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Staredit Network -> Portal News -> Shadowflare Releases SCMLoader
Report, edit, etc...Posted by DiscipleOfAdun on 2006-04-25 at 10:28:22
I know where the function for images.dat/iscript loading function is, and where the cleanup for it is too. I'll pm you with more info later...
Report, edit, etc...Posted by AshaMeD on 2006-04-25 at 11:11:04
Well... This sounds awesome i just lost my job and had to go back to dialup. So im back on sc lol... Just started an awesome RPG this will work awesome with it.
Report, edit, etc...Posted by Voyager7456(MM) on 2006-04-25 at 13:57:23
QUOTE(DiscipleOfAdun @ Apr 25 2006, 10:28 AM)
I know where the function for images.dat/iscript loading function is, and where the cleanup for it is too.  I'll pm you with more info later...
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Sweet... iscripting would probably be the biggest help to mapmakers. biggrin.gif
Report, edit, etc...Posted by Lord_RexJr on 2006-04-25 at 15:44:08
or it'll just be another ripp off for mapmakers
Report, edit, etc...Posted by Doodle77(MM) on 2006-04-25 at 16:09:26
What? Do you have any modding experience.
Report, edit, etc...Posted by [SmC]DiNO-X on 2006-04-25 at 18:35:38
Finally, something that I can use!! w00t.gif
Report, edit, etc...Posted by L-inspecteur_Chocolat on 2006-04-25 at 19:59:26
QUOTE
BTW, has anyone ever tried changing the number of strings in the chk section for that and tried opening in the campaign editor to see if it supported using that different number of strings? (especially more strings)

It's possible to change that to any number, but it will crash the campaign editor. It will work fine in Starcraft, as long as the string section doesn't exceed 65535 bytes. (I think tongue.gif)

QUOTE
I'm wondering, if you edit the TBL file to change the text under the unit names, then start the game with someone who isn't running it, will it desync? I don't think it will, but just checking. Is it possible to replace unit graphics with custom sprites with this or no?

It will not desync. Unit names don't affect the gameplay at all. Anything to do with appearance that does not change anything in terms of gameplay will not desync you, so that includes anything in stat_txt.tbl, portraits, unit graphics, sounds, etc.
Report, edit, etc...Posted by ShadowFlare on 2006-04-25 at 20:29:43
QUOTE(L-inspecteur_Chocolat @ Apr 25 2006, 04:59 PM)
It's possible to change that to any number, but it will crash the campaign editor. It will work fine in Starcraft, as long as the string section doesn't exceed 65535 bytes. (I think tongue.gif)
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I know it works in Starcraft, just wondering about the campaign editor, because if it would allow it, then when making your map you could create a new map in the campaign editor, use a program to extend the number of strings, then continue doing your editing in the campaign editor and have a higher string limit.

BTW, the reason the string section is limited to around that size is how the offsets are stored. They are stored as only 2 bytes, which can hold a maximum value of 65535. The format for the string section is exactly the same as a tbl file.
Report, edit, etc...Posted by Demaris on 2006-04-25 at 20:40:24

Implement Images.dat and Isripting already tongue.gif
I would really like to mess with those!
Report, edit, etc...Posted by ShadowFlare on 2006-04-25 at 20:42:18
QUOTE(Demaris @ Apr 25 2006, 05:40 PM)

Implement Images.dat and Isripting already tongue.gif
I would really like to mess with those!

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When DiscipleOfAdun sends me the information he said he would. happy.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2006-04-26 at 09:38:21
I'm still working on figureing out if it is what you need. I know that the loading routine is, since it does iscript.bin, images.dat, images.tbl, and all the grps, iirc. It's the cleanup, where it gets closed and memory is freed, that I'm not sure about yet. Once I am, I'll get that to you.
Report, edit, etc...Posted by ShadowFlare on 2006-04-26 at 20:03:47
QUOTE(DiscipleOfAdun @ Apr 26 2006, 06:37 AM)
I'm still working on figureing out if it is what you need.  I know that the loading routine is, since it does iscript.bin, images.dat, images.tbl, and all the grps, iirc.  It's the cleanup, where it gets closed and memory is freed, that I'm not sure about yet.  Once I am, I'll get that to you.
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So it is as I suspected. From looking at the pointers passed to Storm functions, it did seem like it may be the same function loading all of those files you mentioned. Besides memgraft or firegraft patches, those files are about the last ones that are in need of being patchable with SCMLoader. smile.gif Besides that there are some tbl files which probably don't need to be patchable and then the cursors. So mainly just memgraft or firegraft patches and the cursors. smile.gif
Report, edit, etc...Posted by Demaris on 2006-04-26 at 21:46:45

The one issue with this on Battle.net is hosting a game where people don't already have the map. They have to download it from you, then you have to rehost it so they load the files. This is tested.
Report, edit, etc...Posted by ShadowFlare on 2006-04-27 at 02:45:42
QUOTE(Demaris @ Apr 26 2006, 06:46 PM)

The one issue with this on Battle.net is hosting a game where people don't already have the map. They have to download it from you, then you have to rehost it so they load the files. This is tested.

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Are you saying that it does this or are you just saying it might do that? I haven't ever had it do that before. Whenever I've tried it, it worked fine the first time without having to rehost it.
Report, edit, etc...Posted by Demaris on 2006-04-27 at 03:29:51

The "this is tested" is kind of a giveaway tongue.gif

A friend and I were running SCMLoader, I had a modded map, I had to host once, then rehost or he would be dropped from the game.
Report, edit, etc...Posted by ShadowFlare on 2006-04-27 at 14:49:16
^ Was this on a UMS or non-UMS game type? I've never been dropped on UMS, but I have on others. Maybe you've found what needs to be done to play on non-UMS game types?
Report, edit, etc...Posted by Demaris on 2006-04-27 at 17:15:49

It was an UMS game.
Report, edit, etc...Posted by ShadowFlare on 2006-05-03 at 16:39:31
I've decided that for now I'll have a beta version up on my site. It doesn't have the update notifications, some parts of the code for making the special game type not conflict with files for future game types blizzard adds, or the Starcraft version checking (to make sure it doesn't crash when used on other versions); however, it does at least have the special game type and the other feature for making more files patchable. If you want to try it out, download it from my site (linked to from the news page).

http://shadowflare.samods.org/
Report, edit, etc...Posted by Tuxedo Templar on 2006-05-04 at 16:21:19
Hmm this just occured to me, but it's probably something that's already been mentioned before: What if you could make a program to "unpatch" (not downgrade) starcraft so that it CAN set use EUD actions in triggers once again? I mean, in addition to what you currently have, you'd basically have as close to a fully-featured auto-modder that you can get if you had both of those features. And considering this is already a 3rd party program that effectively hacks starcraft's memory, it's not like you'd be doing anything you arn't already in re-enabling them.
Report, edit, etc...Posted by ShadowFlare on 2006-05-04 at 18:53:53
QUOTE(Tuxedo Templar @ May 4 2006, 01:20 PM)
Hmm this just occured to me, but it's probably something that's already been mentioned before: What if you could make a program to "unpatch" (not downgrade) starcraft so that it CAN set use EUD actions in triggers once again?  I mean, in addition to what you currently have, you'd basically have as close to a fully-featured auto-modder that you can get if you had both of those features.  And considering this is already a 3rd party program that effectively hacks starcraft's memory, it's not like you'd be doing anything you arn't already in re-enabling them.
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Actually, in reality the method for doing that would be completely different than what SCMLoader already does. Sorry, but even if I knew how, that probably would never make its way into SCMLoader. Didn't that rely on buffer overflows? I don't want to disable buffer overflow checks in Starcraft, for the exact reason that Blizzard put them there in the first place. Nothing potentially unsafe is ever going to intentionally be put in by me for SCMLoader.

I will sometime look into alternatives, though. If I can find how, I will extend what things can be done in triggers (both conditions and actions).
Report, edit, etc...Posted by Tuxedo Templar on 2006-05-04 at 19:42:53
Ok. I didn't think it would be that simple. Still, I figured if you were doing one form of hax0ring it wouldn't be a heavy stretch to do another.
Report, edit, etc...Posted by TEC_Ghost on 2006-05-05 at 11:30:40
QUOTE(Tuxedo Templar @ May 4 2006, 05:42 PM)
Ok.  I didn't think it would be that simple.  Still, I figured if you were doing one form of hax0ring it wouldn't be a heavy stretch to do another.
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All he is really doing is setting Starcraft to load the data files with the priority of the Map before the default starcraft data files.
Report, edit, etc...Posted by ShadowFlare on 2006-05-05 at 13:35:06
QUOTE(TEC_Ghost @ May 5 2006, 08:30 AM)
All she is really doing is setting Starcraft to load the data files with the priority of the Map before the default starcraft data files.
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Yeah, that's the basic idea of it. There are only a couple things beyond that; one other thing is that it keeps the scm/scx open longer. SCMLoader keeps its own handle open to the scm/scx with slightly lower priority than SC's handle to it to make sure certain files are patchable and keeps this handle open until another map is opened.

In addition to that, it also has the code from my playlist plugin integrated into it so it can use those files intended for that plugin but in maps. Also, the beta version on my site calls a couple functions from starcraft.exe in memory, which DiscipleOfAdun found for me. These function calls make Starcraft unload then reload iscript.bin, images.dat/.tbl, and grp/lo* files referenced by those; making those files patchable by SCMLoader as well.
Report, edit, etc...Posted by Tuxedo Templar on 2006-05-05 at 21:14:06
Wow nice. If you can get that to work perfectly online (seems a few people had trouble with it) I'd definitely look into using this for a Rush sequel.
Report, edit, etc...Posted by Voyager7456(MM) on 2006-05-05 at 21:16:02
Nice! Iscripting certainly unlocks a lot of possibilities.
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