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SPECIFIC CHANGES & IMPROVEMENTSExpanded supported window modes in OptionsIntegrated Direct3D 11 graphics APIAdded 64 bit support for WindowsSounds are disabled when the client is not active in -nativefullscrSee the World Editor section for more details on many additions and improvements including beta support for LuaJoin the fray over in the Competitive section for balance and map pool changesBUG FIXES256 bones are available (Thank you, Retera)Custom movies play correctly (Thank you, Gustafsson)DBZ Tribute Elite 2.5.1g no longer causes desyncsBuilders_and_Fighters_CFVers_1.08 no longer causes desyncsChar Def 4 3.0 Fix 5 English loadsHM RPG v7.00 loadsNCD6.9 ENG Dannebox loadsMaps no longer download again with each patchSound data no longer transferred between mapsCommands issued while a unit is affected by Possession no longer trigger after control is restoredSwitching window focus with Open Broadcaster Software running no longer causes freezesCombat and death sounds are no longer played globally for observersKNOWN ISSUESThis PTR does not support MacSetting texture quality to low may result in a crashThe map preview window has been temporarily removedLua errors report the wrong line numberCOMMAND LINE CHANGESThe ‘/’ command line argument flag is no longer supported (use ‘-’ instead)Removed: -nativefullscr (Replacement: -windowmode fullscreen)Removed: -fullscreen (Replacement: -windowmode windowedfullscreen)Removed: -window (Replacement: -windowmode windowed)Removed: -swtnl (Replacement: nothing, Warcraft uses hardware texture and lighting)Removed: -d3d (Replacement: -graphicsapi Direct3D9 [May be removed in the future])Remvoed: -opengl (Replacement: -graphicsapi OpenGL [May be removed in the future])REGISTRY CHANGESRemoved: “Gfx Fullscreen” (Replacement: the window mode is now stored in the preferences)Removed: “Gfx OpenGL” (Replacement: -graphicsapi OpenGL on the command line)Removed: “Gfx SwTNL” (Replacement: nothing, Warcraft uses hardware texture and lighting)WORLD EDITORDISCLAIMER: MAPS CREATED WITH PTR BUILD WILL NOT WORK ON LIVE(Beta) Added Lua as a supported scripting language. To create a Lua map:Create a blank mapOpen “Scenario -> Map Options”Select “Lua” from the “Script Language” dropdown:Maps save in the selected languageMaps that are written only in standard libraries can switch to LuaMaps that use custom script will have to disable all custom triggers before conversion(Beta) Object modification system API allows new changes to many items, abilities, units and more at run-time.Maps can be saved and loaded as folders (as well as MPQs)You can now manipulate the map structure very easily outside of the editor (such as adding files). In the editor go to File > Save As and then select to save the map as a directory or a MPQ. This feature coupled with auto-import allows maps to be manipulated and developed by multi-person teams more easily.Loose files in a map are now auto-imported in World EditorHistorically, an imported file would be noted in the .imp file. Loading the map only load/save files that were stored in the import file. Auto-import loads and save files that are stored in the map folder automatically. This also makes manipulation of map files outside the editor possible.Added support for many popular community created functionsAdded Custom User Interface functions to allow map makers to add, remove, and adjust UI framesWhen saving a map as an MPQ, the editor no longer saves file times to make maps deterministicThe editor now creates a backup map file on saveThe data layout in CASC has changed, each directory with the “.w3mod” suffix acts as an overlay for the engineMaps are .w3mods with a different extension (.w3m or .w3x) which allows us to support maps that contain all locales in one mapFolders can now be nested in the Trigger EditorGlobals are now part of the trigger tree, and can be put in relevant categoriesDoodad height is now an adjustable property (Requires “Reset Fixed Object Heights” disabled)When creating new objects in the object editor you are now given the option to customize itScripts can now detect when any unit is damagedScripts can now detect and modify the damage done before armorScripts can now detect and modify the attack type, damage type, and weapon type (Note, modifying these only works in the pre-armor event) GroupAddUnit/ GroupRemoveUnit now returns true/false if a unit was added/removedMore group manipulation natives ( BlzGroupAddGroupFast, BlzGroupRemoveGroupFast, BlzGroupGetSize, BlzGroupUnitAt)Bitwise functions ( BlzBitOr, BlzBitAnd, BlzBitXor)When JassHelper is enabled, it now only shows the JassHelper error dialogRemoved deadzone when using the editor on widescreen displaysTooltip Previewer displays how text will appear in game BlzSetAbilityResearchExtendedTooltip now displays the correct string BlzGetLocalUnitZ now returns the correct heightSetting Use Custom Color to True for the waterfall doodad no longer causes a crashUnits given custom spellcaster icons do not crash the game client when selectedCertain custom models are no longer lost due to textures being relocated in the game
Started by Purgeandfire
Started by moyack