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  • Hey lfh, is the source code for your updated TESH publicly available?
    Not yet... I might release it in the future but at the moment it is too much "under construction" to be released.
    Alright. Understandable =).
    Hey, since you took over TESH, I'll ask you.
    Both on the old and new version, there seems to be a way to add custom keywords and functions and stuff. However, I can't find any documentation about how exactly. All that I know is that it requires some kind of text files in the includes folder.
    This is not my TESH but the very old, first one by SFilip (with an update called Project Horus, see also the "historical notes" of the new TESH main post).

    You seem to use an old patch of Wc3 (pre-Reforged), because with the latest Wc3 versions, the old TESH versions (including the one by SFilip) don't work anymore.

    If you want to use my pre-reforged TESH (which is no longer supported btw), you can still get it from the SharpCraft bundle. It is included there in the subdirectory:

    SharpCraft World Editor Extended Bundle\profiles\Warcraft III - World Editor (WEX)\plugins\tesh

    However, I recommend using the latest version of TESH, if possible.
    Can the latest version work with JNGP? If so, I wouldn't mind.
    Overall I'm staying on 1.26.
    The version that is shipped with SharpCraft works also with JNGP. So you can just replace them.

    The newest TESH version does not work with old patches like 1.26 (or anything before Reforged). Generally, these main versions exist:

    - TESH by SFilip. This is the oldest and the one you have.
    - TESH 2.0. This is the one shipped with SharpCraft.
    - TESH 2.0 Reforged. This is the newest version.

    So you could upgrade to TESH 2.0 which has some new features.
    Hello, I have some questions of your PDD:
    It says I can't use Death Finger, but there is no problem when I tested it.
    It not says this, but what happen if I use anti-magic shell (that has a limit), Is there a problem?
    Hello sir! I have a problem when using your PDD. It's not work with version 1.24e. Hope your suggestion.
    Hello !
    I read your article here (https://www.hiveworkshop.com/threads/real-talk-floats-in-warcraft-3.270579/) and found it very interesting.
    And since you seem to be a prety good expert in jass hidden behaviors, I'd like to ask you a question:

    Do you think that float precision in war3 can cause desync ? Because of accuracy difference + roundings, use of "==" operator with a epsilon, or maybe because the implementation varies if you play under Windows, an emulator on Mac, or an emulator on Linux.
    Hi sir, I need some help. I would like to learn from you what is needed to run tesh editor from source code. I had Visual C++ installed. I had the issue of adding into the sqlite these 2 functions from 1.31.

    insert into keywords values ('CONSTANT', 'ABILITY_RLF_MANA_REGENERATION_BONUS_AS_FRACTION_OF_NORMAL', '', "constant abilityreallevelfield ABILITY_RLF_MANA_REGENERATION_BONUS_AS_FRACTION_OF_NORMAL = ConvertAbilityRealLevelField('Imrp')");

    insert into keywords values ('CONSTANT', 'UNIT_WEAPON_RF_ATTACK_AREA_OF_EFFECT_MEDIUM_DAMAGE', '', "constant unitweaponrealfield UNIT_WEAPON_RF_ATTACK_AREA_OF_EFFECT_MEDIUM_DAMAGE = ConvertUnitWeaponRealField('ua1h')");

    I believe this is due to the keyword having more than 50 characters. The tesh editor in WEX will crash if I add these 2 in. Is there any way I can overcome this? Do contact me @ [email protected] Desperately needed help.
    Reputation (+1):
    (Post) amazing contributor to the modding scene
    So you've decided not to share source code of tesh. I'm okay with that, but can you enlighten me on how tesh works? I can enum windows and get handle of trigger editor and hide existing edit control, but I can't get my own rich edit to update. How do you do it?
    I dont want to hijack his thread, but I wonder with unit indexer, you use undefend to get the removed unit, but what if its like a footman and I order him to undefend? how do you distinguish them? :D I thought 0 hp could, but units can get tranq'ed while dead, or RemoveUnit'ed
    the only workaround around this that I could think of as of now is however such that it also really degrades nonexceptional code exec path :( (if check after every function call that can throw inside try block)
    Ive realized they arent all that good, there is currently one way in my head that could implement "true" try-catch, but that would require the shitty "check with if after every call to function that can throw" check, which really slows down the code a lot.

    The other more clean way has flaw that after executing catch block it will jump back to the try block :D, thats probably not what you want when you write try-catch block

    I have some interesting "news", while nothing on the compiler was done really(still havent asked anyone competent in school :D), I have some interesting thigs.

    Ive split the compiler repo so now it is compiler repo separated from the language iteself.
    The big news is I thought of ways of getting exceptions emulated in the language. There are multitudes of ways that this can be achieved that I thought of, they include both keeping and discarding the local stack frame(the local variables together with their content) inside the catch block, and finally clause is also possible.

    What do you think about exceptions? :D
    Hey Looking_for_help! Why is it that when i update my spell it doesn't bump up like yours? :p I updated it on the 8th, but it still says I did it on the 4th.
    This library Im using is SetUnitMaxState. It setting max life of a unit.
    Something like: hero summon a unit. Then Im setting summoned unit's max life depending on caster's intelligence. Its an example what for I use SetUnitMaxState.
    inside this SetUnitMaxState library author use GetUnitState-->UNIT_STATE_MAX_LIFE so my question is : should I edit this SetUnitMaxState library? I think I should be your confirmation will be very usefull;]
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