Resurrected a lost StarGraft patch

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Xelrick
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Resurrected a lost StarGraft patch

Post by Xelrick »

Hello Everyone,


I played many of the campaigns on here and from other sites, but ones I liked were, the Votf series and Zeji/Mekani conversion.

However, I played both version of each normal and with custom buttons, but Mekani (since patch is missing).

I always wondered what that SG patch was like, so...

About 4 months ago, I guess, I got bored and decided to look at hex of the unusable MekaniX.exe memgraft file and notice that the last part in it looked hopeful so i got the other memgraft file from the other games that had it then use their SG pats on MG beta 0.1.1b then cutted out the .mem out their memgraft execute files  and compared to each other and notice the coding was different.

Now, that I had a way to translate the .mem in the MenkaniX.exe, i carefully edited the .mem to the best I could but it still didn't work, so I had idea to recreate the SG pat.

I got close as I could to match with the mem file and it had to make some guesses and so many part of it didn't match so, I decided to go a step up to Firegraft.

In Firegraft, I notice that somethings were not right and put were they should be and tweak things to make easier to use like button conflicts mention on it's page

So far, most the buttons work here a list what done so far:
-Buttons match units, to best of ability
-Recreated buttons that were in the old .mem file, seem right
-Requirements match, to a degree
-Orders that were set work on
- and other stuff with it

I add somethings and had to tweak things and those are:
-added change buttons display to the bonus campaign hero to have more spells
-added some abilities to some of the Menkani units for balancing, I guess
-added Zeji Observer to the Stellar Accelerator
-had to make a way to build the Zeji Observer and Manta cause some issue with them prevents them from training(it maybe that these unit slot were coded to be buildings(most likely) or Iscript, but if anyone has idea how to fix that let me know
-some other things I cant think of right now  

Current Issue/Bugs
-Hotkey conflicts maybe on units i add buttons to
-Like I said above the 2 unit are built differently then how others are
-some the issues that were mention on the conversion page
-Gargoyle seems to crash the game when used
-and have to remove files in the MPQ to even use the Firegraft pat (best ones to remove are the precampaign text, since it does effect gameplay

Oh before it forget, for now, this how you build those units:
1: meet Requirements, of course
2: Click the button
3: For right now u place them like a building
*4: After placed, you must train another unit in the build to start training for one of the two units,
5: After Trained, you can cancel the next unit of let him train, whatever you want
6: and repeat 2-5 for more of that unit

*you can only train one of the unit at a time and training bar doesn't show...
Again, if u guys know how to make them train normal tell me,but if its in Iscript I would not know what to do.

I thank RazorClaw for have time to make all the Campaigns he made and the current ones hes working on, and for the owners of the programs I used to make a recreation of the pat.

All the data for the conversion still belongs to RazorClaw, since he made it, I only recreated a Sgpat (which not up-to-date with the firegraft pat I made).  

Idk how I would have u guys to try it out I never uploaded before and I like tester see if I missed anything and it have to be only the Firegraft files it be 1.15.1 if it released for now till the next FG update comes out...

Well that all for now... I hope for help
------------------------------------------------------

Following is a preview of patch (my version)

-------------------------------------------------------

Now a Day of Rebirth. After many days of tweaking and try to fix error I finally finish a recreation of the orginal Menkani patch. still problems though but good enough to reshare to everyone... Give me your thoughts on it and any bugs that happen ill take a look at it.

After x number people try this patch. I will release my version soon after.
Have Fun, watchout for that guy. Thank the creator if you must not thy.


/!\"Warning Requires Mpq editing!"/!\

Mekanisgpatch = Orginal http://www.4shared.com/zip/lRF76svX/Mekanisgpatch.html
Mekanisgplus = Orginal+extra http://www.4shared.com/zip/ZGJr33Qa/Mekanisgplus.html
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Last edited by Xelrick on Fri Nov 15, 2013 11:49 am, edited 2 times in total.
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Lavarinth
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Re: Resurrected a lost StarGraft patch

Post by Lavarinth »

Xelrick- It looks like you've made some useful advances in making the Zeji mod work with 1.15.1, although you are unsure of uploading it, I assure you people would most likely be interested in testing it and if you manage to be a well established update, it would only be logical for us to place it as a fan-update on the Zeji page.
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Re: Resurrected a lost StarGraft patch

Post by Whiplash! »

Hey Xelrick,

contact me if your interested in having a Firegraft patch that works for the most recent broodwar version (1.16.1). Just an fyi though it doesn't include .exe edits because it was a version mainly designed for me campaign.
¯\_(ツ)_/¯
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Re: Resurrected a lost StarGraft patch

Post by bajadulce »

Cool.  Updating old mods is hard work.  So did you end up just rebuilding the mod in SGraft and then importing your .pat to FGraft?  Your description sounds as tho you were able to extract some data prior to recreating everything from scratch?  Also, since there is no exe editing involved in this mod, you might just use the 1.16.1 FGraft that DoA unofficially uploaded a while back.  I believe one of the recent campaigns, Ascension of Duran,  uses this.    Nice to be able to play without downgrading.    Then again, this is a chance to add some nice razzle dazzle with sexy exe edits. :)

Good luck and good job.  I would suggest you try to adhere to the creators original files, but a few added improvements and any fixed bugs are always a welcome improvement.
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Xelrick
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Re: Resurrected a lost StarGraft patch

Post by Xelrick »

bajadulce wrote: Cool.  Updating old mods is hard work.  So did you end up just rebuilding the mod in SGraft and then importing your .pat to FGraft? 
Had to recreate a SGraft patch but it wasn't exactly right cause of guessing most of it then decided to redo it in FireGraft since it used now and easier
Your description sounds as tho you were able to extract some data prior to recreating everything from scratch?
Yea, it was difficult to translate(meaning adjusting coding to mem beta 0.1.1)  I got all but the what buttons unit used not till i figured out how it was coded so i had to guess most of them but some had a compare to from other mods
Also, since there is no exe editing involved in this mod, you might just use the 1.16.1 FGraft that DoA unofficially uploaded a while back.

I have that version of firegraft but I was using 1.15.1 at the time, plus I can send thru email the firegraft files that go in the Mpq to try it for yourself so u have to PM me if u want to try it for right now, till I find a better way to get it out
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Re: Resurrected a lost StarGraft patch

Post by bajadulce »

Yes, the units can be easy to figure out by simply deleting the mod's stat_txt.tb and playing the game.  At least that's what I did for Antithesis Rising  and Open Rebellion.  Deciphering what buttons the units use can be a challenge tho.  Of course with Firegraft built mods, one only has to just open the mod!  Open Source modding.. yeah.

good luck w/ your project.  Sounds like you are organized well enough.  I'll definitely check out the final product.
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Re: Resurrected a lost StarGraft patch

Post by Xelrick »

Ok, I decided to do two version of the patch:

One will be a remake to Razorclaw's Mekani patch as close as he had it, but maybe need to be tweaked for some issues, so those who missed out on his Mekani patch

The Other will be His patch plus things that I added those that I mention and more...

Currently, I have finish recreated Razorclaw's original sgpatch using StarGraft to make it probably easier to use in Firegraft (may still need to remove files in the Mpq file) for you guys to try but still have few glitches do to most likely hexedit the file i think, idk but it should work good still the Zeji manta still need to be built differently...

I will find a way for you guys to try it...

I will now recreate my version in Stargraft... may be a while tho so you guys have to wait for me to get it right...
Completed both versions now, All now is to get it out to you guy hmmm...
If both work fine I may list all the buttons that was add in both versions, but may not need it right now

Only wish for a way to make those units that have trouble to build normally...

P.S. this is no AF joke cause I always hated AF
- - - - - - - - - - - - - - - -
The following pics are to show how build those 2 units
1-Showing new button
2-Need be place like a building
3-Need to train another unit in that building to train it
4-Sometimes it will not show training queue but once it finish train it should show up for other unit
5-The Zeji Manta (I didn't touch the stat info that why it doesn't show health or weapons)

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Xelrick
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Resurrected a lost StarGraft patch (Orig. rereleased)

Post by Xelrick »

After awhile, I started to figureout things and now, load and behold, I hit its recreation. I never thought I would ever do this before, but to like the conversion so much...
I have decided to have everyone taste a patch that was lost thru time...
Now that's cleared, please go to the First post and try Original patch yourselves, Good Luck Have Fun.  :) 


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Resurrected a lost StarGraft patch (Org. and Plus)

Post by Xelrick »

I don't really want post three time in a roll but I been work on my version fixing some things I notice I did in Stargraft causing buttons to miss up in gameplay still try to work out building problem start to think it in game coding that causing those units not to train but in doing that tho found out some orders makes it easier in coding in Stargraft & Firegraft.

Using a cheat engine I discover how building and training works and all the upgrade stuff probably old stuff something make me think. Looking in Dat Edit when it get terran CC the coding changes I wonder if way to edit that coding may be reason why these units having problems building.

If anyone knows way to do that let me know. Anyways before I forget here is my version patch it in Delta stage for right now till I can Figureout some of the coding

Goodluck and point out bugs u notice in it and I'll fix it best I can!!
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Re: Resurrected a lost StarGraft patch

Post by Lavarinth »

If you're posting an update to a project, it's fine, Xel.
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