| 06-29-2002, 12:16 AM | #1 |
DJBnJack pointed out to me you can create a war3patch.mpq and put all files you need in it. The game will read this before war3.mpq, so it's usefull to load your mods without having to put them in the war3.mpq which is over 400mb, so not very useful to distribute. Of course, after every patch, you'll have to import your mod data into the new war3patch.mpq the game will create and it might give you an invalid version error if you try to patch over your modded war3patch.mpq. So always keep: 1. a copy of the latest original war3patch.mpq(also useful if you want to play with people who don't have your modded version) 2. keep all files your mod uses somewhere so you can put it back in. 3. the bits of data you have to put in slk packs (just keep them seperate and copy them into the slks of any new patches). I hope someone will write a program to make exe files that run your modded mpq instead of war3patch.mpq, like stardraft for SC (or was it stargraft that did that?). |
| 06-29-2002, 01:43 AM | #2 |
it was Stardraft, Stargraft allowed u to make new skills/attacks and giv them buttons and so on.... |
| 06-29-2002, 04:47 AM | #3 |
MPQDRAFT is the tool you need. I still don't know if it is going to work with w3 or not. www.camsys.org |
| 06-29-2002, 01:58 PM | #4 |
it DOES work with warcraft 3 beta at the moment.... just load it up and look at the option to the far right in the game section :) |
| 07-06-2002, 11:23 PM | #5 |
Guest | Listen! IMPORTANT! LOOK AT MY SIGNATURE! TRY AND GET WARCRAFT 3 REVIVED! SALVATION! |
| 07-06-2002, 11:25 PM | #6 |
Guest | in order to do that we need to solve A LOT of problems....look at my post about the new skill thing to gime an example of one of the problems..another is the mdx format...although i don't know the progress on that since i'm not in any of the teams working on it :-( |
| 07-06-2002, 11:33 PM | #7 |
MPQdraft works best, yes. And IMO War 3 doesn't need saving at all... One thing though; the game won't load campaign maps from any other file than war3.mpq; if you put one in an mpq it will give a read error. |
| 07-07-2002, 10:16 AM | #8 |
Guest | HOW exactly do you load mods and stuff? For examples those 2 rpg games... how do you load them... what programs are required..? Has anyone seen my signature (and for the cool :cool: guys, SiG- yo) It's just below... you can't miss it Anyway... here's a message I sent to Blizzard a while back. They rejected for some reaseon. I sent it again rubbing the failure they had in making warcraft 3 great in their face. Maybe this time they'll listen to it (As warcraft 3 sucks! Dissapointing) Anyway... read on... Dear Blizzard, I hope you take this into consideration... Warcraft 3 is already a brilliant game, but why don't you bring in innovation. The settlers was a game that did this, with it's management system and crisp animations (In cases like entering/leaving buildings, building, transporting etc.). Warcraft 3 should have a similar managing system and there should be some realism aswell. You should allow the units to work in and out of buildings (Through the door), the units shouldn't be bigger than all the buildings, at night the units sleep (Except those who guard the town), the towns should be big, the peasents should transport goods to the building site (Like wood and stone, maybe even fod if it's a long job for the builders), buildings should work together (If possible), there should be water as a resource (For your units to drink when they're thirsty and not to de-hydrate, and you can also create whine from vineyards), the units should have to eat, (whenever they're hungry you can ring the bell and everone who is idle and not guarding or working will rush to the keep, eat and leave). If you were to play the settlers, you'd know what I mean (Although all the above is not from the settlers). Comandos... what a brilliant game, the climax of strategy and tactics. If there were elements of this in Warcraft 3, it'd be the leading curve in gaming. You implement it like this, a soldier can enter an enemy town (Which must be big, aswell as the buildings, bigger than the unit) and sneak around, kill a few guys, sneak behind enemy units (Without anyone aware of this), thus, if the player is good enough, he can destroy an entire enemy town with one unit (or more, it isn't restricted to one). When you click on individual units, extra options become available, like pick up, go prone, and any other uniqe options to the unit you have selected. The death system should also be realistic, when you go in battle and a warrior wacks you with his club, you won't die (unless it's a big attacker), but may fall unconciouss, may get injured, may die (Not really) or may fall back but recover (With a quarter health gone). If you slice the warrior with your blade, he may die (From one swipe) or lose a limb. Thus, one shot with a bow and arrow would kill a warrior, or injure him. The units should also be able to miss and dodge (The archer shoots an arrow at an enemy but the enemy moves side wards and the arrow flies past). The weather should affect gameplay, otherwise what's the use of having it? Snowy days are off days, which is used to manage the town, but you could use it for a surprise attack, sure the trek to the town of the enemy will be long and cold, some of your men might freeze to death (this option should be possible), but soon they'll arrive at the unexpecting enemy and hopefully destroy their town. The A.I of the enemy should be goood, if you attack the enemy camp with the same tactic and strategy they pick up on this and protect themselves against that particular tactic. The units are lacking in a few areas. The units should vary in size and looks (Not every footman is the same height and looks the same, one may be 6ft and the other may be 5ft, one might have a long blonde beard, the other might have orange hair with out a beard). The units should also vary in skill (e.g the footman, not every foot man must have the same speed, the same strength, the same attack, it should differ). The units for the alliance shouldn't match up to the units of the horde and the undead (e.g the tauren chieftain for the Orcs and the giant dwarf for the Humans), dwarves are meant to be small. Rather have different types of units for the humans, to that of the orcs. The humans may have a thief, and the orcs have nothing that compares to it. So playing with different races will truly be a different experience. I end off hoping you recieve this e-mail and implement all these ideas to make a truly great game and overwhelming experience, and I await your reply... _______________________________________________________________ http://www.webmail.co.za the South-African free email service |
| 07-07-2002, 12:14 PM | #9 |
So you're suggesting they should throw away war3 and start over on a whole new game? Okay... This is Warcraft and it's made to feel Warcrafty; which it does. If War3 would be as you suggested; not only would the minimum system requirements go up by 400%, it wouln't be Warcraft anymore either. Also; the 'villages' the player makes are more like military encampments with a little resource gathering. It would also become a very dull game; what's the point in building your town for days before you can even launch a small attack? And have you thought about how hard it would be to make a useful editor for this game? The World Editor is designed so practically everyone can make their own maps and if they spend a little time on finding out how triggers work, even their own scenarios. Your idea is silly and futile. |
| 07-07-2002, 01:35 PM | #10 |
Guest | THIS WAS SENT A while BACK! I didn't know what warcraft 3 was... quitye frankly I expected it to be GOOD regardless! How do you load mods? What programs do you need etc. Check out the :cool: SiG :cool: |
