Good Day ! i asked blizzard two months ago about making Warcraft 3 open source, but they did not respond, so what if we unit ? and ask together ? so that Blizzard will understand how much this is so imporatant for the warcraft modding communauty.
Good idea, i will try, even if it will cost a LOT, but i will tryTry starting a kickstarter and buy it from blizzard?
Thanks manI'm in.
Good idea, i will try, even if it will cost a LOT, but i will try
Thanks man
Good Day Blizzard ! i'm Abdeldjelil BABAHAMED also known as Kamyflex, i'm a wacraft 3 modder, check our Mod at : GetRiT.Webs.Com and I'm willing to ask about making Warcraft 3 and StarCraft 1 open source.
we started a thread at The Hive Workshop's forum : http://www.hiveworkshop.com/forums/warcraft-town-hall-99/lets-ask-warcraft-3-source-code-264395/
Some suggested buying it from gethering the required amount by starting a kickstarter.
Looking forward to your Decision and Conditions, Thanks.
Actually they might not totally oppose the idea, after all many of their current development team grew up with Warcraft III. They will understand that the WC3 community is highly capable and could maintain the game open source with minimal input from them or Blizzard.I think they'll just laugh in your face.
Even if they threw in all the assets into the public domain it raises a lot of problems regarding their existing licencing policy (and companies holding licences in stock). Chances are the code would also be nothing more than a husk, with all licenced parts (compression algorithms, sound, movie playback, graphics etc) being removes
At least one of the compressions used by MPQ is highly licenced."Compression Algorithms" The Mo'PaQ archive was developed by Blizzard, based off of their previously developed archive for the first WarCraft and WarCraft II, which as far as I remember is not based off of anything.
They are inappropriate because the people who wrote them might have written them knowing that they would never be made public. All manner of personal details and private jokes could be embedded inside the source code comments. Including comments which if made public could negitivly affect the employability of the author.As for "Inappropriate Comments" come on, really? That should have about as much of an impact on it as the butterfly effect does. If you don't like their comments, don't read them. If you're worried about children reading them, that's not yours or mine or Blizzard's responsibility or liability, it's the parents responsibility and liability.
Visual Studio is completely free. You only need to pay for it if you are using it for large scale commercial operations (eg a software company).Finally, there's the issue of their source is probably built using Microsoft Visual Basic, which may or may not have to have some licensing you need to get if you build a game based off of Blizzard's source for SC1 or WC3 (I don't know for sure, though. I hope not, considering the program is already expensive af)
It is unknown how much of the game code is licenced from other companies and it is stupid to make any estimations about it. Any part of the game could use a licence, be it for a path finder to a scheduler or even some. For example during the start process procedure at least several licenced CD check functions are called (the no disk in drive error can still be thrown in some cases even if mostly disabled).But also keep in mind that there is probably a lot more stuff they built by themselves or used open-source methods for then there was licensed things.
The best way to get this answered would be to make a huge noise on some social network site like redit, twitter, facebook etc and keep it up until you get an official response (which is almost certainly going to be no).
At least one of the compressions used by MPQ is highly licenced.
They are inappropriate because the people who wrote them might have written them knowing that they would never be made public. All manner of personal details and private jokes could be embedded inside the source code comments. Including comments which if made public could negitivly affect the employability of the author.
When Activision made Civilization Call to Power 2 open source they programmatically stripped all comments from it for that reason.
Visual Studio is completely free. You only need to pay for it if you are using it for large scale commercial operations (eg a software company).
It is unknown how much of the game code is licenced from other companies and it is stupid to make any estimations about it. Any part of the game could use a licence, be it for a path finder to a scheduler or even some. For example during the start process procedure at least several licenced CD check functions are called (the no disk in drive error can still be thrown in some cases even if mostly disabled).
They might also be reluctant to give away the source because it is still relevant to their current products. For example StarCraft II or World of Warcraft could have recycled some systems from WC3. If they made them open source then they will indirectly make part of their modern games open source which could upset some manager type legal people.
AFAIK, some of their very old games like The Lost Vikings are completely free to play, so there is some historical precedent. However, I doubt they'll open source war3 any time soon; the game is still causing lost sales for their other products - SC2, HotS, D3 even. An open source war3 could, in time, be upgraded with modern graphics and other systems that make it more appealing than SC2. If I was Blizzard, I know I wouldn't open source it.
Our biggest chance is hoping for a cool patch when Blizzard ports it to Bnet 2.0, lets demand that
Will never happen. They are struggling to get a suitable one for SC2 working let alone a game far less deterministic.1 - Add a reconnection feature.
• Ability to make and launch actual mods (with shortcut commands) that have their own subfolders. That means that you could change the menu, have your own campaigns and own melee maps and resources. I think that would eliminate the 8 MB map limit and would get rid of need for ditching everything into a single map and then compressing it to just below 8 MB. It would also eliminate copying and pasting from one melee map to another to alternate melee guys. Makes updating less of a chore.
That's it for me.
They are struggling to get a suitable one for SC2 working let alone a game far less deterministic.
that they are having hard time figuring out how to do "log back into active game" for sc2, and the fact that sc2 has a shitton more determinstic state than wc3(for instance, you can only run timers in sc2 16 times/sec, no less, but in wc3, you can eve go subframe, and the game has no problem handling that)
Well, it doesn't have to be a perfect reconnection, haven't any of you see community made reconnection thing(not sure if it was a part of ghost++ or a seperate thing called gproxy)
Likely the opposite. SC2 supports saving at least unlike WC3 where a lot of trigger stuff breaks when you load (eg periodic timers). That rules out the save approach entirely.You mean its easier to have a reconnect feature in warcraft 3 then in SC2 ??
As DSG said it's difficult but not impossible imo, there sure is a solution which works in most cases, like the one GProxy++ is using.1 - Add a reconnection feature.
Already possible for the button grid via customkeys.txt. For items a map maker could trigger hotkeys or you could use Warkeys. A easy way in the options with a GUI would be nice but not necessary.2 - Hotkey configuration for button grid and items.
Not that easy. It creates an unfair advantage for either the old 5:4 or the new 16:9 resolutions, as the field of view will be different. How do you want to solve that?3 - True 16:9 display.
A patch should add functionality for things that are only achievable with disadvantages or just impossible as we have to add a new native for everything. If you have more suggestions, please write them in the 1.27 wish list thread.4 - Give modders the ability to modify object properties at Runtime (like sight and attack range).
Is in my wish list.5 - Give modders the ability to create custom interfaces at Runtime.
6 - Add functions to retreive armor and damage values.
Uhm that is possible, at least if we're talking about the same thing here.7 - Add the ability to change the name and icon of "Mana" into Energy for example.
Hm, imo the races we have are ok if we can change their name and UI, big effort for not too much..8 - Add the ability to add races to a map with custom sound sets, UI ... etc.
I think we were discussing this also in the 1.27 wish list.. iirc my stance was that there are ways to achieve this without putting Blizzard through a lot of work for this.9 - Create new sound sets.
Ye a bit too big for todays standards..10 - Make the Race UI a bit smaller.
Had a fast look at ZDoom's DECORATE and it seems comparable to the data driven stuff in dota 2 modding. I'm quite sure this is far to complex for wc3, as nothing like that currently exists in it. The best we could hope for would be an "uber-native" which takes a handle id, a string field which property to modify and a string data field, essentially just modifying the relevant fields in memory.• Give modders the ability to edit ingame objects (units, buildings, doodads, destructibles, etc) in easy to use text form (like ZDoom's DECORATE). This means you could make the basic attack fire three projectiles if you wanted to.
call modifyHandle(10580423, "Missilespeed", "900")
This could change the whole appearance of wc3 (main menu) by an easy selection process done by the user, not requiring to copy .mpq's and files in and throwing others out of the wc3 folder. If you could place .dll's in the mod folder which the mod uses this would be an easy integration for something like Sharpcraft. Great idea, but:• Ability to make and launch actual mods (with shortcut commands) that have their own subfolders. That means that you could change the menu, have your own campaigns and own melee maps and resources. I think that would eliminate the 8 MB map limit and would get rid of need for ditching everything into a single map and then compressing it to just below 8 MB. It would also eliminate copying and pasting from one melee map to another to alternate melee guys. Makes updating less of a chore.
Yeah, just like in civ 4 bro.• Ability to make and launch actual mods (with shortcut commands) that have their own subfolders. That means that you could change the menu, have your own campaigns and own melee maps and resources. I think that would eliminate the 8 MB map limit and would get rid of need for ditching everything into a single map and then compressing it to just below 8 MB. It would also eliminate copying and pasting from one melee map to another to alternate melee guys. Makes updating less of a chore.
That's it for me.
Which is? As far as I know you cannot save WC3 maps due to the save destroying the deterministic state.As DSG said it's difficult but not impossible imo, there sure is a solution which works in most cases, like the one GProxy++ is using.
Keep display area the same by adjusting distance is the best approach. SC2 does not solve it as far as I can tell and instead stretches the field of view of one axis appropriately relative to 4:3 so you will get different area of view in camera. In RTS games it does not really mater that much compared with FPS games where it can give an unfair advantage..Not that easy. It creates an unfair advantage for either the old 5:4 or the new 16:9 resolutions, as the field of view will be different. How do you want to solve that?
The bot acts as a proxy sending continuous pings to keep the connection alive, so that for the host the connection is never lost. That can ofc only work when the game remains paused until the disconnected player reconnects but that's not too much of a downside. edit: I never used this but I guess additionally the disconnected player must not close wc3 to keep the gamestate. Eh.... still useful in certain cases..Which is?
Mhm ye, maybe perfect fairness is not required. Will edit this in the main wish list..Keep display area the same by adjusting distance is the best approach. SC2 does not solve it as far as I can tell and instead stretches the field of view of one axis appropriately relative to 4:3 so you will get different area of view in camera. In RTS games it does not really mater that much compared with FPS games where it can give an unfair advantage..
The issue is mostly when people lose the state and not simply reconnecting. EG they could lose power, or the client could crash, or even just Windows Update restarted without them noticing.The bot acts as a proxy sending continuous pings to keep the connection alive, so that for the host the connection is never lost. That can ofc only work when the game remains paused until the disconnected player reconnects but that's not too much of a downside. edit: I never used this but I guess additionally the disconnected player must not close wc3 to keep the gamestate. Eh.... still useful in certain cases..
This sounds like it will also allow jumping to certain times in replays, or is it too slow?Heroes of the Storm does support reconnecting in such a case but to do so it requires running from the session start until the current time.
Don't be so picky, it's a bit better than that, the easiest approach and works often, what else should the creators of that bot have done ?What you are suggesting is simply suspending the "waiting for player"/"waiting for host" dialog a few minutes longer.
Capable yes, but (currently) wc3 is nearly dead income-wise, so...Surly blizzard is capable of implementing such thing
how about Dota 2, that supports reconnection even if you turn off your computer and jump to another and start steam with game. Surly blizzard is capable of implementing such thing
Heroes of the Storm does that as well. In SC2 3.0 engine it supports such a feature as I have described above. It uses the "in progress" replay to reconstruct the game state for the client which lost it. The problem is that running the game until the current time from the start in a deterministic way is very resource intensive so a 15 minute session might take 2-3 minutes to catch up and that is for something quite simple. Slow systems might never catch up as they may never be able to run the session at full speed in the first place.how about Dota 2, that supports reconnection even if you turn off your computer and jump to another and start steam with game. Surly blizzard is capable of implementing such thing
Yes it uses the same mechanics. In SC2 you can run a replay with other players and even jump in and play before the end. The problem is that it has to compute the game state deterministically which can take considerable time for complex maps with long play times.This sounds like it will also allow jumping to certain times in replays, or is it too slow?
They are not interested in feature requests as WC3 is not actively maintained. It is pretty much mothballed and only sees maintenance if something serious breaks (eg, it stops running on an OS like Windows 10). Simply put there are no resources available to add any extra features to WC3.and of course lets make a "feature request list" ready to be sent by all of us to blizzard.
What is wrong with this->When a player tries to reconnect, the game pauses and one of the players in game or server itself transfers saved game to the reconnecting player.Since it is possible to save/load multiplayer games.
Warcraft automatically downloads a map in you don't have the map.Why would it be a problem in save games.Works, but here is the Cons :
- Transfering the save may have some problem with firewall, as Dr Super GooD sad.
Yes this is true, but I don't see any other solution for Wc3.Works, but here is the Cons :
- The game has to be paused for all players.
I can not find a good counter example in my mind now, but if periodic timers wouldn't work in saved/load games I assume I would know?(maybe=))Works, but here is the Cons :
- Some things still not be loaded correctly, things like Periodic timers
The main problem is that the saves are not an accurate representation of deterministic state (as I mentioned). What is needed is that if one saves and then loads the game progresses exactly as if it just continued without loading.What is wrong with this->When a player tries to reconnect, the game pauses and one of the players in game or server itself transfers saved game to the reconnecting player.Since it is possible to save/load multiplayer games.
That and good luck transferring a 50 MB save at 50 kB/sec, something that would take ~20 minutes to do.- Transfering the save may have some problem with firewall, as Dr Super GooD sad.
Technically not, it can progress however the player who just joined will have to fast forward the time spent joining (something that might be impossible for poor performance systems) and that the client doing the transfers will be subjected to raised resource usage so might itself start to show signs of poor performance (especially lag due to latency from the upload congestion).- The game has to be paused for all players.
Technically not, it can progress however the player who just joined will have to fast forward the time spent joining (something that might be impossible for poor performance systems) and that the client doing the transfers will be subjected to raised resource usage so might itself start to show signs of poor performance (especially lag due to latency from the upload congestion).
OpenTTD, an open source transport simulator game, does it already. No need to try it as it is known to work already.Can we try it pleas ??