it is possible to to use JNGP in lasts versions of wc3 without problems and errors? Qoz new 1.29 patch got a new natives and etc...
Well, with this patch, the things are getting too good, to the point of thinking about how to modify this tool for the upcoming updates.
To be honest: this in fact made the purpose of this tool finished. Blizzard is planning in implement all the features of jngp native. And this implies that we will be no longer needing of this tool, now that Blizzard at last has understood all the community needs.
I'm more than happy for this. By the moment we'll need some test to the new features to check which is needed to improve and suggest new features in a rational pace.
Today is that lat day of the year where is an opportunity to remember all the thing we've done so far.
Thanks God, there's new stuff in the community to stand out, and I'll try to summarize.
One account for all the affiliate sites: With the new implementation, all the sites that belongs to the Blizzmod community allows to use the same account to access them. So if you registered your account in wc3modding.info, this same user and password can be used in the other places (blizzmod.info, wc3jass.com, etc...)
Resource filtering and easier search method available: You can see in blizzmod.info, wc3modding.info and wc3jass.com offer direct access links to the resources offered in those sites. All of them allows to have a clear description about its features and they can be filtered and searched by different categories, keywords and rating.
Topic integration with social networks: Every topic in blizzmod.info, wc3modding.info and wc3jass.com have links to Facebook and Google+, so you can share this topics easily with your friends. All the pages show nicely in those social networks. If the topic has an image in the first post, it will be used to stand out the topic in the sharing process.
Wiki/ integrated to the site: This section is aimed for integration with the coding highlighting. If you check, in the jass coding you can see a link over the function name which allows you to create or view a documentation to that function.
Related topic / resource: This feature allows to link any topic in all the pages from the Blizzmod network with other topics. This is useful to build "packs" of resources or to keep a trace of previous topics. This improves the chances that your topic gets accessible via google search.
Discord Chat: And the last but not least, the chat integration with Discord, where we're keeping together the community in support and chit chat in a reliable and faster way. It's easy to join, just follow the link
What's coming for 2018
Implement a faster way to upload resources. Right now you have to do two posting editions in order to implement the resources with images and download links.
uploading the model resources from the backup, so we can have again the big model database from the 2012 times. That's a big task to do.
Improve the icon submission system. Right now it's is slow and tedious to upload icon to the site.
Prepare the last version of JNGP (2.0.10) according to the new changes that seems to come in new patches of WC3
With all of this, I wish to all the community a happy new year 2018, expecting that your projects and goals gets successful and we hope this site keeps being useful to the WC3 community.
Balance: 30 of 50 Well done layout, allowing for many pathing options, with variations in open and closed spaces. Good distance to player bases and gold mines, allowing for fast expansions, and multiple creeping routes for all races. However it is not without flaws. The center of the map is without focus, and you gain almost nothing from having map control. All creep camps and shops are centered around the players bases. Main concern is the placement of the goblin merchant between the 2 players bases. This gives advantage to the defending player, and focuses the map more around expansions and fast teching. Balance favors humans and night elves a great deal more then the other races because of these reasons. Mainly humans. They get an expansion, mercenary camp to defend it, free laboratory for shredder and in-base goblin shop, both of which can be crept with miltia. There are gaps in the trees, giving wisps free scouting positions, that needs to be fixed, and the map comntains no critters for undead to raise skeletons from with rod of necromancy in the early game. Additionally the creeps at the goblin merchant doesn't sleep. It's a common strategy to buy items during first night fall without having cleared the camp. This is not possible without aggroing the creeps.
Terrain: 35 out of 35 Perfect. There will always be small nitpicks one can make, but the terrain of the map is all in all flawlessy done. It uses a minimalistic blizzlike style, that doesn't clutter the map and focuses it on competetive gameplay, yet still remains interresting in areas, such as the center. There is excellent tileset and height variation, and it conveys the theme of a pirate coast exemplary. The map is asymmentrical symmentry, meaing that is mirrored on both sides, without them being copies of each-other. It both looks and plays nice.
Creativity: 5 of 15 Not much. It's a somewhat standard sunken temple tileset. There isn't much creativity or uniqueness about the map, besides from the few buildings and the cathedral. Don't take this negativly, as not every map have to have something unique about it. It just misses out on this scoring.
Bugs: -5 There is shallow water in the players bases. This water blocks the building wall in player 1's base. It can easily be fixed, however as it exists, it will subtract from the total score. Total Score: 65 out of 100 Pirate Bay is basically an inhabited version of Coral Reefs 3.0. Very well designed and authentic, apart from the fact that I couldn't find any critters on the map. I guess that's the price such a paradisiac island has to pay if inhabited by humans. As cool as Pirate Bay seems, I'm afraid it may provide a rather generic gameplay experience. And I refer again to my conclusion of The Irresistible Mind, where I explained this further.
« Created: November 23, 2017, 06:08:04 AM by moyack »
« Last Edit: December 10, 2017, 08:43:23 AM by moyack »
Ok, here's my submission. Pirate Coasts.
PIRATE COASTS by Moyack
A forgotten island, a place where old pirates lived and kept in secret for a long time. Now this abandoned land is part of the oblivion until now.It's the time to reclaim the cursed treasures left and fight against the greed of your enemies.
« Created: September 17, 2017, 05:02:15 PM by moyack »
Warcraft III Cheats Compiled by Moyack
Why cheat? what's the reason of promoting this in WC3?? well, in the mapping or modding process using the World editor, it's necessary to have agile ways to test stuff, and the cheats allow this process. This cheats works only on singleplayer mode and they're blocked in online gaming, for obvious reasons.
allyourbasearebelongtous: Instant win
greedisgood: Get 500 wood and gold
iseedeadpeople: Full map
somebodysetusupthebomb: Instant failure
thereisnospoon: Infinite Mana
whosyourdaddy: Invincibility, one-hit kills
motherland (race) (#) - Level select
strengthandhonor: Keep playing after losing in campaign mode
Classic Games is excited to announce Warcraft III PTR will be live in the coming days. Focus will be on new map pools. The China Joy show match on the updated Terenes Stand between Fly and 120 was the debut of the types of improvements we can't wait to share.
The new map pools will be a mixture of three things – must haves from the current pools, classic maps from older pools, and new ladder version maps. The ladder version maps (LV), are original maps that have undergone significant improvements.
Below is an overview of our objectives and specific lists of changes by pool. So take some time to read up on the new LV maps in the coming days so you will be well prepared when the PTR goes live:
General Improvements & Gameplay Objectives
Balanced creep camp difficulty progression from early to late game Balanced creep drop tables for better item progression from early game to late game Item diversity: Varied Level 1 though 6 charged items and Level 1 through 6 permanent items Balanced all start locations: total amount and starting distance from lumber, equal amount of spacing, equal size choke points, et cetera Balanced expansion distance from start locations Decluttered points of interest to reduce visual competition during gameplay Retextured map surfaces for better visual clarity - both on screen and mini-map Minimized the size of trees and doodads that obstructed player view of points of interest Added cliff lines or deep water to edges of the map - removing hard edges (aesthetic choice for immersion) Properly placed trees and doodads on the pathing grid: full-cell Medium Grid to half-cell Medium Grid alternate Removed the rolling shoreline waves from rolling hills to remove the noise the waves created - remains for cliff shores
Well, this is something hard to define. WC3 is now evolving and changing its core month by month and doing changes that only will last a few days is impractical. As soon as I see a stable configuration in the game system, I'll update a new version.
Meanwhile I'm sticking with WC3 1.27 which is a version that works with JNGP.
Patch 1.28.5 is live. Our focus is on shoring up the last few significant 1.28 issues:
File paths and user names think more globally in game and World Editor World Editor properly imports custom assets again Switching between Reign of Chaos and The Frozen Throne no longer causes a crash
Cheers, Classic Games
Among all the changes made in this patch, there's one that is very important for modding and is the restoration of the import functionality. Now you can add again custom models, skins and other WC3 resources. Let's hop e they don't keep fixing one thing by screwing up two. According to the few posts from the community, it seems the patching way in this game is moving (at last) in the right direction.
The thing with Warcraft is getting better and better. It was a rare calm and no updates (except the one linked in the related topics section), but this seems to have a good reason: A new patch with some new features.
We'll be patching to 1.28.3 at 2PM PDT on June 20th.
The patch focuses on distribution and installation in the continuing effort to promote stability and improve Warcraft III’s pipeline. These changes fix myriad issues introduced from the migration to the modern game launcher.
Specific Changes & Improvements
Game turn rate adjusted to match LAN settings of 12 turns per second
Ok, Nothing to explain, but the part of the LAN part could be related with this GOOD news, from Back2Warcraft:
The big news is the Battle.net server is now moving at 100ms, compared to the slow 250ms. This is something that was a big issue in terms of playability. 10 points for Blizzard.
New installers available for PC and Mac
Consolidated Reign of Chaos and The Frozen Throne into one game executable and one World Editor
YEAHHHH!!! A real solutions in terms of simplification. Definity +20 points for Blizzard.
Toggle added to main menu to switch between Reign of Chaos and The Frozen Throne
Added memory to relaunch the game version that was closed during the prior play session
I don't get it this. I'll check it later.
File paths containing non-Latin characters will now function normally
Entering windowed fullscreen will no longer minimize the game
Data that escaped the Polish mopaq was found and convinced it is necessary for an optimal gameplay experience
Consolidating to one executable breaks existing game shortcuts
Well, something to expect. We're glad to see the improvements applied to the game, and hopefully, this game will rise from the oblivion. What's next?? it seems with this patch there's enough foundations to get a content update in an easy way.