Staredit Network

Staredit Network -> Modding Assistance -> IScripting and Stuff
Report, edit, etc...Posted by Lord_Jeremy on 2006-12-06 at 18:08:58
My long silence has been broken! Actually, I've just been hampered by a browser bug that was preventing me from posting. Anyway...

I'm working on what I hope will turn out to be a cool mod, but I've run into an interesting problem... I somehow seem to have broken the Terran flying building stuff. I'm assuming that something is fxxxed up in the iscript, but I can't really be sure. Here's an overview of what I've done:
-Made basic dat changes with Arsenal ZERO (unit stat and weapon changes, mostly)
-Changed a few attack sequences in the iscript
-Changed a couple pcx files

Basically, buildings can lift off, but won't move. Both right clicking and pressing the move button do nothing, and the issue order trigger is useless. While I can't say this compromises my mod, it certainly makes things annoying. Anyone know what could cause this?
Report, edit, etc...Posted by DiscipleOfAdun on 2006-12-06 at 18:11:33
Two things:

1. You changd the Movement control in flingy.dat.
2. You removed a sigorder command from the iscript.

Both should be rather easy to fix, as it's just a simple thing for both of them.
Report, edit, etc...Posted by Lord_Jeremy on 2006-12-06 at 18:43:30
Well... That's the problem...

1) All I've touched in flingy.dat is the speed and acceleration for the EMP missile...
2) All I've touched in the iscript is the attack parameters for a handful of units...
Report, edit, etc...Posted by Ojan on 2006-12-07 at 13:34:08
It seems far fetched, but Arsenal Zero could have incorrect data definitions.

I'd try DatEdit, since it's more up to date, completely correct and has a nice UI :) If you actually prefer .txt files over a UI, at least cross-check with what DatEdit says.
Report, edit, etc...Posted by ShadowFlare on 2006-12-07 at 13:56:44
He is using Arsenal Zero because he is on a Mac. wink.gif
Report, edit, etc...Posted by BroodKiller on 2006-12-07 at 14:14:34
Speaking of Macs...I wonder how hard would it be to port DatEd to OSX...probably the worst part would be the VCL-crap which I use all over the place...:/
Report, edit, etc...Posted by Lord_Jeremy on 2006-12-07 at 18:06:04
QUOTE(BroodKiller @ Dec 7 2006, 02:14 PM)
Speaking of Macs...I wonder how hard would it be to port DatEd to OSX...probably the worst part would be the VCL-crap which I use all over the place...:/
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I tried, but I couldn't make sense of quite a lot of your Visual C "crap." I tried to just port the dat interpretation modules, but they seem too integrated to be of use...
Report, edit, etc...Posted by BroodKiller on 2006-12-07 at 18:14:59
I don't use Visual C, I use Visual Component Library, and there DO is a difference between the two smile.gif
Originally I constructed the DAT interpretation in a way that it could work separately from the DatEdit program, but I run into some problems and needed to swith the technique I was using. The FileData class is all there is to it, really. You will see that I use TFileStream there, but it can be very easily replaced with the stdio.h-defined file management functions. They even have the same names, and instead of calling member functions of a TFileStream object you just supply a function with the file's handle, and that's it.
Report, edit, etc...Posted by Lord_Jeremy on 2006-12-07 at 18:55:46
QUOTE(BroodKiller @ Dec 7 2006, 06:14 PM)
I don't use Visual C, I use Visual Component Library, and there DO is a difference between the two smile.gif
Originally I constructed the DAT interpretation in a way that it could work separately from the DatEdit program, but I run into some problems and needed to swith the technique I was using. The FileData class is all there is to it, really. You will see that I use TFileStream there, but it can be very easily replaced with the stdio.h-defined file management functions. They even have the same names, and instead of calling member functions of a TFileStream object you just supply a function with the file's handle, and that's it.
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Hmmm... Wish I knew exactly what you were talking about... I'm really not too skilled with C. I can make sense of some of your code, though. Unfortunately, I'm not quite sure what you're talking about. Perhaps a step-by-step assesment would be better wink.gif
Report, edit, etc...Posted by BroodKiller on 2006-12-08 at 09:59:48
Hokay, I'll explain it to you, but can't right now smile.gif

I'll look into the possibilty of using Qt for the porting purpose. It appears to be the best choice, really.
Report, edit, etc...Posted by Kookster on 2006-12-09 at 07:11:18
[offtopic] but in an area which your talking about, does anyone know how to make a exe usable for a mac, or a mod playable on a mac, cause my friend has a mac and he wants to play my mod[/offtopic] please excuse the offtopic but you guys seem liked youde know.
Report, edit, etc...Posted by BroodKiller on 2006-12-09 at 07:22:59
The EXE must be recompiled for mac, so if you don't have the source then I don't think you can just press a button on a smart application to do this.
Report, edit, etc...Posted by Lord_Jeremy on 2006-12-09 at 10:54:56
No so fast, BroodKiller... If the EXE is a self-executing MPQ archive (as created by MPQDraft) then all he has to do is use that exe as the patch file. Though, due to Mac Starcraft's inane anti-modding crap, a better way to do this is to extract all the data from the mpq (preserving the file structure) and inserting it all into a copy of the "Starcraft Mac Patch (Carbon)" file. If you have trouble following this, send the exe to lord.jeremy@gmail.com and I'll send you a Mac Starcraft patch file with the mod.
Report, edit, etc...Posted by TheNomad on 2006-12-09 at 11:12:58
I think he meant about MG stuff... such as the mgd (or fgd for FG) files. The problem will be the unique offsets which apply only for windows.
Report, edit, etc...Posted by Lord_Jeremy on 2006-12-09 at 16:09:26
Yeah. FireGraft would have to be completely rewritten for mac. But he didn't exactly specify what type of mod, so who knows...
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-12-09 at 16:28:35
QUOTE(TheNomad @ Dec 9 2006, 12:12 PM)
I think he meant about MG stuff... such as the mgd (or fgd for FG) files. The problem will be the unique offsets which apply only for windows.
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FG doesn't export a fgd file, it puts everything in an exe.

And no, DoA has said he won't be making a mac version (at least anytime soon) due to a lot of windows-exclusive coding and such.
Report, edit, etc...Posted by TheNomad on 2006-12-09 at 17:19:20
QUOTE(Killer_Kow(MM) @ Dec 10 2006, 12:28 AM)
FG doesn't export a fgd file, it puts everything in an exe.

And no, DoA has said he won't be making a mac version (at least anytime soon) due to a lot of windows-exclusive coding and such.
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And the EXE is an SEMPQ file... so your point is ? tongue.gif
And it can export in MPQs and as a separate fgd file smile.gif Think you missed the point of my post smile.gif
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-12-09 at 17:24:54
QUOTE(TheNomad @ Dec 9 2006, 06:19 PM)
And the EXE is an SEMPQ file... so your point is ? tongue.gif
And it can export in MPQs and as a separate fgd file smile.gif Think you missed the point of my post smile.gif
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Let's see... Firegraft is telling me it can save in a Self-Executing Patch (*.exe), a MPQ archive(*mpq, *scm, *scx), or a Patch File(*.fgp)... Where are you coming from with this? blink.gif
Report, edit, etc...Posted by TheNomad on 2006-12-09 at 17:33:37
err .. sorry, now I see what you meant, I meant fgp... oops.gif
(used to mgd and mgp from MG so I made a typo lol)
Report, edit, etc...Posted by Kookster on 2006-12-09 at 19:21:29
Yeah its a firegraft mod so I guess Im screwed. Ill just tell him to get a PC.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-12-09 at 19:42:03
QUOTE(TheNomad @ Dec 9 2006, 06:33 PM)
err .. sorry, now I see what you meant, I meant fgp...  oops.gif
(used to mgd and mgp from MG so I made a typo lol)
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Oh. Sorry about the whole... Argumentative attitude thing tongue.gif
Report, edit, etc...Posted by Lord_Jeremy on 2006-12-10 at 09:53:09
QUOTE(Kookster @ Dec 9 2006, 07:21 PM)
Ill just tell him to get a PC.
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Do that and I'll find where you live... shifty.gif

Actually, I'm in the process of figuring out ways to make all these fancy mods work on a mac... But you may have a different solution, if the mod doesn't have any firegraft-dependant features (such as addedb buttons). You could export the mod only as an MPQ and then just tell him to swap it out for his patch file (as I detailed above)
Report, edit, etc...Posted by TheNomad on 2006-12-10 at 10:37:22
I doubt it'd work since of the reason stated some posts ago (offsets)
Report, edit, etc...Posted by Lord_Jeremy on 2006-12-10 at 18:21:34
QUOTE(TheNomad @ Dec 10 2006, 10:37 AM)
I doubt it'd work since of the reason stated some posts ago (offsets)
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What won't work? The mpqs will work because they have nothing to do with offsets and AFAIK are just like regular mod mpqs with grps and tbls and dats and etc. If you're referring to the future use of FireGraft mods on Macs, that's what I just addressed: The Mac Starcraft executables would have to be mapped and analyzed just as was required for the PC executable when StarGraft was created.
Report, edit, etc...Posted by Kookster on 2006-12-11 at 00:45:43
Yeah Dats are universal in other words, but the files for memgraft, stargraft, firegraft are all pc based, or in other words they know where what is on pc's and not on macs.

And my mod has alot of button changes so yeah.
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