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  1. Cokemonkey11
    Created by Cokemonkey11
    Nov 15, 2017
    [​IMG]

    Hello! This is the first issue in a regular series of news posts about wurst and the wurstscript community. Actual years have passed since we last summarised wurst-related content for hive workshop news, so keep in mind that this is a very sparse summary, whereas our future news posts will more densely discuss current events.

    Background on wurst: wurstscript is a programming language that compiles to JASS, and is developed alongside a suite of tools for a coherent development experience. It can even work alongside maps written in vJass. A usual workflow looks like this:
    • Design a terrain in a world editor (vanilla editor, WEX, or anything really)
    • Define objects, either using the object editor, or using the wurst “objectediting” subsystem
    • Write scripts, get instant feedback, and compile & build in the lightweight vscode editor
    • Check in your code to version control
    Unlike vJass, wurstscript is a higher level programming language with a strict type system and a powerful optimiser. The result tends to be shorter code written quicker, without any sacrifice to performance.

    So, what’s changed recently?

    The Wurstscript community has been steadily active with frequent and regular changes, not only in the Wurstscript language, but across the whole map editing toolchain.

    Wurstscript has found its niche as the toolchain that aims to maximise productivity and consistency of the development experience, without sacrificing quality.

    The maintainers of Wurstscript are typically programmers first, and mappers second. Sadly, time constraints mean that we’ve not spent much time publicizing our progress for the larger modding community. This is something we’re keen to change, with more frequent curated summaries of what’s going on in our bubble.

    With that context in mind, we hope this will be the first of many “Best of the Wurst” recap posts, wherein we highlight major changes - certainly more frequently than once every three years. There are too many changes to count, so in this post we’ll discuss some of the changes made just this summer that we’re excited about.


    GUI tool for compiler updates and map project setup

    [​IMG]

    Probably the most major development this summer is a new tool for maintaining your installation of wurst, bootstrapping new map projects using a template and importing existing projects.

    This tool maintains a global instance of the wurst compiler, automatically updates it, and can generate & update projects in a way that’s friendly for version control repositories as well as the vscode plugin.

    The key point here is that we’ve done some refactoring of the wurstscript project structure to make wurst play more nicely and consistently with vscode. With the addition of dependency management and template projects, we envisage great strides in productivity as the project template (or templates!) progress.


    New runmap/run-arguments design, with readonly terrain mapfile

    Alongside great improvements to the JMPQ3 library, wurst now accesses your map project as a read-only archive file. Instead of overwriting it (as done traditionally), the compiler now writes built mapfiles out to a separate
    _build
    directory. This has tremendous gains, including:
    • Map files can more safely be version controlled since they’re accessed read-only by the wurst compiler.
    • In the extreme case, alongside native objediting, you can maintain your map end-to-end using your checked-in mapfile only for terraining purposes.
    • Better integration with existing maps that have JASS/vJass, because wurst can reuse the existing map script without mutating the source file.
    • Building and compiling wurst maps is now done independently in vscode by default - thus there is no need to use a custom editor (apart from for terraining) or even have warcraft3 installed at all.
    Map metadata in
    wurst.build


    [​IMG]

    The overall structure of a wurst map project has changed, and now comprises two new metadata files:
    wurst.build
    and
    wurst_run.args
    - the first providing build artifacts, and the second for passing arguments to the wurst compiler.

    One advantage of using the
    wurst.build
    file is that consistency is maintained from build to build - dependencies are segregated, and maintaining library code can be more modular and convenient.

    Another advantage is that the world editor is no longer needed for some metadata like the map's name, description, author, etc - that metadata is sourced from the build file and injected into the final map.

    The setup tool also interacts with this metadata by importing the
    wurst.build
    file, thus updating the project's dependencies to keep the standard library and other used packages up-to-date.


    New docs and website, at a new address

    Documentation and tutorials for wurstscript now live at wurstscript.github.io - a new landing page which we believe provides a much more consistent and attractive experience for consuming wurst. We’re encouraging community-written tutorials, and indeed the Wurst for vJass Users is one such tutorial.

    Take a look here as well for the wurst setup tool mentioned above!


    ...And more

    As a lightning recap of the last few years, here’s more:
    • Vscode plugin and workflow, which deprecates the Eclipse plugin and workflow.
    • New Github organization - refeactoring work to split up repo; now using gradle for dependency management.
    • Wurst standard library v2 now active and de facto standard.
    • Improved JASS compliance in Jurst (the vjass-friendly wurst dialect).
    • Compiler performance and RAM usage improved.
    We hope you’ll find this summary informative. Please do give us some feedback as we plan to write curated content like this more frequently in the future.

    As usual, we chat all things wurst at the #inwc.de-maps IRC channel.

    Thanks!
    --
    @Cokemonkey11, @Frotty, and @peq




    WurstScript - Blog - Getting Started
  2. IcemanBo
    Created by IcemanBo
    Nov 5, 2017
    [​IMG]

    Hive Member


    Create a warcraft hero, based on a hive member!


    Let the Warcraft universe feel the power of The Hive and send our fellow brothers into the battle of storm, earth and fire. Shape a new son, give him the right looks and arm him with a unique spell to rule the battlefield for our good! Heed my call!

    [​IMG]
    • First Place: 100 reputation points + Special Rank Icon on the hive
    • Second Place: 65 reputation points
    • Third Place: 40 reputation points
    • Remaining entries: 10 reputation points
    • Judge: 10 reputation points
    All winning teams will receive an award icon, representing the winning entry.​


    Link to contest thread: [+100 Rep] Team Contest - Hive Member
  3. StoPCampinGn00b
    Created by StoPCampinGn00b
    Nov 3, 2017
    Razosh made a write-up of the news from BlizzCon. You can read it here.

    [​IMG]

    BlizzCon 2017
    October 26 - November 4
    Opening Ceremony: November 3

    Everything needed to know can be found the official BlizzCon site.
    News - Event Info - Watch - Schedule - eSports - Forum

    It's time for Blizzcon, the official event for everything Blizzard games! It's where upcoming releases and updates are announced, competitive tournament matches are fought, interviews happen, art is showcased, and game development insight is featured. Many of these things will be broadcast & streamed through the week.

    The opening week actually started on October 26 featuring eSport competitions for HotS, WoW, and SC2. The grand finals/championships for Overwatch, HotS, WoW, Hearthstone, and SC2 will conclude on the final two days. But most importantly, the opening ceremony and is today at 11am-12pm PT!

    You can watch all the official BlizzCon streams here on Hive (Live Streams | HIVE) or Blizzard's Twitch pages:

    Twitch.tv/Blizzard (main stream)
    Twitc.tv/Warcraft (WoW)
    Twitch.tv/Starcraft (SC2 and... SCR?)
    Twitch.tv/PlayOverwatch
    Twitch.tv/PlayHearthstone
    Twitch.tv/HeroesoftheStorm

    We will attempt to post highlights in this thread. If anything comes up that you want to share, don't be shy to post about it!
    some of this was copy and pasted from last year sorry :]
  4. StoPCampinGn00b
    Created by StoPCampinGn00b
    Oct 18, 2017
    [​IMG]

    SPECIAL MELEE MAPPING CONTEST - 1v1

    PRIZES AND EXPOSURE SPONSORED BY BACK2WARCRAFT

    Create a competitive 1v1 melee map that excels in terrain, dynamic, and creativity, but most importantly balance, for a chance to win $100 among many prizes!

    [​IMG]
    • First Place: 30 reputation points, your entry on the award icon, a Back2Warcraft T-shirt, and $100 through paypal!
    • Second Place: 20 reputation points, an award icon, a Back2Warcraft T-shirt, and $50 through paypal
    • Third Place: 10 reputation points, an award icon, a Back2Warcraft T-shirt, and $25 through paypal
    In addition, higher quality maps will have a chance to go on competitive map pools in 3rd party leagues and tournaments.


  5. StoPCampinGn00b
    Created by StoPCampinGn00b
    Aug 14, 2017
    [​IMG]

    StarCraft: Remastered is set to release today, August 14! Watch Day9's officially Blizzard sponsored SC:R live
    stream here, with pros facing off in the glorious wide-screen re-textured 4K HD: Twitch.tv/Day9tv

    StarCraft also just went live on the Blizzard app. It includes both the original Starcraft and Broodwar free,
    along with the option to buy the remaster. This is great news for classic games as a whole.

    [​IMG]

    Features

    Starcraft Free Remastered
    Same Legendary Gameplay
    Offline LAN and Campaign
    Connected to the Blizzard App
    Observer Mode
    Modern OS Support
    Presale Unlocks: Korhal Command Center, Aiur Nexus, and Char Hive
    Cloud Saves
    13 Languages
    Remastered Dialogue and Audio
    Remastered Graphics up to 4k with Widescreen Support
    Enhanced Narrative
    Matchmaking & Leaderboards

    You can find all the info and purchase the game on Blizzard's StarCraft: Remastered home page.