Staredit Network > Forums > Modding Assistance > Topic: Resolution Expander and Firegraft
Resolution Expander and Firegraft
Feb 16 2010, 3:13 am
By: sc-monkey  

Feb 16 2010, 3:13 am sc-monkey Post #1



ok, so i've been doing a lot of searching and i still havent found any posts that can explain how to run a firegraft mod with resolution expander.

Here's my problem...
I can easliy create a firegraft mod to make tom kazansky hero buildable from the starport, save to .exe and run... and it works great for standard 640x480 starcraft.

but how can i use my mod with resolution expander?

i've tried opening the patch_rt.mpq with winmpq and then adding my mod files, but when i run the game only the changes to units.dat have been applied, modifications to button groups are not present. i've been messing around for about 2 weeks and i still haven't made any progress. any help would really be appriciated.

for the record i'm using firegraft 1.16.1



None.

May 14 2010, 8:35 pm chopstic Post #2



I too am trying to figure this out. The problem is that starcraft has to be opened up with the resoution fixer, which targets starcraft.exe and will bypass any patches you are trying to make. I was thinking though, if you make your patch permanent, meaning you actually edit the 3 .grp files directly, you could just use the original starcraft.exe to open the game. That would allow you to load the game with the resolution fix. I am not sure how to do this though. Could anyone else chime in on how to convert your patch to a permanent fix in the game?????



None.

May 15 2010, 3:34 pm Symmetry Post #3

Dungeon Master

Quote from sc-monkey
i've tried opening the patch_rt.mpq with winmpq and then adding my mod files, but when i run the game only the changes to units.dat have been applied, modifications to button groups are not present. i've been messing around for about 2 weeks and i still haven't made any progress. any help would really be appriciated.

The .exe itself is needed to change the buttons. You'd have to rename your starcraft.exe and rename your mod TO starcraft.exe in the proper place so the resolution hack targets your mod (I don't know much about the res hack, you might be able to target a specific file with it? I don't know). You will still have to put the other non-firegraft files in patch_rt.



:voy: :jaff: :voy: :jaff:

May 15 2010, 3:41 pm poiuy_qwert Post #4

PyMS and ProTRG developer

Except that i'm fairly sure FireGraft targets "starcraft.exe", so if you renamed your starcraft to something else and your FireGraft mod to "starcraft.exe", it would be targetting itself.




May 15 2010, 4:31 pm Symmetry Post #5

Dungeon Master

Quote from poiuy_qwert
Except that i'm fairly sure FireGraft targets "starcraft.exe", so if you renamed your starcraft to something else and your FireGraft mod to "starcraft.exe", it would be targetting itself.

Right, shit. Maybe if you added every file from starcraft.exe to your mod you could do it? I'm not sure if it would actually target itself.



:voy: :jaff: :voy: :jaff:

May 15 2010, 4:57 pm poiuy_qwert Post #6

PyMS and ProTRG developer

You can't do that. The mod EXE is not a modded version of starcraft.exe, it loads "starcraft.exe", and then modifies it in memory (in more technical terms the mod exe injects a dll into the starcraft process and that dll then modifies the machine code in memory).

Post has been edited 1 time(s), last time on May 15 2010, 5:03 pm by poiuy_qwert.




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[03:29 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.
[08:35 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.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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