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MPQ Desync

08-10-2002, 05:12 PM#1
Guest
Has anyone discovered a way around the MPQ desync problem that plagues customized .w3ms? Is the best way to avoid it just not editing the .w3m at all?
I only ask this because I was counting on a custom AbilityFunc.txts to sort out ability problems in my madness/gladiators hybrid.
Thanks for any response.
08-11-2002, 05:20 PM#2
BlacKDicK
Custom w3m that have slks and txts inside can work ok on bnet.

The problem is wich files you're adding to the w3m. The followinf file WILL NOT WORK EVEN IF YOU ADD THEM TO THE W3M.

**************
Units\MiscData.txt
UI\MiscData.txt
UI\MiscUI.txt
UI\SoundInfo\MiscData.txt
config.txt
UI\war3skins.txt
UI\SoundInfo\EnvironmentSounds.slk
UI\SoundInfo\EAXDefs.slk
UI\SoundInfo\AnimLookups.slk
UI\SoundInfo\MIDISounds.slk
UI\SoundInfo\UnitAckSounds.slk
UI\SoundInfo\UnitCombatSounds.slk
UI\SoundInfo\UISounds.slk
UI\SoundInfo\DialogSounds.slk
UI\SoundInfo\AmbienceSounds.slk
UI\SoundInfo\AnimSounds.slk
UI\SoundInfo\AbilitySounds.slk
UI\SoundInfo\PortraitAnims.slk
UI\WorldEditData.txt
UI\WorldEditGameStrings.txt
TerrainArt\Terrain.slk
units\AbilityData.slk
units\UpgradeData.slk
Splats\SpawnData.slk
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