- Joined
- Apr 24, 2012
- Messages
- 5,113
Allow cursor-related events ( unit selection precisely, and other unit orders that requires targeti) too work while the mouse is inside a multiboard or a leaderboard
function SetHeightWeatherEffect takes weathereffect whichEffect, real height returns nothing
function SetAngXWeatherEffect takes weathereffect whichEffect, real angleX returns nothing
function SetAngYWeatherEffect takes weathereffect whichEffect, real angleY returns nothing
function etc...
I'm not sure if this is possible, but I would really appreciate JPEG support in wc3. It's already there in some places, but especially for images and ubersplats JPEGs would be amazing.
TGA allows texture resolutions up to 2048x2048 when used for images. But the problem is: TGAs of that size are MASSIVE.
Automatic garbage collection of objects like SC2 has would mean leaks become almost a thing of the past.Tho I can't see how it's ever useful.
I was not talking about this at all...Well, that wasn't clear since DSG didn't make the difference between local and arguments.
BLP files already support JPEG. Most of the game textures are JPEG blp files. They are stored as BGRA JPEG (non-standard) as opposed to Y′CbCr JPEG (standard JPEG, no alpha support). I am not sure how standard JPEG texture support would work as standard JPEG lacks alpha channel information and suffers from colour space conversion which needs to be done sensibly.I'm not sure if this is possible, but I would really appreciate JPEG support in wc3. It's already there in some places, but especially for images and ubersplats JPEGs would be amazing.
TGA allows texture resolutions up to 2048x2048 when used for images. But the problem is: TGAs of that size are MASSIVE.
Generally you need them anyway to perform the gamma correction on images. Most images come in sRGB color space (non-linear RGB) but all game textures are linear RGB.I hate it when you don't have a Photoshop and other image-editing tools and you want to import images.
That would be fine too. I wonder if there is even a technical reason for the 512x512 limit, since obviously the game CAN process 2048x2048 when using TGAs.What needs to be fixed is the 512*512 JPEG BLP file limit. It should be raised to something like 2048*2048 or whatever practical limit there is.
BLP format supports up to 65536*65536 images as it always allocates enough space for 16 mipmap levels. They also have no "power of two" limit to dimension size in the format. Both the 512*512 max and requirement of power of two dimensions seem to be something hard-coded into WC3 rather than the format itself.That would be fine too. I wonder if there is even a technical reason for the 512x512 limit, since obviously the game CAN process 2048x2048 when using TGAs.
Is it because of mipmaps are being limited to 8 layers?
It is because it uses the legacy D3D7 fixed shader graphic pipeline. Each 4*4 terrain chunk is rendered separately after setting up a fixed number of lights. The number of lights is very limit due to the API (API not required to support more) and so the game tries to choose only relevant lights however if a light covers too much area then it may be cut off in precedence of other lights. This is where the light boarder issue comes from as one terrain chunk is rendered with the light on yet its neighbouring chunk is not.Also, I'm not sure if it has been mentioned already. I really hoped that the DX9 support would fix this, but it didn't: the goddamn light engine drawing edges on the ground when using too many omnilights is annoying.
That would be fine too. I wonder if there is even a technical reason for the 512x512 limit, since obviously the game CAN process 2048x2048 when using TGAs.
Is it because of mipmaps are being limited to 8 layers?
BLP format supports up to 65536*65536 images as it always allocates enough space for 16 mipmap levels. They also have no "power of two" limit to dimension size in the format. Both the 512*512 max and requirement of power of two dimensions seem to be something hard-coded into WC3 rather than the format itself.
I am not sure if Voodoo cards are officially supported by anyone at all anymore. I doubt they even work with WC3 as they migrated it to D3D9 last patch and I doubt Voodoo cards have a D3D9 driver.Not sure Blizzard would drop support for Voodoo3 video cards.
There is no official support for 3dfx products anymore. But there are 3rd party, unsupported drivers, developed by loyal fans.I am not sure if Voodoo cards are officially supported by anyone at all anymore.
Voodoo cards also have an OpenGL ICD driver. Using 3rd party unsupported drivers, higher compatibility with OpenGL games can be achieved up to a point, through Mesa 3D / MesaFX.I doubt they even work with WC3 as they migrated it to D3D9 last patch and I doubt Voodoo cards have a D3D9 driver.
Also you can downsize textures using the game settings, so I doubt that was the reason for the upper bound limit. What is more likely is that they decided that no card in the world will ever have enough memory for dozens of textures larger than 512*512 so they would deny the ability to use such textures. This made sense back when video cards had 16-32 MB of memory. makes no sense at all now when most cards have 1GB+ of memory.
I thought that might have been removed with the last patch where they fixed up D3D/DD compatibility on modern OS.For info, Blizzard does not support Glide (3dfx's proprietary 3D graphics API) in WC3. However, there is official Glide 3 support in Diablo II
And this is a problem because? The game visual settings allows one to select up to which mipmap level is loaded so for supporting such cards all that was needed was to disable the highest quality texture settings.Voodoo hardware blurs textures larger than 256*256. It is still considered tolerable for 512*512. This is why a game like Unreal Tournament 99 has some 512*512 textures, but not beyond that resolution.
//attack types are hero magic pierce etc
function GetUnitAttackType1 takes unit u returns integer
function GetUnitAttackType2 takes unit u returns integer
function SetUnitArmor takes unit u, real r returns nothing
function GetUnitArmor takes unit u returns real
function GetUnitWeaponType1 takes unit u returns integer
function GetUnitWeaponType2 takes unit u returns integer
function GetUnitAttackRange1 takes unit u returns real
function GetUnitAttackRange2 takes unit u returns real
function GetUnitDamageDicesCount1 takes unit u returns integer
function GetUnitDamageDicesCount2 takes unit u returns integer
function GetUnitGreenBonusDamage takes unit u returns integer
function GetAbilityCD takes integer abil, integer level returns real
function GetAbilityManaCost takes integer abil, integer level returns integer
function GetAbilityPositionX takes integer pability returns integer
function GetAbilityPositionY takes integer pability returns integer
function GetUnitScale takes unit u returns real
function GetRegenerationLifeBase takes unit u returns real
function GetRegenerationManaBase takes unit u returns real
:
Glide got broken in Diablo II with patch 1.14a. Customers rightfully complained. It was restored with 1.14b.I thought that might have been removed with the last patch where they fixed up D3D/DD compatibility on modern OS.
And this is a problem because? The game visual settings allows one to select up to which mipmap level is loaded so for supporting such cards all that was needed was to disable the highest quality texture settings.
WC3 also uses 512*512 textures. Most famous of which is the Griffon skin used by the storm hammer missile.
I trust you on that one, I never delved into it. And I do not own official 3dfx documentation about "best practices", aimed at 3D game programers who wanted to code for their hardware.The limit might come from how textures are loaded. If they only allocate a single buffer large enough for 512*512 pixels which they reuse for all texture loading then the limit will be that.
Probably a lot of buggy unfinished stuff. Judging by the quality control of what we got....as well as any other unused models and whatever. I can only imagine what they have in the archive - it'd give people a reason to come back too and see the "new stuff"
They should consider adding the updated Warcraft 3 models for Starcraft II to... Well, Warcraft 3 also.
And release that cut map for the Night Elf campaign mentioned in Blizzcast Episode 12 [25:10]: http://us.blizzard.com/en-us/community/blizzcast/archive/episode12.html
Perhaps alternative maps too, like the one mentioned here [06:05]: https://youtu.be/0Jwb73Wx8og?t=365
...as well as any other unused models and whatever. I can only imagine what they have in the archive - it'd give people a reason to come back too and see the "new stuff"
ye, because the only thing which matters is clean cinematics, right. goddamn.
they cannot confirm a shit about really needed stuff, but here
im not blaming this one person or like that. im blaming blizzard for 1990's strategies of game dev. today, with given possibilities, you can get in all the fans around and make something wonderful, especially in wc3, which had tens of awesome programmers over it's history. but no, they do nothing about it. no work with community. no work with request. god thanks they took a list of request made by hive, but what did it take? 8 years since last major release (return bug fix/adding tons of replacers)? that's not the way wc3 should beClassic answers to Haolerot on the Battle.net forums.
Haolerot's post deals with cinematics issues, and nothing else. Please read the OP.
I would suggest you post a respectful request for official full information regarding next patch, on the Battle.net forums.![]()
as soon as they release 27b with PURE MELEE BALANCE changes you'll see thatyou know... some features are really not to be expected, as the cost of implementing them would make more logical to make a new game...
About Blizz being a total troll, I think... well, we can all agree that RTS isn't a competitive genre anymore, so it's natural for it too have less importance.
Why?, I hope it's just a joke, this game has for more, and Blizzard says we improve cinematics for the Lols.. please
You are not Warseeker, are you ?Why?,
I hope it's just a joke, this game has for more, and Blizzard says we improve cinematics for the Lols.. please..
I hope you have received the list for upcoming patches, if not (just wait)
......![]()
Oh. " post here any *official*(read : developer)" thanks...I would suggest you post a respectful request for official full information regarding next patch, on the Battle.net forums.
As for me, I will post here any *official* (read : developer) public info about next patch's contents, be it partial or full.
"Why", this goes related to most peteciciones that were sent to Blizzard, and so far there is only one answer for cinematics ...You are not Warseeker, are you ?fenix140 said:Why?,
hehe, not really XD..You are not Warseeker, are you ?
At this point I wanted to get, Haolerot is suggesting good things but I wonder if "Classic" is only responding because if, only to give us a bit of expectationClassic answers to Haolerot on the Battle.net forums.
Haolerot's post deals with cinematics issues, and nothing else. Please read the OP on Battle.net
Fixing CGI cinematics' display is part of the Warcraft 3 Hive Suggestions pdf file.
Problem is that the availability, sound and quality of instruments available to playback midi files is not standardized, or the standardized ones sound terrible. Hence why midi went out of fashion for lossy compressed audio streams in the early 2000s since there is no ambiguity in playback and they are capable of sound effects which midi is not (standard midi cannot recreate some advanced instrument techniques such as analogue properties of a piano key).make Warcraft III able to play .mid files!
Yes but if one reads up about DirectMusic Microsoft says the following...As for standardization, I point out DirectMusic was introduced with DirectX 6.1. Its software synthesizer uses Roland Sound Canvas samples in DLS format (gm.dls, 3.28 MB).
Due to changes in the sound stack starting with Windows Vista, DirectMusic compatibility is very basic with many of its features no longer working.Warning: This technology is deprecated as is all of DirectMusic. Deprecated components are considered obsolete. While these components are still supported, they may be removed in the future. When writing new applications, you should avoid using these deprecated components. When modifying existing applications, you are strongly encouraged to remove any dependency on these components.
Starting with Windows Vista that functionality has been removed. There is no driver level midi support anymore. Hence why DirectMusic is deprecated and obsolete and should not be used. Midi support has to be entirely software emulated. Sound cards require separate non-standard drivers with applications being specially written to take advantage of them.Anyway this is unimportant, as each different software MIDI synthesizer can be selectable for midi playback. Please see attached pic.
WC3 also can apparently play midi files already, although a bit buggy and hacky. Still does not mean they will sound correct, playback correctly, or even play back at all due to limitations with the mid format and midi in general.I point out too, WC3 seems to use the midi/DLS combo already, with day/night ambient sounds. I believe it is because WC3 comes with The Miles Sound System.
http://www.radgametools.com/miles.htm
Midi support has to be entirely software emulated. Sound cards require separate non-standard drivers with applications being specially written to take advantage of them.
WC3 also can apparently play midi files already, although a bit buggy and hacky. Still does not mean they will sound correct, playback correctly, or even play back at all due to limitations with the mid format and midi in general.
If midi support is properly added it would need to have support for accompanying downloadable sound files and depend fully on a software synthesizer to assure correct playback.
While they are at it they could add support for looping music.
But is it possible to just pass the .midi instructions to the sound chip and play them? I'd work with that option even if not everyone heard the exact same thing.It is probably too much work to create their own set of standardized WC3 midi instruments.