Any chance you guys can fix this issue? I wrote a thread about it with no response
https://imgur.com/a/P0Wl9sb
ah I just play customs so I never see any of these
is that screenshot from the ptr? because the patch notes say it’s fixed
Any news about to have custom campaing files more that 2GB without crushing?? any news about possibility to create assets files like in SC2 for custom campings?
[quote=“Kaivax, post:1, topic:34152, username:Kaivax”]
new
[/quote] ADD Lord Garithos Skin please for moutian king
Fps shutter drops are still there and VERY distracting. Every 8 to 10 seconds the game freezes for a seconds.
Please be sure to add the following features when updating to the official 2.0.1 version
1.Default the Art - Portrait Model File option of all unit modules in the map editor to none, or delete the Art - Portrait Model File.
2.Please allow the map editor to support references to SLK format files in both old and new formats, including references to unitui.Slk files and unitskin.txt files. Please provide more support and compatibility for old custom maps.
3.Please fix the problem that the hotkey of UD’s Necromancer’s Unholy frenzy skill cannot be modified and fixed, but will always revert to the U button.
4.Warcraft 3Reforged2.0.0 Can’t open new whisper channels in lobby
if you’re in a custom game lobby, there’s no friends list to check to whisper a friend unless you open the Invite to Game menu and right click their name, which pulls up an option to whisper to them. However, this whisper option does not work. Prior to patch 2.0.0, this was not an issue.
5.No friend who is playing Warcraft 3 Reforged 2.0 can be displayed in the friend list of Blizzard B.N platform program. You will not know which friends are playing Warcraft 3 Reforged 2.0 from the list bar on the left side of the platform, because It doesn’t show up at all. This will fool a lot of people into thinking no one is playing the game.
Will there be patches that make gaming competitions more interesting and balanced
in this year?
Please be sure to add the following features when updating to the official 2.0.1 version:
Please set the appearance skin shape check in the collection in the F10 options to a function that allows you to uncheck and save the settings! Otherwise, every time we uncheck the skin, it will appear again the next time we open the game. It will return to the checked state of using the hero appearance skin.
Maybe you should consider implementing a match-making system and introduce penalties for players who leave games. For example, after the first leave, there could be a 10-minute penalty. After a second leave, the penalty could increase to 30 minutes, and after the third leave, the penalty might be 1 hour or even 1 day. If a player keeps leaving, perhaps they could face a one-month suspension.
Additionally, there could be a voting system to allow players to decide if a game should end in a draw. For a 4v4 match, 4 players should be able to vote for a draw if someone leaves, and for a game with no leaves, 5 players should be required to vote. The vote should have a 5-minute time limit, after which the draw option would be unavailable.
You could also consider improving the system for AT and RT . If a 4v4 match includes AT players, the RT players should have a slightly higher rating compared to the AT players. For example, if the AT has a 3000 rating, they should be playing against players with ratings around 3500-3800. If the AT reaches the highest rating, you could give the RT players a slight advantage, such as 1-3% more health or damage, or starting with extra resources like 50 gold and 50 lumber. This is just an example; the exact percentages or values could be adjusted.
Another idea is to introduce a rating and level system for custom games like Tower Defense (TD), Dota, etc. This would allow players to compete in a more structured and rewarding way, and you would likely see more engagement.
You could also add hidden chests in the game that give players new weapons or armor for their heroes. These items could be sold to other players’ accounts. This feature would encourage more gameplay, as players could earn money through the game by collecting rare items or skins.
Finally, consider adding achievements and missions that players can complete while playing multiplayer. You could have daily or all-time quests to track progress, and also allow players to see how many times they’ve been the best player in a 4v4, 3v3, or 2v2 match. This would add more goals and rewards for players, keeping them engaged.
These are just some ideas to improve the game. Please don’t take this as criticism; I just hope these suggestions can spark even better ideas for making the game more enjoyable.
Sadly the menu is still nearly unusable for mac users. Why is it so hard to fix this? Game itself is running quite good. It’s only the main menu I really don’t want to play because of this. It is super annoying.
I am Retera. I created Retera Model Studio for modding Reforged art files. It has 20000 downloads. I learned a lot about the technology for fun, and I am serious about my suggestion below.
When a Custom Campaign author releases his work, he wants to style it in an exact way “just so.” Some people were working on this for 4+ years already. I know you appear not to have time to do much with World Editor software, so let’s ignore it for a moment.
In the game, each map file is an archive. This archive has several files inside of it. One of the files is war3map.w3i
, a binary information file. When the game program reads from this file as a binary stream, various flags are set for the play session with that map. For example, part of the way through the stream, there is a code branch in the parser for Reforged that would look something roughly like this:
if (this.version > 30) {
this.supportedModes = stream.readUInt32();
this.gameDataVersion = stream.readUInt32();
}
At the moment, the supported modes probably only include:
#define CLASSIC_SD (1 << 0) // 00001 (binary)
#define REFORGED_HD (1 << 1) // 00010 (binary)
#define BOTH_CLASSIC_SD_AND_REFORGED_HD (CLASSIC_SD | REFORGED_HD) // 00011 (binary)
It’s also possible that the program simply expressed these as SD = 1
, HD = 2
, and SD_and_HD = 3
in your code.
#define CLASSIC_SD 1
#define REFORGED_HD 2
#define BOTH 3
or it might be formatted as
constexpr uint32_t CLASSIC_SD = 1;
constexpr uint32_t REFORGED_HD = 2;
constexpr uint32_t BOTH = 3;
Obviously I cannot know which C++ style your developers chose from here on the outside.
But I was wondering if you could add some more control bitflags to the map, so that the map can override the Old Terrain
and Classic HD
controls, so that a map developer can cause his map to be “just so” if its a big single player story mission with an exact art style rather than a simple versus mode scenario where the player can toggle all kinds of things. If you change the game so that it can parse more “supported modes” from the integer constant that I described above, even if you do not patch World Editor likewise, as long as you TELL US that you add them, the really passionate folks could probably use the new modes and just make the map with their own tools in their own way, if necessary. And this way, the map author won’t spend a very long time drawing something specific, only to have the player accidentally choose a different combination of w3mod
addons than what the map was intended for.
For example, you could update the game’s parser with the following:
#define CLASSIC_SD (1 << 0) // 00000001 (binary)
#define REFORGED_HD (1 << 1) // 00000010 (binary)
#define CLASSIC_HD_ENVIRONMENT_OFF (1 << 2) // 00000100 (binary)
#define CLASSIC_HD_UNITS_OFF (1 << 3) // 00001000 (binary)
#define CLASSIC_HD_HEROES_OFF (1 << 4) // 00010000 (binary)
#define CLASSIC_HD_BUILDINGS_OFF (1 << 5) // 00100000 (binary)
#define CLASSIC_HD_ICONS_OFF (1 << 6) // 01000000 (binary)
#define CLASSIC_HD_VFX_OFF (1 << 7) // 10000000 (binary)
#define REFORGED_HD_OLD_TERRAIN (1 << 8) // 100000000 (binary)
If we choose to treat these as bitflags instead of an enum with SD=1, HD=2, and both=3, then we can do something like the above and provide the map author a flag which – if specified – let’s the map declare whether it wishes to support the new features. That way, in the same manner as a custom map can declare to the game engine that it supports Classic SD, or declare to the game engine that it supports Reforged HD, it could also declare its support for the new settings.
In order to promote the new settings, the 2020 team when they added this feature made it that “if the map was older than the game version who added this feature, then both Reforged and Classic modes are allowed.” In a similar way, you could make a rule that if the map is older than 2.0.1+, then all the new modes are allowed. But, if the map is new enough to have these flags, then the map can declare whether it supports each mode on or off. Unlike the 2020 game release, you already released the game without this feature. So unlike the old modes, I have provided my example above with “OFF” switches as the new flags, instead of “ON” switches. By flipping this, the only maps who would ever opt-out of the new modes would be the maps who KNOW about this setting.
By making the behavior of the game only change if a map KNOWS about this setting, you can leave everything the same for any maps who don’t KNOW about this change. By doing that, you can also skip updating World Editor, ignore that, only update the game itself, and just warn us in the Patch Notes, “Hey guys, if you are working long and hard on a very specific Reforged custom game and want to lock these settings, here are the binary flag codes.”
By adding these settings as bitflags to a supportedModes
integer which already exists in the war3map.w3i
parser, you can add a way for maps to control this setting while keeping the file size of the maps identical to what they were previously, and not larger.
I think there are some extremely dedicated Reforged custom campaign developers who would thank you if you add a feature like this. And you can do it without touching the code for World Editor, just by updating the game itself to be more featureful.
I have the PTR in Spanish (LATAM) with English voiceovers, and the hotkeys are currently problematic, likely due to localization issues. Some icons are missing for rebinding, such as grunt commands and main base upgrades to Tier 2 and 3. Additionally, some hotkeys don’t set properly or become blocked.
In the campaigns, I noticed unit inconsistencies, such as the Banshee being different between RoC and TFT. Campaign progress doesn’t sync between Reforged and Classic, which is frustrating. For example, to play the last three missions of the prologue, if I start in Classic, the game requires restarting the entire prologue in Reforged to access them, which is annoying. Some campaign units also lack hotkey options—for instance, the Beastmaster in multiplayer and Rexxar in the campaign are different.
The hotkey system needs a rework, as it seems tied to the game’s base language. However, the new patch looks promising overall.
If I may request, please prioritize fixing the campaign. It feels incomplete. Keep Classic as it is, but make Reforged more engaging and lore-accurate, or at least unify progress between both versions. Players should be able to jump directly into the updated missions without needing cheats to compare them. The Purge and the prologue’s extra missions are prime examples of where this improvement is needed.
Another suggestion is to add briefings before missions and a confirmation button to launch them. While the new menus are visually appealing, they remain clunky.
I understand the Warcraft RTS team is focused on multiplayer, but the campaign was the main selling point of Reforged. Improving the single-player experience is crucial for attracting new players, as that’s where most begin their journey with this game.
I think invisibility spells and items in general have certain fade times that can be modified; not a bug
As a programmer this will be forever funny to read. How do you know how much time it would take?
I am glad they are even working on WC3 at this point. I have read about a lot of issues and I hope they keep fixing them.
Please also remove the “Space” key that is assigned to move the camera automatically and allow it to be used in the inventory without these 2 actions overlapping when pressed.
For custom games
Also improve the grid hotkeys, the community has previously noticed that keys can be modified in this type of key access.
More info here:
https://
docs.google
.com/document/
d/1QttSor9WrIfdzXjv8GA6_wFWqUeo2V1r/edit
Can’t assigned uproot for night elves customkeys, its just drop back to “R” even if you specify it for ancient protector. Also other trees dont have this button on customkeys setting.
Also would be great add combo keys for hero inventory - for example ctrl + a; ctrl + r; alt + w; shift + e and etc.
It seems the “CLASSIC” icons mark up the skins or not depends on whether you consider them to be different from the general models in Classic mode? If so the following skins without “CLASSIC” icons their models are also different from the ordinary:
- Dagren the Orcslayer, Sir Gregory Edmunson
- Halahk the Lifebringer, Lord Nicholas Buzan
- Uther
- Balnazzar
- Varimathras
- Azgalor
*Kel’Thuzad’s portrait model is different from general Lich, which is former version, though his unit model is consistent with the current version. Would you consider reuse the former model [there is one still remain in World Editor which name is “Kel’Thuzad (Lich, cinematic)”, may need scale bigger] to match his portrait and make his model unique, or just replace his portrait to general Lich’s?
Note: his portrait glitched again with update 22444.
The models of the following skins are the same as (or extremely close to) the general version, but their voices are different:
- Muradin
- Kael
- Cairne
- Rokhan
- Drek’Thar
- Tyrande
- Maiev
- Sylvanas (DR)
- Gazlowe
*Kel’Thuzad also has a different voice compared to the general Lich, however his skin failed to use it.
Even if there is no visual difference, the difference in voices can still bring some different gaming experience,
Perhaps for some players, even just having a campaign hero’s name can be a different experience.
Therefore, would you consider expanding the skins with “CLASSIC” icon, or subdividing the icons?
Talk about the names, the following skins don’t display their original name, but melee heroes’:
- Magroth the Defender
- Antonidas
- Kael
- Drek’Thar
- Detheroc
- Magtheridon
- Mal’Ganis
- Kel’Thuzad
- Maiev
- Tyrande
- Cenarius
- Chen
- Jaina
- Ghostly Antonidas
There are also other bugs and flaws about skins:
- Maiev’s icon not hers but general Warden’s.
- Rexxar skin’s anti-air attack has visual delay.
- Varimathas’s model is same as Tichondrius, however his icon is general Dreadlord’s (not a really SKINS bug but database/World Editor’s, should be fixed easily).
Again, could you consider let Admiral Proudmoore use his own icon instead of Paladin’s (the path in World Editor is ReplaceableTextures\CommandButtons\BTNProudmoore.blp)?
Also, from certain PTR update(s) [probably some minor update(s) of 22439], these bugs appeared:
- New added hero skins cannot be selected,
- Kel’Thuzad (recurred with 22444) and Cairne’s portrait have zoom issue.
As of version 22452, the above bugs still exist.
Speaking of new skins, DK Arthas, Mannoroth, unmounted Thrall and Malfurion, normal Illidan could all be options (Mannoroth lacks voice but general Pitlord or Azgalor’s voice can be given). It’s just suggestion not press, you have more important business to deal, many thanks for all this work and attempts at improvement.
The above applies to the Classic mode, thanks for your reading.