Modding

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Lavarinth
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Re: Modding

Post by Lavarinth »

Mantidz wrote: (like 3 at CC alone)
And that's more than enough since it's through CC!
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Durandal-Thoth
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Re: Modding

Post by Durandal-Thoth »

DoA needs to just release it for 1.15, does he realize how many starcraft campaigns are in production! (like 3 at CC alone)
That's retarded. That's like saying he should spend hard and time-consuming work patching it for 1.15.1 just so that it can be replaced in a couple of weeks by 1.15.2 because the hack wasn't fixed yet. You can't just universally release it for a "1.15" as the memory locations are constantly changing with each patch. He could probably get the button and dat requirements working fairly fast, but the second 15.2 pops out he'd have to re-do them all over again,
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Re: Modding

Post by Grandma »

Durandal-Thoth wrote:
DoA needs to just release it for 1.15, does he realize how many starcraft campaigns are in production! (like 3 at CC alone)
That's retarded. That's like saying he should spend hard and time-consuming work patching it for 1.15.1 just so that it can be replaced in a couple of weeks by 1.15.2 because the hack wasn't fixed yet. You can't just universally release it for a "1.15" as the memory locations are constantly changing with each patch. He could probably get the button and dat requirements working fairly fast, but the second 15.2 pops out he'd have to re-do them all over again,
I think you missed the sarcasm.
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Re: Modding

Post by Lavarinth »

Grandma wrote:
Durandal-Thoth wrote:
DoA needs to just release it for 1.15, does he realize how many starcraft campaigns are in production! (like 3 at CC alone)
That's retarded. That's like saying he should spend hard and time-consuming work patching it for 1.15.1 just so that it can be replaced in a couple of weeks by 1.15.2 because the hack wasn't fixed yet. You can't just universally release it for a "1.15" as the memory locations are constantly changing with each patch. He could probably get the button and dat requirements working fairly fast, but the second 15.2 pops out he'd have to re-do them all over again,
I think you missed the sarcasm.
Agreed.
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Re: Modding

Post by IskatuMesk »

Durandal-Thoth wrote:
DoA needs to just release it for 1.15, does he realize how many starcraft campaigns are in production! (like 3 at CC alone)
That's retarded. That's like saying he should spend hard and time-consuming work patching it for 1.15.1 just so that it can be replaced in a couple of weeks by 1.15.2 because the hack wasn't fixed yet. You can't just universally release it for a "1.15" as the memory locations are constantly changing with each patch. He could probably get the button and dat requirements working fairly fast, but the second 15.2 pops out he'd have to re-do them all over again,
Well I asked him to do a limit remover for 1.10 and he said he would if he ever came back from being retired. Well, he came back from being retired, then went against his word, so I don't really care what he does anymore.

Also, 1.15 is a waste of time to bother modding. It breaks things in the game. Just stick to what works.
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Re: Modding

Post by Durandal-Thoth »

My bad, I have trouble detecting sarcasm in forums ;)
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Re: Modding

Post by IskatuMesk »

I urge you to stick to 1.10. HK is basically unplayable in 1.15 because iscript references have been broken (the random attack sequence on the elite spawns overlord sprites for some retarded reason) that work perfectly fine in 1.10. I can't guarantee ANYTHING working correctly at this rate.
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Re: Modding

Post by Shadow Stalker »

ok so i need mass help. i am changing unit portraits and i did what Lavarinth told me to do and i think i might have screwed somethin up cause when i put the modified smk files in my mpq and i load the mod the units portrait is just all static.... any suggestions?
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Re: Modding

Post by Durandal-Thoth »

Wrong pallette/Not 256 colors?
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Re: Modding

Post by ShadowFlare »

Doctor Doack wrote: I urge you to stick to 1.10. HK is basically unplayable in 1.15 because iscript references have been broken (the random attack sequence on the elite spawns overlord sprites for some retarded reason) that work perfectly fine in 1.10. I can't guarantee ANYTHING working correctly at this rate.
Is flingy.dat, sprites.dat, or images.dat included in the mod mpq?  The references in those could potentially change, so it would be a good idea to include those from the version you are modifying, along with iscript.bin, if any of those 4 files are being modified.  Blizzard could rearrange the order of them at any time, if they wanted to.

Also, are you sure they didn't change before 1.15?
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Re: Modding

Post by Whiplash! »

Contrary to my joke, I actually talked to DoA and asked him to do a FG patch for 1.15.1. The good news is that theres virtually no code thats different between 1.15 and 1.15.1. The bad news is that he is only doing the button side (not exe edits) for 1.15.1 currently and theres a few things he needs to work around. God I love myself.
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Re: Modding

Post by IskatuMesk »

ShadowFlare wrote:
Doctor Doack wrote: I urge you to stick to 1.10. HK is basically unplayable in 1.15 because iscript references have been broken (the random attack sequence on the elite spawns overlord sprites for some retarded reason) that work perfectly fine in 1.10. I can't guarantee ANYTHING working correctly at this rate.
Is flingy.dat, sprites.dat, or images.dat included in the mod mpq?  The references in those could potentially change, so it would be a good idea to include those from the version you are modifying, along with iscript.bin, if any of those 4 files are being modified.  Blizzard could rearrange the order of them at any time, if they wanted to.

Also, are you sure they didn't change before 1.15?
I tested HK on previous versions. It has all of those .dat files to my knowledge, unless you are referring to hardcoded references in which I would need to re-extract those files and redo my modifications (which would take forever and really isn't worth it).

... Why would they rearrange their orders?
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Re: Modding

Post by Shadow Stalker »

ok i really need help with this one i dont ever know where to begin........custom portraits like in LOTC how do you do that? i know how to change colors and stuff but how do you make a whole new animated portrait.....any help would be pretty much fabulous
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Re: Modding

Post by Lavarinth »

You model it, rig it, UV wrap it, texture it, light it, and of course animate it. Give or take for each model.. A month or so. For more help, begin here: http://www.autodesk.com

.. Seriously, Shadow Stalker, it's a new 3D animation, it was made from scratch. Basically meaning, if you want something of GREAT quality, you have to go to school for it and have an extreme passion for it. And it just happens to be what my BS degree is.
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Re: Modding

Post by Shadow Stalker »

got it
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