HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Wc3 retail diferences

06-17-2002, 05:18 PM#1
BlacKDicK
Wc3 retail diferences:

1) MPQS changed. So far only MPQViewer using the storm.dll that comes with the retail can open MPQs. Other MPQ viewers based on LMPQAPI will not work. Zepir has spoken to Quantam (the developer of LMPQAPI) and he promissed to take a look as soon as he get the retail. SFAPI (from SHadowFlare) is not working also, so programas that use it "Image Exporter" and "MDX->OBJ" will not work.
Grab MPQViewer: Here

2) Maps are diferent. According to Mr.123, the problem is within the triggers, I will just quote him here:
Quote:
Turns out it was pretty simple to get my map working with the final WE. Just had to delete all references to Game - Player victory/defeat in both text and actions. They probably renamed/modifed the function so WE couldn't find the old function RemovePlayerBJ().


3) BLPs have changed also. No more Mipmaps (.b00,.b01 ...). It is just one plain file BLP. I'll start to work with DjBnJack to update our code to read it. For those in a hurry, if you hexedit it, you can create a JPG by yourself.

FileOffset: Lenght: Descript:
160 624 JPG Header
1180 Till the end JPG Data

Merge them and you get your JPG.
06-17-2002, 09:13 PM#2
Guest
My question is: do old beta maps work in-game, but not work in the editor, or do they not work in both?
06-17-2002, 10:05 PM#3
Mr.123
Here's a little more after playing around with WE last night.

---Copied&Pasted from my post on war3pub ----
Quote:
Some maps will not work with the final WE due to some minor changes. But once those triggers are removed and then recreated, the map works fine in both WE and war3.

The following gave me problems converting:

Game - Victory/Defeat


After conversion:

All players of User Control -- effect changed
Peasants can't construct non-human structures
Bounty code "fixed" -- Back to "Player - set flag" instead of the weird Player - set state.

This means most of custom maps out there will not work without a little bit of tweaking. (Shamless plug -- all versions of TD out there will not work without a little conversion.)
-------------------------------------------------------------------------

I haven't tried converting other maps, but I don't think it'd be too tough. Since almost every custom map out there has custom victory/defeat conditions, most of them will not work without a few changes. I also noticed my "send transmission from unit" action wasn't working. I'll have to play around with it some more tonight.

Btw, before resaving the map in the final WE, war3 didn't even show the map as selectable in single player custom game. Not sure if it'll recognize maps saved using the beta.
06-17-2002, 10:12 PM#4
Guest
There should be now 2 categories for maps on the download page.
1 for the beta and 1 for the final...
06-18-2002, 02:24 AM#5
Guest
So how does one go about converting these maps to make them work with the retail version, if they won't open in the WE?
06-18-2002, 02:57 AM#6
Mr.123
Use the beta editor, delete all actions related to game - victory/defeat. If you've already converted to text, it's RemovePlayerBJ(). Remember where you deleted those actions. Save. Open up in retail WE. Recreate actions and save.

Or, you can delete all the triggers and rewrite them from the ground up :D. It'll be more readable, cleaner, and more efficient! :p
06-18-2002, 12:24 PM#7
Guest
My map has 100+ triggers, many of them with custom strings. Rebuilding the whole thing isn't an option ;)
06-18-2002, 02:35 PM#8
ShadowOrcIX
then i guess yur map is anti-retail :)


oh and i've found that MpqViewer is freakishly fast compared to WinMPQ, I opened and extracted war3.mpq in bout 2 min.....
06-19-2002, 02:20 PM#9
littlecramp
Quote:
Originally posted by Mr.123
Here's a little more after playing around with WE last night.

---Copied&Pasted from my post on war3pub ----

-------------------------------------------------------------------------

I haven't tried converting other maps, but I don't think it'd be too tough. Since almost every custom map out there has custom victory/defeat conditions, most of them will not work without a few changes. I also noticed my "send transmission from unit" action wasn't working. I'll have to play around with it some more tonight.

Btw, before resaving the map in the final WE, war3 didn't even show the map as selectable in single player custom game. Not sure if it'll recognize maps saved using the beta.

So do we still use back the same text form code for bounty ?
06-19-2002, 04:47 PM#10
Guest
I don't think you need the custom text to make a player give bounty anymore. You can now just use the "Player - Turn Player flag On/Off" action. One of the options (and the default one, I think) is Gives Bounty. I tested it to make sure it worked, and it did.

BTW: The old code will still work fine, but you don't NEED to do it that way.
06-20-2002, 05:51 AM#11
littlecramp
Hmm, i tried but it failed! Anyway, i dont use the bounty to detect kill anymore, thanks to the retail version which has a event response-killing unit!
06-22-2002, 10:08 PM#12
dataangel
BTW, quick tip:

To get humans to build non-human buildings, create a new custom unit building based on a human building, and change the model, or change the model of an existing human building.
06-23-2002, 03:07 AM#13
Guest
Quote:
Originally posted by dataangel
BTW, quick tip:

To get humans to build non-human buildings, create a new custom unit building based on a human building, and change the model, or change the model of an existing human building.

In my experimenting, I found that you need to do a little more than this. If you want a human to build a NE building, you ALSO have to give the builder unit (i.e. peon) the ability "Gather (Wisp Gold and Lumber - Ancient Spirit)". If you only do one of these things right, it won't work. you must do them both. I haven't experimented with undead or orc, but i imagine some similar ability will do the trick.