For these changes, maybe 1 person would be enough to do all these in a month.
While I know that they are working on other things that's not the best tactic to revive anything.
Guess the higher ups decided that it's small steps forever and for ever, 100 years small steps...
Only because they brought many mechanics of wc3 to sc2 does not mean that the engines are suddenly compatible in all file formats, internal workings, network code and such. I don't think it will ever be possible to make them compatible.
Even if they ditch one engine completely and try to emulate...
Having read the whole changelog, this is crazy.
It's not like they evaluated the top 5 nicest features of wc3 bringing them as a gift to an aging sc2.
It's like they took 90% of every mechanic and editor feature in wc3 which was hard to achieve in sc2 and copied it over, building a wc3 inside...
I meant the employees which are currently the subject of this exaggerated hate train, for them it will get better.
But also for us. Yes reforged in its current state is disappointing and released a year to early (or not having enough man power in its development time).
But I'm sure there will...
I would like to know if the uproar about the TOS is justified in any way. That means I would like to know what actually changed from let's say 1.26 to now and if those changes warrant so much fuss.
Would be good to have that in the OP.
Nice to see a thread which is not thoughtless bashing on Blizzard or creating hate feeding the mob mentality.
Warcraft 3 is also by far my favourite game and I have been playing it or learning about it's quirks via the world editor for more than 15 years while growing up.
It has given me...
Thanks for the effort people at Blizzard!
Never knew the '$' notation exists as an alternative for the normal hex notation '0x'.
Those are also quite new, right?
constant animtype ANIM_TYPE_BIRTH = ConvertAnimType(0)
That's too specific, better suggest how it could be done via some trigger.
No. Getting it right is higly complicated and World Editor is coded with a single mouse and keyboard in mind.
For the internal map files use Git and maybe in addition Wurst, that's as close as multi user as you will ever...
I see what you mean, your posted code still can never be true.
The problem you are describing all starts with hashtable taking integer as key, therefore the StringHash function has to return an integer.
This is probably for performance reasons and to emulate the way gamecache was used in...
Sound is rather complicated, yes. There are several .slk files related to it in the mpqs. I think it's one of the least researched areas of wc3, at least I can not remember reading any good in-depth post about it.
Just saying "fix it" is not enough imo. We should find out more about how it works...
I would not call that "break compat".
The normal ConvertAttackType(x) uses the table values for the different armor types as it should be.
ConvertAttackType(7)'s behaviour was always undefined, it accesses values of (mostly) other gameplay constants because they happen to be in a certain memory...
Just read the Wurst manual, really potent language.
-Is a package like a combination of namespace and static class?
-Does switch only work on type int or more?
-I guess every class has a default constructor. When creating a new one the default one can hopefully no longer be accessed...
I do not see a big problem with maps becoming dependant on the editor, it's just a requirement for extended features. As Daffa said, if the editor is in active development it's no problem. Open Source is a nice safety net here. I mean if we count VJASS, WEX maps are already dependant on WEX...
(Bundle) It makes me happy that a new, open source, all-in-one editor is built for wc3, which let's us enjoy as well the new things Blizzard brings to the table as the things modders come up with.
"cause in 2020, when it could happen, I most likely wont remain on wc3 platform"
Slow there, wc3 is for life ^^!
If they totally mess this up I'm joining you in the 1.26 corner, but before that we have to wait ~2 years.
It's becoming clear that wc3 will lose a lot of its quirks and traditional ways in the next years.
This upsets many of the old advanced modders which are afraid of irrelevant knowledge and of a watered down version of wc3 which is less potent modding wise as our current wc3.
But Blizzard really...
-Open source github/something similar. We got problems now because stuff is lost and other stuff was only ever seen by very few people
-Multi instance wc3 to test maps in multiplayer
-The WE from Blizzard is going to change in the future. It should be possible to switch to newer versions for...
So, you changed one or more entries in advanced->game interface of your map in the World Editor, but ingame those changes are not visible.
Where do these external files come from anyway? Did they just appear? In which folder are they? The same as your map?
If possible also upload your map.
So you have extra external files (war3mapskin.txt, war3mapextra.txt, war3mapmisc.txt) which are not inside of your map.
As we all know, once one changes interface or constants in a map, those files are also created inside the map file.
I don't understand what you mean by "prevents the...
"Nevermind, I figured it out"
Let's see what you do here.
Not only do you not give the answer, you notify any possibly desperate person searching for the same answer that you have it, driving that person nuts.
Please make a short edit with the correct answer.
Got some new source for speculation here:
On CppCon2016 a Developer currently working at Blizzard gave a talk about the benefits of C++11 in game development.
The slides can be seen here.
Details mentioned in the talk might suggest that Blizzard is giving wc3 a C++11 overhaul, at least to some...
Imho no. We made proposals, even got their feedback that an increase is coming which is a rare thing, now we wait. Let them do it according to their release plans.
It's likely that the next big patch will contain it anyways.
So you are judging the image I posted as wrong? If yes:
It does not matter what the gamma should be or what the color space should be, every player who has played wc3 has seen it as it is in the image, people are accustomed to it and like it that way.
Yes I know those of course. Those are...
Arghhh for the ~thousandth time I just lost a nearly finished post on the Hive 1 by navigating away from the page by accident.
(Disclaimer: as of now I just skimmed over it, so you might dismiss the following. I will read it in detail soon)
You might want to include that whole gamma/color space post you made, to clarify things if it's not already in there. Btw, is this just one of your personal crusades or a real issue...