The code in SCMLoader for the loading screens is basically finished now and I have made some custom images for those. However, since they are fairly large compared with the size of SCMLoader, I am having them as an optional download (SCMLoader's zip archive is ~45 KB, while the images are ~400 KB total). For the custom loading images to be used, SCMLoader_Data.mpq must be in the same folder as SCMLoader. Let me know what you think of how they look.
BTW, one shows up for maps containing custom iscript.bin, images.dat/.tbl, custom grp's (besides cursors, since those are reloaded elsewhere in the code), or custom lo* files. The other shows up when playing a map without those files after playing one containing at least one of those files.
This version also has another new feature: it has an alternate patcher which can be used for running SCMLoader in WINE on Linux. To use it, put SCMLoader's files in the same directory as starcraft.exe and run scmloader.sh (or the command "sh scmloader.sh"). This is more or less proof of concept code right now, but it should work for getting on Battle.net with SCMLoader (assuming that Battle.net even works for you in the WINE version you are using).
I've discussed this with Quantam, the maker of MPQDraft, and he may possibly be considering using this code in MPQDraft to make it usable under WINE when I get the issues worked out that would make it unsuitable for use in MPQDraft (one of which is the requirement of starting the patcher through a shell script, rather than being able to just run the main exe directly, which would make SEMPQs harder to use in WINE).
The downloads:
http://shadowflare.samods.org/cgi-bin/down...Loader_beta.ziphttp://shadowflare.samods.org/cgi-bin/down...Loader_Data.zip <- Contains the mpq archive with the loading images for SCMLoader; extract the zip to the same location as SCMLoader.