Ralle
Owner
- Joined
- Oct 6, 2004
- Messages
- 10,213
One large step for a couple men, one big step for a community.
(12 ratings)
WC3's future, not CliCli's, yes.Welcome to our future!
Insert video clip of King Arthur from Monty Python and the Holy Grail saying,Just do yourself a favor and walk away, Retera.
"None shall see the source code."Insert video clip of King Arthur from Monty Python and the Holy Grail saying,
"Very well... you make me sad."
You can use an old install, the launcher will tell you if you somehow mixed up the versions as it does an integrity check before launching. So if the launcher doesn't complain, you're good to go. Keep in mind, it will create a "Warcraft III Patched.exe" in your Warcraft folder.Alright, time to hop the wagon. Let's see how my maps fare with this.
Is this okay if I use an old copy of 1.29.2 I have in my machine or is it mandatory to download the one provided? Just confirming since 1+ GB it not friendly for my connection.
I see it's worded quite poorly. Any version of Windows from 7 and forward is supported. Mac is not supported at all. I'll try and reword that.So any windows after Win7 is not supported for now? Or is there a Windows 7+ that is not supported?
So far we don't have custom soundsets on the roadmap, but advanced build button is something I've been looking in to.What sorts of features are planned? I'm hoping for custom soundsets and an Advanced Build button, personally.
Correct, this is just for the game itself. For editor you can simply use 1.34/1.35, since we support loading newer maps. Only thing to avoid is new abilities, but W3CE will give warnings in the log if you use it.Just to be sure, is no editor available yet?
But seriously, aren't 1.34/1.35 editors unstable and part of the reason people don't want to use newer stuff?For editor you can simply use 1.34/1.35
I would suggest combine RMS + HiveWEBut seriously, aren't 1.34/1.35 editors unstable and part of the reason people don't want to use newer stuff?
Like if we're being honest, what editor are you going to use for your next W3CE map if you make one?
Sure, that's the obvious long-term pathway for me, but that's not going to be done for 12 or 18 months at the least. So, I was asking more about the immediate present, just for my own curiosity. For someone like @MindWorX , what editor you going to use? In this case, the word "you" is the key word, highlighting that I was not referring to myself.I would suggest combine RMS + HiveWE
I personally use JNGP. I would suggest that, or WEX if you want 24 players.Sure, that's the obvious long-term pathway for me, but that's not going to be done for 12 or 18 months at the least. So, I was asking more about the immediate present, just for my own curiosity. For someone like @MindWorX , what editor you going to use? In this case, the word "you" is the key word, highlighting that I was not referring to myself.
So far all that has been added are new natives which you can simply declare yourself in JASS or use directly in Lua. For the advanced build menu, one solution I've looked at is simply allowing a unit to have multiple "Build Tiny" abilities. This means you can make a spellbook with various "Build Tiny" abilities to act as the advanced build menu. This is all doable through the 1.34/1.35 object editor.Wait, what? This isn't an editor?
Then how do you "add" anything, and/or how would we "use" it? (E.g. advanced build menu; unless I'm modding that in an editor, how would I use it in-game?)
Maybe I'm totally missing the point but I'm confused. :O
I use a mix of 1.34 and Visual Studio Code.For someone like @MindWorX , what editor you going to use? In this case, the word "you" is the key word, highlighting that I was not referring to myself.
From the change logThis one have 2gb ram limit problem same as classic?
The game can now use up to 3.5GB of RAM compared to the default 2GB.
I was thinking, for something less cumbersome and that actually allows buildings to cost resources, to use the "Units Sold" field and check whether or not the unit is a building. I don't know why non-building units still have the "Units Sold" field, actually.For the advanced build menu, one solution I've looked at is simply allowing a unit to have multiple "Build Tiny" abilities. This means you can make a spellbook with various "Build Tiny" abilities to act as the advanced build menu. This is all doable through the 1.34/1.35 object editor.
For technically advanced users like @MindWorX this probably goes without saying, but please DO NOT do what is being asked for here. I have at least one custom map with units who sell other units (like a Polar Bear who sells Polar Bear Cub mini bears right into the field in battle) and you would break custom map compatibility if you eliminated the concept of units who sell other units.to use the "Units Sold" field and check whether or not the unit is a building.
Structures Built (Advanced)
to my world editor in like 5 minutes using a simple SLK edit, the obvious problem is not supporting it ingame. Here's an example:Thanks.To fix the crash, copy the file, lua54.dll, from the folder runtimes to the main directory.
We create a copy of Warcraft III.exe, called Warcraft III Launcher.exe, maybe that is interfering?Can anyone tell me how to get this record able by OBS? Having a hard time to get this into Game Capture for some reason.
Try checking if the log.txt file gets created and post it here if it does.
Yes, you need the x86 version because Warcraft III is an x86 application.
As mentioned in my last post, you need to forward port 6112/TCP in your router to be able to host. W3CE does try to do it for you, but it's not always going to work, it depends on what router you have, but you can give it a try. We will improve this in the future, but we are still working on it.
W3CE.Launcher.exe -nativefullscr
You need to create a shortcut to W3CE.Launcher.exe, and then add -nativefullscr, just like you would with Warcraft III.exe.