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vJass Standalone Compiler

07-08-2007, 12:22 AM#1
Thunder_Eye
Quote:
EDIT:
Just noticed that WEHelper has vJass too. Does it contain all the newest updates and everything else I might use within vJass?

EDIT2:
Making globals seems to work, structs don't though, even though the syntax seems to recognize it.

Hi all, I'm having some problems with jassnewgenpack. I've got some help from Vexorian and others, but nothing seems to work. I've tried various thing, one of them were reinstalling wc3, but no success.

Anyway, I wan't to be able to compile vJass code, so I hoped for a standalone compiler for it. I read through the JassHelper readme, and found this:
Quote:
* Standalone

grimoire\jasshelper.exe may also work as an standalone compiler, you require SFMPQ.dll and pjass in the same folder, after that simply use the usual command line [jasshelper.exe common.j blizzard.j mappath.w3x] (replace arguments with the specifics) you may also add a --debug argument before common.j to enable the debug mode.

Now I'm not sure about how to do this, I've tried some things, but the only result I've got is an error message with "File does not exist: -common.j".

I really want to start using vJass and throw away the ol' Handle Vars. But I need help in doing so. Installing jassnewgenpack does not seem to be an option.
07-08-2007, 12:39 AM#2
SFilip
What is the exact command you used?
I think vJass worked with just specifying the map's name, try doing that.
You probably also need to have both common.j and blizzard.j in the same directory.
07-08-2007, 12:46 AM#3
PitzerMike
Example:
jasshelper.exe "C:\stuff\common.j" "C:\stuff\blizzard.j" "C:\maps\mappath.w3x"

The files you specify should of course be there.
07-08-2007, 01:02 AM#4
Vexorian
Could I get a reminder of what issues you were having with newgen?
07-08-2007, 09:24 AM#5
Thunder_Eye
Quote:
Originally Posted by SFilip
What is the exact command you used?
I think vJass worked with just specifying the map's name, try doing that.
You probably also need to have both common.j and blizzard.j in the same directory.

I tried what PitzerMike wrote below you, read through that.

Quote:
Originally Posted by PitzerMike
Example:
jasshelper.exe "C:\stuff\common.j" "C:\stuff\blizzard.j" "C:\maps\mappath.w3x"

The files you specify should of course be there.

Ah thanks.
I tried it, but I'm not sure it's correct. First it starts loading (look like the one that WE uses) saying some stuff like "Struct - Writing", "Replacing war3map.j" and lastly, "Success!"

But nothing happens after that.

Quote:
Originally Posted by Vexorian
Could I get a reminder of what issues you were having with newgen?

Well, for some reason it doesn't recognize the new functionalities. When it checks the code as I save, it says that the new vJass things (structs, globals etc.) are incorrect and gives me an error.


I'm running a non-cracked Wc3/TfT with the latest version.
07-08-2007, 09:51 AM#6
PitzerMike
Success is a good sign. It is supposed to stop after that, because it's finished.
You can open the map with WinMPQ and check the war3map.j script to see for yourself, if the struct code got created successfully.
07-08-2007, 10:04 AM#7
Thunder_Eye
Quote:
Originally Posted by PitzerMike
Success is a good sign. It is supposed to stop after that, because it's finished.
You can open the map with WinMPQ and check the war3map.j script to see for yourself, if the struct code got created successfully.

I found this at the end of the globals in war3map.j:
Quote:
Originally Posted by war3map.j
//JASSHelper struct globals:

endglobals

So I assume it worked?

How am I gonna use this then? I can't just write the code in WE, as it won't let me save.

Will I have to export the war3map.j manually, edit it to vJass syntax, import it into the map and then run jasshelper on it?

Or is there an easier way?
07-08-2007, 10:08 AM#8
Captain Griffen
You can save in WEHelper or Grimoire with syntax errors. Vanilla WE would probably just scream and crash, but it also (I believe) saves with syntax errors (when it doesn't crash).
07-08-2007, 10:13 AM#9
PitzerMike
The easier way is giving Vex/Pipe a detailed description of why grimoire doesn't work and getting the problem resolved.
07-08-2007, 10:34 AM#10
Thunder_Eye
Quote:
Originally Posted by Captain Griffen
You can save in WEHelper or Grimoire with syntax errors. Vanilla WE would probably just scream and crash, but it also (I believe) saves with syntax errors (when it doesn't crash).

Aye thanks, it's working now. I'll have some problems when having to test a code alot, but it's working.

Quote:
Originally Posted by PitzerMike
The easier way is giving Vex/Pipe a detailed description of why grimoire doesn't work and getting the problem resolved.

I had a discussion with Vex some time ago on the mIRC channel when it was still alive. Jassnewgenpack was giving my wc3 some issues with the soundcard or something, so I had to reinstall it.

We didn't have the time to solve the other problems though.
07-08-2007, 02:01 PM#11
Vexorian
Quote:
Ah thanks.
I tried it, but I'm not sure it's correct. First it starts loading (look like the one that WE uses) saying some stuff like "Struct - Writing", "Replacing war3map.j" and lastly, "Success!"

But nothing happens after that.

It is not supposed to do anything, but if you want to have something like a dialog message that says "all is right" you have to check the return value of the executable call, if the executable returns 0 it is all right, else something wrong has happened.
07-08-2007, 02:24 PM#12
Thunder_Eye
Quote:
Originally Posted by Vexorian
It is not supposed to do anything, but if you want to have something like a dialog message that says "all is right" you have to check the return value of the executable call, if the executable returns 0 it is all right, else something wrong has happened.

I'm fine the way it is.