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What if there was a Hive version of Warcraft 3?

This might be a late night hot take from me, but I wondered if I made a thread about it if other people would be receptive.

What if we got the artists of Hive together to make their own remaster of each and every art file in Warcraft III, and then we combine this with finishing the code of the Warsmash project to rewrite Warcraft III, and then we could publish this game onto Hive Workshop for free with no license files or anything because it would be strictly a combination of Hive fanart models and icons and stuff, and then also code contributed by Hive users like me in rewriting the Warcraft III game?

This isn't something that I am super likely to finish alone, but I got the idea while looking at something from 2020:


Back then, I loaded the "Rebirth" mod that @YourArthas and the WAA folks were working on, and I was able to play with those models on the then-Warsmash engine that I was trying to write. Obviously Warsmash has made progress since then. We can currently emulate probably about 35% of the Jass natives and 30% of the hero skills and abilities, all of these being rewritten.

If we combined our efforts, it should in theory be possible to run the Warsmash engine without a Warcraft III install using only our own remaster/remake assets from Hive. You can already download Warsmash and try it from here (Warsmash Mod Engine (Alpha)) although the notes and instructions are out of date and a better guide for how to install it easily is here.

If we wanted to put a custom spin or shader on this hypothetical "Hive Game" art, I was already able to test and get PBR shading functioning based off of the work of Ghostwolf on his MDX model viewer, such as here:

But, gameplay logic is getting to that point where we can almost see the game in it, such as
, and it already has working multiplayer.

The Warsmash April Fools this year featured a concept similar to this, although obviously it would have needed a lot of work:

Is this a project idea that interests other people? One of the key needs in this area would be to have more MDX models that can load in this same type of engine/style, but that would be capable of loading without using "ingame textures" from Blizzard's Warcraft 3. A lot of times for models uploaded to Hive, the use of the "ingame textures" or the re-use of Blizzard's character movement animations is seen as something wise and resourceful. Maybe for what I am describing we would need it all to be redone, so that it was in the clear legally to just upload it all on the Hive and then have it as a free download. What do you think?
 
Level 35
Joined
Aug 6, 2015
Messages
750
That would be interesting AMAZING, having our own Game version and an Enhanced Editor with a plethora of new additions and improvements that cannot be screwed up by Blizzard randomly at any point...

Chinese did that with their editor on the KK platform afaik.

I would gladly move my custom map on a platform like that if there was one.
 
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I would see them not being very please by a free better version of their still sold game and making sure it gets shut down...
Well, they already did this though, because Frozen Throne exists. So, they constructed that of their own accord.

This new thing would simply be different because it would probably be more extensible or more capable of being patched by the community.
 
I did an internet search for the KK, and all that came back is some information about Chinese folks playing on Reforged patch with something similar to W3Champions. I do not think that I should concern myself with China, because its laws are very different.

@Ralle if someone makes a game like the one described at the top of this thread, which aims to emulate Warcraft III experience but using new Hive-contributor-authored art and code, and then publishes that game as a free, copyleft, or public domain thing onto Hive, would you be against it? From my standpoint, I have the impression that the primary concern of Microsoft Activision is money. As such, I do not think that this hypothetical product I am imagining would make any money, and accordingly I do not think that it would negatively impact Microsoft Activision revenue, and therefore I am hopeful they would not care. Do you have an opinion, or should I move this thread or a similar question to some site discussion page?
 
Community Edition has stated that they want to use battle.net logins for the third party server and require CD keys, and are doing complex binary hacking on top of the existing Patch 1.29 which is generally time consuming. And it sort of has to be that way, because they start off by distributing a legacy client of Activision Blizzard's Warcraft III and then dumping more stuff on top of it.

So, the approach I was taking was to remake everything, and write a new client that can use the same art files but doesn't necessarily require them and has no interoperability with the original game's CD key systems or logins, because I have no knowledge of their implementation details and do not want to care. If we could publish a client like that, it would be moreso in a head space where Hive contributors were truly the authors of all of its content, and would be likely more free to play around with it and add stuff and change the code, while having the ability to also jump back to before the changes, because all of the code of the game from scratch is recorded in the git commit history.
 
Level 4
Joined
Jan 18, 2009
Messages
36
suggestion, This is the way on art direction for me, actually u can skin the game via folder retail
1731644394124.png
1731644403868.png
 
Sounds pretty good. In parallel to this thought, I sent an email to the LemonSky studio that Blizzard used to make all the Reforged graphics to ask them what they would quote for making a fanart remake of each and every model file in Warcraft 3 that I could put on a modding website as a free download, and asked if they are allowed to make that.

Here is what I actually put:

Dear LemonSky,

I am a long time fan of the Warcraft 3 video game. For years I enjoyed making silly custom games, and editing the 3D character art, such as swapping heads or swapping swords between asset files for fun.

My understanding is that a few years ago, LemonSky did some work for Activision Blizzard to make the 3D art files used in the Reforged, and since 2020 I have published a silly hobby program that I wrote called "Retera Model Studio" for game fans that allows them to swap swords and swap heads on the Warcraft III Reforged game graphics for making custom mods, and I have seen several people online make some fun spinoffs of the characters.

But one of the problems with Warcraft III Reforged game is that is has notoriously always been the official program for the Warcraft III that tried to cater to everyone and all of the users, and this ended up pulling the software part of the game in different directions and creating bugs. To help myself mitigate that problem in my hobby life, I spent some time the last few years working on a hobby project called "Warsmash Mod Engine," where I tried to build a computer game using the open source LibGDX game engine that used Warcraft III character art and stats and emulated Warcraft III, but ran on this different game engine under the hood so that it was totally separate to Reforged and would have its own set of bugs, and its own set of issues, but then I could have the fun of always feeling in control of that.

What I have created is silly and might be called audacious by some people, because it will never be profitable. I am not affiliated with Microsoft Activision Blizzard in any way. So, as long as my game is a Warcraft III emulator, it will always live under the shadow of Warcraft III as a free mod, and never be profitable in any way. (For example, I release the source code for my game simulation on GitHub for anyone to play who has a copy of Warcraft III.)

This week Microsoft Activision Blizzard has done it again, doing a big patch to Reforged and making the underlying software additionally even more complicated than it was before. And I have started to think that I might enjoy being able to launch my Warsmash mod project without actually using the Warcraft III art files, so that I did not have to depend on the original game software to remain stable.

So the reason I am reaching out to you is to ask:
  1. What would it cost if I wanted to gather some money of my own, and pay you guys to remake every 3D file in Warcraft III as a fanart that I could post as free downloads on a Warcraft 3 modding website, if we wanted to make 3D files that look visually similar to the originally Warcraft III characters but that are physically distinct, new art files so that I don't get in any trouble with Microsoft for publishing them?
  2. Would you at LemonSky allow a situation like that where a hobbyist pays you to create art that is then distributed in a free game mod of this kind? My game mod uses a copyleft software license at the moment and totally allows anyone to make spinoffs of the software emulator engine, so if you guys were interested in me paying you to recreate the characters of Warcraft III in this manner, once that art got published with the mod probably other people would download it and hack it and swap heads or swap swords of the units and make other different mods from it

As I'm sure you understand, this is not a project that I would be profitable for me, so my inquiry is not a promise that I am ready to pay you for this. But I wondered about the quantity of money required, if you are able to imagine what I'm asking for and provide a quote for that.

Using a rough measure, the old Warcraft III installation that I typically use as an asset source for my emulator and would be interested in replacing with new art has:
  • 411 "unit" models that are each animated
  • 163 "building" models that do not animate much, but glow when working and have an animation to explode when destroyed
  • 1585 "doodad" models which are mostly simple solid objects and typically animate very little
  • 416 "ability" models which are used for spears or fireballs traveling through the air, or flashy particle effects
  • 161 two dimensional ground tile files used for different shades of dirt, grass, snow, and the like (some of which are probably simple recolors of one another)
I could provide the original inspirational material that I am seeking to emulate for each of these files and more detail in the future.

Is this something that a group like LemonSky would be willing to do, if I could get enough money to pay you for it? I have not reached out to Microsoft Activision Blizzard on their side to confirm whether they care about me building this kind of emulator/mod in any official capacity, but I have always been hopeful that Warcraft III is open to game modding in general -- even when the "custom games" are not a priority for their leadership decisions, they do not seem to be actively against custom games.

Thank you for your time, and for creating the original Reforged artwork for Blizzard in the Reforged game, and I hope you have a wonderful day.

Honestly I was just curious what they would quote this at. Obviously if I could get someone like @Tauer or @Gluma or @Tarrasque or @Direfury or these sorts of folks who really understand the Warcraft 3 technology echo-system and get them to make something similar but different, that might be more ideal, but I don't really know how to organize people like that. And I know that in my life, when people offered to pay me for things on Hive, such as Retera Model Studio features, I always turned them down and didn't want to do it, because this is a hobby for me and can't really be a workable career. So I don't know exactly how to gauge who is the same here on Hive -- they might be so smart, that no amount of money I would pay them would actually convince them to do what I want. Or they might be so good at doing it, that they would find me terrible to work with because I'm a hobbyist and might forget to reply to them, even if I was going to throw money at them, or something.

So I would imagine either sort of avenue like getting someone to remaster every file, or maybe just getting creative from-scratch works on Hive together, could potentially work. Maybe they're not mutually exclusive, and there could be a game made with all the from-scratch models that are already on Hive -- and totally distinct techtrees -- as well as a "fan remaster" of War3 graphics from some company that is funded to do each and every file but make them look the same like @ERIOL33 cited above.

Would it be crazy to try to make both of those ideas? I might only do one at a time.
 
Sounds pretty good. In parallel to this thought, I sent an email to the LemonSky studio that Blizzard used to make all the Reforged graphics to ask them what they would quote for making a fanart remake of each and every model file in Warcraft 3 that I could put on a modding website as a free download, and asked if they are allowed to make that.

Here is what I actually put:



Honestly I was just curious what they would quote this at. Obviously if I could get someone like @Tauer or @Gluma or @Tarrasque or @Direfury or these sorts of folks who really understand the Warcraft 3 technology echo-system and get them to make something similar but different, that might be more ideal, but I don't really know how to organize people like that. And I know that in my life, when people offered to pay me for things on Hive, such as Retera Model Studio features, I always turned them down and didn't want to do it, because this is a hobby for me and can't really be a workable career. So I don't know exactly how to gauge who is the same here on Hive -- they might be so smart, that no amount of money I would pay them would actually convince them to do what I want. Or they might be so good at doing it, that they would find me terrible to work with because I'm a hobbyist and might forget to reply to them, even if I was going to throw money at them, or something.

So I would imagine either sort of avenue like getting someone to remaster every file, or maybe just getting creative from-scratch works on Hive together, could potentially work. Maybe they're not mutually exclusive, and there could be a game made with all the from-scratch models that are already on Hive -- and totally distinct techtrees -- as well as a "fan remaster" of War3 graphics from some company that is funded to do each and every file but make them look the same like @ERIOL33 cited above.

Would it be crazy to try to make both of those ideas? I might only do one at a time.
I hope any of those guys would join the cause.
 
Level 33
Joined
Jan 6, 2017
Messages
445
Even though state of Warcraft 3 is looking really good to me currently, and seems very promising

I entirely support the idea of a fully custom game, made from scratch from a team formed out of Hive members. I think there's enough talent here to create something truly amazing and maybe even on par with original Blizzard teams work.

But I think recreating the original Warcraft 3 assets and keeping anything from Warcraft 3 other then inspiration is probably a really bad idea. Since even setting aside legal trouble and the pay off for immense work likely being a lawsuit, it would also have to compete with the original, which is like off-brand coke competing with Coca Cola, even if you manage to split a portion of the community from Warcraft 3, it'll be a very small portion.

It's a way better time investment to make something entirely from scratch, trying to match the general gameplay of Warcraft 3, Heroes and micro/macro management, and the visual style with clear units, buildings, team coloring, collisions, stats.. I think where most of the 3D RTS games fail is exactly this, they usually make the graphics too much like Reforged, where everything blends together and with a lot of things going on on the screen nothing is clearly readable.

Just my 2 cents.
 
Sounds pretty good. In parallel to this thought, I sent an email to the LemonSky studio that Blizzard used to make all the Reforged graphics to ask them what they would quote for making a fanart remake of each and every model file in Warcraft 3 that I could put on a modding website as a free download, and asked if they are allowed to make that.

Here is what I actually put:



Honestly I was just curious what they would quote this at. Obviously if I could get someone like @Tauer or @Gluma or @Tarrasque or @Direfury or these sorts of folks who really understand the Warcraft 3 technology echo-system and get them to make something similar but different, that might be more ideal, but I don't really know how to organize people like that. And I know that in my life, when people offered to pay me for things on Hive, such as Retera Model Studio features, I always turned them down and didn't want to do it, because this is a hobby for me and can't really be a workable career. So I don't know exactly how to gauge who is the same here on Hive -- they might be so smart, that no amount of money I would pay them would actually convince them to do what I want. Or they might be so good at doing it, that they would find me terrible to work with because I'm a hobbyist and might forget to reply to them, even if I was going to throw money at them, or something.

So I would imagine either sort of avenue like getting someone to remaster every file, or maybe just getting creative from-scratch works on Hive together, could potentially work. Maybe they're not mutually exclusive, and there could be a game made with all the from-scratch models that are already on Hive -- and totally distinct techtrees -- as well as a "fan remaster" of War3 graphics from some company that is funded to do each and every file but make them look the same like @ERIOL33 cited above.

Would it be crazy to try to make both of those ideas? I might only do one at a time.
By the way Retera. We have contacted the studio that made SC2 HD assets. Their asking price was about 500k
 
It's not. The people in this thread are unlikely to do anything and make any of these pipe dreams come together. It's all just wishful thinking. Everybody's reason for being here was to mod Warcraft III, so they are inexorably tied to the corporate decisions surrounding Warcraft III. If you could save them, then they wouldn't be here anymore, and it would be as if it never happened.
 
It's strange to see you guys mixing things up.

The goal of the KK project is to make more money in gray areas of China law. KK is China's War3 pirate private service (actually controlled by Netease). They use shell companies to avoid risks and use version 1.27a and YDWE and DZAPI to quickly develop paid trap maps that attract people to pay.

In my opinion, Rebrith is an asset movement for more detail-rich SD+ or classic-style HD pictures. The goal of the project may be to prove that the community may prefer SD+, and that many veteran players will accept the new screen as long as the style is enough to resemble a classic screen.

(Sorry I may not know Rebrith enough, but I'm sorry if I offended you)

In my opinion, Warsmash is an open source project that rebuilds the frozen throne that Retera alone insists on. The goal is to break through the limitations of the World Editor and do something cool functionally, such as breaking the 6-grid treasure space and 12-grid troop selection limits, or supporting more racial classifications.

(Sorry I may not know Warsmash enough, but I'm sorry if I offended you)

Money in legal gray areas
Classic-style HD pictures
Cool features for Moder


Hey guys, their goals are completely different. Are you guys trying to stitch up a monster like Frankenstein?
Can we do something nice instead of double-testing whether Blizzard will send a lawyer's letter?
 
It's strange to see you guys mixing things up.

The goal of the KK project is to make more money in gray areas of China law. KK is China's War3 pirate private service (actually controlled by Netease). They use shell companies to avoid risks and use version 1.27a and YDWE and DZAPI to quickly develop paid trap maps that attract people to pay.

In my opinion, Rebrith is an asset movement for more detail-rich SD+ or classic-style HD pictures. The goal of the project may be to prove that the community may prefer SD+, and that many veteran players will accept the new screen as long as the style is enough to resemble a classic screen.

(Sorry I may not know Rebrith enough, but I'm sorry if I offended you)

In my opinion, Warsmash is an open source project that rebuilds the frozen throne that Retera alone insists on. The goal is to break through the limitations of the World Editor and do something cool functionally, such as breaking the 6-grid treasure space and 12-grid troop selection limits, or supporting more racial classifications.

(Sorry I may not know Warsmash enough, but I'm sorry if I offended you)

Money in legal gray areas
Classic-style HD pictures
Cool features for Moder


Hey guys, their goals are completely different. Are you guys trying to stitch up a monster like Frankenstein?
Can we do something nice instead of double-testing whether Blizzard will send a lawyer's letter?
I think none of us want money in gray areas :D
 
Yes I think that if someone paid LemonSky $100,000 for assets, then published these assets for free download on the internet, this would be quite the opposite of making money in legal gray areas. In fact, it would seem to be a way to lose money in legal gray areas.
In my opinion, Warsmash is an open source project that rebuilds the frozen throne that Retera alone insists on. The goal is to break through the limitations of the World Editor and do something cool functionally, such as breaking the 6-grid treasure space and 12-grid troop selection limits, or supporting more racial classifications.

(Sorry I may not know Warsmash enough, but I'm sorry if I offended you)

So these guys have more races.


And this link can give you 9 item inventories, maybe.

So, Warsmash is able to do all that other stuff easily, but those are just examples. Warsmash can also be World of Warsmash, like this:


"But look dude, if I jump out the window now, I will land on Warcraft III. Okay?"

Warsmash is also this idea of making my own patches, with no rules, to make any mod that I want without the limitations. So, in that same line of thinking, that could be Hive Game with its own download. Why not?
 
Level 2
Joined
Jan 28, 2024
Messages
6
It seems to me that with the arrival of "Patch 2.0," we are closer than ever to achieving the long-awaited updated visual style in the spirit of the classics (sooner or later the community will do it for sure!).
  1. In my opinion, the combination of Classic HD + Reforged Environment already looks harmonious, although, of course, it needs refinement and polishing
  2. There’s a good example of AI-upscaled icons from the creators of "WC3Champions"
  3. The VFX will only require minor adjustments
What remains is a set of high-quality models in a unified style and their animation.
The basic set of buildings for the four races isn’t that large (for melee). Once it’s ready, everything else can gradually be created in this style.
There are already some attempts like Kenshin Labs compilation:

It’s important to clearly develop a concept, and only then approach a professional studio.
Perhaps there will be professionals willing to help for a reasonable fee.

What do you think? Sounds like a plan?
 
What do you think?
I have not been playing patch 2.0 much. I am not very motivated by the Classic HD art because although as you say it might be the best graphical experience of Warcraft 3 you ever had, I disagree with the ideology of what it stands for. By adding it, the Reforged client got to have a 3rd mode for graphics to support and this made the program even more complicated. This complication negatively impacts creative people who want to use the game as a platform for custom games. Reforged graphics can be said to negatively impact creative folks in the same way.

I think competition can be good for evolution of products. But "Blizzard" brand that has been bought ought several times now has a monopoly on Warcraft 3 versions. Some people enjoyed classic, and their experience was worsened when Reforged merged into their game. Now today in 2024 some people enjoy Reforged and their experience is worsened by the "Reforged 2.0 stuff."

I am looking at these problems as symptoms of the same thing. Perhaps you fall in love with how Reforged 2.0 looks and for you this is the most beautiful Warcraft 3. Next year there might be a patch that replaces it with a bunch of art like Kenshin Labs that you are referring to, and if that writes over your game with a 4th setting that makes it even more complicated and you whine on YouTube how you paid money for Classic HD, but now your game doesn't work, for me it feels like maybe that would be your own fault for not pursuing a future where we could have community maintained clients and democratized or freedom software patches.

So when I talk about a Hive version of Warcraft 3 it is somewhat fun to imagine a remake of all 3d files like Kenshin as a way to get there and have an independent remake that could be posted on Hive... but for me personally this is less about specific art files and more about the principle of having competing client(s) that don't rugpull custom content creators.

And to be honest in a lot of ways I am close to achieving my goal:


But that is from a software perspective. It would be fun to have liberated art also.

Once we have liberation in this manner, of course as you say there are already W3Champions AI upscales and render craft real time shadows from 10 years ago, and so "Reforged 2.0" is not really offering much in terms of technologies that we didn't already have. It's mostly stuff modders already did. But they weren't free to easily share and combine works, so "Reforged 2.0" made the Microsoft flavor of these changes more accessible, that's all.
 
Level 5
Joined
Jul 15, 2022
Messages
22
I just saw this after I posted a proposal to staff (intersting this is the very first time I looked into the forum, never knew it existed lol) :

"
Hello, I would like to propose an idea for Warcraft 3 modding. Specifically, I propose that Hive as the site owner can start an initaitve or hosted project to build an Warcraft 3 extension mod (or maybe Warcraft 4).

Why?​

  1. As a altered melee map builder myself, I see there's inefficiency in building altered melee maps today. Many folks build their own version of custome melee map every day, but none of those actually get played by melee players on daily basis. The closest thing is Quenching but that's a graphical mod with some campaigns only. We should collaborate together to make a mod for everyone.
  2. (Disclaimer: this point can be pretty biased so don't get me wrong here) I do see less rational reviews on melee maps including mine, reason being that reviewers are mostly focusing on visuals and graphics, and they seem to be mostly RPG map players. Melee players don't care to play or even review a "so called" altered melee map unless it's published by Blizzard, or Hive.
  3. Blizzard is not improving Warcraft, only we can. RTS is not popular any more (since a while ago), but I do believe it can be again. People do have ideas but we need to consolidate them. For example, as a start we can collect ideas (like Warcraft + Starcraft + Custom race).
"

Seems like other people do have similar wants. How can we group together and get this started?

Also just my 2 cents after reading this thread:

What we need is not rebuilding of existing system, but something new that can attract players back. The best way I'm seeing here is to create a Hive version of War3 extension like Frozen Throne (but 10 times better), with many many more game plays that can be used in professional plays. Netease made RPG really successful last decade, people made billions of money out of it, and that's why Blizzard stopped working with them.

I think what we should do is -

  1. Collect ideas
  2. Have s survery to vote on ideas.
  3. Implement
 
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Level 10
Joined
Mar 13, 2018
Messages
24
Hi. Longbowman from XGM here. This will probably be my first comment on this website (I've been ghosting it for years now) but I was having the same idea more than a few times and I thought maybe it's time I actually contribute somewhere instead of modelling my WC3 stuff in some dark corner. I'm one of the artists behind Warcraft Armies of Azeroth mod that you may have heard about, now I'm work in game development. Here's a general idea of what I was doing back then: https://www.artstation.com/longbowman/albums/869300

Tbh, I'm not a fan of where it went, there were artistic problems not unlike the ones Reforged has - overdetailed, poorly proportioned for RTS, noisy materials etc etc. What I would love to do is start over, aiming at a more orthodox graphic style, something like that anniversary HD remake in 2015

1732998267903.png

Long story short, I'm not great at organising people, creating projects and writing posts, nor am experienced at coding, vfx or animations - but I will gladly lend my 3d modelling, texturing and level art skill for this cause. That is, if you are willing to embrace my art vision :wink:

And while I wait for moderation, I'd like to elaborate my position.
Classic graphics were and still are great for modding and provide a lot of artistic freedom. The limits it imposed (relatively low resolution, no normal/ specular maps, low polycount) resulted in a uniform, approachable and recognisable style with low entry threshold and high reusability. Keeping that in mind, I think the best approach would be to gently upscale existing models and focus on making them less angular and blurry, adding more volume to details, while retaining the shapes and colors as close to the original.
  • It shouldn't look like WoW/HoS rips or Warcraft Rumble. It's really important to catch the original style instead of pursuing a generic stylized vibe or try to make it as detailed and shiny as possible.
  • I don't think normal maps should be implemented either. It makes production more expensive, limits reusability of textures, makes custom models creation more demanding. Specular maps is a more discussible question as they are trivial to create/imitate.
  • Breaking through limits is quite essensial, especially texture size limit - you won't get a sharp image out of a 512x512 building atlas texture or a terrain tileset.
There are many other QoL features that would be great to have but I believe the community edition should focus on more basic, comprehensal aspects. All we need is a universal, stable engine, with some graphic improvements, adequate usability/approachability, and multiplayeer. After we have everyone gathered in one version (to rule them all), instead of being split between several classic versions and this reforged abomination, things will look up, and more experimental stuff can be implemented.
 
Hi. Longbowman from XGM here. This will probably be my first comment on this website (I've been ghosting it for years now) but I was having the same idea more than a few times and I thought maybe it's time I actually contribute somewhere instead of modelling my WC3 stuff in some dark corner. I'm one of the artists behind Warcraft Armies of Azeroth mod that you may have heard about, now I'm work in game development. Here's a general idea of what I was doing back then: https://www.artstation.com/longbowman/albums/869300

Tbh, I'm not a fan of where it went, there were artistic problems not unlike the ones Reforged has - overdetailed, poorly proportioned for RTS, noisy materials etc etc. What I would love to do is start over, aiming at a more orthodox graphic style, something like that anniversary HD remake in 2015


Long story short, I'm not great at organising people, creating projects and writing posts, nor am experienced at coding, vfx or animations - but I will gladly lend my 3d modelling, texturing and level art skill for this cause. That is, if you are willing to embrace my art vision :wink:

And while I wait for moderation, I'd like to elaborate my position.
Classic graphics were and still are great for modding and provide a lot of artistic freedom. The limits it imposed (relatively low resolution, no normal/ specular maps, low polycount) resulted in a uniform, approachable and recognisable style with low entry threshold and high reusability. Keeping that in mind, I think the best approach would be to gently upscale existing models and focus on making them less angular and blurry, adding more volume to details, while retaining the shapes and colors as close to the original.
  • It shouldn't look like WoW/HoS rips or Warcraft Rumble. It's really important to catch the original style instead of pursuing a generic stylized vibe or try to make it as detailed and shiny as possible.
  • I don't think normal maps should be implemented either. It makes production more expensive, limits reusability of textures, makes custom models creation more demanding. Specular maps is a more discussible question as they are trivial to create/imitate.
  • Breaking through limits is quite essensial, especially texture size limit - you won't get a sharp image out of a 512x512 building atlas texture or a terrain tileset.
There are many other QoL features that would be great to have but I believe the community edition should focus on more basic, comprehensal aspects. All we need is a universal, stable engine, with some graphic improvements, adequate usability/approachability, and multiplayeer. After we have everyone gathered in one version (to rule them all), instead of being split between several classic versions and this reforged abomination, things will look up, and more experimental stuff can be implemented.
Hey man first of all great to see you after all those years. I’m one of the later members of WAA, I guess you already left when I joined. Would you like to join forces? I still use your buildings in Rebirth, they are great. I have progressed alot but we can make an even better environmental overhaul with you as the lead.
 
Make a Warcraft 3 clone in Unity or Godot with similar but transformative hero and unit designs. No, having someone else remaster all the assets does not skirt IP law. You will get a Cease & Desist the second the project is release for free to the public.



There's literally nothing stopping you from redoing the existing WC3 models in HoTS level quality one by one and uploading them to the hive. Instead we're plagued with people who want to charge money on their Patreons or horde models behind the secret discords for the past decade or Chinese groups who charge real money for their redone models.

It's really that easy. Go pick a model and redo it and upload it to the hive. If everyone picks a single model to work on we could have the entire game done in no time.
It is alot better to have a team. Like I have already tons of great models released with Rebirth, sure you can always make a better version but why not team up and finish up the project as a whole first and then re-remake stuff that can be improved?

All the HD projects just make some Orc or Human units maybe some of buildings and they just die off struggling. Why not focus on stuff that is not overdone for example. When you have a team you organize what you have, what you dont have and what can be improved instead.
 
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Hey man first of all great to see you after all those years. I’m one of the later members of WAA, I guess you already left when I joined. Would you like to join forces? I still use your buildings in Rebirth, they are great. I have progressed alot but we can make an even better environmental overhaul with you as the lead.
Hey! Nice to see you too, I remember you joining the team :grin:
Thanks for the offer, that' really flattering! Tbh, I didn't know Rebirth was still breathing. How is it going? Anyway, I'm curious to see how this community version story unfolds first - maybe our experience will be better applied there.
Make a Warcraft 3 clone in Unity or Godot
And lose 95% of Warcraft modders. Don't mix indie developers with wc3 modding community - most people here are hobbysts that create stuff for WC3 out of nostalgia, don't expect them to jump to modern engines for the sake of more efficiency. Heck, even I prefer cozy World Editor when it comes to modding, despite working in Unity and UE5 for a living.
It's really that easy. Go pick a model and redo it and upload it to the hive. If everyone picks a single model to work on we could have the entire game done in no time.
If everyone picks a single model, you will get a huge bundle of models of variative quality and style. Also, don't go-pick-a-model me please, I've made loads of them in the last decade - I'll do more when I decide so :slp:
You will get a Cease & Desist the second the project is release for free to the public.
Sadly, this doesn't sound unprobable at all. Community Edition seems more reliable at this since they use CD keys so they don't actually redistribute a free version of the game.
 
Hey! Nice to see you too, I remember you joining the team :grin:
Thanks for the offer, that' really flattering! Tbh, I didn't know Rebirth was still breathing. How is it going? Anyway, I'm curious to see how this community version story unfolds first - maybe our experience will be better applied there.

And lose 95% of Warcraft modders. Don't mix indie developers with wc3 modding community - most people here are hobbysts that create stuff for WC3 out of nostalgia, don't expect them to jump to modern engines for the sake of more efficiency. Heck, even I prefer cozy World Editor when it comes to modding, despite working in Unity and UE5 for a living.

If everyone picks a single model, you will get a huge bundle of models of variative quality and style. Also, don't go-pick-a-model me please, I've made loads of them in the last decade - I'll do more when I decide so :slp:

Sadly, this doesn't sound unprobable at all. Community Edition seems more reliable at this since they use CD keys so they don't actually redistribute a free version of the game.
After that 2.0 Failure I kinda had a blast and made a good bunch of models. It was pretty much on hold for awhile but now I can say I’m back and I have made some of the best models I had to this day. Like theese; https://www.moddb.com/mods/warcraft-iii-rebirth/images/new-trolls-here#imagebox

Also made a good load of doodads that were missing. I think people should focus on doodads and buildings alot more. Units are easier to remake for the most part.

I really wish more member of community to join in and make a strong team effort.
 
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After that 2.0 Failure I kinda had a blast and made a good bunch of models. It was pretty much on hold for awhile but now I can say I’m back and I have made some of the best models I had to this day. Like theese; https://www.moddb.com/mods/warcraft-iii-rebirth/images/new-trolls-here#imagebox

Also made a good load of doodads that were missing. I think people should focus on doodads and buildings alot more. Units are easier to remake for the most part.

I really wish more member of community to join in and make a strong team effort.
I love those trolls! I believe that's how Classic HD should look like, they're so true to the original (though I would cut some details off the skulls even more). I must tell you this however - if I join the effort, we'll be redoing 95% of the models :mwahaha:
As I said earlier, I think WAA (and Rebirth, as a consequence) went in the wrong direction with it's wow/reforged-like aesthetics. Ideally, it would be awesome to recreate that feeling when you think you remember how some old games from your childhood looked like: we usually picture them having prettier graphics than they actually had, but still very true to the original. A good benchmark would be to see competitive players like Grubby accepting this new style, meaning it's clear and artistically balanced. I'll reach you in Discord so we don't derail this topic too much
 
I love those trolls! I believe that's how Classic HD should look like, they're so true to the original (though I would cut some details off the skulls even more). I must tell you this however - if I join the effort, we'll be redoing 95% of the models :mwahaha:
As I said earlier, I think WAA (and Rebirth, as a consequence) went in the wrong direction with it's wow/reforged-like aesthetics. Ideally, it would be awesome to recreate that feeling when you think you remember how some old games from your childhood looked like: we usually picture them having prettier graphics than they actually had, but still very true to the original. A good benchmark would be to see competitive players like Grubby accepting this new style, meaning it's clear and artistically balanced. I'll reach you in Discord so we don't derail this topic too much
I’m all in for it lol. I kinda became even more purist nowadays.
 
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A noble initiative, LongbowMan! Glad to see you here and my full support for the project!
Do you have any ideas about the kind of help that might be needed?

Aside from the obvious need for informational coverage from the HIVE administration, I think you can also rely on major melee streamers and their audiences (not only b2w and grubby).
The number of viewers is impressive, and there’s a strong demand for updated visuals.

If it’s possible to create a skin set in a unified style for all four races, streamers would gladly use it for broadcasts, thereby attracting donations and expanding the project's audience.

I believe this could eventually inspire part of the melee audience to join the modding community.
 
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Do you have any ideas about the kind of help that might be needed?
I'm assessing the scope right now. It also depends on other factors. For example, I'm eager to hear what @Retera and others have to say. I would avoid any mass production until guidelines and vision solidify completely. It's better to have one props artist, one character artist, and one technical artist instead of having a dozen people sporadically doing everything - the result will be inconsistent at best.
If it’s possible to create a skin set in a unified style for all four races, streamers would gladly use it for broadcasts
I like the idea of getting noticed by melee streamers. Beside recognition, it's a great way of telling if the chosen artstyle is viable at all - because right now, they all prefer classic graphics, for good reason.
 
I'm eager to hear what @Retera and others have to say.
I struggled a bit with how to reply to some of the more recent posts because they seem adequate and on-point, but possibly in a way that does not need the work that I have been doing for 5 years. Or, at least, I could see the possibility that I would not be able to adequately convince other people that a Hive "version" needs that work. I am, at times, selfish. I see an opportunity for something, identify what I want, and then try to make it within the limits of my capabilities. And I am perhaps not above making fun of myself for it.
What we need is not rebuilding of existing system, but something new that can attract players back. The best way I'm seeing here is to create a Hive version of War3 extension like Frozen Throne (but 10 times better), with many many more game plays that can be used in professional plays. Netease made RPG really successful last decade, people made billions of money out of it, and that's why Blizzard stopped working with them.
As you may imagine, a post like this gives me pause. That is because I'm a code guy -- my recent life has been spent doing software development. So, when I look at Reforged, even moreso than any art problems I see a code problem. When folks identify bugs, and problems, and issues, and it's all too much for Microsoft Activision to handle, rather than continuing to try to pester them for me it seems easier to be a positive instead of a negative and to create the code solutions myself instead of trying to hassle them to fix problems on their side. Sometimes I do still hassle them, but it might be against my better nature. Their actions speak louder than words. Their words are a video saying, "When something is broken, you fix it. When something is wrong, you make it right. And if things aren't good enough, you make them better."

But, their actions were to have this one guy (and maybe his two friends, according to the credits?) who is probably busting his own heart and soul trying to accomplish the concept of fixing it, while also being -- by his own admission -- someone who never thought about being a "developer." And so, accordingly, his idea of how to fix Reforged is to replace it with AI upscaled textures slapped onto the Classic game graphics, and write over Reforged with that. Because he's probably not an artist, probably has no means to make graphics, and from what I can gather he is probably more at home changing JavaScript React native web menu stuff than the actual game code of Warcraft III (which changed a bit, but I'd say probably a lot less than the menu, in the "Patch 2.0" thing). For me, whether Brad Chan has the best intentions or not doesn't even matter at this point. The actions of the managers, to not fund -- for example -- artists instead of AI upscales for this -- or to have defunded the Reforged itself halfway through development according to leaks -- are what I feel speaks more loudly to me. What is broken isn't which lines of code Brad Chan changed - it's the society technology governance wherein we have 1000s of people who play this game, but none of them despite Brad Chan are allowed to patch the game, regardless of the level of their technical skill or if they know how. What's "broken" is the idea that Microsoft "bought" the game at all, instead of the idea that we as humans own our thoughts and dreams and play experiences. So, in this case, when something is broken, Brad Chan will not fix it. He can't. He might very well want to, but that power will not be given to him. So, instead, he just has to make some educated compromises and try to do this or that. And the level of complexity of code inside Warcraft III probably rivals that of a "game engine," and yet it is sold as a "game" and for as long as that continues, any manager in power by necessity has to see Warcraft III as wasteful and people who work on it like Brad Chan as being "too slow" because they can simply make the technologically uninformed and unfair comparison to other "games" in their company which in many cases might NOT have similar levels of internal technological complexity.

And that's why for me, I find myself working on what I have. The "Warcraft 3 but it's a cursed rewrite of the game in Java" videos like the one I linked earlier in this thread - very seriously - represent years of work combining the open source LibGDX Game Engine which already exists with "View in 3D" open source code to accurately render Warcraft 3 characters - together in one game context which then loads maps like Warcraft III including triggers and scripted actions and object data like workers who create structures, and hero units who carry items. But all of those systems like the workers who create structures, or the heroes who create items, are software systems that I built to my own specification based on this desire to have my own. Almost like a reference against how we could make Warcraft III, maybe, if we wanted to make our own, even though I don't know how exactly the original was made and that information isn't public so when somebody wants to make their own version of an RTS similar to Warcraft III, and they do that, it's really hard.

For example, here is a video from 4 years ago, in 2020 after Reforged released, where I created a silly YouTube video called "Thanksgiving: Thanks for Green/Red Pathing Status" where in this video I celebrated the hard work it took to render a form-fitted green or red bunch of squares on the ground to tell us if we "can't build there." Or later, the following spring in 2021 when I worked out how to show items in a hero inventory that I could left click to use or right click to drag around and possibly drop, I celebrated with some epic music singing about the "unconquered city," wondering if this meant the future of Warcraft III modding would be people unconquered by Reforged. And this all despite... that there is so much work to be done. In the video of that first day in 2021 when I programmed a brainstorm for "items" and "inventory" as a concept, obviously left click instead of right click on an open inventory slot ended up picking the dirt behind the UI as the place to drop an item. The tooltips for items like Healing Potion were broken and couldn't locate ability data fields, so it says that it heals <AIhp,DataA1> or whatever for the number of hit points, instead of showing a number. And back when I wrote that, you can see, mousing over an item didn't even show its name above there. That took a bunch of work to integrate 2D space against the 3D space. Obviously in that first draft, potions didn't show their charges. But it was so much easier than trying to hack stuff into existing clients like on 1.31, geez! In the video of 1.31 that I just linked there, at time 0:52, I wave the computer mouse far out to the right and back onto the inventory. That's not an accident -- it was an attempt to hide how tooltips for items would sometimes randomly not show, and other times show. This is insane! This is an insane problem to have! 2D user interface programming in any sane system is not that complicated! When we make a game on LibGDX Game Engine, it does not have this problem, or if it did it's our own fault and we just fix it!

By the end of 2021, I was playing WarChasers on my remake of the game trying to blaze a trail forward. And I wondered, to be honest, if the forces that run our society would intervene and maybe that was where my energy and capability to get away with making a project like this would end! And yet when we watch that video, we have come so far even since then -- in that video items had no charges showing, and heroes had no abilities, and Tomes didn't show a flash on the hero and were simple numeric increases to stats. I didn't care! I was blazing the trail forward to see my vision! And all of these systems that I created, even though they are the scattered bits of disorganized feature-focused work instead of perfection-focused work, and are mostly made by one guy trying to prove it was possible, nevertheless all those systems are totally public. Anyone could copy my inventory system if they make their own game, probably. And somebody talked me into making it copyleft instead of "do anything with this, even take it and make it close source" partly because one of the dependencies already was and I didn't want to deal with that. But I don't care!

For me, it's just really cool. And yet, despite that, if somebody downloaded it today and tried to play it, they will say it sucks and is broken. For example in the "Warcraft 3 but it's a cursed rewrite of the game in Java" video, when the Cinematic mode is enabled, the Fog of War is not turned off. Oops! So, I figured out a technology solution to solve that, and will publish it to the public repo soon for everyone to have. But what if that one bug is too much for folks? Maybe they play it and that's so painful, they just absolutely hate it and can't deal with it!

And I think that's the reality for most people. When we look at something like Warcraft III: Community Edition it seems like maybe there are more people interested in that project, or they see it almost as competition to what I'm doing, because that project takes the Patch 1.29.2, disassembles it, and adds program code to play maps made from the newer patches like 1.30-1.36, and adds their own server to play on. And this seems to have a greater number of people consistently interested in it from my rough anecdotal estimation, I think because it "already is" the established game. You won't be playing the campaign and suddenly have something missing, such as "Fog of War turning off in cinematic mode," or this type of thing. Because they didn't reinvent it all from nothing -- they're just performing the immensely complex task of disassembling the original, adding some more binary functions, and then compiling it back up.

And also, because their work is perhaps more intellectually time consuming in that regard than what I'm doing -- which is to say, I probably could have written a 2x6 inventory UI in Java without my computer science degree, but if I decide to actually contribute to their project then I'm pretty sure I would only be able to do it because I have a computer science degree, it is likewise the case that they don't really want their code public for the world (yet?). They seem fairly confident that if it was publicly accessible, folks overseas would steal it and put their own name on it, and then use it without accrediting the original. So for example, they told me that I could only have access to their code if I first can show or explain what feature I will add to their system for them. I sort of respect the work that they're doing and that it's probably preferable to dealing with Activision Microsoft, but for me that "quid pro quo" idea that you can only update the game if you're going to use it towards a targeted end goal is too much like the inevitable suffering of Brad Chan. I would rather to have all the code, and be able to break it in any absolutely ridiculous and pointless way that I want, and then if that leads to something novel that other people want to try to play, you know, that's kind of cool.

So maybe I'm being ideological in a way that makes no sense to other people. I periodically have published videos playing a melee game against no one, without an opponent, and I find myself watching these videos repeatedly as if they are of great sentimental value to me. But when anyone else watches them, they see a boring game of wc3 melee. It's easy to ask, "What's the point?" But for me, maybe... maybe that's the entire point.

I will probably continue to do what I am doing. I am not necessarily a skilled organizer of people - obviously the skills I described above are computer software skills, not people skills. So, bringing this around to the topic at hand, my point is that if I imagine a Hive-supported client that uses the software I was writing and 3D art from folks like @LongbowMan or @YourArthas or so many others on Hive, that seems kind of cool. And I think if you tried to sell that as a Steam game, Microsoft Activision would come after you faster than lightning. But, if it was presented as, "look, guys, we want to play Warcraft 3 on a client where we easily fix all the bugs instead of where bugs are easily added, and we did it all without you so we're not distributing Microsoft Activision property," well to me that's cool.

But as others pointed out, that's not a distinct game legally. You couldn't convince a layman very easily of why or how that was technically distinct. I linked a video of my software project in the Designer Dave discord server. He replied and said that it was a video of Warcraft III (this was in the context of him suggesting folks create their own games and IP instead of Warcraft III). That's not legal advice, I'm sure that's only his opinion. In my opinion, I would say, it is not Warcraft III game program, but rather an emulation of Warcraft III running on an emulation system that I created. That is to say, I imagined playing a game of Warcraft III with myself without actually playing it, and I wrote instructions for the computer that it would be so. And I imagined so hard that some people can even see, my ideas came from playing Warcraft III in some cases that I was imagining. But it meant that I could imagine such weird and bizarre things! And other times I realize that what I imagined could not ever be Warcraft III, not without me imagining something completely and totally different back from the beginning.

So if folks want legal freedom to say, "What I am playing is not Warcraft III," then what I created probably does not help them. And if they want to say, "I am playing the best working version of Warcraft III," then (at this moment in time) it seems logical that they would not want to play what I created, nor to play the Reforged. Maybe I will not succeed in convincing large numbers of people to join what I have created (although I have had some really awesome and great contributions from GitHub contributors who saw my project, forked the code, added features, and then created a pull request back to the original -- all without my permission other than the last step when I read through and decided I like their work).

But it looks like there are folks for whom what I'm doing is not good enough. And maybe they will say, it won't ever be good enough. If I fix "fog of war during cinematic," then they will say the camera angles are still wrong. If I fix the camera angles, then they will say, the pathfinding algorithm is too slow. And if I fix the pathfinding algorithm, then they will say that the limit to 16 terrain textures per map is unreasonable (or maybe it's 13 right now in my code, etc).

And they will always be right, until the work is done, and the remake is perfect, and it might never be perfect.

So where does that leave us? How do you define "Warcraft III" as a concept? Is it a particular program? Is it an idea? If I get a big donor and send a lot of money to @LongbowMan here and he creates all the art files in the game according to his vision, and I make a free download containing a copy of that art and a copy of my code together that anybody can try, along with some unit stats that probably intentionally fail to match Warcraft III so that I can accurately say I'm not providing a download of the original Warcraft III game -- for example maybe I add 3x5 command card with a different UI style, and 3x3 item inventory, and selecting up to 20 units per page instead of 12 on only one page, and maybe the workers can build shipyards in that 3x5 command card and there is another resource on the top UI bar called oil that we can drill for with the ships from the shipyard...

If I do something like that, but also make it Warcraft III enough that it can play most custom games, or something, where would we end up? I'm sure it's almost inevitable that some day, even in that imaginary future, the nice @LongbowMan would see me ranting and raving about this or that on YouTube instead of fixing a critical game breaking bug he had been facing, and begin to think, you know, maybe Retera here is not a good person. Maybe he is only interested in his own goal of making a remake for himself so he can make stupid mods, or for the purpose of pretending to be better than other people. And that might be the most accurate criticism in the whole world.

But what does the collective want to do? What's a good future? Maybe the better future is for folks to run 1.29.2 client, because they want something that works. If that's so, then where does a remake of all the art assets come into play? It is... almost inevitable... that without oodles of dollars, perhaps at least one million, so that you could pay a bunch of overweight nerds to sit for at least a year scrolling through MDX files and cross checking which ones did or did not match the original profiles and shapes and colors of the original game, and tweaking things.... That without that, somebody would pop open this art reskin and say, "Hey, when I play on the original graphics it works fine but on your graphics it's broken," and then they would just go back to the original -- just like how folks will go back to 1.29 or 1.26 or whatever -- even if I personally like my rewrite that I've been working on for 4ish years and will continue to do so.

So how do we work together? I don't really know. Maybe I'm not the right person to know. Maybe most people want something different than what I want. Do we have some kind of consensus? Or do we only agree that we wish things were better than Reforged 2.0, and agree on little else?
 
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Well, I suppose you answered your own question. As for me, I don't have the need to reserve my models for a certain project, I'll be doing my stuff anyway as there isn't much difference where you install these potential new models. From what I gathered, Warsmash is a bit too early in development to worry about such things anyway.
In my opinion, a modded verion of classic Warcraft (1.29 or whatever coding people deem more appropriate) with QoLs and it's own multiplayer is more then enough. An option for more polished versions of models and textures would be a nice addition and I'm willing to provide as long as I have some free time for that - so for example, if @MindWorX and others are willing to add this feature, I'll be open open for collaboration, of course.
 
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There have been talks about adding a community SD+ "skin" for W3CE every now and then. I think the current challenge is going to be vertex buffer overflows which is bound to happen with enough data on screen. I don't think it's an unsolvable issue, but it will take a bit of time. We have had a few chats lately about trying to wrap up a few loose ends so we can make another release. There are a lot of auxiliary stuff that's possible to do to support W3CE, such as curating a proper HD asset pack along with coming up with some more clearly defined requirements so when it comes time to fix the vertex buffer overflow, we'll know what the first goal should be.

One of our initial goals was to try and be compatible with retail, but with patch 2.0 Blizzard seems to just be throwing shit at the wall hoping something sticks, so we're probably at a point where it's better we look at retail features we like, backport those, but accept that the client will slowly diverge from retail over time. This does make our lives a bit easier, but it also means that maps will have to use a common set of features between Retail and W3CE or they'll only be able to work in Retail.

Current delays in W3CE has been related to Lua, since we use a more modern version of Lua, compared to Retail, but again, maybe that's fine going forward.
There is a running server for multiplayer, but it does require port forwarding, although the client tries to solve this somewhat through UPnP and I know @TriggerHappy has a few other ideas to improve it further. We have also discussed adding a MakeMeHost style service.

Overall, I don't see a lot of problems making W3CE a usable alternative, the tricky part is going to get maps people want to play to work with it.
 
I think the current challenge is going to be vertex buffer overflows which is bound to happen with enough data on screen. I don't think it's an unsolvable issue, but it will take a bit of time.
Again, perhaps speaking from the perspective of my selfishness, I found this issue extremely frustrating when last I was tinkering seriously with 1.29. As I recall, I was investigating whether backporting all HD assets in the game in a computer generated way (leveraging the code of Retera Model Studio combined with automation) would be a funny way that I could contribute to W3CE with you guys.

But Warsmash can already process models of arbitrary size, and process Reforged models natively without porting them, and even if I couldn't the process of fixing it would be extremely trivial by comparison. So there I was looking at this 150 GB folder of assets. And I could screen record this thing, running unmodified 1.29 code without W3CE and literally just a bunch of custom art files. In a picture, like looking in a painting, it looked almost like Reforged:





But the generated folder is 150 GB, really seriously running up the file size to try to paint over classic models with the baked shader code from one particular angle from Retera Model Studio and hoping that nobody will notice, while shoveling it into the old diffuse only engine with no software changes. And what do I get in return? Nondescript software crashes from buffer overflows happening randomly all the time whenever I try to do anything.

And then, for me, it was a bit like.... Why? Why am I doing that?

And I guess I ended up focusing back on my personal goals that I cared more about ripping corporate apathy out of my head and playing a game that I know will always continue to work and can be upgraded, than I care about the art. Maybe that makes me hard to work with, and is an example of how all us trying to work together can feel like herding cats, for example if I'm being a bit off and seeing everything from a different perspective than how others are seeing it.

This isn't anything strictly against a Classic+ graphics upscale, but it's a reminder to me that:
  • If you shovel that into 1.29, it will probably crash randomly from the increased vertex count
  • If you shovel that into Warsmash, I might like it more because it is "not the original and can be distributed without ownership friction" than for it having "superior quality" to the original. Maybe that could cause you to resent me if artists tried to work with me. It's a possibility, although I hope not

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All screenshots above taken on unmodified 1.29 client, not Reforged.
 

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In my opinion, a modded verion of classic Warcraft (1.29 or whatever coding people deem more appropriate) with QoLs and it's own multiplayer is more then enough. An option for more polished versions of models and textures would be a nice addition and I'm willing to provide as long as I have some free time for that - so for example, if @MindWorX and others are willing to add this feature, I'll be open open for collaboration, of course.

This is the concept I am fully in favor of. Something reliable and that is free from strings attached to the publisher. I know it might be just a fantasy or dream at this point, but would love to see it become reality.
 
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I struggled a bit with how to reply to some of the more recent posts because they seem adequate and on-point, but possibly in a way that does not need the work that I have been doing for 5 years. Or, at least, I could see the possibility that I would not be able to adequately convince other people that a Hive "version" needs that work. I am, at times, selfish. I see an opportunity for something, identify what I want, and then try to make it within the limits of my capabilities. And I am perhaps not above making fun of myself for it.

As you may imagine, a post like this gives me pause. That is because I'm a code guy -- my recent life has been spent doing software development. So, when I look at Reforged, even moreso than any art problems I see a code problem. When folks identify bugs, and problems, and issues, and it's all too much for Microsoft Activision to handle, rather than continuing to try to pester them for me it seems easier to be a positive instead of a negative and to create the code solutions myself instead of trying to hassle them to fix problems on their side. Sometimes I do still hassle them, but it might be against my better nature. Their actions speak louder than words. Their words are a video saying, "When something is broken, you fix it. When something is wrong, you make it right. And if things aren't good enough, you make them better."

But, their actions were to have this one guy (and maybe his two friends, according to the credits?) who is probably busting his own heart and soul trying to accomplish the concept of fixing it, while also being -- by his own admission -- someone who never thought about being a "developer." And so, accordingly, his idea of how to fix Reforged is to replace it with AI upscaled textures slapped onto the Classic game graphics, and write over Reforged with that. Because he's probably not an artist, probably has no means to make graphics, and from what I can gather he is probably more at home changing JavaScript React native web menu stuff than the actual game code of Warcraft III (which changed a bit, but I'd say probably a lot less than the menu, in the "Patch 2.0" thing). For me, whether Brad Chan has the best intentions or not doesn't even matter at this point. The actions of the managers, to not fund -- for example -- artists instead of AI upscales for this -- or to have defunded the Reforged itself halfway through development according to leaks -- are what I feel speaks more loudly to me. What is broken isn't which lines of code Brad Chan changed - it's the society technology governance wherein we have 1000s of people who play this game, but none of them despite Brad Chan are allowed to patch the game, regardless of the level of their technical skill or if they know how. What's "broken" is the idea that Microsoft "bought" the game at all, instead of the idea that we as humans own our thoughts and dreams and play experiences. So, in this case, when something is broken, Brad Chan will not fix it. He can't. He might very well want to, but that power will not be given to him. So, instead, he just has to make some educated compromises and try to do this or that. And the level of complexity of code inside Warcraft III probably rivals that of a "game engine," and yet it is sold as a "game" and for as long as that continues, any manager in power by necessity has to see Warcraft III as wasteful and people who work on it like Brad Chan as being "too slow" because they can simply make the technologically uninformed and unfair comparison to other "games" in their company which in many cases might NOT have similar levels of internal technological complexity.

And that's why for me, I find myself working on what I have. The "Warcraft 3 but it's a cursed rewrite of the game in Java" videos like the one I linked earlier in this thread - very seriously - represent years of work combining the open source LibGDX Game Engine which already exists with "View in 3D" open source code to accurately render Warcraft 3 characters - together in one game context which then loads maps like Warcraft III including triggers and scripted actions and object data like workers who create structures, and hero units who carry items. But all of those systems like the workers who create structures, or the heroes who create items, are software systems that I built to my own specification based on this desire to have my own. Almost like a reference against how we could make Warcraft III, maybe, if we wanted to make our own, even though I don't know how exactly the original was made and that information isn't public so when somebody wants to make their own version of an RTS similar to Warcraft III, and they do that, it's really hard.

For example, here is a video from 4 years ago, in 2020 after Reforged released, where I created a silly YouTube video called "Thanksgiving: Thanks for Green/Red Pathing Status" where in this video I celebrated the hard work it took to render a form-fitted green or red bunch of squares on the ground to tell us if we "can't build there." Or later, the following spring in 2021 when I worked out how to show items in a hero inventory that I could left click to use or right click to drag around and possibly drop, I celebrated with some epic music singing about the "unconquered city," wondering if this meant the future of Warcraft III modding would be people unconquered by Reforged. And this all despite... that there is so much work to be done. In the video of that first day in 2021 when I programmed a brainstorm for "items" and "inventory" as a concept, obviously left click instead of right click on an open inventory slot ended up picking the dirt behind the UI as the place to drop an item. The tooltips for items like Healing Potion were broken and couldn't locate ability data fields, so it says that it heals <AIhp,DataA1> or whatever for the number of hit points, instead of showing a number. And back when I wrote that, you can see, mousing over an item didn't even show its name above there. That took a bunch of work to integrate 2D space against the 3D space. Obviously in that first draft, potions didn't show their charges. But it was so much easier than trying to hack stuff into existing clients like on 1.31, geez! In the video of 1.31 that I just linked there, at time 0:52, I wave the computer mouse far out to the right and back onto the inventory. That's not an accident -- it was an attempt to hide how tooltips for items would sometimes randomly not show, and other times show. This is insane! This is an insane problem to have! 2D user interface programming in any sane system is not that complicated! When we make a game on LibGDX Game Engine, it does not have this problem, or if it did it's our own fault and we just fix it!

By the end of 2021, I was playing WarChasers on my remake of the game trying to blaze a trail forward. And I wondered, to be honest, if the forces that run our society would intervene and maybe that was where my energy and capability to get away with making a project like this would end! And yet when we watch that video, we have come so far even since then -- in that video items had no charges showing, and heroes had no abilities, and Tomes didn't show a flash on the hero and were simple numeric increases to stats. I didn't care! I was blazing the trail forward to see my vision! And all of these systems that I created, even though they are the scattered bits of disorganized feature-focused work instead of perfection-focused work, and are mostly made by one guy trying to prove it was possible, nevertheless all those systems are totally public. Anyone could copy my inventory system if they make their own game, probably. And somebody talked me into making it copyleft instead of "do anything with this, even take it and make it close source" partly because one of the dependencies already was and I didn't want to deal with that. But I don't care!

For me, it's just really cool. And yet, despite that, if somebody downloaded it today and tried to play it, they will say it sucks and is broken. For example in the "Warcraft 3 but it's a cursed rewrite of the game in Java" video, when the Cinematic mode is enabled, the Fog of War is not turned off. Oops! So, I figured out a technology solution to solve that, and will publish it to the public repo soon for everyone to have. But what if that one bug is too much for folks? Maybe they play it and that's so painful, they just absolutely hate it and can't deal with it!

And I think that's the reality for most people. When we look at something like Warcraft III: Community Edition it seems like maybe there are more people interested in that project, or they see it almost as competition to what I'm doing, because that project takes the Patch 1.29.2, disassembles it, and adds program code to play maps made from the newer patches like 1.30-1.36, and adds their own server to play on. And this seems to have a greater number of people consistently interested in it from my rough anecdotal estimation, I think because it "already is" the established game. You won't be playing the campaign and suddenly have something missing, such as "Fog of War turning off in cinematic mode," or this type of thing. Because they didn't reinvent it all from nothing -- they're just performing the immensely complex task of disassembling the original, adding some more binary functions, and then compiling it back up.

And also, because their work is perhaps more intellectually time consuming in that regard than what I'm doing -- which is to say, I probably could have written a 2x6 inventory UI in Java without my computer science degree, but if I decide to actually contribute to their project then I'm pretty sure I would only be able to do it because I have a computer science degree, it is likewise the case that they don't really want their code public for the world (yet?). They seem fairly confident that if it was publicly accessible, folks overseas would steal it and put their own name on it, and then use it without accrediting the original. So for example, they told me that I could only have access to their code if I first can show or explain what feature I will add to their system for them. I sort of respect the work that they're doing and that it's probably preferable to dealing with Activision Microsoft, but for me that "quid pro quo" idea that you can only update the game if you're going to use it towards a targeted end goal is too much like the inevitable suffering of Brad Chan. I would rather to have all the code, and be able to break it in any absolutely ridiculous and pointless way that I want, and then if that leads to something novel that other people want to try to play, you know, that's kind of cool.

So maybe I'm being ideological in a way that makes no sense to other people. I periodically have published videos playing a melee game against no one, without an opponent, and I find myself watching these videos repeatedly as if they are of great sentimental value to me. But when anyone else watches them, they see a boring game of wc3 melee. It's easy to ask, "What's the point?" But for me, maybe... maybe that's the entire point.

I will probably continue to do what I am doing. I am not necessarily a skilled organizer of people - obviously the skills I described above are computer software skills, not people skills. So, bringing this around to the topic at hand, my point is that if I imagine a Hive-supported client that uses the software I was writing and 3D art from folks like @LongbowMan or @YourArthas or so many others on Hive, that seems kind of cool. And I think if you tried to sell that as a Steam game, Microsoft Activision would come after you faster than lightning. But, if it was presented as, "look, guys, we want to play Warcraft 3 on a client where we easily fix all the bugs instead of where bugs are easily added, and we did it all without you so we're not distributing Microsoft Activision property," well to me that's cool.

But as others pointed out, that's not a distinct game legally. You couldn't convince a layman very easily of why or how that was technically distinct. I linked a video of my software project in the Designer Dave discord server. He replied and said that it was a video of Warcraft III (this was in the context of him suggesting folks create their own games and IP instead of Warcraft III). That's not legal advice, I'm sure that's only his opinion. In my opinion, I would say, it is not Warcraft III game program, but rather an emulation of Warcraft III running on an emulation system that I created. That is to say, I imagined playing a game of Warcraft III with myself without actually playing it, and I wrote instructions for the computer that it would be so. And I imagined so hard that some people can even see, my ideas came from playing Warcraft III in some cases that I was imagining. But it meant that I could imagine such weird and bizarre things! And other times I realize that what I imagined could not ever be Warcraft III, not without me imagining something completely and totally different back from the beginning.

So if folks want legal freedom to say, "What I am playing is not Warcraft III," then what I created probably does not help them. And if they want to say, "I am playing the best working version of Warcraft III," then (at this moment in time) it seems logical that they would not want to play what I created, nor to play the Reforged. Maybe I will not succeed in convincing large numbers of people to join what I have created (although I have had some really awesome and great contributions from GitHub contributors who saw my project, forked the code, added features, and then created a pull request back to the original -- all without my permission other than the last step when I read through and decided I like their work).

But it looks like there are folks for whom what I'm doing is not good enough. And maybe they will say, it won't ever be good enough. If I fix "fog of war during cinematic," then they will say the camera angles are still wrong. If I fix the camera angles, then they will say, the pathfinding algorithm is too slow. And if I fix the pathfinding algorithm, then they will say that the limit to 16 terrain textures per map is unreasonable (or maybe it's 13 right now in my code, etc).

And they will always be right, until the work is done, and the remake is perfect, and it might never be perfect.

So where does that leave us? How do you define "Warcraft III" as a concept? Is it a particular program? Is it an idea? If I get a big donor and send a lot of money to @LongbowMan here and he creates all the art files in the game according to his vision, and I make a free download containing a copy of that art and a copy of my code together that anybody can try, along with some unit stats that probably intentionally fail to match Warcraft III so that I can accurately say I'm not providing a download of the original Warcraft III game -- for example maybe I add 3x5 command card with a different UI style, and 3x3 item inventory, and selecting up to 20 units per page instead of 12 on only one page, and maybe the workers can build shipyards in that 3x5 command card and there is another resource on the top UI bar called oil that we can drill for with the ships from the shipyard...

If I do something like that, but also make it Warcraft III enough that it can play most custom games, or something, where would we end up? I'm sure it's almost inevitable that some day, even in that imaginary future, the nice @LongbowMan would see me ranting and raving about this or that on YouTube instead of fixing a critical game breaking bug he had been facing, and begin to think, you know, maybe Retera here is not a good person. Maybe he is only interested in his own goal of making a remake for himself so he can make stupid mods, or for the purpose of pretending to be better than other people. And that might be the most accurate criticism in the whole world.

But what does the collective want to do? What's a good future? Maybe the better future is for folks to run 1.29.2 client, because they want something that works. If that's so, then where does a remake of all the art assets come into play? It is... almost inevitable... that without oodles of dollars, perhaps at least one million, so that you could pay a bunch of overweight nerds to sit for at least a year scrolling through MDX files and cross checking which ones did or did not match the original profiles and shapes and colors of the original game, and tweaking things.... That without that, somebody would pop open this art reskin and say, "Hey, when I play on the original graphics it works fine but on your graphics it's broken," and then they would just go back to the original -- just like how folks will go back to 1.29 or 1.26 or whatever -- even if I personally like my rewrite that I've been working on for 4ish years and will continue to do so.

So how do we work together? I don't really know. Maybe I'm not the right person to know. Maybe most people want something different than what I want. Do we have some kind of consensus? Or do we only agree that we wish things were better than Reforged 2.0, and agree on little else?

That's really a lengthy and thoughtful response lol.

I also used to do software dev. My point of view is actually bit different than others that want to revamp the UI, but more towards enhancing the game play, because war3 melee is the only game I play... I played reforged and quenching for a while, and after some time I just went back to the old UI again, because at the end of the day it's the gameplay that matters. I want to see more people playing 1v1 2v2 and 4v4 on whatever platform, with more strategies and ways to play. If you play melee, you would know that if you want to be good, there's only 1 strategy you will ever need to use for a race, which is boring. You need to practice a lot to be good, which is unecessary. It's also long due for an extension.

Anyways, I think we should just create a group chat on this. And I do think we really need Pro players input on this, probably they don't care because they play the game for living. But if we present them that what if we do this, do that, then it will be fruitful.
 
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