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Warcraft III Reforged Superthread on issues.

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This is a live thread, actively updated, should the game get new PTR updates or otherwise live updates the validity of the problems will be retested, should PTR bug reports section get disabled but problems persist, the report will transition into the regular bug reports section.

PTR Patch 1.36.1 is out and i'm seeing some very interesting fixes, ive been lazy with updating this thread but i guess its time to dust off the outdated stuff, expect various updates to the list, adding of new issues and removal of fixed issues, i will not be involved with PTRing that much this time around but i will move in post 1.36.1 launch, do a giant check of all my info, make the changes, and update the thread.

Sorry for delaying, genuinely.

Recent Update was deployed on September 2 - 2022.
[The changelog exists both at the start and end of the list]


🌠2022:

πŸ”” July 5 Update:
1 - Reworded Core Issue 10 to be more accurate. (Animated trees issue)
2 - Added a new UI issue and placed it in the 4th spot in its category with image examples, it is related to custom loading screens not showing their description correctly.
3 - UI issue 11 which is a generalized critique of the UI now has a new feature request.

πŸ”” July 6 Update:
1 - Core issue 15's content was replaced by a new issue, and its previous content has now moved to the 24th spot.
so overall +1 issue to the Core category.

2 - World Editor got +2 new PTR issues.


πŸ”” July 7 Update:
1 - Core issue 14 on replays is now far more detailed on the problem.
2 - Small visual update on the imagery regarding the custom games lobby redesign suggestion. (User Interface - 13 🌟)

πŸ””
July 10 Update:
1 - Grammar was improved.
2 - Custom Campaigns section was updated.
3 - Credits of contributors was increased and updated.
4 - Hive exclusive update, all credits link to the person if they have a Hive account.


πŸ”” July 17 Update:
1 - Addressed my suspension and thread deletion in the Blizzard forums. check the new marker πŸ“©
2 - New UI issue, not identified with any number.

2.1 - Connected issue to the UI moved to the World Editor section.

πŸ”” July 20 Update:
1 - Rewrote a starting section of my thread regarding "99% of these issues were introduced by Reforged" to be more clear and correct.


πŸ”” July 27 Update:
1 - All issues that have a post made about them in the forums now have said post linked with a blue
Here. (incomplete as of now)
2 - New Core issue placed at the top with the PTR bugs ~ Camera Rotation.
3 - Changelog now mentions date of recent update outside of the spoiler button.
4 - Starting text was trimmed down and updated.
5 - UI issue mentioned in July 17 Update got both a text and number update.
6 - ^ This UI issue also has a world editor issue at the first spot.
7 - World Editor Issue 4 was fixed (Terrain art Crash issue)
8 - The first point in Core issue 22 was fixed, the incorrect alias texture path.


πŸ”” July 28 Update:
1 - Core issue 1 is updated, Camera Rotation had bugs in the PTR (The Delete and Insert Keys) and its not fixed.


πŸ””August 2 (early August 3) Update:
1 - A series of PTR issues were fixed, these issues have since been rearranged and grouped up under one spoiler button.
β€’ Core: 4 5 6 7 were addressed.
β€’ User Interface & World Editor: UI issue 1 and WE issue 3 are linked and about the new zoom feature, there was an update to the UI side of the zoom feature i added an image, with some extended explanation.

2 - In the wake of Camera Rotation issues being addressed, the lost features of Camera from patch 1.30.1 and 1.31.1 have been turned into a non PTR issue and listed in the Core category as Issue number 8. (this change caused the rest of the issues to be rearranged in terms of number)

3 - New PTR World Editor issue added, crash issue related to blp textures. Issue 1.

4 - Point 1 in July 27th update should be complete now.
5 - The changelog got a visual update so one wouldn't lose track of dates and its content when scrolling about.
:grin:

πŸ””August 4 Update:
1 - This used to be part of the list, its now removed.

For Hive readers, here is a replica of the same thread in the official Warcraft 3 forums.
2 - This section was also removed.

First off, love you all, but back to the point, after dear Wtii covered this list i felt it important to add a note here just incase, while reading this for the purposes of bringing awareness to it, do not feel pressured to read every bit of detail, that's for Blizzard, there is plenty of imagery and artwork created that could be of more user friendly worth when discussing things, feel free to open them as new images in other tabs and explore.

While people might find some segments of these problems too niche, the reality is that it damages custom mapmakers ability to create maps easily, unlike traditional modding communities where only a select few people sit on the undisputed throne of modding, because of many of the easy to use functions of wc3 this is not the case for our game, and most people who make custom maps using War3 are not knowledgeable on how to write in direct code and still produce quality products, a large sum of the highlighted issues here address exactly that.

It addresses the need to fix a swarm of problems introduced with Reforged that helps wc3 mapmaking to remain user friendly and turn continue being able to self sustain ~ long term.

Thank You.


3 - Rewrote the section "What is the point of this list?" once again (last update regarding this was July 20th & 27th mentioned in the changelogs)
4 - Visual tag system (
πŸ“—πŸ“™πŸ“•) Is in the process of being updated. The items did get a textual rewriting and what will be done in a future update will be changing how these tags were assigned previously.

Previously these tags were assigned based on over compensating for the fact that the team working on Warcraft III: Reforged is extremely "Vanilla" according to the understanding we managed to achieve, hence the tags were assigned based on how difficult would it be for an extremely new team with minor understanding of how Warcraft 3 works.
(For example, if a problem was deemed "Challenging" in
most cases it was only challenging in contrast to the team working on it.)

Now however, I will be working to reassign these tags without any bias, the tags will not under or over compensate for any team regardless of their qualifications or budget, but will simply highlight the difficulty based on:
"An average team with a decent understanding of the game that has a low but reasonable budget and keeps has a healthy contact with the community"

πŸ”” August 6 Update:

1 - Perhaps one of the largest overhauls to the thread, i trimmed down and reworked the suggestion for Custom Campaigns be less heavy on words and more reliant on key details and imagery.

2 - Core issue 9 (Scale Projectiles) was updated.
3 - Core issue 9 and 10 has a linked blizzard forum post now.



πŸ”” August 15 Update:

1 - Update Core issue 11 (TechTree requirements) text, added in video references and a blizzard report link.
2 - Updated the changelong so that the text of written sentence is the same as the color of the title date.

πŸ””
September 2 Update:

1 - Lan was fixed in the aftermath of 1.33 ~ Core issue 1 was moved under fixed spoilers.
2 - Core Issue 2 was updated to have a more correct description and is now no longer a PTR issue since patch 1.33 is live. (it has also been re reported and has a change tag, from a blue PTR tag πŸ“˜to a green tag πŸ“—) πŸ“©
3 - Core 3 the Type Font Issue has been moved to fixed section since now players have the option to enable the old font via a command.
(Click to zoom)
capture3.PNG


🌠2023:

πŸ”” April 29 to September 23 Updates:

1 - Fixed bugs are now included at the "Bottom" of each major category instead of remaining on the spot.
2 - User Interface issue 12 has been either mostly resolved or its components reporposed into fresh reports.

needs to be reintergrated.PNG



3 - Rewrote description for Core Issue 2 (Scale Projectiles) to be more readable.

4 - Added a new Status marker for issues. ⚑ The description of the marker is written among the rest of the status markers.





What is the point of this list?
β€’ This list is created and optimized for the sole purpose of being a consistently updated overarching list that helps the Warcraft III community understand:
1 - Almost everything that was broken with Reforged patch 1.32 and was never fixed.
2 - PTR or Public Test Realm reports, fixes and additions.
3 - New redesign suggestions for Reforged.

β€’ Following the coverage of this list by dear WtiiWarcraft on YouTube and after the event that resulted in the Blizzard version of the list being removed, this list is no longer serving as a backlog in support of the replica on the forums ~ Therefore the list is now updated (or being updated) to present all its content in a more digestable manner for the average person.

If required ~ clickable spoiler buttons will hide large text, imagery or videos within them.
Zug Zug :^).


Visual tags on each bug represent their status.
πŸ“— Simple to fix. issues marked with this tag are straight up easy to deal with.
πŸ“™ Problems that are more challenging to fix.
πŸ“• Problems that require consulting with the community, regardless of difficulty of addressing.
πŸ“˜ New issues on the PTR. issues that do NOT have this tag exist on 1.32.10 and were not fixed for 1.33.
🌟 Desperately required features and redesigns.
πŸ” Issue has not been tested to the fullest extent of its virality and is possibly but not certainly affecting more.
πŸ“© Issues that are reported on the forums and include clickable links to the posts. (Example: Here.)
⚑Issues we know that exist but due to its nature can not be reproduced easily 100% of the time.
(Note issues with this marker still go through long and riggerous discussions, i dont just write any rarely known potential onzie issue)


The list has no strict prioritization because i believe all of the problems can and should be addressed, fixing issues like this does not require millions of dollars of budget because it does not involve the production of new art, "ideally" it would require 12 months in the hands of a handful (no more than 5) of specialized developers.

The only problems here that were not introduced with Reforged 1.32 is Core issue 20 and 21. however fixing them would be beneficial, the classic team that used to operate Reforged fixed a lot of ancient game bugs aswell, one such example is recovering the lost feature from Reign of Chaos patch 1.00 that made Trees fade when units were behind them.


β€’ Core:
(That which is related and effects the "ingame" experience of players )

πŸ“— 1 - There were Camera lock and Camera rotation features lost from 1.30.1 and 1.31.1 that should be recovered.
β–Ά The Ability to lock our camera with a hotkey.
β–Ά The ability to Rotate our Camera in many many more directions.

πŸ“— 2 - Scale Projectiles are broken, if a mapmaker adjusts the scaling the game will not reflect it accordingly. The problem is Two fold~ First is that pre Reforged release maps have any adjustment to projectile scaling broken. Second is that for post 1.32 maps the scale projectiles work for pre placed units on the map, but its broken for any new tower, trained unit, or summoned and creature. Here. πŸ“©
Test Map for 1.31.1
Test Map for 1.33

πŸ“— 3 - Starfall, Monsoon and all abilities based on it, when trying to set a custom buff with a custom special effects model for it in the process of mapmaking, they always forcefully show the model put on the default buffs.

Problems like this are Game Bugs and it is included in this section because even though it is only reproducible through the World Editor, it is not caused by the world editor program but by the game failing to reflect on changes that it sets. Here. πŸ“©
β–Ά Download the Map for testing.

πŸ“— 4 - Setting multiple unit techtree requirement "items" for Abilities ignores all additional "items" except the first on the list. Here. πŸ“©

β–Ά How it works in 1.31.1
β–Ά How it works in 1.32+
β–Ά Download the Map for testing.

🌟5 - Automatic hotkey display in the descriptions of abilities was a feature added with Reforged, however it has a glaring oversight that is ultimately uncomfortable for custom games mapmakers, the reason its highlighted as a feature is because to fix this issue Blizzard needs to provide an elegant solution to manage it for mapmakers, which makes it a new feature.

If a mapmaker could do this before:
Classic packe.png


Now such an effort would end up looking like this:
hdpack.png



πŸ“— 6 - Tree models for the HD asset mode are animated as viewable when preplaced through the World Editor. Trees are animated in-game for only one cycle of the stand animation starting when you first see them, then they stop. They should always cycle while in view.

πŸ“™ 7 - Rain effects in Reforged HD graphics need to be further optimized because they tend to crash maps. HereπŸ“©

🌟8 - The topic on providing a modular download option for Warcraft III Reforged did end up on the Blizzard server as an option to vote for "Reduced Storage Size". This has shifted the conversation to if blizzard can do it safely and the fact that people pull HD material in their SD projects.

So the solutions becomes difficult to address. but it has points that need to be understood:

1 - This is a feature taking advantage of the 19 years that passed that made anything from 1 to 4GB of space an extremely minor to almost non-existent issue as opposed to 24GB (more or less) and it increases accessibility. the feature can be developed in a way that explains the full costs and benefits to people, from there the feature can be developed to allow people to easily download or delete that segment of Reforged at their hearts desire whenever they deem required.

2 - People who use Reforged whether or not they have Reforged HD unlocked have access to create maps and update their projects in HD. There is also the fact that when making such a feature, Reforged icons can and should be excluded from this undertaking and be available to everyone regardless. their size is not going to impact the overall feature.

πŸ“™ 9 - When the games graphics are set to "SD" we can see that all Ribbon Emitters (RIBB in binary) are rendered darker than they were in all prior versions of Warcraft III (patch 1.31 and below), particle emitters were fixed more or less during the attempt to fix the classic visuals looking too dark, but Ribbon Emitters is still an unfixed remnant of that attempt.
An example, any special effect that uses Ribbon Emitters is plagued by the below issue. and and so is all user generated content using this.
Ribbon Emitter example.png


πŸ“— 10 - Max Pitch Angle (maxPitch) is a field in the Object Editor that could be used to rotate units by setting it to negative or positive values. this is currently broken in Reforged and it needs to be fixed, and because they are use-able on units that use models, many clever visual tricks and creations are done using this method for custom mapmakers.
β–Ά Download the Map for testing.

This is what we could do:
1.png


And if you open the same map with this on a post 1.32 version of wc3 you can see that it disobeys:
2.png



πŸ“™ 11 - Some area of effect spells like Warstomp have a limit on how many units they can effect, this is troublesome for custom mapmakers, this limit did not exist pre 1.32. this limit should be set to infinite and a bonus field in the object editor made allowing us to control it for all spells alike.

How it used to work:
how it used to work.png

How it works now:
how it works now.png




πŸ“™ 12 - A lot of special effects like Warstomp, Revive and Thunderclap loop their sounds over and over when spawned in via CreateSpecialEffect native even if you stop it a mere moment after creation. The bug only happens for the HD graphics. πŸ”
β–Ά Download the Map for testing.

πŸ“™ 13 - Skins changed through triggers, code and object editor are breakable by spells such as Cyclone. πŸ”

πŸ“™ 14 - This special effect model
Abilities\Spells\Undead\DarkSummoning\DarkSummonMissile.mdl
does not play its sound correctly it is not a problem with the model, and it was introduced in patch 1.30.1 if you want a comparison on how the sound should play the HD counterpart of this sounds correct, but the SD counterpart remains broken on the latest version, this is probably a Sound Engine issue.

πŸ“— 15 - A Collection of texture and model related issues:
  • `Textures\GenericGlow2_mip1` is not aliased to `Textures\GenericGlow2`, despite the copy of the same texture under medivh’s folder being so. File aliases are there to prevent asset duplication and they're governed by `war3.w3mod:filealiases.json`
  • The classic Reign of Chaos "Furion" is missing from the game files.
  • The classic Reign of Chaos "Flying Machine" is missing from the game files.

πŸ“™ 16 - A Collection of Natives and pure code related issues: (more extensive report Here.)
  • BlzSetUnitWeaponXXXField() natives have their indexes starting at 1 instead of 0, and you cannot modify attack 2 at all.
  • SetCameraTargetControllerNoZForPlayer native has around a 500 offset on the Y axis on Reforged compared to previous versions.
  • πŸ“• Lua Garbage Collector has certain issues and doesn’t always work correctly. πŸ”
πŸ“™ 17 - Players getting replay files are able to double click them to open the file with Reforged in order to view it. however, they need to have the map that the replay belongs to in order for the replay to function, both with double click on the replay file or the manual way of doing it.

Now here's the problem, the map for the replay needs to be in a persons Documents > Warcraft III > Maps folder. i highlighted **needs** because Reforged rightfully allows people to put their map files inside subfolders in the Maps folder to better organize it. so a persons maps folder can be customized like so Documents > Warcraft III > Maps > Custom Maps / TDs / Aeon of Strifes / Tank Battles etc. all these are more new folders in the maps folder. the problem is that if the map related to the replay is in any sub folder inside the Maps folder it will be unable to read and play the replay unless you take the map and put it specifically in NO subfolder and only in the Maps folder. even Reforgeds own Downloads folder inside the Maps folder doesn't work for this.

πŸ“— 18 - When you look at anything like abilities, upgrades or the construction icon for workers in Reforged there is a divider line in their description, this was part of an unfinished idea that was never completed, it was meant to be a mere option not a definitive thing, mapmakers could and always have put lines like that, either make it an option for melee only or simply remove it because enforcing options like this is not a good idea.
dividerline option.PNG

divider line option 2.PNG


πŸ“— 19 - This is a bug that was first looked at thanks to a bug causing issues with Engineering Upgrade. but i think the main problem isn't related to it, i think Warcraft 3 ability descriptions cant display a number like 1.5 or 2.5 etc... it always needs to be round.

This bug can however be displayed by default using the Engineering Upgrade, because if you look at the ability through the World Editor you'll realize that it upgrades Demolish to deal 2 > 2.5 > 3 > 3.5 damage. but ingame these numbers are simply represented as 2 > 3 > 3.

- Engineering Upgrade completely fails to apply its intended affects for custom modifications with level 2 and 3. icon and description.


πŸ“™ 20 - When Searing Arrows, Cold Arrows and Dark Rangers Black Arrows are used manually through clicking or using it with a hotkey on a target, it is sometimes important to be able to instantly cancel this manual use of the ability to avoid using it during intensive micro managing gameplay situations like professional melee and popular custom games like dota, however, when the ability is used but canceled almost instantly then used again should the players mind change the hero or unit in question using the ability will remain frozen in place for 2-3 seconds.

πŸ“• 21 - An ancient bug tested to be present ever since 1.21 (might be older) the issue here is that blocked units either by cliff or other units will still be able to use a waygate from wherever point of the map they may be to travel to the connected waygate. units that are super far away will trigger this bug to happen after a little bit of struggling and being unable to find any path.

Although this is a very old bug, i believe it is a major enough exploit to warrant a fix, especially since it effects campaigns, plus why not fix such a cool mechanic of the game that is used by thousands of custom games, however please tread carefully when fixing especially if its related to pathing, do internal tests and get a hang of the system.

πŸ“— 22 - If you make a custom unit with a bouncing attack, and maximum total targets being hit by the attack equals to 2 the projectile hits the main target, bounces to a secondary target and then goes back to the main target.

Problem is only once it hits the original again is the damage dealt to the second target.
No extra damage is dealt to the main target.

Bouncing attacks also reset their Z value to their originally launched value on each bounce too.

So to summarize:
if there's 3 total hits (i.e. 2 bounces), but only 2 targets,
it doesn't happen.

If there's only 2 total hits (i.e. one bounce), then it always happens.



πŸ“™ - Campaign load bug, also make sure to avoid this when bringing back Custom Campaigns. so, when you do this process:
β€’ Start a Campaign mission
β€’ Save the mission then exit
β€’ Go to Single player and Load the saved mission.
β€’ Complete it, try using the cheat ( **AllYourBaseAreBelongToUs**) to do it faster.
β€’ Go to the **next** mission, after the next mission loads, quit.
β€’ Go back and you'll see the previous mission is not marked as **completed**.
Fixed for Patch PTR 1.1.33.0.18857

πŸ“— - Trying to play in the games offline mode inevitably results in a menu sound playing after approximately 2 minutes. After that trying to access the games options menu permanently freezes the entire game.

This not only affects playing the game using its proper offline feature, it also affects testing World Editor maps because the test function triggers the offline mode by default. Here. πŸ“©

β–Ά Video showcase.
The menu freeze was fixed somewhere in 1.35.


πŸ“˜ - Lan is not working correctly, issue specifically highlighted this a fundamental feature of War3 needs to be fixed. Here.πŸ“©

πŸ“˜ - Type font and numbers font for the game has more spacing than previously, this looks off-putting and should be reverted as soon as possible. Here.πŸ“©
1x33.png
1x32.png


πŸ“˜ - Camera Rotation features are broken in the current PTR. the following post links to lost features in 1.31 and from there another post also links to whats the problem in 1.33. includes video uploads and image showcases. Here. πŸ“©

πŸ“˜ - Unit portraits for classic models are not playing their talking animations.

πŸ“˜ - Ingame Music is not working, nor is it working for custom imports of music files using triggers and natives to play them. This issue must be fixed on both fronts. The current PTR issue with this is that they added the overall main menu tracks that are a generalized mix of the games soundtrack as the ingame music, which means they are no longer faction based.
Here. πŸ“©

πŸ“˜ - Cheat Commands in Warcraft 3 exist for Singleplayer mode and are used by players and more importantly map makers as a helping hand in testing maps. A function of these commands is however broken in the PTR. Here.πŸ“©

The function works like so: If you type a cheat (let's say β€œgreedisgood 999”), then press enter, then type β€œ=” and press enter again, the previous command is duplicated without you having to retype the command again.

This is currently broken. The command is also able to enable and disable cheats. While β€œgreedisgood” is an example of something that can only be repeatedly enabled, β€œwarpten” is a great example of a cheat that can be enabled and disabled by using the β€œ=” command after typing it once.

Total list of Cheat Commands: Here.
(Honestly it would even be a good feature if all typed chat was duplicated with = command)

All of the above PTR issues were fixed in 1.33 or by the time 1.34 was out.

πŸ“™ - When someone is viewing a replay, the game trying to replicate the chat conversation has a problem. all chat messages from the owner of a saved replay are repeated twice.

From user BEARAND, the 11th comment in the Forum replica of this post:

this is actually a bug in the core engine when recording the replay file, not just upon playback! the doubled chats by replay saver are permanently saved in the replay.
the doublechats are (mostly) detectable by replay parsers as they’re offset by the player’s ping to battle.net - it appears that the doubled chat is due to the server replaying the player’s chat, which is suppressed during a live game but still makes it into the replay.

πŸ‘†I did get further conformation from Bogdan on this report; You aren’t suppose to see your own message when sending it, only when receiving it, but the replay logs the message when you send it aswell, that should not happen.





β€’ Multiplayer:
(That which is affects players online experience)
πŸ“— 1 - The limit for maps in custom games lobby was suppose to be 512MB however the user interface seems to break slowly the more one tries to upload or download a map of 256MB and above in size.
The pair of images below show the current status vs solution. (Click to zoom)

uploaded for reference:
image.png

suggestion:
image3.png



πŸ“— 2 - When a private game is created, the host used to be able to tell the gamename to people privately and they would be able to join it simply by typing the correct name all the while the room in the custom games lobby would remain hidden from randos. we can't do this anymore, inviting people manually 1 by 1 works but its very tedious for the host.

πŸ“™ 3 - Saving and loading multiplayer custom games were disabled or never fixed/reenabled, we used to have the ability to if:
All players of a custom game with the same map saved a game, left, then all the same players rejoined and tried to load said map everyone would get back in where they left off, pretty useful for RPG maps.... this is no longer possible.

🌟 4 - Allowing us to choose which server to host our custom games on is a very important part of making sure we can have a smooth experience playing our game, not only that, you should also be notified that as of now when someone hosts a custom game, regardless of which realm they are on they can be assigned an incorrect server to them that is far further than a closer server, this issue is most common EU realm but most likely not exclusive to them. πŸ”

πŸ“™ 5 - The quality and quantity of the servers needs to be increased because the current state of the multiplayer connection quality is very poor. servers in US and Asia or Middle East are deeply required as well as a some form of solution for Australias connection, for EU if it is possible a few more wouldn’t be bad either, lets help wc3 have a good global connection for its diverse population.

πŸ“— 6 - Map download speed for Reforged is and feels very handicapped and cumbersome. and it is not the fault of the map files because they have been tried and downloaded by other means far faster.


πŸ“™ - Custom Games lobby list should not be region locked functionally or visually, it worked fine from patch 1.30.2 to 1.31.1 and it will be beneficial if this was once again a reality. UI issue 9 addresses how to bring back a feature to help making this request possible.

πŸ“• - This is a very delicate situation and it has to do with the missing skirmish/melee features of Warcraft 3 Reforged. however it is also a complex situation, please click on the Arrow icon below to expand and read:


As you know Warcraft 3 Champions has taken over and is providing the entire infrastructure for proper connection, Clans, Ladder, ranking and matchmaking. they have 16 dedicated servers globally including in places like India and Africa for their player base and have done fan service things such as bringing back a Reign of Chaos 1v1 matchmaking. and provide proper options for people in customization such as being able to choose icons of both HD and Classic players, the classic icons they have are upscaled to increase quality.

So with this in mind, here's the question, coming in and providing a Blizzard version of whatever official ladder/melee would be, are you going to provide an inferior service compared to them ? and what do you do in terms of acknowledging the effort they have put into maintaining this ?

Please do not treat them as a "you're services are no longer required anymore goodbye" type of thing, either directly contact them and try to support them to continue doing what they do except properly bolstered by you with whatever internal help you can provide, or do a **superior** service compared to what they provide, not inferior, just because you can hook your servers online and get the melee part working that you probably have been holding on to without releasing doesn't mean its end product is by default a superior experience. we aren't even sure if you'll provide proper community management for games violations and report applications which is something they also provide by the way and its not an automated process that just bans people if there is a complaint which is why its good. if you truly can not insure to do something greater then they provide, then please reconsider where your efforts should truly go.

πŸ“™ - Ranked and Unranked Versus mode have a high chance of producing an error message with the following text β€œThe game you attempted to join could not be found”.





β€’ World Editor:
(That which is negatively affecting or hindering mapmakers abilities.)

πŸ“™ 1 - Currently the object editor interface for selecting dds textures is lacking, we require to insert the direct path for each usecase manually, please, just like how .blp shows up by default, make dds textures viewable through dropdown menus where we can select textures in the object editor.


🌟2 - Scaling Values for units and buildings need to be adjustable between SD and HD modes.
The reason this is an issue is because editting the current field automatically adjusts itself to inappropriate values that do not properly reflect an acceptable result for unit sizes ingame. please allow us to adjust scaling value for units and buildings in the object editor ~ specifically. for each mode.
How it is:
how it is.png

How it should be:
how it should be.PNG

(Click to zoom)

πŸ“™ 3 - There is BLP related crash issues for textures, apparently on models only so far, models that require importing a blp file alongside it. Here. πŸ“©
β–ΆDownload Map For Testing
If you check this map you should be getting a crash most of the time


πŸ“™ 4 - With the new Zoom feature added to the game, Mapmakers need to have direct control over it the image below shows what features we should get. full report Here.πŸ“© (World Editor issue 3 and User Interface issue 1 are connected)
World Editor3.png


πŸ“™ 5 - in the world editor > Object Editor > Abilities > Any given ability that summons or morphs units:
Attempt to change the summoned unit type and you will see that the UI is offset.
Fields in question affected by this:
Data - Summoned Unit Type
Data - Alternate Form Unit

Before:
Capture.PNG

After:
unkown.png


πŸ“™ 6 - The World Editors model viewer on the left hand side scales the Y coordinate based on its preview window size incorrectly.
Resizing the model preview panel on the left of the World Editor screen changes the preview scale of the model.

Use 1.32 as a frame of reference for 1.33 and you will see the stark differences.


1.png

2.png



πŸ“™ 7 - Right click any sound in the World Editors Sound Editor, add set sound as new sound, double-click to change the new sound, change name, save, try to save map aaaand... compile error found. Here. πŸ“©

πŸ“• 8 - For mapmakers, there are certain limitations to what they can do in the ways of changing the look of the game between asset modes, for example with maps not being able to set different unit models for SD vs HD, nor create "skins" but only use the skins already in the game.

Allowing us to add skins would help remove all these problems as it would allow mapmakers to specify different graphical attributes for every asset mode using the already-made skin system.
Additionally, it would be very good if some of this became doable from the Object Editor, be it by writing HD assetmode data into the files already used for storing this data, or by introducing new (possibly skin system) files to be used.


πŸ“˜ - When testing a map through the editors test feature, you will encounter this odd bug where if you hear the menu sound roughly 2 minutes into the game, and you bring up the options menu to try and restart the instence of the map test, it will freeze the game.
This is obviously detrimental to testing maps in a quick manner. Here.πŸ“©

πŸ“˜ - Custom Terrain tiles crash the World Editor.
To specify, this bug affects all mapmakers that use custom tiles.
The tiles will work correctly, but the β€œterrain palette” icons for them don’t get generated properly and instead crash the whole World Editor instantly upon opening any of the palettes to place anything on the map.
Error id from WE: 1781BE93-73EC-42CF-BAEA-F7F5E76D80B7
I would also love to help by providing a test map but I cannot post files nor a Hive Workshop link in here sadly.
Test map
I would like to hope posting a link like this is alright as it’s meant to be of help rather than spam.
report first made Here.πŸ“©


β€’ User Interface:
(That which effects the interface of War3 from ingame to the WebUI mainmenus.)

πŸ“™ 1 - Creating Custom Games in singleplayer of Warcraft 3 used to allow you to switch maps without going back and forth between the menus to choose and create a new map every time. and without needing to set a new game name every time. It also allowed you to change the Advanced Game Options, the maps, and set player and computer properties, ALL in one window. ON TOP of remembering the previously hosted map you chose AND it preserved the setup you did before starting the match if you returned to the same map after finishing it the first time.
oldCGSP.png


The current single player custom games creation method copies the menu setup system of Lan games, and is just unacceptable how cumbersome and unintuitive it is.

πŸ“™ 2 -

πŸ“™ 5 - If a loading screen of a custom map has a custom image that is not part of the default game, the description that is written for the map will glitch and show up somewhere offputting at the bottom left hand side. fixing this is crucial because it needlessly doubles the work of mapmakers having to bake descriptions on images instead of writing them. (it also makes supporting localization even harder)


2222.png

1111.png



πŸ“™ 6 - Through the use of the world editor, you can set an image to be the preview that shows up for your map in the custom games lobby section, this was however broken, we should be able to customize our maps previews like we used to be able to.

πŸ“™ 7 - Even though people have suggested adding a search function to the custom games creation list which would be great, its important for me to highlight that the game used to remember which map you created last time and when you went back it dropped you where you left off, this is no longer the case hence it is a bug.

πŸ“™ 8 - Hosting privately does not seem to work correctly anymore, how a privately hosted game works is that it does not show its name in the public lobby section, however its accessible if the joining friend types in the correct name in the lobby to enter, this is not working.

πŸ“™ 9 - Custom Games lobbies player numbers are shown inaccurately because it considers computer players as real humans, so a player can put themselves in a 12p map and fill 10 of it with computer slots and from the outside in there is no indication on whether or not the room is filled by real players or not.

πŸ“™ 11 - A lost feature on this topic, i will use some visual aid for this one:
filter button.PNG

would be great to get our Filter Button back for custom games lobbies, lets take a look at what is shown here, and how for the retail product these can be improved or reimagined, but before that i feel like its important to point out that the premise of this Filter panel is that, you get to check several settings for your custom games lobbies, then after clicking ok the lobby remains obedient to those options until cleared out manually.

We have:

Map Creator as in (official map, custom map, other): so with this, the official or custom map distinction is cool but it would be cooler if the "other" option would allow us to search for maps by using a blizzard persons name and tag in the search bar.

Map Size: all the map sizes from small to legendary in world editor, interestingly useful if someone wants to specifically play maps of a certain size.
Observers: cool concept for maps that have observers vs those that don't
Map Type: This has properties akin to Map Creator but i the nerdy thing about this idea is that Blizzard can add like 20 genres and subgenres for custom games that is selectable for each map through the world editor, and when the maps get hosted in the custom games lobby the players can filter by a specific map type.

And at last, Regions, filter by region, complimenting the fact that we need to have better servers for custom games followed up by merging the realms, we can view specific regions or ALL regions in one lobby interface this way and such a feature is especially useful if custom games regions were merged.

πŸ“™ 12 - A general critique of UI's before the game starts, so i will be mentioning multiple issues in one go:

---- 🌟 Searching Custom Games whether its creating them for multiplayer or singleplayer should have a functionality where typing the name of the maps in the searchbox will automatically filter and bring appropriate responses.

🌟 13 - The ending scorescreens should be redesigned to include customizability features that the original one had and to provide a more fleshed out and full experience. a highlight of the older scorescreens was small race specific icons that custom mapmakers could customize for their maps but was also a simple sign telling melee players what race everyone played as when the match ended.

The ability to customize these small icons exists in the world editor, its just that nothing exists on the scorescreen to reflect that.
aside from the small icon, there was also art pieces shown on the right hand side, there is a singular defeat art piece, there is however 8 different faction specific art pieces, split into two groups of 4 from the Reign of Chaos and The Frozen Throne days. what the team could do is to randomize these art pieces to show up at the end of each score screen, so if you're a human player and you just won, you can get one of the 2 available human victory screens.

I have created a series of images to help showcase everything regarding this topic:
2.png
1.png

============================================================================

3.png
4.png



2textclean.png

1textclean.png

3textclean.png

4textclean.png

defeat.png

hum2.png

ne1.png

ne2.png

orc1.png

orc2.png

ud1.png

ud2.png



🌟 14 - Warcraft 3 Reforgeds custom games lobby chat should NOT be a merged entity with battle.nets global chat, i have worked hard with consultation and helps from friends to create examples of this on photoshop to help Blizzard understand what we mean:
From top to bottom order:
Default
Compressed classical redesign
Full redesign.

Final Chatvdefualt.png

chatclassic5.png

Final Chatv1p7 .png

Final Chatv1p6 .png


The Zoom feature introduced with Reforged was initially met with some feedback for improvement. after the PTR it did improve but there is room for more improvement. full report Here.πŸ“©(User Interface issue 1 and World editor issue 3 are connected)


is3.png

Zoom Feature Redesign2.png



ggggggg.png





πŸ“˜ 2 - Go to Versus and there is a few choppy things:

- Hitbox for the leaderboard button is off, can be clicked at the bottom area without the mouse being on the button.
- Buttons for Versus and Ranked area have unoptimized sound checkbox when clicking on the edge areas in general.
- Ranked to Unranked menu switch doesn't play gear animation
- Going back to main menus from that area is really choppy.
- Bottom right and left gear animations in the menus only go upwards, bit funny considering in the old games menus actually did it correctly ;p

πŸ“˜ 3 - Ingame UI art only shows human UI when bringing up menus.


β€’ Blizzard global battle.net chat on the right hand side is both realm and language specific, meaning people whom do not share language and realm can not see eachother nor see eachothers messages. the realm part is completely unjustified, and while the language one is more understandable on the surface there needs to be a better solution to the problem than complete inability to interact.

β€’ The menus would benefit from some performance optimization and polishing, your standard of optimization for the menus should be the fact that, it would seem that there are people who are able to run Warcraft 3 Reforged on classic visuals ingame, but are unable to get to that point because they can't get passed the menus, i know some improvements were done with the PTR but choppy animations and unclear design remains, dont be afraid of overhauling the UI to something more visually pleasing and simplistic if it means to have more performance.


β€’ Feels a bit awkward that keyboard short cuts for using the menus is not functioning properly and also mostly not available, prior to the 1.32 update, within the older client of the game, almost any button you saw on the UI of the main menus and its sub menus had a name with one of the characters of that name being highlighted to tell the user which button they need to press to interact. for example, Singleplayer button was written like this: **S**ingleplayer, and if you pressed S it would interact.
This bug was fixed for Patch PTR 1.1.33.0.18857

β€’ I think it goes without saying that switching to Classic Mode from the Options should provide us with a reskinned UI look in style with what the game used to have so we would then have 2 distinctly readable difference between them including for Collection Icons for our avatars. there was 5 icons designed in high resolution of the Headhunter, Riflemen, Naga Myrmidion, Crypt Fiend and Huntress, finishing the whole cast to match Reforged HD icons would be great.


β€’ The scorescreen of any game that ends, used to have a button on the top left corner that allowed players to switch to allied colors, the same allied colors from ingame, that incase they played under those colors and dont remember who was who on the ending score screen, they would be able to switch and understand.
This bug was fixed for Patch PTR 1.1.33.0.18857

πŸ“™ - There should be the ability to mouse over a custom game lobbies connection quality icon and there would be a popup that would specifically tell our ping in relation to the hosted room.



β€’ Custom Campaigns:

Alot of people have made it very clear that the feature of Custom Campaigns needs to come back, but not alot of people have made a suggestion or argument for how this should be done.

The goal of this specifically presented idea is to provide something that is respectful to both the SD and HD audience while addressing details of how this feature was developed previously, and how it can be developed now.

Cost ?
1 - UI creation in Reforged using WebUI a concept that the developers are already familiar with.
2 - Recording videos.
3 - Implementing the World Editor options.

This, is an image of the Custom Campaigns selection area from the Betas:
00wy9xmy3tf41.jpg


Below is an example of a redesigned area with a clear design on how everything is presented and functioning.
Make sure to read texts elaborations located in the images.

SoFar7.png


There is a banner that can be uploaded for each project at the right side and it has a place for writing a short description for the campaign, showing the authors name or battletag and number of missions for the selected campaign.

Now comes in the tricky part, set pieces for the campaign were done using 3D animated backgrounds that were models and all of these were available to customize for Custom Campaign makers through here:
WECCscreen0.png

These are all the 11 animated backgrounds we had, warning the image is large.
Now one thing is clear here, Classic SD and Reforged HD need to have their separate places for custom campaigns.
Blizzard can record videos of these animated backgrounds turning them from models to webm format videos, however since these pieces were designed for 4.3 aspect ratio the classic section of custom campaigns will need a UI design specific to it.
CCMainForkUndead2.png



Now that there is no such thing as models the World Editor will reflect that.
WECCscreen3.png

Keep in mind none of these extra options are exclusive to HD or SD, but they will simply load accordingly to what asset mode players choose.

One more time for time we go back to the Campaign selection area, except this time we select an HD project:
SoFar6.png


These are simply ideas, but similar to the Classic area, make as much pieces of these UI elements customizable.
RFCCs1.png


The End ? Well, yes, this suggestion abides and moves within the rules and bounderies of what is currently available given the resources and asks for something that requires tweaking and creation of UI all the while using modified existing art assets, AI upscaling and basic video recording, the goal of this idea is to ask for an equal and respectful finalization of a feature without asking or demanding to roll back to using the older UI or implementing things like model display/render on a Webbased UI.

Thank you for reading until the end of my thread, I salute you all, long live Warcraft III.

Credits of people who helped compile the information for this list and have provided feedback:
BogdanW3, Yeran, Damage, Kam, Ralle, Ageron, Fieryfox, Retera, Kacpa2, Spellbound, GrimGrents, InsaneMonster, SgtWinter, Deolrin, Vinz, lord sebas, BEARAND Cyclotrutan and AdinizWarcraft.
Also thanks to. Grubby, Wtii, Back2Warcraft whom produced videos highlighting problems they faced.


Recent Update was deployed on August 15. [The changelog exists both at the start and end of the list]

πŸ”” July 5 Update:
1 - Reworded Core Issue 10 to be more accurate. (Animated trees issue)
2 - Added a new UI issue and placed it in the 4th spot in its category with image examples, it is related to custom loading screens not showing their description correctly.
3 - UI issue 11 which is a generalized critique of the UI now has a new feature request.

πŸ”” July 6 Update:
1 - Core issue 15's content was replaced by a new issue, and its previous content has now moved to the 24th spot.
so overall +1 issue to the Core category.

2 - World Editor got +2 new PTR issues.


πŸ”” July 7 Update:
1 - Core issue 14 on replays is now far more detailed on the problem.
2 - Small visual update on the imagery regarding the custom games lobby redesign suggestion. (User Interface - 13 🌟)


πŸ”” July 10 Update:
1 - Grammar was improved.
2 - 🌟 Custom Campaigns section was updated.
3 - Credits of contributors was increased and updated.
4 - Hive exclusive update, all credits link to the person if they have a Hive account and tinted with a basic Yellow - Blue coloring.


πŸ”” July 17 Update:
1 - Addressed my suspension and thread deletion in the Blizzard forums. check the new marker. πŸ“©
2 - New UI issue, not identified with any number.

2.1 - Connected issue to the UI moved to the World Editor section.

πŸ”” July 20 Update:
1 - Rewrote a starting section of my thread regarding "99% of these issues were introduced by Reforged" to be more clear and correct.


πŸ”” July 27 Update:
1 - All issues that have a post made about them in the forums now have said post linked with a blue
Here. (incomplete as of now)
2 - New Core issue placed at the top with the PTR bugs ~ Camera Rotation.
3 - Changelog now mentions date of recent update outside of the spoiler button.
4 - Starting text was trimmed down and updated.
5 - UI issue mentioned in July 17 Update got both a text and number update.
6 - ^ This UI issue also has a world editor issue at the first spot.
7 - World Editor Issue 4 was fixed (Terrain art Crash issue)
8 - The first point in Core issue 22 was fixed, the incorrect alias texture path.


πŸ”” July 28 Update:
1 - Core issue 1 is updated, Camera Rotation had bugs in the PTR (The Delete and Insert Keys) and its not fixed.


πŸ”” August 2 (early August 3) Update:
1 - A series of PTR issues were fixed, these issues have since been rearranged and grouped up under one spoiler button.
β€’ Core: 4 5 6 7 were addressed.
β€’ User Interface & World Editor: UI issue 1 and WE issue 3 are linked and about the new zoom feature, there was an update to the UI side of the zoom feature i added an image, with some extended explanation.

2 - In the wake of Camera Rotation issues being addressed, the lost features of Camera from patch 1.30.1 and 1.31.1 have been turned into a non PTR issue and listed in the Core category as Issue number 8. (this change caused the rest of the issues to be rearranged in terms of number)

3 - New PTR World Editor issue added, crash issue related to blp textures. Issue 1.

4 - Point 1 in July 27th update should be complete now.
5 - The changelog got a visual update so one wouldn't lose track of dates and its content when scrolling about.
:grin:


πŸ”” July 4 Update:
1 - This used to be part of the list, its now removed.

For Hive readers, here is a replica of the same thread in the official Warcraft 3 forums.
2 - This section was also removed.

First off, love you all, but back to the point, after dear Wtii covered this list i felt it important to add a note here just incase, while reading this for the purposes of bringing awareness to it, do not feel pressured to read every bit of detail, that's for Blizzard, there is plenty of imagery and artwork created that could be of more user friendly worth when discussing things, feel free to open them as new images in other tabs and explore.

While people might find some segments of these problems too niche, the reality is that it damages custom mapmakers ability to create maps easily, unlike traditional modding communities where only a select few people sit on the undisputed throne of modding, because of many of the easy to use functions of wc3 this is not the case for our game, and most people who make custom maps using War3 are not knowledgeable on how to write in direct code and still produce quality products, a large sum of the highlighted issues here address exactly that.

It addresses the need to fix a swarm of problems introduced with Reforged that helps wc3 mapmaking to remain user friendly and turn continue being able to self sustain ~ long term.

Thank You.


3 - Rewrote the section "What is the point of this list?" once again (last update regarding this was July 20th & 27th mentioned in the changelogs)
4 - Visual tag system (
πŸ“—πŸ“™πŸ“•) Is in the process of being updated. The items did get a textual rewriting and what will be done in a future update will be changing how these tags were assigned previously.

Previously these tags were assigned based on over compensating for the fact that the team working on Warcraft III: Reforged is extremely "Vanilla" according to the understanding we managed to achieve, hence the tags were assigned based on how difficult would it be for an extremely new team with minor understanding of how Warcraft 3 works.
(For example, if a problem was deemed "Challenging" in
most cases it was only challenging in contrast to the team working on it.)

Now however, I will be working to reassign these tags without any bias, the tags will not under or over compensate for any team regardless of their qualifications or budget, but will simply highlight the difficulty based on:
"An average team with a decent understanding of the game that has a low but reasonable budget and keeps has a healthy contact with the community"

πŸ”” August 6 Update:

1 - Perhaps one of the largest overhauls to the thread, i trimmed down and reworked the suggestion for Custom Campaigns be less heavy on words and more reliant on key details and imagery.

2 - Core issue 9 (Scale Projectiles) was updated.
3 - Core issue 9 and 10 has a linked blizzard forum post now.


πŸ”” August 15 Update:

1 - Update Core issue 11 (TechTree requirements) text, added in video references and a blizzard report link.
2 - Updated the changelong so that the text of written sentence is the same as the color of the title date.


πŸ”” September 2 Update:

1 - Lan was fixed in the aftermath of 1.33 ~ Core issue 1 was moved under fixed spoilers.
2 - Core Issue 2 was updated to have a more correct description and is now no longer a PTR issue since patch 1.33 is live. (it has also been re reported and has a change tag, from a blue PTR tag to a green tag )
3 - Core 3 the Type Font Issue has been moved to fixed section since now players have the option to enable the old font via a command.
(Click to zoom)

capture3.PNG

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