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What is your preferred language for developing Warcraft III maps?

Discussion in 'Warcraft Discussion' started by MindWorX, May 30, 2018.

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What is your preferred language for developing Warcraft III maps?

Poll closed Jun 13, 2018.
  1. Jass

    80 vote(s)
    27.4%
  2. vJass

    87 vote(s)
    29.8%
  3. cJass

    9 vote(s)
    3.1%
  4. Lua

    18 vote(s)
    6.2%
  5. Zinc

    13 vote(s)
    4.5%
  6. Wurst

    46 vote(s)
    15.8%
  7. vrJass/vrJass2

    2 vote(s)
    0.7%
  8. I don't program maps directly. I just use the trigger GUI.

    173 vote(s)
    59.2%
  9. Other

    10 vote(s)
    3.4%
Multiple votes are allowed.
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  1. A Void

    A Void

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    Definitely GUI, sometimes I convert it to text (JASS), but that's uncommon. GUI should be your primary concern, as it always was.
     
  2. The_Silent

    The_Silent

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    But Gui is terrible :ogre_rage:
     
  3. Chaosy

    Chaosy

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    Garbage*
     
  4. MyPad

    MyPad

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    @The_Silent

    I'll do you one better...
    Why is GUI?


    Back to the thread:

    Why vJASS? It is, as I will claim it to be, one of the renowned scripting languages for the Warcraft 3 modding community, mainly because of how it was built to feel similar to JASS2, while adding new features to it. Over time, its' ease of use led to people considering it over vanilla JASS2, making it a mod-driven successor to the original compiler.

    But why did I choose Wurst as well? Well, progress in developing vJASS suddenly halted back in 2011?, with somewhat newer iterations of the language not being as impactful as the original to the community. In a stagnant state, it would be deprecated in time by another resource that is superior to it, and I'm not referring to anything in particular.

    With that in place, Wurst was and is a scripting language developed by those who are willing to go beyond the natural limitations of vJASS, those who envisioned a more modern version of the language that is JASS2. Wurst strives for readability and maintainability, which resonates very well with dedicated map making.
     
    Last edited: May 31, 2018
  5. A Void

    A Void

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    Look, guys. It's nothing personal but my opinion is that GUI is more accessible to everyone, easier to use and much, much more organized. I won't argue here, I'm sorry. I'm here just to provide my vote.
     
  6. Chaosy

    Chaosy

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    It is easier, that is the only advantage with it.

    vjass is a clunky language which possibly makes it slower to use.
    But with wurst, I think GUI is slower to work with in comparison, that is a huge deal for me.

    Reasonably speaking, only reason to use GUI if you cannot commit time to learn better options.

    Funny thing is, most wurst users have gone through most languages which gives us perspective
    GUI => JASS => vJASS => Wurst

    No one goes back.
     
  7. IcemanBo

    IcemanBo

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    Of course one might use Wurst to write structured OOP, algorithms, etc, but that's not the only goal of code usage.
    I have no active map project, so I mostly used what Hive uses the most, GUI + (v)JASS. I tried Wurst and liked it more actually from possibilites than vJASS, though there's no need for me to use it.

    GUI lets you easily interfare with pre-placed objects on map, it provides default trigger-structure, categorized functionality which may also include brief description. Going fully away from GUI would be definitly a bad step, also in means of being beginner friendly. Even usually I write systems in vJASS, I still think GUI is still very legit being used for maps.
     
  8. Gottfried

    Gottfried

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    I agree with Icemanbo's comment as I only used GUI, when I was made map triggers.
     
  9. Chaosy

    Chaosy

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    I am not saying "remove GUI" I am just saying that objectively speaking it is inferior in almost every objective metric.

    Saying "GUI is good because it works" is.. yeah..
    We would still be washing our clothes in the rivers because that worked, who needs washing machines.

    I modded for quite a few years before I left GUI, I know that is has good sides.
    But as I said, people move from GUI to other languages, never the other way around.
     
  10. Donach

    Donach

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    I can only second this. Went the same "one-way of no return". Glad I did.
     
  11. IcemanBo

    IcemanBo

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    Not sure we understood each other, as I said it doesn't make sense to go fully away from GUI in first place, so finaly I also won't "go back". It's just part of possibilities I use.
     
  12. NoctissOHC24_omni

    NoctissOHC24_omni

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    i would say basic Jass / vJass but mostly GUI because i have to say that Blizzard has created such a wonderful and rich editor (srsly how is this a 16 year old game) that the GUI can really do most of the stuff you need, so you rarely relly on Coding (ofc im talking mostly custom campaigns and adventure maps, not insane shit like FOCS or DoTA)
     
  13. Xarwin

    Xarwin

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    I wanted to go back into creating maps, with some coding. I have no idea what to choose whateverso.
    Wurst looked nice.
     
  14. Kaijyuu

    Kaijyuu

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    User friendliness is no small concern, remember. Wc3 mapping wouldn't be where it is today without GUI.

    Sometimes it's hard for experienced creators to realize the importance of accessibility to new creators.
     
  15. Quinten

    Quinten

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    I dont program, im just a terrainer/artist and photoshopper.


    Warcraft 3 for life/
     
  16. pusha1999

    pusha1999

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    just a mouse...little mouse ;)
     
  17. emperor_d3st

    emperor_d3st

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    I'm using JASS, but only because I'm an oldtimer living in the past, still using 1.26 with JNGP. Quite frankly, I have too little time to investigate all the languages for Warcraft III and weigh the pros and cons. I estimate it would take hundreds of hours to make an educated decision.

    I would rather use that on making maps in JASS.

    That being said, I'm probably going to give vJASS a go.

    For really simple triggers / algorithms sometimes I just use GUI.
     
  18. emperor_d3st

    emperor_d3st

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    Jass NewGen Pack for 1.26 does what you describe - if I understood your point correctly.

    I wholeheartedly agree, that it is a MUST to have an "autocomplete" / "suggestion" feature. As well as a complete function list.

    In fact, when I'm calling my own custom functions, it's a real pain in the ass to remember all the parameters in the correct order, as well as the proper name of my function. (And in some of my maps I have over a hundred of these)
    So it would be nice if the Editor "remembered" your custom functions in these autocomplete / suggestion / function list modules.
     
  19. Xisthename

    Xisthename

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    I would like to see more or less pure java as in android programming
     
  20. n00b

    n00b

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    GUI pleb reporting in
     
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