Staredit Network > Forums > Modding Discussion > Topic: Mpqdraft plugins to help mod developement
Mpqdraft plugins to help mod developement
Mar 4 2015, 1:54 am
By: Neiv  

Mar 4 2015, 1:54 am Neiv Post #1

Hi, i have two simple mpqdraft plugins that save me time when developing mods. These should work with all starcraft versions. Wmode has been confirmed to work on unpatched starcraft 1.00 :P

1. Windowed mode. This one wraps the great wmode plugin for bw/chaoslauncher so it can be loaded by mpqdraft. I only created this simple wrapper, wmode itself was created by xenotron in the distant past.
Holding ctrl when loading game can be used to force fullscreen, if needed.

2. Metaplugin. It does not do anything by itself, instead it loads other plugins and allows using on-disk folders as mpqs. Now you don't have to compile your developement changes to (SE)MPQ anymore! To use it, create an text file named plugins.lst in your starcraft folder. This file should contain paths to either plugins which are to be loaded, or to folders, which should be used for data files before reading .mpqs.
Note: It actually cannot load mpqdraft plugins, instead the plugin has to provide an function
extern "C" int Metaplugin_Init()
which should behave as MPQDraftPluginInterface::InitializePlugin, returning 1 if initialization succeeded. Also the feature for using folders as mpqs does not work well with .smk files.. They need to be added into mpq as usual. Another issue is that you have to edit the plugins.lst file if you are developing multiple mods with this.
This should be obvious, but please do not use this when releasing mods as it is really inconvinient for end users.

I'll also attach the source code for these plugins, they require either gcc 4.9 and python 3.3 or visual studio 2015 (Well, there's a project file just for vs15) to build.

If there are any issues with these plugins, I can do my best to help :)

Hits: 9 Size: 135.13kb
Hits: 5 Size: 1140.44kb
mpqdraft-wmode source updated.7z
Hits: 1 Size: 179.63kb
metaplugin source updated.7z
Hits: 0 Size: 106.89kb

Post has been edited 1 time(s), last time on Apr 3 2016, 12:33 pm by Neiv.


Jan 31 2016, 3:25 am KYSXD Post #2

Maybe is a dumb question, but... how do you build?
I use to work on Visual C++, python is new to me.

Apr 3 2016, 12:36 pm Neiv Post #3

Weellll... The sources were actually more or less broken outside the environment I used D:

I updated them to work with visual studio and added project files for them so that they should be simple to build. Sorry about that :P


Dec 21 2016, 11:03 am Sirius Post #4

Does these plugins work in FireGraft ?


Dec 22 2016, 12:10 pm Sand Wraith Post #5



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[02:00 pm]
NudeRaider -- You are undead, why wouldn't you and your creations (GPTP) exist as (in) graves? I don't get why this needs fixing.
[01:58 pm]
UndeadStar -- I don't know in how many people imagination me and/or my GPTP existed as graves, but this will finally be fixed now that I've made the online code available
[10:26 am]
NudeRaider -- I can't say but it sounds plausible. You'd still have the problem with the palette.
[10:25 am]
Oh_Man -- it's not like the pixels themselves are inherit to one tileset or another.
[10:24 am]
Oh_Man -- Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
[10:16 am]
NudeRaider -- *make new tiles
[10:15 am]
NudeRaider -- The map structure only ever recognizes one tileset at a time. So you'd have to define your own map format then make an .exe that can load such files. I don't think it's ever been done; it sounds like a lot of work. What's commonly done with modding is creating a new tileset. Then you decide which tiles go in there. You can also make new ones. You will probably also have to create a new palette as the different tilesets share only part of their colors. Finally entering speculation territory you could maybe use EUDs to dynamically change the graphics of certain tiles. Not sure if it's possible, but if it is, you better make a topic for it.
[04:11 am]
O)FaRTy1billion[MM] -- no, that's not a thing you can do without modding the game
[03:56 am]
youarenotworthy -- I forget, did starforge ever allow you to mix tilesets?
[03:44 am]
O)FaRTy1billion[MM] -- use scmd or NudeRaider
NudeRaider shouted: You are right, however, in that the Remastered *graphics* are just a skin are interchangeable, even midgame. Skinability being another new functionality. Anyways, for tools that rely on the original mpqs you will have to obtain a legacy version of sc.
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