Samase
Aug 10 2017, 6:15 pm
By: Neiv
Pages: < 1 2 3
 

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

ALL PRAISE YOUR SUPREME LORD CORBO

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.



None.

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.



None.

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.



None.

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.



None.

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



Code
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.



None.

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\lib.rs:634
Ad version is not supported
Backtrace:
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

---------------------------
OK
---------------------------



None.

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



The attached file is out of date, try this




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[08:59 pm]
Lanthanide -- D2 sound design not nearly as good, but it's a far faster game
[08:58 pm]
Lanthanide -- most of the monsters were very distinct just from their sounds (vipers were a bit meh, in particular), and given the slow methodical nature of D1, listening for monster sounds played a big part in how you progressed
[08:57 pm]
Lanthanide -- Diablo 1 had amazing sound design, skeletons sounded so great to kill
[08:57 pm]
Lanthanide -- if you listen to SC2 sound effects, particularly spells via an mpqeditor, they're all just generic womps and wisp sounds
[08:56 pm]
Lanthanide -- the sounds in SC1 are a bit cartoony, like d.matrix and irradiate sound effects, but they clearly stand-out from anything else in the game
[07:17 pm]
Pr0nogo -- yeah, hard to do worse than FK
[07:12 pm]
Voyager7456 -- so this'll be a step up then
[07:09 pm]
Pr0nogo -- @voy i can't believe you'd request that i stream that map when i've been playing fucking flame knives for 3-4 hours twice a week smh
[07:07 pm]
Pr0nogo -- so when a bunch of explosions are the same (sc2) you're not going to be able to read things as easily
[07:07 pm]
Pr0nogo -- sound is a big part of readability too, especially in 3d games where readability tanks due to incompetent graphics artists (and all blizz games have pretty ass particles, see war3 etc)
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