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Trigger Saving System in a new patch?

04-28-2004, 02:32 PM#1
DwayneNightseer
What if?
I'm currently working on a (new) map for WarCraft III: Frozen Throne. This map is an RPG where you can save your character, items, gold, lumber, completed quests, and so on…
Most custom game players are familiar with this map type and know how troubled it is to save and load your character. Usually the Players will have to load it using a code they've saved from a previous game.
But what if you could load your character only by pressing a button?

The problems
These “input code systems� is pretty annoying and forces the Players to double check the code all the time. Not to mention the trigger code: This is VERY long!
The reason is the “Game Cache� that saves the game settings. In maps like the Single Player Missions it's easy to load your characters into a new map; however, this won't work in Multi Player maps. Every unit and every item has to be saved as integers (for instance) and then be encrypted, so that the code isn't understandable by humans (only the map triggers can decode it again).

My thought
What if you didn't have to save your settings (units/items/gold etc.) using the Game Cache? What if a patch was released, with some new triggers, allowing you to save text documents (*.txt) e.g.? If strings could be saved? Then no one would have to wonder what item number 63 is – it's simply loaded from a string using the same name as the items' name!

Please help me
I need some help to contact Blizzard and ask them to do this, so please comment this thread and give your support!

Thanks in advance
DwayneNightseer
04-28-2004, 06:04 PM#2
ThyFlame
Eh... Game cache isn't so bad. This might be a novel feature... but I'd still rather them focus their time on some other more critical needs.


Also, Wrong forum.
04-28-2004, 06:43 PM#3
Wyll
Your missing the whole point of encrypted codes... If you can load characters from a text file then you can easily modify it to give your character the best stuff. If anything we need a copy feature so we don't have to write everything down heh.
04-28-2004, 07:35 PM#4
DwayneNightseer
Quote:
Originally Posted by Wyll
Your missing the whole point of encrypted codes... If you can load characters from a text file then you can easily modify it to give your character the best stuff. If anything we need a copy feature so we don't have to write everything down heh.


That was not what I meant… Of course the code has to be encrypted – even a dumb ass can figure that out, but you must agree with me that saving items e.g. would be much easier if it could be done with strings (and not integers).

Btw, I've made a module of triggers (and some other stuff) for the encryption and if everything goes as I hope, I'll publish these files so that everyone can use it. However, it's still a bit unstable and the size of the import file (has to be imported to every map using this ‘encrypter') is far too great (784kb).

I do know what I'm talking about and I've already got contact to some Blizzard Employees – all I was searching for here was some backup!
04-28-2004, 08:25 PM#5
ThyFlame
Quote:
would be much easier if it could be done with strings (and not integers)

No... I've written save-load codes, and no. Integers work very well. (Did you know you can convert an integer into a string! {blantant sarcasam})


As a side note, mind how you use profanity, because in current context I find it insulting.

No future posts from me. This is in the wrong forum so I shall stop posting here.
04-28-2004, 09:12 PM#6
Captain Griffen
Yes, it would be nice.

Then I could make a save code trigger of 200 character length and no-one would be annoyed...

But what if it is saved over the top of?

Won't work.
04-28-2004, 11:30 PM#7
Cubasis
Eh, blizzard would never implement a complete new save-to-file system just so we can save stuff in MP, atleast not in txt. That's just silly talk.

The thing is... GameCache is WC3's main (and great) way to save information to files. The REAL problem is, that it doesn't work in Multiplayer (well, I could tell you a longer explenation, but in short, it just doesn't work in MP, if it did, there'd be no password-strings). So, instead of asking blizzard for a SaveToTxt file....ask them to allow GameCache in multiplayer, becouse the two are basicly the same...except game-cache itself is compressed and encrypted.

And if you want SaveToTxt feature to save you from integers....then ....eh, if integers aren't enough to store everything you want, then you're thinking the whole deal wrong.

And if blizzard implements a single requested feature for us...i'd MUCH prefer it to be something else of my big list of requests.

Oh, and I can't see how your system can weight 700 kb's.
This (http://kattana.users.whitehat.dk/viewfunc.php?id=288) thing that Grater created is incredibly advanced, and it's features include:
Bit-orientation! - Meaning, incredible (!) compression of passwords.
BNet Nick security
CheckSum Test - Meaning, people can't just change a sinle digit to get a better hero.
All kinds of encryption, including randomization, and stuff.

And the good thing is that it's a API, so it's open-ended. The bad thing is that it's in JASS, so it's a lil bit harder for you to work with, but I already wrote a example usage that is easy to implement for a GUI user.

Anyways

Cubasis
04-29-2004, 01:04 AM#8
ThyFlame
I wouldn't mind being able to actually add things directly into the map and have them saved upon exit... Then everytime someone played their data would get saved. Only problem is keeping the realms apart.
04-29-2004, 01:48 PM#9
Cubasis
Yes, and that could work with Game Cache, if only that worked...

And weren't you gonna quit posting? heh, ;)