TLDR: I've attached the fixed mission files (for the English version of the game) as a ZIP file, simply extracting the Maps folder into your WarCraft III game folder (version 1.30.4) and allowing the use of Local Files will resolve the mentioned issues. Personally for me, 1.30.4 is the best way to experience the Classic campaign as it has native widescreen support (added in 1.29), fixed ambient sounds (1.30), uses DirectX 9 without the need for changing settings, and doesn't have the missing inventory bugs and crashes introduced in the last pre-reforged version (1.31).
Examples of broken sounds in the campaign cinematics on patch 1.30.4 are Maiev's Tor'ilisar thera'nal! on Night Elf Mission 4 (The Frozen Throne), footmen shouting Attack! on Human Mission 5 (Reign of Chaos), Meat Wagon sounds on Undead Mission 2 (Reign of Chaos). Basically, any sound that is usually a unit response sound (when you click on a unit and order them to attack, for instance) that is used inside of a campaign cinematic is most likely (always?) broken. Going to a mission's war3map.j file and combining all instances of CreateSound() immediately followed by call SetSoundParamsFromLabel() into a single CreateSoundFilenameWithLabel() fixes the broken sounds.
For instance:
now becomes:
The horse galloping at the very beginning of The Culling cinematic can't be heard because a horse loop sound file is being played twice at the same time without any pauses in-between. In other missions I checked, a single sound file being played twice always occurs only after a pause or a short wait. I fixed this bug by simply removing the second playback of the horse loop sound inside of the mission's war3map.j:
Finally, in the Ruins of Dalaran mission, Nature's Blessing should be researched at the start of the mission. However, it is not - you can pay the gold and lumber to start researching it, in which case the resources will be taken away from you and the research will immediately fail.
Looking into the mission's war3map.j file reveals that Nature's Blessing is indeed being set to completed at the start of the mission with:
('Renb' is the code for Nature's Blessing), but is then later being removed with:
Simply getting rid of the last line solved the bug completely, now you can see that the Treants and Ancients start with extra armor!
Examples of broken sounds in the campaign cinematics on patch 1.30.4 are Maiev's Tor'ilisar thera'nal! on Night Elf Mission 4 (The Frozen Throne), footmen shouting Attack! on Human Mission 5 (Reign of Chaos), Meat Wagon sounds on Undead Mission 2 (Reign of Chaos). Basically, any sound that is usually a unit response sound (when you click on a unit and order them to attack, for instance) that is used inside of a campaign cinematic is most likely (always?) broken. Going to a mission's war3map.j file and combining all instances of CreateSound() immediately followed by call SetSoundParamsFromLabel() into a single CreateSoundFilenameWithLabel() fixes the broken sounds.
For instance:
Code:
set gg_snd_MaievWarcry1 = CreateSound( "Units\\NightElf\\Maiev\\MaievWarcry1.wav", false, false, true, 10, 10, "DefaultEAXON" )
call SetSoundParamsFromLabel( gg_snd_MaievWarcry1, "MaievWarcry" )
Code:
set gg_snd_MaievWarcry1 = CreateSoundFilenameWithLabel( "Units\\NightElf\\Maiev\\MaievWarcry1.wav", false, false, true, 10, 10, "MaievWarcry" )
The horse galloping at the very beginning of The Culling cinematic can't be heard because a horse loop sound file is being played twice at the same time without any pauses in-between. In other missions I checked, a single sound file being played twice always occurs only after a pause or a short wait. I fixed this bug by simply removing the second playback of the horse loop sound inside of the mission's war3map.j:
Code:
call IssuePointOrderLocBJ( udg_ArthasVariable, "move", GetRectCenter(gg_rct_Cin1ArthasStop1) )
call IssuePointOrderLocBJ( udg_JainaVariable, "move", GetRectCenter(gg_rct_Cin1JainaStop1) )
call SetSoundPositionLocBJ( gg_snd_HorseLoop3, GetRectCenter(gg_rct_Arthas_Town), 0 )
call PlaySoundBJ( gg_snd_HorseLoop3 ) --> keep this
call IssuePointOrderLocBJ( udg_UtherVariable, "move", GetRectCenter(gg_rct_Cin1UtherGoHere1) )
call AttachSoundToUnitBJ( gg_snd_HorseLoop3, udg_UtherVariable )
call PlaySoundBJ( gg_snd_HorseLoop3 ) ---> delete this
Finally, in the Ruins of Dalaran mission, Nature's Blessing should be researched at the start of the mission. However, it is not - you can pay the gold and lumber to start researching it, in which case the resources will be taken away from you and the research will immediately fail.
Code:
call SetPlayerTechResearched( Player(1), 'Renb', 1 )
Code:
SetPlayerTechResearchedSwap( 'Renb', 0, udg_AP2_Player )
Simply getting rid of the last line solved the bug completely, now you can see that the Treants and Ancients start with extra armor!
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