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Staredit Network -> Modding Assistance -> About SC Firegraft
Report, edit, etc...Posted by nirvanajung on 2006-06-03 at 22:30:06
QUOTE(Doodle77(MM) @ Jun 3 2006, 03:33 PM)
Well, you can technically select more than 12 units, but only 12 will be displayed on the GUI.
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right~! i know about that dispaying i said within just selection (dude,dont underestimate me showoff.gif)
although that's not displayed

Actually expansion selection is very useful for playing
because that can assign more into selection Groups
that is not bug
that's just improvement of playing environment
even if not displayed on the GUI and there is no sense or whatever
Anyway Someone or others of modders (players included) will love that using
Also Rikimbo asked that
that's kernel of my opinion wink.gif

Of course, that's will decided by DoA Only

ADDITION:
i just got anohter deal~!

it's Auto Decrease in HP Restriction

let's see conditon of explosion Terran buildings
first off, Terran buildings are exploded when buildings HP is displayed to red and then Auto decrease in HP into HP 0
according to StarCraft Story, Terran buildings are exploded by Vespine gas leak
that's terran buildngs based on StarCraft Story

but command center , Barracks, suply deopt
and all of buidings what requirement just minerals to builded are not used Vespine gas
As u guys know, those buildings builded by spend minerals

that's ironies, isn't it ?
Anyways so i think decreased HP would be nice to change able to buidings what
spended Vespine gas to builded
or able to anythings(include race Restriction) apart from StarCraft Story
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-05 at 20:39:31
I should say something I guess...

My main goal right now is getting the simple stuff working. And no, I don't feel like expanding the 12 selection. I agree with BK on this, if you can't see the gui showing them selected, it isn't worth it too much. Besides, 12 isn't bad, and I'm afraid expanding it might just provoke poor play in mods. I played Starcraft64 for a while, and the 18 unit selection it has was horrid on my strategy. nvrmind that it is a horrible port, that made me a very bad player after I switched back...

The hp thing might be easier...but it would require some messy asm to check the build cost.

Syphon, that meant adding a 4th race(or more) to starcraft.
Report, edit, etc...Posted by nirvanajung on 2006-06-05 at 23:12:52
have any idea about rest ?
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-05 at 23:22:04
If I knew what caused the workers to act like that, I might be able to make it stable...

As for the race restriction on Repair/Build, it should be able to be removed.
Report, edit, etc...Posted by nirvanajung on 2006-06-06 at 00:02:30
QUOTE(DiscipleOfAdun @ Jun 5 2006, 09:21 PM)
If I knew what caused the workers to act like that, I might be able to make it stable...

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here is key...
Bascially...anyworkers(included all units) could build and repair and continue go on rebuild Also stop middle of build too

but Except for build of Ai/order,other rest Actions available when target buildings are must be Terran race

Also all units can build any buildings irrespective of any race conditions
even though player select race to other races (Protoss and Zerg)
that's rule to available those Actions
Report, edit, etc...Posted by Rikimbo on 2006-06-06 at 11:39:30
Well, seems everyone got so into the greater than 12 unit selection thing that my other suggestions were totally overlooked:

QUOTE(Rikimbo @ May 28 2006, 10:20 AM)
- 'Use Map Settings' restriction on Installation tileset.
- The space filter in the space platform tileset - enabling it for other tilesets?
- Maximum of 200 supply restriction on each race.
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And for the record, I did know that even if you could select more than 12 units that no more than twelve would appear on the user interface. I'm just spitting out ideas here.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-06 at 12:51:54
I have no clue on the first two, but I did add the last one...if you want a preview of the possibility, you can get Limit Expander from the DLDB...it increases the supply limit along with the other ones...

Oh, as for the workers, I meant the picture of them mining while not near the minerals.
Report, edit, etc...Posted by nirvanajung on 2006-06-06 at 14:25:09
QUOTE(DiscipleOfAdun @ Jun 6 2006, 10:51 AM)
Oh, as for the workers, I meant the picture of them mining while not near the minerals.

o ic what i missed reply target
Anyway that Act is included some cheat program
as far as i remember that was builded by which korean

if u want get that cheat program then i'll send u for look around of offsets

QUOTE
I did know that even if you could select more than 12 units that no more than twelve would appear on the user interface. I'm just spitting out ideas here.

i understand u guys why have feel confuse by selection missed of GUI
many of u not high-ranker of StarCraft ladder or SC ranking Server

if u guys high-ranker who have exellent skills,mirco control ablility,rushing a ton of units to opponent player
then u'll know what that expand selection is so usefull and loved
i'm sure that, ask to some high-ranker of SC then he will say like this
" i love it~! "
example:
if u play with Zerg and current control is mutalisk attack
then most high-skill player assign mutalisk into unit Grops(by Ctrl+1.2.3....0)
but most condition of battle all units of grops have to need shot ur weapons to one target
(that's very important control to Victory)

and besides mutalisk always have to be one united body and kill enemy by one shot and avoid responsive attack and do Action same that again and continue
then opponent player would be crazy
like this... (cursing.gif : wtf this ~! my units couldn't do anythings)
that's basic control of high-lankers
and besides there are so many mutallisks to player
then u have to assign them to sererval groups


so someone of Sc players would be like that expand selection

but u guys know this that is not cheat, just improved of functions
i understand u guys and light player of SC, they don't have to need that function completly wink.gif
Report, edit, etc...Posted by rifter on 2006-06-11 at 10:32:18
Out of curiosity, would it be possible to expand the size of allowable maps greater than 255x255? Currently starforge can make map that are larger, but sc won't play them. On another note, could the string cap be raised on the maps? Not that I myself have any practical application for either of these, but kind of like the unit selection amount, they might have a useful application for someone.
Report, edit, etc...Posted by O)FaRTy1billion on 2006-06-12 at 05:16:42
The highest the CHK can support is 65535 I belive.. I don't think any higher than 256 would work ever.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-12 at 11:14:47
Again, that requires a level of hacking/reprogramming that I am unwilling to commit to.

Side Note: FIXED!
Report, edit, etc...Posted by nirvanajung on 2006-06-12 at 13:22:36
QUOTE
[color=orange]Again, that requires a level of hacking/reprogramming that I am unwilling to commit to.

aight~! honestly i didn't expected u to possible make that
cuzz that source is maded by korean so u need to get from korean website
and that need to spend more times if u would plan to go that

so i already knew what u will not plan to go that interested.gif
my questions was just jest ~! laugh.gif
whatever you do, You have the power of decision to take it or leave it.
QUOTE
Side Note:  My computer isn't working right now.  I kinda messed up my registry, and can't fix it.  I'm still looking for a way to fix it, but I can't see how without losing a bunch of stuff.  If anyone knows anything about a repair installation(also called a in-place installation) of windows xp and can answer some questions I have before trying it

As far As i know about recover windows
best way is use Norton-ghost

second way is make system recover mark before
but if u didn't make that u couldn't fix that

third way is boot from Windows PE verion it's no need to HDD for boot
and recover ur files and database

that's just tips
Anyway... Good luck ~! wink.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-13 at 15:34:16
Seeing as how my computer is fixed....I'm going to ask about something else. Instead of ASM, I'm thinking about a scripting language, similar to how triggers work, with a condition tab and an action tab. The requirements would check the unit or other stats of that unit, and then if it is true, the action would run. It would also be custom interfaced to meet what kind of code you were adding, allowing for sigorder checks for orders, for area of effect for cyclic code, and such.

Now, would this be better than Assembly for most people? It would take a lot longer to implement, but I think it would be easier for users. Plus, if I want to do this, I have to decide soon....
Report, edit, etc...Posted by Rikimbo on 2006-06-13 at 15:42:18
QUOTE(DiscipleOfAdun @ Jun 13 2006, 02:33 PM)
Now, would this be better than Assembly for most people?  It would take a lot longer to implement, but I think it would be easier for users.  Plus, if I want to do this, I have to decide soon....
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Yes, yes a scripting language would definitely be better than assembly. I'm probably patient enough that I would probably try to use it even though it's assembly, but I would be so much happier using a scripting language -- it's also alot faster and more intuitive to learn a scripting language than assembly.

I know it's alot of work to implement a scripting language into this, but I really think it would catch on more. If you want my opinion, I think it's definitely worth it.
Report, edit, etc...Posted by rifter on 2006-06-14 at 02:03:42
Yeah I would say go for it also, just be careful what you do, King Arthur tried making one of these before Camsys fell, and Blizzard make them stop work upon it, because it was modifying the exe too much or somesuch...then again it was such a long time ago that I read it, and even then it was in the archives of the camsys page, so I may not even have the function of the program right, though I believe that is was a memory patcher. Anyhow, yeah I think a scripting thing would be great smile.gif
Report, edit, etc...Posted by BroodKiller on 2006-06-15 at 11:35:37
Well, we had the SG Actions wizard one day, didn't we?
On a side note - you do understand what are you trying to pull out DoA, are you? A custom tokenizer, a custom parser and a custom ASM compiler put into one together with FireGraft.
Don't yell at me, I'm just making sure you know what you're doing.smile.gif
Report, edit, etc...Posted by Syphon on 2006-06-15 at 12:48:18
QUOTE(DiscipleOfAdun @ Jun 5 2006, 07:39 PM)

Syphon, that meant adding a 4th race(or more) to starcraft. 

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So that means that we'd be able to remove entries in the dropdown race selection box? Female dog'n

Will you be able to make other Nydus Canal type buildings? Make other races than Zerg have morphable units? Movable burrowed units? Burrowing outside of Zergdom?

QUOTE(DiscipleOfAdun @ Jun 13 2006, 02:33 PM)
Seeing as how my computer is fixed....I'm going to ask about something else.  Instead of ASM, I'm thinking about a scripting language, similar to how triggers work, with a condition tab and an action tab.  The requirements would check the unit or other stats of that unit, and then if it is true, the action would run.  It would also be custom interfaced to meet what kind of code you were adding, allowing for sigorder checks for orders, for area of effect for cyclic code, and such.

Now, would this be better than Assembly for most people?  It would take a lot longer to implement, but I think it would be easier for users.  Plus, if I want to do this, I have to decide soon....

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If you put in the time and effort into making a triggering system it'll either pay off with a bunch of cool new modders than were intimidated before, or backfire with a bunch of idiots that make horrible mods.

It'd definantly be better than assembly if pulled off right, you could just tone down the syntax that's typed out and change thins arround, then have it compile into ASM, that's work too. But I want to see pointing and clicking, classical trigger style.

If you're going to make a language that compiles into ASM I want to give some input wink.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-15 at 19:46:06
QUOTE(BroodKiller @ Jun 15 2006, 09:35 AM)
Well, we had the SG Actions wizard one day, didn't we?
On a side note - you do understand what are you trying to pull out DoA, are you? A custom tokenizer, a custom parser and a custom ASM compiler put into one together with FireGraft.
Don't yell at me, I'm just making sure you know what you're doing.smile.gif
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Oh, I know what it takes. I'm a little scared of doing it myself, but I think I can get it working. It would also be much safer than allowing for ASM injection. I'm planning the interface to be like triggers, but the actual storage to be similar to the DAT Reqs, which I already have knowledge to deal with. It'd mean a bit of work(which wouldn't be in the current build that I want to get done soon...), but I think I can do it. The basic Exe edits, which the first post is about, will be in it if I can get everything else working. I just thought I'd ask to see if it was a good idea.

QUOTE(Syphon)
So that means that we'd be able to remove entries in the dropdown race selection box? Female dog'n

Will you be able to make other Nydus Canal type buildings? Make other races than Zerg have morphable units? Movable burrowed units? Burrowing outside of Zergdom?

I'm not sure... most of this is just what I think can be done based on all the changes I've ever made. (To Everyone)I don't want to hear complaining though, if something I said might be in there doesn't show up. I'm trying my best as is to get it working.

For everyone - I'll make a thread when it comes time to work on the new language. Just now I was asking about if or not it was a good idea. We'll see what I can/can't do.

Report, edit, etc...Posted by nirvanajung on 2006-06-15 at 20:32:15
i agree to ur plan
it would be more faster to work if modders will acquire experience ot that script
but i think that need to some example files and basic script wizzard to write from basic platform

like as java script wizzard of HTML editor and MS-VC,VB project wizzard

so then that would be more easy to work and practice
Report, edit, etc...Posted by Rikimbo on 2006-06-16 at 09:30:52
Sounds like a plan, DiscipleOfAdun! I'll be keeping an eye out for that post.
Report, edit, etc...Posted by Syphon on 2006-06-16 at 19:59:41
If the language wears out my shift key I'll kill a baby.
Report, edit, etc...Posted by BroodKiller on 2006-06-17 at 12:51:05
Personally, I don't like scripting. A well-thought-of GUI tool is what we need, not yet aonother AZero, which frightens away the newcomers.
Report, edit, etc...Posted by Doodle77(MM) on 2006-06-17 at 13:00:57
QUOTE(Syphon @ Jun 16 2006, 06:59 PM)
If the language wears out my shift key I'll kill a baby.
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I'll kill one too. I hate things like document.getElementById that like to have long names that kill your shift key. Even worse is VBscript: Public Sub Sleep(ByVal dwMilliseconds As Long) Please, avoid using too much caps.
also dont forget the famous semicolon.
Report, edit, etc...Posted by nirvanajung on 2006-06-17 at 14:36:48
QUOTE(BroodKiller @ Jun 17 2006, 10:50 AM)
Personally, I don't like scripting. A well-thought-of GUI tool is what we need, not yet aonother AZero,
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Right~! scripting is rigid for general user
also i don't want another such AZero either
but As DoA said that planning the interface to be like triggers
i believe DoA,that would be not rigided script
Actually terggers is hard to say that apply to scripting
u already knew if u had experience of write triggers
and that would be easy to sharing for each user's source
QUOTE
which frightens away the newcomers

Right~! so as i said before
that need to some example files and basic script wizzard to write from basic platform
so then newcomers just have to set varriable

new modders bound to know buttons requirement and fundamental rules of cycle anyhow
so that scripting is not big deal
Also newcomers might will could not works anything
if do not know about fundamental rules of cycle

but thant need some friendly menus and wizzard to figured what is features

In conclusion, my oppinons is that would be better to middle form between scripting and GUI such as HTML editor

that would be better if GUI no great different from Memgraft or StarGraft
but if GUI is really fantasic features like as Macromedia's Flash or 3dsmax
then i'd say GUI is better rather than scripting

ADDITION:
QUOTE
I hate things like document.getElementById that like to have long names that kill your shift key. Even worse is VBscript: Public Sub Sleep(ByVal dwMilliseconds As Long) Please, avoid using too much caps.
also dont forget the famous semicolon.

ya~! i don't want do hardcoding for firegraft
but i think that's not hard if would there are built in functions not great many just for me
Report, edit, etc...Posted by O)FaRTy1billion on 2006-06-17 at 21:51:34
butThisIsHowILikeTypingThemAnyways sad.gif
Eh.. and not all VBScript has the ByVal stuff.
For bot VBScripting you just do Sub Blah(Rawr)
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