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Loading a map is logistically challenging? I can understand the logic is quite arcane but the amount of data to be loaded is small by modern terms...and loading logistics
Well it might not have been the right wording, but there are some intricacies in how to load the map correctly. Things like the hierarchy (map -> tileset -> game mpqs), slk files and their information, etc. Some of these might be known already, but I don't think they have been centralized. (Please send me a link to it if they have been written down somewhere).Loading a map is logistically challenging? I can understand the logic is quite arcane but the amount of data to be loaded is small by modern terms...
Ground height and water height logic are wrong...Until an official wiki is established I have started to write down some things on my GitHub page. Right now I think it is the most detailed and correct description about the war3map.w3e file there is.
Have you ever found those bits to be any different that 0? And does the water_height then not have a boundary flag?They are only 14 bits each, upper 2 bits unused for both.
No, but setting them to 1 makes no difference either. I extensively tested this when creating my Java w3e APIs. I am guessing in the WC3 source code they are implemented as bit fields which is why it results in 2 unused bits due to alignment requirements for 14 bits (2 bytes). Instead of defining a field for flags, they might have made each flag a 1 bit member which is why it manages to pack with the water height field but does not with the ground height due to the order of declaration. In my Java APIs I assign these unused bits special flag values in case people wanted to encode hidden data with them lol.Have you ever found those bits to be any different that 0?
Boundary flag should be the black mask that makes up part of the border. It can also be painted in WorldEdit and is often used in RPGs to separate areas.I already assumed the boundary flag is wrong because it made no sense for it to be there.
C/C++ offers functionality called bit fields. Judging by how things such as tile type and cliff type are only 4 bits it would make sense that the type being used is using them.It would make more sense to me that the ground/water heights are indeed 16 bit integers, but that the game logic simply caps them to 16384.
Exactly my conclusion. Although I guess someone may want square grass/dirt cliffs for some reason?I tried messing with cliffs, and you can get amusing very buggy behavior in WE, but so far didn't see anything that can be used.
Possibly unrelated, but do you have a fix for the generated script of where units are. the local unit variable isn't nulled, could you make a fix for that?I am currently working a lot with GhostWolf on map rendering and loading logistics and think that a MediaWiki as Ralle mentioned would be very nice. We've got some information that's just waiting to be noted down
