Aug 10 2017, 6:15 pm
By: Neiv
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Oct 30 2017, 1:21 am Pr0nogo Post #41

It seems that all SD unit graphics are located in mainSD.anim, which cannot be edited until we have an anim compiler. Will the game just use the graphic located in the anim\ and HD2\ directories in the event of no SD graphic change, or will it display the old, unedited one, since mainSD.anim isn't edited?

Oct 30 2017, 3:08 am Corbo Post #42


My guess would be that if there is no change at all to the file it will always use the original one. Just like if you do not mod your units.dat the game will just use the original units.dat.

fuck you all

Oct 30 2017, 3:45 am Neiv Post #43

Right, editing SD sprites requires editing mainSD.anim, I don't believe there's a way to trick the game into using the separate anim files for SD images.


Oct 30 2017, 7:54 pm Pr0nogo Post #44

Samase `panics` if you add more button sets than the default number.

Nov 1 2017, 5:39 pm Neiv Post #45

Fixed, thanks for reporting.


Nov 15 2017, 9:17 pm Pr0nogo Post #46

With Blizzard's EUD/CCMU changes coming soon, is it safe to expect some downtime for samase, or is it impossible to know?

Nov 15 2017, 10:02 pm Neiv Post #47

Hard to say.

It's likely going to be a large patch, and many changes obviously increase the risk of the offset analysis breaking or data structures changing. Technically there isn't anything related to EUD/CCMU that directly breaks samase, so it also may work perfectly fine.

Though the patcher is also flexible in that if the analysis fails to find the offsets required by Firegraft, any mod that doesn't have a Firegraft patch can still launch.

I'm also becoming acceptably quick at working with new/future patches, so hopefully even if something breaks it doesn't take long to fix.


Jan 13 2018, 6:35 pm Pr0nogo Post #48

Is there a command to unpack exes compiled with samase?

Jan 14 2018, 7:51 am Neiv Post #49

`samase --unpack <exe> <out_dir>` should work? Note that it'll override any existing files of same name in the output directory.


Jan 14 2018, 11:18 am Nekron Post #50

Edit: Nvm it works, didn't have the latest version

Post has been edited 1 time(s), last time on Jan 14 2018, 12:02 pm by Nekron.

Jan 15 2018, 3:43 am Pr0nogo Post #51

fixme:ntdll:EtwEventRegister ({5eec90ab-c022-44b2-a5dd-fd716a222a15}, 0x432f0f, 0x4590d0, 0x4590e8) stub.
fixme:ntdll:EtwEventSetInformation (deadbeef, 2, 0x456ae8, 43) stub
fixme:thread:SetThreadStackGuarantee (0x32fd9c): stub
fixme:actctx:parse_requested_execution_level_elem unknown attr L"xmlns:ms_asmv3"=L"urn:schemas-microsoft-com:asm.v3"
fixme:actctx:parse_requested_execution_level_elem unknown attr L"ms_asmv3:uiAccess"=L"false"
fixme:thread:create_user_shared_data_thread Creating user shared data update thread.
wine: Unhandled exception 0x80000003 in thread 286 at address 0x7b463a51 (thread 0286), starting debugger...
err:seh:raise_exception Unhandled exception code 80000003 flags 0 addr 0x7b463a51

Error when running a samase exe on linux. I assume this is to be expected?

Jan 15 2018, 2:58 pm Neiv Post #52

No, I'll try changing some things that could fix it, but hard to say what's the issue there.


Jan 15 2018, 6:52 pm Pr0nogo Post #53

Moose was the user, maybe he can do some additional testing at our behest.

Apr 14 2018, 3:05 am sylandro Post #54

I'm getting the following message with the latest version of SC:R:

Samase panic
Panic at samase_ad\src\
Ad version is not supported
0x53ea0303 "samase_1dc3556212f34a67005aaa12551d542f0d739533.dll" 0x53e00000 -- rust_eh_personality
0x53e3df61 "samase_1dc3556212f34a67005aaa12551d542f0d739533.dll" 0x53e00000 -- Initialize
0x53e44151 "samase_1dc3556212f34a67005aaa12551d542f0d739533.dll" 0x53e00000 -- rust_eh_personality
0x53e42b41 "samase_1dc3556212f34a67005aaa12551d542f0d739533.dll" 0x53e00000 -- rust_eh_personality
0x53e44336 "samase_1dc3556212f34a67005aaa12551d542f0d739533.dll" 0x53e00000 -- rust_eh_personality
0x7721cbef "ntdll.dll" 0x771e0000 -- RtlDeactivateActivationContextUnsafeFast
0x77275297 "ntdll.dll" 0x771e0000 -- RtlCaptureStackContext
0x77288ded "ntdll.dll" 0x771e0000 -- RtlCaptureStackContext
0x772438aa "ntdll.dll" 0x771e0000 -- LdrInitializeThunk
0x7724378e "ntdll.dll" 0x771e0000 -- LdrInitializeThunk



Apr 14 2018, 3:38 am Pr0nogo Post #55

The attached file is out of date, try this

Jun 24 2018, 2:31 pm orochi114 Post #56

The attachment is reported as Trojan:Win32/Fuery.B!cl . (2018/06/24 ver. samase_0.5-beta20.exe)
There must be something wrong with current attachment , maybe it's polluted by some hackers. Please fix this.


Jun 24 2018, 4:50 pm Voyager7456 Post #57

Responsible for my own happiness? I can't even be responsible for my own breakfast

Modding tools and mod executables are frequently incorrectly flagged as trojans. The technique they use to inject the mod plugin is the same way many viruses work, and the AV program can't tell the difference.

"They used to say if man could fly, he'd have wings... but he did fly.

He discovered he had to."

Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans

Jul 11 2018, 10:36 am lucifirius Post #58

Edit: nvm

Nice work!

Post has been edited 1 time(s), last time on Jul 11 2018, 11:55 am by lucifirius.


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[04:51 pm]
ErGen -- I don't launching a game.
[01:39 pm]
Suicidal Insanity -- I think it won't launch while the game is open
[11:13 am]
ErGen -- But i'm have a little problem. StarEdit don't launched. StarCraft: Remastered, Windows 10 64-bit
[11:07 am]
ErGen -- Hello everyone. I'm wanted a earlier warning, my english knowlenge is bad. Then i can sometimes say something in don't understanding form.
[03:54 am]
sigsaucy -- just tested it, you were right, so awesome!!!!!!
[01:08 am]
sigsaucy -- thanks! ill give this a try tonight
[11:20 pm]
Ultraviolet -- Well, that's not true for all changes. Some changes will be seen immediately without having to create a new unit (I think changing a unit's weapon updates immediately), but I believe changes to unit properties are one of the ones that require units to be created after the EUD trigger has already run.
[11:16 pm]
Ultraviolet -- I believe you need to recreate Zeratul after the map has loaded because EUD edits don't take effect until after the first trigger cycle
[2018-8-16. : 3:30 am]
sigsaucy -- other things like setting detection/weapons are working though
[2018-8-16. : 3:28 am]
sigsaucy -- wait i lied, unchecked permanent cloaking and zeratul still not detectable
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