################################################# ###### DOTA ALLSTARS v6.41 - OPEN VERSION ####### ################################################# The goal of the "OpenDotA" project is to reconstruct a freely editable version of the famous DotA Allstars map, due to popular demand :) This version is NOT supposed to be played on bnet; use official version for playing instead. It is just for allowing you to open the map in World Editor to see how it was done. We strongly discourage mapstealing, so please use this for educational purposes ONLY. What exactly has been done to the original map: - recovered (listfile) for map archive; - reconstructed editor-only files containing regions, cameras, variables and other stuff; - map script was split into trigger sections; - code blocks were indented for easier understanding; - human-readable variable and function names were restored back from crap names like "qE" where possible; - restored object data files (units, abilities etc) from txt/slk files ("anti-widgetizing"); see below for details - order ids replaced with string orders * restored unit placement in editor, unlike most of units(neutral creeps) appear when timer expires, buildings are placed during map initialization, so they are availible in editor; * most of functions, triggers and variables were renamed from the beginning, so there is no sense to compare their names with names in version 6.32b; * inlined 64 simple (kind of { return 'A000' }) functions; * functions and triggers structure was improved, functions which use one another were merged into functional chains, placed in it's own trigger, most used functions were added to core. What has NOT been done: - no GUI triggers reconstruction - as it is not always possible to do so, and would take a lot of time even where it is possible; - not a single change to game rules, balance or copyrights; We did not intend to change map gameplay in any way or to "steal" it; if you launch it in game, it will be completely identical to the original "protected" version, including credits. This map is available in two separate downloads: with restored custom object data and without. When saving map with restored data, be aware that you'll need to run some kind of WTS inlining tool on it before playing, otherwise map loading time will be insane (up to 50 minutes). If you are using map without object data, you won't be able to view or edit any object data in Object Editor, however, map should save and work correctly anyway. There's a trick that allows to access this data in editor and still do not bother with loading times: - Export all Units/* files from this map to [your wc3 install dir]/Units directory. - Restart the editor and open the map: all custom map data will now be shown by Object Editor as default. - If you wish to edit another map, just delete those extracted files and restart (this won't affect playability of the map in any way). Enjoy :) Map deprotection done by: Version 6.41: NETRAT aka NT: - listfile recovery - name lists for global variables, triggers, category structure and functions - full war3mapUnits.doo layer recovery - functions inline and shuffling, improved triggers perfomance - object data recovery - STPD_Parse module to make routine work easier and faster DioD: - function names, arguments and locals Version 6.32b: DimonT aka zibada: - most of automatic map recovery tools NETRAT aka NT: - listfile recovery tool - name lists for global variables, triggers and functions - object data recovery hello.Blood aka TheBloodiest: - trigger names, and trigger category structure Project Home Page (check it for latest releases): http://dimon.xgm.ru/opendota/ XGM - Russian Modmaking Community http://xgm.ru/ http://modmaking.ru/