FHeroes 2 Enhanced
What is it?
Free Heroes 2 is an engine recreation of game Heroes 2 (of Might and Magic) with UI and coding enhancements.
Work is suspended
Some people notice that issues are untouched and sadly they will remain as such. As for now, I have lost the interest to strongly go into code and fix issues, for various reasons, including a heavier setup. Though I will not close it, as people can contribute simple fixes as PRs and if they kind of work on my machine, I will incorporate and make a new release.
Now I am trying to redo the game in Java (basically a port of C++ code, but with some easier to debug/contribute, and it will run eventually on a Mac!, 4K screens, it supports 2X and 4X scaling) using JavaFX.
If you are interested into contributing and make Free Heroes 2 "Great again" (sorry, I dislike some guy making things great again), and you like a modern up-to-date Java (meaning you can use "var" keyword, enhanced switch, etc), a full map loading is working with game that supports multiple scalings and a working game on Linux/Windows/Mac (it should work even on Mac/Big Sur). I didn't try it on R-Pi, but it should work on a R-Pi3 or alike with a modern OpenJDK install
https://github.com/ciplogic/TilePainter
Version 1.0 was launched!
Download (on Windows)
Releases are here:
https://github.com/ciplogic/fheroes2enh/releases/
You can also install it via Chocolatey:
choco install fheroes2enh --version 1.1.0
What do you mean by enhancements?
Features:
Screenshots:
If you want to see what is it about, and you have an Windows machine, why not try it?
The Releases page contains the latest version from here: https://github.com/ciplogic/fheroes2enh/releases
More details
Over time there will be mostly usability changes and improvements over modernizing the code. (i.e. C++ 11)
You can see a demo of how it runs and how it is enhanced here: (feel free to build it and make a more pleasing intro!) https://youtu.be/A8KwfSmW0G4
For now CMake is supported with Linux/Mac OS X only, but please help us to move the code to other platforms (MacOS, Windows and not only).
The editor will not be the target of this project.
How to start?
Identify your operating system and if is not Windows do the following:
Building on MacOS/Linux
Install:
CMake
C++ compiler
SDL 1.2 Development package for SDL itself, SDL_Image, SDL_ttf, SDL_Mixer
install an IDE of choice: like the excellent CLion from Jetbrains or a Makefile based IDE: Eclipse, NetBeans with C++ support and so on.
download a copy of Heroes 2 Demo or make a copy of the original GoG excellent Heroes 2 game.
Clone this repository to a location. Make sure you work against master (or develop branch) to not be too late into development.
Copy the content of Heroes 2 Demo or Heroes 2 (especially the folders as DATA or MAPS) into your source folder
Building the code:
if you use CLion: chose CMakeLists.txt from the current folder, wait till the project is parsed by the IDE and click build
if you use a Makefile based IDE which doesn't understand CMake: do run the command - 'cmake .' (run cmake in current directory) then you should be able to import the makefile in Eclipse CDT or any other tool
At the end of building, you should find fheroes2 binary in the cmake-build-target folder. By default, the Release build uses LTO which can take some time on lower spec machines.
Building on Windows
Windows support will be always a secondary target from the point of the project but if you feel like supporting the Windows build, especially to integrate nicely with CMake, we will be able to make it work with you.
The long-story short is:
install Visual Studio 2017 Community. It is free from Microsoft.
install SDL development tools
make a copy of the Git cloned folder into: C:\Cs-oss\FHeroes2Enh
download your Heroes 2 installation (or Heroes 2 Demo installation) files into C:\Cs-Oss\FHeroes2Enh
Build it and it should run (at least on Debug configuration)
How to contribute
Things to do:
Fix things that are annoying to you. Don't go to a big item. To do:
make a simpler code to read settings (the code is really bad)
improve battle's AI with one item at a time: make for example that black dragons will try to attack most enemies units if are two in lines (the same is with Phoenixes)
improve AI one item at a time: AI should attack troops when it is very likely it cannot lose troops (let's say the life of the hero stacks is 5x bigger than the estimated target troop)
improve displaying of popups: provide "trivial/easy/medium/hard/very hard/impossible" ratings to enemy troops
improve the way a dialog is written
delete code that is not used
rewrite code hard to understand to an easier code
Don't:
rewrite the AI fully, this is a 1 year task to be done well enough
rewrite dialogs to use an XML representation (or Json)
rewrite code to use Qt/Gtk/whatever framework you love best
When you see big rewrites, don't do them: they are very risky