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Staredit Network -> Modding Assistance -> About SC Firegraft
Report, edit, etc...Posted by DiscipleOfAdun on 2006-09-07 at 10:47:34
I see the problem too. It's much more than at first glance...sad.gif

I don't doubt that it is possible to allow for the change(AZ can do it by editing the format files...)but I don't want to take time away from everything else you are doing BK...wink.gif

Besides...Dat size isn't my main priority right now. My main thing is finding time to work on FG.
Report, edit, etc...Posted by Ermac on 2006-09-07 at 15:19:45
Hey, i dunno if this has been asked before or anything, but i was wondering since there will be an exe editing ability, could u make SC accept better quality BMPs (atleast for menus) and mp3 sounds ? It would really be great.
Report, edit, etc...Posted by nirvanajung on 2006-09-07 at 17:02:47
Oh~! DoA i have long time no see this thread
Basically, i don't care how FG will be builded

anyway, earlier version Screenshot of FG 1.13 seemingly good for user
they are looks similar to DATEDIT layout and menus
that's better for public user, that was very good choice DoA

that layout looks very familiar with most users

but i have one suggestion in Button Preview window
what about add exchanging positon funtion to there?
i guess when if pplz work countinue or if wanna change button positon
that would be very familiar workflow

for example : if wanna change poition, just drag to other position in preview widow
and if wanna copy form other button which many spell buttons,
the just select icon and support popup menus which showed copy,paste,del menus
then moder's working progress will be reduce user's handed labor very much

anyways... keep ur job as like this well wink.gif
Report, edit, etc...Posted by Kookster on 2006-09-07 at 19:03:44
i think thats a good idea but he should finish basic firegrafy first then that
Report, edit, etc...Posted by Doodle77(MM) on 2006-09-07 at 19:21:07
QUOTE(Ermac @ Sep 7 2006, 02:19 PM)
Hey, i dunno if this has been asked before or anything, but i was wondering since there will be an exe editing ability, could u make SC accept better quality BMPs (atleast for menus) and mp3 sounds ? It would really be great.
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The first would require you to change the bit depth of starcraft, which would require a very, very large amount of changes to the game, and mp3 sounds would require you to inject an mp3 decoder into the mixer, also a very daunting task.
Report, edit, etc...Posted by nirvanajung on 2006-09-07 at 20:00:58
QUOTE(Doodle77(MM) @ Sep 7 2006, 05:20 PM)
The first would require you to change the bit depth of starcraft, which would require a very, very large amount of changes to the game, and mp3 sounds would require you to inject an mp3 decoder into the mixer, also a very daunting task.
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Right, As ur saying that is a matter of StarCraft Engine's Structure
if would add more extended supporting other format in SC engine
that might be require analyze the starcraft Engine more than more

And i think maybe some files extentions are require other dll pointer
to work without modify SC engine

ADDITION:
QUOTE(kookster @ Sep 7 2006, 05:03 PM)
i think thats a good idea but he should finish basic firegrafy first then that
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should do that first, would not do this time wink.gif
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-09-07 at 21:49:26
Feature Suggestion: (hopefully not too late) I think when you create a new button, it should appear in a box below the button display, you would then enter the button position you want it to be (1-9) and click on 'place button'.
Afterwards, it would place the button there if it's not already used, but if it is used it will ask you if you want to replace it. (it removes the old one when you do this, to prevent a crash/other problems)

Feature Suggestion 2: When you click on a button display button, it should jump to that button for easy editing.
Report, edit, etc...Posted by Kookster on 2006-09-07 at 23:37:00
that sounds like a big time saver.

In regards to using mp3's could you make it so that a tack on program or what ever converts and makes a temp wav of the mp3 instead of putting in wavs?

would that work or even sound plausible?
Report, edit, etc...Posted by BroodKiller on 2006-09-08 at 06:54:44
But you can play mp3s in SC, can't you? You just use ThunderGraft for it. It has never been publicly released, so just a handful of people would know/have it (mostly through private channels). I happen to have it, but I can't send it from where I am and will be for the next couple weeks - you can try asking IskatuMesk at Star Alliance or Ojan here at SEN. They have the plugin for sure, dunno if they will share it though.

Report, edit, etc...Posted by Voyager7456(MM) on 2006-09-08 at 06:55:40
I have the plugin as well... who's permission do I need to share it?
Report, edit, etc...Posted by BroodKiller on 2006-09-08 at 07:21:07
Well, Quantam is the one who made it, you can look for him at the Star Alliance (link above), but he's rarely online.It's up to you, really, since I do not think if here still cares anymore.

ADDITION:
Speaking back about DAT-expanding...I thought of it, and it doesn't seem all that hard, after all, at least when it comes to the 'classic' DATs, i.e. those with a static format (all but units.dat and sprites.dat). Since flingy.dat is of the major concern here, I think it is 100% feasible and not-so-difficult (I can see the code before my eyes, so it's a good sign). The problem is, that if you would use such a DAT with a non-FG-patched game it would crash you right away, because the DAT sizes are being checked at startup.

The DATs of unorthodox format are a pain in the ass, but I 'think' I can overcome the problem by seriously tweaking the format (FG would need to read it appropriately, which would be the major problem I think) and probably doing it the way AZ does, i.e. de-hardcoding the format and change it into a text file or something (the updated format specs should really be put up in the web, by the way), but it would require more than just a few clicks here and there, especially with units.dat, since its format is non-continous.
So, in short - not really likely to see "adding new units to Starcraft" I am afraid.
And I agree that this can be left for the future. For now, let's all enjoy the basic Firing pie smile.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2006-09-08 at 11:54:34
Well, I see a problem here. I don't have code to determine a paticular button. Meaning the jump thing is difficult right now. Until I write that code...I don't know if I can do it.

As for the *.dats...if you don't want to...I can always mess with DatEdit's code to get it to work right...wink.gif However, my plan for expansion is for flingy, sprites, and images. I might also do the sound variables in units, but only making it 228 for all of them.
Report, edit, etc...Posted by Kookster on 2006-09-08 at 14:54:20
sounds good, man i wish i hadnt dropped out of c++ last semester thinking visual basics is enough o well
Report, edit, etc...Posted by BroodKiller on 2006-09-10 at 07:46:16
VB is crap, it really is, man - C++ (and hopefully C++0x) rocks the world. There is no bettter coding option, and DoA will second me on this, I am sure:)

DoA>As for the code - TImage's OnClick/On Enter events are your friend, as well as a custom usage of the Tag property, which you know well already smile.gif
Report, edit, etc...Posted by Pie_Sniper on 2006-09-10 at 14:00:58
I don't know how you people use VCL. angry.gif
Report, edit, etc...Posted by Kookster on 2006-09-10 at 20:08:47
thats why i wish i had learned it, but i dont know if i can ever learn it coding is like learning another language
Report, edit, etc...Posted by Pie_Sniper on 2006-09-10 at 20:23:29
I can use C++, but VCL (Visual Component Library) is just like... Wtf? I use pure Win32 API and some of my own wrappers. tongue.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2006-09-11 at 09:43:55
You use what you know. VCL just takes a bit of practice(and the help file doesn't hurt). And yes, BK, I do agree that VB isn't as powerful a coding option. C++ is just better, from my perspective.

BK> yeah, that'll do it. I hope it works right the first time around.

Also, several things:

1. I've fixed that nasty way the button moves after it's position is changed, those of you who have told me about it.... wink.gif you know who you are. Anyway, it's fixed.
2. As per a request, (you know who you are too... wink.gif ), I've re-added support for CASM Actions. I realized I need them anyway, so win-win.
Report, edit, etc...Posted by Ojan on 2006-09-11 at 10:24:14
I shall begin the worshipping immediately.

ASM Actions <3 <3 <3
Report, edit, etc...Posted by BroodKiller on 2006-09-11 at 13:30:16
QUOTE(Pie_Sniper @ Sep 11 2006, 02:23 AM)
I can use C++, but VCL (Visual Component Library) is just like... Wtf? I use pure Win32 API and some of my own wrappers. tongue.gif
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It's not VCL itself here, y'know. It's rather the fact of using Borland C++ Builder, which is a great IDE IMHO, to do the coding ,and VCL comes as a useful addition to it, that's it. Also, it's very straightforward to use it once you work with it under BCB.
Report, edit, etc...Posted by Voyager7456(MM) on 2006-09-11 at 17:42:10
QUOTE(Ojan @ Sep 11 2006, 10:23 AM)
I shall begin the worshipping immediately.

ASM Actions <3 <3 <3
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Indeed... now I just need to learn ASM... sly.gif
Report, edit, etc...Posted by IanMM on 2006-09-11 at 18:11:16
How do you find the IDs? Is it in hex? Just wondering.
Report, edit, etc...Posted by BroodKiller on 2006-09-13 at 08:05:56
What IDs? What are you talking about?
Report, edit, etc...Posted by IanMM on 2006-09-13 at 11:16:15
This:
QUOTE
These are either ID's in the exe, or restriction based on ID or race or flags or so on.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-09-13 at 12:56:04
It depends. Some times, unit ID's are as simple as finding the hex value. Sometimes it isn't like that. Restrictions based off jumps is knowing what is being read and what isn't, and why the jump is happening.. It's a lot of testing to find what something is.
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