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(Keeps Hive Alive)

Welcome to the Hive Workshop!
The Hive is a Warcraft III modding community. If you are totally new to the game or very skilled, you may either learn and get help or teach others: there is a place reserved here for you! The site also contains a vast resource section including most of the resources that anyone will ever need for a Warcraft project. You will find campaigns, icons, maps, models, skins, spells and tools. Extensive tutorials contain realms of information on how to create, improve and perfect your resources and maps. The Hive's forum allows everyone to talk about the game, modding, making resources and many other subjects.
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News
1.24's effect on Maps and Spells
Jul 01, 2009 - 9:44 PM - by PurplePoot
With 1.24 coming out sooner or later, there will need to be some changes to the maps and spells sections. Naturally, incompatible maps and spells will need removal, but the two sections will handle it differently:

In maps, it will be primarily a user based initiative—please report any maps you attempt to play that do not work with the new patch via the Maps Moderation Forum or the Report Post feature. We may additionally write a script which attempts to find such maps, but this is not guaranteed.

In spells, the entire section will be purged, both due to the high volume using 1.24-incompatible code and that there will be a simultaneous tightening of the spell rules. The purge will work (when it comes about) by the spell's uploader having two weeks to confirm their resource's acceptability under the new rules—at the end of this period, all resources not marked with this will be deleted. After this point, users are encouraged to report any resources which still do not conform to the rules but whose authors kept them anyways. A news announcement will be posted when the purge (that is, the two-week counter) begins.

The new spell rules will come into effect as of the release of 1.24, but please do not post spells incompatible with them even before that. The changes will be:
  • 1.24-incompatible spells will not be acceptable.
  • Spells requiring WEU, UMSWE, or any other third party GUI modification will not be acceptable.
  • Spells must be fully multiinstanceable, and done so competently (IE no "indexing systems" which just populate a massive array and count upwards until they hit a maximum, then restarting from the first possible value regardless of whether the position is taken).
  • Spells not created by the submitter will be rejected regardless of permission.
68 Replies
Development—A promotion, a vacation, and a resignation
Jun 26, 2009 - 7:27 PM - by PurplePoot

As I know that the maps and spells sections are a concern to many of you, I'll be keeping you updated via news posts about the latest important staff changes in the development section. I'm still looking to promote several new moderators for Maps and Spells, as we are quite understaffed, so you can expect several new arrivals in the next few months. In the mean time, if anyone has any suggestions as to what they think might help out the sections, they are more than welcome to post them in Site Discussion, the relevant Resource Moderation forum, or private message them to me (depending on how private they want them).


First off, Linaze will be joining the team as a Map Moderator. I hope you'll all welcome him and support him in his job to come. As bounty has been busy for a bit and will be for the rest of the summer, hopefully this (as well as any other appointees that may come) will help stem the tide of maps which are being submitted.


Second, bounty hunter2 will be on vacation for the summer and thus unable to review maps, so don't try to contact him with regards to moderating during this time. This will likely cause the maps section to slow down a bit during his absence.


Finally, Eccho is retiring as a Spells Moderator, at least temporarily but most likely permanently. I hope you'll all give him thanks for his contributions to the spells section.

93 Replies
Patch 1.23b, JASS, GUI, and Gaming
Jun 10, 2009 - 2:18 AM - by PurplePoot
For those of you who haven't seen, some very important changes are happening recently with JASSing in WarCraft which will break backwards compatibility by fixing the return bug. To compensate, GetHandleId (H2I) and StringHash (s2i) have been added, as well as a host of new fairly fast hashtable lookup functions which support most handle types.

GUI has included these natives as well, meaning multiinstanceability should be much easier to achieve in future GUI scripting.

For those of you who do not code but are avid gamers, this could mean a lot of older JASSed maps which are no longer maintained will break as of a full 1.23b release.

Finally, this return bug fix will remove all threat of the exploit which has been circulating recently with regards to infected maps.

The full post can be found here.

EDIT:
Native List (Extremely long)
type hashtable extends handle


native GetHandleId takes handle h returns integer

native StringHash takes string s returns integer



native InitHashtable takes nothing returns hashtable



native SaveInteger takes hashtable table, integer parentKey, integer childKey, integer value returns nothing

native SaveReal takes hashtable table, integer parentKey, integer childKey, real value returns nothing

native SaveBoolean takes hashtable table, integer parentKey, integer childKey, boolean value returns nothing

native SaveStr takes hashtable table, integer parentKey, integer childKey, string value returns boolean

native SavePlayerHandle takes hashtable table, integer parentKey, integer childKey, player whichPlayer returns boolean

native SaveWidgetHandle takes hashtable table, integer parentKey, integer childKey, widget whichWidget returns boolean

native SaveDestructableHandle takes hashtable table, integer parentKey, integer childKey, destructable whichDestructable returns boolean

native SaveItemHandle takes hashtable table, integer parentKey, integer childKey, item whichItem returns boolean

native SaveUnitHandle takes hashtable table, integer parentKey, integer childKey, unit whichUnit returns boolean

native SaveAbilityHandle takes hashtable table, integer parentKey, integer childKey, ability whichAbility returns boolean

native SaveTimerHandle takes hashtable table, integer parentKey, integer childKey, timer whichTimer returns boolean

native SaveTriggerHandle takes hashtable table, integer parentKey, integer childKey, trigger whichTrigger returns boolean

native SaveTriggerConditionHandle takes hashtable table, integer parentKey, integer childKey, triggercondition whichTriggercondition returns boolean

native SaveTriggerActionHandle takes hashtable table, integer parentKey, integer childKey, triggeraction whichTriggeraction returns boolean

native SaveTriggerEventHandle takes hashtable table, integer parentKey, integer childKey, event whichEvent returns boolean

native SaveForceHandle takes hashtable table, integer parentKey, integer childKey, force whichForce returns boolean

native SaveGroupHandle takes hashtable table, integer parentKey, integer childKey, group whichGroup returns boolean

native SaveLocationHandle takes hashtable table, integer parentKey, integer childKey, location whichLocation returns boolean

native SaveRectHandle takes hashtable table, integer parentKey, integer childKey, rect whichRect returns boolean

native SaveBooleanExprHandle takes hashtable table, integer parentKey, integer childKey, boolexpr whichBoolexpr returns boolean

native SaveSoundHandle takes hashtable table, integer parentKey, integer childKey, sound whichSound returns boolean

native SaveEffectHandle takes hashtable table, integer parentKey, integer childKey, effect whichEffect returns boolean

native SaveUnitPoolHandle takes hashtable table, integer parentKey, integer childKey, unitpool whichUnitpool returns boolean

native SaveItemPoolHandle takes hashtable table, integer parentKey, integer childKey, itempool whichItempool returns boolean

native SaveQuestHandle takes hashtable table, integer parentKey, integer childKey, quest whichQuest returns boolean

native SaveQuestItemHandle takes hashtable table, integer parentKey, integer childKey, questitem whichQuestitem returns boolean

native SaveDefeatConditionHandle takes hashtable table, integer parentKey, integer childKey, defeatcondition whichDefeatcondition returns boolean

native SaveTimerDialogHandle takes hashtable table, integer parentKey, integer childKey, timerdialog whichTimerdialog returns boolean

native SaveLeaderboardHandle takes hashtable table, integer parentKey, integer childKey, leaderboard whichLeaderboard returns boolean

native SaveMultiboardHandle takes hashtable table, integer parentKey, integer childKey, multiboard whichMultiboard returns boolean

native SaveMultiboardItemHandle takes hashtable table, integer parentKey, integer childKey, multiboarditem whichMultiboarditem returns boolean

native SaveTrackableHandle takes hashtable table, integer parentKey, integer childKey, trackable whichTrackable returns boolean

native SaveDialogHandle takes hashtable table, integer parentKey, integer childKey, dialog whichDialog returns boolean

native SaveButtonHandle takes hashtable table, integer parentKey, integer childKey, button whichButton returns boolean

native SaveTextTagHandle takes hashtable table, integer parentKey, integer childKey, texttag whichTexttag returns boolean

native SaveLightningHandle takes hashtable table, integer parentKey, integer childKey, lightning whichLightning returns boolean

native SaveImageHandle takes hashtable table, integer parentKey, integer childKey, image whichImage returns boolean

native SaveUbersplatHandle takes hashtable table, integer parentKey, integer childKey, ubersplat whichUbersplat returns boolean

native SaveRegionHandle takes hashtable table, integer parentKey, integer childKey, region whichRegion returns boolean

native SaveFogStateHandle takes hashtable table, integer parentKey, integer childKey, fogstate whichFogState returns boolean

native SaveFogModifierHandle takes hashtable table, integer parentKey, integer childKey, fogmodifier whichFogModifier returns boolean



native LoadInteger takes hashtable table, integer parentKey, integer childKey returns integer

native LoadReal takes hashtable table, integer parentKey, integer childKey returns real

native LoadBoolean takes hashtable table, integer parentKey, integer childKey returns boolean

native LoadStr takes hashtable table, integer parentKey, integer childKey returns string

native LoadPlayerHandle takes hashtable table, integer parentKey, integer childKey returns player

native LoadWidgetHandle takes hashtable table, integer parentKey, integer childKey returns widget

native LoadDestructableHandle takes hashtable table, integer parentKey, integer childKey returns destructable

native LoadItemHandle takes hashtable table, integer parentKey, integer childKey returns item

native LoadUnitHandle takes hashtable table, integer parentKey, integer childKey returns unit

native LoadAbilityHandle takes hashtable table, integer parentKey, integer childKey returns ability

native LoadTimerHandle takes hashtable table, integer parentKey, integer childKey returns timer

native LoadTriggerHandle takes hashtable table, integer parentKey, integer childKey returns trigger

native LoadTriggerConditionHandle takes hashtable table, integer parentKey, integer childKey returns triggercondition

native LoadTriggerActionHandle takes hashtable table, integer parentKey, integer childKey returns triggeraction

native LoadTriggerEventHandle takes hashtable table, integer parentKey, integer childKey returns event

native LoadForceHandle takes hashtable table, integer parentKey, integer childKey returns force

native LoadGroupHandle takes hashtable table, integer parentKey, integer childKey returns group

native LoadLocationHandle takes hashtable table, integer parentKey, integer childKey returns location

native LoadRectHandle takes hashtable table, integer parentKey, integer childKey returns rect

native LoadBooleanExprHandle takes hashtable table, integer parentKey, integer childKey returns boolexpr

native LoadSoundHandle takes hashtable table, integer parentKey, integer childKey returns sound

native LoadEffectHandle takes hashtable table, integer parentKey, integer childKey returns effect

native LoadUnitPoolHandle takes hashtable table, integer parentKey, integer childKey returns unitpool

native LoadItemPoolHandle takes hashtable table, integer parentKey, integer childKey returns itempool

native LoadQuestHandle takes hashtable table, integer parentKey, integer childKey returns quest

native LoadQuestItemHandle takes hashtable table, integer parentKey, integer childKey returns questitem

native LoadDefeatConditionHandle takes hashtable table, integer parentKey, integer childKey returns defeatcondition

native LoadTimerDialogHandle takes hashtable table, integer parentKey, integer childKey returns timerdialog

native LoadLeaderboardHandle takes hashtable table, integer parentKey, integer childKey returns leaderboard

native LoadMultiboardHandle takes hashtable table, integer parentKey, integer childKey returns multiboard

native LoadMultiboardItemHandle takes hashtable table, integer parentKey, integer childKey returns multiboarditem

native LoadTrackableHandle takes hashtable table, integer parentKey, integer childKey returns trackable

native LoadDialogHandle takes hashtable table, integer parentKey, integer childKey returns dialog

native LoadButtonHandle takes hashtable table, integer parentKey, integer childKey returns button

native LoadTextTagHandle takes hashtable table, integer parentKey, integer childKey returns texttag

native LoadLightningHandle takes hashtable table, integer parentKey, integer childKey returns lightning

native LoadImageHandle takes hashtable table, integer parentKey, integer childKey returns image

native LoadUbersplatHandle takes hashtable table, integer parentKey, integer childKey returns ubersplat

native LoadRegionHandle takes hashtable table, integer parentKey, integer childKey returns region

native LoadFogStateHandle takes hashtable table, integer parentKey, integer childKey returns fogstate

native LoadFogModifierHandle takes hashtable table, integer parentKey, integer childKey returns fogmodifier



native HaveSavedInteger takes hashtable table, integer parentKey, integer childKey returns boolean

native HaveSavedReal takes hashtable table, integer parentKey, integer childKey returns boolean

native HaveSavedBoolean takes hashtable table, integer parentKey, integer childKey returns boolean

native HaveSavedString takes hashtable table, integer parentKey, integer childKey returns boolean

native HaveSavedHandle takes hashtable table, integer parentKey, integer childKey returns boolean



native RemoveSavedInteger takes hashtable table, integer parentKey, integer childKey returns nothing

native RemoveSavedReal takes hashtable table, integer parentKey, integer childKey returns nothing

native RemoveSavedBoolean takes hashtable table, integer parentKey, integer childKey returns nothing

native RemoveSavedString takes hashtable table, integer parentKey, integer childKey returns nothing

native RemoveSavedHandle takes hashtable table, integer parentKey, integer childKey returns nothing



native FlushParentHashtable takes hashtable table returns nothing

native FlushChildHashtable takes hashtable table, integer parentKey returns nothing


EDIT2: A lot of people have been asking about the return bug and its use, so here's an explanation:

Return Bug and JASS
In the old JASS compiler, a function with multiple returns was only type-safe on the last return. That is to say

function A takes handle h returns integer
    return h
endfunction

Would break, as h is not an integer. However,

function B takes handle h returns integer
    return h
    return 0
endfunction

Would compile fine, as 0 is an integer and only the last return is type-safe. As functions exit after they hit a return, this allowed JASSers to "convert" types, such as getting an integer index of a handle via the above function B (called H2I).

However, this could also be exploited with functions to convert code to and from integers, allowing people to write and execute arbitrary bytecode. As a side effect, you could do a buffer overflow attack on the VM, allowing arbitrary machine code to be executed, obviously posing a significant security threat.

Rather than fixing the buffer overflow problem, Blizzard decided to instead fix the return bug. This may seem minor, but the return bug was key to attaching information to objects; you could get an object's ID via H2I and then use a gamecache to store things to it. Additionally, you could also pass around objects as integers and convert them back via a reverse I2H function.

As a solution for the demand for this kind of function but still feeling the need to close the return bug, Blizzard introduced the hashtables and StringHash/GetHandleId functions above. While for most things they will suffice or even be better, this means that all maps using the old system need to be recoded to support them or they will not work.


EDIT3: The adventure continues.

The return bug is still out there, and is exploitable by a simple change. Hopefully Blizzard will either fix the buffer overflow attack or just fix the return bug properly this time.
175 Replies
June 2009 News Batch
Jun 07, 2009 - 3:43 PM - by Rui
Artwork by Archian, then edited by Rui
Opening...
by Rui (Development Moderator)

Greetings, people!

I apologize, but once again, there will be no interview for the First Plane page. Hopefully it'll be here again on the next edition.


On this June News Batch, we bring, as usual, news of our hosted projects, this month's top 10 downloaded maps, updates on what's going on on the Arena, and a bunch of hilarious quotes!

With Summer and the holidays approaching, this can only get better!


Happy vacations, and good luck for your exams, if you have them.


Index
  1. Top+
  2. The Hive's Projects All news concerning the Hive Workshop's hosted projects and forums!
  3. The Hive's Arena
  4. Caught!
  5. Last Page

Opening picture by Archian. News Batch content by Rui.

Top+

Every month, the Hive's News gather the data of the month's top downloaded maps and bring them here under analysis.

The data was gathered on the 4th of June at 22:00 approximately.


=
#1
(#1) Diablo III Beta (v1.17) (by CloudWolf)

With still no new versions released, "Diablo III Beta" once again occupies the first position, yet with less advantage: 5.400 downloads, far from the last month's achieved 11 thousand.

by Rui(for version 1.01)
^
#7
(#2) Angel Arena Allstars (1.69d) (by youkaiz)

Great ascension since last month! "Angel Arena Allstars" has scored over 4 thousand downloads, and rises to position #2 from #7! The little advertisement from the last news batch must have helped!

v
#2
(#3) DBZ Tribute Elite (v2.1b) (by ikcilapmada)

"DBZ Tribute Elite" has fallen one position. It is separated from the second spot by 1,5 thousand downloads. ikcilapmada's map's download count is stable, which guarantees the resource will stay on the top for long.

^
#5
(#4) Against the Darkness (2.86) (by 1)ark_NiTe)

1)ark_NiTe seems to have spent some time developing his work. "Against the Darkness" has been through modifications since last month, and is separated from the third position by no more than 50 downloads!

^
#6
(#5) The Chosen Ones (3.3) (by Aeroblyctos)

Like "DBZ Tribute Elite" or "Diablo III Beta", The Chosen Ones, the only campaign of this top, maintains a stable position, oscillating between the fifth and sixth positions.

^
#9
(#6) Fortress Siege (1.6) (by Tranquil)

Gilles' rating was not so favorable for the map, but "Fortress Siege" manages to get to the #6 spot nonetheless, climbing three positions in a month period.


^
#10
(#7) Grand Battle (v1.4 AI) (by scorpion182)

Another rising production, "Grand Battle" is the seventh most downloaded map of the month, climbing from position #10 to #7 this edition.


=
#8
(#8) Nickba's ORPG (v4.00Betav3) (by Nickba)

"Nickba's ORPG" maintains its position with 1,6 thousand more downloads. It was given the rating of 4/5 by VGsatomi, but the user average rating is 3,7.

by VGsatomi(unknown version)
new(#9) DAtC (v1.96j) (by Sleepwalker and Wherewolf)

With "Upadoro TD"'s dropout (a major one, from position #4), a new map, "DAtC", by Sleepwalker and Wherewolf, debuts on the top. It is an AoS with 31 heroes and 110 items that has received an average rating of 4,6 from the users.
v
#3
(#10) DBZ The Saiyan Race (1.59) (by Doctor-Pepper)

Doctor-Pepper has released no new versions for his "DBZ The Saiyan Race", but his map has had enough downloads (1,1 thousand) to remain on the top, and falls from #3 to #10 this month.



The Hive's Projects

Roller Coaster is a four player game where you can build and ride coasters. Recently risk_fan2 has rebuilt the physics engine, and the rider camera and rider cart have been improved a lot.
A project by rover2341.

The Human Sin is an offensive/defensive style campaign revolving around the story of Gabriel and Baxter, who are in search of a human with a pure soul who can help defeat King Hades, an evil power who has descended to the earth to destroy all humanity for their cruel sins.
By Septimus.

The slowness of Diablo III Warcraft is about to come to an end. CloudWolf and his team (LTGH, redmarine, The_Silent, Darkholme, and dansaDisco) have been reworking the entire game to make it look even more professional than before!
Changes for v1.18 include a whole new inventory system, distanced from the rudimentary six slots, an adjust to the game angles, a revamp to the boss events featuring new spells and abilities, a vast amount of terraining updates for an even more beautiful scenery, brand new skills for all existing classes, new mob groups to test your capabilities, and an improved difficulty system that autobalances the game taking into account the number of players.
But CloudWolf guarantees that there's even more on the sleeve for the future! BETA tests are coming in the following weeks, exclusively for Hive members!

Eleandor has found out that vJASS can be used in the campaign without screwing it up completely, which called the attention of experienced modders such as Av3n. Eleandor is developing a new quest system to be similar to that of World of Warcraft.
After being questioned about using Wc3:WoW with WarSoc, Craka_J has replied that the first version of the project will be Single Player, and that orders towards that direction will only come once MindWorX and SFilip's mod is stable.
Craka_J also adds that it is difficult to say when the first BETA of the game will be released.
Since Eleandor is on vacation until June 16, the team is currently focusing on models, textures and interface!

AtD fans can stay tunned: a new version is about to be released in the next few days, bringing three new ultimate items, a new kick system, slight item balancing, and more efficient coding.
The project has also reached a popular Chinese modding site, which will help catch new players for Against the Darkness! The translation was made by mfdsrax2.


The Hive's Arena
  • Cinematic Contest #3 Sorrow: The Cinematic Contest has been archived for lack of submissions. The only participant who finished his work, Bob27, will get half the promised reputation.
  • Terrain Contest 7 - Small World: The objective of this seventh edition of the Terrain Contest is to represent the world from a perspective of something larger.
  • Phoenix Trial #5: A new Phoenix Trial is here! This time, you'll have to design replacements for the ability buttons of existent Warcraft III spells! On the participants list you can find bananaHUNT, who won the previous edition.
  • Texturing Contest 13 Voting: The poll is closed already, but it is still worth it to take a look at the awesome Naga skins. Pins's Abyss Fiend was found most agreeable by the public.
  • Modeling contest #13 - Results!: After deliberation, TDR and BlinkBoy provide their overviews on the submissions of the Modeling Contest's thirteenth edition.
  • POLL: Comic Contest - Recessions: The works of this comic contest can be checked here.


Caught!

shaithain

"kimberly, im cold, come home n snuggle"

On the Chat.
Ralle

"nah I am going to mow my grandmother. later guys!

Ralle's reply to Shados's invitation to play gmod.
Craka_J

"Teamspeak is a secret to keep Harriet Tubman off it. You are Harriet Tubman... you just don't know it."

Craka_J's answer to NoAmmoSrry.
MasterHaosis

"AHAHAHAHAHA I cant stop laughing. I almost failed from my chair.

On the Chat.
Kimberly

"I just want to squiggle all over your beds :>"

On the Chat.
Vegavak

"I hate pie, I hate screenshots of pie, and I hate idiots who can't read pie. And I hate idiots who falsely accuse me of Pie"
Firelord213

"If I'd show how much I love computers then I'd need a condom for that."
leet.firefox

"You may have a bugged version of Jasshelper. I hear it's quite common.j"
"Ever watched the other guys penises in the shower after gymnastics class?""I don't have a problem with guns either. It's the bullets that get to me."


Last Page

PurplePoot is the new Development Director! Focusing on the Maps and the Help Zone will be Rui.
Tranquil is not only the author of "Fortress Siege". He is also a modeler. The third, fourth and fifth most downloaded of these resources are made by him! They are "King", "Angel", and "Royal Captain" respectively.
He's not the only one. Other mappers, like CloudWolf, also possess art resources. The icon "CWArchmage", by the creator of "Diablo III Warcraft", has risen interest among the users.
45 Replies
Development Section Changes
Jun 02, 2009 - 8:30 PM - by PurplePoot
A number of changes have taken place to the development section recently:
  • I (PurplePoot) am now the development director, and Rui will be handling maps and the Warcraft III Modding forums (Which he focused on already).

  • The map rules have been tweaked slightly but crucially; maps now follow the same authorship rules as other resources in that you need to prove you have the author's permission to submit a map that is not yours.

  • The spell rules have been rewritten, although many of the key points are the same.

  • A new approach will be tried on the spells section. Don't expect any instantaneous change, as there are over 1,000 pending spells and rising. We'll be trying more so to reduce the amount slowly but steadily (as much as possible). As a side effect of this, spells won't get full code reviews, unless such reviews are specifically requested and a moderator has some free time.

EDIT: An update in the revival of the coding aspects of the site.
  • aznricepuff will be handling the Jass section for the most part. He's relatively quiet outside of the coding forums, but is a great and helpful coder and guy.

  • hvo-busterkomo will be handling the Spells section along with Dr. Super Good and Eccho. I'm sure most of you know him already, and for those who don't, he's a helpful coder with a good deal of knowledge and experience.
22 Replies
Staff
May 23, 2009 - 1:24 AM - by Ralle
Hello Everyone!
Today I will share good news with you all.
From today on Hakeem will be the Community Director. I feel that he is more in touch with the community than the prior, Ghan_04.
I hope you all welcome Hakeem in a friendly matter.

On a related note, the social groups have been restored and Hakeem is deleting the ones we do not need.

Ghan_04 will not be removed from the staff, he will have a role where he does everything that I do, when I am not here. So far I have called him Vice Chieftain, but I am not sure if that name fits.

Something totally different. I have successfully implemented the resource display pages into showthread.php (the general thread displaying page) which means that the resources will have good looking names as threads do. It also means that we will be ready for whatever the guys over at Jelsoft plans for displaying threads.

Thank you all,

Ralle
64 Replies
Social Groups
May 21, 2009 - 12:31 AM - by Ralle
I have deleted 344 social groups and disabled the creation of new ones.
I know some of you will hate me for this but most of the social groups were just spam and not useful. I have now restricted the creation of new groups to shamans and me.
We will hopefully soon have a ruleset on how to deal with social groups.

EDIT:
Quote:
Originally Posted by Ralle View Post
I have disabled social groups for now. I have reimported all the old groups. Hakeem will start a purge next time I see him.
194 Replies
Oops..
May 10, 2009 - 10:36 PM - by Ralle
I am sorry to hide the latest news with this.
I was updating the site to the newest version of the forum software we used and screwed up pretty bad. The software I use doesn't understand that merge doesn't mean replace everything and delete the rest. So we lost a lot of stuff. Mostly forum stuff like profile pictures and avatars. Fortunately.. i am doing what I can to patch the scars. Don't hesitate to bug report any change since earlier today. If it isn't like before, something is wrong.
58 Replies
May 2009 News Batch
May 10, 2009 - 6:54 PM - by Rui
Artwork by Archian, then edited by Rui
Opening...
by Rui (Development Director)

After so many years of modding, Warcraft III still surprises even the most experienced. Around a week ago, it was discovered that using a JASS function you could turn integers (alphabetic and numerical characters) into bytecode, yet the script that allows you to perform such an action had been there the whole time! And the discovery was made by a user that barely knew what he was doing.

A discovery that's not (only) good news. Allowing bytecode to run compromises your system's safety, since it permits harmful code. For this reason, many people have started to advertise the problem and advising Warcraft III players not to play until patch 1.24 is out.


Six years have passed since its release. It was probably one of the first custom campaigns to be available. Known by many as the best campaign for Warcraft III (story-wise at least), Wanderers of Sorceria (by RazorclawX) is now completed with the release of its sixth and final book. You may now follow the story through to its end! Check the discussion thread here.


EDIT: Joe-black-5 is our new Chat moderator, and zombie2279 will, from now on, moderate icons!


Have a nice May, and good luck for your exams and tests (if you have them).



Index
  1. Top+
  2. The Hive's Arena
  3. Caught!
  4. Last Page (NEW!) Somewhat like Did you know...?.


Opening picture by Archian. News Batch content by Rui.

Top+

Last month I said it was the top 5, but I never thought the download counter would become so heterogeneous after a month, so I'll follow my original idea: making a top 10 instead of top 5.

The data was gathered on the 3rd of May.



=#1 (#1) Diablo III Beta (v1.17) (by CloudWolf)

It was not a short-lasting victory. "Diablo III Beta" scored 11.000 downloads this month, with no new version released. An example to the many RPG maps out there.

by Rui(for version 1.01)
^#3 (#2) DBZ Tribute Elite (v2.1b) (by ikcilapmada)

"DBZ Tribute Elite" is the Hive's top downloaded map, but with "Diablo III Beta" climbing so fast, ikcilapmada's map might lose this position! Its download counter this month was but a fracture of CloudWolf's RPG -- 2.200! Still, it is not a bad result.

^#4 (#3) DBZ The Saiyan Race (1.59) (by Doctor-Pepper)

Doctor-Pepper's "DBZ The Saiyan Race" has climbed up one position since last news batch. Its download counter increased by 2.000 since last month. The constant releasing of new versions might have helped (last news batch the version number was 1.31).

v#2 (#4) Upadoro TD (v0.97d) (by EpixBelongToMe)

"Upadoro TD" fell two positions since last Top+. The download counter summed 1.700 more downloads, resulting in 6.500 total downloads.
EpixBelongToMe's map has a rating of 4,43, which is better than those of Doctor-Pepper's and ikcilapmada's maps.

by Rui(for version 0.96)
new (#5) Against the Darkness (2.8a Final) (by 1)ark_NiTe)

Now with a trailer video on YouTube to promote the project, "Against the Darkness" makes it to #5 on the Hive's Top 10! The survival type game got over 1.500 downloads this month, making a total of nearly 17.000!

v#5 (#6) The Chosen Ones (3.3) (by Aeroblyctos)

Having fallen 1 position since last news batch, The Chosen Ones occupies position #6, with almost 1.500 downloads this month. It is the only campaign of this Top+, and the second most commented resource (being surpassed only by "Diablo III Beta").

new (#7) Angel Arena Allstars (1.68c) (by youkaiz)

Featuring 91 heroes (plus 16 special ones), 21 bosses, 400 creeps, and many items, including recipes for fusions, "Angel Arena Allstars", by youkaiz, debuts at #7 of the Hive's Top 10.
The map was last updated on the 1st of May.

new (#8) Nickba's ORPG (v4.00Betav2) (by nickba)

The preview looks far better than the minimap. The second Role-playing game of the top, "Nickba's ORPG" combines various custom systems like attribute, damage, and experience, plus, of course, a save/load. Additionally, 11 hero classes are available.

by VGsatomi(unknown version)
new (#9) Fortress Siege (1.54) (by Tranquil)

The ninth most downloaded map this month, summing over 1.000. This map's rating (4,74) is the exact same of "Against the Darkness"'s, but with 12 more submitted opinions.
The map was approved by Gilles in June of last year.

new (#10) Grand Battle (v1.4 AI) (by scorpion182)

A hero arena containing 26 anime and video game characters. Among them you can find Sephiroth, Vivi, Sonic, Pikachu, and Mario! The game allows you to play from solo to full house!
"Grand Battle" has been downloaded 1.000 times since the 4th of April.



The Hive's Arena
  • Speed Mapping Contest #1 - Results: The results of Speed Mapping Contest's first edition have been revealed.
  • Cinematic Contest #3 Sorrow: Only Bob27 has submitted his cinematic. The contest's deadline has been postponed.
  • Terrain Contest #6 Results: The results of the Terrain Contest #6 (ancient mythology theme) have been posted! Check ~Void~'s, frostwhisper's, and Gilles's ratings on each terrain and get to know the winner!
  • Texture Contest #13: The Texture Contest's thirteenth edition has ended. This competition's theme was to design a Naga themed skin.
  • Modeling Contest #13 - POLL: A poll with 8 submissions has been created. Vote for your favorite model, and join the sixty people who already did! Each of the participant's resources shall be judged by TDR and BlinkBoy.


Caught!
Kimberly

"Im so confused....again :/ I dont know why im punishing myself. i think its awesome cake pie."

On the Chat (1-May-2009)
PurplePoot

"MY NEIGHBOR HAS JUST INSULTED ME BY NOT TAKING A BATH BEFORE BED"

In answer to oh_snap about his country's state laws, on the Chat.
Ralle

"awesome quote database :P"

Referring to kharma's Hive quotes database, on the Chat (3-May-2009)
shamanyouranus

"kharma, people were making tea long before they knew how."

On the Chat.

Last Page

Be reminded that questions concerning trigger-creation go on the World Editor Help Zone, while trigger-fixing goes on the Triggers & Scripts forum!
Did you know that the Hive Workshop has a Roleplaying forum? In this section you can post any sorts of text role-playing, and there's also a child forum specifically for Warcraft.
You can now report private messages! The button is located to the top right of the box.
The Hive Workshop is now affiliated with Diablo III Warcraft (a stand-alone website for the map with the same name) and BattleTanks (btanks.net)!
zombie2279 has been promoted to Icons resource moderator! He was the secret one from last edition.

zombie2279 joined the Hive on December of 2007.
15 Replies
Good and bad news
May 09, 2009 - 11:26 AM - by Ralle
Hey guys!

The good news
You can now post german triggers without translating them! But of course, it's recommended to translate them for more people to understand them. It's mostly useful when using the pastebin and showing your german friends a trigger.

The bad news
I just changed a "set-it-and-forget-it" setting. It's bad I know but in the end it will be good.
Instead of having f### for forums in links, we now have complete names.

Like instead of this:
http://www.hiveworkshop.com/forums/f97/hiveworkshop-com-do-list-changelog-32064/


It now looks like this:
http://www.hiveworkshop.com/forums/site-discussion-97/hiveworkshop-com-do-list-changelog-32064/

But the problem is that the first link will not work. So Wherever we link to things like this, we have to update it. But the end result looks better and is more self explanatory.
10 Replies
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