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Pages: < 1 « 1028 1029 1030 1031 1032 … 3577 >

[2017-2-09. : 5:26 am]
O)FaRTy1billion[MM] -- cool, I may have found the function
[2017-2-09. : 5:26 am]
O)FaRTy1billion[MM] -- tehkain
tehkain shouted: Do you know if you can change the frameset used in an iscript animation as something turns?
I'm not sure what you mean
[2017-2-09. : 5:21 am]
tehkain -- Do you know if you can change the frameset used in an iscript animation as something turns?
[2017-2-09. : 5:20 am]
tehkain -- Someday I'll learn how to pick apart StarCraft's binaries and make plugins, just like Uncle Farty.
[2017-2-09. : 5:20 am]
O)FaRTy1billion[MM] -- looking for references to stat_txt
[2017-2-09. : 5:19 am]
tehkain -- wot
[2017-2-09. : 5:19 am]
O)FaRTy1billion[MM] -- MOVZX EAX,WORD PTR DS:[ECX+EDX*2+2] that's silly, I like my way better
[2017-2-09. : 5:17 am]
tehkain -- Because, you know, I want to try to help get Starcraft: Origins off the ground someday, and we'd totally need new graphics from, like, the beta.
[2017-2-09. : 5:16 am]
tehkain -- Are there any .grp geniuses on SEN?
[2017-2-09. : 5:16 am]
tehkain -- Hmm. Interesting.
[2017-2-09. : 5:16 am]
O)FaRTy1billion[MM] -- but you can edit .dat files realtime through triggers and stuff
[2017-2-09. : 5:15 am]
O)FaRTy1billion[MM] -- not anything, unless you find a way to inject code
[2017-2-09. : 5:15 am]
tehkain -- Like, can you do anything a mod with plugins can?
[2017-2-09. : 5:15 am]
O)FaRTy1billion[MM] -- tehkain
tehkain shouted: How much can you do with EUD's, by the way?
more with EUD Actions
[2017-2-09. : 5:15 am]
O)FaRTy1billion[MM] -- ya
[2017-2-09. : 5:15 am]
tehkain -- How much can you do with EUD's, by the way?
[2017-2-09. : 5:15 am]
tehkain -- Hmm. Like, they're included in the system path wherever as being associated with whatever C++ IDE you use?
[2017-2-09. : 5:15 am]
O)FaRTy1billion[MM] -- I was finding the stat_txt pointer since it didn't exist in the EUDDB
[2017-2-09. : 5:14 am]
O)FaRTy1billion[MM] -- no, I meant like they are recognized as c++ files
[2017-2-09. : 5:14 am]
O)FaRTy1billion[MM] -- I've seen .h++ files
[2017-2-09. : 5:14 am]
tehkain -- On Windows, at least.
[2017-2-09. : 5:14 am]
tehkain -- Yep.
[2017-2-09. : 5:14 am]
O)FaRTy1billion[MM] -- I think .c++ is valid
[2017-2-09. : 5:14 am]
tehkain -- I mean, if you're not using Windows and the file name is invalid, that's your fault for using a substandard OS, of course.
[2017-2-09. : 5:13 am]
O)FaRTy1billion[MM] -- .cpp
[2017-2-09. : 5:13 am]
tehkain -- C++ source files ought to be .c++.
[2017-2-09. : 5:12 am]
O)FaRTy1billion[MM] -- "//This was in the InitializePlugin() code in qdp.cpp. //Not sure what this does, so I'm leaving it as a comment. //actionTable[59] = &EnableDebugModeAction;" lol, I think that was for the code I was writing for TrigPlug
[2017-2-09. : 5:11 am]
tehkain -- Such very wow
[2017-2-09. : 5:11 am]
tehkain -- Much plugins
[2017-2-09. : 5:10 am]
O)FaRTy1billion[MM] -- I should find where that is
[2017-2-09. : 5:09 am]
O)FaRTy1billion[MM] -- basically replace whatever lea thing,[stat_txt ptr + string*2] (I'm just guessing it looks like that), with a local call that checks if id < 250 or whatever, then use normal one else use the new one
[2017-2-09. : 5:07 am]
O)FaRTy1billion[MM] -- try and stick it in the margins somewhere
[2017-2-09. : 5:07 am]
O)FaRTy1billion[MM] -- it would just take more room in the ASM, but I could do some of that cramming I was talking about before xD
[2017-2-09. : 5:05 am]
tehkain -- FaRTy1billion
FaRTy1billion shouted: also I don't know if I copy over all units to units_txt.tbl (or whatever), or if I can add some logic where extended units refer to it
If you can, it'd be best for the latter. That way you wouldn't have to leave some unused junk in stat_txt.tbl to maintain the line length. Also, you could skip past the FireGraft 'units' used for buttons.
[2017-2-09. : 5:03 am]
tehkain -- Honestly, I prefer DatEdit to the SC2 editor...
[2017-2-09. : 5:03 am]
tehkain -- Of course, if we ever accomplish that, we'll be even closer to the functionality of SC2's editor.
[2017-2-09. : 5:03 am]
O)FaRTy1billion[MM] -- also an even huger mess is figuring out how to edit the new resource requirements for units/techs/upgrades, since it's already quite a mess to even just add entries to the .dat files xD
[2017-2-09. : 5:02 am]
O)FaRTy1billion[MM] -- also I don't know if I copy over all units to units_txt.tbl (or whatever), or if I can add some logic where extended units refer to it
[2017-2-09. : 5:02 am]
tehkain -- Probably.
[2017-2-09. : 5:02 am]
O)FaRTy1billion[MM] -- but it will probably be a huge mess, having to find everywhere resources are used
[2017-2-09. : 5:01 am]
O)FaRTy1billion[MM] -- probably not impossible ... I found all the stuff that has like mineral/gas checks for upgrades and techs
[2017-2-09. : 5:01 am]
tehkain -- In any case, once you finish with DatExtender, I think that we'll be able to start messing about with StarCraft: Origins.
[2017-2-09. : 5:01 am]
O)FaRTy1billion[MM] -- probably not easy
[2017-2-09. : 5:01 am]
O)FaRTy1billion[MM] -- oh.
[2017-2-09. : 5:00 am]
tehkain -- I mean like minerals. :P
[2017-2-09. : 5:00 am]
tehkain -- Erm
[2017-2-09. : 5:00 am]
O)FaRTy1billion[MM] -- sure, I did it in isextend
[2017-2-09. : 5:00 am]
O)FaRTy1billion[MM] -- I don't really want to push everything else in stat_txt down, because that will require a looot of fixing
[2017-2-09. : 5:00 am]
tehkain -- Is it possible to add new resources?
[2017-2-09. : 5:00 am]
O)FaRTy1billion[MM] -- I haven't found where the names are broken yet
[2017-2-09. : 5:00 am]
tehkain -- Hmm...
[2017-2-09. : 5:00 am]
O)FaRTy1billion[MM] -- no idea. XD
[2017-2-09. : 4:59 am]
tehkain -- Out of curiosity, how easy would/will it be to add a units_txt.tbl for names for new units?
[2017-2-09. : 4:59 am]
O)FaRTy1billion[MM] -- oic
[2017-2-09. : 4:58 am]
tehkain -- My problem was that I failed to remember that FireGraft's files are contained in data.mpq.
[2017-2-09. : 4:56 am]
O)FaRTy1billion[MM] -- so checking "Used" in a dat req tab in FG really just means it exists
[2017-2-09. : 4:56 am]
O)FaRTy1billion[MM] -- datreqs are just in a list where it's just like "Here are the reqs for upgrade ID #whatever", and FireGraft will happily add those without issue
[2017-2-09. : 4:55 am]
O)FaRTy1billion[MM] -- http://www.staredit.net/363956/ it doesn't need all the tfarCratS.exe garbage, because no upgrades.dat settings are hardcoded
[2017-2-09. : 4:53 am]
tehkain -- How do you edit FireGraft to work with altered, for example, upgrades.dat sizes?
[2017-2-09. : 4:53 am]
O)FaRTy1billion[MM] -- If you add units to FG without tfarCratS.exe, it will show a bunch of garbage for the extended units and modifying one thing will change another somewhere else
[2017-2-09. : 4:53 am]
O)FaRTy1billion[MM] -- it will still patch regular StarCraft.exe
[2017-2-09. : 4:53 am]
O)FaRTy1billion[MM] -- FG just needs to load tfarCratS.exe, because it generates all the values and stuff it uses from the normal StarCraft.exe, but I changed some around
[2017-2-09. : 4:50 am]
tehkain -- So I have to use the modified FG, load tfarCratS.exe, and then make edits there and copy in the appropriate MPQ?
[2017-2-09. : 4:50 am]
O)FaRTy1billion[MM] -- so I had to make starcraft.exe bigger and move the memory around
[2017-2-09. : 4:49 am]
O)FaRTy1billion[MM] -- it needs to load tfarCratS, because I changed where SC keeps some memory and FG really doesn't like that
[2017-2-09. : 4:49 am]
O)FaRTy1billion[MM] -- I also get an access violation error, but then it works normally anyway
[2017-2-09. : 4:48 am]
tehkain -- When I tried opening an SC exe, it said something about a problem with the 'tfarCratS' exe in its folder.
[2017-2-09. : 4:48 am]
O)FaRTy1billion[MM] -- or at lease load tfarcrats.exe with FireGraft
[2017-2-09. : 4:48 am]
tehkain -- No. It throws some access violation error when I start it up.
[2017-2-09. : 4:48 am]
O)FaRTy1billion[MM] -- tehkain
tehkain shouted: However, when I made ANOTHER mod, with only basic dat edits, FireGraft button changes also didn't work.
are you using the modified FG?

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