• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
Joined
Dec 14, 2005
Messages
10,532
1.24 has now been officially released. This means that spells section purge will be starting as soon as possible, and you should all be ready to re-release all old maps and spells which may be affected by the patch.

The changelog:

Code:
--------------------------------------------------------------------------
Patch 1.24
--------------------------------------------------------------------------

PC WORLD EDITOR CHANGES

- Added new JASS hash table functions to replace the lost functionality from 
   fixing unsafe type casting.
   - Hash Table - Save Item Handle
   - Hash Table - Save Unit Handle
   - ...
   - Hash Table - Load Item Handle
   - Hash Table - Load Unit Handle
   - ...
   - Hash Table - Get Handle ID

FIXES

- Fixed an exploit related to unsafe type casting that allowed users to 
   execute arbitrary code in maps.
- Fixed the JASS unsafe type casting exploit ("return bug").
- Fixed several World Editor crashes.

Also, thanks to Glica for pointing out this bit that was only included on www.battle.net:

Code:
• “Shadowing” global variables with local variables no longer is possible.
• Fixed a type conversion dealing with operators (i.e. adding a handle with an integer)
• Added the ability to store hashtable handles in a hashtable
• Added getSpellTargetX and getSpellTargetY natives
• Added a new base handle type “Agent” of which many types now extend from.
• Added a SaveAgentHandle native which can be used for saving most handle types
• Added a JASS optimization dealing with global variable change events.
• Increased max map file size from 4MB to 8MB.

Apparently the "return bug" workaround still has not been fixed, so hopefully blizzard will get on that already. Also, for all you JassNewGen/WEHelper/etc users, be careful; PJass will not report the Return Bug as a compile error.

  • First, ensure you have JassNewGenPack5d.
  • Next, open <your JNGP folder>\jasshelper\
  • Next, replace the common.j file and Blizzard.j file with the ones included in this post.

If you get a bunch of "unregistered native function" errors, make sure to select "Disable WE Syntax Checking" in the Grimoire menu.

--------

For people who can't successfully use the test map feature in JassNewGenPack, uncheck "Enable Reinventing the Craft" in the Reinventing the Craft menu.

--------

For those of you who are complaining that your map does not run after a successful compile, this is because it did not actually succeed in compiling; rather, pJass is still compatible with the return bug and thus will not report it as an error.

To fix this, try getting the raw JASS behind your vJASS code (if applicable) and then compiling it in a test map in the vanilla World Editor.


Also, be careful with Vexorian's Map Optimizer's older versions (the newest one is apparently mostly functional) (explanation).
 
Joined
Dec 14, 2005
Messages
10,532
It has come to the staff's attention that the amount of reputation used to "cancel" negative reputation and/or "encourage" banned users has grown to ridiculous proportions lately. The reputation system is intended to be a bit of a tool for determining the actual community reputation of a user and also a fun forum feature, but this crosses the line into blatant abuse and frivolity.

We'll be cracking down on such action and punishing all parties involved by at the minimum the reversal of such reputation as well as additional loss, and possibly worse if a user refuses to stop or otherwise repeatedly blatantly abuses the system.

There is obviously no way that it can be set in stone--wording-wise, at least--what defines abuse (and attempting to often opens a number of needless loopholes), but I think everyone has a good idea of what it means in their mind and I hope that they are not stupid enough to push it.

That will be all.
 

Site Director
Joined
Jan 1, 2006
Messages
3,152
hive.png

It's been a while since we posted any news from Blizzard. So catching up, here's Batch 51 and Batch 52: Map Maker Series.

Karune, StarCraft II Q&A - Batch 51
Chat with Devs: Between adding new unit models and sliming up the zerg buildings, the StarCraft II art team has also spent some time on some little details that make the game come alive, such as new unit death animations. Featured below, we have a protoss carrier being blown out of the sky by a squad of terran marines, as well as several zerg units falling to their fates.
http://www.starcraft2.com/features/misc/deathanimations.xml


---StarCraft II Q&A Batch 51 ---

1. Add an option in the menu to disable the windows key, and same thing goes for ALT-TAB?
And add an EASY way to squelch your opponent. When their name “IllIIlIIlIIlIIlllI” (L & i), it's a little difficult.


While we are not considering disabling the windows key and Alt+Tab, we are looking into the naming policy to prevent problems like the one you described.

2. StarCraft 2's terrain properties such as Xel'Naga towers, destroyable barriers and Brush have a significant effect on gameplay and appear to create specific points of interest/advantage on the map. Are there plans to introduce additional terrain buffs/effect to the battlefield?

The current terrain features are not finalized. We still have these three map features in the game and we plan to keep them during the beta, but it is always possible to add more features if we find something that’s balanced and encourages exciting game play.

3. Since there are/were plans to integrate voice communications into multiplayer, will StarCraft 2 replays be able to include Audio, as well as chat?

Replay files do not include audio. However you will be able to see all text chats while you are watching replay.

4. You have talked a bit about replay functions lately and since patches will come up definitely former replays won’t work if the system sticks with SC1 or W3. Do you plan on making changes here so that players can view older replays ever after patches occur?

Yes, even as the game gets patched, you will be able to watch replays of matches played on older versions.

5. The interface we see in Battle Reports – is this interface available for Observers during a live game (in real time), or only while viewing replays, or both?

The interface you’ve seen in Battle Reports will be available in observer mode as well as in replays during beta.

6. StarCraft II is a package consisting of single player/campaign, multiplayer (+replay viewer), map editor and Battle.net. All four are complex and without a doubt require testing and patching. Has it been decided which of the above components are planned to be included in public beta testing?

You can have multiplayer game access through Battle.net during the beta and you can watch the replays as well. There will also be access to the Map Editor during the beta process but not necessarily from the start. Single player campaign will not be included in the beta.

Source: Battle.net


It's been a while since we got a Q&A batch, and its been even longer since we got a map editor based one!

Karune, StarCraft II Q&A Batch 52 : Map Maker Series

1. Does it still use the JASS language, or perhaps an upgraded version of JASS?


StarCraft II uses an entirely new scripting language, which we've called Galaxy. This language is very similar to C, and anyone familiar with programming in C will have no trouble picking it up.

2. Is the language event-driven or object-oriented?

The language itself is not object-oriented, although most of the native functionality is based around operating on game objects.

3. In comparison to the Warcraft III Editor, how much more, if any, can the GUI of the game be edited (it was extremely limited in Warcraft III)?

The in-game UI layout is externalized in data files to a large extent, however there is no editor support for working with these files. So it will be possible to customize the game UI, it just won't be a user-friendly process.

4. Are there new noteworthy functionality in the Starcraft II Editor, or will the new editor just have general improvements?

I can't think of a single editor feature from WarCraft III, large or small, which has not been improved in at least some way for StarCraft II.

5. Will the ability to communicate among triggers, for instance via actions or conditions, be improved in the new language?

One significant new feature of the Trigger Editor is support for custom function definitions, including actions and conditions. This means you can create your own actions that are built up from other actions (or custom script code), then use those in triggers just as you would any other action.

6. How does "Hero" support differ from the Warcraft III Editor? Or is it practically identical?

We've been working hard to create a hero system that is even more flexible than WarCraft III's. For example, map makers will have the ability to define any number of custom attributes that modify a hero based on its level.

7. Will there be a public API for the programming language?


As with WarCraft III, there is a large set of "native" functions representing game functionality that can be accessed through scripts. If this is what you mean by "public API", then yes.

8. Will there be improvements on the "Garbage Collector" for the new language? For example, in JASS all local variables need to be set to null at the end of their use, and certain data-types need to be removed from the game (such as Locations) at the end of their use to avoid memory leaks.

Galaxy features a robust garbage collection system for all native types, which is a huge improvement over WarCraft III (which technically did not have a garbage collection system at all). The script memory leak issues from WarCraft III will be a thing of the past.

Source: Battle.net
 
Joined
Nov 26, 2006
Messages
11,136
on

Hai everyone!

I'm sure most of you have heard of twitter by now! (If you haven't, this should give you an overview.)

Anyway, we made an official THW twitter account where we'll be posting news and things. Expect to see updates about the latest front page news, happenings in The Arena, and so on!

So if you have a twitter account, come follow us!

Oh, and if you have your own news you want to be announced, either @reply us or send a PM to either me or one of the directors!

- Pyritie

EDIT: By the way, if you don't like twitter or have an account there, you can always use RSS instead! The feed can be found here.
 
Joined
Dec 14, 2005
Messages
10,532
These will be implemented when 1.24 comes out, along with the two-week purge mentioned in the 1.24's effect on Maps and Spells thread.

(Now implemented)

Spell Section Rules


Compliance
No map may violate any Hive workshop general or specific site rules.​
Original Work
Spells should be entirely the work of the creator, although libraries (systems) are allowed.​
Compatibility
Currently, spells are allowed in Vanilla GUI (No third party GUI modifications), JASS, or vJASS. All spells must be 1.24 compatible.​
Third Party Material
Spells should avoid using third party material (other than systems). If it is absolutely necessary, then the creators of those resources must be credited in the spell map and the spell description. Pirated or stolen content is not permitted.​
Originality
Submissions should be at least somewhat unique, except in cases where they greatly improve on an existing spell in terms of performance, cleanliness (of code), visuals, or otherwise.​
Description
Submissions must have a title relevant to their function, an ingame screenshot, and a description which adequately describes them.​
Specifications
Submissions must specify any libraries they use as well as whether they are made with GUI, JASS, or vJASS.​
Performance
Submissions must be bugless, leakless, lagless on a computer that runs Warcraft III smoothly, and fully multiinstanceable. Spells using non-recycling "indexing systems" will not be accepted.​
Usefulness
Submissions must be useful; extremely simple and uncreative work will not be accepted, and nor will cinematic spells or other spells which have no place in a game.​
Genuinity
Submissions must mimic ingame mechanics; for example, damaging spells must "pull" enemies and give bounty when they kill enemies.​
Implementation
Submissions must be easy to configure (change their stats) and implement into a map. Documentation should be provided if the spell is not implemented with a simple copy and paste.​
Use
The spells section should not be used to get feedback or help on your coding--please use the Triggers and Scripts forum for that. It should also not be used to send spells to friends and then delete them--please use the Pastebin for that.​
Approval
Submissions not meeting the above criteria may be approved in rare circumstances. Spells may be rejected at any time for any valid reason given by the moderator who rejects them. Spells/systems need not meet criteria unapplicable to them. Resource moderators will decide on a case-by-case basis which spells will be approved.​
Enforcement
Repeatedly ignoring one or more of these rules may result in negative reputation, infraction points, or even being banned from the site.​
Contact
If you wish to request that your submission be reviewed, whether for the first time or after fixing problems outlined by a moderator, feel free to post in Spell Resource Moderation with a detailed request and a link to the spell in question. If you wish to complain about the actions of a moderator, please post in Admin Contact with a detailed request and a link to the issue in question.​
 

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