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Warcraft III: Reforged Hotfixes – Updated November 20

Archian

Site Director
Level 66
Joined
Jan 1, 2006
Messages
3,152
Blizzard said:

Nov 14, 4:51 AM
Tonight at 7:50 p.m. PST, we applied hotfixes to address the following issues:

  • Fixed an issue preventing some players from being able to login.
  • Fixed an issue that prevented some players from accessing the option menu.
  • Fixed an issue with the version of the game for Mac users.
Nov 18, 10:33 PM
A few minutes ago at 1:30 p.m. PST, we applied the following hotfixes to Warcraft III: Reforged–

  • Fixed an issue preventing some Mac players from logging in.
  • Fixed a server database issue that prevented game results from registering.
  • Improved server performance to address some players experiencing an unresponsive UI.
Nov 20, 1:49 AM
The following hotfixes went live today at 4:45 p.m. PST–

  • Fixed an issue where typing long messages would break the custom game lobby.
  • Added map preview functionality when a player mouses over the map list in the Versus setup screen.
  • Added Game Host in the custom game lobby list.
  • Added sound effects to the switches in the Reforged menu.
  • Added filter for Warcraft 2 music. Players can now choose between All, Orcs, or Human.
  • Fixed an issue with various hero portraits not appearing correctly.
  • Fixed an issue where Classic HD buildings were using Reforged Fire.
  • Fixed an issue where Icecrown Snow rocks were not appearing.
  • Added an option to use Classic Cursor in Reforged mode.
  • Added an option to use Classic Sound Effects in Reforged mode.
  • Add Old Reforged Terrain under TerrainArtOld in the file directory for mapmakers.
  • Fixed an issue where Claws of Attack +5 incorrectly said +4.
  • Added the option to toggle camera snap for idle worker.
 
I noticed some people were upset or making fun of the new patches, myself included. But I had a new idea. Can folks make fun of my Warsmash project instead? By making fun of it, we show what we wish it would or could be. If a lot of people produced content on social media making fun of how I tried to rewrite Warcraft 3, but it's a buggy and unfinished rewrite, we might motivate me to get more work done:


Here's a video where I make fun of using Reforged graphics on my rewrite of the game:
 
Level 18
Joined
Jun 13, 2016
Messages
586
I noticed some people were upset or making fun of the new patches, myself included. But I had a new idea. Can folks make fun of my Warsmash project instead? By making fun of it, we show what we wish it would or could be. If a lot of people produced content on social media making fun of how I tried to rewrite Warcraft 3, but it's a buggy and unfinished rewrite, we might motivate me to get more work done:


Here's a video where I make fun of using Reforged graphics on my rewrite of the game:
sure, since you ask.

<rant>
i think warsmash is a developmental dead-end and that you'll never get it to a usefully stable playable state in multiplayer mainly because your current codebase has no accomodations for desync safety or even desync detection and its something that needs to be built into the code from day 1 and not tacked on as an afterthought

same token, no reconnection support, why are you even making an engine rewrite if youre not trying to add new features to it

the fact that your pathing algorithm is slower than the og wc3 is sad. will you ever rewrite it? its not rocket science

the codebase looks and feels like an ad-hoc hodge-podge of experiments and fix-it-laters. it does not inspire confidence. it does not look maintainable. it does not look like a good foundation for a source rewrite.
</rant>

now go and prove me wrong by making warsmash great, or not, i dont really care
 
I noticed some people were upset or making fun of the new patches, myself included. But I had a new idea. Can folks make fun of my Warsmash project instead? By making fun of it, we show what we wish it would or could be. If a lot of people produced content on social media making fun of how I tried to rewrite Warcraft 3, but it's a buggy and unfinished rewrite, we might motivate me to get more work done:


Here's a video where I make fun of using Reforged graphics on my rewrite of the game:
Whilst I understand Warsmash is your pet project, this thread is to talk about the patch/hotfixes released so I'd ask that we try and keep things on topic.

Speaking of on-topic, I've noticed no issues with starting up. running, playing, menus not showing etc since the last couple of hotfixes so whatever issues I was having have been resolved it would appear. Still think there's a lot more for blizz to do though.
 
Level 17
Joined
Jul 16, 2007
Messages
1,393
I see they added the option to use oldReforged terrain in the Editor, but why are the newReforged terrain the default? Is is so hard to add 3 options instead of 2. Reforged, Classic, Reforged SD.

Man, they really feel like highschoolers who do everything for attention, alas bad attention.

I give up on war3. Really, I don't even want it fixed anymore. Just give us Warcraft IV. Create a new RTS within the Warcraft universe, before players move on to new RTS like Stormgate. Don't come bitchin' then how they bitched about Dota 2.
 
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Level 6
Joined
Sep 22, 2011
Messages
85
I am not able to get into multiplayer, the main menu just vanishes. Also, Purge and Unholy Frenzy buttons are absent from the hotkey options menu, and as such can't be rebinded.
 

Macielos

Hosted Project: W3E
Level 23
Joined
Jul 9, 2010
Messages
400
"Fixed an issue with various hero portraits not appearing correctly."
Well, tell that to his face. To make Solymus look like just an ordinary archmage is an insult most dire!

(version 2.0.0.22389, I think it's the latest because i have W2 music filters in options - custom portraits still not working)

1732230743426.png
 
Last edited:
Level 28
Joined
Jul 26, 2008
Messages
1,491
In custom campaigns, the name of the campaign on the campaign menu that shows the missions doesn't show the colour coding correctly. So. it shows the BB code of the colour, around the name of the custom campaign instead.

Overall, 2.0 is pretty good, and with more bug fixes + the new stuff they recently added, I think future wc3 versions will be superior to even 1.36, which in my opinion was very stable and worked well. Looking forward to more patches fixing some of the bugs.

Edit: The annoying issue of Wc3 switching from classic graphics to Reforged after entering a custom campaign menu and then leaving is still present in 2.0. This is an issue back from 1.32+, I think.
 
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Deleted member 238881

D

Deleted member 238881

Hotfixes... I'm sure there are more coldbreaks. 🤣
 
Level 8
Joined
Dec 28, 2014
Messages
90
To be honest the only reaction I have to 2.0 and the hotfixes is indifference.

If they could provide a performance boost to Reforged graphics (maybe the poly count of the HD models are too high? the HD textures? the 3D renderer itself?) without breaking things that aren't broken and avoid showing gameplay screenshot that was fed into an image-to-image generative image with low CFG scale, maybe I would have a reaction.
 
Last edited:
Is there any tool to automatically update all buildings portrait model fields with the current custom model field?
Of course. So, I rewrote my own spinoff of the War3 game and have not been indulging much in Patch 2.0 content but I reckon the fundamentals have not changed. Because the fundamentals would have likely not changed, here's where we stand:

If the game itself adds a new unit editor field then makes that field incorrect for the default units, your map data is stored as a "changeset" against default units. So if they change, your map appears to change. To prevent this, there are 2 copies of all standard units and stuff in War3 -- one of them is locked on Frozen Throne patch 1.07 (Custom_V1/Units folder), and the other updates in melee games for balance (default Units/ folder). Then, Reforged updated both of them, because it doesn't care about you, nor about respecting the original source material, because it's changing hands to different managers all the time.

Assuming then that both versions of the unit data updated, what you are looking at now is a case where you want to make custom content but your map's content is a changeset against incorrect standard units, who include changes you don't want.

This presents two obvious possible options: either
  1. hack in a replacement for the standard units in your custom map, wherein they all have the settings you originally intended and so a "changeset" against them is likewise how you intend
  2. run an automated program on your custom map to modify all units (or perhaps all necessary custom units) to have a change applied to "change" them back to what you wanted
There was already someone on Hive who published a tool for "old maps" to do option 1 above. But personally, I would not run their EXE code unless it was Open Source and you could read how it worked. I think that after 20 years of War3 modding, the technologies that have lasted us were typically the ones that were shared for us to understand how they work, and to maintain in the face of patches. So if someone gives you a closed source technology such as an EXE, and if it does not include the code for reconstructing a modified form of that EXE on your own, then the person posting that is probably either extremely uncaring or actually wants to take advantage of you. This is my opinion, and there will be some people who disagree with it, but I am simply describing why I personally will not use the tool linked above, even though I think I already suggested it to someone to solve their problem, as something they could look at, because it looked like it was probably designed to solve their problem.

Your other solution is option 2 from above - automation for Unit Editor. Of course, as long ago as 6 years ago I wrote my own mimic of the object editor so that I could change it in any way, similar to what I just described above, and add any feature. But when I created that, I was not doing novel creative work other than a lookalike user interface. The underlying technology for object editor automation that I used was written by PitzerMike as far back as the 2000s and was also available in Jass NewGen Pack world editor, wherein you could write a lua script in the editor and execute that script to generate any number of unit editor changes that you like, in an automatic way.

More recently, the Wurst team in their WurstScript programming language also provided users with automation for defining unit editor changes that would happen at map script compile time in that system as well. I'm sure other projects like w3x2lni would have likewise written their own "object editor changeset" file parsers, which can do automation on that format.

There are so many people who have done this! But in my opinion, the best solution is to get handy with at least one of them.

For example, here I propose a challenge - how would you automate assigning all units to have None as their Art - Portrait Model File setting, except for units whose name starts with the letter A, in which case those units with a name starting with "A" should have the Sheep unit portrait?

This is an idea that can be expressed in two sentences of English. With a transformer like ChatGPT, it can also be expressed in two sentences of code, translated for you. I don't use the ChatGPT for that, because I already was bilingual in this way, but I wrote a couple of lines of code on my own to do this, and I will attach an example map that the computer generated by executing the code that I typed. I think this is something, if I were making a Warcraft 3 map today, that I would very much want to have a mastery over being able to do. It really is as simple as just the two sentences, as long as you train yourself to have or build a foundation upon which to express those sentences.
 

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Level 28
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Messages
1,636
Of course. So, I rewrote my own spinoff of the War3 game and have not been indulging much in Patch 2.0 content but I reckon the fundamentals have not changed. Because the fundamentals would have likely not changed, here's where we stand:

If the game itself adds a new unit editor field then makes that field incorrect for the default units, your map data is stored as a "changeset" against default units. So if they change, your map appears to change. To prevent this, there are 2 copies of all standard units and stuff in War3 -- one of them is locked on Frozen Throne patch 1.07 (Custom_V1/Units folder), and the other updates in melee games for balance (default Units/ folder). Then, Reforged updated both of them, because it doesn't care about you, nor about respecting the original source material, because it's changing hands to different managers all the time.

Assuming then that both versions of the unit data updated, what you are looking at now is a case where you want to make custom content but your map's content is a changeset against incorrect standard units, who include changes you don't want.

This presents two obvious possible options: either
  1. hack in a replacement for the standard units in your custom map, wherein they all have the settings you originally intended and so a "changeset" against them is likewise how you intend
  2. run an automated program on your custom map to modify all units (or perhaps all necessary custom units) to have a change applied to "change" them back to what you wanted
There was already someone on Hive who published a tool for "old maps" to do option 1 above. But personally, I would not run their EXE code unless it was Open Source and you could read how it worked. I think that after 20 years of War3 modding, the technologies that have lasted us were typically the ones that were shared for us to understand how they work, and to maintain in the face of patches. So if someone gives you a closed source technology such as an EXE, and if it does not include the code for reconstructing a modified form of that EXE on your own, then the person posting that is probably either extremely uncaring or actually wants to take advantage of you. This is my opinion, and there will be some people who disagree with it, but I am simply describing why I personally will not use the tool linked above, even though I think I already suggested it to someone to solve their problem, as something they could look at, because it looked like it was probably designed to solve their problem.

Your other solution is option 2 from above - automation for Unit Editor. Of course, as long ago as 6 years ago I wrote my own mimic of the object editor so that I could change it in any way, similar to what I just described above, and add any feature. But when I created that, I was not doing novel creative work other than a lookalike user interface. The underlying technology for object editor automation that I used was written by PitzerMike as far back as the 2000s and was also available in Jass NewGen Pack world editor, wherein you could write a lua script in the editor and execute that script to generate any number of unit editor changes that you like, in an automatic way.

More recently, the Wurst team in their WurstScript programming language also provided users with automation for defining unit editor changes that would happen at map script compile time in that system as well. I'm sure other projects like w3x2lni would have likewise written their own "object editor changeset" file parsers, which can do automation on that format.

There are so many people who have done this! But in my opinion, the best solution is to get handy with at least one of them.

For example, here I propose a challenge - how would you automate assigning all units to have None as their Art - Portrait Model File setting, except for units whose name starts with the letter A, in which case those units with a name starting with "A" should have the Sheep unit portrait?

This is an idea that can be expressed in two sentences of English. With a transformer like ChatGPT, it can also be expressed in two sentences of code, translated for you. I don't use the ChatGPT for that, because I already was bilingual in this way, but I wrote a couple of lines of code on my own to do this, and I will attach an example map that the computer generated by executing the code that I typed. I think this is something, if I were making a Warcraft 3 map today, that I would very much want to have a mastery over being able to do. It really is as simple as just the two sentences, as long as you train yourself to have or build a foundation upon which to express those sentences.
they should have simply set the default to nothing like for units and take the model from the model field of a unit, so nobody has to do anything and all old maps still work fine ....
 
Level 7
Joined
Apr 4, 2023
Messages
46
I'm currently running into an issue where campaigns and custom campaigns are no longer using my custom zoom settings but defaulting to the default 1650 zoom. To achieve my preferred default, I have to set that to the max and zoom out to that. I messaged Blizzard Customer Support about this with no response so far. Anyone else running into this issue?
 
Level 3
Joined
Jul 7, 2021
Messages
6
  • Add Old Reforged Terrain under TerrainArtOld in the file directory for mapmakers.
Can anyone explain where exactly it is? I can't find it.
 
Level 16
Joined
May 25, 2004
Messages
1,207
Blizzard said:

We’ve opened the PTR for testing version 2.0.1, which includes several updates to game systems, as well as bug fixes.

Changes​

• Updated the custom hotkey screen. Players can now customize items, F-keys, and icon positions. This change is not final.
• All Classic HD icons have been resized from 512x512 to 256x256.
• All Classic HD icons now have bespoke boarders.
• Various Classic HD icons have been updated.
• Rank in the Multiplayer setup screen will now show rank against all races
(previously only showed ranked against its own race).
• Moved Old Terrian into the Addon Sub folder.
• Added option under game Behavior that says “Use Old Terrain” which will
use the old Reforged Terrian.
• Added an option to hide game system messages in chat.
• Map filter in custom game will now look for the map name.
• Lobby chat will now clear after you exit the lobby and game.
• Added 3 new skins: Jaina, Ghostly Antonidas, and Ghostly Keeper of the Grove.
• Orc Reinforced Defenses and Spiked Barricades moved from VFX addon to
Building Addon.
• Players who write multiple messages will only show one name and one
profile picture until a new person writes a message.
• Added Date played to match history.

Bugfixes​

• Fixed a crash that was occurring on Windows 7.
• Fixed a crash that was occurring with integrated graphic cards.
• Fixed a crash when a game with more than 11 players would end.
• Fixed an issue where certain custom game maps units would not appear.
• Fixed an issue where the Kel’Thuzard Skin would have an incorrect portrait.
• Fixed an issue with Reforged camera being an incorrect FOV (now matches
Classic).
• Fixed an issue where whispers would show incorrect portraits.
• Fixed an issue where total score was missing from the score screen.
• Fixed an issue where mouse highlights in the score screen did not highlight
the tabs completely.
• Fixed an issue where -graphicsapi Direct3D12 was not working.
• Fixed an issue where adding a computer to custom games was hidden
behind the UI.
• Fixed an issue where right-clicking on the custom game menu would pull up
the right menu in the wrong position.
• Fixied an issue where Bladestorm missing VFX when using a Blademaster
skin.
• Fixed an issue where Batrider in Classic HD would still use its Reforged
animation during Unstable Concoction.
• Fixed an issue where reveal would be using Reforged VFX even with Classic
HD enabled.
• Fixed an issue with various Classic SFX not playing the correct Classic SFX.
• Fixed an issue with claws of attack being the wrong number in Chinese and
Korean.
• Fixed an issue where chat would disappear if you tabbed to a whisper chat.
• Fixed an issue where Classic Sound checkbox would not be greyed out when
in Classic Mode.
• Fixed an issue where Classic Undead HUD side bars would not disappear if
scaled down.
• Fixed an issue where Camera Zoom Slider was showing inaccurate distances.
• Fixed an issue where Subgroup Order Modifier option was displaying
inaccurate tooltip.
• Fixed an issue where the game timer would continue even when the match was
paused.
 
Level 28
Joined
Jul 26, 2008
Messages
1,491
Really great changes, especially the map filter searching for the map name as well as the game name. The new 2.0 has basically surpassed 1.36 in my opinion. Just hoping the issue with custom model portraits gets fixed, because it breaks immersion for custom maps/campaigns to see the original wc3 unit portrait the custom model is based on.
 
Level 9
Joined
Jun 15, 2022
Messages
94
Need to fix:
1. Laggy menu
2. Advanced Observer with cinematic mode
3. Portraits for all custom maps (cursed forever?)
4. Still a bit glitchy icons
5. Separate entirely classic hd/reforged, toggles causes bugs with textures, sounds, some visual bugs like spikes on orcish buildings etc
6. Add new options for WE, like sd/sd+/hd, some maps cant hold hd due to bugs or perma crashes.
 
Level 17
Joined
Jul 16, 2007
Messages
1,393
You know what? I'm positively surprised, for once.
If they keep up with this tempo, I'd not be surprised that by the end of 2025 we will have a 3.0 which will actually be the best version available.. and maybe.. just maybe.. new official campaigns/expansions and a new race?
Edit! I have a feeling someone is reading THW and community feedback throughout. So I'll just say my wants here:
1. New campaign/expansion
2. New race, or new set of races (for multiplayer purposes/balance purposes, we could have a Classic mode (with the standard four races) and New mode (with four completely new races which come with the new expansion/campaign), thus, we get 8 total playable races, imagine the extasy of map makers.
3. If possible, create a Warcraft IV.
 
new official campaigns/expansions and a new race?
This would be like Pete Stilwell on the 2018 stage talking about getting inspired, and how Warcraft 3 changed him, and made him who he is, and all this passionate stuff. Adding a new race requires being inspired.

Microsoft deleted that video, so that you cannot watch it anymore.

But maybe they will ask an AI to make a new race, and it will find something from Hive in its digital brain.
 
Level 10
Joined
Oct 10, 2020
Messages
290
You know what? I'm positively surprised, for once.
If they keep up with this tempo, I'd not be surprised that by the end of 2025 we will have a 3.0 which will actually be the best version available.. and maybe.. just maybe.. new official campaigns/expansions and a new race?
Edit! I have a feeling someone is reading THW and community feedback throughout. So I'll just say my wants here:
1. New campaign/expansion
2. New race, or new set of races (for multiplayer purposes/balance purposes, we could have a Classic mode (with the standard four races) and New mode (with four completely new races which come with the new expansion/campaign), thus, we get 8 total playable races, imagine the extasy of map makers.
3. If possible, create a Warcraft IV.
I think they still need to finish what the OG team didn’t. I always wondered why was there a fel orc burrow but no other fel orc buildings? Or in reforged there was just the elven barracks? If Lorecraft and the WC3 team can come up with a collaborated solution to finish some of the custom races in WC3 and also add proper tile sets/doodads for some locations in the campaign like hellfire citadel, broken isles, Mulgore, Dustwallow marsh, Tomb of Sargeras, just to name a few. Lorecraft has created the elven tech tree which looks fantastic and even added Kul Tiras as a custom faction and is lore friendly to the story. They should just purchase such things from the modders and add it to the base game. Saves time on their end and add more variety and replayability for melee maps kind of like SC2 custom sub-factions.

Edit: when I got to the broken isles and tomb of Sargeras in CSW:ToD I was absolutely blown away by the environment design and seeing Gul’dan raise the islands and eventually meet his doom at the end of the story arc. It’s how I would’ve imagined the Maeiv campaign when I first got Reforged and was disappointed that it was the same as the original jungle tile set.
 
Last edited:
Level 34
Joined
May 14, 2021
Messages
1,602
Need to fix:
1. Laggy menu
2. Advanced Observer with cinematic mode
3. Portraits for all custom maps (cursed forever?)
4. Still a bit glitchy icons
5. Separate entirely classic hd/reforged, toggles causes bugs with textures, sounds, some visual bugs like spikes on orcish buildings etc
6. Add new options for WE, like sd/sd+/hd, some maps cant hold hd due to bugs or perma crashes.
People have confirmed numerous bugs with 2.0.1 PTR: PTR Discussion and Bug Report

Couple things that must be fixed based on that forum above:
1.Some custom maps are broken on Classic HD (everything is using Reforged models, even though the Classic HD is enabled).
2.WarChasers: You can't equip items if you play as other heroes than BladeBerserker (you guys remember the infamous Tyrande bug on NightElf02, right?).
3.Naga icon displayed on score screen of the melee games when playing with "Random Race" option enabled.
4.With Classic HD, certain Classic buildings are shown as Reforged ones in unit portrait.
5.The "Gold Mine Counter" indicator appears during in-game cinematics.
6.With the new hotkey system being introduced in this PTR, many command keys for units/buildings are still broken (tested with Classic HD).
7.Warcraft 1 and 2 soundtrack files are missing in Sound Editor. Also, the "SetMapMusic" is broken if you used either Warcraft 1 or 2 in-game music.
8.Please fix Reforged campaigns on Classic HD. Some of them were completely messed up due to the compatibility issues. Also, please bring back the Lich King model (Doodads\cinematic\lichking\lichking.mdl) to the Classic campaign!

I didn't played Reforged just yet, but it's still a good thing to notice with the new PTR.
 
Level 28
Joined
Jul 26, 2008
Messages
1,491
There is still an issue with when you go into a custom campaign menu, sometimes it doesn't show the custom background picture at all or play the custom music--- I either need to leave then try to go back to the custom campaign, or exit wc3 and try again. There is no reason as to why it works sometimes and why it doesn't. Also, even when it works, the normal wc3 music is still playing in the background, conflicting with the custom music of the custom campaign menu.
 
Blizzard said:

We’ve opened the PTR for testing version 2.0.1, which includes several updates to game systems, as well as bug fixes.

Changes​

• Updated the custom hotkey screen. Players can now customize items, F-keys, and icon positions. This change is not final.
• All Classic HD icons have been resized from 512x512 to 256x256.
• All Classic HD icons now have bespoke boarders.
• Various Classic HD icons have been updated.
• Rank in the Multiplayer setup screen will now show rank against all races
(previously only showed ranked against its own race).
• Moved Old Terrian into the Addon Sub folder.
• Added option under game Behavior that says “Use Old Terrain” which will
use the old Reforged Terrian.
• Added an option to hide game system messages in chat.
• Map filter in custom game will now look for the map name.
• Lobby chat will now clear after you exit the lobby and game.
• Added 3 new skins: Jaina, Ghostly Antonidas, and Ghostly Keeper of the Grove.
• Orc Reinforced Defenses and Spiked Barricades moved from VFX addon to
Building Addon.
• Players who write multiple messages will only show one name and one
profile picture until a new person writes a message.
• Added Date played to match history.

Bugfixes​

• Fixed a crash that was occurring on Windows 7.
• Fixed a crash that was occurring with integrated graphic cards.
• Fixed a crash when a game with more than 11 players would end.
• Fixed an issue where certain custom game maps units would not appear.
• Fixed an issue where the Kel’Thuzard Skin would have an incorrect portrait.
• Fixed an issue with Reforged camera being an incorrect FOV (now matches
Classic).
• Fixed an issue where whispers would show incorrect portraits.
• Fixed an issue where total score was missing from the score screen.
• Fixed an issue where mouse highlights in the score screen did not highlight
the tabs completely.
• Fixed an issue where -graphicsapi Direct3D12 was not working.
• Fixed an issue where adding a computer to custom games was hidden
behind the UI.
• Fixed an issue where right-clicking on the custom game menu would pull up
the right menu in the wrong position.
• Fixied an issue where Bladestorm missing VFX when using a Blademaster
skin.
• Fixed an issue where Batrider in Classic HD would still use its Reforged
animation during Unstable Concoction.
• Fixed an issue where reveal would be using Reforged VFX even with Classic
HD enabled.
• Fixed an issue with various Classic SFX not playing the correct Classic SFX.
• Fixed an issue with claws of attack being the wrong number in Chinese and
Korean.
• Fixed an issue where chat would disappear if you tabbed to a whisper chat.
• Fixed an issue where Classic Sound checkbox would not be greyed out when
in Classic Mode.
• Fixed an issue where Classic Undead HUD side bars would not disappear if
scaled down.
• Fixed an issue where Camera Zoom Slider was showing inaccurate distances.
• Fixed an issue where Subgroup Order Modifier option was displaying
inaccurate tooltip.
• Fixed an issue where the game timer would continue even when the match was
paused.
Wew. Thank God they're making some good texture changes.
 
Level 19
Joined
Feb 19, 2009
Messages
858
Just wanted to say that Blizzard's recent changes have ranged from totally lame to mediocre, but we're slowly reaching a point where it doesn't matter anymore. Community Edition and Re-Reforged are way further ahead than I every expected and I'm now no longer cynical about how far they'll progress. CE actually really impressed me with how good it's working so far, the fixes it needs aren't nearly as insurmountable as I once thought. And Re-Reforged is looking better with every update.

If Blizzard ever manages to fix the official client, it'll be nice, but after a long period of cynicism and anger, I'm finally starting to feel hope again, with or without them.
 
Level 61
Joined
Dec 29, 2014
Messages
2,031
Just wanted to say that Blizzard's recent changes have ranged from totally lame to mediocre, but we're slowly reaching a point where it doesn't matter anymore. Community Edition and Re-Reforged are way further ahead than I every expected and I'm now no longer cynical about how far they'll progress. CE actually really impressed me with how good it's working so far, the fixes it needs aren't nearly as insurmountable as I once thought. And Re-Reforged is looking better with every update.

If Blizzard ever manages to fix the official client, it'll be nice, but after a long period of cynicism and anger, I'm finally starting to feel hope again, with or without them.
I'm also surprised with the patches on the PTR which were very often in the last 10 days.
It seems the team is doing a neat job so far.
Hopefully we will get a classic models variations for the dreadlords, paladins...
 
Hopefully we will get a classic models variations for the dreadlords, paladins...
Didn't @Kam say that in 2019 when the Female Death Knight and Female Demon Hunter were created, that the technology to create those was run on some extremely old thing where they tried to fire up the 2002 tech stack and determined it wasn't worth it, or something?

I know maybe this sounds extraordinary and silly coming from me, because my life might be the opposite of Blizzard corporate, but is it possible that in their office:
- Nobody knows how to modify MDL/MDX legacy format files, and the new Reforged ones were created with the "maya export plugin" in the CASC leaked notes which is a one way export for creating new files and not a technology for hacking old MDL/MDX files
- Corporate computer security policy prohibits the execution of a program such as Retera Model Studio on an official corporation computer, ergo all Hive Workshop model editing technology is seen as the wild west by technologists and is probably not allowed
- Existing MDL/MDX files on the Hive cannot adequately have their original author or ownership rights tracked down, and so to avoid any possible lawsuits they unilaterally cannot be included into the game

If all of these points hold true, it may be literally impossible for Brad Chan to create "classic variations of the dreadlords" as you describe, because this would require dozens and dozens of man-hours of work, getting paid $50 per hour, to even catch up to a level of understanding where the new assets could be authored.

I do not know exactly if we should blame them over there in the California headquarters for this reality, and I don't see any reason to assume this isn't reality. As such, Brad Chan and his team might be so deeply locked behind red tape that their hands are tied, just like the hands of the people who came before them.

We may simply... literally... be 22 years ahead of them. Because some of us retained focus on this game's tech stack, when a lot of society at large did not -- including the Blizzard HQ.
 
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Didn't @Kam say that in 2019 when the Female Death Knight and Female Demon Hunter were created, that the technology to create those was run on some extremely old thing where they tried to fire up the 2002 tech stack and determined it wasn't worth it, or something?

I know maybe this sounds extraordinary and silly coming from me, because my life might be the opposite of Blizzard corporate, but is it possible that in their office:
- Nobody knows how to modify MDL/MDX legacy format files, and the new Reforged ones were created with the "maya export plugin" in the CASC leaked notes which is a one way export for creating new files and not a technology for hacking old MDL/MDX files
- Corporate computer security policy prohibits the execution of a program such as Retera Model Studio on an official corporation computer, ergo all Hive Workshop model editing technology is seen as the wild west by technologists and is probably not allowed
- Existing MDL/MDX files on the Hive cannot adequately have their original author or ownership rights tracked down, and so to avoid any possible lawsuits they unilaterally cannot be included into the game

If all of these points hold true, it may be literally impossible for Brad Chan to create "classic variations of the dreadlords" as you describe, because this would require dozens and dozens of man-hours of work, getting paid $50 per hour, to even catch up to a level of understanding where the new assets could be authored.

I do not know exactly if we should blame them over there in the California headquarters for this reality, and I don't see any reason to assume this isn't reality. As such, Brad Chan and his team might be so deeply locked behind red tape that their hands are tied, just like the hands of the people who came before them.

We may simply... literally... be 22 years ahead of them. Because some of us retained focus on this game's tech stack, when a lot of society at large did not -- including the Blizzard HQ.
They could give like $50 per model to gluma perhaps and we'll have the models' equivalents for classic client :p
 
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What the hell give me back the previous* Reforged fov I dont want to play with Classic Camera it looks awful in Reforged Graphics, give me the option to use the old Reforged Fov. I can't play like that, once again it's very **** to just take something like that away

I don't have screenshots but classic icons are much, much cleaner now. But I would rather the Reforged camera was kept intact.
Thank God I was afraid I was the only one who cared about the camera
 
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Level 19
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Also, I have no idea where they hid the "Classic HD" terrain now because my Reforged terrain is now back to pre-2.0 Reforged but the slider in the option still has only 2 options (Classic & Reforged).
My current theory is that an exec Blizzard saw all the AI generated assets and got angry, because the company draws the line at that, of all things. So they had to go back and take anything AI generated out, and it's possible the "Classic HD" grass was one of those assets.

Or it's also possible that they're backtracking on Classic HD, either entirely, or just until they can get the look "right."
 
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