Staredit Network

Staredit Network -> Modding Chat -> I'm re-applying Afterburners...
Report, edit, etc...Posted by DiscipleOfAdun on 2005-12-15 at 09:54:02
I've recently made a Memgraft patch that re-adds the Afterburners spell that Blizzard removed from the Valkyrie. However, it uses some interesting work around methods to achieve cyclic energy reduction(similar to Cloaking, but much faster). I need about 4-5 people willing to test this spell. It does require a program(which I wrote), to allow the cycle CASM to be applied. The change by this program to your exe is minimal, and will not affect its ability to function over Battle.net(I hope). All it does is allow access to several of the routines that SC has already written that I wouldn't be able to use normally. I'll be accepting requests for this through either PM or by a post. After I have at least 3 people willing to test, I'll PM them the files.

TESTER MUST TEST:
*Does the technology research and apply properly? - This checks the requirement AfterburnersOff. The button must be gray when not researched.
*Does is play the sound properly when activated?
*Does it subtract the energy properly
*Does it increase the speed?
*Does it give the "Not Enough Energy" text and sound when there isn't enough energy?
*Does the cycle action reduce energy while the afterburners are engaged?
*Does the Turn Afterburners Off button show up when the Afterburners are on?
*Does the power down sound play properly when deactivated?
*Does the energy stop reducing when deactivated?
*Does the speed go back to normal when deactivated?
*****DOES IT WORK OVER BATTLE.NET?***** - This is the most important thing.

Not Implemented(nor planned):
'the gathering' energy stuff. I don't want to have to recode it to check for the cheat.

TESTERS:
1. Voyager7456(MM)
2. Rikimbo
3. www.com.au
4. TERRAINFIGHTER
5. Moose77
anyone else?

Since I'm not into just anyone stealing the code, I've passworded the zip.
Report, edit, etc...Posted by www.com.au on 2005-12-15 at 10:25:07
I would But im not exactly sure what im ment to do. i realise you load the mod file through an mpq editor.. but its a little blurry.

If i knew id do it for sure.
Report, edit, etc...Posted by DiscipleOfAdun on 2005-12-15 at 10:35:08
Actually, I'll have two exe's, plus one MPQ. The first exe is MemCycle, which I wrote to enable CASM cycle code through Memgraft editing. The second will be the Memgraft Patch, along with the acompaning MPQ(for tech and tbl strings). Testers would first have to place the files as such:

1. Place the MPQ in your Starcraft Folder. The exes can go anywhere.
2. Run MemCycle.(Only need to do this once)
3. Run the Memgraft patch and test away.

I'm not putting the files up yet, though, because they aren't ready. Besides, I'm going to PM them to the testers. Not true anymore. I figured out that I'm going to password it.
Report, edit, etc...Posted by TERRAINFIGHTER on 2005-12-15 at 11:22:27
QUOTE(DiscipleOfAdun)
2. Run MemCycle.(Only need to do this once)

When you say "only need to do this once" do you mean that it takes over regular starcraft as well so when you load the normal exe the mods still on it? blink.gif
Report, edit, etc...Posted by www.com.au on 2005-12-15 at 12:09:41
Ugh i hope not..

i just read most of the tutorials so it all makes alot more sense now.

and you want me dl memgraft and then update with a patch?? ok...
Report, edit, etc...Posted by DiscipleOfAdun on 2005-12-15 at 14:13:05
MemCycle modifies the PE header of SC. It makes no affect on the playability of the game, it just makes one small byte change to allow me to implement the cyclic energy reduction. It makes the same change as Memgraft when loading, except it applies it to your SC file(I can write an undo exe if you're really worried)so that I'm not forced to even further complicate the CASM code. Technically, it changes the attributes of the .text section so that it can be modified in memory.
Report, edit, etc...Posted by TERRAINFIGHTER on 2005-12-15 at 14:18:49
In that case, you would have to make it be able to undo or blizzard would think of it as a hack and would ban it tongue.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2005-12-15 at 14:29:19
I doubt they'd detect it. PE headers are only read when the game is loading initially. After that, its not read again. If they checked the state of the page, they could figure it out, but Memgraft does more than that. I bet if anything, they'd get you for Memgraft rather than MemCycle. I will write the undo into it. Run once - on, run again - off. Fair enough?
Report, edit, etc...Posted by Voyager7456(MM) on 2005-12-15 at 15:12:40
I'll test.
Report, edit, etc...Posted by Rikimbo on 2005-12-15 at 18:23:56
I will also test.

I'm curious.. this is the first time I actually hear about this would-be ability... any idea what it was supposed to do?
Report, edit, etc...Posted by Voyager7456(MM) on 2005-12-15 at 18:29:07
It sped up the Valkyries.
Report, edit, etc...Posted by DiscipleOfAdun on 2005-12-15 at 20:38:18
Okay. The four of you can test. I'll still allow anyone else to also(5 isn't the limit). I rewrote MemCycle to toggle. But, I did this all in CASM, so it isn't seamless. The energy reduction isn't completely clear(can't fix it), and it doesn't affect acceleration, only speed.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-12-15 at 21:29:34
The first time I ran it, it worked perfectly...

...however, afterwards...

The Valkyries would only have the option to turn Afterburners on. The first time you clicked it, the Valk would lose 50 energy and not gain speed. Then after you clicked again it would lose 50 energy and gain speed, but never get the ability to turn Afterburners Off.

But this only occured after the 1st test. blink.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2005-12-15 at 21:45:18
Wierd. Now, you say the button didn't show up for the Afterburners Off? How about if you deselected and then reselected the unit? I did have a probelm that way where the effect would happen, but I've forced it to call the Change Displayed Buttons on itself to counter act it.
Report, edit, etc...Posted by www.com.au on 2005-12-16 at 02:55:46
Hmm.. i double click Memcycle and it says Success, CASM writing disabled. Is this right?

ADDITION:
aww crap.. SC couldnt find the patch file even when i put it in in with mpq thingie..

wait i got it..
Report, edit, etc...Posted by DiscipleOfAdun on 2005-12-16 at 10:12:45
QUOTE(www.com.au @ Dec 16 2005, 01:55 AM)
Hmm.. i double click Memcycle and it says Success, CASM writing disabled. Is this right?

ADDITION:
aww crap.. SC couldnt find the patch file even when i put it in in with mpq thingie..

wait i got it..
[right][snapback]380007[/snapback][/right]


Not exactly. It should enable it the first time. To test(this is for all testers) you must get the Enabled message. Otherwise, it might crash when you enable the afterburners.
Report, edit, etc...Posted by TERRAINFIGHTER on 2005-12-16 at 10:22:21
Sorry but you might have to remove me from the testers list...
it refuses to let me run it with the error "Unable to open Registry"
Report, edit, etc...Posted by DiscipleOfAdun on 2005-12-16 at 10:34:36
Oh, wow. I only added that as a precaution for myself, I never thought that I'd ever have anyone acutally have a problem. I'll PM you with instructions on how to do it manually.
Report, edit, etc...Posted by Doodle77(MM) on 2005-12-16 at 22:41:52
i want to test this.

ADDITION:
Ive had a few instances where the energy of the valk's has gone 'down' to 200

ADDITION2:
The afterburners off button doesnt show up for a group of valks
Report, edit, etc...Posted by DiscipleOfAdun on 2005-12-16 at 22:58:28
The energy down is new. I've never seen it, but I think I know how it happens(it related to the on/off requirements).

That's because at least one of them has afterburners on. Ab on over-rides the off requirement, I've been meaning to look at that.

EDIT

Okay, some bad news:

I got my network back up(to test possible desync), and there's some problems.
  1. It won't open multi-player.
  2. MemCycle is acting up.

There are solutions for this.
  1. Add in all the other patch_rt.mpq file to fix(I hope. It fixed mine). I didn't want to waste space, so you'll have to do it yourself.
  2. Either wait for me to find time to look at it, or learn to hex edit the small change.
Note, I'm only about 50% sure that MemCycle has a problem(out of all my uses, it only didn't revert twice of about fourteen), but I'm looking into it anyway. It shouldn't affect b-net play at all. It can't ever cause a desync error. In fact, did you know that on a LAN, most of the time 1.13b vs. 1.13e doesnt' desync?
Report, edit, etc...Posted by www.com.au on 2005-12-18 at 01:47:02
hmm.. why is that? because its over LAN?

Report, edit, etc...Posted by DiscipleOfAdun on 2005-12-19 at 09:49:51
Actually, no. The multiplayer problem is related to a .bin file not being there. But, that's in the past:

I spend all of Sunday working on the problems with the afterburners. I recoded every action and requirement, and I'm proud of my work. The zip is updated in the first post. Things I fixed:
  • Multiple castings for the same unit.
  • Buttons not changing when they should. This is still a little slugish, but I don't know how to increase speed.
  • Afterburners OFF button only appears when every selected unit has them on.
  • Fixed a small error relating to speeds/energy reduction
ALL TESTERS, I've included a full mpq this time, with all the files.

TERRAINFIGHTER, I've included an exe for you.

The readme explains a little about MemCycle, and why I thought it wasn't working. In short, It works exactly as I programmed it to, there isn't any problem.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-12-19 at 15:05:57
Sounds good...
Report, edit, etc...Posted by DiscipleOfAdun on 2005-12-19 at 17:13:53
And now it is good. I've put up the .zip.

As for the password, remove the "er" from the end of the old one
Report, edit, etc...Posted by Voyager7456(MM) on 2005-12-19 at 17:36:50
Problem: When you activate the spell it subtracts 50 energy and plays the sound, but nothing else happens.
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