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Welcome to www.eeve.org, the home of games like Castle Fight, eeve! Tower Defense, You Tower Defense and many other Warcraft 3 projects by geX and others. Here you can get the latest downloads and official information. Join our forum community and participate in the discussion. Have fun!
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YouTD DevKit v1.10b released by geX |
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A bugfix release... If you still got these 29.9999% tooltips rather update!
Changelog v1.10b |
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-Tower's didn't gain damage when they leveled up in v1.10, this is fixed -Test creep sizes are no longer messed up like in v1.10 -GMSI v2.1.18 is used now which should prevent some tooltips still beeing displayed with weird numbers like 29.9999%
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YouTD DevKit v1.10 released by geX |
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This version adds some new features. Update if you want to use them  .
Changelog v1.10 |
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-Fixed a bug in the projectile engine causing strange behavior on unit picking with Iterate -Rearranged the Creep sizes again. However, this should not affect any towers -Mana regen bonus now works correctly -Towers hadn't been assigned to a category previously. This is fixed. Now, tower.getCategory() will return the tower's element. tower.getSize() will return the tower's rarity. -Fixed the wrong signature of the floating text functions for Team. These took an aditional parameter team, which didn't make sense. That parameter is removed now. If you have already used that method, remove that parameter from its call. -The values in the tower multiboard should now be rounded correctly (i.e. no longer 119% if you add 20%) -Added the method Event.getCurrentPeriodicEvent() which can be called in a periodic event handler to get the periodic event that fired that handler. It returns a variable of type PeriodicEvent which is a struct that offers functions to enable/disable the periodic event, change its periodic or get some data about it -Added the method Playor.displayText(message) for the struct Playor to allow convenient text messages -Added predefined target type constants TARGET_CREEPS,TARGET_TOWERS,TARGET_TOWERS,TARGET_PLAYER_TOWERS to the library TargetTypes, that can be used for targets where no specials are needed -Added the methods .doSpellDamageAoE(...), .doSpellDamageAoEUnit(...), .doSpellDamagePBAoE to the structs Unit and DummyUnit which can be used to convientently damage an area -Fixed the MOD_DMG_FROM_<ELEMENT> modifications which were messed up -GMSI v2.1.17 is used now
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YouTD DevKit v1.9b released by geX |
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Just a small bugfixing version
Changelog v1.9b |
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-GMSI v2.1.15 is used now -Fixed a small error in the spell checker that mischecked "'s" as an error -Armor modification is now working properly -You should no longer get some wicked values like 0.2000000001 or 0.5E-4 (causing bugs) in the injected tower
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edit: v1.9b had a serious bug, use v1.9c instead!
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First YouTD beta coming soon(?) by geX |
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The time to release the first beta of YouTD is near.
However, there are still some things to do before this can be done:
We need a rare tower for astral and a second common family for fire, ice and astral. With these, a first version can be launched. The next thing is that we need to get the already uploaded towers working. So if you have already submitted a tower which was not yet approved, change the requested stuff, that it can get approved.
The last thing I want to tell, is that I have installed a "Latest Disscussion" button to the YouTD creator's menu (the one on top of the screen below the normal menu). It will show the latest answers to discussion threads of your towers and thus will quickly tell you for which towers any criticism has arrived.
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YouTD DevKit v1.9 released by geX Wed Jun 24, 2009 12:22 pm |
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This version is a bigger release that fixes many bugs and adds some new features. I recommend updating immediately!
Changelog v1.9 |
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-You are now able to turn tower effect doodads (those you place near your main model to add tower models) by 360°. Previously only -90° .. +90° were allowed. -You are now able to specify a negative z-Value for tower effect doodads. However, the min z-Value is still clamped at -200*modelScale. So you can place a 0.4 scaled model to -80 z for example. -Added an internally UID checking to dummies. That means, if you call .getCaster() on a dummy and the caster has died, this method will return 0. In addition, the dummy will trigger no more damage/kill events if its caster has died (since those events might probably alter the caster and this would cause bugs). -GMSI v2.1.14 is used now -The doSpellDamage method of Unit and Dummy now accounts for the damage table (damage to category, damage to size) -Damage dealt through the doSpellDamage function is now counted correctly (for the damage statistics) -Added the Unit.killInstantly() method. It should be used for instakill abilities -Added the Unit.isImmune() method, that returns true if the unit is immune to magic -Added a new modification MOD_MOVESPEED_ABSOLUTE that alters a creeps movespeed absolutely (not on a percent scale), so -10 = -10 movespeed -You no longer get a strange error when using a buff that has no icon -Added a "spell checking" which checks the tower name and ability names for the correct use of Capital Letters -Added a "highlight checking" which checks if all numbers in tooltips are highlighted correctly. -All attachment points of a buff icon are now displayed correctly (formerly only the first one, due to a bug) -Multicrit damage is now additive instead of multiplicative. This will make multicrit more balanced. So you can use multicrit a bit more freely now, since it will not produce exorbitant damage anymore Example: 3x crit, 250% crit damage Before: 2.5*2.5*2.5 = 15.62 = 1562% OUCH! Now: 1+1.5+1.5+1.5 = 550% not that OUCH! -If you used one buff icon in two different buff types, two different abilities were produced, causing bugs. This is fixed -The base attack speed add per level was reduced from 2% to 1.2%. This will result in a tower having +30% attackspeed at level 25 instead of +50% -The base damage add per level was reduced from 5% to 4%. -You are now able to create a tower archive without adding a screenshot of your tower. This tower archive can only be used to update an existing tower, not to upload a new one. This will save some work when updating a tower
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Link to latest YouTD DevKit
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YouTD DevKit v1.8b/c released by geX |
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This Devkit is just a small bugfixing DevKit that adds some new stuff. If you don't need that new stuff and don't have the mentioned bug, updating is not necessary.
Changelog v1.8b |
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-Added the .calcSpellCritNoBonus() method to Unit which does the same as .calcSpellCrit() but needs no bonus parameters. Use this function if you need no bonus anyway, it will save some computation time. -You can now change the alpha value of your main tower model in the confic trigger -You can now use no model as main model (just insert .mdl). Your tower will still be selectable. -Fixed that autocasts, even when deactivated, started casting after having cast the spell by hand -Fixed a small error in the script that made some # # expressions not compile correctly -Tower name is now colored with its rarity
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1.8c is just a small bugfix patch for a bug in 1.8b. If you had 1.8b, patch to 1.8c or you won't be able to compile towers. Link to latest YouTD DevKit
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YouTD DevKit v1.8 released by geX |
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v1.8 brings some new stuff. It totally reworks the projectile system making it mightier. Sadly, this makes projectiles beeing not backward compatible. If you have used projectiles in your towers, you have to change the code slightly. The same goes for Autocast. You have to insert one line to make it work again.
Changelog v1.8 |
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-Added a new Modification: MOD_DPS_ADD which increases a tower's DPS -switch the CREEP_SIZE constants. Now boss and champion are greater than air, so if you want to make an ability that doesn't target champions and bosses > SIZE_CHAMPION is sufficient. You do not have to check for air anymore. -Air creeps have been added to the test map -If you spawn champions in the test map now, you will receive a mixture of champions and normal units, like it will be in the final map -fixed a bug with the debug messages -changed the mechanical test to orc test -Added the getTerrainZ(x,y) function to the header which returns the terrain height at a given point. This function is heavily used by the projectile system to avoid projectile "jumps" at cliffs. However, maybe you can also use it, so it was made public -Totally reworked the projectile engine. It is no longer backward compatible, so you have to rework your towers slightly if they have used projectiles. The engine is now faster, has various new functions, supports terrain height compensation (no jumps at cliffs anymore) and interpolated projectiles. Read the corresponding chapter in the HowTo again! -Added a new parameter for autocasts: The isExtended flag. If this flag is set to true, your tower's autocast will be decoupled from its attack. That means the tower can also cast onto targets that are out of its attack range (if the spellrange > the attack range). Note that this mode needs more computation time than normal autocasts, so use it only if it is important for your tower that the spell range differs very much from the attack range. -Added the logarithm functions ln, log and lg to the header. However, since these are implemented in JASS, they are a lot slower than native functions like Pow(x,y) or SquareRoot(x). So try to use these instead and logarithms only if you really need them! -You can now insert negative values for chanceLevelAdd parameters -Removed a bug that prevented buff icons from not showing on towers -You are now able to use object editor fields in S2I("@OBJNAME.ATTRNAME") jass injection fields -All structs that previously had a userInt/Real now have three of both: userInt/Real, userInt2/Real2, userInt3/Real3
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Link to latest YouTD DevKit
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YouTD statistics online by geX |
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The new statistics page displays intersting information about towers, users and other content. It will enhanced and filled with more information in the future. Link to YouTD statistics
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YouTD DevKit v1.7 released by geX |
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The new DevKit fixes some heavy bugs. If you have a made a tower with an autocast ability with a version <1.7, you have to change it slightly to make it compile in 1.7. This thread tells you more about it.Changes:- Target types did not work in 1.6 (which made auras and autocasts malfunction, too), this is fixed
- Projectiles had some little bugs in 1.6, this is fixed
- You should now see the explanation for autocasts in the tower description and in the web script
If you have a tower with autocast reparse it and reuploaded it. Then the icon for the autocast will show in the web script - Autocasts now have two ranges in the Autocast trigger, the spell range and the autocast range. So you can make spells which the AI only activates if the creeps are nearer than the max range of the ability.
If you have already previously used Autocasts in your towers, they won't compile with the new version. Check the thread about that for an answer to that problem. - Abilities may have up to 6 levels now (previously only one)
- GMSI v2.1.13 is used now which fixes the bug of non changed buff target art not appearing in the test map
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YouTD DevKit v1.6 released by geX |
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Version 1.6 fixes some errors and introduces some new API functions. TargetType is now a struct where more complex target types can be added. An iteration framework has been added to quickly iterate over units in an area. You must update your DevKit, or you won't be able to upload towers. I am sorry for releasing new DevKits so frequently at the moment, but we are in a beta stage and much bugs are found and content is still added.Link to latest YouTD DevKit
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YouTD DevKit v1.5 released by geX |
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The new DevKit fixes some serious bugs, better update immediately if you want to create a tower! Especially Aura Towers are working now. Some other changes: - Fixed some display bugs in the test map (Buffs were not displayed on towers an other stuff)
- GMSI v1.12 is used which now has a GUI window even if started from command line. So if you now hit "Execute this map's script.ini" in your JNGP editor, you will get a GUI window instead of that ugly console which also stays open if there is an error allowing you to debug stuff.
I strongly recommend every developer to update immediately!Link to latest YouTD DevKit
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YouTD DevKit v1.4 released by geX Thu Jun 04, 2009 10:22 am |
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I have just released a new hotfix version of the DevKit. It mainly adresses these issues: - Misscaling of doodads when default scale != 1.0 is fixed
- The script now aborts if you use a negative z value for effects, because the engine cannot handle negative z values, what would lead to wrong tower appearances
- The game no longer freezes on some pcs when testing your tower with the JNGP Editor in the JNGP release
- You no longer get Virus warnings from the JNGP release (also the old versions had no virus in them, but many scanners found some fals positives in them).
- In the tower test multiboard the damage to size row should work now correctly
I strongly recommend every developer to update immediately!Link to latest YouTD DevKit
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YouTD DevKit v1.3 released by geX |
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The latest DevKit fixes some bugs, adds some new API functions and allows advanced debugging in the Test Map. You can get it HERE. I have also put up a FAQ for people how might want to create a tower. It can be found HERE. Note: If you want to open and test a tower created with an older version of the DevKit (like the already uploaded base towers), then you have to remove the comment from the Balance Constants trigger. If you don't do that GMSI will raise an error upon parsing your tower telling "Cannot resolve the name "VARNAME"". If you have this error, read this topic.
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YouTD developement by geX |
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I have opened a little blog where you can see what I am working at at the moment. The blog can be found HEREIf you don't know YouTD yet: To cut things short, this is a TD where the towers can be made by other people and uploaded onto the web script. They will be merged into the final TD map automatically. You can check out the already uploaded towers HERE
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2on2 -mp2 tournament @ revolutionalarts by geX Fri Apr 03, 2009 11:26 am |
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Castle Fight v1.13b released! by geX Tue Mar 24, 2009 11:30 am |
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v1.13b is a quick fixing patch for the bugs in v1.13 Have fun 
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Castle Fight v1.13 released! by geX |
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I have just released Castle Fight v1.13: This is mainly a bugfix and balance patch. However, some additions were made: The fixed income, unique races and permanent fog of war modes offer new strategies and are experiments how the game can be improved with new ideas. Bots are now better mates since they build behind the castle and don't crash if they are undead. However, keep in mind that the castle was weakend and thus doesn't have such big tanking capabilities anymore. Most known bugs were fixed and most balance issues were addressed. Read the full changelog or just try out the new version. Have fun with it  .
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No more spam bots! by geX Thu Mar 19, 2009 10:01 am |
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I totally forgot to take the simple question "what is 2 + 2" to the registration form when I ported from gex.eeve.org to eeve.org. So, some spambots could register. However now the question is there again, so no more spambots should terrorize the forum.
In addition, the preparations for CF v1.13 are running. I have simply no time so it won't be a big patch, but I try to take some days of my time to offer you bug fixes, some balance tweaks and a little bit of new content.
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Pandarian Heros hosting 1on1 mp4 Tournament by geX Fri Feb 06, 2009 10:51 am |
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Recently this tournament is held by Pandarian Heros: Macro Masters: a 1v1 -mp4 tournament hosted by Pandarian HeroesSignups close on March 1st.Tournament informationMatches must be played on the most recent version. The tournament will most likely be played single elimination with a small group stage when nearing the final. If you lose in the first round, you will get a second chance to play. Game modes are -pr3 -mp4 -lm -ban2. The final shall be played as a best out of 3 game with diverse gamemodes. As for now there are no prizes unless you count the title "Macro master of the year" as a virtual trophy, but if this gains a bit of success we could put up a small amount of advertisement to pay for prizes. How to enterRead the rules at http://www.revolutionalarts.com/showthread.php?t=58, register and sign up  Thanks for reading and GL HF.
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CFIG bugs fixed and comments by geX |
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I have just fixed the bugs in the 1on1 games of CFIG.
The result should now show up correctly.
In addition I have added a new important feature:
Match comments!
Users in a game are no able to write comments to communicate with each other.
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This news could be intresting for the map makers among you. I have recently released by map scripting tool GMSI. For more information check the Introduction to GMSI
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CastleFight Tournament on gamebend.com by geX |
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GameBend is happy to announce it's first Castle Fight tournament! Sign-Ups are currently open until January 17th, 2009; 12:00 am [GMT -4]
At this time we will not be offering any prizes but, depending on the success of this tournament there will be future tournaments that will offer prizes. -------------------- TOURNAMENT REQUIREMENTS:Every team member must be registered at http://gamebend.com/castlefight/index.php . Their forum account must match their Battle.net account. GAMEBEND TOURNAMENT DETAILS:a. Matches must be played on Castle Fight v1.12. b. Matches will be played 3v3. c. Game modes are the following: -pr2 (for tournament rounds 1 through 3), -pr3 (for the final 2 tournament rounds), -FoW120, -ban2, -lm and -sm. d. For more tournament information go to http://gamebend.com/castlefight/index.php . Thank you, best of luck and go register and sign-up!
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Hey folks,
I have done some improvements to the CFIG script engine:
a) Multiple queues: The engine now supports multiple queues. At the moment, there are two queues active: CF 4on4 -pr2 (the old one) CF 1on1 -pr2 -mp3 Maybe there are more to come if the need for such exists
b) Autoalert + redirect on game start: As soon as a game from one of your queues starts (while you are on one of the queues pages having autorefresh on). You will be redirected to the match page and will get a small alert window.
The next point on my toDo list is implementing a comment function where people in a match can write small comments to communicate before / after the game.
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Style Improvements and CFIG Beta Test start by geX Sat Nov 29, 2008 12:54 pm |
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I have done some improvements to the board style. The board control has moved to the upper right corner, so the actual content is no longer so far away from the top of the page. In addition, I have completed the Castle Fight Instant Game (CFIG) matchup script. However, I am sure it still contains some bugs, so join the queue and test it! Links:
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Castle Fight 1.12 released by geX |
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Finally it's done! After over half a year of work and 7 beta versions CF 1.12 is finished and ready to be played. Thanks to all beta testers, you have done a great work finding many bugs and helping to balance the new race! Excerpt from the changelog: changelog wrote: This is a very big patch containing many new things and some design changes. At first, there is a new race and some new units for other races. The gamemodes Individual Races and No Coins are now on by default, because the vast majority agreed to them. However, you can still turn them off with new commands. The foodsystem was replaced by a more accurate wood system, this makes special building balancing easier and more fair. You are no longer able to cage units inbetween buildings, so farming ain't possible anymore (unless you play -ca). I rewrote the AI making it more potent, easier to enhance and making it use less CPU time. Last but not least, there are many new gamemodes other small changes and bugfixes. Check the whole changelog (link below), that you don't miss a new gamemode or change! Links:
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Forum improvements / CF 1.12 announcement by geX |
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The forum style was darkened a bit since some users complained about the high contrast of boarders and background. In addition, you are now able to attach replays (*.w3g) files to your posts. This will make bug reporting much easier.
Another hot topic: CF 1.12: Since the latest beta is working (more or less) fine, I want to announce the release of CF 1.12 for the upcoming weekend. I'm not 100% sure if I will really have the time for the release, but I think I will. So get ready for the next official release soon...
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Castle Fight v1.12 beta 7 released! by geX |
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Because of the number of glitches in beta 6, I have tried to fix them fast and release beta 7. Hopefully it is more or less without bugs, that it may be the last beta version... If you are a beta tester you can get it (like always) using "Castle Fight" -> "CF 1.12 Beta Test" in the above menu. Get the changelog >>HERE<<
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Castle Fight v1.12 beta 6 released! by geX |
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Finally I have released the beta 6 of CF 1.12. If you are a beta tester, you can download it using the menu above (Castle Fight-> Beta Test). You can find the changelog >>HERE<<
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The registration for new users was not possible these days, because the confirmation code was not displayed. This is fixed now, you can now register normally again.
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I have adjusted the unread-post icons' color to red. Its visibility is much better now. In addition I have fixed the wicked quote and code colors. If you still find some oddities, let me know.
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I have put up the new board and added some quickly made style to it. Please report if you find some oddities in it, maybe I forgot to change something. In addition, as you might have noticed, the board now uses the full domain, not only the subdomain.
I will now get back to my work on CF 1.12 that the next beta can be released fast.
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