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BroodWar on browser

Forum Index > BW General
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MadJack
Profile Blog Joined March 2010
Peru357 Posts
Last Edited: 2012-11-28 15:39:49
November 28 2012 04:02 GMT
#1
I dont know if the idea has been posted or anything, its just something that i tought while talking to my friends, i asked to play for old time sakes, but they said its too complicated to play/install under windows 7 and the color think, (even tho it has a fix).

So then I was thinking about "What if you could play BW as a browser game. And i think BW being as old as it is (I remember my friend use to play it on a 486 PC, LOL) It should be sort of easy to make it ?

Anyhow any toughts on this ?

EDIT: This was not about how easy or hard was to set up windows 7 to play BW, was just a reference, its still tricky/annoying for someone whos not as techy about PCs.

Maybe blizzard, could have in its power to do something like that ? How hard or costly would it be to them to just not want to do something like that, besides the fact that they dont give a shit about BW unless they could make a lot of money with it lol
이제동 화이팅! / http://www.youtube.com/watch?v=26jjD3ro-Xk /
TelecoM
Profile Blog Joined January 2010
United States10668 Posts
November 28 2012 04:11 GMT
#2
I don't think you can emulate the broodwar engine in a browser but it would be cool to have something similar so people would gain interest by playing it and would want to play the real thing, it could help bring more popularity to bw.
AKA: TelecoM[WHITE] Protoss fighting
asiantraceur
Profile Joined April 2012
United States94 Posts
November 28 2012 04:13 GMT
#3
Oh yah of we could play on browser that's definitely generate more interest biggest pain would prolly be getting Blizzard to not sue whoever makes it...
SC:BW
Kibibit
Profile Blog Joined July 2009
United States1551 Posts
November 28 2012 04:38 GMT
#4
The biggest issue would probably be delay, I think the only way around the delay would be to have the BW source code or some truly wizardly hacks.
R.I.P. 우정호 || Do probes dream of psionic sheep?
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2012-11-28 04:56:50
November 28 2012 04:56 GMT
#5
If we had the Brood War source code, I don't see why this wouldn't be possible (Correct me if I am wrong, but Quake Live is Quake III in a browser, so why wouldn't Brood War work in a browser?)

However, we don't have the source code, so I don't see how we could do this without some serious problems.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
sertas
Profile Joined April 2012
Sweden883 Posts
November 28 2012 05:05 GMT
#6
I would play broodwar for sure if it was in browser. Would be so cool.
synapse
Profile Blog Joined January 2009
China13814 Posts
November 28 2012 05:09 GMT
#7
On November 28 2012 13:38 Kibibit wrote:
The biggest issue would probably be delay, I think the only way around the delay would be to have the BW source code or some truly wizardly hacks.

I would still totally play vs ai in browser if the delay was bad.
:)
quirinus
Profile Blog Joined May 2007
Croatia2489 Posts
November 28 2012 05:17 GMT
#8
Lol every time someone says something is easy, it's anything but.
All candles lit within him, and there was purity. | First auto-promoted BW LP editor.
puppykiller
Profile Blog Joined August 2009
United States3126 Posts
November 28 2012 05:21 GMT
#9
Fix to windows 7 color issue is to while in a game, select menu, options, video. On the corresponding screen uncheck the box that says "enable color cycling"
Why would I play sctoo when I can play BW?
freakhill
Profile Blog Joined November 2010
Japan463 Posts
November 28 2012 08:14 GMT
#10
http://code.google.com/p/llvm-qemu/
+
https://github.com/kripken/emscripten/wiki
+
a coder with time
=
what you want
moo ForGG, Dragon, MVP, Gumiho, DRG, PartinG, Life]0[!
tec27
Profile Blog Joined June 2004
United States3696 Posts
Last Edited: 2012-11-28 09:27:27
November 28 2012 09:24 GMT
#11
On November 28 2012 13:56 vOdToasT wrote:
If we had the Brood War source code, I don't see why this wouldn't be possible (Correct me if I am wrong, but Quake Live is Quake III in a browser, so why wouldn't Brood War work in a browser?)

However, we don't have the source code, so I don't see how we could do this without some serious problems.

Quake Live doesn't really run in the browser, the browser just acts as a launcher for it. But yes, without source code it would be a fairly impossible undertaking, and Blizzard is not and will never be id. Browser technologies are also not really there at this point. Web sockets can get you sorta close for multiplayer, but they're not P2P and they're TCP only (BW and almost all games use UDP so that they have more control over latency). WebRTC could maybe get it there but its still in the very early stages, so who knows.
Can you jam with the console cowboys in cyberspace?
Nikoomba
Profile Joined April 2010
Netherlands15 Posts
November 28 2012 09:27 GMT
#12
It's not possible without source code, and even with source code it seems unlikely it would suffice for any serious player due to severe performance issues. I'd recommend against it completely unless a plugin like Quake Live's was written for it.
Shall we muscle?
Jonoman92
Profile Blog Joined September 2006
United States9103 Posts
November 28 2012 09:32 GMT
#13
I guess everyone has their own anecdotal experiences... but thought I'd mentioned bw has always worked just fine for me in Windows 7 with no special effort. Sometimes the lobby colors are funny-lookin' but it's not too important and in-game is always fine! So, at least give it a try before deciding "it's too complicated."
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
November 28 2012 13:59 GMT
#14
On November 28 2012 18:32 Jonoman92 wrote:
I guess everyone has their own anecdotal experiences... but thought I'd mentioned bw has always worked just fine for me in Windows 7 with no special effort. Sometimes the lobby colors are funny-lookin' but it's not too important and in-game is always fine! So, at least give it a try before deciding "it's too complicated."

i agree
The harder it becomes, the more you should focus on the basics.
PiQLiQ
Profile Joined January 2011
Sweden702 Posts
November 28 2012 14:44 GMT
#15
Someone fix it!
http://twitter.com/PiQLiQ
Chef
Profile Blog Joined August 2005
10810 Posts
November 28 2012 14:45 GMT
#16
It's not complicated at all to play in Windows 7 lol. Would be way more complicated and frustrating trying to play in a browser based version.

http://starcraft.theabyss.eu/

run as admin when you play. If your monitor doesn't support 4:3 (some widescreen monitors do, mine does), then run in windowed mode (which is still better than playing in a browser). The end. Your friends are really tech-stupid if they can't figure that out. They probably get confused about .rar files too.
LEGEND!! LEGEND!!
TaShadan
Profile Joined February 2010
Germany1966 Posts
November 28 2012 16:16 GMT
#17
should be possible, but Blizzard will sue your ass.
Total Annihilation Zero
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-11-28 18:04:08
November 28 2012 18:01 GMT
#18
Impossible.

The logistics of transferring more than 100MB of spritesheets every time you load the game would make it unviable.

Performance is no problem at all. Running it in a browser or not makes no difference, you can run full 3d games in a browser no problem, the issue is transferring all that data (which is why most big games don't run in a browser), you may as well make it an installable game.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
frogmelter
Profile Blog Joined April 2009
United States971 Posts
November 28 2012 18:40 GMT
#19
On November 29 2012 03:01 sluggaslamoo wrote:
Impossible.

The logistics of transferring more than 100MB of spritesheets every time you load the game would make it unviable.

Performance is no problem at all. Running it in a browser or not makes no difference, you can run full 3d games in a browser no problem, the issue is transferring all that data (which is why most big games don't run in a browser), you may as well make it an installable game.


I'm curious to why transferring 100 mb every time you run the game would make it impossible, instead of inconvenient.
TL+ Member
JoelE
Profile Blog Joined July 2011
United States112 Posts
Last Edited: 2012-11-28 19:34:31
November 28 2012 19:33 GMT
#20
Its actually quite doable using html5, and websockets or a flash hack. As someone mentioned 100mb of data is a lot to download all at once, but with proper management you can only download a small bit of images at a time, like just the map you are on. And browsers are pretty good at caching data, so it would only be a one time thing. I am actually working on a browser based rts and its pretty similar to online broodwar programming wise at least. Of course if you used the assets/units I would prepare for a cease and desist letter.
http://www.firecaster.com
Kibibit
Profile Blog Joined July 2009
United States1551 Posts
November 28 2012 19:36 GMT
#21
On November 29 2012 03:40 frogmelter wrote:
Show nested quote +
On November 29 2012 03:01 sluggaslamoo wrote:
Impossible.

The logistics of transferring more than 100MB of spritesheets every time you load the game would make it unviable.

Performance is no problem at all. Running it in a browser or not makes no difference, you can run full 3d games in a browser no problem, the issue is transferring all that data (which is why most big games don't run in a browser), you may as well make it an installable game.


I'm curious to why transferring 100 mb every time you run the game would make it impossible, instead of inconvenient.

And I'm curious as to how performance would be no problem at all. Performance would only be no problem if the code was modified specifically for browser usage. Outside of that, not a single version of windows emulation has been able to emulate it without latency issues.
R.I.P. 우정호 || Do probes dream of psionic sheep?
DarkNetHunter
Profile Joined October 2012
1224 Posts
November 28 2012 19:59 GMT
#22
Would it be something like this?

Learn from the mistakes of others. You can't live long enough to make them all yourself.
asiantraceur
Profile Joined April 2012
United States94 Posts
November 28 2012 21:00 GMT
#23
So, what would need to be done to get this in a browser?
-Blizzards permission
-coder(s) with spare time
-source code
Anything else?
SC:BW
MadJack
Profile Blog Joined March 2010
Peru357 Posts
November 28 2012 22:23 GMT
#24
Im just talking/wondering about the possiblity of making it, not about if it would be legal.
이제동 화이팅! / http://www.youtube.com/watch?v=26jjD3ro-Xk /
zhurai
Profile Blog Joined September 2010
United States5660 Posts
November 28 2012 23:37 GMT
#25
On November 29 2012 06:00 asiantraceur wrote:
So, what would need to be done to get this in a browser?
-Blizzards permission
-coder(s) with spare time
-source code
Anything else?

- either coders with spare time or the people managing the project has a shit ton of money

and don't think you'll get past #1 easily at all
Twitter: @zhurai | Site: http://zhurai.com
xboi209
Profile Blog Joined June 2011
United States1173 Posts
November 29 2012 00:03 GMT
#26
If anyone is gonna start making BW in a web browser with html5 and javascript, pm me :O
http://www.reddit.com/r/broodwar/
AnomalySC2
Profile Joined August 2012
United States2073 Posts
Last Edited: 2012-11-29 00:07:38
November 29 2012 00:06 GMT
#27
How awesome would it be if Blizz made a Browser version of BW (like Quake Live) and implemented a ladder system like they have for SC2. Also, I think it would be great if they released Diablo 2 for ios but now with an AH/RMAH. Yes I know some people hate the AH, but I feel it adds legs to the game. Similar to how a ladder system increases long term potential for competitive games, if you will.
Anomarad
Profile Joined June 2010
Canada565 Posts
November 29 2012 02:07 GMT
#28
On November 29 2012 09:06 AnomalySC2 wrote:
How awesome would it be if Blizz made a Browser version of BW (like Quake Live) and implemented a ladder system like they have for SC2. Also, I think it would be great if they released Diablo 2 for ios but now with an AH/RMAH. Yes I know some people hate the AH, but I feel it adds legs to the game. Similar to how a ladder system increases long term potential for competitive games, if you will.


It would definitely increase the player base and be awesome... too bad blizzard won't make it or let anyone make it. They care too much about squeezing the most out of their current flagship titles.
freakhill
Profile Blog Joined November 2010
Japan463 Posts
November 29 2012 02:39 GMT
#29
i might be repeating myself but

http://code.google.com/p/llvm-qemu/
+
https://github.com/kripken/emscripten/wiki
+
a coder with time
=
what you want

you don't need the source code
you probably don't need blizzard authorization as long as you only provide the code to use legal bw files to launch the game (but you dont provide the assets yourself)
moo ForGG, Dragon, MVP, Gumiho, DRG, PartinG, Life]0[!
lol_Robot
Profile Joined November 2011
United States66 Posts
November 29 2012 03:17 GMT
#30
No problems running BW on 64-bit Win 7 here. My monitor is big enough that I just run it windowed and confine the cursor; easy peasy.
bzzzzzt. CTL: Team Guns 'n' Roaches
Franthier
Profile Joined November 2012
China64 Posts
Last Edited: 2012-11-29 03:58:29
November 29 2012 03:56 GMT
#31
On November 29 2012 11:39 freakhill wrote:
i might be repeating myself but

http://code.google.com/p/llvm-qemu/
+
https://github.com/kripken/emscripten/wiki
+
a coder with time
=
what you want

you don't need the source code
you probably don't need blizzard authorization as long as you only provide the code to use legal bw files to launch the game (but you dont provide the assets yourself)


I am not a computer expert but I beg to differ. If you don't have the source code in which the game engine was built upon, you are not going to be able to replicate a lot of the bugs and tricks you can do in game. Without those bugs and tricks, it is not SC. I remember very clearly that Chris Sigaty tried so hard with his team to emulate muta stacking in SC2, they simply cannot do it because of a different game engine.

Everything is easier said than done, people should know that.
freakhill
Profile Blog Joined November 2010
Japan463 Posts
November 29 2012 04:10 GMT
#32
On November 29 2012 12:56 Franthier wrote:
Show nested quote +
On November 29 2012 11:39 freakhill wrote:
i might be repeating myself but

http://code.google.com/p/llvm-qemu/
+
https://github.com/kripken/emscripten/wiki
+
a coder with time
=
what you want

you don't need the source code
you probably don't need blizzard authorization as long as you only provide the code to use legal bw files to launch the game (but you dont provide the assets yourself)


I am not a computer expert but I beg to differ. If you don't have the source code in which the game engine was built upon, you are not going to be able to replicate a lot of the bugs and tricks you can do in game. Without those bugs and tricks, it is not SC. I remember very clearly that Chris Sigaty tried so hard with his team to emulate muta stacking in SC2, they simply cannot do it because of a different game engine.

Everything is easier said than done, people should know that.


did you click on the links?
moo ForGG, Dragon, MVP, Gumiho, DRG, PartinG, Life]0[!
tec27
Profile Blog Joined June 2004
United States3696 Posts
Last Edited: 2012-11-29 04:59:21
November 29 2012 04:57 GMT
#33
On November 29 2012 13:10 freakhill wrote:
Show nested quote +
On November 29 2012 12:56 Franthier wrote:
On November 29 2012 11:39 freakhill wrote:
i might be repeating myself but

http://code.google.com/p/llvm-qemu/
+
https://github.com/kripken/emscripten/wiki
+
a coder with time
=
what you want

you don't need the source code
you probably don't need blizzard authorization as long as you only provide the code to use legal bw files to launch the game (but you dont provide the assets yourself)


I am not a computer expert but I beg to differ. If you don't have the source code in which the game engine was built upon, you are not going to be able to replicate a lot of the bugs and tricks you can do in game. Without those bugs and tricks, it is not SC. I remember very clearly that Chris Sigaty tried so hard with his team to emulate muta stacking in SC2, they simply cannot do it because of a different game engine.

Everything is easier said than done, people should know that.


did you click on the links?

The links you keep giving only get you halfway there, at best. There's tons of code in the game that simply does not port to a browser, like the network and graphics stuff. And since BW was coded kind of badly, there's not a whole lot of abstraction and thus they enter tons of parts of the code. Not to mention the fact that it'd be almost guaranteed illegal to distribute a copyrighted binary that was programmatically translated to javascript, regardless of whether or not you include the assets.

So now we're talking about someone needing to write a way to programmatically translate specific parts of the code to javascript that compensates for the fact that its in a browser and combine it with the emscripten parts, then distribute *that* program to anyone that actually wants to use the thing. Those people would then have to run it on a legal copy of BW to get the actual browser code, at which time there's no point in having it run in a browser any more.

Clean-room reverse engineering would be the only way to do this without guaranteed legal consequences, and good luck finding 2+ people with enough time and dedication to clean-room RE the entirety of BW.
Can you jam with the console cowboys in cyberspace?
freakhill
Profile Blog Joined November 2010
Japan463 Posts
Last Edited: 2012-11-29 05:46:51
November 29 2012 05:14 GMT
#34
On November 29 2012 13:57 tec27 wrote:
Show nested quote +
On November 29 2012 13:10 freakhill wrote:
On November 29 2012 12:56 Franthier wrote:
On November 29 2012 11:39 freakhill wrote:
i might be repeating myself but

http://code.google.com/p/llvm-qemu/
+
https://github.com/kripken/emscripten/wiki
+
a coder with time
=
what you want

you don't need the source code
you probably don't need blizzard authorization as long as you only provide the code to use legal bw files to launch the game (but you dont provide the assets yourself)


I am not a computer expert but I beg to differ. If you don't have the source code in which the game engine was built upon, you are not going to be able to replicate a lot of the bugs and tricks you can do in game. Without those bugs and tricks, it is not SC. I remember very clearly that Chris Sigaty tried so hard with his team to emulate muta stacking in SC2, they simply cannot do it because of a different game engine.

Everything is easier said than done, people should know that.


did you click on the links?

The links you keep giving only get you halfway there, at best. There's tons of code in the game that simply does not port to a browser, like the network and graphics stuff. And since BW was coded kind of badly, there's not a whole lot of abstraction and thus they enter tons of parts of the code. Not to mention the fact that it'd be almost guaranteed illegal to distribute a copyrighted binary that was programmatically translated to javascript, regardless of whether or not you include the assets.

So now we're talking about someone needing to write a way to programmatically translate specific parts of the code to javascript that compensates for the fact that its in a browser and combine it with the emscripten parts, then distribute *that* program to anyone that actually wants to use the thing. Those people would then have to run it on a legal copy of BW to get the actual browser code, at which time there's no point in having it run in a browser any more.

Clean-room reverse engineering would be the only way to do this without guaranteed legal consequences, and good luck finding 2+ people with enough time and dedication to clean-room RE the entirety of BW.


this has already been done on a smaller scale. this is certainly not an easy task but it is probably a lot more technically feasible than people think. The assets can be located on a random server in china or on your personal dropbox.

Legally, this is almost certainly against the EULA
-- (from sc2 eula)
2.A In whole or in part, copy or reproduce (except as provided herein),translate, reverse engineer, derive source code from, modify, disassemble, decompile, or create derivative works based on the Game;
--
about C&Ds, knowing about ICCUP, Fish, bwapi etc. there is a chance they let it slide.

Personally I do not play BW and I am too busy so I won't start that.

EDIT:
clean room a sufficiently close enough version of BW gameplay-wise shouldn't be that hard nowadays since you don't have to care about performance at all (replicating all the bugs might be painstakingly hard though).
you can throw away solo mode (and the tons of stuff necessary for campaign scenari), battle.net, the customs, and everything except the actual game 1vs1 (and you could add a true observer mode).
however you wont be able to use the assets anyway and without a dedicated graphic team you'll get a shitty looking game!
moo ForGG, Dragon, MVP, Gumiho, DRG, PartinG, Life]0[!
tec27
Profile Blog Joined June 2004
United States3696 Posts
November 29 2012 05:48 GMT
#35
On November 29 2012 14:14 freakhill wrote:
Show nested quote +
On November 29 2012 13:57 tec27 wrote:
On November 29 2012 13:10 freakhill wrote:
On November 29 2012 12:56 Franthier wrote:
On November 29 2012 11:39 freakhill wrote:
i might be repeating myself but

http://code.google.com/p/llvm-qemu/
+
https://github.com/kripken/emscripten/wiki
+
a coder with time
=
what you want

you don't need the source code
you probably don't need blizzard authorization as long as you only provide the code to use legal bw files to launch the game (but you dont provide the assets yourself)


I am not a computer expert but I beg to differ. If you don't have the source code in which the game engine was built upon, you are not going to be able to replicate a lot of the bugs and tricks you can do in game. Without those bugs and tricks, it is not SC. I remember very clearly that Chris Sigaty tried so hard with his team to emulate muta stacking in SC2, they simply cannot do it because of a different game engine.

Everything is easier said than done, people should know that.


did you click on the links?

The links you keep giving only get you halfway there, at best. There's tons of code in the game that simply does not port to a browser, like the network and graphics stuff. And since BW was coded kind of badly, there's not a whole lot of abstraction and thus they enter tons of parts of the code. Not to mention the fact that it'd be almost guaranteed illegal to distribute a copyrighted binary that was programmatically translated to javascript, regardless of whether or not you include the assets.

So now we're talking about someone needing to write a way to programmatically translate specific parts of the code to javascript that compensates for the fact that its in a browser and combine it with the emscripten parts, then distribute *that* program to anyone that actually wants to use the thing. Those people would then have to run it on a legal copy of BW to get the actual browser code, at which time there's no point in having it run in a browser any more.

Clean-room reverse engineering would be the only way to do this without guaranteed legal consequences, and good luck finding 2+ people with enough time and dedication to clean-room RE the entirety of BW.


this has already been done on a smaller scale. this is certainly not an easy task but it is probably a lot more technically feasible than people think. The assets can be located on a random server in china or on your personal dropbox.

Legally, this is almost certainly against the EULA
-- (from sc2 eula)
2.A In whole or in part, copy or reproduce (except as provided herein),translate, reverse engineer, derive source code from, modify, disassemble, decompile, or create derivative works based on the Game;
--
about C&Ds, knowing about ICCUP, Fish, bwapi etc. there is a chance they let it slide.

Personally I do not play BW and I am too busy so I won't start that.

EDIT:
clean room a sufficiently close enough version of BW gameplay-wise shouldn't be that hard nowadays since you don't have to care about performance at all (replicating all the bugs might be painstakingly hard though).
you can throw away solo mode (and the tons of stuff necessary for campaign scenari), battle.net and everything except the actual game.
however you wont be able to use the assets anyway and without a dedicated graphic team you'll get a shitty looking game!

You don't even have to bother looking at the EULA (BW has a different EULA than SC2 btw ), its a DMCA restriction. ICCup and Fish run on PvPGN, which is the second coming of bnetd. You may not be familiar with bnetd, but it was sued into the ground by Blizzard for violating the DMCA. PvPGN remedied this by only reversing network packets to construct the server (a variant of clean room techniques), and by basing themselves in countries not as friendly with US law.

Trust me, I am intimately familiar with the internals of BW. I have a very good idea of what would need to be rewritten, and its not the least bit simple or straightforward. The removal of single player also doesn't really save you a whole lot of effort, and if you want to support UMS maps it saves you basically nothing at all.
Can you jam with the console cowboys in cyberspace?
idkfa
Profile Joined October 2011
United States77 Posts
November 29 2012 06:00 GMT
#36
Does the color problem necessarily have to be a problem? I downloaded SCBW from my account on battle.net (added the key from my CD, so it was free), and encountered no problems whatsoever - color or otherwise.
If you use "literally" as a form of hyperbole, you will literally DIE! (Eventually.)
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
November 29 2012 06:42 GMT
#37
I played this primitive browser-based port of Warcraft 2 that was done in Flash. It's really simplified, but hey, it's still Warcraft.

http://necromanthus.com/Games/Flash/warcraft.html
ㅇㅅㅌㅅ
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
November 29 2012 06:50 GMT
#38
I just found this:

http://www.classicdosgames.com/online/war1demo.html

http://www.classicdosgames.com/online/war2demo.html

The demos for Warcraft 1 and 2 done in browser.

The site also has a page for Starcraft, but there is no in-browser game available for it.
http://www.classicdosgames.com/game/StarCraft.html
ㅇㅅㅌㅅ
Goldfish
Profile Blog Joined August 2010
2230 Posts
November 29 2012 08:43 GMT
#39
On November 29 2012 12:56 Franthier wrote:
Show nested quote +
On November 29 2012 11:39 freakhill wrote:
i might be repeating myself but

http://code.google.com/p/llvm-qemu/
+
https://github.com/kripken/emscripten/wiki
+
a coder with time
=
what you want

you don't need the source code
you probably don't need blizzard authorization as long as you only provide the code to use legal bw files to launch the game (but you dont provide the assets yourself)


I am not a computer expert but I beg to differ. If you don't have the source code in which the game engine was built upon, you are not going to be able to replicate a lot of the bugs and tricks you can do in game. Without those bugs and tricks, it is not SC. I remember very clearly that Chris Sigaty tried so hard with his team to emulate muta stacking in SC2, they simply cannot do it because of a different game engine.

Everything is easier said than done, people should know that.


I didn't know they tried to emulate Muta Stacking in SC2 but failed .
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
TWIX_Heaven
Profile Joined June 2010
Denmark169 Posts
November 29 2012 09:14 GMT
#40
It is perfectly doable!

The biggest issue here lies in the fact that no one has access to/permission to the original source code. Backwards engineering SCBW is perfectly doable, but then even after that porting all that to JS/AS/HTML5, optimizing it, organizing it would take even a team of full-time employees anywhere between a few months to a year. and then it would be shut down by Blizzard.

I think it either has to be done by Blizzard, or someone has to make a clone, building everything from ground up. Means better optimization from the beginning and cutting all but the most necessary features.

But getting SWBW 1:1 in browser will never happen from community effort. I mean sure it might, but i don't think it would last, and that prospect is pretty heart-breaking to most devs.

But then again getting something VERY close (1:A clone) is "just" a lot of work and time. And that would in the end be doable - just very time consuming.
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
November 29 2012 12:29 GMT
#41
On November 29 2012 15:50 eviltomahawk wrote:
I just found this:

http://www.classicdosgames.com/online/war1demo.html

http://www.classicdosgames.com/online/war2demo.html

The demos for Warcraft 1 and 2 done in browser.

The site also has a page for Starcraft, but there is no in-browser game available for it.
http://www.classicdosgames.com/game/StarCraft.html


Wow, WarCraft actually works. And since there is no way they had the source code, this means some nerd reverse engineered it and ported it.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-11-30 13:54:59
November 30 2012 13:54 GMT
#42
On November 29 2012 04:36 Kibibit wrote:
Show nested quote +
On November 29 2012 03:40 frogmelter wrote:
On November 29 2012 03:01 sluggaslamoo wrote:
Impossible.

The logistics of transferring more than 100MB of spritesheets every time you load the game would make it unviable.

Performance is no problem at all. Running it in a browser or not makes no difference, you can run full 3d games in a browser no problem, the issue is transferring all that data (which is why most big games don't run in a browser), you may as well make it an installable game.


I'm curious to why transferring 100 mb every time you run the game would make it impossible, instead of inconvenient.

And I'm curious as to how performance would be no problem at all. Performance would only be no problem if the code was modified specifically for browser usage. Outside of that, not a single version of windows emulation has been able to emulate it without latency issues.


@question 1:
Okay, inconvenient, not impossible. But it is practically impossible. Someone also mentioned dynamic loading, unfortunately for a game such as starcraft, most if not all of the graphics need to be loaded before the game can be run. Something like an RPG would be much more suitable to dynamic loading.

@question 2:
Its not emulation. It would be more than 10 times, if not 100 times faster if you remade it because you can run hardware accelerated graphics and that is where the main bottleneck is. OpenGL would piss all over the bitmap blitting that was used in traditional Starcraft, you could render 10,000 sprites without your computer breaking a sweat. V8 Javascript is also really damn fast, not as fast as C, but its also not the main bottleneck.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-11-30 13:56:43
November 30 2012 13:56 GMT
#43
On November 29 2012 21:29 vOdToasT wrote:
Show nested quote +
On November 29 2012 15:50 eviltomahawk wrote:
I just found this:

http://www.classicdosgames.com/online/war1demo.html

http://www.classicdosgames.com/online/war2demo.html

The demos for Warcraft 1 and 2 done in browser.

The site also has a page for Starcraft, but there is no in-browser game available for it.
http://www.classicdosgames.com/game/StarCraft.html


Wow, WarCraft actually works. And since there is no way they had the source code, this means some nerd reverse engineered it and ported it.


Pretty sure it was already done a long time ago in freecraft. Warcraft 2 logic is extremely simple compared to starcraft though.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
EAGER-beaver
Profile Joined March 2004
Canada2799 Posts
Last Edited: 2012-12-01 04:28:02
December 01 2012 04:25 GMT
#44
The core of starcraft, without the single player campaign, all the music, videos etc, just what you need to play multiplayer is about 20-30 megs, it's been done before with sclite, i used to stick it on a 128 mb usb key and play it on the go in college. HTML5 specifies a cache for file storage in a browser around 10 mb (forget exact specification) still not close enough, and as someone mentioned early, really smart caching won't cut it, you need that 30 megs in memory accessible at all times. Someone earlier mentioned websockets for multiplayer support, again the standard isn't mature enough, nor is the backend server support (see node.js, which is js only) unless you rewrote chunks of starcrafts network code from scratch in javascript, good luck.

Making a starcraft 2 port with pure HTML5 isn't viable, without making some severe compromises and lengthy developer time. Fortunately you don't have to, chrome has native support for c and c++, converting to said languages from others is very doable.
Simon and Garfunkel rock my face off
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26781 Posts
December 01 2012 05:40 GMT
#45
start with this~

http://www.jorisdormans.nl/machinations/index.php?file=v35/games/starcraft_complete.xml
Writerdamn, i was two days from retirement
Bill Murray
Profile Blog Joined October 2009
United States9292 Posts
December 01 2012 06:26 GMT
#46
"offence"
"defence" LOL
University of Kentucky Basketball #1
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2012-12-01 07:10:52
December 01 2012 07:05 GMT
#47
On November 30 2012 22:56 sluggaslamoo wrote:
Show nested quote +
On November 29 2012 21:29 vOdToasT wrote:
On November 29 2012 15:50 eviltomahawk wrote:
I just found this:

http://www.classicdosgames.com/online/war1demo.html

http://www.classicdosgames.com/online/war2demo.html

The demos for Warcraft 1 and 2 done in browser.

The site also has a page for Starcraft, but there is no in-browser game available for it.
http://www.classicdosgames.com/game/StarCraft.html


Wow, WarCraft actually works. And since there is no way they had the source code, this means some nerd reverse engineered it and ported it.


Pretty sure it was already done a long time ago in freecraft. Warcraft 2 logic is extremely simple compared to starcraft though.


I don't want to port StarCraft to Java Script (Which I think is what this guy did to WarCraft II, since it runs in a browser). I just want to reverse engineer it so I can add features. It'll still be C++, just like the original.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
Yoshi-
Profile Joined October 2008
Germany10227 Posts
December 01 2012 17:44 GMT
#48
On November 29 2012 21:29 vOdToasT wrote:
Show nested quote +
On November 29 2012 15:50 eviltomahawk wrote:
I just found this:

http://www.classicdosgames.com/online/war1demo.html

http://www.classicdosgames.com/online/war2demo.html

The demos for Warcraft 1 and 2 done in browser.

The site also has a page for Starcraft, but there is no in-browser game available for it.
http://www.classicdosgames.com/game/StarCraft.html


Wow, WarCraft actually works. And since there is no way they had the source code, this means some nerd reverse engineered it and ported it.


No what they do is just, download the image and then mount it into a Dosbox written in Java.

Nothing really fancy.
peacenl
Profile Blog Joined November 2009
550 Posts
Last Edited: 2012-12-01 17:57:47
December 01 2012 17:55 GMT
#49
As a programmer of a few network games I can tell you that it's most likely too server intensive (latency would be terrible when you use website URL calls instead of plain optimized network packets).

The problem is that strategy games require you to poll every time and await a result (a few times a second preferably). While 3D shooters poll the same way, they can skip a few poll iterations of the networked game loop because it will catch up in the end (and retrace the missing steps) and usually not influence the game outcome. With strategy games this is very different, the information send from one to another can not be lost or ignored, because it might change the outcome of the game for one player.

Luckily there are some languages that can exert more control over this, so by using such languages it could be possible, but it's very time consuming even if you manage to get the source code.
- One does not simply walk into a bar and start calling the shots.
- Failure doesn't mean you are a failure it just means you haven't succeeded yet.
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
December 01 2012 18:22 GMT
#50
On December 01 2012 16:05 vOdToasT wrote:
Show nested quote +
On November 30 2012 22:56 sluggaslamoo wrote:
On November 29 2012 21:29 vOdToasT wrote:
On November 29 2012 15:50 eviltomahawk wrote:
I just found this:

http://www.classicdosgames.com/online/war1demo.html

http://www.classicdosgames.com/online/war2demo.html

The demos for Warcraft 1 and 2 done in browser.

The site also has a page for Starcraft, but there is no in-browser game available for it.
http://www.classicdosgames.com/game/StarCraft.html


Wow, WarCraft actually works. And since there is no way they had the source code, this means some nerd reverse engineered it and ported it.


Pretty sure it was already done a long time ago in freecraft. Warcraft 2 logic is extremely simple compared to starcraft though.


I don't want to port StarCraft to Java Script (Which I think is what this guy did to WarCraft II, since it runs in a browser). I just want to reverse engineer it so I can add features. It'll still be C++, just like the original.

I'm pretty sure it's a Java applet, not Java Script.

But an in-browser version would definitely be badass.
You mean I just write stuff here and other people can see it?
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-12-01 18:44:02
December 01 2012 18:40 GMT
#51
On December 01 2012 16:05 vOdToasT wrote:
Show nested quote +
On November 30 2012 22:56 sluggaslamoo wrote:
On November 29 2012 21:29 vOdToasT wrote:
On November 29 2012 15:50 eviltomahawk wrote:
I just found this:

http://www.classicdosgames.com/online/war1demo.html

http://www.classicdosgames.com/online/war2demo.html

The demos for Warcraft 1 and 2 done in browser.

The site also has a page for Starcraft, but there is no in-browser game available for it.
http://www.classicdosgames.com/game/StarCraft.html


Wow, WarCraft actually works. And since there is no way they had the source code, this means some nerd reverse engineered it and ported it.


Pretty sure it was already done a long time ago in freecraft. Warcraft 2 logic is extremely simple compared to starcraft though.


I don't want to port StarCraft to Java Script (Which I think is what this guy did to WarCraft II, since it runs in a browser). I just want to reverse engineer it so I can add features. It'll still be C++, just like the original.


You can't reverse engineer the machine code into C++. Its possible, but not for something like Starcraft.

You can't run C++ on the client side.

Even if you could, you would be defeating the entire purpose of your project. The low level code is what is causing the cross-platform problems. It would take you an eternity to understand the old code and rewrite it to work for Windows 7. If you want it to be more cross-platform, then Javascript/JavaApplet would be the way to go.

However this project might take you 2 years to complete at least.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
freakhill
Profile Blog Joined November 2010
Japan463 Posts
December 02 2012 01:44 GMT
#52
On December 02 2012 03:40 sluggaslamoo wrote:
Show nested quote +
On December 01 2012 16:05 vOdToasT wrote:
On November 30 2012 22:56 sluggaslamoo wrote:
On November 29 2012 21:29 vOdToasT wrote:
On November 29 2012 15:50 eviltomahawk wrote:
I just found this:

http://www.classicdosgames.com/online/war1demo.html

http://www.classicdosgames.com/online/war2demo.html

The demos for Warcraft 1 and 2 done in browser.

The site also has a page for Starcraft, but there is no in-browser game available for it.
http://www.classicdosgames.com/game/StarCraft.html


Wow, WarCraft actually works. And since there is no way they had the source code, this means some nerd reverse engineered it and ported it.


Pretty sure it was already done a long time ago in freecraft. Warcraft 2 logic is extremely simple compared to starcraft though.


I don't want to port StarCraft to Java Script (Which I think is what this guy did to WarCraft II, since it runs in a browser). I just want to reverse engineer it so I can add features. It'll still be C++, just like the original.


You can't reverse engineer the machine code into C++. Its possible, but not for something like Starcraft.

You can't run C++ on the client side.

Even if you could, you would be defeating the entire purpose of your project. The low level code is what is causing the cross-platform problems. It would take you an eternity to understand the old code and rewrite it to work for Windows 7. If you want it to be more cross-platform, then Javascript/JavaApplet would be the way to go.

However this project might take you 2 years to complete at least.


Actually, he can, with C++ and NaCL
moo ForGG, Dragon, MVP, Gumiho, DRG, PartinG, Life]0[!
JoelE
Profile Blog Joined July 2011
United States112 Posts
December 02 2012 05:43 GMT
#53
On December 02 2012 02:55 peacenl wrote:
As a programmer of a few network games I can tell you that it's most likely too server intensive (latency would be terrible when you use website URL calls instead of plain optimized network packets).

The problem is that strategy games require you to poll every time and await a result (a few times a second preferably). While 3D shooters poll the same way, they can skip a few poll iterations of the networked game loop because it will catch up in the end (and retrace the missing steps) and usually not influence the game outcome. With strategy games this is very different, the information send from one to another can not be lost or ignored, because it might change the outcome of the game for one player.

Luckily there are some languages that can exert more control over this, so by using such languages it could be possible, but it's very time consuming even if you manage to get the source code.


Websockets can let you set up a pretty standard socket from a browser. Check out socket.io
http://www.firecaster.com
leveller
Profile Blog Joined April 2010
Sweden1840 Posts
December 02 2012 22:54 GMT
#54
On November 28 2012 18:32 Jonoman92 wrote:
I guess everyone has their own anecdotal experiences... but thought I'd mentioned bw has always worked just fine for me in Windows 7 with no special effort. Sometimes the lobby colors are funny-lookin' but it's not too important and in-game is always fine! So, at least give it a try before deciding "it's too complicated."


this is my case as well, only the menu is messed up in colors but inside bnet and in game its all fine.
b0lt
Profile Joined March 2009
United States790 Posts
December 02 2012 23:12 GMT
#55
On November 29 2012 11:39 freakhill wrote:
i might be repeating myself but

http://code.google.com/p/llvm-qemu/
+
https://github.com/kripken/emscripten/wiki
+
a coder with time
=
what you want

you don't need the source code
you probably don't need blizzard authorization as long as you only provide the code to use legal bw files to launch the game (but you dont provide the assets yourself)


llvm-qemu is pointless here, emscripten emits javascript from LLVM IR. All you need to do is convert all of the starcraft binaries to llvm IR, then write a directdraw/directinput to sdl binding, and then write whatever parts of win32 starcraft touches, and then make the thing actually work (because it won't because of how emscripten works w.r.t. render loops, so you'll need to probably dive into that and rewrite parts (if not most) of it.) Actually, that sounds like a fun project.
freakhill
Profile Blog Joined November 2010
Japan463 Posts
Last Edited: 2012-12-03 02:45:01
December 03 2012 02:43 GMT
#56
On December 03 2012 08:12 b0lt wrote:
Show nested quote +
On November 29 2012 11:39 freakhill wrote:
i might be repeating myself but

http://code.google.com/p/llvm-qemu/
+
https://github.com/kripken/emscripten/wiki
+
a coder with time
=
what you want

you don't need the source code
you probably don't need blizzard authorization as long as you only provide the code to use legal bw files to launch the game (but you dont provide the assets yourself)


llvm-qemu is pointless here, emscripten emits javascript from LLVM IR. All you need to do is convert all of the starcraft binaries to llvm IR, then write a directdraw/directinput to sdl binding, and then write whatever parts of win32 starcraft touches, and then make the thing actually work (because it won't because of how emscripten works w.r.t. render loops, so you'll need to probably dive into that and rewrite parts (if not most) of it.) Actually, that sounds like a fun project.


and how do you convert the binaries in llvm IR without llvm-qemu??
anyway it's againt the eula so bw would really need to be blackboxed while cutting edges with new technologies and not supporting things like bnet or custom games, just the basic multiplayer game with a web app to actually launch games.
moo ForGG, Dragon, MVP, Gumiho, DRG, PartinG, Life]0[!
Kralic
Profile Blog Joined March 2010
Canada2628 Posts
December 03 2012 03:10 GMT
#57
This would be very interesting to see being done for sure.
Brood War forever!
freakhill
Profile Blog Joined November 2010
Japan463 Posts
December 03 2012 04:27 GMT
#58
i was collecting a few data about the whole thing (if there's already documented libs/algs for parsing the maps, pathing etc.) and i found this

https://launchpad.net/stratagus
moo ForGG, Dragon, MVP, Gumiho, DRG, PartinG, Life]0[!
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
December 03 2012 18:46 GMT
#59
On November 29 2012 17:43 Goldfish wrote:
Show nested quote +
On November 29 2012 12:56 Franthier wrote:
On November 29 2012 11:39 freakhill wrote:
i might be repeating myself but

http://code.google.com/p/llvm-qemu/
+
https://github.com/kripken/emscripten/wiki
+
a coder with time
=
what you want

you don't need the source code
you probably don't need blizzard authorization as long as you only provide the code to use legal bw files to launch the game (but you dont provide the assets yourself)


I am not a computer expert but I beg to differ. If you don't have the source code in which the game engine was built upon, you are not going to be able to replicate a lot of the bugs and tricks you can do in game. Without those bugs and tricks, it is not SC. I remember very clearly that Chris Sigaty tried so hard with his team to emulate muta stacking in SC2, they simply cannot do it because of a different game engine.

Everything is easier said than done, people should know that.


I didn't know they tried to emulate Muta Stacking in SC2 but failed .

That is a load of BS. Adding in muta stacking to SC2 is extremely easy. Unit pathing is more of a problem for the engine.
tec27
Profile Blog Joined June 2004
United States3696 Posts
Last Edited: 2012-12-03 23:16:20
December 03 2012 23:14 GMT
#60
On December 01 2012 16:05 vOdToasT wrote:
Show nested quote +
On November 30 2012 22:56 sluggaslamoo wrote:
On November 29 2012 21:29 vOdToasT wrote:
On November 29 2012 15:50 eviltomahawk wrote:
I just found this:

http://www.classicdosgames.com/online/war1demo.html

http://www.classicdosgames.com/online/war2demo.html

The demos for Warcraft 1 and 2 done in browser.

The site also has a page for Starcraft, but there is no in-browser game available for it.
http://www.classicdosgames.com/game/StarCraft.html


Wow, WarCraft actually works. And since there is no way they had the source code, this means some nerd reverse engineered it and ported it.


Pretty sure it was already done a long time ago in freecraft. Warcraft 2 logic is extremely simple compared to starcraft though.


I don't want to port StarCraft to Java Script (Which I think is what this guy did to WarCraft II, since it runs in a browser). I just want to reverse engineer it so I can add features. It'll still be C++, just like the original.

Reverse engineering to add features is something people have been doing for years, its not really a new idea. Reverse engineering to run on a browser is a whole different level of endeavor.
Can you jam with the console cowboys in cyberspace?
nighcol
Profile Joined January 2012
298 Posts
December 04 2012 00:39 GMT
#61
This seems related and pretty cool. Implementing a playable example of a C&C: Tiberian Dawn mission with "HTML5".
adityars
Profile Joined December 2012
2 Posts
December 04 2012 05:41 GMT
#62

I just saw this discussion... I ported Command and Conquer - Tiberian Dawn to HTML5, without access to the source code...

It has a working multiplayer with websockets... ( It uses a central server like SC2 instead of a P2P model)

I handle all the game data by using lazy loading.. I only load the images for the units/level as I need them...

Most people have reported that it translates well to the web and has reasonable performance....

You can play the game here.... Play C&C HTML5...

I considered porting SC1 to HTML5 as well... I think I could port a decent version within a couple of months with my existing HTML5 RTS engine, if I had access to game sprites and images....

Unfortunately, unlike C&C, there isn't easy access to the game/image data... If you know of any source, let me know and I would be glad to give it a shot.. I love SC...



freakhill
Profile Blog Joined November 2010
Japan463 Posts
December 04 2012 06:20 GMT
#63
You can check out the source for
https://launchpad.net/stargus
or
http://code.google.com/p/bwta/

there are tons of running mpq (blizzard archive format) extractors
moo ForGG, Dragon, MVP, Gumiho, DRG, PartinG, Life]0[!
ChApFoU
Profile Blog Joined July 2004
France2982 Posts
December 04 2012 06:21 GMT
#64
On December 04 2012 14:41 adityars wrote:

I just saw this discussion... I ported Command and Conquer - Tiberian Dawn to HTML5, without access to the source code...

It has a working multiplayer with websockets... ( It uses a central server like SC2 instead of a P2P model)

I handle all the game data by using lazy loading.. I only load the images for the units/level as I need them...

Most people have reported that it translates well to the web and has reasonable performance....

You can play the game here.... Play C&C HTML5...

I considered porting SC1 to HTML5 as well... I think I could port a decent version within a couple of months with my existing HTML5 RTS engine, if I had access to game sprites and images....

Unfortunately, unlike C&C, there isn't easy access to the game/image data... If you know of any source, let me know and I would be glad to give it a shot.. I love SC...





Wow, that would be SO cool. Keep up the good work !

"I honestly think that whoever invented toilet paper in a genius" Kang Min
Darksoldierr
Profile Joined May 2010
Hungary2012 Posts
Last Edited: 2012-12-04 08:31:06
December 04 2012 08:30 GMT
#65
On November 28 2012 18:32 Jonoman92 wrote:
I guess everyone has their own anecdotal experiences... but thought I'd mentioned bw has always worked just fine for me in Windows 7 with no special effort. Sometimes the lobby colors are funny-lookin' but it's not too important and in-game is always fine! So, at least give it a try before deciding "it's too complicated."


Same, i have to run a registry every time before i start up BW and runs fine in W7 without any problem, the only issue is if i alt tab out, the lobby colors goes crazy
What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.
adityars
Profile Joined December 2012
2 Posts
December 04 2012 08:59 GMT
#66
On December 04 2012 15:20 freakhill wrote:
You can check out the source for
https://launchpad.net/stargus
or
http://code.google.com/p/bwta/

there are tons of running mpq (blizzard archive format) extractors


Thank you... I searched for sprites, but it never occurred to me to search for extractors :D
leveller
Profile Blog Joined April 2010
Sweden1840 Posts
December 06 2012 11:29 GMT
#67
On December 04 2012 03:46 decemberscalm wrote:
Show nested quote +
On November 29 2012 17:43 Goldfish wrote:
On November 29 2012 12:56 Franthier wrote:
On November 29 2012 11:39 freakhill wrote:
i might be repeating myself but

http://code.google.com/p/llvm-qemu/
+
https://github.com/kripken/emscripten/wiki
+
a coder with time
=
what you want

you don't need the source code
you probably don't need blizzard authorization as long as you only provide the code to use legal bw files to launch the game (but you dont provide the assets yourself)


I am not a computer expert but I beg to differ. If you don't have the source code in which the game engine was built upon, you are not going to be able to replicate a lot of the bugs and tricks you can do in game. Without those bugs and tricks, it is not SC. I remember very clearly that Chris Sigaty tried so hard with his team to emulate muta stacking in SC2, they simply cannot do it because of a different game engine.

Everything is easier said than done, people should know that.


I didn't know they tried to emulate Muta Stacking in SC2 but failed .

That is a load of BS. Adding in muta stacking to SC2 is extremely easy. Unit pathing is more of a problem for the engine.


Yeah that made me laugh out loud just now. They can make their engine do whatever they want, its just like their excuse for global play "the technology isn't here yet". Though it was in 98, and before then...
zimp
Profile Blog Joined November 2008
Hungary951 Posts
September 07 2015 23:18 GMT
#68
http://thenextweb.com/apps/2015/09/07/starcraft-now-works-in-the-browser-and-its-amazing/
agentzimp
TL+ Member
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2015-09-07 23:56:13
September 07 2015 23:54 GMT
#69
There was a Command & Conquer: Tiberian Dawn port that ran quite well in a browser.
Edit: It was posted. Sorry.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
xboi209
Profile Blog Joined June 2011
United States1173 Posts
September 08 2015 01:25 GMT
#70
On September 08 2015 08:18 zimp wrote:
http://thenextweb.com/apps/2015/09/07/starcraft-now-works-in-the-browser-and-its-amazing/

A long way to go but very interesting.
http://www.reddit.com/r/broodwar/
TelecoM
Profile Blog Joined January 2010
United States10668 Posts
September 08 2015 02:11 GMT
#71
Woah interesting, like xboi said it has a long way to go and it looks like a lot of random non SC stuff in it, but still that is amazing
AKA: TelecoM[WHITE] Protoss fighting
xboi209
Profile Blog Joined June 2011
United States1173 Posts
September 08 2015 03:40 GMT
#72
Just a note to everyone, this won't be compatible with the real StarCraft(you won't be able to play a multiplayer match with someone on the real client). The AI/pathing will be practically impossible to recreate
http://www.reddit.com/r/broodwar/
TelecoM
Profile Blog Joined January 2010
United States10668 Posts
September 08 2015 05:29 GMT
#73
Ah yea np thanks xboi.
AKA: TelecoM[WHITE] Protoss fighting
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2015-09-08 09:27:54
September 08 2015 09:08 GMT
#74
wow wow interesting development after a few pages of negativity

Afterall day9 is part of a team that is developing a browser RTS, so it should be fundamentally possible.

very nice links! so much nostalgia! The left clicking instead of right clicking takes time geting used to. Could add a function to make the left and right clicking more like bw. Anyway I completed 2 NOD missions, and it seems similar enough to the original CnC, great job!

http://www.adityaravishankar.com/projects/games/command-and-conquer/


I appreciate the effort for this bw game but it kinda sucked in comparison

https://rawgit.com/gloomyson/StarCraft/master/index.html
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
georgir
Profile Joined May 2009
Bulgaria253 Posts
September 08 2015 09:27 GMT
#75
rawgit is bandwidth limited and gets closed when it goes over quota or something
but has a cdn which at the very least works on a separate quota (or maybe unlimited, idk)
https://cdn.rawgit.com/gloomyson/StarCraft/master/index.html

eventually the guy should get around to publishing it properly
https://github.com/gloomyson/StarCraft/issues/6

or you can clone it as your own repo :p
therockmanxx
Profile Joined July 2010
Peru1174 Posts
September 08 2015 16:05 GMT
#76
there is a game the is very similiar to the mechanics you want.
You might check it out
littlewargame.com
Tekken ProGamer
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
September 08 2015 16:51 GMT
#77
On September 08 2015 18:08 JieXian wrote:

Afterall day9 is part of a team that is developing a browser RTS, so it should be fundamentally possible.

There is a HUGE diffrence between creating one, and porting it without having any source code.
The harder it becomes, the more you should focus on the basics.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
September 08 2015 16:54 GMT
#78
On December 04 2012 14:41 adityars wrote:

I just saw this discussion... I ported Command and Conquer - Tiberian Dawn to HTML5, without access to the source code...

It has a working multiplayer with websockets... ( It uses a central server like SC2 instead of a P2P model)

I handle all the game data by using lazy loading.. I only load the images for the units/level as I need them...

Most people have reported that it translates well to the web and has reasonable performance....

You can play the game here.... Play C&C HTML5...

I considered porting SC1 to HTML5 as well... I think I could port a decent version within a couple of months with my existing HTML5 RTS engine, if I had access to game sprites and images....

Unfortunately, unlike C&C, there isn't easy access to the game/image data... If you know of any source, let me know and I would be glad to give it a shot.. I love SC...




How did you port it without any source if I may ask?
The harder it becomes, the more you should focus on the basics.
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
September 09 2015 06:51 GMT
#79
On September 09 2015 01:51 sabas123 wrote:
Show nested quote +
On September 08 2015 18:08 JieXian wrote:

Afterall day9 is part of a team that is developing a browser RTS, so it should be fundamentally possible.

There is a HUGE diffrence between creating one, and porting it without having any source code.


Yes I understand. I was referring to some of the posts stating that it's impoossible to create a browser based RTS, citing fundamental technical concerns.
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
writer22816
Profile Blog Joined September 2008
United States5775 Posts
September 09 2015 07:32 GMT
#80
nice bump, looks really cool but tbh I still don't see how we could have BW in a browser without access to the BW source code.
8/4/12 never forget, never forgive.
Myujinsan
Profile Joined November 2008
France258 Posts
September 09 2015 08:32 GMT
#81
On September 09 2015 01:05 therockmanxx wrote:
there is a game the is very similiar to the mechanics you want.
You might check it out
littlewargame.com


Come to say that =) So far its the most advanced RTS browser i ever saw. Only downside is they mostly come from sc2 and u feel that in the game.
(that broodwar in browser is fun but micro is ...)
Roblin
Profile Joined April 2010
Sweden948 Posts
September 09 2015 15:54 GMT
#82
On November 28 2012 14:17 quirinus wrote:
Lol every time someone says something is easy, it's anything but.

thats the interesting paradox of computers.

things humans consider easy is often extremely hard for computers and vice versa.

for example, if you tried to ask a computer: does this picture have a bird in it?
the computer would be super confused (it would have a hard time understanding the concept of a bird, even if you tried to teach it) but a human wouldn't have an issue.

if you asked a computer what the optimal route from address A to address B is, taking into account traffic conditions and weather, the computer would readily present you the answer approximately 2 seconds later (depending on computer prestanda) whereas a human would have to figure out where those addresses even are.

if you asked a computer what the proper english translation is for the swedish tounge twister:
"far, får får får? nej min son, får får inte får, får får lamm"
it would give you:
"father, will be getting? no, my son , may not get the sheep, sheep , lambs"
whereas a human will tell you the proper translation is:
"father, do sheep get sheep? no my son, sheep do not get sheep, sheep get lambs"
I'm better today than I was yesterday!
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
September 09 2015 16:09 GMT
#83
On November 29 2012 12:56 Franthier wrote:
Show nested quote +
On November 29 2012 11:39 freakhill wrote:
i might be repeating myself but

http://code.google.com/p/llvm-qemu/
+
https://github.com/kripken/emscripten/wiki
+
a coder with time
=
what you want

you don't need the source code
you probably don't need blizzard authorization as long as you only provide the code to use legal bw files to launch the game (but you dont provide the assets yourself)

I remember very clearly that Chris Sigaty tried so hard with his team to emulate muta stacking in SC2, they simply cannot do it because of a different game engine.

Everything is easier said than done, people should know that.

Can anybody link me to that statement of chris?

also lol at people thinking this stuff is easy.
The harder it becomes, the more you should focus on the basics.
oGoZenob
Profile Joined December 2011
France1503 Posts
September 09 2015 17:32 GMT
#84
On September 10 2015 00:54 Roblin wrote:
Show nested quote +
On November 28 2012 14:17 quirinus wrote:
Lol every time someone says something is easy, it's anything but.

thats the interesting paradox of computers.

things humans consider easy is often extremely hard for computers and vice versa.

for example, if you tried to ask a computer: does this picture have a bird in it?
the computer would be super confused (it would have a hard time understanding the concept of a bird, even if you tried to teach it) but a human wouldn't have an issue.

if you asked a computer what the optimal route from address A to address B is, taking into account traffic conditions and weather, the computer would readily present you the answer approximately 2 seconds later (depending on computer prestanda) whereas a human would have to figure out where those addresses even are.

if you asked a computer what the proper english translation is for the swedish tounge twister:
"far, får får får? nej min son, får får inte får, får får lamm"
it would give you:
"father, will be getting? no, my son , may not get the sheep, sheep , lambs"
whereas a human will tell you the proper translation is:
"father, do sheep get sheep? no my son, sheep do not get sheep, sheep get lambs"

it reminds me of a great xkcd comic :
http://xkcd.com/1425/
I like starcraft
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
Last Edited: 2015-09-10 07:31:51
September 10 2015 07:31 GMT
#85
EDIT: sry didnt read previous posts ._.
England will fight to the last American
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
September 11 2015 09:47 GMT
#86
On September 09 2015 17:32 Myujinsan wrote:
Show nested quote +
On September 09 2015 01:05 therockmanxx wrote:
there is a game the is very similiar to the mechanics you want.
You might check it out
littlewargame.com


Come to say that =) So far its the most advanced RTS browser i ever saw. Only downside is they mostly come from sc2 and u feel that in the game.
(that broodwar in browser is fun but micro is ...)


sc2? the game feels more like wc2 I really like it

too bad the thread is closed for some reason
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
September 11 2015 19:08 GMT
#87
On December 04 2012 14:41 adityars wrote:

I just saw this discussion... I ported Command and Conquer - Tiberian Dawn to HTML5, without access to the source code...

It has a working multiplayer with websockets... ( It uses a central server like SC2 instead of a P2P model)

I handle all the game data by using lazy loading.. I only load the images for the units/level as I need them...

Most people have reported that it translates well to the web and has reasonable performance....

You can play the game here.... Play C&C HTML5...

I considered porting SC1 to HTML5 as well... I think I could port a decent version within a couple of months with my existing HTML5 RTS engine, if I had access to game sprites and images....

Unfortunately, unlike C&C, there isn't easy access to the game/image data... If you know of any source, let me know and I would be glad to give it a shot.. I love SC...





Hahaha, this is awesome! I love how everyone who has zero knowledge of html5 is like "No, it's not possible."
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
September 11 2015 21:06 GMT
#88
On September 12 2015 04:08 ninazerg wrote:
Show nested quote +
On December 04 2012 14:41 adityars wrote:

I just saw this discussion... I ported Command and Conquer - Tiberian Dawn to HTML5, without access to the source code...

It has a working multiplayer with websockets... ( It uses a central server like SC2 instead of a P2P model)

I handle all the game data by using lazy loading.. I only load the images for the units/level as I need them...

Most people have reported that it translates well to the web and has reasonable performance....

You can play the game here.... Play C&C HTML5...

I considered porting SC1 to HTML5 as well... I think I could port a decent version within a couple of months with my existing HTML5 RTS engine, if I had access to game sprites and images....

Unfortunately, unlike C&C, there isn't easy access to the game/image data... If you know of any source, let me know and I would be glad to give it a shot.. I love SC...





Hahaha, this is awesome! I love how everyone who has zero knowledge of html5 is like "No, it's not possible."

As far as im aware its that their saying it not because of something to do with html5.
The harder it becomes, the more you should focus on the basics.
iloveav
Profile Joined November 2008
Poland1478 Posts
September 30 2015 13:31 GMT
#89
On November 29 2012 03:01 sluggaslamoo wrote:
Impossible.

The logistics of transferring more than 100MB of spritesheets every time you load the game would make it unviable.

Performance is no problem at all. Running it in a browser or not makes no difference, you can run full 3d games in a browser no problem, the issue is transferring all that data (which is why most big games don't run in a browser), you may as well make it an installable game.


Temporary files? :D
aka LRM)Cats_Paw.
Biolunar
Profile Joined February 2012
Germany224 Posts
October 11 2015 11:56 GMT
#90
Blizzard strikes yet again:
https://torrentfreak.com/blizzard-nukes-popular-html5-version-of-starcraft-game-151010/
What is best? To crush the Zerg, see them driven before you, and hear the lamentations of the Protoss.
c3rberUs
Profile Blog Joined December 2010
Japan11286 Posts
October 11 2015 14:23 GMT
#91
Well tbf, this is expected.
WriterMovie, 진영화 : "StarCraft will never die".
castleeMg
Profile Blog Joined January 2013
Canada759 Posts
October 11 2015 14:51 GMT
#92
wow blizzard thanks............
AKA: castle[eMg]@USEast/ iCCup
Endymion
Profile Blog Joined November 2009
United States3701 Posts
October 11 2015 16:18 GMT
#93
that command and conquer browser recreation is amazing... just think of all the problems BW could eliminate if it wasn't bound to a 1998 bnet system, and color fixes, and launchers, and ladders, etc etc etc...
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
Ty2
Profile Blog Joined March 2013
United States1434 Posts
October 11 2015 16:21 GMT
#94
--- Nuked ---
Writer
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2015-10-11 18:03:00
October 11 2015 18:02 GMT
#95
well all he really needs to do is to change the graphics and the terms right?
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
xboi209
Profile Blog Joined June 2011
United States1173 Posts
October 11 2015 18:34 GMT
#96
Yeah he just needed to remove all the copyrighted assets, which were basically the graphics(I forgot if there were sounds or not).
http://www.reddit.com/r/broodwar/
Biolunar
Profile Joined February 2012
Germany224 Posts
October 11 2015 20:05 GMT
#97
Why is iCCup allowed to distribute a cracked version of BW then?
What is best? To crush the Zerg, see them driven before you, and hear the lamentations of the Protoss.
Garmer
Profile Joined October 2010
1286 Posts
October 11 2015 20:39 GMT
#98
because you can't stop torrent
xboi209
Profile Blog Joined June 2011
United States1173 Posts
October 11 2015 21:27 GMT
#99
On October 12 2015 05:05 Biolunar wrote:
Why is iCCup allowed to distribute a cracked version of BW then?

They're not allowed.
http://www.reddit.com/r/broodwar/
LetaBot
Profile Blog Joined June 2014
Netherlands557 Posts
October 11 2015 23:14 GMT
#100
On October 12 2015 05:05 Biolunar wrote:
Why is iCCup allowed to distribute a cracked version of BW then?


In Soviet Russia, StarCraft downloads you!
If you cannot win with 100 apm, win with 100 cpm.
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2015-10-12 08:20:08
October 12 2015 08:19 GMT
#101
On October 12 2015 05:05 Biolunar wrote:
Why is iCCup allowed to distribute an original version of BW then?


SSSSSSHHHHHHHHHHHHHHHHHHHHHHHHH

HUSH IT SHUTUP DELETE YOUR POST
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2015-10-12 08:59:15
October 12 2015 08:41 GMT
#102
the HTML5 game was shut down because it was gaining too much publicity and Blizzard have to take action to show they still enforce their copyright like what Ty2 said (otherwise people will ask questions on why Blizzard isn't doing anything, Blizzard is finally allowing people to use their assets? etc.)

obviously Blizzard knows about torrents/illegal dls but its torrents they won't/can't really do much
Like other big companies they usually close an eye since its not really affecting their overall sales and bottom line (plus piracy does help in publicity)

and anyway with the exception of a 5 year old promise called LotV, Blizzard are moving towards the F2P model in their newest games so piracy becomes a non-issue.
c3rberUs
Profile Blog Joined December 2010
Japan11286 Posts
October 12 2015 09:48 GMT
#103
On October 12 2015 03:02 JieXian wrote:
well all he really needs to do is to change the graphics and the terms right?

This should be fun. He can just name things "ling, hydra, zeal, goon." Blizzard don't own those words.
WriterMovie, 진영화 : "StarCraft will never die".
Endymion
Profile Blog Joined November 2009
United States3701 Posts
October 12 2015 09:58 GMT
#104
On October 12 2015 18:48 c3rberUs wrote:
Show nested quote +
On October 12 2015 03:02 JieXian wrote:
well all he really needs to do is to change the graphics and the terms right?

This should be fun. He can just name things "ling, hydra, zeal, goon." Blizzard don't own those words.

i don't think this is legal otherwise kespa would have just done this back when they were fighting blizzard for broadcasting rights
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
October 12 2015 16:23 GMT
#105
On October 12 2015 18:58 Endymion wrote:
Show nested quote +
On October 12 2015 18:48 c3rberUs wrote:
On October 12 2015 03:02 JieXian wrote:
well all he really needs to do is to change the graphics and the terms right?

This should be fun. He can just name things "ling, hydra, zeal, goon." Blizzard don't own those words.

i don't think this is legal otherwise kespa would have just done this back when they were fighting blizzard for broadcasting rights


or maybe kespa wasn't creative enough? :D

or they didn't want to make a "phoney" version of BW and wanted the real thing because they are a serious organisation?
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2015-10-12 17:05:56
October 12 2015 17:04 GMT
#106
A Broodwar HTML5/JS thing is nice but why not just make a new rts that is a spiritual successor?

Its basically what those Artillery people used to advertise their platform (though it seems like a bad vaporware version of unity at this point).
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
c3rberUs
Profile Blog Joined December 2010
Japan11286 Posts
October 12 2015 17:51 GMT
#107
On October 13 2015 01:23 JieXian wrote:
Show nested quote +
On October 12 2015 18:58 Endymion wrote:
On October 12 2015 18:48 c3rberUs wrote:
On October 12 2015 03:02 JieXian wrote:
well all he really needs to do is to change the graphics and the terms right?

This should be fun. He can just name things "ling, hydra, zeal, goon." Blizzard don't own those words.

i don't think this is legal otherwise kespa would have just done this back when they were fighting blizzard for broadcasting rights


or maybe kespa wasn't creative enough? :D

or they didn't want to make a "phoney" version of BW and wanted the real thing because they are a serious organisation?

It's probably the latter. I mean, if you were to invest millions would you go and make them play some browser game?

Then again, there are those Vainglory guys on OGN going crazy on their tablets haha.
WriterMovie, 진영화 : "StarCraft will never die".
Chef
Profile Blog Joined August 2005
10810 Posts
October 12 2015 18:41 GMT
#108
On October 12 2015 06:27 xboi209 wrote:
Show nested quote +
On October 12 2015 05:05 Biolunar wrote:
Why is iCCup allowed to distribute a cracked version of BW then?

They're not allowed.

Interesting to think what would have happened if they had taken action against PGT or iCCup or Fish or any variant. Were the bots WGT used on official battle.net even technically allowed?

Blizzard doesn't release games all that often, so I think they kind of do rely on having people play their games for years. If all these volunteer organizations hadn't done it for them, they might have had to actually fix the ladder, and I sort of believe they would have given how long they supported the Diablo 2 ladder. Though I think it would be a poorer experience with more cheaters running freely.
LEGEND!! LEGEND!!
TelecoM
Profile Blog Joined January 2010
United States10668 Posts
Last Edited: 2015-10-12 19:07:49
October 12 2015 19:06 GMT
#109
I guess its b/c iCCup server is in Russia, and Blizzard won't be able to bring Vladimir Putin to court. XD
AKA: TelecoM[WHITE] Protoss fighting
TelecoM
Profile Blog Joined January 2010
United States10668 Posts
Last Edited: 2015-10-12 19:07:37
October 12 2015 19:07 GMT
#110
EDIT : OMG

I keep hitting quote instead of edit.
AKA: TelecoM[WHITE] Protoss fighting
riotjune
Profile Blog Joined January 2008
United States3392 Posts
October 12 2015 23:29 GMT
#111
Thanks for the loophole, now everyone knows.
Dumbledore
Profile Joined April 2011
Sweden725 Posts
October 12 2015 23:49 GMT
#112
On October 13 2015 04:06 GGzerG wrote:
I guess its b/c iCCup server is in Russia, and Blizzard won't be able to bring Vladimir Putin to court. XD


...It's not Vladimir Putin operating iCCup...
Have a nice day ;)
Dumbledore
Profile Joined April 2011
Sweden725 Posts
October 13 2015 00:01 GMT
#113
On December 02 2012 02:55 peacenl wrote:
As a programmer of a few network games I can tell you that it's most likely too server intensive (latency would be terrible when you use website URL calls instead of plain optimized network packets).

The problem is that strategy games require you to poll every time and await a result (a few times a second preferably). While 3D shooters poll the same way, they can skip a few poll iterations of the networked game loop because it will catch up in the end (and retrace the missing steps) and usually not influence the game outcome. With strategy games this is very different, the information send from one to another can not be lost or ignored, because it might change the outcome of the game for one player.

Luckily there are some languages that can exert more control over this, so by using such languages it could be possible, but it's very time consuming even if you manage to get the source code.


You're not a good programmer if you think you can't achieve low latency socket connections from a browser.
Have a nice day ;)
Probemicro
Profile Joined February 2014
3708 Posts
October 13 2015 01:42 GMT
#114
ICCup being physically hosted in Russia would definitely make it almost impossible for it to be taken down by US enforcement..

and blizzard are going after WoW private servers, bigger fish to fry (that won't amount to much as usual)
nighcol
Profile Joined January 2012
298 Posts
Last Edited: 2015-10-13 13:41:00
October 13 2015 13:38 GMT
#115
On October 13 2015 09:01 Dumbledore wrote:
You're not a good programmer if you think you can't achieve low latency socket connections from a browser.


Coincidentally the browser RTS Day9 is involved in, Atlas, listed this as one of the reasons they're now offering a native client and might not even ship the game as playable in the browser.

I don't think they're using website URL calls though but apparently it can still be an issue.
Endymion
Profile Blog Joined November 2009
United States3701 Posts
October 13 2015 14:23 GMT
#116
On October 13 2015 02:04 Antisocialmunky wrote:
A Broodwar HTML5/JS thing is nice but why not just make a new rts that is a spiritual successor?

Its basically what those Artillery people used to advertise their platform (though it seems like a bad vaporware version of unity at this point).


hey, i'm all for a spiritual successor too.. an rts that rewards both skill and composure under high apm. with regards to Artillery, last i heard it was a 3v3 moba rts TCG mashup

On October 13 2015 04:06 GGzerG wrote:
I guess its b/c iCCup server is in Russia, and Blizzard won't be able to bring Vladimir Putin to court. XD

i laughed very hard at this lol
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
October 13 2015 17:56 GMT
#117
On October 13 2015 04:06 GGzerG wrote:
I guess its b/c iCCup server is in Russia, and Blizzard won't be able to bring Vladimir Putin to court. XD


Now we know where Ryuta, the guy who developed the browser version of BW went wrong :D
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 13 2015 22:14 GMT
#118
On October 13 2015 22:38 nighcol wrote:
Show nested quote +
On October 13 2015 09:01 Dumbledore wrote:
You're not a good programmer if you think you can't achieve low latency socket connections from a browser.


Coincidentally the browser RTS Day9 is involved in, Atlas, listed this as one of the reasons they're now offering a native client and might not even ship the game as playable in the browser.

I don't think they're using website URL calls though but apparently it can still be an issue.

I don't recall all the specifics, but the man himself said it will still certainly run in-browser, in addition to having a native client, whatever that entails. Whether or not it ships as a browser game, the reason won't be because it wasn't possible.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
nighcol
Profile Joined January 2012
298 Posts
Last Edited: 2015-10-14 18:50:01
October 14 2015 18:48 GMT
#119
On October 14 2015 07:14 NewSunshine wrote:
I don't recall all the specifics, but the man himself said it will still certainly run in-browser, in addition to having a native client, whatever that entails. Whether or not it ships as a browser game, the reason won't be because it wasn't possible.


Quoting an engineer from Artillery:

We may decide not to allow play in the browser when the game launches, if we think that the browser experience won't do justice to the game, or if the presence of a browser player in a game negatively impacts that game for other players, due to longer load times, lag, etc.


Don't want to split hairs about what something being possible means but sounds like there certainly are challenges involved in making it work at a pleasing level at this point.
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