Staredit Network > Forums > SC2 General Discussion > Topic: I require a map parser
I require a map parser
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Nov 4 2010, 6:29 pm
By: Biophysicist  

Nov 4 2010, 6:29 pm Biophysicist Post #1



Okay, so, I need a PHP script that can take a map and extract the XML files from it. Dun ask why. It's sekret. >.> But if anyone (pq, Farty?) has such a script, and wants to share it, I'll love you forever.



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Nov 4 2010, 6:49 pm Temp Post #2



Probably better to use python or C to actually do the extraction and then you can do xml parsing in PHP.



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Nov 4 2010, 6:53 pm Biophysicist Post #3



I wish. I can't find any free hosts that would let you run custom C/C++/Python scripts like that. If I use any of those, it'll have to be a standalone program... which is acceptable, I guess.



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Nov 4 2010, 6:56 pm Temp Post #4



Really you can't find one that lets you use python? http://wiki.python.org/moin/PythonHosting down at the bottom they have some lists.



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Nov 4 2010, 7:02 pm Biophysicist Post #5



Derp, okay, that was an example of not thinking. But, after talking with AofST, I've decided to just do this as a standalone downloaded program. This can be closed, if desired.



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[06:24 pm]
Oh_Man -- https://youtu.be/pPZafFJOi48 crazy good
[09:51 am]
NimoStar -- And Pathfinding in SC1 was not *that* bad, the problem is that it was designed as a flat 2D game like WC1 (and it was in the alpha) and then switched to isometric without changing the base code. So its actually a flat game pretending to be isometric. With the custom competitive maps that use larger ramps and elevation, pathfinding is quite fixed.
[09:47 am]
NimoStar -- The unlocking and map choice was fine, but mostly in WoL - In HoTS the worst of all units are irrelevant because Kerrigan has infinite summon and stuff. And even in WoL the spaceship instakill map powers are better than units. If I could RTS in my RTS that'd be great.
[2026-3-05. : 8:45 pm]
NudeRaider -- Nekron
Nekron shouted: NudeRaider not that the og sc1 campaigns are particularly good mechanically but cmon, SC2 map mechanics are the opposite of fun
There's many parts to it. I think the raw rts gameplay of sc1 is unsurpassed to this day. And I too never liked that sc2 missions always rush you in some way or another, because I like to take my time. However I still have to admit that they way they did it often was always pretty cool. Like lava rising and receding, a huge-ass mothership destroying bases, undead coming at night, just to name a few, those are definitely creative, so I'm sure there's people that liked it. But that's not even what I meant. It's the unlocking of new features and upgrades and choice which map to play next that made it so much more motivating for me.
[2026-3-05. : 6:49 pm]
Nekron -- like the train maps, enemies just kind of come at you (I'm not sure if there is a real enemy base, there might be one just on a technicality - you are to never interact with its production) and then you gotta chase trains for lulz
[2026-3-05. : 6:48 pm]
Nekron -- and even in WoL imo everything ends up feeling like you're just getting a lot of hidden timers that kind of force you into awkward resource management between main objective and defending your base against enemies from beyond this world
[2026-3-05. : 6:47 pm]
Nekron -- some ideas were okay in WoL but the further you go the worse it gets
[2026-3-05. : 6:46 pm]
Nekron -- NudeRaider
NudeRaider shouted: also the sc2 campaign mechanics were way more fun and involving
not that the og sc1 campaigns are particularly good mechanically but cmon, SC2 map mechanics are the opposite of fun
[2026-3-03. : 9:33 pm]
Ultraviolet -- boo sacrilege, get outta here
[2026-3-03. : 8:47 am]
NudeRaider -- also the sc2 campaign mechanics were way more fun and involving
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