The unit this guy who crashes gets, does it use a custom model? They changed BLP loading behaviour so it is possible some textures can cause crashes.
It doesnt make any difference its same fuzzy look as in 4:3 and its 1024x768 ingame screenshot.In that screenshot it shows you have not increased the resolution and it's at 1024x576 which is very low. I asked you earlier if you turned it up and you said yes but this screenshot shows otherwise.
Sorry I was getting mixed up and thinking about the following code:
JASS:function BoolexprTest takes nothing returns nothing // no boolean endfunction call TriggerAddCondition(t, Filter(function BoolexprTest)) // valid
You said same thing to me when 1.28 rolled out xD i dont give a damn about 16:9 i always play on 4:3 with black bars so ui like command bar and map is on edge of the screen. I want it to work and display properly because it does display correctly in 1.28.5It looks bad as you are only running it at 1024*576 pixels.
Turn off fixed aspect ratio, select Resolution pulldown and choose your display's native resolution. The result is super clean/smooth HD depending on your display capabilities.
Anyway your images do show a bug. It is reporting resolution as "1024x768x0" where it should actually be saying "1024x768x32" or "1024x768". This is purely a display error as Warcraft III was designed to support 16 bit colour as well as 32bit colour but modern OSes only support 32bit colour.
For wide screen resolutions the fixed aspect ratio flag must be off, otherwise it will only list 4:3 resolutions. Most consumer displays are 16:9 now so chances are you will want a wide screen resolution.
You play at 48/9 for real xD?![]()
well a few problems with 48/9 format, (kinda works i guess) in game. But in the menu the mouse moved 1/3 of the speed sideways, still moving at the originall speed up and down. Maybe becouse the menu is 4/3 format but the mouse is treated as 48/9?
It detects what your GPU says it supports. You can still force a resolution like 1440*1080 like I did.Same exact settings, difference being that 1.28.5 is razor sharp in comparison(tho i would love some higher 4:3 res detected since i have 1080p screen, something around vertical 800 would be good....icons would get too small and it would be even sharper on text)
Yeh I doubt they will be supporting that fully. Practically no game does as few people have such insane display setups.well a few problems with 48/9 format, (kinda works i guess) in game. But in the menu the mouse moved 1/3 of the speed sideways, still moving at the originall speed up and down. Maybe becouse the menu is 4/3 format but the mouse is treated as 48/9?
Figured out that the custom icons i was using in my map were causing the game to crash. I got rid of them and everything works.
Chances are the icons are malformed in some way. So uploading some would be useful.Can you upload some of those icons?
I have no problem running at 1080p. Try forcing the resolution like one used to.The most obvious thing that bothers me is that the maximum resolution is 1024x768. At least for me. My laptop supports 1366x768
This texture has malformed mipmap images (mipmaps above 32*32 are all 32*32 instead of their correct sizes).
This texture has nonsense alpha bits value (JPEG content does not support 6 bit alpha).
function SetUnitAbilityCooldown takes unit u, integer abilityId, real timeout, real remaining returns nothing
//Modifies the current cooldown progress of an ability for a unit. Timeout will clamp remaining for logical reasons. Set timeout or remaining to zero to instantly complete cooldown.
Yes well they worked before ptr so i don't see how you can back it up with what you said. The point is ptr is breaking lots of approved hive content in this case the icons. Which means lots of other maps will break.This texture has malformed mipmap images (mipmaps above 32*32 are all 32*32 instead of their correct sizes).
This texture has nonsense alpha bits value (JPEG content does not support 6 bit alpha).
I was messing up with the new natives on ability cooldown.
I tought that you can modify the cooldown after the ability is casted. It says the ''current cooldown progress'' of the ability. So i tired to do a simple trigger to modifiy it but it doesnt. It only effect the cooldown after the ability is finished casting. Did i misunderstand the description? Also the timeout real in the function is the level of the ability for the hero in the editor, so it's not a real number.
native SetUnitAbilityCooldown takes unit whichUnit, integer abilId, integer level, real cooldown returns nothing
The native currently looks like this:
native SetUnitAbilityCooldown takes unit whichUnit, integer abilId, integer level, real cooldown returns nothing
Perhaps they ignored the comment, and took into consideration the name of the suggested function.
Which OS are you running it on?also worth mentioning the game keeps loading slower untill i run the executable again
windows, it takes like 10seconds before the game runs , or untill i run executable againWhich OS are you running it on?
WHICH ONE?windows
Windows 7WHICH ONE?
It's why I've asked and you should have written before spamming further. I have the same problem as well on the latest 1.27. But it doesn't just happen with WcIII but some older games as well.Windows 7
After saving and loading a 24 player match in Custom Game, some objects' pathing for buildings are not removed when destroyed. For example; chopped down trees
Imgur
and depleted gold mines
Imgur
Also, the tooltip above buildings and units disappear after 5 or so seconds even with the cursor hovering over it.
Imgur
They worked somehow before. Just like many others did not work.Yes well they worked before ptr so i don't see how you can back it up with what you said.
Which should not have been approved in the first place as they are malformed.The point is ptr is breaking lots of approved hive content in this case the icons.
It really should not be crashing, and that is likely a bug. However if they fail to load then that really is not Blizzard's problem as they are technically malformed files made by third party tools. As a content author one can easily fix them by re-encoding the full scale image in not a malformed way.Which means lots of other maps will break.
Windows 1.0 obviously. Seeing how the game does not even run on that it is amazing he got it to work in the first place.WHICH ONE?
Had to .zip it because I couldn't upload the save individually.I can't reproduce any of these bugs. Can you send me the savegame + map?
/*
Note: All of these structs are in fact just wrapper functions that would provide a layer of
readability to the newly-introduced natives.
*/
struct UnitFunc extends array
static method setDamage takes real r returns nothing
call SetEventDamage(r)
endmethod
static method getArmor takes unit u returns real
return GetUnitArmor(u)
endmethod
static method setArmor takes unit u, real newArmor returns nothing
call SetUnitArmor(u, newArmor)
endmethod
endstruct
struct EffectFunc extends array
static method setColorByPlayer takes effect whichEffect, player p returns nothing
call SetSpecialEffectColorByPlayer( whichEffect, p)
endmethod
static method setColor takes effect which, integer red, integer green, integer blue returns nothing
call SetSpecialEffectColor( which, red, green, blue)
endmethod
static method setAlpha takes effect which, integer alpha returns nothing
call SetSpecialEffectAlpha( which, alpha)
endmethod
static method setScale takes effect which, real scale returns nothing
call SetSpecialEffectScale( which, scale)
endmethod
static method setPos takes effect which, real x, real y, real z returns nothing
call SetSpecialEffectPosition( which, x, y, z)
endmethod
static method setX takes effect which, real newX returns nothing
call SetSpecialEffectX(which, newX)
endmethod
static method setY takes effect which, real newY returns nothing
call SetSpecialEffectY(which, newY)
endmethod
static method setZ takes effect which, real newZ returns nothing
call SetSpecialEffectZ(which, newZ)
endmethod
static method setHeight takes effect which, real height returns nothing
call SetSpecialEffectHeight(which, height)
endmethod
static method setOrientation takes effect which, real pitch, real roll, real yaw returns nothing
call SetSpecialEffectOrientation( which, 0.0, 0.0, 0.0 )
endmethod
static method setPitch takes effect which, real pitch returns nothing
call SetSpecialEffectPitch( which, pitch )
endmethod
static method setYaw takes effect which, real yaw returns nothing
call SetSpecialEffectYaw( which, yaw )
endmethod
static method setRoll takes effect which, real roll returns nothing
call SetSpecialEffectRoll( which, roll )
endmethod
static method setTimeScale takes effect which, real scale returns nothing
call SetSpecialEffectTimeScale( which, 1.0 )
endmethod
static method setTime takes effect which, real scale returns nothing
call setTimeScale(which, scale)
endmethod
static method setAnimIndex takes effect which, integer index returns nothing
call PlaySpecialEffect( which, index)
endmethod
static method setAnimIndexScale takes effect which, integer index, real scale returns nothing
call PlaySpecialEffectWithTimeScale(which, index, scale)
endmethod
static method getLocalX takes effect whichEffect returns real
return GetLocalSpecialEffectX(whichEffect)
endmethod
static method getLocalY takes effect whichEffect returns real
return GetLocalSpecialEffectY(whichEffect)
endmethod
static method getLocalZ takes effect which returns real
return GetLocalSpecialEffectZ(which)
endmethod
endstruct
struct TrigFunc extends array
static method registerAnyUnitEventBJ takes trigger t, playerunitevent whichEvent returns nothing
local integer i = 0
loop
call TriggerRegisterPlayerUnitEvent(t, Player(i), whichEvent, null)
exitwhen i >= GetBJMaxPlayerSlots()
set i = i + 1
endloop
endmethod
endstruct
applies to any ability with cast time, level 1 always being inheritedNow this is a bug I found back in 1.28.5 that which I don't know if it was fixed.
Basically, if you have multiple levels on "Channel" ability (or a custom spell which has base ability Channel),
the casting time of all levels is determined by Cast time of level 1.
Don't think that's supposed to work like that.
scope test initializer init
private function init takes nothing returns nothing
local integer i = 0
loop
exitwhen i > 23
call CreateFogModifierRectBJ(true, Player(i), FOG_OF_WAR_VISIBLE, bj_mapInitialPlayableArea)
call DisplayTimedTextToPlayer(Player(i), 0, 0, 60, "You are Player " + I2S(i))
set i = i + 1
endloop
endfunction
endscope