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Ezekiel12
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  • I don't think that's where we put it normally. It's made to work from anywhere. :p But I'll see if I can get that done soon.
    By parent folder you mean if you place SharpCraft in the Warcraft III folder it should look one folder up for the war3.exe?
    That's definitely doable. Lemme see if I can cook something up. Would a commandline argument be okay? Something like: -path "C:\Games\Warcraft III\"
    Yeah, I was talking with the creator of the graphic mod a while before. It's cool !
    Timer system is likely done by a loop that advances all at once until "up to date" with the current game time. I would not be surprised it that loop is run 60 times a second. The reason why timers can fire more than 60 times per second is likely that during a timer update loop the same timer can be encountered multiple times (small period) until the current game time is reached.

    The game has to work in frames of sort otherwise multiplayer synchronization would be impossible.
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    Do you have an idea why Blizzard decided it would be a good idea to render >60 fps and a gameframe every friggin 0.005 seconds? Given the limited computing power that was available in the early 2000s...
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    Games traditionally ran at 60fps even in the early 1990s. The NES ran at 60FPS for example (US version, PAL probably at 50 FPS).

    I am unsure if it does everything every frame. Attacks are limited to a lot lower than 60 per second for example (33 I think I am recalling). Additionally expensive operations like pathing were only run once per frame (unit move limit). Also less time was spent in graphic drivers to render frames as frames were more simple.

    SC2 solves it by giving you interpolated move. You move at 16 FPS (normal speed, faster speeds have more per second) but the game actor system interpolates the movements at any frame rate. As such even 200 FPS is supported by SC2.
    The game engine is not made for 3rd person camera games; models disappearing early, no in-built occlusion transparency, horrible FPS performance, lacking keyboard input.
    Assembly is not that hard to understand. People used to write entire games in it back in the old days. The problem is the size of the WC3 program and lack of comments makes it very confusing. One can easily tell what a function does, but not where it is in the whole program.

    If you can get the native to crash with a segmentation fault then it should be easy to find a specific part. You can attach the debugger and it should automatically pause at the point of crash. This allows you to inspect the stack trace and understand the mechanics of the functions involved.
    I think it is close to 1.0 right now.
    Difference between 0.4 and 0.5:
    A few bug fixed.
    A combat text extension added.
    A few examples added.
    ADE WC3 0.5 [GUI]
    It is designed to be able to use on every map.
    When triggering ranged basic attacks, you require a missile system with a minimum of dummy units that use basic attacks or a spell to show a missile... which is horrible actually.

    My Missile System is currently in a very bad condition and is actually really not usable :D
    But anyway, all missile systems lagg at some point... some missiles bring your map to 10-15 fps when there are 50-100 missiles on the map.
    My current version laggs on 120 missiles as far as my tests go.

    But about the system itself...
    http://www.hiveworkshop.com/forums/pastebin.php?id=2397m6
    That first trigger is the engine itself... pretty short indeed, but that is how nesty wants it.
    The second one is currently under development... but it works already.
    It uses my Advanced Event Management System to call the events.

    Just try to place triggers like these in it.

    It detects basic attacks (any damage = basic attacks) and you trigger all spell damage.
    That will eventually be separated and fixed by the Spell Damage Reversion by looking_for_help.
    Someone kuch*kuch*nestharus*kuch*kuch* thinks it is bull shit.
    So I rewrote it 3 times already... and each time it gets better... right now, I am kind of at the top.

    But as I mentioned, it "replaces" the damage engine of WC3.
    I am currently working to make it work together with it so you can still use the damages from the object editor... right now, all damage (except basic attacks) must be triggered.
    Thank you, I totally missed that. Well it does look like working, yet it seems few enables and disables are needed to get it, also casters, which might be problematic, but possible. I wonder if that negative value doesn't interfer with memory, will look at that closer later today, thanks again for a decent solution. :)
    A quick glance at your avatar today got me wondering what their offspring would look like.
    Hi wanna participate in a small Dota 2 Tournament? This tournament is for people from Hive, not needed to be in a Dota 2 Group. Current goal is 16 players. Be sure to PM me if u are interested in playing.(Need time Zone too and Steam Account)
    The tournament is single elimination till the champion is risen.

    Have a nice day, mogulkhan1Axe.
    Hey.

    Well yeah, I stopped using WC3 models years ago. Same goes with every BLP file, it is reformatted to 512x512 no matter its size and then applied, TGA however keeps its quality, but it can not be applied to models, only for 2D such as loading screens or fade filters, which can be done with really high quality when texture is larger than 512x512. It is even said on loading screen tutorials that never go more than 512x512, because there is simply no use for BLP.

    I do apply high resolution textures to other models, it is easy to do, just make it all 512x512 for each material. Or you can divide one big texture into several pieces and the rewarp with several textures of 512x512, but that is pain in the ass and I had to ask for help in order to achieve that, here is the exmaple for a book cover, in the left only one texture is used, and in the right 4-5 textures of 512x512 used. Book model is zoomed to full screen.

    About camera, yeah, it may become annoying at some point, there is a solution though. You may have to periodically apply the same camera many times in short time, so that moving away (when fixed camera is needed for certain area) or scrolling mouse (when camera is set to certain position and cinematic mode is off) OR doing Ctrl + C (to get rid of locked camera) doesn't work. Of course it would be cool to have an option to avoid this periodical trigger.
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