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The Future of Warcraft

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Rheiko

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This could destroy the community instead of keeping it alive in my opinion.
That already happens often these days, i think. Either they give up on downloading or the host kicks them out.

why CD were allowed to exists if anyone could rip WC3 onto them and spread around!?!?!?
Because everything has its own pros and cons. Sometimes we just can't help it. The dilemma. ~
 
Level 6
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I hope they continue to release campaigns. That would be awesome as well as the new graphics. I hope this to take place! Thanks for the effort guys
 
Official things are better than hacks

It doesn't matter personally, if they increase the file size to 60 MB or 150 MB there will still be option to remove it entirely. It might be a good advantage to those who use it and not the official "limited" one.

Think of it this way, one user who is developing a multiplayer map has this hack in mind can produce a lot without the damn limit while others will barely scrape by with what they have officially.

And that's a huge disadvantage to others.
 
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It doesn't matter personally, if they increase the file size to 60 MB or 150 MB there will still be option to remove it entirely. It might be a good advantage to those who use it and not the official "limited" one.

Think of it this way, one user who is developing a multiplayer map has this hack in mind can produce a lot without the damn limit while others will barely scrape by with what they have officially.

And that's a huge disadvantage to others.

The hack makes the maps unstable and risks crashing. That's why there was even a limit in the first place.
There's also performance issues to think of. Heavy lag will also be a result of this.

Basically, it's just not something one would deem a safe alternative. So naturally, having the professionals taking a crack at it would be ideal.
 
The hack makes the maps unstable and risks crashing. There's also performance issues to think of. Heavy lag will also be a result of this.

Basically, it's just not something one would deem a safe alternative. So naturally, having the professionals taking a crack at it would be ideal.

Nonsense, it doesn't make the map unstable or crash risking. It HAS nothing to do with crashes. It only removes the limit and injects itself upon startup using what was already given.

.Mix files automatically load into the game, the way they were intended and allowed by Blizzard.
 
Level 28
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Why are you even arguing about the file size limit? My project uses a custom .exe with ~400 MiBytes. If you don't think that is necessary I don't care. I think voice recordings and real textures can make the game more interesting but of course there is different projects with different goals.

If MPQDraft would work on Windows 8 or 10 we would not need the bigger map size at all but there's many other ways to modify the MPQs as well. Of course you have to download the mod before somewhere but I don't think that is a problem.
The Battle.net of Warcraft III is dead anyway. If you host a game there and wait for players I don't think you will get a full map.

I don't think Blizzard will really add new functionality except from Battle.net 2.0 or compatiblity stuff.

If they would release the source code one day it might become a community maintained project (like JediKnight) but since it is Blizzard this is unlikely to happen.
 
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DId you heard about Age of Myths custom map? It was created before DotA's era, and contained a lot of import content. It was beatiful. All skills were triggered, none of them were default in any way, simply perfection. And it lost to dota, which barely contains any imported models and mostly based on default skills. So, how is that even possible by your vision?

Its actually ugly as fuck, half the skins just look terrible and things like the imported icons for the base card weren't good looking either. Also the heroes felt very mish-mashed, most of the abilities didn't create any interesting to play heroes.

On another note, doesn't WoW use the same engine as WC3? What are the chances of the devs just force feeding some of WoWs code to WC3 for optimizations sake?
 
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Its actually ugly as fuck, half the skins just look terrible and things like the imported icons for the base card weren't good looking either. Also the heroes felt very mish-mashed, most of the abilities didn't create any interesting to play heroes.

sure, due to polygon limits wc3 unable to work with good models. not to say those models were perfect, but it was fresh and fluffy as fuck, really more eye candy than doto
 
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I voiced my concerns about raising the limit too high, I never said that I was against raising the limit in general.

I don't get how people take joy in misunderstanding others on purpose.

The more time they have, the more joy they take in misunderstanding something and igniting a debate. A debate that they have to win at all costs.
 
Perhaps you should consider it this way.

Many times over the years I've wanted to add resources but could not without losing the ability to host on Bnet - which is the only official place to host. The last time the limit was increased from 4MB I was able to add two more developed races. If we are looking at this from Blizzard's perspective they want everyone to use Bnet, and eventually 2.0. The 8MB limit currently pushes users to third party hosting services.

The question becomes what number makes sense. The original limit was determined by download speeds at the time. This is the same for all of the hard-coded limitations for doodads, etc. Determining the new limits may be a simple exercise of bench-marking what hardware and connection speed the median user has and scaling. Internet speeds in 2012 were roughly 41 times faster than in 2002. If we use the previous 4MB limit then today's limit should be 164MB - but there are other concerns.

Blizzard will work it out.
 
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The only reason I'm happy about more room is the possibility that I can add my mech AND the custom soundset that was made for it. :D
As well as tons of other custom soundsets. I could basically make my mod so complete that if someone were to make a campaign of it, they wouldn't really have to make any new units. :D

I may also may make the goblin aircraft carrier model I was planning to make but had no room for. So it's not just good news, it doubles as a motivator to mod more and make more stuff.
 
Level 26
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I am not against raising the limit or even lifting it either but that does not make the points invalid. The size greatly varies with your type of project and style. I have not even hit the 8mb limit before since I only imported few selected models that used mostly standard textures to fit in the wc3 theme, I did not want to completely leave the trail. But currently, even without resource imports, you can reach a fair size with terrain, object definitions, script. The lack of some natives make it necessary that you multiply the data.

The support for custom soundsets is still lacking, which is one reason why so few do it anyway.
 
Level 4
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Just had a thought, with the increase in map file size plenty of people will try and import sound effects and music now which obviously take up a lot of space, would be nice if Blizz dumped some WoW sound effects and sound tracks into WC3 along with an easier way to consistently use them.
 
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We discussed that briefly, it is an option.
yeah!
personally I think max width & height gets a relevant point into map size increment. As we know JNGP moved default max width to more than 440 (I can't remember exact number). but it still is low to deploy extended stages for some kind of maps (mostly rpg's).
on my case I have doubts making maps with more than 16 - 24 mb of imports space but width and height map extensions are very needed.
(thanks kam for tell to blizzard about hive's voices)
 
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Having larger maps than what we have now will be impossible unless massive performance improvements happen though. Its far more efficient to have a smaller map with scaled down stuff (terrain will be ugly though). Would still be nice, though I'd rather see performance first and terrain expansion second (or both at the same time).
 
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Having larger maps than what we have now will be impossible unless massive performance improvements happen though. Its far more efficient to have a smaller map with scaled down stuff (terrain will be ugly though). Would still be nice, though I'd rather see performance first and terrain expansion second (or both at the same time).

right! It's a performance aspect. If they are talking about 150 mb, it would concern to map dimensions too. (on figurative mode if they give me a 0.4 lts beercan on 2002 and today they offer reload that can with 6 lts of good beer, I think wow I need a bigger can :ogre_hurrhurr:)
 
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Why all of these hatreds for map size increment?
don`t you like High-polygon models , New Sounds , musics, Better Special Effects and Better Animations ?
I think this Map size limit also Limited our model makers to create Models with lesser Animations Imagine that you have all models Standardized with stun Animations , Jumping ,Casting ,Combat etc ... Animations so that the Modder have alot of room to Create spells Nice Eye-Candy Effects will Attract the Players most of the comment were about how creative we were when we wanted to Reduce the map size , well that wasn`t A Positive Thing, you just kept fighting to Limitations Now imagine that you have to Deal with new +150mb map limit :D
and About Inefficient maps let Moderators and Players Decide whether this is a worthy map or not :D
besides I never Used Bnet since my firends used Garena so i played with them on that platform , I remember Players all had the map (for example DotA) and Host kicked all those who did`t has that map ,I think the players won`t suppose to download the map that they are not familiar with,For new heavy maps the MapCreator must Create A trailer for their map to introduce them to Players Like the graphic and Gameplay ,why not Let People Decide What they want to play?
 
by the way, you have to note at the wishlist:
ms over 522: you have to add game constant for that, else tons of maps may be broken. all those things which are limited by no reason should be covered the same way. sight range, fog update time, etc etc.

if mapmaker would use it, he will check a field. and no backward compat issues

Yeah, there are a couple of notes that will break backwards compatibility if not done correctly. But the list was aimed towards stating what people want--the engineers will ensure that backwards compatibility is not broken.

But moving forward with the list, it might be a good idea to state what may break backwards compatibility and what may not.

I wonder how will all this effect the performance..

If such maps are not playable on low-end computers, people just won't play them. As a mapmaker, you want to make sure that your project is accessible. Wc3 is an old engine, so you're working with constraints regardless.

WaterKnight said:
Surely their company building is nicely decorated, as seen many times before. It may motivate them or attract more staff. However, I see no reason this would lead to more love for Warcraft III at this point other than that they still have that game on their shelves.

I just added them as an aside for anyone curious. :) That is why the last part is labeled as the "Takeaway". It is the TL;DR of the post.

WaterKnight said:
Why did they invite you to a date when they had little spare time?

It just turned out that way. I don't know the details of the time scheduling (Kam might've set it up that way), but we didn't know about the patch date at the time.

It wasn't necessary for us to be there. Everything we talked about could've just as well been done through a voice chat. But it was a really kind gesture and it definitely showed some love to their communities.

WaterKnight said:
Why did they have to release the patch just at this moment? Because they announced it a week prior? Why did they announce it in the first place (and with a short deadline) when they are not ready (as seen by the immediately visible new bugs anyway)? The Wc3 community has been waiting for years, there is no rush. What stakeholders are there besides us players for these legacy game? The company itself? But it is supposed to be the legacy team, not available for more current projects, especially not for an extended period.

They were ready. We didn't ask why they were releasing it so soon, but I imagine it was to get the compatibility issues out of the way. This way they'll be able to focus on resolving those issues first. I would say the biggest error in this patch was the msvcr error. But it is understandable that it would get past QA--they probably have a default setup for each system that includes the distributable. Ideally they would have a PTR to get those issues out of the way, but Wc3 doesn't have that.

I don't think stakeholders are involved. When I asked Rob "why now?", he said it was really just a service to the fans. For wc3 in particular, they noticed: (1) there is still a massive playerbase in China (2) there is still a lot of interest in modding/melee worldwide. That is rare for a 13 year-old game. They wanted to do more for those loyal fans, and so the NetEase client came into fruition--and now this patch.

WaterKnight said:
Moreover, why did they let you "test" the new patch and even try out the compatibility with JNGP exactly as they are in need of releasing? There would not have been any time for adjustments. Since it was a compatibility patch, what information would playing one game on their specs gain? We do not know what you discussed in detail, the remainder reads like an adventure day.

I think part of it was just to give us something cool to do. The fixes were compatibility-related, so they honestly could've just had us install the game if they really wanted to test their changes. Perhaps it was a sanity check if nothing else, but they told us that they had tested melee along with some popular maps already.

As for JNGP and 3rd party mods in general--their goal isn't really to "support" them. People will adjust the memory addresses, recompile, and everything will be good as new. But it would certainly be convenient if the patch didn't break the good things. Map hacks? Who cares, they can rot for all we care. Modding? I would consider the 3rd party tools as "good". You want to give people as much reason to patch as possible. They asked us what were the core tools that may be affected by the patch, and we tested it out for them. Even if something had gone wrong this late in release, they would at least be able to make a blue post to inform people.

WaterKnight said:
That may be deigned to you, I cannot quite take it as a proof of Blizz's seriousness. When you want to achieve something, better keep in touch, which brings me to my main concern: As we know from Software Engineering class, implementing the thing is only a fraction of the work. It was stated Blizz would read the forums. Where exactly? There is too much content, unrelatedness, repetition, rants, lack of knowledge. You created a document internally (which is different from reading the forums). How about we had a section dedicated to build on such requirements specifications where you can discuss the pros and cons of the individual requirement, collect existing bugs, evaluate the priority and direct Blizzard to this subforum, so they see a well-formed and updated concerns list. It would have to be moderated similar to the other content sections.

Good idea. I'll bring this idea up with the other mods.

Avahor said:
yeah!
personally I think max width & height gets a relevant point into map size increment. As we know JNGP moved default max width to more than 440 (I can't remember exact number). but it still is low to deploy extended stages for some kind of maps (mostly rpg's).
on my case I have doubts making maps with more than 16 - 24 mb of imports space but width and height map extensions are very needed.
(thanks kam for tell to blizzard about hive's voices)

It could be cool to extend the limit, but wc3 might not be too great at running it. Wc3's engine keeps a lot of global state even though the bulk of the rendering is focused only on what is within view. But I'm not an expert. I guess only time will tell! :)
 
Why all of these hatreds for map size increment?
don`t you like High-polygon models , New Sounds , musics, Better Special Effects and Better Animations ?
I think nobody is against the map size increment itself, as it's a fact that it limits possibilities, same for high-polygon models, new sounds, etc... nobody would deny the fact it can be nice to have them.

The "hatred" as you call it is the problems it can indirectly creates, currently people have learnt how to optimize to have stuff that fits into the little space we had. Raising the limit would remove that need for optimization. If you don't have any problems using higher quality imports, then why bother taking time compressing (even if you don't lose quality by doing so). Then your map will weight way more than it should without much quality gain. Having for example a map that weights let's say 30MB but could have been only 4-5MB is a problem as it takes disk space, more time to download, etc...
Another problem that already exists is maps that takes up 7-8MB from imports and doesn't really have anything else (as in make a 'shitty' map in 2 days with buggy triggers, unfinished terrain, etc... and put tons of imports in it because having hq models, textures, a music and so on looks cool). With map limit being raised, the 7-8 'useless' MB could become 100MB, making it even worst.

Changing the limit isn't the problem, the problem is how it will change the way we're working, for the worst.
It's kind of similar to Wirth's Law (you can also read Bloatware wiki article, which explains the problem quite well), the more ressources you have, the more you use.
 
Level 6
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10 pages and no one asked who won, Kam or PurgeandFire?

About the map size limit... all I'm really looking forward to is high quality of the same thing as well as more custom sounds and soundsets for units and spells.
Imagine someone making a map and using none of Blizzards textures, models or sounds, lol! Literally using War3 as just an engine.
 

Rui

Rui

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Nice to see this community involved in the future of Warcraft III. Finally, our devotion payed off.

The .pdf seemed a bit short though. Did you suppress any of the suggestions in ezekiel's thread? I've heard so many rants and needs over the years that I was surprised the .pdf didn't have at least 50 pages.
 
The .pdf seemed a bit short though. Did you suppress any of the suggestions in ezekiel's thread? I've heard so many rants and needs over the years that I was surprised the .pdf didn't have at least 50 pages.

Hehe, you are correct. We kept most if not all of the suggestions written down in Ezekiel's main post. We wanted it to be razor sharp so as to prevent the list from being needlessly long (we weren't exactly sure whether Blizz would even read it, so we wanted to give as much incentive as possible by cutting it down to our main points).

Now that we know that they're all ears, we can build it up a bit more/make revisions.

Also, I left out balance suggestions since China's competitive scene is already doing that for them, afaik.
 

Rui

Rui

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Thanks.

Is there any mandarin speaker that can bridge us to what's happening on that end? Even though I've thought better of Wc3's melee in times past, I'm interested in hearing what balance changes they are proposing.

I went ahead and made a little contribution to the thread as well, I hope it isn't misplaced.
 
Thanks.

Is there any mandarin speaker that can bridge us to what's happening on that end? Even though I've thought better of Wc3's melee in times past, I'm interested in hearing what balance changes they are proposing.

I went ahead and made a little contribution to the thread as well, I hope it isn't misplaced.

A translator would be helpful. The balance is being handled by them as that market seems to be the primary player base currently - it is massive.

Contribution?
 
Level 19
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I looked up "oppinion" in a thesaurus, but nowhere does it show "mistake" as a synonym...

... just saying.

my english isn't perfect and some words come hard, especially when fighting goes around. You pointed few common opinions, which are mistakeful for me, so I reacted this way. Repeat, I have nothing to do with any of people here personally. just stop using cliches about "people are stupid, we can't give them such possibilities for their own safety". Thats how bad goverment working, not a good one.
 
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what I would like in the campaign games is if you could build an army...

let me explain further.

units should be able to gain experience that directly affects their combat/magic and armour.

then!

at the end of every game you get to select 10 units you would like to be able to take over to your next game.

this way when you start a campaign mission, all those starter units are units you have already trained.

your personal army

it would create personal attachment between the units and your game

and

make your successes before add to your chances now

I think that would be brilliant!
 

deepstrasz

Map Reviewer
Level 75
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Random hero options in the Altars and Taverns would be nice.

The random unit that finishes training will either be replaced by a hero from said altar/tavern or one from the whole hero database depending on the chosen random option before starting the game.

I know this can be done with the WE but it would be better to have it replace the Random Heroes option from the custom game as it's dull especially when the said random hero is spawned from the start of a match.
 
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