- Joined
- Feb 2, 2006
- Messages
- 1,595
I have enabled the flag "Hide minimap in preview screens" and I still see the minimap when choosing the map and hosting it?
Dude... screenshots work since 1960. Are you OK?Lets fix another oopsie mission shall we!
You get the jist of it. Easy to see why the AI is broken.Dude... screenshots work since 1960. Are you OK?
I ain't getting any jist. I'm getting a sense of grammar however.You get the jist of it.
when was that fixed?Weve fixed hyjal
It was fixed in 1.32.2 or 3when was that fixed?
That means editing the campaigns for the AI to do the same...There should be some sort of maybe like options in the game (both for campaign and custom game) that the UPKEEP GOLD TAX CAN BE DISABLED or REMOVED.
Not all players prefer or are good with micro unit controls. Others, such as myself, prefer and enjoys LARGE ARMY unit control for massive war battles.
Considering the failure that is Reforged (lots of broken promises, removed features, etc., and above all, the art style is terrible in my opinion), I'm not sure a new Warcraft product is good news... Prove me wrong Blizzard!
That, we may not know for sure, and quite frankly, I think Blizzard would need entirely new, dedicated, talented staff to be able to properly fix W3 and Reforged before anything else. The storytelling, especially: the path they take is so bland, overdone, forced to the point of sickening boredom and overall terrible compared to games with better stories, like God of War and Witcher.Does anyone know when they will finally fix the battle net login bug?
The login still asks for a validation key (sent per email) every single time I login to battle net, although the password is entered correctly.
Sometimes it takes hours until the mail with the key is sent out. This problem only exists since reforged.
I think the map maker forgot to hide their score using triggersThey are neutral and do not appear on the player list when I start the map in the lobby. However their teams should be not this number?
set gg_snd_death_short=CreateSound("war3mapImported/death_short.wav", false, false, false, 1, 1, "DefaultEAXON")
call SetSoundDuration(gg_snd_death_short, 3751)
call SetSoundChannel(gg_snd_death_short, 19)
call SetSoundVolume(gg_snd_death_short, 127)
call SetSoundPitch(gg_snd_death_short, 1.0)
set gg_snd_death_short_threed=CreateSound("war3mapImported/death_short.wav", false, true, false, 1, 1, "SpellsEAX")
call SetSoundDuration(gg_snd_death_short_threed, 3751)
call SetSoundChannel(gg_snd_death_short_threed, 0)
call SetSoundVolume(gg_snd_death_short_threed, 127)
call SetSoundPitch(gg_snd_death_short_threed, 1.0)
call SetSoundDistances(gg_snd_death_short_threed, 0.0, 10000.0)
call SetSoundDistanceCutoff(gg_snd_death_short_threed, 3000.0)
call SetSoundConeAngles(gg_snd_death_short_threed, 0.0, 0.0, 127)
call SetSoundConeOrientation(gg_snd_death_short_threed, 0.0, 0.0, 0.0)
Undecleared variable gg_snd_death_short_threed
I believe Quenching Mod has fixed this issue. It's on the front page of Hive, check it out. But no, we haven't gotten shit from blizzard.Has the ability to play custom campaigns been hotfixed yet?
Hey thanks very much I had no idea the Quenching mod was a thing!I believe Quenching Mod has fixed this issue. It's on the front page of Hive, check it out. But no, we haven't gotten shit from blizzard.
Well i would estabilish warcraft 3 on a new engine, that has to be powerfull...Considering the failure that is Reforged (lots of broken promises, removed features, etc., and above all, the art style is terrible in my opinion), I'm not sure a new Warcraft product is good news... Prove me wrong Blizzard!
Who knows, maybe Retera and others who will mod his recreation of Warcraft III would use this thread. Or if anytime we'd get the original game's source code, fans/the community could patch.I never thought I'd say this but I agree with DracoL1ch. Is there any particular reason to believe this thread can serve it's original purpose of informing a (non-existent) Blizzard team that can make these changes?
Multiple base Doodads have been deleted and make opening custom Doodads crash the World Editor and let models appear black! See [Crash] - Clicking the doodads-tab in Object Editor crashes World Editor and [General] - Converting a Frozen Throne modification with custom SLKs to a single multiplayer map in Reforged
They should restore ALL deleted base IDs for object data even if the model does not work anymore. Never delete anything which has already been used!
edit:
When working with a map in a folder structure and testing the map it seems that when saving the map while playing it sometimes textures cannot be accessed anymore and that the saving changes used texture and model files or even removing them. This is some strange behavior maybe because the testing map loads from the same directory.
edit2:
Custom tilesets do not work as before (see [Import] - Import custom tilesets in reforged world editor). Most of the custom ground textures don't work anymore and those which work are not shown in the icons of the tool palette when working with a folder structure or in general with a map.
edit3:
As probably pointed out many times: The custom minimap previews are not working anymore when hosting maps which is really annoying.
Is this recent?![]()
Lead Designer, Warcraft Franchise Projects in Santa Monica, California, United States of America | Game Design at Blizzard Entertainment
Apply for Lead Designer, Warcraft Franchise Projects job with Blizzard Entertainment in Santa Monica, California, United States of America. Game Design at Blizzard Entertainmentcareers.blizzard.com
There's still hope I guess.
I saw it today on Back2WarcraftIs this recent?
![]()
Hopefully we'll hear anything on this, if it hasn't been divulged on LinkedIn or some other social media in the meantime?position filled
What if I don't want a specific orb ability to stack with another one, but can stack with some others?Add flag and priority for stacking to all Orb based abilities
The flag can be set to true and then the orb ability will stack. There could also be some priority value to configure the order in which the orb damages and effects are applied.
No, because not everyone wants to unstack by right clicking followed by left clicking on same item. At most, a way to disable and enable item stacking would be better as to prevent the stacking whenever you want.Native Item Unstacking
Add some native item unstacking support by right double clicking. We have to write our own system at this point.
What? In what world have you been to miss out the already existing functions for this?Add natives to Remove/Replace/Add Hero Abilities
Some custom maps need dynamic hero abilities without creating X unit types.
An file I/O API is enough. What does "prestore some codes in the map" mean? Do you mean that the map automatically reads, and loads data from CustomMapData? Why is this a bad thing?Battle.net User Text Storage
We have all kinds of save/load systems but it would be much better if every Battle.net account would have some storage for text which could be filled by maps.
Maybe the user would have to allow it via some option.
The maps could load and write some texts only.
The text size could be limited and can only be overwritten completely.
This would massively improve the save/load systems.
In singleplayer it could just use a local space instead.
The current save/load systems require either to copy savecodes from generated files in "C:\Users\XXX\Documents\Warcraft III\CustomMapData" or to prestore some codes in the map which has to be updated all the time.
Why not say to support all cliff types, and terrain tile types?Support 4 cliff types
My map has 4 different cliff types but two of them are displayed as the other two.
Just how much "long loading time" is? We could be talking about 5 mins, 10mins, 20mins.Performance related stuff
Disconnects during long loading maps
My map WoW Reforged has a pretty long loading time. This leads to disconnects during the loading screen when waiting for other players. Hence, the game is ended before starting and we are returned to the main menu where we have to login or exit the game.
Just don't disconnect only because a map has a long loading time.
The game is also really slow if you have 10000 units attack each other at all times. It's not a surprise, it's a known issue and a limitation of the game engine. There are further implications other than the obvious.Decrease the loading time for big object data
Besides increase the loading time for maps with big object data if this is an option. Apparently, widgetizing object data is much faster, so maybe improve loading the whole object data into memory at once and mapping it to SLK data.
Editor crashes when opening player settings with high level object data
I cannot modify my player settings since the editor loads like X minutes when opening it and then crashes. I believe it is related to the high levels of my abilities. Maybe it loads that data since you can disable abilities etc. for players so maybe use different modules for the player settings or fix the crash/loading time.
Slow Trigger Editor for generated variables
The trigger editor is really slow if you have many generated objects like unit variables. It seems like the combo box has to be generated freshly every time you open it. It is even slow to click on a new unit on the map which generates a new variable. Maybe cache the list of generated variables to make it faster.
Slow Object Editor for high levels
The object editor is really slow if you have high levels like 100 or 1000 which I did for abilities and researches.
Big no. People already lose their maps to optimizers, or leave wc3 for good and close the doors for others to improve map, fix bugs. Saving as optimized will be even worse.Native "Save As Optimized"
There should be a native "Save As Optimized" menu entry. We have custom tools like wc3optimizer or Widgetizer. However, I have some issues with these tools like "Out of Memory" or another error especially for big object data and many map strings. A native version could be more stable. Widgetizer needs the current SLKs etc. as input which have to be updated. The optimized version should do the basic stuff like adding the strings to the object and trigger data etc. reducing the war3map.wts file, removing unused fields from object, removing unused code, optimize the map script, remove files for editor only and maybe convert object data into SLK files (not sure about this one since it would be better to just improve the loading time for object data).
Sure you can allow even more like lists of stacked abilities.What if I don't want a specific orb ability to stack with another one, but can stack with some others?
No, because not everyone wants to unstack by right clicking followed by left clicking on same item. At most, a way to disable and enable item stacking would be better as to prevent the stacking whenever you want.
What? In what world have you been to miss out the already existing functions for this?
An file I/O API is enough. What does "prestore some codes in the map" mean? Do you mean that the map automatically reads, and loads data from CustomMapData? Why is this a bad thing?
Why not say to support all cliff types, and terrain tile types?
Just how much "long loading time" is? We could be talking about 5 mins, 10mins, 20mins.
The game is also really slow if you have 10000 units attack each other at all times. It's not a surprise, it's a known issue and a limitation of the game engine. There are further implications other than the obvious.
Big no. People already lose their maps to optimizers, or leave wc3 for good and close the doors for others to improve map, fix bugs. Saving as optimized will be even worse.
They missed out so many things such as a missile system; buffs that can stack with each other with exceptions or exclusively, additive, multiplicative; on unit removal... the list goes on indefinetely. Will microsoft help us? We wiill never know