frostwhisper
Media Manager
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- May 25, 2007
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WARCRAFT® III: REFORGED PATCH 1.33.0 NOW LIVE
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My local files for a map worked fine, chars got normally fetched from the file saved on 1.32.10Are local files working?
I had the same and realized jasshelper was disabled. Maybe it's the same for you?I can't compile my map. Unknown compile error...
Ah yes, that was the culprit. Thank you!I had the same and realized jasshelper was disabled. Maybe it's the same for you?
In Trigger Editor, under JassHelper.How do I enable it on the WE? Don't see an option.
Seems to be for other Keys that need a metakey aswell. Could not type in &.Ingame-Login is partially broken because apparently you can't type the @ character anymore in the login textfield (this character is required for entering any email address, so will affect anyone using the ingame login).
Workaround is to copy/paste the @ character (or to use the launcher) but this should be fixed as it used to work before this patch.
What does that means? So some custom sfx will crash the game? How to see sfx with old bake? and how to rebake them?
- Custom mapmakers with custom FX baked on an older version must rebake their assets to the current version.
- Added an error message in the editor for users who have outdated custom FX.
yes these are newReading these replies considering the minimalistic changes makes me sad. Why don't they list all changes? Haven't they added some events/trigger stuff in the PTR?
//Cinematic Sound Constants
constant volumegroup SOUND_VOLUMEGROUP_CINEMATIC_GENERAL = ConvertVolumeGroup(8)
constant volumegroup SOUND_VOLUMEGROUP_CINEMATIC_AMBIENT = ConvertVolumeGroup(9)
constant volumegroup SOUND_VOLUMEGROUP_CINEMATIC_MUSIC = ConvertVolumeGroup(10)
constant volumegroup SOUND_VOLUMEGROUP_CINEMATIC_DIALOGUE = ConvertVolumeGroup(11)
constant volumegroup SOUND_VOLUMEGROUP_CINEMATIC_SOUND_EFFECTS_1 = ConvertVolumeGroup(12)
constant volumegroup SOUND_VOLUMEGROUP_CINEMATIC_SOUND_EFFECTS_2 = ConvertVolumeGroup(13)
constant volumegroup SOUND_VOLUMEGROUP_CINEMATIC_SOUND_EFFECTS_3 = ConvertVolumeGroup(14)
native BlzQueueImmediateOrderById takes unit whichUnit, integer order returns boolean
native BlzQueuePointOrderById takes unit whichUnit, integer order, real x, real y returns boolean
native BlzQueueTargetOrderById takes unit whichUnit, integer order, widget targetWidget returns boolean
native BlzQueueInstantPointOrderById takes unit whichUnit, integer order, real x, real y, widget instantTargetWidget returns boolean
native BlzQueueInstantTargetOrderById takes unit whichUnit, integer order, widget targetWidget, widget instantTargetWidget returns boolean
native BlzQueueBuildOrderById takes unit whichPeon, integer unitId, real x, real y returns boolean
native BlzQueueNeutralImmediateOrderById takes player forWhichPlayer,unit neutralStructure, integer unitId returns boolean
native BlzQueueNeutralPointOrderById takes player forWhichPlayer,unit neutralStructure, integer unitId, real x, real y returns boolean
native BlzQueueNeutralTargetOrderById takes player forWhichPlayer,unit neutralStructure, integer unitId, widget target returns boolean
// returns the number of orders the unit currently has queued up
native BlzGetUnitOrderCount takes unit whichUnit returns integer
// clears either all orders or only queued up orders
native BlzUnitClearOrders takes unit whichUnit, boolean onlyQueued returns nothing
// stops the current order and optionally clears the queue
native BlzUnitForceStopOrder takes unit whichUnit, boolean clearQueue returns nothing
I was having a problem last night where the game basically always crashed and wouldn't open. Maybe your issue is the same? For me, even reinstalling did not fix it. But, then I made a backup but removed the entire contents of "Documents/Warcraft III" and the game was able to launch (past the login) again after that.Game crashs for me inside the main menu right after the log in.
There's also the BlzGetAbilityById I think it's called.yes these are new
JASS://Cinematic Sound Constants constant volumegroup SOUND_VOLUMEGROUP_CINEMATIC_GENERAL = ConvertVolumeGroup(8) constant volumegroup SOUND_VOLUMEGROUP_CINEMATIC_AMBIENT = ConvertVolumeGroup(9) constant volumegroup SOUND_VOLUMEGROUP_CINEMATIC_MUSIC = ConvertVolumeGroup(10) constant volumegroup SOUND_VOLUMEGROUP_CINEMATIC_DIALOGUE = ConvertVolumeGroup(11) constant volumegroup SOUND_VOLUMEGROUP_CINEMATIC_SOUND_EFFECTS_1 = ConvertVolumeGroup(12) constant volumegroup SOUND_VOLUMEGROUP_CINEMATIC_SOUND_EFFECTS_2 = ConvertVolumeGroup(13) constant volumegroup SOUND_VOLUMEGROUP_CINEMATIC_SOUND_EFFECTS_3 = ConvertVolumeGroup(14) native BlzQueueImmediateOrderById takes unit whichUnit, integer order returns boolean native BlzQueuePointOrderById takes unit whichUnit, integer order, real x, real y returns boolean native BlzQueueTargetOrderById takes unit whichUnit, integer order, widget targetWidget returns boolean native BlzQueueInstantPointOrderById takes unit whichUnit, integer order, real x, real y, widget instantTargetWidget returns boolean native BlzQueueInstantTargetOrderById takes unit whichUnit, integer order, widget targetWidget, widget instantTargetWidget returns boolean native BlzQueueBuildOrderById takes unit whichPeon, integer unitId, real x, real y returns boolean native BlzQueueNeutralImmediateOrderById takes player forWhichPlayer,unit neutralStructure, integer unitId returns boolean native BlzQueueNeutralPointOrderById takes player forWhichPlayer,unit neutralStructure, integer unitId, real x, real y returns boolean native BlzQueueNeutralTargetOrderById takes player forWhichPlayer,unit neutralStructure, integer unitId, widget target returns boolean // returns the number of orders the unit currently has queued up native BlzGetUnitOrderCount takes unit whichUnit returns integer // clears either all orders or only queued up orders native BlzUnitClearOrders takes unit whichUnit, boolean onlyQueued returns nothing // stops the current order and optionally clears the queue native BlzUnitForceStopOrder takes unit whichUnit, boolean clearQueue returns nothing
These are extracted from the game's CASC automatically when you run jasshelper through the world editor. If you don't use jasshelper, they won't be updated/extracted. If you did this already maybe they're now extracting to a different location. In that case you can just extract these files from the CASC yourself using a tool like cascview.Isn't the latest common.j and blizzard.j in Documents\Warcraft III\JassHelper? I tried to find any of these new natives there and had no success. Feels like I'm looking at the wrong place
It seems to be the same. Your approach worked for me as well.I was having a problem last night where the game basically always crashed and wouldn't open. Maybe your issue is the same? For me, even reinstalling did not fix it. But, then I made a backup but removed the entire contents of "Documents/Warcraft III" and the game was able to launch (past the login) again after that.
Is that similar to your issue?
Did you enable JassHelper & vJass? It is disabled by default somehow lul, maybe this solves it for you.All my JASS is suddenly broken... Is anyone else having this error?
"encountered undeclared identifier"
View attachment 405373
EDIT: So the error appears to occur because the custom script blocks no longer work??
E.g. it's somehow not correctly compiling this first anymore?
View attachment 405376
LUL WHAT, let me try that. Blizz why???Did you enable JassHelper & vJass? It is disabled by default somehow lul, maybe this solves it for you.
View attachment 405381
TBH, they will probably end up having to remove it in a future patch anyways like what has happened with other game characters and their cigarsDoes anyone actually care about Gazglowe's cigar? Anyone?
You're kidding right? Surely we all backup our game install before downloading the new patch. Heck, I think I have at least one snapshot locally of 1.32.X for each X from 0 to 10.Opening a black market for the 1.32.10 archive. 10€ per download
Yeah, the frame blueprint "BrowserButton" was removed from framedef/glue/mainmenu.fdf . Without that blueprint creating it will fail.I found that the custom buttons based on "BrowserButton" (the blue those appeared in the start menus of the original games) doesn't appear.
FixedSurelywe allI, Retera, the greatest disassembler of Warcraft III of all time, backupourmy game install before downloading the new patch. Heck, I think I have at least one snapshot locally of 1.32.X for each X from 0 to 10.
-legacykerning
into the text fieldIt will take ~22 years for the next patch if testing 8000 maps daily, assuming no holidays at all, and only 1 person working on thisCan you maybe list all not listed changes by Blizzard in JASS and GUI triggers and all confirmed issues in the first post? I guess I will wait for a follow up patch or backup the game before updating it. Maybe 2 years? I don't want to break my map with this patch.
Maybe Blizzard should add some integration test which opens like 8000 maps and randomly plays them to find crashes before releasing another patch? Will someone from Blizzard read these posts or do people have to complain the Blizzard forum maybe here PTR Discussion and Bug Report or in this thread Patch 1.33.0 is now available
Integration tests are automated, though it'd still take long depending on how long you want to test each map. Also an issue is how you want to play the map and test that it still works correctly. You might be able to use replay files but then you have to detect when it 'desyncs', and these files are usually not compatible between patches anyways. So the only option is to test manually and that's why we have the PTR.It will take ~22 years for the next patch if testing 8000 maps daily, assuming no holidays at all, and only 1 person working on this![]()
lmao people really complaining about "new" WE icons? xD4 - In world editor, why are all the buttons borderless? Even the change of the "test map" icon, why change this at all? It was fine...
Yes man, no one asked to change the icons at all, they were fine. And the change was for the worse, not better at all.lmao people really complaining about "new" WE icons? xD
I only did a quick test but the game launches and plays fine for me.
I actually find the new zoom pretty good:
View attachment 405426
although 3000 max camera distance is a bit low!
It will take ~22 years for the next patch if testing 8000 maps daily
// Automation Test
native AutomationSetTestType takes string testType returns nothing
native AutomationTestStart takes string testName returns nothing
native AutomationTestEnd takes nothing returns nothing
native AutomationTestingFinished takes nothing returns nothing
To be honest, I never tried these natives, nor exactly how to useJASS:// Automation Test native AutomationSetTestType takes string testType returns nothing native AutomationTestStart takes string testName returns nothing native AutomationTestEnd takes nothing returns nothing native AutomationTestingFinished takes nothing returns nothing
Same here! Can't open any custom maps which I madeI'm trying to open my custom map in the World Editor and this error shows up and I can't even play it in-game. Why is this happening? It worked perfectly before the update? The map is pretty big, is there a limit to how many MB a map can have?