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Warcraft III Mod Manager

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[WIP] Warcraft III Mod Manager

Warcraft-III-Mod-Manager.jpg


Warcraft III Mod Manager


brtop.jpg

Planned Features

-Access Database to manage records
-Manage Maps,Spells,Skins,Models,Mods,Icons and Tools
-Custom Installer for Maps,Mods and Tools

Requirements

-Microsoft Access Database Engine
-.Net Framework 3.5
-Windows installer 4.5 if installer included
-Windows Vista or later

Status

Creating GUI and Adding features Step by Step

Work in Progress

Downloads

No Downloads

Screenshots

Loading.jpg

Beta Testing

If you are interested in seeing and testing out the WIP versions, send a PM to me with the Title "Beta Test [MM]"

Untitled-3.jpg
 
Last edited:

Ardenian

A

Ardenian

One part of this tool is going to be a 'resource library' ? That would be awesome!
 
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Spellbound said:
Oh myyyyy! This will certainly come in handy. However, shouldn't this be more of a resource manager, rather than a mod manager? Unless it will also handle custom executables for mod like Nirvana.

The application will also handle mods (Including Nirvana).
 
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So, is this ganna be like Gradle for resource management? o_O

Will you automatically retrieve all dependencies for a resource by version, show any version conflicts that arise, and so on?

Where will the resources be retrieved from? How will you organize resources by map and put resources into a map?

etc, etc, etc

edit
nvm, I see that this isn't going to be managing scripts at all >.>

lackluster cheer -.-

gl
 
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So, is this ganna be like Gradle for resource management? o_O

Will you automatically retrieve all dependencies for a resource by version, show any version conflicts that arise, and so on?

Where will the resources be retrieved from? How will you organize resources by map and put resources into a map?

etc, etc, etc
The maps and campaigns can both be added from the program to the list or simply loaded into the program from the maps folder.

It is the same for models and icons, yet tools cannot by loaded and must be added manually.

The application will take a copy of Warcraft's core before loading mods to ensure that the game will not be broken.

Mods will be loaded by a priority list due to some overwriting others.

Conflicts between mods will be shown to be fixed.

Putting resources into a map may be accomplished by injecting it.
 
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I cannot seem to be able to use Magos MPQLib.

Which is quite a disadvantage and without it the application loses its purpose.

Thread will be requested to be closed, or at least until a solution is found.
 
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I cannot seem to be able to use Magos MPQLib.

Which is quite a disadvantage and without it the application loses its purpose.

Thread will be requested to be closed, or at least until a solution is found.

Switch to .NET 3.5 and it should work.
There was an updated version with more features and .NET 4 support on Magos' thread, but last I checked the link was broken and never replaced.
 
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Switch to .NET 3.5 and it should work.
There was an updated version with more features and .NET 4 support on Magos' thread, but last I checked the link was broken and never replaced.

It worked, thanks!

Its sad that i can't use .NET 4 though.

Planned mod installer file (Simply a rar or zip with a changed extension)

Mod-structure.jpg
 
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Those who are interested in trying out the WIP versions can Send me a PM with the title "Beta Testing [MM]".

When newer versions are released, they will be sent to you.

Note that these WIP versions should in no way be compared to the final version and Will be Different, changes will be added during the development.
 
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