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!! Allow Local Files



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#1 Nevo

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Posted 03 October 2013 - 11:32 AM

In order for WarCraft III to Allow Local Files to work, you must enable the following line in your registry or execute the reg file attached below:
 
Press Windows + R
 
Enter Regedit.exe
 
Navigate to the Folder Directory:
HKEY_CURRENT_USER
Software
Blizzard Entertainment
Warcraft III
Right-click on the space and select Create - DWORD
 
Enter Name As: Allow Local Files
 
And Value As: 00000001
 
Now you can successfully use Local Files with your WarCraft III.

For those wondering what this is actually for... It has to do with Donator Token Protection.
 
Attached File  WC3 - Local Files.reg   286bytes   2715 downloads

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#2 123HELLO

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Posted 03 October 2013 - 02:09 PM

So can someone now explain what these Local Files do?



#3 Waffle(est)

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Posted 03 October 2013 - 02:18 PM

The allow local files registry entry instructs WarCraft III that it should allow files to be read from the local hard drive.

 

They are loaded using the Preload natives.

Any image/model files get imported as resources.

Valid JASS files get executed as code.

 

This is why the FortressCodes folder has so strange syntax, we can't read arbitrary files but we can have the JASS content executed. The FortressCodes folder was originally used for automatic save/load.

 

Note: The registry flag only toggles READ permission, it doesn't affect the ability to CREATE / WRITE* files (thus why the allowlocalfiles.bat gets automatically created.


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#4 Bigheaded

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Posted 07 October 2013 - 01:24 AM

To put it as simply as possible:

 

Currently at this stage it allows ALL players to get the fortresscodes folder in their wc3. (some people it doesn't work for)

In the future it may be used for auto loading.

 

Or did i misread something?

All very well giving the scientific reasoning, but working out what it actually means in simple terms can be a little puzzling ^^



#5 Waffle(est)

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Posted 07 October 2013 - 08:28 AM

Possible autoload in the future will be most important use.

 

Could possibly do some other fun stuff too but yeah thats way in to the future.. 



#6 TheDwarfLard

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Posted 07 October 2013 - 02:10 PM

I think I remember Niwa or someone else saying auto-loading was in the beta stages of an earlier version, but was taken out due to load times (fasest being like 60 seconds +) [I average like 20-25 seconds currently as a comparison (usually fastest)].

 

If you found a way to fix it or something, then great. :D


Edited by TheDwarfLard, 07 October 2013 - 02:12 PM.


#7 Waffle(est)

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Posted 25 December 2013 - 12:12 PM

Autoloading needs synchronisation between players.. we have yet to figure out how to do that in a way that is feasible.

 

we do use it for things that do not need synchrounous operation allready..

such as donator protection.

and a coming message passing scheme for external ehm.. "plugins?"







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