deepstrasz
Map Reviewer
- Joined
- Jun 4, 2009
- Messages
- 19,048
@Retera for CEO.Edit: During this video when I mentioned, "I'm reviewing Patch 1.30," I meant that I was reviewing it in video form, via this video.
@Retera for CEO.Edit: During this video when I mentioned, "I'm reviewing Patch 1.30," I meant that I was reviewing it in video form, via this video.
Main Post said:
- [World Editor] With an ability that has Disabled=false, attempting to set Disabled to false again no longer causes a crash
Its nice to see common.j and also diff it with the old version one to see all the changes, sometimes changelogs can forget a thing or two, but code never lies, lets say an argument changed its type or number of parameters for functions but they forgot to note it down, your map suddenly doesnt even load and who knows why
[...] I'm not sure about the difference, but I know Miles had a vulnerability that allowed you to inject custom dll's as *.mix files to run in wc3. That might be why they switched. Plus fmod is modern and well-maintained, whereas Miles isn't.
*cough!* *cough!*One is not 16 years old? [...]
Applies to v1.28 and above:sad to realize that i don't have the activation key for Warcraft III
i really want to play patch 1.29 and their higher counterpart
but i don't have money to buy a new one
Did their previous licence cover upgrading? Remember this stuff is not free...*cough!* *cough!*
Miles Sound System Development History
The Miles Sound System - RAD Game Tools
(and for the record, this is *not* the first time I am posting these links on THW)
Most buffs/debuffs can simultaneously apply to the same unit if their ID’s are different
*cough!* *cough!*
Miles Sound System Development History
The Miles Sound System - RAD Game Tools
(and for the record, this is *not* the first time I am posting these links on THW)
Applies to v1.28 and above:
Replacing Warcraft III CD Key Files
the new updates were pretty recent (a year or so), if you haven't tried logging into Battle.net, do that and you might get a update alert if you haven't got one before when launching warcraft 3.
If such a thing exists, then I suppose it will appear soon in this list:[...] Does anybody know of a Java-based CASC viewer?
I'm still concerned about the CASC change
The buff has to have a different ID, so melee games won't be affected.Does the changes to the buffs affect autocasting? Will two units with two different Bloodlust abilities cast those different abilities on the same unit if its already affected by the other ones buff, or will only one try to cast it?
I added a footnote in my previous message trying to defend the idea that I'm not crazy.
But, we've gotten a bit off-topic. Does anybody know of a Java-based CASC viewer?
I'm still concerned about the CASC change
Im talking about the autocast AI. Its made so a unit will autocast its buff on any unit thats not affected by a buff using the same base ability ID. Will this change mean the AI will autocast the same ability-base with different buffs now?The buff has to have a different ID, so melee games won't be affected.
Does your warcraft launches?Also, 1.30 World Editor does not start. In the Event Viewer, it reports an Exception code 0xc0000409.
It reads
My Engrish no good, but that say item name, that no say item item description
Anyways, it would be great if they really have fixed.Code:native BlzSetItemExtendedTooltip takes item whichItem, string name returns nothing
My Diablo2-like item system awaits this fix for months.
In the previous patch notes the bug issue was expressly with BlzSetItemName. With such information you would say, "well then item tooltip modifier should be just fine".
But BlzSetItemExtendedTooltip was also bugged, just as you experienced. Maybe Blizzard devs treat "item name" as a concept that includes all item string modifiers. I don't care actually what they mean, but i would really appreciate if someone that had tested the functions know their true extend and effective functionality.
There are lots of additional desinformation also, i remember using SetTechResearched to decrease a tech level, and it freaking worked when it shouldn't. Suppossedly they created BlzDecTechResearched for such matter (which didn't work the last time i used it, hence the reason i used the previous funcion). My next culprint would be the vJass compiler.
I don't have access to Wc3right now, so can somebody confirm if BlzSetItemExtendedTooltip (and all other BlzSetItem...) work as intented?
I was able to run it a couple of times, but after I restarted the computer, I cannot run it either. Trying reinstalling now...
Also, starting the launcher and clicking Repair fixes the problem.I faced a similar issue. The night that I installed Patch 1.30, it worked fine. The following day, after putting my computer in sleep mode over night and resuming it the next day, both the game and the editor would crash instantly upon startup. I sent the Error Report to Blizzard by checking the box on that popup.
On the second day before I noticed the game was broken I accidentally filled my hard drive completely, which usually ruins computers, and then I cleaned off 25 GB to fix it. So, I thought that this had broken the game's CASC parser somehow on the second day -- because I don't understand CASC and had no other explanation for what was wrong -- and Patch 1.29.2 still worked fine all this time.
I uninstalled the PTR client last night when I noticed that problem, and installed it again today. The issue is now gone on my computer, but I've only had this reinstall for about 10 minutes.
I was using that program as well...I have determined that running the CascView program from Ladislav Zezula is corrupting the installation. It pretty clearly worked after the reinstall until I ran that program.
But, I downloaded it within an hour or two of the PTR's release. I might not have the latest version.
Two conflicting actions happened at the same time. Please wait a few minutes and try again.
I'm not sure about that but I guess you'll probably have to code it yourself.Im talking about the autocast AI. Its made so a unit will autocast its buff on any unit thats not affected by a buff using the same base ability ID. Will this change mean the AI will autocast the same ability-base with different buffs now?
QueueDestructableAnimation takes destructable d, string whichAnimation returns nothing
SetDestructableAnimation takes destructable d, string whichAnimation returns nothing
SetDestructableAnimationSpeed takes destructable d, real speedFactor returns nothing
QueueUnitAnimation takes unit whichUnit, string whichAnimation returns nothing
SetUnitAnimation takes unit whichUnit, string whichAnimation returns nothing
SetUnitAnimationWithRarity takes unit whichUnit, string whichAnimation, raritycontrol rarity returns nothing
AddUnitAnimationProperties takes unit whichUnit, string animProperties, boolean add returns nothing
SetDoodadAnimation takes real x, real y, real radius, integer doodadID, boolean nearestOnly, string animName, boolean animRandom returns nothi
SetDoodadAnimationRect takes rect r, integer doodadID, string animName, boolean animRandom returns nothing
Why do we need a new animtype? Doesn't it spoil the consistency of JASS?
err.. Actually I am glad to have a new type for animation. I mean we can have new functions like this:Using animations via string has always been unreliable so we used animation index winch are unique to each model.
Thus, it's better that way since you safely create systems that will use animations without having to worry if the animation index you are using will be consistent for all units using the system.
QueueDestructableAnimationByType takes destructable d, animtype whichAnim returns nothing
SetUnitAnimationByType takes unit whichUnit, animtype whichAnim returns nothing