Retera — 07/19/2018
and now i have to sleep
[4:02 AM
]
:/
(dev) — 07/19/2018
Hehe
July 27, 2018
Retera — 07/27/2018
I'm trying to send this PDF to as many people as possible. It's a personal request that Blizzard add to wc3 something I've wanted for a long time. You don't really need to add it to the editor if you can manage to get the game upgraded in this way, since editor stuff for it would probably take too long to make
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July 28, 2018
Retera — 07/28/2018
If you add Mods to the game, I think I will take a vacation to Blizzard and buy pizzas for you and Kam
[5:46 PM
]
Last time I mentioned buying pizzas to Kam he refused to give me his address
[5:46 PM
]
So maybe I will have to just mail pizza to Blizzard Entertainment
July 29, 2018
Retera — 07/29/2018
Do you happen to have an example call of the Patch 1.30 native named RequestExtraStringData? I'm excitedly wondering what it might do, but all of the arguments are named param1 and param2
July 30, 2018
(dev) — 07/30/2018
Hey, sorry, was busy this weekend. My wife is visiting, so wasn't on IM much. : )
[6:03 AM
]
I like the PDF, and I'll give it some consideration.
[6:03 AM
]
And sadly, those natives aren't anything interesting.
Retera — 07/30/2018
Rats. But thanks!
Retera — 07/30/2018
On the train to work today I thought of a problem with the way I suggested to make Mods. If you let any map load any mod, it causes problems with map protection by making injection too easy into protected maps, upsetting their authors. If you let any map only load mods that are listed inside the map file, it's not very different from having to add the data to the map itself.
(dev) — 07/30/2018
It's still a difficult thing to do. I like the idea, but it's not exactly simple to solve as you see. : )
[12:16 PM
]
Lots of issues with colliding object ids, scripts, selective vs forced loading, etc.
Retera — 07/30/2018
Yes. But it would be very cool to see it implememted in some way.
[12:19 PM
]
Maybe maps should have an option, such as, "allows mods" that is disabled by default, except on melee maps.
August 2, 2018
(dev) — 08/02/2018
You around?
Retera — 08/02/2018
Nope. The arrival of time of that message was 11:34 AM in my time zone, so I was at work. What's up?
August 3, 2018
Retera — 08/03/2018
Did you get what you were looking for?
[10:21 AM
]
I'm on my way to work on a boring train right now
(dev) — 08/03/2018
Nope, I had an idea I wanted to pass by you
[10:21 AM
]
With regards to a potential idea to do modding.
[10:22 AM
]
It's less flexible but in my head, it's more possible.
Retera — 08/03/2018
Okay. I'm all for helping in any way I can
(dev) — 08/03/2018
Imagine campaigns as mods.
[10:22 AM
]
A campaign has object data, assets, etc. We can add code as well.
[10:23 AM
]
Now, when you start a campaign, you're only given the option of playing storyline of maps.
[10:23 AM
]
What we could add was a way to start
any map with this campaign?
[10:23 AM
]
So if the campaign holds new races, starting any existing melee map, would let you play with the custom races.
Retera — 08/03/2018
Yeah dude, if that's way easy, I would say go for it. It's true that it's less flexible but it still would allow the kind of modding that existed in the past basically, from SEMPQs and stuff. The stacking object IDs collision fixes and loading of many mods at once is a bit of a head in the clouds idea compared with the current codebase. I can respect that
(dev) — 08/03/2018
Yeah, the whole ID collision stuff is major ...
Retera — 08/03/2018
It would be cool if you guys added it some day, or if I could work at blizzard in 2050 when I retire, and add it then
(dev) — 08/03/2018
Don't get me wrong, it
can be solved ... but how long would it take?
Retera — 08/03/2018
In my opinion probably less than you think but more than you want. Just a guess, haha
(dev) — 08/03/2018
And the reality is usually way more than you think and impossibly more than you want.
Retera — 08/03/2018
Yeah. The community can probably use community code to smash multiple campaigns together if that becomes something people really want
[10:28 AM
]
Community based object ID mergers have existed for a decade, but all the ones I ever used were buggy and terrible and unreliable
(dev) — 08/03/2018
Yeah, that's my thinking as well. Lets say a couple of people each make their own races. Then guy three can combine it to a single mod and handle that stuff.
Retera — 08/03/2018
Is there any chance that you could allow campaigns to override ui\FrameDef\glue\playerslot.fdf ?
[10:30 AM
]
It would make it able to show the names of the custom races while choosing out of game
(dev) — 08/03/2018
Yeah, that would be part of it. Likely it'd be some special natives that run in the config section of the map script.
[10:30 AM
]
Which would allow you to add new races.
Retera — 08/03/2018
Sweet. The mod I worked on for like 10 years has 6 races, would be awesome if I could get it to actually work well : )
(dev) — 08/03/2018
Retera — 08/03/2018
Yeah, this is definitely a good idea. If it's easy to make campaigns load on any map, including multiplayer somehow, I think the people I talk to that make custom races will probably love it
[10:33 AM
]
I just got off my train, gotta go work. Have a good one and keep being awesome!
Retera — 08/03/2018
If you do this, whenever it goes to PTR I can change my mod to a campaign to help test