Staredit Network > Forums > Modding Projects > Topic: SCBW Megapatch
SCBW Megapatch
Feb 2 2026, 5:10 am
By: DarkenedFantasies  

Feb 2 2026, 5:10 am DarkenedFantasies Post #1

Roy's Secret Service


SCBW Megapatch


This StarCraft mod began as my personal enhancement patch, fixing some things here and there, and giving myself some quality-of-life improvements. The changelog has over the years grown into the absolute unit of a list that it is today. Due to popular demand for a mod that implements various QoL improvements, I am releasing it to the public.

Currently, the mod is not backwards-compatible with replays from the unmodded game, but it is a planned functionality. Some maps that rely on certain bugs and quirks will also not work thanks to the multitude of bug fixes, however I won't attempt to support those.

Bug reports are welcome! The mod is in a relatively stable state, but there are no doubts still some bugs that are not yet known to me.


Installation steps, full changelog, and download:
- MODDB PAGE -


Comparison between the old and new cloaking animations.


Showing the new mineral field appearances for the Twilight, Ashworld, and Iceworld tilesets.

To implement the colored mineral chunks, it was necessary to patch the "playframtile" Iscript opcode to have frameset-sized steps when the graphic is a turntable.


The overview of units, buildings, and research in progress for every active player, seen during replays or as observing player. (Observers not yet implemented.)


A simple demonstration of the selection extender, allowing up to 240 units selected at once.

When more than 12 units are selected, the group-selection wireframes then display as stacks with the count of that unit's type.


Holding the Alt key down displays the weapon range for the selected units. Spellcasting range is displayed while targeting.

The game calculates whether a target is within weapon range using very fast math, and is based on the unit's collision box, which results in this odd dodecagon shape with slight protrusions.


Comparison between the original and new graphics for the Uraj Crystal.


Indication of how much energy a spellcaster has, during group selection.

To support this feature, the colors of the button borders are now dynamically remapped like the wireframes themselves.


New Siege Tank graphic, with a higher framerate and full-directionality for siege mode.


More pictures will be added in the future. In the meantime, why don't you download the mod and check it out first-hand? :}




Feb 2 2026, 6:37 pm Ultraviolet Post #2

We do a little trolling

This looks really well done! No wonder you're so knowledgeable in the EUD discussion on Discord heh. I read the full notes over on ModDB. It seems like this would be a great baseline for anyone to work from who wants to mod or map in SCBW 1.16.1. If you can get that resolution expander working with everything else you've done, that would be really neat. I like everything you've done here, wish it was feasible for someone to do something like this for remastered.



My Projects:

Impossible Ultraviolet | Impossible UV 2 | Impossible UV 3
Mercenaries 2020 | Mercenaries III
Squad Defense

Legacy Projects (No guarantee of functionality in modern SC):

Pixel Adventure 2 | Space Snipers | Control the Ball

______________________________________________

Join me in Torn City

Feb 3 2026, 4:12 am Rawflesh0615 Post #3



Oh boy, a new StarCraft Mod!



None.

Feb 3 2026, 10:22 pm DarkenedFantasies Post #4

Roy's Secret Service

Thanks! Yeah, it's intended to be an enhanced baseline for both players and mappers (at least of the melee/campaign variety; I don't really bring anything new for unconventional UMS mapping). For modding as well, but that's currently not as accessible due to the lack of editors/tools that support the new features and I currently don't have my source code publicly available.

As far as I'm aware, it works fine with ResExtender. It's just that one bugfix that's not compatible with it. A typo where the viewport height in pixels is used when height in tiles is expected, making sprites be unnecessarily drawn outside of view. If I fix that bug, sprites don't get drawn past the original screen size with the larger resolutions from ResExpander. Not a critical bugfix; it simply spares the CPU from doing a bit of pointless work. I'll eventually implement my own resolution expander anyway, but that's in the distant future, so I'm opting for soft compatibility with ResExtender for the time being (relying on others' reports, since I don't personally use it).




Feb 4 2026, 5:44 pm NimoStar Post #5



it's really cool, though I do wonder, if a person that wants the graphics enhanced features won't be using starcraft remastered on the first place :bye1:

But, good job nontheless. The tileset minerals are a nice touch

I do wonder if we can collab once you see my mod, I have also added more effects, not only Warp Flash to Protoss units, but also effects to missiles, disruptor, bugfix of Dragoon pathing, Scarabs no longer dud without dealing damage, SCVs can repair Protoss units, and so forth.

Post has been edited 1 time(s), last time on Feb 4 2026, 5:53 pm by NimoStar.



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Feb 9 2026, 12:57 am DarkenedFantasies Post #6

Roy's Secret Service

What exactly do you envision in a collaboration between us? I'm open to suggestions as to what to implement in this project, but it doesn't seem to me like working together would be productive due to differences in design.




Mar 6 2026, 5:58 am DarkenedFantasies Post #7

Roy's Secret Service

I now present custom AI scripts for maps! Authors may write their own scripts for their campaign maps and include them within the maps themselves (using an MPQ editor), rather than making a new mod if it would otherwise not be necessary or desired.

The custom AI scripts are accessed via a new instance of the "Run AI Script At Location" trigger action, interpreted from trigger comments. It only accesses AI scripts provided within the map; the original trigger action should still be used for the stock scripts. It is also worth noting that the scripts added to the map do not overwrite any of the existing scripts, even when using identical script IDs, so there's no need to worry about which stock scripts to cannibalize.






Mar 22 2026, 11:53 pm NimoStar Post #8



First, since I can't see inside your mod due to locked out antivirus, I would like to ask you something:

How did you make the minerals different per tileset?

What I take from its working alone is:
There must be more than one frameset in the GRP.
Then the iscript.bin reads a different frameset per tileset

But I dont know how it works in practice.
What is the command in the iscript so it reads differently for each tileset? Is it available by default of part of "extended logics"?

I would like to have certain animations change in different tilesets.

If you could post an iscript.bin to see how it looks it'd be much appreciated

What exactly do you envision in a collaboration between us? I'm open to suggestions as to what to implement in this project, but it doesn't seem to me like working together would be productive due to differences in design.

Well I don't mean merging the mods, but I do have improvements you may not have such as :

* Animation for all Zerg buildings
* Animation for all Protoss buildings
* Probes that light up when mining and attacking (similar to SCVs)
* Engines for probes
* Attack sounds (different from Mining sounds for SCVs and Probes)
* Pseudo attack animation for SCVs
* Fixed unused death sounds (Archon, Dark Archon, Arbiter)
* Switched intended sounds for select of Defiler Mound and Greater Spire (listen to Defiler mound, it is mutalisk; while Greater Spire sounds like the manual description of defiler building without edit)
* Unique portraits for neutral units (popup turrets and others)
* Animated xel'naga temple and other neutral buildings
* .lod damaged implemented for neutral and special buildings (including normally "Indestructible" ones)

And more...

So we can help each other to make Starcraft more full and fill in the gaps and mistakes in the original release.



None.

Mar 23 2026, 9:45 pm DarkenedFantasies Post #9

Roy's Secret Service

Quote from NimoStar
How did you make the minerals different per tileset?
playframtile: You can see how it's used by looking at the vespene geyser Iscript and GRP.

Quote from NimoStar
Well I don't mean merging the mods, but I do have improvements you may not have such as

[...]

And more...

So we can help each other to make Starcraft more full and fill in the gaps and mistakes in the original release.
Feel free to show your work in some way or another (make a showcase thread for your mod, PM me here, discord DMs, whatever), and I'd be happy to include those that are to my liking.




Mar 26 2026, 9:24 pm NimoStar Post #10



Quote
playframtile: You can see how it's used by looking at the vespene geyser Iscript and GRP.

I asked you to upload the iscript file separately, since your mod uses the patching method that triggers the antivirus, and my PC has locked antivirus settings from my organization (windows permissions)

Quote
Feel free to show your work in some way or another (make a showcase thread for your mod, PM me here, discord DMs, whatever), and I'd be happy to include those that are to my liking.

It will be showcased when it is released. So soon. But I need this fix of yours preferably before for some stuff (for example, traps that look correctly under every palette, since they normally get messed outside of Installation)

PS: Ah, i think I know what you mean. The Vespene Geyser uploaded here besides the megapatch. I did incorporate it, but still, that one is not animated, thus why I wanted to see how it's done on the minerals (frames vs framesets)...

Post has been edited 1 time(s), last time on Mar 26 2026, 10:02 pm by NimoStar.



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