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11
Mods & Development / Invitation to play, *Unification* new mod - warcraft 2
« Last post by dannyldd on January 05, 2026, 01:26:27 PM »
https://gamebanana.com/mods/644456

hey buddies, danny back here

mod link: https://1drv.ms/u/c/d7a2d372966ba7a1/IQCPtktTIZxnQKYkAxob5HTvAcCu9AKtB2h1PY7fY5iSZeY?e=4ejgRr

***Description***

-Since about 2019 that have been doing war2 mods and i thought it would be a great time to make a mod that condensed all, if not most of the features that have been working with since then.

-I started this mod though as an intention to fully release a mod request from war2 community member: Supreme Anova, but eventually wanted to make better off a whole universal mod that can potentially include his sub-pack mod into here.

-The mod is initially be made to work with base game + custom maps, but hopefully can be expanded to future mods that can be included into here, so i dont have to keep making sub-mod threads for each one of them. So everything may be included in here with just different plugins.

-The mod itself may sound similar to you with respect to other existing war2 mods like:
Multiplayer patch v11 (https://gamebanana.com/mods/507336) or
single player patch v12 (https://gamebanana.com/mods/514538)

but this mod is more likely intended to be the definitive mod, the ultimate attempt to compile as much as the work being done over 6 years into one single mod in 2026+ year.

-This is it, fellows, the greatest compilation from all features that I've made, thanks to Ed gorod's code, tenacity and hardwork into giving whole new features for Warcraft 2.
This is the ***unification*** mod for such a reason.

-This is my biggest attempt to compile all the features since I started modding around 2018-2019.
It's what I wanted to be a "Warcraft 2 remaster" way back before official War2 remaster was launched in november 2024.

-I never pretended to compete with Blizzard's remaster since 2024 but what I envisioned could ever feel like to have a modern version from Warcraft 2 with actual new features included to the game.. Ultimately, hope you have fun around buddy, as much as it took me to make all of these mods, including this one. The "Warcraft 2 Fan Remaster", but eventually named this mod as "Unification".

**Features**

-Well, the mod has so several files and features but will attempt to list all, if not most of them in a brief way.
*Base game plugin*
1) 20+ Tilesets, including base Forest, winter, wasteland & orc swamp. In base game, randomized after restarting mission OR re-loading.

2) Several "Damaged" Portrait Icons, including all base game and some custom ones. Author: MFromAzeroth (http://www.youtube.com/@mfromazeroth).

3) NGAS (New Gen. Audio System) feature that is available already in several mods like Road of Heroes, Trolls Revolution, QoL packs or Reversed Races.
Feature alone itself available in: (https://gamebanana.com/mods/617366)

4) Shift Command, like StarCraft.

5) Rally points, including flags for such.

6) Only available for base campaigns, custom maps and possible future mods. It can be combined right now with existing mods like DAIFE vanilla or Insane Edition vanilla.

7) Daytime Forest cycle. Like Warcraft 3, you can see all daytime stages in Forest tileset.

8) Each tileset (forest, winter, wasteland, swamp) is a group on itself for this mod, so for each group there can be randomized different set of tilesets. For more detailed Tilesets list, you can check out:
(https://gamebanana.com/mods/514538). In this mod is also included ZergCraft tileset for Forest pack.

9) Different set of audios (unit quotes), sprites, icons for the same unit (e.g: a Knight or Archer). Aka: different personalities for the same unit. They're randomized once they pop out from production facilities.

10) On this mod, its available to select 3 modes: Warcraft 1 - Warcraft 2 - Warcraft 3 modes. To check hotkey, go in-game to Keystroke help option or with F1 keyboard key.
* War1 mode basically means: As many War1 unit/building/unit quotes I could import as possible into War2 engine. It includes NGAS feature.
* War2 mode - as default as i could possibly set, so audios are as base game in case you want to hear units in another language.
* War3 mode - this mod includes most of the modding i did across the years, including different unit audio quotes, sprites, icons.

11) Game Alerts, like Upgrade complete such as Warcraft 3 or Starcraft 1.
Including low gold left on mines, oil patches and died heroes.
Also, alerts for not enough gold, farms, lumber, oil, mana.  All in war3-mode only.

12) Aside of daytime forest, there's raining (no thunder), raining storm (yes thunder), snowstorm (snowflakes) including environment audios for such. Some tilesets include these features like snowstorm tileset or Wetland or War1 swamp tileset.

13) Disabled Act & cinematics for now on base campaigns.

14) For now (january 5th, 2026) i enabled  Footman shield available (since castle tech, 30% damage reduction) that has been previously available in other mods like road of heroes or trolls revolution, but eventually can add up
other recent extra unit/upgrades like Riflemen + upgrade from Reversed races mod. Hopefully can add up more upgrades in future.

15) Save-load fix feature.
More of it explained in: https://forum.war2.ru/index.php?topic=6127.msg102091#msg102091
*Base game plugin*

16) Check keystroke help sub-menu in-game for all the Mod & new keyboard shortcuts.

17) Peons wait to build: When a worker gets an order to build anything, if some new unit gets in place, peon will wait till that unit moves away and it will start to build.

18) Animated buildings for War1 & War3 modes. This feature comes from Reversed races mod.
Thus far, january 5th, 2026 there are the next animated buildings. All of them mainly made for Forest/Wasteland tilesets:
War1:
Orc barracks, human barracks, townhall, orc blacksmith
War2 - humans:
Castle, human blacksmith, human shipyard, human barracks
War2 - orcs:
war2 greathall alpha, stronghold - 2 versions, fortress, orc barracks, orc blacksmith - 2 versions, troll lumbermill, orc foundry - 2 versions, goblin alchemist.

Animated buildings are available in every tileset EXCEPT Forest, Snowstorm, Winter, Glacier.

19) Custom left UIs, the ones you see in left side during missions. In War3 mode, there're several of them available: 2 for orcs and 4 for humans if remember correctly. They're automatically disabled in war1 - war2 modes. There's a keyboard shortcut to disable it in war3 mode as well. These UIs are available in game resolution 960x544. Any other should have base game UIs.

20) Features that will be enabled for custom sub-mods on this one:
-AI fix plugin: https://forum.war2.ru/index.php?topic=6127.msg102091#msg102091
-Repairable catapults/ballistas
-Repairable ships in shorelines
-Repairable Gnomish Machines/Goblin Zeppelins
-Units danny rebalance, like the changes you could see in mods like Road of heroes or Trolls revolution.
Aka: more hp, more attack speed for skeletons. More attack speed for archers/trolls/rangers/berserkers/dragons/gryphons, cheaper healing, buffed flame shield, nerfed range/mana cost for blizzard/death & decay and more.

21) War1 remaster music in War1 mode. War2 mode has default music. War3 mode has some custom fan-made music & the one from War3. This music has been already available in several other mods like RoH or Trolls rev.

22)  Some custom Hero sprites used here, coming from War2 Chocolate for Combat Edition
(https://gamebanana.com/mods/598292)

23) In war3 mode there're available all, if not most of War2 Alpha sprites & icons being randomized with the rest from catalogue available. Buildings & Units.

24) that's all i can remember for now.

How to install & play:

*Base game plugin*

1) Install War2Combat from: https://warcraft2.online

2) Decompress Mod pack and send UniFiles sub-folder to your War2Combat main folder.

3) Send "Data" folder to your War2 folder.

4) Send unification.exe to your War2 Combat folder.

5) Send the plugin file: plugin_unification.w2p to your War2Combat/Plugin sub-folder

6) load the game from unification.exe

*** Feedback ***

If you would like to give me any feedback, then dont hesitate to join my both streaming channels:

https://twitch.tv/dannyldd
OR
http://www.youtube.com/channel/UCfcxs8KSkOiehS9GK9rSAKg

If you would like to thank me for the work into these mods or support it to keep motivated for faster and future mods around, I'd appreciate if you can donate anything you want to the paypal address:

https://www.paypal.me/dannyldd

Good luck & have fun
12
Server.War2.ru / Re: 1vs1 Warcraft II World Cup - Prizes for the top 32 players!
« Last post by dannyldd on January 05, 2026, 08:23:30 AM »
if players agree, can rounds be played with "Blizzard" mode ?

There will be no mode.
The game is done on the current client version of war 2 combat server.

I also received questions “if plays agree to play gow “….so is the same logic.

please remove me from players list, thanks and have fun in tourney
13
Server.War2.ru / Re: 1vs1 Warcraft II World Cup - Prizes for the top 32 players!
« Last post by Dudakurten on January 05, 2026, 06:40:57 AM »
if players agree, can rounds be played with "Blizzard" mode ?

There will be no mode.
The game is done on the current client version of war 2 combat server.

I also received questions “if plays agree to play gow “….so is the same logic.
14
Server.War2.ru / Re: 1vs1 Warcraft II World Cup - Prizes for the top 32 players!
« Last post by chenjesu on January 05, 2026, 03:38:21 AM »
sure, i'll register to get the count up to 16
15
Server.War2.ru / Re: Happy New Year!
« Last post by turtleman on January 04, 2026, 05:01:28 PM »
Happy Holidays 2026 is the year bb
16
Server.War2.ru / Re: Happy New Year!
« Last post by Harrywangs on January 02, 2026, 08:35:24 PM »
Thanks! You too.
17
Server.War2.ru / Re: 1vs1 Warcraft II World Cup - Prizes for the top 32 players!
« Last post by dannyldd on January 02, 2026, 03:51:28 PM »
if players agree, can rounds be played with "Blizzard" mode ?
18
Server.War2.ru / Re: 1vs1 Warcraft II World Cup - Prizes for the top 32 players!
« Last post by Teaboy on January 02, 2026, 03:13:30 PM »
Estimated time: 2h45 minutes for the champion (Group stage 60 minutes / quarter-final 30 minutes / semi-final 30 minutes / final - 45 minutes)

Estimated time: 4h45 minutes for the champion (Waiting for host 120 minutes / Group stage 60 minutes / quarter-final 30 minutes / semi-final 30 minutes / final - 45 minutes)

corrected
19
Mods & Development / Re: Warcraft II Map Editor Mod
« Last post by Available 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.
20
Server.War2.ru / Happy New Year!
« Last post by ARMilitar on December 31, 2025, 12:03:06 PM »
Hello everyone,

On behalf of the server administration, I'd like to wish everyone a Happy New Year! I wish everyone a warm, cozy New Year's Eve with their families.  :hug:

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