Pudge Wars

GHost cfg files

by Tossrock on Nov.02, 2009, under Development

If you have GHost++ and would like the cfg files I used for PudgeBot, I’ve uploaded them here:

ghost.cfg
pudge-wars-v124.cfg

You’ll need to fill in the cdkey and account name/password for the realms you use in ghost.cfg; the map cfg is set up for 4v4, but you can edit that in the slot info.

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Host bot

by Tossrock on Oct.23, 2009, under Development

Hey guys, I’ve set up a host bot for 1.24!

/f add PudgeBot if you want to see when it hosts games!

I’ll try to leave it on during the day;  visit the forum thread to have your say about what settings you’d prefer. I’m currently going to do 5v5, but I’d be open to leaving it on 4v4 too.

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Pudge Wars v1.24 released!

by Tossrock on Oct.20, 2009, under Development

Hey all! I’ve just put up version 1.24; this is a bug fix release intended to deal with the incompatibility arising from Blizzard’s  recent patch. You can get it in the download forum, or from the link to the right, or just by clicking here.

There’s no new content in this other than a few exploit fixes; progress on 2.00 continues, but I figured better to have a working old version out than nothing.

Thanks for your patience!

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Further tales of a bad person

by Tossrock on Oct.19, 2009, under Development

So I have actually tried several times to get stuff done for 2.00, but every time I do, life decides to drop some new bullshit on me. At the moment, PJASS is throwing a hissy fit every time I try to save. Unrecognized syntax error, if you happen to be a PJASS expert and want to help me out. I actually asked about it in the PJASS thread on wc3c.net and no one’s replied for like, three weeks. Sigh. I hear there’s a command line version of the vJass extension, maybe I can cobble together a functional environment with that and do object editing in the vanilla WE. Again, sorry for the delays, people. It’s not (entirely) my fault!

In other news, through a hilarious mixup involving my web hosting’s incompetent email service and Wordpress’s default moderation system, comments weren’t showing up despite the fact that people wanted to comment! So, I fixed that. Feel free to leave scathing messages about my many inadequacies and thus motivate me to action.

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I am a bad person.

by Tossrock on Sep.02, 2009, under Development

Sorry about the delays, everyone. I have a time consuming job over the summer which is preventing me from accomplishing significant progress (which incidentally is why I wanted to push out a new version before the summer originally. Alas). Also, the 1.24 update has caused me a lot of problems with my development environment. I’ll do my best once the school year starts again and I have some real free time to work on things. I’ll try and put out a 1.24b compatible version ASAP if it looks like 2.00 is taking too long as well.

Thanks for your patience.

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New skill demo

by Tossrock on Apr.19, 2009, under Development

Jurassik and I were fooling around for a bit with a new skill I’ve implemented for 2.00. You can watch us (and get an inside look at the exciting development process) by downloading the testing map and the replay. You can also test them out for yourself by playing the test map! Obviously there are some bugs (hence the “test”), and it is in no way indicative of in game balance. (Most things don’t have cooldowns because that makes it easier to test stuff.)

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Progress so far

by Tossrock on Apr.11, 2009, under Development

I’ve been working a fair bit on version 2.00 recently, with the main focus being updating the way the spell system works.

**Warning, boring technical details to follow!**

In 1.21b, all the spells run on their own instantiated timers; that is, each time you use an ability, a “timer” object is created in the Warcraft engine which executes a bit of code every fraction of a second, to give the appearance of smooth motion, etc.

For 2.00, I’ve used the incredibly helpful vJass compiler by Vexorian to create an interface which specifies a “step” method, allowing all spells that require timers to be executed by a single global timer, rather than each one requiring a separate instance. In tests I’ve done, the performance savings have been significant.

Anyway, converting the abilities I wrote in the freeform manner from earlier versions to the new standard has been occupying me for a while. So far I’ve converted Toss, Hook, Bladebarrier, Image trail (The currently broken effect Hyperspeed powerups are supposed to give), and Nova. I’m working on converting Flame right now. Just a few more, and I’ll be back to new content.

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Site moved!

by Tossrock on Mar.31, 2009, under Development

Welcome to the new Pudge Wars website! I got tired of Informe, so I’m trying this out for now. You can find a link to the new forums to the right, or just click here.

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