Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: scmdraft abort on launch
scmdraft abort on launch
Jun 28 2024, 7:11 pm
By: myocytebd  

Jun 28 2024, 7:11 pm myocytebd Post #1



scmdraft always aborts on launch (0.9.10 and 0.9.11-2020.06.24)

'-console' logs:
Quote
Console - (ENGINE) Preparing to launch ScmDraft 2.
ScmdraftApplication - 18:13:45.0418 - Debug::Creating the application instance.
ScmdraftApplication - 18:13:45.0430 - Debug::Running FinalConstruct().
ScmdraftApplication - 18:13:45.0442 - Debug::Running profile select window.
Settings - 18:13:53.0389 - Debug::Unable to read the starcraft path from the 1.16 location.
Settings - 18:13:53.0405 - Debug::Unable to read the starcraft path from the 1.16 location.
ScmdraftApplication - 18:13:53.0438 - Debug::Initializing the main editor engine.
ScmdraftApplication - 18:13:53.0562 - Info::(ENGINE) Using the Default profile.
ScmdraftApplication - 18:13:53.0574 - Debug::Creating the game data holder.
ScmdraftApplication - 18:13:53.0586 - Debug::Initializing and loading data MPQs.
DataAccessor.CASC - 18:13:53.0681 - Debug::Opened CASC storage located at: C:\bnet\StarCraft
ScmdraftApplication - 18:13:53.0695 - Debug::Loading data files and string tables.
GameData - 18:13:53.0708 - Debug::Preparing to load starcraft datafiles.
GameData - 18:13:53.0726 - Debug::Initializing the animation data.
DataAccessor - 18:13:53.0738 - Warning::Unable to load a file (SD\scripts\iscript.bin) from the CASC storage.
GameData - 18:13:53.0755 - Warning::Could not load the iscript data. (hr=0x80070002, CDataFiles.cpp, 166)
ScmdraftApplication - 18:13:53.0772 - Error::nable to initialize scmdraft's game engine! (hr = 0x80070002)
Launch with the -console command line for detailed error info.

According to CASC viewer, 'SD\scripts\iscript.bin' does not exist.



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[06:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
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