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Weekend Update News - WarCraft III: World of WarCraft Mod For Warcraft III: Frozen Throne

We have some good news regarding the terrain, triggers and more, as promised, even if it was a week late!



Posted by Craka_J Nov 6th, 2009



e are back and eager to share some exciting news, so please continue reading! Before I go on I'd like to apologize for not releasing anything last weekend as I had promised... I got really busy and simply could not get on my gaming PC to complete any task. Hoping that you understand, lets continue on will we?



First off the terrain! As you can see, I've published an image of Red Cloud Mesa (Mulgore), but I've got more to show off soon. I'm tinkering with Stormwind a bit to have fun and trying to make the hills trees, the tiles, and layout as precise as possible in Mulgore. Durotar isn't a priority currently, unless you guys prefer me to work on Durotar over Mulgore. But the point is, I'm working and getting stuff done this weekend. Not sure if I'll have any more to display at the end of this weekend, but who knows!



Second, thanks to Xilefan for sending me the files and advising me how to use it, apparently a Grand Theft Auto - San Andreas mod that enhances graphics for DirectX 8/9 call functions in games (not just GTA: SA) works for WarCraft III: The Frozen Throne and WarCraft III: The Frozen Throne, too. I was told that the credits belong to Boris Vorontsov, the guy who develops the ENB Series. It is compatible with all versions of WarCraft since it makes use of DirectX 8/9 calls in order to function, meaning it can be used on any DirectX 8 rendering program (WarCraft III for example). Mccainsource That being said, when the four files that make the graphics mod work are saved in your "Program Files/WarCraft III" folder, you now can toggle HDR and Bloom effects on and off by holding Shift and pressing F12. While it doesn't make much difference in all situations, it can be a big difference when brighter colors are used. Sometimes, it creates a stunning effect, but at other times it can make the game too bright or too dark. Overall it's an interesting option that works with any campaign or map in WarCraft and not only Wc3:WoW. I'll be asking Xilefan to allow us to release the mod publicly for you all to try out... until then, you're going to have to wait. I'll upload pictures of Wc3WoW using HDR or Bloom effects soon.



Thired Yixx is working hard on a few systems to support Wc3:WoW. The systems he is working on include:



floating names above Player-Botsand mobs and NPCs. The mobs that respawn are transparent from 100 percent to 0% just like WoW. They don't appear immediately, but they fade into the game. The Save/Load System. Since Wc3:WoW:WoW is a save for a campaign, it will load your characters using Game Caches. Save/load codes are not used unless absolutely required. Additionally the save system will save your X,Y location on the map, so when you save and load, you'll be exactly where you were the last time. Zoning system successful loading your character from one zone to another.



So far so good! Mobs of non-aggressive and aggressive mobs (red named and yellow named) are being worked on the most right now and are almost done.



Fourth. We have a new method to handle bots. Bots were randomly created and were hardly used in the beginning of the mob. They were simple and limited in scope. However, we are considering making the possibility of creating 2000 or more pre-designed Player-Bots (1000 for Horde 1000 for Alliance, 1000 for Horde Alliance) which will include complex details for each and every bot. We have the following information, but we may add more in the future.



Name of the Player-Bot - Faction (Horde Alliance, Horde) – Race – Gender - Items equipped Items in Inventory and Bank - Money (Gold, Silber, Copper) Stats — GuildFriends (maybe not...we'll see) Talent Setup — Quests Completed, Quests accepted locations (Orgrimmar. Ashenvale. Arathi Highlands. Warsong Gulch. Ragefire Chasm. - etc.



As you can see, we are having a blast with bots. Although it'll take some time to complete, it will be absolutely amazing when it's done. We're also going to try making the player communicate with bots with a variety of text commands. Will update you guys on that as we get more work done on this.



Fintentionally we've created a new way for players to adjust the quality of mods to enhance the performance of their computers. We have created our own in-game menu. The WarCraft III in-game menu isn't much use in the real world, to be honest. Just allows you to fondle with the audio. Wc3:WoW lets you alter the Field of View value, View Range (how close you have to be to be able to see mobs and NPCs, like in WoW), Enable/Disable Floating Names and so on. We'll go into more detail about this when it's closer to completion.



To To conclude this news update, I would like to thank everyone for their patience. We appreciate it greatly. We hope that you will enjoy what we've given you today and we promise you'll be seeing more of us soon!


My Website: https://mccainsource.com/
     
 
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