(12 ratings)
I am not quite sure if I understand you, it doesn't revert anywhere, it's just overall not being used. Also there is no code in WFE that will cause it to "revert" to green, usually player 13 and 14 (even player 15) don't have CPlayerWar3 set to them, which will be fixed in 3.0.1.5, since I will be passing the colour from the unit, in case CPlayerWar3 doesn't exist.About "WFEGameColours.ini" ... did you intentionally disable colors for 14th and 15th Player (Player 13 and Player 14, since config started at Player 00). I've tried setting colour but it reverted to normal green hp bar.
what is neutral aggressive? From this post: (What's the deal with Players 13-16?)The platform Battle.Net and the game War3 has hard-coded playable amount of multiplayer players, in this case it is 12 players. Those extra "players" are actual NPC, they are uncontrolled players for extra and given specific use.
Neutral Hostile - Controlling Creeps.
Neutral Passive - Controlling Critters.
Neutral Victim - Controlling Left Player. (Multiplayer)
Neutral Extra - Empty, This "player" can be used for another uses.
I don't know how to disassemble the dll ,but I thinkl I found another way.Some frames are not in fdf, they are made fully inside game.dll. So you can't really edit them.
Hm... weird, the cargo thingy is extremely wonky, but I will try to take a look, although I am not quite sure how much I am willing to really spend on it, as it's well, barely used.I get a gamecrash in 1.27b when loading a unit into a cargo unit but only after having previously loaded an unit into a cargo unit with a higher capacity than the one i'm loading an unit into now.
Steps are as simple loading an unit into cargo unit (8), unloading then loading that unit into cargo(6). Or 10 into 8, 6, etc.
And a minor issue, i get the Cargo UI for 10 units drawn incorrectly when a map triggers a cutscene if said UI had been drawn before it triggers.
I left attached a picture of the ui error and the map in question i used to test these things.
PS: thanks for the tool, it's amazing.
Players 13/14 (not 15) are pretty much nothing, and cannot be encountered normally anyways, so I don't get what you are asking or what you will even get from it.what is neutral aggressive? From this post: (What's the deal with Players 13-16?)
...Neutrals from Player 13 to 16 has only Neutral Hostile/Passive/Victim/and Extra. Or is it anything neutral that're against you?
It's a very weird thing to ask, not to mention, it won't draw it on all units, only on one selected. However, if you really need such a feature, I can add it for 5$, otherwise I just don't see the appeal of it, sorry.Hi all. Unryze, that's a lot for this great work!
One thing I want to ask. Is it possible to make those indicators permanent without holding a button to show them?
It will be fantastic to assign a button to turn it off/on as mouse lock key.
View attachment 403974
Again, that is MemHack, which is something VERY RARELY used on 1.27b and higher, and again, you will need to work outside of WFE and modify the UI yourself, so it's not another way, but yes, you can create your own C++ library and modify UI like my WFE does, but it won't be able to use my WFE code at all, nor can I really make functions "open", so they can be "found" and called with separate libraries, it's not what my tool is for.I don't know how to disassemble the dll ,but I thinkl I found another way.
MemHack.api + jass +mix
mix tool: GitHub - luciouskami/load-self-mix: 一个war3加载模型包和音效包的例子
Is this possible?
Sorry, I didn't mean "for all the units". I meant to have it visible without holding a key. I guess it is good to have a toggle key instead of holdingHm... weird, the cargo thingy is extremely wonky, but I will try to take a look, although I am not quite sure how much I am willing to really spend on it, as it's well, barely used.
Players 13/14 (not 15) are not anything, and cannot be encountered normally anyways, so I don't get what you are asking or what you will even get from it.
It's a very weird thing to ask, not to mention, it won't draw it on all units, only on one selected. However, if you really need such a feature, I can add it for 5$, otherwise I just don't see the appeal of it, sorry.
Again, that is MemHack, which is something VERY RARELY used on 1.27b and higher, and again, you will need to work outside of WFE and modify the UI yourself, so it's not another way, but yes, you can create your own C++ library and modify UI like my WFE does, but it won't be able to use my WFE code at all, nor can I really make functions "open", so they can be "found" and called with separate libraries, it's not what my tool is for.
Well, it's doable, though the use-case is quite questionable, since drawing all of them would make no sense, in any case, it's doable, but since it's not a feature that is of any use to majority or is of any interest to me, it will have the 5$ (now the usual) fee. ^^'Sorry, I didn't mean "for all the units". I meant to have it visible without holding a key. I guess it is good to have a toggle key instead of holding
Can you support players 13 and 14. I play ORPGs like Gaias, a 6 Player map that has soul feature (more like pets on other RPGs), which occupies other players such that Neutrals are forced to be used such as for Defense Quests when activated.Players 13/14 (not 15) are pretty much nothing, and cannot be encountered normally anyways, so I don't get what you are asking or what you will even get from it.
Player neutral aggressive -> Player 12.
Again, setting the colour is enough and it should work from the get-go in version 3.0.1.5 and higher, as I removed the dependency on CPlayerWar3. The rest I have no idea, why or how it doesn't work for someone, because it should as you can clearly see here:Can you support players 13 and 14. I play ORPGs like Gaias, a 6 Player map that has soul feature (more like pets on other RPGs), which occupies other players such that Neutrals are forced to be used such as for Defense Quests when activated.
1. Too much spam, if you want it as a toggleable feature -> 5$ and it will be done, I don't really like it, and its use-case in WC3 is way too narrow.1.Can you make "ALT+Click Item" to show how many times an item can be used ?
2.I was making a Hd-Mod for my favorite map , does WFE have any commands like "ALT+Click Skill" to show Blp path?
All WFE features work in any map, if you want other players to "see" that as well, then WFE itself won't help you, unless they also download it.Can I use level display in my map?
Trying out this new version disabled FPS limiting for me. Is that normal ? Whatever the settings I try to set in the Display section of the WFE settings (I tried every combination possible), FPS limiting doesn't work. Unlocking the frame buffer does increase performance as announced ; but without frame rate limiting, the FPS can go up to 300 and I don't need Warcraft 3 to draw nearly 100W from my GPUWFE 3.0.1.7
1. Shortened the name print of heroes down to normal Name (instead of name + proper name), this should help with non-English maps that have long hero names along with long spell/item names.
2. Removed PLAYER_NEUTRAL_PASSIVE from allowed players for Ally Skill View drawing, as technically it's not an ally.
Note: in case a lot of people will want it to be returned, I will return it, however it felt as too much of a cheat to be honest.
3. Fixed fatal error with 1.27.1 (1.27b) when Movie/Cinematic finished/was skipped.
4. NEW FEATURE Unlock Frame Buffer in Display settings, this is Direct-X only and will free up reserved memory and slightly boost FPS.
Note: this will have greater effect if New/Legacy status modes are enabled, as they remove the FPS limit.
5. Refresh Rate setting in Display will now also affect Cinematic Refresh Rate.
As I mentioned before, it's something that cannot be fixed, and it rarely happens unless you really try to.Can you fix when i click the minimap for attack and ping, then my screen follow to where i clicked minimap.
Set Unlock Frame Buffer to Off and that's about it, the rest was and still is the same. After saving the options, you need to re-launch WC3. Also, really, 2022 and we are talking about wattage usage? Jesus Christ.Trying out this new version disabled FPS limiting for me. Is that normal ? Whatever the settings I try to set in the Display section of the WFE settings (I tried every combination possible), FPS limiting doesn't work. Unlocking the frame buffer does increase performance as announced ; but without frame rate limiting, the FPS can go up to 300 and I don't need Warcraft 3 to draw nearly 100W from my GPU.
I have an AMD Radeon 6800XT, latest drivers (27.7.1) and Warcraft 3 1.26a. I previously used the 3.0.1.6 beta version of WFE, and frame rate limiting worked perfectly fine with the New status mode, Active in lobby and FPS Advanced Info parameters turned on. My FPS limiter was and still is set at 142 in WFE, with the refresh rate of 143.856 (identical to my screen's).
As I said, I did that already. Turning that new option off and keeping the same settings I used in 3.0.1.6 does not allow the framerate limiter to work anymore, the framerate remains uncapped, whatever the settings I set in WFE configuration. I have closed and relaunched Warcraft 3 between each and every setting change, because I know that the Display settings need a game restart to take effect.As I mentioned before, it's something that cannot be fixed, and it rarely happens unless you really try to.
Set Unlock Frame Buffer to Off and that's about it, the rest was and still is the same. After saving the options, you need to re-launch WC3. Also, really, 2022 and we are talking about wattage usage? Jesus Christ.
As I said, I did that already. Turning that new option off and keeping the same settings I used in 3.0.1.6 does not allow the framerate limiter to work anymore, the framerate remains uncapped, whatever the settings I set in WFE configuration. I have closed and relaunched Warcraft 3 between each and every setting change, because I know that the Display settings need a game restart to take effect.
So about power usage, talking about 2022 - is that CPUs/GPUs are more than optimised to not consume too much, and by that mindset, you shouldn't play any modern game then, if 50w is a concern for you for Pete's sake. You can use Camera and leave the fps locked then, no?And I don't see how being in 2022 is relevant to being concerned with power consumption ; if anything, it's because we're in 2022 that we should be more conscious of uneeded power usage, shouldn't it? Also, War 3 at 140 FPS and a good zoom-out uses 50W of my GPU, so doubling that needlessly has a cost both in money and in heat generation that I'd rather not pay.
Dedication, props to youFirst of all, there you go, 3.0.1.5 - 3.0.1.7 were acting the same way, the code for the FPS lock/unlock was NOT changed only a NEW feature was added:
v3.0.1.5
View attachment 404634
v3.0.1.6
View attachment 404635
v3.0.1.7
View attachment 404636
So I have no clue what you are talking about, unless you were testing 1.27b that has enforced VSync, then yeah it will be scaling towards the monitor's refresh rate.
So about power usage, talking about 2022 - is that CPUs/GPUs are more than optimised to not consume too much, and by that mindset, you shouldn't play any modern game then, if 50w is a concern for you for Pete's sake. You can use Camera and leave the fps locked then, no?
But here you go, the usage comparison, nowhere near 2x wattage increase, enjoy:
Idle:
View attachment 404637
Without WFE:
CPU:
View attachment 404639
GPU:
View attachment 404641
Power:
View attachment 404643
With WFE:
CPU:
View attachment 404640
GPU:
View attachment 404641
Power:
View attachment 404644
I honestly can't believe I have to do all of this to get my point across, you are not in 1995 or 2005 where power supplies were an issue or when electricity was scarce/unstable. That's why I said, being pesky about power usage in 2022 - is just a joke, considering the fact any other demanding game is eating performance well beyond WC3 no matter how much suped it will get.
So please, for the love of god, if you honestly have issues with 15-20w increase over default, then just don't use FPS unlocker, period. As for "heat" this 15-20w increase is around 3-4 degrees at best, so yet again, I am simply baffled to even point this out.
I hoped you were able to understand this much on your own, but I guess I was wrong. And yes, I am being quite rude, because of the sheer weirdness of the issue being brought up, as it's not even funny to dissect and explain.
I didn't want to start a debate about power usage, I just wanted to report that I can't limit my FPS anymore and to try to find a solution to that. But as always you provided me with a detailed answer, so thank you that, even if I disagree on some part of the topic.First of all, there you go, 3.0.1.5 - 3.0.1.7 were acting the same way, the code for the FPS lock/unlock was NOT changed only a NEW feature was added:
v3.0.1.5
View attachment 404634
v3.0.1.6
View attachment 404635
v3.0.1.7
View attachment 404636
So I have no clue what you are talking about, unless you were testing 1.27b that has enforced VSync, then yeah it will be scaling towards the monitor's refresh rate.
So about power usage, talking about 2022 - is that CPUs/GPUs are more than optimised to not consume too much, and by that mindset, you shouldn't play any modern game then, if 50w is a concern for you for Pete's sake. You can use Camera and leave the fps locked then, no?
But here you go, the usage comparison, nowhere near 2x wattage increase, enjoy:
Idle:
View attachment 404637
Without WFE:
CPU:
View attachment 404639
GPU:
View attachment 404641
Power:
View attachment 404643
With WFE:
CPU:
View attachment 404640
GPU:
View attachment 404641
Power:
View attachment 404644
I honestly can't believe I have to do all of this to get my point across, you are not in 1995 or 2005 where power supplies were an issue or when electricity was scarce/unstable. That's why I said, being pesky about power usage in 2022 - is just a joke, considering the fact any other demanding game is eating performance well beyond WC3 no matter how much suped it will get.
So please, for the love of god, if you honestly have issues with 15-20w increase over default, then just don't use FPS unlocker, period. As for "heat" this 15-20w increase is around 3-4 degrees at best, so yet again, I am simply baffled to even point this out.
I hoped you were able to understand this much on your own, but I guess I was wrong. And yes, I am being quite rude, because of the sheer weirdness of the issue being brought up, as it's not even funny to dissect and explain.
Your drivers should not have any effect on it, and no, on 1.26a, the fps is not really locked to specific value, sadly. So you most likely simply were lucky. I am still trying to find how to physically make an actual frame limiter like on Reforged.I didn't want to start a debate about power usage, I just wanted to report that I can't limit my FPS anymore and to try to find a solution to that. But as always you provided me with a detailed answer, so thank you that, even if I disagree on some part of the topic.
I don't understand from your first pictures concerning the Display settings how these very settings could limit my FPS to 144 on my PC and how they don't on yours, since your FPS counter is showing 286 FPS with those Display settings (so the FPS isn't being limited in your picture, while the same settings did limit FPS on my PC).
I don't have any driver-level settings enforced for War 3 either, but I did upgrade the graphics drivers from AMD since I last launched War 3 with WFE 3.0.1.6.
So the only two possibilities that come to my mind are 1) the latest drivers from AMD are causing an issue that prevents framerate limiting with WFE (on my PC at least) ; or 2) the latest WFE version has introduced a bug that prevents FPS limiting from working correctly, at least on my rig. If anyone else has that same problem, knowing it could help us understand the issue. I'll downgrade my graphics drivers in two weeks after I return from holidays, then I'll be able to see if the drivers are the source of the problem.
Em, no idea why I should even care about YDWE though and what you want me to do about it. I updated detour libraries to 4.0.1. it works fine everywhere else. Question is, if it's War3Plugin having problems, shouldn't you ask about it from YDWE makers, since it's clearly issue on their side?View attachment 404809
i got that error messege in ydwe wc3 if using WFEDll.mix from WFE 3.0.1.8
Host-bot message treats any "local" action (in this case ShowInterface function hook) as "unhandled" action, this shouldn't cause desyncs anyways, unless you are doing something extremely wrong, which I can't really cure. That is used to know when to refresh the Enhanced UI. I will check the map later, but in any case, there are no desyncs caused by WFE.using wfe on game that have image pop up (like title feature) (large image shown up cover all screen)
like this game : jbr1.w3x
will make it game create multiverse (have warning desync!!)
2 player have diffrent experience in their respective desktop
same like multiverse
Hotkey
WFE treat shift + left mouse button as XButton1 and shift + right mouse button as XButton2
Localisation
HEALTH and MANA text are always lowercase
Yep, will re-check it again, thanks.hotkey issue still persists
set item slot 1 (numpad7) to XButton1
set item slot 2 (numpad8) to XButton2
press shift + left mouse click will trigger item slot 1
press shift + right mouse click will trigger item slot 2
Can you fix when i click the minimap for attack and ping, then my screen follow to where i clicked minimap.
it happens always... move, atack, signal, skill, any left click.As I mentioned before, it's something that cannot be fixed, and it rarely happens unless you really try to.
I can record it happening even without WFE, and I already said, I have no idea how to fix it, constantly bringing it up won't really change much. If there was an easy way to "guess" I wouldn't have had issues fixing it, you know?it happens always... move, atack, signal, skill, any left click.
That is not going to happen, I worked way too hard and for far too long to release it, nor that would make any sense. So with all due respect, but the answer is no.you can release the source code. thanks
In short, 1 : 1 copy of what reforged did, dunno, so far I prefer how I did it.Do you have any plan to make a Upgraded Interface for ultrawide 21:9 monitor? Then in 21:9 ratio UI, icon,... will "square" too (like current Upgraded Interface work in 16:9 monitor).
I mean create a new one for 21:9, not a re-write, old Upgraded Interface still in WFE and user can choose 1 of 2.In short, 1 : 1 copy of what reforged did, dunno, so far I prefer how I did it.
The biggest issue is how long it takes to eyeball it all, and I don't really feel like spending my time on that, considering I am actively working on another pretty big project, aka UjAPI which is pretty much loaded with new natives, etc...
It's not as simple to do, and it's a lot of code to re-adjust again, if someone really wants it -> I guess for around 15$ sure. It's quite exhausting doing things, that are not entirely useful, and when you barely have time for it to begin with.I mean create a new one for 21:9, not a re-write, old Upgraded Interface still in WFE and user can choose 1 of 2.
I just think make a copy of the code of the current Upgraded Interface, then tweak the parameters to make it work perfectly for the 21:9 aspect ratio. But that's just my speculation, it's probably not as simple as I thought, but much more complicated. Because if it was easy you would have done it already, because I remember you used a 21:9 monitor.