAI mod enebled. Ai however is not stuck as badly as in the previous save game.

full logs that might be more helpful then previous ones.





View Issue Details
2818 [VCMI] AI - Adventure Map minor always 2017-11-15 12:16 2022-05-04 12:56
denspb Windows  
AVS Windows  
normal 7  
resolved 0.99  
fixed  
none    
none 1.next  
   
Crash on AI turn
I've met this crash consistently on a number of random maps runs with Nostalgia XXL template (slightly changed to have stronger guards on the borders). All games ended crashing on AI move somewhere in the beginning of the second month.

Client console contains
Player 3 (green) starting turn
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Request to build building 9 in 0 days!
Request to build building 9 in 0 days!
Request to build building 9 in 0 days!
Request to build building 9 in 0 days!
Request to build building 9 in 0 days!
Request to build building 9 in 0 days!
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Opening BattleAI
Loaded Battle AI
Assertion failed: val < PlayerColor::PLAYER_LIMIT_I, file mapObjects\MiscObjects.cpp, line 2132
Assertion failed: val < PlayerColor::PLAYER_LIMIT_I, file mapObjects\MiscObjects.cpp, line 2132
Load attached savefile. Press "End turn".
List of mods in "Additional information".
{
    "activeMods" : {
        "h4 arts - commander" : {
            "active" : true,
            "checksum" : "2854169c",
            "validated" : true
        },
        "h4 arts - hero" : {
            "active" : true,
            "checksum" : "9fecf22f",
            "validated" : true
        },
        "hota" : {
            "active" : false,
            "checksum" : "00000000",
            "mods" : {
                "artifacts" : {
                    "active" : true,
                    "checksum" : "00000000",
                    "validated" : true
                },
                "cove" : {
                    "active" : true,
                    "checksum" : "00000000",
                    "validated" : true
                },
                "hota balance" : {
                    "active" : true,
                    "checksum" : "00000000",
                    "validated" : true
                },
                "hota banks" : {
                    "active" : true,
                    "checksum" : "00000000",
                    "validated" : true
                },
                "hota heroes" : {
                    "active" : true,
                    "checksum" : "00000000",
                    "validated" : true
                },
                "newgfx" : {
                    "active" : true,
                    "checksum" : "00000000",
                    "validated" : true
                }
            },
            "validated" : false
        },
        "new-menu" : {
            "active" : true,
            "checksum" : "6e29ca49",
            "validated" : true
        },
        "newoldspells" : {
            "active" : false,
            "checksum" : "7fffffff",
            "validated" : false
        },
        "truetypefonts" : {
            "active" : true,
            "checksum" : "8631a579",
            "validated" : true
        },
        "vcmi" : {
            "active" : true,
            "checksum" : "11ed790c",
            "mods" : {
                "bonusicons" : {
                    "active" : true,
                    "checksum" : "9edd90f1",
                    "validated" : true
                },
                "defaulttemplates" : {
                    "active" : true,
                    "checksum" : "ef5925e9",
                    "mods" : {
                        "hdmod rmg templates" : {
                            "active" : true,
                            "checksum" : "8eddfc56",
                            "validated" : false
                        },
                        "oh3 rmg templates" : {
                            "active" : true,
                            "checksum" : "45fe0518",
                            "validated" : false
                        }
                    },
                    "validated" : true
                },
                "extraresolutions" : {
                    "active" : true,
                    "checksum" : "91a49d45",
                    "validated" : true
                }
            },
            "validated" : true
        },
        "witchking-arts" : {
            "active" : true,
            "checksum" : "e495e97c",
            "validated" : true
        },
        "wog" : {
            "active" : true,
            "checksum" : "d4945257",
            "mods" : {
                "commanders" : {
                    "active" : true,
                    "checksum" : "f72ace4c",
                    "validated" : true
                },
                "stackarts" : {
                    "active" : true,
                    "checksum" : "20725ef4",
                    "validated" : true
                },
                "stackexp" : {
                    "active" : false,
                    "checksum" : "0b16b642",
                    "validated" : true
                },
                "wog rus" : {
                    "active" : true,
                    "checksum" : "8a027115",
                    "validated" : true
                }
            },
            "validated" : true
        }
    },
    "core" : {
        "active" : true,
        "checksum" : "add43028",
        "validated" : true
    }
}
Saves.zip (2,206,708) 2017-11-15 12:16
https://bugs.vcmi.eu/file_download.php?file_id=2805&type=bug
Notes
(0007316)
AVS   
2017-11-15 12:57   
Should be fixed now, Thanks for report.

Wait new build in https://builds.vcmi.download/branch/develop/ [^]
(0007371)
Povelitel   
2018-01-15 14:18   
(edited on: 2018-01-15 14:18)
Я попробовал загрузить этот сейв и покликать по объектам правой кнопкой мышки, например святилище, картограф, и даже некоторые преграды - игра блочится.

I tried loading this save and click to object (R-click) as carto - game block

VCMI-branch-develop-e90fcea

(0007373)
Dydzio   
2018-01-15 14:28   
Reopening - reproducible for me.
(0008163)
Povelitel   
2022-03-17 13:19   
Are there still problems?
I can't check, too many mods for me
(0008293)
Povelitel   
2022-05-04 12:56   
I think we should close this ticket. First, the save won't load. Although I tried to install mods from the launcher on the list. Throws an error like: Error: Failed to process SAVES/QWE: basic_ios::clear
Secondly, I ran 4 "Nostalgia" teamplate maps for 2 months, everything is fine. The problem, if present, is present in some mods, but not in AI.

Tested in current develop





View Issue Details
3130 [VCMI] Mechanics - Battles crash always 2020-05-22 00:23 2022-05-04 06:34
Andruids PC  
Nullkiller Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none 1.next  
   
[WOG] Winning the battle with only the commander crashes the game
When you play with commanders and all other units are killed in battle (and the hero doesn't have necromancy), it crashes the game.
1. Download any mod that provides commanders, e.g. "New Old Commanders":
http://heroes3wog.net/new-old-commanders-v1-11-vcmi/ [^]
2. Start game with a hero that doesn't have necromancy
3. Enter a battle and win it with all units lost except the commander
4. Notice the crash
Notes
(0008292)
Povelitel   
2022-05-04 06:34   
should be fixed in https://github.com/vcmi/vcmi/commit/0d15089dd454305665de0a1c01d2008c2bbe421a [^]





View Issue Details
2897 [VCMI] GUI - Battles crash always 2018-02-28 23:37 2022-05-04 06:32
Andruids PC  
Nullkiller Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none 1.next  
   
Summoned elementals + Armageddon crash
When you summon an Earth/Fire elemental stack and cast Armageddon, so that it wipes out all creatures except summoned elementals, it crashes the game.
1) Start a single player scenario with any hero expect Necropolis
2) Type a cheatcode fo all spells: vcmiistari
3) Enter battle
4) Summon e.g. Earth Elemental
5) Cast Armageddon to kill all creatures except elementals
FireElementalsArmageddon.vmap (2,657) 2018-03-05 01:05
https://bugs.vcmi.eu/file_download.php?file_id=2871&type=bug
Notes
(0007462)
Povelitel   
2018-03-03 16:14   
I can't confirm it.

But i have win 10...

Can you add map?
(0007477)
Andruids   
2018-03-05 01:07   
(edited on: 2018-03-05 01:08)
Here you go. Sorry for tarrying.

I just tested this map:
1) enter fight with peasants
2) summon elementals
3) cast armageddon
4) crash

happens every time

(0007478)
Povelitel   
2018-03-05 10:39   
(edited on: 2018-03-05 10:43)
Now reproducibility. After battle when press OK

if (_Buy(_Right.size()))


> VCMI_lib.dll!std::vector<int,std::allocator<int> >::vector<int,std::allocator<int> >(const std::vector<int,std::allocator<int> > & _Right)Строка 768 C++ Непользовательский код. Символы загружены.
     VCMI_lib.dll!SetResources::applyGs(CGameState * gs)Строка 38 C++ Символы загружены.
     VCMI_lib.dll!CApplyOnGS<SetResources>::applyOnGS(CGameState * gs, void * pack)Строка 63 C++ Символы загружены.
     VCMI_lib.dll!CGameState::apply(CPack * pack)Строка 1958 C++ Символы загружены.
     VCMI_client.exe!CClient::handlePack(CPack * pack)Строка 686 C++ Символы загружены.
     VCMI_client.exe!CClient::run()Строка 190 C++ Символы загружены.

(0008181)
Povelitel   
2022-03-18 16:42   
The hero after the victory must still die, because he has no living units. I thought the problem is that he still does not have cities. But this has nothing to do with it, and it works on any map.
(0008291)
Povelitel   
2022-05-04 06:32   
fixed in https://github.com/vcmi/vcmi/commit/e0e37877484dc297de21011fca796bae96a902b9 [^]





View Issue Details
3089 [VCMI] Campaigns crash always 2019-10-15 21:16 2022-05-04 06:32
agru Linux  
Nullkiller Arch 64  
normal upstream  
resolved 0.99  
fixed  
none    
none 1.next  
   
Crash when only summoned creatures are left alive
In "Shadow of Death / New Beginning" the objective/mission is lost if one of the main heroes loses a battle.

When a battle is won, without any non-summoned creatures (triggered with "Earth Elemental") still alive the game crashes instead of showing the "mission failed" dialog.
* Start a battle with one of the main heroes (e.g. Gem or Clancy)
* Summon a "Earth Elemental"
* Lose all other creatures
* Defeat opponent and win battle
* Crash...
Notes
(0007863)
toneyisnow   
2020-01-26 04:07   
This is a very interesting bug to me, will take that.
(0008290)
Povelitel   
2022-05-04 06:32   
fixed in https://github.com/vcmi/vcmi/commit/e0e37877484dc297de21011fca796bae96a902b9 [^]





View Issue Details
3213 [VCMI] AI - Adventure Map crash always 2022-04-23 15:15 2022-05-03 21:00
kdmcser Windows  
Nullkiller Windows 11  
normal 21H2  
resolved 0.99  
fixed  
none    
none 1.next  
   
Game crash when AI moves
When I try to end the turn, the AI moves. After AI occupies
a town, game crashed. I save the last turn. And once I load the save. It appears.

My AI is set to NullKiller AI.
crash file and log.rar (1,025,227) 2022-04-23 15:15
https://bugs.vcmi.eu/file_download.php?file_id=3160&type=bug
huaihuai.vcgm1 (17,469,646) 2022-04-26 15:27
https://bugs.vcmi.eu/file_download.php?file_id=3161&type=bug
huaihuai.vsgm1 (17,461,301) 2022-04-26 15:27
https://bugs.vcmi.eu/file_download.php?file_id=3162&type=bug
Notes
(0008280)
Povelitel   
2022-04-26 06:42   
could you add a save? To reproduce the problem
(0008283)
kdmcser   
2022-04-26 15:28   
(edited on: 2022-04-26 15:29)
The vcgm1 and vsgm1 file has been added.
I have install lots of mods. Can it be reproducted without mods?

(0008287)
Povelitel   
2022-04-28 05:57   
Yes, the bug is now reproducing. Tnx
(0008288)
Povelitel   
2022-05-02 16:02   
fixed in https://github.com/vcmi/vcmi/commit/6da233c3870317c310ee88d9ff89403eb7215dd7 [^]
(0008289)
kdmcser   
2022-05-03 21:00   
Thank you for solving it! A nice job!!!





View Issue Details
3208 [VCMI] AI - Adventure Map major always 2022-04-14 13:27 2022-04-28 05:56
val-gaav Pc  
Windows  
normal 10 and 11  
resolved  
fixed  
none    
none 1.next  
   
Ai hangs when it cannot recruit heroes over set limit
There is a setting in config/defaultmods.json :
        "MAX_HEROES_ON_MAP_PER_PLAYER" : 8,
If one changes it to anything lower then 8 then AI sooner or latter will hang up on this.

VCMIAI will just hang and loop trying to recruit hero end not end it turn.

Nullkiller AI will hang up on trying to recruit hero and it turn and on each next turn it will hang up on this over and over again.

Often when for example hero on map limit is set to 2 AI will end up buing 3 heroes and having them on map and then hanging up on this
Modify the file
config/defaultmods.json

and set to
        "MAX_HEROES_ON_MAP_PER_PLAYER" : 2,

It will trigger this error always for both available adventure AIs
Nullkiler AI when I set:
        "MAX_HEROES_ON_MAP_PER_PLAYER" : 10,

had no problems and ended up using 9 heroes on map.
Notes
(0008276)
val-gaav   
2022-04-16 21:03   
Just tested :
        "MAX_HEROES_AVAILABLE_PER_PLAYER" : 1,
        "MAX_HEROES_ON_MAP_PER_PLAYER" : 8,
and
        "MAX_HEROES_AVAILABLE_PER_PLAYER" : 2,
        "MAX_HEROES_ON_MAP_PER_PLAYER" : 2,

in hope that maybe "MAX_HEROES_AVAILABLE_PER_PLAYER" will be respected by AI, but the results are the same AI loops trying to hire more heroes.
(0008285)
val-gaav   
2022-04-27 13:45   
This is fixed
(0008286)
Povelitel   
2022-04-28 05:55   
Fixed by val-gaav in https://github.com/vcmi/vcmi/pull/733 [^]





View Issue Details
3212 [VCMI] AI - Battles minor sometimes 2022-04-19 15:22 2022-04-19 15:22
Povelitel  
 
normal  
new  
open  
none    
none  
   
Stack failed movement (moat problems)
Sometimes a unit hits a moat and doesn't move. At the same time, it has such an effect until you hover over it with the mouse.

https://youtu.be/NN8XB3cWDxM [^]
There are no notes attached to this issue.





View Issue Details
3211 [VCMI] GUI - Hero screen / Exchange window feature N/A 2022-04-14 14:44 2022-04-14 14:44
val-gaav pc  
windows  
low 10/11  
new  
open  
none    
none  
   
[Feature request] adiitional hardcoded config
There is a set of hardcoded features for engine :

like fe :
        "NEGATIVE_LUCK" : false,
        "DWELLINGS_ACCUMULATE_CREATURES" : true,

I would like to propose a setting :

Hero_on_map_movement_depends_on_units_not_heroes : true

This option would turn Heroes IV style where units had their movement points and there was no way to use hero chains.

It could be implemented in VCMI by for example reducing movement point of the hero with higher movement to the level of hero with lover movent points when they meet and exchange something (units)
There are no notes attached to this issue.





View Issue Details
3210 [VCMI] Mechanics - Other feature N/A 2022-04-14 14:35 2022-04-14 14:35
val-gaav pc  
windows  
none 10/11  
new  
open  
none    
none  
   
[Feature request] adiitional hardcoded config for on map heroes
There is a setting in config/defaultmods.json :
        "MAX_HEROES_ON_MAP_PER_PLAYER"

I would like to propose to have a setting to link this to number of town owned by a player.

For example 1 hero per town owned or 2 hero per town owned.
There are no notes attached to this issue.





View Issue Details
1838 [VCMI] Random Map Generator crash always 2014-07-15 16:10 2022-04-12 12:23
Warmonger  
Warmonger  
normal  
resolved 0.96  
fixed  
none    
none 1.next  
  0.97  
Crash on creating 2nd random map in same session
Needs more investigation, I bet it's related to 0001804
1. Create random map.
2. Go to main menu
3. Create another map.
Notes
(0008275)
Povelitel   
2022-04-12 12:23   
Not reproduce





View Issue Details
1394 [VCMI] Campaigns crash always 2013-08-03 13:28 2022-04-11 17:45
beegee  
Ivan  
high  
resolved  
fixed  
none    
none 0.94  
  0.94  
Can not open the scenario information of a campaign
When opening the scenario information of a campaign the client crashes.
Notes
(0003910)
Ivan   
2013-08-29 20:36   
Fixed, rev. 3520





View Issue Details
2646 [VCMI] Mods feature always 2017-02-16 20:49 2022-04-10 18:03
misiokles PC  
Windows  
normal 10  
new 0.99  
open  
none    
none  
   
HotA's Cape of Silence artifact bug
Cape of Silence won't allow to cast 1-2 level spells during combat for player and for opponent. When I try to cast spell on ememy stack I get info that this spells will afect no one. That's OK. But when I cast any 1-2 spell on my army, I don't get any info. Moreover, spell is cast (but in fact doesn't affect on my stack) and took its cost with mana points. I think that proper behaviour should be that casting friendly spells should be disabled too with "this spells will afect no one" info.
Find Cape of Silence artifact and wear it.
During battle try to cast friendly spells and hostile spells.
Friendly spells are cast, took mana cost but with no effect.
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1284 [VCMI] Mechanics - Battles feature always 2013-05-30 17:29 2022-04-10 18:02
Zamolxis  
SXX  
normal  
assigned 0.92  
open  
none    
none  
   
Next Creature logic does not work like in OH3 in Tactics phase
In VCMI now, Next Creature in Tactics Phase just cycles through the creatures in order of their speeds & position. In OH3 it followed the logic of the Wait button (2nd, 4th, etc round starting with the lower speed creatures).

However (!!!), in VCMI the behavior is logically consistent with the associated hotkey - spacebar - which in battle mode acts as Defend + SKIP, hence just skipping through the creatures.

Which means we have two options, and I'll leave it up to you to decide which one would be the best:

OPTION 1: Reproduce 0H3 behavior, that is Next Creature / Spacebar actually follow the Wait logic of skipping through the creatures.

OPTION 2: Be consistent with the in-battle hotkeys, and implement as follows:
- Next Creature / Spacebar skips through the creatures same as Defend / Spacebar does during battle
- Wait button / W skip through the creatures following the Wait logic

If you go for Option 2, then also 0001283 should be handled accordingly (leave button & hotkey available, just fix the bug).
Notes
(0003606)
Warmonger   
2013-05-30 17:46   
(edited on: 2013-05-30 17:47)
There is no need to arbitrarily enqueue waiting creatures, as you can choose active creature just by clicking on it, whenever you want.

(0003607)
Zamolxis   
2013-05-30 18:13   
Cool. I didn't know this feature. And neither will many other players however. Aside from documenting it in a list of enhancements on wiki, it should also be in an in-game info window:

- either in the info window which would pop in the beginning of the battle (if we do it like in OH3)

- or in the info window at R-click on Next Creature. In OH3 it said "Phase Wait"; we could say "Phase Wait: skip thru creatures with this button or click directly on the creature you want to move"

So if you think we don't need to do anything about the logic, I'd still leave this report open until we document it somewhere (preferably in-game info as well).
(0003608)
Zamolxis   
2013-05-30 18:20   
I'm changing it to "feature".

See also Additional Information section on report 0001285 on how we could implement the info in-game.





View Issue Details
2542 [VCMI] Mechanics - Adventure Map crash always 2016-10-03 11:51 2022-04-10 17:45
SXX  
SXX  
normal  
assigned 0.98g  
open  
none    
none  
   
Crash when AI attempt to buy a boat
Reported by @Povelitel.

I suspect this can be related to FoW problems, but reason can be different.
boat_buy_crash.zip (737,314) 2016-10-03 11:51
https://bugs.vcmi.eu/file_download.php?file_id=2582&type=bug
There are no notes attached to this issue.





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589 [VCMI] Mechanics - Battles minor always 2010-08-01 19:42 2022-04-06 14:14
Zamolxis AMD 5600+  
Tow dragon Windows  
normal XP SP3  
resolved 0.81  
fixed  
none    
none 1.next  
   
Bugs related to the combination of Morale, Wait & Heal
So far I've noticed 2 different bugs:

1. Loss of turn for this sequence of events:
- Creature moves, but gets Morale
- Creature does not use the bonus move, but Waits
- First Aid Tent used on the creature
- Creature loses the bonus move after heal

2. Bonus chance to wait (I'm not 100% sure of the sequence of events here):
- Creature Waits
- First Aid Tent used on the creature
- Creature gets its turn, moves
- After move, creature gets Morale, after which it gets the possibility to Wait again

I don't have a good test map ready to easily reproduce (I guess I need a hero with expert Leadership fighting a shooter), but I post this already to have it logged and I'll update later if necessary.
Notes
(0008272)
Povelitel   
2022-04-06 14:14   
Hello from the future. Neither the first nor the second case is reproduced.
Fixed a long time ago.





View Issue Details
3066 [VCMI] AI - Adventure Map minor always 2019-06-01 10:47 2022-04-05 12:10
mpech Ubuntu 16.04.6 LTS  
 
normal  
new  
open  
none    
none  
   
AI hangs (not skipping hero?)
red AI hangs (seemingly after hero gird turn)

1) in A.zip
load map. vcmieagles. end turn. You can see red ending its turn

2) in afterdr.zip
(I loaded save A. I killed red heroes (around necro) casting death riple (and dying along). Then saved before ending turn as drafter.)
load map. vcmieagles. end turn. You can see red NOT ending its turn

used mods are:
witchiking artifacts, hota, retreat, preserve, death valley
A.zip (2,471,543) 2019-06-01 10:47
https://bugs.vcmi.eu/file_download.php?file_id=3025&type=bug
afterdr.zip (2,471,302) 2019-06-01 10:47
https://bugs.vcmi.eu/file_download.php?file_id=3026&type=bug
drafter_logs.zip (94,072) 2019-06-01 10:48
https://bugs.vcmi.eu/file_download.php?file_id=3027&type=bug
Notes
(0008269)
Povelitel   
2022-04-05 12:10   
I loaded without mods and I can confirm that the "afterdr" save freezes, and the "a" save for me leads to crash (red turn).
Maybe it's a mod bug. Maybe not





View Issue Details
3018 [VCMI] AI - Adventure Map minor always 2018-10-17 06:38 2022-04-05 10:31
misiokles PC  
Windows  
normal 10  
resolved 0.99  
fixed  
none    
none 1.next  
   
Infinite loops during AI turn.
Brown AI player's turn can't be ended. In console there are only YoG warnings. Build from 16/10/2018.
Load temp1 save. Press next turn button.
Used mods: Arrow Tower icon, Lenin Ghost, New Terrains, No flashing Trees, Tavern Videos, Andruids Bonus Icons.
loop.zip (3,280,363) 2018-10-17 06:38
https://bugs.vcmi.eu/file_download.php?file_id=2962&type=bug
Notes
(0007692)
Povelitel   
2018-11-23 10:32   
In last develop (2c1f3dd7425d4aa743a08be0f1f9a8cb41da6908) work fine for me.
(0008266)
Povelitel   
2022-04-05 10:30   
(edited on: 2022-04-05 10:31)
Unable to reproduce in current develop. Probably fixed long time ago






View Issue Details
3131 [VCMI] Mods feature always 2020-05-27 13:30 2022-04-05 10:10
Andruids PC  
Windows  
normal 8.1  
new 0.99  
open  
none    
none  
   
MAXED_SPELL doesn't work with adventure spells
Tried to make a hero who specialises in Summon Boat, but it doesn't work.
1) Download my test mod and map.
2) Play Summon Boat Test map
3) enter cheatcode: vcmiistari
4) try to summon boat several times - Orrin should cast Summon boat on expert level, so the spell should work every time, but it fails occasionally.
summon boat test.rar (2,498) 2020-05-27 13:30
https://bugs.vcmi.eu/file_download.php?file_id=3083&type=bug
Notes
(0008264)
Povelitel   
2022-04-05 10:10   
With expert water magic, summoning a boat should work even if there are no boats on the map. It works. Therefore, I will move this ticket to "mods".





View Issue Details
3144 [VCMI] Multiplayer minor have not tried 2020-10-03 05:12 2022-04-03 19:06
jambolo  
SXX  
normal  
assigned  
open  
none    
none  
   
Typo in CServerHandler.cpp at line 421 in CServerHandler::sendMessage()
The following code is probably wrong:

    void CServerHandler::sendMessage(const std::string & txt) const
    {
        ...
        else if(command == "!forcep")
        {
            ...
            if(connectedId.length(), playerColorId.length()) <---- HERE *******
            {
                ...
            }
        }
        ...
    }

Perhaps it should be:

    if(connectedId.length() < playerColorId.length())
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2954 [VCMI] GUI - PreGame crash always 2018-04-07 08:10 2022-04-03 18:10
hkoehler  
karliss  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
Crash when restarting scenario
Game crashes whenever you start a scenario, then go to menu and select restart.
Notes
(0007579)
karliss   
2018-04-30 14:03   
Might be fixed in my branch, will send pull request soon.
(0007580)
karliss   
2018-05-01 09:37   
https://github.com/vcmi/vcmi/commit/bbe421f9e1bc52b6b47ad042ea2f68135a3942bf [^] somewhat helps. Going to main menu after restart is still crashing, will GUI refactoring 4 helps.

According to dydzio doing multiple restarts in a row also crashes.
(0007581)
karliss   
2018-05-01 10:26   
Main menu after restart crash doesn't seem to be happening when using bbe421f9e1bc52b6b47ad042ea2f68135a3942bf and guiCleanup4 changes until b215f684c060162dda99b14829d12beb83869174 merged.





View Issue Details
3204 [VCMI] AI - Adventure Map major always 2022-03-31 15:07 2022-03-31 15:45
Povelitel 64  
Nullkiller Windows  
normal 10  
assigned  
open  
none    
none  
   
AI does not see the threat of recapturing its city.
ИИ не видит угрозу перезахвата своего города. Я буквально издеваюсь над ним, каждый день беру его город Санктум героем "Саня" и отвожу его влево к хижине ведьмы.

Он возвращается своим главным героем. Берет город. Но моего героя игноририрует! Тут уж либо убить его. Либо купить лошка, и убить моего лошка передав армию назад Галтрану.

В идеале удостоверится что статы мои слабые и опасности от моего лошка никакой. Что это не лошок камикадзе с каким нить армагедоном.

Да, странным мув что при полном игноре меня, он идет вправо убивать тряпок.

Эта проблема намного хуже чем кажется на первый взгляд. ИИ теряет инициативу при перезахвате городов. Когда ИИ между собой пытаются забрать город это может занять месяцы! Вместо того чтобы убить слабых героев и нормально развиваться


AI does not see the threat of recapturing its city. I literally mock him, every day I take his city of Sanctum as the hero "Sanya" and take him to the left to the witch's hut.

He returns as his main character. Takes the city. But my hero is ignored! Either way, kill him. Either buy a pony and kill my pony by handing over the army back to Galtran.

Ideally, make sure that my stats are weak and there is no danger from my pony. That this is not a kamikaze loshok with some armageddon thread.

Yes, it's a strange move that when you completely ignore me, he goes to the right to kill rags.

This problem is much worse than it seems at first glance. AI loses initiative when recapturing cities. When the AIs among themselves try to take the city it can take months! Instead of killing weak heroes and developing normally

Сейв отсюда, из бага 3202 https://bugs.vcmi.eu/file_download.php?file_id=3154&type=bug [^]
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3205 [VCMI] AI - Adventure Map minor always 2022-03-31 15:39 2022-03-31 15:39
Povelitel 64  
Nullkiller Windows  
normal 10  
assigned  
open  
none    
none  
   
The AI doesn't respect heroes much more in terms of stats than it does.
ИИ не уважает героев намного сильнее по статам чем он.
Похвальна его работа по цепи, но когда тебе противостоит герой с такой магической силой это всегда опасно. Ведь герои игра не только меча, но и магии.

Тут нужно либо вести учет/проверку на то что есть у вражеского героя манна или нет, либо иметь красный шар, либо иметь юнитов невосприимчивых к магии (хотябы первых двух уровней, вроде драконов), либо быть на порядки сильнее по армии, а не только навскидку.


His work on the chain is commendable, but when you are confronted by a hero with such magical power, it is always dangerous. After all, heroes are a game not only of the sword, but also of magic.

Here you need to either keep a record / check whether the enemy hero has mana or not, or have a red ball, or have units immune to magic (at least the first two levels, like dragons), or be orders of magnitude stronger in the army, and not just offhand.

Specifically here, the hero Aislin is 3 4 16 6 with an arrow at 218 and a meteor shower at 488. Against lvl 2 Charna 2 2 2 1 with an arrow at 30
Сейв все тот же https://bugs.vcmi.eu/file_download.php?file_id=3154&type=bug [^]
Баг 3202
Чарна.jpg (216,029) 2022-03-31 15:39
https://bugs.vcmi.eu/file_download.php?file_id=3156&type=bug
Аислин.jpg (231,522) 2022-03-31 15:39
https://bugs.vcmi.eu/file_download.php?file_id=3157&type=bug
бой.jpg (320,975) 2022-03-31 15:39
https://bugs.vcmi.eu/file_download.php?file_id=3158&type=bug
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3203 [VCMI] AI - Adventure Map major always 2022-03-31 14:50 2022-03-31 14:50
Povelitel 64  
Nullkiller Windows  
high 10  
assigned  
open  
none    
none  
   
NullkillerAI: AI does not take into account the threat that he can be killed, through a ransom in the city
ИИ немного переиграл сам себя. Он передал войска по цепи, но не учел угрозу что я тоже могу захватить город, там купить героя, и убить его Главного героя своим лошком. Так как он остался на одном скелете! А это сладкая добыча.
Отдал за бесплатно главного героя, это почти что проиграл игру.

AI outplayed itself a bit. He passed the troops along the chain, but did not take into account the threat that I, too, could capture the city, buy a hero there, and kill his main character with my pony. Since he was left on one skeleton! And this is sweet prey.
Gave away for free the main hero, it almost lost the game.

(of course, he calculated that I would not have enough cells, but the city did not take into account)
Мальком берет город, там покупается герой которому даются войска и он убивает Аислин

Malkom takes the city, a hero is bought there who is given troops and he kills Aislin
poymalGG!.rar (7,489,678) 2022-03-31 14:50
https://bugs.vcmi.eu/file_download.php?file_id=3155&type=bug
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3202 [VCMI] AI - Adventure Map minor always 2022-03-31 14:40 2022-03-31 14:40
Povelitel 64  
Nullkiller Windows  
normal 10  
assigned  
open  
none    
none  
   
AI Nullkiller: AI doesn't see the difference between a ford and a castle
Hero Jeddite attack rampart (with castle, 1 centaurs) have 1 skelet

В городе 1 кентавр. Джеддит нападает на замок имея 1го скелета. Естественно даже походить не успевает, так как умирает от выстрелов башен.

Сейв из кампании
Нажать конец хода
ne_vidit_zamok.rar (1,291,806) 2022-03-31 14:40
https://bugs.vcmi.eu/file_download.php?file_id=3154&type=bug
There are no notes attached to this issue.





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907 [VCMI] GUI - Town screen feature always 2012-03-11 15:21 2022-03-30 15:53
Zamolxis  
Tow  
normal  
resolved 0.88  
fixed  
none    
none 0.89  
   
Hotkey suggestions for Thieves' Guild and Tavern
The main suggestion came from pHOMM in post on the forum (http://forum.vcmi.eu/viewtopic.php?p=2569#2569 [^]): 'G' to be coded as universal hotkey for opening Thieves' Guild.

G is indeed one of the few keys not used for other function in any of the H3 screens. So we could code it to open Thieve's Guild not only from Adventure Map, but from any other game window (same as it was done for the Marketplace window). The information in the Guild is of general need, same as Kingdom Overview, so there's no added value in having to open Town screen, then Tavern, only to get to it. This would save us a good deal of mouse clicks.

Alternately (or additionally), it could also be linked to CTRL+KingdomOverview button... However that may create confusion, as we already have in WoG a hotkey combination with that button for Mithril I believe.

* * *

I'd also like to propose 'T' for Tavern in Town screen. Sometimes it takes me a bit of time to distinguish the Tavern from other buildings in some towns, especially those which I don't play that often, or with pretty similar buildings. So this would come in handy. I know 'T' is currently associated with Marketplace, but that needs to change (see 0000216).

Additionally, once in Tavern, hitting 'T' again could further open Thieve's Guild. But that's really optional, especially if 'G' would be already implemented as per above.
Notes
(0002335)
Tow   
2012-04-08 01:19   
Fixed in r2613.
* G will open thieves guild window if player owns at least one town with tavern
* T in castle window will open a tavern window (if available)

in tavern window both T and G hotkeys open thieves guild (though only the first one is bound to the button).
(0003640)
Zamolxis   
2013-06-02 14:57   
(edited on: 2013-06-02 15:00)
It works pretty much as said, except that G doesn't open Thieves Guild in Tavern window.

It's no big issue, only that players might get used to 'G' on the map, and might expect it to work in Town screen and/or Tavern as well.

Feel free to fix this, or just move it back to Resolved if it's not worth the effort. Just let me know, as I'm building the list of VCMI enhancements for Wiki, and this was one of them.

EDIT: I also have mixed feelings about "CTRL+T" opening Tavern in Town screen. On Adventure map it opens Trading Post, so it might be more practical if it opened Marketplace (well, same thing) in Town screen as well. Actually I thought it was even coded as such, so maybe it changed meanwhile?

(0008258)
Povelitel   
2022-03-30 15:53   
It's time to say that the current version is final





View Issue Details
2386 [VCMI] AI - Adventure Map crash sometimes 2016-01-18 20:42 2022-03-28 19:11
misiokles PC  
SXX Windows  
normal 10  
resolved 0.98f  
unable to reproduce  
none    
none 1.next  
   
Crash during AI turn visiting Imp Cache.
When AI visits Imp Cache, game crash. Mostly crash, seldom not.
Push 'end turn' button and observe AI heroes.
crash.vcgm1 (2,953,710) 2016-01-18 20:42
https://bugs.vcmi.eu/file_download.php?file_id=2430&type=bug
crash.vsgm1 (2,953,184) 2016-01-18 20:42
https://bugs.vcmi.eu/file_download.php?file_id=2431&type=bug
Notes
(0006306)
misiokles   
2016-01-18 20:54   
Used mods: New Old Spells
(0006309)
misiokles   
2016-01-18 21:21   
Strange - when I launch VCMI and load this save as the first actions - game crash during AI. But when I launch VCMI and load some good-workins saves and push 'end turn' and after this 'corrupt' save - AI turn goes smoothly.
(0007436)
Povelitel   
2018-03-01 13:26   
I ran without mods
Don't reproducibility in e48797f
(0008075)
Povelitel   
2022-03-15 06:25   
I installed the mod New Old Spells and tried to reproduce the problem more than 15 times. Did not work out. By the way, the AI visits Imp Cache at 224 in-game time. One move later.
Does the problem reproduce?





View Issue Details
28 [VCMI] Other minor have not tried 2009-10-02 11:51 2022-03-28 19:11
Tow dragon  
 
normal  
resolved 0.71  
unable to reproduce  
none    
none 1.next  
   
F4 causes problems when running both VCMI and H3 (0.71#47)
pHOMM:

47__system notbug, when h3sod and vcmi71 running some strange system hangs
with F4 pressed in vcmi, after that vcmi and h3 like fighting(if
alt-tabbed) but some F4s in h3 and vcmi restores both games(log and console
- tell nothing about it)


http://forum.vcmi.eu/viewtopic.php?p=2251#2251 [^]
copied from sf tracker
Notes
(0000053)
Tow   
2009-10-06 01:32   
I don't know if it's possible to fix, since H3 seems to react on F4 even if VCMI is active. (So the H3 behaviour is the likely source of problems, not VCMI)
(0000673)
Boulie   
2010-02-14 13:37   
But if you have Opera browser or other program (not VCMI) active and press F4 this doesn't effect OH3. So it should be possible to implement this also in VCMI. Or maybe there should be implemented other button for Full Screen in VCMI to avoid collision with OH3
(0000675)
Zamolxis   
2010-02-14 13:41   
I'm not sure if we should go for a different shortcut (I guess not many play both games in the same time), but still, it would be nice if this could be fixed somehow. If not possible, then we should add it in the manual.
(0007794)
Dydzio   
2019-05-19 07:18   
The issue is probably fixed, tested on windows 7 with 16 bit color mode. What about Windows 8, Windows 10 and Mac?
(0008244)
Povelitel   
2022-03-28 19:10   
I suppose tnis is old one. tested on windows 10, everything is ok





View Issue Details
2985 [VCMI] Campaigns crash always 2018-08-02 20:52 2022-03-28 18:18
tukkek Linux  
Debian  
high Buster (testing)  
resolved 0.99  
fixed  
none    
none 1.next  
   
Crash on campaign start
When starting a new campaign map, the game crashes to desktop.
Start launcher, enable essential files, launch game. Go to new game, select campaign, select any campaign, select a campaign scenario, select a scenario bonus.

The "cinematic' intro will play and finish, another screen will flash for a split second (I imagine it's a loading screen) and then the game crashes to desktop.
Thank you so much for this amazing engine! I have tried some other non-campaign modes shortly and it's just absolutely amazing! Getting to play the campaigns would be such a treat once this is fixed! Thanks again for all the hard work put into this and here's to hoping this is an easy fix!

Since I know from the wiki and forum posts and reports that campaigns are supposed to work, I took the liberty of setting a higher priority for this since it's a shame that all the work put into campaign support is unreachable due to whatever (hopefully minor) bug is getting in the way.

Starting non-campaign singleplayer maps seem to work fine, they take me to the main game screen, I can move around and see the world map, etc.

My version is installed from Debian repositories (0.99).
server_log.txt (2,928) 2018-08-02 20:52
https://bugs.vcmi.eu/file_download.php?file_id=2927&type=bug
VCMI_Client_log.txt (108,701) 2018-08-02 20:52
https://bugs.vcmi.eu/file_download.php?file_id=2928&type=bug
VCMI_Launcher_log.txt (6,205) 2018-08-02 20:53
https://bugs.vcmi.eu/file_download.php?file_id=2929&type=bug
VCMI_Server_log.txt (239,534) 2018-08-02 20:53
https://bugs.vcmi.eu/file_download.php?file_id=2930&type=bug
Notes
(0007609)
tukkek   
2018-08-02 20:54   
By the way I looked at older issues before opening this one up and although there are a few similar ones, they're either not exactly the same issue, resolved or very old so I decided to go ahead and write up a new one.
(0007610)
tukkek   
2018-08-02 21:13   
(edited on: 2018-08-02 21:14)
For completeness' sake, I'll inform that I did some fiddling around with mod files, as I explained on 0002986 (unrelated). However, I was unable to start any campaign even with a fresh, unmodified game installation - nor am I able to do it now after my tweakings.

The provided log reports are from after tweaking with mods a bit to solve 0002986.

(0008073)
Povelitel   
2022-03-15 06:06   
Does the problem still exist?
(0008227)
Povelitel   
2022-03-28 18:17   
Try the latest develop. Should be fixed





View Issue Details
2144 [VCMI] Mechanics - Objects minor always 2015-03-24 09:03 2022-03-28 15:45
john.smith tablet  
android  
normal 4.2.2  
resolved 0.97  
fixed  
none    
none 1.next  
   
black market does not work
When you click trade nothing happens.
Notes
(0008135)
Povelitel   
2022-03-16 18:19   
Try the latest build from here https://builds.vcmi.download/branch/develop/Android [^]
(0008217)
Povelitel   
2022-03-28 15:45   
fixed long time ago





View Issue Details
2197 [VCMI] Campaigns crash always 2015-05-29 17:50 2022-03-28 15:37
Braisfv android  
android  
urgent 4.4.2  
resolved 0.97c  
fixed  
none    
none 1.next  
   
game crashes when I start a campaign
When I start a new campaign the game crashes. I can chose the difficult level and the bonus gane. The moving text appears and the game crashes some seconds after it starts loading.
Notes
(0008101)
Povelitel   
2022-03-16 09:42   
Try the latest build https://builds.vcmi.download/branch/develop/Android [^]
Does the problem still exist?
(0008215)
Povelitel   
2022-03-28 15:37   
Fixed long time ago





View Issue Details
3201 [VCMI] AI - Adventure Map major sometimes 2022-03-28 15:09 2022-03-28 15:11
Povelitel  
Nullkiller  
high  
assigned  
open  
none    
none  
   
Sometimes AI doesn't appreciate its main hero
Campaign save. AI in the previous move ran into my territory and apparently waited for the delivery of troops. But he forgot about his safety. And for the main hero, safety is very important. Otherwise, the meaning of chains is lost.

Need a separate, higher priority security system for the main hero..


Сейв из кампании. ИИ предыдущим ходом выбежал на мою территорию и ждал видимо подвоза войск. Но он забыл про свою безопасность. А для главного героя безопасность очень важна. Иначе теряется смысл цепей.

Нужна отдельная, более приоритетная система безопасности для главного героя..
Saves.rar (1,193,227) 2022-03-28 15:09
https://bugs.vcmi.eu/file_download.php?file_id=3153&type=bug
There are no notes attached to this issue.





View Issue Details
3195 [VCMI] Other crash have not tried 2022-03-21 15:34 2022-03-27 20:07
Povelitel  
Nullkiller  
high  
assigned  
open  
none    
none  
   
Dumps with crashes
Some dumps in which my game crashed

https://drive.google.com/drive/u/0/folders/17bA3eFwnka4NBeO1ROTJ3QIWXUTJJLVW [^]
There are no notes attached to this issue.





View Issue Details
1801 [VCMI] GUI - Battles minor have not tried 2014-06-13 20:36 2022-03-27 18:47
KroArtem x86_64  
Ubuntu  
normal 14.04  
resolved 0.95b  
fixed  
none    
none 1.next  
   
Crash during battle
I was playing a battle and tried to watch Dragon's info, pressed on him with right mouse button and it freezed a bit, then the game crashed (see screenshot)

Backtrace:
Warning: not all frames were unloaded from SPELLS
[Thread 0x7fffda7fb700 (LWP 32375) exited]
[New Thread 0x7fffda7fb700 (LWP 32376)]

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fffe63ec700 (LWP 7152)]
0x00000000007173ed in CCreatureWindow::init (this=this@entry=0x7fff2d2c7ac0,
    Stack=Stack@entry=0x7fff689c9480, StackNode=StackNode@entry=
    0x7fff368b90e0, HeroOwner=<optimized out>)
    at /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/CCreatureWindow.cpp:434
434 /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/CCreatureWindow.cpp: Нет такого файла или каталога.
(gdb) bt
#0 0x00000000007173ed in CCreatureWindow::init (
    this=this@entry=0x7fff2d2c7ac0, Stack=Stack@entry=0x7fff689c9480,
    StackNode=StackNode@entry=0x7fff368b90e0, HeroOwner=<optimized out>)
    at /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/CCreatureWindow.cpp:434
#1 0x00000000007187ef in CCreatureWindow::CCreatureWindow (
    this=0x7fff2d2c7ac0, stack=..., Type=<optimized out>)
    at /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/CCreatureWindow.cpp:51
0000002 0x000000000071e555 in createCreWindow (s=s@entry=0x7fff368b90e0,
    lclick=lclick@entry=false)
    at /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/CCreatureWindow.cpp:917
0000003 0x000000000057e6ec in CClickableHex::clickRight (this=0x7fff368b7ac0,
    down=..., previousState=<optimized out>)
    at /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/battle/CBattleInterfaceClasses.cpp:609
0000004 0x000000000058a454 in CGuiHandler::handleEvent (
    this=this@entry=0xa39200 <GH>, sEvent=sEvent@entry=0x7fffe63ebd60)
    at /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/gui/CGuiHandler.cpp:263
0000005 0x000000000058a68a in CGuiHandler::handleEvents (this=0xa39200 <GH>)
    at /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/gui/CGuiHandler.cpp:---Type <return> to continue, or q <return> to quit---
180
0000006 0x00000000006835ad in CPlayerInterface::update (this=<optimized out>)
    at /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/CPlayerInterface.cpp:1644
0000007 0x0000000000589b71 in CGuiHandler::run (this=0xa39200 <GH>)
    at /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/gui/CGuiHandler.cpp:388
0000008 0x00007ffff6a8ca4a in ?? ()
   from /usr/lib/x86_64-linux-gnu/libboost_thread.so.1.54.0
0000009 0x00007ffff686b182 in start_thread (arg=0x7fffe63ec700)
    at pthread_create.c:312
0000010 0x00007ffff3d8230d in clone ()
    at ../sysdeps/unix/sysv/linux/x86_64/clone.S:111
(gdb)
vcmi3.png (815,667) 2014-06-13 20:36
https://bugs.vcmi.eu/file_download.php?file_id=1826&type=bug
Notes
(0004758)
Warmonger   
2014-06-13 20:42   
Probably another case of 0001390.
(0008206)
Povelitel   
2022-03-27 18:33   
Don't reproduce in current develop. Probably fixed long time ago





View Issue Details
1853 [VCMI] AI - Adventure Map minor have not tried 2014-07-21 12:57 2022-03-27 18:38
KroArtem x86_64  
Ubuntu  
normal 14.04  
resolved 0.96  
fixed  
none    
none 1.next  
   
Crash during AI turn
Вей will try to visit Ученый at (40 26 0)
Moving hero Вей to tile 40 26 0
removing object id=953; address=140736690658528; name=Ученый
Hero Вей moved from 37 21 0 to 41 25 0. Returning 1.

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fffe4cdd700 (LWP 16282)]
CBankInfo::minGuards (this=0x7fffc0004110)
    at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/lib/mapObjects/CommonConstructors.cpp:331
331 /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/lib/mapObjects/CommonConstructors.cpp: Нет такого файла или каталога.
(gdb) bt
#0 CBankInfo::minGuards (this=0x7fffc0004110)
    at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/lib/mapObjects/CommonConstructors.cpp:331
#1 0x00007fffe427f0d4 in FuzzyHelper::estimateBankDanger (
    this=0x7fffc51b8610, bank=<optimized out>)
    at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/Fuzzy.cpp:209
0000002 0x00007fffe4276c7b in evaluateDanger (obj=obj@entry=0x7fffd0735e50)
    at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/AIUtility.cpp:311
0000003 0x00007fffe4277add in evaluateDanger (tile=..., visitor=0x7fffd053dab0)
    at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/AIUtility.cpp:230
0000004 0x00007fffe427850d in isSafeToVisit (h=..., tile=...)
    at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/AIUtility.cpp:328
0000005 0x00007fffe41da8ca in VCAI::isGoodForVisit (
    this=this@entry=0x7fffd0d8dd28, obj=0x7fffd0735e50, h=...)
    at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/VCAI.cpp:1196
0000006 0x00007fffe41e3e0b in VCAI::getPossibleDestinations (
    this=this@entry=0x7fffd0d8dd28, h=...)
    at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/VCAI.cpp:1---Type <return> to continue, or q <return> to quit---
219
0000007 0x00007fffe41fa55f in VCAI::wander (this=this@entry=0x7fffd0d8dd28, h=...)
    at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/VCAI.cpp:1283
0000008 0x00007fffe41fb464 in VCAI::performTypicalActions (
    this=this@entry=0x7fffd0d8dd28)
    at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/VCAI.cpp:2201
0000009 0x00007fffe41fc686 in VCAI::makeTurnInternal (
    this=this@entry=0x7fffd0d8dd28)
    at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/VCAI.cpp:761
0000010 0x00007fffe41fd088 in VCAI::makeTurn (this=0x7fffd0d8dd28)
    at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/VCAI.cpp:672
0000011 0x00007ffff6b9da4a in ?? ()
   from /usr/lib/x86_64-linux-gnu/libboost_thread.so.1.54.0
0000012 0x00007ffff697c182 in start_thread (arg=0x7fffe4cdd700)
    at pthread_create.c:312
0000013 0x00007ffff3e9330d in clone ()
    at ../sysdeps/unix/sysv/linux/x86_64/clone.S:111
Notes
(0008210)
Povelitel   
2022-03-27 18:38   
Don't reproduce in current develop. Probably fixed long time ago





View Issue Details
3057 [VCMI] Mechanics - Battles minor have not tried 2019-05-10 10:10 2022-03-27 18:38
SXX  
 
normal  
resolved  
fixed  
none    
none 1.next  
   
Race condition with BattleAI and SetStackEffect::applyBattle
Repro:
 - Run attached map.
 - Using hero with harpies attack enemy hero with harpies.
 - Let BattleAI take control over your army too.
 - Now AI will cast Haste on both harpies.

Problem occur when SetStackEffect::applyBattle is received by client and gamestate is patched. For whatever reason both BattleAI and user UI still use old data about stack bonuses by the time Haste effect must already disappear.

So AI see on client that speed bonus still here and attempt to move Harpy further than it's actual speed allow. Server obviously don't have race condition here and it's refuse.
arena_srednia.h3m (4,424) 2019-05-10 10:10
https://bugs.vcmi.eu/file_download.php?file_id=3003&type=bug
Notes
(0008209)
Povelitel   
2022-03-27 18:38   
Don't reproduce in current develop. Probably fixed long time ago





View Issue Details
3065 [VCMI] AI - Battles minor always 2019-05-28 20:23 2022-03-27 18:33
mpech Ubuntu 16.04.6 LTS  
 
normal  
resolved  
fixed  
none    
none 1.next  
   
battle hangs if no shot left from ballista
ai attacks defended castle by me
catapult is destroyed, ai does not want to move creature
ai tries to shoot with ballista but ballista has no shots left.
infinite loop
as red, go into castle. end turn
//blue attacks castle
as red, magic arrow to destroy the catapult
then always defend with tower arrow and golems.
ai consumes its ballista shots, then
battle hangs when shots left is O
modules used are hota, preserve, retreat, death valley, whitchiking artifacts
zzballista.vmap (3,207) 2019-05-28 20:23
https://bugs.vcmi.eu/file_download.php?file_id=3022&type=bug
VCMI_Client_log.zip (185,086) 2019-05-28 20:24
https://bugs.vcmi.eu/file_download.php?file_id=3023&type=bug
zzbalista2.zip (626,952) 2019-05-30 10:48
https://bugs.vcmi.eu/file_download.php?file_id=3024&type=bug
Notes
(0007802)
mpech   
2019-05-29 09:27   
(edited on: 2019-05-29 09:27)
when looping (blue does not end its turn)
```
TRACE network [7f2c45d84700] - Applied on gs: 20BattleSetActiveStack
TRACE global [7f2c45d84700] - Making action: {BattleAction: side '0', stackNumber '0', actionType 'Shoot', actionSubtype '-1', target {3@{BattleHex: x '15', y '5', hex '100'},}}
TRACE global [7f2c45d84700] - CGameHandler::makeBattleAction, shoot type
TRACE global [7f2c45d84700] - CBattleInfoCallback::battleCanShoot 24
TRACE network [7f2c45d84700] - Sending to all clients: 13SystemMessage
TRACE network [7f2c45d84700] - Sending a pack of type 13SystemMessage
==>ERROR global [7f2c45d84700] - Cannot shoot!
TRACE global [7f2c45d84700] - CGameHandler::runBattle, getnextstack
TRACE global [7f2c45d84700] - CGameHandler::runBattle, aim
TRACE network [7f2c45d84700] - Sending to all clients: 20BattleSetActiveStack
TRACE network [7f2c45d84700] - Sending a pack of type 20BattleSetActiveStack
TRACE network [7f2c45d84700] - Applied on gs: 20BattleSetActiveStack
TRACE global [7f2c45d84700] - Making action: {BattleAction: side '0', stackNumber '0', actionType 'Shoot', actionSubtype '-1', target {3@{BattleHex: x '15', y '5', hex '100'},}}
```

when ok (that is round before 23)
```
TRACE global [7f2c45d84700] - Making action: {BattleAction: side '0', stackNumber '0', actionType 'Shoot', actionSubtype '-1', target {3@{BattleHex: x '15', y '5', hex '100'},}}
TRACE global [7f2c45d84700] - CGameHandler::makeBattleAction, shoot type
TRACE global [7f2c45d84700] - CBattleInfoCallback::battleCanShoot 23
TRACE network [7f2c45d84700] - Sending to all clients: 11StartAction
TRACE network [7f2c45d84700] - Sending a pack of type 11StartAction
TRACE network [7f2c45d84700] - Applied on gs: 11StartAction
TRACE network [7f2c45d84700] - Sending to all clients: 12BattleAttack
TRACE network [7f2c45d84700] - Sending a pack of type 12BattleAttack
TRACE network [7f2c45d84700] - Applied on gs: 12BattleAttack
TRACE network [7f2c45d84700] - Sending to all clients: 9EndAction
TRACE network [7f2c45d84700] - Sending a pack of type 9EndAction
```

I guess if canShoot, makeAttack triggers some stuff (in particular StartAction/EndAction) so getNextStack() rolls out to behe.
If !canShoot no action is taken and getNextStack does not move to next stack

by dumbly applying the wrapAction if case of !canShoot, round can end even if ballista does not shoot

```
    case EActionType::SHOOT:
        {
            //...
            auto destination = target.at(0).hexValue;

            const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
            if (!gs->curB->battleCanShoot(stack, destination))
            {
                logGlobal->trace("CGameHandler::makeBattleAction, cannot shoot bbrrrrr");
                if(stack->creatureIndex() == CreatureID::BALLISTA){
                    logGlobal->trace("CGameHandler::makeBattleAction, isballista");
                    auto wrapper = wrapAction(ba);
                }else{
                    complain("Cannot shoot!");
                }
                break;
            }
```

```
TRACE global [7f1da53bc700] - CGameHandler::makeBattleAction, cannot shoot bbrrrrr
TRACE global [7f1da53bc700] - CGameHandler::makeBattleAction, isballista
TRACE network [7f1da53bc700] - Sending to all clients: 11StartAction
TRACE network [7f1da53bc700] - Sending a pack of type 11StartAction
TRACE network [7f1da53bc700] - Applied on gs: 11StartAction
TRACE network [7f1da53bc700] - Sending to all clients: 9EndAction
TRACE network [7f1da53bc700] - Sending a pack of type 9EndAction
TRACE network [7f1da53bc700] - Applied on gs: 9EndAction
TRACE global [7f1da53bc700] - CGameHandler::makeBattleAction, battlemadeactionistrue
TRACE global [7f1da53bc700] - CGameHandler::runBattle, getnextstack
TRACE global [7f1da53bc700] - Activating blue battle stack [2]: 100 of Behemoths from slot 0 of armyobj=1
```

I don't think this is a proper fix (because what about other complain from EActionType::SHOOT case?)
I am not sure either makeBattleAction purpose is to be only called from automatic ia (and not human)

(0007803)
Povelitel   
2019-05-29 14:33   
2453 2719 2799 related?
(0007806)
mpech   
2019-05-30 10:57   
@polivetel i don't think so, 2453,2799 involves fortress, here we are in castle
2719 is seems to be a strategic "fail" (round can end but no action taken in round, here round does not end)

in added zzbalista2, attacking hero has now artillery.
We can see that _without_ fix, ballista with no ammunition chose to defend.

so bug only occurs if ballista has no ammunition AND hero has no artillery skill
(0008205)
Povelitel   
2022-03-27 18:32   
Don't reproduce in current develop. Probably fixed long time ago





View Issue Details
3154 [VCMI] AI - Battles minor have not tried 2020-10-25 06:49 2022-03-27 18:30
jambolo  
Nullkiller  
normal  
resolved  
fixed  
none    
none 1.next  
   
Potential race condition locking a weak pointer
There is a potential race condition at lines 52 - 55 in client\battle\CBattleInterface.cpp.
<code>
    if(anim.expired())
        return;

    std::shared_ptr<CCreatureAnimation> animation = anim.lock();
    if (animation->isIdle())
</code>

Using a shared pointer obtained by locking a weak pointer without checking the result of the lock could result in a crash if the shared pointer has expired before lock() is called.

When expired() is called before lock() in a multi-threaded environment, it is possible for the shared pointer to expire between expired() and lock(). The safe method is to check the result of lock().
Notes
(0007946)
jambolo   
2020-10-25 06:50   
Sorry, category is incorrect.





View Issue Details
3198 [VCMI] AI - Adventure Map text always 2022-03-23 19:51 2022-03-23 19:51
Povelitel  
Nullkiller  
low  
assigned  
open  
none    
none  
   
Error: You were identified as player X while expecting Y
From time to time, this error occurs in the console. Maybe it's important

System message: You were identified as player 4 while expecting 7
System message: You are not allowed to perform this action!
You were identified as player 4 while expecting 7.rar (1,280,936) 2022-03-23 19:51
https://bugs.vcmi.eu/file_download.php?file_id=3151&type=bug
There are no notes attached to this issue.





View Issue Details
3197 [VCMI] Other minor always 2022-03-23 10:39 2022-03-23 10:39
Povelitel  
 
low  
new  
open  
none    
none  
   
Request for testing - autoskip mode
I spend a lot of time testing AI on autoskip and there is a very awkward moment in this mode: when your heroes, your castles, or your troops in garrisons or mines are attacked, you have to manually press OK in order for the game to continue testing. Because of this, the autotest can stop at the most inopportune moment. For example, at night, half an hour after the start. And the whole night is wasted.

I would be grateful if someone corrected this function.
There are no notes attached to this issue.





View Issue Details
3196 [VCMI] AI - Adventure Map major always 2022-03-23 09:05 2022-03-23 10:26
Povelitel 64  
Nullkiller Windows  
high 10  
assigned  
open  
none    
none  
   
Incredibly long yellow player AI turn (Performance Issues )
It is the yellow player who spends his moves incredibly long. At the same time, the processor load is under 100%
Nullkiller AI
LongAIturn(50).rar (1,856,701) 2022-03-23 09:05
https://bugs.vcmi.eu/file_download.php?file_id=3150&type=bug
There are no notes attached to this issue.





View Issue Details
3185 [VCMI] AI - Adventure Map minor have not tried 2021-08-16 12:06 2022-03-22 20:24
Povelitel  
Nullkiller  
normal  
assigned  
open  
none    
none  
   
Bug of a hero with an underground gate.
Герой разведчик попадая во врата подземного мира, не может вернуться назад из-за монстра охраняющего их с той стороны (видимо не использует пробел, а нужно потратить мувпоинты и зайти обратно). Из-за этого более сильный герой не может пробить их. А армию для пробития он почему-то тоже не передает.

(рис2 герой, который сидит в подземке)


The hero scout, getting into the gates of the underworld, cannot go back because of the monster guarding them from that side (apparently he does not use the space, but you need to spend movepoints and go back). Because of this, a stronger hero cannot penetrate them. And for some reason, he also does not transfer the army to break through.
Vrata.rar (205,831) 2021-08-16 12:06
https://bugs.vcmi.eu/file_download.php?file_id=3133&type=bug
рис1.png (31,829) 2021-08-16 12:07
https://bugs.vcmi.eu/file_download.php?file_id=3134&type=bug
рис2.png (42,878) 2021-08-16 12:07
https://bugs.vcmi.eu/file_download.php?file_id=3135&type=bug
Lacus_probka.rar (235,938) 2021-08-24 16:50
https://bugs.vcmi.eu/file_download.php?file_id=3137&type=bug
There are no notes attached to this issue.





View Issue Details
2393 [VCMI] AI - Adventure Map crash always 2016-01-21 20:30 2022-03-22 20:08
misiokles PC  
SXX Windows  
normal 10  
resolved 0.98f  
fixed  
none    
none 1.next  
   
Another unexpected crash during AI turn
This crash is odd. When I reveal FOW and observe AI heroes, one of blue's heroes just stand underground and crashes game.
used mod: new spells.
sodcrash.vsgm1 (3,294,627) 2016-01-21 20:30
https://bugs.vcmi.eu/file_download.php?file_id=2441&type=bug
sodcrash.vcgm1 (3,299,545) 2016-01-21 20:30
https://bugs.vcmi.eu/file_download.php?file_id=2442&type=bug
Notes
(0006338)
SXX   
2016-01-22 05:06   
(edited on: 2016-01-22 05:07)
Requires WoG. Crash occur because hero hired by AI end up having no army and probably being invalid object afterwards.

Crash occur because GiveBonus::applyGs can't get hero object from gamestate.

(0007682)
Povelitel   
2018-11-06 15:33   
Don't reproducibility in last develop for me
(0008199)
Povelitel   
2022-03-22 20:08   
fixed long time ago





View Issue Details
2579 [VCMI] GUI - Battles crash always 2016-10-22 18:48 2022-03-22 19:56
SXX  
 
normal  
resolved 0.98g  
fixed  
none    
none 1.next  
   
Freeze after battle when human players hero with tactics attacked on AI turn
No matter how battle finished: retreat, surrender or loss it's will always cause freeze.
FREEZE_AFTER_BATTLE_ON_AI_TURN.zip (513,991) 2016-10-22 18:50
https://bugs.vcmi.eu/file_download.php?file_id=2618&type=bug
Notes
(0006858)
SXX   
2016-10-22 18:51   
Povelitel's save uploaded. Repro is easy:
- Load save.
- End turn.
When hero going to be attacked retreat / surrender or lose. Client will freeze.
(0006860)
vmarkovtsev   
2016-10-23 20:13   
@SXX are you able to load this save on Linux?
(0006861)
SXX   
2016-10-23 20:45   
(edited on: 2016-10-23 20:46)
It's works fine for me.

(0006862)
vmarkovtsev   
2016-10-23 20:47   
Damn it. It crashes server for me.
(0006863)
SXX   
2016-10-23 21:32   
Too bad. Where exactly server crashing? On serialization?

Sadly it's looks like I can't really reproduce it on my own so problem isn't related to tactics alone...
(0007688)
Povelitel   
2018-11-20 09:57   
now AI just don't attacked me
(0008196)
Povelitel   
2022-03-22 19:56   
don't reproduce in the last develop





View Issue Details
2565 [VCMI] Other crash always 2016-10-19 20:59 2022-03-22 19:55
SXX  
 
normal  
resolved 0.98g  
fixed  
none    
none 1.next  
   
Crash on CClient::serialize when save netpack recieved
Sent to me by @Povelitel and sadly I have no idea why it's happening.

Keep in mind that save is taken using MXE Windows builds so it's might have weird desyncs and some of them probably might cause issues.
2565_CRASH_ON_SAVE.zip (2,405,636) 2016-10-19 21:00
https://bugs.vcmi.eu/file_download.php?file_id=2609&type=bug
Notes
(0007683)
Povelitel   
2018-11-06 16:23   
Work is fine for me, d36f59e1af87c99a26d7fd69a4ca4f2404b0953e
(0008195)
Povelitel   
2022-03-22 19:55   
don't reproduce in the last develop





View Issue Details
2994 [VCMI] AI - Adventure Map crash always 2018-08-08 09:06 2022-03-22 19:42
greg3ll x64  
Dydzio Windows  
normal 10  
resolved 0.99  
fixed  
none    
none 1.next  
   
Game crashes on AI turn
Game crashes on AI turn.
1. Load attached save
2. click end turn
3. game crash on pink player turn (for me every time).
I'm using ver 46b4dcf (06-Aug-2018 04:15).
Also tryed on ver 2afe36e (05-Aug-2018 05:22) - the same result.
MODs: VCMI essential files; i added new screen resolution 1920x1200 (modified from 1920x1080; feel free to publish it if you wish), but it shouldn't gave a problem (files attached).
Saves.7z (862,532) 2018-08-08 09:06
https://bugs.vcmi.eu/file_download.php?file_id=2936&type=bug
logs.7z (138,049) 2018-08-08 09:07
https://bugs.vcmi.eu/file_download.php?file_id=2937&type=bug
crashinfo.7z (670,963) 2018-08-08 09:07
https://bugs.vcmi.eu/file_download.php?file_id=2938&type=bug
res 1920x1200.7z (73,468) 2018-08-08 09:09
https://bugs.vcmi.eu/file_download.php?file_id=2939&type=bug
Notes
(0007623)
Povelitel   
2018-08-08 09:18   
Can confirm it

if(dest.roadType != ERoadType::NO_ROAD && from.roadType != ERoadType::NO_ROAD)

> VCMI_lib.dll!CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti)Строка 69 C++
     VCMI_lib.dll!CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & src, const int3 & dst, const TerrainTile * ct, const TerrainTile * dt, const int remainingMovePoints, const TurnInfo * ti, const bool checkLast)Строка 1057 C++
     VCMI_lib.dll!CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & dst)Строка 1121 C++
     VCAI.dll!FuzzyHelper::calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile)Строка 208 C++
     VCAI.dll!FuzzyHelper::getWanderTargetObjectValue(const CGHeroInstance & h, const ObjectIdRef & obj)Строка 294 C++
     [Внедренный фрейм] VCAI.dll!VCAI::wander::__l56::<lambda_9ace2e48f572fffb95a4c2b2decba6fd>::operator()(const ObjectIdRef &)Строка 1466 C++
     [Внедренный фрейм] VCAI.dll!std::_Ref_fn<<lambda_9ace2e48f572fffb95a4c2b2decba6fd> >::operator()(ObjectIdRef &)Строка 523 C++
     [Внедренный фрейм] VCAI.dll!std::_Max_element_unchecked(ObjectIdRef * _First, ObjectIdRef * _Pred, std::_Ref_fn<<lambda_9ace2e48f572fffb95a4c2b2decba6fd> >)Строка 4208 C++
     [Внедренный фрейм] VCAI.dll!std::max_element(std::_Vector_iterator<std::_Vector_val<std::_Simple_types<ObjectIdRef> > >)Строка 4223 C++
     [Внедренный фрейм] VCAI.dll!boost::range::max_element(std::vector<ObjectIdRef,std::allocator<ObjectIdRef> > &)Строка 53 C++
     VCAI.dll!VCAI::wander(HeroPtr h)Строка 1469 C++
     VCAI.dll!VCAI::performTypicalActions()Строка 2493 C++
     VCAI.dll!VCAI::makeTurn()Строка 802 C++
(0007624)
Dydzio   
2018-08-08 10:48   
That comes from my new code, it will be changed soon, but will check the problem anyway so I can determine what did I miss.
(0008182)
Povelitel   
2022-03-18 17:20   
don't reproduce in last develope





View Issue Details
3033 [VCMI] AI - Adventure Map major always 2019-02-10 17:43 2022-03-22 17:45
mpech Ubuntu 16.04.5 LTS  
Dydzio  
normal  
assigned 0.99  
open  
none    
none  
   
VisitObj construction with invalid instance id
hi guys,

got a core

    #0 0x00007f014727e46f in CGObjectInstance::visitablePos (this=0x0) at /home/mpech2/dl/vcmi/lib/mapObjects/CObjectHandler.cpp:336
    336 return pos - getVisitableOffset();
    [Current thread is 1 (Thread 0x7f0110ddf700 (LWP 27620))]
    (gdb) bt
    #0 0x00007f014727e46f in CGObjectInstance::visitablePos (this=0x0) at /home/mpech2/dl/vcmi/lib/mapObjects/CObjectHandler.cpp:336
    #1 0x00007f011130b43c in Goals::VisitObj::VisitObj (this=0x7f0110ddd850, Objid=3879) at /home/mpech2/dl/vcmi/AI/VCAI/Goals/VisitObj.cpp:96
    0000002 0x00007f01112f9743 in Goals::Win::whatToDoToAchieve (this=0x7f010213ce00) at /home/mpech2/dl/vcmi/AI/VCAI/Goals/Win.cpp:70
    0000003 0x00007f01113441ad in VCAI::decomposeGoal (this=0x7f0102354d60, ultimateGoal=...) at /home/mpech2/dl/vcmi/AI/VCAI/VCAI.cpp:2416
    0000004 0x00007f0111335f99 in VCAI::mainLoop (this=0x7f0102354d60) at /home/mpech2/dl/vcmi/AI/VCAI/VCAI.cpp:878
    0000005 0x00007f011133537c in VCAI::makeTurn (this=0x7f0102354d60) at /home/mpech2/dl/vcmi/AI/VCAI/VCAI.cpp:806
    0000006 0x00007f01113e8c45 in boost::_mfi::mf0<void, VCAI>::operator() (this=0x7f00fc261d08, p=0x7f0102354d60)
        at /usr/include/boost/bind/mem_fn_template.hpp:49
    0000007 0x00007f01113e8ba8 in boost::_bi::list1<boost::_bi::value<VCAI*> >::operator()<boost::_mfi::mf0<void, VCAI>, boost::_bi::list0> (
        this=0x7f00fc261d18, f=..., a=...) at /usr/include/boost/bind/bind.hpp:253
    0000008 0x00007f01113e86e4 in boost::_bi::bind_t<void, boost::_mfi::mf0<void, VCAI>, boost::_bi::list1<boost::_bi::value<VCAI*> > >::operator() (
        this=0x7f00fc261d08) at /usr/include/boost/bind/bind.hpp:893
    0000009 0x00007f01113e7dc4 in boost::detail::thread_data<boost::_bi::bind_t<void, boost::_mfi::mf0<void, VCAI>, boost::_bi::list1<boost::_bi::value<VCAI*> > > >::run (this=0x7f00fc261b50) at /usr/include/boost/thread/detail/thread.hpp:116
    0000010 0x00007f01460095d5 in ?? () from /usr/lib/x86_64-linux-gnu/libboost_thread.so.1.58.0
    0000011 0x00007f0145ddf6ba in start_thread (arg=0x7f0110ddf700) at pthread_create.c:333
    0000012 0x00007f014297f41d in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:109

also got some console.log

    Cannot get object with id 3879. Object was removed

load map.
as red, just end your turn. will crash when orange player plays
I tried below diff (taking exemple from fulfillsMe) just so that I can continue playing..
It seems orange player can then kill Solmyr and end the game.
I think there is another slight bug since victory is announced to be red although orange it is orange who fulfilled conditions victory (but purpose of this ticket is rather the crash)

--- a/AI/VCAI/Goals/VisitObj.cpp
+++ b/AI/VCAI/Goals/VisitObj.cpp
@@ -93,7 +93,10 @@ TSubgoal VisitObj::whatToDoToAchieve()
 VisitObj::VisitObj(int Objid) : CGoal(VISIT_OBJ)
 {
        objid = Objid;
- tile = ai->myCb->getObjInstance(ObjectInstanceID(objid))->visitablePos();
+ auto obj = ai->myCb->getObjInstance(ObjectInstanceID(objid));
+ if(obj){
+ tile = obj->visitablePos();
+ }
        priority = 3;
 }
 
sat.zip (1,399,210) 2019-02-10 17:43
https://bugs.vcmi.eu/file_download.php?file_id=2981&type=bug
Notes
(0007748)
AVS   
2019-02-10 18:13   
Patch fixing crash case applied in https://github.com/vcmi/vcmi/commit/1f83953da4130af2d4c33303ae462bda396185df, [^] thanks. Bug itself to be fixed, there are some issues with goal decomposition being discussed recently.





View Issue Details
3034 [VCMI] AI - Adventure Map minor always 2019-02-11 10:26 2022-03-22 17:44
mpech Ubuntu 16.04.5 LTS  
 
normal  
new 0.99  
open  
none    
none  
   
endless loop when doing AI does a trade
hi guys,

got an infinite loop when ai(red) doing a trade


Cannot evaluate goal TRADE 40 of wood at Trading Post
Cannot evaluate goal TRADE 40 of wood at Trading Post
Cannot evaluate goal TRADE 40 of wood at Trading Post
Cannot evaluate goal TRADE 40 of wood at Trading Post
Cannot evaluate goal TRADE 40 of wood at Trading Post
Cannot evaluate goal TRADE 40 of wood at Trading Post
Cannot evaluate goal TRADE 40 of wood at Trading Post
Cannot evaluate goal TRADE 40 of wood at Trading Post
...
load game
end turn
look at red player going on the market "trying" to trade
then red does not end its turn

by dumbly commentating (from b/AI/VCAI/Goals/CollectRes.cpp)

- return sptr(Trade(resID, value, objid).setisElementar(true)); //we can do this immediately
+ std::cout<<"new trade"<<resID<<":"<< value<<":"<< objid<<":"<<howManyCanWeBuy<<std::endl;
+ //return sptr(Trade(resID, value, objid).setisElementar(true)); //we can do this immediately

red can end its turn.

sun.zip (2,423,740) 2019-02-11 10:26
https://bugs.vcmi.eu/file_download.php?file_id=2982&type=bug
There are no notes attached to this issue.





View Issue Details
2624 [VCMI] AI - Adventure Map crash always 2016-11-29 18:25 2022-03-22 17:39
Povelitel  
Warmonger  
normal  
assigned 0.99  
reopened  
none    
none 1.next  
   
Crash turn AI
second save continue1

_CSTD memmove(_Dest_ch, _First_ch, _Count);


> [Внедренный фрейм] VCMI_lib.dll!std::_Copy_memmove(ConstTransitivePtr<CGDwelling> *)Строка 2380 C++ Символы загружены.
     [Внедренный фрейм] VCMI_lib.dll!std::_Move_unchecked1(ConstTransitivePtr<CGDwelling> *)Строка 2709 C++ Символы загружены.
     [Внедренный фрейм] VCMI_lib.dll!std::_Move_unchecked(ConstTransitivePtr<CGDwelling> * _First, ConstTransitivePtr<CGDwelling> *)Строка 2718 C++ Символы загружены.
     [Внедренный фрейм] VCMI_lib.dll!std::vector<ConstTransitivePtr<CGDwelling>,std::allocator<ConstTransitivePtr<CGDwelling> > >::erase(std::_Vector_const_iterator<std::_Vector_val<std::_Simple_types<ConstTransitivePtr<CGDwelling> > > >)Строка 1618 C++ Символы загружены.
     VCMI_lib.dll!CGDwelling::setPropertyDer(unsigned char what, unsigned int val)Строка 166 C++ Символы загружены.
     VCMI_lib.dll!CGObjectInstance::setProperty(unsigned char what, unsigned int val)Строка 223 C++ Символы загружены.
     VCMI_lib.dll!SetObjectProperty::applyGs(CGameState * gs)Строка 1183 C++ Символы загружены.
     VCMI_lib.dll!CApplyOnGS<SetObjectProperty>::applyOnGS(CGameState * gs, void * pack)Строка 63 C++ Символы загружены.
     VCMI_lib.dll!CGameState::apply(CPack * pack)Строка 1958 C++ Символы загружены.
     VCMI_client.exe!CClient::handlePack(CPack * pack)Строка 686 C++ Символы загружены.
     VCMI_client.exe!CClient::run()Строка 190 C++ Символы загружены.
purpure_crash.7z (777,683) 2016-11-29 18:25
https://bugs.vcmi.eu/file_download.php?file_id=2663&type=bug
Continue1.rar (1,979,571) 2018-01-15 12:13
https://bugs.vcmi.eu/file_download.php?file_id=2835&type=bug
Notes
(0006924)
SXX   
2016-11-29 19:10   
Workarounded this one:
https://github.com/vcmi/vcmi/commit/fd3992ddc9cb9ee01586edbe59d8a82548a5c909 [^]

Looks like for some reason this code was working before, but I don't see any recent changes around. Will try to dig it deeply later on.
(0006925)
Warmonger   
2016-11-29 20:59   
(edited on: 2016-11-29 21:00)
Strangely enough I can't open this save, in fact there was an error message at 7z extraction and save is 0 KB :?

(0006926)
Warmonger   
2016-11-29 21:09   
Hopefully fixed in https://github.com/vcmi/vcmi/commit/eaf14f6429f3d850f029c8942798b1e5b0efa80c [^]
(0007366)
Povelitel   
2018-01-15 12:13   
(edited on: 2018-01-15 12:14)
I took this save and continue to play.
build VCMI-branch-develop-e90fcea

And again happen crash.

The same bag or not I don't know


Just press end turn

(0007367)
Dydzio   
2018-01-15 12:18   
I think we should reopen this one for now...





View Issue Details
2605 [VCMI] Mechanics - Adventure Map major always 2016-11-14 18:42 2022-03-21 18:42
exfizik Linux 64 bit  
Nullkiller OpenSuse  
normal Tumbleweed  
assigned 0.99  
open  
none    
none  
   
Freeze between heroes
When I end my turn, the game crashes. The console says:
Cannot get object with id 5342. Object is not visible.
Cannot get object with id 5342. Object is not visible.
read: Connection reset by peer
Ended handling connection
Segmentation fault (core dumped)
write: Broken pipe

Not sure if that's the reason, but I see that AI has a hero with the same name as one of mine (Calid). I'm attaching the log files and the save file.
P.S. on a related not, I encounter a lot of errors like this:
read: Connection reset by peer
Ended handling connection
Segmentation fault (core dumped)
write: Broken pip

In a previous game it would always happen when I used Town Portal spell, and once happened when I used Armageddon. Although, I suspect the error is not about these spells in particular... Not sure where to dig for this one, but it's certainly annoying.




Load the save file, end turn.
I tried both 0.99 release and the git head. The errors are the same.
vcmi.zip (1,265,047) 2016-11-14 18:42
https://bugs.vcmi.eu/file_download.php?file_id=2646&type=bug
Selection_001.png (97,951) 2016-11-14 20:31
https://bugs.vcmi.eu/file_download.php?file_id=2647&type=bug
2jenovas.vcgm1 (4,278,047) 2017-10-09 19:27
https://bugs.vcmi.eu/file_download.php?file_id=2791&type=bug
2jenovasLogs.zip (143,050) 2017-10-09 19:27
https://bugs.vcmi.eu/file_download.php?file_id=2792&type=bug
2jenovas.vsgm1 (4,283,831) 2017-10-09 19:27
https://bugs.vcmi.eu/file_download.php?file_id=2793&type=bug
Notes
(0007296)
steelsun905   
2017-10-09 19:25   
I'm also seeing an issue that appears to be related to duplicate heroes.

- Open the attached save file
- End turn
- Note that Jenova receives a level up
- Note that the game stops responding to user input and the pink player's turn never ends

The blue and pink players both have the same hero, Jenova, confirmed by checking log files and with the vcmieagles cheat code (clear fog of war).

Attaching logs and save file (2jenovas).

Environment:
- Windows 10 Pro 64 bit
- Latest October 7th 2017 Windows Build: https://builds.vcmi.download/branch/develop/Windows/VCMI-branch-develop-9cc2464.exe [^]
- Mods (all delivered with the launcher, none added from elsewhere, no modifications locally)
 - H4 artifacts
 - Witchking artifacts
 - H4 artifacts - commanders
 - Axolotl creatures Pack
 - Horn of the Abyss
 - In the wake of gods (all except WoG russian translation)
 - VCMI Essential files
 - new terrains (era II mod port)
 - new old spells
(0007297)
steelsun905   
2017-10-09 19:28   
In addition, it may be worth mentioning that while the duplicate heroes are likely the root cause, no adverse behavior occurred until the Pink player used a Tree of Knowledge to level up their duplicate hero.
(0007438)
Povelitel   
2018-03-01 14:53   
first save "aa"

return boost::str(boost::format(CGI->generaltexth->allTexts[138])

> VCMI_client.exe!CExchangeWindow::prepareBackground::__l2::<лямбда>(const CGHeroInstance * h)Строка 801 C++ Символы загружены.
     VCMI_client.exe!CExchangeWindow::prepareBackground()Строка 806 C++ Символы загружены.
     VCMI_client.exe!CExchangeWindow::CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID queryID)Строка 855 C++ Символы загружены.
     VCMI_client.exe!CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)Строка 1532 C++ Символы загружены.
     VCMI_client.exe!callOnlyThatInterface<IGameEventsReceiver,ObjectInstanceID,ObjectInstanceID,QueryID,ObjectInstanceID const & __ptr64,ObjectInstanceID const & __ptr64,QueryID & __ptr64>(CClient * cl, PlayerColor player, void(IGameEventsReceiver::*)(ObjectInstanceID, ObjectInstanceID, QueryID) ptr, const ObjectInstanceID & <args_0>, const ObjectInstanceID & <args_1>, QueryID & <args_2>)Строка 60 C++ Символы загружены.
     VCMI_client.exe!callInterfaceIfPresent<IGameEventsReceiver,ObjectInstanceID,ObjectInstanceID,QueryID,ObjectInstanceID const & __ptr64,ObjectInstanceID const & __ptr64,QueryID & __ptr64>(CClient * cl, PlayerColor player, void(IGameEventsReceiver::*)(ObjectInstanceID, ObjectInstanceID, QueryID) ptr, const ObjectInstanceID & <args_0>, const ObjectInstanceID & <args_1>, QueryID & <args_2>)Строка 69 C++ Символы загружены.
     VCMI_client.exe!ExchangeDialog::applyCl(CClient * cl)Строка 582 C++ Символы загружены.
     VCMI_client.exe!CClient::handlePack(CPack * pack)Строка 688 C++ Символы загружены.
     VCMI_client.exe!CClient::run()Строка 190 C++ Символы загружены.
(0008051)
Povelitel   
2022-02-10 08:54   
(edited on: 2022-03-17 10:17)
The blue player freezes when trying to trade with another hero in the city (vcmi.zip)

ERROR network [2820] - System message: Server encountered a problem:

| Player "BLUE" has to answer queries before attempting any further actions.

| Top Query: "A query of type 'class CGarrisonDialogQuery' and qid = 84 affecting players BLUE and BLUE"

(0008155)
Povelitel   
2022-03-17 10:24   
Saves 2jenovas I could not load





View Issue Details
3186 [VCMI] AI - Adventure Map major always 2021-08-22 13:28 2022-03-21 18:41
Povelitel 64  
Nullkiller Windows  
normal 7  
assigned  
open  
none    
none 1.next  
   
Freeze blue AI Nullkiller
Нужно просто нажать хода и он зависнет.
41b43c666b3abc6f0b8c89f5c886b9b34fc6fea5
Freeze.rar (2,216,228) 2021-08-22 13:28
https://bugs.vcmi.eu/file_download.php?file_id=3136&type=bug
There are no notes attached to this issue.





View Issue Details
1795 [VCMI] GUI - Adventure Map major always 2014-06-03 05:08 2022-03-21 18:31
o01eg AMD64  
Nullkiller Linux  
normal Gentoo  
assigned  
open  
none    
none  
   
Client aborts execution at moving.
Cannot move the hero from the castle.

Rev a94b7e at develop.
1. Load game.
2. Move Hero outside town.
Program received signal SIGABRT, Aborted.
[Switching to Thread 0x7fffd65c1700 (LWP 19629)]
sh: line 1: 19627 Аварийный останов (core dumped) /mnt/anythings/games/vcmi/bin/vcmiserver --port=3030 > /home/o01eg/.cache/vcmi/server_log.txt
0x00007ffff164a535 in raise () from /lib64/libc.so.6
(gdb) bt full
#0 0x00007ffff164a535 in raise () from /lib64/libc.so.6
No symbol table info available.
#1 0x00007ffff164b9b8 in abort () from /lib64/libc.so.6
No symbol table info available.
0000002 0x00007ffff16435f2 in __assert_fail_base () from /lib64/libc.so.6
No symbol table info available.
0000003 0x00007ffff16436a2 in __assert_fail () from /lib64/libc.so.6
No symbol table info available.
0000004 0x00007ffff7046688 in CGTownInstance::setVisitingHero (this=0x7fffc8b0d360, h=0x0) at /mnt/anythings/game.src/vcmi/lib/CObjectHandler.cpp:2778
        __PRETTY_FUNCTION__ = "void CGTownInstance::setVisitingHero(CGHeroInstance*)"
0000005 0x00007ffff70b17d8 in HeroVisitCastle::applyGs (this=0x7fffcc9e9a10, gs=0x7fffc8a6cfa0) at /mnt/anythings/game.src/vcmi/lib/NetPacksLib.cpp:130
        h = 0x7fffc8b0b3b0
        t = 0x7fffc8b0d360
0000006 0x00007ffff6fdc396 in CApplyOnGS<HeroVisitCastle>::applyOnGS (this=0x7fffc877afe0, gs=0x7fffc8a6cfa0, pack=0x7fffcc9e9a10)
    at /mnt/anythings/game.src/vcmi/lib/CGameState.cpp:71
        ptr = 0x7fffcc9e9a10
        lock = {m = 0x7fffc8a73690, is_locked = true}
0000007 0x00007ffff6f13e3c in CGameState::apply (this=0x7fffc8a6cfa0, pack=0x7fffcc9e9a10) at /mnt/anythings/game.src/vcmi/lib/CGameState.cpp:2181
        typ = 94
0000008 0x0000000000e4a656 in CClient::handlePack (this=0x7fffc8768550, pack=0x7fffcc9e9a10) at /mnt/anythings/game.src/vcmi/client/Client.cpp:532
        guiLock = {m = 0x161e680, is_locked = true}
        apply = 0x7fffc8768ea0
0000009 0x0000000000e47bf5 in CClient::run (this=0x7fffc8768550) at /mnt/anythings/game.src/vcmi/client/Client.cpp:171
        pack = 0x7fffcc9e9a10
0000010 0x0000000000f7007d in boost::_mfi::mf0<void, CClient>::operator() (this=0x7fffc8eaa488, p=0x7fffc8768550)
    at /usr/include/boost/bind/mem_fn_template.hpp:49
No locals.
0000011 0x0000000000f6f85c in boost::_bi::list1<boost::_bi::value<CClient*> >::operator()<boost::_mfi::mf0<void, CClient>, boost::_bi::list0> (
    this=0x7fffc8eaa498, f=..., a=...) at /usr/include/boost/bind/bind.hpp:253
No locals.
0000012 0x0000000000f6efaf in boost::_bi::bind_t<void, boost::_mfi::mf0<void, CClient>, boost::_bi::list1<boost::_bi::value<CClient*> > >::operator() (
    this=0x7fffc8eaa488) at /usr/include/boost/bind/bind_template.hpp:20
        a = {<No data fields>}
0000013 0x0000000000f6e390 in boost::detail::thread_data<boost::_bi::bind_t<void, boost::_mfi::mf0<void, CClient>, boost::_bi::list1<boost::_bi::value<CClient*> > > >::run (this=0x7fffc8eaa2d0) at /usr/include/boost/thread/detail/thread.hpp:117
No locals.
0000014 0x00007ffff52c46c4 in ?? () from /usr/lib64/libboost_thread.so.1.53.0
No symbol table info available.
0000015 0x00007ffff4862f3a in start_thread () from /lib64/libpthread.so.0
No symbol table info available.
0000016 0x00007ffff16ffc3d in clone () from /lib64/libc.so.6
No symbol table info available.
(gdb) f 4
0000004 0x00007ffff7046688 in CGTownInstance::setVisitingHero (this=0x7fffc8b0d360, h=0x0) at /mnt/anythings/game.src/vcmi/lib/CObjectHandler.cpp:2778
2778 assert(!!visitingHero == !h);
(gdb) p visitingHero
$1 = {ptr = 0x0}
(gdb) p h
$2 = (CGHeroInstance *) 0x0
1.zip (462,022) 2014-06-03 05:08
https://bugs.vcmi.eu/file_download.php?file_id=1823&type=bug
There are no notes attached to this issue.





View Issue Details
2023 [VCMI] AI - Battles major have not tried 2015-01-02 19:15 2022-03-21 18:30
KroArtem x86_64  
Nullkiller Ubuntu  
high 14.10  
assigned 0.97b  
open  
none    
none  
   
Crash during battle
Crash during battle.
vcmi marked 0.97c by Warmonger
Stacktrace:

FIXME: battleGetFightingHero wrong argument!
FIXME: battleGetFightingHero wrong argument!
[Thread 0x7fffdac4a700 (LWP 14342) exited]
Created movement start anim for Thunderbirds
Created movement anim for Thunderbirds
Created movement end anim for Thunderbirds
Created melee attack anim for Thunderbirds
Created defence anim for Orc Chieftains
Created melee attack anim for Orc Chieftains
Created defence anim for Thunderbirds
[New Thread 0x7fffdac4a700 (LWP 14343)]
FIXME battleGetPossibleTargets doesn't work with target type 3
FIXME: battleGetFightingHero wrong argument!
[Thread 0x7fffdac4a700 (LWP 14343) exited]
Created melee attack anim for Ancient Behemoths
Created defence anim for Ogre

Program received signal SIGSEGV, Segmentation fault.
0x00007fffc6474630 in ?? ()
(gdb) bt
#0 0x00007fffc6474630 in ?? ()
#1 0x00000000004860d5 in operator() (this=0x6067ed0)
    at /usr/include/c++/4.9/functional:2439
0000002 operator()<> (this=0x7fffffff74c0)
    at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/battle/../../lib/FunctionList.h:62
0000003 CCreatureAnimation::endAnimation (this=this@entry=0x7fffcf9e6e20)
    at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/battle/CCreatureAnimation.cpp:208
0000004 0x000000000048650a in CCreatureAnimation::incrementFrame (
    this=0x7fffcf9e6e20, timePassed=timePassed@entry=0,0209999997)
    at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/battle/CCreatureAnimation.cpp:224
0000005 0x000000000045f714 in CBattleInterface::showStacks (
    this=this@entry=0x7fffc4f63900, to=to@entry=0xd370a0,
    stacks=std::vector of length 1, capacity 1 = {...})
    at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/battle/CBattleInterface.cpp:3347
0000006 0x00000000004609b9 in CBattleInterface::showAliveStacks (
    this=0x7fffc4f63900, to=0xd370a0,
    stacks=std::vector of length 1, capacity 1 = {...})
    at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/battle/CBattleInterface.cpp:3310
---Type <return> to continue, or q <return> to quit---
0000007 0x00000000004699b2 in CBattleInterface::<lambda(BattleObjectsByHex::HexData&)>::operator()(BattleObjectsByHex::HexData &) const (
    __closure=__closure@entry=0x7fffffff76f0, hex=...)
    at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/battle/CBattleInterface.cpp:3239
0000008 0x0000000000469c65 in CBattleInterface::showBattlefieldObjects (
    this=this@entry=0x7fffc4f63900, to=to@entry=0xd370a0)
    at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/battle/CBattleInterface.cpp:3263
0000009 0x000000000046e7b0 in CBattleInterface::show (this=0x7fffc4f63900,
    to=0xd370a0)
    at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/battle/CBattleInterface.cpp:3032
0000010 0x00000000005e69f2 in CPlayerInterface::update (this=<optimized out>)
    at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/CPlayerInterface.cpp:1600
0000011 0x0000000000492711 in operator() (__closure=<optimized out>,
    target=<optimized out>)
    at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/gui/CGuiHandler.cpp:417
0000012 std::_Function_handler<void(IUpdateable*), CGuiHandler::renderFrame()::<lambda(IUpdateable*)> >::_M_invoke(const std::_Any_data &, IUpdateable *) (
    __functor=..., __args#0=<optimized out>)
---Type <return> to continue, or q <return> to quit---
    at /usr/include/c++/4.9/functional:2039
0000013 0x00000000005e9d35 in operator() (__args#0=0x7fffc483e720,
    this=0x7fffffffd150) at /usr/include/c++/4.9/functional:2439
0000014 CPlayerInterface::runLocked(std::function<void (IUpdateable*)>) (
    this=<optimized out>, functor=...)
    at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/CPlayerInterface.cpp:1634
0000015 0x00000000004931b1 in CGuiHandler::renderFrame (
    this=this@entry=0x93dc40 <GH>)
    at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/gui/CGuiHandler.cpp:431
0000016 0x0000000000440a15 in mainLoop ()
    at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/CMT.cpp:1197
0000017 main (argc=<optimized out>, argv=0x7fffffffde98)
    at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/CMT.cpp:485
(gdb)
Снимок экрана от 2015-01-02 22:08:30.png (910,633) 2015-01-02 19:15
https://bugs.vcmi.eu/file_download.php?file_id=2058&type=bug
Saves.zip (1,219,921) 2015-01-03 23:18
https://bugs.vcmi.eu/file_download.php?file_id=2060&type=bug
Notes
(0005304)
Warmonger   
2015-01-02 19:38   
Savegame, steps to reproduce please?
(0005309)
KroArtem   
2015-01-02 19:50   
That's what I was not able to reproduce even with the same savegame, sorry.
(0005313)
KroArtem   
2015-01-03 23:16   
Had the same crash today. Attacked Pegasi with my second hero (not Sandro), but I don't find any similarities between these two crashes.
(0005506)
SXX   
2015-02-15 04:48   
Interesting if this one related to 0002025 or not. :-)





View Issue Details
1786 [VCMI] AI - Battles major always 2014-05-03 19:48 2022-03-21 18:27
KroArtem x86_64  
Nullkiller Ubuntu  
normal 13.10  
assigned 0.95  
open  
none    
none  
   
VCMI crashed during AI's turn [2]
I've had this crash during AI's turn:


Сила отряда: Бессильный
Hero Лорд Аларис moved from 31 13 0 to 30 12 0. Returning 0.
Hero Лорд Аларис apparently used all MPs (0 left)
Looking into Октавия, MP=1560
Of all 1 destinations, object oid=944 seems nice
Октавия will try to visit Магический источник (Не посещено) at (46 14 0)
Moving hero Октавия to tile 46 14 0
Hero Октавия moved from 37 12 0 to 46 14 0. Returning 1.
Looking into Вей, MP=1630
const TerrainTile* CGameInfoCallback::getTile(int3, bool) const: 47 15 1 is not visible!
std::vector<const CGObjectInstance*> CGameInfoCallback::getVisitableObjs(int3, bool) const: 47 15 1 is not visible!

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fffe1a4e700 (LWP 27835)]
CGPathNode::reachable (this=0x0)
at /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/lib/CGameState.cpp:2923
2923 /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/lib/CGameState.cpp: Нет такого файла или каталога.
(gdb) bt
#0 CGPathNode::reachable (this=0x0)
at /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/lib/CGameState.cpp:2923
#1 0x00007fffe2c9dee5 in VCAI::isAccessibleForHero (
this=this@entry=0x7fffbe3ed668, pos=..., h=...,
includeAllies=includeAllies@entry=false)
at /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/AI/VCAI/VCAI.cpp:1627
0000002 0x00007fffe2c9fa75 in VCAI::isGoodForVisit (
this=this@entry=0x7fffbe3ed668, obj=0x7fffbc7f5940, h=...)
at /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/AI/VCAI/VCAI.cpp:1188
0000003 0x00007fffe2ca9132 in VCAI::getPossibleDestinations (
this=this@entry=0x7fffbe3ed668, h=...)
at /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/AI/VCAI/VCAI.cpp:1215
0000004 0x00007fffe2cbf39f in VCAI::wander (this=this@entry=0x7fffbe3ed668, h=...)
at /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/AI/VCAI/VCAI.cpp:1279
0000005 0x00007fffe2cc02c4 in VCAI::performTypicalActions (
this=this@entry=0x7fffbe3ed668)
at /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/AI/VCAI/VCAI.cpp:2195
0000006 0x00007fffe2cc14d7 in VCAI::makeTurnInternal (
this=this@entry=0x7fffbe3ed668)
at /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/AI/VCAI/VCAI.cpp:757
0000007 0x00007fffe2cc1eec in VCAI::makeTurn (this=0x7fffbe3ed668)
at /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/AI/VCAI/VCAI.cpp:668
0000008 0x00007ffff6a9794a in ?? ()
---Type <return> to continue, or q <return> to quit---
from /usr/lib/x86_64-linux-gnu/libboost_thread.so.1.53.0
0000009 0x00007ffff6876f6e in start_thread (arg=0x7fffe1a4e700)
at pthread_create.c:311
0000010 0x00007ffff3d6a9cd in clone ()
at ../sysdeps/unix/sysv/linux/x86_64/clone.S:113
(gdb)
Nothing interesting in server and client log files.
Saves.zip (1,310,377) 2014-05-03 19:48
https://bugs.vcmi.eu/file_download.php?file_id=1809&type=bug
There are no notes attached to this issue.





View Issue Details
2375 [VCMI] AI - Adventure Map crash random 2016-01-14 20:01 2022-03-21 18:01
misiokles PC  
Nullkiller Windows  
normal 10  
assigned 0.98f  
open  
none    
none  
   
Crash during AI turn
During AI turn, after AI's victourious battle, there's random crash.
Used mods: Forgotten Tales (Bastion) and Axolotl Creature Pack.
Autosave_4.vcgm1 (2,872,611) 2016-01-15 06:30
https://bugs.vcmi.eu/file_download.php?file_id=2423&type=bug
Autosave_4.vsgm1 (2,866,015) 2016-01-15 06:31
https://bugs.vcmi.eu/file_download.php?file_id=2424&type=bug
Notes
(0006277)
misiokles   
2016-01-14 20:04   
Link to crash_infos.dmp files (over 5 MB)
http://www102.zippyshare.com/v/nFerkCc3/file.html [^]
(0006278)
SXX   
2016-01-14 20:49   
(edited on: 2016-01-14 20:51)
Welcome to bug tracker. Any chance you have save file before that crash?
VCMI make auto saves on start of each turn.

So if you have one please upload both vcgm1 and vsgm1 files.

(0006280)
misiokles   
2016-01-15 06:34   
Here's savegames. Played mods: Forgotten Tales (Bastion) and Axolotl creature pack. It's strange - game crashes when AI attacks Bastion's Netsutset hero. But sometimes during AI turn, Netsutset become completely another hero without crashes!
(0006282)
SXX   
2016-01-15 14:23   
What exactly Bastion version you running? Can you give a link please?
(0006286)
misiokles   
2016-01-15 18:24   
Version 1.0, with removed Forgotten Tales\mods\Bastion\Content\Sprites\bastion\town-hall.json file, because it seems to cause errors. Here's my zipped 'version': http://www106.zippyshare.com/v/cV38PZi8/file.html [^]
(0006287)
SXX   
2016-01-15 19:56   
(edited on: 2016-01-15 20:16)
Your save is also clearly require WoG, anything else? What submods of WoG enabled?

Did you manage to load it yourself? For me it's stuck on YourTurn package.

(0006288)
misiokles   
2016-01-15 21:19   
Yes, WoG with all submods (except russian translations). Yes, I manage to load it without errors. Used AB map: Time's Up! (quite good for testing).
(0006290)
SXX   
2016-01-15 22:08   
Ok got it working, probably messed up save files last time.
Though now it's doesn't crash for me right away.

Though if I skip multiple turns then I getting crash due to some lock.
(0006291)
SXX   
2016-01-15 22:09   
1	raise			0x7f3167aeecc9	
2	abort			0x7f3167af20d8	
3	??			0x7f3167ae7b86	
4	__assert_fail			0x7f3167ae7c32	
5	boost::shared_mutex::state_data::assert_lock_shared	shared_mutex.hpp	59	0x56a8e5	
6	boost::shared_mutex::unlock_shared	shared_mutex.hpp	262	0x56a756	
7	vstd::detail::unlock_shared_policy<boost::shared_mutex>::unlock	UnlockGuard.h	37	0x56a719	
8	vstd::unlock_guard<boost::shared_mutex, vstd::detail::unlock_shared_policy<boost::shared_mutex>>::unlock_guard	
UnlockGuard.h	60	0x56a6f6	
9	vstd::makeUnlockSharedGuard<boost::shared_mutex>	UnlockGuard.h	106	0x56a69c	
10	vstd::makeUnlockSharedGuardIf<boost::shared_mutex>	UnlockGuard.h	112	0x5581a5	
11	CBattleCallback::sendRequest	CCallback.cpp	188	0x553fae	
12	CBattleCallback::battleMakeAction	CCallback.cpp	178	0x555454	
13	CBattleAI::attemptCastingSpell	BattleAI.cpp	527	0x7f3149e2cf33	
14	CBattleAI::activeStack	BattleAI.cpp	137	0x7f3149e2bd77	
15	CAdventureAI::activeStack	CGameInterface.cpp	238	0x7f316c50f025	
16	CClient::waitForMoveAndSend	Client.cpp	142	0x7aa78c	
17	std::_Mem_fn<void (CClient:: *)(PlayerColor)>::operator()<PlayerColor&, void>	functional	
601	0xa90b6e	
18	std::_Bind<std::_Mem_fn<void (CClient:: *)(PlayerColor)> (CClient *, PlayerColor)>::__call<void, 
, 0ul, 1ul>(std::tuple<>&&, std::_Index_tuple<0ul, 1ul>)	functional	1295	0xa90acb	

19	std::_Bind<std::_Mem_fn<void (CClient:: *)(PlayerColor)> (CClient *, PlayerColor)>::operator()<, 
void>()	functional	1353	0xa90a56	
20	boost::detail::thread_data<std::_Bind<std::_Mem_fn<void (CClient:: *)(PlayerColor)> (CClient 
*, PlayerColor)>>::run()	thread.hpp	117	0xa908dc	
21	??			0x7f316af5da4a	
22	start_thread			0x7f316ad3c182	
23	clone			0x7f3167bb247d	
(0006292)
SXX   
2016-01-15 22:35   
(edited on: 2016-01-15 22:45)
So one more question? Does it crash for you always on skip of turn?
Also what is set as "Neutral AI" for you? StupidAI or BattleAI?

PS: Anyway, how often does it crash for you?

(0006295)
misiokles   
2016-01-16 08:51   
No, it crashes from time to time. Sometimes reload savegame helps, sometimes restart computer, and sometimes nothing :( But I've noticed that crash is often followed by green messages at bottom-left part of the screen. These messages can't be print-screened, but they say that 'something went fishy'. I see strange behaviour with Bastion (for now) heroes before AI turn and after AI turn. In some cases Bastion heroes are switched into another after many autosave reload and new AI turns.

Neutral AI is set to Battle AI.
(0006296)
SXX   
2016-01-16 13:22   
(edited on: 2016-01-16 13:23)
> But I've noticed that crash is often followed by green messages at bottom-left part of the screen.
Green message it's just server error. Most of time they just mean that AI attempt to do something without checking if that possible to do that or not. Though these may be related to crashes.

Also all details most likely present in terminal window that runs alongside with VCMI and there also log files in your documents directory called VCMI_Client.txt / VCMI_Server.txt, so in about the same location as save files are.

(0006307)
misiokles   
2016-01-18 20:55   
Unfortunatelly these logs are lost and re-written due to further games :(
(0006308)
SXX   
2016-01-18 20:59   
It's just for future reports. :-)

Though I may confirm that save sometimes crash, but it's really hard to reproduce it.





View Issue Details
1261 [VCMI] Campaigns trivial always 2013-04-25 20:47 2022-03-21 16:43
Myau PC  
Tow Ubuntu  
normal 12.10  
resolved 0.92  
fixed  
none    
none 1.next  
   
Campaign saves cannot be loaded
The "load campaign save" button in the main menu doesn't work, so campaign saves cannot be loaded at at all. However, saves seem to work well
Just try pressing "load game"->"campaign" in the main menu
Hope it's just a minor bug of the interface
Notes
(0003546)
Myau   
2013-05-21 09:53   
Theese saves seem to be avaliable from the "scenario" button of the menu. But it still looks strange
(0003558)
Tow   
2013-05-26 19:46   
Saves between campaign missions are a not implemented feature.
Usual saves made during the game are stored along the usual Single Player saves.
(0008189)
Povelitel   
2022-03-21 16:43   
already fixed





View Issue Details
3191 [VCMI] AI - Adventure Map crash always 2022-03-07 15:56 2022-03-21 15:20
Povelitel 64  
Nullkiller Windows  
normal 10  
assigned  
open  
none    
none  
   
Crash this turn Nullkiller AI
The accident occurs after the battle in the city. And the disappearance of the tan player.
I specifically added a cheat code for more troops so as not to fight manually

Авария происходит после битвы в городе. И исчезновения коричневого игрока.
Я специально добавил чит кодом побольше войск, чтобы не драться вручную
crash_after_battle.rar (1,009,483) 2022-03-07 15:56
https://bugs.vcmi.eu/file_download.php?file_id=3141&type=bug
There are no notes attached to this issue.





View Issue Details
2566 [VCMI] AI - Adventure Map crash always 2016-10-19 21:05 2022-03-18 19:57
SXX  
 
normal  
resolved 0.98g  
fixed  
none    
none 1.next  
   
Crash on AI turn during hero movement without backtrace
Another report of @povelitel that reproduced fine on Linux as well. Occur probably during AI hero movement and for whatever reason (it's can be due to fact I using ubstable Clang 4.0 with not that new GDB) leave me without proper backtrace.
2566.zip (4,278,007) 2016-10-19 21:07
https://bugs.vcmi.eu/file_download.php?file_id=2610&type=bug
Notes
(0007437)
Povelitel   
2018-03-01 14:10   
from save "CRASH_AI_TURN"

auto currentExit = getObj(currentPos, true)->id;


> VCAI.dll!VCAI::moveHeroToTile::__l7::<лямбда>()Строка 1991 C++ Символы загружены.
     VCAI.dll!VCAI::moveHeroToTile(int3 dst, HeroPtr h)Строка 2002 C++ Символы загружены.
     VCAI.dll!VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)Строка 902 C++ Символы загружены.
     VCAI.dll!VCAI::wander(HeroPtr h)Строка 1624 C++ Символы загружены.
     VCAI.dll!VCAI::performTypicalActions()Строка 2571 C++ Символы загружены.
     VCAI.dll!VCAI::makeTurnInternal()Строка 875 C++ Символы загружены.
     VCAI.dll!VCAI::makeTurn()Строка 785 C++ Символы загружены.
(0008076)
Povelitel   
2022-03-15 06:32   
Not produced in the latest develop!





View Issue Details
1066 [VCMI] Mechanics - Adventure Map crash always 2012-09-01 23:50 2022-03-18 19:50
Zamolxis  
Tow  
normal  
resolved 0.89  
fixed  
none    
none 1.next  
   
Pressing arrow key to move hero until he/she meets an object to pick may lead to freeze
See screenshot & attached (forced) crashdump.

To reproduce, take Sir Mullich in the map from 0001063 and press the Up Arrow to move. It will pick the artifact just above but afterwards, once he has to move first before getting to the next, holding Up Arrow for continuous move will lead to freeze when he gets to the artifact. You will have to minimize the client window and restore in order to get the pop-up message we get when we pick the artifact, but that doesn't help much as the game is still frozen. I tried to fiddle further with alt+tab, minimize+restore, L-/R-clicks, but the only result is what you see in the screenshot (client got an extra translucent blur on top).
2012-09-02_KBmove&pickFreeze.jpg (141,474) 2012-09-01 23:50
https://bugs.vcmi.eu/file_download.php?file_id=1057&type=bug
2012-09-02_KBmove&pickFreeze.7z (138,490) 2012-09-01 23:51
https://bugs.vcmi.eu/file_download.php?file_id=1058&type=bug
Notes
(0002984)
Tow   
2012-09-07 23:21   
Reproducible and I see what's wrong... but it is not easy to fix. I'll return to this later.
(0008054)
Povelitel   
2022-02-10 09:51   
I realize this is a very old post. I tried to reproduce on another map, but I could not repeat it.
(0008185)
Povelitel   
2022-03-18 19:50   
This is a old one. Don't reproduce in current develop





View Issue Details
3038 [VCMI] AI - Adventure Map minor always 2019-02-15 10:05 2022-03-18 16:16
mpech Ubuntu 16.04.5 LTS  
Nullkiller  
normal  
resolved  
fixed  
none    
none 1.next  
   
core in FuzzyHelper::evaluateDanger
hi guys,

from commit (5f87c98) no problem
from commit (6165954): core

modules are death valley, preserve and retreat


#0 FuzzyHelper::evaluateDanger (this=this@entry=0x7f58a12e0c50, obj=obj@entry=0x7f58b2d9c8b0) at /home/mpech2/dl/vcmi/AI/VCAI/FuzzyHelper.cpp:288
288 cb->getTownInfo(obj, iat);
[Current thread is 1 (Thread 0x7f58bcdc0700 (LWP 12907))]
(gdb) bt
#0 FuzzyHelper::evaluateDanger (this=this@entry=0x7f58a12e0c50, obj=obj@entry=0x7f58b2d9c8b0) at /home/mpech2/dl/vcmi/AI/VCAI/FuzzyHelper.cpp:288
#1 0x00007f58cce4efc6 in FuzzyHelper::evaluateDanger (this=0x7f58a12e0c50, tile=..., visitor=0x7f58b1f13ea0, cb=0x7f58a14514a0)
    at /home/mpech2/dl/vcmi/AI/VCAI/FuzzyHelper.cpp:234
0000002 0x00007f58cce30739 in AINodeStorage::evaluateDanger (tile=..., this=<optimized out>)
    at /home/mpech2/dl/vcmi/AI/VCAI/Pathfinding/Rules/../AINodeStorage.h:118
0000003 AIPathfinding::AIMovementAfterDestinationRule::process (this=<optimized out>, source=..., destination=..., pathfinderConfig=<optimized out>,
    pathfinderHelper=<optimized out>) at /home/mpech2/dl/vcmi/AI/VCAI/Pathfinding/Rules/AIMovementAfterDestinationRule.cpp:124
0000004 0x00007f58f691ed8b in CPathfinder::calculatePaths (this=this@entry=0x7f58bcdbf8c0) at /home/mpech2/dl/vcmi/lib/CPathfinder.cpp:364
0000005 0x00007f58f68c88d2 in CGameState::calculatePaths (this=<optimized out>, config=..., hero=<optimized out>)
    at /home/mpech2/dl/vcmi/lib/CGameState.cpp:1980
load game,
end turn
crashes during ai turn

Not sure about fuzzyHelper::
extern boost::thread_specific_ptr<CCallback> cb;
(could not find where cb variable would be written)

however at some point this variable is accessed instead of the one provided as argument (from AINodeStorage)
not sure sure if diff below is acceptable but somehow it solves the core for me (removed AIUtility::compareDanger since not used along the way)

From 4fb2a68069de26edc18b54ea71a2ea3b4ab325ff Mon Sep 17 00:00:00 2001
From: mpech <xx>
Date: Fri, 15 Feb 2019 10:47:30 +0100
Subject: [PATCH] fix core

---
 AI/VCAI/AIUtility.cpp | 6 ------
 AI/VCAI/FuzzyHelper.cpp | 8 ++++----
 AI/VCAI/FuzzyHelper.h | 2 +-
 3 files changed, 5 insertions(+), 11 deletions(-)

diff --git a/AI/VCAI/AIUtility.cpp b/AI/VCAI/AIUtility.cpp
index 7881893..efe6949 100644
--- a/AI/VCAI/AIUtility.cpp
+++ b/AI/VCAI/AIUtility.cpp
@@ -194,12 +194,6 @@ bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectIns
    return ln->cost < rn->cost;
 }
 
-
-bool compareDanger(const CGObjectInstance * lhs, const CGObjectInstance * rhs)
-{
- return fh->evaluateDanger(lhs) < fh->evaluateDanger(rhs);
-}
-
 bool isSafeToVisit(HeroPtr h, crint3 tile)
 {
    return isSafeToVisit(h, fh->evaluateDanger(tile, h.get()));
diff --git a/AI/VCAI/FuzzyHelper.cpp b/AI/VCAI/FuzzyHelper.cpp
index 288b435..0f5ef54 100644
--- a/AI/VCAI/FuzzyHelper.cpp
+++ b/AI/VCAI/FuzzyHelper.cpp
@@ -231,7 +231,7 @@ ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, co
 
    if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
    {
- objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
+ objectDanger = evaluateDanger(dangerousObject, cb); //unguarded objects can also be dangerous or unhandled
        if(objectDanger)
        {
            //TODO: don't downcast objects AI shouldn't know about!
@@ -251,7 +251,7 @@ ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, co
                auto guards = cb->getGuardingCreatures(it->second->visitablePos());
                for(auto cre : guards)
                {
- vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));
+ vstd::amax(guardDanger, evaluateDanger(cre, cb) * tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));
                }
            }
        }
@@ -260,14 +260,14 @@ ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, co
    auto guards = cb->getGuardingCreatures(tile);
    for(auto cre : guards)
    {
- vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around
+ vstd::amax(guardDanger, evaluateDanger(cre, cb) * tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around
    }
 
    //TODO mozna odwiedzic blockvis nie ruszajac straznika
    return std::max(objectDanger, guardDanger);
 }
 
-ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
+ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj, const CPlayerSpecificInfoCallback * cb)
 {
    if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
        return 0;
diff --git a/AI/VCAI/FuzzyHelper.h b/AI/VCAI/FuzzyHelper.h
index 679c4f6..8826817 100644
--- a/AI/VCAI/FuzzyHelper.h
+++ b/AI/VCAI/FuzzyHelper.h
@@ -43,7 +43,7 @@ public:
    Goals::TSubgoal chooseSolution(Goals::TGoalVec vec);
    //std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec);
 
- ui64 evaluateDanger(const CGObjectInstance * obj);
+ ui64 evaluateDanger(const CGObjectInstance * obj, const CPlayerSpecificInfoCallback * _cb);
    ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const CPlayerSpecificInfoCallback * cb);
    ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor);
 };
--
2.7.4
sun2.zip (2,014,265) 2019-02-15 10:05
https://bugs.vcmi.eu/file_download.php?file_id=2986&type=bug
Notes
(0007750)
Nullkiller   
2019-02-16 09:14   
(edited on: 2019-02-16 09:15)
Will be fixed in https://github.com/vcmi/vcmi/pull/552 [^]






View Issue Details
2519 [VCMI] Mechanics - Town structures tweak always 2016-09-25 20:19 2022-03-18 13:42
Povelitel 64  
SXX Windows  
low 10  
assigned 0.98g  
open  
none    
none 1.next  
   
The hero does not receive messages in the new week about the stable if he sleeps in the city
The hero sleeping in the city does not receive messages on the new week. But he gets movepoints. Even if you do not activate the city menu. But it will be correct if he receives movepoints exactly when he opens the city menu
stable.png (88,297) 2022-03-17 12:41
https://bugs.vcmi.eu/file_download.php?file_id=3144&type=bug
Notes
(0006748)
Povelitel   
2016-09-25 20:26   
And I have a strong suspicion that stable give much more 400 movepoints
(0007143)
Povelitel   
2017-07-16 15:12   
В общем такое дело.
При отстроенной конюшне в замке если зайти в город через клик мышки (клик по городу), то бонус на мувы герой не получит (подразумевается что герой уже в замке стоит).
Если же просто нажать пробел, то все хорошо.

И еще, конюшня дает вместо 400х мувов 600, что не правильно.
(0008160)
Povelitel   
2022-03-17 12:40   
Update:

The hero sleeping in the city does not receive messages on the new week. But he gets movepoints. Even if you do not activate the city menu. But it will be correct if he receives movepoints exactly when he opens the city menu

Ночующий в городе герой не получает сообщения на новой неделе. Но мувпоинты получает. Даже если не активировать меню города. Но правильно будет если он получит мувпоинты именно когда откроет меню города





View Issue Details
3182 [VCMI] Mods feature always 2021-06-27 00:15 2022-03-18 12:23
NokturnL Mobile  
Android  
normal 11  
new 0.99  
open  
none    
none  
   
Cannot complete town buildings
In Highlands castle the observation deck cannot be completed causing the rest of the castle un-buildable. Massages good cannot be built. Problem is the observation deck takes up 3 slots and is self requiring.
Start New games
Reinstalled entire game
Added mods
Removed mods
Added one by one.
Screenshot_20210627-100924.png (2,860,810) 2021-06-27 00:15
https://bugs.vcmi.eu/file_download.php?file_id=3129&type=bug
Screenshot_20210627-100912.png (2,715,391) 2021-06-27 05:48
https://bugs.vcmi.eu/file_download.php?file_id=3130&type=bug
Notes
(0008031)
NokturnL   
2021-06-27 05:48   
Also happening with Haven mod.





View Issue Details
2943 [VCMI] Mechanics - Battles minor always 2018-03-31 23:09 2022-03-18 12:14
hkoehler  
 
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
Land mines do not explode
When casting the land mines spell in battle, the mines appear but enemy creatures can walk right over them without triggering them (no animation, no damage, mine remains).
Notes
(0008174)
Povelitel   
2022-03-18 12:14   
Tested, everything works well in the current develop





View Issue Details
2855 [VCMI] Mechanics - Battles minor always 2018-01-12 17:22 2022-03-18 08:57
Dydzio Microsoft Windows  
Windows 7  
normal Home Premium x64  
resolved 1.next  
fixed  
none    
none 1.next  
   
Counterspells should dispel relevant spells
Casting Speed on slowed unit should additionally dispel Slow spell casted on that unit

Same should be with:
Slow dispel Speed
Bless dispel Curse
Curse dispel Bless
b_srednie.h3m (4,424) 2018-01-13 21:40
https://bugs.vcmi.eu/file_download.php?file_id=2834&type=bug
Notes
(0007358)
AVS   
2018-01-13 01:05   
Is this broken in develop or regression of spells branch?
(0007360)
Dydzio   
2018-01-13 02:07   
Tested only spells branch - should be fixed there anyway.
(0007363)
Dydzio   
2018-01-13 21:40   
(edited on: 2018-01-13 21:42)
Looked further into a problem on spellsrefactoring branch and it appears on specific map, cannot even reproduce it yet without AI playing the blue hero. I attached map. Attack hero "Ignatius" with hero "Orrin", try to dispel "slow" with "speed" and "curse" with "bless". It is somewhat hard to reproduce and "cure". also got situation in this battle when I was unable to rid of slow with "cure" on friendly unit.

Proof: https://imgur.com/rc3oczF [^]

(0008171)
Povelitel   
2022-03-18 08:57   
Tested, everything works well in the current develop





View Issue Details
2374 [VCMI] AI - Adventure Map minor always 2016-01-13 22:07 2022-03-17 10:45
Kantor  
SXX  
high  
assigned 0.98f  
open  
none    
none  
   
VisitHero::fulfillsMe goal check used after battle with killed hero
Crash happens after Aislinn (green player) and Piquedram (tan player) battle.
Saves.7z (784,625) 2016-01-13 22:07
https://bugs.vcmi.eu/file_download.php?file_id=2422&type=bug
Notes
(0006271)
SXX   
2016-01-14 06:12   
May be related to issue with boat: 0002350
(0006272)
SXX   
2016-01-14 06:38   
So it's not really the case like with the boat, but just a bad code. It's uses AI goal VisitHero pointer to hero object after killing it.
(0006361)
SXX   
2016-01-23 19:16   
As crash fixed within 0002390 that now less important bug. Though fact that VISIT_HERO used for enemies that may be killed make me think problem may cause some issues with AI as well.
(0008156)
Povelitel   
2022-03-17 10:45   
Could not be repeated in the current develop. AI behaves differently. Aislin does not go to kill Pikedram, he is killed by another hero after a while. And there is no crash.





View Issue Details
3031 [VCMI] Other crash have not tried 2019-01-05 22:06 2022-03-17 10:01
alex Mac  
macOS Mojave  
normal 10.14.2  
resolved 0.99  
fixed  
none    
none 1.next  
   
hang on victory
game hangs when the map is won
load the last autosave and complete the game
Autosave_4.vcgm1 (3,905,814) 2019-01-05 22:06
https://bugs.vcmi.eu/file_download.php?file_id=2975&type=bug
Autosave_4.vsgm1 (3,909,073) 2019-01-05 22:08
https://bugs.vcmi.eu/file_download.php?file_id=2976&type=bug
Notes
(0007955)
Povelitel   
2020-12-02 12:09   
Works fine in aa687a15a8c29e6090b928c9e730db72847d3d90
(0008153)
Povelitel   
2022-03-17 10:00   
In the current develop, everything works well. Try the latest Mac builds from here https://builds.vcmi.download/branch/develop/macOS/ [^]





View Issue Details
2202 [VCMI] Campaigns crash always 2015-05-30 11:06 2022-03-17 09:54
Omeganian PC  
SXX Windows  
low 8.1  
resolved 0.98  
fixed  
none    
none 1.next  
   
A crash when trying to proceed to the next Campaign map
After finishing the "after the amulet" map, the game crashes when trying to start the next map.
It seems to be a matter of heroes garrisoning the towns (when I remove all of them from the top rows, it proceeds as normal). Still, annoying.
Notes
(0005740)
Omeganian   
2015-05-30 11:12   
I did manage to start the next map... crashes when a hero enters the town.
(0007433)
Povelitel   
2018-03-01 12:46   
True for e48797f

Whren hero Gem enter in castle

throw std::runtime_error("internal error");

> VCMI_lib.dll!CBonusSystemNode::childDetached(CBonusSystemNode * child)Строка 908 C++ Символы загружены.
     VCMI_lib.dll!CBonusSystemNode::detachFrom(CBonusSystemNode * parent)Строка 792 C++ Символы загружены.
     VCMI_lib.dll!CGTownInstance::setVisitingHero(CGHeroInstance * h)Строка 1175 C++ Символы загружены.
     VCMI_lib.dll!HeroVisitCastle::applyGs(CGameState * gs)Строка 169 C++ Символы загружены.
     VCMI_lib.dll!CApplyOnGS<HeroVisitCastle>::applyOnGS(CGameState * gs, void * pack)Строка 63 C++ Символы загружены.
     VCMI_lib.dll!CGameState::apply(CPack * pack)Строка 1958 C++ Символы загружены.
     VCMI_client.exe!CClient::handlePack(CPack * pack)Строка 686 C++ Символы загружены.
     VCMI_client.exe!CClient::run()Строка 190 C++ Символы загружены.


It's campaign SoD - New Begining - mission 2
(0007538)
Povelitel   
2018-03-25 09:24   
I can add other one

Campaign "Rise of the Necromancer" - "Duke Alaris" (mission 4)

When my Sandro enter in town crash happen


throw std::runtime_error("internal error");

> VCMI_lib.dll!CBonusSystemNode::childDetached(CBonusSystemNode * child)Строка 972 C++ Символы загружены.
     VCMI_lib.dll!CBonusSystemNode::detachFrom(CBonusSystemNode * parent)Строка 852 C++ Символы загружены.
     VCMI_lib.dll!CGTownInstance::setVisitingHero(CGHeroInstance * h)Строка 1177 C++ Символы загружены.
     VCMI_lib.dll!HeroVisitCastle::applyGs(CGameState * gs)Строка 169 C++ Символы загружены.
     VCMI_lib.dll!CApplyOnGS<HeroVisitCastle>::applyOnGS(CGameState * gs, void * pack)Строка 63 C++ Символы загружены.
     VCMI_lib.dll!CGameState::apply(CPack * pack)Строка 1958 C++ Символы загружены.
     VCMI_client.exe!CClient::handlePack(CPack * pack)Строка 686 C++ Символы загружены.
     VCMI_client.exe!CClient::run()Строка 190 C++ Символы загружены.
(0008152)
Povelitel   
2022-03-17 09:54   
In the current develop, everything works well





View Issue Details
2370 [VCMI] Mechanics - Other feature N/A 2016-01-10 16:28 2022-03-17 09:14
SXX  
 
high  
acknowledged 0.98f  
open  
none    
none  
   
Missing feature - AI resource bonus
As it's known AI in H3 with high difficulty have resource bonus on each day and we're missing this feature. According to FizMiG (sadly in russian only) bonuses are:
80% difficulty:
 - Gold income: -25%
160% difficulty:
 - Gold: +25%
 - Wood and ore: +39%
 - Other: +14%
200% difficulty:
 - Gold: +50%
 - Wood and ore: +53%
 - Other: +28%

...

Straight translation from FizMiG about how it's implemented in H3:
 - Multiplier % is applied on total weekly income of certain resource.
 - Bonus is spreaded over week so AI get portion of bonus every day.
 - Still bonus calculated every day so if income change bonus is changed too.
 - If AI player don't have any income there is no bonus.
Here is example given:
 - Difficulty is 200%
 - Weekly income of wood of AI player is 34.
 - Total bonus over week going to be 18.
It's said that daily bonus is rounded up, but not explained how exactly it's rounded.
1 - Choose uploaded testing map and start it in single player
2 - Set difficulty to 200%
3 - Set both AI and and hero starting bonus to artifact (so starting resource bonus don't apply)
4 - Start, skip turns
5 - Now save and load it as hotseat to see total resource income.
I just did basic testing just to confirm there is bonuses, but I didn't attempted to check exact formula.
Results from my testing map that compensate human player for 200% difficulty:
Daily income:        2,  1,  2,  1,  1,  1,  1500
Start resources:     15, 7,  15, 7,  7,  7,  10000
Week 2, day 1 human: 29, 14, 29, 14, 14, 14, 20500
Week 2, day 1 AI:    36, 16, 35, 16, 16, 16, 25750
SXX_Resource_test_v1.h3m (1,689) 2016-01-10 16:28
https://bugs.vcmi.eu/file_download.php?file_id=2417&type=bug
______________________.png (194,561) 2022-03-17 09:14
https://bugs.vcmi.eu/file_download.php?file_id=3143&type=bug
There are no notes attached to this issue.





View Issue Details
2974 [VCMI] Multiplayer major always 2018-07-19 01:57 2022-03-17 08:36
Andruids PC  
Povelitel Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none 1.next  
   
Hot seat custom map Crash
I made a custom map with two heroes to check one of my new mods. Every time I finished the battle (so one of the players won), VCMI client crashed.
1. Start 2 player Hot Seat Scenario.
2. Win with one player.
I attach a simple map (the one I was using) to make the reproduction easier.
CyclopsfuryTEST.vmap (2,761) 2018-07-19 01:57
https://bugs.vcmi.eu/file_download.php?file_id=2917&type=bug
Notes
(0008147)
Povelitel   
2022-03-17 08:36   
Failed to reproduce after five attempts





View Issue Details
2535 [VCMI] GUI - Other major always 2016-09-30 14:45 2022-03-17 06:14
SXX  
 
normal  
resolved 0.98g  
fixed  
none    
none 1.next  
   
Client might stuck after battle if it's not recieve battle result window
Problem reported to me by @Povelitel. It's works fine if quick combat is active, but if it's not you'll will always en up with frozen client.

So reproduction is easy:
 - Load save
 - Make sure quick battle disabled
 - Skip turn.
Blue player attack trolls, you lose and client stuck.
2535.zip (970,739) 2016-09-30 14:47
https://bugs.vcmi.eu/file_download.php?file_id=2575&type=bug
Notes
(0008141)
Povelitel   
2022-03-17 06:14   
Not reproduce in the current develop





View Issue Details
1486 [VCMI] AI - Battles crash unable to reproduce 2013-10-07 14:42 2022-03-16 20:05
hippox VCMI windows  
SXX Windows 7 64  
normal SP1  
resolved 0.94  
fixed  
none    
none 1.next  
   
Catapult errors. Crash. In battle (siege). Hotseat.
Was playing a hotseat game with myself. 2 players. Necropolis and Tower. Map was 'Arrogance'. I was attacking blue player's starting town (Tower). Both players used auto-combat in the siege.

I was getting a lot of these server errors: 'catapult tried attacking already destroyed wall' or something like that, however, no walls were destroyed to start with the error started (first turn). The catapult would still fire rarely (maybe every 3-6 turn) turn.
Not sure.
VCMI battle hotseat crash.rar (452,883) 2013-10-07 14:42
https://bugs.vcmi.eu/file_download.php?file_id=1534&type=bug
save.rar (285,370) 2013-10-07 14:49
https://bugs.vcmi.eu/file_download.php?file_id=1536&type=bug
Notes
(0004067)
hippox   
2013-10-07 14:51   
The crash might have occurred on the last hit (winning). I tried to load and do the same attack, but it then didn't crash. Still, the catapult errors every time.
(0006383)
SXX   
2016-01-29 20:38   
I had crash in hotseat with both players using auto battle. Crashed at "CBattleInterface::activateStack" that does have comment about that case.
(0008139)
Povelitel   
2022-03-16 20:05   
Fixed long time ago





View Issue Details
2109 [VCMI] Mechanics - Objects minor always 2015-02-23 17:28 2022-03-16 19:30
Povelitel  
SXX  
normal  
assigned 0.97b  
open  
none    
none  
   
Den of Thieves - incorrect show
I have strong hero and army, he has level 15. And I have second hero, 17 lvl he has in army only 1 pixi, but Den of Thieves show him strong hero.

Just evaluates the level of the hero
There are no notes attached to this issue.





View Issue Details
1722 [VCMI] AI - Adventure Map minor always 2014-02-24 20:14 2022-03-16 17:11
xyz  
Tow  
normal  
resolved 0.94f  
fixed  
none    
none 1.next  
   
Very long AI turn
AI takes more than 3 minutes (got too tired and terminated it) to finish its turn.
Load, press "end turn"
over_3m_turn.zip (360,710) 2014-02-24 20:14
https://bugs.vcmi.eu/file_download.php?file_id=1742&type=bug
Notes
(0008130)
Povelitel   
2022-03-16 17:11   
Guys, I will close this bug after the statute of limitations expires. It cannot be reproduced. It doesn't even have a map name to check. And since that time, a lot of water has flowed under the bridge. It's probably already been fixed. But if the problem still exists, you can always open a new ticket.





View Issue Details
3172 [VCMI] Other crash always 2021-02-14 11:25 2022-03-16 13:20
deniszharkov OS X  
 
normal 10.14.6  
resolved 0.99  
fixed  
none    
none 1.next  
   
Crash when entering the battle
I've installed a fresh version and just copied Data/Mp3/Maps dirs from common HOMM3 GOG windows installation with no mods

Everything just works fine before entering the battle or moving a unit
Then program fails with the following trace
Thread 13 Crashed:
0 libvcmi.dylib 0x000000011ba55219 CCreature::isItNativeTerrain(ETerrainType::EETerrainType) const + 57
1 libvcmi.dylib 0x000000011b59242b CBattleInfoEssentials::battleHasNativeStack(unsigned char) const + 203
2 libvcmi.dylib 0x000000011b591fc2 CBattleInfoEssentials::battleIsObstacleVisibleForSide(CObstacleInstance const&, BattlePerspective::BattlePerspective) const + 66
3 libvcmi.dylib 0x000000011b591a46 CBattleInfoEssentials::battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective>) const + 502
4 libvcmi.dylib 0x000000011b57f4cb CBattleInfoCallback::getAccesibility() const + 1867
5 libvcmi.dylib 0x000000011b57fc16 CBattleInfoCallback::getReachability(battle::Unit const*) const + 182
6 libStupidAI.dylib 0x000000011963f55c CStupidAI::activeStack(CStack const*) + 220
7 vcmiclient 0x000000010b233c8a CClient::waitForMoveAndSend(PlayerColor) + 442
8 vcmiclient 0x000000010b2ab5dc boost::detail::thread_data<std::__1::__bind<void (CClient::*)(PlayerColor), CClient*, PlayerColor&> >::run() + 60
9 libboost_thread-mt.dylib 0x000000010e2a3878 boost::(anonymous namespace)::thread_proxy(void*) + 136
10 libsystem_pthread.dylib 0x00007fff72e372eb _pthread_body + 126
11 libsystem_pthread.dylib 0x00007fff72e3a249 _pthread_start + 66
12 libsystem_pthread.dylib 0x00007fff72e3640d thread_start + 13
Notes
(0008002)
Nullkiller   
2021-02-14 11:43   
Does it crash if you fight against computer player hero on a small temp map?
(0008003)
deniszharkov   
2021-02-14 11:46   
Yes, it's a computer hero on a map
Didn't get what you mean for "temp", sorry
(0008004)
Nullkiller   
2021-02-14 11:48   
libStupidAI.dylib usually is used for neutral creatures. And for computer heroes it should be libBattleAI. But this is optional so. Configurable in vcmi_launcher or settings.json manually
(0008005)
Nullkiller   
2021-02-14 11:49   
If both AI crash it is either mods or something bad with your build
(0008006)
Nullkiller   
2021-02-14 11:50   
Some mods are incompatible with each other. Do you have any mods installed?
(0008007)
deniszharkov   
2021-02-14 11:57   
AI change didn't help
I have "Mods" dir empty
Maybe my HOMM3 installation is old/invalid?
(0008008)
Nullkiller   
2021-02-14 12:02   
If map loads correctly and you can walk without any issues it should be ok. The build itself might be wrong. I do not know if we have some daily builds available for MacOS and external sources might be outdated.
(0008009)
deniszharkov   
2021-02-14 12:05   
https://bugs.vcmi.eu/view.php?id=3155 [^] looks related
I've just built a dmg from the master branch and having the same issue
(0008010)
deniszharkov   
2021-02-14 12:08   
After my steps are finished, when the opposite heroes start moving it fails with
0 libvcmi.dylib 0x000000011dcbfd9d SpellID::toSpell() const + 29
1 libVCAI.dylib 0x000000011d4a0abc AIPathfinding::AILayerTransitionRule::setup() + 1052
2 libVCAI.dylib 0x000000011d4a0610 AIPathfinding::AILayerTransitionRule::AILayerTransitionRule(CPlayerSpecificInfoCallback*, VCAI*, std::__1::shared_ptr<AINodeStorage>) + 112
3 libVCAI.dylib 0x000000011d482306 std::__1::shared_ptr<AIPathfinding::AILayerTransitionRule> std::__1::shared_ptr<AIPathfinding::AILayerTransitionRule>::make_shared<CPlayerSpecificInfoCallback*&, VCAI*&, std::__1::shared_ptr<AINodeStorage>&>(CPlayerSpecificInfoCallback*&&&, VCAI*&&&, std::__1::shared_ptr<AINodeStorage>&&&) + 118
4 libVCAI.dylib 0x000000011d48093e AIPathfinding::makeRuleset(CPlayerSpecificInfoCallback*, VCAI*, std::__1::shared_ptr<AINodeStorage>) + 78
5 libVCAI.dylib 0x000000011d48106f AIPathfinding::AIPathfinderConfig::AIPathfinderConfig(CPlayerSpecificInfoCallback*, VCAI*, std::__1::shared_ptr<AINodeStorage>) + 95
6 libVCAI.dylib 0x000000011d485a46 std::__1::shared_ptr<AIPathfinding::AIPathfinderConfig> std::__1::shared_ptr<AIPathfinding::AIPathfinderConfig>::make_shared<CPlayerSpecificInfoCallback*&, VCAI*&, std::__1::shared_ptr<AINodeStorage>&>(CPlayerSpecificInfoCallback*&&&, VCAI*&&&, std::__1::shared_ptr<AINodeStorage>&&&) + 118
7 libVCAI.dylib 0x000000011d484d72 AIPathfinder::updatePaths(std::__1::vector<HeroPtr, std::__1::allocator<HeroPtr> >) + 866
8 libVCAI.dylib 0x000000011d497730 PathfindingManager::updatePaths(std::__1::vector<HeroPtr, std::__1::allocator<HeroPtr> >) + 176
9 libVCAI.dylib 0x000000011d4ac769 AIhelper::updatePaths(std::__1::vector<HeroPtr, std::__1::allocator<HeroPtr> >) + 41
10 libVCAI.dylib 0x000000011d5648e4 VCAI::mainLoop() + 2692
11 libVCAI.dylib 0x000000011d55e8fa VCAI::makeTurn() + 1018
12 libboost_thread-mt.dylib 0x000000011000f878 boost::(anonymous namespace)::thread_proxy(void*) + 136
13 libsystem_pthread.dylib 0x00007fff72e372eb _pthread_body + 126
14 libsystem_pthread.dylib 0x00007fff72e3a249 _pthread_start + 66
15 libsystem_pthread.dylib 0x00007fff72e3640d thread_start + 13
(0008011)
Nullkiller   
2021-02-14 12:44   
(edited on: 2021-02-14 12:45)
Is it debug or release? I had a lot of issues with debug/release mix on windows. When the lib is compiled in release but referenced from debug and so on.

(0008012)
deniszharkov   
2021-02-14 12:50   
I just used default settings
And also builds from official page don't work with the same failures
(0008015)
vlad309523   
2021-02-15 18:06   
Same here: https://bugs.vcmi.eu/view.php?id=3148 [^]
(0008128)
Povelitel   
2022-03-16 13:19   
Fixed by vlad309523





View Issue Details
1793 [VCMI] Campaigns minor always 2014-05-27 22:53 2022-03-16 12:26
Yuto Android  
SXX  
high  
resolved 0.95  
fixed  
none    
none 1.next  
   
RoF
First campigan restoration of erathia - computer never end move
Notes
(0008119)
Povelitel   
2022-03-16 12:26   
Fixed long time ago.
Try the latest builds https://builds.vcmi.download/branch/develop/Android/ [^]





View Issue Details
3167 [VCMI] Launcher crash always 2021-02-09 10:17 2022-03-16 10:40
sausame  
Mac OS  
high Catalina 10.15.4  
resolved 0.99  
fixed  
none    
none 1.next  
   
Crash when click single scenario in new game
It says as following,

----------------------------
Main Thread Checker: UI API called on a background thread: -[NSView removeFromSuperview]
PID: 975, TID: 1656833, Thread name: (none), Queue name: com.apple.root.default-qos.overcommit, QoS: 0
Backtrace:
4 libSDL2-2.0.0.dylib 0x000000010c2c4282 Cocoa_StopTextInput + 52
5 libSDL2-2.0.0.dylib 0x000000010c2a4385 SDL_StopTextInput_REAL + 30
6 vcmiclient 0x00000001005bee87 _ZN8CSDL_Ext13stopTextInputEv + 23
7 vcmiclient 0x000000010092f5c1 _ZN10CTextInput9focusLostEv + 17
8 vcmiclient 0x000000010092e1af _ZN10CFocusable9giveFocusEv + 63
9 vcmiclient 0x000000010092eb0d _ZN10CTextInputC1ERK4RectRK5PointRKNSt3__112basic_stringIcNS6_11char_traitsIcEENS6_9allocatorIcEEEERK13CFunctionListIFvSE_EE + 557
1, launch client with './vcmiclient'
2, click button named of 'new game'
3, click button named of 'single scenario'
4, it will crash.
The application runs OK when click 'Campaign'.

By the way, when I add breakpoints in this source file, it runs OK.

---------------------------

bool LobbyClientConnected::applyOnLobbyHandler(CServerHandler * handler)
{
    // Check if it's LobbyClientConnected for our client
    if(uuid == handler->c->uuid)
    {
        handler->c->connectionID = clientId;
        if(!settings["session"]["headless"].Bool())
            GH.pushIntT<CLobbyScreen>(static_cast<ESelectionScreen>(handler->screenType));
        handler->state = EClientState::LOBBY;
        return true;
    }
    return false;
}
ui-api-called-in-background-thread.log (14,942) 2021-02-09 10:17
https://bugs.vcmi.eu/file_download.php?file_id=3114&type=bug
code.png (4,318,927) 2021-02-09 10:18
https://bugs.vcmi.eu/file_download.php?file_id=3115&type=bug
Notes
(0007998)
sausame   
2021-02-09 10:19   
(edited on: 2021-02-09 10:20)
The last commit of code is as followed.

-----------------
commit db1f9a15b0f67c59aacd7e0af41ef460f6455baf (HEAD -> develop, origin/develop, origin/HEAD)
Merge: 3b8d61009 3add3156e
Author: Alexander Shishkin <alexvins@users.noreply.github.com>
Date: Mon Feb 8 07:32:09 2021 +0300

    Merge pull request 0000675 from ShubusCorporation/do/fix/mod_system_and_interface_bugs

    Fixed: Mods dependency issues leading to hanging & 'Restart Scenario' button functionality

(0007999)
odmitriy   
2021-02-09 14:06   
vcmiserver[984:1656829] dynamic_cast error 2: One or more of the following type_info's has hidden visibility or is defined in more than one translation unit. They should all have public visibility. 13CPackForLobby, 20LobbyClientConnected, 20LobbyClientConnected.


"One of the reasons this could happen is that your app loads several different versions of the same library. For example in my case, I simply didn't remove a path to old version from library search path. Try to see (in debugger) what libraries are loaded in your app, and check that the same library wasn't loaded from different locations."

https://stackoverflow.com/questions/51297638/how-to-fix-type-infos-has-hidden-visibility-they-should-all-have-public-visib [^]
(0008016)
vlad309523   
2021-02-15 18:13   
Looks like there are extra SDL_StopTextInput calls. I've fixed logic of CFocusable here: https://github.com/vcmi/vcmi/pull/683 [^]
(0008108)
Povelitel   
2022-03-16 10:40   
Fixed by vlad309523





View Issue Details
1826 [VCMI] AI - Adventure Map major always 2014-07-05 08:10 2022-03-16 09:05
Siegfried  
Tow Linux  
normal Ubuntu 14  
resolved 0.96  
fixed  
none    
none 1.next  
   
AI endless loop
This bug is reproducable 100% on the first AI turn in the "good" campaign map 1: The AI hero moves to his home town, interacts with that town, then moves to his home town, then moves to his home town, ... I have let it run for more then 12 hours. It never ends.

I reproduced this loop in the map "titans winter" somewhere mid-game. So this might happen on any map. Although up to that point the AI did quite well and not that extremely slow.
Just start the map, do something or do not anything, and end your turn. To view it use cheat vcmieagles. Enabling AI trace before starting the game may help in finding the reason.
The first scenario in the good campaign is the only one where it happens 100% on the first turn. An excerpt of the logfile is available at http://forum.vcmi.eu/viewtopic.php?t=866&start=45 [^]
Notes
(0008087)
Povelitel   
2022-03-16 05:34   
Fixed long time ago





View Issue Details
3086 [VCMI] GUI - Town screen crash always 2019-09-12 17:24 2022-03-15 18:25
Yuya Windows  
Nullkiller Windows 7 64bits  
high  
resolved 0.99  
fixed  
none    
none 1.next  
   
Town screen creatures crash
When going in the Town's castle section where every units is displayed, clicking on any of those creatures will result in an instant crash. This will happen with every creatures of any faction. Here is the error message that will be displayed 2 times after the crash (any music will still be playing):

VCMI Crashhandler: VCMI has crashed. We are sorry. File with information about encountered problem has been created.
1. Go on any town and left click on the castle.
2. Left-click on any creatures and the game will crash.
VCMI 0.99 (21-Jul-2019 Build) + Up-to-date WoG expansion.
VCMI_client.exe_crashinfo.dmp (12,959,754) 2019-09-12 17:24
https://bugs.vcmi.eu/file_download.php?file_id=3044&type=bug
Notes
(0008080)
Povelitel   
2022-03-15 18:25   
"Fort bug" fixed already





View Issue Details
1907 [VCMI] GUI - Other crash always 2014-09-26 15:18 2022-03-14 22:45
Drake Windows  
Povelitel Windows 7  
normal 6.1  
resolved 0.96b  
fixed  
none    
none 1.next  
   
View Hex grid button crashes game, and some buttons in battle setting don't work
Just what the summary says. The button for battlefield casualties doesn't work, none of the auto-combat options work, the creature info buttons don't work, and the music/effects volume selection doesn't work at all.
In battle, open the system options. You can see from there the broken buttons, and if you click on the View Hex Grid button the game will crash and exit automatically to the desktop
New Bitmap Image (4).bmp (1,440,054) 2014-09-26 15:18
https://bugs.vcmi.eu/file_download.php?file_id=1923&type=bug
Notes
(0005958)
SXX   
2015-10-17 03:14   
Crash is now fixed for sure.
(0008069)
Povelitel   
2022-03-14 22:45   
Fixed a long time ago





View Issue Details
2111 [VCMI] GUI - Other crash always 2015-02-25 06:29 2022-03-14 22:34
Myau  
Povelitel  
normal  
resolved 0.97b  
fixed  
none    
none 1.next  
   
Segfault when opening a hero screen
Selection of the hero and opening his hero screen causes a crash with segmentation fault.
Load attached save and double-click on a second hero (Damacon).
Warning: IntObject re-activated with mismatching used and active
read: End of file
Ended handling connection
Segmentation fault
hero_test.zip (560,749) 2015-02-25 06:29
https://bugs.vcmi.eu/file_download.php?file_id=2131&type=bug
Notes
(0008068)
Povelitel   
2022-03-14 22:34   
This bug should already be fixed. If suddenly it repeats for you, create a new ticket please





View Issue Details
1882 [VCMI] Campaigns crash always 2014-08-23 14:50 2022-03-14 22:21
peti2001 Ubuntu 64 bit  
Povelitel Kernel Linux 3.5.0-54-generic  
normal 12.04(precise)  
resolved  
fixed  
none    
none 1.next  
   
Game crash after entering into the Town
I play the New Beginnings / Driving for the Boots mission. Each time if I try to enter into the Town with any of my heroes the game crash.
I attached the game save.
1. Select any hero
2. Go to the town with the hero.
Newgame_Autosave_4.tar.gz (434,036) 2014-08-23 14:50
https://bugs.vcmi.eu/file_download.php?file_id=1896&type=bug
Notes
(0004929)
peti2001   
2014-08-23 14:53   
I forgot to add the console output.

Server opened savegame properly.
Sent info to server: 10
Warning: IntObject re-activated with mismatching used and active
vcmiserver: /build/buildd/vcmi-0.95~precise3/lib/HeroBonus.cpp:752: void CBonusSystemNode::detachFrom(CBonusSystemNode*): Assertion `vstd::contains(parents, parent)' failed.
vcmiclient: /build/buildd/vcmi-0.95~precise3/lib/HeroBonus.cpp:752: void CBonusSystemNode::detachFrom(CBonusSystemNode*): Assertion `vstd::contains(parents, parent)' failed.
Aborted (core dumped)
Aborted (core dumped)
(0008067)
Povelitel   
2022-03-14 22:21   
This bug should already be fixed. If suddenly it repeats for you, create a new ticket please





View Issue Details
1818 [VCMI] Mechanics - Adventure Map major always 2014-06-29 15:07 2022-02-10 11:10
Ivan  
SXX  
low  
resolved 0.95c  
fixed  
none    
none 1.next  
   
Extreme slowdown on hero movement after revealing entire map (pathfinder?)
To reproduce:
- Load map "Thousand Islands"
- Move your hero around island (everything OK)
- reveal entire map via vcmieagles
- Try moving hero again. At this moment movement becomes extremely slow consuming all CPU power.
- Board ship at south-east corner of island, using vcminahar if needed
- Hero movement seem so be back to normal

Probably pathfinder does not reacts well to huge water spaces when there is available ship in vicinity.
billions of billions islands.h3m (11,524) 2014-12-21 15:39
https://bugs.vcmi.eu/file_download.php?file_id=2038&type=bug
Notes
(0004810)
Warmonger   
2014-06-29 18:08   
It may be similiar to already fixed bottleneck in adventure AI, will check.
(0005220)
Warmonger   
2014-12-20 10:52   
Is this still an issue?
(0005246)
Kantor   
2014-12-21 15:39   
I've compared both versions(0.95c and 0.97b) and it seems that issue has gone. In VCMI 0.95c moving hero was doing small delays between tiles, and in current version he doesn't. But there still is something like small freeze every time hero is ending his move. That slowdowns are quite well visible on the map which I'm including, just repeat the same steps in description. I'm not sure if it can be considered as a new issue, if yes, I'll create one.
(0006113)
SXX   
2015-11-25 07:08   
Updated pathfinder I just merged should already be much faster as we fixed multiple bottlenecks, but there also work on separate thread:
https://github.com/vcmi/vcmi/pull/138 [^]

If threading implemented pathfinder won't affect client responsiveness even on super-slow devices.
(0008056)
Povelitel   
2022-02-10 11:10   
Another outdated ticket. Not repeated in the current develop





View Issue Details
1020 [VCMI] Mechanics - Adventure Map crash always 2012-06-26 16:42 2022-02-10 09:23
monsignore  
Povelitel Windows 7 64-bit  
normal  
resolved 0.89  
fixed  
none    
none 1.next  
   
message crash
After capturing sulfur mine in "All for one" scenario, whhen i tried to use shrine, game crash(but i still can close game closing console window, when i press button in game window it does not react). Also after loading game from save after capturing mine.
After some tries to repeat problem i noticed that problem exists only if i go to shrine in 1 move just after taking a mine, if i move somewhere before, problem does not exist.

EDIT: problem is not with shrine, but with map script. When I go to place next to shrine(which sends a message if not crash, its 20x30 tile) game crashes. And not only sulfur mine cause it, when i go to this place directly after leaving outside marketplace there is the same situation. On the other hand keymaster tent dont cause it.
go to 20x30 tile directly after visiting other object.
Notes
(0002769)
Ivan   
2012-06-26 18:40   
Can confirm.
Start map, go to southeast through garrison
capture mine and go to spell shrine

This results in some kind of deadlock:
Client::run thread stuck here:

while(showingDialog->data)
showingDialog->cond.wait(un);

2 CPlayerInterface::waitWhileDialog(this=0x7fffdff90260, unlockPim=true)
    at client/CPlayerInterface.cpp:1441
3 CPlayerInterface::heroMoved (this=0x7fffdff90260, details=...)
    at client/CPlayerInterface.cpp:226
4 CPlayerInterface::heroMoved(TryMoveHero const&)
    at client/CPlayerInterface.cpp:1998
5 TryMoveHero::applyCl (this=0x7fffc8a987b0, cl=0x7fffdf5a3130)
    at client/NetPacksClient.cpp:386

GuiHandler::run is here:

while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
stillMoveHero.cond.wait(un);

2 CPlayerInterface::moveHero (this=0x7fffdff90260, h=0x7fffdf896830, path=...)
    at client/CPlayerInterface.cpp:1254
3 CAdvMapInt::tileLClicked (this=0x7fffdff90560, mapPos=...)
    at client/CAdvmapInterface.cpp:1178
(0007443)
Povelitel   
2018-03-01 16:17   
What color need to start? I could not do it again
(0008052)
Povelitel   
2022-02-10 09:23   
A deprecated problem when the hero got to the event. Not repeating now





View Issue Details
1041 [VCMI] Mechanics - Battles crash have not tried 2012-07-30 05:49 2022-02-10 08:41
Steven Aus PC  
Tow Windows  
normal 7  
resolved 0.89  
fixed  
none    
none 1.next  
   
Battle crash in Tale of Two Lands, Monere Hero and Astral Spirit Commander, fighting Magogs.
Had levelled up Monere and his commander a few times (Note: when levelling up a Commander, is it a fixed progression and does selecting tick or cross make any difference?)

Attached is the crash logs and dump.
BattleCrashLogsAndDump.7z (93,706) 2012-07-30 05:49
https://bugs.vcmi.eu/file_download.php?file_id=1028&type=bug
Magogs.h3m (8,697) 2020-12-02 15:27
https://bugs.vcmi.eu/file_download.php?file_id=3109&type=bug
Notes
(0003070)
Tow   
2012-09-28 19:14   
Confirmed.

The Magogs were blocked and forced to make a melee attack. That caused fireball effect and Magogs... died from it.

Issues here are:
1) Fireball should appear only in range attacks
2) VCMI should not crash when spell cast before attack causes attacker's death
(0007956)
Povelitel   
2020-12-02 15:27   
not reproduced
(0008050)
Povelitel   
2022-02-10 08:41   
The bug is not reproduced in the current development. I guess it has been fixed a long time ago.





View Issue Details
1587 [VCMI] AI - Battles crash have not tried 2013-11-15 18:28 2022-02-10 08:18
zamochil linux  
Tow ubuntu  
normal 13.10  
resolved 0.94  
fixed  
none    
none 1.next  
   
freeze during the battle
I am not sure I can reproduce the bug, so I will just explain the situation. A stack of gnolls was blessed and when received an extra turn was suddenly all killed. The system did not pass the turn to the next available unit , and all buttons were grayed out, the game froze. I guess the AI got confused it needed to move the gnolls because of the extra turn but there was no gnolls to move...
not tried
none
Notes
(0004129)
Warmonger   
2013-11-15 20:09   
What do you mean by "blessed"? Do you mean "got morale"?
(0004137)
zamochil   
2013-11-18 18:32   
A spell "bless" was cast on them earlier. But yes, they have received an extra turn due to high morale
(0008047)
Povelitel   
2022-02-10 08:18   
I'm sure this bug was fixed a long time ago, but I checked anyway. Caught a moral, cast a blessing and died near the castle walls. Repeatedly. Everything was fine.





View Issue Details
2052 [VCMI] Mechanics - Battles crash always 2015-01-26 16:09 2022-02-10 07:00
Craysh Intel x64  
Povelitel Windows 8  
high Enterprise  
resolved 0.97  
fixed  
none    
none  
   
CTD When trying to turn off movement shadows/combat options while in combat
Pretty self explanatory, when I get into combat in the single scenario mode, I try to turn off movement or cursor shadows and the game crashes immediately as I click on one of the options.
Start a single scenario campaign
Engage in combat with anyone or anything
Click on the combat options (computer icon) while in combat
Try to turn on/off one of the combat options
Notes
(0008045)
Povelitel   
2022-02-10 07:00   
Fixed long time ago





View Issue Details
3008 [VCMI] AI - Adventure Map block always 2018-09-15 12:11 2022-02-10 05:21
By003  
Nullkiller  
high  
resolved 0.99  
fixed  
none    
none 1.next  
   
block in the map Southern Cross
Pink player cannot start for its turn. Unknown wrong happens.
Notes
(0007644)
misiokles   
2018-09-15 14:11   
Confirm.





View Issue Details
3188 [VCMI] Map Editor crash always 2022-02-01 22:16 2022-02-01 22:16
Andruids PC  
AVS Windows  
normal 8.1  
assigned 0.99  
open  
none    
none  
   
Map editor crashes with modded Secondary Skill Hero
Map editor crashes when you try to add a hero with a modded Secondary Skill.
1) Download attached mod 'battle initiative'
2) Put a wizard hero on map, go to the properties and try to choose Sarakin as that hero.
3) Map editor crashes
initiative.rar (145,115) 2022-02-01 22:16
https://bugs.vcmi.eu/file_download.php?file_id=3139&type=bug
There are no notes attached to this issue.





View Issue Details
2990 [VCMI] GUI - Town screen crash always 2018-08-03 16:46 2021-07-24 11:24
asgraf  
Dydzio Windows  
high 10  
resolved 0.99  
fixed  
none    
none  
   
Game crashes when trying to recruit creatures from Fort screen
Game crashes when trying to recruit creatures from Fort screen
1) Install build 75f8c8b 24-Jul-2018 23:33 or any later build
2) Start new game
3) Open castle screen
4) Click on Fort
5) Try to recruit level 1 creatures
6) crash
Enabled mods:
Only VCMI essential files (and its submods) are enabled

All other mods have been disabled

This bug does not exist on build 7c8b74a 24-Jul-2018 14:34 or on any of earlier builds
VCMI_client.exe_crashinfo.dmp (15,513,034) 2018-08-03 16:46
https://bugs.vcmi.eu/file_download.php?file_id=2931&type=bug
VCMI_server.exe_crashinfo.dmp (2,976,729) 2018-08-03 16:47
https://bugs.vcmi.eu/file_download.php?file_id=2932&type=bug
VCMI_Server_log.txt (787,159) 2018-08-03 16:47
https://bugs.vcmi.eu/file_download.php?file_id=2933&type=bug
VCMI_Client_log.txt (857,916) 2018-08-03 16:48
https://bugs.vcmi.eu/file_download.php?file_id=2934&type=bug
Notes
(0007613)
Dydzio   
2018-08-03 16:55   
(edited on: 2018-08-03 16:55)
Does not reproduce for me :( (windows 7, 32 bit VCMI build)

(0007615)
asgraf   
2018-08-03 18:36   
Maybe its something windows 10 related.

Please check source code diff between builds 7c8b74a 24-Jul-2018 14:34(no bug) and 75f8c8b 24-Jul-2018 23:33 (first build with bug)
(0007618)
Dydzio   
2018-08-04 13:37   
there is large "GUI refactoring" merge added in that commit.
(0007793)
Dydzio   
2019-05-18 18:18   
Problem is most likely related to build tools used to generate VCMI build for Windows, not VCMI code itself. Unfortunately we do not offer good workaround at the moment, other than recruiting creatures via quick recruitment window (click fort mini icon which is located near town name to access it).
(0007930)
Eroth   
2020-08-19 06:11   
It's not (as asgraf said) Windows 10 related, it happens for me on Win7, and for many others on the other issue for the same thing
(0008037)
Nullkiller   
2021-07-24 11:24   
Not reproducable in latest MXE build





View Issue Details
3080 [VCMI] GUI - Town screen crash always 2019-08-01 15:12 2021-07-24 11:22
PolishUser  
Nullkiller  
immediate  
resolved 0.99  
fixed  
none    
none  
   
VCMI-branch-develop-7e7c988 - Crash, when trying to recruit units from the fort window.
I get this crash every single time in all towns' forts. So, basically i go to the fort screen and upon clicking the unit with you want to recruit from that screen results in CTD.
Crushh.png (522,544) 2019-08-01 15:12
https://bugs.vcmi.eu/file_download.php?file_id=3039&type=bug
VCMI_client.exe_crashinfo.dmp (14,095,632) 2019-08-03 11:07
https://bugs.vcmi.eu/file_download.php?file_id=3040&type=bug
VCMI_server.exe_crashinfo.dmp (671,839) 2019-08-03 11:08
https://bugs.vcmi.eu/file_download.php?file_id=3041&type=bug
Notes
(0007837)
PolishUser   
2019-08-03 11:10   
(edited on: 2019-08-03 11:10)
OS is Windows 7, SP1.

(0007838)
Carabus   
2019-08-15 15:24   
I can confirm this, same crash in same daily build version. Windows 7 64bit.
(0007852)
Yuya   
2019-09-14 09:41   
I reported the same issue, sorry didn't saw this one until now.
(0007857)
toneyisnow   
2020-01-13 17:57   
I got the same crash
(0007864)
stanislav_ua   
2020-01-26 14:52   
I have the same error. Windows 7 64 SP1
(0007865)
toneyisnow   
2020-01-26 21:38   
This is caused by config error, but we should definitely make a fix to prevent crashing.
(0007875)
Shargon   
2020-02-08 17:38   
Can confirm on Win10 x64
(0007876)
toneyisnow   
2020-02-12 09:32   
Thanks for the confirm. And this issue is already under fixing by alexvin, it’s related to a code refracting so it took some time
(0007877)
JavaMan7   
2020-02-16 22:17   
Had this same problem win10.
(0007883)
kdmcser   
2020-04-15 17:29   
I have the same crash in Win10 x64
(0007929)
Eroth   
2020-08-19 06:05   
same, even after 4 months passed from the last note added... Win7
(0007932)
Yunalescar   
2020-09-22 16:32   
I Got the Same Crash. Win 10 64 bit
Until now, no fix for the Crash? :o
(0007933)
Alamar.es   
2020-09-26 14:45   
Crash in every town and every creature. Win7 and win10 pro 64 bits.
(0008036)
Nullkiller   
2021-07-24 11:22   
Not reproducable in the latest MXE build





View Issue Details
3095 [VCMI] Campaigns major always 2019-11-24 16:00 2021-06-27 11:10
Romitopolous windows  
Nullkiller 10  
high 1903  
resolved 0.99  
fixed  
none    
none  
   
multiple heroes when switching to a new mission
Two Gelu's and a third hero spawn at the beginning of the Cutthroats scenario in the Shadow of Death campaign, instead of just one Gelu and two heroes being carried forward from Graduation Exercise. One of the Gelu's can be dismissed, but the primary Gelu cannot equip a Spell Book or pick up any artifacts except for Equestrian Gloves if chosen before Cutthroats.
Complete Graduation Exercise (savegame attached) by defeating last remaining opponent and start the next scenario.
This is a very unpleasant bug that ruins the game in the campaigns(
shadow end.vcgm1 (2,618,360) 2019-11-24 16:00
https://bugs.vcmi.eu/file_download.php?file_id=3046&type=bug
Notes
(0007931)
smutkovski   
2020-09-20 13:30   
I confirm the bug on commit builds:
8c77f0488c21cbd6de7c77b34c58654d1d039f21 branch develop
a338ccb504623789732d9c1af155dc72728e7639 branch nullkiller-ai (current active branch)
This bug affects all campain scenarios where hero is transfered.
(0007957)
Povelitel   
2020-12-04 10:06   
(edited on: 2020-12-04 10:13)
I add

SoD: "Specter of Power" - mission2 "To Build a tunnel". Bag multiple with Sandro.

// And SoD: "Rise of Necromancer" - mission2 - second hero Vidomina is not Vidomina specialty

(0007970)
gnaag   
2020-12-31 08:20   
During last few months I played all the original, SoD, AG and chronicles campaigns. This bug is happening in all of these. It works this way: when a hero together with at least one (or multiple) best general is supposed to continue in next mission, then in the next mission a main hero is present with a correct count of the best generals from previous mission including the main hero again.

This doesn't happen if the hero is supposed to continue in the next mission alone.

Both main heroes share their spellbook and artifacts in incorrect one's slots. E.g. when a correct main hero collects an artifact, it is placed in an inventory of the incorrect one. This persists even after you get rid (kill, dismiss or retreat) the incorrect hero. Therefore when you dismiss the incorrect hero, the artifacts and spells a correct hero collects are lost forever. Correct hero cannot cast spells after the incorrect hero is lost.

The heroes dont share their armies neither their experience and skills.

The second main hero can be dismissed, retreated or killed without losing the campaign.
(0008001)
MikeLodz   
2021-02-13 23:27   
removeHeroFromBothLists method is the one that didnt work and hero was applied twice as a result.
After fixing I have only one Gelu.

hovewer it still seems that my Gelu has incorrect stats and skills - they are too high, it must be different problem, so will investigate little more about that.
(0008020)
MikeLodz   
2021-02-16 01:34   
fixes in code review: https://github.com/vcmi/vcmi/pull/684 [^]
(0008032)
Nullkiller   
2021-06-27 11:09   
Fixed in develop





View Issue Details
3177 [VCMI] Map Editor minor always 2021-04-18 20:36 2021-04-18 20:36
Andruids PC  
AVS Windows  
normal 8.1  
assigned 0.99  
open  
none    
none  
   
Building/Blocking buildings in map editor doesn't work for custom towns
Building/Blocking buildings in map editor doesn't work for custom towns.
1. download a custom town
2. put downloaded town on a map using VCMI map editor
3. customise buildings in this town and save
4. launch the map in VCMI
5. the town will have default built based on map's difficulty, and none will be disabled
There are no notes attached to this issue.





View Issue Details
2899 [VCMI] Mechanics - Battles minor N/A 2018-03-01 01:36 2021-02-15 23:29
Andruids PC  
MikeLodz Windows  
normal 8.1  
resolved 0.99  
open  
none    
none 1.next  
  1.next  
Labetha's specialty
Conflux magic hero Labetha's Stone Skin should give extra 3 points of defense irregardles of target level. Right now her specialty is set using SPECIAL_PECULIAR_ENCHANT (which doesn't even work).
Notes
(0007997)
MikeLodz   
2021-02-08 23:09   
fixes in review: https://github.com/vcmi/vcmi/pull/678 [^]
Please note that specialty description was bugged in OH3 (source: https://heroes.thelazy.net/index.php/Labetha [^] ) so part of the fix was to fix the description, not the behaviour.
(0008018)
MikeLodz   
2021-02-15 23:29   
fixes landed in main version





View Issue Details
2984 [VCMI] Mechanics - Battles major always 2018-08-01 23:37 2021-02-15 23:29
Andruids PC  
MikeLodz Windows  
normal 8.1  
resolved 0.99  
open  
none    
none 1.next  
  1.next  
Not working Hero specialties
[based on the daily build from July 17th]

Specialties of heroes who specialize in 'timed' spells mostly don't work or work incorrectly. It's as glaring an issue that I decided to thoroughly describe the individual cases in hope that it will be resolved as a whole:

Bless - WORKS
Bloodlust and Precision - WORKS

+Weakness - doesn't work. The spell has the same effect on all units (it should decrease the attack bonus for lower-level units)
+Stone skin - doesn't work. The spell has the same effect on all units (it should increase the defence bonus for lower-level units)
+Haste - doesn't work. The spell has the same effect on all units (it should increase the speed bonus for lower-level units)
+Prayer - doesn't work. The spell has the same effect on all units (it should increase the attack, defence and speed bonus for lower-level units)

+Fortune - works incorrectly. The spell has the effect of expert level without the global range (+2 luck) but it should give more than that - 3 luck.

+Slayer - works but the attack bonus it gives should be only effective against certain 7th-level creatures. Right now, it gives a flat attack bonus against everything.

+Disrupting Ray - works BACKWARDS! instead of increasing the amount of reduced defence, it decreases it by 2 points!!!
Use the Heroes from original game and cast a spell which is their specialty:

Weakness: Cuthbert (Rampart), Mirlanda (Fortress), Olema (Inferno),
Stone skin: Darkstorn (Dungeon), Labetha (Conflux), Merist (Fortress), Xsi (Inferno),
Haste: Brissa (Conflux), Cyra (Tower), Terek( Stronghold),
Prayer: Loynis (Castle),

Fortune: Daremyth (Tower), Melodia (Rampart),

Slayer: Coronius (Rampart),

Disrupting Ray: Aenain (Conflux),
Notes
(0007996)
MikeLodz   
2021-02-08 23:07   
fixes in review: https://github.com/vcmi/vcmi/pull/678 [^]
(0008017)
MikeLodz   
2021-02-15 23:29   
fixes landed in main version





View Issue Details
2803 [VCMI] Mods minor always 2017-10-08 16:28 2021-01-31 13:16
steelsun905 x64  
Windows  
normal 10  
new 0.99  
open  
none    
none  
   
[Mod issue] Soul Eaters should be classified as undead
The Necropolis commander 'Soul Eater' isn't classified as undead as it was when introduced in the original WoG mod. This results in things like the death ripple spell and the death cloud (lich attack) to damage allied soul eaters.
Notes
(0007905)
Andruids   
2020-05-12 05:03   
(edited on: 2020-05-12 05:03)
It's a mod issue - any mod that adds commanders can give UNDEAD bonus (or other features) to the necropolis commander.






View Issue Details
2698 [VCMI] Launcher block always 2017-06-19 12:29 2021-01-26 10:57
dracomagister Linux  
SXX Linux Mint  
high 17.1 Rebecca  
resolved 1.next  
not fixable  
none    
none  
   
[Linux / Ubuntu] vcmibuilder don't work with the current GOG installer
When trying to use vcmibuilder, I get the following:

warning: unexpected setup data version: 5.5.7 (unicode)
warning: unexpected Auto Boolean value: 20
warning: unexpected Architecture flags: 10
warning: unexpected data while converting from CP1200 to UTF-8
stream error: basic_ios::clear
Done with 1 error and 4 warnings.
Download the last GOG installer (4.0) and run

vcmibuilder --gog /path_to_the/installer.exe
I have all dependencies required and it works without problem with the previous installer.
Notes
(0007160)
SXX   
2017-07-22 14:08   
I suppose this is problem with older innoextract version present in Ubuntu 14.04.
I tried to unpack latest installer on Kubuntu 17.04 and it's working fine:
./vcmibuilder --gog /mnt/datanew/Heroes\ of\ Might\ and\ Magic\ III\ Complete\ GOG/setup_homm_3_complete_4.0_\(10665\).exe
(0007386)
SXX   
2018-01-28 05:03   
Nice guy @paulsetchko added version check:
https://github.com/vcmi/vcmi/pull/408 [^]

Unfortunately there nothing else we can do.





View Issue Details
3158 [VCMI] Mechanics - Other tweak have not tried 2020-12-05 11:23 2021-01-26 10:49
DarthSchmellus  
MikeLodz  
normal  
resolved  
fixed  
none    
none 1.next  
   
Earth elemental speciality 5 hp instead of 5 damage
Erdamon earth emelental speciality gives 5 HP instead of 5 damage, not sure if that is intentional
Vanilla VCMI heroes
Notes
(0007959)
misiokles   
2020-12-06 10:47   
Obvious bug!
(0007979)
MikeLodz   
2021-01-26 10:48   
fixed in daily builds in december: https://github.com/vcmi/vcmi/pull/668 [^]





View Issue Details
3142 [VCMI] Other minor have not tried 2020-10-01 00:00 2021-01-25 22:38
jambolo  
MikeLodz  
normal  
resolved  
fixed  
none    
none 1.next  
   
Use of const std::shared_ptr
There are several instances of "const std:shared_ptr<...>" in the code. There is generally no good reason for const.

I suspect that in many cases the intention is to prevent modification of the referenced object. In those cases, "const std:shared_ptr<...>" could be changed to "std:shared_ptr<const ...>"

There are also many cases of "const TBonusListPtr" where TBonusListPtr is defined elsewhere by "typedef std::shared_ptr<BonusList> TBonusListPtr". These may have the same issue. In these cases, the following may be better:

typedef std::shared_ptr<const BonusList> TConstBonusListPtr


Note that "const std:shared_ptr<...> &" is a valid use of const.
vcmi\source\lib\battle\CBattleInfoCallback.cpp(752)
vcmi\source\lib\battle\CBattleInfoCallback.cpp(775)
vcmi\source\lib\CGameState.cpp(1901)
vcmi\source\lib\CHeroHandler.cpp(595)
vcmi\source\lib\CStack.cpp(145)
vcmi\source\lib\HeroBonus.cpp(384)
vcmi\source\lib\HeroBonus.cpp(385)
vcmi\source\lib\HeroBonus.cpp(497)
vcmi\source\lib\HeroBonus.cpp(781)
vcmi\source\lib\HeroBonus.cpp(803)
vcmi\source\lib\HeroBonus.cpp(939)
vcmi\source\lib\HeroBonus.cpp(2129)
vcmi\source\lib\HeroBonus.cpp(2152)
vcmi\source\lib\HeroBonus.cpp(2189)
vcmi\source\lib\HeroBonus.cpp(2215)
vcmi\source\lib\HeroBonus.h(550)
vcmi\source\lib\HeroBonus.h(553)
vcmi\source\lib\HeroBonus.h(554)
vcmi\source\lib\HeroBonus.h(571)
vcmi\source\lib\HeroBonus.h(665)
vcmi\source\lib\HeroBonus.h(710)
vcmi\source\lib\HeroBonus.h(770)
vcmi\source\lib\HeroBonus.h(782)
vcmi\source\lib\HeroBonus.h(1168)
vcmi\source\lib\HeroBonus.h(1193)
vcmi\source\lib\HeroBonus.h(1208)
vcmi\source\lib\HeroBonus.h(1223)
vcmi\source\lib\mapObjects\CGTownInstance.cpp(560)
vcmi\source\lib\mapObjects\CGTownInstance.cpp(565)
vcmi\source\lib\mapObjects\MiscObjects.cpp(1425)
vcmi\source\lib\serializer\CTypeList.h(167)

vcmi\source\lib\battle\CUnitState.cpp(899)
vcmi\source\lib\battle\CUnitState.h(271)
vcmi\source\lib\HeroBonus.cpp(645)
vcmi\source\lib\HeroBonus.cpp(650)
vcmi\source\lib\HeroBonus.cpp(852)
vcmi\source\lib\HeroBonus.cpp(905)
vcmi\source\lib\HeroBonus.h(703)
vcmi\source\lib\HeroBonus.h(707)
vcmi\source\lib\HeroBonus.h(708)
vcmi\source\lib\HeroBonus.h(769)
vcmi\source\lib\HeroBonus.h(780)
vcmi\source\lib\mapObjects\CGHeroInstance.cpp(819)
const std::shared_ptr only makes reset() and swap() inaccessible.

"const std:shared_ptr<T> foo" is equivalent to "T * const foo"
"std:shared_ptr<const T> foo" is equivalent to "const T * foo"

See https://stackoverflow.com/questions/17793333/difference-between-const-shared-ptrt-and-shared-ptrconst-t [^]
Notes
(0007936)
jambolo   
2020-10-02 22:59   
(edited on: 2020-10-02 23:00)
Pull request 653 merged in commit 0d0f1cea2b290b81f5e3d4093455c415b2999889






View Issue Details
2751 [VCMI] Mechanics - Adventure Map feature have not tried 2017-07-27 06:11 2021-01-25 16:50
SXX  
 
normal  
new 0.99  
open  
none    
none  
   
H3 compatibility: option for Dimension Door to teleport on unexplored tile
In H3 it's possible to teleport on unexplored tile while it's not possible in VCMI.

This is absolutely not required, but in long future if we going to provide some mod to enable "Heroes 3 bugs and glitches" it's would be nice to have option to alter this spell mechanics.

Notes
(0007977)
MikeLodz   
2021-01-25 16:50   
I increase the priority to normal, as players are used to original h3 behaviour and keeping it different is bad for wide adoption of our game.





View Issue Details
2760 [VCMI] Random Map Generator minor always 2017-08-03 18:20 2021-01-25 16:15
misiokles PC  
AVS Windows  
normal 10  
resolved 0.99  
no change required  
none    
none 1.next  
   
Random map generator can't generate map with 5 players.
Random map generator can't generate map with 5 players. It's strange because template jsons allow to do that.
Launch game.
Click Random map.
Choose 5 Human or Computer players
Click Begin
Message appears.
rmg.jpg (404,444) 2017-08-03 18:20
https://bugs.vcmi.eu/file_download.php?file_id=2765&type=bug
5pl.png (380,225) 2018-03-11 16:23
https://bugs.vcmi.eu/file_download.php?file_id=2876&type=bug
Meeting in Muzgob_1520786165.vmap (96,219) 2018-03-11 16:36
https://bugs.vcmi.eu/file_download.php?file_id=2877&type=bug
Notes
(0007475)
Povelitel   
2018-03-04 16:58   
I can confirm it
(0007485)
AVS   
2018-03-09 20:29   
There are no templates for 5 players in defaultTemplates mod.
(0007486)
AVS   
2018-03-09 20:38   
Please provide configuration example that do not work
(0007490)
misiokles   
2018-03-11 16:03   
There some templates configured for 5 players [if I correctly read jsons]
- worlds of war
- 5sb0b
- 5sb0a
Last two templates are in OH3 RMG Templates and HDmod RMG Templates
(0007491)
AVS   
2018-03-11 16:11   
`"players" : "3", "cpu" : "2",` is NOT 5 players
(0007492)
misiokles   
2018-03-11 16:22   
So, it seems it problem with Kantor's converting scrips. Because all h3 templates were converted into jsons using this tool and in H3 we can generate random maps with 5 players for example with Meeting with Muzgob template.
(0007493)
AVS   
2018-03-11 16:26   
In this case `"players" : "3", "cpu" : "2",` works only if "Human or computer players" is 3 or random and "Computer only player" is 2 or random.
(0007494)
AVS   
2018-03-11 16:28   
meetingInMuzgob is `"players" : "6", "cpu" : "2",` to make it work for 5 players it should be changed to `"players" : "5-6", "cpu" : "2",`
(0007495)
misiokles   
2018-03-11 16:33   
quick test - it doesn't work :(
(0007496)
AVS   
2018-03-11 16:37   
It works for me, attached generated map.
(0007497)
misiokles   
2018-03-11 16:51   
Argh.. thanks, it works for me also (I have two dupliced foldes with templates).
So I must revise existing templates to make them more similar to OH3...
(0007498)
Povelitel   
2018-03-11 17:06   
Oh shit. I checked only possibility creating of map. And didn't sow teamplate
(0007975)
MikeLodz   
2021-01-25 16:15   
dear misiokles, can we close the ticket now?





View Issue Details
2636 [VCMI] Mods minor have not tried 2016-12-31 17:03 2021-01-25 15:31
val-gaav Windows 64bit  
Windows 10  
low  
resolved 0.99  
fixed  
none    
none 1.next  
   
Hero gained a spell through Eagle eye called "Injury"
After quick combat with AI hero gained a spell through Eagle eye called "Injury".

I didn't notice that hero gain that fake spell until I lost the save when he got it. I am however sure he got it through eagle eye skill.

Save attached has this spell in Coronius spell book. Hero is also able to cast it in combat on enemy units. However it seem that spell does nothing. Spell was also transferable through Scholar so Melodia also have it.
Enabled mods - HoTA addon and Forge town from VCMI MOD TEAM.
do_wyslania.zip (1,927,516) 2016-12-31 17:03
https://bugs.vcmi.eu/file_download.php?file_id=2677&type=bug
Notes
(0006956)
misiokles   
2017-01-01 12:21   
It's known issue from Forge Town mod. Will be fixed in next version.
Injury is special lvl7 upg unit ability spell.
So in specialLvl7.json file you must change line "type": "combat" into "type": "ability" and then Injury can't be learn via anything!
(0006982)
misiokles   
2017-03-10 15:58   
New Forge version 1.2 should solve this problem. Injury is now creature ability and can't be found in scrols or mage guilds.
http://wiki.vcmi.eu/index.php?title=Mod_list#Towns [^]





View Issue Details
3141 [VCMI] Mechanics - Other major always 2020-09-20 13:44 2021-01-25 15:12
smutkovski PC  
MikeLodz Linux  
normal Ubuntu 20.04  
resolved 1.next  
fixed  
none    
none 1.next  
   
Morale always remains as neutral morale
Morale always remains as neutral morale,
independently of artefacts, hero skill or other effects (both positive and negative alike).
Have hero with leadership skill, morale boosting artefact or ,as seen in attached image, morale boosting map object.
VCMI 0.99 8c77f0488c21cbd6de7c77b34c58654d1d039f21 (client)
morale.png (557,054) 2020-09-20 13:44
https://bugs.vcmi.eu/file_download.php?file_id=3097&type=bug
Morale.vcgm1 (2,993,429) 2020-09-20 13:45
https://bugs.vcmi.eu/file_download.php?file_id=3098&type=bug
Morale.vsgm1 (2,999,888) 2020-09-20 13:45
https://bugs.vcmi.eu/file_download.php?file_id=3099&type=bug
Notes
(0007940)
Alyx182008   
2020-10-06 15:10   
I've noticed this too. Last build that worked for me was commit cc75b859d49c6bf43a1f55769b1a6aad5290d851 from May 25 2020. Neither positive nor negative morale have any effect in battle, and the icon remains stuck on neutral.
(0007971)
misiokles   
2021-01-08 16:27   
Fixed in: https://github.com/vcmi/vcmi/commit/39de2f64357ab4f312d9043efd862ead33c61cc2 [^]





View Issue Details
3085 [VCMI] AI - Adventure Map minor always 2019-09-12 00:23 2020-12-20 10:35
Macron1  
 
normal  
new  
open  
none    
none  
   
Adding new types of two way monoliths crashes game on ai turn
Looks like ai incorrectly circles through two way monoliths objects.
Place attached mod to mods folder
Start a map with ai
End turn to let ai move
monolith2way_test-mod.zip (4,570) 2019-09-12 00:23
https://bugs.vcmi.eu/file_download.php?file_id=3043&type=bug
Notes
(0007843)
Nullkiller   
2019-09-12 06:38   
Any chance to have a test map or a save file? I have never used our own map editor but only the standard one.
(0007844)
misiokles   
2019-09-12 06:41   
Random map will be enough.
(0007845)
Nullkiller   
2019-09-12 07:01   
I am not able to generate it either. It says it can not generate a map which feets requested parameters.
(0007846)
misiokles   
2019-09-12 07:04   
Welcome to the vcmi players' world :p In builded vcmi package only few templates are attached with limited parameters for rmg. You must instal vcmi essential files for mod wiki list - there are dozens rmg templates.
(0007847)
Nullkiller   
2019-09-12 07:26   
It crashed. So I suggest to attach a map. It will ease things and reduce time needed to fix the bug.
(0007848)
Macron1   
2019-09-12 10:17   
Use any map that comes with hmm3. There is no need to have a map with new monolith at all.
(0007849)
Nullkiller   
2019-09-13 06:49   
(edited on: 2019-09-13 06:58)
Was able to reproduce it.

(0007850)
Macron1   
2019-09-13 06:55   
Yes, i works on last daily build
(0007851)
Nullkiller   
2019-09-13 07:26   
MapObjectsEvaluator::MapObjectsEvaluator() from VCAI uses
VLC->objtypeh->getHandlerFor(primaryID, secondaryID)
which returns null for a custom monolith and this causes a failure in VCAI code
(0007966)
kdmcser   
2020-12-19 13:14   
Two way monoliths is not enough for some XL random template. Now the map generator behavior lead to a confusion: 4 or more zones were connected in one monolith. I really need a mod which extends the two way monolith. Hope the bug can be solved soon.
(0007967)
misiokles   
2020-12-19 13:17   
More two-way monoliths were added in vcmi HotA port but vcmi RMG system doesn't handle additional, custom monoliths. Every attemp to add new monoliths causes crashes.
(0007968)
Nullkiller   
2020-12-20 10:35   
I hardly know anything about modding and do not know why getHandlerFor returns nullptr for your mod. Does the mod work for humans?





View Issue Details
2718 [VCMI] Mechanics - Battles minor always 2017-07-14 20:34 2020-11-24 18:08
SXX  
Nullkiller  
normal  
resolved 0.99  
fixed  
none    
none  
   
Two-hex creatures step into own quicksand
Single hex creatures handle obstacles fine, but for two hex creatures this is problem.
There are no notes attached to this issue.





View Issue Details
3152 [VCMI] Map Editor feature always 2020-10-13 18:16 2020-10-13 18:16
misiokles PC  
AVS Windows  
normal 10  
assigned 0.99  
open  
none    
none  
   
Map editor doesn’t add new secondary skills from mods to the list of available heroes’ abilities.
Map editor doesn’t add new secondary skills from mods to the list of available heroes’ abilities.
bug.png (15,728) 2020-10-13 18:16
https://bugs.vcmi.eu/file_download.php?file_id=3105&type=bug
There are no notes attached to this issue.





View Issue Details
3150 [VCMI] Mechanics - Town structures major always 2020-10-12 17:14 2020-10-12 18:29
misiokles PC  
Windows  
normal 10  
new 0.99  
open  
none    
none  
   
Buggy first version of Mod system improvement Part I : Special buildings should work in modders towns
In latest daily build modders got great tool for configuring empty special buildings in fan made town. Unfortunatelly it's seems to be buggy and little buildings seem to work properly.

I tested all new types with Ciberium town (http://www.mediafire.com/file/sa02m9l2ymkx1o0/Ciberium.7z/file [^]) and all types I wrote to "special1" buildings.

And here's the results:

"stables" - not working (any stables pop-up window)
"brotherhoodOfSword" - gives Tavern instead
"library" - seems working
"mysticPond" - seems working
"fountainOfFortune" - Mystic Pond funcionality
"manaVortex" - not working
"portalOfSummoning" - there's pop-up window saying that must be external dwelling flagged, but after do that - nothing happens and external creature can't be summoned.
"ballistaYard" - you can buy ballista, but after that it... dissapers :(
"freelancersGuild" - guild window appears, but trading shows very strange things and I can't do anything.
"escapeTunnel" - seems working
"artifactMerchant" - prices seem to have insane values!
"magicUniversity" - seems working
"castleGate" - works but only ciberium towns appear on the list.
"attackGarrisonBonus" - not working
"spellPowerGarrisonBonus" - not working
"defenseGarrisonBonus" - not working
"creatureTransformer" - works
"lookoutTower" - works

go to Ciberium's buildings.json file end edit "special1" part of file. For example:

"special1" :
    {
        "description" : "",
        "name" : "Bunker",
        "cost" : { "gold" : 1000 },
        "type" : "ballistaYard",
        "id" : 17
    },

Then save file and launch the game.
error1.png (275,636) 2020-10-12 17:14
https://bugs.vcmi.eu/file_download.php?file_id=3102&type=bug
Notes
(0007941)
misiokles   
2020-10-12 18:02   
Update:

"attackGarrisonBonus" - works
"spellPowerGarrisonBonus" - works
"defenseGarrisonBonus" - works
"fountainOfFortune" - works
"brotherhoodOfSword" - works but in modders towns such building must share the same place as Tavern, because it's Tavern upgrade, otherwise we'll get two taverns
(0007942)
misiokles   
2020-10-12 18:29   
Update2:
It seems that modders must pay attention what special building belongs to original 'special'.

For example Mana Vortex is Dungeon's special2 buildings.
If in fan made town we write.

"special2" :
    {
    "name" : "Mana Vortex 2",
    "type" : "manaVortex"
        }

function will be apllied, but if we write:

"special1" :
    {
    "name" : "Mana Vortex 2",
    "type" : "manaVortex"
        }

nothing will happen





View Issue Details
3138 [VCMI] Mods minor always 2020-08-04 19:04 2020-08-05 05:39
fenuks Linux  
Manjaro  
normal Manjaro aarch64  
new 0.99  
open  
none    
none  
   
Werevolves are scary submod of Hills of unrest freezes vcmiclient
I'm using VCMI 0.99 8c77f0488c21cbd6de7c77b34c58654d1d039f21. Adding Hills of unrest mod[1], even when it's disabled, causes vcmiclient hang (no window with game is shown, vcmiclient process is just busy doing something in background). Removing mod from Mods folder fixes the problem. There is nothing interesting in vcmiclient log file.


[1]: https://www.vault.acidcave.net/file.php?id=615 [^]
1. Download https://www.vault.acidcave.net/file.php?id=615 [^]
2. Extract files to Mods folder
3. Run vcmiclient
4. Observe client hanging
Notes
(0007925)
misiokles   
2020-08-04 19:19   
Yeah, it's known VCMI mod system bug. If any mod in mod.json file has a line: "depends": [] and main mod is disabled, such mod freezes console client.
So you must enable main mod - in this case Tides of War, or... delete Hills od unrest mod from Mods folder.
(0007926)
fenuks   
2020-08-04 19:24   
@misiokles Thank you for your comment. Is there other ticket for this bug?
(0007927)
misiokles   
2020-08-04 19:34   
3 years ago I wrote this issue https://bugs.vcmi.eu/view.php?id=2782 [^] But I didn't know what causes such hangings.
(0007928)
Nullkiller   
2020-08-05 05:39   
Might be worth to find the root cause and respond with some error instead. But sure if there is a simple workaround the priority of this issue is quite small.





View Issue Details
3103 [VCMI] Mechanics - Town structures minor always 2020-01-21 18:11 2020-05-31 23:47
toneyisnow  
Shalthrea  
high  
assigned 0.99  
open  
none    
none  
   
The spells in Mage Guild in town should be re-generated after "Restart Scenario".
When I was playing the campaign "Dragon Slayer", after game started the first thing I did is going to the town to check the Level 4 spells in Mage Guild, I will restart the scenario if the spell is not what I wanted.
But I found each time the spells are the same as previous, unless I go to "Main Menu" and start the campaign again. In original H3, the spells will be re-randomly generated after "Restart Scenario".
1. Start a Campaign Scenario;
2. Go to a town with Mage Guild, check the spells;
3. Choose "Restart Scenario";
4. Go to the town again;

Expected:
The spells should be changed.
Actual:
The spells are totally the same as previous.
Notes
(0007907)
Shalthrea   
2020-05-31 23:47   
Looking at this one, need to understand the full set of events that occurs upon campaign mission start and where to best fit a random generator re-seeding.





View Issue Details
3124 [VCMI] Mechanics - Other minor always 2020-05-12 05:11 2020-05-12 05:11
Andruids PC  
Windows  
normal 8.1  
new 0.99  
open  
none    
none  
   
Commander perk issue
In WoG, a commander should be able to learn a perk (as I came to call it) after learning 2 of his secondary skills at the master (4/5) level. E.g. after raising his Attack and Defense, he should be able to obtain a "Defense reduction" perk. Unfortunately, in VCMI, it's only possible after fully mastering both of the required secondary skills.
1. Download any mod that provides commanders, e.g. "New Old Commanders":
http://heroes3wog.net/new-old-commanders-v1-11-vcmi/ [^]
2. Start game with any vanilla town
3. spam "vcmiglorfindel"
4. notice that a "perk" is available after mastering two secondary skills at GRANDMASTER (5/5) level instead of two skills at MASTER (4/5) level.
There are no notes attached to this issue.





View Issue Details
3048 [VCMI] Mods feature always 2019-03-28 17:50 2020-05-12 05:02
misiokles PC  
Windows  
normal 10  
new 0.99  
open  
none    
none  
   
Commanders stop to develop after 23dr level.
Basically vcmi commanders are weaker than WoG's ones. And in daily builds they stop to improve after reaching 23rd level. Normal heroes - after 23rd level - continue to gain +1 att/def/sp/kwld but commanders... nothing. It is impossible to master their secondary skills and even their att/def/hp/dmg statistics stop to grow after reaching 23rd level.
- Launch any map with WoG mod and Commanders modle enabled.
- Use 'vcmiglorfindel' cheat to develop heroes/commanders quickly
- observe stoping of commanders' developement (comparing to heroes) after 23rd level.
Notes
(0007904)
Andruids   
2020-05-12 05:02   
wow, why is that





View Issue Details
3123 [VCMI] Mechanics - Battles minor always 2020-05-11 04:21 2020-05-11 04:21
Andruids PC  
Windows  
normal 8.1  
new 0.99  
open  
none    
none  
   
SPELL_IMMUNITY and ENCHANTED issue
SPELL_IMMUNITY doesn't work against spells cast with ENCHANTED bonus.

In my example mod, harpies enchant the hero's troops with mass "blind", which shouldn't work against troglodytes.
1) download my mod and start a game with Dungeon faction
2) have some harpies and troglodytes in army
3) engage in battle
4) harpies enchant all your troops with blindness - even troglodytes, who should be immune to the spell
harpy spell test 4.rar (706) 2020-05-11 04:21
https://bugs.vcmi.eu/file_download.php?file_id=3067&type=bug
There are no notes attached to this issue.





View Issue Details
3077 [VCMI] Other crash always 2019-07-15 14:17 2020-05-10 04:45
GetinakS amd64  
AVS Gentoo Linux  
normal lastest  
resolved  
fixed  
none    
none 1.next  
   
Fresh version from git failed to build.
Build failed after [ 42%] Building CXX object lib/CMakeFiles/vcmi.dir/serializer/CTypeList.cpp.o

update gentoo linux to lastest version (with ACCEPT_KEYWORDS=~amd64), update gamerlay repositary, run 'emerge vcmi'.
packages version:

app-shells/bash: 5.0_p7::gentoo
dev-java/java-config: 2.2.0-r4::gentoo
dev-lang/perl: 5.26.2::gentoo
dev-lang/python: 2.7.16::gentoo, 3.4.8-r1::gentoo, 3.5.7::gentoo, 3.6.8::gentoo
dev-util/cmake: 3.14.5::gentoo
dev-util/pkgconfig: 0.29.2::gentoo
sys-apps/baselayout: 2.6-r1::gentoo
sys-apps/openrc: 0.41.2::gentoo
sys-apps/sandbox: 2.17::gentoo
sys-devel/autoconf: 2.13-r1::gentoo, 2.69-r4::gentoo
sys-devel/automake: 1.11.6-r3::gentoo, 1.15.1-r2::gentoo, 1.16.1-r1::gentoo
sys-devel/binutils: 2.32-r1::gentoo
sys-devel/gcc: 7.3.0-r6::gentoo, 9.1.0-r1::gentoo
sys-devel/gcc-config: 2.0::gentoo
sys-devel/libtool: 2.4.6-r5::gentoo
sys-devel/make: 4.2.1-r4::gentoo
sys-kernel/linux-headers: 5.1::gentoo (virtual/os-headers)
sys-libs/glibc: 2.29-r2::gentoo
dev-libs/boost: 1.70.0::gentoo
build.log (355,243) 2019-07-15 14:17
https://bugs.vcmi.eu/file_download.php?file_id=3036&type=bug
Notes
(0007826)
AVS   
2019-07-15 14:30   
"dev-libs/boost: 1.70.0::gentoo" could be a problem
(0007827)
AVS   
2019-07-15 14:31   
Can you try earlier boost?
(0007828)
AVS   
2019-07-15 14:32   
Build log shows error with boost::asio
(0007829)
GetinakS   
2019-07-15 15:03   
I'll try with boost-1.65.0, it will takes a few days(some large packages depends on a new boost).
(0007830)
AVS   
2019-07-15 15:10   
You can use 1.69 there was a patch for that version
https://github.com/vcmi/vcmi/pull/541 [^]
(0007831)
GetinakS   
2019-07-15 15:40   
Currently in portage exists only 1.65.0(stable) and 1.70.0(unstable), so i'll try to build it with 1.65.0
(0007832)
AVS   
2019-07-15 15:50   
Any version between 1.54 (in Travis-CI) and 1.69 (was explicitly fixed) should be OK. I personally use 1.67.
(0007833)
GetinakS   
2019-07-17 13:43   
Build was successfull with boost 1.65.0. Thank you!
(0007853)
agru   
2019-10-14 17:37   
(edited on: 2019-10-14 17:37)
Fails even earlier now on "boost::asio", fails on:
[ 25%] Building CXX object lib/CMakeFiles/vcmi.dir/serializer/Connection.cpp.o

However it is fixed by the github merge request # 615 by krkos, please merge it :)
Verified working with boost 1.71.0






View Issue Details
3112 [VCMI] Mechanics - Battles minor always 2020-04-19 10:57 2020-05-09 04:07
Andruids PC  
AVS Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none 1.next  
   
GARGOYLE bonus doesn't work
Gargoyles should be resistant to the same effects that NON_LIVING creature are, minus mind spells. It also shouldn't be affected by Resurrection and Sacrifice spells, and Elixir of Life.

They are currently only resistant to FEAR, LIFE_DRAIN and DAEMON_SUMMONING.
config.rar (7,554) 2020-05-07 05:39
https://bugs.vcmi.eu/file_download.php?file_id=3064&type=bug
Notes
(0007898)
Andruids   
2020-05-07 05:39   
Sorry for not realizing this sooner. Lacking immunities of creatures with GARGOYLE bonus can be complemented by replacing "artifacts", "other (spells)" and "ability" .jsons from this pack (config.rar, I'll upload it in a moment).
(0007899)
AVS   
2020-05-07 18:22   
Thanks, pushed as https://github.com/vcmi/vcmi/pull/642 [^]
(0007900)
AVS   
2020-05-07 18:23   
What about these -25 and -50 effects removed from elixirOfLife, is that was a bug too?
(0007901)
Andruids   
2020-05-07 19:34   
Before there were two pairs of bonuses - ones that gave an increment to all creatures and ones that removed it from UNDEAD via IS_UNDEAD limiter. I figured it was some kind of leftover, so I removed it, for clarity. Now it takes only one of each bonuses - one that gives an increment to all creatures excluding those defined in the aggregate limiter.

(NON_LIVING creatures were also affected by the elixir's bonus before, so I added them to the unaffected group.)

But as it turns out - the first bonus (one that adds stack health) doesn't work correctly either way - in the first case, it doesn't reduce the amount of health in the negative bonus and in the second one, it ignores the limiter (the regeneration bonus is limited correctly).
(0007902)
misiokles   
2020-05-07 19:42   
I wonder if would be better to come back with old but enchanted bonus, but with 2 subtypes:
"type" : "NON_LIVING"
"subtype" : 0 - golem style
"subtype" : 1 - gorgoyle style





View Issue Details
3118 [VCMI] Mechanics - Battles minor always 2020-05-06 04:00 2020-05-06 12:54
Andruids PC  
AVS Windows  
normal 8.1  
acknowledged 0.99  
open  
none    
none  
   
SPECIFIC_SPELL_POWER issue
SPECIFIC_SPELL_POWER doesn't work for summoning spells.

I tried to make a summoning spell, that a creature could cast at the start of its turn via the "ENCHANTER" bonus. The spell should take its power value from "SPECIFIC_SPELL_POWER" bonus, but it's based on "CREATURE_SPELL_POWER" instead. If I understand correctly, the "SPECIFIC_SPELL_POWER" bonus should make the creature ignore "CREATURE_SPELL_POWER" value for this particular spell.

In my example mod, harpies summon fire elementals at the start of their first turn in battle. The amount of summoned creatures is twice that of harpies, because their "CREATURE_SPELL_POWER" is set to 100. This is equal to 1 point of power, which gives 1 x 2 = 2. "SPECIFIC_SPELL_POWER" is set to 10, so it should give 10 x 2 = 20 fire elementals.
1) download my mod and start a game with Dungeon faction
2) recruit some harpies
3) engage in battle and wait for the Harpies' turn.
4) the amount of summoned Fire Elementals is twice that of Harpies (it should be 20 times that)
harpy spell test 3.rar (786) 2020-05-06 04:00
https://bugs.vcmi.eu/file_download.php?file_id=3063&type=bug
There are no notes attached to this issue.





View Issue Details
3049 [VCMI] Mods minor always 2019-03-28 17:58 2020-05-05 15:18
misiokles PC  
Windows  
normal 10  
new 0.99  
open  
none    
none  
   
Wrong info description of some wog commanders' abilities.
Commanders can have 6 unique abilities to choose during commanders leveling: attack/defence/HP points/Damage/Speed/Spell Power. When you righ-click on ability icon, pop-up window diplay detailed info. These text infos are stored in znpc00.txt file. But now speed infos and spell points infos are reverted.
1. Launch any game with WoG mod and commanders module enabled.
2. Open Commander window.
3. Right-click at the Speed icon (2nd in the 2nd row) - we get Magic Power ability info. But choosing this skill, commander gets speed bonus.
4. Right-click at the Magic Power icon (3rd in the 2nd row) - we get Speed ability info. But choosing this skill, commander gets Magic Power bonus.
Notes
(0007897)
Andruids   
2020-05-05 15:18   
This is the mod's fault, not VCMI's. It can be fixed by changing the order of Speed and Magic skills' descriptions in znpc00.txt file. Here's the file with the correct order: https://cdn.discordapp.com/attachments/417788512784613382/707245119853559838/znpc00.txt [^]





View Issue Details
3117 [VCMI] AI - Adventure Map crash always 2020-04-26 13:43 2020-05-01 03:35
moog amd64  
Shalthrea Linux  
normal Gentoo Linux  
resolved 0.99  
fixed  
none    
none 1.next  
   
Game crashes during AI turn
Game may randomly crash during AI turn for no apparent reason.

I have managed to get a save state where it is always possible to reproduce this issue.
1. Load the included savestate.
2. Have Solmyr collect the sulphur, treasure chest, recruit gargoyles and collect crystals - in that particular order.
3. Have the other hero build a ship in the nearby stockyard and board the new ship.
4. Build sculptor's wings in the first city.
5. End turn.
This issue is reproducible in git commits:
- dca5d86e7a6d18d2ddac7258f98a0ce08c691a6e (branch develop, March 14 2020)
- 55b54024a82aaad3b4572d674d424c2247a47930 (branch develop, March 18 2020)
bad_save.tar.xz (368,568) 2020-04-26 13:43
https://bugs.vcmi.eu/file_download.php?file_id=3061&type=bug
gdb.txt (461,549) 2020-04-26 13:45
https://bugs.vcmi.eu/file_download.php?file_id=3062&type=bug
Notes
(0007891)
moog   
2020-04-26 13:46   
gdb.txt is the GDB backtrace that I got when successfully reproducing the issue. It was made on the binaries from 55b54024a82aaad3b4572d674d424c2247a47930 commit.
(0007893)
Shalthrea   
2020-04-27 00:51   
Can confirm that it reproduces. Looks like we're getting a call to the `doChannelProbing` lambda inside `VCAI::moveHeroToTile(int3, HeroPtr)`, which expects the hero's location to contain some object other than the hero itself. When it doesn't, we get a `nullptr` dereference.
(0007896)
Shalthrea   
2020-04-30 23:37   
Alright, to be a bit more specific about what is going on here: there is a Cyra in a whirlpool, and the AI decides to have her revisit the whirlpool a number of times until she is down to a single gremlin. Once this occurs, the hero is considered "protected" from the ill effects of the whirlpool, and is allowed to choose freely from the whirlpool exits when revisiting (`CGWhirlpool::onHeroVisit`).

It just so happens that once Cyra is down to only a single gremlin, the AI no longer is actively pushing her to revisit the whirlpool. Instead, the AI is just finding no actions for her to take overall, and is nearing the end of `VCAI::wander`. However, the fix for
https://bugs.vcmi.eu/view.php?id=1126 [^]
steps in and forces her to do one last revisit of the whirlpool.

When `VCAI::showTeleportDialog` is triggered with this last revisit, and the message is thus filled with all the exit alternative, a routine begins to store these exits for later exploration, keeping them in `teleportChannelProbingList`. In most cases, this list would be filled by the main logic in `VCAI::moveHeroToTile`, and then immediately each entry would be visited and the list cleared. Unfortunately, since this is a case of revisiting, there is special case logic in `VCAI::moveHeroToTile` that kicks in. This special case logic never performs the probing, and never clears out the list.

Cyra's actions end, and Piquedram attempts to visit a campfire. Unfortunately, since `teleportChannelProbingList` is persisted between heroes, he then attempts to perform probing for the whirlpools of interest that remain in the list, but he is not standing on anything visitable. This leads to the scenario that I described in my previous comment, and we get a `nullptr` dereference.

While I'm not 100% comfortable with the design, I believe that the most appropriate action here is to clear `teleportChannelProbingList` at the end of the revisiting special case logic of `VCAI::moveHeroToTile`, and will prepare a pull request doing exactly this.





View Issue Details
2673 [VCMI] Launcher crash have not tried 2017-05-04 10:31 2020-04-27 10:09
mickare Linux  
SXX Ubuntu  
urgent 17.04  
resolved 0.99  
fixed  
none    
none 1.next  
   
Uninstall mod wipes and removes all files from home directory
Short version:
I didn't run the game yet and started the vcmilauncher via terminal in my home directory. I installed some mods via the launcher, but then decided to uninstall one again. The uninstall failed and wiped my complete home directory.

Long version:
Thanks dudes, you are the best. Fortunately I have a one month old backup with all important files. But seriously...
I installed daily-builds vcmi via the ppa for linux. Run the vcmilauncher in my home directory and uninstalled a mod that I just had installed. The next moment my desktop environment goes crazy and then the launcher throws an exception and crashes. Some shock-seconds later I check my home directory and find nothing. Thanks for the data wipe.

Proposal:
- Do some sanity checks when deleting files.
- Or prompt with list of files for deletion.
- Or restrict on a specific folder.
1. Install vcmi via daily build ppa for linux.
2. Start vcmilauncher in home directory
3. Install mod
4. Uninstall mod
5. Hope you have a backup
I am not willed to try the reproducibility.
Notes
(0007012)
SXX   
2017-05-08 16:07   
I'll investigate it ASAP. Though this is really weird since there was no changes in launcher in last few years and obviously nobody reported anything like that before.
(0007034)
SXX   
2017-05-25 00:09   
First I'm very very sorry I just forgot about this one and didn't fixed it straight away and in this case nothing I could post going to justify that... Sorry...

Postmortem: if mod installed and immediately removed without launcher restart then empty path is passed to QDir which usually mean user working directory on Linux. QDir::removeRecursively applied on it. I not sure when exactly that problem appear, but might be during some resource system refactoring since I can't believe it's here from the beginning.

I still can't understand at all how in year I didn't manage to wreck my own home directory. Probably I was just super lucky...
(0007035)
SXX   
2017-05-25 00:19   
Fix:
https://github.com/vcmi/vcmi/commit/5d8e943787666543df6b858c001ab4e59b09fe2d [^]
(0007039)
mickare   
2017-05-25 00:49   
No problem. That's one of those mystic errors that appear out of nothing with a big bang.
(0007040)
SXX   
2017-05-25 00:54   
This is certainly not appear out of nothing.

It's just insane to remove something recursively without prior check...





View Issue Details
3115 [VCMI] Mechanics - Battles minor always 2020-04-22 22:31 2020-04-22 22:32
Andruids PC  
Windows  
normal 8.1  
new 0.99  
open  
none    
none  
   
RETURN_AFTER_STRIKE issue
There's another issue I came across when I tried to make a spell which should give target creature harpy's attack-and-return ability. If the spell is cast in the creature's turn, the bonus only goes into effect at the start of creature's next turn.
1) Download my mod and start a game
2) type TAB + vcmiistari
3) engage in battle and cast "Harpy test 2" in the target creature's turn
4) attack in the same turn
5) it doesn't work (the unit should behave as harpy hag for one attack)
harpy spell test 2.rar (32,784) 2020-04-22 22:32
https://bugs.vcmi.eu/file_download.php?file_id=3060&type=bug
There are no notes attached to this issue.





View Issue Details
3113 [VCMI] GUI - Battles minor always 2020-04-20 23:44 2020-04-20 23:44
Andruids PC  
Windows  
normal 8.1  
new 0.99  
open  
none    
none  
   
UNTIL_ATTACK issue
I believe UNTIL_ATTACK bonus duration isn't working correctly. The wiki says that the bonus with this duration should end after attack and counterattack actions are performed, but it ends before the creature even starts the attack, bar one or two bonuses.

To show an example, I made a spell which gives two effects that should occur once:
 - target of this spell gets Harpy's return attack.
 - target of this spell can't get retaliated.

And it doesn't work. Surprisingly, a spell which adds an additional attack and Dread Knight's critical strkie works just fine (applies the bonus for one strike, and after that disappears). Something seems off.
1) Download my mod and start a game
2) type TAB + vcmiistari
3) engage in battle and cast "Harpy test"
4) attack
5) it doesn't work (the unit should behave as harpy hag for one attack)
harpy spell test.rar (32,789) 2020-04-20 23:44
https://bugs.vcmi.eu/file_download.php?file_id=3058&type=bug
There are no notes attached to this issue.





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3055 [VCMI] Other tweak always 2019-05-04 17:04 2020-04-20 05:07
Giorno3366 Phone  
Android  
normal 9.1.2  
new 0.99  
open  
none    
none  
   
Autoclicking when using relative touch
If you select relative touch as the option to navigate during the game, once you try to drag the cursor it does a "button push", and it can be annoying during gameplay. If you drag the cursor from "position 1" and then release it at "position 1" it will click. Sorry for the bad english. Please fix, because it's really annoying.
Select relative touch and follow the steps that I've written in the description.
Even an option that would be something like a touchpad would be nice. I mean like use the left side of the screen to drag the cursor, and on the right side you have two button: left click & right click.
Notes
(0007884)
Ariun   
2020-04-19 08:40   
I'd like to ask for bumping up priority on this one. I can try to argument why it is so important...
As a mobile user with small screen, I find it impossible to play with a touch screen input method simply because the game UI is not designed for mobiles (clickable elements are too small). My only option is the "relative" input method. However the way it works right now perfectly fits the behavior of touch input or mouse input, but not the relative input mode. User expects the relative input mode to simulate the behavior of a touch pad on a laptop. There clicking is based on timing. So to click you must quickly tap and release to simulate the button press. If you hold for 1sec or longer it is considered as move.
With current behavior it is literally impossible to play on any mobile device.
(0007885)
Nullkiller   
2020-04-19 09:38   
The problem is that there is no active android developer to support this platform. More over there has been hardly any work on VCMI at all recently.
(0007887)
Ariun   
2020-04-19 20:07   
I could help with a few bugs here and there. Since it's my most fav game ever and I'd love to play on my android, I'll try to find some time to join this project. I've beed programming mobile games for many years, but since last 9y only PC games. I hope not too much has changed.
(0007888)
Nullkiller   
2020-04-20 05:06   
That would be great. If you need any help regarding to android build you can ask me or dydsio. We are not android developers but at least had some experience with it while getting Android build green again a few times.





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2883 [VCMI] Mechanics - Battles major always 2018-02-21 01:01 2020-04-19 13:55
Andruids PC  
Dydzio Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none  
   
Gargoyles should be affected by morale
In original game, gargoyles are immune to some effects like regular nonliving creatures, but are affected by morale, mind spells and fear. In VCMI, they aren't. I'm attaching a save file to help reproudce the lack of feature.
Choose Tower as a starting Town, buy some Gargoyles and enter a fight. They will have neutral morale, while they should have a bonus +1 from being from the same fraction.
FEAR vs gargs.vcgm1 (3,218,360) 2018-02-21 01:01
https://bugs.vcmi.eu/file_download.php?file_id=2852&type=bug
Notes
(0007886)
Dydzio   
2020-04-19 13:55   
Bug not present in latest version.





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3110 [VCMI] Mechanics - Other feature always 2020-04-09 17:48 2020-04-09 17:48
misiokles PC  
Windows  
normal 10  
new 0.99  
open  
none    
none  
   
Limiter CREATURE_ALIGNMENT_LIMITER seems not working with non-stat bonuses.
Two years ago we got few nice limiters. CREATURE_ALIGNMENT_LIMITER, CREATURE_FACTION_LIMITER, CREATURE_TERRAIN_LIMITER. First two seem to work with diffirent conditions - problem is with third. I've noticed CREATURE_TERRAIN_LIMITER works with stat parameters like STACK_SPEED but doesn't work with rest bonuses like for example MANA_DRAIN or MAGIC_MIRROR. In attachment test mod and save to investigate problem.
1. Download and unzip attachment.
2. Copy Mods folder to Mods folder, and Games folder to Games directory.
3. Launch game
4. Load testShield save.
5. After loading pick strange artifact lying before hero.
6. This shield shoulg give troops MAGIC_MIRROR ability but only in GRASS terrain. But artifact does nothing...
mod+save.zip (1,794,918) 2020-04-09 17:48
https://bugs.vcmi.eu/file_download.php?file_id=3057&type=bug
There are no notes attached to this issue.





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3107 [VCMI] GUI - Town screen minor always 2020-02-28 00:30 2020-03-06 16:39
domek  
 
normal  
new 0.99  
open  
none    
none  
   
Order of creatures
When you open a town view and look at all the miniatures of creatures in the bottom left side of the window you can see they are arranged by the order they are defined in the json file, in section "core:creatureGeneratorCommon".
This is wrong because they should be ordered by level, from 1 to 7.
Notes
(0007879)
domek   
2020-03-06 16:39   
A small update. It seems the order is defined in JSON file:
TownName -> town -> creatures
Still it's wrong. It should instead order creatures by its level, from 1 to 7.

If creatures are defined like this:
            "creatures" :
            [
                [ "penguin1", "penguin2" ],
                [ "cat1", "cat2" ],
                [ "nymph1", "nymph2" ],
                [ "tusk1", "tusk2" ],
                [ "elemental1", "elemental2" ],
                [ "dragon1", "dragon2"],
                [ "giant1", "giant2" ]
            ],

Then penguin is first even though the penguin is level 3 and cat is level 1.





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3098 [VCMI] GUI - PreGame major always 2020-01-20 07:41 2020-01-26 21:48
gigi android, galaxy 7 phone  
 
low  
acknowledged 0.99  
open  
none    
none  
   
server information presented and i need to remove it every time
when starting a new game or loading saved game i get the information about the game connecting to server and then my keyboard is presented. then i need to press back button to make it dissapear.
Screenshot_20200120-093612_VCMI.jpg (798,514) 2020-01-20 07:41
https://bugs.vcmi.eu/file_download.php?file_id=3047&type=bug
Notes
(0007866)
toneyisnow   
2020-01-26 21:48   
Acknowledge the issue. And the reason is, from the design ihe game is launching a new process for game server, thst’s why there is input dialogue during process switching. So it’s by design, although I totally understand it’s annoying.





View Issue Details
3081 [VCMI] GUI - PreGame minor always 2019-08-15 15:42 2020-01-25 23:49
Carabus Windows 7, 64 bit  
toneyisnow  
normal  
acknowledged  
open  
none    
none  
   
Choosing "Load game" from ingame moves you to top level menu instead of Load Game menu
Choosing "Load game" from ingame, then confirming in "your current game will be lost (...)" dialog, moves you to top level menu, while it should move you to Load Game menu, like it did in original Heroes 3. Otherwise there is no difference between "Load game" and "Main menu" buttons ingame.
Using latest daily build:
VCMI-branch-develop-7e7c988
21-Jul-2019 10:16
There are no notes attached to this issue.





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3102 [VCMI] GUI - PreGame minor always 2020-01-21 08:40 2020-01-23 20:02
toneyisnow  
toneyisnow  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
LobbyScreen UI is showing multiple Difficulty options in toggle group when Loading map.
Scenario: In LoadGame Lobby screen, the difficulty toggle group is showing multiple choices, but actually only one valid is working.

The reason is, in the Lobby screen Initialization code will set the difficulty = 0, and each time the player changes a map in the selection, the toggle group control is not resetting the difficulty buttons to disabled state.
1033189811.jpg (320,489) 2020-01-21 08:40
https://bugs.vcmi.eu/file_download.php?file_id=3048&type=bug
fixed.PNG (78,070) 2020-01-21 08:41
https://bugs.vcmi.eu/file_download.php?file_id=3049&type=bug
Notes
(0007858)
toneyisnow   
2020-01-21 08:41   
Note:

During the game loading time, the client is loading the map, and send a NetPack to server: LobbySetMap, and send a NetPack to Interface: LobbyUpdateState.
In the LobbyUpdateState it sets the map difficulty.
(0007859)
toneyisnow   
2020-01-21 08:41   
How fix:
Add a new method to ToggleGroup class: setSelectedOnly, which will disable all other buttons and then set the selected button.
(0007860)
toneyisnow   
2020-01-23 15:48   
This is fixed by my pull request https://github.com/vcmi/vcmi/pull/624 [^]
(0007861)
SXX   
2020-01-23 20:02   
Thanks for the fix.





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3087 [VCMI] Sound, music, videos minor random 2019-09-18 16:41 2019-09-18 16:41
Yuya VCMI 0.99 (21-Jul-2019 Build)  
Windows 7 64bits  
normal  
new 0.99  
open  
none    
none  
   
Audio distortion
Sometimes, the game's audio began to get distorted to a point of being a pain to the ear. It generally occurs after a fight (a weird distorted sounds appear after a fight) or while leveling-up (hero & commander), the "level up sound" appears distorted and too high in dB.
A) Launch any fight and listen to the SFx once the battle is finished (when it comes back to the Map).

B) Earning level with any hero.
VCMI 0.99 (21-Jul-2019 Build) + Up-to-date WoG expansion.
There are no notes attached to this issue.





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3079 [VCMI] Launcher block always 2019-07-23 16:54 2019-07-30 07:37
sadr Windows 10  
Warmonger Windows 10  
high Build 1903  
resolved 0.99  
fixed  
none    
none 1.next  
   
Sidebar objects icons are removable
Sidebar objects (mods and settings) are removable on user interaction in specific cases.
1-Start launcher.
2-Hold Shift key.
3-Drag and drop any sidebar object.
Upon achieving this, the menu icons disappear and persist until restarting the launcher.
2.PNG (33,980) 2019-07-23 16:54
https://bugs.vcmi.eu/file_download.php?file_id=3038&type=bug
Notes
(0007836)
Warmonger   
2019-07-30 07:37   
Fixed in https://github.com/vcmi/vcmi/pull/614 [^]





View Issue Details
3078 [VCMI] Launcher tweak always 2019-07-23 16:51 2019-07-30 07:37
sadr Windows 10  
Warmonger Windows 10  
normal Build 1903  
resolved 0.99  
fixed  
none    
none 1.next  
   
Mods and Settings icons are movable
On launcher, you can move mods and settings icons freely in the box.
1-Open launcher
2-Click and hold a menu item (mods/settings)
3-Drag and drop anywhere on the white board
Capture.PNG (61,416) 2019-07-23 16:51
https://bugs.vcmi.eu/file_download.php?file_id=3037&type=bug
Notes
(0007834)
Warmonger   
2019-07-23 19:50   
Assigning to myself, since I was going to improve that Qt app anyway.
(0007835)
Warmonger   
2019-07-30 07:37   
Fixed in https://github.com/vcmi/vcmi/pull/614 [^]





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3068 [VCMI] Other minor always 2019-06-06 08:56 2019-06-10 10:10
Povelitel 64  
Windows  
normal 10  
new 0.99  
open  
none    
none  
   
Command "gosolo" don't work
Some time ago I'd like to test AI and input "gosolo". But it don't work.

May be other commands dont work too...
0001_Pathfinding_Basic.h3m (2,504) 2019-06-06 09:07
https://bugs.vcmi.eu/file_download.php?file_id=3028&type=bug
VCMI_Client_log.txt (471,183) 2019-06-06 09:07
https://bugs.vcmi.eu/file_download.php?file_id=3029&type=bug
VCMI_Server_log.txt (383,341) 2019-06-06 09:07
https://bugs.vcmi.eu/file_download.php?file_id=3030&type=bug
Notes
(0007819)
Dydzio   
2019-06-10 04:58   
How did it work before? Because in newest build there is no crash for me and game runs in headless mode after typing gosolo.
(0007820)
Povelitel   
2019-06-10 10:10   
As far as I understand, AI should play after this command. And you can watch him exactly how he does it.

Here he doesn't even move.





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2849 [VCMI] Map Editor major always 2018-01-11 03:43 2019-06-09 20:24
AmicusDaDeer  
AVS  
high  
resolved 0.99  
unable to reproduce  
none    
none 1.next  
   
Victory/loss condition
Every time I set the victory/loss conditions, they set always to "StandardWin"/"Lose town for 7 days", no matter what I write here. It bothers me, because I was looking forward scriptable victory conditions, and when they are finally here, they don't work properly.
VCMI Map Editor -> Edit -> Victory-loss condition -> Make whatever changes or make a new event -> Exit the menu -> Enter Victory-loss condition once again -> The conditions are somehow reset to "basic".
I'm using both the latest map editor and the newest build from January 9th.
Notes
(0007728)
AVS   
2019-02-06 02:06   
Not reproducable
(0007815)
AVS   
2019-06-09 20:24   
No feedback from reporter





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3032 [VCMI] GUI - Battles minor always 2019-02-08 10:48 2019-06-09 20:23
mpech Ubuntu 16.04.5 LTS  
AVS  
normal  
resolved  
no change required  
none    
none 1.next  
   
crash in CShootingAnimation (arrow_towers)
hi guys,

encoutered some crash and tried to investigate it

code version

    make: f06c8a872592bddfbe3fd5116979af0679f27bd3

stack trace

    0000002 0x00007f7029fcdbd7 in __assert_fail_base (fmt=<optimized out>, assertion=assertion@entry=0xc98a3a "maxFrame > 0",
        file=file@entry=0xc98820 "/home/mpech2/dl/vcmi/client/battle/CBattleAnimations.cpp", line=line@entry=851,
        function=function@entry=0xc996a0 <CShootingAnimation::init()::__PRETTY_FUNCTION__> "virtual bool CShootingAnimation::init()") at assert.c:92
    0000003 0x00007f7029fcdc82 in __GI___assert_fail (assertion=0xc98a3a "maxFrame > 0",
        file=0xc98820 "/home/mpech2/dl/vcmi/client/battle/CBattleAnimations.cpp", line=851,
        function=0xc996a0 <CShootingAnimation::init()::__PRETTY_FUNCTION__> "virtual bool CShootingAnimation::init()") at assert.c:101
    0000004 0x000000000067a371 in CShootingAnimation::init (this=0x7f6fe041b680) at /home/mpech2/dl/vcmi/client/battle/CBattleAnimations.cpp:851
    0000005 0x00000000006cf6f6 in CBattleInterface::updateBattleAnimations (this=0x7f6fe06829e0)
        at /home/mpech2/dl/vcmi/client/battle/CBattleInterface.cpp:3599
    0000006 0x00000000006caf07 in CBattleInterface::show (this=0x7f6fe06829e0, to=0x37a7a70) at /home/mpech2/dl/vcmi/client/battle/CBattleInterface.cpp:3042

some additional logs (client/battle/CBattleAnimations.cpp)


    if (owner->idToProjectile.count(spi.creID) == 0){ //in some cases (known one: hero grants shooter bonus to unit) the shooter stack's projectile may not be properly initialized
        std::cout<<"faaaail"<<std::endl;
        owner->initStackProjectile(shooter);
    }else{
        std::cout<<"oook"<<owner->idToProjectile.count(spi.creID)<<std::endl;
    }

    // only frames below maxFrame are usable: anything higher is either no present or we don't know when it should be used
    size_t maxFrame = std::min<size_t>(angles.size(), owner->idToProjectile.at(spi.creID)->size(0));
    std::cout<<"shooter info :: "<<shooterInfo->idNumber<<std::endl;
    std::cout<<"creid : "<<spi.creID<<std::endl;
    std::cout<<"maxFrame??"<<angles.size()<<std::endl;
    std::cout<<"maxFrame proj??"<<owner->idToProjectile.at(spi.creID)->size(0)<<std::endl;
    assert(maxFrame > 0);

console output

    oook1
    shooter info :: 166
    creid : 149
    maxFrame??0
    maxFrame proj??0

---

both angles.size and idToProjectile.at.. return 0, then assert throws.
If I am not mistaken, creid 149 is ARROW_TOWERS (I am actually attacking a defended castle by hero)

I don't understand why ->size(0) would return 0 since animation for arrow_towers seem to be quite usual..
As for the defending hero it is in a castle modded (death valley) but that should still be independant from arrow_towers?


How should the investigation should be continued?
load attached save named "E"
as red, main hero, attack castle
instantly crash
Note that (as attacker) am also expert ballistics
e.vcgm1 (6,091,270) 2019-02-08 10:48
https://bugs.vcmi.eu/file_download.php?file_id=2979&type=bug
e.vsgm1 (6,079,700) 2019-02-09 07:18
https://bugs.vcmi.eu/file_download.php?file_id=2980&type=bug
Notes
(0007744)
AVS   
2019-02-08 11:42   
Arrow Tower has no animation by itself, it uses animation of a shooter creature from town configuration. Check .jcon of your modded castle.
(0007745)
AVS   
2019-02-08 11:55   
Anyway e.vcgm1 is not enough, e.vsgm1 file is also required. At least a list of used mods is required too
(0007746)
mpech   
2019-02-09 13:12   
ok thanks for hint (again)

I am not sure if that is what should be done but this does seem to fix the issue.

In ./Mods/Deathvalley/Content/config/deathvalley/town.json
replaced

    "shooter" : "skel2"

by

    "shooter" : "boneHook"

reason was that skel2 didnot seem to be an archer (and probably the missing angleFrames or sthg)

./Mods/Deathvalley/Content/config/deathvalley/creatures/skel2.json

    {
        "skel2":
        {
            ...
            "graphics" :
            {
                "animation" : "deathvalley/battle/creatures/skel2.def",
                "map" : "deathvalley/map/skel2mini.def",
                "iconSmall" : "deathvalley/iconsSmall/skel2s.bmp",
                "iconLarge" : "deathvalley/iconsBig/skel2l.bmp",
                "timeBetweenFidgets" : 1,
                "animationTime" :
                {
                    "walk" : 1.40,
                    "attack" : 1,
                    "idle" : 10,
                    "flight" : 1
                }
                },
    }

on the opposite of the boneHook creature

./Mods/Deathvalley/Content/config/deathvalley/creatures/BoneHook.json

                "graphics" :
        {
            "animation" : "deathvalley/battle/creatures/BoneHook.def",
            "map" : "deathvalley/map/BoneHook.def",
            "iconSmall" : "deathvalley/iconsSmall/BoneHook.bmp",
            "iconLarge" : "deathvalley/iconsBig/BoneHook.bmp",
            "timeBetweenFidgets" : 1,
            "animationTime" :
            {
                "walk" : 1,
                "attack" : 1,
                "idle" : 10,
                "flight" : 1
            },
            "missile" :
            {
                "projectile" : "PLCBOWX.DEF",
                "attackClimaxFrame" : 7,
                "offset" :
                {
                    "upperX" : 38,
                    "upperY" : -65,
                    "middleX" : 36,
                    "middleY" : -59,
                    "lowerX" : 21,
                    "lowerY" : -50
                },
                "frameAngles" : [90, 72, 45, 27, 0, -27, -45, -72, -90, 0, 0, 0]
            }
        },
        ...

Somehow I seem to now be able to attack castle
(0007747)
AVS   
2019-02-09 13:19   
Complete "missile" section and shooting animation sections in "animation" is required for shooters.





View Issue Details
3059 [VCMI] Mechanics - Battles minor always 2019-05-12 01:50 2019-06-09 19:47
Ewilhan PC  
AVS Windows 10  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
AA's can cast Ressurect on stacks with no deaths.
AA's are able to cast Ressurect on injured stacks that don't have killed units in them.
The spell will cast as usual, with the target stack being healed.
Notes
(0007811)
Dydzio   
2019-06-09 13:51   
(edited on: 2019-06-09 16:03)
if(unit->getKilled() == 0 && healLevel == EHealLevel::RESURRECT)
        return false;

added to Heal::isValidTarget fixes the bug

Somebody with unbroken unit tests should fix this and update test/spells/effects/HealTest.cpp file appropiately

(0007812)
AVS   
2019-06-09 18:29   
Looks like "minFullUnits" parameter meaning is wrong
(0007814)
AVS   
2019-06-09 19:47   
Should be fixed now.





View Issue Details
3002 [VCMI] AI - Adventure Map feature always 2018-08-26 19:24 2019-06-09 18:30
Warmonger  
Nullkiller  
normal  
resolved 1.next  
fixed  
none    
none 1.next  
  1.next  
AI can't split stacks
While exchanging armies between heroes, AI can't split stacks. With current army policy it often results in every hero running single power stack, unable to give units to another hero.

For instance, if one hero has 30 Evil Eyes and another has 40 Harpies, they won't split their stacks to share.
Notes
(0007813)
Dydzio   
2019-06-09 18:30   
Fixed some time ago





View Issue Details
3070 [VCMI] GUI - Adventure Map major always 2019-06-09 17:49 2019-06-09 17:49
Dydzio Microsoft Windows  
Windows 7  
normal Home Premium x64  
new 1.next  
open  
none    
none  
   
Hotseat freeze on non-current player attacked if current player had lost
Run provided map in hot-seat mode as red + blue. Skip turn with red, remove all crrusaders from blue town garrison, pass turn. Blue player will lose, freeze will occur in case red player gets attacked.
vcmihotseatattacktest.h3m (2,127) 2019-06-09 17:49
https://bugs.vcmi.eu/file_download.php?file_id=3032&type=bug
There are no notes attached to this issue.





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3067 [VCMI] AI - Adventure Map minor have not tried 2019-06-04 20:43 2019-06-06 02:14
Dydzio Microsoft Windows  
Dydzio Windows 7  
low Home Premium x64  
resolved 1.next  
fixed  
none    
none 1.next  
  1.next  
AI doesn't know AI Value of prison, at least in some cases
As in title, need to re-check prison AI Value.
There are no notes attached to this issue.





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3062 [VCMI] AI - Adventure Map minor always 2019-05-17 08:18 2019-06-05 06:21
mpech Ubuntu 16.04.6 LTS  
Nullkiller  
normal  
resolved  
fixed  
none    
none 0.99  
   
infite turn on pink
pink does not seem to end its turn


load save, end turn, wait for pink
h3save.zip (2,532,302) 2019-05-17 08:18
https://bugs.vcmi.eu/file_download.php?file_id=3007&type=bug
Rocky Rumble.h3m (105,473) 2019-05-17 08:18
https://bugs.vcmi.eu/file_download.php?file_id=3008&type=bug
A_VCMI_Client_log.txt (8,532,260) 2019-05-17 08:19
https://bugs.vcmi.eu/file_download.php?file_id=3009&type=bug
B_VCMI_Client_log.txt (10,290,162) 2019-05-17 08:20
https://bugs.vcmi.eu/file_download.php?file_id=3010&type=bug
Notes
(0007790)
mpech   
2019-05-17 08:22   
with A_VCMI_Client_log.txt
it seemed a pb of gather_troops

with B_VCMI_Client_log.txt
it seemed a pb of trade 7 of sulfur. Also I tried vcmieagles before ending my turn. pink hero on a necro town didnot seem to move (comforting the pb on the trade)
(0007791)
Nullkiller   
2019-05-17 20:23   
A confirmed. Gather troops wants to visit town to pick quest creatures but hero exchange logic might decide that these creatures are too weak
(0007804)
Nullkiller   
2019-05-29 19:11   
(edited on: 2019-05-29 19:13)
B confirmed. It is the same issue in both logs and it is related to the same quest "Find wraiths to open gate".






View Issue Details
2561 [VCMI] Mechanics - Adventure Map minor always 2016-10-18 13:15 2019-06-04 22:26
Dydzio Microsoft Windows  
Dydzio Windows 7  
normal Home Premium x64  
resolved 0.99  
fixed  
none    
none 1.next  
   
Some buildings are treated as invalid, crash when right-clicking on its icon in event window
On certain map, timed event builds few buildings in town. Some of them are named "missing building" when event popup window appears. When right-clicking on picture of "missing building" VCMI client crashes.
Load provided save and pass a turn. When event window pops up, right-click on building pictures.
craash.rar (2,277,617) 2016-10-18 13:15
https://bugs.vcmi.eu/file_download.php?file_id=2602&type=bug
bugg.png (701,770) 2016-10-18 13:23
https://bugs.vcmi.eu/file_download.php?file_id=2603&type=bug
Notes
(0006916)
Dydzio   
2016-11-25 09:27   
Maybe this is related to CID 1197445?
(0006922)
AVS   
2016-11-28 01:57   
1197445 is about build states but not unknown buildings.
(0007809)
Dydzio   
2019-06-04 20:36   
Fixed in: https://github.com/vcmi/vcmi/pull/602 [^]





View Issue Details
3060 [VCMI] AI - Adventure Map crash always 2019-05-16 09:02 2019-05-21 14:45
mpech Ubuntu 16.04.6 LTS  
Dydzio  
normal  
resolved  
fixed  
none    
none 1.next  
   
core in CMap.cpp::getTile
hi,

mods:
- witchkings artifacts
- hota
- death valley
- retreat
- preserve town

running develop (aee4bb728) 9May


console output
```
vcmiserver: /media/data/mpech/dl/vcmi/lib/mapping/CMap.cpp:390: TerrainTile& CMap::getTile(const int3&): Assertion `isInTheMap(tile)' failed.
vcmiclient: /media/data/mpech/dl/vcmi/lib/mapping/CMap.cpp:390: TerrainTile& CMap::getTile(const int3&): Assertion `isInTheMap(tile)' failed.
Aborted (core dumped)
```


backtrace:
```
0000002 0x00007f589431dbd7 in __assert_fail_base (fmt=<optimized out>, assertion=assertion@entry=0x7f5896363c21 "isInTheMap(tile)",
    file=file@entry=0x7f5896363b28 "/media/data/mpech/dl/vcmi/lib/mapping/CMap.cpp", line=line@entry=390,
    function=function@entry=0x7f58963645c0 <CMap::getTile(int3 const&)::__PRETTY_FUNCTION__> "TerrainTile& CMap::getTile(const int3&)") at assert.c:92
0000003 0x00007f589431dc82 in __GI___assert_fail (assertion=assertion@entry=0x7f5896363c21 "isInTheMap(tile)",
    file=file@entry=0x7f5896363b28 "/media/data/mpech/dl/vcmi/lib/mapping/CMap.cpp", line=line@entry=390,
    function=function@entry=0x7f58963645c0 <CMap::getTile(int3 const&)::__PRETTY_FUNCTION__> "TerrainTile& CMap::getTile(const int3&)")
    at assert.c:101
0000004 0x00007f5895f8426d in CMap::getTile (this=0x7f588478e290, tile=...) at /media/data/mpech/dl/vcmi/lib/mapping/CMap.cpp:390
0000005 0x00007f589632931f in NewObject::applyGs (this=this@entry=0x7f588bffeb00, gs=gs@entry=0x7f5884787880)
    at /media/data/mpech/dl/vcmi/lib/NetPacksLib.cpp:679
0000006 0x00007f58962767af in CApplyOnGS<NewObject>::applyOnGS (this=<optimized out>, gs=0x7f5884787880, pack=0x7f588bffeb00)
    at /media/data/mpech/dl/vcmi/lib/CGameState.cpp:63
0000007 0x00007f589625f24e in CGameState::apply (this=0x7f5884787880, pack=pack@entry=0x7f588bffeb00) at /media/data/mpech/dl/vcmi/lib/CGameState.cpp:1968
0000008 0x0000000000444a2d in CGameHandler::sendAndApply (this=0x7f588402b8f0, pack=0x7f588bffeb00)
```


load attached save, end turn
getTile.zip (1,727,436) 2019-05-16 09:02
https://bugs.vcmi.eu/file_download.php?file_id=3005&type=bug
Notes
(0007788)
mpech   
2019-05-16 11:15   
looking a bit further:
wrong offset is pos.x == 144 (==width)

> CApplyOnGS<NewObject>::applyOnGS
wrong CApplyOnGS<NewObject> for which pos.x == 144 holds Obj ID ==8

problematic Obj ID == 8 maps to CGameHandler::buildBoat and indeed adding
```
    int3 tile2 = tile + int3(1,0,0);
    if (!gs->map->isInTheMap(tile2))
    {
        complain("ISUCK");
        return false;
    }
```

does complain

error occurs because in attached screenshot, shipyard lies on the almost border of the map.
bestLocation may (not checked) return the tile (143,0,0) which is at the utmost limit (x axis) of the map but line
> no.pos = tile + int3(1,0,0);
makes the generated boat go out of the map

code seem to be old and there must be a reason I don't understand why we add int3(1,0,0) to the bestLocation()??
(0007789)
mpech   
2019-05-16 13:04   
(edited on: 2019-05-16 13:04)
I ended up modifying CObjectHandler.cpp so I can play

```
IBoatGenerator::EGeneratorState IBoatGenerator::shipyardStatus() const
{
    int3 tile = bestLocation();
    const TerrainTile *t = IObjectInterface::cb->getTile(tile);
    if(!t)
        return TILE_BLOCKED; //no available water
    else if (!o->cb->gameState()->map->isInTheMap(tile+int3(1,0,0))) // poor code dupe from CGameHandler.cpp
        return TILE_BLOCKED;

```
but propagating the (1,0,0)offset seem rather rather ugly

(0007792)
Dydzio   
2019-05-18 17:42   
Fixed in: https://github.com/vcmi/vcmi/pull/591 [^]





View Issue Details
2013 [VCMI] GUI - Battles trivial always 2014-12-27 12:04 2019-05-21 07:05
Dydzio Microsoft Windows  
Dydzio Windows 7  
low Home Premium x64  
resolved 0.97b  
fixed  
none    
none 1.next  
   
Combat log "scroll up" button looks like "scroll down" button while any creature is performing action
While anything happens on the battlefield (creature move / attack and similar) the "scroll up" button has incorrect sprite assigned to it, and "scroll down" button looks like being pressed.
arrow_bug.png (523,481) 2014-12-27 12:04
https://bugs.vcmi.eu/file_download.php?file_id=2052&type=bug
Notes
(0005423)
Eduard.Achitei   
2015-02-07 17:28   
In CBattleInterface.cpp line 1920 if remove
        bConsoleUp->block(on);
        bConsoleDown->block(on);
the bug is fixed.
I don't see the reason to block these button when animations are active.
If pressed when animation are active the behavior is normal.
(0007799)
Dydzio   
2019-05-19 18:09   
Fixed in: https://github.com/vcmi/vcmi/pull/595 [^]





View Issue Details
3061 [VCMI] GUI - Battles feature N/A 2019-05-16 10:14 2019-05-16 10:30
val-gaav  
 
none  
new 0.99  
open  
none    
none  
   
[Feature request] Option to set Stack queue to top-down style
Current layout of battle window with large stack queue looks quite bad on widescreen monitors (16:9 aspect ratio). IMHO it would look better if it was placed at the left and right side of this GUI window.

I've added a mockup picture to show how I think it could look like.

Benefits :

-It's more readable then one stack queue. You have attacker army on the right and defender army on the left

-Could easily have extra space for nice layoutfor https://bugs.vcmi.eu/view.php?id=2811 [^] wait/defend icons. There is a lot of space if we go widescreen.

-Looks better/more modern on widescreen monitors (16:9), and would also look as almost full screen on 1024x600 that vcmi supports.

- Doesn't need new graphics
mockup1.jpg (591,034) 2019-05-16 10:14
https://bugs.vcmi.eu/file_download.php?file_id=3006&type=bug
Notes
(0007787)
val-gaav   
2019-05-16 10:30   
Possibly such stack queue could show more info about units then just defend/wait . Maybe active spells on the unit ? Maybe morale and luck state? There is enough space on widescreen monitors to show such info.





View Issue Details
3046 [VCMI] Mechanics - Adventure Map minor always 2019-03-28 00:57 2019-05-08 04:19
Andruids PC  
Ewilhan Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none 1.next  
   
Neutral creatures shouldn't get growth weeks
I stumbled upon this information: http://heroescommunity.com/viewthread.php3?TID=28378 [^]
... and then made some tests. In 52 months in H3 Complete Edition, I couldn't get a growth week for neutral creautres, whereas in VCMI, it eventually the RNG choses one in relatively short time. (https://cdn.discordapp.com/attachments/370383394724642836/560598173475667968/unknown.png [^])
Make a map with a single player (or use one attached in this report) and pass the weeks. Eventually a week of a neutral creature will pop up.
week test.h3m (1,519) 2019-03-28 00:57
https://bugs.vcmi.eu/file_download.php?file_id=2998&type=bug
Notes
(0007785)
Ewilhan   
2019-05-08 04:19   
Fixed in https://github.com/vcmi/vcmi/pull/587 [^]





View Issue Details
3050 [VCMI] Other minor always 2019-04-23 18:15 2019-05-07 14:37
misiokles PC  
Ewilhan Windows  
normal 10  
resolved 0.99  
fixed  
none    
none 1.next  
   
VCMI can't be muted


In normal H3, when we lowered to 0 music and game effects, game is silent and we can play without sounds and listen to music from winamp, youtube etc.

In VCMI daily builds muted game is rather loudly. Main menu plays normally, some picking sounds are player or new week sound.
Notes
(0007780)
Ewilhan   
2019-05-02 11:42   
I may have found what is the source of the bug.

Easy reproducing steps : Enter/get out a town screen (so the background music needs to be changed). In my case, button clicks and new day sound would get back at 100 volume.

Where : This issue is caused by line 178 in CMusicHandler.cpp.

Why : This is due to the call of setChannelVolume(), with 100 as volume parameter. This indeed sets some channels' volume back to 100, regardless of its previous volume. Playing with this value will change the volume at which the sounds "come back".
(0007784)
AVS   
2019-05-07 14:36   
Fixed in https://github.com/vcmi/vcmi/pull/588 [^]





View Issue Details
3053 [VCMI] GUI - Battles minor always 2019-05-03 07:46 2019-05-04 07:26
Dydzio Microsoft Windows  
Dydzio Windows 7  
normal Home Premium x64  
resolved 1.next  
fixed  
none    
none 1.next  
   
Lack of proper handling for AI attacking our players if we control multiple colors
During hotseat game I noticed bugged battle UI behavior when AI attacks our player, which is not last color used when pssing turn and letting AI play. Wrong value of LOCPLINT and/or GH.curInt set during battle causes bugs.
Cause situation where AI attacks player in hotseat mode who is not the last human player in turn order.

One of ways to reproduce is to pass two turns in provided save, it requires some mods to run, mentioned in Additional Information to this report.
Mods used in save: Cathedral, Highlands/Bastille, MDT Forge, Pavilion 2.60 - versions available currently as of 3.05.2019 from mod list on wiki.
bugbug2.zip (1,439,531) 2019-05-03 07:46
https://bugs.vcmi.eu/file_download.php?file_id=3000&type=bug
Notes
(0007783)
Dydzio   
2019-05-03 10:07   
(edited on: 2019-05-04 07:26)
Fixed in: https://github.com/vcmi/vcmi/pull/583 [^]

Leftover bugs will be fixed as part of bug https://bugs.vcmi.eu/view.php?id=3054 [^] instead of this one.






View Issue Details
3054 [VCMI] Multiplayer major always 2019-05-04 07:06 2019-05-04 07:06
SXX  
 
normal  
new 0.99  
open  
none    
none  
   
Hotseat: more issues when AI attacking non-primary player
Related to this PR:

https://github.com/vcmi/vcmi/pull/583 [^]

BTW there still two bugs remaining:

* Notifications for player still not arrive. E.g if you stand on cursed ground and cant cast spells there is no notifications. Or when you try to cast Earthquake within battle that is not in castle.
* When battle starts control over units not given to player, they not highlighted until you click somewhere on battlefield.

So two more things need fixing.
There are no notes attached to this issue.





View Issue Details
3051 [VCMI] Mechanics - Other minor sometimes 2019-04-24 18:53 2019-05-02 13:24
Dydzio Microsoft Windows  
Dydzio Windows 7  
normal Home Premium x64  
resolved 1.next  
fixed  
none    
none 1.next  
   
Duplicate hero on map initialization possible to achieve in some cases
It's possible to have two same heroes as starting heroes in some cases and it leads to bugs that eventually may lead to crash/freeze. Tried to reproduce under specific conditions, same as the ones where I found the bug for first time, and it succeeded after few tries. Provided screenshot shows information from "map info" gathered after map loaded.
Pick hot-seat game, put human players as the last colors, pick map with many total players for easier reproducibility. Pick same town non random heroes for humans (2 players in tested case), same town as humans for AI but random heroes. There is chance that on game start random hero will be same as hero already picked by human.
double.png (406,159) 2019-04-24 18:53
https://bugs.vcmi.eu/file_download.php?file_id=2999&type=bug
Notes
(0007779)
Dydzio   
2019-04-28 07:22   
Fixed in: https://github.com/vcmi/vcmi/pull/580 [^]





View Issue Details
3047 [VCMI] Mechanics - Adventure Map feature always 2019-03-28 01:02 2019-03-28 01:02
Andruids PC  
Windows  
low 8.1  
new  
open  
none    
none  
   
"hasDoubleWeek" doesn't work for new creatures
"hasDoubleWeek" doesn't work for new creatures. I disabled it for all vanilla creautres (Serpent Fly, Griffin, Centaur, Gremlin, Hobgoblin, Gog, Troglodyte, Harpy, Lizardman, Pegasus, Wolf Rider, Wight), and instead of new creature appearing on map, there was this notice: https://cdn.discordapp.com/attachments/370383394724642836/560601240875302952/unknown.png [^]
(despite all new creatures having "hasDoubleWeek": true)
There are no notes attached to this issue.





View Issue Details
2814 [VCMI] Mechanics - Battles feature always 2017-10-29 11:53 2019-03-24 12:42
misiokles PC  
Dydzio Windows  
normal 10  
resolved 0.99  
fixed  
none    
none 1.next  
   
Ammo Cart doesn't work during battles in creature banks.
In H3 during battles in creature banks ammo cart is invisible, but works all the time - shooting creatures have always maximum amount of shots. In VCMI ammo cart doesn't work and shooters loose their number of shots.
Notes
(0007771)
Dydzio   
2019-03-21 23:03   
Fixed in: https://github.com/vcmi/vcmi/pull/560 [^]





View Issue Details
2748 [VCMI] GUI - Battles minor always 2017-07-24 21:50 2019-03-24 12:42
hkoehler  
Dydzio  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
Click on adventure map interpreted as battle command
When you click on the adventure map to attack something, the click is also interpreted as a click on the battle-map popup, causing your first creature stack to move accordingly and waste their turn (assuming you start).
On the adventure map, click on an enemy stack without releasing the mouse button. Once the battle map is open and you are able to act, release the mouse button - your selected creature should move to your mouse position.
It looks like the issue is with mouse-up getting interpreted as a click event. Mouse-down on the adventure map starts your hero moving and opens the battle-screen, then mouse-up moves your creature. Happens naturally if the target of your attack is very close and/or you simply click rather slow.
Notes
(0007192)
Dydzio   
2017-08-01 14:08   
Proper fix would be to implement battle start as in OH3 with action starting and responding to clicks after battle intro music stops playing
(0007773)
Dydzio   
2019-03-23 11:56   
Fixed in: https://github.com/vcmi/vcmi/pull/562 [^]

Performing battle actions is disabled during initial battle window state with this code.





View Issue Details
3036 [VCMI] AI - Adventure Map minor always 2019-02-14 14:02 2019-03-21 14:48
Dydzio Microsoft Windows  
Nullkiller Windows 7  
normal Home Premium x64  
resolved 1.next  
fixed  
none    
none 1.next  
  1.next  
Some unexpected crap happens in AI behavior - expecting army exchange then exploration
On attached map AI behaves unexpectedly during its turn. Expected behavior is to give army to one hero during GatherArmy decomposition. Then heroes should move around to explore as army guarding castle is too strong for them. Instead heroes end each turn next to each other, error "Hero Dace tries to visit himself" appears before AI turn ends on each turn passed. Also make sure you read "Additional Information" below before working on this bug.
With newest daily build run attached map, use vcmieagles cheat and see that heroes get stuck next to each other and error related to hero trying to visit himself appears in console before AI ends turn.
Requires newest commit https://github.com/vcmi/vcmi/commit/5f87c98186e9f145c57c036422b1d918b52edff8 [^]

If you move hero Dace in map editor 1 tile upwards the bug won't appear. Changing army composition of heroes may cause bug to not appear as well
vcmiaistacksplit.h3m (8,599) 2019-02-14 14:02
https://bugs.vcmi.eu/file_download.php?file_id=2984&type=bug
Notes
(0007751)
Nullkiller   
2019-02-16 09:15   
Will be fixed in https://github.com/vcmi/vcmi/pull/552 [^]
(0007752)
Warmonger   
2019-02-16 13:23   
:D Finally someone figured that one out, great job!

Also, might help with heroes trading armies between each other indefinitely (currently patched around).





View Issue Details
3043 [VCMI] Mechanics - Objects minor always 2019-02-24 21:32 2019-03-12 14:43
mlaradji  
Dydzio  
low  
resolved 0.99  
fixed  
none    
none 1.next  
   
School of Magic can still be used for free if player has <1000 gold
The outdoors School of Magic normally requires 1000 gold. However, a player is always able to use it, even if they have less than 1000 gold. Upon use, the player's gold is reduced to 0.
Start any single player map that has a School of Magic. Take a hero to one of these schools when you have less than 1000 gold. You should be able to use it.
Notes
(0007770)
Dydzio   
2019-03-11 18:01   
Thanks for bug report, the issue is fixed here: https://github.com/vcmi/vcmi/pull/554 [^]





View Issue Details
3026 [VCMI] Other minor N/A 2018-12-03 21:38 2019-03-01 17:04
josch x86  
josch Debian  
normal Buster  
resolved  
fixed  
none    
none 1.next  
   
New Release?
In the beginning of next year, Debian will freeze all versions in Testing to prepare for the release of Debian Buster. Since vcmi version 0.99 was released more than two years ago, there has been no new vcmi release.

Do you plan to make a new release before the February 2019? If not, then the next Debian Stable release will still only include vcmi 0.99 even though a lot of new features and bug fixes are now in the git repository. The only alternative would be to package a more recent git commit.

I thus seek advice about what would be your preferred way forward. I see the following options:

 1. not make a new vcmi release and keep 0.99 in Debian Buster
 2. not make a new vcmi release but package a version from git (which version?)
 3. make a new vcmi release 0.100 or a 1.0~beta1 or similar

What do you think?
Notes
(0007694)
SXX   
2018-12-04 03:46   
I certainly think we might have at least something like 0.99b or something.

I now moved to Vietnam so have more time again and hopefully will be able to do something about it.
(0007695)
By003   
2018-12-05 07:41   
Maybe AI still need to be improved, I have made a list.
1.AI is lack of goals, They often forget to pick up artifacts or visit the banks,they even don't know how to collect resources and use them.
2.AI has a poor defence action. How calm would they stay if their opposites close to their towns? They don't even recruit any troops.
3.AI always have many heroes, but seldom of them have a large troop. They keep their town with many troops in dwellings, I often find there are 5 weeks production of LV7 creatures in their castle..even using resourceful AI mod! However, if their heroes are defeated, at once they will recruit 8 of them!

I think it's still early for releasing 1.0, because there isn't a very stable work, but 1.0 means finished.
(0007696)
josch   
2018-12-05 08:03   
I did not suggest to release a 1.0 version.

I only asked for a release of the current status of vcmi such that the next Debian release would not ship a two-year-old version of vcmi (0.99).

Certainly the state of current git master is much better than it was two years ago so even if AI is still problematic it will be an improvement over 0.99.
(0007697)
By003   
2018-12-10 08:46   
https://wiki.vcmi.eu/Building_bonuses [^]

Could you finish building bonuses in next release version?
(0007700)
josch   
2018-12-21 12:04   
Hi SXX, did you have a chance to ask the other vcmi developers about a possible 0.99b release?

If you don't like to make a new release, I'd need to know whether you'd be okay with me packaging a git snapshot instead.

Thanks!
(0007708)
josch   
2019-01-27 00:42   
Hi all, not much more than a week is left until Debian freezes. What is the stance of the vcmi developers? Should I keep 0.99 in Debian? Should I package a certain git commit? Will there still be a 0.99b release within the next week?
(0007709)
AVS   
2019-01-27 01:06   
(edited on: 2019-01-27 01:13)
@josch Current git develop is much more stable and functional than 0.99. Call it 0.99a :) I doubt we`ll manage to make official release in a week.

(0007710)
AVS   
2019-01-27 02:23   
I`ve synchronized main branches. Now they all points to same revision.
(0007711)
SXX   
2019-01-27 02:48   
@josch btw how many days exactly?
I'd wish to find time to make semi-official builds for other platforms, but as Alex said it's might be not quite possible.
(0007712)
josch   
2019-01-27 09:44   
The soft freeze starts at 2019-02-12. Starting that date, only "small, targeted fixes" may be uploaded. And the upload of a new release would not count as such. Additionally, packages need at least three days to migrate from unstable to testing, so the last day to upload is actually 2019-02-09. And then there is also the new version of fuzzylite 6.0 I'd have to upload together with vcmi.

@AVS: if you say that git develop is much more stable and functional than 0.99, then I would just package a git snapshot of the development branch today.

@SXX: if you manage to make a 0.99a release early enough, then I can just upload that right afterwards.

Would that course of action be okay for everybody?
(0007713)
SXX   
2019-01-27 09:47   
This seems like a good plan.

If there actually a week of time then I could really manage to get enough of free time to package proper release for other platforms too.
(0007714)
AVS   
2019-01-27 09:56   
@josch upload master branch not develop. (master branch updated for you, master=develop right now but this may change at any moment).
(0007715)
AVS   
2019-01-27 09:58   
@SXX you can update release with platform builds after release itself
(0007716)
SXX   
2019-01-27 09:59   
I still really wish to make at least some testing of stability / play-ability before that.
(0007717)
josch   
2019-01-27 18:53   
Okay, I now uploaded fuzzylite 6.0 and am waiting for other members of Debian to approve that upload:

https://ftp-master.debian.org/new/fuzzylite_6.0+dfsg-1.html [^]

After it gets accepted I will upload a snapshot of the vcmi master branch (or of a new release if one appears before then).
(0007718)
josch   
2019-01-29 09:27   
I didn't investigate the issue yet, but did you change something with the rpath during the past two years? The produced binaries don't seem to have the rpath set anymore, so they cannot find libvcmi.so.
(0007719)
SXX   
2019-01-29 09:33   
It's very much possible I could've messed something up when I made build adjustments for macOS.
(0007720)
AVS   
2019-01-29 14:55   
https://github.com/vcmi/vcmi/commit/40af43c46edf21064dfc5db1584bfe91107f7ad1 [^]

Suspicious part: two lines were removed

SET(CMAKE_INSTALL_RPATH "${CMAKE_INSTALL_PREFIX}/${CMAKE_INSTALL_LIBDIR}/vcmi")
SET(CMAKE_INSTALL_RPATH_USE_LINK_PATH TRUE)
(0007721)
josch   
2019-01-29 16:29   
Bingo! I now use the following to successfully configure and build vcmi:

-DCMAKE_INSTALL_RPATH_USE_LINK_PATH=ON -DCMAKE_INSTALL_RPATH=/usr/lib/$(DEB_HOST_MULTIARCH)/vcmi -DBIN_DIR=games -DFORCE_BUNDLED_FL=OFF
(0007722)
josch   
2019-02-01 23:06   
I now uploaded the snapshot of the master branch to Debian unstable and thus it will very likely be part of the next Debian stable release. There is still a problem with fuzzylite 6.0 on i386. Is anybody running vcmi on i386 and saw weird AI behavior?

A suggestion: You could also name the next version 0.100 and then after that 0.101, 0.102 and so on. Maybe what stopped you from continuing to do regular releases for over two years was, that you tried making the next release the 1.00 release? But the logical next increment after 0.97, 0.98 and 0.99 is 0.100 and not 1.00.
(0007723)
AVS   
2019-02-02 01:48   
(edited on: 2019-02-02 14:16)
@josch
1) could you please file a more detailed report about fuzzylite 6.0 on i386
2) if current snapshot will be part of the next Debian stable then next release will be 0.100
3) if current snapshot will NOT be part of next Debian stable then next release will be 0.99a (or smth like 0.100~beta1)
4) 1.0 when it come will indicate at least no missing features from original game, there are a few still.

(0007724)
josch   
2019-02-02 03:13   
@AVS
1) will do
2+3) why do you make your versioning dependent on vcmi's inclusion in the next Debian stable?
4) yes, that's what I suspected and it makes sense :)
(0007725)
AVS   
2019-02-02 03:42   
(edited on: 2019-02-02 14:16)
@josch
2+3) It is a special case for this release, because the current release is actually a fix for this issue. Better solution is release 0.100~beta1 "now", and finish release cycle normally (it was 3-4 pre releases usually in past) with 0.100 in a few weeks. Is there any chance that Debian Buster will contain 0.100 (but not 0.99+dfsg+git20190113 or 0.100~beta1) in the end?

(0007726)
josch   
2019-02-02 09:55   
Until 2019-03-12 "small, targeted fixes" are still allowed. If you make a 0.100 release or a 0.100~beta1 release with no big changes compared to 0.99+dfsg+git20190113, then I guess that I could still upload it. ^^

(you writing 1.100~beta1 was probably a typo and you meant 0.100~beta1 actually?)
(0007727)
josch   
2019-02-03 23:48   
1) the fuzzylite problem on i386 turned out to be harmless and was just about slight differences in how floating point computations were rounded: https://github.com/fuzzylite/fuzzylite/issues/89 [^]
(0007743)
AVS   
2019-02-08 09:21   
* Git master snapshot package has been migrated to testing in Debian
* New release process started (see https://github.com/vcmi/vcmi/pull/543 [^])
(0007769)
josch   
2019-03-01 17:04   
Tomorrow is the last day I can do any uploads that will end in the next Debian stable. If nothing is released by then, version 0.99+dfsg+git20190113.f06c8a87-1 will become part of Debian buster. Thanks!





View Issue Details
3041 [VCMI] Mechanics - Adventure Map minor always 2019-02-23 13:55 2019-02-24 16:43
mpech Ubuntu 16.04.5 LTS  
Nullkiller  
normal  
resolved  
fixed  
none    
none 1.next  
   
AI infinite loop due to town portal
Hi guys,

getting an infinite loop:

...
No town at destination tile
System message: Server encountered a problem: No town at destination tile
Hero Sandro cannot reach (45 36 1).
No town at destination tile
System message: Server encountered a problem: No town at destination tile
Hero Sandro cannot reach (45 36 1).
load map
end turn
see green never ending

By adding an assert(false) in TownPortalMechanics::applyAdventureEffects

    +++ b/lib/spells/AdventureSpellMechanics.cpp
    @@ -370,6 +370,8 @@ ESpellCastResult TownPortalMechanics::applyAdventureEffects(const SpellCastEnvir
                    if(tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN)
                    {
                            env->complain("No town at destination tile");
    + assert(false);
                            return ESpellCastResult::ERROR;
                    }
 

in I get

    0000002 0x00007f8f509f5bd7 in __assert_fail_base (fmt=<optimized out>, assertion=assertion@entry=0x7f8f52aee4ca "false",
        file=file@entry=0x7f8f52acb330 "/home/mpech2/dl/vcmi/lib/spells/AdventureSpellMechanics.cpp", line=line@entry=379,
        function=function@entry=0x7f8f52acb7c0 <TownPortalMechanics::applyAdventureEffects(SpellCastEnvironment const*, AdventureSpellCastParameters const&) const::__PRETTY_FUNCTION__> "virtual ESpellCastResult TownPortalMechanics::applyAdventureEffects(const SpellCastEnvironment*, const AdventureSpellCastParameters&) const") at assert.c:92
    0000003 0x00007f8f509f5c82 in __GI___assert_fail (assertion=assertion@entry=0x7f8f52aee4ca "false",
        file=file@entry=0x7f8f52acb330 "/home/mpech2/dl/vcmi/lib/spells/AdventureSpellMechanics.cpp", line=line@entry=379,
        function=function@entry=0x7f8f52acb7c0 <TownPortalMechanics::applyAdventureEffects(SpellCastEnvironment const*, AdventureSpellCastParameters const&) const::__PRETTY_FUNCTION__> "virtual ESpellCastResult TownPortalMechanics::applyAdventureEffects(const SpellCastEnvironment*, const AdventureSpellCastParameters&) const") at assert.c:101
    0000004 0x00007f8f528abdec in TownPortalMechanics::applyAdventureEffects (this=<optimized out>, env=0x7f8f40006490, parameters=...)
        at /home/mpech2/dl/vcmi/lib/spells/AdventureSpellMechanics.cpp:379
    0000005 0x00007f8f528a76df in AdventureSpellMechanics::performCast (this=this@entry=0x7f8f406e7ad0, env=env@entry=0x7f8f40006490, parameters=...)
        at /home/mpech2/dl/vcmi/lib/spells/AdventureSpellMechanics.cpp:109
    0000006 0x00007f8f528a79b2 in AdventureSpellMechanics::adventureCast (this=0x7f8f406e7ad0, env=0x7f8f40006490, parameters=...)
        at /home/mpech2/dl/vcmi/lib/spells/AdventureSpellMechanics.cpp:63
    0000007 0x00007f8f528b6f22 in CSpell::adventureCast (this=this@entry=0x7f8f40629200, env=0x7f8f40006490, parameters=...)
        at /home/mpech2/dl/vcmi/lib/spells/CSpellHandler.cpp:131
    0000008 0x0000000000504a23 in CastAdvSpell::applyGh (this=0x7f8f4000fff0, gh=0x7f8f4002b560) at /home/mpech2/dl/vcmi/server/NetPacksServer.cpp:360
    0000009 0x0000000000466ff9 in CApplyOnGH<CastAdvSpell>::applyOnGH (this=<optimized out>, gh=<optimized out>, pack=<optimized out>)
        at /home/mpech2/dl/vcmi/server/CGameHandler.cpp:194
    0000010 0x000000000044afa7 in CGameHandler::handleReceivedPack (this=0x7f8f4002b560, pack=0x7f8f4000fff0)
        at /home/mpech2/dl/vcmi/server/CGameHandler.cpp:1233
    0000011 0x00000000004d1cec in CVCMIServer::threadHandleClient (this=0x7ffd1994c810, c=std::shared_ptr (count 15, weak 1) 0x7f8f48000ad0)
        at /home/mpech2/dl/vcmi/server/CVCMIServer.cpp:319
    0000012 0x00000000004df3f8 in boost::_mfi::mf1<void, CVCMIServer, std::shared_ptr<CConnection> >::operator() (a1=..., p=<optimized out>,
        this=<optimized out>) at /usr/include/boost/bind/mem_fn_template.hpp:165
inftp.zip (2,361,196) 2019-02-23 13:55
https://bugs.vcmi.eu/file_download.php?file_id=2990&type=bug
log.txt (6,481) 2019-02-23 15:26
https://bugs.vcmi.eu/file_download.php?file_id=2991&type=bug
Dragon Lord.h3m (134,259) 2019-02-23 17:14
https://bugs.vcmi.eu/file_download.php?file_id=2993&type=bug
Notes
(0007756)
AVS   
2019-02-23 14:10   
The question is: is the town actually there?
(0007757)
mpech   
2019-02-23 16:59   
not sure if question was adressed to me, but in doubt I attached the map and it seems that the town does exist ("necropolis")
(0007758)
AVS   
2019-02-23 17:14   
Re-uploaded map without excess zipping.
(0007759)
AVS   
2019-02-23 17:35   
Actually there is additional bug in error handling, town is there but already occupied, I`ll fix it first.
(0007760)
AVS   
2019-02-23 18:51   
Now it correctly reports "Can't teleport to occupied town". The bug itself to be fixed still.
(0007761)
Nullkiller   
2019-02-24 13:19   
(edited on: 2019-02-24 13:38)
I expect that TSubgoal AdventureSpellCast::whatToDoToAchieve() should be altered to check if the town is free in order to fix it. I need a complete list of mods in order to be able to run it from the save file.

Probably this should work but without either client log file or list of mods I can nor launch the save neither guess more or less precisely where the bug is.

    if(spellID == SpellID::TOWN_PORTAL && town && town->visitingHero)
        throw cannotFulfillGoalException("The town is already occupied by " + town->visitingHero->name);

(0007762)
AVS   
2019-02-24 13:26   
@Nullkiller save contains all mods data inside, except graphics assets. In most cases it loads OK, at least it works for me (but I have a few mods installed). In general yes, mods should be listed in bug report.
(0007763)
Nullkiller   
2019-02-24 13:39   
@AVS disaster happened. Mod not found preserve.
(0007764)
AVS   
2019-02-24 13:49   
I have that, also HotA and Retreat are used in that save too.
Links to all these mods are in wiki
https://wiki.vcmi.eu/Mod_list [^]
(0007765)
Nullkiller   
2019-02-24 13:50   
@AVS, downloaded preserve and no it works
(0007766)
AVS   
2019-02-24 15:42   
I`ll check quick fix add push if it helps, proper fix should be added probably somewhere in AINodeStorage::calculateTownPortalTeleportations
(0007767)
mpech   
2019-02-24 15:49   
apologies for not having specified used mods, I will in the future...
mods used are
witchking artifacts
hota
Death valley
Preserve Town
Retreat
(0007768)
AVS   
2019-02-24 16:43   
Fix for infinite loop commited in https://github.com/vcmi/vcmi/commit/f36a86412e2dfc76af8dd16dc71bb9c29bb10885 [^]

https://github.com/vcmi/vcmi/pull/553 [^] to bring more robust fix for the problem but it is out of scope of this ticket.





View Issue Details
3035 [VCMI] AI - Adventure Map minor always 2019-02-12 13:24 2019-02-16 07:51
Dydzio Microsoft Windows  
Nullkiller Windows 7  
normal Home Premium x64  
resolved 1.next  
fixed  
none    
none  
  1.next  
AI pathfinder generating goal that cannot be realized
This happens with newest VCMI code (after https://github.com/vcmi/vcmi/pull/548 [^] merge):

In attached map AI will not capture town and heroes will stand in one place infinitely, because ai-ah->HowToVisitObj inside GatherArmy::getAllPossibleSubgoals() will generate VisitTile goal that requires beating the army that is supposed to be reason why we gather army in first place. That goal gets picked as best goal while it should not appear at all considering it's impossible to realize.
1.Run attached map
2.Enable vcmieagles cheat for player only
3.See how AI gets stuck after GatherArmy decomposition
I guess this could be fixed by filtering generated goals inside GatherArmy but proper solution would be fixing pathfinder logic.
vcmiaistacksplit_v1.h3m (8,615) 2019-02-12 13:24
https://bugs.vcmi.eu/file_download.php?file_id=2983&type=bug
Notes
(0007749)
Dydzio   
2019-02-14 13:48   
For now bug won't appear with https://github.com/vcmi/vcmi/pull/551 [^] merged. Proper fix is inside https://github.com/vcmi/vcmi/pull/546 [^] (unified danger evaluation logic so there won't be deviation in danger determined by pathfinder and VisitTile internals).





View Issue Details
3015 [VCMI] AI - Adventure Map major always 2018-10-14 13:40 2019-02-07 07:43
Povelitel 64  
Windows  
normal 10  
new 0.99  
open  
none    
none  
   
AI: wrong priorities. Need tuning
Purple hero Terek. Don't take Sword of Judment (He don't have sword at all)
he just collects resources, takes the sphere of the earth and leaves

Багровый герой Терек не берет меч правосудия (+5 ко всем параметрам). У него меча вообще нет. Он просто собирает ресурсы, берет сферу земли и уходит.
Как так?
VCMI 0.99 6958f2cddf28abcc152340190e25d21d122abd1a (client)
Ne vzyal mech.rar (834,299) 2018-10-14 13:40
https://bugs.vcmi.eu/file_download.php?file_id=2958&type=bug
До.png (122,064) 2018-10-14 13:40
https://bugs.vcmi.eu/file_download.php?file_id=2959&type=bug
После.jpg (64,375) 2018-10-14 13:40
https://bugs.vcmi.eu/file_download.php?file_id=2960&type=bug
Notes
(0007734)
Dydzio   
2019-02-06 18:51   
(edited on: 2019-02-06 18:52)
Now AI uses fly spell to capture town at southwestern corner of the map with help of fly spell. Fairly smart thing to do in my opinion. This save will still be useful for me for some AI priority debugging.

(0007737)
Povelitel   
2019-02-06 20:50   
"Fairly smart thing to do in my opinion"?

He took two chests, but ignored the sword of justice.
Not very clever, as for me ...
(0007738)
Dydzio   
2019-02-06 20:59   
In my case he did not take anything, just flew to capture. In somecases it's better to fast capture town than spend extra movement points on artifacts etc.
(0007739)
Warmonger   
2019-02-06 21:02   
AI doesn't feel like picking any objects unless they are required for quest. AI will try just to win by capturing the town.
(0007740)
AVS   
2019-02-07 07:29   
What if we add negative movement cost for paths through pickable object?
(0007741)
Nullkiller   
2019-02-07 07:42   
(edited on: 2019-02-07 07:43)
AI can not use fly spell for now or has somebody implemented it? Maybe he just has wings?

(0007742)
SXX   
2019-02-07 07:43   
Nobody implemented it, but AI can use artifacts that give flying.





View Issue Details
2722 [VCMI] AI - Adventure Map minor always 2017-07-16 16:29 2019-02-06 20:42
Povelitel  
Dydzio  
normal  
assigned 0.98g  
open  
none    
none  
   
Riddle, mysticism. AI attacks me only if I cross the garrison. So I stand side by side and he does not touch me.
Visually everything in the video https://youtu.be/NRgTsjSblEY [^]
Атакуеттолькопослегарнизона.rar (899,427) 2017-07-16 16:29
https://bugs.vcmi.eu/file_download.php?file_id=2734&type=bug
Notes
(0007736)
Povelitel   
2019-02-06 20:42   
Now freeze it
VCMI 0.99 f06c8a872592bddfbe3fd5116979af0679f27bd3 MXE





View Issue Details
2995 [VCMI] AI - Adventure Map minor always 2018-08-10 13:03 2019-02-06 17:32
Dydzio Microsoft Windows  
Dydzio Windows 7  
normal Home Premium x64  
resolved 1.next  
fixed  
none    
none 1.next  
   
AI freezes - infinite loop
Blue player freezes when performing turn in provided save, console spams messages infinitely. Tested with build a090946
Load provided save and pass turn. Blue player turn will not complete.
aiinfiniteloop.zip (698,718) 2018-08-10 13:03
https://bugs.vcmi.eu/file_download.php?file_id=2940&type=bug
Notes
(0007671)
Povelitel   
2018-11-06 11:54   
In last develop don't reproducibility for me
(0007730)
Dydzio   
2019-02-06 17:32   
Indeed, doensn't happen anymore after bug fixes.





View Issue Details
3028 [VCMI] AI - Adventure Map minor always 2018-12-16 13:48 2018-12-30 20:41
Warmonger  
Nullkiller  
normal  
resolved 1.next  
fixed  
none    
none 1.next  
   
Optimize CGameInfoCallback::getPlayerTeam
According to MSVS 2015 profiler, this little function uses 2% of all client time.

However, it has not much use, since player teams don't change often (if at all). Just make fixed player->team field.

Maybe update it only when player leaves the game, if ever.
Issue 3028.png (48,525) 2018-12-30 20:22
https://bugs.vcmi.eu/file_download.php?file_id=2970&type=bug
Notes
(0007698)
AVS   
2018-12-16 17:40   
getPlayerTeam could be optimized, but problem is not in getPlayerTeam itself, but in that it is called way to often (mostly from tile visibility checks). AI should cache FoW map locally and do not retrive it from callback every time.
(0007701)
AVS   
2018-12-30 19:40   
Optimized in https://github.com/vcmi/vcmi/pull/528 [^]
(0007702)
Warmonger   
2018-12-30 20:21   
(edited on: 2018-12-30 20:24)
Indeed, but you actually had to optimize 2 different AI functions where this call is used, and the list is not exhaustive. At least these were 2 main callers.
(The lambda in the screenshot comes from ExplorationNewPoint())

(0007703)
AVS   
2018-12-30 20:41   
See the PR, and my review. I`ve marked all known bottlenecks (I have profiler data too)





View Issue Details
3027 [VCMI] Other block always 2018-12-04 15:26 2018-12-04 15:26
SXX  
SXX  
high  
assigned 0.99  
open  
none    
none  
   
Network fail on FreeBSD due to 2MB socket buffer limit while 4MB is used
So I cheated little bit with socket buffer size to be able to sent whole game state over network in one go. I set limit to 4MB which work fine on all Linux, Windows and macOS, but unfortunately FreeBSD have default limit of 2MB buffer on kernel level.

[pre]
     SO_SNDBUF and SO_RCVBUF are options to adjust the normal buffer sizes allocated for output and input buffers,
     respectively. The buffer size may be increased for high-volume connections, or may be decreased to limit the
     possible backlog of incoming data. The system places an absolute maximum on these values, which is accessible
     through the sysctl(3) MIB variable ``kern.ipc.maxsockbuf''.
[/pre]

So this need to be solved one way or another. For now I can decrease limit to 2MB, but then we really need to improve networking to handle sending large amount of serialized data.
There are no notes attached to this issue.





View Issue Details
3019 [VCMI] GUI - Town screen major always 2018-11-01 01:10 2018-11-14 18:03
By003  
Dydzio  
high  
resolved 0.99  
fixed  
none    
none 1.next  
   
Memory leak in GUI
A large storage occupied by VCMI_client while it runs, a great occupation would be generated rapidly while changing different town screens. It is really an big problem and it becomes increasingly serious and affect the running speed of the game.


I have analysed the problem which is contributed by GUI memory leak. It might happens in loading large amount of graphics of the game, and there is not a command to clear cache so I have to quit it manualy. Thus, I hope it could be fixed as soon as possible.
Last year I mentioned about this. I suppose it would just be related as GUI problem.
bb256f73918fd3aee1bc81095aba88794e33873e.jpg (13,159) 2018-11-01 01:10
https://bugs.vcmi.eu/file_download.php?file_id=2963&type=bug
Notes
(0007686)
By003   
2018-11-13 07:34   
No response here..I suppose this bug or problem should be put into priority. Running problem might be most serious.
(0007687)
Dydzio   
2018-11-14 18:03   
Fixed in https://github.com/vcmi/vcmi/commit/614cde4a552415cd36d24a16419cf6180b900d49#diff-8b2bf7b353770cbc9ea4d28dddee87b7R926 [^]





View Issue Details
2965 [VCMI] Map Editor crash always 2018-06-07 19:56 2018-11-07 09:31
VampMarcie  
AVS  
high  
resolved 0.99  
no change required  
none    
none 1.next  
   
Crashes when any custom faction in use
Returns:
Assertion failed: !allowedFactions.empty(), file mapping\CMap.cpp, line 32

whenever a custom map (all grass, 1 town of any kind) is saved with any custom faction added in the mods folder.
1) Place any custom faction (eg. Bastion, Bastille) in the mods folder
2) Make brand new .vmap in VCMI map editor
3) Place down your town and enemy town
4) Save
5) Launch game
6) Click map in map menu and crash with above error
crash.png (1,703,106) 2018-06-07 19:56
https://bugs.vcmi.eu/file_download.php?file_id=2912&type=bug
Notes
(0007586)
AVS   
2018-06-15 08:12   
Is this bug only in 0.99 version or daily builds also do not work?
(0007587)
VampMarcie   
2018-06-20 21:40   
It works with VCMI-branch-develop-8798e6e, just tested it!





View Issue Details
3017 [VCMI] GUI - Adventure Map tweak always 2018-10-15 20:09 2018-11-07 08:11
Andruids PC  
AVS Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none 1.next  
   
Warlock and Overlord have incorrect defs
Warlock and Overlord adventure def files are reversed.
Warlock's mapObject files should be AH11_.def and AH11_E.def.
And Overlord's mapObject files should be AH10_.def and AH10_E.def.
There are no notes attached to this issue.





View Issue Details
1835 [VCMI] Other crash N/A 2014-07-12 12:12 2018-11-07 06:47
Nikolay.IT 64 bit  
Warmonger Windows 8  
high  
resolved 0.96  
unable to reproduce  
none    
none 1.next  
   
Crash on end turn
Disaster happened.
Reason: 0xc0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:5A10BA4E
Attempt to read from 0x00000000
Thread ID: 11176 [11176]
Crash info will be put in VCMI_client.exe_crashinfo.dmp
1. Load the given save file
2. Click end turn
3. The game crashes
_report.zip (1,387,420) 2014-07-12 12:12
https://bugs.vcmi.eu/file_download.php?file_id=1848&type=bug
vcmi.crash.zip (976,958) 2014-07-17 15:12
https://bugs.vcmi.eu/file_download.php?file_id=1855&type=bug
savegame.zip (958,132) 2014-07-20 19:58
https://bugs.vcmi.eu/file_download.php?file_id=1864&type=bug
Notes
(0004838)
amergl   
2014-07-16 15:06   
The same problem I encountered under Debian Wheezy. If you require I can upload the saved game status.

There are two other but very similar tickets 0001839 and 0001840 reporting this bug.

Is it new in version 0.96?
(0004839)
Ivan   
2014-07-16 15:41   
amergl, upload saves and logs so we can make sure that this is the same bug.

Logs are usually in ~/.cache/vcmi/ directory, saves are in ~/.local/share/vcmi/Saves
(0004840)
amergl   
2014-07-17 15:14   
dear Ivan,

as you requested done, see attached vcmi.crash.zip

Attila
(0004841)
Ivan   
2014-07-17 18:16   
Thanks. Yes, looks to be at least similar. All 3 issues have a crash during AI turn so I've marked them as related.
(0004852)
giff   
2014-07-20 19:57   
Most likely same issue on Ubuntu 14.04. Console output:

Another allied hero stands in our way
Another allied hero stands in our way
Another allied hero stands in our way
Our heroes don't move anymore, exhaustive decomposition failed
[xcb] Unknown request in queue while dequeuing
[xcb] Most likely this is a multi-threaded client and XInitThreads has not been called
[xcb] Aborting, sorry about that.
vcmiclient: ../../src/xcb_io.c:179: dequeue_pending_request: Assertion `!xcb_xlib_unknown_req_in_deq' failed.
Aborted (core dumped)


Save game attached (savegame.zip)
(0004914)
sirenry   
2014-08-13 01:27   
Same issue here. Ubuntu 14.04 also. Kind of annoying, since I just discovered this, and now I can't play past a few turns :(

Can provide saved game / more logs if necessary, very easy to reproduce (it's happened to me on 2 different games, after a week or so).

Where it says "SNIP" there are about 70 copies omitted of the allied hero error.
Maybe some sort of infinite recursion for pathfinding..?

Full terminal output:

Opening VCAI
Loaded VCAI
Opening StupidAI
Loaded Stupid AI 0.1
Loaded client part of save 284
Establishing connection...
Found endpoints:
    0: 127.0.0.1:3030
Trying connection to 127.0.0.1:3030 (0)
Established connection with VCMI 0.96 (server)
    Connecting to the server: 9
Server opened savegame properly.
Sent info to server: 55
Warning: IntObject re-activated with mismatching used and active
Player 1 starting turn
Another allied hero stands in our way
Another allied hero stands in our way

  - - - - SNIP - - - -
Another allied hero stands in our way
[xcb] Unknown sequence number while processing queue
[xcb] Most likely this is a multi-threaded client and XInitThreads has not been called
[xcb] Aborting, sorry about that.
vcmiclient: ../../src/xcb_io.c:274: poll_for_event: Assertion `!xcb_xlib_threads_sequence_lost' failed.
(0004918)
Nikolay.IT   
2014-08-16 07:41   
It happens in almost every game. It's very annoying.
(0007679)
Povelitel   
2018-11-06 14:52   
Saves are very old and impossible to check. The AI has been improved during this time and I believe this ticket is no longer relevant.





View Issue Details
2536 [VCMI] Mechanics - Adventure Map crash always 2016-09-30 15:05 2018-11-06 16:15
SXX  
SXX  
normal  
resolved 0.98g  
fixed  
none    
none 1.next  
   
Crash within Pathfinder on AI turn
Another problem reported by @Povelitel that reproducible both from map and save.
Metataxer\'s Revenge (english version).h3m (248,252) 2016-09-30 15:05
https://bugs.vcmi.eu/file_download.php?file_id=2576&type=bug
2536.zip (3,533,349) 2016-09-30 15:06
https://bugs.vcmi.eu/file_download.php?file_id=2577&type=bug
There are no notes attached to this issue.





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886 [VCMI] Mechanics - Battles crash sometimes 2012-02-29 05:51 2018-11-06 15:16
q4a x86  
AVS Windows  
normal XP SP3  
resolved  
fixed  
none    
none 1.next  
   
Crash after cloned creatures move
Tested on r2563.
 
VCMI_Client_log.txt:
Listening... received server message of type struct BattleStackMoved
CStupidAI [0C876780]: battleStackMoved called
    Made first apply on cl
    Applied on gs
    Made second apply on cl
Listening... received server message of type struct BattleAttack
CPlayerInterface::battleAttack - locking...done!
CStupidAI [0C876780]: battleAttack called
    Made first apply on cl
Battle stack [8]: -858993460 creatures of Imps from slot 255 #detached from# Hero Ignatius
Battle stack [8]: -858993460 creatures of Imps from slot 255 #detached from# "Imps"
    Applied on gs
CPlayerInterface::battleStackAttacked - locking...done!
CStupidAI [0C876780]: battleStacksAttacked called
    Made second apply on cl
Listening... Wrong player id in blueToPlayersAdv (96)!
Server finished
Lost connection to server, ending listening thread!
read: An existing connection was forcibly closed by the remote host
Something wrong, lost connection while game is still ongoing...

VCMI_Server_log.txt:
Message successfully applied (result=1)!
Sending to all clients a package of type struct BattleNextRound
Sending to all clients a package of type struct BattleSetActiveStack
Received client message of type struct MakeAction
    Making action of type 
Sending to all clients a package of type struct StartAction
Sending to all clients a package of type struct BattleStackMoved
Sending to all clients a package of type struct BattleAttack
Battle stack [8]: -858993460 creatures of Imps from slot 255 #detached from# Hero Ignatius
Battle stack [8]: -858993460 creatures of Imps from slot 255 #detached from# "Imps"
Start any map.
Get all spells by cheat "vcmiistari".
Attack enemy.
Click defend to your 1st current set of creatures.
Cast Defend (4th lev) spell on that set.
Click defend to all other your creatures, except cloned.
Move cloned creatures forward.

Sometimes it needs to do more moves to get crash. Once I don't get crash at all.
Notes
(0002266)
Tow   
2012-03-01 16:38   
This one is complex, I found two possible crashes while investigating. They're related to removing cloned stack after attack, not movement.
(0005172)
SXX   
2014-11-26 03:40   
Tried to reproduce in 0.97, but failed.
(0007680)
Povelitel   
2018-11-06 15:16   
Don't reproducibility in last develop.





View Issue Details
1983 [VCMI] GUI - PreGame crash always 2014-11-30 13:04 2018-11-06 14:18
Donavan Windows  
Warmonger 7  
high  
resolved 0.97  
fixed  
none    
none 1.next  
   
Heroes 3 Map Crash
The moment Red, Blue, Tan or Green takes its turn, the game crashes.
Either:
1) Play Red, Blue, Tan, or Green as a player.
2) Let the AI take either Red, Blue, Tan or Green's turn.
nil
Calm Clearing V5 (Allies + Modified).h3m (75,868) 2014-11-30 13:04
https://bugs.vcmi.eu/file_download.php?file_id=2026&type=bug
Loop_trol.rar (1,315,744) 2018-03-02 13:46
https://bugs.vcmi.eu/file_download.php?file_id=2866&type=bug
Notes
(0007460)
Povelitel   
2018-03-02 13:46   
I tested it map on autoSkip.

Game was freezed when green hero Melodia attacked dwellings troll

I guess it other problem
(0007676)
Povelitel   
2018-11-06 14:18   
Doesn't reproducibility for me in 0.99 d36f59e1af87c99a26d7fd69a4ca4f2404b0953e





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3020 [VCMI] Mechanics - Objects minor have not tried 2018-11-01 18:28 2018-11-01 21:19
SXX  
SXX  
normal  
resolved  
fixed  
none    
none 1.next  
   
CGLighthouse::initObj using netpacks before game starts
Problem reported here:
https://github.com/vcmi/vcmi/pull/499 [^]

I guess @povelitel might have issue for it already, but here it's just in case.
Wayfarer(E).h3m (151,631) 2018-11-01 18:28
https://bugs.vcmi.eu/file_download.php?file_id=2964&type=bug
Notes
(0007660)
SXX   
2018-11-01 20:35   
Added workaround:
https://github.com/vcmi/vcmi/commit/708705aa960baf21335cbed31108b9619687a87c [^]





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3011 [VCMI] GUI - Town screen feature always 2018-09-29 20:08 2018-10-31 20:49
Andruids PC  
Godric Windows  
low 8.1  
resolved 0.99  
fixed  
none    
none 1.next  
   
Mod's path instead of a name in growth-booster skill
Inspired by Macron's modified skills, I wanted to make a new skill that raised creature growth in towns, but the source shown in the town screen is taken from the skills unique identifier, which gives a bizarre effect (especially if the mod is a part of another mod). Shouldn't the information be taken from the name of the skill, similarly to artifacts and fort/horde/grail buildings?
vcmi gov.jpg (308,917) 2018-09-29 20:08
https://bugs.vcmi.eu/file_download.php?file_id=2952&type=bug
Notes
(0007656)
Andruids   
2018-09-30 02:32   
Just noticed another thing, if bonus comes from Hero's specialty, the information says "Unknown".
(0007659)
Godric   
2018-10-31 20:49   
Fixed in https://github.com/vcmi/vcmi/pull/509 [^]





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3009 [VCMI] GUI - Town screen minor always 2018-09-15 14:21 2018-10-30 02:11
misiokles PC  
Dydzio Windows  
normal 10  
resolved 0.99  
fixed  
none    
none 1.next  
   
Building highlights names don't update after clicking on any building.
After making some action in townscreen, Building highlights freeze.
1. Start a game. You can use cheat for full builded city.
2. Inside townscreen move mouse over diffirent buildings to see that building names at the bottom of the screen are displayed correctly.
3. Entern Tavern or Mage Guild to make any action.
4. Move mouse over buildings once again - building names don't change and freeze to display Tavern or Mage Guild. Is it connected with Hill Fort bug?
bug.png (1,644,282) 2018-09-15 14:21
https://bugs.vcmi.eu/file_download.php?file_id=2950&type=bug
Notes
(0007657)
Dydzio   
2018-10-29 13:17   
Fixed in: https://github.com/vcmi/vcmi/pull/502 [^]





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2997 [VCMI] Mechanics - Adventure Map crash always 2018-08-11 19:26 2018-09-16 14:03
Nullkiller  
Dydzio  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
Crash when move from teleport
CPlayerInterface.doMoveHero, line 2717
sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1);

It tries to play a horse sound but currentTerrain is not initialized and we have out of range
Load save
Select Luna and move to our town
- The hero bypasses a portal
- Crash
Saves.zip (513,064) 2018-08-11 19:26
https://bugs.vcmi.eu/file_download.php?file_id=2941&type=bug
Notes
(0007625)
Povelitel   
2018-08-11 20:34   
May be has connection? https://bugs.vcmi.eu/view.php?id=2902 [^]
(0007626)
Nullkiller   
2018-08-12 06:45   
Maybe a duplicate.
(0007645)
Dydzio   
2018-09-16 13:10   
Fixed in: https://github.com/vcmi/vcmi/pull/491 [^]





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3007 [VCMI] Random Map Generator minor always 2018-09-13 21:19 2018-09-13 21:19
misiokles PC  
Windows  
normal 10  
new 0.99  
open  
none    
none  
   
Module "STACK_ARTIFACTS" crashes game during generating random maps.
Module "STACK_ARTIFACTS" (if set to "true") crashes game during generating random maps in latest daily builds.
Open defaultMods.json file in CONFIG directory.
Change "STACK_ARTIFACTS": false, into "STACK_ARTIFACTS": true,
Save file.
Try to generate any random map.
There are no notes attached to this issue.





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2652 [VCMI] Campaigns major always 2017-03-12 19:17 2018-08-26 18:05
misiokles PC  
a.yupinov Windows  
normal 0  
resolved 0.99  
fixed  
none    
none 1.next  
   
Missing feature: Yog CAN learn spells in Birth of a Barbarian campaign.
In the Shadow of Death campaign Birth of a Barbarian, Yog does not start with a spellbook, and cannot acquire one (entering a Mage Guild while he is a visiting Hero results in a messagebox telling "Yog has given up magic in all its forms. His knowledge of battle and tactics will have to be enough to get him through the rest of his life".

In VCMI Yog has no problem to get spellbook and learn spells, so playing this campaign in vcmi is pointless.
Play Birth of the Barbarian campaign. Try to get spellbook from Mage guilds.
Notes
(0007632)
asgraf   
2018-08-25 20:12   
(edited on: 2018-08-25 20:17)
Probably related with BAN_SPELLS:
https://bugs.vcmi.eu/view.php?id=3001#c7631 [^]

(0007633)
AVS   
2018-08-26 18:05   
Fixed in https://github.com/vcmi/vcmi/pull/472 [^]





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3000 [VCMI] AI - Battles text sometimes 2018-08-21 06:38 2018-08-21 06:38
Warmonger  
FeniksFire  
normal  
assigned 1.next  
open  
none    
none  
   
"Unauthorized obstacles access attempt" spam
Happens often (but not always?) when AI attacks a mob on a map. Very annoying.
Bug3000.png (39,333) 2018-08-21 06:38
https://bugs.vcmi.eu/file_download.php?file_id=2946&type=bug
There are no notes attached to this issue.





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2993 [VCMI] AI - Adventure Map major always 2018-08-08 06:57 2018-08-08 08:53
Warmonger  
Warmonger  
normal  
resolved 1.next  
fixed  
none    
none 1.next  
  1.next  
AI tries to visit blocked Border Gate during exploration
AI wastes all movement points (and time) trying to pass impassable Border Gate during exploration.
It should only visit it once, get quest, and then look for Keymasters Tent
BorderGate has 2 properties:
- blockVisit (always true)
- passableFor (determined by Pathfinder)
Notes
(0007622)
Warmonger   
2018-08-08 08:53   
Fixed in PR 477





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1744 [VCMI] Campaigns minor always 2014-03-03 22:42 2018-08-05 09:50
FrostyMuadDib  
a.yupinov  
normal  
resolved 0.95  
fixed  
none    
none 1.next  
   
Campaign maps receive starting bonuses of single scenarios
When starting campaign level, I received one of the bonuses that you can choose on starting single scenario (artifact/gold/resource).
Notes
(0007617)
a.yupinov   
2018-08-04 12:20   
still there in develop version
(0007620)
a.yupinov   
2018-08-05 09:50   
(edited on: 2018-08-05 09:50)
fixed in 7ed318d156






View Issue Details
2991 [VCMI] AI - Adventure Map major sometimes 2018-08-04 06:20 2018-08-04 08:28
Warmonger  
Warmonger  
normal  
resolved 1.next  
fixed  
none    
none 1.next  
  1.next  
AI does nothing at Trading Post, leding to a loop
While AI can correctly move to Trading Post as a part of CollectRes goal, it doesn't ever perform actual trade. When it's in the Post, it chooses another target and just runs back and forth.
It happens quite often for Red in attached map, however better testing case for trading in general is needed.
108 Jebus 20140330.h3m (51,131) 2018-08-04 06:20
https://bugs.vcmi.eu/file_download.php?file_id=2935&type=bug
Notes
(0007616)
Warmonger   
2018-08-04 08:28   
Fixed in https://github.com/vcmi/vcmi/commit/2aa0a6fe2f6b9384f341be06139e09e6f9424e8a [^] though actual functionality needs more tetsing.





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2988 [VCMI] GUI - Adventure Map feature always 2018-08-03 00:37 2018-08-03 00:37
tukkek Linux  
Debian  
low Buster (testing)  
new 0.99  
open  
none    
none  
   
Remember "tab" for the Kingdom Overview screen
I'm calling the "Kingdom Overview" the screen that shows your entire list of heroes or towns - which opens up when you press k. I use it to recruit units on the first half of a week since it's more convenient than opening up each individual Town Screen to do so. I barely use it for hero management at all.

As such, for me personally it would be a simple yet relevant quality-of-life improvement if the screen would remember which "tab" I had open last time it was activated. Seems like a simple matter of keeping a flag in-memory and just automatically "pressing the button" (invoking the callback routine) for opening up the towns listing if that was what I clicked last time.
Obviously a very minor feature request but would be lovely to have it, if it's as easy to implement as it sounds.

Wouldn't even need to be a user preference or anything - just remembering what "tab" was last active and making sure that's the one that pops up is perfect, even if the game forgets it entirely whenever I quit and launch it again.
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2982 [VCMI] AI - Adventure Map minor always 2018-07-30 18:58 2018-08-02 17:11
Nullkiller  
Nullkiller  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
bug when take a resource on an adjacent tile during wander
When AI try to take a resource on adjacent tile it actually do not move because of blockvis but movement logic see that there was no movement and fails. Wandering terminates after this

Cannot use this hero anymore, received exception: Invalid path found!
Load attached map, visit redwood observatory and end turn. AI takes only 2 resource objects. To gather all it needs about 4 days.
bug.h3m (9,178) 2018-07-30 18:58
https://bugs.vcmi.eu/file_download.php?file_id=2925&type=bug
Notes
(0007607)
Nullkiller   
2018-07-30 19:05   
A bug report to my pull request https://github.com/vcmi/vcmi/pull/469 [^]
(0007608)
Dydzio   
2018-08-02 17:11   
Fixed in: https://github.com/vcmi/vcmi/commit/eddaedd13e3420869fbfd17878552c177fb777bb [^]





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2980 [VCMI] AI - Adventure Map major have not tried 2018-07-27 07:59 2018-07-27 08:00
Warmonger  
 
normal  
new 1.next  
open  
none    
none  
   
AI can't collect army to defeat guard on the other side of Subterranean Gate
When exploring, AI doesn't seem to understand or detect the guard blocking other exit of Subterranean Gate. If AI doesn't already have enough army to defeat it, it won't attempt to gather more army and gets stuck.
Now with GatherArmy called only on request, this issue became apparent, though it's always been there (0001126).
There are no notes attached to this issue.





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1126 [VCMI] AI - Adventure Map major always 2012-10-01 08:16 2018-07-27 08:00
Warmonger  
Warmonger  
normal  
resolved 0.9  
fixed  
none    
none 0.94b  
   
Hero stuck at subterranen gate when it's exit is guarded
Hero killed guard of Subterranean gate on the surface, and entered it, but on the other side there is another guard too strong to attack. The hero got stuck and doens't return or perform any action.
The issue is severe, as on many maps (especially random) gates have strong double guards and there is no other way through.
Load attached save (0.90). Follow the road to find red hero orris stuck at Subterranean gate underground.
Stuck at Subterranean Gate.rar (753,497) 2012-10-01 08:16
https://bugs.vcmi.eu/file_download.php?file_id=1127&type=bug
Notes
(0003165)
Warmonger   
2012-10-04 10:20   
Behavior can be different after r2973. Now AI will try to visit both gates in pair immediately, which is simplification, but should prevent hero getting stuck on the other side.
(0004203)
Warmonger   
2013-12-23 20:48   
Fixed in #3673.





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2978 [VCMI] AI - Adventure Map minor sometimes 2018-07-24 15:45 2018-07-24 15:45
Warmonger  
 
normal  
new 0.99  
open  
none    
none  
   
AI loses hero attacking Lizard Warriors
I noticed it occured a few times over years. It happens sometimes, but it is usually Lizard Warrior and not any other unit. Find out why.
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2973 [VCMI] Mechanics - Battles minor always 2018-07-18 00:26 2018-07-18 08:18
Andruids PC  
AVS Windows  
normal 8.1  
acknowledged 0.99  
open  
none    
none  
   
Custom Siege Machine melee attack
A custom Siege Machine has the option to attack a unit that stands on the hex directly opposite to it (horizontally) in melee.
1. Download this mod: https://cdn.discordapp.com/attachments/370383394724642836/468385968022355968/plaguetent.zip [^]

2. Choose the new Necropolis hero with a custom tent-like Siege Machine (Bubonic) in the new scenario.

3. Enter battle and wait until a unit comes near it.
vcmisiegeMbug.jpg (296,625) 2018-07-18 00:26
https://bugs.vcmi.eu/file_download.php?file_id=2916&type=bug
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2969 [VCMI] Mods minor always 2018-07-16 02:55 2018-07-17 01:29
SXX  
AVS  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
Towns are initialized before articact handler can patch creature handler with war machine ID
So @Andruids reported on slack that his mod of war machine is crashes on attempt to buy his replacement war machine within town. Basically

As I find out problem is that sequence is like this:

* First default siege weapon get loaded by CArtHandler::loadFromJson.
* Then all default towns are initialized by CTownHandler::loadTown. At this point custom war machine creature don't have artifactID.
* Only now CArtHandler::loadFromJson loading our custom war machine artifact so it's where appropriate warmachine ArtifaftID is set for creature.
* Now when you try to open town window ArtifactID::NONE passed to UI and obviously it's cause crash.

VLC->creh->creatures.at(id)->warMachine = art->id;
plaguetent.zip (122,945) 2018-07-16 02:55
https://bugs.vcmi.eu/file_download.php?file_id=2914&type=bug
Notes
(0007588)
AVS   
2018-07-17 01:29   
Fixed in https://github.com/vcmi/vcmi/pull/459 [^]





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2964 [VCMI] Map Editor minor always 2018-05-20 11:48 2018-05-21 11:05
misiokles PC  
AVS Windows  
normal 10  
resolved 0.99  
fixed  
none    
none 1.next  
   
Autumn Rampart mod crashes map editor.
Autumn Rampart mod (in Town modification section of mod list) crashes map editor - editor doesn't start because "failed to create handles". Other town modification mods work fine with map editor. It is strange because all these mods are written identically. Direct link to mod: http://www.mediafire.com/file/zeu1p3umj6va1hi/AutumnRampart_v0.91.zip [^]
handles.png (5,454) 2018-05-20 11:48
https://bugs.vcmi.eu/file_download.php?file_id=2910&type=bug
Notes
(0007582)
AVS   
2018-05-20 14:36   
Editor crashes on "Mods\AutumnRampart\Content\Data\hpl134nc.pcx" because it lacks support for real PCX format (not H3 one). I`ll add it too, but it not that trivial.
(0007583)
misiokles   
2018-05-20 15:25   
(edited on: 2018-05-20 15:30)
Ah, now I know what is the cause. I'll update the mod with pcx transformed to bmp. Thanks!

EDIT: mod checked, now working fine with map editor, link updated.

(0007585)
AVS   
2018-05-21 11:05   
fixed in https://github.com/vcmi/vcmi_editor/commit/8043241f4a682322368b17d868118ca0f26f0218 [^]





View Issue Details
2870 [VCMI] Map Editor crash N/A 2018-02-03 23:21 2018-05-21 11:05
Draeganfire  
AVS  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
Map Editor Incapatibility
The mod for Portraits Pack causes the Map Editor to crash when opening if installed in vcmi mods
Notes
(0007584)
AVS   
2018-05-21 11:05   
fixed in https://github.com/vcmi/vcmi_editor/commit/8043241f4a682322368b17d868118ca0f26f0218 [^]





View Issue Details
2963 [VCMI] GUI - PreGame minor always 2018-05-05 19:23 2018-05-05 19:23
karliss  
 
normal  
new  
open  
none    
none  
   
Inconsistent playable colors for random map
Problem found by misiokles in slack.

Game with non red human player can't be properly loaded.
1) new game
2) single scenario
3) random map
4) select 4 human or computer players
5) show advanced options
6) observe that all 4 players are human or cpu
7) select 3rd or 4th color
8) save
9) main menu
10) try to load
11) observe that all colors are enemies
12) show advanced options
13) observe that only first to colors are human or cpu but 3rd and 4th are cpu only.
There are no notes attached to this issue.





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2960 [VCMI] Other minor have not tried 2018-04-18 14:15 2018-04-18 14:15
josch  
 
normal  
new  
open  
none    
none  
   
Remove auto generated client/resource.h from git
It seems that client/resource.h is autogenerated by Visual Studio. I don't have access to a Windows installation, but if it's autogenerated by Visual Studio at build-time, then the file could be removed from git.

Otherwise, if it doesn't get autogenerated, the header that it's autogenerated should be removed because clearly it isn't. :)
There are no notes attached to this issue.





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2189 [VCMI] Other minor have not tried 2015-05-02 21:35 2018-04-13 14:28
josch  
SXX Debian GNU/Linux  
normal  
resolved  
fixed  
none    
none 1.next  
   
please consider adding /usr/share/games/vcmi as a data lookup path
Vcmi stores static game data in /usr/share/vcmi which is totally correct from an XDG point of view. But the FHS (filesystem hierarchy standard) specifies /usr/share/games as the base directory for static game data. So it would be great if vcmi could add /usr/share/games/vcmi as an additional directory to look for game data after having looked in /usr/share/vcmi. That way, Debian could store static game data in /usr/share/games/vcmi without deviating from vcmi upstream in its lookup path. This would be convenient for Debian as most other games in Debian store their static game data in /usr/share/games as well because of the FHS.
Notes
(0007241)
SXX   
2017-08-25 06:06   
I just added /usr/share/games/vcmi lookup dir here:
https://github.com/vcmi/vcmi/commit/8180e4d5c5ba9ecd6ba36d8f15af10736b2fa8a3 [^]

Please report back if it's work as intended!
(0007573)
josch   
2018-04-13 13:31   
I cannot confirm that it works.

I just built latest git HEAD and I see that lib/VCMIDirs.cpp adds:

ret.push_back(bfs::path("/usr/share/games") / "vcmi");

And I have my data in /usr/share/games/vcmi but when I start vcmi I get:

Error: Heroes III data was not found!
(0007574)
SXX   
2018-04-13 14:13   
@josch
It's won't work if you run it from "bin" in build directory.

I intentionally made VCMI ignore all system-wide data when both binaries and "config", "Mods" directories are together. This way I can be sure that game installed from repository is not interfere with development.

See "IVCMIDirsUNIX::developmentMode".
(0007575)
josch   
2018-04-13 14:27   
That makes lots of sense.

But then I don't see why your commit shouldn't work and I guess you can close this bug report. :)





View Issue Details
2955 [VCMI] GUI - Other crash random 2018-04-07 08:25 2018-04-08 12:38
hkoehler  
hkoehler  
normal  
resolved 0.99  
fixed  
none    
none  
   
Crash while saving game
#0 0x00007fd0b8b66c37 in raise () from /usr/lib64/libc.so.6
#1 0x00007fd0b8b6a028 in abort () from /usr/lib64/libc.so.6
0000002 0x00007fd0b8ba32a4 in ?? () from /usr/lib64/libc.so.6
0000003 0x00007fd0b8bae007 in ?? () from /usr/lib64/libc.so.6
0000004 0x00007fd0b94b01e6 in std::ios_base::_M_dispose_callbacks() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
0000005 0x00007fd0b94b0231 in std::ios_base::~ios_base() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
0000006 0x000000000046534d in boost::io::detail::put<char, std::char_traits<char>, std::allocator<char>, boost::io::detail::put_holder<char, std::char_traits<char> > const&> (x=..., specs=..., res=...,
    buf=..., loc_p=<optimized out>) at /usr/local/include/boost/format/feed_args.hpp:174
0000007 0x00000000004656fa in boost::io::detail::distribute<char, std::char_traits<char>, std::allocator<char>, boost::io::detail::put_holder<char, std::char_traits<char> > const&> (self=..., x=...)
    at /usr/local/include/boost/format/feed_args.hpp:291
0000008 0x000000000046576a in boost::io::detail::feed_impl<char, std::char_traits<char>, std::allocator<char>, boost::io::detail::put_holder<char, std::char_traits<char> > const&> (self=..., x=...)
    at /usr/local/include/boost/format/feed_args.hpp:301
0000009 0x00000000005be7be in boost::io::detail::feed<char, std::char_traits<char>, std::allocator<char>, unsigned int&> (x=@0x7fff1246303c: 0, self=...) at /usr/local/include/boost/format/feed_args.hpp:313
0000010 boost::basic_format<char, std::char_traits<char>, std::allocator<char> >::operator%<unsigned int> (x=@0x7fff1246303c: 0, this=0x7fff12463090) at /usr/local/include/boost/format/format_class.hpp:68
0000011 vstd::CLoggerBase::makeFormat<unsigned int> (this=0x14602b0, t=<optimized out>, fmt=...) at /home/hkoehler/dev/vcmi/vcmi/include/vstd/CLoggerBase.h:142
0000012 vstd::CLoggerBase::makeFormat<char const*, unsigned int> (this=0x14602b0, t=<optimized out>, fmt=...) at /home/hkoehler/dev/vcmi/vcmi/include/vstd/CLoggerBase.h:149
0000013 vstd::CLoggerBase::log<char const*, unsigned int> (this=this@entry=0x14602b0, level=level@entry=ELogLevel::TRACE, format=..., t=t@entry=0x6c7ac8 <typeinfo name for SaveGame> "8SaveGame",
    args#0=args#0@entry=0) at /home/hkoehler/dev/vcmi/vcmi/include/vstd/CLoggerBase.h:71
0000014 0x000000000059d7b9 in vstd::CLoggerBase::trace<char const*, unsigned int> (t=0x6c7ac8 <typeinfo name for SaveGame> "8SaveGame", format=..., this=0x14602b0)
    at /home/hkoehler/dev/vcmi/vcmi/include/vstd/CLoggerBase.h:135
0000015 CClient::sendRequest (this=this@entry=0x7fd084007c90, request=request@entry=0x7fff12463200, player=...) at /home/hkoehler/dev/vcmi/vcmi/client/Client.cpp:453
0000016 0x000000000059da6b in CClient::save (this=0x7fd084007c90, fname=...) at /home/hkoehler/dev/vcmi/vcmi/client/Client.cpp:269
0000017 0x000000000057f78c in CSavingScreen::<lambda()>::operator() (__closure=0x2647d70) at /home/hkoehler/dev/vcmi/vcmi/client/lobby/CSavingScreen.cpp:83
0000018 std::_Function_handler<void(), CSavingScreen::saveGame()::<lambda()> >::_M_invoke(const std::_Any_data &) (__functor=...) at /usr/include/c++/7/bits/std_function.h:316
0000019 0x0000000000553705 in std::function<void ()>::operator()() const (this=0x2647d70) at /usr/include/c++/7/bits/std_function.h:706
0000020 CFunctionList<void ()>::operator()<>() const (this=<optimized out>) at /home/hkoehler/dev/vcmi/vcmi/client/windows/../../lib/FunctionList.h:60
0000021 std::_Function_handler<void (), CFunctionList<void ()> >::_M_invoke(std::_Any_data const&) (__functor=...) at /usr/include/c++/7/bits/std_function.h:316
0000022 0x00000000004bafed in std::function<void ()>::operator()() const (this=0x275a390) at /usr/include/c++/7/bits/std_function.h:706
0000023 CFunctionList<void ()>::operator()<>() const (this=0x25b1d28) at /home/hkoehler/dev/vcmi/vcmi/client/widgets/../../lib/FunctionList.h:60
0000024 CButton::onButtonClicked (this=0x25b1cf0) at /home/hkoehler/dev/vcmi/vcmi/client/widgets/Buttons.cpp:157
0000025 0x00000000004a1b6e in CGuiHandler::handleMouseButtonClick (this=this@entry=0x984900 <GH>, interestedObjs=..., btn=btn@entry=<incomplete type>, isPressed=isPressed@entry=false)
    at /home/hkoehler/dev/vcmi/vcmi/client/gui/CGuiHandler.cpp:370
0000026 0x00000000004a21bc in CGuiHandler::handleCurrentEvent (this=this@entry=0x984900 <GH>) at /home/hkoehler/dev/vcmi/vcmi/client/gui/CGuiHandler.cpp:343
0000027 0x00000000004a2893 in CGuiHandler::handleEvents (this=0x984900 <GH>) at /home/hkoehler/dev/vcmi/vcmi/client/gui/CGuiHandler.cpp:200
0000028 0x000000000061536e in CPlayerInterface::update (this=<optimized out>) at /home/hkoehler/dev/vcmi/vcmi/client/CPlayerInterface.cpp:1719
0000029 0x00000000004a15f2 in CGuiHandler::renderFrame (this=this@entry=0x984900 <GH>) at /home/hkoehler/dev/vcmi/vcmi/client/gui/CGuiHandler.cpp:458
0000030 0x0000000000449516 in mainLoop (this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>,
    this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>) at /home/hkoehler/dev/vcmi/vcmi/client/CMT.cpp:1317
0000031 main (argc=<optimized out>, argv=<optimized out>) at /home/hkoehler/dev/vcmi/vcmi/client/CMT.cpp:484
Notes
(0007568)
karliss   
2018-04-07 12:32   
(edited on: 2018-04-07 12:32)
Found one problem. Default captures are EVIL. Local string path in CSavingScreen::saveGame() gets captured by reference. There is at least one more problem as it still crashes.

(0007569)
SXX   
2018-04-07 12:36   
@karliss it's certainly not the reason why it's crashes though.
(0007570)
karliss   
2018-04-08 08:40   
@hkoehler Can you test if it works for you after https://github.com/vcmi/vcmi/pull/445 [^] ? It may or may not be the same save crash.
(0007571)
hkoehler   
2018-04-08 12:38   
Can't reproduce anymore after the duplicate free fix.





View Issue Details
2937 [VCMI] Mechanics - Town structures crash random 2018-03-27 07:49 2018-04-06 02:52
SXX  
AVS  
normal  
resolved  
fixed  
none    
none 1.next  
   
Crash on market resource exchange
@misiokles reported that develop crash for him randomly on resource exchange on market. I got reproduction, but only on some borked save and backtrace is meaningless likely due to some memory corruption.

logs.rar (91,323) 2018-03-27 09:30
https://bugs.vcmi.eu/file_download.php?file_id=2898&type=bug
Notes
(0007553)
Povelitel   
2018-03-27 09:30   
Can confirm it

INSTID_LIKE_CLASS_COMMON(ObjectInstanceID, si32)

> [Внедренный фрейм] VCMI_client.exe!ObjectInstanceID::operator=(const ObjectInstanceID &)Строка 218 C++ Символы загружены.
     VCMI_client.exe!CCallback::trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, unsigned int id1, unsigned int id2, unsigned int val1, const CGHeroInstance * hero)Строка 213 C++ Символы загружены.
     VCMI_client.exe!CMarketplaceWindow::makeDeal()Строка 839 C++ Символы загружены.
     [Внедренный фрейм] VCMI_client.exe!std::_Func_class<void>::operator()()Строка 157 C++ Символы загружены.
     [Внедренный фрейм] VCMI_client.exe!CFunctionList<void __cdecl(void)>::operator()()Строка 60 C++ Символы загружены.
     VCMI_client.exe!CButton::onButtonClicked()Строка 157 C++ Символы загружены.
     VCMI_client.exe!CButton::clickLeft(boost::logic::tribool down, bool previousState)Строка 184 C++ Символы загружены.
     VCMI_client.exe!CGuiHandler::handleMouseButtonClick(std::list<CIntObject *,std::allocator<CIntObject *> > & interestedObjs, EIntObjMouseBtnType btn, bool isPressed)Строка 359 C++ Символы загружены.
     VCMI_client.exe!CGuiHandler::handleCurrentEvent()Строка 344 C++ Символы загружены.
     VCMI_client.exe!CGuiHandler::handleEvents()Строка 194 C++ Символы загружены.
     VCMI_client.exe!CPlayerInterface::update()Строка 1749 C++ Символы загружены.
     VCMI_client.exe!CGuiHandler::renderFrame()Строка 460 C++ Символы загружены.
     VCMI_client.exe!mainLoop()Строка 1370 C++ Символы загружены.
     VCMI_client.exe!wmain(int argc, wchar_t * * argv)Строка 542 C++ Символы загружены.
(0007565)
AVS   
2018-04-06 02:52   
Fixed in develop





View Issue Details
2102 [VCMI] GUI - PreGame major always 2015-02-19 16:17 2018-04-05 16:42
Myau PC  
SXX Ubuntu  
normal 14.04  
resolved 0.97  
fixed  
none    
none 1.next  
   
Wrong multiplayer selection permissions
The town, hero and start bonuce of the player must be prevented from modification by another players in the multiplayer selection screen.
Notes
(0005546)
Myau   
2015-02-19 16:42   
Reproduced from windows 7 client and Ubuntu 14.04 server. Didn't reproduce from android client.
(0007564)
SXX   
2018-04-05 16:42   
Now all changed validated by the server:
https://github.com/vcmi/vcmi/pull/402 [^]





View Issue Details
1212 [VCMI] GUI - PreGame minor always 2013-02-21 06:46 2018-04-05 16:41
o01eg amd64  
SXX Gentoo Linux  
normal  
resolved  
fixed  
none    
none 1.next  
   
VCMI freezes at pressing "Join" button.
When I press to join multiplayer game the client goes to infinite loop and cann't be closed even with Ctrl+C.
New game -> Multiplayer -> Join.
VCMI_Client_log.txt (23,000) 2013-02-21 06:46
https://bugs.vcmi.eu/file_download.php?file_id=1191&type=bug
Notes
(0003406)
Tow   
2013-02-27 03:16   
Yeah, that should not happen. Still, MP mode is not supported.

If you look for adventure, first start one client as Host and then start another one and select Join. Then they should connect. However, expect even more bugs and issues, as you go further into this uncharted territory.
(0003588)
o01eg   
2013-05-29 08:43   
At r3382 the second client get the GUI freeze after pressing Join but shows as connected at the first client that launched server.
(0007563)
SXX   
2018-04-05 16:41   
Now it's possible to cancel connection to server:
https://github.com/vcmi/vcmi/pull/402 [^]





View Issue Details
2100 [VCMI] GUI - PreGame minor always 2015-02-19 16:02 2018-04-05 16:40
Myau PC  
SXX Ubuntu  
normal 14.04  
resolved 0.97  
fixed  
none    
none 1.next  
   
Multiplayer load screen is missing
Seems like the "load miltiplayer game via tcp/ip" option is missing in the main menu.
Select "Load game", then "multiplayer".
Instead of a game type choice, like when starting a new game, the launcher automatically assumes a "hot seat".
Notes
(0005547)
Warmonger   
2015-02-19 16:55   
How about the fact that multiplayer is not supported? These are all missing features, not bugs.
(0007562)
SXX   
2018-04-05 16:40   
Basic multiplayer loading is now supported:
https://github.com/vcmi/vcmi/pull/402 [^]





View Issue Details
2699 [VCMI] GUI - PreGame feature always 2017-06-19 18:27 2018-04-05 16:40
tooandorisu Windows  
SXX 10  
normal 1703  
resolved 0.99  
fixed  
none    
none 1.next  
   
Missing feature - Popup window when loading a multiplayer game
The common window when hosting or joining/"hot seat" don't show up at all when loading a multiplayer game
1. Create a new multiplayer game
2. Play a little
3. Save
4. Load the game
5. NO window comes up at all for hosting/joining/hot seat
6....???
7. Profit! (?)
Untitled3.jpg (273,298) 2017-06-19 18:27
https://bugs.vcmi.eu/file_download.php?file_id=2720&type=bug
Notes
(0007561)
SXX   
2018-04-05 16:40   
Basic multiplayer loading is now supported:
https://github.com/vcmi/vcmi/pull/402 [^]





View Issue Details
1773 [VCMI] GUI - PreGame major always 2014-04-16 19:12 2018-04-05 16:39
oskarroza  
SXX  
normal  
resolved  
fixed  
none    
none 1.next  
   
Load Multiplayer game: no connection window; the game loads like a single-player game and then is stuck on another player's turn
Most of the info is introduced in the summary.
VCMI 0.95 does not allow me to play multiplayer save - it simply does not allow to choose the connection options and thus the game does not work in multiplayer (server) mode.
What is more, the game loads just like a single-player game, but (in the advanced settings) it sees that there should be another player. Unfortunately, the gameplay is impossible, because VCMI is stuck at that player turn.
Any possibility of implementing at least a hot-seat feature for multiplayer saves, and later a fully implemented multiplayer savegame load?
Loading the game through the menu: Load game -> Multiplayer
VCMI 0,95
Heroes 3 Complete - GOG version
multiplayer savegame.vsgm1 (1,716,737) 2014-04-16 19:27
https://bugs.vcmi.eu/file_download.php?file_id=1794&type=bug
MultiKrOr1.vcgm1 (1,718,922) 2014-04-16 19:28
https://bugs.vcmi.eu/file_download.php?file_id=1795&type=bug
multiplayer savegame.vcgm1 (1,718,922) 2014-04-16 19:29
https://bugs.vcmi.eu/file_download.php?file_id=1796&type=bug
Notes
(0004633)
oskarroza   
2014-04-16 19:31   
MultiKrOr1 is the same file as mutiplayer savegame - I mistakingly added the one with original name :)
(0007560)
SXX   
2018-04-05 16:39   
Basic multiplayer loading is now supported:
https://github.com/vcmi/vcmi/pull/402 [^]





View Issue Details
2949 [VCMI] GUI - Hero screen / Exchange window minor always 2018-04-05 15:39 2018-04-05 15:39
SXX  
 
normal  
new  
open  
none    
none  
   
Disabled "Enabling Tactics formation" button disappear after moving artifact
Button obviously should only be active for heroes with tactics, but it's certainly shouldn't disappear when something changed on that screen.
There are no notes attached to this issue.





View Issue Details
2948 [VCMI] GUI - Adventure Map major always 2018-04-05 15:29 2018-04-05 15:29
SXX  
 
normal  
new  
open  
none    
none  
   
World View don't get on top if some spell casted from hero screen
Or basically any other screen. So adventure map view change it's mode while underneath of another UI element. Also same issue occur with spells like "Scuttle Boat" that should bring adventure UI on top.
There are no notes attached to this issue.





View Issue Details
2946 [VCMI] GUI - Adventure Map minor sometimes 2018-04-05 08:13 2018-04-05 08:13
SXX  
 
normal  
new  
open  
none    
none  
   
Grail - some parts of puzzle map might be immidiately shown on start of game
I suppose this happens when there is too few obelisks on map. It's occurs that ```whenUncovered``` on such maps have value of 0 so it's immediately disappear even if player have 0 obelisks.
There are no notes attached to this issue.





View Issue Details
2819 [VCMI] GUI - Town screen minor have not tried 2017-11-15 20:12 2018-04-02 19:01
denspb Windows  
Windows  
normal Windows 7  
new 0.99  
open  
none    
none  
   
Bug while hiring hero with First Aid Tent
While hiring hero with First Aid Tent, the First aid tent appears in the Army slot, not in War Machines slot.
See attached screenshot.
It is possible that this issue appears with other war machines.
1) Wait/buy out heroes until you have a hero that should have First Aid tent.
2) Hire the hero
3) See that hero has First Aid tent in the army slot, not in War Machines slot.
VCMI_99_FirstAidTent.png (2,991,756) 2017-11-15 20:12
https://bugs.vcmi.eu/file_download.php?file_id=2806&type=bug
as.png (732,245) 2017-11-16 13:57
https://bugs.vcmi.eu/file_download.php?file_id=2807&type=bug
Autosave_6.vsgm1 (3,257,595) 2018-04-02 18:59
https://bugs.vcmi.eu/file_download.php?file_id=2904&type=bug
Autosave_6.vcgm1 (3,251,406) 2018-04-02 19:00
https://bugs.vcmi.eu/file_download.php?file_id=2905&type=bug
Notes
(0007318)
misiokles   
2017-11-16 13:58   
I can't reproduce this bug. In my game, Gem's Tent is placed correctly.
(0007319)
denspb   
2017-11-16 15:14   
Yeah, I must notice - it was a latest development build, not .99.
(0007320)
misiokles   
2017-11-16 15:30   
Screen I've posted was made using yesterday daily build. One thing that comes in mind - if you save game with some mods and close game, then you disable some mods or enable some other mods and load such savegame - such things can occur. Because everytime game starts dynamically assigns id for every creature for mods jsons. So in most cases you can't open savegames with different set of mods because diffirent id [creatures, spells, arfifacts, factions] assignation.

By the way - it is feature request for vcmi contributors - it will be fine to have two additional buttons in launcher: save mods list and load mod list. Then can be easily to operate mod settings with diffirent savegames ;]
(0007558)
karliss   
2018-04-02 18:26   
Just had similar bug using 82f334b503f752953552c1c65165ca7583171e91 on Linux but it got triggered in a different way. At the start of "After the Amulet" scenario during campaing Gem had the first aid tent in army slot. Trying to interact with it results in all kind of weird things happening like converting stack of centaurs in to more first aid tents. Would providing save files help?
(0007559)
karliss   
2018-04-02 19:01   
Added the save files for reproducing the bug. To reproduce it:
1) load attached save file
2) end turn two times to trigger scenario transition
3) observe that Gem has first aid tent in army slot





View Issue Details
2941 [VCMI] Sound, music, videos minor always 2018-03-29 13:46 2018-03-29 13:46
misiokles PC  
Window  
low OS  
new 0.99  
open  
none    
none  
   
There's no sounds after picking spell scroll.
When hero picks up spell scroll after that there's should be played one of the PICKUP01-07 sounds (I guess). Now there's any sound.
There are no notes attached to this issue.





View Issue Details
2939 [VCMI] AI - Battles trivial always 2018-03-29 02:35 2018-03-29 02:38
Andruids PC  
Windows  
low 8.1  
new 0.99  
open  
none    
none  
   
CREATURE_DAMAGE bonus doesn't decrease minimal damage as a spell
CREATURE_DAMAGE bonus allows to modify maximum damage as value 0 and 2, but doesn't decrease creature's minimal damage as value 1 (using a spell effect).
1) Download the attached mod.
2) Choose Tower as a starting Town
3) Attack a unit with golems - they should apply a debuff that decreases targetted stack's minimum damage.
Apparently, the bonus works as a secondary skill, but doesn't as a spell effect.
Minimum damage test.rar (5,032) 2018-03-29 02:35
https://bugs.vcmi.eu/file_download.php?file_id=2899&type=bug
There are no notes attached to this issue.





View Issue Details
2919 [VCMI] Mechanics - Other minor always 2018-03-17 05:13 2018-03-27 07:57
SXX  
hkoehler  
normal  
resolved  
fixed  
none    
none 1.next  
   
Army lose creature bonuses like Archangels morale +1 after stacks are joined
Currently if you have two stacks of archangels in your army and you join them together you lose morale +1 bonus. It's restored once you moved stack to another slot.

I guess this is regression of one of recent bonus-related branches.
Notes
(0007504)
hkoehler   
2018-03-17 06:29   
(edited on: 2018-03-17 08:00)
* No bonus added in creatures/castle.json
* Some morale bonuses are handled here in CArmedInstance::updateMoraleBonusFromArmy(), but not Angel bonus by the looks of it
* Note to self: "get config" console command extracts the bonus from legacy data:
"const_raises_morale" : {
    "propagator" : "HERO",
    "type" : "MORALE",
    "val" : 1
}
* CBonusSystemNode::bonuses holds propagated bonuses
* When removing 1st of 2 angels, you get error "Bonus was duplicated (Angels +1) at Hero Caitlin", coming from
void CBonusSystemNode::unpropagateBonus(std::shared_ptr<Bonus> b)
{
    if(b->propagator->shouldBeAttached(this))
    {
        bonuses -= b;
        while(vstd::contains(bonuses, b))
        {
            logBonus->error("Bonus was duplicated (%s) at %s", b->Description(), nodeName());
            bonuses -= b;
        }
        logBonus->trace("#$# %s #is no longer propagated to# %s", b->Description(), nodeName());
    }

    FOREACH_RED_CHILD(child)
        child->unpropagateBonus(b);
}
* So looks like issue is basic propagation/unpropagation handling - each angel adds one bonus, unpropagate removes them both ...
* In this case it's actually the same pointer, stored twice
* In CBonusSystemNode::getAllBonuses, the call of eliminateDuplicates ensures that this duplicate bonus isn't counted twice.

(0007505)
AVS   
2018-03-17 08:21   
Looks like a bug in propagation implementation.
1) bonus source is creature type
2) bonus is propagated from creature type to each (Angel) stack instance
3) from each stack instance bonus is propagated to the hero and duplicates
(0007506)
AVS   
2018-03-17 08:29   
Possible quick fix could be adding vstd::contains(bonuses, b) check to CBonusSystemNode::propagateBonus

More clean fix:
rewrite propagateBonus by collecting set of all red children and then process them
(0007507)
hkoehler   
2018-03-17 08:45   
(edited on: 2018-03-17 08:47)
The issue isn't just that we have duplicate bonuses. Even if we eliminate those, unpropagate would still remove the bonus causing the bug. So either:

1) We keep duplicates (one per stack) and unpropagate only removes one copy. getAllBonuses eliminates the duplicates for calculation. Not very pretty and has overheads, but works?

2) We remove duplicates, and have special handling for stacks, unpropagating only when the last stack of a creature type is removed. Won't work if different stacks propagate different bonuses (is that a possiblity), and not pretty either.

3) When unpropagating, we tell parent to clear itself and re-gather propagated bonuses from its children (recursively). Clean, but possibly time-consuming.

I reckon 3) is the preferred method if it doesn't cause performance issues. Due to the tree-like nature of the propagation/inheritance graph it'll likely be more expensive than the current dynamic inheritance approach, but I suspect it'll still be ok.

(0007508)
hkoehler   
2018-03-17 08:51   
Actually for 3), we wouldn't need to clear everything - just to tell the parent to check whether it still receives the bonus from one of its children. That should solve the performance issue.
(0007509)
AVS   
2018-03-17 08:53   
I suspect that "3" equal complete tree rebuild each time because propagation works up to the tree roots.
(0007510)
AVS   
2018-03-17 08:56   
(edited on: 2018-03-17 08:57)
OTOH any bonus change invalidates all caches, so it should _not_ be much slower even if we reapply all propagation each time node is detached.

(0007511)
hkoehler   
2018-03-17 08:58   
Hmm - you are right, as to find out what the children propagate they need to ask their children etc. Will need to think on this.
(0007512)
AVS   
2018-03-17 09:19   
We can go other way.
1) Propagated/inherited bonuses are transient (not serialized) so we could easily change how they are stored without worrying about compatibility.

2) For each propagated bonus store also pointer to (direct red parent) source node and save all duplicates too. (We have to eliminate duplicates during read operation anyway because of inheritance)

3) when node is detached pass `this` to red parent along with bonus pointer so we can remove bonus came form actually detached node.
(0007513)
hkoehler   
2018-03-17 09:22   
That sounds like option 1), just more complex. Maybe simply keeping duplicates and only removing one of them with each unpropagate isn't the worst design.
(0007514)
AVS   
2018-03-17 10:37   
* Say we have same bonus with PLAYER propagator (angel +1 morale to all heroes of a player) and hero (with 2 stacks of angels) is detached from player node (f.e. it happens also on entering town)
* we have one Bonus object in creature node, player have 2 copies from this hero
* it will be one unpropagate operation for this bonus but we shoudl remove two copies (and there might me more from other heroes).
(0007515)
hkoehler   
2018-03-17 12:12   
If I understand the propagation mechanism correctly, the core of unpropagation when removing a hero from player happens here:

void CBonusSystemNode::removedRedDescendant(CBonusSystemNode *descendant)
{
    for(auto b : exportedBonuses)
        if(b->propagator)
            descendant->unpropagateBonus(b);

    FOREACH_RED_PARENT(parent)
        parent->removedRedDescendant(descendant);
}

Here the player notifies its red parents (in particular the two stacks of angels) to remove themselves from the player, each of which passes this command on towards the creature type. That's two calls of unpropagateBonus, each of which will remove one instance of the bonus from player. No?

Basically the unpropagation paths should be the same as for propagation ...
(0007516)
AVS   
2018-03-17 12:56   
You`re right, it should work
(0007517)
SXX   
2018-03-17 14:19   
BTW while we on it, might be we'll make it possible to have duplicate bonuses from duplicate sources?

E.g in H3 you might have two duplicate artifacts that give you resources on single hero and both of them will work, but in VCMI only one will. Might be we should make it possible to optionally make such bonuses additive?

Not very important problem, but should make our bonus system even more flexible.
(0007518)
AVS   
2018-03-17 14:28   
SXX, bonus duplicates produced by inheritance too (by design). To correctly process multiple copies of same bonus we need to rewrite inheritance algorithm (aka Black Tree).
(0007519)
hkoehler   
2018-03-17 19:30   
(edited on: 2018-03-17 20:14)
I think all we'd need to do to the inheritance algorithm is to not explicitly eliminate duplicates. Then when summing up bonuses vals we can choose to either eliminate duplicates there or not, based on some new bonus parameter.

This approach may also help with the related issue of angel + archangel morale bonus stacking (0001266, 0002517) when it shouldn't:
* New bonus parameter stacking_group
* When set to special value STACKING_ALWAYS duplicates are kept, and stack with other bonuses with STACKING_ALWAYS
* When set to other value, duplicates are eliminated and it doesn't stack with other vals of same stacking_group (only max counts).
* When stacking_group is not specified (when parsing json), assign special value STACKING_OTHER, which will cause it to stack with everything except duplicates.

That way we could give angels and archangels the same stacking_id, and an artifact where we want duplicates to stack just gets set to STACKING_ALWAYS.
And current default behaviour is unchanged.

And I guess a good policy for assigning stacking groups to creatures is to just use the creature id of the base creature:

"angel" : {
    ...
    "const_raises_morale" : {
        "propagator" : "HERO",
        "type" : "MORALE",
        "val" : 1,
        "stacking" : "creature.angel"
    },
    ...
},
"archAngel" : {
    ...
    "const_raises_morale" : {
        "propagator" : "HERO",
        "type" : "MORALE",
        "val" : 1,
        "stacking" : "creature.angel"
    },
    ...
}

"endlessSackOfGold" : {
    ...
    {
        "subtype" : "resource.gold",
        "type" : "GENERATE_RESOURCE",
        "val" : 1000,
        "valueType" : "BASE_NUMBER",
        "stacking" : "STACKING_ALWAYS"
    }
    ...
}

(0007520)
Warmonger   
2018-03-17 21:05   
Looks like the last option is what the bonus systems needs, anyway. So it's not a "fix", rather finally proper implementation.
(0007551)
SXX   
2018-03-27 07:57   
Fixed:
https://github.com/vcmi/vcmi/pull/433 [^]





View Issue Details
2478 [VCMI] AI - Adventure Map major have not tried 2016-09-14 22:22 2018-03-26 14:58
SXX  
Warmonger  
normal  
assigned 0.98g  
open  
none    
none  
   
Freeze after AI ending turn possible caused to data race in VCAI
Few days ago I got 15 games running on autoskip simultaneously so CPU was under heavy load. During 10 hours few games bug out with problems I lready fixed and some contine to run just fine, but 7 of them stuck on end of AI turn.

I already discussed with @AVS how to fix this one, but I not yet managed to make sure actual freeze only happen by this exact data race so better to have dedicated issue for this.
data_race_yoututn.txt (2,991) 2016-09-14 22:22
https://bugs.vcmi.eu/file_download.php?file_id=2521&type=bug
There are no notes attached to this issue.





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2214 [VCMI] AI - Adventure Map minor sometimes 2015-07-22 10:54 2018-03-22 11:15
xeethixo GNU/Linux amd64  
hkoehler Debian  
normal Sid  
resolved 0.98  
fixed  
none    
none 1.next  
   
Warning messages in battle when no tavern exists
If the player owns no towns with a tavern, warning messages are sometimes (maybe 25% chance) shown at the start of battles.
Play the scenario "Unholy Quest", in which the starting town lacks a tavern. Enter combat with some creatures, the warning messages should appear in the first 2-4 battles.
VCMI_Server_log.txt (359,004) 2015-07-22 10:54
https://bugs.vcmi.eu/file_download.php?file_id=2257&type=bug
Notes
(0005863)
AVS   
2015-09-15 06:15   
Confirmed, but description is incorrect. The warning caused by AI activity during AI turn.
(0007535)
SXX   
2018-03-22 11:15   
Fixed:
https://github.com/vcmi/vcmi/pull/437 [^]





View Issue Details
2928 [VCMI] GUI - Other minor always 2018-03-21 18:33 2018-03-22 05:55
SXX  
AVS  
normal  
resolved  
fixed  
none    
none 1.next  
   
CAnimation crash on DEFs: SGTWMTA and SGTWMTB
Tried to extract all DEFs from SPRITES directory and those two are the only cause crash when trying to load them.

/client/gui/CAnimation.cpp:458
...
ui8 type=FDef[currentOffset++];
...

currentOffset contain some crazy value.
Notes
(0007532)
SXX   
2018-03-21 18:35   
Reproduce with "def2bmp SGTWMTA".
(0007534)
SXX   
2018-03-22 05:55   
Certainly fixed:
https://github.com/vcmi/vcmi/pull/436 [^]





View Issue Details
2924 [VCMI] Other minor always 2018-03-21 08:48 2018-03-21 08:48
hkoehler  
 
normal  
new 0.99  
open  
none    
none  
   
'get config' client console command does not extract dwellings
The content of dwellings.json (and whatever it gets merged with) should show up under objects. It currently doesn't.
There are no notes attached to this issue.





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2923 [VCMI] Map Editor feature always 2018-03-20 21:51 2018-03-20 21:51
Draeganfire  
AVS  
normal  
assigned 0.99  
open  
none    
none  
   
Random Dwelling issue
The random dwellings can be set to match a random town, but when the map is played they make random dwellings instead of dwellings matching the faction of the town they are matched to.
There are no notes attached to this issue.





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2920 [VCMI] Mechanics - Other minor always 2018-03-17 08:06 2018-03-17 08:33
SXX  
hkoehler  
normal  
assigned  
open  
none    
none  
   
Necromancy: nothing will raise if there no empty slot in army
We should reuse same code that used when monsters join your army.
Even happens if there's a stack of the same type that's being raised. So auto-merge or open garrison dialog.
There are no notes attached to this issue.





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2918 [VCMI] Mechanics - Battles crash always 2018-03-16 17:31 2018-03-16 22:42
SXX  
hkoehler  
normal  
resolved  
fixed  
none    
none 1.next  
   
Serpent fly cause crash due to missing addInfo
Crash occur inside CGameHandler::attackCasting because code suppose there is at least one element inside additionalInfo and apparently there sometimes none.

Approximate BT:
1  CGameHandler::attackCasting
2  CGameHandler::handleAfterAttackCasting
3  CGameHandler::makeAttack 
4  CGameHandler::makeBattleAction
Notes
(0007503)
AVS   
2018-03-16 22:42   
Fixed in https://github.com/vcmi/vcmi/pull/431 [^]





View Issue Details
2914 [VCMI] GUI - Battles crash always 2018-03-15 23:50 2018-03-16 22:33
Andruids PC  
hkoehler Windows  
high 8.1  
resolved 0.99  
fixed  
none    
none 1.next  
   
Upgraded Elementals crash the game
With newest daily build, every time a turn comes for either a Storm Elemental, Ice Elemental, Energy Elemental or Magma Elemental, the game crashes.
Start game with Conflux, buy one of the mentioned units, enter battle, wait for its turn.
Notes
(0007502)
AVS   
2018-03-16 22:33   
Fixed in https://github.com/vcmi/vcmi/pull/431 [^]





View Issue Details
2917 [VCMI] Mods minor always 2018-03-16 01:44 2018-03-16 10:35
Andruids PC  
AVS Windows  
normal 8.1  
resolved 0.99  
no change required  
none    
none 1.next  
   
SPELL bonus not working for creatures
SPELL bonus for creatures is not working in the newest daily builds.
Enable the attached mod, buy dendroids, check spell book.
dendroids SPELLbonus.rar (734) 2018-03-16 01:44
https://bugs.vcmi.eu/file_download.php?file_id=2880&type=bug
Notes
(0007500)
AVS   
2018-03-16 04:38   
Bonus format is wrong in your example, should be subtype=spellId but not addinfo. Does it work with subtype?
(0007501)
Andruids   
2018-03-16 10:18   
Yes, it works correctly with subtype. I had wrong information that it worked for my friend, who has older VCMI version.





View Issue Details
2844 [VCMI] Other major always 2018-01-02 20:10 2018-03-13 07:58
etam  
SXX  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
Compilation fails with boost 1.66.0
With boost 1.66.0 compilation fails. Full output: http://susepaste.org/4693168 [^]

It's when compiling for openSUSE Tumbleweed (rolling release) https://build.opensuse.org/package/show/home:etamPL:branches:games/vcmi [^]
Notes
(0007489)
MarcinWieczorek   
2018-03-11 12:48   
Patched: https://github.com/vcmi/vcmi/pull/428 [^]





View Issue Details
2796 [VCMI] Mechanics - Other minor always 2017-09-19 07:07 2018-03-12 21:08
hkoehler  
hkoehler  
normal  
resolved 1.next  
fixed  
none    
none  
  1.next  
Merging of secondary skill bonuses does not check limiters/propagators/updaters
In CGHeroInstance.cpp, bonuses from secondary skills are merged as follows:

void CGHeroInstance::updateSkill(SecondarySkill which, int val)
{
    auto skillBonus = (*VLC->skillh)[which]->getBonus(val);
    for (auto b : skillBonus)
    {
        // bonuses provided by different levels of a secondary skill are aggregated via max (not + as usual)
        // different secondary skills providing the same bonus (e.g. ballistics might improve archery as well) are kept separate
        std::shared_ptr<Bonus> existing = getBonusLocalFirst(
            Selector::typeSubtype(b->type, b->subtype).And(
            Selector::source(Bonus::SECONDARY_SKILL, b->sid).And(
            Selector::valueType(b->valType))));
        if(existing)
            vstd::amax(existing->val, b->val);
        else
            addNewBonus(std::make_shared<Bonus>(*b));
    }
    CBonusSystemNode::treeHasChanged();
}

This will cause bugs when a skills grants multiple bonuses differing on values not checked.

Example that produces bug:

"core:firstAid" : {
    "base" : {
        "effects" : {
            "dura" : {
                "type" : "STACK_HEALTH",
                "valueType" : "PERCENT_TO_BASE",
                "val" : 300,
                "limiters": [
                    {
                        "type" : "CREATURE_TYPE_LIMITER",
                        "parameters" : [ "firstAidTent" ]
                    }
                ]
            }
        }
    },
    "basic" : {
        "description" : "{Basic First Aid}\n\nGrants manual control of the first aid, increases healing to 50 points, and increases tent durability.",
    },
    "advanced" : {
        "description" : "{Advanced First Aid}\n\nFirst aid tent heals 75 points, and troops have 10% more health.",
        "effects" : {
            "xtra" : {
                "type" : "STACK_HEALTH",
                "val" : 10,
                "valueType" : "PERCENT_TO_BASE"
            }
        }
    },
    "expert" : {
        "description" : "{Expert First Aid}\n\nFirst aid tent heals 100 points, and troops have 20% more health.",
        "effects" : {
            "xtra" : {
                "type" : "STACK_HEALTH",
                "val" : 20,
                "valueType" : "PERCENT_TO_BASE"
            }
        }
    }
}
The approach of updating existing bonus isn't reliable. Instead, existing bonuses from secondary skill should be stripped, and replaced by new bonuses.
Notes
(0007499)
hkoehler   
2018-03-12 21:08   
Fixed and merged.





View Issue Details
2866 [VCMI] Campaigns crash always 2018-01-29 09:51 2018-03-11 12:21
SkyRE  
FeniksFire Linux & Android  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
After battle crash when using defend for creatures
When using "Defend" with move skip for creatures battle ends with crash.
Auto-battle ends successfully without issue.
Load attached campaign attack enemy.
During battle use Defend for creatures for the first two rounds, except Grand Elves and Dendroid Solders.
Reproducible on Ubuntu 16.04 LTS (vmci 0.99+git201801280503) and Android 7.0.1 (VCMI-branch-develop-69dbf33-db23cf0 from 19-Jan-2018)
compaign_autosave_5_battle_end_crash.7z (673,688) 2018-01-29 09:51
https://bugs.vcmi.eu/file_download.php?file_id=2839&type=bug
Notes
(0007441)
Povelitel   
2018-03-01 15:19   
Elf should shoot?
What must do dendroids?

Are you used spellbook?
(0007445)
SkyRE   
2018-03-01 20:17   
Elf shoot always.
Dendroids only one move to one cell forward.
No spells at all.
(0007447)
Povelitel   
2018-03-01 22:44   
Sorry, but I can't repeat it in last develop
(0007473)
SkyRE   
2018-03-04 16:36   
I'll check and come back with results ASAP.
(0007488)
SkyRE   
2018-03-11 11:00   
(edited on: 2018-03-11 11:03)
Hi Devs.

You may close this issue as it doesn't occur any more in VCMI-branch-develop-b2faf30-db23cf0.apk (build time 06-Mar-2018 20:11) and 0.99+git201803101636~ubuntu16.0






View Issue Details
2913 [VCMI] Mechanics - Battles major always 2018-03-10 07:15 2018-03-10 17:23
SXX  
AVS  
normal  
resolved  
fixed  
none    
none 1.next  
   
macOS: Many spells don't work in macOS builds
Tested after report on forums:
https://forum.vcmi.eu/t/vcmi-for-macos/550/130 [^]

Direct and indirect damage spells fail with this error:

Unknown problem with this spell. No more information available.
Notes
(0007487)
SXX   
2018-03-10 12:08   
So the real reason behind it is that during spells loading this appears:

Unknown effect type: 'core:damage'.

Apparently spells loading failing for some reason.





View Issue Details
2911 [VCMI] AI - Adventure Map minor always 2018-03-07 16:21 2018-03-07 16:21
Povelitel  
 
normal  
new 0.99  
open  
none    
none  
   
AI can not buy a hero in the ally's tavern to visit the tent
Don't implemented
palatka.h3m (8,673) 2018-03-07 16:21
https://bugs.vcmi.eu/file_download.php?file_id=2873&type=bug
There are no notes attached to this issue.





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2482 [VCMI] Random Map Generator crash always 2016-09-18 10:17 2018-03-05 14:07
SXX  
AVS  
normal  
resolved 0.98g  
fixed  
none    
none 1.next  
   
Crash on second+ usage of RMG due to client memory corruption
Few days ago me ans @AVS found very interesting crash with RMG that can be reproduced each simple time with clang and GCC builds. Just run RNG once, exit to menu and then on 2nd, 3rd (rarely more) run it's will crash in ObjectTemplate::isBlockedAt.

I think we find out that valgrind show memory corruption there, but in the end didn't find what actually cause it.
Notes
(0007467)
SXX   
2018-03-04 03:53   
Yesterday Alex found that corruption occur in CMapGenerator:
zones = tmpl->getZones(); 


Problem is that map template passed as mutable to generator and then after game on such map is finished and gamestate destroyed some of data inside template get corrupted.

So on second generation with same template there no data for map objects.
(0007479)
AVS   
2018-03-05 14:07   
Should be fixed in 26aad172





View Issue Details
2888 [VCMI] Mechanics - Battles minor always 2018-02-21 04:49 2018-03-02 10:24
Andruids PC  
AVS Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none 1.next  
   
SPELL_AFTER_ATTACK spells don't have expert level on Magic Plains
Spells such as Mummies/Black Knights curse, Dragonflies' weakness, Hota's Sorceresses' disrupting ray and probably other spells cast with "SPELL_AFTER_ATTACK" bonus aren't cast on expert level on Magic Plains battlefield.
I attach a map that makes it easy to see the mentioned situation (needs Hota mod):
1. Start multiplayer scenario
2. Choose map: VCMI bugs - Neutral Creatures
3. Choose blue hero with manticores/sorceresses and attack a red hero on Magic Fields
Notes
(0007452)
AVS   
2018-03-02 10:24   
fixed in https://github.com/vcmi/vcmi/pull/421 [^]





View Issue Details
2900 [VCMI] GUI - Other minor always 2018-03-01 09:44 2018-03-01 09:44
Povelitel  
 
normal  
new 0.99  
open  
none    
none  
   
AI incorrectly buys an army
Guys, I noticed that there were options for buying the army, automatic. But they buy from lower level creatures. Because of this, the AI is getting such problems. When he does not have enough money.

And of course, high-level troops are more effective.
1.png (489,577) 2018-03-01 09:44
https://bugs.vcmi.eu/file_download.php?file_id=2863&type=bug
There are no notes attached to this issue.





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2891 [VCMI] AI - Adventure Map major N/A 2018-02-25 07:43 2018-02-25 07:44
AVS x86  
Windows  
high 7  
new  
open  
none    
none  
   
Find proper solution for AI goals serialization.
Old approach with OFT type registration cause serious problems (see 0002890)
Better solution to be found.
There are no notes attached to this issue.





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2884 [VCMI] Mechanics - Battles minor always 2018-02-21 02:29 2018-02-24 06:10
Andruids PC  
Dydzio Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none 1.next  
   
Mummies don't curse after their attack.
Mummies don't curse after their attack.
I attach a map that makes it easy to see all mentioned situations:
1. Start multiplayer scenario
2. Choose map: VCMI bugs - Neutral Creatures
3. Attack with hero with mummies
VCMI bugs - Neutral Creatures.vmap (3,074) 2018-02-21 02:29
https://bugs.vcmi.eu/file_download.php?file_id=2853&type=bug
Notes
(0007419)
Dydzio   
2018-02-23 14:50   
Fixed in: https://github.com/vcmi/vcmi/pull/418 [^]





View Issue Details
2885 [VCMI] Mechanics - Battles minor always 2018-02-21 02:31 2018-02-24 06:10
Andruids PC  
Dydzio Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none 1.next  
   
Halflings don't have their positive luck
Halflings don't have their positive luck
I attach a map that makes it easy to see all mentioned situations:
1. Start multiplayer scenario
2. Choose map: VCMI bugs - Neutral Creatures
3. Choose red hero with halflings and attack a blue hero with devils
VCMI bugs - Neutral Creatures.vmap (3,074) 2018-02-21 02:31
https://bugs.vcmi.eu/file_download.php?file_id=2854&type=bug
Notes
(0007420)
Dydzio   
2018-02-23 14:51   
Fixed in: https://github.com/vcmi/vcmi/pull/418 [^]





View Issue Details
2886 [VCMI] Mechanics - Battles minor always 2018-02-21 02:33 2018-02-24 06:09
Andruids PC  
Dydzio Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none 1.next  
   
Rust Dragons don't have a 2-hex breath attack
Rust Dragons don't have a 2-hex breath attack
I attach a map that makes it easy to see the mentioned situation:
1. Start multiplayer scenario
2. Choose map: VCMI bugs - Neutral Creatures
3. Choose red hero with Rust Dragons and attack a blue hero
VCMI bugs - Neutral Creatures.vmap (3,074) 2018-02-21 02:33
https://bugs.vcmi.eu/file_download.php?file_id=2855&type=bug
Notes
(0007421)
Dydzio   
2018-02-23 14:51   
Fixed in: https://github.com/vcmi/vcmi/pull/418 [^]





View Issue Details
2776 [VCMI] GUI - Adventure Map minor always 2017-08-18 23:24 2018-02-21 02:58
hkoehler  
SXX  
normal  
assigned 0.99  
open  
none    
none  
   
Extra message when computer player is vanquished
When vanquishing a computer player, you get two messages:
1) Blue, all your heroes have abandoned you ...
2) Blue's heroes have abandoned him ...
Only the second message should be shown to non-blue players.
Was playing multiplayer via hot seat when it happened.
There are no notes attached to this issue.





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2552 [VCMI] GUI - Other feature always 2016-10-09 13:07 2018-02-21 02:57
Povelitel  
SXX  
low  
assigned 0.98g  
open  
none    
none  
   
Missing feature - Option to change nickname in player list
In this window it can't do it (after double click). Only if you go in multiplayer menu and will try connect or create host. There it is possible, but not here.
I think it just not implemented yet.
nick.png (192,190) 2016-10-09 13:07
https://bugs.vcmi.eu/file_download.php?file_id=2592&type=bug
There are no notes attached to this issue.





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2882 [VCMI] Mechanics - Other minor have not tried 2018-02-20 10:53 2018-02-20 11:29
hkoehler  
AVS  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
School-specific spell damage bonuses don't work properly for multi-school spells
Looks like it only applies the bonus (if any) from the first school. So e.g. magic arrow would only benefit from air bonus (as air is the first school), all other bonuses (like FIRE_SPELL_DMG_PREMY) are irrelevant. I believe the maximal bonus should apply here.
int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const
{
    //applying sorcery secondary skill

    base *= (100.0 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0;
    base *= (100.0 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0;

    spell->forEachSchool([&base, this](const spells::SchoolInfo & cnf, bool & stop)
    {
        base *= (100.0 + valOfBonuses(cnf.damagePremyBonus)) / 100.0;
        stop = true; //only bonus from one school is used
    });

    if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer
        base *= (100. + ((valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) * level) / affectedStack->creatureLevel())) / 100.0;

    return base;
}
Notes
(0007417)
AVS   
2018-02-20 11:29   
Fixed in develop





View Issue Details
1450 [VCMI] AI - Adventure Map minor always 2013-09-09 22:55 2018-02-19 09:44
Povelitel windows  
Warmonger XP  
normal sp3  
assigned 0.93b  
open  
none    
none  
   
Stupid demeanor AI. Constantly dies in ambush events
Idiotic things. You can see it as something to teach it? http://youtu.be/__BEpGvp8pc [^]
It would be nice if he could see the whole map, all the content, and played as a maximum victory.
Добро vs Зло.h3m (66,978) 2013-09-09 22:57
https://bugs.vcmi.eu/file_download.php?file_id=1469&type=bug
Notes
(0003988)
Warmonger   
2013-09-10 05:40   
It's not that simple. Check 0000925 - Ai is not supposed to know that events exist. In fact, there's no way to find out that this event is not removed after first visit, acccording to game mechanics.
(0003989)
Povelitel   
2013-09-10 09:37   
Ai is not supposed to know that events exist. (c)
Why? He will play better because of it. At least he remembered it
(0007415)
Povelitel   
2018-02-19 09:42   
I propose the idea of teaching him to memorize such things. Like a special table, a database, name it as you like. To the places where there are events he knew (where he lost the hero). And also remembered the spells that the enemy used against him.

At least, after he lost the hero in the event, he must be afraid, and try at least not to go there. And if the hero is stronger and easier (no problems), the event will win, then let it go. Well, and if the check also makes it disappear or not after the first visit, it's generally gorgeous ....





View Issue Details
1815 [VCMI] AI - Battles minor always 2014-06-28 20:01 2018-02-19 09:36
Povelitel  
AVS  
normal  
assigned  
open  
none    
none  
   
AI does not use burn-in.
example dragons and standing together creature. He does not strike two, he would beat one.
Notes
(0007414)
Povelitel   
2018-02-19 09:36   
I know, don't implemented yet





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2878 [VCMI] AI - Adventure Map major always 2018-02-18 22:55 2018-02-18 22:55
Povelitel  
Warmonger  
normal  
assigned 0.99  
open  
none    
none  
   
Tweaks - Wrong desissions AI with defence town and management growth
Hero Charna visited fortress Stillbog (nearly Kreg) and go out on the street.

Mistakes:

1. Hero is easy prey on the street
2. In army he had skelets but he is not take Gydra! Skelets is a waste movepoint and just a useless unit

Best solution is - take troops from town and give them to strong hero. This is a goal. For boost him! But need to think so that I do not intercept them and kill them. Need calculate.

Second variant, much worse, just skimp and take a fight in the city, but this option is much better than how it happened.

AI should be strengthened by the growth of cities, with the help of weaker heroes, they should strive to unite. Especially if an enemy appeared on the reconnoitered territory. And especially if he is strong.
Because one hero to collect a gain from all cities is a very long time without a town portal.



Герой Чарна посетила болото возле Крега и вышла на улицу

Ошибки:

1. Герой на улице более легкая добыча
2. В армии у него были скелеты, но он не взял гидр! Скелеты это просто трата мувпоинтов на болоте и бесполезный стек юнитов.

Лучшее решение, вывезти эти войска более сильному герою (Даркстрону). Это цель. Но надо следить за тем чтобы я не перехватил этот прирост и не убил его. То есть надо высчитывать.

Второй вариант, намного хуже, но все равно лучше чем то что произошло. Просто скупиться и принять бой героем в замке.


ИИ должен усиливаться приростом из городов, с помощью более слабых героев, они должны стремиться объединяться. Особенно если на разведанной территории появился враг. И особенно если он сильный.
Потому что одним героем собирать прирост со всех городов это очень долго без городского портала.
Played in version VCMI-branch-develop-734441e.exe
gidri s goroda.rar (1,292,143) 2018-02-18 22:55
https://bugs.vcmi.eu/file_download.php?file_id=2849&type=bug
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2876 [VCMI] GUI - Other tweak always 2018-02-10 09:59 2018-02-10 09:59
Povelitel  
 
low  
new 0.99  
open  
none    
none  
   
Unable to play sound file newday, no free channels available
On autoSkip mode I see this message. I off my sound in a game, but music still playing. And trying to play.
Using mixer in windows for it.

may be it's duplicate - just close it


В аутоскип режиме я вижу это сообщение. Я выключил звук в игре, но музыка по прежнему воспроизводится. И пытается воспроизвестись.
Использовал микшер виндоус чтобы ее отключить и не слышать.
Ascendancy.h3m (22,207) 2018-02-10 09:59
https://bugs.vcmi.eu/file_download.php?file_id=2845&type=bug
sound.png (36,330) 2018-02-10 09:59
https://bugs.vcmi.eu/file_download.php?file_id=2846&type=bug
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2854 [VCMI] Mechanics - Battles minor always 2018-01-11 23:45 2018-02-10 06:34
Dydzio Microsoft Windows  
AVS Windows 7  
normal Home Premium x64  
resolved 1.next  
fixed  
none    
none 1.next  
   
Bloodlust and precision spells do not increase damage at all (useless spell)
According to the wiki:
Bloodlust should make melee units attack as if creature attack point was bigger by 3, on advanced/expert level it increases to 6 instead of 3
Precision works same, but for ranged attacks.
Notes
(0007354)
AVS   
2018-01-12 00:36   
You should check this in spells branch
(0007355)
Dydzio   
2018-01-12 00:37   
I checked in both
(0007356)
Dydzio   
2018-01-12 00:41   
Though I assumed there is no display bug in damage calculation in chat log - without working bless I was enable to compare damage with/without spell
(0007361)
AVS   
2018-01-13 02:07   
I fixed bless/curse could you recheck this bug?
(0007362)
Dydzio   
2018-01-13 02:11   
Will do tomorrow
(0007364)
Dydzio   
2018-01-13 21:49   
Bless/curse fixed.
(0007404)
AVS   
2018-02-10 06:34   
Fixed in https://github.com/vcmi/vcmi/pull/359 [^]





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2466 [VCMI] Other minor always 2016-09-04 06:20 2018-02-10 05:38
misiokles PC  
AVS Windows  
low 10  
resolved 0.98  
fixed  
none    
none 1.next  
   
'Something cast Bless'
VCMI version - 0.98h build from 01-Sep-2016 14:07

There's artifact called Sacred War Hamer (mod Witchking artifact) and casts expert Bless at the beginning of battle. But action window says that 'something' casts Bless' :)
bless.jpg (48,504) 2016-09-04 06:20
https://bugs.vcmi.eu/file_download.php?file_id=2515&type=bug
aa.jpg (32,088) 2016-09-04 06:54
https://bugs.vcmi.eu/file_download.php?file_id=2517&type=bug
Notes
(0006603)
Warmonger   
2016-09-04 06:36   
Okay, but what is the solution? How does it compare to original spell-casting artifacts?
(0006604)
misiokles   
2016-09-04 06:53   
You'r right, I've checked. Algelic Alliance art has the same info: Something cast 'Prayer'. But in standard H3 info is correct: Angelic Alliance cast "Prayer".
(0006624)
AVS   
2016-09-05 05:42   
This one definitely fixable. May be I`ll include the feature in PR198 if I find a good design.
(0007403)
AVS   
2018-02-10 05:38   
Fixed in https://github.com/vcmi/vcmi/commit/35b01eb379069c89db0e8d4ca470e484de96cfc8 [^]





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1887 [VCMI] Other block always 2014-09-01 09:35 2018-02-10 04:41
Warmonger  
AVS  
normal  
resolved  
no change required  
none    
none 1.next  
   
ERM project fails to compile on Visual 2013
Possibly caused by recent std::function swap.

Detailed compilation log:
http://pastebin.com/MAmusN5N [^]
Notes
(0005756)
AVS   
2015-06-21 17:01   
Is it still an issue?
(0007402)
AVS   
2018-02-10 04:41   
VS 2013 support has been dropped





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2864 [VCMI] Mechanics - Battles minor always 2018-01-25 04:39 2018-02-10 04:32
Andruids PC  
AVS Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none 1.next  
   
OPENING_BATTLE_SPELL doesn't work with Fire Shield
When you set any hero's specialty to e.g.:
                "type": "OPENING_BATTLE_SPELL",
                "subtype": "spell.fireShield",
                "val" : 2
you'll see that it doesn't work. The only thing that happens is a sound effect playing at the start of a battle.
Set any hero's specialty to:
                "type": "OPENING_BATTLE_SPELL",
                "subtype": "spell.fireShield",
                "val" : 2
and start a battle.
Notes
(0007382)
misiokles   
2018-01-25 07:32   
OPENING_BATTLE_SPELL works well only with spells that have 'mass' version. Now only solution is to write a clone of "fire shield" spell from scratch (if possible) and make it mass at expert level.
(0007383)
AVS   
2018-01-25 08:32   
I can easily make any spell mass in OPENING_BATTLE_SPELL case, but this is separate feature and will wait until spells branch merged
(0007400)
AVS   
2018-02-10 04:32   
Should be fixed in https://github.com/vcmi/vcmi/commit/c94daf6faab2b442e5083fd93d9a734c45d4bcd7 [^]





View Issue Details
2865 [VCMI] Mechanics - Battles minor always 2018-01-25 07:35 2018-02-09 21:03
misiokles PC  
AVS Windows  
normal 10  
resolved 0.99  
fixed  
none    
none 1.next  
   
Blinded creature can counter-attack.
For example - when War Unicorn blinds creature after attack - such blinded creature can counter-attack as normal. It happens in last daily builds, not tested with spellRefactioring9 branch.
Try to attack with War Unicorn as many as possible. Observe blinded creature behaviour.
Notes
(0007399)
AVS   
2018-02-09 21:03   
fixed in develop





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2873 [VCMI] Other minor always 2018-02-09 10:30 2018-02-09 19:13
taurus  
AVS  
normal  
resolved  
fixed  
none    
none 1.next  
   
Correct "this statement may fall through" warnings
I compiled code and get some such warnings. Some from them looks like real problems.

Put here links to github
https://github.com/vcmi/vcmi/blob/develop/AI/VCAI/Goals.cpp#L64 [^]
https://github.com/vcmi/vcmi/blob/develop/AI/VCAI/VCAI.cpp#L3312 [^]
https://github.com/vcmi/vcmi/blob/develop/client/windows/CKingdomInterface.cpp#L308 [^]
https://github.com/vcmi/vcmi/blob/develop/client/windows/CKingdomInterface.cpp#L332 [^]
Notes
(0007398)
AVS   
2018-02-09 19:13   
Should be fixed now. Thank you for report.





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2800 [VCMI] Mechanics - Battles major always 2017-10-01 23:53 2018-02-08 09:07
Nephretes Windows  
AVS  
high 10  
resolved 0.99  
fixed  
none    
none 1.next  
   
Hypnotized shooting unit freeze game after shooting
Spell Hypnotize is not working correctly for shooting units. Once your hypnotized shooting unit try to shoot enemy, you can't do anything afterwards, however game doesn't crash.
1) Hypnotize shooting unit
2) Shoot any other unit at enemy side with creature you have hypnotized
3) Game doesn't crash, but you can't do anything
It works fine for hypnotized non-shooting creatures.
Notes
(0007389)
SXX   
2018-01-29 13:21   
Seems like related to the problems I seen with hypnotize:
https://github.com/vcmi/vcmi/pull/359 [^]
(0007395)
AVS   
2018-02-08 09:07   
Not reproducible after https://github.com/vcmi/vcmi/pull/359 [^]





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2765 [VCMI] Mechanics - Battles minor random 2017-08-06 11:56 2018-02-08 08:53
Anubis PC  
AVS Windows  
normal 7  
resolved 0.99  
fixed  
none    
none 0.99  
   
Ghost Dragons can cast Age on Catapults.
A Ghost Dragon can cast Age on War Machines (in the case I observed, it was cast on my Catapult). This is a bug, according to H3 SoD mechanics it works only on Alive units (so War Machines are not valid targets).
1. Get a War Machine.
2. Get a Ghost Dragon to attack your War Machine (or attack with it an enemy's War Machine)
3. In 20% of cases there will be a cast of Age.
Develop build of 3 Aug.
There might be a similar issue with Wyvern-Monarchs' Venom. Same targeting rules (only Alive units).
Good to Go test.h3m (5,309) 2017-08-08 09:17
https://bugs.vcmi.eu/file_download.php?file_id=2767&type=bug
Notes
(0007219)
AVS   
2017-08-07 21:19   
Not reproducible.
(0007220)
Anubis   
2017-08-08 09:20   
Uploaded a map with which you can test the issue. You have to play as Red.
Reproduction: join Faerie Dragons, then attack the city. You have to let Ghost Dragons hit your War Machines and not fight back.
The Battle log will definitely mention an Age trigger on War Machines at one point.
(0007394)
SXX   
2018-02-08 08:53   
PR 359 that fixing this just landed into develop:
https://github.com/vcmi/vcmi/pull/359 [^]





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2811 [VCMI] GUI - Battles feature N/A 2017-10-13 19:25 2018-02-08 08:51
misiokles PC  
AVS  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
[Feature request] More info in initiative bar.
Initiative bar in the one of the greatest things in vcmi. But can be better. What about additional icons in right-bottom corner of creature square? For example - if creature is in waiting mode - waiting icon is shown. And the same with defend mode - small indicator that creature is in that state will be helpfull.
icons.png (21,049) 2017-10-13 19:48
https://bugs.vcmi.eu/file_download.php?file_id=2800&type=bug
Notes
(0007299)
AVS   
2017-10-13 19:33   
At first need that icons
(0007300)
Nephretes   
2017-10-13 19:49   
I can prepare them if I know how they should look, what size and where they should be placed. I have uploaded quick proposition
(0007301)
misiokles   
2017-10-13 20:06   
Nephretes made these icons in .xcf file [opened by Gimp].
(0007302)
AVS   
2017-10-13 20:29   
Next part is create pull request with at least .xcf file to https://github.com/vcmi/vcmi-assets [^]
(0007306)
misiokles   
2017-10-14 17:41   
done.
https://github.com/vcmi/vcmi-assets/pull/1 [^]
(0007307)
AVS   
2017-10-14 19:08   
Next question: what to do with small queue size (even small icon is for large queue)? Also, what is large icon for?
(0007308)
AVS   
2017-10-14 19:34   
Anyway, accepted as part of https://github.com/vcmi/vcmi/pull/359 [^]
(0007309)
misiokles   
2017-10-14 19:49   
Large icons is 'original' battle-def sized icon for everyone who would have better idea how to use them in bar. And you have right - small queue size it's a problem to fit these icons. Maybe some colour indicator? Green bar/border - wait stage, blue - defend stage...
(0007310)
AVS   
2017-10-14 19:53   
Implemented for large queue for now in PR359
(0007392)
SXX   
2018-02-08 08:51   
PR 359 has landed into develop.





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2871 [VCMI] GUI - Town screen minor always 2018-02-05 17:40 2018-02-05 17:40
stanislav_ua  
 
normal Windows 7  
new 0.99  
open  
none    
none  
   
Problem with start moving and stop moving animations of creatures in the castle window
For example it was defend animation and then stop moving animation so creature animation loses its smoothless and becomes jerky.
In the original game start and stop moving animation plays only with moving animation.

В окне найма замка (пример ниже) у существ проскакивают анимации начала и конца движения сами по себе, из-за этого анимация теряет плавность и становится дерганной, например была анимация защиты а после нее резко анимация конца движения, в оригинальной игре такого нет, все проиграется плавно, а анимации начала и конца движения идут только в связке с движением.
b9ac49019d318835bebc3fd1cdb68f3dc25e8ea5.jpg (164,277) 2018-02-05 17:40
https://bugs.vcmi.eu/file_download.php?file_id=2842&type=bug
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2868 [VCMI] Mechanics - Other minor always 2018-01-30 05:24 2018-01-30 12:51
Andruids PC  
Warmonger Windows  
low 8.1  
resolved 0.99  
no change required  
none    
none 1.next  
   
Magic schools' skills don't decrease custom spells' cost
Magic schools' secondary skills (Fire/Water/Air/Earth) don't automatically decrease mana cost for custom spells of their respective elements.
1) Download attached mod with a new custom spell - Mass Shield, costing 10 mana.
2) Start a single player scenario and choose a hero starting with Earth Magic Skill (e.g. Grindan from Conflux)
3) In tavern, buy another hero, without that Skill
4) Enter the cheatcode for both heroes - vcmiistari
5) Casting Mass Shield will cost both heroes the same amount, despite Earth Magic decreasing the cost of corresponding magic school spells, by their level. That means Grindan's "Mass Shield" should cost him 9 magic points instead of regular 10 (I set it as level 1).
Spell cost test.rar (36,490) 2018-01-30 05:24
https://bugs.vcmi.eu/file_download.php?file_id=2841&type=bug
Notes
(0007390)
Warmonger   
2018-01-30 11:56   
They are not supposed to. You need to specify custom spell cost in spell config for each particular level.
(0007391)
SXX   
2018-01-30 12:51   
My bad then. I personally think it's supposed to work like that so asked to report this.

Isn't that would be nice if we had automatically spell cost calculation as well as option to manually setup them?





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2867 [VCMI] GUI - Other feature have not tried 2018-01-30 04:37 2018-01-30 04:38
SXX  
 
normal  
new  
open  
none    
none  
   
We should improve CSpellWindow::SpellArea::clickRight popup for custom spells
Currently description of H3 spells is different for each level and include custom title like:

{View earth}\n\nReveals the location of all resources to the caster.\n


So custom spells from mods have to add this title to each description manually. Probably it's would be better if we would just automatically add title to the description.
zoltytekst.png (164,376) 2018-01-30 04:38
https://bugs.vcmi.eu/file_download.php?file_id=2840&type=bug
There are no notes attached to this issue.





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1630 [VCMI] Sound, music, videos minor always 2013-12-23 22:06 2018-01-27 16:13
Myau PC  
SXX Ubuntu  
normal 13.10  
resolved 0.94  
fixed  
none    
none 1.next  
   
some sound effects are missing
Many minor sounds on adventure map don't work. For example: visiting hut, employing neutral monsters to your army etc.
Notes
(0005527)
SXX   
2015-02-16 12:58   
There is huge number of incorrect or missing sounds.

Missing that I currently find are (object == sound needed):
Cover of Darkness == like cartographer
Subterranean Gate == like keymaster
Altar of Sacrifice, Black Market, Abandoned Mine, Den's of Thieves == like skeleton
University == one like star axis
Dwellings (include refuge camp) == dwelling sound
Garrison (include anti-magic) == one like dwellings (DO NOT PLAYED after battle won)
Hill Fort == one from dwellings
Seer's hut = need to use like guard use currently
Whirlpool == like sirens
Trading post, tavern, war machine factory == ???
Monolith two way == ???


Wrong sounds:
Quest Guard == currently using seer's hut sound while have to use sound like original guard (keymaster)

Quest Guard pick sound == (probably like in pandora box)
Pandora Box == using seer's hut while have to use one like abandoned mine 
Magic Spring == currently using water wheel sound, but need to use magic well  
Crypt = currently like any bank, but have to use one from warrior's tomb
Dragon Utopia = have to use own unique sound, currently using one for bank
Shipwreck Survivor == artifact found sound
(0005528)
SXX   
2015-02-16 13:42   
Also I'm clearly going to fix all these problems, but it's only happen after new additions for JSON format:
http://forum.vcmi.eu/viewtopic.php?t=871&start=15 [^]
(0007281)
SXX   
2017-09-13 07:36   
Implemented in PR195:
https://github.com/vcmi/vcmi/pull/195 [^]





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814 [VCMI] Sound, music, videos feature always 2011-09-20 09:02 2018-01-27 16:13
Zamolxis  
SXX  
normal  
resolved 0.86  
fixed  
none    
none 1.next  
   
Except for resources, all removable map objects are missing the pickup sound
Whenever we remove an object from the Adventure Map, the game should play at random one of the 'pickup01.wav' to 'pickup07.wav' sounds, while the object disappears from the map (the sound may start playing while the previous sound specific for the found object is still on).

Right now in VCMI, only when picking up resources, the pickup sound plays as expected as they disappear from the map. For all the others it's missing:
- artifacts
- scrolls
- treasure chests
- Pandora's boxes
- quest/border guards
(and any other removable object I may have missed, including Spell Book and War Machines, which in WoG can be picked up as well)

Note: the sound should be heard when the objects disappear, not when the hero reaches them, so after we close the pop-up window(s) which we may get at pickup.
The map from 0000815 can be used to test the implementation. It should have all removable objects within one day reach of one or another hero.
Notes
(0005526)
SXX   
2015-02-16 11:00   
At moment pickup sounds work for everything except border/quests guards.
(0007280)
SXX   
2017-09-13 07:36   
Implemented in PR195:
https://github.com/vcmi/vcmi/pull/195 [^]





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2368 [VCMI] Sound, music, videos feature N/A 2016-01-08 11:31 2018-01-27 16:13
SXX  
SXX  
normal  
resolved 0.98f  
fixed  
none    
none 1.next  
   
Missing feature - environment sounds
Some objects in game must have background sounds that played when your hero stand next to them. Volume is depend on distance from them. I'll try to make a lists of these sound effects there.

Max distance is 3 tiles. Less distance is higher volume:
3 3 3 3 3 3 3
3 2 2 2 2 2 3
3 2 1 1 1 2 3
3 2 1 S 1 2 3
3 2 1 1 1 2 3
3 2 2 2 2 2 3
3 3 3 3 3 3 3
S - Sound source. It's size can be even 8x8 but sound always distribute to 3 tiles around it.

Important:
 - Not sure there is any limit of number of different simultaneous sounds.
 - Multiple tiles with same sound don't make volume higher.
 - There also special surf sound 3 tiles from shoreline.
 - When you're on water away from shoreline there is no background sounds. Same for land
Most of objects does have background sound so it's easier to list one that don't have it:
- Non-active objects (rocks, trees, etc).
- - Exceptions: Volcano's from lava terrain
- All monsters, heroes (include prison), towns.
- Pickables except Campfire
- Quest objects: Border Gate, Keymaster Tents, Seer's Hut, Spridion of Seer
- Hut of Magi, Eye of Magi
- All cartographers
- Some of rewardable objects don't have sounds:
- - Idol of fortune
- - Library of enlightenment
- - Tree of knowledge
- - Witch Hut
- - Oasis
- - Lean to
- - Corpse
- One of creature banks: Pyramid
- All water objects.
- - Exceptions: Whirlpool, sirens, buoy
- Other map objects:
- - Events, Signs, Warriors Tomb, Lighthouse, Magic well, Redwood, Freelancer's guild, Cover of darkness, Altar of Sacrifice

Notes about special terrain:
 - Only two have sound: Magin plains and Cursed ground
 - If multiple magical terrains is on top of each other only top terrain sound play. If top one don't have background sound then there is no sound.
 - If two terrains only partially cover each other and you stay on then you may hear both sounds.
SXX_Sound_effects_v1.h3m (45,267) 2016-01-08 15:03
https://bugs.vcmi.eu/file_download.php?file_id=2415&type=bug
levels-backgroundsounds.wav (2,492,790) 2016-01-08 15:32
https://bugs.vcmi.eu/file_download.php?file_id=2416&type=bug
Notes
(0006261)
SXX   
2016-01-08 15:08   
Also I suppose this also available in H3 configs, but anyway here is few notes about objects that do have sounds:
- All dwellings have sounds. There also standard sword collision sound that used by default.
- Almost sure that all mines include abandoned one have unique sound.
- Teleports have different sounds depend on type:
 - - One way
 - - Two way
 - - Subterranean Gate
(0006262)
SXX   
2016-01-08 15:48   
(edited on: 2016-01-08 15:55)
BTW here is WAV file with normalized sound from Magic plains. Using it it's should be easier to determine needed sound level depend on distance. In this file captured from H3 hero stand 4 tiles from magic plains and then moving by one. Each time background sound become louder.

From what I personally see:
S - When you stand on source is 100% volume
1 - Tiles around source have 90% volume
2 - One tile away is 60%
3 - Two tiles away is 30%

(0006263)
Warmonger   
2016-01-08 16:13   
Yes the amplitude goes like 90-60-30%. Please do not confuse amplitude with loudness ;)
(0006264)
SXX   
2016-01-08 16:17   
(edited on: 2016-01-08 19:36)
Sadly I'm have about zero experience with sound recording / editing so I have no idea how that's must work.

What loudness it's should be then?

UPD: Ok, I RTFM ;-)

(0006413)
SXX   
2016-02-11 01:24   
So full list of ambient sounds is now on gist:
https://gist.github.com/ArseniyShestakov/616dd31231d5ac5942ad [^]
(0006414)
AVS   
2016-02-11 17:12   
Idea for further improvement.
1) store also 4 tile away sound sources
2) update amplitude every frame during movement transition between tiles to make volume changes smooth.
(0006415)
SXX   
2016-02-12 00:04   
Ok here is a bit of correction on original statement how ambient sounds work for objects. In case of visitable map objects sound only visitable tiles work as sound source.

Though for special terrains every tile is sound source and same valid for volcanos. Sadly I'm not sure how to handle that yet considering volcano is only static object that have ambient sound.
(0006744)
SXX   
2016-09-25 18:29   
Mostly finished PoC implementation:
https://github.com/vcmi/vcmi/pull/195 [^]





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1113 [VCMI] Mechanics - Town structures feature always 2012-09-30 08:56 2018-01-27 13:09
Zamolxis  
FeniksFire  
normal  
resolved  
fixed  
none    
none 1.next  
   
WoG feature request: Buy All Available Troops
Could you please implement in one of the next releases the "Buy All.." function from WoG (using the small Castle icon in Town screen for it)? See screenshot: purchase priority given to the higher rank creatures, as much as available gold allows.

Most of the time I need to buy all anyway, and it would make a huge difference being able to do it in just 2 mouse clicks, as opposed to up to 23 clicks now (for all 7 creatures, and all clicks on different area of the screen). It would help me a lot as a tester, in cases when I just need to buy enough troops to win a certain battle, when I do reproducibility tests related to that.
2012-09-30_H3BuyAll.jpg (123,017) 2012-09-30 08:56
https://bugs.vcmi.eu/file_download.php?file_id=1113&type=bug
2012-10-01_RecruitAllSuggestion1.jpg (45,392) 2012-10-01 10:58
https://bugs.vcmi.eu/file_download.php?file_id=1128&type=bug
2012-10-01_RecruitAllSuggestion1-Dungeon.jpg (49,374) 2012-10-01 10:58
https://bugs.vcmi.eu/file_download.php?file_id=1129&type=bug
2012-10-01_RecruitAllSuggestion2.jpg (45,035) 2012-10-01 10:58
https://bugs.vcmi.eu/file_download.php?file_id=1130&type=bug
2012-10-01_RecruitAllSuggestion2-Dungeon.jpg (48,784) 2012-10-01 10:59
https://bugs.vcmi.eu/file_download.php?file_id=1131&type=bug
2012-10-01_RecruitAllSuggestion3-Dungeon(wip).jpg (48,750) 2012-10-01 11:39
https://bugs.vcmi.eu/file_download.php?file_id=1133&type=bug
2012-10-01_RecruitAllSuggestion4-Dungeon(wip).jpg (48,850) 2012-10-01 11:39
https://bugs.vcmi.eu/file_download.php?file_id=1134&type=bug
Notes
(0003127)
Ivan   
2012-09-30 09:32   
(edited on: 2012-09-30 09:53)
If all you need is a huge army something like vcmiainur should work :)

What I don't like in most of WoG interface additions is that they're hard to notice. Clicking fort icon to buy all creatures? What's the logic behind that? Lack of "this-is-button" feedback is also annoying.

But I do agree that 23 clicks is too much. Maybe tweak recruit dialog and have slider set to max when dialog is opened?
This will give one less click per creature + you can press Enter to immediately buy creatures.

>> and all clicks on different area of the screen
Do you know that you can use creature icons instead of fort screen\dwellings?

(0003129)
Warmonger   
2012-09-30 09:53   
Adding some more buttons (like the one that opens Commander screen) shouldn't be a problem if you use crowdsourcing ;)
(0003131)
Ivan   
2012-09-30 09:58   
I think I can find empty button and draw text in runtime or find something acceptable for "buy all" function.

But where should I place it? Town screen interface is already full - no empty place at all for new elements :(
(0003134)
Zamolxis   
2012-09-30 10:49   
(edited on: 2012-09-30 10:51)
@Ivan (reply to both your notes):

1. I'm indeed not yet used to VCMI cheat codes... I guess I should practice, so thanks for reminding me. :)

2. What I said in description was just the more frequent scenario. It could happen that it's relevant for my test I use the town creatures, so cheat code won't always be a solution.

3. On the long term a solution to avoid the 23 clicks remains a need for regular players anyway.

4. What they made in WoG to make it a bit easier to notice, was to change the subtitle at hover-over, from "Castle" to "Buy All Available Troops", which I think it already helps.

5. I think it's very logic they used the Fort icon for it. What do you do in fact otherwise: Click on Fort building in town, then 21 clicks to recruit the creatures (even 24 at Dungeon or if certain 8th creature feature is enabled in WoG), then click again to close it. So using the Fort icon does kind of the same, but skips the 21/24 clicks in between.

6. Lack of "this-is-button" feedback is a minus, but it doesn't really annoy me, given the time it saves me. And I guess it's not something impossible to develop... just maybe not worth the time.

7. Tweaking the recruit dialog to default on max is a start, but then I also suggest the following:
- Swap the scroll button functionality, as right now it's counter-intuitive: if I scroll up, it actually reduces the number (most will link "up" intuitively with an increase, even more suggested by the MAX button there, where the increasing arrows, give the max of creatures)
- This change will also render the MAX button pretty useless, so maybe its functionality should change to swapping between MIN (0) and MAX whenever it is actioned

8. The tweak you suggest would only reduce the player actions (click or enter) from 21 to 14 (+2). Maybe adding the MAX button directly into the Fort interface would be even more helpful, by reducing that to 1 click (+2 = open Fort + confirm Buy All). I'll have to see where it's best to place it (given the occasional 8 creature cards situation) and post a screenshot here later on.
(this of course can be done in parallel with your MAX-default tweak, which would still be useful when we want to recruit only a couple of specific creatures)

9. I didn't know that we can use the creature icons (maybe I've seen a mention of it when you implemented, but if I didn't use it, I forgot). Is it in the manual? I'll check and let WM know in case it's not. Thanks for pointing it out! :)

10. A "Buy All" button, if small enough, could be placed just below the creature icons, on the extreme left of the subtitle bar (we never have a subtitle that wide to take the whole bar anyway). The only mention I would make if you go for this solution, is that there are WoG players already very used with the Fort icon, so they might still want the functionality kept there as well (aside from me, I think it was either Fnord, or GrayFace, or Valery/Salamandre who pointed that out once... either on our forum, or on the VCMI thread at Celestial Heavens - can't remember)

(0003138)
Ivan   
2012-09-30 11:46   
>> maybe its functionality should change to swapping between MIN (0) and MAX whenever it is actioned
Not sure. In H3 players got habit to press "max" and then immediately "buy" buttons - I'd rather keep functionality as it to avoid confusion.

>> The tweak you suggest would only reduce the player actions (click or enter) from 21 to 14 (+2).

Along with using icons instead of fort screen you can recruit all creatures in 1-2 seconds. Not one-click "buy all" but definitely an improvement.

Anyway "buy all" won't go into 0.90 so there is a lot of time to design better UI - there is no need to follow WoG _if_ we'll come with better solution.
(0003140)
Zamolxis   
2012-09-30 13:32   
(edited on: 2012-09-30 13:34)
>> Not sure. In H3 players got habit to press "max" and then immediately "buy" buttons - I'd rather keep functionality as it to avoid confusion <<
Good point. So you can ignore the suggestion on the MAX button.

>> Along with using icons instead of fort screen you can recruit all creatures in 1-2 seconds. <<
Maybe I'm missing something, but how can you use the icons to recruit 7 different creatures in 1-2 seconds? Isn't it still: click on 1st creature > MAX > Enter > click on 2nd creature > ...? That's 1-2 seconds per creature. If you make MAX as default, I think it would still take 5-7 seconds to recruit all 7.

>> Anyway "buy all" won't go into 0.90 so there is a lot of time to design better UI <<
Agreed. It wasn't a request for .90, but it would be nice if we can have at least in a few months from now (i.e.: .91).


BTW, there's another argument that makes the use of the Fort icon acceptable, *especially* now that creature icons can be used for individual recruit: the Fort icon is just next to the creatures in that window, and the creature icons don't have the "this-is-button" feedback either, so it's not like adding the function for the Fort will be out of place.

(0003142)
Ivan   
2012-09-30 13:44   
>> If you make MAX as default, I think it would still take 5-7 seconds to recruit all 7.
Maybe I'm too fast with mouse :)
click -> Enter -> move mouse a bit -> click ...
For me that's 3 seconds at most.


What about button in fort screen? This is how H4 and H5 handles this (one more button along with "Exit"). Resource bar may give some troubles but should be easy to solve.
(0003143)
Zamolxis   
2012-09-30 14:01   
You must be mighty fast then... :-) I could do the "click > Enter > move mouse" sequence in 1-2 seconds, so multiplied by 7 that's at least 10 seconds for all creatures (not 3 clicks per creature, but still 3 actions). But if you can do 7 times that sequence in less than 3 seconds, I'm impressed... or one of us just got lost in translation here. :-)


Button in Fort screen is what I also suggested at no.8 above. I invent intend to come with a couple of graphic proposals, but as it's not for 0.90, it may not be today.
(0003151)
Zamolxis   
2012-10-01 10:57   
(edited on: 2012-10-01 12:03)
Please see my suggestions for a "Buy All Available Troops" button in Fort screen attached above:

Suggestion 1: Button above the Check button. IMO looks a bit better, but has the downside of overlapping Growth line in the 8th creature card. However the 8th creature card only rarely occurs (Dungeon and perhaps certain mods), and the Growth value is actually always 0/blank anyway, so the player is not missing any useful information.

Suggestion 2: Button left of the Check button. It overlaps the status bar, but maybe that doesn't look that bad - I'm not sure. The advantage is that it doesn't overlap the 8th creature card.

Let me know if you like any of them.

EDIT:

I thought of two other possibilities, but they might be harder to implement. They involve replacing the Fort-check button with the one from Town view (smaller), and then the Upgrade or Buy buttons above.

Suggestion 3: Using a 3-arrow cropped version of the MAX button (the 4-arrow was too wide to be aligned with the Check button). Or else we can use the 3-arrow Upgrade button, already existing, but that's narrower than the Check button below, so it may not look good. I just worry that the use of the 3-arrow Upgrade(-like) button may create confusion about its functionality, hence also the 4th suggestion below.

Suggestion 4: Using edited version of the BUY button graphics. I'm not sure if we can find the Buy button in this size in the game files (I thought there was one, but can't find it now). Here I overlapped its graphics over the other one, but I'm not sure if that's easy to do with the actual game files.

(0003157)
Ivan   
2012-10-02 14:29   
Suggestion 2 looks better BUT button should be made higher to have same size as exit button. This would need a bit smaller resource bar though.
(0003457)
Fnord   
2013-03-14 23:40   
One other suggestion:

Create a new screen within the town screen just for special buttons.

Since there will likely be a number of town screen shortcuts or extra features in the future, either built right into VCMI, or in user-created mods, or in scripts, it would be very useful to have a whole new popup town screen devoted to this, ideally able to hold a couple of dozen new buttons (if multiple pages are possible, it could hold even more).

If you implemented this, you would need to find space on the regular town screen for only one button (perhaps even using the Fort icon) and then you'd have room for everything without having to worry about where to put it.

The drawback of course is one more button-click for "Buy All" but I think the advantages would outweigh this (assuming a new screen of special town buttons could be added this way).

As I expect this would take longer to code than just the "Buy All" itself (putting into the Fort or wherever), if that would delay the Buy All implementation then consider this more of a suggestion for later rather than sooner.
(0007385)
Dydzio   
2018-01-27 13:09   
This is already implemented in daily builds.





View Issue Details
2862 [VCMI] Mechanics - Battles minor always 2018-01-22 13:48 2018-01-22 16:11
Povelitel  
AVS  
normal  
assigned 0.99  
open  
none    
none  
   
Resurrection - it does not work if the units were killed in the same hex
In sod, the one who died last is resurrected first, and then the one who died first. (Only behavior of one-hex units has been checked)

не работает если юниты погибли в одном и том же гексе

В соде сначала воскрешается тот кто умер последним, а потом уже тот кто умер первым. (Проверено только поведение одногексовых юнитов)

рез.png (545,901) 2018-01-22 13:48
https://bugs.vcmi.eu/file_download.php?file_id=2837&type=bug
There are no notes attached to this issue.





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525 [VCMI] Mechanics - Battles feature always 2010-07-10 10:54 2018-01-22 16:11
Zamolxis AMD 5600+  
AVS Windows  
normal XP SP3  
assigned 0.81  
open  
none    
none  
   
Selection of Resurrection target with mutiple dead creatures on a hex
You can use Sir Mullich in the map attached to 0000515 and attack the Orange player and follow the below steps to reproduce:
Round 1
- Use defend on all your troops. The enemy Phoenix will kill the Sharpshooter

Round 2
- Use defend on all your troops. The enemy Phoenix will kill the Enchanter

Round 3
- At start the enemy Phoenix will kill the Nomad
- Use Resurrection on Sharpshooter or Enchanter
- When the turn comes for Sharpshooter/Enchanter, move it in front of the Ammo Cart (just above the hexes where the the body of the Nomad is)

Round 4
- Enemy Phoenix will move above the dead Nomad, to kill your Sharphooter/Enchanter
- Attack the Phoenix with your Phoenix & Crystal Dragon. That should kill it.
- Try to cast Resurrection on the Nomad
Note: Probably obvious, but the fix should take care both left and right player can resurrect. I'm just thinking we should avoid that by fixing this we end up blocking the AI from resurrecting their troop in that very same hex.

There's another difference: in H3, if 2 or more of our stacks were dying in the same hex, resurrection was starting with the last one which died. In VCMI it seems it start with the first one (or else random). In the above mentioned map, I had the Enchanter killed in the same hex where Sharpshooter was killed before. Resurrection raised the Sharpshooter first.

SUGGESTION: It would be great if in case 2 or more stacks died in the same spot, Resurrection would first open a window asking us which of the dead stacks we prefer to resurrect. I think the fans would consider it a welcomed surprise feature, without having the feeling that it really affects the original gameplay. But I understand that even if you like the idea, this would require extra code plus graphics for a totally new choice window, so this should of course not prevent moving this into Resolved once the reported bug is fixed.
Notes
(0002257)
majaczek   
2012-03-01 09:10   
Well only a code. We have multi-use choice window graphics - just the same as town portal choice popup.
(0004666)
Warmonger   
2014-05-17 20:12   
(edited on: 2014-05-17 20:13)
Targeting was fixed in issue 0001763. The other remaining suggestions look more like a feature. Edited report info.






View Issue Details
2863 [VCMI] GUI - Other minor always 2018-01-22 14:06 2018-01-22 14:06
Povelitel  
 
normal  
new 0.99  
open  
none    
none  
   
spell book - when you scroll the book, the frame moves to the left
Full screen, 800*600

При листании книги, рамка с заклинаниями сдвигается сильно влево
There are no notes attached to this issue.





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2851 [VCMI] Map Editor minor always 2018-01-11 12:01 2018-01-13 02:06
AmicusDaDeer  
AVS  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
No random hero
There is not way to put a random hero on the map through map editor.
Notes
(0007359)
AVS   
2018-01-13 02:06   
Fixed in 'develop'





View Issue Details
2846 [VCMI] Mechanics - Battles feature always 2018-01-10 03:54 2018-01-12 17:26
Andruids PC  
Dydzio Windows  
high 8.1  
resolved 0.99  
fixed  
none    
none 1.next  
   
Crystal Dragons don't have their Magic resistance ability
Crystal Dragons don't have their Magic resistance ability
Attack crystal dragons with magic - it will hit every time.
Notes
(0007357)
Dydzio   
2018-01-12 12:40   
Fixed in: https://github.com/vcmi/vcmi/pull/404 [^]





View Issue Details
2853 [VCMI] Map Editor feature N/A 2018-01-11 19:53 2018-01-11 19:53
Dydzio Microsoft Windows  
AVS Windows 7  
normal Home Premium x64  
assigned 1.next  
open  
none    
none  
   
Feature - do not remove "built" green mark temporarily while building is selected in town building screen
As in title - if you customize town buildings and building is built, green mark is removed for the time you select that building with mouse click.
There are no notes attached to this issue.





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2850 [VCMI] Map Editor major always 2018-01-11 11:28 2018-01-11 14:17
AmicusDaDeer  
AVS  
high  
assigned  
open  
none    
none  
   
Game crashes when loading a map
The last bug solved (I just didn't notice all options, the interface is somehow not intuitive), so I made a test, yet playable map and when the game loads it, it crashes. I'm using the latest version of VCMI and I have no HotA Mod installed.
I made a map, then ran it with VCMI (on Heroes 3 Complete from GOG, may I add), and then the game crashes with no particular reason.
I'm sending you both map and logs of the Map Editor and the game itself.
logs.rar (80,061) 2018-01-11 11:28
https://bugs.vcmi.eu/file_download.php?file_id=2833&type=bug
Notes
(0007351)
AVS   
2018-01-11 12:20   
Logs shows kind of map file corruption and few additional error related to [MDT] mod.

The main problem is that mod identifier is directory name itself. It should be in lowerCamelCase like all other string identifiers.

I need .vamp file to investigate more.
(0007352)
AmicusDaDeer   
2018-01-11 14:07   
(edited on: 2018-01-11 14:08)
Here's the map: http://www.mediafire.com/file/15a75cbedbmmsk1/%5BMDT%5D%20Monster%20Hunt.vmap [^]

(not ready, but at least it should be playable, if not this bug)

(0007353)
AVS   
2018-01-11 14:17   
1) victory conditions are not implemented - just pushed a branch today
2) alternativecreatures:alternativecreatures:mdtFortressHomes - this is wrong object id, not sure where is a bug: in your mod or in editor
3) there a bug with experience value serialization (probably both in editor and vcmi itself)





View Issue Details
2852 [VCMI] Map Editor feature N/A 2018-01-11 13:48 2018-01-11 13:48
Dydzio Microsoft Windows  
AVS Windows 7  
normal Home Premium x64  
assigned 1.next  
open  
none    
none  
   
Feature - use ground texture rather than grid to mark ground for terrain brush, or generate terrain on the fly
In original H3 editor it works like in this video and is more user-friendly:
https://www.dropbox.com/home?preview=2018-01-11+14-41-32.flv [^]

Additional idea: Actually generate terrain on click and drag mouse into new tiles rather than "mark to generate on mouse release"
There are no notes attached to this issue.





View Issue Details
2847 [VCMI] Mechanics - Battles major always 2018-01-10 04:05 2018-01-10 06:11
Andruids PC  
AVS Windows  
high 8.1  
resolved 0.99  
fixed  
none    
none 1.next  
   
Protect Magic is working incorrectly
Protect from Earth/Fire/Water/Air on and basic levels should give 30% damage reduction and it gives 70% instead.

I'm attaching a map made in the newest VCMI map editor, to help reproduce the bug.
1. Start a multiplayer scenario.
2. Have a hero with any protection spell
3. Have another player's hero with a damaging spell corresponding to the protection spell
4. Enter battle with two heroes, one casts protection and other casts a damage spell
5. Observe the abysmally small damage
really?
protectionmagic test kurde.vmap (2,808) 2018-01-10 04:05
https://bugs.vcmi.eu/file_download.php?file_id=2831&type=bug
Notes
(0007350)
AVS   
2018-01-10 06:11   
fixed in SpellsRefactoring9 branch





View Issue Details
2687 [VCMI] Campaigns crash always 2017-05-29 17:48 2018-01-09 07:20
truckercap GNU/Linux  
SXX GNU/Linux  
normal Antergros Cinn.  
resolved 0.99  
fixed  
none    
none 1.next  
   
Crash after campaign video (2nd scenario)
This varies from the other open crash bug that is open relating to unknown map formats/empty map files.
On a fresh install of Antergros with vcmi-git built from AUR.

Campaigns start just fine for the first scenario but after completing first scenario and watching the campaign video for the second scenario the game crashes

VCMI_Client_log.txt

2017-May-29 12:35:23.117506 INFO network [7f3bebc62700] - Connecting to the server: 1
2017-May-29 12:35:23.117582 INFO network [7f3bebc62700] - Will send info to server...
2017-May-29 12:35:23.156406 ERROR network [7f3c10ac9700] - Error: server failed to close correctly or crashed!
2017-May-29 12:35:23.156452 ERROR network [7f3c10ac9700] - Check /home/xxxx/.cache/vcmi/server_log.txt for more info

VCMI_Server_log.txt

2017-May-29 12:35:23.153556 TRACE global [7fcf04b2c740] - Calling Init for object 939, ,
2017-May-29 12:35:23.153566 TRACE global [7fcf04b2c740] - Calling Init for object 940, ,
2017-May-29 12:35:23.153574 TRACE global [7fcf04b2c740] - Calling Init for object 941, deadVegetation, object
2017-May-29 12:35:23.153584 TRACE global [7fcf04b2c740] - Calling Init for object 942, ,
2017-May-29 12:35:23.153591 TRACE global [7fcf04b2c740] - Calling Init for object 943, deadVegetation, object
2017-May-29 12:35:23.153601 TRACE global [7fcf04b2c740] - Calling Init for object 944, shrub, object
2017-May-29 12:35:23.153608 TRACE global [7fcf04b2c740] - Calling Init for



 
Install VCMI_git, build using --gog option.
launch vcmilauncher with any expansion mod enabled.
Beat first scenario of campaign.
Attempt 2nd scenario, crashes on startup.
This error has occurred on all expansion mod campaigns I have attempted. WOG and Heroes Chronicles (one submod enabled at a time).
I will verify whether this issue affects stock campaigns today.
Notes
(0007067)
truckercap   
2017-05-29 17:51   
Reference of console error when crash occurs.

terminate called after throwing an instance of 'boost::exception_detail::clone_impl<boost::exception_detail::error_info_injector<boost::system::system_error> >'
  what(): read: End of file
(0007068)
truckercap   
2017-05-29 19:26   
This error occurs during stock campaigns as well. Sometimes after the first campaign video.
(0007069)
truckercap   
2017-05-30 03:43   
After a new update to boost, and recompiling VCMI, this issue does not seem to manifest itself.
(0007115)
SXX   
2017-07-14 13:00   
Should be resolved now:
https://github.com/vcmi/vcmi/commit/ee7862b12f2d72ea51993416e1cbafbb300d825c [^]
https://github.com/vcmi/vcmi/commit/4bf1c9a9a354857ae79e21b2c390aca7b10fde06 [^]

I tested few campaigns and they seems to be working fine.
Old saves should also be working as long as you just go to next scenario.
(0007116)
SXX   
2017-07-14 13:01   
Actually this is weird that it's fixed itself for you. There was actually a bug that mess badly with gamestate on initialization and cause crash on saving.
(0007230)
amzukk1   
2017-08-22 12:04   
On android there is still the bug visible. It can be reproduced in two ways:
- Load single player map, Exit to main menu and try to load other single player map again - the VCMI gets stuck on loading screen.
- Second mission in campaign is not loading correctly - see point above.

Tested on version:
https://builds.vcmi.download/branch/develop/Android/VCMI-branch-develop-5067e73-091f3dc.apk [^]

On Android 7.0
(0007239)
SXX   
2017-08-24 18:34   
I'm sorry to say, but sadly latest built Android version might still contain already fixed issues. I'll probably try to fix Android build later, but for now it's broken and outdated.
(0007349)
t4nker   
2018-01-09 07:20   
any luck of fixing the loading freeze on android?





View Issue Details
2845 [VCMI] Map Editor minor always 2018-01-09 00:43 2018-01-09 07:16
Dydzio Microsoft Windows  
AVS Windows 7  
normal Home Premium x64  
resolved 1.next  
fixed  
none    
none 1.next  
   
Created map crashes when trying to start playing it
I tested new editor version 0.1.11 and created map that uses HotA mod creature bank (mod version 1.3.21 from here: https://wiki.vcmi.eu/Mod_list [^]). Game crashes on map start inside BinaryDeserializer::load. I attach map and editor log to this report.
Try to start attached map with HotA mod enabled.
crashreport.zip (3,777) 2018-01-09 00:43
https://bugs.vcmi.eu/file_download.php?file_id=2830&type=bug
Notes
(0007345)
Dydzio   
2018-01-09 01:06   
Just a side note: tested on self-compiled MSVS2015 VCMI, with ambient sound merge commit as most recent one.
(0007346)
AVS   
2018-01-09 01:07   
I think it is same bug as https://forum.vcmi.eu/t/vcmi-map-editor-game-crashing-when-loading-a-map/4455/3 [^]

Should be fixed already.

But there are more problems to solve before next release.
(0007347)
AVS   
2018-01-09 06:35   
No it is different bug. For some reason in VCMI creature bank (in map object subtype) do not have mod id prefix.
(0007348)
AVS   
2018-01-09 07:16   
Fixed in `develop`





View Issue Details
2832 [VCMI] GUI - Hero screen / Exchange window trivial always 2017-12-29 23:34 2017-12-30 13:13
Andruids PC  
Windows  
normal 8.1  
new 0.99  
open  
none    
none  
   
'Spell immunity' icon doesn't display
'Spell immunity' bonus icon doesn't display in unit's window.
Open a information window of a unit that has an immunity bonus (e.g. Troglodytes).
vcmibugspellimmun.jpg (359,293) 2017-12-29 23:34
https://bugs.vcmi.eu/file_download.php?file_id=2819&type=bug
Notes
(0007339)
Godric   
2017-12-30 13:13   
It happen because none of original spells have iconImmune set in config. Should we in such case use icon defined for SPELL_IMMUNITY in bonuses.json?





View Issue Details
2833 [VCMI] GUI - Adventure Map trivial always 2017-12-30 02:42 2017-12-30 11:33
Andruids PC  
Warmonger Windows  
normal 8.1  
resolved 0.99  
fixed  
none    
none 1.next  
   
Double, empty ability slot caused by Resistance skill
When you open a unit window in hero with Resistance skill army, it shows another, empty slot with Resistance skill icon. It doesn't happen to Dwarves carried by a hero without Resistance skill, but happens with a hero that has it.
Open a unit window with a hero that has Resistance skill (many Rampart heroes have it as a starting skill).
vcmirestistancebug.jpg (243,927) 2017-12-30 02:42
https://bugs.vcmi.eu/file_download.php?file_id=2820&type=bug
Notes
(0007336)
Warmonger   
2017-12-30 11:07   
(edited on: 2017-12-30 11:09)
This is known issue caused by the fact abilities are grouped by subtype. Default subtype for Magic resistance should be 0, and all Magic resistane bonuses should be unified. The problem is there are two sources of this bonus - MAGIC_RESISTANCE proper and secondary skill.

Too bad that code was changed significantly over years, difficult to point out where does this bug come from.

(0007337)
Warmonger   
2017-12-30 11:26   
Blah blah, fixed in https://github.com/vcmi/vcmi/commit/f523ae5545ae2d597858b2bce094ccf4be422da9 [^]





View Issue Details
2831 [VCMI] GUI - Other minor always 2017-12-29 17:46 2017-12-29 17:46
Povelitel  
 
normal  
new 0.99  
open  
none    
none  
   
Bug with Timed Events (for army in first day, AI)
Town has Timed Events. I started play 1 map, but they don't work. Timed Events was for army.

В общем события на армию в городе не сработали. Событие было в первый день. (у ИИ)
tc3_SoD.zip (6,582) 2017-12-29 17:46
https://bugs.vcmi.eu/file_download.php?file_id=2818&type=bug
There are no notes attached to this issue.





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2828 [VCMI] AI - Adventure Map minor have not tried 2017-12-27 15:48 2017-12-27 15:48
Povelitel  
 
normal  
new 0.99  
open  
none    
none  
   
Heroes of AI close the passage to the keeper of the question
Надо что-то делать с союзными героями ИИ, которые закрывают хранителей вопроса. Они просто там стоят и мешают.

И не дают пройти выполнить этот квест другим героям (моим). А это может быть критической ошибкой в прохождении карты. И будет очень плохо, потратив много времени так и не выиграть ее, из-за того что союзник ИИ не дает пройти.

В сейве герой Арагорн (с лицом Кристиана) пытается пройти к хранителю, но не может (из-за Уфретина). И возле оплота стоит Боромир (Оррин) и просто блокирует проход к хранителю.
blockAI.rar (1,296,471) 2017-12-27 15:48
https://bugs.vcmi.eu/file_download.php?file_id=2816&type=bug
There are no notes attached to this issue.





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2756 [VCMI] Mechanics - Objects text always 2017-07-30 09:03 2017-11-15 20:17
Anubis PC  
Godric Windows  
normal 7  
resolved 0.99  
fixed  
none    
none 1.next  
   
Derelict Ship bug.
When you visit a Derelict Ship and defeat the guards, you get 2 messages - first one is correct (about being rewarded for defeating monsters), the second is not correct (because it says that your Morale is reduced by 1 as if you've visited an already cleared bank). It actually does lower the Morale.
Be the first to visit a Derelict Ship.
Defeat the guards.
Observe the bug.
Notes
(0007191)
Anubis   
2017-07-30 14:20   
The report is partially incorrect - there is only one message which combines both effects (gives gold based on amount of creatures defeated and lowers Morale). Still doesn't change the fact that it's a bug.
Should be only gold (if first visited and defeated guards) or only lower Morale (if visited an already cleared bank).
(0007317)
AVS   
2017-11-15 20:17   
Fixed in https://github.com/vcmi/vcmi/pull/384 [^]





View Issue Details
2817 [VCMI] GUI - Town screen crash always 2017-11-02 17:27 2017-11-03 15:41
misiokles  
AVS  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
VCMI crashes when trying to display townscreen building animation via json.
It occurs in lastest daily builds. I swear some time ago all works fine.
Bastion town (Forgotten Tales mod) has inside two townscreen buildings with png frames that make a animation and these frames are configured in appropiate jsons.
These buildings are The Water Mill and Mage Guild lvl 4. When you are trying to build these structures - game crashes. When we delete 03-mages-guild-4.json from sprites/town-screen/buildings folder, we can normally build mage guild 4 but without animations. So something is wrong with handling png frames inside townscreen. Some time ago, animations were displayed without errors - I'v palyed Bastion many times.
1. Download Forgotten Tales mod v1.01 from mod wiki list.
2. Launch any scenario with Bastion as a starting town.
3. Try to build Water mill or Mage Guild 4 - crash.
There are no notes attached to this issue.





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2607 [VCMI] Mechanics - Adventure Map minor always 2016-11-15 04:08 2017-10-28 11:04
exfizik Linux 64 bit  
Chocimier OpenSuse  
normal Tumbleweed  
resolved 0.99  
fixed  
none    
none 1.next  
   
Altar of Sacrifice only sacrifices creatures one kind at a time
Visit Altar of Sacrifice, place more than 1 stack of creatures on the altar, click the Sacrifice button. Only one stack is sacrificed. Others are returned to the hero. When sacrificing one stack at a time, it works fine.
Notes
(0007314)
AVS   
2017-10-28 11:04   
Fixed in https://github.com/vcmi/vcmi/pull/385 [^]





View Issue Details
2179 [VCMI] Other minor N/A 2015-04-10 16:21 2017-10-18 18:10
god  
SXX  
normal  
resolved 0.97c  
fixed  
none    
none 1.next  
   
update ubuntu ppa
With the release of 0.98 and upcoming ubuntu release would be nice to get ubuntu ppa for VCMI updated to support both version 0.98 and upcoming ubuntu 15.04
Notes
(0006164)
SXX   
2015-12-09 08:50   
I sent request to join PPA, but no answer yet:
https://launchpad.net/~vcmi/+archive/ubuntu/ppa [^]
(0007313)
SXX   
2017-10-18 18:10   
We now have proper control over PPA and it's now built and updated well.





View Issue Details
2813 [VCMI] Sound, music, videos tweak always 2017-10-18 13:37 2017-10-18 13:48
Nephretes Windows  
 
low 10  
new 0.99  
open  
none    
none  
   
Wrong display of building def on town screen.
Normally def format of building on town screen has animation cycle starting with first frame as a background, then all the other frames replacing and overlaping over background frame. In VCMI if you move cursor over another active area - such as "building area" it causes it to leaves the single frame of the building as it was when the cursor moved to another screen object.

To put it simpler: if the building is animated and you move cursor elsewhere it leaves the frame as it was when you left building area of said building. Interesingly it doesn't interrupt animation itself

In picture I have uploaded building is supposed to have two skylights, but since the frame is left due to what I have written up here, we have four of them (red circled are the extra skylights of frozen frame).
Hover your mouse over animated building
Move your cursor elsewhere
Watch one frame being left in frozen state on your building, which is still animating
VCMI.png (40,557) 2017-10-18 13:37
https://bugs.vcmi.eu/file_download.php?file_id=2803&type=bug
Frame freeze.gif (36,744) 2017-10-18 13:48
https://bugs.vcmi.eu/file_download.php?file_id=2804&type=bug
There are no notes attached to this issue.





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2812 [VCMI] Mechanics - Battles feature N/A 2017-10-13 20:18 2017-10-18 12:43
Nephretes  
AVS  
low  
acknowledged 0.99  
open  
none    
none  
   
[Feature request] New artifact class with visual representation - Banners
New artifact class - Banner

Currenty the only function of the pole in battle heroes def is to difference color of the player. How about changing it for special class artifact - only one per hero. It would contain simple symbols so they are to be distinguished easily on a flag, and also would change the color depending on the player as well.

In my mind they would be quite powerful and would grant bonus for all units in army.

For example:
1) All allied stack of creatures receive 10% less damage from all attacks
2) Increases by 10% the speed of all allied stack of creatures
3) Increases by 10% the damage inflicted by all allied stack of creatures
banner.gif (11,266) 2017-10-13 20:18
https://bugs.vcmi.eu/file_download.php?file_id=2801&type=bug
hero screen.png (147,347) 2017-10-18 12:36
https://bugs.vcmi.eu/file_download.php?file_id=2802&type=bug
Notes
(0007303)
AVS   
2017-10-13 20:32   
Where should such artefact be put (in hero screen)?
(0007304)
Nephretes   
2017-10-13 20:38   
It could be miscellaneous slot, or completely new slot.
(0007305)
AVS   
2017-10-14 16:42   
It is more logical to have new slot as it can be only one banner at same time. Then question is how it should look in hero screen? Other question is should we introduce generic artefact slot addition feature?
(0007311)
Nephretes   
2017-10-18 12:39   
I think that there are two options for banners which won't make hero screen too clustered. I would say "1" is better since they would be artifacts, not war machines.

I think that every new option is welcomed, but we have a lot of slots already, and I can't think of nothing other than banners which would require new artefact slot and new interesting mechanics
(0007312)
Nephretes   
2017-10-18 12:40   
P.S. I have added potential visualization of how it could look, so "1" is referring to hero screen image





View Issue Details
2780 [VCMI] GUI - Other feature always 2017-08-30 11:26 2017-10-07 21:03
misiokles PC  
AVS Windows  
normal 10  
resolved 0.99  
fixed  
none    
none 1.next  
   
Problem with proper displaying of black color.
VCMI can render black color and some objects look ugly.
Few exapmles below.
CEFmQyD.png (99,004) 2017-08-30 11:26
https://bugs.vcmi.eu/file_download.php?file_id=2771&type=bug
imY41O4.png (319,986) 2017-08-30 11:26
https://bugs.vcmi.eu/file_download.php?file_id=2772&type=bug
IXaJs3Y.gif (14,938) 2017-08-30 11:27
https://bugs.vcmi.eu/file_download.php?file_id=2773&type=bug
lSa44V7.gif (16,037) 2017-08-30 11:27
https://bugs.vcmi.eu/file_download.php?file_id=2774&type=bug
ZLnfx5o.gif (35,577) 2017-08-30 11:27
https://bugs.vcmi.eu/file_download.php?file_id=2775&type=bug
Notes
(0007244)
misiokles   
2017-08-30 11:28   
These gifs show diffirences betweet the same defs in vcmi and in standard h3.
(0007255)
AVS   
2017-09-04 15:45   
Fixed in https://github.com/vcmi/vcmi/pull/370 [^]





View Issue Details
2788 [VCMI] Mechanics - Town structures major always 2017-09-11 14:49 2017-10-07 21:02
istokin iMac  
dreamer10 macOS Sierra  
normal 10.12.6  
resolved 0.99  
fixed  
none    
none 1.next  
   
Tower: The Elemental Colony does not give +1 Air / Storm Elements per week.
The Elemental Colony does not give +1 Air / Storm Elements per week. In Vanila give Elements.
iMac (27-inch, Late 2012)
Процессор 3,2 GHz Intel Core i5
Память 16 ГБ 1600 MHz DDR3
Графика NVIDIA GeForce GTX 675MX 1024 МБ
Notes
(0007278)
istokin   
2017-09-11 14:52   
Error, not Tower a Conjunction.
(0007295)
SXX   
2017-10-07 21:02   
Should be fixed together with 0002789.





View Issue Details
2789 [VCMI] Mechanics - Town structures major always 2017-09-11 14:53 2017-10-07 21:02
istokin iMac  
dreamer10 macOS Sierra  
normal 10.12.6  
resolved 0.99  
fixed  
none    
none 1.next  
   
Tower: Golem Factory does not give +1 Stone / Iron Golems a week.
Golem Factory does not give +1 Stone / Iron Golems a week. In Vanila give Golems.
iMac (27-inch, Late 2012)
Процессор 3,2 GHz Intel Core i5
Память 16 ГБ 1600 MHz DDR3
Графика NVIDIA GeForce GTX 675MX 1024 МБ
Notes
(0007283)
dreamer10   
2017-09-23 17:21   
What do you mean exactly by "does not give +1 Stone / Iron Golems a week"? Do you mean the units available per week or something else? Could you clarify it a little bit?
(0007284)
misiokles   
2017-09-23 17:24   
I guess, that you encounter Golem Factory on the adventure map - special dwelling where you can buy 4 diffirent golems so this dwelling is under your flag so should increase golems population in town for +1.
(0007285)
istokin   
2017-09-23 17:38   
Comrade misiokles described the task by more literate English. I apologize for my bad language.
(0007286)
dreamer10   
2017-09-24 06:13   
No worries, thanks a lot for the clarification :D





View Issue Details
2453 [VCMI] AI - Battles minor always 2016-08-10 14:09 2017-10-06 14:50
SXX  
FeniksFire  
normal  
assigned 0.98g  
open  
none    
none  
   
Fortress: AI might stuck during siege if moat is built
Since I implemented proper two hexes moat in Fortress battle AI can't handle it properly anymore. So there is some work needed to make it work.
There are no notes attached to this issue.





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2731 [VCMI] Other text always 2017-07-21 08:00 2017-10-06 14:19
Anubis x32  
Godric Windows  
normal 7  
resolved 0.99  
fixed  
none    
none 1.next  
   
No Morale ability for creatures still shows any possible morale effects in the creature's info tab.
No Morale ability prevents the creature from having any Morale bonus, but it is still shown in the creature's information tab. Same for negative Morale effects.
This one is the easiest to reproduce when using MDT Forge.
Check Jump Soldiers' Morale tab.
Notes
(0007294)
SXX   
2017-10-06 14:19   
Fixed:
https://github.com/vcmi/vcmi/pull/383 [^]





View Issue Details
2737 [VCMI] GUI - Hero screen / Exchange window text always 2017-07-21 18:41 2017-10-06 14:19
Anubis PC x32  
Godric Windows  
low 7  
resolved 0.99  
fixed  
none    
none 1.next  
   
Wrong text about Tavern morale modifier for creatures
It reads "Tavern+1 +1", probably a small oversight. Works correctly, so only a text issue.
Notes
(0007217)
Anubis   
2017-08-06 11:44   
This issue extends to any town buildings modifying Morale and Luck (i.e. Colossus, Brotherhood of the Sword, Rampart's Grail).
(0007293)
SXX   
2017-10-06 14:19   
Fixed:
https://github.com/vcmi/vcmi/pull/383 [^]





View Issue Details
2740 [VCMI] Mechanics - Battles text always 2017-07-23 04:55 2017-10-06 14:18
Anubis PC x32  
Godric Windows  
normal 7  
resolved 0.99  
fixed  
none    
none 1.next  
   
Special terrain patches lack description in Morale tab for creatures.
If a special terrain patch (like Evil Fog) affects a creature's Morale, it will be written so in the Morale tab for the creature in H3 SoD. However, right now the description is missing, replaced with "Unknown".
Notes
(0007292)
SXX   
2017-10-06 14:18   
Fixed:
https://github.com/vcmi/vcmi/pull/383 [^]

Tested this one.





View Issue Details
2763 [VCMI] Mechanics - Objects text always 2017-08-04 13:11 2017-10-06 14:18
Anubis PC  
Godric Windows  
low 7  
resolved 0.99  
fixed  
none    
none 1.next  
   
Wagon - when picking up an artefact, shows a %s instead of the artefact's name.
Whenever you find an artefact in a Wagon, the message reads %s instead of the artefact's name.
VCMI 1 Aug build.
Notes
(0007212)
misiokles   
2017-08-04 14:39   
All artifacts have this bugs or only mods artifacts?
(0007213)
Anubis   
2017-08-04 14:43   
All artefacts, pretty sure. I picked up a standard Heroes 3 artefact (Skull Helmet).
(0007291)
SXX   
2017-10-06 14:18   
Fixed:
https://github.com/vcmi/vcmi/pull/383 [^]

Tested this one.





View Issue Details
2795 [VCMI] Mechanics - Adventure Map minor have not tried 2017-09-13 17:23 2017-09-16 06:40
istokin iMac  
SXX macOS Sierra  
normal 10.12.6  
acknowledged 0.99  
open  
none    
none  
   
VCMI remove movement path through changed FoW while H3 let it stay
The hero with the help of flight magic can not get out if he is next to someone else's Necropolis and around him an unexplored territory.

В архиве, скриншот проблемы, сохранение и скриншот тестовой карты как это в обычных героях.
iMac (27-inch, Late 2012)
Процессор 3,2 GHz Intel Core i5
Память 16 ГБ 1600 MHz DDR3
Графика NVIDIA GeForce GTX 675MX 1024 МБ
fly_error.zip (5,554,588) 2017-09-13 17:23
https://bugs.vcmi.eu/file_download.php?file_id=2787&type=bug
Notes
(0007282)
SXX   
2017-09-16 06:38   
To make it more clear for everyone: problem is that H3 don't remove heroes movement path even after FoW changed while VCMI does remove it.

This exact behavior will likely to stay because it's how Fly mechanics work and it's won't let let you fly to a tile until it 100% sure that you'll be able to land. And when there is fog of war between you and tile it's can't know that.





View Issue Details
2792 [VCMI] Mechanics - Adventure Map minor always 2017-09-13 15:28 2017-09-14 14:20
istokin iMac  
SXX macOS Sierra  
normal 10.12.6  
assigned 0.99  
open  
none    
none  
   
The player's lighthouse does not remove hidden territory if an enemy necropolis is in proximity.
Если рядом с Некрополем стоит захваченный игроком маяк, то он скрыт от игрока за неизведанной землёй (Терра инкогнито).
Отойти от маяка героем. перейти на следующий ход.
iMac (27-inch, Late 2012)
Процессор 3,2 GHz Intel Core i5
Память 16 ГБ 1600 MHz DDR3
Графика NVIDIA GeForce GTX 675MX 1024 МБ
mayak.zip (2,170,737) 2017-09-13 15:28
https://bugs.vcmi.eu/file_download.php?file_id=2784&type=bug
There are no notes attached to this issue.





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2709 [VCMI] Mechanics - Adventure Map crash unable to reproduce 2017-07-05 01:16 2017-09-11 10:13
catalina macOS  
SXX  
low 10.12.5  
resolved 0.99  
fixed  
none    
none 1.next  
   
crash when attempting to enter town with 0 movement
Disembarked from a ship, then double-clicked on an enemy town. Crash log: https://gist.github.com/anonymous/3e2c55cb3d3e3e1828cf91bb7685a3a6 [^]
Loading the autosave and attempting to reproduce failed; the game didn't crash.
Autosave_2.vcgm1 (5,941,928) 2017-09-04 16:53
https://bugs.vcmi.eu/file_download.php?file_id=2777&type=bug
Autosave_2.vsgm1 (5,940,602) 2017-09-04 16:53
https://bugs.vcmi.eu/file_download.php?file_id=2778&type=bug
Notes
(0007256)
catalina   
2017-09-04 16:54   
Finally got a save where it reproduces reliably.

Take Hercules, land next to the Ogre Magi to the northeast. They'll join you. Then double-click on the gem pond.

Logs: https://gist.github.com/dunn/6abeb825a90dcbca533ebd5be6ec600d [^]
(0007257)
AVS   
2017-09-04 17:16   
Can not reproduce.
(0007258)
catalina   
2017-09-04 17:28   
On macOS?
(0007259)
AVS   
2017-09-04 17:57   
No on windows, but problem is that I can not get close enough gem pond.
(0007276)
SXX   
2017-09-10 21:28   
This one supposedly should fix crashes like that:
https://github.com/vcmi/vcmi/pull/377 [^]

At least this is the code that often caused crashes when movement points are 0.
(0007277)
SXX   
2017-09-11 10:13   
So I really passed that map twice by cheats and just by "playing" killing everyone. I think Mac build is stable now.





View Issue Details
2787 [VCMI] Mechanics - Battles minor have not tried 2017-09-11 09:47 2017-09-11 09:47
SXX  
AVS  
normal  
assigned 0.99  
open  
none    
none  
   
Something is wrong with magic resistance
I think magic resistance works wrong in battles currently. Though might be I just miss something of H3 mechanics and it's was still applied in such cases, but no resistance animation were displayed.

It's basically let just one of creatures to avoid splash damage such as Inferno. Also Chain Lighting might fail to strike one of creatures in chain which I not sure if this was possible in H3.
There are no notes attached to this issue.





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2783 [VCMI] Mechanics - Battles minor always 2017-09-04 22:24 2017-09-10 20:08
hkoehler  
hkoehler  
normal  
resolved 1.next  
fixed  
none    
none 1.next  
   
Tactics skill bonus differs from HMM3
In HMM3, and prior to making secondary skills modable, the game would take the difference in tactics skill levels, and then compute the number of hexes that you could arrange yourself in as 2 * difference + 1.

Currently the skill provides bonuses to hexes movable (3/5/7 at basic/advanced/expert), and the game calculates number of hexes that you can arrange yourself in as the difference of bonuses. This means that when fighting a hero with lower tactics skill (e.g. advanced vs basic), you get 1 hex less for placement than you did in HMM3 (2 for advanced vs basic, instead of 3).
Possible fixes:

(a) Set #hexes that you can arrange yourself in as 1 + difference.
Problems: counter-intuitive to specify a bonus of 2 to move 3, and can't configure things to allow setup within 1 hex.

(b) Treat the lesser bonus as one less, so e.g. advanced vs. basic becomes 5 - (3-1) = 3. Problem is again that this is counter-intuitive, and lesser bonus of 1 is effectively same as lesser bonus of 0.
Notes
(0007275)
SXX   
2017-09-10 20:08   
Should be fixed now:
https://github.com/vcmi/vcmi/pull/375 [^]





View Issue Details
2782 [VCMI] GUI - PreGame major sometimes 2017-09-01 10:23 2017-09-08 17:42
misiokles Windows  
PC  
normal 10  
new 0.99  
open  
none    
none  
   
Sometimes console hangs up and game doesn't start.
Sometimes console stops working at this point (Mod Handler is 0 or 1). Only solution to unlock game starting is to delete modSettings.json from /config directory, remove all mods from /mods folder (except vcmi essential files) and start game again to create new modSettings.json file.
Not reproductible. It's sometimes happen.
i3wIobs.png (12,433) 2017-09-01 10:23
https://bugs.vcmi.eu/file_download.php?file_id=2776&type=bug
logs.zip (51,765) 2017-09-07 22:02
https://bugs.vcmi.eu/file_download.php?file_id=2781&type=bug
Notes
(0007246)
AVS   
2017-09-01 13:24   
Logs please
(0007269)
misiokles   
2017-09-07 21:35   
Logs attached. Strange - this time mod Neutral Heroes hangs console. Earlier worked flawlessly. Now removing this mod from Mods folder - unhangs the game.
(0007270)
AVS   
2017-09-07 21:45   
I need actual log files contents not just screenshot
(0007271)
misiokles   
2017-09-07 22:02   
my fault - logs added
(0007272)
AVS   
2017-09-07 22:10   
log ended with TRACE global [b9b0] - loading .\Config\gameConfig.json
No more useful information in logs and nothing suspicious
(0007273)
misiokles   
2017-09-08 16:37   
AVS - can you check Neutral Heroes mod? This mod run earlier without problem, now hangs game with newest daily builds (window versions).
(0007274)
AVS   
2017-09-08 17:42   
It works for me





View Issue Details
2781 [VCMI] Mods minor always 2017-08-31 01:33 2017-09-06 12:29
hkoehler  
hkoehler  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
Granting bonuses to war machines
It seems that bonuses granted to a hero do not propagate to war machines. E.g. granting the bonus below to a hero has no effect on the health of his ammo cart during combat (but works fine for normal creatures).

"type" : "STACK_HEALTH",
"val" : 150,
"valueType" : "BASE_NUMBER",
"limiters": [{
    "type" : "CREATURE_TYPE_LIMITER",
    "parameters" : [ "ammoCart" ]
}]
Seems related to the limiter - without it the bonus applies to war machines as well.
Notes
(0007247)
hkoehler   
2017-09-02 02:28   
BattleInfo * BattleInfo::setupBattle(
...
        auto handleWarMachine= [&](int side, ArtifactPosition artslot, BattleHex hex)
        {
            const CArtifactInstance * warMachineArt = heroes[side]->getArt(artslot);

            if(nullptr != warMachineArt)
            {
                CreatureID cre = warMachineArt->artType->warMachine;

                if(cre != CreatureID::NONE)
                    stacks.push_back(curB->generateNewStack(CStackBasicDescriptor(cre, 1), side, SlotID::WAR_MACHINES_SLOT, hex));
            }
        };
...
}

CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor & base, ui8 side, SlotID slot, BattleHex position) const
{
    int stackID = getIdForNewStack();
    PlayerColor owner = sides[side].color;
    auto ret = new CStack(&base, owner, stackID, side, slot);
    ret->position = position;
    ret->state.insert(EBattleStackState::ALIVE); //alive state indication
    return ret;
}

---

In CCreatureSet.cpp:
CStackBasicDescriptor::CStackBasicDescriptor(CreatureID id, TQuantity Count)
    : type (VLC->creh->creatures[id]), count(Count)
{
}

---

CStack::CStack(const CStackBasicDescriptor * stack, PlayerColor O, int I, ui8 Side, SlotID S):
    base(nullptr), ID(I), owner(O), slot(S), side(Side),
    counterAttacks(this), shots(this), casts(this), health(this), cloneID(-1),
    position()
{
    type = stack->type;
    baseAmount = stack->count;
    health.init(); //???
    setNodeType(STACK_BATTLE);
}

---

In HeroBonus.cpp:
int CCreatureTypeLimiter::limit(const BonusLimitationContext &context) const
{
    const CCreature *c = retrieveCreature(&context.node);
    if(!c)
        return true;
    return c != creature && (!includeUpgrades || !creature->isMyUpgrade(c));
    //drop bonus if it's not our creature and (we don`t check upgrades or its not our upgrade)
}

const CCreature * retrieveCreature(const CBonusSystemNode *node)
{
    switch(node->getNodeType())
    {
    case CBonusSystemNode::CREATURE:
        return (static_cast<const CCreature *>(node));
    default:
        const CStackInstance *csi = retreiveStackInstance(node);
        if(csi)
            return csi->type;
        return nullptr;
    }
}

const CStackInstance * retreiveStackInstance(const CBonusSystemNode *node)
{
    switch(node->getNodeType())
    {
    case CBonusSystemNode::STACK_INSTANCE:
        return (static_cast<const CStackInstance *>(node));
    case CBonusSystemNode::STACK_BATTLE:
        return (static_cast<const CStack*>(node))->base;
    default:
        return nullptr;
    }
}
(0007248)
hkoehler   
2017-09-02 02:31   
Looks like war machines stacks are created with base = nullptr, which is what retrieveStackInstance returns, and hence retrieveCreature as well.

As a result, CCreatureTypeLimiter::limit will return true, stopping propagation.
(0007249)
hkoehler   
2017-09-02 02:46   
(edited on: 2017-09-02 06:32)
Problem is that retrieveCreature shouldn't depend on retrieveStackInstance, as it only requires creature type, not creature instance, and there are stacks without instances (e.g. war machines). Creature type is stored in type, so no need to use base->type.

Fix:

const CCreature * retrieveCreature(const CBonusSystemNode *node)
{
    switch(node->getNodeType())
    {
    case CBonusSystemNode::CREATURE:
        return (static_cast<const CCreature *>(node));
    case CBonusSystemNode::STACK_BATTLE:
        return (static_cast<const CStack*>(node))->type;
    default:
        const CStackInstance *csi = retreiveStackInstance(node);
        if(csi)
            return csi->type;
        return nullptr;
    }
}

(0007264)
AVS   
2017-09-06 12:29   
Fixed in https://github.com/vcmi/vcmi/pull/374 [^]





View Issue Details
2387 [VCMI] Mods feature always 2016-01-18 20:47 2017-09-01 19:59
misiokles PC  
AVS Windows  
normal 10  
assigned 0.98f  
open  
none    
none  
   
New Old Spells mod seems don't work.
New Spells appear in Mage Guild but don't appear in hero's Spellbook.
1. Choose Monere hero.
2. Visit Highcastle town.
3. There's two new spell in Mage Guild.
4. There's any possibility to get them into Spellbook.
spells.vcgm1 (2,946,241) 2016-01-18 20:47
https://bugs.vcmi.eu/file_download.php?file_id=2432&type=bug
spells.vsgm1 (2,946,252) 2016-01-18 20:48
https://bugs.vcmi.eu/file_download.php?file_id=2433&type=bug
There are no notes attached to this issue.





View Issue Details
2779 [VCMI] GUI - PreGame feature N/A 2017-08-30 11:19 2017-08-30 11:19
misiokles PC  
Windows  
none 10  
new 0.99  
open  
none    
none  
   
Feature request: Town Alignment
Nephretes said: As MDT Alternative Creatures is getting closer to release I started wondering if it is possible to make some aesthetic changes to present their presence as early as on town alignment stage.

Those are some propositions how it could look:
https://forum.vcmi.eu/t/town-alignment/1138 [^]
There are no notes attached to this issue.





View Issue Details
2778 [VCMI] Other minor have not tried 2017-08-27 02:15 2017-08-29 07:02
hkoehler  
 
normal  
new  
open  
none    
none  
   
INDEPENDENT_MIN and INDEPENDENT_MAX logics are a mess
Currently we allow mixing of INDEPENDENT_MIN, INDEPENDENT_MAX and other value types. The result is a mess (see BonusList::totalValue).
Should log error when encountering combination of different value types (maybe also change logic). Then add new value types LOWER_BOUND and UPPER_BOUND.
Notes
(0007242)
Warmonger   
2017-08-29 06:40   
But what you propose? LOWER_BOUND and UPPER_BOUND would be just renamed INDEPENDENT_MIn and INDEPENDENT_MAX.

Current formula takes all possibilities into consideration, as it's descibed on Wiki:
http://wiki.vcmi.eu/index.php?title=List_of_bonus_value_types [^]
(0007243)
hkoehler   
2017-08-29 06:52   
(edited on: 2017-08-29 07:02)
The way the wiki describes it would be sensible, however:
* Currently INDEPENDENT_MIN is the maximum value taken and INDEPENDENT_MAX the minimum value, which is fairly confusing UNLESS you never mix them with other bonuses (as I was told is current practice). Here renaming would help stave off confusion (we might have to introduce a mapping to deal with usage in existing mods).
* The actual implementation does not follow the wiki. There's an assertion that INDEPENDENT_MIN < INDEPENDENT_MAX which should be the other way around (someone got confused already), and if no non-independent bonuses are present (i.e., the "normal" case) then it's different from having a non-independent bonus of 0.






View Issue Details
2413 [VCMI] Other minor have not tried 2016-02-14 12:19 2017-08-24 19:15
Kantor  
SXX  
normal  
resolved  
won't fix  
none    
none 1.next  
   
Request for TDM-GCC support
It would be nice if building VCMI via TDM-GCC compiler suite would be supported.
Package can be downloaded from this page: http://tdm-gcc.tdragon.net [^]
TDM-GCC issue.txt (1,642) 2016-02-14 12:23
https://bugs.vcmi.eu/file_download.php?file_id=2457&type=bug
Notes
(0006425)
Kantor   
2016-02-14 12:23   
There are some issues with this toolchain, when I tried to compile VCMI I encountered few problems. Output log is included in attachment.
(0007240)
SXX   
2017-08-24 19:15   
I'm investigated support for plenty of toolchains, but for now VCMI official will be MSVC + Vcpkg. I also updated some bits in CMake that important for MinGW.

Checked TDM-GCC, but it's looks pretty dead with last update in 2015.





View Issue Details
2432 [VCMI] Other minor always 2016-04-01 13:43 2017-08-24 03:26
dididi  
SXX  
normal  
resolved 0.98g  
fixed  
none    
none 1.next  
   
OSX install error
Build from latest source.

VCMI Installer lunched, and select the iso files.

After it, VCMI Install interface said " The resource could not be loaded because the App Transport Security policy requires the use of a secure connection."

Here is about ATS.

- https://developer.apple.com/library/ios/documentation/General/Reference/InfoPlistKeyReference/Articles/CocoaKeys.html [^]
- http://ste.vn/2015/06/10/configuring-app-transport-security-ios-9-osx-10-11/ [^]

Notes
(0007238)
SXX   
2017-08-24 03:26   
Should be solved for now:
https://bugs.vcmi.eu/view.php?id=2602 [^]





View Issue Details
1757 [VCMI] Other minor N/A 2014-03-21 11:14 2017-08-24 03:24
josch  
SXX  
normal  
assigned  
open  
none    
none  
   
binaries without source in tarball release
While checking vcmi for license compliance I noticed the following:

osx/osx-vcmibuilder/unshield and osx/osx-vcmibuilder/innoextract are binary files. What is their license? If they are the unshield and innoextract programs that I know, then they are MIT and BSD license, respectively. Both licenses require a copyright notice when redistributing the binaries. I can't find them. If you decide to just add the copyright notice but leave the binaries, then I have to repack your tarball for Debian because Debian does not allow binaries without source code. For Debian it would thus be even better if you would not distribute those binaries in your tarball releases in the first place.

What is the file osx/dmg_DS_Store? Where is the source code that it is generated from? Again, Debian does not allow binary files without their preferred form of modification in upstream tarballs. It would be best if that binary file could be removed and regenerated at build time.

I have little idea what the other files in the osx directory are but they seem to be in their preffered form of modification (ascii text, xml files, png images and photoshop files). Can you assure me that all those files are subject to the same license conditions as vcmi itself?

What is ./config/NEUTRAL.PAL? Does there exist a source from which it is generated?

Do there exist source images for ./launcher/VCMI_launcher.ico and ./client/vcmi.ico? If yes, could you delete these *.ico files from the tarball and instead regenerate them from source at build time?

All of the above are just suggestions. If you dont want to follow them then it just means that I have to put more work into repacking your tarball at each release so that it is free enough for Debian.
Notes
(0004604)
Ivan   
2014-03-21 11:41   
(edited on: 2014-03-21 12:17)
For osx files - contact stopiccot via forum (don't know if he is checking our bugtracker). Worst case is that after git transition we'll keep these files in separate branch.

NEUTRAL.PAL - this is palette file used for coloring interface to neutral player. And I don't know if such situation can happen to begin with. I think we can remove this file.
As for its origin - file is extremely small so it is possible that it was created manually via hex editor.
This description seems to match its format but I don't know of any tools that can be used to edit it: http://worms2d.info/Palette_file [^]

UPDATE:
No, we do recolor to neutral player in some cases. If you wish - I can replace binary with autogeneration or some text/json format.

ico files - correct me if I'm wrong but ico files are just a bitmaps so it is not much different from formats like png. And even if not - those files should match icons we use on other systems (check client/icons directory). Ask Tow or Warmonger for details - those are Win-only files.

(0004605)
josch   
2014-03-21 12:27   
Okay, I'll contact stopiccot, thanks! :)

I didnt know there was a git transition, thanks for mentioning that too :)

If the preferred form of modification for NEUTRAL.PAL is indeed a hex editor, then that's just it. There is no need to overcomplicate this. The term "preferred form of modification" is subject to human judgement so just leave NEUTRAL.PAL as it is.

Ico files: if there are no sources from which they are generated, then there is no reason to act as well. Just in case they were autogenerated or could be autogenerated from other files it would make sense to do so instead of shipping the result of the autogeneration.

You can thus either close this now or wait until I report back the osx files situation after talking with stopiccot.

Thanks a lot for your support once again :)
(0004620)
josch   
2014-03-24 07:10   
Hi, stopiccot didnt respond yet so I had a quick look at the innoextract and unshield binaries inside the osx directory. The unshield binary contains the string "Unshield version 0.7. Copyright (C) 2003-2004 David Eriksson." and the innoextract binary contains the string "(C) 2011-2012 Daniel Scharrer <daniel@constexpr.org>". These are probably strong indicators that the MIT licensed unshield by David Eriksson as well as the BSD licensed innoextract by Daniel Scharrer was used. Both licenses, MIT and BSD, require you to replicate the respective copyright notice and license text in all binary redistributions. So to not violate the MIT and BSD license and if you want to continue distributing both binaries, please replicate their respective copyright notices somewhere.
(0007237)
SXX   
2017-08-24 03:23   
(edited on: 2017-08-24 03:24)
Little update on this: I purged vcmibuilder from repository.
So unshield and other binaries are gone now.

Also CMake now generate DS_Store dynamically on Mac, but static one id exist.






View Issue Details
2674 [VCMI] Launcher major always 2017-05-07 19:34 2017-08-24 02:21
truckercap Linux  
SXX Arch  
normal KDE/Plasma/X11  
resolved 0.99  
fixed  
none    
none 1.next  
   
vcmilauncher gives dbus errors
process 2431: arguments to dbus_connection_unref() were incorrect, assertion "connection->generation == _dbus_current_generation" failed in file dbus-connection.c line 2822.
This is normally a bug in some application using the D-Bus library.
  D-Bus not built with -rdynamic so unable to print a backtrace
[1] 2431 abort (core dumped) vcmilauncher
-Compile/install vcmi-git from yaourt.
-point to data dir.
  #vcmiclient works just fine.
  #vcmilauncher gives above error.
 
Notes
(0007011)
AVS   
2017-05-08 00:03   
(edited on: 2017-05-08 00:04)
There are no usages of DBus in our codebase. May be smth wrong with QT

(0007013)
truckercap   
2017-05-08 20:25   
Thanks. I will look into this and report it where it belongs.


vcmilauncher starts without this error when launched as root.
(0007236)
SXX   
2017-08-24 02:21   
I just dropped SDL2 usage from launcher and implemented same feature with Qt functions:
https://github.com/vcmi/vcmi/commit/1110dd27d1e2be63a9edb3b90a6f90c228913ca8 [^]





View Issue Details
2704 [VCMI] Launcher crash always 2017-06-27 15:46 2017-08-24 02:21
z3bu x86_64  
SXX Archlinux  
normal 4.9.34-1-lts  
resolved 0.99  
fixed  
none    
none 1.next  
   
Vcmilauncher doesn't start
I am having difficulties with the vcmi Launcher[1]. I built vcmi for the git repository. I am getting this error.

process 12666: arguments to dbus_connection_ref() were incorrect, assertion "connection->generation == _dbus_current_generation" failed in file dbus-connection.c line 2686.
This is normally a bug in some application using the D-Bus library.
D-Bus not built with -rdynamic so unable to print a backtrace

The problem doesn't appear when it is launched with root (so yeah dbus).
A similar problem occurs on the mupen64 project [2] - It is said that if Qt is build without the SDL2 support the problem is fixed. The package works for ubuntu and fedora (it just prints errors) but it crashes for Arch and Gentoo. So this issue is probably not related to the project and I may have to report it to the Qt and SDL projects.

I was only able to locate the problem in sdldisplayquery.cpp in the function getDisplays(). I am able to use the launcher if I comment the lines:

if(SDL_Init(SDL_INIT_VIDEO))
return QStringList("default display");

Another solution is to replace the whole function by:
return QStringList("default display");

[1] Newbie in bug report here
[2] https://github.com/mupen64plus/mupen64plus-ui-python/issues/91 [^]
Start vcmilauncher - (Archlinux or Gentoo)
qt5-base 5.9.0-2
sdl2 2.0.5-3
(sdl 1.2.15-8 installed too)
dbus 1.10.18-1

Nothing interesting in the Launcher log (still attached)
VCMI_Launcher_log.txt (5,279) 2017-06-27 15:46
https://bugs.vcmi.eu/file_download.php?file_id=2724&type=bug
Notes
(0007106)
z3bu   
2017-07-07 12:33   
This issue doesn't happen with the 0.99 version. But with the latest vcmi sources on git.
(0007234)
SXX   
2017-08-24 01:14   
(edited on: 2017-08-24 01:57)
Ok now I understant why I didn't manage to reproduce it. End up is that Ubuntu have DBus assets as non-fatal by default and proper backtrace could be gathered using:

DBUS_FATAL_WARNINGS=1

(0007235)
SXX   
2017-08-24 02:21   
I just dropped SDL2 usage from launcher and implemented same feature with Qt functions:
https://github.com/vcmi/vcmi/commit/1110dd27d1e2be63a9edb3b90a6f90c228913ca8 [^]





View Issue Details
2602 [VCMI] Launcher minor have not tried 2016-11-11 20:21 2017-08-23 23:35
javalor Mac  
SXX macOS Sierra  
normal 10.12.1  
resolved 0.99  
fixed  
none    
none 1.next  
   
Cannot Run VCMI after building on macOS
After following all the directions on the VCMI website, and building the file (after the steps: cd build, make -j4) and the download completed and I get this error after the next steps:

build "mydrive"$ cd ..
vcmi "mydrive"$ bin/vcmiclient.app/Contents/MacOS/vcmiclient
-bash: bin/vcmiclient.app/Contents/MacOS/vcmiclient: No such file or directory

with this preceding it from the previous step (make -j4):

[100%] Linking CXX executable ../../bin/vcmiclient.app/Contents/MacOS/vcmiclient
ld: warning: direct access in function 'void BinaryDeserializer::load<Bonus>(std::__1::shared_ptr<Bonus>&)' from file 'CMakeFiles/vcmiclient.dir/Client.cpp.o' to global weak symbol 'typeinfo name for std::__1::shared_ptr<Bonus>' from file 'CMakeFiles/vcmiclient.dir/CMT.cpp.o' means the weak symbol cannot be overridden at runtime. This was likely caused by different translation units being compiled with different visibility settings.
ld: warning: direct access in function 'std::__1::shared_ptr<Bonus> boost::any_cast<std::__1::shared_ptr<Bonus> >(boost::any&)' from file 'CMakeFiles/vcmiclient.dir/Client.cpp.o' to global weak symbol 'typeinfo name for std::__1::shared_ptr<Bonus>' from file 'CMakeFiles/vcmiclient.dir/CMT.cpp.o' means the weak symbol cannot be overridden at runtime. This was likely caused by different translation units being compiled with different visibility settings.
ld: warning: direct access in function 'std::__1::shared_ptr<Bonus> boost::any_cast<std::__1::shared_ptr<Bonus> >(boost::any&)' from file 'CMakeFiles/vcmiclient.dir/Client.cpp.o' to global weak symbol 'typeinfo name for std::__1::shared_ptr<Bonus>' from file 'CMakeFiles/vcmiclient.dir/CMT.cpp.o' means the weak symbol cannot be overridden at runtime. This was likely caused by different translation units being compiled with different visibility settings.
ld: warning: direct access in function 'boost::any::holder<std::__1::shared_ptr<Bonus> >::type() const' from file 'CMakeFiles/vcmiclient.dir/Client.cpp.o' to global weak symbol 'typeinfo for std::__1::shared_ptr<Bonus>' from file 'CMakeFiles/vcmiclient.dir/CMT.cpp.o' means the weak symbol cannot be overridden at runtime. This was likely caused by different translation units being compiled with different visibility settings.
cp: /Users/"mydrive"/vcmi/osx/vcmibuilder.app: No such file or directory
make[2]: *** [../bin/vcmiclient.app/Contents/MacOS/vcmiclient] Error 1
make[2]: *** Deleting file `../bin/vcmiclient.app/Contents/MacOS/vcmiclient'
make[1]: *** [client/CMakeFiles/vcmiclient.dir/all] Error 2
make: *** [all] Error 2

Any idea whats going on and why it can not find/run the file?
Follow all the steps listed on: http://wiki.vcmi.eu/index.php?title=How_to_build_VCMI_(OS_X) [^]

Error occurs on last line: bin/vcmiclient.app/Contents/MacOS/vcmiclient
Notes
(0006903)
vmarkovtsev   
2016-11-12 13:47   
Please checkout 0.99 release (not develop branch). Most likely non-macos guys broke the build.
(0006904)
vmarkovtsev   
2016-11-12 13:55   
Yep, just checked it. Lots of warnings because of newly added crappy code, total disaster and nothing works as intended. I am sorry, have no mental strength to deal with it right now.
(0006905)
javalor   
2016-11-12 18:36   
no worries at all I understand. anything I can do to play on a Mac then? as the download for the 0.99 release only runs on pc
(0006906)
vmarkovtsev   
2016-11-12 19:12   
Why do you think so? I successfully played 0.99 on my mac.

git clone --depth=1 -b 0.99 https://github.com/vcmi/vcmi.git [^]

and voila
(0006908)
javalor   
2016-11-13 22:26   
Hey thanks so much for help. I am very close to getting it running, but now have encountered the problem when running commmand "bin/vcmiclient.app/Contents/MacOS/vcmiclient"

I get this error: "The resource could not be loaded because the App Transport Security policy requires the use of a secure connection."

what should I do to overcome this? to install it I am using a PC game executable setup file from gog.com named "setup_homm3_complete_2.0.0.16.exe"

Thanks so much for the help! Love the game and have been searching for a way to play it on Mac for years.
(0006909)
javalor   
2016-11-14 00:21   
After looking around online I found this:

 http://stackoverflow.com/questions/32631184/the-resource-could-not-be-loaded-because-the-app-transport-security-policy-requi [^]

I tried editing the code myself under these instructions but am still getting the error.
(0007232)
SXX   
2017-08-23 23:35   
VCMI now provide working DMG for macOS again.

I removed Sparkle for now as well as additional vcmibuilder so assets need to be manually installed.





View Issue Details
1648 [VCMI] Other major always 2014-01-08 01:22 2017-08-23 23:34
dmccombs  
SXX OS X  
normal 10.6  
resolved  
fixed  
none    
none 1.next  
   
VCMI silently fails to start on OS X 10.6
VCMI silently fails to start on OS X 10.6 when installed from the official binary. If the vcmiclient binary inside the app bundle is executed directly, it simply outputs:

Illegal Instruction

This is a sign that the client was compiled with the SDK from a higher version of OS X, but that the minimum required OS version is not set to give a useful error message.
On OS X 10.6, install the VCMI binary from:

http://download.vcmi.eu/vcmi-0.94.dmg [^]

Attempt to run the client.
If VCMI is not using features only available in newer OS X SDKs, it can be compiled for an older version by adding this flag to gcc:

-mmacosx-version-min=10.6 (or some lower version)

Whether VCMI can be built targeting a lower version or not, the following property should be added to the Info.plist for the app bundle (as well as the app bundle for the vcmibuilder) to provide a userful error for users on lower versions of OS X:

LSMinimumSystemVersion

It should be set to the minimum version the client can run on, such as '10.8.0'.

See the Apple documentation for more information:

https://developer.apple.com/library/ios/documentation/general/Reference/InfoPlistKeyReference/Articles/LaunchServicesKeys.html#//apple_ref/doc/uid/20001431-113253 [^]
Notes
(0007231)
SXX   
2017-08-23 23:34   
VCMI now provide working DMG for macOS again.





View Issue Details
2660 [VCMI] Map Editor feature N/A 2017-03-23 20:23 2017-08-16 00:43
SXX  
AVS  
high  
resolved  
fixed  
none    
none 1.next  
   
Object removal brush with options
Editor currently missing ability to remove more than one object at time which of course critical.

Though it's could be really nice to have more flexible tool in our editor that might for instance have checkoxes for what's going to be removed:

 - Roads / rivers.
 - Static objects: anything that hero can't interact with.
 - Interactive objects.

Other than that it's could be nice to have different removal modes:
 - By object box. All tiles that covered.
 - By visibility. Of course if it's feasible to implement: even if object might have larger animation it's should be only removed if it's visible on that exact tile here in editor.
 - Remove by visibility / blocking / visitability mask.

I think by default H3 editor remove by "object box" so anyone used to old editor would expect to have this mode. Still since I spend tremendous amount of time in editor I can say for sure this behaviour can be very frustrating it times especially for large objects like towns.
There are no notes attached to this issue.





View Issue Details
2766 [VCMI] GUI - Other major always 2017-08-10 13:01 2017-08-10 17:37
Vilko Windows  
Windows 7 x64  
normal 6.1.7601  
new 0.99  
open  
none    
none  
   
GUI window disappear
GUI window disappears after minimizing and trying to open in back.
message "Check display mode: requested 1024 x 768; available up to 1600 x 900" appears in console window at moment of open attempt.
Minimize UI window.
open it back.
-
Notes
(0007222)
AVS   
2017-08-10 14:59   
Not reproducible
(0007224)
misiokles   
2017-08-10 17:37   
Maybe deleting open32.dll file from vcmi folder will help?





View Issue Details
2648 [VCMI] Mechanics - Adventure Map crash always 2017-02-27 21:01 2017-08-04 23:26
ihor Linux  
Chocimier Ubuntu  
normal 16.04  
resolved 0.99  
fixed  
none    
none 1.next  
   
Crash when selecting creature to sacrifice in Altar of Sacrifice
Crash when selecting a creature to sacrifice in Altar of Sacrifice
1. Load creature_sacrifice save file.
2. Move Isra hero to the closest altar of sacrifice.
3. Altar window opens showing 3 stacks of creatures.
4. Click on Skeletons stack (the same happens for other stacks).
5. Game hangs or crashes.
save.zip (1,293,578) 2017-02-27 21:01
https://bugs.vcmi.eu/file_download.php?file_id=2680&type=bug
Notes
(0006983)
jechochamber   
2017-03-15 16:51   
(edited on: 2017-03-15 16:52)
Just discovered the bug tracker for this project. I also have this issue. Would another save.zip be helpful for this?

Only difference between my experience and the main ticket example is that I am using OSX (not on that same machine ATM so don't remember the exact OS version, will update later), and the stack I clicked on was troglodyte. Also occurred with only 3 stacks. Haven't tested it with more or less.

(0007184)
SXX   
2017-07-28 03:26   
One save is enough.
(0007214)
SXX   
2017-08-04 23:26   
Fixed by Chocimier:
https://bugs.vcmi.eu/view.php?id=2648 [^]





View Issue Details
2762 [VCMI] Mechanics - Objects minor always 2017-08-04 12:50 2017-08-04 12:50
Anubis PC  
Windows  
normal 7  
new 0.99  
open  
none    
none  
   
Text messages attached to neutral creatures (on joining, attacking, w/e) are not displayed.
In short, if you set a custom message to a monster (for example, on joining), then that message would not be displayed in game.
1. Set a message on a monster in the Map Editor.
2. In game, interact with this monster (attack or any other actions).
3. Observe the absence of the message.
I've attached a test map for this. Select Red, add the Faerie Dragons to your army. There is a message set to them : "We're here to help if you need us", which will be absent.
The issue is present since 0.99 up to the newest builds.
Good to Go test.h3m (5,326) 2017-08-04 12:50
https://bugs.vcmi.eu/file_download.php?file_id=2766&type=bug
There are no notes attached to this issue.





View Issue Details
2747 [VCMI] Mechanics - Battles minor unable to reproduce 2017-07-24 19:02 2017-08-04 12:07
Anubis PC  
FeniksFire Windows  
normal 7  
resolved 0.99  
fixed  
none    
none  
   
Double damage from one step into the Moat hex for a 2-hex creature.
During the siege, AI's Ancient Behemoths stepped into the Moat hex with their right part and took 2 instances of Moat damage (140 for Stronghold). Attached screenshots below.
Double damage from moat bug (creature position).jpg (359,802) 2017-07-24 19:02
https://bugs.vcmi.eu/file_download.php?file_id=2748&type=bug
x2 dmg on Moat proof.jpg (366,930) 2017-07-24 19:02
https://bugs.vcmi.eu/file_download.php?file_id=2749&type=bug
Notes
(0007176)
Anubis   
2017-07-24 19:07   
Also, this double damage instance was not registered at all by the Battle Log.
However, when Ogre Magi stepped into the Moat, they took correct 70 damage and "One Ogre Magi has died (smth. like this)" was shown in the Log.
But there's a separate connected bug - the amount of damage done by Moats isn't shown in the Battle Log.
(0007177)
misiokles   
2017-07-24 21:35   
I think it's already fixed:
http://bugs.vcmi.eu/view.php?id=2577 [^]
(0007211)
FeniksFire   
2017-08-04 12:04   
@misiokles have right I fixed it some time ago with some other bugs about moat, please when you report bug try the newest version of vcmi build.





View Issue Details
2761 [VCMI] Mechanics - Adventure Map major N/A 2017-08-03 21:12 2017-08-03 21:12
SXX  
SXX  
normal  
assigned 0.99  
open  
none    
none  
   
Teleporters: fair mechanics need to be applied when moving automatically
As known in H3 multi-exit monoliths choose next exit pseudo-randomly and that mean that unless you see every possible exit there always risk of teleport on top of enemy hero. Currently when hero automatically go through teleporter he can efficiently avoid enemy hero standing on the exits.

What we need is to warn players in two cases:
- When one exits is not visible to him.
- Or when there is actual enemy hero standing on one of exits.
Then if player agreed to take a risk teleporter logic should internally roll the dice as many times as needed and check whatever player got on top of enemy or no.
There are no notes attached to this issue.





View Issue Details
2730 [VCMI] Other text always 2017-07-21 07:52 2017-08-03 06:05
Anubis  
AVS  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
The descriptions of some unit abilities are missing or incomplete, so are icons of those abilities.
The description for "General Damage Reduction" is misleading because it's a two-part ability with specifically Ranged or Melee damage reduction. There is no mention of that in the game currently.
"Spell Immunity" right now has no icon for it, and it's impossible to add any other via bonuses.json - it doesn't work.
There is no description for "No Morale" ability and the icon is missing too, and it has a bug connected to it which I will describe in another report.
Immunities to specific schools also have no icons despite being present in the VCMI files.
Fire Shield's icon was renamed but not updated in the bonuses.json. Same for Spell-like Attack but there's no icon in the game files.
Reduce Enemy Defense's name is too big and doesn't fit the tab on 1024*600.
Mind Immunity's description is missing.
Check any of the creatures that have the respective abilities, you'll see either an icon or the text missing, or any other behaviour that I've described.
Bonuses fix.7z (2,992) 2017-07-21 08:13
https://bugs.vcmi.eu/file_download.php?file_id=2742&type=bug
Bonuses desc fix.zip (3,700) 2017-07-30 12:15
https://bugs.vcmi.eu/file_download.php?file_id=2753&type=bug
bonuses.json (6,712) 2017-07-30 13:09
https://bugs.vcmi.eu/file_download.php?file_id=2754&type=bug
Bonuses.zip (3,742) 2017-07-30 14:24
https://bugs.vcmi.eu/file_download.php?file_id=2755&type=bug
Notes
(0007151)
Anubis   
2017-07-21 08:14   
Uploaded an 7z archive which contains 2 files for VCMI which partially fix these issues and improve the descriptions of creature abilities.
(0007186)
Anubis   
2017-07-30 12:16   
Updated the fix based on the latest build version.
(0007187)
misiokles   
2017-07-30 12:44   
But your fix include new icon and abilities like SOUL_STEAL, SUMMON_GUARDIANS and TRANSMUTATION?
(0007188)
Anubis   
2017-07-30 13:10   
The icons for those are already present in VCMI Essential files. Reuploaded a file which referenced those new abilities, for some reason SUMMON_GUARDIANS slipped past my eyes.
(0007189)
misiokles   
2017-07-30 13:36   
(edited on: 2017-07-30 13:38)
I propose also add for Cyclops King fixed ability

    "CATAPULT_EXTRA_SHOTS":
    {
        "graphics":
        {
            "icon": "zvs/Lib1.res/Catapult"
        }
    },

Yes, it's the same icon as Catapult, but looks nicer than no icon.

(0007190)
Anubis   
2017-07-30 14:17   
(edited on: 2017-07-30 14:24)
Ah, I've been wondering what this bonus is about. Will do later.
As of 14:24 UTC - updated.

(0007202)
AVS   
2017-08-03 06:05   
Fixed in https://github.com/vcmi/vcmi/pull/361 [^]





View Issue Details
2759 [VCMI] Mechanics - Battles major unable to reproduce 2017-07-31 10:42 2017-08-01 14:25
Anubis PC  
AVS Windows  
normal 7  
resolved 0.99  
fixed  
none    
none 1.next  
   
Faerie Dragons' spells' damage does not get properly reduced by the Golem magic damage reduction.
I've tested all possible species of Golems and can say that something is totally off with the damage calculation of the Faerie Dragons' spells. Seems like the Golem reduction doesn't work correctly with their spellcasting.
The intended behaviour in SoD is that spell damage of the Faerie Dragons gets correctly reduced by the percentage mitigation abilities of the Golems (up to 95% on Diamond Golems).
Right now it functions the reverse way. The lesser amount of reduction, the less damage a Golem takes.
1. Use Faerie Dragons.
2. Fight the Golems' stacks (preferrably in a test map).
3. Note the inflicted damage. It is higher than it's supposed to be.
Observed on the 29th of July VCMI build.
Attached a test map. Play as Red, pickup the neutral Faerie Dragons (5, will always join), fight the stacks of Golems (Stone, Iron, Gold and Diamond).
Good to Go test.h3m (5,283) 2017-07-31 10:42
https://bugs.vcmi.eu/file_download.php?file_id=2756&type=bug
Notes
(0007194)
AVS   
2017-08-01 14:25   
Should be fixed now. Thanks for report.





View Issue Details
2754 [VCMI] GUI - Battles minor always 2017-07-30 08:42 2017-07-30 11:27
Anubis PC  
Dydzio Windows  
normal 7  
resolved 0.99  
fixed  
none    
none 1.next  
   
Creature pathing bug on the naval battlefield.
The battlefield I'm talking about is the naval duel (two ships). Creatures can path to the unreachable tiles between ships. Attaching a screenshot.
Most of my creatures on the screenshot are in the "dead zone" - in H3 those tiles are decorative.
Pathing bug on the battlefield.jpg (349,378) 2017-07-30 08:42
https://bugs.vcmi.eu/file_download.php?file_id=2752&type=bug
Notes
(0007185)
Dydzio   
2017-07-30 11:27   
Already fixed - use newest daily build to test VCMI. 0.99 is kind of obsolete considering how much has changed.





View Issue Details
2749 [VCMI] Mechanics - Other minor have not tried 2017-07-26 23:21 2017-07-27 10:04
hkoehler  
AVS Ubuntu  
normal 14.04  
resolved 0.99  
fixed  
none    
none 1.next  
   
Petrified archer getting attack
Just experienced a battle where I was fighting multiple groups of lizardfolk archers with a group of basilisks. At some point all that remained of the enemy where two petrified stacks of archers (who where behaving nicely, i.e., not attacking while petrified). After killing one of these stacks, the last remaining stack then decided to take a shot at my basilisks *while still petrified* - at least visually the petrification debuff was still in place.
Notes
(0007179)
AVS   
2017-07-27 04:56   
This is not exactly a bug. Debuff is displayed untill all effect end. In case of stoneGaze spell stack is not active for few turns and have no retaliation untill attacked.
(0007181)
hkoehler   
2017-07-27 05:07   
Ah, I see. In that case I reckon the problem is that the no_retaliation effect should really have an N_TURNS limit as well.
(0007183)
AVS   
2017-07-27 10:04   
Added N_TURNS limit.





View Issue Details
2750 [VCMI] Mechanics - Adventure Map feature have not tried 2017-07-27 06:06 2017-07-27 06:16
SXX  
 
low  
new 0.99  
open  
none    
none  
   
Cheating: CGameHandler::hireHero need check when hero hired from adventure map
Currently CGameHandler::hireHero doesn't have way to check whatever player actually visited tavern in order to buy hero from tavern on adventure map.

Though it's one of cases when server doesn't check request properly.
There are no notes attached to this issue.





View Issue Details
2467 [VCMI] Mechanics - Objects tweak always 2016-09-04 06:40 2017-07-27 05:02
misiokles PC  
Chocimier Windows  
normal 10  
assigned 0.98  
open  
none    
none  
   
Altar of Sacrifice - strange behaviour with new artfifacts
There's few mods adding new artefacts. When hero visit Altar of Sacrifice and try to sacrifice one standard H3 artefact and one new - stranger things are happen.
1. Load attached save.
2. Visit Altar of Sacrifice
3. Try to test some trials: sacrifice standard h3 arts only, sacrifice mod arts only, sacrifice combos: h3 arts and mod arts
4. Observe not dissapearring arts from bagpack or other anormal behaviours.
Used mods: Witchking arts. VCMI version - 0.98h build 01-Sep-2016 14:07
savesAltar.rar (486,960) 2016-09-04 06:40
https://bugs.vcmi.eu/file_download.php?file_id=2516&type=bug
Notes
(0006636)
SXX   
2016-09-09 22:30   
Problem with Altar is that netpacks don't handle it properly.
As far as you only sacrifice one artifact it's should be okay though.





View Issue Details
2004 [VCMI] GUI - Other minor always 2014-12-24 23:52 2017-07-27 05:01
SXX  
Chocimier  
normal  
assigned  
open  
none    
none  
   
Altar of Sacrifice: on exit all non-sacrificed artifacts go into backpack
In H3 if you exit from Altar of Sacrifice all items that were moved to altar window from inventory are back to slots they used before visit. Though if you'll move other articacts on their place they'll appear in backpack.

Though in VCMI all artifacts you didn't sacrificed will appear in backpack.
There are no notes attached to this issue.





View Issue Details
558 [VCMI] Mechanics - Objects minor always 2010-07-28 00:25 2017-07-27 05:01
Zamolxis AMD 5600+  
Chocimier Windows  
normal XP SP3  
assigned 0.81c  
open  
none    
none  
   
Altar of Sacrifice: Mechanics + GUI issues
1. (BUG) The "Place all artifacts in backpack on altar" and "Place all artifact in backpack on the altar" buttons remove all artifacts in backpack / on hero, even if these are more than the 22 available slots. The experience seems to be calculated for all artifacts removed, but it shouldn't work like this.

H3 allowed us to move only 22 artifact on the altar and that was as much as one could sacrifice in one go. Well, not exactly... To be more accurate, there was a way to sacrifice 23: having 22 in the slots and click-select a 23rd (see next item). We didn't have to leave the Altar window of course, but while in there, we could only sacrifice in batches of maximum 22(/23) artifacts.


2. (MISSING FEATURE) In H3, selecting an artifact was already enabling the "Sacrifice artifacts currently on the altar" button. As clicking on an artifact in the interface makes it become one with the cursor, we could then just click with it the "Sacrifice..." button, without having to place it first in one of the 22 slots. If all 22 slots were full, that meant 23 artifacts were sacrificed if we clicked the "Sacrifice..." button with a 23rd selected (the artifact being placed in what we could call the 23rd, or if you want - the 1st artifact slot, the one just above the "Sacrifice..." button).


3. (BUG) If we had only a couple of artifacts in backpack, after we sacrifice them, they still show for a fraction of a second in their backpack slots, but then disappear (or they show back while we get the level up windows, but then disappear). If we had more artifacts in backpack (especially more than the visible slots), after the sacrifice they show up there again, but only as ghost replicas. We can scroll through them and if we select any of them, the destination slots get highlighted (though we cannot put them on the dummy).


4. (BUG) Selecting one of these ghost replicas, does allow us though to place it (multiple times) in the sacrificial slots as seen in the screenshot, though we cannot really use it to get the experience (see also the System message in the Console behind).


5. (BUG) The 5th MISC slot introduced in SoD is not visible in the Altar interface (though the artifact in it is, and can be used for sacrifice - see screenshot again)


6. (MISSING BUTTON) Sacrifice Creatures - which should be grayed out for Good alignments.


7. (MISSING FEATURE) Also the subtitle of the empty slot above the Sacrifice button should read "Place artifact to sacrifice here" when it's empty, just like the other 22.


8. (MISSING FEATURE) Although in H3 the empty slots in Hero screen all had "Empty" as subtitle, in the Altar screen they had their actual name in the subtitles (if their slot was empty!): Head, Neck, Torso, Right Hand, Right Rind, Left Hand, Left Ring, Shoulders, Feet, Misc 1 to 5, War Machine 1 to 4 (and the backpack slots had no subtitle, but for these we can leave "Empty" as we have now in VCMI).


9. (H3 Bug/Feature?) H3 allowed War Machines to be placed on the Altar. I'm not sure if I should consider this bug or feature. The fact that they were accepted, but with 0 experience, makes me think they may have wanted it like this. But I can't see any reason why one would want to sacrifice them. If there's no gain in experience, I'd rather have a script or sth allowing us to drop the artifacts (similar with dismissing creatures), rather than having to look for an Altar to get rid of it. But you're free do decide as you feel about this.


10. (H3... LOGIC?) It is not clear to me if H3 had any logic in choosing which artifacts go on the Altar when hero had more than 22 and a "Place all..." button was selected. I checked, and H3 seemed to pick artifacts from both hero and his backpack, without a particular logic. Not based on their side and not even alphabetical (perhaps in order of their corresponding ID's in the game files?). If you can manage to figure out H3's logic, feel free to apply it. Otherwise I would suggest the following order:
- first backpack artifacts, starting from the weakest (and further prioritize alphabetically, or in the left-to-right order they are in the backpack)
- then artifacts on hero, again starting from the weakest
- and finally War Machines (if you want), which could be in order of their Hit Points... or else simply in order of their slots (not relevant anyway)
Take map attached to 0000515 in MapEditor and add the Altar next to Ivor (middle of the snow area) to easily reproduce all the above afterwards.
2010-07-28_AltarOfSacrifice.jpg (323,727) 2010-07-28 00:38
https://bugs.vcmi.eu/file_download.php?file_id=496&type=bug
Notes
(0001205)
Zamolxis   
2010-07-28 00:34   
None of the issues though leads to any crash, so there's no emergency to have anything fixed before 0.82. We could actually mark it as 0.82 bug if you want, to be gradually handled in the coming months.
(0005272)
SXX   
2014-12-24 22:49   
Little update on this old issue:

1 - No idea about 2010, but in 0.97 there is already code to handle limit, but it's was broken. So I'm fixed it and will be pull it soon.

2 - Don't think like it's was good "feature" to implement, but it's just my 2c.

3 - Likely need proper investigation on why is that happening.

4 - Met same issue, but on differenc conditions. See 0002001

5 - Not a VCMI bug. I already seen comment about it somewhere on bugtracker that problem occur on other screen if original graphics missing this slot. Though for me in 0.97 and H3 complete this not an issue.

6 - Still exist. At moment this button is completely hidden for good heroes.

7 - Still exist.

8 - Still exist.
(0005276)
SXX   
2014-12-25 03:46   
6 - Just fixed too.
(0005289)
SXX   
2014-12-25 23:54   
So I'm find out first reason why is 3 occur.

If you sacrificed multiple artifacts you might be get few levels for that. Problem is: each sacrifice artifact request processed separately and as result after first one or two were sacrified there is levelup request sent to client. In the end server unable to process more request because it's waiting for answers on levelups.

Though there is also other problem that block ability to sacrifice a lot of artifacts in same time.
(0005292)
SXX   
2014-12-26 11:26   
So here is commit that fix 1:
https://github.com/vcmi/vcmi/commit/3371cd36c92ff6dd432e54a3efd0dc32e865104e [^]
And this one fix 6:
https://github.com/vcmi/vcmi/commit/046a6fc45a0750484c80b44ef670d247c7af875d [^]
Though I suppose 4 won't occur anymore as I should've fixed other ways to pickup wrong artifacts.

So basically following things still need some attention: 3, 7, 8





View Issue Details
2745 [VCMI] AI - Battles minor always 2017-07-24 18:54 2017-07-24 18:54
Anubis PC  
Windows  
normal 7  
new 0.99  
open  
none    
none  
   
Neutral AI prioritises hitting War Machines if possible.
I've observed that if the neutral AI has a choice between hitting a War Machine which does no meaningful damage and hitting a unit, it will most of the time prefer going for Machines and seldom for the unit. I do understand that the AI calculates where it will be safe to do damage, but neutral stacks should really never hit War Machines.
Tested with both Battle and Stupid AI in Launcher.
There are no notes attached to this issue.





View Issue Details
2743 [VCMI] GUI - Adventure Map text unable to reproduce 2017-07-23 17:52 2017-07-23 17:52
Anubis PC  
Windows  
low 7  
new 0.99  
open  
none    
none  
   
Wrong number of teams in Scenario Information on a randomly generated map.
Attaching a screenshot. That's actually the best description. It's impossible to have 11 teams (3 of them empty) in the game.
I can't reproduce this in the game due to the RMG issue which I reported before.
I remember that I've specifically set up a 4 team of 2 (by choosing 4 Computer/Player teams) game which created me as a solo instead. That's some old SoD problem. Might be a separate issue, but it's difficult to replicate.
Settings for RM generation: 8 players, no underground, 4 alliances, random number of AI only players/teams, Normal settings for Water/Guards.
Scen Info text bug.jpg (332,698) 2017-07-23 17:52
https://bugs.vcmi.eu/file_download.php?file_id=2746&type=bug
There are no notes attached to this issue.





View Issue Details
2726 [VCMI] Mechanics - Town structures minor always 2017-07-17 19:05 2017-07-23 11:35
tooandorisu Windows  
SXX 10  
normal 1703  
resolved 0.99  
no change required  
none    
none  
   
Crash when entering newly taken town
IN latest develop ef73f41 when I try entering a newly taken town in the last campaign of Dungeons & Devils, it crashes.
logs_vcmi.7z (98,008) 2017-07-17 19:05
https://bugs.vcmi.eu/file_download.php?file_id=2738&type=bug
Saves.7z (575,829) 2017-07-17 19:06
https://bugs.vcmi.eu/file_download.php?file_id=2739&type=bug
Notes
(0007158)
SXX   
2017-07-21 18:23   
Any chance this is taken with some mod that modify towns?

Client crash for me likely because of some missing image.
GetImage error: Request for frame not present in CAnimation! File name: RAMPART/TOWN-SCREEN/BUILDINGS/TBRMUP2_0 Group: 0 Frame: 0
(0007171)
tooandorisu   
2017-07-23 11:23   
Yes. When I removed the mod, and started the campaign again, it was no crash at all.
(0007172)
SXX   
2017-07-23 11:35   
If you can please post what mod caused it. Thanks.





View Issue Details
2738 [VCMI] GUI - Adventure Map minor always 2017-07-21 18:56 2017-07-23 04:57
Anubis PC x32  
Windows  
high 7  
new 0.99  
open  
none    
none  
   
Wrong description of creature dwellings on the map after loading a savegame.
Basically, loading a savegame resets the names of outer dwellings to "Creature Generator x", where x is the Dwelling Level. Visiting the dwelling gives the correct name and recruiting message, but doesn't fix the issue.
1. Make a savegame.
2. Quit VCMI (I haven't tested with loading a different save in the same run).
3. Start VCMI again.
4. Load the savegame.
5. Observe the bug.
Notes
(0007170)
Anubis   
2017-07-23 04:57   
Actually, it resets the name for all outer map dwellings to "Creature Generator 1", as I discovered after further testing.





View Issue Details
2294 [VCMI] Mechanics - Adventure Map minor always 2015-10-09 04:01 2017-07-22 20:48
SXX  
Chocimier  
normal  
resolved 0.98d  
fixed  
none    
none 1.next  
   
Summon boat shouldn't be castable for hero in boat
Currently you can cast it while in boat and this may place boat to non-coastal tiles.

In H3 there is error:
%s is already in boat
Notes
(0007169)
SXX   
2017-07-22 20:48   
Fixed:
https://github.com/vcmi/vcmi/pull/353 [^]





View Issue Details
2641 [VCMI] Launcher minor always 2017-01-23 16:05 2017-07-22 14:18
mwd Windows  
SXX Windows  
normal 10  
assigned 0.99  
open  
none    
none  
   
Launcher cannot retrieve updates behind proxy
My system is located behind a proxy server. When searching for mods (button "Download & refresh repositories", the connection times out. The error message is:

"Unable to download all files.
Encountered errors:
Connection timed out"

I found no setting to set a proxy server. Optimally the application would read the system proxy settings.
1) Start launcher
2) Click on "Download & refresh repositories"

There are no notes attached to this issue.





View Issue Details
1823 [VCMI] Launcher major always 2014-07-02 21:36 2017-07-22 14:17
Ivan  
SXX  
normal  
assigned 0.96  
open  
none    
none  
  0.97  
Submods in mod available in repository are not visible
Mostly a note to self. There should be a way to show submods of mods avaialble in repo. As of now this already affects WoG and HotA mods.

It seems that placing submods as they were supposed to (in "mods" entry of main mod) does not works - Launcher finds 0 submods. Should be fixed.
There are no notes attached to this issue.





View Issue Details
2736 [VCMI] GUI - Adventure Map text always 2017-07-21 18:39 2017-07-21 18:39
Anubis PC x32  
Windows  
low 7  
new 0.99  
open  
none    
none  
   
Wrong display of player defeat messages
If you defeat an AI player, first the "specific" (which is directed personally to a specific player) (e.g. "Green, you have lost all your towns and heroes..." and so on) defeat message shows for all players, and only then the correct one shows up (Green lost his armies and heroes and so on).
Defeat an AI player (this bug might be the case for human players too, I can't test that). Observe 2 messages popping up one after another. The first one shouldn't be seen by anyone else other than the defeated player. The second one is correct.
There are no notes attached to this issue.





View Issue Details
2727 [VCMI] Mods major always 2017-07-21 07:10 2017-07-21 12:48
Anubis x32  
Windows  
normal 7  
new 0.99  
open  
none    
none  
   
Modern Design Team's Forge level 1 and 2 creature dwellings are too large on the map.
The summary says it all. Makes for a fun time when the only exit from your zone is blocked by a huge dwelling. Deluge is the map to test this, Red player will be unable to access the 2-way teleport. This is the case for some other maps as well, but there it results in inability to access the dwelling itself.
1. Select MDT's Forge in the Launcher.
2. Launch the game.
3. Start the map "Deluge" as Red.
4. You will notice that the level 1 dwelling is blocking the road to the teleporter.
Forge dwellings bug.jpg (392,836) 2017-07-21 11:27
https://bugs.vcmi.eu/file_download.php?file_id=2743&type=bug
Notes
(0007152)
Anubis   
2017-07-21 11:27   
Attached a screenshot showing that on Deluge as Red the lvl 1 dwelling overlaps with the road, effectively leaving no space to go through and completely blocking it.
(0007153)
misiokles   
2017-07-21 12:48   
Yes, the same problem is for Bastion's dwelling level 1. Problem doesn't occur in random maps but I think it's quite hard for modders to test their defs when there's no map editor yet.





View Issue Details
726 [VCMI] Mechanics - Battles feature always 2011-05-12 04:41 2017-07-20 15:49
Warmonger PC  
FeniksFire Windows 7  
normal vanillia  
resolved 0.84  
fixed  
none    
none 1.next  
   
Moat does no damage to creatures during siege
Hopefully it's clear how it should work.

I see you're working on battlefield obstacles, so it may be a good time to add this feature.
Intel Xeon X3450 2.67GHz
8GB RAM @ 1333 MHz
Galaxy GTS 250
Raid 10
Notes
(0005620)
SXX   
2015-03-11 17:24   
Moat still need attention. Currently it's not yet work correctly:
1 - In VCMI it's only does damage once when creature step into it, but in H3 it's apply damage on each turn while creature stays in it.
2 - Tower mines likely not implemented or broken. E.g they show damage animation each time, but do zero damage.
(0006251)
SXX   
2016-01-06 13:47   
(edited on: 2016-01-06 14:21)
One more moat specific: currently code that handle damage from obstacle only apply damage from one obstacle. In same time in H3 it's possible to get damage from both moat and placed obstacle. Though there is different issue that prevent you from placing it like that: 0002366

Other important note: in case of Fortress there huge creatures may step in two hexes of moat simultaneously. In this case they only get damage from moat once.

So if you place Fire Wall in Fortress moat twice and then move large creature here then creature will be damaged 3 times: once from moat (even if standing on two moat hexes) and twice by Fire Wall (once for each hex with Fire Wall).

And one more important specific. Creature get damage from obstacles on end of each movement. So if creature get 2nd movement with good morale and remain in moat it's will get damage second time

(0007150)
SXX   
2017-07-20 15:49   
Mostly everything implemented now.





View Issue Details
2569 [VCMI] Mechanics - Objects minor always 2016-10-19 22:03 2017-07-18 12:00
SXX  
Dydzio  
normal  
resolved 0.98g  
fixed  
none    
none 1.next  
   
Water wheel: still grant incorrect amount of gold
It's must grant 500 gold once on first week of first month. Any next time it's must grant 1000 gold, but currently it's always grant 500 instead.

PS: Even if reward wasn't granted yet even once it's still must give 1000 gold on second week.
Notes
(0007146)
Povelitel   
2017-07-17 11:56   
Still incorrect. Sometimes give 500, sometimes 1000.
(0007148)
Dydzio   
2017-07-18 11:32   
Fixed in: https://github.com/vcmi/vcmi/pull/348 [^]





View Issue Details
2724 [VCMI] GUI - Town screen minor always 2017-07-16 21:09 2017-07-16 21:09
tooandorisu Windows  
10  
normal 1703  
new 0.99  
open  
none    
none  
   
Dwellings are showing up, when not build at all
Dwellings are showing up as build, when no dwellings have been build at all!
Make a random map (or a regular one)
Attack a non coloured town (No fort build, Castle or Fortress)
See dwellings been build, even though you havent done so!

See picture for an example
huh.jpg (1,463,383) 2017-07-16 21:09
https://bugs.vcmi.eu/file_download.php?file_id=2736&type=bug
There are no notes attached to this issue.





View Issue Details
2584 [VCMI] Mechanics - Battles major always 2016-10-31 09:42 2017-07-15 21:14
SXX  
AVS  
normal  
resolved 0.98g  
fixed  
none    
none 1.next  
   
Resurrection - Archangels cannot resurrect other archangels corpse and 0 creatures stack resurrection possible
Looks like this one some very new regression.

When hero cast resurrection he still able to resurrect them fine, but if hero is just a first level he can sometimes resurrect them with 0 creatures in stack and less than full health.
Notes
(0006874)
AVS   
2016-10-31 13:20   
https://github.com/vcmi/vcmi/pull/248 [^]
(0006875)
AVS   
2016-10-31 13:20   
Archangels can resurrect corpse but pressing 'F' is required
(0007129)
AVS   
2017-07-15 21:14   
Fixed in https://github.com/vcmi/vcmi/pull/323 [^]





View Issue Details
2632 [VCMI] Campaigns crash always 2016-12-14 11:54 2017-07-14 13:01
Penitent_Exile PC  
SXX Windows  
normal 10  
resolved 0.99  
fixed  
none    
none 1.next  
   
Crash & strange message during gameplay
1) So I finish first mission of Erathia and go to second, but after cinematic when trying to load the map game just crashes. No idea if this effects any other campaign maps, I didn't have time to test the issue.

Here's console:
http://imgur.com/a/fXGGI [^]

I attached the logs.

I didn't install any mods, just VCMI on top of GoG Heroes.


2) Also, I got this strange message when playing first mission - when new day would start - this appeared on my screen and in console:
http://imgur.com/a/4G6IM [^]
VCMI_Client_log.txt (150,027) 2016-12-14 11:54
https://bugs.vcmi.eu/file_download.php?file_id=2670&type=bug
VCMI_Server_log.txt (104,003) 2016-12-14 11:55
https://bugs.vcmi.eu/file_download.php?file_id=2671&type=bug
Notes
(0006945)
Warmonger   
2016-12-14 16:39   
What exactly is strange about message 2? Does it cause crash or any inconveniences?
(0006946)
Penitent_Exile   
2016-12-14 17:58   
No,it just appears every day on the screen, which is kind of disturbing. After some time it goes away till I start new day.
(0006947)
Warmonger   
2016-12-14 18:39   
(edited on: 2016-12-14 18:40)
What does appear on screen? You linked console screenshots.

Please be more precise, I'm not sure what you mean by "it".

(0006955)
Penitent_Exile   
2016-12-27 04:29   
The red screen from console also appears on my game screen, that's what I meant.
(0007117)
SXX   
2017-07-14 13:01   
Should be resolved now:
https://github.com/vcmi/vcmi/commit/ee7862b12f2d72ea51993416e1cbafbb300d825c [^] [^]
https://github.com/vcmi/vcmi/commit/4bf1c9a9a354857ae79e21b2c390aca7b10fde06 [^] [^]

I tested few campaigns and they seems to be working fine.
Old saves should also be working as long as you just go to next scenario.





View Issue Details
1366 [VCMI] Mechanics - Objects minor have not tried 2013-07-22 08:17 2017-07-13 21:46
Warmonger  
Dydzio  
normal  
resolved 0.93  
fixed  
none    
none 1.next  
  0.94  
Black market: it is possible to sell more resources than needed
No need for sliders here at all
Notes
(0007111)
Dydzio   
2017-07-13 21:44   
Fixed in: https://github.com/vcmi/vcmi/pull/336 [^]





View Issue Details
2716 [VCMI] Mechanics - Town structures minor always 2017-07-13 16:05 2017-07-13 16:05
Povelitel 64  
Windows  
normal 7  
new 0.99  
open  
none    
none  
   
Portal of Summoning works incorrect
1. Если ИИ не взял жилище существ, а портал построен и жилище покрашено в ЕГО цвет со старта, то в городе существа появляться будут, но покупать он их НЕ будет.

2. Если ИИ взял жилище существ (героем), то его существа появятся в замке и он будет их покупать, но если вы возьмете его город, то сможете купить в портале своих существ на этой же неделе!

3. Если у вас нет еще жилища существ, а у ИИ есть, и вы берете его город, то вы не увидите какие ему были доступны существа.
Отмечу, что возможность посмотреть какое было жилище захвачено (что за существа в портале у врага) существует только со второй недели (первый день второй недели)

//Надеюсь понятно расписал, перевожу переводчиком, текст для меня очень сложный.

1. If the AI ​​has not taken the dwelling of the creatures, and the portal is built and the dwelling is painted in HIS color from the start, then the creatures will appear in the city, but he will not buy them.

2. If AI took a dwelling of creatures (hero), then his creatures will appear in the castle and he will buy them, but if you take his city, you can buy in the portal of your creatures this week!

3. If you do not have a dwelling of creatures, and AI has, and you take his city, then you will not see what creatures were available to him.
I note that the opportunity to see what kind of dwelling was captured (what kind of creatures in the portal the enemy has) exists only from the second week (the first day of the second week)
Summon.h3m (8,993) 2017-07-13 16:05
https://bugs.vcmi.eu/file_download.php?file_id=2727&type=bug
There are no notes attached to this issue.





View Issue Details
2000 [VCMI] Mechanics - Objects minor always 2014-12-24 18:47 2017-07-07 10:10
SXX  
 
normal  
new 0.97  
open  
none    
none  
   
Missing feature: Titan's Thunder should automatically add speelbook if picked on adventure map
In H3 if you pickup Titan's Thunder and inventory slots it's require are free then hero is automatically granted spellbook.

In VCMI it's not happening and spellbook will be only given from hero if you open inventory, put Titan's Thunder into backpack and then on appropriate slot again.
bug_titans_thunder_no_spellbook_on_pickup.png (676,878) 2014-12-24 18:47
https://bugs.vcmi.eu/file_download.php?file_id=2044&type=bug
Notes
(0005268)
SXX   
2014-12-24 19:09   
(edited on: 2017-07-07 10:10)
Though just to be clear this mentioned in code as TODO already.
/lib/NetPacksLib.cpp:911 (MoveArtifact::applyGs)






View Issue Details
2707 [VCMI] GUI - Adventure Map minor always 2017-07-03 21:12 2017-07-04 11:59
SXX  
AVS  
normal  
assigned 0.99  
open  
none    
none  
   
Town Portal: small issue with only one town
When you cast advanced+ Town Portal with only one town in list you still have to click on it to make confirmation button active. Would be nice if it's will always be active, or might be there shouldn't be confirmation window at all if there only one destination available.
Notes
(0007101)
SXX   
2017-07-03 21:13   
Same will happen if for instance hero stay on top of town already and there only 2 towns available.
(0007102)
SXX   
2017-07-03 21:21   
But really it's UI issue so anyone else can fix it too.
(0007103)
AVS   
2017-07-03 22:43   
(edited on: 2017-07-04 11:59)
Confirmation button block is CObjectListWindow issue. Cast without confirmation should be handled by TownPortalMechanics






View Issue Details
2706 [VCMI] Mechanics - Battles major always 2017-07-03 13:12 2017-07-04 08:22
SXX  
AVS  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
Spells: ranged creature under Hypnotize can target itself and this cause freeze
Non-ranged creatures can also do that, but this wouldn't cause freeze since they'll move and game will go on.
Notes
(0007104)
AVS   
2017-07-04 08:22   
should be fixed





View Issue Details
2366 [VCMI] Mechanics - Battles minor always 2016-01-06 13:25 2017-07-03 20:49
SXX  
FeniksFire  
normal  
resolved 0.98f  
fixed  
none    
none 1.next  
   
Spells: targeted obstacle-creating spells must placeable on moat
Currently you can't place force field or fire wall in moat while this should be possible.
Notes
(0006250)
SXX   
2016-01-06 13:26   
I'm working on related moat issues (0000726), but not sure if going to fix it.
So let's it'll be there.
(0006252)
AVS   
2016-01-06 14:53   
This one may be tricky. Need to check regressions caused by 2 obstacles on same hex.
(0006254)
SXX   
2016-01-06 16:43   
I'll likely fix damage handling of more than one obstacles, but not sure what other problems are there. If you know what else need to be fixed give me some hint.
(0007097)
FeniksFire   
2017-06-21 18:11   
(edited on: 2017-06-21 18:12)
I solved it some time ago, I will throw it together with other patches when I finish them.

(0007100)
SXX   
2017-07-03 20:49   
Fixed: https://github.com/vcmi/vcmi/pull/318 [^]





View Issue Details
2703 [VCMI] GUI - Other feature N/A 2017-06-24 11:09 2017-07-03 17:44
SXX  
Dydzio  
normal  
assigned  
open  
none    
none  
   
Combined artifacts: show selection screen if multiple artifacts can be built
Feature suggested by @misiokles.

If you pick last part of two combined artifacts then selection window should appear asking you to which one you want to make. Could be useful on both hero screen and when you pick artifacts from adventure map / after battle.

This one should be easy to do since BlockingDialog already support selection from more than two elements.
Notes
(0007098)
SXX   
2017-06-24 11:10   
@misiokles quote:

Feature proposal. In WoG mod we can get combined artifact called "barbarianLordsAxeOfFerocity". Components are: "ogresClubOfHavoc", "targOfTheRampagingOgre", "crownOfTheSupremeMagi", "tunicOfTheCyclopsKing". But in HotA mod these components give "ironfistOfTheOgre" combined art. When I play WoG+HotA and gather components - game offer me to combine WoG artifact. So, maybe some feature to allow player to choose what artifact he want to combine?





View Issue Details
2705 [VCMI] Mechanics - Adventure Map minor have not tried 2017-07-02 21:13 2017-07-03 02:20
Dydzio Microsoft Windows  
SXX Windows 7  
normal Home Premium x64  
resolved 1.next  
no change required  
none    
none  
   
War machine as unit in AI army
The situation shown on attached screenshot happened while testing VCMI using visual studio build.

EDIT: May be related to the fact I had outdated config files
vcmiwtf.png (682,312) 2017-07-02 21:13
https://bugs.vcmi.eu/file_download.php?file_id=2725&type=bug
Notes
(0007099)
SXX   
2017-07-03 02:20   
It is caused by outdated config.

If you checkout config directory pre-warmachine branch you'll able to reproduce it:

git checkout 1f9c154ec25b1b6c9d8a2df9a46504e9d7ec3e50 -- ./config





View Issue Details
2697 [VCMI] AI - Adventure Map minor always 2017-06-17 08:31 2017-06-17 11:04
Dydzio Microsoft Windows  
Warmonger Windows 7  
normal Home Premium x64  
resolved 1.next  
fixed  
none    
none 1.next  
   
Inconsistent goal priority evaluation
Different goals have different priority evaluation algorithms and there was no attempt to make them "fair" to each other - so priority "3" from one algorithm for example gatherArmy will be really better choice for AI than priority "2" evaluated with different algorithm, for example visitTile.
Notes
(0007095)
Warmonger   
2017-06-17 10:24   
Fixed in https://github.com/vcmi/vcmi/commit/5e8fe083f2285d01300d1e3a17022ea8ab13c28f [^]

Other Goals have no sensible goal evaluation whatsoever.
(0007096)
Dydzio   
2017-06-17 11:04   
(edited on: 2017-06-17 11:04)
I would say this isn't resolved - i posted the bug for future reference - what you did was making gatherArmy evaluation more fair, but proper implementation would require a lot of time and practical AI testing. It would need to almost "ensure" that priority evaluated with one algorithm is fair for other algorithms (f.e. gatherArmy evaluation result "3" is really better than visitTile result "2.5". Unifying min and max priority does not make it "fair" yet.






View Issue Details
2696 [VCMI] AI - Adventure Map minor always 2017-06-17 08:14 2017-06-17 08:26
Dydzio Microsoft Windows  
Warmonger Windows 7  
normal Home Premium x64  
assigned 1.next  
open  
none    
none  
   
VCAI::tryBuildNextStructure bug - does not build prerequirements correctly
VCAI::tryBuildNextStructure - this function checks for prerequisites when building structures and is trying to build them too. But if prerequisite has another prerequisite (for example capitol requires castle that requires citadel) - it will try to perform invalid building operation if castle is first prerequisite in prerequisites vector and citadel is not built.

Sample message in vcmi console when this occurs:

"Request to build building 9 in 0 days!"
Make sure AI has lots of resources and try to execute this code in VCAI::buildStructure every day:

if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
        return;

AI will be stuck trying to build castle every turn after building city hall.
With current code (as of 17.06.2017) without these lines:

if (cb->getDate(Date::DAY_OF_WEEK) > 6) // last 2 days of week - try to focus on growth
{
    if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
        return;
}

AI would not build fort/citadel/castle at all...
There are no notes attached to this issue.





View Issue Details
2092 [VCMI] Mechanics - Adventure Map feature N/A 2015-02-16 12:12 2017-06-14 08:42
SXX  
AVS  
normal  
resolved 0.97b  
fixed  
none    
none 1.next  
   
Cheats: vcminahar should give FREE_SHIP_BOARDING bonus
Currently you loss all you're still lose all movement points if you go into ship.
Notes
(0005529)
AVS   
2015-02-16 18:30   
With which duration?
(0005530)
SXX   
2015-02-16 18:35   
No idea really, but likely it's should be long enough to spend all those movement points it's give. In H3 their movement cheat give you same bonus.
(0005531)
SXX   
2015-02-16 18:36   
Ah, actually it's need to be for current turn only as movement points reset on next day anyway. :-)
(0007094)
AVS   
2017-06-14 08:42   
Implemented





View Issue Details
685 [VCMI] GUI - Battles trivial always 2011-03-01 20:52 2017-06-14 08:22
Zamolxis  
AVS  
low  
resolved 0.84  
fixed  
none    
none 1.next  
   
Battle Log: Dread Knight referred to as "Creature" when casting (possibly valid for all casting creatures)
See screenshot attached to 0000684. When attacking/attacked (or any other action except cast), it is referred to as "Dread Knight" in the log, however when it casts Curse, it is referred to as "Creature".

Not a biggie, even if it's never fixed (hence the low priority). What's more important though, in case it is fixed, is to take care the new message will be correct according to the number of creatures in stack, i.e.: "Dread Knight casts" and "Dread Knights cast".
Notes
(0007092)
AVS   
2017-06-14 08:22   
Has been already implemented in one of spells refactoring branches





View Issue Details
2622 [VCMI] GUI - Hero screen / Exchange window crash always 2016-11-27 18:35 2017-06-14 08:13
stachnie PC  
AVS Windows  
low Windows 7  
resolved 0.99  
duplicate  
none    
none 1.next  
   
Crashes associated with combo artifacts
I have found two ways to produce a crash: to put a combo artifact (e.g. the archery one) to the bottom left slot of 5 misc. slots (pocket?) or put off a combo artifact and put some other artifact in one of the emptied places (perhaps only these marked with padlock). The second crash may be avoided by putting off the combo artifact, exiting the hero screen and entering it again.
1. Try to put a combo artifact to the left bottom slot of the pocket(?).
2. Put off a combo artifact and put some other artifact to a slot previously marked with padlock.
There are no notes attached to this issue.





View Issue Details
2395 [VCMI] GUI - Hero screen / Exchange window crash always 2016-01-23 13:23 2017-06-14 08:13
SXX  
AVS  
normal  
resolved 0.98f  
fixed  
none    
none 1.next  
   
Crash when moving combined artifact
So problem occur likely because slots is not fully cleared after usage by combined artifact locks.
 - Get hero with combined artifact that use Misc slots. E.g Wizards Well.
 - Open hero screen while artifact is in misc slot.
 - Move it into backpack so all 3 slots are unlocked.
 - Now move it back on any slot where locks were before.
Notes
(0007056)
AVS   
2017-05-27 14:12   
Fixed along with 0002685





View Issue Details
2623 [VCMI] Mechanics - Battles minor sometimes 2016-11-29 01:02 2017-06-14 08:11
laska  
AVS  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
after battle crash
console output
---------------
Failed to queue music. setName= musicURI=Music/Win Battle
Exception: Resource with name MUSIC/WIN BATTLE and type MUSIC wasn't found.
battleGetAllObstacles called when no battle!
battleGetStacksIf called when no battle!
battleGetAllObstacles called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
Failed to queue music. setName= musicURI=Music/Snow.mp3
Exception: Resource with name MUSIC/SNOW and type MUSIC wasn't found.
Warning: IntObject re-activated with mismatching used and active
battleGetStacksIf called when no battle!



debugger backtrace
-----------------------------
Thread 115 "CClient::waitFo" received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7f3befbc5700 (LWP 15261)]
CPlayerInterface::activeStack (this=this@entry=0x7f3be5610ae0, stack=
    0x7f3be5475070)
    at /home/kl/Downloads/nes/vcmi/vcmi.git/client/CPlayerInterface.cpp:810
810 if (b->givenCommand->get())
(gdb) bt
#0 CPlayerInterface::activeStack (this=this@entry=0x7f3be5610ae0,
    stack=0x7f3be5475070)
    at /home/kl/Downloads/nes/vcmi/vcmi.git/client/CPlayerInterface.cpp:810
#1 0x000056281f696266 in CClient::waitForMoveAndSend (this=0x7f3be4000a30,
    color=...) at /home/kl/Downloads/nes/vcmi/vcmi.git/client/Client.cpp:143
0000002 0x000056281f7b412b in std::__invoke_impl<void, void (CClient::* const&)(PlayerColor), CClient*&, PlayerColor&> (__t=<optimized out>, __f=<optimized out>)
    at /usr/include/c++/6/functional:235
0000003 std::__invoke<void (CClient::* const&)(PlayerColor), CClient*&, PlayerColor&> (__fn=<optimized out>) at /usr/include/c++/6/functional:260
0000004 std::_Mem_fn_base<void (CClient::*)(PlayerColor), true>::operator()<CClient*&, PlayerColor&> (this=<optimized out>) at /usr/include/c++/6/functional:613
0000005 std::_Bind<std::_Mem_fn<void (CClient::*)(PlayerColor)> (CClient*, PlayerColor)>::__call<void, , 0ul, 1ul>(std::tuple<>&&, std::_Index_tuple<0ul, 1ul>) (
    __args=<optimized out>, this=<optimized out>)
    at /usr/include/c++/6/functional:943
0000006 std::_Bind<std::_Mem_fn<void (CClient::*)(PlayerColor)> (CClient*, PlayerColor)>::operator()<, void>() (this=<optimized out>)
    at /usr/include/c++/6/functional:1002
0000007 boost::detail::thread_data<std::_Bind<std::_Mem_fn<void (CClient::*)(PlayerColor)> (CClient*, PlayerColor)> >::run() (this=<optimized out>)
    at /usr/include/boost/thread/detail/thread.hpp:116
0000008 0x00007f3c28968116 in ?? ()
---Type <return> to continue, or q <return> to quit---
  o.1.62.0
0000009 0x00007f3c27d87464 in start_thread (arg=0x7f3befbc5700) at pthread_create.c:333
0000010 0x00007f3c241419df in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:105
(gdb)
Notes
(0007091)
AVS   
2017-06-14 08:11   
Should be fixed now





View Issue Details
2692 [VCMI] Mechanics - Battles crash always 2017-06-10 07:30 2017-06-14 08:11
0nedef AMD64  
AVS Archlinux  
normal  
resolved  
fixed  
none    
none 1.next  
   
Finishing battle with a spell causes crash after confirming post-battle summary screen
Refer to reproduction steps.
Ingham hero stands next to an enemy AI Darkstorn with a single troglodyte in it's army. Kill it with magic missile.
asdf.zip (751,168) 2017-06-10 07:30
https://bugs.vcmi.eu/file_download.php?file_id=2712&type=bug
valgrind.log.xz (754,804) 2017-06-10 07:30
https://bugs.vcmi.eu/file_download.php?file_id=2713&type=bug
gdb.log (33,046) 2017-06-10 07:31
https://bugs.vcmi.eu/file_download.php?file_id=2714&type=bug
VCMI_Client_log.txt (131,084) 2017-06-10 07:31
https://bugs.vcmi.eu/file_download.php?file_id=2715&type=bug
VCMI_Server_log.txt (113,738) 2017-06-10 07:31
https://bugs.vcmi.eu/file_download.php?file_id=2716&type=bug
Notes
(0007086)
AVS   
2017-06-13 13:17   
For me this bug is not reproducible, but valgrind log shows race condition and I`ll try to fix it. Not that easy to fix though.
(0007087)
0nedef   
2017-06-13 17:49   
(edited on: 2017-06-13 18:02)
Can confirm this does *NOT* replicate on Ubuntu daily builds.

Anything else I could provide to narrow down the crash? Could it be due to compiling the engine against particularly new versions of libraries (like Boost or SDL2)?

(0007088)
AVS   
2017-06-13 22:30   
It may depend on Boost version.
(0007089)
AVS   
2017-06-14 01:54   
Please retest after 0af9aa38
(0007090)
0nedef   
2017-06-14 07:00   
Yup, 0af9aa38 seems to have fixed it. It apparently also fixed a problem of earning a catapult artifact from the previous build.

For the record, the Boost version is the latest of the time of writing - 1.64.0.





View Issue Details
2691 [VCMI] Mechanics - Other crash always 2017-06-09 07:10 2017-06-12 06:15
physdude Linux  
AVS Ubuntu  
high 17.04  
resolved 0.99  
fixed  
none    
none  
   
Game crashes when the advanced town gate spell is used and user selects a town
The game crashes when I try to select a town from the dropdown list when I use the advanced town gate spell.
For attached, in the attached save game file, if Sir Mullich tries to cast an advanced town portal to, say, Gateway, the whole game crashes.
monkret2z.vsgm1 (4,900,484) 2017-06-09 07:10
https://bugs.vcmi.eu/file_download.php?file_id=2711&type=bug
monkret2z.vcgm1 (4,902,768) 2017-06-12 05:16
https://bugs.vcmi.eu/file_download.php?file_id=2719&type=bug
Notes
(0007079)
SXX   
2017-06-09 15:04   
Please attach .vcgm1 file as well since server and client saves are separate.
Also upload them in ZIP if possible. Thanks.
(0007081)
physdude   
2017-06-10 08:59   
Will add the client save soon once I get back home.

I noticed that the problem doesn't occur if I upgrade to the latest daily build.
(0007082)
SXX   
2017-06-10 09:28   
There good chance it's fixed already as mentioned above.
(0007084)
physdude   
2017-06-12 05:17   
That is great! Look forward to the 1.0 release.
(0007085)
SXX   
2017-06-12 06:14   
(edited on: 2017-06-12 06:15)
Yeah it's certainly doesn't crash anymore.

Thanks for reporting anyway!






View Issue Details
2694 [VCMI] AI - Adventure Map minor have not tried 2017-06-10 19:04 2017-06-11 10:07
Warmonger  
Warmonger  
normal  
assigned  
open  
none    
none  
   
AI will not conquer town if it has no towns
As suggested by SXX:

AI going to collect army even when it's can just go into empty town.
problem is that without taverns there is NO vision to garrison AT ALL
AI can't know it's empty
Notes
(0007083)
Dydzio   
2017-06-11 09:12   
(edited on: 2017-06-11 10:07)
I fast-checked the conclusion in code before sleep and it seems strength of enemy garrison is set to 0 for danger evaluation when it is unknown... I will check this issue (https://bugs.vcmi.eu/view.php?id=2550 [^]) further and report what I find

I remember i checked some issue (maybe https://bugs.vcmi.eu/view.php?id=2550 [^]) when AI had town that is close to conquer and instead it tries to capture castle that is far away and the way to it was protected by monster so it started collecting army, maybe it was this one. Maybe that was after I tweaked AI to try capture town at all cost when no town.






View Issue Details
2695 [VCMI] AI - Adventure Map minor have not tried 2017-06-11 08:25 2017-06-11 08:36
Warmonger  
Warmonger  
normal  
assigned 0.99  
open  
none    
none  
  1.next  
Game freezes after AI loses during its own turn
AI log in the picture. It's Tan's turn, he attacks but loses his last hero (and game). Suprisingly player end turn and only after receives the message about loss.

At this point game frozen.
bug2675.7z (11,423) 2017-06-11 08:35
https://bugs.vcmi.eu/file_download.php?file_id=2717&type=bug
Bug2675.jpg (711,631) 2017-06-11 08:36
https://bugs.vcmi.eu/file_download.php?file_id=2718&type=bug
There are no notes attached to this issue.





View Issue Details
2678 [VCMI] Mechanics - Adventure Map crash always 2017-05-20 12:27 2017-06-10 05:12
0nedef  
AVS  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
Using Town Portal causes game crash
Basically this is a re-report of issue 0002183. Whenever Town Portal is used, the game crashes. What data do you need to reproduce/debug?
asdf.zip (1,050,888) 2017-05-23 04:49
https://bugs.vcmi.eu/file_download.php?file_id=2688&type=bug
gdb_backtrace.log (28,585) 2017-05-23 18:16
https://bugs.vcmi.eu/file_download.php?file_id=2689&type=bug
VCMI_Client_log.txt (114,596) 2017-05-23 18:16
https://bugs.vcmi.eu/file_download.php?file_id=2690&type=bug
VCMI_Server_log.txt (105,438) 2017-05-23 18:16
https://bugs.vcmi.eu/file_download.php?file_id=2691&type=bug
archlinux-gdb_backtrace.log (27,639) 2017-05-23 19:42
https://bugs.vcmi.eu/file_download.php?file_id=2692&type=bug
archlinux-VCMI_Server_log.txt (103,674) 2017-05-23 19:42
https://bugs.vcmi.eu/file_download.php?file_id=2693&type=bug
archlinux-VCMI_Client_log.txt (113,951) 2017-05-23 19:42
https://bugs.vcmi.eu/file_download.php?file_id=2694&type=bug
valgrind.log.xz (340,124) 2017-05-24 02:23
https://bugs.vcmi.eu/file_download.php?file_id=2695&type=bug
ubu1604-valgrind.log.xz (802,172) 2017-05-24 03:00
https://bugs.vcmi.eu/file_download.php?file_id=2696&type=bug
ubu1604-valgrind-origins.log.xz (1,079,216) 2017-05-24 16:22
https://bugs.vcmi.eu/file_download.php?file_id=2697&type=bug
archlinux-valgrind.log.xz (347,028) 2017-05-24 18:06
https://bugs.vcmi.eu/file_download.php?file_id=2698&type=bug
Notes
(0007016)
Warmonger   
2017-05-20 12:30   
Savegame for sure.
(0007017)
0nedef   
2017-05-20 12:58   
Nginx throws a 413 Entity Too Large. http://nginx.org/en/docs/http/ngx_http_core_module.html#client_max_body_size [^]

Once that's cleared up, I'll be happy to upload.
(0007019)
SXX   
2017-05-22 22:16   
(edited on: 2017-05-22 22:18)
Yep I fixed problem with uploads, but please upload saves in archive.

(0007021)
0nedef   
2017-05-23 04:50   
Save file uploaded. The spell's available on the Adela hero.
(0007022)
AVS   
2017-05-23 10:19   
Unable to reproduce in windows. May be bug is target dependent. What is your OS and CPU arch?
SXX, please test this under Linux.
(0007023)
0nedef   
2017-05-23 12:45   
(edited on: 2017-05-23 12:47)
Running this on Archlinux amd64, specifically using this PKGBUILD: https://aur.archlinux.org/packages/vcmi/ [^]

What other outputs will prove helpful?

(0007024)
AVS   
2017-05-23 12:52   
"VCMI_Client_log.txt", "VCMI_Server_log.txt", gdb backtrace
(0007025)
0nedef   
2017-05-23 18:18   
Attached files are replicated on daily builds from the PPA for Ubuntu 16.04. Will get around to Archlinux when possible.
(0007026)
0nedef   
2017-05-23 19:45   
Uploaded Archlinux log and backtrace, but a brief skim suggests this is simply a Linux-specific issue.
(0007027)
AVS   
2017-05-23 19:59   
It would be also helpful to see valgrind memcheck log
(0007028)
0nedef   
2017-05-24 02:24   
(edited on: 2017-05-24 03:01)
Attached output from `valgrind --leak-check=yes --show-leak-kinds=all --time-stamp=yes --error-limit=no vcmiclient`. I do have to point out that running vcmiclient under valgrind replicates the issue only on daily builds for Ubuntu 16.04, but not Archlinux.

(0007029)
AVS   
2017-05-24 06:30   
Please repeat valgring run with --track-origins=yes
(0007030)
0nedef   
2017-05-24 16:27   
Uploaded valgrind log for Ubuntu dailies, still working on replicating it on Archlinux. Oddly enough, the bug doesn't always occur with valgrind attached.
(0007031)
AVS   
2017-05-24 16:39   
Please upload Archlinux track-origins log too. Ubuntu log shows nothing and Archlinux log shows something useful. The fact that with valgrind on Archlinux it do not crash does not mean that bug is not reproduced.
(0007032)
AVS   
2017-05-24 16:42   
==00:00:01:57.190 9903== Conditional jump or move depends on uninitialised value(s)
==00:00:01:57.190 9903== at 0x53DAF5: select (GUIClasses.cpp:1719)
==00:00:01:57.190 9903== by 0x53DAF5: CObjectListWindow::CItem::CItem(CObjectListWindow*, unsigned long, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >) (GUIClasses.cpp:1714)
==00:00:01:57.190 9903== by 0x53DC3B: CObjectListWindow::genItem(unsigned long) (GUIClasses.cpp:1786)
==00:00:01:57.190 9903== by 0x4D64BC: operator() (functional:2127)
==00:00:01:57.190 9903== by 0x4D64BC: CObjectList::createItem(unsigned long) (ObjectLists.cpp:42)
==00:00:01:57.190 9903== by 0x4D6725: CListBox::reset() (ObjectLists.cpp:128)
==00:00:01:57.190 9903== by 0x4D6EF8: CListBox::CListBox(std::function<CIntObject* (unsigned long)>, std::function<void (CIntObject*)>, Point, Point, unsigned long, unsigned long, unsigned long, int, Rect) (ObjectLists.cpp:102)
==00:00:01:57.190 9903== by 0x5458AC: CObjectListWindow::init(CIntObject*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >) (GUIClasses.cpp:1779)
==00:00:01:57.190 9903== by 0x545D61: CObjectListWindow::CObjectListWindow(std::vector<int, std::allocator<int> > const&, CIntObject*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::function<void (int)>) (GUIClasses.cpp:1743)
==00:00:01:57.191 9903== by 0x52708D: CSpellWindow::SpellArea::clickLeft(boost::logic::tribool, bool) (CSpellWindow.cpp:720)
==00:00:01:57.191 9903== by 0x49B787: CGuiHandler::handleEvent(SDL_Event*) (CGuiHandler.cpp:308)
==00:00:01:57.191 9903== by 0x49C055: CGuiHandler::handleEvents() (CGuiHandler.cpp:182)
==00:00:01:57.191 9903== by 0x61B3F0: CPlayerInterface::update() (CPlayerInterface.cpp:1636)
==00:00:01:57.191 9903== by 0x49C6E6: CGuiHandler::renderFrame() (CGuiHandler.cpp:414)
==00:00:01:57.191 9903==
==00:00:02:00.225 9903== Conditional jump or move depends on uninitialised value(s)
==00:00:02:00.225 9903== at 0x53DD17: CObjectListWindow::changeSelection(unsigned long) (GUIClasses.cpp:1801)
==00:00:02:00.225 9903== by 0x49B787: CGuiHandler::handleEvent(SDL_Event*) (CGuiHandler.cpp:308)
==00:00:02:00.225 9903== by 0x49C055: CGuiHandler::handleEvents() (CGuiHandler.cpp:182)
==00:00:02:00.225 9903== by 0x61B3F0: CPlayerInterface::update() (CPlayerInterface.cpp:1636)
==00:00:02:00.225 9903== by 0x49C6E6: CGuiHandler::renderFrame() (CGuiHandler.cpp:414)
==00:00:02:00.225 9903== by 0x444A56: mainLoop (CMT.cpp:1243)
==00:00:02:00.225 9903== by 0x444A56: main (CMT.cpp:510)
==00:00:02:00.225 9903==
==00:00:02:00.226 9903== Conditional jump or move depends on uninitialised value(s)
==00:00:02:00.226 9903== at 0x53DDCD: CObjectListWindow::changeSelection(unsigned long) (GUIClasses.cpp:1810)
==00:00:02:00.226 9903== by 0x49B787: CGuiHandler::handleEvent(SDL_Event*) (CGuiHandler.cpp:308)
==00:00:02:00.226 9903== by 0x49C055: CGuiHandler::handleEvents() (CGuiHandler.cpp:182)
==00:00:02:00.226 9903== by 0x61B3F0: CPlayerInterface::update() (CPlayerInterface.cpp:1636)
==00:00:02:00.226 9903== by 0x49C6E6: CGuiHandler::renderFrame() (CGuiHandler.cpp:414)
==00:00:02:00.226 9903== by 0x444A56: mainLoop (CMT.cpp:1243)
==00:00:02:00.226 9903== by 0x444A56: main (CMT.cpp:510)
==00:00:02:00.226 9903==
==00:00:02:01.584 9903== Invalid read of size 8
==00:00:02:01.584 9903== at 0x524399: operator() (CSpellWindow.cpp:710)
==00:00:02:01.584 9903== by 0x524399: std::_Function_handler<void (int), CSpellWindow::SpellArea::clickLeft(boost::logic::tribool, bool)::{lambda(int)0000004}>::_M_invoke(std::_Any_data const&, int&&) (functional:1731)
==00:00:02:01.584 9903== by 0x53EBD8: operator() (functional:2127)
==00:00:02:01.584 9903== by 0x53EBD8: CObjectListWindow::elementSelected() (GUIClasses.cpp:1795)
==00:00:02:01.584 9903== by 0x4B85BC: operator() (functional:2127)
==00:00:02:01.584 9903== by 0x4B85BC: operator()<> (FunctionList.h:62)
==00:00:02:01.584 9903== by 0x4B85BC: CButton::onButtonClicked() (Buttons.cpp:163)
==00:00:02:01.584 9903== by 0x4A1843: CKeyShortcut::keyPressed(SDL_KeyboardEvent const&) (CIntObject.cpp:352)
==00:00:02:01.584 9903== by 0x49AF1E: CGuiHandler::handleEvent(SDL_Event*) (CGuiHandler.cpp:215)
==00:00:02:01.584 9903== by 0x49C055: CGuiHandler::handleEvents() (CGuiHandler.cpp:182)
==00:00:02:01.584 9903== by 0x61B3F0: CPlayerInterface::update() (CPlayerInterface.cpp:1636)
==00:00:02:01.584 9903== by 0x49C6E6: CGuiHandler::renderFrame() (CGuiHandler.cpp:414)
==00:00:02:01.584 9903== by 0x444A56: mainLoop (CMT.cpp:1243)
==00:00:02:01.584 9903== by 0x444A56: main (CMT.cpp:510)
==00:00:02:01.584 9903== Address 0x45e3b8b0 is 144 bytes inside an unallocated block of size 192 in arena "client"
==00:00:02:01.584 9903==
==00:00:02:01.608 9903== Invalid read of size 8
==00:00:02:01.608 9903== at 0x5243A0: operator() (CSpellWindow.cpp:710)
==00:00:02:01.608 9903== by 0x5243A0: std::_Function_handler<void (int), CSpellWindow::SpellArea::clickLeft(boost::logic::tribool, bool)::{lambda(int)0000004}>::_M_invoke(std::_Any_data const&, int&&) (functional:1731)
==00:00:02:01.608 9903== by 0x53EBD8: operator() (functional:2127)
==00:00:02:01.608 9903== by 0x53EBD8: CObjectListWindow::elementSelected() (GUIClasses.cpp:1795)
==00:00:02:01.608 9903== by 0x4B85BC: operator() (functional:2127)
==00:00:02:01.608 9903== by 0x4B85BC: operator()<> (FunctionList.h:62)
==00:00:02:01.608 9903== by 0x4B85BC: CButton::onButtonClicked() (Buttons.cpp:163)
==00:00:02:01.608 9903== by 0x4A1843: CKeyShortcut::keyPressed(SDL_KeyboardEvent const&) (CIntObject.cpp:352)
==00:00:02:01.608 9903== by 0x49AF1E: CGuiHandler::handleEvent(SDL_Event*) (CGuiHandler.cpp:215)
==00:00:02:01.608 9903== by 0x49C055: CGuiHandler::handleEvents() (CGuiHandler.cpp:182)
==00:00:02:01.608 9903== by 0x61B3F0: CPlayerInterface::update() (CPlayerInterface.cpp:1636)
==00:00:02:01.608 9903== by 0x49C6E6: CGuiHandler::renderFrame() (CGuiHandler.cpp:414)
==00:00:02:01.608 9903== by 0x444A56: mainLoop (CMT.cpp:1243)
==00:00:02:01.608 9903== by 0x444A56: main (CMT.cpp:510)
==00:00:02:01.608 9903== Address 0x185ac6b0 is 448 bytes inside an unallocated block of size 464 in arena "client"
==00:00:02:01.608 9903==
==00:00:02:01.640 9903== Invalid read of size 8
==00:00:02:01.640 9903== at 0x5243BE: operator() (CSpellWindow.cpp:711)
==00:00:02:01.640 9903== by 0x5243BE: std::_Function_handler<void (int), CSpellWindow::SpellArea::clickLeft(boost::logic::tribool, bool)::{lambda(int)0000004}>::_M_invoke(std::_Any_data const&, int&&) (functional:1731)
==00:00:02:01.640 9903== by 0x53EBD8: operator() (functional:2127)
==00:00:02:01.640 9903== by 0x53EBD8: CObjectListWindow::elementSelected() (GUIClasses.cpp:1795)
==00:00:02:01.640 9903== by 0x4B85BC: operator() (functional:2127)
==00:00:02:01.640 9903== by 0x4B85BC: operator()<> (FunctionList.h:62)
==00:00:02:01.640 9903== by 0x4B85BC: CButton::onButtonClicked() (Buttons.cpp:163)
==00:00:02:01.640 9903== by 0x4A1843: CKeyShortcut::keyPressed(SDL_KeyboardEvent const&) (CIntObject.cpp:352)
==00:00:02:01.641 9903== by 0x49AF1E: CGuiHandler::handleEvent(SDL_Event*) (CGuiHandler.cpp:215)
==00:00:02:01.641 9903== by 0x49C055: CGuiHandler::handleEvents() (CGuiHandler.cpp:182)
==00:00:02:01.641 9903== by 0x61B3F0: CPlayerInterface::update() (CPlayerInterface.cpp:1636)
==00:00:02:01.641 9903== by 0x49C6E6: CGuiHandler::renderFrame() (CGuiHandler.cpp:414)
==00:00:02:01.641 9903== by 0x444A56: mainLoop (CMT.cpp:1243)
==00:00:02:01.641 9903== by 0x444A56: main (CMT.cpp:510)
==00:00:02:01.641 9903== Address 0x45e3b8b0 is 144 bytes inside an unallocated block of size 192 in arena "client"
==00:00:02:01.641 9903==
==00:00:02:01.668 9903== Invalid read of size 8
==00:00:02:01.668 9903== at 0x5243C5: operator() (CSpellWindow.cpp:711)
==00:00:02:01.668 9903== by 0x5243C5: std::_Function_handler<void (int), CSpellWindow::SpellArea::clickLeft(boost::logic::tribool, bool)::{lambda(int)0000004}>::_M_invoke(std::_Any_data const&, int&&) (functional:1731)
==00:00:02:01.668 9903== by 0x53EBD8: operator() (functional:2127)
==00:00:02:01.669 9903== by 0x53EBD8: CObjectListWindow::elementSelected() (GUIClasses.cpp:1795)
==00:00:02:01.669 9903== by 0x4B85BC: operator() (functional:2127)
==00:00:02:01.669 9903== by 0x4B85BC: operator()<> (FunctionList.h:62)
==00:00:02:01.669 9903== by 0x4B85BC: CButton::onButtonClicked() (Buttons.cpp:163)
==00:00:02:01.669 9903== by 0x4A1843: CKeyShortcut::keyPressed(SDL_KeyboardEvent const&) (CIntObject.cpp:352)
==00:00:02:01.669 9903== by 0x49AF1E: CGuiHandler::handleEvent(SDL_Event*) (CGuiHandler.cpp:215)
==00:00:02:01.669 9903== by 0x49C055: CGuiHandler::handleEvents() (CGuiHandler.cpp:182)
==00:00:02:01.669 9903== by 0x61B3F0: CPlayerInterface::update() (CPlayerInterface.cpp:1636)
==00:00:02:01.669 9903== by 0x49C6E6: CGuiHandler::renderFrame() (CGuiHandler.cpp:414)
==00:00:02:01.669 9903== by 0x444A56: mainLoop (CMT.cpp:1243)
==00:00:02:01.669 9903== by 0x444A56: main (CMT.cpp:510)
==00:00:02:01.669 9903== Address 0x185ac6b0 is 448 bytes inside an unallocated block of size 464 in arena "client"
(0007033)
AVS   
2017-05-24 16:48   
^ is useful information from arch log
But without track-origins it just duplicates backtrace
(0007041)
AVS   
2017-05-25 17:11   
Should be fixed in https://github.com/vcmi/vcmi/commit/f370cdf1c79c912b6716a4c7adc694f625abcf1b [^]
(0007042)
0nedef   
2017-05-25 19:12   
Just rebuilt it from git develop - looks like it solved the issue.





View Issue Details
2688 [VCMI] Multiplayer feature N/A 2017-06-01 02:53 2017-06-02 22:10
SXX  
 
normal  
new 0.99  
open  
none    
none  
   
We need some checksums for netpacks code
Currently we have versions for our saves serialization, but it's will be very helpful for multiplayer if every build would have checksum for all netpacks code. So server and client could verify they both have same netpacks format.

Of course we could just add one more magic constant and bump it every time we change netpacks, but I pretty sure some template magic could let us do that. Though it's have to be cross-platform and work with all used compilers and this is probably hard part.
Notes
(0007071)
AVS   
2017-06-01 10:48   
We need to start incrementing SERIALIZATION_VERSION on each netpacks change, and allow connection only with same version.
(0007074)
SXX   
2017-06-02 00:48   
I really dislike having to change it manually since there must be way to do that with templates.
(0007075)
AVS   
2017-06-02 12:09   
I think that even if template method exists it would be very difficult to implement.
(0007076)
SXX   
2017-06-02 13:18   
Isn't what we store with CTypeList sufficient to determine that protocol in sync?
(0007077)
AVS   
2017-06-02 22:10   
No it is not sufficient. CTypeList only stores types of packets but not serialization format.





View Issue Details
1632 [VCMI] GUI - Adventure Map feature N/A 2013-12-23 22:16 2017-06-02 12:28
Myau  
SXX  
low  
assigned  
open  
none    
none  
   
Interactive waiting for AI
Due to long AI turns in single player mode, would be nice to make interactive freelook while waiting, similar to multiplayer mode
There are no notes attached to this issue.





View Issue Details
2686 [VCMI] Mechanics - Town structures block always 2017-05-28 07:19 2017-05-29 09:43
0nedef AMD64  
AVS Archlinux  
normal  
resolved  
fixed  
none    
none 1.next  
   
Starting new game in 4d1fb67 (current develop head) causes absence of initial town in town bar
On top of that, hitting space to re-enter the on-map player-associated can lead to crashes.
* start new map
* notice there's no town in town bar and you get the 7-day abandonment warning
* select initial hero and hit space for a chance to roll into a crash
valgrind.log.xz (613,296) 2017-05-28 07:19
https://bugs.vcmi.eu/file_download.php?file_id=2704&type=bug
gdb.log (22,267) 2017-05-28 07:19
https://bugs.vcmi.eu/file_download.php?file_id=2705&type=bug
VCMI_Client_log.txt (195,782) 2017-05-28 07:20
https://bugs.vcmi.eu/file_download.php?file_id=2706&type=bug
VCMI_Server_log.txt (165,122) 2017-05-28 07:20
https://bugs.vcmi.eu/file_download.php?file_id=2707&type=bug
asdf.zip (512,092) 2017-05-29 05:19
https://bugs.vcmi.eu/file_download.php?file_id=2708&type=bug
2017-05-29-072153_800x600_scrot.png (604,929) 2017-05-29 05:22
https://bugs.vcmi.eu/file_download.php?file_id=2709&type=bug
2017-05-29-072224_800x600_scrot.png (537,183) 2017-05-29 05:22
https://bugs.vcmi.eu/file_download.php?file_id=2710&type=bug
Notes
(0007062)
AVS   
2017-05-28 18:33   
Not reproducible, please provide savegame if issue is still there.
(0007063)
0nedef   
2017-05-29 05:22   
Repro'd on 8a494b7 (current develop head at time of this writing). Save game and screenshots provided.
(0007064)
SXX   
2017-05-29 06:59   
Ok I find out that all maps that use random towns actually fail.
"Arrogance.h3m" for instance cause this.

Could be related to PR200 changes.
(0007065)
0nedef   
2017-05-29 07:25   
The issue also happens when you explicitly choose a faction.
(0007066)
AVS   
2017-05-29 09:43   
Yes, this was stupid bug in PR 200. Should be fixed now





View Issue Details
2677 [VCMI] GUI - Adventure Map minor always 2017-05-17 15:56 2017-05-28 12:12
misiokles PC  
FeniksFire Windows  
normal 10  
resolved 0.99  
fixed  
none    
none  
   
Towns on adventure map have always "capitol" defs.
In VCMI we can have diffirent towns' animations depending of village/fort/citadel/castle/capitol build inside. In last vcmi version and daily builds this feature stops working. Game always shows town-capitol animation (even when there's no town, only village).
Start any scenario. For better viewing, enable HotA's submod New Towns for map. There's any diffence between village/fort/citadel/castle/capitol animations - only capitol town is shown.
allCapitols.png (941,902) 2017-05-17 15:56
https://bugs.vcmi.eu/file_download.php?file_id=2685&type=bug
Notes
(0007060)
FeniksFire   
2017-05-28 12:11   
Fixed in:
https://github.com/vcmi/vcmi/commit/f24396f3b3a9f11598eec77d69c0e1421a078469 [^]





View Issue Details
2681 [VCMI] Random Map Generator minor always 2017-05-26 15:40 2017-05-27 12:59
SXX  
Warmonger  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
   
RMG crash when used creatures with zero AIValue
In CRmgTemplateZone::addAllPossibleObjects there is "creatureToCount" lamba that using float for "creaturesAmount" and if AIValue is zero then it's going to become +infinity which of course cause crash on rounding.

This particularly occurs with WoG mod enabled. So this have to be fixed OR we should just forbid to add creatures with zero AIValue and trigger error on loading.
Notes
(0007047)
SXX   
2017-05-26 16:11   
Warmonger since RMG is your code it's up to you to decide how to handle that, but probably we should require AIValue for all loaded creatures.
(0007049)
SXX   
2017-05-26 19:23   
So just to be clear I suppose I stuck into that one due to some other resource loading priority problem on Linux and WoG actually have AIValue somewhere in assets and just not in JSON. Would still prefer if this one fixed.
(0007052)
Warmonger   
2017-05-27 09:11   
Surely json should not allow 0 AI value.
(0007053)
Warmonger   
2017-05-27 12:47   
Now interesting part: CRTRAITS.txt contains NOT_USED CREATURES, which indeed have 0 value. They should never show up, though.
(0007054)
Warmonger   
2017-05-27 12:59   
Added some sanity checks in https://github.com/vcmi/vcmi/commit/346d2ac588b62e65a8aa8e140acf5adf9661a6b9 [^]

Can't really test, this should never occur in a game without bugged mods.





View Issue Details
2684 [VCMI] Map Editor feature N/A 2017-05-27 07:53 2017-05-27 07:53
Dydzio Microsoft Windows  
AVS Windows 7  
normal Home Premium x64  
assigned 1.next  
open  
none    
none  
  1.next  
Feature - use right mouse button as shortcut for some actions
Some examples where right click could be handy:
1. When used on placed object it opens properties window or displays message that object has no editable properties.
2. When used on object in object list on the right side, display some information about object - may be object name, JSON file origin (if applicable), artifact descriptions, default creature amount for creatures etc. - this information could be tooltip, removable by clicking anywhere
There are no notes attached to this issue.





View Issue Details
2683 [VCMI] Map Editor feature N/A 2017-05-27 07:28 2017-05-27 07:31
Dydzio Microsoft Windows  
AVS Windows 7  
low Home Premium x64  
assigned 1.next  
open  
none    
none  
  1.next  
Feature - change mouse cursor to hand when attempting to drag object
This feature is available in original H3 editor and could be added to VCMI editor too.
There are no notes attached to this issue.





View Issue Details
1890 [VCMI] Other minor always 2014-09-13 09:48 2017-05-25 19:55
josch x86_64  
Debian GNU/Linux  
normal 8.0  
resolved  
fixed  
none    
none  
   
warning: comparison between ‘enum QVariant::Type’ and ‘enum QMetaType::Type’
When compiling vcmi I receive the following warning:

/home/josch/vcmi-orig/launcher/jsonutils.cpp: In function ‘JsonNode JsonUtils::toJson(QVariant)’:
/home/josch/vcmi-orig/launcher/jsonutils.cpp:87:39: warning: comparison between ‘enum QVariant::Type’ and ‘enum QMetaType::Type’ [-Wenum-compare]
  else if (object.type() == QMetaType::QString)
                                       ^
/home/josch/vcmi-orig/launcher/jsonutils.cpp:89:39: warning: comparison between ‘enum QVariant::Type’ and ‘enum QMetaType::Type’ [-Wenum-compare]
  else if (object.type() == QMetaType::Bool)
                                       ^
$ cmake -DCMAKE_VERBOSE_MAKEFILE=true .
$ make
[...]
[100%] Building CXX object launcher/CMakeFiles/vcmilauncher.dir/jsonutils.cpp.o
cd /home/josch/vcmi-orig/launcher && /usr/bin/c++ -DM_BIN_DIR=\"/usr/local/bin\" -DM_DATA_DIR=\"/usr/local/share/vcmi\" -DM_LIB_DIR=\"/usr/local/lib/x86_64-linux-gnu/vcmi\" -DQT_CORE_LIB -DQT_GUI_LIB -DQT_NETWORK_LIB -DQT_NO_DEBUG -DQT_WIDGETS_LIB -DUSE_SYSTEM_MINIZIP -fPIE -std=c++0x -Wall -Wextra -Wpointer-arith -Wno-strict-aliasing -Wno-switch -Wno-sign-compare -Wno-unused-local-typedefs -Wno-unused-parameter -Wuninitialized -Wno-overloaded-virtual -Wno-type-limits -fvisibility=hidden -O2 -g -DNDEBUG -fPIE -I/home/josch/vcmi-orig/launcher -I/home/josch/vcmi-orig -I/usr/include/x86_64-linux-gnu/qt5 -I/usr/include/x86_64-linux-gnu/qt5/QtWidgets -I/usr/include/x86_64-linux-gnu/qt5/QtGui -I/usr/include/x86_64-linux-gnu/qt5/QtCore -I/usr/lib/x86_64-linux-gnu/qt5/mkspecs/linux-g++-64 -I/usr/include/x86_64-linux-gnu/qt5/QtNetwork -o CMakeFiles/vcmilauncher.dir/jsonutils.cpp.o -c /home/josch/vcmi-orig/launcher/jsonutils.cpp
/home/josch/vcmi-orig/launcher/jsonutils.cpp: In function ‘JsonNode JsonUtils::toJson(QVariant)’:
/home/josch/vcmi-orig/launcher/jsonutils.cpp:87:39: warning: comparison between ‘enum QVariant::Type’ and ‘enum QMetaType::Type’ [-Wenum-compare]
  else if (object.type() == QMetaType::QString)
                                       ^
/home/josch/vcmi-orig/launcher/jsonutils.cpp:89:39: warning: comparison between ‘enum QVariant::Type’ and ‘enum QMetaType::Type’ [-Wenum-compare]
  else if (object.type() == QMetaType::Bool)
                                       ^
/usr/bin/cmake -E cmake_progress_report /home/josch/vcmi-orig/CMakeFiles
Notes
(0004948)
Ivan   
2014-09-13 14:51   
Not a bug or to be precise - not our bug. Docs for this method from Qt:

http://qt-project.org/doc/qt-4.8/qvariant.html#type [^]
>> Returns the storage type of the value stored in the variant. Although this function is declared as returning QVariant::Type, the return value should be interpreted as QMetaType::Type.
(0004949)
josch   
2014-09-13 16:26   
Then you should explicitly cast from "enum QVariant::Type" to "enum QMetaType::Type" to inform the compiler that "yes, I really want this to interpreted that way".
(0007044)
Chocimier   
2017-05-25 19:55   
Fixed:
https://github.com/vcmi/vcmi/commit/a3d4f9d22fd7de4715d8a0f9b3ab15b2fc2f8e96 [^]





View Issue Details
1293 [VCMI] GUI - Adventure Map trivial have not tried 2013-06-02 15:09 2017-05-25 19:49
Zamolxis  
 
normal  
resolved 0.93  
fixed  
none    
none 1.next  
   
T hotkey doesn't go back to the start of the list, after selecting the last town
Same as H for Heroes, on Adv.map T should do the following for Towns:
- if no town selected, select (and center on the) first in the list - WORKS
- if a town is selected, select (and center on the) next - WORKS
- if last town in list is selected, select (and center on the) first in the list - DOESN'T WORK
Notes
(0007043)
Chocimier   
2017-05-25 19:49   
Fixed:
https://github.com/vcmi/vcmi/pull/295 [^]





View Issue Details
2680 [VCMI] Mods block always 2017-05-24 14:46 2017-05-25 00:39
seakg Linux  
SXX Ubuntu  
immediate 16.10  
resolved 0.98d  
fixed  
none    
none 0.99  
   
Removed my personal files
1. Install VCMI from officail repository of Ubuntu
2. Run VCMI Launcher
3. Install mods:

Mod name: WoG russian translation
Latest version: 3.58.1
Download size: 14.2 MiB
Authors: Ivan
Home: http://forum.vcmi.eu/profile.php?mode=viewprofile&u=336 [^]
Required mods: wog
Description:
Русификация неофициального аддона Во Имя Богов

4. It's was some error

5. Try click on "update"

6. And next time all my files missing from home folder!!! WTF????

Notes
(0007036)
SXX   
2017-05-25 00:20   
I'm don't have any words, sorry. Really hope you had backups...

Fix is there:
https://github.com/vcmi/vcmi/commit/5d8e943787666543df6b858c001ab4e59b09fe2d [^]

Details in 0002673
(0007037)
seakg   
2017-05-25 00:34   
I have not backups for all files.
Ok... but next time please every time check before remove files recursively! ;)
(0007038)
SXX   
2017-05-25 00:39   
One could never expect how 4 years old codebase could strike back. Even if code itself and regression triggered problem is not fact this wasn't yet fixed 2 weeks ago is all my fault. :-(





View Issue Details
1761 [VCMI] GUI - Other minor always 2014-03-23 19:15 2017-05-23 00:53
Kantor  
Chocimier  
normal  
resolved 0.95  
fixed  
none    
none 1.next  
   
Wrong positioning of creature images in Kingdom Overview.
Creature images are placed in wrong position. Check screenshot.
wrong position.jpg (31,904) 2014-03-23 19:15
https://bugs.vcmi.eu/file_download.php?file_id=1787&type=bug
Notes
(0007020)
SXX   
2017-05-23 00:53   
Fixed:
https://github.com/vcmi/vcmi/pull/300 [^]





View Issue Details
2583 [VCMI] Multiplayer major always 2016-10-30 22:30 2017-05-22 22:08
SXX  
 
normal  
new 0.98g  
open  
none    
none  
   
Multiplayer: RNG distribution is not consistent between compilers / platforms
Today we tested some MP with dydzio and one thing we find out is that map init could desync even if seed perfectly match. We use "mt19937" and it's do it's just very well.

While I did very little research it's looks like std distribution functions don't have deterministic results across platforms and compilers.
Notes
(0006984)
Dydzio   
2017-03-15 21:30   
http://stackoverflow.com/questions/34903356/c11-random-number-distributions-are-not-consistent-across-platforms-what-al [^]

Seems we need to write custom consistent distribution (best way imo) or use boost or equivalent like http://www.pcg-random.org/ [^] for random number generation.
(0006985)
Warmonger   
2017-03-16 17:28   
Where exatly do we use random distributions? I don't remember any case, so probably it's not that important part after all.
(0006987)
Dydzio   
2017-03-17 09:43   
@Warmonger

Check lib/CRandomGenerator.cpp -> CRandomGenerator::getIntRange for example.

There are some typedefs used, defined at the top of lib/CRandomGenerator.h
(0006995)
SXX   
2017-03-19 02:48   
Keep in mind that integers are not problem there, but float are.





View Issue Details
2609 [VCMI] Mods text have not tried 2016-11-15 09:24 2017-05-16 17:07
Warmonger  
Warmonger  
normal  
resolved 0.99  
fixed  
none    
none 1.next  
  1.next  
Missing coma in repository.json on FTP server
As reported by Torrasque:

VCMI says:


Kod:
libpng warning: iCCP: known incorrect sRGB profile
File <unknown> is not a valid JSON file!
At line 21, position 2 warning: Comma expected!
At line 36, position 1 warning: Comma expected!

File <unknown> is not a valid JSON file!
At line 21, position 2 warning: Comma expected!
At line 36, position 1 warning: Comma expected!


which is apparently because of the missing comma at the end of line 20 in repository.json
Unfortunatelly, our FTP repository is currently innaccessible.
Notes
(0007015)
Warmonger   
2017-05-16 17:07   
Alright, repo fixed.





View Issue Details
2476 [VCMI] GUI - Adventure Map minor always 2016-09-14 21:26 2017-05-02 08:26
Dydzio Microsoft Windows  
Dydzio Windows 7  
normal Home Premium x64  
resolved 0.98g  
fixed  
none    
none 1.next  
   
Adventure map scrolling doesn't work when moving mouse too fast to screen border
I play VCMI in fullscreen mode. If I move mouse too fast towards left or upper screen border (edge of game window) then adventure map may not scroll, even though cursor is at border of the game window. When moving mouse slowly then scroll is much more likely to work correctly.
1. Run VCMI
2. Start a map, and during adventure screen move cursor really fast towards left or upper edge of the screen.
3. When repeating above step map scrolling often does not work, while cursor is at the edge of the screen.
Notes
(0006865)
SXX   
2016-10-23 21:38   
Confirm this on Linux. It's related to another bug you posted.
(0007009)
Dydzio   
2017-03-26 20:32   
(edited on: 2017-03-27 22:04)
Fixed in: https://github.com/vcmi/vcmi/pull/294 [^]

Bug source is in CGuiHandler::handleMoveInterested.

For 800x600 resolution and testing X coordinate: isItIn(&(elem)->pos, motion.x, motion.y) returns false when x is 0

reason: isItIn checks bounds excluding borders of rectangle... rectangle parameters passed (initialized in CAdvMapInt constructor) are x = 0, x+width = 800

input that returns true is X in range from 1 to 799, desired is from 0 to 799






View Issue Details
2667 [VCMI] Map Editor feature N/A 2017-03-24 22:40 2017-04-14 02:39
SXX  
AVS  
low  
resolved  
fixed  
none    
none 1.next  
   
Object copying on drag when CTRL is pressed
Another H3 editor feature that would be nice to have.

When you drag any object while have Ctrl pressed you should end up dragging object copy instead. This is really helpful small feature that often works better than Ctrl+C/V.
There are no notes attached to this issue.





View Issue Details
2666 [VCMI] Map Editor feature N/A 2017-03-23 21:17 2017-04-09 00:16
SXX  
AVS  
low  
resolved  
fixed  
none    
none 1.next  
   
Remove all button for Event and Pandora's Box "rewards"
There objects allow different "rewards" at the same time. Life will be easier if there will be option to clean all of them with one click.
Notes
(0007010)
AVS   
2017-04-09 00:16   
Fixed by unifying with quest reward.





View Issue Details
2672 [VCMI] Map Editor minor always 2017-03-25 06:23 2017-03-26 07:40
SXX  
AVS  
normal  
resolved  
fixed  
none    
none 1.next  
   
Garrison: creature types disappear after setting count of one to 0
Some weird bug that might affect just Garrison or other objects too.
 - Open any map that have Garrisons with creatures in it.
 - Open properties and set creature count of first non-empty stack to 0.
 - Save and close properties.
 - Now open army properties again: all creature names will be empty.
Notes
(0007006)
AVS   
2017-03-25 07:24   
Not reproducible
(0007008)
SXX   
2017-03-26 07:40   
Fixed now:
https://github.com/vcmi/vcmi_editor/commit/caee214931629b8b9f1dfe99778db6b2299cacb3 [^]





View Issue Details
2658 [VCMI] Map Editor feature N/A 2017-03-21 12:09 2017-03-25 08:29
SXX  
AVS  
normal  
resolved  
fixed  
none    
none 1.next  
   
More information for bottom status bar: player, map dimensions, current level
Currently editor already have status bar that show some debug information on objects placed on map.

In H3 editor there is two more things in corner of status bar:

 - Currently selected (by menu or Ctrl+$ hotkey) player: No player, Player 1 (red), Player 2 (blue)
 - Total map dimensions

Other than that would be nice to have visible indication of current layer: surface or underground. Or just id since we'll eventually have more than two layers.
statusbar.png (172,651) 2017-03-21 12:09
https://bugs.vcmi.eu/file_download.php?file_id=2682&type=bug
There are no notes attached to this issue.





View Issue Details
2661 [VCMI] Map Editor feature N/A 2017-03-23 20:33 2017-03-25 07:46
SXX  
AVS  
high  
resolved  
fixed  
none    
none 1.next  
   
Use arrow keys to move view when no object selected
Currently our editor use hotkeys on arrow keys to change position of selected object. This is nice feature and it's should stay.

Though if there no object selected it's would be nice to make arrow keys move view like it's happen in H3 editor.
There are no notes attached to this issue.





View Issue Details
2669 [VCMI] Map Editor feature N/A 2017-03-24 22:52 2017-03-25 07:35
SXX  
AVS  
high  
resolved  
fixed  
none    
none 1.next  
   
If specified suggest map name as filename for new maps
It's will be really nice if we wouldn't need to print title of the map twice: in options and when saving it first time. So that's would be great that when new map already have "Map Name" specified in Map Options said title would be suggested for filename when saving.
There are no notes attached to this issue.





View Issue Details
2671 [VCMI] Map Editor minor N/A 2017-03-25 06:01 2017-03-25 07:28
SXX  
AVS  
high  
resolved  
won't fix  
none    
none 1.next  
   
Do not open new windows for objects without properties
I think it's absolutely not necessary to spawn any windows that tell object has no properties.

Or this can be just hidden behind some option.
There are no editable properties.png (8,490) 2017-03-25 06:34
https://bugs.vcmi.eu/file_download.php?file_id=2684&type=bug
Notes
(0007004)
Warmonger   
2017-03-25 06:34   
You mean like this window I attached?
(0007005)
SXX   
2017-03-25 06:47   
(edited on: 2017-03-25 06:47)
Yeah. Currently (at least on Linux) it's can be hard to double click on the right object in editor since it's using full object box to detect what object you clicked at.

H3 for instance require to click on visible part of object to open it's properties. This can also be inconsistent especially for objects with a lot of transparent pixels like favorable winds, but that's better.

So it's really another issue, but if this at least didn't spam with extra windows that would be nice better. After all I see zero reason to see this window like ever since I perfectly know what objects has properties and which aren't. I'll be happier if I can disable it once and for all. :-)

(0007007)
AVS   
2017-03-25 07:28   
Any object will eventually something to edit, (at least graphics and mask) and I do not want to make additional options window for that.





View Issue Details
2670 [VCMI] AI - Adventure Map feature N/A 2017-03-25 00:29 2017-03-25 00:29
SXX  
Warmonger  
high  
assigned 0.99  
open  
none    
none  
   
VCAI: should consider merged army when attacking towns
Currently VCAI doesn't know about army merging mechanics and only check power of visiting hero army and not town garrison. As result it's will be defeated every time when attacking hero that visiting town with strong garrison to merge.
There are no notes attached to this issue.





View Issue Details
2668 [VCMI] Map Editor feature N/A 2017-03-24 22:43 2017-03-24 22:46
SXX  
AVS  
high  
assigned  
open  
none    
none  
   
Check mark indicator for objects with modified options
In H3 editor there is special check mark indicator for objects that have non-default options set.

That would be nice if there will be also way to enable/disable it with "View" option.
There are no notes attached to this issue.





View Issue Details
2665 [VCMI] Map Editor feature N/A 2017-03-23 21:10 2017-03-23 21:10
SXX  
AVS  
normal  
assigned  
open  
none    
none  
   
Better sorting for creature lists
Currently list of creatures a bit messed in editor: first going neutral creatures, then a bit messed up Conflux creatures (I suppose it's due to town specific) and only then there are faction creatures in reversed order.

Would be nice to have it like in H3.
There are no notes attached to this issue.





View Issue Details
2664 [VCMI] Map Editor feature N/A 2017-03-23 21:03 2017-03-23 21:03
SXX  
AVS  
normal  
assigned  
open  
none    
none  
   
Fast search in drop-down lists using keyboard
This is likely toolkit responsibility and might be it's works on Windows already so I should try built editor with Qt once again. Sorry in that case.

While scrolling long lists like when you choose creatures for guards ability to press "A" and get it to the next creature that name starting with "A" can save a lot of time.
There are no notes attached to this issue.





View Issue Details
2663 [VCMI] Map Editor feature N/A 2017-03-23 20:53 2017-03-23 20:53
SXX  
AVS  
low  
assigned  
open  
none    
none  
   
Option to show visitability directions for selected object
Most of H3 objects have the same directions they can be visited from, but there are exceptions and with mods there will be more of them.

So it's will be nice to have option that will show some arrows there like in Fizmig.
fixmig.png (268,799) 2017-03-23 20:53
https://bugs.vcmi.eu/file_download.php?file_id=2683&type=bug
There are no notes attached to this issue.





View Issue Details
2662 [VCMI] Map Editor feature N/A 2017-03-23 20:44 2017-03-23 20:44
SXX  
AVS  
low  
assigned  
open  
none    
none  
   
Option to toggle grid for objects in right panel
Sometimes in editor it's can be hard to determine dimensions of some objects there. For most of default interactive objects it's not issue since you eventually remember how every of them looks like, but even then there are many static objects and every special terrain that hard to deal with.

With mods situation will become only worse.
There are no notes attached to this issue.





View Issue Details
2659 [VCMI] Map Editor feature N/A 2017-03-21 13:51 2017-03-21 23:29
SXX  
AVS  
normal  
resolved  
fixed  
none    
none 1.next  
   
Town buildings: build all, demolish all, enable all, disable all
In H3 there are two buttons: Build all, Demolish all.

Though when I worked on test map I find out "Enable all" and "Disable all" would be helpful as well.
There are no notes attached to this issue.





View Issue Details
2657 [VCMI] Map Editor feature N/A 2017-03-21 11:59 2017-03-21 11:59
SXX  
AVS  
low  
assigned  
open  
none    
none  
   
Terrain animation and option to toggle it
While by default this is only actual for water in H3 editor there is option to show terrain animation. Would be nice to eventually have it.
There are no notes attached to this issue.





View Issue Details
2656 [VCMI] Map Editor minor always 2017-03-21 11:35 2017-03-21 11:48
SXX  
AVS  
normal  
resolved  
fixed  
none    
none 1.next  
   
Roads / River removal brush stuck
When change from River to Roads removal brush state remain stuck and River removal continues
 - Draw some rivers and roads on map
 - Now choose RiverType -> Delete
 - Then choose RoadType -> Delete
 - Now try to remove some roads

Roads won't be removed, but rivers.
There are no notes attached to this issue.





View Issue Details
1595 [VCMI] Mechanics - Other crash sometimes 2013-11-20 21:04 2017-03-19 14:11
anoleyn  
Dydzio  
normal  
resolved 0.94  
fixed  
none    
none 1.next  
   
Crash at scenaio restart
Smoetimes while trying to restart the scenario, the game crashes.
LOGS.zip (48,577) 2013-11-20 21:04
https://bugs.vcmi.eu/file_download.php?file_id=1625&type=bug
Notes
(0007002)
SXX   
2017-03-19 14:11   
Should be fixed now together with 0002338.





View Issue Details
2416 [VCMI] Mechanics - Other minor random 2016-02-17 14:48 2017-03-19 14:11
Kantor  
Dydzio  
normal  
resolved 0.98f  
fixed  
none    
none 1.next  
   
Restarting map doesn't work
Restarting map mostly (not always) leads to freeze.
server_log.txt (1,902) 2016-02-17 14:48
https://bugs.vcmi.eu/file_download.php?file_id=2461&type=bug
VCMI_Client_log.txt (129,843) 2016-02-17 14:48
https://bugs.vcmi.eu/file_download.php?file_id=2462&type=bug
VCMI_Server_log.txt (82,489) 2016-02-17 14:48
https://bugs.vcmi.eu/file_download.php?file_id=2463&type=bug
Notes
(0007001)
SXX   
2017-03-19 14:11   
Should be fixed now together with 0002338.





View Issue Details
2638 [VCMI] Other crash sometimes 2017-01-03 20:50 2017-03-19 14:09
misiokles PC  
Dydzio Windows  
normal 10  
resolved 0.99  
fixed  
none    
none 1.next  
   
Often crashes after Restart Scenario option.
Game often crashes after click on the Restard Scenario button.
Lanuch game, start map, then click Restart Scenario button few times.
Notes
(0006974)
Dydzio   
2017-02-09 23:28   
(edited on: 2017-02-09 23:28)
Bad, but fairly reliable workaround implemented here: https://github.com/vcmi/vcmi/pull/277 [^]

Still requires proper fix.

(0006986)
Dydzio   
2017-03-16 20:59   
Proper fix made - https://github.com/vcmi/vcmi/pull/288 [^] - this pull request supersedes previous one
(0007000)
SXX   
2017-03-19 14:09   
Fixed in PR200:
https://github.com/vcmi/vcmi/commit/88952aeffff1f64d74b6011ea56f8cf160b6b536 [^]





View Issue Details
2338 [VCMI] Other block always 2015-11-24 07:58 2017-03-19 14:09
Drwal  
Dydzio  
immediate  
resolved 0.98d  
fixed  
none    
none 1.next  
   
Crash during restaring game/Błąd podczas ponownego powtarzaja misji
When I want to restart game, VCMI is broken./PL: Zawsze kiedy chcę powtórzyć jakąś misję, VCMI zawiesza się, trzeba zamknąć program i od nowa włączać. Ten błąd pojawia się od kilku wersji. Testowane na wielu mapach.
Notes
(0006999)
SXX   
2017-03-19 14:09   
Fixed in PR200:
https://github.com/vcmi/vcmi/commit/88952aeffff1f64d74b6011ea56f8cf160b6b536 [^]





View Issue Details
1295 [VCMI] GUI - Adventure Map tweak always 2013-06-02 17:42 2017-02-18 22:35
Zamolxis  
 
normal  
new 0.93  
open  
none    
none  
   
Alignment issues in the Status Window
The best way to see the differences, if not clear below, is to save them on your drive and open in an image viewer which maximizes them and allows you to scroll through them.

These are (probably) all alignment issues we have in the Status Window / InfoBox:


A. HERO INFO (Default)

1. Complete card is 1 pixel too low and 1 pixel too much to the left. This makes particularly the corner pattern design look not so nice / asymmetrical. So it needs to move 1 pixel higher and to the right.

2. Hero Picture & Name, Primary Skill icons, Morale/Luck icon, Creature icons on first row only (!) and Available Spell icon are in sync with current background, but will also have to move 1 pixel higher and to the right when background is fixed.

3. Attack skill number is 2 pixels too much to the left.

4. Defense, Power & Knowledge skill numbers are 1 pixel too much to the left.

5. Creatures icons on the second row are 1 extra pixel too low, so when background moves, they should move 1 pixel to the right like everything else, but 2 pixels higher.

6. First row of stack size numbers are 3 pixels too low from their OH3 place, and among them, the 1-/3-digit values are 1 pixel to the right, while those of 2-/4-digit length are same as OH3. I guess it depends on what alignment logic you chose of odd/even number lengths.

7. Second row of stack size numbers are 1 pixel too much to the right and 4 pixels too low (I guess the extra pixel lower is consequence with their alignment with the icons on 2nd row, which are also lower). As a result, the bottom pixels become visible in all other Status Window instances as white pixels on the black bottom line, as seen in the following screenshots.


B. TOWN INFO (similar with Hero Info):

1. Background card must move back 1 pixel higher and to the right

2. Town icon & name, Hall & Fort size icons, gold icon, creature icons on first row (!) and hero garrisoned icons should follow the background 1 pixel higher & to the right.

3. Gold amount number must move 2 pixels to the right for 4-digit values (Town Hall to Capitol+Grail, as in screenshots below), and 1 pixel to the right for 3-digit values (as in 0001294 screenshots). Not sure how 5-digit values would be handled with the Capitol upgrade WoG script, but it seems the higher the number, the more out of sync it is.

4. Resource (silo) icons should all move 1 pixel higher, with one partial exception - for wood & ore, wood needs to move 1 pixel higher as well, but ore 2 pixels higher.

5, 6 & 7. - Same as nº5, 6 & 7 for Hero Info above.


C. KINGDOM INFO

1. Same as Hero Info, 1 pixel too low and to the left.

2. Town numbers are 1 pixel too low only (so correctly aligned on the horizontal)

3. "Allies:" text must move 4 pixels higher and 1 pixel to the right.

4. "Enemies:" text must move 3 pixels higher and 1 pixel to the right.

5. Allies' flags should be aligned with the Enemies' flags, meaning first flag should move 13 or 16 pixels to the right (depends if you also change position of Enemies' flags as per following)

6. Enemies' flags could move 3 pixels to the right to be like in OH3, though for once in this case you don't notice anything wrong there, so you can chose if you want to change this or leave it as such.


D. RESOURCE FOUND INFO

1. Background is 1 pixel lower then how it should be (notice again the ugly result in the corners).

2. Background is somehow also expanded 1 pixel to the left, covering the black column of pixels which should be there. But unlike previous cases when that happened due to background being all placed 1 pixel to the left, here it seems more like a duplicate of the first column of background pixels (which for the rest is well aligned on the horizontal). Perhaps a double overlap of images?

3. The inner box with the resource image is 1 pixel too low & to the left vs OH3. Below is screenshot for wood, but I assume it's the same for all resources.

4. The upper text "You find a small quantity of ..." should move 4 pixels lower and 1 - 2 pixels to the left (1 pixel to be well centered, or 2 pixels to be exactly like in OH3).

(resource quantity number is the only element well positioned, so that shouldn't change its absolute coordinates)


E. NEW DAY INFO

1. Sunrise animation is 1 pixel too low

2. Day X text is 11 pixels more to the right, and 12 pixels lower than in OH3 (in my screenshots, upper left pixel of "D" is at 80x35 in VCMI and 69x23 in OH3). It's particularly noticeable as out of sync on the horizontal, due to the position of the sun below, which is way closer to the center of the image. I didn't test yet, but I assume it's the same case for the Week & Month text.


F. OPPONENT'S TURN

1. Background, together with other player's flag + frame and frame of the hourglass must move as well 1 pixel higher and to the right.

2. Hourglass position should only move 1 pixel higher.
For most of the above you can use any map. But if you want to particularly test the alignment of stack size numbers in the Status Window, I'm working on a 2013 update of the map from 0001063 to help tests several fixes, which should be useful for that as well. Let me know once you start working on this, and I'll try to be ready with the map in time.
2013-06-02_InfoHero_093.jpg (28,230) 2013-06-02 17:44
https://bugs.vcmi.eu/file_download.php?file_id=1319&type=bug
2013-06-02_InfoHero_H3.jpg (28,543) 2013-06-02 17:45
https://bugs.vcmi.eu/file_download.php?file_id=1320&type=bug
2013-06-02_InfoTown093.jpg (27,298) 2013-06-02 17:45
https://bugs.vcmi.eu/file_download.php?file_id=1321&type=bug
2013-06-02_InfoTownH3.jpg (27,426) 2013-06-02 17:46
https://bugs.vcmi.eu/file_download.php?file_id=1322&type=bug
2013-06-02_InfoOverview093.jpg (21,359) 2013-06-02 17:46
https://bugs.vcmi.eu/file_download.php?file_id=1323&type=bug
2013-06-02_InfoOverviewH3.jpg (22,151) 2013-06-02 17:46
https://bugs.vcmi.eu/file_download.php?file_id=1324&type=bug
2013-06-02_InfoPick093.jpg (20,599) 2013-06-02 17:47
https://bugs.vcmi.eu/file_download.php?file_id=1325&type=bug
2013-06-02_InfoPickH3.jpg (20,887) 2013-06-02 17:47
https://bugs.vcmi.eu/file_download.php?file_id=1326&type=bug
2013-06-02_InfoNewDay093.jpg (17,908) 2013-06-02 17:48
https://bugs.vcmi.eu/file_download.php?file_id=1327&type=bug
2013-06-02_InfoNewDayH3-s.jpg (18,357) 2013-06-02 17:48
https://bugs.vcmi.eu/file_download.php?file_id=1328&type=bug
2013-06-02_InfoTurn093.jpg (18,776) 2013-06-02 17:49
https://bugs.vcmi.eu/file_download.php?file_id=1329&type=bug
2013-06-02_InfoTurnH3.jpg (19,252) 2013-06-02 17:49
https://bugs.vcmi.eu/file_download.php?file_id=1330&type=bug
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2637 [VCMI] Mods minor always 2016-12-31 20:40 2017-01-01 12:52
Dydzio Microsoft Windows  
Windows 7  
low Home Premium x64  
new 1.next  
open  
none    
none  
  1.next  
WOG - Pendant of sorcery commander artifact does not give "growing bonus"
Current growing bonus in JSON does not work (bonus from initial artifact wear has different type in JSON and it works)
Win required amount of battles with commander wearing pendant of sorcery to make growing bonus work
Notes
(0006957)
misiokles   
2017-01-01 12:23   
I think none growing bonus in commander's artifacts works...
(0006958)
Dydzio   
2017-01-01 12:52   
I tested all that change statistics and they work, except pendant of sorcery





View Issue Details
2631 [VCMI] Mechanics - Adventure Map minor always 2016-12-11 21:32 2016-12-11 21:32
SXX  
 
normal  
new 0.99  
open  
none    
none  
   
When hero lose battle on other side of teleporter FoW is not disclosed
So Dydzio help to find this one when he fixed 0002599. In H3 when your hero attacks enemy that stay of other invisible side of Monolith / Subterranean Gate and then dies in battle you still able to see what's was there.

In VCMI when you lose the battle movement likely not fully applied (since we change position of hero after successful movement) and then no FoW changes occur.
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2621 [VCMI] Mods crash always 2016-11-27 11:57 2016-11-27 20:02
stachnie Windows  
Windows 7  
normal  
new 0.99  
open  
none    
none  
   
Bastion commander crashes when shooting
Bastion hero commanders cannot shoot. If I give him an artifact which boosts ranged damage, VCMI crashes every time the commander attempts to shoot. It may be true also for some othrer commanders (I think I have seen one commander from some other town who could not shoot).
Hire a Bastion hero, give his commander an artifact which increases ranged damage, make him shoot in a battle.
preacher.json (2,003) 2016-11-27 20:02
https://bugs.vcmi.eu/file_download.php?file_id=2662&type=bug
Notes
(0006917)
Dydzio   
2016-11-27 14:56   
Most likely mod fault, not VCMI fault (commanders should have shooting fully supported to work correctly).
(0006918)
misiokles   
2016-11-27 19:49   
Preacher (Bastion commander) HAS ALL shooting animation! Problem is n whole VCMI WoG commander system. In native WoG any commander can't shoot at start, unless he gain shooting ability. In VCMI WoG mod, all commanders have shooting ability from the beginning. But, edeksumo - author of Bastion mod - decide not implement shooting ability from start, only to learn it later (like core WoG does).
So preacher.json file doesn't have command:
"canShoot" :
{
"type" : "SHOOTER"
},

So Preacher can't shoot by configuration. So I guess, when you try to wear artifact that allow commander to shoot - crash appear.
(0006919)
misiokles   
2016-11-27 20:01   
(edited on: 2016-11-27 20:02)
I attached preacher.json with shooting ability at start. Replace files and problem with shooting artifacts should be fixed.






View Issue Details
2574 [VCMI] GUI - Hero screen / Exchange window minor always 2016-10-20 13:21 2016-11-17 06:50
SXX  
 
normal  
new 0.98g  
open  
none    
none  
   
Hero screen: long non-English skill names might overlap other UI elements
Occur with Russian translation and fonts.
navikpng_3800786_23733668.png (259,550) 2016-10-20 13:21
https://bugs.vcmi.eu/file_download.php?file_id=2611&type=bug
eshepng_8395207_23733747.png (674,229) 2016-10-20 13:32
https://bugs.vcmi.eu/file_download.php?file_id=2612&type=bug
мелочь.png (659,964) 2016-10-24 16:12
https://bugs.vcmi.eu/file_download.php?file_id=2621&type=bug
пстк.png (546,616) 2016-10-24 16:18
https://bugs.vcmi.eu/file_download.php?file_id=2622&type=bug
кампания.png (373,281) 2016-11-16 21:04
https://bugs.vcmi.eu/file_download.php?file_id=2654&type=bug
menu.png (649,407) 2016-11-17 06:50
https://bugs.vcmi.eu/file_download.php?file_id=2655&type=bug
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2610 [VCMI] Mechanics - Town structures minor always 2016-11-15 11:42 2016-11-15 11:43
Povelitel  
 
normal  
new 0.99  
open  
none    
none  
   
Active creatures buying buttons, even if there is no place. Do not issue warnings
Активны кнопки покупки существ даже если у героя нет места. Не выдает предупреждения. Актуально именно для героя в городе.
 
Операция якобы совершается, хотя по факту они естественно не покупаются.
Найм существ.png (574,510) 2016-11-15 11:42
https://bugs.vcmi.eu/file_download.php?file_id=2650&type=bug
There are no notes attached to this issue.





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716 [VCMI] GUI - PreGame feature have not tried 2011-03-07 23:51 2016-11-03 20:37
Zamolxis  
Dydzio  
normal  
assigned 0.84  
open  
none    
none  
   
Last started/saved game not remembered (+ enhancement suggestions)
In H3, when we went back to Main Menu > New Game > ... , the game remembered our last selection for that session.

Likewise, when we went back to Main Menu > Load Game > ... , the game remembered and defaulted the selection on:
- last saved game, if our last save/load action was save
- last loaded game, if our last save/load action was load

It would be useful for the testers to have this implemented in VCMI soon. Especially in combination with the missing features from 0000714 & 0000715, we end up needing a lot of mouse clicks when testing certain bugs.
SUGGESTION 1 (very nice to have): H3 remembered our last selection only as long as we went back to the same sub-menu (SP, MP, Campaign, prolly also Tutorial). If we clicked the MultiPlayer icon by mistake for example, our last new/save/load game choice for Single Player was lost. So the request is if VCMI could keep separate trace of our last selections for each sub-menu: SP, MP, Campaign and maybe also Tutorial.

SUGGESTION 2: When going back to New Game, H3 only remembered our last selection for the scenario, but not all the options we chose. It may be useful if VCMI could remember also our choices for Player Difficulty, as well as any Advanced Options. Like this, going back to New Game > ... and clicking on Begin would act pretty much like Restart Scenario, with the useful differences that the player will see all his/her custom choices and will have the possibility to modify only what he/she wasn't happy with in a couple of clicks, rather than tens of clicks to do all the setup again (flag/towns/heroes/bonuses/duration/difficulty).

SUGGESTION 3: When going back to both New or Load lists of games, it would be nice if VCMI would also preserve our previous column sort criteria (No of players, Map Size, Version, Name, Victory/Lose condition).
Note: I also thought of the map size filters on top, if they should be added to this feature as well, but I'm not sure if it should include them. I'll leave this up to you, as I see both advantages and risks in having filters on by default.

SUGGESTION 4: For the main feature request in this report, as well as the 3 suggestions here above, it'd be nice if VCMI could preserve player's last choice also across sessions. Like this, even if we take a longer break from the game at some point, when we come back, after days/weeks/etc, we can see what was our last choice and pick up from that if we want. This would be a very nice to have again, especially as long as we don't have a "Sort by date" button/column, which would probably be harder to implement as compared to this.

Note: The suggestions shouldn't prevent the report from being marked as Resolved if the main feature is implemented. They are just listed here for debate. If I get positive comments, but in the same time they're something that cannot be done at this stage, I can always make splits, creating separate reports for each of them.
Notes
(0006886)
Dydzio   
2016-11-02 19:17   
Fixed in: https://github.com/vcmi/vcmi/pull/249 [^] (without suggested improvements)
(0006890)
SXX   
2016-11-03 20:28   
Save window saving doesn't work for me at least. I'll prefer to keep this one open until we actually have proper saving implemented for other important elements.
(0006891)
SXX   
2016-11-03 20:37   
Oops ok actual saves I made during play does show up properly. My bad.





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2544 [VCMI] Multiplayer crash always 2016-10-03 19:53 2016-11-01 16:29
SXX  
Ivan  
normal  
resolved 0.98g  
fixed  
none    
none 0.99  
   
Multiplayer pregame: Too big length with different compilers
So few weeks ago I make multiplayer kinda work again, but with really dirty hack that you can find on "CPreGame.cpp:728":
sm.mapInfo->mapHeader->triggeredEvents.clear();

This made it kind a work when compiled with Clang and otherwise pregame netpacks failed to apply and caused 4GB RAM allocation and freeze

As @AVS said there is some problem with serialization that can be easier to fix if we merge refactored serializer.

My suggestion for fixing: we must not only rewrite this code, but completely get rid of single player server-less lobby. There is absolutely no reason why we would wanna maintain two different implementations if single player can work just fine with multiplayer code.

So for single-player client must start or connect to server before you get to map selection or loading screen. Of course this mean we have to implement multiplayer loading screen too.
Notes
(0006870)
SXX   
2016-10-29 23:31   
Fixed by Ivan in PR212:
https://github.com/vcmi/vcmi/pull/212 [^]
(0006876)
SXX   
2016-11-01 16:29   
Fixed by Ivan in PR212:
https://github.com/vcmi/vcmi/pull/212 [^]





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2571 [VCMI] Mechanics - Objects minor always 2016-10-20 11:55 2016-10-20 11:56
SXX  
 
normal  
new 0.98g  
open  
none    
none  
   
Elemental conflux: different guards in H3 and VCMI
In H3 it's only guarded by Earth elementals, but in VCMI there is stack of elemental of each type.
There are no notes attached to this issue.





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2570 [VCMI] Mechanics - Objects feature always 2016-10-20 11:46 2016-10-20 11:56
SXX  
 
normal  
new 0.98g  
open  
none    
none  
   
Elemental conflux: need better text for guards of elemental conflux
Most of other dwellings are guarded by creatures they produce, but conflux is guarded by multiple different creatures while text only list one type.

One important note: in H3 texts aren't list all guards too.
Only one kind of creature.
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2355 [VCMI] GUI - Adventure Map text N/A 2015-12-24 17:50 2016-10-20 11:47
SXX  
 
low  
acknowledged 0.98e  
open  
none    
none  
   
Guarded objects need more complex texts
At moment I fixing 0002095 so I'm logging what's not complete there. Map objects need huge rework and there no reason to spend too much time on text-related issues, but would be helpful to know about them:

So currently for example default CGArtifacts missing following features:
 - When it's guarded by one stack only text use "the %creaturename%" instead of "creatures".
 - For some reason it's template (alltexts 420) have two "%s" in part that remain.

Other note is on guarded CGMine and other related objects. When there too many of them to put description in status bar it's replaced with "Guarded by creatures" while right click must show window with full creature list.
There are no notes attached to this issue.





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1346 [VCMI] Mechanics - Objects feature always 2013-07-18 14:41 2016-10-20 11:47
Warmonger  
Warmonger  
high  
assigned 0.93  
open  
none    
none  
  0.94  
Missing feature - Player should be able to see exact number of guards in visited bank
If player will visit creature bank but decided not to attack he must be able to see approximate number of guards in it (Exception: Crypt)
Notes
(0006850)
SXX   
2016-10-20 11:39   
BTW we do have similar code in CGDwelling::onHeroVisit so probably we should move it at least partially in CArmedInstance.





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2568 [VCMI] Mechanics - Objects minor always 2016-10-19 21:46 2016-10-19 21:46
SXX  
 
normal  
new 0.98g  
open  
none    
none  
   
Creature banks: visited by enemy AI player marked as visited for everyone
Some testing needed, but most likely this bug still there.
When AI player that is not your all cleared bank player see it as visited.
There are no notes attached to this issue.





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2567 [VCMI] Mechanics - Objects minor always 2016-10-19 21:43 2016-10-19 21:43
SXX  
 
normal  
new 0.98g  
open  
none    
none  
   
Pyramid: need different enemy stack positions than other banks
In H3 when you attack Pyramid all attacking stacks are on the right unlike in other banks when enemies are all around you. In VCMI it's currently using same positions as in other banks.
There are no notes attached to this issue.





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2328 [VCMI] Mechanics - Objects minor always 2015-11-13 23:44 2016-10-17 17:52
SXX  
 
normal  
new 0.98e  
open  
none    
none  
   
Favorable winds "leaking" outside out of boundaries
When testing it on my own map I notice weird behaviour that Favorable winds objects cover larger areas than they should. What interesting that only happen when there is some delimiter between water tiles that have favorable winds over it and other one.

I suspect that it's implementation inside "CGameState::randomizeMapObjects" working incorrectly.
SXX_Favorable_winds.h3m (1,797) 2015-11-13 23:44
https://bugs.vcmi.eu/file_download.php?file_id=2394&type=bug
favorable_winds.jpg (194,645) 2015-11-13 23:51
https://bugs.vcmi.eu/file_download.php?file_id=2395&type=bug
Notes
(0006083)
SXX   
2015-11-13 23:53   
Uploaded screenshot. White area on it is covered by favorable winds.
(0006084)
SXX   
2015-11-14 02:17   
Find out what exactly cause problem: size of map object is always the same regardless of what type of favorable wind map object is used. Though as I didn't digged into H3M/objects before not sure what way to fix it.
(0006085)
SXX   
2015-11-14 02:19   
Also just note: we still need to get new function lika "getvisiblePos" for object that do about same thing as "getBlockedPos" so it's easier to iterate via tiles used by object.
(0006086)
SXX   
2015-11-14 02:42   
In fact this problem also affect all other magical terrains.
(0006087)
SXX   
2015-11-14 03:33   
Just in case I'm not going to work on this one at least before I'm done with pathfinding, so if someone else know how to fix it fast please do.
(0006123)
SXX   
2015-11-27 06:02   
(edited on: 2015-11-27 06:03)
Ivan give me hint that issue related to fact that VCMI set biggest possible size for objects by default and main issue is that as result all tiles of an object set as "visible" by default.

Correct data must be available in msk files from assets, but this data is partially incorrect for some objects and caused issues in past: 0000866

So it's may be tricky to fix special terrains without breaking something.

(0006627)
SXX   
2016-09-07 17:50   
This is weird, but feels like something changed now. No idea when that happen.
Still not 100% sure it's work properly.





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2546 [VCMI] Mechanics - Other minor sometimes 2016-10-03 20:13 2016-10-03 20:13
Povelitel  
 
normal  
new 0.98g  
open  
none    
none  
   
sometimes journal dont wor'k with "huts visionaries"
It does not work like this saves, visit I visited him, but in the job history list is not displayed.

Не работает как в этом сейве, посетить я его посетил, но в списке заданий журнала оно не отображается.
providci.7z (355,201) 2016-10-03 20:13
https://bugs.vcmi.eu/file_download.php?file_id=2583&type=bug
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2087 [VCMI] Mechanics - Adventure Map minor always 2015-02-15 07:19 2016-10-01 10:10
SXX  
AVS  
normal  
assigned 0.97b  
open  
none    
none  
   
Adventure map spells: magical terrain should let you cast them on expert level too
Currently magical terrain (Magic plains, Fiery Fields, etc) affect spells in battle, but not on adventure map as it's was in H3.

Cursed ground and anti-magic garrisons not implemented yet, but they have to affect adventure map spells casting too.

PS: This one tested with SpellsRefactoring5.
Notes
(0006791)
AVS   
2016-10-01 10:10   
Cursed ground for battle has been implemented but bugged. Trying to fix





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2537 [VCMI] Other minor N/A 2016-09-30 15:14 2016-09-30 15:16
SXX  
 
normal  
acknowledged  
open  
none    
none  
   
Report to linking differences in mechanics of H3 and VCMI
There is plenty of things that different in VCMI by design, but for some of them we'll provide compatability mode since they're critical for gameplay on some maps.

There also other differences that might be unimplemented features or behaviours which not going to change.
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2534 [VCMI] Mechanics - Adventure Map minor always 2016-09-30 14:19 2016-09-30 15:15
SXX  
SXX  
normal  
assigned 0.98g  
open  
none    
none  
   
H3 compatability: pathfinder originalMovementRules option need more work
On included map (Anti-Hero) even with option enabled it's impossible to land on teleporter behind enemy hero.
POVELITEL_BUG_Anti-Hero.h3m (42,974) 2016-09-30 14:19
https://bugs.vcmi.eu/file_download.php?file_id=2574&type=bug
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2382 [VCMI] GUI - Other trivial always 2016-01-17 14:30 2016-09-30 15:05
Kantor  
 
normal  
acknowledged 0.98f  
open  
none    
none  
   
In Spell book View Air and Earth have reversed icons
View Air has View Earth icon and vice versa.
view_air_earth.png (40,989) 2016-01-19 19:07
https://bugs.vcmi.eu/file_download.php?file_id=2439&type=bug
Notes
(0006301)
SXX   
2016-01-17 16:46   
(edited on: 2016-01-17 16:48)
You know what funny? It's was always messed up in H3 too.

(0006317)
vmarkovtsev   
2016-01-19 19:08   
LGTM. Are the Russian labels messed up too?
(0006319)
Warmonger   
2016-01-19 20:12   
Actually the Russian screenshot looks good.
(0006785)
AVS   
2016-09-30 15:05   
Fixed .def is in WoG





View Issue Details
2334 [VCMI] Mechanics - Battles feature N/A 2015-11-21 11:33 2016-09-30 14:56
Nephretes  
AVS  
normal  
acknowledged  
open  
none    
none  
   
Extension of bonus Enchanter: random spell casting on random stack in army.
Extend bonus type: "Enchanter" for new function allowing to cast random spell on random stack instead of enchanting whole army.

1. Casting a spell automatically at the beginning of a round
2. Possibility to determine pull of spells, their power along with duration
4>> Introduction of casting limit.
3>> Creature which is already enchanted should be excluded from random draw, until spell effect wore off
There are no notes attached to this issue.





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2335 [VCMI] Mechanics - Battles feature N/A 2015-11-21 11:42 2016-09-30 14:55
Nephretes  
AVS  
normal  
acknowledged  
open  
none    
none  
   
Extension of bonus RANDOM_SPELLCASTER: casting without loosing turn.
Extension of bonus RANDOM_SPELLCASTER: casting without loosing turn.

Basically the same ability, but creature won't loose its turn after enchanting selected unit stack
There are no notes attached to this issue.





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369 [VCMI] Mechanics - Other feature have not tried 2010-02-14 12:38 2016-09-28 21:08
Boulie  
 
normal  
new 0.75d  
open  
none    
none  
   
F4 with OH3 running causes both go to full screen and then OH3 crashes
Is this possible to make VCMI not let OH3 switching into full screen mode?
I thought that in previous versions there wasn't such a problem but I've tested it also in 074 and it causes crash too.
F4 causes OH3 crash.jpg (126,554) 2010-02-14 12:38
https://bugs.vcmi.eu/file_download.php?file_id=246&type=bug
Notes
(0000668)
Zamolxis   
2010-02-14 12:53   
Probably related to 0000028
(0000670)
Boulie   
2010-02-14 13:16   
Sorry, I didn't check that this kind of problem is already reported.
(0000671)
Zamolxis   
2010-02-14 13:30   
No worries, the other report describes a slightly different issue, so they're more related than really duplicates probably.
(0006758)
Povelitel   
2016-09-28 21:08   
I use HD mod (instead of the original) and all ok. Someone playing this bug?





View Issue Details
2516 [VCMI] Mechanics - Objects tweak always 2016-09-25 15:16 2016-09-25 15:16
Povelitel  
 
normal  
new 0.98g  
open  
none    
none  
   
effect dismorale from warrior's grave sum
I visited warrior's grave (-3) and visited new and again -3.

Эффекты на минус три морали от могил воина суммируются.
There are no notes attached to this issue.





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2503 [VCMI] Mechanics - Adventure Map minor always 2016-09-23 09:52 2016-09-23 09:55
Povelitel  
 
normal  
new  
open  
none    
none  
   
when there are no taverns, I do not see the troops in the garrisons and towns
and here I can even see the approximate number of
Безымянный.png (193,855) 2016-09-23 09:52
https://bugs.vcmi.eu/file_download.php?file_id=2549&type=bug
There are no notes attached to this issue.





View Issue Details
213 [VCMI] Mechanics - Other feature always 2009-11-06 23:27 2016-09-23 09:55
OnionKnight  
SXX  
normal  
assigned 0.75  
open  
none    
none  
   
No info about creature amounts should be presented with less than 2 thieves guilds.
There should be no info at all given to a player with less than 2 thieves guilds in right-click info windows of other towns, garrisons and heroes. Only the creature portrait.
Notes
(0000187)
Warmonger   
2009-11-07 07:04   
Thieves guild is not yet implemented.
(0006259)
SXX   
2016-01-08 10:39   
Important note on that specific: we do not expose any information about stacks, but player can still see if object guarded or not.
(0006441)
SXX   
2016-02-21 12:14   
(edited on: 2016-02-21 12:28)
Other important notes:

* This specific never affect heroes. Even if you have zero taverns you can still see amounts for them. That probably need testing as my test map (made for 0001065) might have some specific.
* When you have 0 taverns you don't see even garrison portraits.
* With only 1 tavern you see portraits without amounts.
* With 2 taverns amounts appear.

BTW all tavern bonuses should be reimplemented by adding player-wide bonus when you own appropriate buildings.

PS: Also no matter how many towns (and taverns) over 2 you own there won't be any more information present (of course without counting spy spell).






View Issue Details
2428 [VCMI] GUI - Town screen feature have not tried 2016-03-13 09:30 2016-09-21 13:49
SXX  
Dydzio  
normal  
assigned 0.98g  
open  
none    
none  
   
Grail - Conflux magic guild need special graphics in magic guild when Aurora Borealis is built
We currently don't have any visual to show that all spells are available in magic guild.

And one more suggestion for improvement: if grail building is built in Conflux it's always give your hero all non-banned spells even if magic guild is just 1st level. So we probably need represent that too.
h3_conflux_grail.jpg (187,356) 2016-03-13 09:30
https://bugs.vcmi.eu/file_download.php?file_id=2477&type=bug
Notes
(0006478)
SXX   
2016-03-13 09:37   
So I'm currently work on small fix for Conflux grail building behavior. In H3 it's always give you all spells no matter what level of magic guild you have (wisdom limitation still enforced though) and shortly it's will work same way of VCMI.

In same time this behaviour is not obvious. I also thinked about implementing some feature to automatically built magic guild to max level if you have 1 level at least, but that affect balance since require mageGuild2.

So we may upgrade it to max level when mageGuild2 is build (so it's not affect balance).





View Issue Details
1750 [VCMI] GUI - Adventure Map minor always 2014-03-15 19:48 2016-09-19 01:43
exfizik Linux 64 bit  
SXX OpenSuse  
normal 12.3  
assigned 0.95  
open  
none    
none  
   
Cover of darkness covers dwellings, player owned guarded gates
I'm not 100% sure about this, but I thought that the cover of darkness (necromants) wasn't supposed to cover map objects that can be "owned". Yet, it does.
Notes
(0005211)
SXX   
2014-12-11 01:48   
(edited on: 2014-12-11 02:30)
Checked that in 0.97 and vanilla so just want to confirm the problem.
In H3 all player-owned objects (include Lighthouses) disclose FoW.

(0006690)
SXX   
2016-09-19 01:42   
Even after 0002345 fix at least dwellings still covered by cover of darkness.
(0006691)
SXX   
2016-09-19 01:43   
Though i have a good idea for refactoring. :-)





View Issue Details
2485 [VCMI] GUI - Adventure Map minor always 2016-09-19 00:41 2016-09-19 00:43
SXX  
 
normal  
new 0.98g  
open  
none    
none  
   
CGarrisonWindow need improvement for CGGarrison with removableUnits = false
I fixed server-side for locked CGGarrison (0002303), but client-side code still lacking. Checks GUI have currently messed up and not let you do a lot of things you should be able to do.

If you just patch this code:
 new CGarrisonWindow(up,down,removableUnits);

With this:
new CGarrisonWindow(up,down,true);

Then all checks will be done on server only and you'll see what should be allowed and what's not.

Conecept is simple:

- You can arrange stacks inside locked garrison as you want: split, merge, swap.
- You can also add troops to garrison use any possible mechanic except direct swap (since I don't want to compare stacks).

Of course there is no way something can be taken out of garrison.
Notes
(0006689)
SXX   
2016-09-19 00:43   
So of course we can just remove client-side checks and do server do it's thing, but then we'll have compains in log which isn't good. So probably we should move checks code in lib instead and use it on both client and server.





View Issue Details
2480 [VCMI] Other minor always 2016-09-17 22:43 2016-09-17 22:44
SXX  
AVS  
normal  
assigned 0.98g  
open  
none    
none  
   
Save desync with GCC build. CHeroHandler->expPerLevel serialization
Logging this on bug tracker to not forgot about this one. For whatever reason this is only problem with GCC and not any other compiler (MSVC 14, latest Clang tested). For now tested in my and @AVS Windows builds.

There are no notes attached to this issue.





View Issue Details
2149 [VCMI] Other block always 2015-03-29 16:06 2016-09-17 17:57
Povelitel  
SXX  
normal  
assigned 0.97c  
open  
none    
none  
   
in Autoskipe-mode have block if go in events
If i present in autoskipe mode, and when i load map press contl and click (cancel). I go in town upgrade gremlins and bay them, after i go to attack griffons, and i hit it in events (ambush) and game blocked.
strange, but if I not upgrade and buys gremlins but just go attack griffons in game all right. block happens only if previously upgrade and buy gremlins.


Короче, в режиме аутоскипа я гружу сейв и сразу держу контрл с шифтом чтобы отменить автоматические ходы. Улучшаю гремлинов и скупаю их. Потом решаю пробежать по дорожке к палатке, к грифонам. Но тут есть событие на которое я попадаю (засада) и при котором игра блокируется.
 Странный момент что если просто бежать к палатке, предварительно не скупая гремлинов, то когда попадаю в засаду - все нормально. А если улучшить и скупить тогда почему-то игра блокируется.
Saves.rar (349,587) 2015-03-29 16:06
https://bugs.vcmi.eu/file_download.php?file_id=2185&type=bug
Autoskip.PNG (770,194) 2015-03-29 16:07
https://bugs.vcmi.eu/file_download.php?file_id=2186&type=bug
BugHunt.h3m (47,720) 2016-09-17 13:57
https://bugs.vcmi.eu/file_download.php?file_id=2523&type=bug
Notes
(0006678)
Povelitel   
2016-09-17 14:01   
I add map. If you go on down end enter in events you're will have block game.

Game must be runing in autoSkipe mode.

******

Добавил карту. Если героем попасть на событие-засаду игра зафризится. Обязательно грузить в режиме аутоскипа.





View Issue Details
2459 [VCMI] Other major always 2016-08-19 20:27 2016-09-16 03:20
SXX  
SXX  
normal  
resolved 0.98g  
fixed  
none    
none 0.99  
   
Desync found! - Work toward full sync of save games
At moment after week with memcheck we fixed all uninitialized value reports that related to serializer as well as some leaks. End goal is to make sure save games are in sync between client and server.

Currently we found few important desync points:

CGHeroInstance::SecondarySkillsInfo::rand. First one occur probably since there might be some not initialized heroes on map and so we just set same initial seed for SecondarySkillsInfo rand.

Another one is CGameState::rand. First issue here is at least:
CGameHandler::init. There is code of Beegee that randomize server-side gamestate. Though even with that commented server heavily use rand from GS and client doesn't so it's not easy to fix.

Last one is static "CGObelisk::visited;" in CMap serialize even on maps that don't have obelisks. Though I didn't have chance to investigate this one since.
Notes
(0006574)
SXX   
2016-08-19 20:59   
So this one affect at least:

* Heroes skills as posted above.
* Any object created by NewObject::applyGs
(0006630)
SXX   
2016-09-07 22:22   
PR for most of issues:

https://github.com/vcmi/vcmi/pull/209 [^]
(0006648)
SXX   
2016-09-12 00:42   
All I find should be fixed with PR209 merge:
https://github.com/vcmi/vcmi/commit/2543e068acd7e91ad4234ddfd7622c5e4fac664f [^]

Will add related entries to this one in case I find out something else.





View Issue Details
2251 [VCMI] Mechanics - Adventure Map minor always 2015-08-31 13:51 2016-09-14 02:59
Dydzio Microsoft Windows  
SXX Windows 7  
normal Home Premium x64  
assigned 0.98c  
open  
none    
none  
   
Mines (and possibly other objects) possessed by player get covered by necropolis town's cover of darkness
When playing a scenario an enemy with necropolis town had cover of darkness built. That caused mines possessed by me get hidden on the map. Small area around the mine should always be revealed for me if I own the mine.
EDITED.
Only heroes and towns are "immune" to darkness.
All other object are affected (see CGameHandler::changeFogOfWar) --AVS
Notes
(0005835)
Warmonger   
2015-08-31 15:52   
Maybe that's what caused many AI bugs related to Cover of Darkness :?





View Issue Details
2474 [VCMI] AI - Adventure Map feature N/A 2016-09-14 01:42 2016-09-14 01:42
SXX  
SXX  
normal  
assigned 0.98g  
open  
none    
none  
   
ChangeObjPos might need special handling for AI state changes
For now I not exactly sure it's needed since there is ObjectIdRef that let us avoid most of issues, but probably this packet might need some client-side checking for VCAI player interface.

So logging it here to not forget about that.
There are no notes attached to this issue.





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2473 [VCMI] AI - Adventure Map crash have not tried 2016-09-14 00:52 2016-09-14 00:52
SXX  
Warmonger  
normal  
assigned 0.98g  
open  
none    
none  
   
FuzzyHelper::evaluate: pure virtual method called
When tested AI there was really weird crash on VCAI/Fuzzy.cpp:452:
vt.engine.process();

Probably result of data race.
backtrace.txt (918) 2016-09-14 00:52
https://bugs.vcmi.eu/file_download.php?file_id=2520&type=bug
There are no notes attached to this issue.





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535 [VCMI] GUI - Adventure Map tweak sometimes 2010-07-13 19:58 2016-09-12 03:43
Warmonger Laptop  
Windows 7  
low vanilla  
new 0.81  
open  
none    
none  
   
Pressing enter in rapid succession opened hero screen during object interaction
See what happened on opening Pandora
EnterPandora.jpg (226,159) 2010-07-13 19:58
https://bugs.vcmi.eu/file_download.php?file_id=464&type=bug
There are no notes attached to this issue.





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2088 [VCMI] Mechanics - Town structures minor always 2015-02-15 08:46 2016-09-12 03:25
SXX  
SXX  
normal  
assigned 0.97b  
open  
none    
none  
   
Multiplayer: after capturing town Lookout Tower doesn't reveal map at all
This affect both Hot Seat and "normal" multiplayer with two clients and one server. When you capture town Lookout Tower doesn't work and even after few turns it's won't work.

Though in single player there is no such issue. E.g I basically find this one when tested 0001125.
  - Start Hot Seat or Game with two clients.
  - Second player should choose Tower as start town.
  - After start of game second should build Lookout Tower in his town.
  - Then second player need to move hero outside of town (as we don't want to kill him).
  - Now first player need to move hero there and capture Tower.

Cheats work in MP too so it's easy to reproduce on random map.
There are no notes attached to this issue.





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1834 [VCMI] GUI - Other tweak always 2014-07-11 07:32 2016-09-12 03:07
Ivan  
 
normal  
new 0.96  
open  
none    
none  
   
(Tavern window) Some GUI elements disappear when popup window is opened.
To reproduce:
- Open Tavern window
- Press Alt-F4 to receive "Are you sure you want to quit" dialog.
- Look on Tavern window in background:

- Video is missing
- Hero selection border is missing
- Hero tooltip is missing

Have something to do with show()/showAll() split.
There are no notes attached to this issue.





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696 [VCMI] GUI - PreGame trivial always 2011-03-03 13:57 2016-09-12 03:07
Zamolxis  
SXX  
low  
assigned 0.84  
open  
none    
none  
   
Mouse arrow pointer disappears when Info cards open while we R-click through the game menus
See screenshots attached to 0000695: in VCMI I had my mouse pointer on the hero, but it disappeared when the info box opened. It would be better if it's kept as in H3, to clearly see on which box exactly we R-clicked to get that info.
There are no notes attached to this issue.





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2463 [VCMI] Mechanics - Other minor always 2016-08-23 22:01 2016-09-11 18:56
SXX  
SXX  
normal  
resolved 0.98g  
fixed  
none    
none 0.99  
   
CGameHandler::levelUpHero desync SecondarySkillsInfo RNG
Another documentation-only issue. Occur since it's use RNG on server-side.

Another related thing I wanted to check is should automatic levelup use built-in RNG or no. Probably some H3 testing needed.
Notes
(0006647)
SXX   
2016-09-11 18:56   
Fixed with PR209 merge:
https://github.com/vcmi/vcmi/commit/2543e068acd7e91ad4234ddfd7622c5e4fac664f [^]





View Issue Details
2461 [VCMI] AI - Adventure Map crash always 2016-08-23 03:47 2016-09-08 01:31
SXX  
SXX  
normal  
resolved 0.98g  
fixed  
none    
none 0.98g  
   
VCAI: Infinite loop when attempt to compare and exchange artifacts
Back when I fixed 0002455 there was typo (I suppose it's wasn't intentional since there was no comments) in Warmonger's code that made AI stop artifact exchange after first item was swapped.

https://github.com/vcmi/vcmi/commit/39fe9472b60d05401aa2889d4698bac2c74a9c6b#diff-17182f23fecdfcf334d0f03f9bd612c7L1089 [^]

End up that without that break AI tend to go into infinite loop since "compareArtifacts" func is very basic from perfect. E.g first time AI exchange arts since stats better and second time it's make change back since price is higher.
Notes
(0006579)
SXX   
2016-08-23 03:49   
I worked on a bit better compareArtifacts code, but since I switch to fix leaks and desyncs want to keep in on bugtracker.
(0006631)
SXX   
2016-09-08 01:31   
Fixed easy way for now:

https://github.com/vcmi/vcmi/commit/78a560767bce07f25b07b4b55e02a232269b393f [^]





View Issue Details
2468 [VCMI] Mechanics - Other minor always 2016-09-05 19:13 2016-09-05 19:41
ch  
 
low  
new  
open  
none    
none  
   
Spell cheat misbehavior
Cheat "vcmiistari" does not add spells to book, but gives bonus to hero. This behaviour has at least two disadvantages:
- hero learn spell again when visit Shrine, as Arseniy Shestakov noted [ https://github.com/vcmi/vcmi/pull/206#issuecomment-243657962 [^] ] (however that way hero will know that spell after removed bonus (but can it happen?))
- hero does not give spells to other via Scholar: in OH3 spells was given
and has one advantage:
- hero can cast spells, which was not avaliable in game when cheat was used, and introduced later (but, again, can it happen?)

Therefore I propose adding spells to book, instead of adding bonus if it does not introduce unwanted effects.
There are no notes attached to this issue.





View Issue Details
2384 [VCMI] Other minor always 2016-01-18 18:21 2016-09-04 08:14
anonymous1 GNU/Linux 4.2.8-300.fc23.x86_64  
AVS Fedora  
normal 23  
resolved 0.98f  
fixed  
none    
none 0.99  
   
game crash on load save game
(gdb) bt full
#0 0x00007fffc8000098 in ?? ()
No symbol table info available.
#1 0x00007ffff7849076 in CBonusSystemNode::propagateBonus (this=this@entry=0x7fffcbb45e98, b=0x7fffcbafd570) at /usr/src/debug/vcmi-0.98f/lib/HeroBonus.cpp:830
        lchildren = std::set with 140736605091712 elements<error reading variable: Cannot access memory at address 0x18>
0000002 0x00007ffff7849342 in CBonusSystemNode::newRedDescendant (this=this@entry=0x7fffcbafd688, descendant=0x7fffcbb45e98) at /usr/src/debug/vcmi-0.98f/lib/HeroBonus.cpp:942
        b = <optimized out>
        __for_range = @0x7fffcbafd6b0: {bonuses = std::vector of length 1, capacity 1 = {0x7fffcbafd570}, belongsToTree = false}
        lparents = std::set with 140736610686600 elements<error reading variable: Cannot access memory at address 0x48e8894810894813>
0000003 0x00007ffff7849439 in CBonusSystemNode::attachTo (this=0x7fffcbafd688, parent=<optimized out>, parent@entry=0x7fffcbb45e98) at /usr/src/debug/vcmi-0.98f/lib/HeroBonus.cpp:735
No locals.
0000004 0x00007ffff78ba1fc in CGameState::buildGlobalTeamPlayerTree (this=this@entry=0x7fffcb5a7780) at /usr/src/debug/vcmi-0.98f/lib/CGameState.cpp:2746
        p = <optimized out>
        teamMember = <optimized out>
        __for_range = std::set with 1 elements = {[0] = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'}, static CANNOT_DETERMINE = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'},
              static CANNOT_DETERMINE = <same as static member of an already seen type>, static UNFLAGGABLE = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'},
                static CANNOT_DETERMINE = <same as static member of an already seen type>, static UNFLAGGABLE = <same as static member of an already seen type>,
                static NEUTRAL = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'}, static CANNOT_DETERMINE = <same as static member of an already seen type>,
                  static UNFLAGGABLE = <same as static member of an already seen type>, static NEUTRAL = <same as static member of an already seen type>,
                  static PLAYER_LIMIT = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'}, static CANNOT_DETERMINE = <same as static member of an already seen type>,
                    static UNFLAGGABLE = <same as static member of an already seen type>, static NEUTRAL = <same as static member of an already seen type>,
                    static PLAYER_LIMIT = <same as static member of an already seen type>}}, static PLAYER_LIMIT = <same as static member of an already seen type>},
              static NEUTRAL = <same as static member of an already seen type>, static PLAYER_LIMIT = <same as static member of an already seen type>},
            static UNFLAGGABLE = <same as static member of an already seen type>, static NEUTRAL = <same as static member of an already seen type>,
            static PLAYER_LIMIT = <same as static member of an already seen type>}}
        t = 0x7fffcbb45e98
        k = {first = {<BaseForID<TeamID, unsigned char>> = {num = 0 '\000'}, static NO_TEAM = {<BaseForID<TeamID, unsigned char>> = {num = 0 '\000'},
              static NO_TEAM = <same as static member of an already seen type>}}, second = {<CBonusSystemNode> = {<IBonusBearer> = {_vptr.IBonusBearer = <vtable for TeamState+16>}, bonuses = {
                bonuses = std::vector of length 0, capacity 0, belongsToTree = false}, exportedBonuses = {bonuses = std::vector of length 0, capacity 0, belongsToTree = false},
              parents = std::vector of length 1, capacity 1 = {}, children = std::vector of length 0, capacity 0, nodeType = CBonusSystemNode::TEAM, description = "", static cachingEnabled = true,
              cachedBonuses = {bonuses = std::vector of length 0, capacity 0, belongsToTree = false}, cachedLast = 0, static treeChanged = 84459, cachedRequests = std::map with 0 elements},
            id = {<BaseForID<TeamID, unsigned char>> = {num = 0 '\000'}, static NO_TEAM = {<BaseForID<TeamID, unsigned char>> = {num = 0 '\000'},
                static NO_TEAM = <same as static member of an already seen type>}}, players = std::set with 1 elements = {[0] = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'},
                static CANNOT_DETERMINE = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'}, static CANNOT_DETERMINE = <same as static member of an already seen type>,
                  static UNFLAGGABLE = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'}, static CANNOT_DETERMINE = <same as static member of an already seen type>,
                    static UNFLAGGABLE = <same as static member of an already seen type>, static NEUTRAL = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'},
                      static CANNOT_DETERMINE = <same as static member of an already seen type>, static UNFLAGGABLE = <same as static member of an already seen type>,
                      static NEUTRAL = <same as static member of an already seen type>, static PLAYER_LIMIT = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'},
                        static CANNOT_DETERMINE = <same as static member of an already seen type>, static UNFLAGGABLE = <same as static member of an already seen type>,
                        static NEUTRAL = <same as static member of an already seen type>, static PLAYER_LIMIT = <same as static member of an already seen type>}},
                    static PLAYER_LIMIT = <same as static member of an already seen type>}, static NEUTRAL = <same as static member of an already seen type>,
                  static PLAYER_LIMIT = <same as static member of an already seen type>}, static UNFLAGGABLE = <same as static member of an already seen type>,
                static NEUTRAL = <same as static member of an already seen type>, static PLAYER_LIMIT = <same as static member of an already seen type>}}, fogOfWarMap = std::vector of length 72, capacity 72 = {
              std::vector of length 72, capacity 72 = {std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
---Type <return> to continue, or q <return> to quit---
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}}, std::vector of length 72, capacity 72 = {std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}}, std::vector of length 72, capacity 72 = {
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
                std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'},
---Type <return> to continue, or q <return> to quit---std::vector of Quit
(gdb)
1) run vcmiclient
2) load save game Autosave_2
Autosave_2.tar.xz (607,264) 2016-01-18 18:21
https://bugs.vcmi.eu/file_download.php?file_id=2429&type=bug
Notes
(0006302)
SXX   
2016-01-18 18:37   
This problem is already fixed, but it's not yet merged into mainline as it's will break save format. Fix going to be included with next stable release.
(0006614)
SXX   
2016-09-04 08:14   
Fixed by PR202. For more details or comments please check 0002314





View Issue Details
2171 [VCMI] Other crash always 2015-04-05 15:24 2016-09-04 08:12
Penitent_Exile x64  
AVS Win  
normal 8  
resolved 0.98  
fixed  
none    
none 0.99  
   
Crash when loading save
I started playing campaign and after a while game crashed and I couldn't load saves anymore, because the game constantly crashes. The only save that worked was made soon after new game start, with one hero and one castle (idk, maybe that matters).
Pic with console output attached
Bug_WorldView.jpg (176,156) 2015-04-05 15:24
https://bugs.vcmi.eu/file_download.php?file_id=2209&type=bug
Autosave_1.vcgm1 (3,474,940) 2015-04-05 15:24
https://bugs.vcmi.eu/file_download.php?file_id=2210&type=bug
Autosave_1.vsgm1 (3,475,864) 2015-04-05 15:25
https://bugs.vcmi.eu/file_download.php?file_id=2211&type=bug
Notes
(0005692)
Penitent_Exile   
2015-04-05 15:28   
The attached save causes the crash
(0005698)
Fay   
2015-04-09 20:04   
I tried to load this; looks like the last element of allBonuses is a corrupted/deallocated pointer.

0 CBonusSystemNode::limitBonuses HeroBonus.cpp 1071 0x65078ac0
1 CBonusSystemNode::getAllBonuses HeroBonus.cpp 654 0x6507d61a
2 IBonusBearer::getBonuses HeroBonus.cpp 387 0x6507697c
3 IBonusBearer::hasBonus HeroBonus.cpp 347 0x65077d80
4 IBonusBearer::hasBonusOfType HeroBonus.cpp 359 0x6507adf3
5 CGWhirlpool::isProtected MiscObjects.cpp 1117 0x64fc244f
6 CPathfinder::CPathfinder CGameState.cpp 3574 0x6509b640
7 CGameState::calculatePaths CGameState.cpp 2169 0x650a6392
8 CClient::getPathsInfo Client.cpp 814 0x4b5ecd
9 CPlayerInterface::serializeTempl<CISer> CPlayerInterface.cpp 1286 0x558e4e
10 CPlayerInterface::loadGame CPlayerInterface.cpp 1305 0x4e4c4a
11 CClient::serialize Client.cpp 633 0x4bd1ad
12 CClient::loadGame Client.cpp 338 0x4be0e7
13 startGame CMT.cpp 1232 0x4c6170
14 __call<void, 0u, 1u> functional 1264 0x614a98
15 operator()<, void> functional 1323 0x614a98
16 std::_Function_handler<void (), std::_Bind<void (*(StartInfo*, CConnection*))(StartInfo*, CConnection*)>>::_M_invoke(std::_Any_data const&) functional 2039 0x614a98
17 std::function<void ()>::operator()() const functional 2439 0x60df70
18 boost::(anonymous namespace)::thread_start_function(void*)*4 0x53e382
19 boost::(anonymous namespace)::ThreadProxy(void*)*4 0x53cd93
20 KERNEL32!BaseThreadInitThunk C:\Windows\syswow64\kernel32.dll 0x76ba338a
... <More>
(0006232)
SXX   
2015-12-25 11:55   
Another duplicate of 0002314.
(0006609)
SXX   
2016-09-04 08:12   
Fixed by PR202. For more details or comments please check 0002314





View Issue Details
2319 [VCMI] Other crash always 2015-10-27 08:26 2016-09-04 08:11
terax Intel  
AVS XUbuntu  
normal 15.04  
resolved 0.98d  
fixed  
none    
none 0.99  
   
Game crashes when trying to load a save
I've tried playing a multiplayer game and a campaign game. A fresh save seems to load just fine but after a few turns it ?becomes corrupted? and VCMI crashes when trying to load it.

Occurs both on 0.98b (from ppa:saven-ivan/vcmi) and 0.98e (compiled from your git repo).

Let me know if I can attach any more info to help you track this thing.
vcmiclient
Starting...
Creating console and configuring logger: 11
The log file will be saved to "/home/X/.cache/vcmi/VCMI_Client_log.txt"
     Initialization: 7
     Data loading: 55
    Mod handler: 0
     Mod filesystems: 20
Basic initialization: 83
Initialized logging system based on settings successfully.
Loading settings: 84
VCMI 0.98e (client)
Found 3 render drivers
    opengl (active)
    opengles2
    software
Created renderer opengl
    Initializing screen: 72
    Initializing video: 4
Initializing screen and sound handling: 1
        Bonus type handler: 7
        General text handler: 4
        Hero handler: 3
        Artifact handler: 0
        Creature handler: 0
        Town handler: 0
        Object handler: 0
        Object types information handler: 0
        Spell handler: 0
        Terrain view pattern handler: 2
        Template handler: 0
    Initializing handlers: 18
    Initializing content handler: 69 ms
        [21a00ddb] Original game files
        [621636f9] VCMI essential files
        [9c426238] High-res Menu
        [745a0d08] True type fonts
        [a8375329] Default templates
        [ee94c499] Analogy
        [41cec3db] Clash of Dragons
        [00ee53f1] Coldshadow's Fantasy
        [52680f04] Golden Ring
        [ac03916f] Jebus Cross
        [41b59566] Upgrade
    Parsing mod data: 37 ms
        [SKIP] Original game files
        [SKIP] VCMI essential files
        [SKIP] High-res Menu
        [SKIP] True type fonts
        [SKIP] Default templates
        [SKIP] Analogy
        [SKIP] Clash of Dragons
        [SKIP] Coldshadow's Fantasy
        [SKIP] Golden Ring
        [SKIP] Jebus Cross
        [SKIP] Upgrade
    Loading mod data: 72ms
    Resolving identifiers: 6 ms
No templates found for 38:1
No templates found for 49:1
No templates found for 70:0
No templates found for 79:7
No templates found for 90:1
No templates found for 100:1
No templates found for 103:1
No templates found for 113:1
No templates found for 172:0
No templates found for 186:0
No templates found for 189:0
    Handlers post-load finalization: 11 ms
    All game content loaded in 196 ms
Initializing VCMI_Lib: 217
Loading and transforming heroes' flags: 43
Screen handler: 52
    Main graphics: 31
Initializing game graphics: 84
Message handler: 2
Initialization of VCMI (together): 480
Blocking buttons from 1
Loading procedure started!
Setting up thread calling server: 0
Loading lib part of game...
    Reading header
Desync found! Position: 3158
    Reading options
    Reading handlers
    Reading gamestate
No templates found for 38:1
No templates found for 49:1
No templates found for 70:0
No templates found for 79:7
No templates found for 90:1
No templates found for 100:1
No templates found for 103:1
No templates found for 113:1
No templates found for 172:0
No templates found for 186:0
No templates found for 189:0
bind: Address already in use
terminate called after throwing an instance of 'boost::exception_detail::clone_impl<boost::exception_detail::error_info_injector<boost::system::system_error> >'
  what(): bind: Address already in use
Segmentation fault (core dumped)
Aborted (core dumped)
Autosave_1.vcgm1 (3,189,280) 2015-10-27 08:26
https://bugs.vcmi.eu/file_download.php?file_id=2384&type=bug
Autosave_1.vsgm1 (3,191,809) 2015-10-27 08:27
https://bugs.vcmi.eu/file_download.php?file_id=2385&type=bug
Notes
(0006045)
SXX   
2015-10-27 15:35   
(edited on: 2015-10-27 15:35)
what(): bind: Address already in use

Make sure to "killall -9 vcmiserver" before starting new game (or loading save) after crash. I think there is few cases on Linux when client may crash while server keep running or waiting for something.

(0006046)
SXX   
2015-10-27 15:39   
But this crash is within bonus system just like 0002314.
(0006606)
SXX   
2016-09-04 08:11   
(edited on: 2016-09-04 08:11)
Fixed by PR202. For more details or comments please use 0002314






View Issue Details
148 [VCMI] Mechanics - Objects tweak always 2009-10-12 21:56 2016-08-28 07:18
Ivan  
SXX  
normal  
assigned 0.74  
open  
none    
none  
   
Anti-magic garrisons does not prevent casting spells
Same as above. I am not sure about blocking creature abilities - AFAIR some of them should be blocked as well.
There are no notes attached to this issue.





View Issue Details
1736 [VCMI] GUI - Other minor always 2014-03-02 18:36 2016-08-28 07:17
FrostyMuadDib  
SXX  
normal  
assigned 0.95  
open  
none    
none  
   
Placed map event text displayed twice
When there is a placed event on a map that gives/takes something (moral, luck, etc...) dialog with message and event (moral...) is displayed. After closing the dialog box, ot appears again but with text only (no repeated event like moral, luck, etc...).
EventTest.h3m (3,010) 2015-02-08 11:19
https://bugs.vcmi.eu/file_download.php?file_id=2097&type=bug
Notes
(0005424)
SXX   
2015-02-08 11:20   
For anyone who may be interested to fix it here is test map I crafted.





View Issue Details
1923 [VCMI] GUI - Town screen minor always 2014-10-29 07:12 2016-08-28 04:12
kruk991  
SXX  
normal  
assigned 0.96  
open  
none    
none  
   
Error with building structures
When building horde monster generator, it's always building max level of monster generator (only graphics).
There are no notes attached to this issue.





View Issue Details
2356 [VCMI] Mechanics - Other major N/A 2015-12-25 08:06 2016-08-24 20:43
SXX  
SXX  
normal  
assigned 0.98e  
open  
none    
none  
   
New turn handling need refactoring
Currently part of game state changes occur in "CGameHandler::newTurn" and other is occur within "NewTurn::applyGs". To be exact problem is caused by fact that too old bonuses only removed in "NewTurn::applyGs". This is cause bugs like 0002083, but most likely there is other problems too.

So this code needs refactoring because I'm currently hotfixing 0002083, but I feel like number of things in this code should be probably done in same place (so we just pass it using new netpacks to client) and some things may be moved to map object own "::newTurn".

Currently I'm really even sure why code like town update and heroes move points update isn't done by these object handlers so I wouldn't touch it.
Notes
(0006588)
AVS   
2016-08-24 20:43   
1) CGameHandler`s newTurn part has multiple deps on CGameHandler
2) currently map objects do not use NetPacks directly, all gamestate changes are made there only via (high level) callback interface.





View Issue Details
2098 [VCMI] Mechanics - Other minor always 2015-02-19 04:58 2016-08-24 00:53
SXX  
SXX  
normal  
assigned 0.97b  
open  
none    
none  
   
CGameHandler::moveArtifact don't send information about changed bonuses to client
As far as I get it's problem within server. There need to be code that sent information about added/removed bonused to player so "CPlayerInterface::heroBonusChanged" triggered and

This is needed in order to make client immediately update pathfinding information when player put artifact that affect pathfinding. (Angel Wings / Levitation Boots / Admiral's Hat / ???).
There are no notes attached to this issue.





View Issue Details
2458 [VCMI] Mechanics - Other minor always 2016-08-18 04:00 2016-08-18 14:35
SXX  
Warmonger  
normal  
assigned 0.98g  
open  
none    
none  
   
Artifacts from log might have id of ArtifactID::ART_LOCK (145)
That's caused issue 0002455 which is fixed, but problem with id conflict still there. Whoever going to fix this must check that changes not break something in saved games.
Notes
(0006567)
Warmonger   
2016-08-18 05:53   
I hoped mod artifact IDs are already fixed - but if they are not, this change will likely invalidate old savesgames.
(0006568)
SXX   
2016-08-18 14:01   
I think issue might be related to fact that I don't use WoG that some IDs over 145 reserved for. So actual problem is that ART_LOCK (145) isn't reserved at all in our data files.

So we should probably get rid of WoG artifacts in GameConstants.h too.
(0006569)
Warmonger   
2016-08-18 14:06   
Quite the opposite, all WoG artifacts AND other special cases like this one should be reserved so mod artifacts (or game mechanics in general) don't use these slots.
(0006570)
SXX   
2016-08-18 14:15   
If they can't be handled by mod system alone and need some special treatment in native code then it's understandable to keep them reserved. Otherwise there is very little reason for that since WoG isn't that different than any other mod.
(0006571)
Warmonger   
2016-08-18 14:35   
WoG actually is different as it replaces original game files. Not to mention planned compatibility with ERM.





View Issue Details
2363 [VCMI] Random Map Generator minor sometimes 2016-01-02 16:23 2016-07-12 22:13
misiokles PC  
Windows  
normal win10  
new 0.98f  
open  
none    
none  
   
Tavern blocks access to other objects
Random Map Generator places Tavern and some objects behing it. To get access to these objects we must pass through Tavern. But passing is impossilbe - we are forced to buy another hero only.
unreachable_objects.vsgm1 (4,670,179) 2016-01-02 16:23
https://bugs.vcmi.eu/file_download.php?file_id=2411&type=bug
Notes
(0006530)
AVS   
2016-07-12 22:13   
Problem is that RMG know nothing about blockVisit flag. That flag is also set only during object init.





View Issue Details
2441 [VCMI] Random Map Generator feature N/A 2016-05-14 10:03 2016-05-14 10:57
Kantor  
 
normal  
new 0.98g  
open  
none    
none  
   
Feature request: RMG should also respect monsters matching to town option
This option should be implemented for the sake of compatibility with OH3 random map templates.
Notes
(0006509)
Warmonger   
2016-05-14 10:38   
Is there such an option? What does it do?
(0006510)
Kantor   
2016-05-14 10:57   
This option sets all spawning monsters within specified zone with a town to be of same faction of that town





View Issue Details
2424 [VCMI] Mechanics - Adventure Map feature N/A 2016-03-12 12:47 2016-03-12 19:58
Dydzio Microsoft Windows  
Windows 7  
normal Home Premium x64  
new  
open  
none    
none  
   
Feature idea - Heroes IV Bomb (delete adventure map objects via events)
In heroes IV there was nice feature that allowed to make complicated maps using bomb marker that deletes adventure map object that shares a tile with it. Map events made it available to delete objects under markers. Implementing this idea alone together with map editor support could give huge possibilities for new maps.
Notes
(0006472)
AVS   
2016-03-12 17:30   
I can make even local event able to do that, but is this feature that desired so it can not wait for scripting?
(0006473)
Warmonger   
2016-03-12 19:58   
I think it would be nice just to have it as default object in editor.

Bomb objects were triggered by scripts in H4 anyway, so there's no benefit from it any time soon.





View Issue Details
2420 [VCMI] Mechanics - Battles minor have not tried 2016-03-01 01:29 2016-03-01 02:50
SXX  
AVS  
normal  
acknowledged 0.98f  
open  
none    
none  
   
Clone spell: clone must appear next to cloned stack
Currently clone spell work as summon and place newly created clone on same hex it's use for summoned creatures, but it's must work differently.

Clone must appear close to cloned stack. Some facts from H3 testing:
 - First preferable clone location is above cloned stack.
 - Even if all hexes around stack are blocked clone still created.
I'll eventually do more testing to determine how exactly clone must be positioned around different stacks.
clone_spell_blocked.jpg (173,292) 2016-03-01 01:29
https://bugs.vcmi.eu/file_download.php?file_id=2469&type=bug
clone1.png (84,416) 2016-03-01 02:50
https://bugs.vcmi.eu/file_download.php?file_id=2470&type=bug
clone2.png (87,531) 2016-03-01 02:50
https://bugs.vcmi.eu/file_download.php?file_id=2471&type=bug
Notes
(0006459)
AVS   
2016-03-01 02:48   
FizMiG (on page 70) has information about where clones should be put.





View Issue Details
1803 [VCMI] AI - Adventure Map feature always 2014-06-21 18:56 2016-02-24 23:00
Warmonger  
SXX  
normal  
acknowledged 0.95  
open  
none    
none  
   
Missing feature - "gosolo" console command makes AI take control over local player
Report from HC:

gosolo is console command on original H3 (also works on wog/era) which AI take current turn and autoplay until next round for you (moves your heroes, build units/buildings/heroes it depends on situation and AI is probaly very smart on this). You can try on original H3 adventure map click TAB and type gosolo. So I please you for this function, becouse wog and era support this
Notes
(0006445)
SXX   
2016-02-23 22:51   
Working on it since there is tons of AI bugs or unfinished features that need option to test it properly. Though first implementation won't be pretty and you'll lose UI completely while AI in control of your player.
(0006446)
SXX   
2016-02-24 21:53   
So here we go:
https://github.com/vcmi/vcmi/commit/4f7664926ead65d57a3591ee2f0cd310d5edfb84 [^]

Of course that debugging stuff will confuse VCAI since it's will start with empty "brain" and these also issue with "sensibleAILimit". Though this is still super-useful feature for debugging.
(0006447)
SXX   
2016-02-24 23:00   
I'll of course leave this one open since we eventually need some GUI proxy that will allow to see visualizations of AI actions or at least way to spectate.





View Issue Details
2327 [VCMI] Mechanics - Objects minor always 2015-11-13 21:44 2016-02-21 23:15
SXX  
SXX  
normal  
assigned 0.98e  
open  
none    
none  
   
Town always have garrison even if on map it's set otherwise
So if you check "Customize" and then make sure there is no guards VCMI still init town with some creature guarding it.
Use my v3 testing map:
http://forum.vcmi.eu/viewtopic.php?t=1108 [^]
All towns right next to hero should have zero guards (all set to no garrison in H3 map editor)
Notes
(0006138)
SXX   
2015-11-30 23:37   
(edited on: 2015-11-30 23:38)
Notes about H3 behaviour.

If town has custom garrison set with empty garrison then on beginning of first week it's shouldn't be guarded at all. Though on second week it's may get some guards already.

Currently handled by CGTownInstance::newTurn, but I not yet sure how to pass information about empty custom garrison from map format reader into there.






View Issue Details
2394 [VCMI] Other minor always 2016-01-22 06:21 2016-02-19 10:26
vmarkovtsev  
vmarkovtsev  
low  
assigned 0.98g  
open  
none    
none  
  0.98g  
Add style check to CI
We need to use some instrument like https://bitbucket.org/verateam/vera/wiki/Introduction [^] and automate style checks in Travis. The plan is as follows:

1) Select the instrument
2) Write the rules
3) Integrate into Travis

Thus, all new pulls will pass the check. Besides, it means that everybody should push new code via feature branch pull requests.
There are no notes attached to this issue.





View Issue Details
2357 [VCMI] Mechanics - Town structures minor have not tried 2016-01-01 17:19 2016-01-31 12:33
Kantor  
vmarkovtsev  
normal  
assigned 0.98f  
open  
none    
none  
   
Skyship (grail building) doesn't work correctly
OH3 behaviour: garrisoned hero during siege gains additional 15 knowledge points,

VCMI behaviour: there is no need to be besieged, additional points are added when hero is in garrison.
skyshiptest.h3m (1,588) 2016-01-01 19:18
https://bugs.vcmi.eu/file_download.php?file_id=2409&type=bug
Notes
(0006242)
Warmonger   
2016-01-01 18:48   
Okay, but knowledge limits max mana points which are restored on next turn. How it is handled in OH3?
(0006243)
Kantor   
2016-01-01 19:18   
(edited on: 2016-01-01 19:46)
Seems like OH3 just adds 150 mana points to defending hero, and after won battle are restored to previous value if Mage Guild hasn't been built.






View Issue Details
2404 [VCMI] GUI - Adventure Map text always 2016-01-27 20:39 2016-01-27 20:46
SXX  
 
high  
new 0.98f  
open  
none    
none  
   
Missing feature - CQuest text about time limit
For all quest objects with time limit set there must suffix text:
You must return in %d days.


Message is part of SEERHUT.txt, but likely not handled by CGeneralTextHandler at all.
2404.jpg (175,087) 2016-01-27 20:46
https://bugs.vcmi.eu/file_download.php?file_id=2451&type=bug
There are no notes attached to this issue.





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2402 [VCMI] GUI - Other feature N/A 2016-01-27 16:48 2016-01-27 16:50
SXX  
 
low  
new 0.98f  
open  
none    
none  
   
Grail - option to show the same puzzle for everyone in team
First of all current behaviour of VCMI totally same as H3. So this is just one of ideas have that can make grail mechanics a bit more balanced. Also I want to log this behaviour on bug tracker so others know about that.

Currently each player have own puzzle map that depend on his starting faction so two players of same team can efficiently see bigger part of grail location because of that. Idea is choose one background and use it for both players.
2402.jpg (524,376) 2016-01-27 16:49
https://bugs.vcmi.eu/file_download.php?file_id=2447&type=bug
Notes
(0006371)
SXX   
2016-01-27 16:50   
(edited on: 2016-01-27 16:50)
Was testing it and talking with competitive player. Other idea is to introduce option that you can't dig grail until you see full map location. As this often rules that enforced in competitive games.

All of this is of course super low priority and not needed anytime soon.






View Issue Details
2401 [VCMI] GUI - Other feature N/A 2016-01-27 14:13 2016-01-27 15:50
SXX  
Windows  
normal  
new 0.98f  
open  
none    
none  
   
Client must somehow always fallback to software renderer
Currently if you run VCMI in virtual machine or somewhere when appropriate GPU or driver not present SDL2 usually still trying to initialize GL or D3D and obviously fail with unhandled exception.

What I suggest is to somehow detect that client failed to start and then fallback to use software rendering in that case. Though this require some testing with debugger on Windows that I can't really do.
Notes
(0006370)
AVS   
2016-01-27 15:50   
This is weird. It should not use not supported renderer. I suspect SDL bug.





View Issue Details
2400 [VCMI] GUI - Adventure Map minor always 2016-01-27 07:03 2016-01-27 07:03
SXX  
 
low  
new 0.98f  
open  
none    
none  
   
Offer to assemble combined artifact - wrong info windows sequence when pick last artifact
So suggestion to assemble combined artifact were added, but there is one related problem that a bit harder to fix. When you pick combined artifact you first get suggestion to assemble and only after infowindow about picked artifact.
There are no notes attached to this issue.





View Issue Details
2397 [VCMI] GUI - Other minor N/A 2016-01-25 17:48 2016-01-25 17:48
misiokles PC  
Windows  
low 10  
new 0.98f  
open  
none    
none  
   
"Print-screen" button doesn't work at particular conditions.
I don't know it's a bug, but... during battle when I aim cursor on AI creature stack, at the bottom of the screen I can see infos about shots and damages. But such infos can't be 'print-screened' by default button. When I trid to do print-screen I get infos about previously done damage.
WP_20160121_001.jpg (1,716,770) 2016-01-25 17:48
https://bugs.vcmi.eu/file_download.php?file_id=2444&type=bug
WP_20160121_002.jpg (1,584,643) 2016-01-25 17:48
https://bugs.vcmi.eu/file_download.php?file_id=2445&type=bug
There are no notes attached to this issue.





View Issue Details
2143 [VCMI] GUI - Other feature always 2015-03-24 09:02 2016-01-23 14:44
john.smith tablet  
android  
normal 4.2.2  
new 0.97  
open  
none    
none  
   
Missing feature - notification window of resources sent to player
You can select option , select quantity, press send , the resource and player deselect as they should but resources do not get transfered.
Notes
(0006124)
SXX   
2015-11-27 06:07   
To make it clear: resources does sent, but there is no InfoWindow appear for player that received them.
(0006359)
SXX   
2016-01-23 14:44   
Also on H3 behaviour. At least when you play in hotseat there is no message about sent resources appear to other player. Sadly can't test it with networked multiplayer so someone else can comment on that.





View Issue Details
2340 [VCMI] Mechanics - Objects minor always 2015-11-28 20:13 2016-01-23 07:04
SXX  
vmarkovtsev  
normal  
assigned 0.98e  
open  
none    
none  
   
Placed event: it's possible to re-enter event using space bar
I'm fixed permanent event removal (0002339), but there is other issue: you can re-enter event using space bar while that shouldn't be possible.

There need to be logic to prevent event object re-visit when standing still.
2340.png (651,673) 2016-01-23 07:04
https://bugs.vcmi.eu/file_download.php?file_id=2443&type=bug
Notes
(0006354)
vmarkovtsev   
2016-01-23 06:36   
Can I test it with SXX test map v4?
(0006355)
SXX   
2016-01-23 07:04   
Yes, see screenshot.





View Issue Details
2389 [VCMI] GUI - Other minor always 2016-01-19 07:14 2016-01-19 10:06
vmarkovtsev Darwin  
MacOSX  
normal 10.11.2  
new 0.98f  
open  
none    
none  
   
CComponent::getSubtitleInternal segfaults on unknown town buildings
std::string CComponent::getSubtitleInternal() at client/widgets/CComponent.cpp near line 177

case building: return CGI->townh->factions[subtype]->town->buildings[BuildingID(val)]->Name()

If val is not contained in the mapping, nullptr is returned and std::string segfaults later on.
Use map "The Lord of War", load the attached save. End turn. In this particular case, Barbarian town has the following structures:

0: Гильдия Магов 1 уровня
1: Гильдия Магов 2 уровня
2: Гильдия Магов 3 уровня
5: Таверна
7: Форт
8: Цитадель
9: Замок
10: Сельская управа
11: Префектура
12: Муниципалитет
13: Капитолий
14: Рынок
15: Хранилище ресурсов
16: Кузница
17: Чёрный ход
18: Столовая
19: Столовая
21: Гильдия наёмников
22: Двор баллист
23: Храм валгаллы
26: Памятник богам войны

But 27 is requested.
The Lord of War.h3m (152,581) 2016-01-19 07:14
https://bugs.vcmi.eu/file_download.php?file_id=2436&type=bug
save.zip (2,390,088) 2016-01-19 07:15
https://bugs.vcmi.eu/file_download.php?file_id=2437&type=bug
Notes
(0006310)
vmarkovtsev   
2016-01-19 07:39   
https://github.com/vcmi/vcmi/pull/158 [^]
(0006311)
AVS   
2016-01-19 08:20   
The question is why 27 is requested? May be the bug is in other place.
(0006312)
AVS   
2016-01-19 08:28   
Looks like Barbarian town has missing entries:

"extraTownHall": { "id" : 27, "requires" : [ "townHall" ], "mode" : "auto" },
"extraCityHall": { "id" : 28, "requires" : [ "cityHall" ], "mode" : "auto" },
"extraCapitol": { "id" : 29, "requires" : [ "capitol" ], "mode" : "auto" }

Need to check all other towns too.
(0006313)
Warmonger   
2016-01-19 09:45   
"Auto" buildings are just decorative and have no own function. There is also no reason to display them in a message.
(0006314)
AVS   
2016-01-19 10:06   
Now I found a bug.

The problem is that when map is loading, "extra" buildings are added even if the town have no "extra" buildings.

CMapLoaderH3M::convertBuildings

...

    if(ret.find(BuildingID::CITY_HALL) != ret.end())
    {
        ret.insert(BuildingID::EXTRA_CITY_HALL);
    }
    if(ret.find(BuildingID::TOWN_HALL) != ret.end())
    {
        ret.insert(BuildingID::EXTRA_TOWN_HALL);
    }
    if(ret.find(BuildingID::CAPITOL) != ret.end())
    {
        ret.insert(BuildingID::EXTRA_CAPITOL);
    }





View Issue Details
2381 [VCMI] Mods text always 2016-01-17 10:46 2016-01-17 10:49
misiokles PC  
Warmonger Windows  
low 10  
assigned 0.98f  
open  
none    
none  
   
Missing dwelling string in external creature dwellings
Attatched string tells everything. This happens only with mods dwelling, works ok with standart H3 dwellings.
1.jpg (431,470) 2016-01-17 10:46
https://bugs.vcmi.eu/file_download.php?file_id=2426&type=bug
There are no notes attached to this issue.





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2367 [VCMI] Mechanics - Other feature N/A 2016-01-08 10:27 2016-01-10 16:29
SXX  
 
low  
acknowledged 0.98f  
open  
none    
none  
   
Missing feature - Handicap
Both UI and mechanics is not implemented.

BTW this feature mechanics must also depend on StatsHLP and objects refactoring. Currently player income calculation is duplicated in multiple places so before implementing handicap we may need to finish that refactoring.

More details may be found there:
https://github.com/vcmi/vcmi/pull/145 [^]
http://forum.vcmi.eu/viewtopic.php?t=1128 [^]
There are no notes attached to this issue.





View Issue Details
2365 [VCMI] GUI - Battles feature N/A 2016-01-06 08:10 2016-01-06 08:11
SXX  
 
low  
new 0.98f  
open  
none    
none  
   
Missing feature - infowindow about towers status and damage on siege
In H3 when on siege there is info window that with towers status (destroyed or not) and damage that towers deal. This window temporary appear on right click on tower or as modal window on left click.
2365.png (617,303) 2016-01-06 08:11
https://bugs.vcmi.eu/file_download.php?file_id=2413&type=bug
There are no notes attached to this issue.





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327 [VCMI] Mechanics - Adventure Map minor always 2009-12-27 20:51 2015-12-24 19:05
Zamolxis  
SXX  
normal  
assigned 0.75  
open  
none    
none  
   
Minor difference(s) in path calculation (last move rule + penalty from slow creatures)
There seems to be a minor difference in path calculations between H3 & VCMI. If you load the attached map, have Ivor visit the Redwood Observatory, then set path South-West as in the screeshots, you'll see that in H3 he will be able to go 1 tile further on the cobblestone road at the end of his path.

To be investigated if this is due to the visit to the Redwood Observatory, or due to rounding of terrain penalty.
IMPORTANT - see notes 579 & 580 from Phomm below - possible cause of the "bug" identified (plus separate bug spotted):

1. H3 seems to remove the diagonal penalty if the hero doesn't have enough MP to make the last move. If pathfinder sees that hero does not have enough MP for the last diagonal move (e.g.: 202 i/o 141*1.5=212 necessary) then it removes the diagonal penalty (but not the terrain one), so the formula becomes 100*1.5=150, which explains the 52 MP left for our hero when arriving on the road.

2. Another issue is that all heroes with units speed 3 as in the posted map (Ivor has dwarves - speed 3) have only 1480 MP but should have 1500. And in that tile where he should have 202, he actualy has 182. This is the reason of the difference between the movement bar in VCMI (1 pixel) and H3 (2 pixels) in that position, as I reported in note 534 (and it may actually be the bug mentioned by Tow in his final comment to note 533). To easily test this, just move Ivor on the vertical: in H3 he will move 10 tiles, while in VCMI he can only move 9 tiles.

(3) There could be a 3rd issue related (see my note 558 below), which is causing heroes to lose up to 3 tiles on a diagonal move containing different roads. But I'll have to check that after the above two are fixed, to see if we're dealing with a separate issue, or just a combination of the two above.
VCMI_Tests.h3m (11,763) 2009-12-27 20:51
https://bugs.vcmi.eu/file_download.php?file_id=195&type=bug
2009-12-27_VCMISnowPath.jpg (25,179) 2009-12-27 20:52
https://bugs.vcmi.eu/file_download.php?file_id=196&type=bug
2009-12-27_H3SnowPath.jpg (27,826) 2009-12-27 20:52
https://bugs.vcmi.eu/file_download.php?file_id=197&type=bug
2009-12-31_VCMI-47.20.jpg (9,641) 2009-12-31 13:12
https://bugs.vcmi.eu/file_download.php?file_id=204&type=bug
2009-12-31_H3-47.20.jpg (10,823) 2009-12-31 13:13
https://bugs.vcmi.eu/file_download.php?file_id=205&type=bug
2010-01-01_H3MPleft.jpg (10,135) 2010-01-01 20:11
https://bugs.vcmi.eu/file_download.php?file_id=213&type=bug
lastmove.jpg (10,834) 2010-01-01 21:14
https://bugs.vcmi.eu/file_download.php?file_id=214&type=bug
_Movement_Test.h3m (12,043) 2010-01-01 23:58
https://bugs.vcmi.eu/file_download.php?file_id=215&type=bug
Notes
(0000533)
Tow   
2009-12-31 10:45   
Strange.
At (51,15) (the last straight diagonal arrow) hero has 202 movement points. After making diagonal move onto road on snow he has 52 points (in H3), so the move took 150 points only.
It's the base cost for snow but for diagonal movement it should be multiplied by sqrt(2). So the correct cost is 212 which is more than hero has => movement should take all movement => no further move possible.

Road shouldn't give any bonuses from stepping onto it or leaving it.
There is no pathfinding / native creature bonus.

Does anyone understands H3 behaviour here?

(Btw I found a little bug with initial move points but it didn't make difference here)
(0000534)
Zamolxis   
2009-12-31 13:12   
(edited on: 2009-12-31 13:16)
a) The visit to the Redwood Observatory has nothing to do with the difference in paths. I've tested it with the same path w/o the object, and the results are the same (as in the same for each game as in the report above).

b) The last straight diagonal arrow for me is at (47,20) - unless I'm missing sth. (51,15) is somewhere behind (above) the Redwood Observatory.

c) If we are talking about (47,20), then in that position, the green bar left of hero icon, indicating the remaining movement points, is bigger in H3 as compared to VCMI. See the 2 newly attached screenshots. So I guess in H3 the hero has more than 202 movement points in that position, and the fact that he can move further has nothing to do with the change of terrain from snow to road. I guess H3 applies less of a penalty somewhere before:
- either the first 2 tiles vertical down,
- or the next tile to the left (R.Observatory),
- (or perhaps when there's a change of direction the penalties apply differently)
- or else, for the final diagonal movement, the penalty is perhaps a rounded down value of sqrt(2).

(0000544)
Ivan   
2010-01-01 18:23   
>>Does anyone understands H3 behaviour here?
If I am right then this may be a bug in H3 (VCMI behavior is more logical IMO)

On last move we have 202 MP. Diagonal cost is 212 (212 > 202) -> we can not move in diagonal direction.

In this situation we have "last move rule" - hero can move in diagonal direction if we have enough MP to normal move (202 > 150, changing movement cost from 212 to 150)

Moving hero according to this rule - after this only 150 MP will be used, 202-150=52 - enough to one more move on the stone road
(0000548)
Zamolxis   
2010-01-01 19:23   
Yes, but that is supposing we still have 202 MP in that position. But as mentioned in my previous note, based on the movement bar from H3, it seems that the hero has more MP left in H3 as compared to VCMI. Maybe this is too technical for me to understand (e.g. I don't get where the exact value of 150 comes from), but it's what the movement bar seems to indicate, regardless of hero's next move (on diagonal or not).
(0000549)
Warmonger   
2010-01-01 19:43   
I suppose this was made so that hero who has some points left can still interact with nearest object, no matter where it's placed.
It may be important as some custom scenarios have paths calculated with tile precision, so if VCMI gives shorter path it might be even impossible to finish them!
(0000550)
Zamolxis   
2010-01-01 20:17   
Perhaps. Though I'm not sure what to think anymore. Maybe H3 was a bit buggy after all. I edited the map by removing the piece of road at the end of Ivor's diagonal path, and when he got there, the movement bar still had a tiny bit of green at its end (see screenshot attached today 21:11). But after I added a resource to see if the hero can pick it, I could not reproduce the situation anymore (nothing left of the movement bar in the same position; hero couldn't pick up the resource).
(0000555)
Ivan   
2010-01-01 21:14   
(edited on: 2010-01-01 21:15)
Zamolxis
in H3 we have 202 there - I've tested this with H3+ArtMoney. Difference in movement bars looks to be a small graphical bug.
150 is movement cost: 100 for distance (diagonal will take 141) + 1,5 penalty for snow = 150

Warmonger
Yes it is a feature and it present in both VCMI and H3. Problem is how many MP hero will have after this:

Zero in VCMI - hero already had not enough MP to move in diagonal direction. How he can move one more tile after this?

((Previous MP) - (cost for non-diagonal move)) in H3 - there is still chance for one more move.

Note - it seems that this rule can't be used twice in H3 - look on lastmove.jpg - after move to the road hero will have 52 mp - enough to one move to sphinx (like on Zamolxis pics) and trigger this rule again but he can't make that diagonal move (70 MP needed)

(0000556)
Zamolxis   
2010-01-01 21:40   
(edited on: 2010-01-01 21:43)
I'm just taking a guess here, but what if H3 calculates penalties (but not bonuses) depending on the destination slot. In our case the destination slot is not snow anymore, so the diagonal move uses only 141 MP, after which hero still has 202-141=61 MP.

Another guess would be that the change of terrain ignores all bonuses and penalties in H3. This way, for the move from snow to road, both the snow penalty & road bonus are ignored (with the same result of 61 MP remaining after the diagonal move).

@Ivan: Do I need coding skills, or can anyone use ArtMoney? It may help in investigating this, i/o of talking with assumptions. :p

(0000557)
Ivan   
2010-01-01 22:27   
The main problem is that we have 52 MP remaining before the last move but not 61 or something else.

ArtMoney is mostly used by gamers to hack some game stuff like money. No coding skills required but you need to find required data (like MP) in memory.
It may take time to find out how it works but can help in checking some stuff like this.
(0000558)
Zamolxis   
2010-01-02 00:13   
(edited on: 2010-01-02 00:21)
I didn't figure out what's causing the difference, but while testing I found new aspects of the issue. Take the Movement_Test map attached today @ 00:58 in H3 & VCMI and move the 2 heroes up & down on the 2 diagonal paths that begin from where they are placed.

Both diagonal paths have 6 patches: 2 of each of the 3 road types, only 1st path has them interlaced, while the 2nd has the same type patches next to each other.

After going 3 times on the "road" (up-down-up), here's what's left:

H3: Edric can still go 2 tiles back (could go a 3rd one, if the 3rd tile would be cobblestone i/o dirt) and Sylvia can still go 3 tiles back. The way the road types alternate seem to have no effect on them, as long as the total of each type is the same.

VCMI: Edric cannot move anymore, while Sylvia can move back only 2 tiles. The way road patches alternate seem to have an effect in path calculations in VCMI. Could be only that, or a combination of that and different rounding or calculation logic for these paths.

I guess ArtMoney will show you the exact MP loss that applies at each step and help us figure out how these bonus/penalty values are calculated in H3.

(0000564)
OnionKnight   
2010-01-02 15:31   
The H3 strategy manual says "if the hero has at least 100 movement points left he will still be able to make a diagonal move on non penalty terrain. This is not true for penalty terrains, even in case you have native creatures or (any level of) Pathfinding.". Snow is a penalty terrain, but maybe the manual is wrong or it's something else.
(0000567)
majaczek   
2010-01-03 14:32   
(edited on: 2010-01-04 18:05)
Snow is a penalty terrain... but road not :P
I believe 3DO treats roads as terrain type

EDIT:
also H3 engine may save temporary values during counting paths, so using artmoney may be inaccurate (eg. value is correct but effect depends on earlier value and was saved elsewhere, or value it finds is not fresh etc.)

(0000579)
phomm   
2010-01-12 06:53   
Actually, Ivan is right. There is no problem with this cause, my opinion :

when pathfinder iterates that diagonal move it is cheking that 212 (141*1.5) is not enough for move and acts using lastmove rule - subtracts 100*1.5 from 202 and here we get difference in algorithm - vcmi probably gets directive "it's last move" and subtracts ALL of mp BUT h3 subtracts only 150 and provides check of making the rest iterations (without getting such a directive) and of course check says - here is 1 more step available

so vcmi in the code of lastmove takes all of mp and h3 only that what it counted (150) and the next iteration of them both gives differences.

actually this is possible only with combination of penalty terreain and road, without them there will be not a big rest of mp, not enough (here we get 52)
you can get same result if using swamp and gravelroad 141*1.75 = 246.75 if hero has 240-246 mp in that tile he will be able to make a diagonal last-move step 100*1.75=175 and will have 71 left which is enough for 1 straight step on gravel road (65). Wog-exe even shows the last straight move by road with horse-2 cursor (means on next turn hero can get there)

This is confirmed(i think so) by the fact that if you have i/e/ 250 mp in that place or >212 in case of snow(on map posted) there will be no possibility to get further, because no last-move rule is applied (there will be some mp after a move, i.e. 215-212=3 , so the rule is not applied)
(0000580)
phomm   
2010-01-12 09:24   
Strange, i can't edit my previous report, it says Access denied.

Note for previous report : Checked memory and found that ALL of Heroes with units speed 3 as in the posted map (Ivor has dwarves - speed 3) have only 1480 mp but should have 1500(and in that tile where should have 202 he actualy has 182), didn't cheked the other units' speed, but cheked even with 202mp (set in memory) we haven't h3 behaviour

This fact is actualy explains that graphical glitch that frightened :) Zamolxis. On that tile in VCMI hero has 182 mp which is shown as tiny (1 pixel width) and in H3 hero has 202 mp, mp-bar for that is wider.

if you want to chek this fact and cannot use artmoney (or other memory-editing tool) you can perform a test: Ivor should have 1500 mp and each straight step on snow takes 150 (1.5*100) so he must step 10 times, but he can't do 10 , he makes only 9 , and in sod/wog he makes truly 10 steps


SO !!! this is more like a bug about wrong starting mp's (but still behaviour with laststep isn't same as compared to h3)
(0000581)
Zamolxis   
2010-01-12 09:28   
(edited on: 2010-01-12 10:40)
So what you are basically saying, is that H3 actually removes the diagonal penalty if the hero doesn't have enough MP to make the move.

It makes sense and will probably bring us closer to the H3 formula. It may not solve also the aspect I added in note 558 above, though I'm considering splitting that in a separate report, as it could be that the cause is not the same.


EDIT: Phomm, you're brilliant! :)

Not only have you (most probably) identified the cause, but even found another bug related (maybe the one Tow was referring to in note 533?). Yes, I can reproduce the fact that Ivor can only move 9 tiles on a straight path in the snow in VCMI, while in H3 he moves 10 tiles. I'm glad also that what I noticed about the movement bar was not a "graphic glitch" (one potential bug less to worry about, plus confirmation of the cause of this bug here). This may also be the cause of the behavior I reported in note 558 above - so I may not need to split that after all. ;)

I updated the original report with the details from your notes and also changed the Mantis settings so that you can edit your notes. :)

(0000629)
Zamolxis   
2010-02-11 22:32   
I see the 2nd issue reported (see Additional Info section) is fixed in 0.75c, so it's probably what Tow referred to in note 533.

The main issue reported, as well as the 3rd one (with diagonal movements - possibly related) are still there.





View Issue Details
2352 [VCMI] GUI - Adventure Map minor N/A 2015-12-21 15:58 2015-12-21 15:58
SXX  
AVS  
normal  
assigned 0.98e  
open  
none    
none  
   
Spells: Dimension Door need move points check in client similar to Town Portal
Currently when you attempt to case town portal when don't have enough movement points there is appropriate error appear on client.

Though for dimension door there is no check on client if hero don't have any movement points. BTW I checked in H3 and that totally correct behaviour.
There are no notes attached to this issue.





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1407 [VCMI] GUI - Adventure Map trivial N/A 2013-08-12 19:32 2015-12-21 14:51
Zamolxis  
 
normal  
acknowledged 0.93  
open  
none    
none  
   
Adventure Map & Adventure Options missing hotkeys
The following hotkeys are still missing from Adventure Map and/or Adventure Options window:

Esc - Quit to Desktop (if no window open, in which case Esc closes that window, which works)

V - View World : from both Adv.Map & Adv.Opt. (functionality missing I guess)

P - Puzzle Map : only works from Adv.Map, but not from Adv.Opt.

D - Dig : only works from Adv.Map, but not from Adv.Opt.

R - Replay Opponent's Turn : should work from Adv.Opt. (not yet implemented I guess)
Missing hotkeys also listed on the forum here: http://forum.vcmi.eu/viewtopic.php?p=2756#2756 [^]
Notes
(0005617)
SXX   
2015-03-11 16:17   
As far as I can tell everything except "Replay Opponent's Turn" (which is not implemented) is work now.
(0006191)
SXX   
2015-12-21 14:18   
(edited on: 2015-12-21 14:18)
Esc - not implemented and IMHO not sure if needed.
R - replay feature not implemented in VCMI engine.

Other implemented and working.






View Issue Details
1132 [VCMI] GUI - PreGame feature always 2012-10-02 11:02 2015-12-19 18:10
Zamolxis  
SXX  
low  
assigned 0.9  
open  
none    
none  
   
Player name should editable and capitalized
Click on the field should make it editable, with cursor at the end of the current name (default Player), and alignment changing from center to left.

Default should also be capitalized (Player i/o player).

2012-10-02_PlayerNameH3.jpg (7,436) 2012-10-02 11:02
https://bugs.vcmi.eu/file_download.php?file_id=1140&type=bug
2012-10-02_PlayerName09.jpg (6,858) 2012-10-02 11:02
https://bugs.vcmi.eu/file_download.php?file_id=1141&type=bug
Notes
(0003156)
Ivan   
2012-10-02 14:26   
player is now Player, editing still missing.

Right now player name can be changed only via hotseat player selection screen.





View Issue Details
2201 [VCMI] Mechanics - Other minor always 2015-05-30 02:00 2015-12-19 13:09
bbvsdd  
Warmonger  
normal  
assigned 0.98b  
open  
none    
none  
   
Creature experience special ability bonus doesn't work if reloaded
On any map, start a game with creature experience enabled. Play a few rounds so that creatures have some SPECIAL ABILITY experience bonus, then save game. After reloading, all SPECIAL ABILITY experience bonus on all creatures are no longer working. Special ability experience bonus does not include attack defense, health, damage, speed, etc.
1. Start any game with stack experience enabled. For ease of demonstration start with Tower town.
2. Play a few battles until any gremlins/master gremlin stack has obtained the special ability to cast land mine.
3. Save game.
4. Reload game
5. After reloading, the stack experience is as before, the attack/defense/health/damage bonus is as before, but the special ability to cast land mine is no longer available
There are no notes attached to this issue.





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2341 [VCMI] Mechanics - Adventure Map minor always 2015-11-29 09:55 2015-11-29 09:55
SXX  
 
normal  
new 0.98e  
open  
none    
none  
   
Digging status: we shouldn't expose invisible objects like placed events
As I implemented digging status (0000401) there is new issue that in fact was unsolved within H3 too. E.g when there is invisible visitable object on tile it's will be exposed to player as right click on tile won't show "digging ok".

It's possible to add some hack to avoid this, but in reality we need some check that let us easily check if certain object is visible on tile or not. Currently it's a bit tricky as appearance isn't valid for all objects.

There is related issue with placed event in pathfinder. I currently just check object ID, but as @AVS suggested on github I'd likely need to check if tile not visible and visitable in same time and hide such objects from UI and pathfinder.
There are no notes attached to this issue.





View Issue Details
2191 [VCMI] Mechanics - Objects minor have not tried 2015-05-03 07:10 2015-11-24 10:19
deggial  
SXX  
normal  
resolved  
fixed  
none    
none 0.98f  
   
Boots of Levitation don't work anymore
Boots of Levitation don't work anymore.

Sadly I had downloaded a story map which requires at the last chapter of it's last chapter to move across a river (water) and the only way to do it to get a pair of boots of levitation from a quest. Now I am stuck at that last chapter and can't play the game to the end :(

It might be related to 0000889 which says that flying is disabled for some reason.
Is there any way to enable this functionality in some config file, so that I can accomplish my game?
 
Notes
(0005762)
AVS   
2015-06-21 21:20   
Sorry, flying is still disabled.
(0006102)
SXX   
2015-11-24 10:19   
Water walking implemented:
https://github.com/vcmi/vcmi/commit/a85106289181b87af2be857d0d89d5a09dda1934 [^]





View Issue Details
2332 [VCMI] Mechanics - Objects feature have not tried 2015-11-19 13:22 2015-11-19 14:25
denspb  
 
normal  
new 0.98d  
open  
none    
none  
   
Artifact "Monsters Power" can not be put to any of slots.
version 98e: WOG artifact Monsters Power can not be used in any slot, only in backpack.
Notes
(0006097)
Warmonger   
2015-11-19 14:25   
It's disabled on purpose, it has no functionality in VCMI. It used to work as stack artifact, though.





View Issue Details
2325 [VCMI] Random Map Generator minor always 2015-11-13 09:34 2015-11-13 09:34
AVS  
Warmonger  
normal  
assigned 0.98e  
open  
none    
none  
   
2-player map generates with 4 teams
Template Upgrade has 2 players but map generated with 4 teams. also both players are CPU only.


CMapGenOptions opt;

opt.setHeight(CMapHeader::MAP_SIZE_SMALL);
opt.setWidth(CMapHeader::MAP_SIZE_SMALL);
opt.setHasTwoLevels(true);
opt.setPlayerCount(2);

CMapGenerator gen;

initialMap = gen.generate(&opt, TEST_RANDOM_SEED);
initialMap->name = "Test";
from log:
"RMG settings: players 2, teams -1, computer players -1, computer teams -1, water -1, monsters -2
Final player config: 2 total, 2 cpu-only"

from map:
"Template was Upgrade, Random seed was 1337, size 36x36, levels 2, players 2, computers 2, water none, monster normal,"
test.zip (5,558) 2015-11-13 09:34
https://bugs.vcmi.eu/file_download.php?file_id=2393&type=bug
There are no notes attached to this issue.





View Issue Details
1033 [VCMI] GUI - Other text always 2012-07-14 22:24 2015-11-08 21:54
vcmi_user x86_64  
windows  
normal vista  
new 0.89  
open  
none    
none  
   
in dialog box/map description/map name text {in figure brackets} not yellow
In dialog box(tested for time events)/map description/map name text {in figure brackets} not yellow. In sod/wog text {in figure brackets} showing yellow and not showing figure brackets, if more tan 1 text line {in figure brackets} only first text line showing in yellow (probably sod/wog bug).
just see Life - A-D-V-E-N-T-U-R-E company name in vcmi a wog, and test showing text {in figure brackets} in time events on any map.
vcmi.jpg (105,962) 2012-07-14 22:24
https://bugs.vcmi.eu/file_download.php?file_id=1007&type=bug
wog.jpg (106,456) 2012-07-14 22:28
https://bugs.vcmi.eu/file_download.php?file_id=1008&type=bug
vcmi1.jpg (108,544) 2012-07-14 22:31
https://bugs.vcmi.eu/file_download.php?file_id=1009&type=bug
wog1.jpg (108,339) 2012-07-14 22:31
https://bugs.vcmi.eu/file_download.php?file_id=1010&type=bug
vcmi2.jpg (142,567) 2012-07-14 22:34
https://bugs.vcmi.eu/file_download.php?file_id=1011&type=bug
wog2.jpg (143,702) 2012-07-14 22:34
https://bugs.vcmi.eu/file_download.php?file_id=1012&type=bug
Notes
(0002795)
vcmi_user   
2012-07-15 10:40   
sorry not fully test text output in in vcmi this problem only related for map description/map name.
for dialog box yellow text work in vcmi.
But multi line text in figure brackets showing all line yellow in vcmi, in wog only first line showing yellow probably no need fixing.
(0002796)
vcmi_user   
2012-07-15 10:41   
how to edit bug report?
(0005253)
SXX   
2014-12-23 06:52   
Just find this task and interesting what other devs think about that.
At moment in 0.97 map description already have yellow text support, but not map name.

Is it incomplete or intended? If intended might be it's good idea to remove brackets from the map name?





View Issue Details
330 [VCMI] Mechanics - Adventure Map minor random 2009-12-28 14:14 2015-10-30 18:14
Zamolxis  
 
normal  
new 0.75  
open  
none    
none  
   
Hero may sometimes start with Expert Logistics movement points, possibly because of movement artifacts equipped
See attached archive. It's the game saved at game start. Ivor has Boots of Speed & Equestiran's Gloves, but no Logistics. However he started with maximum movement points (which will be preserved also after end turn, possibly for the whole game).



The probability for this to happen though is pretty low. This is the map attached to 0000327, I only added the two artifacts on Ivor from the Map Editor afterwards. You can make the same change, then start the map over and over again in order to reproduce it. In my case it happened only 3-4 times, while restarting about 10-15 times. All other times it started correctly, with only the bonus from the artifacts being applied.
ExpertLogisticsMovement.7z (52,299) 2009-12-28 14:14
https://bugs.vcmi.eu/file_download.php?file_id=199&type=bug
Notes
(0000569)
Zamolxis   
2010-01-04 13:37   
(edited on: 2010-01-04 13:44)
Strange - I've had this bug happening in H3:WoG (same map - I was doing multiple restarts to test something else). VCMI seems to be true to the original H3 also in reproducing rare bugs of random occurrence. LOL.

EDIT: The bug does not seem to be related to the equipped artifacts. I've had it happening in VCMI (same map, but edited hero), that the starting hero had the MP of someone with Basic (or Advanced?) Logistics, even though no movement artifacts were equipped. He did have them the backpack though (but I doubt it's related). Unfortunately the occurrence is so rare and random, that it's hard to do proper testing for this.






View Issue Details
2310 [VCMI] Mechanics - Other feature N/A 2015-10-20 13:53 2015-10-24 20:37
Warmonger  
Warmonger  
normal  
assigned 0.98e  
open  
none    
none  
   
Feature: ARMY Propagator
Currently in Bonus system here's HERO propagator. It allows to propagate ability from creature to hero (and his army). ARMY propagator will allow to propagate bonus from a creature to other stack in army even when there's no hero.
Notes
(0005989)
AVS   
2015-10-24 19:21   
Will it be better to add limiter ONLY_OUR_ARMY (as we have ONLY_ENEMY_ARMY already) and propagate battle wide?
(0005992)
Warmonger   
2015-10-24 20:07   
Possible, but in such case bonus will only be visible in battle.
(0005995)
AVS   
2015-10-24 20:37   
So we may add both, but I think ONLY_OUR_ARMY limiter is more important and easier to implement.





View Issue Details
2309 [VCMI] Other feature N/A 2015-10-20 11:34 2015-10-20 11:35
AVS  
AVS  
normal  
acknowledged 0.98d  
open  
none    
none  
   
Feature: modpacks
http://forum.vcmi.eu/viewtopic.php?p=14661 [^]
There are no notes attached to this issue.





View Issue Details
2298 [VCMI] Other minor always 2015-10-10 14:03 2015-10-10 14:08
SXX  
 
normal  
new 0.98d  
open  
none    
none  
   
Recursive symlink cause VCMI to stop loading on preinitDLL exception
It's nice Linux-specific issue I accidentally met when set symlinks to my maps directories. Reproduction:

* cd ~/.local/share/vcmi/Maps
* ln -s lol lol
* Run VCMI.

For Windows:

* run CMD as administrator
* cd E:\H3\Maps
* mklink /D lol lol
* Run VCMI.

Though not many people use symlinks on Windows :-)
There are no notes attached to this issue.





View Issue Details
2295 [VCMI] GUI - Adventure Map trivial always 2015-10-09 04:06 2015-10-09 09:07
SXX  
AVS  
normal  
acknowledged 0.98d  
open  
none    
none  
   
Town portal missing error message when try to cast it on water
Error that must appear is:
Spell Failed! YOur hero must be on land to cast this spell.
There are no notes attached to this issue.





View Issue Details
2296 [VCMI] GUI - Adventure Map trivial always 2015-10-09 04:08 2015-10-09 09:06
SXX  
AVS  
normal  
acknowledged 0.98d  
open  
none    
none  
   
Fly spell missing error message when try to cast it on boat
Error is:
Fly spell is not powerful enough to affect boat.
There are no notes attached to this issue.





View Issue Details
2190 [VCMI] Other minor have not tried 2015-05-02 22:11 2015-09-22 12:59
josch  
SXX  
normal  
assigned  
open  
none    
none  
   
please consider storing vcmi static data in /usr/share/games/vcmi by default
In bug 0002189 I suggested to add /usr/share/games/vcmi to the lookup paths for static game data. This report goes a step further and stores the game data in /usr/share/games/vcmi by default.

This location is suggested by the FHS and used by most other games:

http://www.pathname.com/fhs/pub/fhs-2.3.html#SPECIFICOPTIONS15 [^]

You probably use /usr/share/vcmi because /usr/share is the suggested default location if $$XDG_DATA_DIRS is not set. But the XDG Base Directory Specification is meant to extend the FHS and not to negate it or to overwrite it.
There are no notes attached to this issue.





View Issue Details
1605 [VCMI] Random Map Generator major random 2013-12-01 16:45 2015-09-04 17:41
beegee  
 
normal  
new  
open  
none    
none  
   
Sometimes the map can't be uncovered and allied towns can be flagged whereas foreign towns can't be flagged
Sometimes the map can't be uncovered and allied towns can be flagged whereas foreign towns can't be flagged. This strange bug happens mostly for every random map which will be created. It seems to be that this bug doesn't happen when you restart the map (and for every further restarts). I tested this 5x times and the first time the random map will be played something went wrong, but for all following scenario restarts, there were no bugs.
There are no notes attached to this issue.





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2206 [VCMI] Mechanics - Objects minor always 2015-06-05 06:36 2015-06-05 10:06
Warmonger  
Warmonger  
normal  
assigned 0.98  
open  
none    
none  
  0.98c  
WoG dwellings are not guarded
This is because they are missing "guarded" entry in WoG mod.
However, this logic is unnecessary. In original game all dwellings are guarded if they contain level 5 or stronger creature.

Additionally, guards should refill each week.
Notes
(0005741)
Warmonger   
2015-06-05 10:06   
Implemented default behavior in https://github.com/vcmi/vcmi/commit/9e7b459882b0f15395730767af947a85d15dc0cd [^]
But custom guards are not handled correctly now.





View Issue Details
2187 [VCMI] Mechanics - Objects feature always 2015-04-27 12:53 2015-04-28 12:21
Rovdyr740 Microsoft  
Windows  
normal 7 and 8  
new 0.98  
open  
none    
none  
   
Commander artifact disaapear on drag and drop to commander tab.
So when i pick up commander artifacts and try to add them to my commander through the comander tab(button) in the GUI it doesn't add it to the commander but just deletes it, or it disappear and the bonus is not add'ed, which makes the commander fairly useless
There are no notes attached to this issue.





View Issue Details
1903 [VCMI] GUI - Hero screen / Exchange window minor always 2014-09-26 14:44 2015-04-28 12:21
Drake Windows  
Windows 7  
low 6.1  
new 0.96b  
open  
none    
none  
   
Commander screen doesn't show commander artifacts
Exactly what the summary entails.
Drag a commander artifact to the commander button.
The items equipped do not show.
Untitled.png (628,149) 2014-09-26 14:44
https://bugs.vcmi.eu/file_download.php?file_id=1919&type=bug
There are no notes attached to this issue.





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692 [VCMI] GUI - PreGame feature always 2011-03-03 12:40 2015-03-11 17:09
Zamolxis  
Tow  
low  
assigned 0.84  
open  
none    
none  
   
Player Type R-click info box not yet implemented
See H3 screenshot
2011-03-03_PlayerTypeRclickInfo.jpg (109,513) 2011-03-03 12:40
https://bugs.vcmi.eu/file_download.php?file_id=665&type=bug
There are no notes attached to this issue.





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2117 [VCMI] Other minor always 2015-03-03 14:01 2015-03-03 14:01
Povelitel  
 
normal  
new 0.97b  
open  
none    
none  
   
can not see where the highlight reach neutrals, if on their way to being creauture
see screen
move.PNG (873,083) 2015-03-03 14:01
https://bugs.vcmi.eu/file_download.php?file_id=2142&type=bug
There are no notes attached to this issue.





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2116 [VCMI] AI - Adventure Map feature always 2015-03-02 15:08 2015-03-02 16:39
SXX  
Warmonger  
normal  
assigned 0.97b  
open  
none    
none  
   
If Accumulate Resources only victory condition AI may not try to move at all
This possible affect other special victory conditions too. Map I'll upload is a bit pointless because it's require my not yet merged teleporters code, but as soon as I changed it to use normal victory conditions AI actually started to explore the map just fine.
VCMI_Client_log.txt (1,473,898) 2015-03-02 15:08
https://bugs.vcmi.eu/file_download.php?file_id=2140&type=bug
__SXX_AI_TELEPORTS_AI_BUG.h3m (2,850) 2015-03-02 15:08
https://bugs.vcmi.eu/file_download.php?file_id=2141&type=bug
Notes
(0005591)
Warmonger   
2015-03-02 16:36   
No, it's because CollectRes::whatToDoToAchieve() is nonsensical and handles ONLY trade via marketplace.





View Issue Details
1099 [VCMI] GUI - Other feature always 2012-09-29 02:21 2015-02-28 02:43
Zamolxis  
 
low  
new 0.89  
open  
none    
none  
   
Select Resolution window - further graphic enhancements
1. It would be very useful if the current resolution would be already selected when we open the window.

2. Screen title should be "Select Resolution" (both capitalized).

3. I'm not sure if there are plans for the empty space between the screen title and the list, but I guess it can be used to increase the list to 10 lines and/or to enlarge a bit the list title area, so that we can add "(restart required)".

4. If we don't put it in the list tile, maybe we can put "Restart required" as subtitle - see screenshot suggestion (wrong font, but just to give an idea). The subtitle should appear only when another resolution than current one is selected. Of course, when/if 0001097 is implemented, we can replace it with "Reload required" or something similar.

5. The selection rectangle seems to be 1 pixel too low and too much to the right. But if it was done as such intentionally (might look better than otherwise), then you can disregard this point.
2012-09-29_SelectResolution089+suggestion.jpg (74,015) 2012-09-29 02:21
https://bugs.vcmi.eu/file_download.php?file_id=1101&type=bug
Notes
(0003077)
Ivan   
2012-09-29 07:16   
3. Changing size of the list is a bit complex - dialog uses same graphics as town portal.

4. Placing this into status bar is a bit confusing. Should go in title IMO.
(0003088)
Zamolxis   
2012-09-29 09:26   
@3: Ah yes. I think you already mentioned that once and I forgot. Sorry.

@4: Well, that's optional anyway, as I'd rather see 0001097 implemented. When that happens there won't be such a need to point to the player why the change of setting doesn't actually take place as expected.





View Issue Details
853 [VCMI] GUI - Other feature always 2012-01-23 02:05 2015-02-22 13:24
Darko  
Fay  
normal  
assigned 0.87  
open  
none    
none  
   
Transition effects should be implemented
Although this has minor effect on gameplay, transition effects do improve the esthetics of the game, and also adds smoothness to the gameplay. This includes:
- town screen/World map fade to black.
- engaging a battle.
- traveling to underground.
- entering portals.
- (un-)boarding boat.
Notes
(0005508)
SXX   
2015-02-15 07:38   
Assign it to @Fay so this can be closed eventually:
https://github.com/vcmi/vcmi/pull/84 [^]

Though not everything implemented in this pull request, but most.
(0005532)
Fay   
2015-02-16 20:33   
Window fading (town screen, battle, etc.) would need to be implemented as CIntObject fading in CGuiHandler. I might look into it later, but haven't tried to mess with it yet.
(0005545)
Fay   
2015-02-18 22:13   
(edited on: 2015-02-18 22:22)
Okaaay, fading CIntObjects will be tricky.
Normal open/close case is quite straightforward, but for example pressing another town when already in CCastleInterface view causes popInt and immediately after that another pushInt. Currently not sure how to handle it.

Edit ~ maybe this case will need new way to add int to gui handler -- to swap current view with given one, instead of removing one and adding another separately. I probably could crossfade between them.

(0005548)
Fay   
2015-02-19 21:50   
I made something that [probably] works correctly, but it feels very hacky and I'm not really sure I want to upload it. ;)

Crossfading castle interfaces is very tricky, because they have to be destroyed/recreated in exact order because of global changes in ctor/dtor. Which means I can't cache them for the duration of fade, nor start the "swap" in one method (because that would create the new interface before destroying previous one, and it breaks the game).

Additionally, it's not "fade to black" (as in report description), but alpha fading. I think that fading to black makes no sense for bigger resolutions, as windows don't take whole screen and it would look rather bad.
(0005549)
SXX   
2015-02-20 00:17   
You can always upload it without pull request.

Though can't you like use "cached" bitmaps for fading when it's full screen windows so it's will be independent of how the code works in particular case?
(0005550)
SXX   
2015-02-20 00:29   
And yeah I understand it's may not looks that good due to lack of animation, but may be it's won't be too bad for some screens.
(0005551)
Fay   
2015-02-20 08:32   
Yes, I've done this with a cache bitmap.
The logic would be pretty simple for normal fade-in/fade-out (e.g. battle screen). However when we switch between town views (pressing another town when castle interface is visible), there are simultaneous pop+push and it looks bad (especially on 800x600). That's why I've done this case differently and it looks better but is rather hacky.

I guess I can upload it today.
(0005557)
Fay   
2015-02-21 10:18   
I uploaded it here: https://github.com/Fayth/vcmi/tree/feature/fadingIntObjects [^]
(0005558)
SXX   
2015-02-21 13:56   
Thanks. Hopefully will have time to test it today or tomorrow. :-)
(0005565)
SXX   
2015-02-22 10:03   
(edited on: 2015-02-22 10:03)
Interesting. Screens changing looks good, but I notice there is some lag appear.
Though I'm not sure if it's not my fail (I test it with my pathfinding branch).

Can your code affect non-fullscreen modal windows?

(0005566)
Fay   
2015-02-22 10:56   
Yes, I noticed some lags during fades. Not really noticable at 800x600, but visible on higher resolutions. I'm not very proficient in SDL, so it's probably not optimal at the moment.
Simple fading push adds 2 fullscreen blits: clearing helper surface and blitting new window to it (showAll).
Crossfade (between CCastleInterfaces) has 5 (clearing helper surface, blitting old window to it, copying old window to screenbuffer and the 2 from normal push), but 1 less totalRedraw compared to normal pop+push.

I'm not sure what you mean by affecting windows.
Fading can be theoretically applied to any window (by passing true in pushInt call) if you mean that. But if a window has some strange logic, it might not look correctly.
I currently added it only to towns, battles and puzzle windows.
(0005567)
SXX   
2015-02-22 11:04   
(edited on: 2015-02-22 11:05)
What I mean is: I noticed lags for windows that shouldn't use fading. :-)
But as I said it's may be fault in my own code even if I'm not really touch UI.

(0005569)
Fay   
2015-02-22 13:24   
Unless I did something wrong or something went wrong with the logic (e.g. flag got stuck, but I don't think it's possible) then my code shouldn't affect non-faded windows. The only additions in this case of normal window are several flag checks, definitely no extra drawing operations should be performed for these windows.





View Issue Details
2093 [VCMI] GUI - Other minor always 2015-02-17 13:55 2015-02-17 21:11
Kantor  
SXX  
normal  
assigned  
open  
none    
none  
   
New quest window issues
-wrong description if the quest is to gain certain level(status bar and popup window on seer's hut show "gain level %d"),
-there is no description of the quest if goal is to be a hero of specified color,
-right clicking on quest minimap or alike elements makes quest list labels invisible,
-hiding completed quest option is somewhat slow,
-scroll bar should be placed on top every time when hiding/showing completed quests
-description of requirements for quests: "gain primary skills" and "seeking for creature" is updated after completing them, but should be before

VCMI version from 17.02.2015 (after merging PR no.88)
Notes
(0005533)
SXX   
2015-02-17 14:22   
>wrong description if the quest is to gain certain level(status bar and popup window on seer's hut show "gain level %d"),

Oh, it's looks like I know why it's happen. For some reason border guard have "%s" in translation strings and seer's hut have "%d". I fixed first one and accidentally broken other.

>there is no description of the quest if goal is to be a hero of specified color

Will check it, thanks!

>right clicking on quest minimap or alike elements makes quest list labels invisible

I noticed that, but it's was previously reported here: 0001834
I suppose it's may be issue with CLabel code.

>scroll bar should be placed on top every time when hiding/showing completed quests

Is it like really slow when you click once on it?
I wonder because I notice that, but only when clicked many times.

>scroll bar should be placed on top every time when hiding/showing completed quests

Currently scrollbar is blocked/unblocked depend on if there enough elements in list or not. I suppose I should not just block it, but also use "setToMin" to make it look better.

I think it is what you mean as "should be placed on top"?
(0005534)
Kantor   
2015-02-17 14:47   
>Is it like really slow when you click once on it?
--Yes, it is almost one second after single click.

>Currently scrollbar is blocked/unblocked depend on if there enough elements in list or not.
--Having more than 6 quest and when some of them are already completed make rest of the quests impossible to access by scrolling down the list, due to that scrollbar is at the bottom of list every time when clicking at the checkbox.
(0005535)
SXX   
2015-02-17 15:03   
Actually I make scrollbar go to the down by default because I always select latest quest. Though scrollbar should go on top when it's blocked.
(0005536)
SXX   
2015-02-17 21:11   
I partially fixed problem with slider here:
https://github.com/vcmi/vcmi/commit/536015f1c2361febe15646d4b6126a820c4ed55c [^]

Though there is still problem with my default "max" slider position when it's enabled. Original idea was to always "select" most recent active quest by default so even if open window with quite a lot of quest it's latest one is always there. Though this doesn't work as I expected so I'll try to rewrite this code soon.





View Issue Details
2071 [VCMI] GUI - Other minor always 2015-02-14 02:33 2015-02-14 02:33
SXX  
 
normal  
new 0.97b  
open  
none    
none  
   
CTextBox lags a lot if slider dragged
It's not to text scrolling as if you use mouse wheel text can be scrolled rapidly without any lag or serious load on CPU. Though if you click on slider and drag it up/down huge lags occur.
There are no notes attached to this issue.





View Issue Details
2069 [VCMI] Mechanics - Objects feature N/A 2015-02-11 05:35 2015-02-11 05:44
SXX  
 
normal  
new 0.97b  
open  
none    
none  
   
After quest finished player should see if hero unable to take reward (skill) before giving artifact / monster
In H3 and currently in VCMI when hero finis quest in Seer's Hut and there is skill gived as reward you may accept it even if hero already have all skills learned. As result if you bring creatures/artifacts/resources they'll be gone, but skill won't be learned.

I think it's would be great if game will at least warn player that skill can't be learned or better it's should just block the buttons in UI.
There are no notes attached to this issue.





View Issue Details
612 [VCMI] Other feature N/A 2010-08-20 10:29 2015-02-08 10:22
anonymous  
 
normal  
new  
open  
none    
none  
   
VCMI could remember last sorting in scenario/custom campaign/generated map list
Admittedly OH3 doesn't do that but it would be nice if VCMI does.
I've noticed that OH3 and VCMI always sort maps by their versions.

Here's the proof: Run e.g. single player mode, sort map list by name in ascending/descending order. Then go out from the mode and choose it again
(Of course, needless to add that the same thing is with restarting VCMI).

Imho VCMI should remember the last chosen sort type. It should also remember if it's ascending or descending order.

I always sort each list by map name (ascending) and changing the sorting every time when I want to play VCMI is a bit frustrating for me.

Greetings and sorry for my english if it's bad.
There are no notes attached to this issue.





View Issue Details
2056 [VCMI] Mechanics - Other minor N/A 2015-02-07 12:51 2015-02-07 13:27
SXX  
AVS  
normal  
assigned 0.97b  
open  
none    
none  
   
Certain spells should only work on Ballista, but not other war machines
Today I'm done some testing of how spells should work on war machines and will commit changes shortly. Though currently there is one thing that can't be implemented yet according to @AVS.

Ballista not like other war machines (e.g does affected by luck) and as result it's not immune to these timed spells: Bless, Fortune, Misfortune, Slayer

As this currently can't be implemented those will currently allowed for all war machines.
Notes
(0005421)
SXX   
2015-02-07 13:27   
Also there is one interesting thing shouldn't be missed, but not worth to have own issue. In original game "Precision" spell can be used on Catapult while there is no understanding if it's actually affect gameplay.

So possible Precision should be also only usable for ballista.





View Issue Details
2008 [VCMI] Mechanics - Other minor always 2014-12-25 16:11 2014-12-25 20:12
SXX  
 
normal  
new 0.97  
open  
none    
none  
   
Artifact Merchants: incorrect prices for combined artifacts
There is something wrong in IMarket::getOffer for ARTIFACT_RESOURCE.
In H3 cost of Wizard's Well is for example 600 gold which is total cost of it's components, but in VCMI returned cost is 1 gold.
Notes
(0005287)
Warmonger   
2014-12-25 20:12   
This is because artifact price from ARTRAITS.txt is returned and some artifacts don't have set price at all - probably resolved as 0.





View Issue Details
2006 [VCMI] Other feature always 2014-12-25 15:05 2014-12-25 19:19
Kantor  
 
normal  
new 0.97  
open  
none    
none  
   
Missing feature - sharing resources between allied AI and player
Right now it is not implemented, and if I remember correctly there is no easy way for AI to get knowledge of player resources, so I don't quite know how hard it would be to implement such feature.

I've done some test recently and noticed that amount of specific resource which AI is offering to the player is equal to half of his own one, but I don't know yet how big has to be the difference between AI and player resource.
Notes
(0005284)
Warmonger   
2014-12-25 19:19   
(edited on: 2014-12-25 19:19)
The issue is that players should have no knowledge about other players resources.
The proper solution would be callback function that allows to check this for allied players. Overall, looks like serious design issue which needs lots of work and cereful planning.

Also, this feature looks like very, very low priority.






View Issue Details
587 [VCMI] Mechanics - Objects minor always 2010-08-01 17:42 2014-12-25 15:58
Zamolxis  
Tow  
normal  
assigned 0.81d  
open  
none    
none  
   
Artifact Merchants: Missing buttons + interface issues
First, have a look at 0000564 & 0000562 for similar interface issues:
- It's still called Marketplace
- Trader info box ("Please inspect our fine ware...." default, or custom if we select an artifact)
- Subtitles alignment, missing tooltips
- Yellow frames for selected res/artifact

What I noticed on top of the above is that we are missing the buttons:
- Sell artifacts
- Give resources to another player
- Trade resources

We do however have these buttons in the Marketplace window, but placed a bit different as compared to H3.
Once most of these bugs are fixed, we should run more checks in parallel between H3 in VCMI in all 6 screens (Buy/Send resources, Buy/Sell artifacts, Sacrifice artifacts/creatures) for both in-town and on-map objects, to identify all discrepancies (if I'm available when the bugs are be fixed, I can run the tests myself).
2010-08-01_ArtifactMerchants.jpg (174,979) 2010-08-01 17:42
https://bugs.vcmi.eu/file_download.php?file_id=546&type=bug
2010-08-01_ArtifactMerchantsH3.jpg (207,255) 2010-08-01 17:46
https://bugs.vcmi.eu/file_download.php?file_id=548&type=bug
Notes
(0001368)
Tow   
2010-10-31 19:29   
Title, buttons and trader textbox issues are fixed.
(0005282)
SXX   
2014-12-25 15:58   
So in 0.97 / current git only missing bits are:

  - Selection boxes only cover artifact itself.
  - No subtitles when you hover artifacts and resources.





View Issue Details
1999 [VCMI] GUI - Other tweak always 2014-12-24 17:19 2014-12-24 17:19
SXX  
 
normal  
new 0.97  
open  
none    
none  
   
Incorrect pop-up message in Sacrifice Artifact window
At moment when you click on catapult you get "The Catapult must be equipped." popup while there should be "You cannot sacrifice that" message.

This one related to 0000144 and need to be fixed in same part of code.
There are no notes attached to this issue.





View Issue Details
144 [VCMI] GUI - Hero screen / Exchange window minor always 2009-10-11 17:43 2014-12-24 17:19
Zamolxis  
 
normal  
new 0.73c  
open  
none    
none  
   
In Hero Meeting window, when we click on the Catapult, we get the wrong pop-up message (0.73c#19)
0.73c#19 - In Hero Meeting window, when we click on the Catapult, it should give the pop-up saying "This item can't be traded." In 0.73c/0.74 we get the same info pop-up that we would get in the Hero screen: "The Catapult must be equipped."
Forum report: http://forum.vcmi.eu/viewtopic.php?p=3639#3639 [^]
There are no notes attached to this issue.





View Issue Details
562 [VCMI] GUI - Other minor always 2010-07-28 23:48 2014-12-24 14:18
Zamolxis AMD 5600+  
Windows  
normal XP SP3  
new 0.81d  
open  
none    
none  
   
Marketplace - the yellow frames for selected resources are thinner than in H3 and not well centered around the resource box
See screenshots:

- the frame line is a bit too thin as compared to H3

- the frame is not very well positioned. In H3 the upper & left edges were overlapping those of the resource box, while the bottom & right edges were a couple of pixels towards the outside. It may be debatable if that was the best framing, but at least it was consistent. As you can see, in VCMI it defers from one resource box to another.
2010-07-29_MktFramesH3.jpg (10,591) 2010-07-28 23:48
https://bugs.vcmi.eu/file_download.php?file_id=508&type=bug
2010-07-29_MktFramesVCMI.jpg (10,700) 2010-07-28 23:48
https://bugs.vcmi.eu/file_download.php?file_id=509&type=bug
Notes
(0005259)
SXX   
2014-12-24 14:18   
This problem improved a bit at moment:
https://github.com/vcmi/vcmi/commit/edccd605648edbbe549ad0d7eee4b50e39634589 [^]
Though later on I'm wanna back to this and rewrite code that generate selection boxes to make it look perfect.





View Issue Details
1886 [VCMI] Other minor N/A 2014-08-29 15:11 2014-11-10 17:43
josch  
josch  
normal  
acknowledged  
fixed  
none    
none 0.97  
   
Please remove fuzzylite from vcmi and use the system version instead
Shipping embedded code copies makes it hard to find and fix security issues. Therefore, upstream projects are discouraged to ship copies of other project themselves. Here from the Debian point of view: https://wiki.debian.org/EmbeddedCodeCopies [^]

Would it be possible to remove the embedded copy of fuzzylite from vcmi?
Notes
(0004935)
Warmonger   
2014-08-29 15:40   
That version was added to VCMI source as there was one serious bug in original code as well as compilation issues for certain systems.
(0004936)
josch   
2014-08-29 15:45   
Which version exactly of fuzzylite is the AI/FuzzyLite directory?

Were the changes you made to it submitted to upstream?

Maybe the problems are fixed by now?
(0004939)
Ivan   
2014-08-31 16:25   
>> Here from the Debian point of view

And here is Debian point of view on fuzzylite package:
https://packages.debian.org/search?keywords=fuzzylite&searchon=names&suite=stable&section=all [^]

Not much point in doing this until at least some of somewhat popular distros will have their own copy of fuzzylite. And that's not counting our changes (don't know much about them)
(0004941)
josch   
2014-08-31 16:34   
Since I want to maintain vcmi in Debian I would also have to package fuzzylite. This is why I asked which version of fuzzylite vcmi is using. Of course if vcmi is using an ancient version of fuzzylite then it would be hard for me to convince people that this old version is needed to be in the archive and should not be updated to the most recent upstream version instead. If I package fuzzylite, then it would thus be at version 5.0. Of course this does not help vcmi much because vcmi needs an older version. And on top of that, as warmonger mentioned there are also some custom changes to it. I looked at the history and from the commit messages it seems that the first import was already a changed version and not the pristine upstream source.
(0004942)
josch   
2014-09-02 09:12   
I discovered that fuzzylite even in version 5.0 does not supply SONAME versions. This means that even if vcmi was to switch to version 5.0 of fuzzylite now, it could not reliably depend on fuzzylite as installed on the system. I reported that bug to fuzzylite together with seven other bugs I discovered in the process.
(0004946)
josch   
2014-09-02 12:04   
I did a bit archeology and found that vcmi imported some unknown fuzzylite version on 2012-03-05. The first commit to the fuzzylite git repository is for version 1.5 on 2012-08-09. By diffing files between fuzzylite in vcmi and the actual fuzzylite sources, I found that it is likely that vcmi uses a fuzzylite version prior to fuzzylite 1.5.

I also looked into porting vcmi to fuzzylite 5.0 and I agree that it will be quite the undertaking :(
(0005028)
josch   
2014-10-25 15:05   
Hope is not lost! Juan Rada-Vilela, the creator of fuzzylite was so kind to create a patch for vcmi so that it works with fuzzylite 5.0

https://github.com/vcmi/vcmi/pull/45 [^]

Once this is integrated, you can close this bugreport.

For the Debian packaging I will just manually remove fuzzylite5.0 from the vcmi tarball.
(0005032)
Warmonger   
2014-10-26 13:26   
(edited on: 2014-10-26 13:27)
I wasn't able to remove it from VCMI sources. One again FuzzyLite needs some compile tweaks (this time for Windows) and MSVS needs to build its libraries.

The main issue is hidden dependency of iso646.h

(0005033)
josch   
2014-10-26 13:30   
I saw some windows specific commits in the fuzzylite git recently. Maybe that helps. No mention of iso646.h though - maybe you can bugreport the issue so that this is fixed with the next fuzzylite release? Thanks a lot!
(0005035)
AVS   
2014-10-28 20:42   
As for me (a MinGW user) its better to keep at least my C::B project files for FL with upstream source as Git submodule. (I`ll keep it anyway even is separate repo if we decide to remove FL from source tree entirely)

P.S. with MinGW using binary releases of C++ libs (C is OK though - ABI is compatible with even any other compiler on same platform) is nearly impossible.
(0005044)
josch   
2014-10-31 10:30   
Fixing this problem was made harder by the following two lines in AI/VCAI/Fuzzy.cpp:

#include "src/Engine.cpp"
#include "src/Operation.cpp"

They were added in a commit which added support for MSVS, so maybe they should instead be surrounded by a #ifdef _WIN32 ... #endif so that they only take effect on windows.

With these two lines, vcmi requires the embedded fuzzylite copy to be present.

At least on linux, vcmi builds fine without those two #include statements.
(0005045)
Warmonger   
2014-10-31 16:14   
They seem unnecessary. Check https://github.com/vcmi/vcmi/commit/9eeea7299a111139081b88dad857f1c2f194fc83 [^]
(0005046)
AVS   
2014-11-01 03:22   
And what about #include "../../Global.h" in fuzzylite.h ?
(0005047)
josch   
2014-11-01 06:05   
And should this bugreport not only be closed once either fuzzylite is removed from vcmi or once the decision is reached that it can or should never be removed?

Did the latter happen?
(0005048)
Warmonger   
2014-11-01 07:58   
How about you tell me if it did work or not? You changed the topic.
(0005050)
josch   
2014-11-01 08:13   
Sorry, then I was unclear about the topic.

In the original report I asked whether fuzzylite could be removed from vcmi. The first problem with that was, that vcmi needed a patched version of fuzzylite and thus had to include it. This problem was solved by porting vcmi to using fuzzylite 5.0. Then there were the superficial #include statements in AI/VCAI/Fuzzy.cpp which was also resolved. Both issues made removing fuzzylite from vcmi impossible which is why I mentioned them. I did not want to change the topic, rather I wanted to see them resolved to work toward the goal of removing fuzzylite from vcmi completely as stated in the original report.

Right now, fuzzylite *can* be removed from the source and vcmi will compile using the system version of fuzzylite on linux at least.

But this bugreport is not about whether it is possible to remove the fuzzylite directory and still be able to compile vcmi (as long as fuzzylite is otherwise installed on the system) but about removing fuzzylite from the vcmi sources. I did not intend to change the topic but just point out problems in the way of reaching that goal.

So while fuzzylite can now safely be removed (on linux) I understand from the windows specific patches applied to it, that it can still not be removed completely.
(0005052)
crap_gamer   
2014-11-01 10:53   
This is output from the recent autobuild for Linux. It seems that the "../../Global.h" reference breaks things.

make -f AI/FuzzyLite/fuzzylite/CMakeFiles/fl-static.dir/build.make AI/FuzzyLite/fuzzylite/CMakeFiles/fl-static.dir/depend
make[3]: Entering directory `/build/buildd/vcmi-0.96+git20141101.3759~ubuntu14.04.1/obj-x86_64-linux-gnu'
Scanning dependencies of target fl-static
make[3]: Leaving directory `/build/buildd/vcmi-0.96+git20141101.3759~ubuntu14.04.1/obj-x86_64-linux-gnu'
make -f AI/FuzzyLite/fuzzylite/CMakeFiles/fl-static.dir/build.make AI/FuzzyLite/fuzzylite/CMakeFiles/fl-static.dir/build
make[3]: Entering directory `/build/buildd/vcmi-0.96+git20141101.3759~ubuntu14.04.1/obj-x86_64-linux-gnu'
[ 41%] Building CXX object AI/FuzzyLite/fuzzylite/CMakeFiles/fl-static.dir/src/Console.cpp.o
In file included from /build/buildd/vcmi-0.96+git20141101.3759~ubuntu14.04.1/AI/FuzzyLite/fuzzylite/./fl/Console.h:28:0,
                 from /build/buildd/vcmi-0.96+git20141101.3759~ubuntu14.04.1/AI/FuzzyLite/fuzzylite/src/Console.cpp:25:
/build/buildd/vcmi-0.96+git20141101.3759~ubuntu14.04.1/AI/FuzzyLite/fuzzylite/./fl/fuzzylite.h:33:26: fatal error: ../../Global.h: No such file or directory
 #include "../../Global.h"
                          ^
compilation terminated.
make[3]: *** [AI/FuzzyLite/fuzzylite/CMakeFiles/fl-static.dir/src/Console.cpp.o] Error 1
(0005053)
josch   
2014-11-01 11:12   
crap_gamer, you want to have a look at http://bugs.vcmi.eu/view.php?id=1924 [^] where I reported this problem.

This bugreport is only about removing the embedded copy of fuzzylite from vcmi. That the current embedded copy of fuzzylite fails to build on linux has little to do with vcmi's ability to remove fuzzylite.
(0005055)
crap_gamer   
2014-11-01 14:02   
josch; agreed.... I should have posted in the other thread/bug. I was not aware of that one. However, after have read that it seems that my info is a bit redundant anyway and that you are working on the issue..





View Issue Details
1906 [VCMI] GUI - Hero screen / Exchange window minor always 2014-09-26 15:12 2014-09-26 15:51
Drake Windows  
Windows 7  
normal 6.1  
new 0.96b  
open  
none    
none  
   
Buggy commander skill descriptions
One slot with the icon for Magic Resistance is blank and another with Magic Resistance has text escaping the block it's encased by.
Open commander window and click button near bottom to change to skill view
New Bitmap Image (3).bmp (1,440,054) 2014-09-26 15:12
https://bugs.vcmi.eu/file_download.php?file_id=1922&type=bug
There are no notes attached to this issue.





View Issue Details
1804 [VCMI] Random Map Generator block have not tried 2014-06-28 05:30 2014-09-21 20:26
Warmonger  
Warmonger  
high  
resolved 0.95c  
fixed  
none    
none 0.97  
  0.96  
Client / server desync
To sum things up:

- Picking any removable object leads to crash at recalculating paths
- Random number generator on random map was out of sync. Now it is, but it doesn't solve the problem.
Launch a random map, pick any treasure -> crash.

State of hero in town is different on client and server.
Game would crash just when hero left the town. I made a workaround for that.
Bug1804.rar (46,522) 2014-07-27 12:12
https://bugs.vcmi.eu/file_download.php?file_id=1869&type=bug
Notes
(0004803)
beegee   
2014-06-28 14:52   
Why does this bug occurs now (not with earlier VCMI versions)? What do you mean with too many windows / server window?

Sorry, but can't fix that bug.
(0004809)
Warmonger   
2014-06-29 05:20   
Well, that could be wrong observation.

Still, I have no idea why now RMG gets desync and previously it didn't.
(0004811)
Warmonger   
2014-06-30 13:41   
Most certainly hero in town displays corretly on client, but is not present on server. Even though initalization looks fine.

I don't think I eventually changed anything significant from engine's point of view. Messed a bit with unique/shared pointers, but now they are as they were at the beginning. Not sure what is actual reasoning behind all of them, though and how game (map?) state is synchronized for RMG.
(0004815)
Warmonger   
2014-07-01 09:31   
Now this is WEIRD. Line in CGameHandler.cpp
obj->onHeroLeave(h);

Is called twice in a row, both on server.
(0004857)
Warmonger   
2014-07-27 09:43   
(edited on: 2014-07-27 09:45)
For current state of code debugging shows crashes happen in Main Thread. Removing adevnture map objectsmay result in two types of crashes:

- CPathfinder::EvaluateAccessibility when hovering over empty area
tinfo->objects seem invalid (null)
- CAdvMapInt::TileHovered when hovering over objects
objAtTile seems invalid (but not null)

However, removing object in thread mscrv110 looks fine both in NetPacksClient and NetPacksLib.

(0004858)
Warmonger   
2014-07-27 10:37   
Okay, it's actually RMG desync:

Client
12:04:39 INFO global [223c] - Seed after init is 1960254332 (before was 1406455476)

Server
12:04:37 INFO global [2140] - Seed after init is 1124503360 (before was 1406455476)
(0004861)
Warmonger   
2014-07-27 12:12   
(edited on: 2014-07-27 12:48)
It looks like both client and server generators start in sync, but after a while they loose it (at bank generation?). Use diff to see details.

(0004862)
Ivan   
2014-07-27 12:37   
What? Different checksums for data files?

Client log:
[413c7ceb] Original game files

Server log:
[99a803a8] Original game files

How is that possible if both client and server are in the same directory? Should be looked into even if it turns out to be unrelated to this issue.



Bank generation - all access to random numbers happens after RMG - during CBank::initObj() which should be synchronous.

Perhaps random generator is already out of sync at this point?
(0004863)
Warmonger   
2014-07-27 13:21   
(edited on: 2014-07-27 13:43)
Just checked and after "initTowns" seeds match, but banks diverge soon after.

EDIT: debuggin individual objects shows that the seed indeed changes at banks.

(0004867)
Warmonger   
2014-07-27 16:43   
(edited on: 2014-07-27 16:54)
It was actually caused bu unitialized CGResource::val, which caused divergence. But that's not the only case.

EDIT: Another divergence due to uninitialized CGCreature::character. This is how it goes.

(0004870)
Warmonger   
2014-07-27 18:28   
To sum things up for today: rng is now in sync, but it doesn't stop game from crashing :/
(0004964)
Warmonger   
2014-09-21 10:12   
I enabled prison heroes to get more than 0 exp (not yet commited).

This way they are leveled correctly at server, but at client side they are NULL, which leads to crash.

Explanation to all this is, I believe, as follows:
First map is created on Client side, then it is created on Server side.

All objects are created twice. They have different adresses are are inherently of of sync -> this is fundamental flaw in design.

However, simplest RMG before worked fine, that is objects were synced. Not sure where the difference is.
(0004965)
Ivan   
2014-09-21 19:58   
Isn't this one fixed now? Or there are still desync bugs in RMG?
(0004966)
Warmonger   
2014-09-21 20:26   
That's it.
https://github.com/vcmi/vcmi/commit/147ca72f65e1ce10e7682d39e9bf9cc71b582672 [^]





View Issue Details
548 [VCMI] GUI - PreGame tweak always 2010-07-25 23:20 2014-09-02 12:30
Ivan  
Tow  
normal  
assigned 0.81b  
open  
none    
none  
   
[Pregame] It is possible to select artifact as start bonus (or receive it as random) even without hero
In H3 this bonus is blocked if you don't have hero at start
In VCMI we can get it in both cases (select or random) with error messages if no hero found.
requirements.h3m (2,632) 2010-07-28 15:04
https://bugs.vcmi.eu/file_download.php?file_id=505&type=bug
Notes
(0001220)
Tow   
2010-07-28 13:29   
Not reproducible for me, please attach a test map.

One remark though - VCMI behaves here slightly different from OH3. Artifact may be chosen as bonus if player has one or more starting heroes (or one is generated). [OH3 generally disallowed artifact bonus when player had multiple starting heroes, that seemed to be a bug for me.]

But that shouldn't cause the described behaviour (error message of not founding hero).
(0001222)
Ivan   
2010-07-28 15:03   
I've attached my test map "Building requirements"

This is what I've found:
Leaving bonus as random sometimes will result in giving you artifact as starting without checking presence of hero (= error message "no heroes")

Possibility to select artifact without heroes most possibly was caused by constantly editing map:
1)open scenario selection in VCMI
2)remove starting heroes in map editor
So this part is hardly a bug - checking all maps for changes will be too much IMO

While I tried to reproduce this found a similar one - you can't select resource as starting bonus on some maps (like Arrogance, Brave New World, my test map)
(0001223)
Tow   
2010-07-28 15:16   
So the bug is only in receiving artifact as random bonus where player starts with no hero?

> While I tried to reproduce this found a similar one - you can't select resource
> as starting bonus on some maps (like Arrogance, Brave New World, my test map)

It works for me - you can select resource after selecting starting town. With random town resource cannot be selected, since VCMI wouldn't know which resource it is. This is consistent with OH3 behaviour.
(0001240)
majaczek   
2010-07-29 15:18   
for random it will be mithrill :P
somewhat joke - but may be as feature anyway





View Issue Details
1883 [VCMI] Other feature N/A 2014-08-24 19:06 2014-08-31 16:28
josch  
 
none  
new  
open  
none    
none  
   
could you GPG sign vcmi releases?
Would it be possible to sign source releases or release tags in the svn and/or git repository with a GPG key? It would then be possible to verify that the downloaded code is indeed the intended one by the developers and has not been tempered with.
Notes
(0004937)
Ivan   
2014-08-31 16:20   
Possible although don't see much use from it. Will try to do this starting from next release (assuming that I won't forget about it)
(0004940)
josch   
2014-08-31 16:28   
Thank you for your consideration!

If you do end up signing your releases, then please put the detached signature in an easily discoverable path. For example if the tarball is at:

http://download.vcmi.eu/vcmi-0.97.tar.gz [^]

then the ASCII armored detached signature could be put at:

http://download.vcmi.eu/vcmi-0.97.tar.gz.asc [^]





View Issue Details
1222 [VCMI] GUI - PreGame feature always 2013-03-01 16:14 2014-06-11 11:10
Zamolxis  
Tow  
normal  
assigned 0.91  
open  
none    
none  
   
Request for QuickSave/Load and/or Sort-by-Date functionalities
Currently, as long as 0000612 & 0000716 are not resolved, it's quite difficult to find even the game you just saved in the list, which makes the testing experience a bit frustrating.

It would come very much in handy if we had either QuickSave/QuickLoad functions, or the ability to sort by date.
How it is implemented, it's not that important, but here are some suggestions:

Quicksave/Quickload:
- H3 ERA had F5 for QuickSave (no QuickLoad)
- H5 had F6 for QuickSave & F9 for QuickLoad (F5 & F8 being the normal Save & Load)
- I don't think the other titles had QuickSave/Load, but feel free to use whichever keys you find more intuitive, but best is something in the F5-F9 range I believe

Sort Games:
No ideal solution I guess, but maybe clicking in the area where the date & time of the game are displayed could do it, or the map size button next to it. At least as temporary solution, until someone designs a new button or something, and then we re-assign the function.

Feel free to implement whichever you find more convenient and mark it as Resolved. We'll see then if just 1 solution is enough to be comfortable (and if not, I'll create another report for the remaining and close this one).
There are no notes attached to this issue.





View Issue Details
1164 [VCMI] Campaigns minor always 2012-12-17 18:16 2014-01-01 15:37
Ivan  
Ivan  
normal  
resolved  
fixed  
none    
none 0.94b  
  0.94b  
Some campaign-specific victory conditions are not implemented
Check VCDESC.TXT from H3bitmap.lod - apart from known ones it has two more lines:

Defeat all monsters
Survive beyond a time limit

This two are defined in h3m so implementation for them is straightforward.

Apart from this H3 has some hardcoded victory conditions specific for some maps:

Festival of Life, 1st scenario: lose hero OR time expires
Armaggedon's Blade, (not sure which scenario): find *3* artifacts
There may be more but this is ones I found.
Notes
(0003260)
Warmonger   
2012-12-17 19:08   
Survive beyond time limit is a condition of last map of Sander's Folly campaign iirc.
(0003261)
Ivan   
2012-12-18 08:05   
And "defeat all monsters" was used in Festival of Life

In case if this was no clear - these two conditions are part of h3m format so this will give crashes\glitches during campaigns or even scenarios if map maker is smart enough.

Later ones like "Find 3 arts" are hardcoded in heroes3.exe so these scenarios will work but won't be identical to H3.
(0003359)
Tow dragon   
2013-02-06 21:25   
I've made a quick investigation and it looks like defeat all monsters is hardcoded -- Festival of Life's mission that looks like the one you are talking about has beat monster win condition (with nice looking coordinates).

I cannot find Sander's Folly campaign -- only a map with boring find artifact condition.
(0003360)
Ivan   
2013-02-06 22:10   
(edited on: 2013-02-06 22:12)
You're looking for map 4 - "Hurry Up and Wait" in "Foolhardy Waywardness" campaign (fool.h3c)

These two are hardcoded in H3M, everything else is hardcoded in .exe (don't know what we should do here)

(0003361)
Tow dragon   
2013-02-07 10:28   
My h3m (hurry up and wait) has standard win conditions. It loads with no problems (except hero placeholder is not substituted with a real hero). Could you e-mail me maps with these two not supported victory conditions?
(0003363)
Ivan   
2013-02-07 18:16   
Now that's strange. H3M indeed uses default condition but if in H3 you'll start "Festival of Life" campaign, advance to next mission and save game you will see "Defeat all monsters" as victory condition instead.
(0004211)
Ivan   
2013-12-27 12:25   
Working on it, not yet sure when I'll find time to finish it though.
(0004304)
Ivan   
2014-01-01 15:37   
I'll move this to resolved - should be implemented fully in rev 3695.

For any scenario-specific issues report them here in separate issue or on forum. Fixing all of them should be trivial now.





View Issue Details
896 [VCMI] AI - Adventure Map major have not tried 2012-03-04 10:17 2013-12-21 14:38
Warmonger PC  
Warmonger Windows 7  
normal SP1  
resolved 0.88  
fixed  
none    
none 0.94b  
  0.89  
AI will explore Veil of darkness shround infinitely, without taking other actions.
Ad in summary.
Reproductible on Arrogance 3.
Intel Xeon X3450 2.67GHz
8GB RAM @ 1333 MHz
Galaxy GTS 250
Raid 10
Notes
(0004195)
Warmonger   
2013-12-21 14:38   
Looks like it's no longer an issue. AI won't be fixed on exploration forever.





View Issue Details
1421 [VCMI] Campaigns major have not tried 2013-08-27 19:34 2013-12-17 17:16
Ivan  
beegee  
normal  
resolved  
fixed  
none    
none 0.94b  
   
Human player should have turn before AI player(s)
In H3 human players always act before AI players. In VCMI players always act according to their color/playerID (e.g. red before blue)

This IS an issue in some cases - try starting Birth of a Barbarian campaign from SoD.

Your task is to run away from AI hero with superior forces. But right now this is impossible because AI attacks you on the first turn before player can act.
Notes
(0004178)
Ivan   
2013-12-17 13:51   
I've changed category to campaigns because this is critical for proper campaigns support (at least for Yog campaign)
(0004179)
beegee   
2013-12-17 15:06   
I know I've seen this mantis ticket somewhere before, but didn't searched under category adv. map:)
(0004180)
beegee   
2013-12-17 17:16   
Fixed in revision 3654.





View Issue Details
905 [VCMI] AI - Adventure Map major always 2012-03-06 07:08 2013-09-07 23:52
Warmonger PC  
Tow Windows 7  
normal SP1  
resolved 0.88  
fixed  
none    
none 0.93  
  0.89  
AI doesn't save list of visited objects
After reloading the game, AI revisits all visitable objects within its range before taking any other steps.
Try attached random map and play as Tan to observe AI behaviour.
Intel Xeon X3450 2.67GHz
8GB RAM @ 1333 MHz
Galaxy GTS 250
Raid 10
AI See you.h3m (187,635) 2012-03-06 07:08
https://bugs.vcmi.eu/file_download.php?file_id=875&type=bug
Notes
(0002496)
Tow   
2012-05-18 23:07   
It's part of bigger issue. ATM when saving game, only server stores copy of gamestate/lib. It's a premature disk usage optimization. Because client doesn't store its one, it can't serialize lib ptrs (like CGObjectInstance*).

I'm going to fix it sometime later, likely when I'll cheat-proof mode development.
(0003954)
Tow   
2013-09-07 23:52   
Has been fixed in 0.93.





View Issue Details
883 [VCMI] GUI - Battles minor always 2012-02-28 18:41 2013-07-16 18:24
MegaNix  
Ivan  
normal  
resolved 0.87b  
fixed  
none    
none 0.94  
   
Creature walking animation
The walking animation is slower than all the others. (attack,defend,idle etc)
Every battle
Notes
(0003759)
Ivan   
2013-07-16 18:24   
Fixed or at least made it closer to H3, rev 3447.

Not sure if I got speed correctly - please recheck speed of all battle animations and create separate issue if needed.





View Issue Details
844 [VCMI] GUI - Battles feature always 2011-12-09 14:12 2013-07-16 18:23
Sarkham  
Ivan  
normal  
resolved 0.87  
fixed  
none    
none 0.94  
   
Smooth moves
Movement on the battlefield is smooth only on low speed. On normal speed is not so bad, but on fast speed moves and attacks look very bad and many times they have wrong timing, especialy when creatures are counterattack.
I think that it have big influance on gameplay and should be fixed
Notes
(0003758)
Ivan   
2013-07-16 18:23   
Fixed, rev 3447.

Not sure if I got speed correctly - please recheck speed of all battle animations and create separate issue if needed.





View Issue Details
1077 [VCMI] GUI - Battles trivial always 2012-09-18 23:41 2013-07-16 18:23
Zamolxis  
Ivan  
normal  
resolved 0.89  
fixed  
none    
none 0.94  
   
Remaining issues with custom creature animations in battle
0000027 has solved the most bothering related issue, and 0000064 another, however we still have the following:

1. The animation speed is way too fast. Regardless of the animation speed setting in the battle options, this custom animation when hovering over a creature should always be (very) slow, in order to seem natural.

2. Hovering over enemy creatures should trigger the same effect as for friendlies: animated blue glow and custom creature animation.

3. (really trivial) Sometimes, when we move the cursor fast enough from one creature to another, the blue glow animation moves to the new creature, but the custom creature animation is not triggered. This is barely noticeable, and potentially way harder to fix, so I guess fixing it could be considered optional as compared to the above two.
(4?) In his note to 0000027, ori.bar said his fix did not cover 2-hex units. However I don't see anything wrong there. But I thought of listing it just in case someone else sees any discrepancy with H3 there (otherwise just disregard).
Notes
(0003757)
Ivan   
2013-07-16 18:22   
Everything should be fixed, rev 3447.

Not sure if I got speed correctly - please recheck speed of all battle animations and create separate issue if needed.





View Issue Details
698 [VCMI] Mechanics - Battles tweak always 2011-03-04 01:56 2013-07-16 18:22
Zamolxis  
Ivan  
normal  
resolved 0.84  
fixed  
none    
none 0.94  
   
Spell animation has the same speed, regardless of the Animation Speed setting in the Combat Options
The spell animations should have 3 speeds (slow/medium/fast) according to the Animation Speed setting in Combat Options. Right now they seem to be at Medium and/or Fast speeds.
When reproducing 0000684, set Animation Speed at Slow. You'll notice contrast between the (very) slow movement of the creatures, and the fast animation of Wraith's regeneration.
Notes
(0003688)
Zamolxis   
2013-06-10 16:09   
It would be nice if this could be fixed in one of the next releases. Some animations play so fast, that it's sometimes hard to tell if it's the correct one in all details (i.e.: correct transparency)
(0003756)
Ivan   
2013-07-16 18:22   
Fixed, rev 3447.

Not sure if I got speed correctly - please recheck speed of all battle animations and create separate issue if needed.





View Issue Details
688 [VCMI] GUI - Battles trivial always 2011-03-02 22:25 2013-07-15 08:53
Zamolxis  
Warmonger  
low  
resolved 0.84  
fixed  
none    
none 0.94  
   
The shaded hex(es) of the enemy target creatures should get un-shaded the moment our creature makes its move
0000053 was fixed correctly in terms of which hexes should be shaded and how:
- single shade for all hexes in our creature's walking range
- single shade for all enemy creatures outside of our creature's walking range, if our creature is a shooter with remaining shots
- double shade if the shade following our mouse pointer overlaps the shaded hexes mentioned above.

However it seems to have introduced a new (pretty insignificant) bug: after we click on an enemy creature to attack it, a single shade remains in that hex during and also after our creature makes its move (moment when it disappears it's hard to pin-point, but definitely later than in H3).

In H3 all shades disappear the moment we give the click-command to our creature to walk/shoot/wait/etc, and when our creature completes its action, the grid gets shaded again according to the next creature (if our turn) and positioning of the mouse pointer.
In VCMI, the shade also remain hanging in a hex even at the end of the battle when the enemy creature moved from that hex to attack us, and was killed in retaliation (the example in screenshot > you can reproduce by playing the battle described in 0000684).
2011-03-02_TargetHexHangs.jpg (21,747) 2011-03-02 22:25
https://bugs.vcmi.eu/file_download.php?file_id=663&type=bug
Notes
(0002265)
majaczek   
2012-03-01 15:57   
Also while fixing this please implement feature known from h4/h5:
if we cursor-shade an enemy which is out of our meelee range (and perhaps when we are the shooter)
the shaded hexes could indicate enemy walk range instead of ours.
(Many times in h3 i counted the hexes to just know if i will be in the attack range if i move my creature to particular hex)
(0003753)
Warmonger   
2013-07-15 08:24   
^ The request above is already implemented.

So far I noticed that clicked hex remains highlighted also on free tile during creature movement. More precisely, it does not dissapear when creature starts movement.
(0003754)
Warmonger   
2013-07-15 08:53   
Fixed in r3446.





View Issue Details
1294 [VCMI] GUI - Adventure Map trivial always 2013-06-02 15:52 2013-06-23 19:37
Zamolxis  
Ivan  
low  
resolved 0.93  
fixed  
none    
none 0.94  
   
Village Hall icon missing from Town Status window
See screenshots and/or take the VCMI_Tests map from 0001063, in which the last 4 towns owned by Red player have Village Hall only.
2013-06-02_InfoVillage093.jpg (20,775) 2013-06-02 15:52
https://bugs.vcmi.eu/file_download.php?file_id=1317&type=bug
2013-06-02_InfoVillageH3.jpg (20,854) 2013-06-02 15:52
https://bugs.vcmi.eu/file_download.php?file_id=1318&type=bug
Notes
(0003720)
Ivan   
2013-06-23 19:37   
fixed, rev. 3422





View Issue Details
135 [VCMI] GUI - Battles minor always 2009-10-11 14:29 2013-06-10 16:53
Zamolxis  
Ivan  
low  
resolved 0.73c  
fixed  
none    
none 0.84  
   
Wight's regeneration animation graphics are different in VCMI (greenish) as compared to H3 (blue-grayish, more transparent)
0.73c#13 - Wight's regeneration animation graphics are different in VCMI (greenish) as compared to H3 (blue-grayish, more transparent):

H3: http://i4.photobucket.com/albums/y104/Zamolxis/VCMI/VCMI%2007/2009-10-11_H3WightRegeneration.jpg [^]

VCMI: http://i4.photobucket.com/albums/y104/Zamolxis/VCMI/VCMI%2007/2009-10-11_VCMIWightRegeneration.jpg [^]

Personally I don't mind the difference (acid green may idd suit Necro), that's why I gave it "low" priority, but some may prefer to keep it as in the original game.
Forum report: http://forum.vcmi.eu/viewtopic.php?p=3634#3634 [^]
Notes
(0000091)
OnionKnight   
2009-10-11 14:52   
Elixir of Life also has a green animation where a blue one should be. The green regeneration is for when Vampire Lords are attacking I think. It should be a simple matter of changing which animation to be loaded.
(0001470)
Ivan   
2011-01-01 20:32   
Fixed in rev 1907
(0001606)
Zamolxis   
2011-03-03 16:25   
The animation seems to have the right color now, but I'm not yet sure we have the right one. In H3 it was half-transparent.

If we don't yet have the right animation, leave this as reopened.

If the animation is right, but there are other changes to the game code in order to enable transparency, then please mark this as Resolved again, and we can open another report for the transparency of the animation.
(0001622)
Ivan   
2011-03-04 14:22   
Don't see any other semi-transparent animations so this part is fixed.
AFAIR there are some other animations (like life drain or resurrection) that are semi-transparent in game but have only opaque versions in data files.
(0003692)
Zamolxis   
2013-06-10 16:53   
I'm waiting for 0000698 & 0001318 to be fixed to validate this one on slow, separate animation speed, but for now it does seem to be fixed (or way closer to the original at the very least). Still, I'll close this later on when I can validate it properly.





View Issue Details
119 [VCMI] Mechanics - Objects feature always 2009-10-06 10:11 2013-06-10 12:17
Steven Aus  
Warmonger  
low  
resolved 0.74  
fixed  
none    
none 0.82  
   
Random Artifact and Reward Artifact Placement Rules
When filling random artifact slots in a certain game, or deciding on what random artifacts can be given out by defeating a certain map site (or are given in Treasure Chests, Shipwreck Survivors or other pickups like Flotsams, first visit of Wagons etc.):

1. All of one class of random artifact must be placed before one artifact gets repeated in a random slot;
2. if for some reason there are even more, all of them must appear twice before a third placing of one particular artifact in a random artifact slot or as reward is done by the game;
3. non-random artifacts placed on the map by the map-maker don't count when deciding what artifact to put in random artifact slots. The game rations the number of times a particular artifact (like a "Rib Cage" or a "Sandals of the Saint") appears in a random artifact slot (the random artifact slots of a particular power of artifact are set and placed by the map-maker in the editor);
4. (i) artifacts banned in the SoD/WoG editor never appear in a random artifact or as a random artifact reward slot for map sites that give out random artifacts (although even if combination artifacts are banned, they may still be assembled if all the pieces of that combo are available from random artifacts and/or specifically placed by the map-maker);
   (ii) also banned are artifacts that are the requirements for any Seer Hut, Quest Guard or Special Victory Condition.
(All the artifacts in rule 4 are considered banned from any random artifact slot, or any map site or pickup that can possibly give random artifact/s.)

So in H3 when a particular game is starting up the number of duplicate random artifacts in random artifact slots is always minimised by the above rules, and any game-breaking artifacts are excluded.

Phew! =) If there are any conditions I've missed, please add notes to this issue - but I'm pretty sure these are all the ones that currently apply in standard H3 Complete/SoD. :)
Notes
(0000054)
Warmonger   
2009-10-06 10:19   
1. and 2. can be easily handled, 3. and 4. are not yet implemented.
(0000158)
Warmonger   
2009-10-24 19:22   
Implemented for all adventure objects, it's more complicated for free random artifacts.
(0000159)
Steven Aus   
2009-10-25 10:43   
Congratulations on your progress, it is an important step. =) Do you or the VCMI Team have some idea when the next release or development version is coming, or not sure yet (due to Tow and Tow dragon being back at their university studies and having less free time)?
(0000992)
Warmonger   
2010-06-28 06:12   
Fixed in r1620





View Issue Details
1129 [VCMI] GUI - Adventure Map trivial sometimes 2012-10-01 12:59 2013-06-02 22:14
Zamolxis  
 
normal  
new 0.89  
open  
none    
none  
   
Spell points left are not always updated in the Hero info box on Adventure Map after a battle
It seems to happen only when the hero consumes all of his spell points during a battle.

Screenshot is from 0.89d, but I reproduced it also in 0.89 as follows:
- in map from 0001063, took Ivor up to the guarded dwellings
- when fighting at 1st dwelling I used 1 spell: at the end Info box updated remaining spell points from 10 to 5
- when fighting at 2nd dwelling I used the spell again: at the end the Info box didn't update to 0, but remained 5 (if we open Hero screen though we see nothing is left)
Same issue with Primary Skill points when changing artifacts which alter their values. In H3 they update the moment you close Hero screen, or the moment you close the window with captured artifacts after battle (or picked from the ground), if they go automatically in a slot on your hero. In VCMI you need to do certain game actions (like selecting another hero, and then back) to see the updated Hero info stats.
2012-10-01_SpellPointsNotUpdatedAfterBattle.jpg (135,206) 2012-10-01 12:59
https://bugs.vcmi.eu/file_download.php?file_id=1136&type=bug
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1269 [VCMI] Mechanics - Adventure Map major always 2013-05-24 18:34 2013-05-31 22:24
Ivan  
Tow  
high  
resolved  
fixed  
none    
none 0.93  
  0.93  
Hero exchanges are broken: Got false in applying... that request must have been fishy!
Exchanges between heroes on adventure map are broken, for both AI and player:

System message: Server encountered a problem: Cannot exchange stacks between these two objects!

System message: Server encountered a problem: Got false in applying... that request must have been fishy!

Only way for exchange to work is when both heroes are in same town (visiting\garrisoned)
Notes
(0003566)
Tow   
2013-05-27 10:54   
Fixed in r3388.
(0003611)
Zamolxis   
2013-05-30 20:48   
(edited on: 2013-05-30 20:53)
Only fixed for creatures.

We still can't exchange artifacts or war machines in 0.92c. Can be easily reproduced with VCMI_Tests_2012 map, take Sir Mullich who is packed with everything and go right, under the Garrisons, then up to meet with Inteus.

(let me know if you prefer I open a separate report)

(0003612)
Tow   
2013-05-30 21:28   
I'll check this.
(0003617)
Tow   
2013-05-31 22:24   
Exchanging artifacts is fixed in r3400.





View Issue Details
1273 [VCMI] GUI - Town screen trivial always 2013-05-27 20:21 2013-05-27 20:25
Zamolxis x86_64  
Tow Windows  
normal 7 VAIO  
assigned 0.92  
open  
none    
none  
   
Selecting 1st or 2nd town icon from the scroll bar moves it to the lowest possible visible slot (3rd if enough towns above )
This seems to be an older (but trivial) bug, as I found it in 0.91 as well (and I didn't check even further back):

In the Town Screen, when we own at least 4 towns so that they become scrollable, if we scroll down so that at least a few towns move up (out of the 3-tile view), selecting the 1st or 2nd visible town icons re-scrolls the town list so that the one selected moves to the bottom of the visible list (as 3rd).

Take any map with many towns (like the VCMI_Tests from 0001063) to easily reproduce at start.
i5 M480, 4G RAM, 2G GT 425M, 1920x1200
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1147 [VCMI] GUI - Other minor always 2012-11-04 17:32 2012-11-04 17:32
Shatterband PC (Tablet)  
Windows  
normal 8  
new 0.9  
open  
none    
none  
   
Windows 8 Touch Gesture/Action support erratic
I recently stumbled across your project and tried it out on my tablet running the Windows 8 Release Preview.

Everything works as advertised, except mouse handling - GUI elements cannot be tapped directly and the pointer can only be moved by tapping a position twice or using a dragging gesture. This, however, triggers a click event at the previous location of the pointer, which makes control of the game more difficult because you tend to accidentally click things you don't want to.
- open VCMI
- use fingers/stylus to control the game
I'm not sure, but I think there is an API for handling touch input under Windows 8 - maybe that could be used to make things easier.

Also, for reference, when started without VCMI, HoMM3 handles input much better, probably due to some kind of different/legacy input mode triggered by the change to full screen display - maybe that could be used as reference.
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View Issue Details
322 [VCMI] GUI - Adventure Map trivial always 2009-12-25 03:33 2012-09-01 10:02
Zamolxis  
 
low  
new 0.75  
open  
none    
none  
   
Map scroll with keyboard keys behaves a bit differently then H3, leading to the impression that it's too fast sometimes
In H3, if we pressed CTRL and then an Arrow/Numpad key for a second, the map would scroll 1 tile. If we held the CTRL+Arrow/Numpad key for more than a second, only then the map would start continuously scrolling (so after a break of a fraction of a second, as if the system would check to see if we want just a short scroll or a long one).



In VCMI however, the continuous scrolling starts instantly. Which means that if we want to scroll just 1 tile, we'll have to hold CTRL, but then barely touch an Arrow/Numpad key. And even then sometimes I see the map jumps 2-3 tiles already. It's particularly noticed in lower resolutions, where fast scroll may suddenly move 30% of your visible AdvMap out of view (on high resolutions the impact is way smaller, hence the reason I didn't notice this yet).


Notes
(0002916)
randomed   
2012-08-19 09:41   
I think that the present implementation is perfect.
(0002973)
Zamolxis   
2012-09-01 10:02   
(edited on: 2012-09-01 10:18)
I think for the player it doesn't make much difference, which is why I created it from the start as Low priority. It's just a bit annoying as a tester, if I want to capture the best focus for a screenshot.

I prolly wouldn't have reported this at all if it wasn't also different than the H3 behavior, and it's no big issue if it's never fixed. But there's also no harm in leaving it open, in case one day a coder will feel like trying his hand at this.






View Issue Details
1017 [VCMI] GUI - Adventure Map tweak always 2012-06-22 04:45 2012-08-18 17:58
vmonkey x64  
Ubuntu  
low 12.04  
new  
open  
none    
none  
   
When "sleeping" or in a battle, some buttons should be greyed out
See the attached screenshots and the highlighted part (green).

1) When ending turn - being in a "sleep mode", in the original HOMM3 all the interface buttons become inactive (greyed out) except for the "End turn" button. This should also happen in VCMI.

2) When having battle and being in a larger screen resolution (I have 1366x768), then the battle window is not a fullscreen. Therefor, the interface button are still visible. Even though they are not active, they should be also greyed out to not confuse the players.
Screenshot 1.png (206,887) 2012-06-22 04:45
https://bugs.vcmi.eu/file_download.php?file_id=994&type=bug
Screenshot 2.png (1,341,475) 2012-06-22 04:46
https://bugs.vcmi.eu/file_download.php?file_id=995&type=bug
Notes
(0002762)
vmonkey   
2012-06-22 04:54   
Actually, the interface buttons should be inactive and greyed out always when there is another active window - the castle, scenario information, level up, battles, etc.





View Issue Details
787 [VCMI] AI - Battles feature have not tried 2011-08-11 06:56 2011-09-06 14:10
Warmonger  
 
normal  
acknowledged 0.85  
open  
none    
none  
   
AI hero doesn't use tactics
If I attack enemy hero with tactics skill using a hero who doesn't have tactics, AI is supposed to rearrange its stacks, but nothing happens.
Try VCMI_Tests_2011 and attack Tyris with Sir Mullich.
Notes
(0001925)
majaczek   
2011-08-16 17:53   
tactics support were added after battle-AI was written. It should be changed.
for now we can make ai end tactics turn with no action, but for for future it should do "something"
(0001929)
Tow   
2011-08-25 15:26   
Fixed in r2306.
AI still won't make use of tactics (battle AI project has to wait several months for further development) but it won't cause freeze.
(0001995)
Warmonger   
2011-09-05 17:51   
I didn't report anything freezing (no such case), just AI skipping using tactics even though all parts seem to be there.
Still, this feature needs to be implemented someday.
(0002001)
Tow   
2011-09-06 14:09   
Really...? Well, I've encountered freeze when trying to reproduce this issue, so I assumed it was about this. But the freeze must have been introduced later then.

The battle AI project is on hold, util its status is clear. I'm not convinced we need reports about its missing functionalities (why no reports spell usage, catapults, stacks special abilities then?), too many of them and no chance of fixing now.





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735 [VCMI] Mechanics - Town structures feature always 2011-05-29 13:57 2011-05-29 13:58
Zamolxis  
 
low  
new  
open  
none    
none  
   
H3 issue: Mana Vortex didn't act according to its description in H3 > How should VCMI handle it?
H3 object description: "The Mana Vortex temporary doubles spell points for ANY garrison or visiting hero"

H3 actual behavior: "temporary doubles spell points once a week, to the first hero who enters in contact with it in that week (visiting or garrison, visiting having priority if both are in town when built or if we enter town screen for the first time in a new week)"

Suggestion 1:
Change object description to something like "The Mana Vortex temporary doubles spell points once a week"

Suggestion 2:
Have both behaviours implemented (with H3 one and Suggestion 1 message as default), and ability to select the alternative behaviour (as in H3 description) from the "VCMI Tweaks" screen (should such interface be coded one day).
There are no notes attached to this issue.





View Issue Details
217 [VCMI] Mechanics - Other tweak always 2009-11-07 13:00 2011-05-29 10:59
Zamolxis  
 
low  
new 0.74  
open  
none    
none  
   
Keybindings in Split Stack window don't work intuitively if we have already some creatures in the destination slot.
If the destination slot is empty, we can use for example 2 in the split stack window, and 2 creatures will be moved to that slot. But if you take for example Ivor in the VCMI_Tests.h3m attached to 0000183 and try to rebalance his Dwarves (20 in each stack), pressing 2 will move the whole lot to the destination slot, instead of splitting them in 38+2.

The cause of this is the fact that the Split Stack window opens with the mouse cursor at the end of the 2nd stack size number, while preferable it should open with the cursor below the first (left) digit of that number, allowing us to overwrite it (see screenshot below). So it's not really a bug, but just a less intuitive behaviour (might give some players the feeling it's a bug, until they realize why it behaves like this).
2009-11-07_SplitStack.jpg (54,492) 2009-11-07 13:00
https://bugs.vcmi.eu/file_download.php?file_id=83&type=bug
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705 [VCMI] GUI - Hero screen / Exchange window tweak always 2011-03-07 14:38 2011-03-07 20:05
Zamolxis  
 
normal  
new 0.84  
open  
none    
none  
   
Info boxes in Hero screen pop up above the object we R-click on i/o the center of the window
Valid for both hero screen & hero exchange screen.

H3 behavior would be preferred (with arrow cursor remaining visible - that in case 0000696 applies in-game as well), so that we better associate the info text with the object we R-clicked on (e.g.: associate the hero face with his/her background story).
2011-03-03_HeroInfoVCMI.jpg (90,736) 2011-03-07 14:38
https://bugs.vcmi.eu/file_download.php?file_id=691&type=bug
2011-03-03_HeroInfoH3.jpg (121,172) 2011-03-07 14:39
https://bugs.vcmi.eu/file_download.php?file_id=692&type=bug
Notes
(0001630)
Zamolxis   
2011-03-07 20:05   
Actually it seems to be a more general issue. I've also seen it in other windows, such as: Combat Options and System Options. I'll update later on this post if I find others.





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695 [VCMI] GUI - PreGame trivial always 2011-03-03 13:52 2011-03-03 13:57
Zamolxis  
Tow  
low  
assigned 0.84  
open  
none    
none  
   
Starting Hero info box: alignment issues
You will best notice the differences if you save the screenshots on your drive and the cycle between them in full screen in a image viewer:

1. Hero name/class text is 1 pixel too much to the right: hardly noticeable, fix optional

2. Specialty icon is 2-3 pixels too much to the right and down: noticeable, especially because it's not center-aligned as compared to hero portrait, so needs to be fixed

3. Specialty name is at least 5 pixels too much to the right: very obvious as not centered, so it needs to be fixed

4. The whole info box itself is roughly 10-15 pixels too much to the left (looks like VCMI aligns it to the menu window, while H3 to the game interface - not sure though). This is however not so noticeable, so fix is optional.
2011-03-03_StartingHeroCardH3.jpg (56,153) 2011-03-03 13:52
https://bugs.vcmi.eu/file_download.php?file_id=666&type=bug
2011-03-03_StartingHeroCardVCMI.jpg (55,127) 2011-03-03 13:57
https://bugs.vcmi.eu/file_download.php?file_id=667&type=bug
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648 [VCMI] GUI - PreGame feature always 2010-11-17 21:59 2010-11-19 16:18
ruppertus Intel (Core i5 + NVidia Quadro)  
Tow Linux Debian 64 bit  
low testing (amd64)  
assigned 0.83  
open  
none    
none  
   
I can't set WOG options
When I want to select a scenario for a new game I try to press 'WoG Options' button but it isn't enabled.
Is it implemented? If not then how can I change WoG Options?
Notes
(0001416)
Zamolxis   
2010-11-17 22:53   
WoG Options are not yet implemented.

Please check the Items Implementation Status (https://spreadsheets.google.com/ccc?key=pRhYM0YkAF9lIpLe4raNAWA#gid=0 [^]) or read a bit around the forum (forum.vcmi.eu) to get a better idea of where we stand with the project. Many elements are not yet implemented, so there is no need to report them. We know what is missing and are rather interested in bugs with the features implemented so far.
(0001422)
ruppertus   
2010-11-18 00:21   
Thanks, I just wasn't sure so I thought it's better to report that.
I'm new with this project and I don't know what's done and what's not.
Regards.
(0001433)
Warmonger   
2010-11-19 16:18   
(edited on: 2010-11-19 16:18)
The best list of all big features is avaliable on Wiki:
http://wiki.vcmi.eu/index.php?title=TODO_list [^]






View Issue Details
354 [VCMI] Mechanics - Objects feature N/A 2010-02-12 11:26 2010-08-01 14:23
Steven Aus  
Tow  
normal  
assigned  
open  
none    
none  
   
Script Suggestion: Monoliths cost MP.
Monoliths were not designed to be re-visitable by space bar, when it was brought in in AB, and space bar monolith visiting became a bit of an exploit. Risk/reward needs to be balanced, and I think, apart from moving onto a monolith initially, subsequent teleports should require movement points. Think of a "toll" that has has to be paid, or rather, energy lost from having the hero and his entire army transported from one part of the map to a completely different part. =) Risk/reward in a game needs to be roughly balanced at all times otherwise certain actions become too good for what they cost.
Notes
(0000640)
majaczek   
2010-02-12 12:05   
umm so how much mana it would cost?
if hero is barbarian could it have not been able to pass?
eg. if needed 11+ mana then first level barbarian couldn't use monoliths at all

also there's big difference between might and magic heroes!
mage with knowledge 12+ and master intelligence wouldn't get hurt too much by one visit, when level 24 barbarian could get significant hit looking at mp in percents

i think it's a bit controversial, but may be great as OPTIONAL feature
(0000641)
Steven Aus   
2010-02-12 13:28   
Sorry, the title of my feature request was a bit ambiguous. I meant Movement Points rather than Mana Points. So the way I normally use the abbreviations:

MP to mean Movement Points;
SP to mean Spell Points.

Quote from my above message:
"subsequent teleports should require movement points" and all that. ;P
(0000642)
majaczek   
2010-02-12 14:13   
normally three shortcuts are universal between games HP (health points) MP (mana points) XP (experience points); so naming move points as MP is somebit weird

so after getting what you mean I think the feature isn't so good...
i think most players prefer the old behaviour (all objects are revisited with no cost by pressing space) or they may want other way to pay

and looking about: wog has a script 'monolith toll' which makes you pay a little gold per travel through momoliths which i think is really better than that you proposed

Hovewer I personally prefer 'free' monoliths, so as long as it's optional feature I don't mind it so much
(0000645)
Zamolxis   
2010-02-12 18:50   
@majaczek: Because Heroes uses Spell Points, I also shortened it always as SP, and MP was Movement Points for me. So it's possible many Heroes players might use the same codewords, if they didn't happen to play a lot of other games using mana. As Heroes uses Spell Points, we can't just shorten it to MP. But if some users might confuse things due to other games, it's maybe best in the future to explain at least once in our report what we refer to. ;)

@StevenAus: As I said in report 0000350, this could be a good tweak for balancing the game, but only as an option. We cannot implement a cost by default, if it wasn't in the original game. There may be AB/SoD maps which are counting on the free use of monoliths.





View Issue Details
61 [VCMI] GUI - Town screen tweak always 2009-10-03 15:27 2010-05-29 19:28
Tow dragon  
Tow  
normal  
assigned 0.72c  
open  
none    
none  
   
scroll arrows should also be disabled/grayed out in the Marketplace window, when the from/to resources are not selected yet
0.72c#14 Similar with 0.72c#13, the scroll arrows should also be disabled/grayed out in the Marketplace window, when the from/to resources are not selected yet.

Following the same logic as in the Recruit screen, I would expect the buttons to be grayed out also when we cannot trade at least 1 resource of the selected ones. However that is not the case in H3. I would prefer it grayed out in this case, to make it obvious that clicking on those scroll arrows is pointless anyway; but I leave it up to you if you want to implement it as such, or like in H3. :)
Originally reported here: http://forum.vcmi.eu/viewtopic.php?p=2990#2990 [^]
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233 [VCMI] Other tweak always 2009-11-28 04:02 2010-02-11 23:10
Zamolxis  
 
normal  
new 0.74c  
open  
none    
none  
   
System Message does not split the text at the end of the line by moving the full word which doesn't fit to the next line.
System Message does not split the text at the end of the line by moving the full word which doesn't fit to the next line.



I think only "words" with more characters than the maximum available on a line should be split. All others should be moved to the next line.



About the message we are going to see every time we hit End Turn: "System Message: Game has been saved as Autosave_X", as we get it so often, perhaps we could enlarge the amount of characters in a line for system messages, enough to make this one fit. Or else we can just have Autosave_X on the next line.
I also noticed somewhere else that also punctuation marks can end up in the beginning of the next line (so we may have lines starting with a comma for example). They should somehow be attached to the word in their left.
2009-11-28_SystemMsg.jpg (5,369) 2009-11-28 04:04
https://bugs.vcmi.eu/file_download.php?file_id=98&type=bug
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249 [VCMI] GUI - Adventure Map tweak always 2009-11-29 04:24 2009-12-27 19:18
Zamolxis  
 
normal  
new 0.74c  
open  
none    
none  
   
Info window on map objects, artifacts, terrains does not pop in the middle of the screen, but on top of them.
When we R-click, Info window on map objects, artifacts, terrains does not pop in the middle of the screen, but on top of them.
This was probably introduced when 0000188 was fixed. However that report was slightly inaccurate, as only the info windows for towns, forts, heroes & monsters should pop on top of them, not for all map objects.
Notes
(0000316)
Zamolxis   
2009-11-29 04:45   
See also the pics attached to 0000250. R-click was made on grass in the same spot.





View Issue Details
315 [VCMI] GUI - PreGame feature always 2009-12-22 16:11 2009-12-22 21:43
Zamolxis  
Tow  
normal  
assigned 0.75  
open  
none    
none  
   
No R-click info when Starting Hero in Advanced Options screen is "None"
As Tow pointed out in his comment for 0000083, this was buggy in H3, in the sense that it was giving the wrong information (the one for Random). It's already better that was not reproduced in VCMI, but it will be best if we implement the correct info window that should be displayed in such case. For example, the message could say: "A hero has been already given to this player from the Map Editor" or "A hero has been already customized for this player".
Notes
(0000468)
majaczek   
2009-12-22 21:43   
(edited on: 2009-12-22 21:58)
I will like better:
"The map requires custom hero settings which can't be changed."
it will support the case when really there's no hero too :)






View Issue Details
310 [VCMI] GUI - Adventure Map minor sometimes 2009-12-21 14:40 2009-12-21 14:40
Zamolxis  
 
normal  
new 0.75  
open  
none    
none  
   
When a hero passes just next to another one, his animated graphics are behind the other hero, while it should overlap it
To reproduce, load the saved game from the archive attached to report 0000309, select Damacon, and send him to the Star Axis. When he will pass diagonally next to Gerwulf, you'll see that when they overlap, Gerwulf will be above Damacon, while it should be the other way around.
There are no notes attached to this issue.





View Issue Details
211 [VCMI] GUI - Adventure Map tweak always 2009-11-06 23:17 2009-11-21 13:12
OnionKnight  
 
low  
new 0.74  
open  
none    
none  
   
Info windows containing army info should shift creatures to the left to cover up empty army slots.
This applies to town/garrison and hero info windows.
Comparison between H3 and VCMI:
http://img8.imageshack.us/img8/3174/creatureinfo.jpg [^]
Notes
(0000188)
Warmonger   
2009-11-07 07:06   
IMHO current solution is better as gives more info about army, but it's up to you.
(0000190)
Zamolxis   
2009-11-07 13:14   
(edited on: 2009-11-07 13:28)
I tend to agree with Warmonger. The way it is now in VCMI, the Info window also tells us in which slot we have our creatures.

It wouldn't make a difference in the original H3. But if somebody would like to make a mod one day to bind the creature to that slot also on the battlefield, it would be of some use. I always thought that the "Disabled Tactics Formation" button in the Hero Screen is quite useless, and should be used for binding creature slots instead (not often, but it's sometimes annoying that we are limited to the symmetrical loose & tight formations only).