JNGP Issues

Level 39
Joined
May 14, 2021
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Hello there, folks.

I'm toying around with the abandoned Jass NewGen Pack (version 2.0, not 1.5), which can be found here: The Jass NewGen Pack (JNGP) 2.0. The JNGP, as we may know on, is basically an enhanced version of World Editor most people used it in the old ages due to the some big features that aren't present in the vanilla WC3 editor, most prominently the ability to use more tilesets, increase doodad limit, use vJass spellpacks, among the others, although I've heard some of them were included in higher patches of vanilla WC3 editor. I decided to install this tool and it worked at first, but there are 3 problems I encounter here:

1.When I enable UMSWE-related features inside "UMSWE" section, I get "Couldn't start plugin" error. I simply ignore those errors and the options were actually checked.
2.Some of the JNGP features don't work as intended, like the "Edit Tileset". When I try to execute it (Extensions -> Edit Tileset), it does NOTHING.
3.When I open JNGP, I get the notorious "Game.dll Error" like in the attachment. I clicked OK, but the JNGP starts normally. Same thing goes to vanilla editor.

Strangely, when I try to edit a random melee map with JNGP and save it, no problem occurred.

Please give me a clue about these problems! I'm very noob on mapmaking.

Using WC3 TFT 1.26. I also disabled AV and added JNGP folder to exclusions.
 

Attachments

  • Error Jngp 1.jpg
    Error Jngp 1.jpg
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It's been a long time since I used JNGP, but here are a few pointers:
  1. First, if you're using JNGP 2.0.X, try digging through the menus and see if there is an option to specify your Warcraft 3 path. That might help with having the editor locate the game for some of the tooling.
  2. If you're just trying to edit the tileset, you do not need to enable UMSWE (and you do not need to enable local files or anything like that). Just go to Extensions -> Edit Tileset and click the tiles you want. Once you've made your selection, it should save your map for you. After that, close the editor (do not save it yourself, or else the changes won't go through). Just re-open the editor and re-open your map and you should now have the tiles.
  3. In your post, you mention that "Extensions -> Edit Tileset" does nothing--do you mean it doesn't even show a window? If it worked, you should be able to see a window like this:
    1757578063723.png

    If you didn't see a window, be sure to save your map somewhere first. It doesn't let you open up this modal on untitled/unsaved maps.
If that still doesn't work and you only want to edit the tileset, then there is a way to edit it via command line. I can try to walk you through that but it is a little tedious. The command would look roughly like this, where the mess of strings at the end are the tiles:
Code:
./grimext/Tilesetter.exe "C:\Users\...\TileTest126.w3x" "./jass/" L LdrtWrokKsmbLdroLdrgLrokLgrsLgrdcWc1cWc2NiceYwmbcYc1
The format is this (while in the JNGP directory so it can locate the Lua5.1.dll):
Code:
./grimext/Tilesetter.exe "path\to\map.w3x" "./jass/" <tileset> <tiles>



As a side note, the PTR is supposed to add support for up to 64 tiles, so it might also be worth just waiting it out until then. :gg: The other features like the increased doodad limit (patch 2.0.x) and vJASS support (JassHelper is already included in the reforged editor) are already supported. Most of the other things like UMSWE were pretty buggy even at that time anyway--it mostly just got people locked out of their own maps, lol.
 
Thanks for the reply PurgeandFire. I will try this.
The only bug I have encountered, which still remains unresolved, is an occasional "Game.dll not found" error when I start JNGP.
I also tried vanilla 1.26 editor, but this error still pops up. Nonetheless, both JNGP and vanilla editor open without issues.

First, if you're using JNGP 2.0.X, try digging through the menus and see if there is an option to specify your Warcraft 3 path. That might help with having the editor locate the game for some of the tooling.
My Warcraft 3 install path is "D:\Program Files\WC3 Pre-Reforged\Warcraft III 1.26".
Here:
JNGP InstallPath.jpg
It's a normal, right? Am I doing something wrong?

I believe you can also manually edit the "InstallPath" reg like this:
Regedit WC3.jpg

In your post, you mention that "Extensions -> Edit Tileset" does nothing--do you mean it doesn't even show a window? If it worked, you should be able to see a window like this:
Sure, "Edit Tileset" doesn't work. When I click on that option, it doesn't show a window. That's when the map is blank (untitled/unsaved maps).

Edit: It seems that it worked. I think I have to open the existing map first before using the "Edit Tileset" option. Here's a proof:
JNGP Edit Tileset.jpg

Now I'm able to do some tweaks on melee maps, even though I regularly switch between JNGP and the vanilla 1.26 editor. Thanks.

As a side note, the PTR is supposed to add support for up to 64 tiles, so it might also be worth just waiting it out until then. :gg: The other features like the increased doodad limit (patch 2.0.x) and vJASS support (JassHelper is already included in the reforged editor) are already supported. Most of the other things like UMSWE were pretty buggy even at that time anyway--it mostly just got people locked out of their own maps, lol.
Cool. But sadly, I don't have the latest patch of Warcraft III. I only have 1.26, 1.29, and 1.31.

And also, I'm quite noob to the mapmaking and scripting. But yeah, thanks for helping me.

Edit 2: When I open maps made with vanilla 1.26 editor on JNGP, it says an error that "Map was saved with recent version". Is that normal?
 
Last edited:
Sure, "Edit Tileset" doesn't work. When I click on that option, it doesn't show a window. That's when the map is blank (untitled/unsaved maps).

Edit: It seems that it worked. I think I have to open the existing map first before using the "Edit Tileset" option. Here's a proof:

Oh yeah it has to be saved first. I noted that down but it was below the screenshot so it might've been missed:
Purgeandfire said:
If you didn't see a window, be sure to save your map somewhere first. It doesn't let you open up this modal on untitled/unsaved maps.

So if you want to do it with a new map, you just have to save it somewhere first. This is because the Tilesetter.exe (the tool used by JNGP) can only read from/edit a map file on disk, whereas unsaved maps are purely held in the editor's memory. :thumbs_up:

Ravager16829 said:
Cool. But sadly, I don't have the latest patch of Warcraft III. I only have 1.26, 1.29, and 1.31.

And also, I'm quite noob to the mapmaking and scripting. But yeah, thanks for helping me.

Edit 2: When I open maps made with vanilla 1.26 editor on JNGP, it says an error that "Map was saved with recent version". Is that normal?

Oh got it, no worries. I'm glad the tilesetter worked for you then. :)

And that warning should generally be fine since I don't believe there were any map format changes between JNGP 1.5e and 2.0.x, so it should still let you open the map and edit it freely in the vanilla editor and play it on any 1.26+ patch. But if you are concerned about it, then you can always just stick to JNGP 1.5e.

As for the game.dll error, I think most people just lived with that pop-up. Some people were able to get it to go away by reinstalling multiple times, but I don't think it is worth it if everything is working just fine in the editor.
 
Thanks PurgeandFire. I guess I'll try my luck from here hahahaha.

Also, another thing:
1.What's the differences between JNGP 1.5e (actually the 1.5g is the latest) and 2.0.X? Also, I heard that some people suggest using other alternatives like JNGP Lua Edition, WEX, or even YDWE.
2.(Off-topic) Apparently, the reason I get "Game.dll not found" error when opening JNGP and vanilla 1.26 editor was that I somehow installed a 8MB map limit remover patch. I wanted to use this in order to play DOTA maps (or other maps beyond 8MB) since, you know, most of DOTA maps can only be playable on 1.26. But both JNGP and vanilla 1.26 editor open without problem. That's weird.
 
Thanks PurgeandFire. I guess I'll try my luck from here hahahaha.

Also, another thing:
1.What's the differences between JNGP 1.5e (actually the 1.5g is the latest) and 2.0.X? Also, I heard that some people suggest using other alternatives like JNGP Lua Edition, WEX, or even YDWE.
2.(Off-topic) Apparently, the reason I get "Game.dll not found" error when opening JNGP and vanilla 1.26 editor was that I somehow installed a 8MB map limit remover patch. I wanted to use this in order to play DOTA maps (or other maps beyond 8MB) since, you know, most of DOTA maps can only be playable on 1.26. But both JNGP and vanilla 1.26 editor open without problem. That's weird.
np, I'll try to answer those from what I know :)
  1. JNGP 2.0.X was an unofficial update that added a few tools:
    1. kloader - A useful tool for launching multiple wc3 clients on a single machine for multi-player testing during development
    2. A patching tool - to help you easily switch between wc3 patch versions
    3. A campaign builder tool (I hadn't used it personally so I don't know about its features)
    4. Mostly a few menu customizations - a bug reporter, the ability to set a wc3 path directly (instead of the tools looking them up from the registry), the ability to add your own tools to the menus in the editor (you could already do this through Lua though)
  2. For the other tools:
    1. JNGP Lua Edition - I don't think this is supported anymore, but it was just meant to allow you to more easily mix & match Lua into your existing JASS projects. Official Lua support for wc3 didn't exist for a long time (it technically was integrated into JNGP, but just for object editor scripts).
    2. WEX & SharpCraft - JNGP largely works off the backbone of Grimoire--a tool that lets you modify/inject DLLs into the world editor program's memory. That allows the tooling to hook-on to certain editor events, such as when a user saves the map, creates a new object, etc. That's also why JNGP often would get identified as a virus, since a lot of viruses would work the same way (attempting to inject things into memory to change programs, read your files, etc.). Funnily enough, when Kam and I went to Blizz HQ, we helped the devs install JNGP and it ended up flagging their security team... lol. Anyway, Grimoire stopped receiving updates since patch 1.21, so JNGP had to continue shipping the 1.21 version of the world editor to keep the tooling all functional, but that started to present more and more problems once the editor received updates. That's where WEX came in, and you can read a bit about it here. WEX was meant to give us a stable platform that worked with the latest editor patches (and SharpCraft was meant to help extend/mod wc3's functionality itself), but ultimately MindWorX ended up joining Blizz and a lot of the JNGP features got folded into the editor we have today. There probably isn't too much reason to be using WEX anymore unless you're trying to mod on those specific patch versions (like 1.28)--but most people would probably just mod on 1.26 since those maps are forward compatible.
    3. YDWE - I'd recommend just reading its project page. It's still updated and working as long as you're using patch 1.26 or 1.27, and has a lot of additional functionality (like added GUI features, optimizations, baked-in systems that are ready to use, etc.). I haven't personally used it though since I mostly just mod on the latest patch.
 
Thanks, I'll bear that in mind in case I use JNGP for 1.26, while often switch to vanilla ones.

I haven't a lot of interest on making a map, nor scripting. Just some kind of basic editing on some melee maps.

As long as the map doesn't use any kind of natives that were present in 1.32+, it can be playable on all versions without issue.
 
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