Samase
Aug 10 2017, 6:15 pm
By: Neiv
Pages: 1 2 35 >
 

Aug 10 2017, 6:15 pm Neiv Post #1



Samase is an experimental modloader for BW 1.20+ including SCR.

It is not really user-friendly, does not currently allow creating self-executing mods like MPQDraft/Firegraft, will break on the next patch, may corrupt your installation (Tbh seems pretty unlikely), and may get your blizzard account banned (That might actually happen Blizz decides to have a no-mercy policy regarding any exe editing, who knows)

But it should work if anyone wants to do research on 1.19 modding. Should also work with SCR once it comes out if there isn't a patch on release day. If it doesn't work on your system I would appreciate a bug report =)



Basic usage
You'll need to run the program from the command line to use it, and mod files need to be in a directory structure that follows the CASC/MPQ structure. For example to patch arr\units.dat, place it in C:\something\directory\arr\units.dat and run
Code
samase.exe C:\something\directory
and your units.dat should get loaded. Files that are stored in CASC can be placed similarly among the MPQ files and everything should work.

To see exactly which files BW is loading as it runs, add an additional argument "--log", and a a file named samase.log will created, containing all files BW is accessing from CASC/MPQ. Most graphics files have three copies of them, one in "regular" path, one in HD2/ directory and one in SD/ directory. The HD2 directory contains lower-quality remastered graphics which are used if your monitor resolution is not high enough. When BW loads graphics from HD2/ and SD/ directories, if the graphic is not found it tries the "default 4k HD" file next.

You can try force BW to use highest quality by creating file named "starcraft.ini" in your BW directory and writing the following lines to it
Code
[Assets]
scale = 4

Alternatively if you want to see the lower-quality remastered assets, use "scale = 2". Though I can only get tileset graphics in "4k HD", unit .anims still are read from HD2/. Not sure if it's limited by weak hardware or if the unit graphics cannot be overridden from the .ini.



Packing files to a self-executing mod
To create an executable out of your mod files, run
Code
samase.exe "C:\mod dir" --pack self_executing.exe --pack_icon custom_icon.png --pack_name "Pro SCR mod" --pack_version "1.23.4"





Grafting support
Samase also supports patching buttons, requirements and unit status screen types. You'll have to create an 1.16.1 mod with Firegraft, and open the executable with an MPQ editor. Extract the `.fgp` file from MPQ's `Firegraft` directory and place it in Firegraft subdirectory for Samase to find. (The exact filename can be anything; as long as Samase sees something that matches "Firegraft/*.fgp", it will be loaded)

Firegraft exe edits are not supported.




Download is below.
Just please acknowledge that Blizzard might not like running programs like this, and you're taking a risk by doing it >:)
I've personally had no issues so far

(Edit Jan 21st 2018: Updated with a beta version which works with more systems)
(Edit Apr 14th 2018: Fixed for 1.21.5)
(Edit Apr 15th 2018: Fixed a launch error)
(Edit Oct 3rd 2018: Fixed for 1.22.1)
(Edit Dec 13th 2018: Fixed for 1.22.2)
(Edit Dec 19th 2018: Fixed for 1.22.2 rev 4)
(Edit Jan 18th 2019: Fixed a bug which would cause plugin save data not get loaded properly)
(Edit Mar 16th 2019: Fixed a bug with aise idle_orders and latest patch)
(Edit May 3rd 2019: Fixed for 1.22.4)
(Edit May 5th 2019: Support for a new aise feature)
(Edit May 8th 2019: Support for plugins messing with rendering)
(Edit May 19th 2019: Support for iscript hooking)
(Edit May 26th 2019: More plugin updates)
(Edit May 28th 2019: Fixed a file reading bug)

Download

Post has been edited 42 time(s), last time on May 28 2019, 3:16 pm by Neiv.



None.

Aug 10 2017, 8:02 pm Pr0nogo Post #2



Excellent work. I'll play around with it and let you know if I have any issues.




Aug 18 2017, 11:34 am Neiv Post #3



I updated the program to work with 1.20.1.2616, and hopefully also resolved some Windows 7 issues - I don't have it to test with.

I'm also planning to make it support upcoming versions without having manually update it every time a patch hits.



None.

Aug 18 2017, 12:27 pm Corbo Post #4

ALL PRAISE YOUR SUPREME LORD CORBO

I tried it and it ran the SD version of SC.
I put the exe in C:\ and did samase.exe c:\mod which is where I put my files. C:\mod\glue\mainmenu



But it runs SD version so I cannot check if my HD files got changed. Is this how the program works?



fuck you all

Aug 18 2017, 4:19 pm Neiv Post #5



Hmm.

I don't have the HD version yet so I'm not sure how it's exactly supposed to work, but I thought that once you have bought it, it should simply launch in HD. Or the very least you should be able to change the graphic settings once the game has launched.

I'll try to look more into it D:



None.

Aug 18 2017, 4:56 pm Corbo Post #6

ALL PRAISE YOUR SUPREME LORD CORBO

Afaik you can run sc with starcraft.exe but the blizzard launcher automatically launches in HD. The changes I did were adding .ogv video files instead of smks which is why I cannot view my change in SD and I do not know where the switch to HD is to try out what you are saying.

I will try later with some in game changes.



fuck you all

Aug 18 2017, 5:33 pm Pr0nogo Post #7



Under normal circumstances you can use F5 to switch between SD and HD graphics.




Aug 18 2017, 7:17 pm Neiv Post #8



So, turns out I actually failed to update for 1.20.1 properly and the casc file replacing didn't work at all D: It's fixed now.

Also, samase cannot separately replace files under SD\ path, like the smks in glue\. Instead, adding a file for glue\mainmenu\single.smk and such causes the same file to be used in both HD and SD modes (Assuming it's currently possible to get in HD at all, I'll purchase it later this week and look into it myself)



None.

Aug 18 2017, 8:04 pm Corbo Post #9

ALL PRAISE YOUR SUPREME LORD CORBO

HD does not use smks at all. It uses .ogv files which would render the posibility of having smks in HD and viceversa ogvs in SD down to null.

I am out of home atm but I will try out the new build properly and not like... 5 minutes before I have to leave for work ;o



fuck you all

Aug 18 2017, 8:18 pm Neiv Post #10



Um, right. I'm just mixing up the file formats, BW 1.18+ doesn't use smks anywhere at all.



None.

Aug 19 2017, 1:47 am Corbo Post #11

ALL PRAISE YOUR SUPREME LORD CORBO

Neiv, I thank you for your service to this nation.





fuck you all

Aug 28 2017, 9:30 pm Neiv Post #12



Okay, I have an update which works with 1.20.2, 1.20.3, possibly older versions, and likely any future version as long as there are no large changes to BW's code.

=)



None.

Aug 29 2017, 6:29 pm Pr0nogo Post #13



Fantastic! Thanks for this.

By your estimate, what would the process look like if someone wanted to create an exe out of their mod files, similar to 1.16.1 mods? It doesn't seem like there's a solution to this currently, which makes distribution more complicated than the masses are generally equipped for. Any plans to update Samase to compile the components into an exe that functions with remastered?




Aug 29 2017, 7:07 pm Neiv Post #14



Yeah, the plan is to have exe creation for publishing mods, hopefully I can get it done soon. Maybe also support for loading Firegraft button/requirement edits after that (Supporting all exe edits that there are for 1.16.1 is not realistic though).

Would be nice to see some patches from Blizzard to see if Samase can actually be relied to work in future before releasing any complete mods using it.



None.

Aug 29 2017, 9:25 pm Pr0nogo Post #15



Excited to see where it goes. Blizz has been patching on and off throughout this past month so we probably won't have to wait for very long. Eventually they'll stop patching, which is when we can get memory-dependent stuff started, I hope.




Sep 16 2017, 12:17 am Neiv Post #16



I've added support for creating self-executing mods.

Run `samase.exe "C:\things\mod root directory" --pack mod.exe" to create one.
Or to set custom icon/name/version run `samase.exe "C:\mod dir" --pack mod.exe --pack_icon icon.png --pack_name "Pro SCR mod" --pack_version "1.23.4"`
At least .png icons seem to work, .bmp and .ico files should work as well.



None.

Sep 16 2017, 6:35 am Pr0nogo Post #17



That's very exciting! I'll spread the word.




Sep 27 2017, 4:01 am Pr0nogo Post #18



Do the exes created by Samase function on battle.net? Will they function for future patches, similarly to Samase itself?




Sep 27 2017, 8:32 am Neiv Post #19



Yes and yes.

But since Blizzard is active and still making changes, I'm a bit concerned that they may suddenly start banning people for code edits like samase does :l



None.

Sep 27 2017, 10:37 am Pr0nogo Post #20



Hopefully that doesn't happen. If it does, I'll be sure to spread the word so others don't fall victim to the same issue. Thanks for the info!




Options
Pages: 1 2 35 >
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[05:59 pm]
Pr0nogo -- NudeRaider
NudeRaider shouted: NudeRaider Background: In music this has caused a loudness war, over the past decades where artists amplified their works more and more to sound more prominent than others. In this context it's actually perceived negative, because while for the untrained listener this creates a more effectful (because louder) piece, it actually destroys the finer details artists used to play very quietly. But because the latter is only appreciated by music enthusiasts with good stereo equipment, the former targets a larger audience and thus has proven more commercially successful.
yeah this happens in all media now, sc2's sfx compared to sc1's is a good example of loudness war. also commercials/youtube ads being way louder than the content you're watching
[05:42 pm]
MasterJohnny -- Echo
Echo shouted: My minerals still negative from Moose
We should get minerals for logging for the day.
[05:23 pm]
jjf28 -- Echo
Echo shouted: Did Crescent Dyne ever get finished
:lol:
[05:14 pm]
Echo -- Did Crescent Dyne ever get finished
[05:13 pm]
Echo -- My minerals still negative from Moose
[05:13 pm]
Echo -- I joined 15 years ago and now I'm turning 29 tomorrow. Time zoomed by
[05:12 pm]
Echo -- What you guys still doing here
[05:06 pm]
NudeRaider -- NudeRaider
NudeRaider shouted: SiKiN Don't wanna persuade you to do anything, Sikin, but Pronogo has a point. Uniformly lifting the wave form can only do so much (you noticed that you hit a ceiliing pretty early) but if you use a method that amplifies quiet component more than loud components the resulting perceived loudness will go up much quicker without hitting distortion.
Background: In music this has caused a loudness war, over the past decades where artists amplified their works more and more to sound more prominent than others. In this context it's actually perceived negative, because while for the untrained listener this creates a more effectful (because louder) piece, it actually destroys the finer details artists used to play very quietly. But because the latter is only appreciated by music enthusiasts with good stereo equipment, the former targets a larger audience and thus has proven more commercially successful.
[05:01 pm]
NudeRaider -- SiKiN
SiKiN shouted: Yea cheers but I think I'll land on 20db, hes fine how he is.
Don't wanna persuade you to do anything, Sikin, but Pronogo has a point. Uniformly lifting the wave form can only do so much (you noticed that you hit a ceiliing pretty early) but if you use a method that amplifies quiet component more than loud components the resulting perceived loudness will go up much quicker without hitting distortion.
[03:03 pm]
Zycorax -- :wob:
Please log in to shout.


Members Online: 9jordanc81100eb3, Roy, Pandut, nosbodysza5903