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1
Mods & Development / Re: Warcraft II Map Editor Mod
« on: January 10, 2026, 12:35:27 PM »
Updates

20260109:

+BAK files should now work as expected.
Fixed a bug in checking free disk space when overwriting a target file (among other things, this also blocked the creation of BAK files when more than 2Gb is free).
Added MsgBox to select action when a "disk space error" occurs.

.Guaranteed that the Filler value will not changes too early after RMB-pick or Brush changes.


20260118:

Corrected "WhiteFrameFix": removed excessive Placement auto-repeat when leaving map area while holding down LMB.


Latest (20260118c) version "exe file only" download link (in case you have tome.1 file already)


2
Mods & Development / Re: Warcraft II Map Editor Mod
« on: January 01, 2026, 10:02:35 AM »
Happy new year!
Annual :) update here.


List of changes for 2025.12.31 compared to the previous version:


--- [] Requirements
Now Editor works with ONE "tome.1" file, no other files are required.



--- [] Triggers/Walls
Walls placement over Triggers area now correct.
Walls will behave as good as possible after you [re]placed them over Triggers area (mostly top of the map).
You can Save and continue edit - this will not spoil owners state for walls placed in the current session, until you Load this PUD again.

* Changed Wall behavior on placement: it will "connect" to the map borders (maybe later i'll add backward compatibility by caps or w/e)

[~] To remove Triggers press Alt+Ctrl+Shift+T then accept operation. (It can NOT be restored after).
It will display something like "No triggers", if there are no triggers or incompatible(old) version of them.
...Still waiting for Ed to update the triggers... someday.



--- [] ALOW
Now Editor by default keeps ALOW section on saving if present in the loaded file.

The last loaded ALOW section will stay in memory until manual Reset or next load from some PUD that contains ALOW section,
so you can add this stored ALOW section to the another PUDs or even to created new one.

[~] Press Alt+Ctrl+Shift+A to Remove/Add last loaded ALOW section to the current document.
* the file will be changed on next Save, so you can change it back anytime.

* NOTE: Saving file in CAPS mode will remove most of special stuffs like Triggers, ALOW section, etc anyway.



--- [√√] SAVE. CRC
CRC on saving will be compatible with standard Editor for ~normal~ maps, but...
If the file contains Triggers, ALOW section with NON-standard data, NON-standard SQM, or some ~special~ UDTA parts - it will be added to CRC.
in other words, the file's CRC now correctly reflects changes to its contents.


--- [√√] SAVE. *.bak files
Added option to Make/Keep "*.bak" files while saving for more safety.
* Note: files with changed extensions accessible in Single Player > Custom Scenario w/o renaming back to *.pud, so you can straight test it in Single.

[] Fixed rare bug:
While saving over same/some target file, some cases of "Access denied" error may cause loss both new and old files. Grrr..
Now these cases you get new file saved with "*.tmp" name + old file stay untouched(most likely) or renamed to "*.bak" (independent of *.bak option status)... And of course you will be informed about this.


--- SAVE. File extensions
Now map can be saved TO .pud file only (+optional keep .bak file, see previous info)
* Loading FROM any file stays allowed btw (change file type filter in the FileOpen dialog to see All Files, or Drag&Drop the file directly)

In case you loaded map from *.bak file, then pressed Save - SaveAs dialog will appear first time, to let you remove ".bak" string manually.
If you just press Enter/OK w/o removing .bak extension - it will straight add ".pud" and continue saving, so you will get "name.bak.pud"

Most cases another ~strange~ extensions will behave same way - most likely you can save map.bad / map.ban / map.not... same way: ".pud" will be added automatically.
But the 'registered system file types' will block Enter/OK:
You can NOT save by just pressing OK if name looks like map.zip / map.txt / map.doc / whatever... If you really need name like this - add/type ".pud" after it manually.


--- [√√] SAVE. Protected maps
Now Editor protect some files from overwriting/resaving. "/Protected/" appears in the window header.
If you try to save these maps, forced "SaveAs" dialog will appear, at least there will be NO accidental spoil/resave.

In this case you need to change valuable number/letter of the file name.
For example: "Friends   -.pud" will be blocked, "Friends 2.pud" will be allowed.

Protection works by:
1. File names - ending in "*BNE"/"* TE"/"* SE"/"* L"/"* OBS" or starting with  "*) "
   + 26 hardcoded map names from old playable classics including Friends.pud
2. SIGN section (even 0 value) - if you load "SIGN"ed file - resaving with same name will be blocked.

* Note: Status of Protected files permanently locked to Saved = it will never ask for saving.

So, if you plan to edit a protected map, first of all - resave it using a truly new name.


--- [] SAVE. "Finalize/Shrink" feature
Works this way: Hold Shift then press Save by mouse.
If nothing happens visually this means that the saving procedure has worked in normal mode, because the conditions were not met.

In case the currently edited map not contains Triggers, or at least one of UDTA/UGRD is standard MessageBox will appear.
There you can choose the saving method:
. Finalize: Shrink and add SIGN section (this option only appears if another set of conditions are met: SQM/UDTA/UGRD[/ALOW] is "standard")
. Shrink resulting file (if UDTA/UGRD/OILM/AIPL section contains "default" data it will not be saved to the file)
. Normal saving

* Most of another Map Editors will fail to open finalized/shrunk file correctly.

* You CAN later RE-save the current map again using a different method,
but note that once you RE-load the data [back] from the finalized/shrunk file:
- the owners information of the most/any terrain-walls will be lost (if any).
- the SIGN section will block resaving by this Editor using the same filename (see "Protected maps")



--- [~] Legacy/Classic-mode
For retro users, to make PUDs compatible with ToD version:
'-c' cmdline key will force Editor start in 'Classic-compatible' mode,
this will disable all expansion stuff and do some changes automatically on map load:
Exp. AI changes to 00 (Land Attack)
Exp. heroes converts to normal units
Swamp tileset changes to wasteland



--- LOAD
[√√] Allowed REload file from Recent #1.
If the NotSaved status active and not overridden by options/protection, a Special confirmation will appear.
(the original Editor ignores (does nothing) Recent#1, even if the same file is manually selected or obtained using Drag&Drop)

[] Fixed Drag&Drop behavior when receiving multiple files (standard behavior: loading ALL of them 1 by 1, but use latest(less predictable) = no sense)
Now the file that you 'hold' by mouse pointer have priority, next file will be checked only if loading of previous failed.
Now the Cancel pressed in the "Not saved / Save?" msgbox - will not ask for every next file in the dropped queue, but stops instantly.

[] Fixed bug "Menu/Pictograms in the ToolBar stay Forest while starting with file that contains Winter/Wasteland/Swamp tileset".
Now menu/toolbar items match the tileset from the preloaded file.

[~] Changed sections parsing, so most cases even "incorrect/broken" PUD will be loaded, just using defaults if some part of data is missing.
.added earlier: in Save/Load dialogs the file type "Scenario" changed to "Warcraft II Scenario"

[] Fixed BUGs in 'automatic New Map dialog' on attemt to load broken PUD file: including bad Window title (!previous pud name) that may cause saving over previous file + wrong Main window ScrollBars limits, like a 96x96 but real size 128
Now, in case of inaccessible/"really broken" PUD:
. New Map forced to be created automatically (no dialog appears) as "NewMap.pud" with recent used parameters (default is 128x128 + random tileset)
. The path will NOT be removed from Recent (while Caps mode OFF), so you can fix problem externally then try load from the same Recent item again.

[] Range checking "THs ~vs~ Gold mines" on load, now disabled by default (same for oil stuffs), if you need this fsr - switch to Caps mode before loading the file.

[√√] Now SQM processed correct, so special terrain changed in PudDraft will stay safe until you edit it manually (original Editor ignores SQM on load, then builds clean/standard one by MTXM data).
Asking for "Inappropriate unit location" by terrain reason now must be extremely rare, because of new SQM behavior.
+ Changed Msgbox itself for "Inappropriate..."
You may just hold ESC for a while to skip warnings,
Select Yes to remove unit, Cancel to let it stay, or Select No - to disable warnings completely.
In case you need to enable these warnings back you can change corresponding option (Alt+Ctrl+Shift+O...)
* Fixed bug that msgbox asking about deletion appears over OLD map.
Now NEW(loaded) map will be drawn before MsgBox appears and updates on every deletion, so you can see current units status on minimap at least.
* in the original Editor you need some trick even for first redraw map in this case
1. Keep mouse pointer at the load moment inside main window area
2. On appearing Msgbox move mouse out then back into main area
It will redraw main window and minimap with new loaded map data, so you can see what the question is. (but anyway there will be no visual changes after you Accept deleting unit)


[√√] Now ViewFrame position stay same after Load map of same dimensions.
For example: to compare exactly same locations for Recent files 1 and 2 (same dimensions) repeat pressing "Alt+F then 2"
Thus, reloading the current file from Recent#1 will also remain in the same position, which will look something like ~undo.

[] StatusBar after Load now displays centered Description of the loaded file. Useful to see it right on load, w/o opening any dialog.



--- Desc/Tileset dialog new features.
[~] on dialog start StatusBar displays map Description, so you can see source text/stats and some more stuff if present.

[√√] Native "+" mark near tileset type - means you can convert To/From these tilesets LOSSLESS (checkbox "replace" will NOT affect result)

[] Also Non-Destructive Tileset conversion used if "Replace" not checked
   this will NOT affect 'notsaved' status, because can be switched forth-back instantly. This keep TileInfo for LOSSLESS conversion back to the original, but..
   for NON-Native Target tileset this will produce 'black squares' so you see where is the difference (and can handle it manually).

[] Checked "Replace" will use Standard (Destructive) conversion, but now have options (how to replace Special tiles absent in the Target tileset):
   to "Plain" (no Special tile anymore)
   to "Special" (keep tile looks Special, but change to the compatible one from Target tileset)
   Checked "Randomize" will get Random tile from Plain or Special range (unpredictable file CRC), elseway First tile from corresponding range will be used (stable file CRC).

* note: status of ^these checkboxes will be saved to Options in case you press OK after changes.

* note: the original Editor using worst possible combo: replaces missed Special tiles to Plain-Random tiles = do both: killing Special looks, and making CRC useless-unpredictable.



--- Upgrade properties dialog
[√√]  Last used scroll position will be automatically restored.
[] Changes in the Upgrade properties dialog now affects NotSaved status.

[] Added Advanced dialog version with all UGRD fields accessible (Hold Shift before opening).

[] 'Reset to Default' button now have 3 functions:
Reset ALL UGRD data, including Special (Icon/Group/Flags)
Reset UGRD Basic Data only
Undo recent changes (if any) in the currently displayed fields (recent means maid after last scroll(get/set) event)



--- Unit properties dialog
[√√] Last used scroll position will be automatically restored.
[] Changes in the Unit properties dialog now affects NotSaved status.

[] Units "list" extended a bit and rearranged: Land, Water, Air, Heroes, Specials, Buildings.
  (Additionally available Specials: Portal, Rune, Gold mine, Walls as unit)

[] Removed original BUG with placement Exp.Heroes to old Classic maps, etc. (Yes, it was side effect of dumb UDTA dialog + working with sprites)

[√√] New Basic unit properties Dialog, added 4 fields: React range, React range for comp, Score, Priority.
+ Removed useless Attack range limit 15 (up to 255 now).
+ Range for buildings (towers) now can be changed.
+ Allowed Sight range 0, the Game will correct it to 1 automatically. It removes scroll-blocking MsgBox (until you enter something not 0) while viewing old custom maps that not contains Exp.heroes info.

[√√] Added Advanced unit properties Dialog version that allows to change 99% remaining UDTA fields (Hold Shift before opening).
* Some rows using hexadecimal values because very convenient for it (Flags), or described in specs as hex (Missile)...
. Some things is both plus and minus, especially for advanced users: For example you can "copy/paste" very fast hex "Flags" DW value to another units (no need to pick every unit from list then change checkboxes for bits), but hex knowledge is required to change every bit.
. Both Basic+Advanced dialogs sometimes way more convenient than puddraft plugins: Accessible 5 units at a time, restored scroll to last used position + visual compare values, etc...

[] 'Reset to Default' button now have 3+ functions:
Reset ALL UDTA including inaccessible in both dialogs,
and throw-off BtDP trailing subsection* if present
* By default trailing UDTA section from BtDP puds will be saved if present in source file.
To throw it away: Open any UDTA dialog and press 'Default' button, then press 'Yes' in MsgBox.
After that you can exit from UDTA dialog even by pressing 'Cancel'(no changes in another Data) - it will NOT restore trailing UDTA subsection.

Reset the Data that accessible with Current Active Dialog only.
[same as UGRD]: Undo recent changes (if any) in the currently displayed fields (recent means maid after last scroll(get/set) event)



--- Races-AI dialog
[]  Changed controller "Human" to "Player", because the same term for "Human" is used right before that. So now it does not confuse the user.
[~] Added some spaces for Standard AI texts to make them more noticeable in the list. (First letter before spaces is a hotkey)



--- Common for UDTA/UGRD/AI-Races/Resources dialogs:
[√√] Removed excessive annoying warnings in most dialogs. For example if some field is empty it will be ignored/skipped.

[~] By default TAB moves to next GUI item to the RIGHT.
If you prefer TAB=DOWN behavior while navigating using keyboard - switch CAPS before opening dialog.



--- Miscellaneous usability changes:
[√√] Changed AutoScroll behavior on Placement/Selection:
Now click near edges of visible area will NOT cause AutoScroll until you drag out of visible area (or click right to 1px thin side line).
More over: you can hold CTRL to disable AutoScroll completely while Selecting/Placing stuff on the CURRENT screen and not need any accidental scrolls.

[] Applied Caps-dependent ScrollDelay on Select/Placement:
CAPS mode (original): autoscroll slower(jerky), arrows scroll faster (2 cells @ time),
Normal mode: autoscroll faster(smooth), arrows scroll slower (1 cell @ time).

[] Now Gold/TH, Oil/Yard, etc.. ~too near~ placement is allowed, but frame stays Red while hovering 'not so good' area (Caps mode return standard behavior).

[] Exact 'over unit' aiming not needed anymore to see hovered item resources amount in the Statusbar while Brush contains Gold/Oil stuff.

[] Gold/Oil dialogs now have small Edit field to set Amount directly by number of thousands, w/o scrolling (For example, open dialog then press: "A / 55 / Enter").
* note: 0 value is allowed, it will be 300k in the game.

[~] If the current map status is 'Saved' (not depends on confirmation option),
you may hold Alt before Clicking 'New' button to make NewMap instantly with last used settings (no dialog appears).

[] For scene setup, you can turn selected units faces to some location by Clicking RMB on the Terrain while holding Ctrl

[~] While you hold Alt on Terrain placement, Units over affected area will NOT be deleted, so you can change terrain between some units w/o need to place them again.

[~] While you hold Shift, it will unlock menu/toolbar items of opposite Race:
1. Heroes (also useful with unit/s conversion to some Hero).
2. Temporary Wall Brush (once you release Shift the current Wall Brush will instantly return to the native(Hum/Orc) for current player).

[√√] Now you can "Pick" terrain Brush right from the map field, not using menu/tb/hotkeys:
While Brush is "Select" click RMB on the terrain you want to switch Brush to. Click RMB again to swith the current Brush back to the Select.
Also you can hold Ctrl or MMB while click RMB on the terrain to Pick/Set the Last Used Filler value from the solid tile then switch to Filler mode immediately.



--- Another bugfixes/stuffs:
[] Mostly fixed "Buildings drawn over Air/Water units" bug while scrolling map Up/Left (No more things like "Oil patch drawn over Gryphon" on scrolling). Start Locations stays bugged, because very special behavior.
[~] Mostly fixed "WhitePixel @0,0" bug (at least while Brush=Select).
[] Fixed Units "PlayerColor for Owners>8" on main field (Original Editor used Red for players 09-15, and madmix for Neutral). Now:
Enemy-NPC - Magenta, Rescuable-NPC - Cyan,
Neutral - Gray (no more strange spectrum), etc.
Also neutral Specials (DP, Runestone, Circle) now Green on the Minimap in normal mode.

[] Updated "system palette" bugfix in Swamp on Circle/DP/Rune: No longer depends on Animation switching.

[~] Now "About" displays the date of "build/patch".
A lot of changes that no one interested, like full rework of some funcs, bugfixes, etc.
[~] Fixed "About" dialog excessive sheet and small memory leak every creation.
[~] Removed useless compatibility with org Starting conditions dialog displaying values >65535. So user entered 100500 gold, will see only 34964 after using Duplicate or reopening dialog (previously he can see his big(fake) values while CAPS mode active)
[~] Fixed my bug that allows to change owner for "257" selected gold mines)
[~] Fixed my bugs that causes crash: after switching Caps in FileOpen dialog then Load the selected file, after using fullscreen with legacy ddraw, while starting in 256 color mode,
 while/after drag/pop-out ToolBar because incorrect recalculations
(original bug still here: right/bottom row/line of trash pixels while previous map have no X or Y scrollbar(fit to window), but current loaded map brings this scrollbar back)

[] Changed work area behavior while Map too small for window. Now remaining area will be black (another content will not draw trails over it in most cases).
[~] Fixed related bug: Terrain placement to this area is still 'allowed' (same as standard Editor), but will be ignored, so NotSaved status stay real.

[~] Added to "Extra units" menu: Human/Orc Wall as Unit (* can NOT be owned by active enemy comp, will cause crash this case *)

[] "Filler" switch now taken into account for Tree/Rock brush to make plain arrays of the corresponding tiles.

[√√] Fixed Filler brush value bugged behavior:
While you drag-draw using some value on the Terrain, if you just touch initial cell(where you started drag from) - original Editor changes the Filler value itself.
No accidental changes now: you need to release the LMB and then click again on the cell where you released the LMB to change the placeholder value in 1 click, otherwise (clicked to another cell, or brush was changed between clicks) it will take 2 clicks to change.
PudDraft bugged another way - same way better and worse
there are easier to keep current value - drag-draw is ok, but hard to GET needed initial Filler value - because it changed RANDOMLY, not sequentially.
Solutions for PudDraft: To keep current Filler value - do not touch "previous initial cell" with the Next click. Get exact needed value using Custom brush button.


--- Known issues / solutions:
While Toolbar is OFF - the Special Hotkeys/Caps will NOT work correctly (for example Caps mode will freeze in last seen status).
Solution: keep Toolbar enabled for correct program behavior.

~2do~maybe/later
0. Various Terrain features, most likely.

1. Still not added REGM special stuff preservation (special behavior of some units on the border of some areas, etc), but i'm not sure that anyone really needs this, so let it remain only for diggers for now.

2.a. Still not fixed original bad behavior of StatusBar text, because of potentially good system is badly used.
(Originally it spammed "For help press F1" etc, now it frozen on latest useful state or just empty sometimes)
2.b. Still not expanded a bit the coordinates field of the Statusbar for readability with high values.

3. Still not added Undo and the related terrain/units manupulations.

4. Still not fixed another original BUG: AutoRepeat + AutoScroll with unit placement on the edges ONCE makes 1-cell interval in the line of units.
Solution for MOD/Original Editor: Drag the brush OVER an already placed object(or over inappropriate terrain) before dragging it off the map, to prevent Auto-Repeat from being broken.
There are similar bug in PudDraft: it may produce multiple randomly sized intervals. Solution for PudDraft: keep mouse in the main area while Auto-Repeat placement.


Also updated the first post.

3
What's the blizzard patch? i got excited for a second thinking it was a patch for remastered

Corrected the name for the topic, now it is more accurate...

Some people use the words "patch, client, ... etc" distorting or not fully understanding their meaning.
And some, including you, cannot understand that the original War2BNE and Remastered de facto are different games.

4
Mods & Development / Re: Warcraft II Map Editor Mod
« on: January 10, 2025, 10:16:40 AM »
Update

20240110
  [dirty?] Fix for ASLR.

5
Mods & Development / Re: Warcraft II Map Editor Mod
« on: January 10, 2025, 10:11:49 AM »
Who is IL?
The main admin.

Quote
Oh and is this editor like any good? Or just stick to the original editor
Looks like (TLDR) too hard for you to read first post, even first notes?

Ok, i'll repeat for you personally: it's original Editor mod.
The main goal of this mod is convenience for ordinary Viewers and Creators/Editors.

6
Mods & Development / Re: Warcraft II Map Editor Mod
« on: January 06, 2025, 08:20:55 AM »
Updates:

20240106
+ Added button for quick Switching Current player's Race  (Hotkey: Ctrl+R)
   * Note that the Current doesn't always mean Selected
   * By default Walls conversion is disabled (for Player properties dialog too), but you can hold Shift or switch CAPS to allow it.


20240109
  Fixed my error caused visual bug in the toolbar, cleanup for nearby code sections.

+ Added compatible selected units conversion.
   1. Select units you want to convert from (you can select any groups of units, but only compatible ones will be converted)
   2. Hold Shift
   3. Select menu brush to convert to

   Compatibility groups:
   Land movable units (including Critters)
   Air movable units
   Water movable units
   Normal buildings 2x2 (Farms, Towers, Runestone)
   Normal buildings 3x3
   Normal buildings 4x4 (THs, Dark Portal)
   Coastal buildings
   * Items excluded from conversion anyway: Resource containers, Circle of Power, Start Locations


7
Mods & Development / Re: Warcraft II Map Editor Mod
« on: January 04, 2025, 08:52:48 AM »
Making 2 or more forks...
Feel free to make any "fork" you need, but stop the spam finally.

Moreover, there is no connection between the that you quote and what you wrote.
I corrected your previous Double-Post/Overquoting, now this one will have to (the last try).

Immediately, after your first post, i gave you a complete answer, i also wrote that everyone around knows the Puddraft.
Next post i just asked you to stop spam this topic, but you continue. The only thing you succeeded is to annoy me.

No need to repeat the same thing for the 4th time, because...
...its a bit dumb in my opinion


...then go ahead. The intentions are very welcomed.

Thanks for the permission. I don't remember asking you.

8
Mods & Development / Re: Warcraft II Map Editor Mod
« on: January 03, 2025, 06:56:16 AM »
Thanks. It makes sense to be clarified...

What do you mean about "adding mushrooms for swamp" ? Do you mean the icon for Trees on Orc Swamp ?
Sure yes. What other meaning can you come up with? Change game graphics res? No sense.


Quote
...But even better, adding some sort of hidden features like replacing units around the map with certain conditions or unused units.
There're definetely things you can find out there that simply wont be possible to do in the most basic war2 map editor.
For example, it even has a feature to change Tiles behavior or placing specific tiles around the map.
It would be a long list to remember/see all the actual QoL features that PUDDraft has additionally included.
You looks like Captain Obvious repeatedly enumerating puddraft features, that never used by regular map creator even after i clearly says that this mod for viewers/creators, not diggers.
So i repeat - this mod for ordinary users to let they can VIEW/MAKE maps with more convenience.
Please not spam this topic with common talks.

If you really (not just because good to be) need some features (not like plugins/war2unt, etc...)
- just make list of them with a brief description and post here. I'll see what i can do.

Neverthless...
Replacing/specific terrain - NO, at least for this time.
Replacing units looks easy, maybe later it will be added.



What do you mean about 255 ? The original ai.bin has 86 ai scripts if remember correctly. This can be fixed up with Plugins and code, from Ed. So he basically allowed with code to use ai.bin per MISSION, but still need to use plugins for such.

I mean let original AI# scripts stay untouched, and make higher AI numbers available to modders.

9
Mods & Development / Re: Warcraft II Map Editor Mod
« on: January 02, 2025, 08:58:05 AM »
I suggest add diffrent AI from ai.bin like in war2xd

Unlocked all. No options as in puddraft, but shows more accessible items(14) on the combobox list opening.

Later i plan to move all four standard AIs to beginning of list and put copy of them at end of list for better accessibility.
Also this func need rework, because original function extremely shitty-slow, can even visually slow down(on 255 AIs at least) showing this dialog, even with decent comp.



a bit later
What about we have more AIs, up to 255?
May it be useful? For example: Standard+Expansion AIs stays normal and no one touch them to avoid standard AI incompatibilities, but let modders use higher AI codes?
Yes, it will be incompatible with origingal game, but maybe some patch/plugin to fix it... idk. It mostly can be useful for you and U8 maybe.

10
Mods & Development / Re: Warcraft II Map Editor Mod
« on: January 02, 2025, 08:56:39 AM »
That was a lot.......but pretty cool stuff so does this all apply to campaign maps? Btw how good is creating triggers? Is it as flexible as wc3 one?

Not sure i understood you properly. But you can deal with triggers using Ed prog: https://forum.war2.ru/index.php?topic=6242.0


Hi. Looking good to have the intentions to make something like this but, biggest  question is: Why ?
it seems like a mod from the very basic War2 map editor. The icon graphics seem like the ones I used to see from War2 DOS map editor like in 2003.
then again, why do you bother ?
There's a much more versatile map editor rather than base one that even includes plugins.

Hmm.. Danny, you probably misunderstood something.
There is no graphics modding or w/e, ToolBar BMPs still 16 color compatible.
I used "pictogram" word that means it still very bad as the picture.
Just tweaked a little, it clearly seen on Swamp/Wasteland that looks more like real tiles. You can run both standard and mod then compare.

It's also not pretend to be good for deep-modders digging unit specs or w/e.
The main goal is convenience for ordinary Viewers and Creators/Editors.

Later I'll make screenshots of valuable changes in first post, because most users really can't read text these times.

...You talking about PudDraft, but somewhat fear to name it.
I tried to make puddraft better, added nice pictures like mushroom for swamp, changed many dialog/menu things. Some stuff done really good... But there are dead-end. I just found that i can't fix puddraft-specific bugs/inconveniences, too complicated, in my hands puddraft have no future.
Then i turn to standard Editor, do some dig and see perspectives. Even with all obfuscated/trash inside it still more readable for me than puddraft. Or maybe thanks to this trash inside ;) i can add fixes or new functions easier.

11
Mods & Development / Re: Warcraft II Map Editor Mod
« on: December 31, 2024, 08:08:27 AM »
--------------------------- Specials stuff

[~] On Map Load all units turned to the Southeast
[~] On Placement all units turned to the Southwest, so you can see recently placed units.
(CAPS ON will make it both random)

[~] Just for fun (or scene setup): you can rotate single unit by clicking him multiple times.

[] Added "special way to enable animation" in high/true colors modes. Animation table and functions fixed, Circle animation added for all tilesets.
Fixed spoiled "system palette" for Swamp Circle/DP/Rune (latest 20251231)

By default Christmas Tree and the Goblinarium have cozy warm "HappyNewYear" animation, but you can switch to RGB using CAPS.

I wish everyone happiness and peace and hope that the next year will be better. Make WAR2, not war.



Next annual updates description 2025.12.31

12
Mods & Development / Warcraft II Map Editor Mod
« on: December 31, 2024, 08:08:17 AM »
Latest (20260118c) version "exe file only" download link (in case you have tome.1 file already)

20260109 base version ready to use "pack" download link

Next annual updates description 2025.12.31


Initial info (also updated a bit):

* Note #0: The main goal of this mod is convenience for ordinary Viewers and Creators/Editors.
It's not pretend to be very good for deep-modders of terrain or w/e (at least for now, maybe later)

* Note #1: Almost no testers participated, so there may be some bugs, i hope not too much of them / not critical.

* Note #2: Mostly, but not always things/functions may behave more like Standard Editor while CAPS mode in ON.
(so,if you are unlucky with some stuff - try switch CAPS and check again)


I will try briefly, but completely describe the essence of the changes.
How much will my memory/time/spelling allows. Sorry, tons of text, no spoilers)

significant(imo) changes are marked as "[]", average "[]", others "[~]" or not marked at all)


---------------------------

[] Window Title now contains *'s indicates NotSaved status.

[] Added option to change program behavior on some actions with NotSaved status:
You can select from: Standard (Ask everytime), Ask on program exit only,
or completely DISABLE annoying "not saved" msgboxes, so most people using editor to view/temp.change maps will be happy with it.


[] Window Title now contains full path to the file (switch CAPS ON to remove path from window title).
(also useful while you edit files with same filenames but different locations)


[] "Old type" File selection for Open/Save dialog now RESIZEABLE

[] Added option to use 'New type' dialog, with Sidebar Places etc, if possible
 (File selection dialogs forced to be Old in CAPS mode: different dialog types may be useful because may target different locations)


[] Added option for mini Dialogs positions
 Standard - always centered
 New - Near mouse position: 'click to close' (very useful on Gold Mine values change or w/e)
 Use CAPS to ignore option - force dialogs be centered (except File selection and About)


--------------------------- Common behavior changes

[] On startup Program will place MiniMap window 'external-attached' to right of the main window (if there are enough space).
CAPS mode = minimap placed internally, standard way, but a bit further from the scrollbar.

[] Removed loading of unnecessary files, now it needs the file "tome.1" only.
[] On startup Program will search for the data file "tome.1" in this order:
Path Near executable file,
Path Near executable file\support\tomes\tome.#,
And the latest - from registry key War2CD.
[] If tome.1 file not found program shows both path\needed_file and War2CD string content.

[] On startup Program will not show splash screen if started with file.

[~] On startup Program will not re-register for the PUD file in registry until you start program with "-r" parameter or with CAPS mode active.

[~] Disabled Autochange Unit names for menu from tome/tbl: fixed madmix like english editor + another lang. tome/tbl, fixed Menu hotkeys for units

[~] While pressed F1, program will try to find help file nearby: *.chm file, then *.hlp (for retro users)


--------------------------- Unsorted bugfixes and features

[~] By default Mod uses an independent Recent file list.
* Start in Caps-mode will force using the Recent file list of the standard Editor.

[] Bugfix: File now NOT disappears from Recent list if you just cancel it's loading.
[] Bugfix: Now "ask for save" appears BEFORE FileOpen dialog.
[] Bugfix: Now window title will NOT change until Newmap REALLY accepted.

[] Fixed(~90%) of this bug: Brush white frame disappears in case you selected Brush by hotkey or just In-Out near map edge, so you need to mouse move to another cell to let it finally draw - also annoying.
 Now in situations like this it will be fine, or (worst cases) you need to move mouse 1 pixel - much easier than 32

[?] Program will not spoil Triggers... (Oh.. wait, Ed still not applied new version, but at least my part is ready months ago)

All dialogs changed/tweaked in a varying degree. Examples of minimal, but useful changes:
[] "not saved" MsgBox default button changed to Cancel (No accidental action).
[] in the Units/Upgrades Properties page step value changed to 4, so next page will keep "Pairs" of units seen @ 1/2 3/4 positions (Footman/Grunt) etc.
[] Changed error msgbox "...inappropriate location, do you want to delete" for skip all 'errors' by ESC (20251231: more options)


[] Bugfix: Now changed single Gold/Oil stuff affects NotSaved status too.
[] Bugfixes in Starting conditions and Map properties dialogs that pressing OK set NotSaved status even if NO any changes!
[] Almost same for Player properties dialog, but with some specific conditions: if you CHANGE Controller for player with 0 units - it will affect NotSaved status, but really saved file data not be changed.

[~] Enhanced manual Heroes conversion: now it can change All heroes or BtDP only (legacy stuff)

[~] Changed most of "Error" messages, especially on Saving, etc

[] Added option to confirm multiple(>1) units removing.

[~] For Oil Platforms (in case no other unit types selected) "Delete" action will remove platforms (no confirmation) but Oil patches stays.

--------------------------- "Saving" features

[√√] Now saving is always done, regardless of errors/information,
 so you can save EMPTY map with terrain only as draft, no need to set up anything.
 You just will be informed about the potential map problems (like no Start Location, or w/e), but saving will be done.

[~] "Warning" about Exp.Heroes on saving changed to "Legacy information" and will be show once, until you clear options in the registry

[] Total limit for "real" Units on the map now set to 1600 - maximum for the game (not editor)
 (Start Locations not counts as real unit except it owned by Neutral)

[] Unit "per-player" limit removed at all, but you will be informed about it anyway while saving.
 Something like "Player # will not be able to make new units" or w/e.

[] Added special unit sort on saving feature that allows even 1599 to one owner - if you have some hero, and map with 1599 enemies)
 You can choose not to sort at your own risk, the word "sort" itself is a hint.
 But in most cases, when the program suggests sorting - it is really necessary, elseway not ALL placed units will appear in the game.


--------------------------- Terrain / New map features

[~] Filler Brush now contain regular tiles in the sequence

[] Added special feature for New map:
 you can start New map filled with Terain Brush you selected currently (except walls for now, maybe later will be added/enhanced)
 For example: The whole map initially contains Rocks/Wood/Water or w/e.
 Good result is: Forest + Dark Grass + Random... try any others.

[] Added two options to 'New file' Dialog: Map tileset - Random, Map size - Tiny (14x14)... Droid will be happy)

[~] Default Filename changed to "NewMap.pud"

[] New map resource values for Players set to Low (no more stupid 1000/1000/1000)


--------------------------- Resources dialog

[] Fixed bug with nonsense msgbox while Duplicate values, but some player(not even 1st) field is empty/incorrect.

[~] Tweaked pos, buttons, added limit hint, changed Edits alignment and styles(NUMBER_ONLY etc).

[√√] Added extra function to "Duplicate" button, now it SAFE to use:
First press will Duplicate(if make sense)
Second and further will loop sequantially these res.values: 0, Low, Medium, High, max(65535), then again old values(Not duplicated) ...


--------------------------- Menus/ToolBar

[] Changed/tweaked menus for Tilesets. Added toolbar pictograms for Swamp.

[] Slightly changed order of some items for usability: spread [new/open] [save], etc

[~] Player 3 and 4 text changed to 'Teal' and 'Purple'

[] Unlocked ToolBar Size/Plain/Filler/Random items for all tiles: Size for Walls, Random for Water(useful with Winter), etc
 Brush autoswitch Behavior changed this way:
 Sizes / Light-Dark / Plain-Random Brushes will be reset to 1x1 + Light + Plain, once you change "Main" Brush like Water/Dirt/Grass/..
 this mostly prevent accidental Dark/5x5 stuff placement that may be a big problem because no Undo (
 In CAPS mode Size/Dark/Random will not be reset most cases except Changing Brush to Wall (Size for Walls will be reset to 1x1 anyway)

 If you press same Terrain Brush Twice - it will do forced reset dependent buttons to 1x1 + Light + Plain, ignoring CAPS status.

Added new main menu items for fast access: Peasant/Peon, X (Start Locations), Gold Mine, Select tool, MiniMap

[] Player numbers in the menu bar that same time indicates the Current player

[] Units - most units in ONE place, good to use with mouse, but hotkeys can be used too
[] Buildings - same as units
[~] Properties - for faster hotkey dialogs calls / mouse select MiniMap On, Properties -> Dialogs: Races, Resources,... etc

[] Unlocked/Added Special units (Paladin/OM, Ranger/Berserker, Attack Peasant/Peon, Eye of Kilrogg)

[] All units now accessible By-Hotkey from Tool menu (guaranteed) or from Units/Builings menus (mostly, hotkeys may differ)

Tool Menu
[] Basic/Advanced buildings madmix splitted and rearranged.
[] Splitted/Rearranged sections for Heroes / Extra units (Paladin, Eye...)


[] Unlocked all AIs in the Player properties dialog.
No option to hide it as in puddraft, but shows more accessible items(14) on the combobox list opening. (Air/Sea attack on the 2nd page)

[√√] Added button for quick Switching Current player's Race (Note that the Current doesn't always mean Selected)
* By default Walls conversion is disabled, but you can hold Shift or switch CAPS to allow it.

[] Added compatible selected units conversion.

--------------------------- StatusBar

StatusBar text mostly(still not always, need more work) contain last useful information, like:
[] Total units counter, Selected units counter and some more info.
[] Changed/Total info for Gold Mines etc.

[~] Added more spaces to some StatusBar texts for better readability. Added better descriptions to StatusBar Hints.


--------------------------- Hotkeys additions

Layout-dependent:
[~] Obvious standard menu hotkeys + Alt+U for Units menu, Alt+B for Buildings, etc...
[] Alt+X   Start Location
[] Alt+`   Peasant/Peon

Layout-independent:
[~] Alt+Ctrl+S   Save As..

[√√√] ESC   Switch to Select Tool and Deselect currently selected units
[~] Alt+S   same as ESC, also in most cases the same action can be done by RMB

[] Alt+G   Gold Mine
[~] Alt+H   Oil Patch
[~] Alt+C   Critter

[] Alt+Q   Grass
[] Alt+W   Wood

[√√] F4, Alt+M   Toggle MiniMap

[] Alt+D   Map properties Dialog (Tileset+Description) - fast change tileset for view purposes.

[] Alt+Ctrl+Shift+O   Change options (one by one)
* Options that you change will not be saved in case you exit Editor with CAPS mode ON.

[] Ctrl+R   Switch Current player's Race.

--------------------------- Map Scroll changes

[~] NumPad works for scroll independent of NumLock status (Num5 = scroll Down)

[] Home/End/PgUp/PgDn   Scroll the map diagonally. (same for NumPad 7/1/9/3 or Alt+Arrows)

[] W/S/A/D - Vert/Horz, Q/E/ Z/X - Diagonal scrolling.

[] Default scroll value changed to 1 cell (CAPS will return it to 2 at once as original)

[] Same way Ctrl+Arrows move screen HALF size to corresponding direction (CAPS = fullpage)


--------------------------- MiniMap

[√√√] Fixed nasty Bug 'minimap EAT-focus': menu hotkeys (Alt+F, Alt+T, etc) won't work after you clicked on MiniMap at least once.
 Now menu hotkeys will work properly (except you clicked not to the map itself but to the title of the Minimap window to move it or take screenshot by Alt+PrintScreen)

[] Fixed minimap WhiteFrame that was drawn over units at map edges, critical for right/bottom edges.

[~] micro feature: hold MMB(Mouse Wheel) then press Esc (or do something to redraw MiniMap) -> Movable Units will be drawn as 1 pixel on MiniMap until next redraw.

[] Changed minimap colors:

Yellow   now more usable because means GOLD, except similar Player 8 color

Gray   Critters and most Neutrals, except special

Green   Neutral specials like Portal, Rune, Circle

Magenta   "Enemy NPCs" (NPCs will be described later)

Cyan   "Rescuable NPCs"

* CAPS will return yellow for all neutrals, but not affect NPCs

[] Changed resource containers Size on Minimap: standard 3x3 - less than 40k, 4x4 = 40k..65k, 5x5 = 67500+ (CAPS will disable it)


--------------------------- Gold/Oil change features

[√√√] Resource value scrollbar now using nonlinear positioning to make it easier to set/change reasonable(relatively low) values. (CAPS will disable it)
+ Resource value scrollbar double sized vertically, so extra aiming not needed anymore)
+ Page Step value for Gold changed to 10000, for Oil to 7500
Big OK button, no useless stuff, Added hint that inform about CAPS change page Step value to original 25000
(20251231: Added a small field for entering values in thousands)

[] Gold/Oil default value on placement changed to 40000/12500, but if you like old 15000/5000 just hold Alt while placing (see next info for Alternative res value)

[] Alternative res value using while Alt pressed on Gold/Oil placement
 By default it is 15000/5000 for Gold/Oil as original editor values.
 It can be changed by:

--------------------------- LMB "pick" feature

[] Hold Ctrl +Click on unit = to "pick" it into Brush
 it will also change Current player to picked # ( for Players 1-8 )
 it will also change Current Alternative Res value (for using with Alt+Placement) if picked unit is corresponding Resource container


--------------------------- another Placement stuff

[] Hold Alt while placing unit
To place movable unit as "active"
To use alternative resource value for resource containers. (see above)

[] Hold Shift to place units initially in selected state (may be useful for temporary units to remove all of them at once later)

[] Gold and Oil stuffs can be RE-placed over themselves. (similar way as original Platforms can be placed over Oil patches)
[~] StatusBar contains resources amount of hovered Gold/Oils in case Brush = corresponding Gold/Oil stuff.
Hold Alt before [re]placement to use Alternate res amount, Hold Shift to let the [re]placed thing be Selected,
Hold Ctrl to just change platform owner or set platform over patch, but not change res Amount of patch itself.

[~] Unit counter in StatusBar will contain "!" near 1600 units.
[~] You can place multiple Start Locations while hold Alt. It may be useful for special "one(not really) peon" mode.
(latest placed SL will be used as real "camera start position" in the game)


--------------------------- RMB behavior and features

Current Brush = Select.
You click RMB on the Unit -> standard RMB Dialog (Gold/Oil/Active)
(20251231: on the Terrain -> pick Terrain type to Brush)

Current Brush = Unit.
[] You click RMB on the another Unit -> this unit will be deleted

Current Brush = any.
[] You click RMB on the Terrain
If something selected -> all units will be deselected (Brush stay same)
If nothing selected -> Brush will be changed to Select (Same effect as ESC)


--------------------------- LMB Selection features

.Enhanced Standard De/Selection: allowed to do more precise selection in some cases, 'pixel' for Click detection increased

[] Fixes for 'multiple units at one cell':
Now single click will select Top unit only, Not both.
In case you need to select Both units: do not exactly pixel-Click, but slight Drag-selection in this cell.

Add/Remove Top/Bottom unit with Shift to/from selection:
[~]for top unit (placed ABOVE another unit) just normal Shift +Click,
[]for bottom unit (placed UNDER another unit) hold Shift+Ctrl before Click.


[] Alt +Click on Unit = Select all units this Type and same Value(Amount) as clicked of this Owner.
(* this will Deselect all other units except new group, * First click on already selected unit will just deselect all)
Example: Select this way all Gold mines @ players Main spots (if known all same value) and change to another value, then change Exp.Gold mines same way.

[] Alt+Ctrl +Click on Unit = Select all units this Type of this Owner
(this will add/toggle selection to current)

[] Alt+Ctrl+Shift +Click on Unit = Select ALL units of this Owner (see next for Swap players)
(this will add/toggle selection to current)


--------------------------- Owner Change for Selected units

[] Runestones initially placed as Neutral now.

* Main thing about Owner change: you need to select units of SINGLE owner (Not multiple) to be able to convert them special ways.
 Just test how it works by selecting different owners, etc. The more owners you selected - the less you can change.
 Info about selected owners displays in the StatusBar. If no owner info described in the StatusBar - it means the selected units owned by Neutral.


[] Set owner to Neutral or back: Select units then press same # of owner again. (for more complex actions see NPCs part)
 Critters/Runestones changed easier, but not in group with different owners.
 You can even change Gold Mine owner to player but it needs to be single selected item for action like that.
 (Anyway Oil patch and Circle of Power can not be changed from Neutral)

[√√] Special owner change features:
 Select ALL units of some player(no other owners in selection) then press Alt+# of Player you want to Swap with selected.
 This way you can even change all players by selection only ONE player)

* Note that Start Locations won't change in CAPS mode, so will cause block some conversions.


--------------------------- NPCs

* Main thing about 'NPC' - they don't take the place of normal (1-8) players, so you can make map for 8 players and Rescue/Enemy NPCs.

[√√] Added NPCs two types:
 Enemy-NPC, like Guards or w/e, not needs to be killed for victory.
  Not need triggers. Just N.P.C. Note that they CAN capture and own Rescuable units ;)
 Player 11 = Enemy-NPC-Human
 Player 12 = Enemy-NPC-Orc

 Rescuable-NPC = same as Rescue(Passive)
 Player 13 = Rescuable-NPC-Human
 Player 14 = Rescuable-NPC-Orc

How to change owner to these NPCs:

. Select unit/group (!important: all selected must be owned by single player)
---
. Hold Shift for Enemy
OR
. Hold Ctrl for Rescuable
---
. Hold Alt if you need Orc race
---
. CLICK Menu Item of selected Player Number
If you do all right Status bar text will change to 'Player 11/12 NPC' or 'Player 13/14 Rescuable', depends of keys you pressed.


---------------------------
...to be continued in next msg, because of size limit

13
Flame Wars & Offtopic / Re: vote to follow blizzard balance by default
« on: December 08, 2024, 02:22:44 AM »
We are 2 votes behind to bring new feature for this game

Try not to lie during your election campaign.

Firstly, this is not feature in the literal sense of the word, but thoughtless copying of stupid changes from another game.
Yes, in common sense (not in terms of lawyers), remastered is another game, not DLC for BNE or w/e,
therefore, I would recommend to those who appreciate the legality and original game - to hurry with the purchase of licensed KEYS on the GOG, while this is still possible: https://forum.war2.ru/index.php?topic=7288.0

Secondly, among those who voted to make sheet defaults - are forum regulars that have never played on the server.
This vote is absolutely not representative, however - as always: who informed the real players? - A rhetorical question.
Although, what am I talking about ... vote for suicide? Well, f*.
If the one (whoever) makes the final decision will try to push this abomination, hiding behind a fig leaf of this vote - he will cross out all its previous merits and put on a par with famous psychopaths.

I have a compromise (still bad for War2 as a whole) solution, so I keep it as last resort if the madness will "win" in "honest" voting,
because it seems the main adherents of the changes are interested not in the convenience of the players, but in the opportunity (power) to impose their interesting madness to the rest.

Thirdly and most importantly: this is already in the game, and you do not need to bringpush it by force: https://forum.war2.ru/index.php?topic=7297.0

14
Mods & Development / Re: Hotkeys remaster
« on: December 06, 2024, 01:40:00 AM »
doesnt work for me.
I replaced german hotkeys with the file stat_txt.tbl.

game crashes after its hosted.
do i need to chnage it manually? i mean do i open it with editor or which programm?

It is not entirely clear what kind of changes you did in the stat_txt.tbl and with which program.

Also it would be nice to attach the files themselves:
the initial stat_txt.tbl file
and the changed new one, which caused crash

15
Flame Wars & Offtopic / Re: vote to follow blizzard balance by default
« on: December 06, 2024, 01:22:23 AM »
Rename it "Vote to ruin the game thats kept a fan base for nearly 30 years".
Totally agree.

This so -called official sheet should not be default in any case.


It clearly seems to me that NOT everyone from the voters understood the essence of the issue.

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