Staredit Network > Forums > Modding Discussion > Topic: SCMLoader 1.30 beta
SCMLoader 1.30 beta
Oct 30 2007, 9:41 am
By: ShadowFlare  

Oct 30 2007, 9:41 am ShadowFlare Post #1



Since SCMLoader is likely nearing a release marked as non-beta and has had many features added in the mean time, I have decided on increasing the version number by more than just a single step. Today's beta release has even more added features. These include:

- Support for the newer FireGraft patch format. Currently data files for SC 1.15.0 and 1.15.1 are included.

- Capability to create patches all in one file, that use SCMLoader to load them. To use this feature, make a copy of SCMLoader.exe, attach an mpq archive to it, and add SCMLoader.qdp to the archive. The constructed exe package will load the mod mpq along with SCMLoader when running it. If SCMLoader is already running, it will use SCModLoader to tell SCMLoader to load up the attached mpq archive.

- SCMLoader for single player campaigns. Now scm/scx files can be used directly for the single player campaign maps. Simply add the map uncompressed and unencrypted to the mod mpq archive at the campaign's path, with either .scm or .scx added to the end (for example, campaign\expprotoss\protoss01.scx) - no special paths are needed within the scm/scx file. Any maps loaded this way get the same SCMLoader features that any external scm/scx maps already do.

- SCMLoader.exe and SCModLoader.exe now accept command line parameters to specify an mpq archive to load.

- When attempting to load an mpq archive in SCModLoader when Starcraft is not running, it will launch SCMLoader and load the specified mpq archive at startup.

- mpqpacks\mpqlist.txt will now also accept a colon ":" at the beginning of a file name to specify that SCMLoader should find and open the archive from within an already open mpq archive. This feature is likely most useful when used in combination with SCMLoader for single player campaigns for map-specific mods for the campaign that are shared between only some of the maps.

http://sfsrealm.hopto.org/dwnload.html#SCMLoader

Please report any bugs you may find (if any).

I have also uploaded a small sample of 3 of the features mentioned above (the 2nd, 3rd, and 6th features mentioned). It replaces the first 3 protoss expansion campaign maps.

http://sfsrealm.hopto.org/files/campaign_test.zip



None.

Jul 4 2014, 5:22 am Raygoza Post #2



Any chance it works on StarCraft 1.16.1?
Will SCMLoader be updated to do so at some point?



None.

Jul 4 2014, 10:06 am iCCup.xboi209 Post #3



Nice bump and considering that the last update to the program was in 2010, it should support 1.16.1




Jul 4 2014, 9:07 pm Raygoza Post #4



Even if it does I don't know if it'll be fully supported, at least not untill you start integrating plugins.

Also just to be sure, could hacks like the selection hack be merged with a map file too?
If so how?



None.

Jul 22 2014, 9:29 pm ShadowFlare Post #5



Yes, 1.16.1 is supported, IIRC. By the way, there is a bug that can make it not work on some computers if SCMLoader is able to find its configuration program, so you should rename the configuration program to something else to make SCMLoader fallback to rundll32 when it needs to run itself at a certain point while starting. For some reason that part works fine when run through rundll32 instead of my own program and I haven't figured out why yet. Someday I might try to fix it or at least apply this workaround to the version available on my site.



None.

Dec 24 2016, 9:30 am Raygoza Post #6



Is it possible to make SCMLoaded maps to override a running mod's changes?
Currently it seems like if the mod changes something it'd override changes the map have injected.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[09:32 pm]
O)FaRTy1billion[MM] -- iirc the last byte in the TRIG is for more flags or something
[09:15 pm]
Wormer -- also, when I wear cartoon it turns off the dynamic lighting and doesn't turn it on when I switch back, maybe that kind of incompatibilities were the problem
[09:02 pm]
Suicidal Insanity -- Wormer
Wormer shouted: Pr0nogo THAT why it's impossible to switch that skin on the fly
My guess is GPU memory constraints
[09:02 pm]
Suicidal Insanity -- I think its 27 and padding
[09:01 pm]
Wormer -- Wormer
Wormer shouted: or the guide (http://www.starcraftai.com/wiki/CHK_Format#.22UNIT.22_-_Placed_Units) is wrong there and it should be u8[27] ?
the right link http://www.starcraftai.com/wiki/CHK_Format#.22TRIG.22_-_Triggers
[09:01 pm]
Wormer -- or the guide (http://www.starcraftai.com/wiki/CHK_Format#.22UNIT.22_-_Placed_Units) is wrong there and it should be u8[27] ?
[08:59 pm]
Wormer -- anybody knows why chk format has a list of 27 player group IDs (http://www.starcraftai.com/wiki/CHK_Format#List_of_Players.2FGroup_IDs), but TRIG section uses an array of 28 elements => suppose the last byte is padding as well?
[08:57 pm]
Wormer -- but it's actually possible to switch between cartoon and classic skin which is cool
[08:52 pm]
Wormer -- Pr0nogo
Pr0nogo shouted: they coded a new system in for it
THAT why it's impossible to switch that skin on the fly
[08:51 pm]
Pr0nogo -- i don't remember if it was because the old system was limited to only 2, or they didn't know how to increase it, or what
Please log in to shout.


Members Online: Roy, Cerorec, Dem0n, Evansones6, jun3hong