• 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
Apr 2, 2013
Messages
3,955


200px-Blizzard_Entertainment_Logo.svg.png

We are very happy to announce that tool moderator, WEX developer, and long time member, @MindWorX, now
works for Blizzard! He is officially a Software Engineer for the classic team and he will specialize in working on
the World Editor.


unknown.png

Congrats! Another one in, another one to go?
 
Joined
Jan 1, 2009
Messages
1,617

Wurst goes 1.29 and beyond

As the new patch has hit earlier in April, we have implemented the necessary changes to support it in our toolchain, while still keeping backwards compatibility alive.

Updates
  • Increased maximum class instances to 32768 to match new array sizes in 1.29+
  • The new common.j and blizzard.j are now supplied by default
  • Implemented vararg function parameters - functions that take a variable amount of parameters of a certain type.
  • VSCode highlighting has been improved to match the language documentation, recognizing punctuation and operators
  • Deprecation warnings now also show for variables
  • Fixed two unusual exceptions related to extended unicode characters
  • Implemented additional natives for compiletime such as timers, triggers, rects and more, enabling those to be used in unit tests.
  • Modified standard units get printed into WurstExportedObjects again, for easier transfer to generated objects
  • The operator precedence of or in Wursts Jass parsing is now correct
Standard Library
  • Merged over 10 awesome pull requests regarding object editing, damage detection and the new Blz natives
  • Extension function wrappers for the new natives, such as effect.setColor and item.setName have been added
  • Packages affected by the new 24 player capability, such as Colors, have been updated accordingly
  • Fixed and unit tested several issues with typecasting and error handling
 
Joined
Apr 2, 2013
Messages
3,955
Blizzard needs your help!

Position: Software Engineer, UI
Location: Irvine (Southern California, USA)
Division: Classic Games (Warcraft 3)
>Link<

Responsibilities
  • Work closely with designers and other engineers to establish a shared vision for compelling UI features.
  • Implement functional and elegant UI features from approved concept images and paper designs.
  • Develop back-end functionality to support front-end features.
Requirements
  • Comfortable working in both C++ and JavaScript
  • A minimum of 5 years’ experience in a professional software development environment.
  • A solid understanding of best practices and techniques regarding JavaScript
  • Extensive expertise in working on front end view frameworks, such as React, Ember, Vue, etc…
  • Experience with web page layout and styles optimization
  • Expert analysis, troubleshooting, and debugging skills
  • Expert knowledge of computer science fundamentals, including algorithms, data structures, and design patterns
  • Self-motivated with strong initiative
  • Able to work in a fast-paced, dynamic work environment
  • Passion for Blizzard games
Pluses
  • Experience developing for multiple platforms.
  • Experience with Node and NPM.
  • Computer Science or related degree.

This announcement is specifically for the position of UI Software Engineer, but you can find other Classic Game job openings here.

Either way, please contact our friendly neighborhood Blizz employee, @Kam, directly in private if you are considering joining the team.
 
Joined
Apr 2, 2013
Messages
3,955

:xxd: April Fools :xxd:
coollogo_com-11575201.png
Hey everyone,

Happy Easter! Easter eggs are an ancient symbol of new life and rebirth. So, we wanted to reinvent our stance and forgive those who broke these old rules in the past. Thus, we are opening a new outlet for them and a potential new user-base.

Starting next week, we will be producing and selling map deprotection hacks. Map deprotection software is a hacking extension that bypasses locked / intentionally corrupt maps.

Now of course, we understand some people may be concerned these hacks will be given to those with the wrong intentions (such as "breaking into" maps without an author's permission), but we trust in our user-base and our judgement to make sure the hacking software isn't abused beyond the benefit of map testing and modding. We feel that if we regulate map deprotection on Hive rather than have them flourish on some shady sites, we will be able to take away the problems these extensions cause.

Not everything is fully set, but expect an announcement next week. We'll advertise this for purchase in the top right corner of the site and will probably have it priced between $25-$35. Thank you for supporting the Hive and we hope these changes sit well with you guys.
 
Joined
Jan 1, 2009
Messages
1,617


1.29 AND PTR

The wurst team is excited and curious to see what the new PTR changes will mean for the wc3 modding community. We are anticipating the release to the stable battle.net realms, and will add support to the wurst toolchain as soon as possible.

At this time, we do not plan to have a separate branch to support PTR installs. However, if the classic team continues to make extensive use of the testing realm, we may consider that option in the future.

We are actively thinking about what the PTR changes will mean for us and how it should affect 2018's timeline. For example, now that 24-player maps are coming, we will prioritize support for editing map player metadata from vscode.


24 unique player-colors, in wurst!


UPDATES

We are quite a bit late with our blog post this month, as there were no major updates to present and we were focusing on quality work as well as keeping an eye on Wurst's stability. That being said, in march we revamped the lambda syntax for more flexibility and cleaner code. Additionally we again have received a number of contributions from the community.

  • Type inference plus new block handling for lambda expressions and closures
  • We resolved several opened issues (#44, #45, #48) and merged 7 pull requests (#47, #49, #50, #51, #51, #54, #55, #56) for the standard library.
  • The Wurst Setup received several stability updates and we are working on further integration with the wurst tool suite.

 

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