Title: Release EvilMod: Resurrection v2.9.2 Post by: Yaroslav on January 11, 2013, 09:54:22 am NEW VERSION
EvilMod: Resurrection 2.9.2 RELEASE https://yadi.sk/d/CE5U9oM4qhM8W?ncrnd=6723 changes_music.txt: Lothlorien_Good_Battle --> sx_bfme2_ex1elf01 Lothlorien_Evil_Battle --> sx_bfme2_ex1evil01 Hornburg_Good_Battle --> r_exgood113 Hornburg_Evil_Build --> exevil02_f07 Iron_Hills_Good_Battle --> sx_bfme2_ex1dwarf02 Iron_Hills_Evil_Battle --> sx_bfme2_ex1goblin01 Mirkwood_Good_Battle --> sx_bfme2_ex1elf02 Title: Re: Release EvilMod: Resurrection v2.9.0 release Post by: Yaroslav on October 07, 2013, 06:38:10 pm screenshots:
http://disk.yandex.com/public/?hash=qnq6ua0pW3%2BCKMCB74VN7lnRTRaP41k57dszxS1BccY%3D&locale=en (http://disk.yandex.com/public/?hash=qnq6ua0pW3%2BCKMCB74VN7lnRTRaP41k57dszxS1BccY%3D&locale=en) Title: Re: Release EvilMod: Resurrection v2.9.1 beta 1 Post by: Canzah on January 02, 2014, 07:40:27 pm You say final version, but it says Beta 1. Is it really final? Or will there be non-beta release? Happy New Year by the way!
Title: Re: Release EvilMod: Resurrection v2.9.1 beta 1 Post by: Yaroslav on January 05, 2014, 04:11:51 pm You say final version, but it says Beta 1. Is it really final? Or will there be non-beta release? Happy New Year by the way! when will the final version of it will be written in the name of build;)now because of study the development of mod paused... this build is playlabel. great difficulties cause errors of engine - it take many time... Title: Re: Release EvilMod: Resurrection v2.9.1 beta 1 Post by: Canzah on January 06, 2014, 01:02:26 pm Okay, thanks for explanation. Can't wait for final.
Title: Re: Release EvilMod: Resurrection v2.9.1 beta 1 Post by: Yaroslav on January 08, 2014, 12:38:36 pm Okay, thanks for explanation. Can't wait for final. ;)and i not have the patience for the resumption of built to final Title: Re: Release EvilMod: Resurrection v2.9.1 beta 1 Post by: earnolmartin on August 13, 2014, 11:13:29 pm Any new updates on this? I was having a blast tonight using the new forces that I can choose from in the single player. The skirmish mode is pretty dang hard with your mod though. I get owned! xD
Title: Re: Release EvilMod: Resurrection v2.9.1 beta 3.4 Post by: earnolmartin on August 16, 2014, 02:00:47 am Also, were you ever able to patch the multi-player randomly crashing due to desync every once in a while? I know with GameSpy down, this is nearly impossible. That, and no one plays this game online :(
Title: Re: Release EvilMod: Resurrection v2.9.1 beta 3.4 Post by: Yaroslav on August 23, 2014, 08:28:42 am Also, were you ever able to patch the multi-player randomly crashing due to desync every once in a while? I know with GameSpy down, this is nearly impossible. That, and no one plays this game online :( 1.desync in online mode its problem 2 palyers(someone have other version of mod), proof of correctly work its http://www.youtube.com/user/EVILLOTR (http://www.youtube.com/user/EVILLOTR) 2. forget about gamespy(sucks it), many players use 'tunngle' (http://www.tunngle.net/index.php?l=en (http://www.tunngle.net/index.php?l=en)) 3. if anybody wanna play with me - skype: morgot_dark_lord 4. about changelog - its in .rar file of new version p.s. soon will be v2.9.1 Release version, sry for english, i'm hurry... Title: Re: Release EvilMod: Resurrection v2.9.1 beta 3.4 Post by: Yaroslav on October 22, 2014, 04:55:35 pm https://yadi.sk/d/IGXtRmVycDnyi
New Update is coming soon Title: Re: Release EvilMod: Resurrection v2.9.1 RELEASE Post by: Yaroslav on December 15, 2014, 10:29:38 pm one year paused - i go to army((((
Title: Re: Release EvilMod: Resurrection v2.9.1 RELEASE Post by: earnolmartin on December 15, 2014, 10:47:06 pm one year paused - i go to army(((( Good luck! We'll miss you. Please don't start world war 3 :( Hopefully, you'll release this soon. It's awesome! Title: Re: Release EvilMod: Resurrection v2.9.1 RELEASE Post by: Yaroslav on March 27, 2016, 07:02:38 am HI to ALL! I'm back from hell alive and healthy, to combat operations i was not involved.
I have not lost my mind and rest (back 3 months ago). and I am full of new ideas, the MOD has become even better! soon release the new global version 2.9.2 - sea of changes, the game has become even more enjoyable! Title: Re: Release EvilMod: Resurrection v2.9.2 SOON NEW V Post by: earnolmartin on April 03, 2016, 12:51:54 am Very cool. I'm glad you're back, alive, and well! Please keep us updated.
Title: Re: Release EvilMod: Resurrection v2.9.2 SOON NEW V Post by: Yaroslav on April 10, 2016, 01:40:37 pm Very cool. I'm glad you're back, alive, and well! Please keep us updated. pls write me to yboj2705@yandex.ruTitle: Re: Release EvilMod: Resurrection v2.9.2 Post by: PalMz17 on December 01, 2016, 11:09:31 pm I've been modding the database of War of The Ring for a while now, and I have some concerns about the root stuff we yet don't have easy access for, to not mention all the interesting so-called toolscripts...
How do you get your Battering Ram to work? In my own mod, the build-button (for production) is not clickable - it shows gray. And I also wonder why upgrades is blocked for Elf Knight? I have written in the LQRs that the unit should both allow upgrades, and get the same upgrades as the other elves/elfs. Another problem is, I can't get the time-scale function to work on Balrog and Giant Ent - I want to speed them up. I guess some of these problems is caused by root scripts that merges over the LQR-data. And is there yet a way of model scaling? By the way - the Tools for modding, they need to get re-compiled in "Release Mode" instead of "Debug Mode". Or else users have to download debug versions of the required Microsoft Visual Studio 2012 C++ DLLs separately, which could contain back-doors (virus stuff). Anyways... they work absolutely great, big thanks to Yaroslav! ;D (Y) I have already sent an email about this to the address Yaroslav specified here. Title: Re: Release EvilMod: Resurrection v2.9.2 Post by: earnolmartin on December 02, 2016, 10:03:58 pm Cool, please inform us of his response if you get one. I'd like to attach the latest version of his mod, tools, and anything else somewhere in the forums and on the mapping site itself.
Title: Re: Release EvilMod: Resurrection v2.9.2 Post by: PalMz17 on December 03, 2016, 08:47:46 pm Yeah. I will, as long as I don't get my thoughts stuck in something else! ::)
I have only recieved a single response from his friend/partner Flomaster in a private conversation at Mod DB, about getting their tools running. He shared me a link for DLLs that work perfect by placing them in the tools' folder. So there is at least something there :) Title: Re: Release EvilMod: Resurrection v2.9.2 Post by: ltsheppard on December 05, 2016, 12:12:55 pm I have reached out to him recently regarding some changes to his text conversion tool. There was an error where it did not convert German special characters like ä, ö, and ü. He actually answered and wrote a new tool for me that works.
However, I haven't heard from him now in 3 weeks regarding some other matter, so he might be gone for the time being or doesn't have time to invest. Also, I've downloaded all Visual Studio versions necessary to run Yaroslav's tools (VS2012 for the already posted and VS2014 for the one he sent me) and extracted the dlls. I don't know if I'm allowed to redistribute those dlls but they would be totally virus or risk free since I took them straight from the install folders. I've also written a GUI for the H2O Packer and Unpacker tools. If anyone is interested, I could upload an archive with all that and maybe updated readmes etc. Title: Re: Release EvilMod: Resurrection v2.9.2 Post by: PalMz17 on December 05, 2016, 02:11:23 pm I got an answer from Yaroslav on this day, 5th december. He also said to me that he has bugfixed the text tool. He has not yet come to answer any of the modding problem I have, but soon... I guess.
I saw that his partner Flomaster uploaded modding tools for another underknown game at Mod DB on 9th november, which was around the time Flomaster shared me working DLLs. So that could be one of the causes of why he is not so very active. I would also say it can be really tough (and frustrating) to get any access to the root sections... which is one of the current goals. Scenario scripts is, of course, also one of those. Edit: He also wrote that the tools did not work as they should have when he compiled them in Release Mode. So that's why they currently are in Debug Mode. Title: Re: Release EvilMod: Resurrection v2.9.2 Post by: ltsheppard on December 05, 2016, 06:06:41 pm I have no problem with them being written in debug mode. I don't think WoR is going to be interesting for a lot of modders anyway because you have to pack the whole archive every time you want to mod something (so there would be a big problem with incompatibilty). The only way would be a mod starter/installer that packs different mods into the archives etc.
Nonetheless, I'll gladly upload my tools folder with the dlls and GUIs for the programs. I myself wanted to work on changing the menu screens, to delete the obsolete Gamespy multiplayer option and fix the UI for widescreen resolutions. However, the lsr screen files cannot be converted yet. |