| 09-09-2004, 08:18 PM | #16 |
Does it work with Campaigns, too? |
| 09-11-2004, 04:02 PM | #17 | |
Quote:
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| 09-12-2004, 09:05 PM | #18 |
does the "remove useless files (often called map portection" unprotect maps? o_O cuz I thought u were agaisnt unprotecting.... |
| 09-12-2004, 09:07 PM | #19 | |
Quote:
It means: This will remove all the files that are only used by the world editor and are useless in game, so it is often called Map Protection, that's what it means. |
| 09-13-2004, 02:40 AM | #20 | |
Quote:
ya it works is more safety from me (couldn't hack it) actually map unprotecting is the most difficult thing to do, (recares jassknowledge to create new triggers using war3map *j*) this 1 makes it imposible good tool anyway, i'm sure i will use it for something. |
| 09-26-2004, 06:08 AM | #21 |
Blizzard uses UTF-8 to encode Korean, Japanese, Chinese and many other multi-bytes languages You can use Windows API to encodes and decodes to preview these mutli-byte characters in map title/comment I know you wrote it in Delphi. Here's the implementations: Code:
function Utf8ToASC(us:String):String;
var ws:PWCHAR;cs:PChar;nLen:integer;
begin
nLen := MultiByteToWideChar(CP_UTF8, 0, PChar(us), -1, nil, 0);
GetMem(ws, sizeof(WCHAR) * (nLen + 1));
MultiByteToWideChar(CP_UTF8, 0, PChar(us), -1, ws, nLen);
nLen := WideCharToMultiByte(CP_ACP, 0, ws, -1, nil, 0, nil, nil);
GetMem(cs, sizeof(char) * (nLen + 1));
WideCharToMultiByte(CP_ACP, 0, ws, -1, cs, nLen, nil, nil);
Result := cs;
FreeMem(ws);
FreeMem(cs);
end;
function ASCToUTF8(us:String):String;
var ws:PWCHAR;cs:PChar;nLen:integer;
begin
nLen := MultiByteToWideChar(CP_ACP, 0, PChar(us), -1, nil, 0);
GetMem(ws, sizeof(WCHAR) * (nLen + 1));
MultiByteToWideChar(CP_ACP, 0, PChar(us), -1, ws, nLen);
nLen := WideCharToMultiByte(CP_UTF8, 0, ws, -1, nil, 0, nil, nil);
GetMem(cs, sizeof(char) * (nLen + 1));
WideCharToMultiByte(CP_UTF8, 0, ws, -1, cs, nLen, nil, nil);
Result := cs;
FreeMem(ws);
FreeMem(cs);
end; |
| 09-27-2004, 01:16 PM | #22 |
Uhh just a small thing. But the text at the top of the program (status text) gets truncated if the file path is too long... I can't see how much smaller my map is. Sorry to be a nitpicker :) Also, I protected a map and tried to play it but it game me a "game not found" error when I tried. Unfortunately I've overwritten that file and the original but could you leave your email so that if it happens again I can send it over to you for debugging? |
| 09-27-2004, 07:09 PM | #23 |
I don't have email , you'll have to attach a passworded rar and pm the password. Anyways did it happen with the newest version? cause I know of that problem happening with the version that was before it |
| 09-27-2004, 11:55 PM | #24 |
Current version with 1.17. Either way, great work Vex :) |
| 09-30-2004, 06:49 PM | #25 | |
Quote:
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| 10-03-2004, 02:59 PM | #26 |
Good Job Lord Vexorian. This application is L33T and I use it all the time. :god_help_us: |
| 10-25-2004, 01:07 PM | #27 |
Guest | How Can I Use .mdx For 3dsmax 6 ? Please Tell Me. |
| 10-28-2004, 08:15 PM | #28 | |
Quote:
Updated to version 1.7, see first post |
| 11-03-2004, 01:38 PM | #29 |
Version 1.8 is up, with some fixes and a speed boost |
| 11-03-2004, 03:51 PM | #30 |
Guest | I tried the new version and noticed that it both created the optimized map and a file (locals.exe). I guess it's a bug. |
