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Fixed RenderEdge.mpq loading issue (now mod can be placed in any folder);
Fixed bug in CtrlSetText function then all controls that use the font texture have the same text;
Changed CtrlSetText function - removed "argb" argument responsible for the color of created text, use CtrlSetColor function instead (the default color is white);
Changed CtrlSetDepth function - type of "depth" argument changed to real;
Added new native function CtrlSetAngle.
JASS:
native void CtrlSetText(int id, bool autoResize, string text) // autoResize: if true, the GUI element adjusted to the entered text line, else text stretches to size of GUI element.
native void CtrlSetDepth(int id, float fDepth) // Defines the search order of GUI elements by CtrlGetFromMousePoint function. Than fDepth value is less, the GUI control located closer to the screen (1.0 by default).
native void CtrlSetAngle(int id, float fAngle) // Sets the the rotation angle of GUI element (in radians).
Update v0.0.2b
Fixed an issue where it was not possible to launch the application on the first try;
Try to restart the application several times. And where you unzip archive? Try to replace all files from RenderEdge folder to your Warcraft 3 folder. And attach RenderEdge.txt log file from wc3 folder.
But, maybe the path to the folder is still not registered? Please write the path to your warcraft folder and what you have written here: Software\\BlizzardEntertainment\\Warcraft III\\InstallPath Not: SOFTWARE\Wow6432Node\Blizzard Entertainment\Warcraft III
Update:
Maybe the problem is that there is space in Blizzard Entertainment (but I haven't it: BlizzardEntertainment)?
Yes, I will have to consider this case in my launcher too.
An indicator that the mod was successfully launched is label "RenderEdge v0.0.1a" in the upper left corner of the screen. If it doesn't appear, restart mod, this sometimes happens
An indicator that the mod was successfully launched is label "RenderEdge v0.0.1a" in the upper left corner of the screen. If it doesn't appear, restart mod, this sometimes happens
Decompiled Warcraft III code from MAC. (1.26a, i don't have 1.27b patch, don't know where download only 1.27b patch) Very readable!!!! (many classes and functions names restored!) C Pseudocode:DF.WarcraftIII.rar
MAC VERSION!! (Not windows!!)
Its 1 huge file with a lot of automatically generated names and no structures... Sure it is not assembly but it is still a long way away from readable.
That's actually interesting, I see many names, I wonder if anything useful can be spotted.
MPQ parsing related stuff at sub_6F0179B4
sub_6F02A74C handles portrait loading for models, there are two values that always lead to peon_portrait.
It looks like Blizzard themselves were as confused about their usage of .mdx and .mdl extensions all over the place, so the function checks for both.
It first looks for "<file_name>_portrait.mdl", then "<file_name>_portrait.mdx", and finally defaults to the model itself "<file_name>.mdl" (probably assuming there's a portrait camera).
Yeah:
C:
int __cdecl sub_6F0B49D2(int a1, int a2, char *a3, int a4)
{
(*(void (__cdecl **)(int, int, _DWORD, char *, int))(*(_DWORD *)a1 + 24))(a1, a2, 0, a3, a4);
return WEUChangeFileExtension(a3, ".mdl");
}
sub_6F0B573A possibly selects variation models for cliffs.
sub_6F0BB4C2 set vertex color Jass function?
Tons of GUI stuff around 430000?
sub_6F0C59DA is used all over the place to query SLK values.
E.g. sub_6F0C5B46 (find an entry in UnitUI given an ID - this one also checks for UnitData / UnitBalance / UnitAbilities / UnitWeapons).
E.g. sub_sub_6F0C5D42(find an ItemData entry given an ID).
They have many of these wrappers - most of them probably because of their own inconsistencies with how they write values (e.g. different ID names for different SLK files).
sub_6F0C78DA reading map tileset.
sub_6F0F500E loading the map pathing.
sub_6F0F54CA loading ubersplats.
sub_6F1516A4 reads the internal files of a map (.w3e, .wpm, .doo, .w3u, .w3b, .w3d, .w3a, .w3q).
sub_6F1515B0 is used for every specific file.
sub_6F15C118 possibly the main initialization function of a map?
dword_6FD69104 is a boolean that says whether the game is running in RoC or TFT.
sub_6F189C82 loads a .tga or .blp texture?
sub_6F18B4B0 select a random stand animation.
sub_6F18B682 seems to create the random animation objects for 6F18B4B0.
It grabs any animation with "Stand" in it, unless it also has "Ready".
sub_6F18F52E loads a team color texture given a player ID, either from the file or cache (if file, caches it), and returns it.
"The 'missing string' warning string is missing!!!"
MDX parsing code starts somewhere around sub_6F1CA8AE
sub_6F1CAAF4 loading collision shapes.
sub_6F1CAC5A creates a model. There are two variations, a complex model, and a normal model. It is determined by some flag (in the model?). I assume normal models are ones without emitters/etc.? (such as trees)
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