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Can you bust filesize cap?

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Are there any way to bust the filesize cap and still be able to host the map through BNet?
 
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No, the only way would be a hack.
But I'm not sure what do you need to hack.

Maybe the blizzard server, or all players who play with you :p

Actually it is possible, just not directly.

Use locals. You can make another archive or just a folder with files.
When warcraft looks for files it first checks it's main archives, then anything in it's own folder.
So if you make a folder named Textures in WC3 folder, then a texture in it would have this path:
Textures\Mytexture.blp

You can use this method for most types of files, but not all. SLKs and ubersplats(along with some other things) won't work.
Another thing to note about locals is that everyone must have them. If someone doesn't, then he will either have something simply missing or he might even get disconnected.
Also, there's one more thing. In the registry there is a value "ALLOW LOCAL FILES". That must also be set to 1.(those with newgen don't need to get into the registry for that)
 
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Actually it is possible, just not directly.

Use locals. You can make another archive or just a folder with files.
When warcraft looks for files it first checks it's main archives, then anything in it's own folder.
So if you make a folder named Textures in WC3 folder, then a texture in it would have this path:
Textures\Mytexture.blp

You can use this method for most types of files, but not all. SLKs and ubersplats(along with some other things) won't work.
Another thing to note about locals is that everyone must have them. If someone doesn't, then he will either have something simply missing or he might even get disconnected.
Also, there's one more thing. In the registry there is a value "ALLOW LOCAL FILES". That must also be set to 1.(those with newgen don't need to get into the registry for that)

That's going to be really useful. Thank you good sir!
 
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That's going to be really useful. Thank you good sir!

A few more things.
Technically it allows for unlimited filesize, but you must note that when warcraft starts, then the normal MPQs are loaded to ram(if you have enough).
However, local files are not.
However, since then the local files are being read from disk, then it is far slower. This might cause a lag spike when first using it.
To avoid this you need to use the local file somewhere.
For unit models:place a unit with that model.
For ability effects:cast a spell that uses it
This kind of preloading is also useful for files that do exist in MPQs, but it's far more needed with locals.
 
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Sorry, just saw your post! Thank you again, this is all really helpful information for me at the moment.
 

Dr Super Good

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Technically it allows for unlimited filesize, but you must note that when warcraft starts, then the normal MPQs are loaded to ram(if you have enough).
WarCraft III only loads the parts of the MPQ that it needs. WarCraft III does not cache data since the OS will cache the file automaticly. This is why most people experience the first map session taking longer to load than ones after that directly after clearing the OS file cache.

You can force the OS to pre-cache all the game data files with the result that all maps will load at maximum speed all the time.

However, local files are not.
They are not innitially touched by the game (unlike the main MPQs). This gives a page fault rate of 100% the first time any data is read (as well as the file system lookup to get to the file). You can force the OS to pre-cache them as well.

However, since then the local files are being read from disk, then it is far slower. This might cause a lag spike when first using it.
A page fault will only occur the first time a page of the file is accessed or after the OS frees the page (due to low memory). This affects all files.

For unit models:place a unit with that model.
For ability effects:cast a spell that uses it
This kind of preloading is also useful for files that do exist in MPQs, but it's far more needed with locals.
This is to solve object resolution more than art. The data structures needed by the types are not cached on map load to conserve memory and instead are loaded on demand when the unit becomes reachable. Units with complex data (like a hero with a 1000 level ability) take considerable effort to cache (good part of a second). Pre-placing removes this problem as it forces the cache to be built when the map is loading (at the cost of longer load times).

I use a simple JAVA program to force all the main MPQs into memory before I play WarCraft III. This dramaticly improves innitial load times since only soft page faults occur.
 
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