I can take a look at it in a few of days (probably not until Sunday). As @tulee mentioned, 1.29/1.30 might have introduced some compatibility issues that I haven't addressed (Hive's recommended version seems to suggest that's possible). You could try with 1.26-1.28 or 1.31+, which shouldn't have...
Quake II has been free and open source under GPL for nearly a decade. Anyone is free to create a remaster as long as they publish the source code.
Here is the RTX version: NVIDIA/Q2RTX
Most games don't go open source after their prime - wc3 is no exception.
The ROC undead campaign was updated about a week ago to fix compatibility with older patches.
I suggest that you redownload the maps and use the ones with (1.26) in the filename.
The maps that were affected were most of the undead maps, orc 6 and human 2.
You can find the sentinel campaign here: https://www.hiveworkshop.com/threads/2p-sentinel-campaign.239509/
You can find a coop version of the scourge campaign here: https://www.hiveworkshop.com/threads/scourge-campaign-co-op-mode.294539/
Its a little different but I still recommend it
The last time I made updates, I made them on 1.31 but I didn't know that the map file format changed. I just added 1.26 versions (with some bugfixes backported).
Also, I realised by accident that I never uploaded the skeleton health fix for Human 10.
I'm not sure how much the campaigns changed...
Yes, I just wanted to make sure they work before I add them to their bundles.
Nice, I'll take a look at them again when I get on a PC, then I'll update the resources.
EDIT: @Dejw136 I actually just noticed that I added Human 10 instead of Human 2. What's weird is that, apparently, I never...
@TheQamillo it seems that apart from the orc mission, all of them contain only patch-related changes. I attached a zip with both versions of all relevant maps.
You should be able to see all the maps in 1.26 folders, but not 1.31.
If they work, then I'll add them to their bundles. I'll have to...
It's mostly because there is no client for some languages beyond ~1.27, for some reason
Other than that - it isn't a problem for 1.31+ players.
I'll probably just add the old version of each map to the bundle with fixes backported, for those who play on older patches.
@Drake53 Thanks for the info. Do you know where I can find the old format?
I assume the one used in HiveWE is up to date but wc3c is down, and I can't find anything on the Hive
Edit: Nvm, I found: Guide - Explanation of W3M and W3X Files
@TheQamillo Undead 6 & 7 are expected to work. The only...
I'll install an older version of Wc3 and take a look at it - iirc, if you try to load a map with an older version of the editor it only shows you a warning at the beginning but should load fine in this case.
Also, I meant 1.30, not 1.31 since I haven't done anything in Reforged. Edit: Nvm, 1.31...
The 1.27+ updates were mostly bugfixes for patch related problems, though I agree it is a bit misleading. I didn't think they won't work on previous versions.
If you want to give it a try - you can open any of the maps and just hit save. I think only some of the ROC NE ones use vjass byt none...
Thanks for updating the link. I'll take a look at it tomorrow, in case it wasn't related to the previous crashes.
Edit: The old link is probably set to private since it says I dont have permission to view it.
Edit 2: Yeah, it seems to have been the same problem. Although, there have been some...
I'll take a look at the human maps for now. I'll probably remove the Sundering Blades upgrade alltogether since all other expansions upgrades are removed as well.
I'll probably update the necromancer stuff in the rest of the maps next weekend when I have a bit more time.
Hey, I made the delay between the waves a bit longer for the human that builds gryphons.
Now it is a bit closer to the original delay in single-player Hard mode, so hopefully it isn't impossible anymore.
Thanks! I'll check them out in then next couple of days when I have a bit more time.
As for the RoC campaign - probably not entirely.
That said, I was thinking about implementing the fancy start/end screens I wanted to do now that I have a better idea of how to do it (+proper mouse natives)
My mistake, it crashes when you turn cinematic mode off after a multiboard is destroyed. I attached an example where it happens.
It crashes at the end of the cinematic mode animation, from what I can tell
I tried both and there weren't any noticeable differences
The solution would be to hide the multiboard if you don't want to see it and make sure you don't show/hide a destroyed multiboard.
Older maps that don't take that into account will likely crash, regardless of which version they were...
I still lurk around from time to time :)
The bug was caused by multiboards which behave slightly different in newer patches.
I will probably go over the rest of the maps relatively soon to fix patch-related problems
I did that for the Sentinel maps earlier this year, so they should be mostly...
I couldn't find these in this thread:
Showing/hiding multiboards after destroying them will crash the game. Previously (specifically 1.26), it would do nothing which means it will break maps that rely on that (even though they probably shouldn't). See my next post
Trigger editor looks weird...
I took a look yesterday but it doesn't appear to be a problem with the sound triggers.
I give it a better look tonight but if I had to guess it is related to the multiboard from the first quest - there were similar crashes in the sentinel campaign caused by some new patch.
Hi, the level hasn't changed in a pretty long time so it should be beatable unless there is some patch-related bug.
Azothan and Wtii did a playthrough of it some time ago, you could check out how they did it:
There might be...
Forcing opengl does wonders when running on Linux. I managed to get stable 60 (up from ~20 on menu when moving the mouse) with a relatively old integrated gpu up to ~1.29 on my laptop (then stopped using Linux). I believe, -nativefullscr was needed then but I don't know the equivalent option in...
I'm getting constant visual glitches on the top half of the screen when using the x64 version of the game on fullscreen and windowed fullscreen.
It's as if parts of the screen get moved around or disappear.
The glitch stops for a couple of seconds when I take a screenshot
Edit: I just noticed...
Sorry for the late reply!
I haven't tried it but I believe adding the following somewhere at the beginning of the Two Player Initialization trigger might do the job:
Player - For Player_One, turn Full shared units On toward Player_Two
Player - For Player_Two, turn Full shared units On toward...
So, I managed to find 3 crashes total, in chapters 1, 4 and 5 of the sentinel campaign. For chapter 1 it was at the end, before the end screen and in the rest it was just after the starting cinematic. Do you know if there are more? If not, expect the updates later today
I might go back and see...
Yes, the project hasnt been updated in a long while and it is very possible that the maps are broken. I'll take a look at some of them later today to see if I can do something about it
Edit: Ok, from what I could see waiting for a sound to finish playing is what causes the crash, though it...
As amazing as it is to have wc3 remastered, I have to say that the new Arthas voice is really gonna bug me. Maybe it is just this scene in specific but when comparing it to the original, he feels kind of bland. Not only does he sound older, but you dont really feel the change of character here...