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Warcraft 3 Reforged

Discussion in 'Latest Updates and News' started by Archian, Nov 2, 2018.

  1. Legacy18

    Legacy18

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    I still hope Black_Stan model will compatible with WO3 Reforged?
     
  2. Garfield1337

    Garfield1337

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  3. ZethHolyblade

    ZethHolyblade

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    I'm REALLY Looking forward to it. Yet I hope the editor functions resemble the original rather than SC2

    Damn, kinda feel I need to rush the completion of at least one map before the remastered game comes out xD
     
  4. Trill

    Trill

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    I see what you did there.
     
  5. ArgentinianUser

    ArgentinianUser

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    Am I the only worried about proportions? I can see that they WoW-sized the hero body proportions, yeah maybe WC3 or Hots style is too cartoonish, but come on, it's WC3, NOT WOW!

    EDIT: don't get me wrong, i am excited af about this remaster, thanks Blizzard for everything you do, just giving feedback
    2.jpg
     
    Last edited: Nov 3, 2018
  6. SadisticLeprechaun

    SadisticLeprechaun

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    In an article I read this morning it stated that people can play both the original and new versions together, even maps are compatible somehow? Could this be true? Sorry I could not read all 13 pages, if this was stated already.
     
  7. SpiritTauren

    SpiritTauren

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    I've been working on my triggers (SP Fallout/Wasteland-esque campaign) for several years. I hope they will translate well to Reforged. For the last coupe of years I suspected Blizzard would be releasing the updated version, so I avoided as much of JASS scripting as possible (except for some particular cases, where you have to assign several thousand regions manually), sticking to GUI trigger version.

    Example:
    Code (Text):
    Sys Combat Damage Event Main
        Events
        Conditions
        Actions
            -------- ALL UNITS in game must be here! --------
            For each (Integer A) from 1 to VAR_Generated_Unit_Index_Limit, do (Actions)
                Loop - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        If - Conditions
                            (List_Characters_Array[(Integer A)] is in FctVAR_UnitsInAttackedRegion) Equal to True
                        Then - Actions
                            Set FctVAR_AttackedUnitIndex = (Integer A)
                            Set FctVAR_AttackedUnit = List_Characters_Array[FctVAR_AttackedUnitIndex]
                            Set FctVAR_DmgESAttachmentPoint = List_CharDmgESAttachmentPoint[FctVAR_AttackedUnitIndex]
                            -------- CtoHit --------
                            Set FctVAR_CtoHit_Random = (Random integer number between 1 and 100)
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                If - Conditions
                                    FctVAR_CtoHit Greater than (Real(FctVAR_CtoHit_Random))
                                Then - Actions
                                    -------- HIT Check Successful --------
                                    -------- DODGE Check --------
                                    Set FctVAR_DodgeChance = List_Character_Dodge_Chance[FctVAR_AttackedUnitIndex]
                                    If (FctVAR_DodgeChance Greater than (Load 4 of 1 from HashT_Const_Gameplay_Constants)) then do (Set FctVAR_DodgeChance = (Load 4 of 1 from HashT_Const_Gameplay_Constants)) else do (Do nothing)
                                    -------- Caps at Max --------
                                    Set FctVAR_Dodge_Random = (Random integer number between 1 and 100)
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        If - Conditions
                                            FctVAR_DodgeChance Greater than (Real(FctVAR_Dodge_Random))
                                        Then - Actions
                                            -------- DODGE --------
                                            Set FctVAR_Dodging_Unit = FctVAR_AttackedUnit
                                            Set FctVAR_AnimDodgeString = List_CharAnimDodgeString[FctVAR_AttackedUnitIndex]
                                            Unit Group - Remove FctVAR_Dodging_Unit from FctVAR_UnitsInAttackedRegion
                                            -------- ADD MOVEMENT!!! From Side to Side --------
                                            Animation - Play FctVAR_Dodging_Unit's FctVAR_AnimDodgeString animation
                                            Set FctVAR_Font_Size = Font_Size_Array[3]
                                            Set FctVAR_Font_RGB_Colour_Index = 4
                                            Set FctVAR_FloatingTextTargetUnit = FctVAR_Dodging_Unit
                                            Set FctVAR_FloatingTextString = (Load 1 of 4 from HashT_Const_TextMessages)
                                            Trigger - Run Sys Display Floating Text Message on Unit <gen> (checking conditions)
                                        Else - Actions
                                            -------- HIT through Dodge Successful --------
                                            -------- TMP Armor is damaged with BALLISTIC Weapon --------
                                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                If - Conditions
                                                    FctVAR_RangedDmgType Equal to (Load 1 of 6 from HashT_Const_Gameplay_Constants)
                                                Then - Actions
                                                    Set FctVAR_DmgEffectS_Ricochet = List_CharDmgESRicochet[FctVAR_AttackedUnitIndex]
                                                    Special Effect - Create a special effect attached to the FctVAR_DmgESAttachmentPoint of FctVAR_AttackedUnit using FctVAR_DmgEffectS_Ricochet
                                                    Set FctVAR_DmgEffect_Ricochet = (Last created special effect)
                                                    Special Effect - Destroy FctVAR_DmgEffect_Ricochet
                                                Else - Actions
                                            -------- /TMP FOR DAMAGED ARMOR --------
                                            -------- TMP FOR DAMAGED ARMOR - Fire --------
                                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                If - Conditions
                                                    FctVAR_WeaponInUse Equal to List_Ranged_Weapons_Array[7]
                                                Then - Actions
                                                    Set FctVAR_DmgEffectS_Burn = List_CharDmgESBurn[FctVAR_AttackedUnitIndex]
                                                    Special Effect - Create a special effect attached to the FctVAR_DmgESAttachmentPoint of FctVAR_AttackedUnit using FctVAR_DmgEffectS_Burn
                                                    Set FctVAR_DmgEffect_Burn = (Last created special effect)
                                                    Special Effect - Destroy FctVAR_DmgEffect_Burn
                                                Else - Actions
                                            -------- /TMP FOR DAMAGED ARMOR - Fire --------
                                            -------- TMP FOR DAMAGED ARMOR - Laser --------
                                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                If - Conditions
                                                    Or - Any (Conditions) are true
                                                        Conditions
                                                            FctVAR_WeaponInUse Equal to List_Ranged_Weapons_Array[3]
                                                            FctVAR_WeaponInUse Equal to List_Ranged_Weapons_Array[4]
                                                Then - Actions
                                                    Set FctVAR_DmgEffectS_LaserRef = List_CharDmgESLaserRefraction[FctVAR_AttackedUnitIndex]
                                                    Special Effect - Create a special effect attached to the FctVAR_DmgESAttachmentPoint of FctVAR_AttackedUnit using FctVAR_DmgEffectS_LaserRef
                                                    Set FctVAR_DmgEffect_LaserRef = (Last created special effect)
                                                    Special Effect - Destroy FctVAR_DmgEffect_LaserRef
                                                Else - Actions
                                            -------- /TMP FOR DAMAGED ARMOR - Laser --------
                                            -------- Body part selection --------
                                            Trigger - Run Sys Combat Damage Event Body Part selection and damage <gen> (checking conditions)
                                            -------- /Body part selection --------
                                            -------- Friendly Fire Check --------
                                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                If - Conditions
                                                    Player_One_Human Equal to (Owner of FctVAR_AttackedUnit)
                                                Then - Actions
                                                    -------- Friendly Fire Message --------
                                                    Trigger - Run Sys Floating Text Friendly Fire Victim Setup <gen> (checking conditions)
                                                    -------- /Friendly Fire Message --------
                                                Else - Actions
                                                    -------- Skill level up (if non-allied) --------
                                                    Set FctVAR_RandomInteger = (Random integer number between 1 and 100)
                                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                        If - Conditions
                                                            FctVAR_Cycled_Unit_INT Greater than or equal to FctVAR_RandomInteger
                                                        Then - Actions
                                                            For each (Integer FctVAR_WeapSkill_InUse_Index) from 1 to (Load 10 of 1 from HashT_Const_Gameplay_Constants), do (Actions)
                                                                Loop - Actions
                                                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                                        If - Conditions
                                                                            FctVAR_WeapSkill_P_InUse_Array[FctVAR_WeapSkill_InUse_Index] Less than (Load 8 of 1 from HashT_Const_Gameplay_Constants)
                                                                            FctVAR_WeaponSkill_InUse_Array[FctVAR_WeapSkill_InUse_Index] Not equal to 0.00
                                                                        Then - Actions
                                                                            -------- Increase weapon skill, if InUse, not null --------
                                                                            Set FctVAR_WeapSkill_P_InUse_Array[FctVAR_WeapSkill_InUse_Index] = (FctVAR_WeapSkill_P_InUse_Array[FctVAR_WeapSkill_InUse_Index] + 1)
                                                                            Set FctVAR_WeaponSkill_InUse_Array[FctVAR_WeapSkill_InUse_Index] = ((Real(FctVAR_WeapSkill_P_InUse_Array[FctVAR_WeapSkill_InUse_Index])) x (Load 9 of 1 from HashT_Const_Gameplay_Constants))
                                                                            -------- /Increase weapon skill, if InUse, not null --------
                                                                            -------- Display Changes --------
                                                                            Set FctVAR_MessageFontColour = FontColourArray[9]
                                                                            Set FctVAR_MessageTextSubstring[1] = List_Char_First_Name_String[FctVAR_Cycled_Unit_Index]
                                                                            Set FctVAR_MessageTextSubstring[2] = (Load 1 of 5 from HashT_Const_TextMessages)
                                                                            Set FctVAR_MessageTextSubstring[3] = Const_WeaponSkillName_Array[FctVAR_WeapSkill_InUse_Index]
                                                                            Set FctVAR_MessageTextSubstring[4] = (Load 2 of 5 from HashT_Const_TextMessages)
                                                                            Set FctVAR_MessageTextSubstring[5] = (String((Integer(FctVAR_WeaponSkill_InUse_Array[FctVAR_WeapSkill_InUse_Index]))))
                                                                            Set FctVAR_MessageTextSubstring[6] = (Load 3 of 5 from HashT_Const_TextMessages)
                                                                            Set FctVAR_MessageText = ((FctVAR_MessageTextSubstring[1] + FctVAR_MessageTextSubstring[2]) + (FctVAR_MessageTextSubstring[3] + (FctVAR_MessageTextSubstring[4] + (FctVAR_MessageTextSubstring[5] + FctVAR_MessageTextSubstring[6]))))
                                                                            Trigger - Run Sys Display Generic Message <gen> (checking conditions)
                                                                            -------- /Display Changes --------
                                                                        Else - Actions
                                                            -------- Write Weapon skill and points change to the list --------
                                                            -------- Changes apply on next attack round. --------
                                                            Trigger - Run Sys Combat Write Weapon Skill and Points Change <gen> (checking conditions)
                                                            -------- /Write Weapon skill and points change to the list --------
                                                            -------- Read Changes --------
                                                            Trigger - Run Sys Character Weapon Skill and Chance to Hit Distribution Function <gen> (checking conditions)
                                                            -------- /Read Changes --------
                                                        Else - Actions
                                                    -------- /Skill level up (if non-allied) --------
                                            -------- /Friendly Fire Check --------
                                Else - Actions
                                    -------- Missed --------
                                    Set FctVAR_Font_Size = Font_Size_Array[3]
                                    Set FctVAR_Font_RGB_Colour_Index = 2
                                    Set FctVAR_FloatingTextTargetUnit = FctVAR_Cycled_Unit
                                    Set FctVAR_FloatingTextString = (Load 2 of 4 from HashT_Const_TextMessages)
                                    Trigger - Run Sys Display Floating Text Message on Unit <gen> (checking conditions)
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                If - Conditions
                                    Boolean_Combat_Log_Enabled Equal to True
                                Then - Actions
                                    Trigger - Run Sys Display Technical Combat Log <gen> (checking conditions)
                                Else - Actions
                        Else - Actions
            Trigger - Turn off (This trigger)
     
    Do you think it is safe to assume such simple stuff is OK for the updated WE?
     
  8. Quilnez

    Quilnez

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    Good move blizz!

    I don't understand about these art-style complaints. Afaik people always demanded HD remaster but now all the sudden they want the old blocky art style? They want a HD-blocky-art-style? Cant imagine how that looks. :D
     
  9. yxq1122

    yxq1122

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    It is very important that the reforged and classic versions are fully compatible with each other and cross-playable (confirmed).

    I think there are options for players to choose whether the reforged features being enabled or not.

    The fully developed melee and custom maps in the classic editor being playable in reforged version could highly activate the ardour of players, since classic assets have deep player-foundation. This will remarkablely recall players back to wc3 - the most popular and famous game all over the world.

    Furthermore, the wc3 communities will further expand instead of splitting, and also benifit from numerous recalled players and their discussions, leading to the communities becoming more flourishing. This will also promote the developments and distributions of custom maps and the relevant tools.

    Anyhow, a new upsurge back to wc3 will come soon. We just look forward to this moment for a long time!
     
    Last edited: Nov 4, 2018
  10. Archian

    Archian

    Site Director

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    Yes, it’s true :)
     
  11. Trill

    Trill

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    On one hand I agree, on the other hand HotS made Uther and Arthas basically dwarves, and that's not nice.
    To be frank, while in general I'm not a fan of Reforged, it is THE best Arthas model I've seen. It is better than horrible WoW or HotS ones.
     
  12. deepstrasz

    deepstrasz

    Map Reviewer

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    And that horrible hammer... It's so big that carrying it with one hand would be a pain, not to mention swinging to fight with it even with two.
    It's Final Fantasy, not Warcraft.
    No. They want less Heroes of the Storm and especially WoW vibes and more Warcraft RTS ones.
     
  13. opium911

    opium911

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    It was bound to happen.
    Big companies never get interested randomly by some old games unless there is money to be made.

    When we started getting the WC3 patches for the past few months, it was a tiny piece of the puzzle.
    Now the whole puzzle is coming along and we see now that their initial goal was to create an interest in WC3 with those small updates and eventually to lead the users to buy a revamped version of the game.

    I feel this new version of the game seem to benefit more the modding community with more extended editing tools than the players themselves who will benefit from higher quality resolutions.

    There are still a lot of issues in WC3 that they haven't fixed yet.
    I hope they are not going to say internally in their Blizzard departments "Ah leave it as it is with all those issues, most people will pay for the new version anyway....so drop the patches for the old version".

    The patches were used as BAIT in order to hook the users to pay the amount for the new WC3 version.
     
  14. Trill

    Trill

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    Let's be fair, so is Paladin's hammer in Warcraft III. Plus Warcraft was never about realistic proportions, ESPECIALLY of weapons. Ahem, footman swords, ahem.
     
  15. deepstrasz

    deepstrasz

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    You have comparison pictures above. The Warcraft III paladin hammer size is fine. The Reforged one is not. Footmen swords aren't that bad but it's also the old graphics. However, here where they could have made things more logical, they did not and went on with their weird fantasies.
     
  16. Sieben

    Sieben

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    Different people have different tastes, mate :) Some of them think the art differs too much from the original game. For example, look at Starcraft Remastered: game sprites were converted in high resolution, but they didn't change the style at all (except for a few portraits). I know, 2D game and 3D game are a lot different, but my point is that Blizzard kept the original spirit of Starcraft design, while we are quite a bunch thinking they didn't do it with Reforged.

    If you read carefully the threads about a potential remaster, you'll see that many people were concerned about a full HD remaster, for the reasons that were stated before (mostly because of old custom models feeling out of place).

    Same thoughts here. Look at Arthas' head, it's ridiculously small.
    I totally agree with Deepstrasz, oversized weapons (and armours) annoy me. It's a design choice that Blizzard made a long time ago. It was already there with Warcraft III but it got a lot worse with WoW, and it always bothered me (where has Warcraft 1 and 2 style gone? :'( ). Again, it's about personal taste here, but I'm glad I'm not the only one.
     
    Last edited: Nov 3, 2018
  17. deepstrasz

    deepstrasz

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    Oh really? Look at some of the portrait differences which were made to fit StarCraft II's.
    And he's ridiculously tall.
    Yeah sure. Let's call it that so we can have heels on grunts...
     
  18. Himperion

    Himperion

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    There wasn't a RE-Forged version of the War3 heros on Starcraft 2 assets before LOV, if my memory doesn't fail the style was still WC3 with more polys.
     
  19. Ungoliath

    Ungoliath

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    MAN, I'm so incredibly excited for this! Time to hurry up with unfinished projects, I guess haha
     
  20. Sieben

    Sieben

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    Yeah, I thought you might say that :D I edited my post to make it clearer. I was speaking about game sprites/textures, which I think are very nicely remastered, I wasn't thinking about portraits.