Staredit Network > Forums > Modding Discussion > Topic: Framework mod
Framework mod
Jan 31 2018, 11:01 pm
By: Pr0nogo  

Jan 31 2018, 11:01 pm Pr0nogo Post #1



SCBW Framework is a 1.16.1 mod suite designed to start everyone off with a better canvas when designing mods and campaigns.

Features:
-Optional windowed mode
-Smart rally (workers mine resources, units enter transports)
-Sprite/bullet/pcolor/tooltip limit expander courtesy of Neiv
-Work animations for all buildings
-Idle animations for Zergling, Ultralisk, Zealot
-Compatible with Neiv's AI plugins and additional GPTP changes
-Soundsets for Aldaris, DuGalle, Mengsk, Raszagal, Stukov
-Ally-safe splash damage (set explosion to `Unknown (Crash)` in weapons.dat)
-Crash fix for irregular map sizes
-Hooks to use unused tech entries for new spells
-Open-source

How to use:
Import the desired .qdp plugin files to your pre-existing .exe with FireGraft, OR
Use the `Framework.exe` mod as a baseline for your project's changes (edit the files in the `MPQ Source` and `Plugin source` folders)
Give credit to me and the others who helped make this happen

Download from MEGA
Current version: 1.11

Credits

Changelog


Post has been edited 11 time(s), last time on Aug 16 2018, 4:08 pm by Pr0nogo.




Jan 31 2018, 11:33 pm KYSXD Post #2



Just as clarification:

Original GPTP by A_of_s_t, modified by RavenWolf and pastelmind, adapted (and updated) to VS2008 by UndeadStar/BoomerangAide.
Original Smart Rally code by pastelmind.
Original W-Mode code by GagMania.

Both modified by me. :D




Feb 1 2018, 12:04 am Pr0nogo Post #3



ya, you're credited for the code you wrote, not for the entire package




Feb 1 2018, 9:58 am jun3hong Post #4



New sounds for unused units(Aldaris, Mengsk, DuGalle, Stukov, Raszagal)are awesome. Especially Stukov. And some idle animations, too.



None.

Feb 9 2018, 8:25 pm Pr0nogo Post #5



1.01: fixed iscript bug causing protoss buildings to remain frozen on their 'working' frame




Mar 1 2018, 10:59 pm Pr0nogo Post #6



Been informed of a crash regarding the usage of Optical Flare, working on a fix but can't replicate it on my end. If anyone else can, let me know.




Mar 2 2018, 3:18 am KYSXD Post #7



Which GPTP version are you using?




Mar 2 2018, 8:13 am Pr0nogo Post #8



Yeah that's probably it, running the version before the medic hook fix. Is there an easy way to update the GPTP files once I download the latest version?




Mar 2 2018, 11:50 am KYSXD Post #9



If you're using git the process is straightforward: Update (pull) and compile.

If not, you could check via github the changes (checking the commits).

If you are only interested in fixing the file, the easiest way is replacing the medic_hooks (or whatever its name is) file(s) for the new one(s).

For more info (even for future updates) you can check the Change Log file and the modification's history. I think update 4.012 is the one you are looking for.




Mar 2 2018, 9:01 pm Pr0nogo Post #10



Thanks. I've updated the medic_orders.cpp file, hopefully that resolves the issue.




Mar 13 2018, 12:45 am Pr0nogo Post #11



I've mirrored the mpqdraft wmode plugin found here in case people want windowed mode without the smart rally changes I've included in the Framework plugin.




Jun 30 2018, 9:01 am Pr0nogo Post #12



Minor update!

Fix: Fleet Beacon graphic missing a modified frame
Fix: `Build Science Facility` and `Build Armory` tooltip strings swapped
Update: Increase animation speed of work cycles for Robotics Support Bay, Fleet Beacon, Templar Archives, Arbiter Tribunal
Update: Create alternate plugin for optional windowed mode without smart rally
Update: Decrease zealot idle animation frequency
New: Ally-safe splash damage (set explosion to `Unknown (Crash)` in weapons.dat)

I'm not satisfied with the animations of the protoss structures, as I think the "flashing" work frame should be brighter than the idle frame, but all my efforts to increase the brightness or hue have failed due to the gamebasic palette's limited color range. If anyone has a better solution, let me know.

In other news, Farty's recently hooked weapon effects in weapons.dat, which allows us to make our own weapon behaviors using GPTP. When I get the code working on my end (soon!) I'll update Framework to support this functionality, including one new weapon effect out-of-the-box that will prevent splash damage from damaging units owned by allied players (think reaver scarab, sieged tank, etc). -- edit: done

Post has been edited 2 time(s), last time on Jun 30 2018, 11:11 pm by Pr0nogo.




Jul 3 2018, 5:34 am Pr0nogo Post #13



Updated with a fix to Farty's code, courtesy of the man himself.




Jul 16 2018, 6:12 pm Pr0nogo Post #14



1.03 is here with a new feature thanks to iquare! GPTP hooks for writing custom effects for unused technologies (IDs 26, 33, 35-43) have been added. It's currently commented out and will need to be reenabled in initialize.cpp. If you intend to modify it, download the source!




Jul 18 2018, 3:14 am Pr0nogo Post #15



I've upgraded to the latest version of GPTP as of the time of posting and removed some accessory code left over from Inconsummate that I somehow missed. Since this is a pretty sizable update I'm gonna increase the secondary version number.




Jul 20 2018, 10:23 pm Pr0nogo Post #16



I've pushed a small update (without increasing version number) that fixes lurker spines when used in conjunction with farty's weapon_effect code. Thanks to T-Dog for reporting the issue and farty himself for fixing it. The changes are in the plugin files themselves.




Aug 16 2018, 4:09 pm Pr0nogo Post #17



Added a fix to the minimap crash when loading maps with irregular dimensions, coded by farty.




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