Staredit Network > Forums > Modding Discussion > Topic: Unpacking and Repacking Installation Files.
Unpacking and Repacking Installation Files.
Feb 12 2019, 9:58 am
By: Kolokol  

Feb 12 2019, 9:58 am Kolokol Post #1

So, as some of you might know, I am currently working on translating a custom campaign for Starcraft BW and, unless I die or some other horrible thing happens*, share the translated version on SEN. Now, this campaign requires one to run an installation and setup wizard, since it does create its own registry entries. I've seen on some other forums that simply transferring a .exe file from one computer to another won't work if it creates its own reg. entries. I am editing some of the campaign files and am wondering if the installation program can be modified to instead install the modified files the next time it's used, instead of the original. Is that possible? Is there some other way to work around that issue (Besides, of course, just letting people install the original version and the modified files and having them manually replace each .txt, rez, and .scx file as needed)?
*(Might happen. I'm due to have a procedure under general anesthesia on 2/13/19. If you don't hear from me again, assume that I died)

Post has been edited 6 time(s), last time on Feb 15 2019, 5:46 am by Kolokol.


Feb 13 2019, 12:20 pm IlyaSnopchenko Post #2

Windows has the IExpress.exe utility that creates compressed packages for program setup, but I'm not sure if it can smoothly implement registry changes. However, you might create a .reg file and have the user run it, or do this through a batch file.

Good luck with the medical stuff.

Who am I, and why should I care?

Feb 15 2019, 4:02 am Kolokol Post #3

AAnd I'm back. Currently asking around on some other places on the Internet about this and awaiting responses.

Post has been edited 6 time(s), last time on Feb 15 2019, 10:27 pm by Kolokol.


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[05:36 am]
O)FaRTy1billion[MM] -- nothing so far has been hugely detrimental or without simple workarounds (other than when it didn't let me compile at all XD)
[05:35 am]
O)FaRTy1billion[MM] -- to get around that I just used "Never" lol
[05:35 am]
O)FaRTy1billion[MM] -- I've just been using classic, I just noticed it when I was debugging something and it re-enabled it all
[05:02 am]
Suicidal Insanity -- In the meantime you can copy over an old trigedit plugin if you want, or see if anything else got broken
[05:02 am]
Suicidal Insanity -- FaRTy1billion
FaRTy1billion shouted: compiling text trigers also re-enables all disabled triggers D:
I'll fix that when I get back home.
[11:18 pm]
O)FaRTy1billion[MM] -- compiling text trigers also re-enables all disabled triggers D:
[10:54 pm]
O)FaRTy1billion[MM] -- the one I was using before didn't XD
[10:53 pm]
O)FaRTy1billion[MM] -- hooray, this opens the tileset palette when switching to that terrain mode
[10:41 pm]
O)FaRTy1billion[MM] -- new one compiles the EUDs successfully, thanks
[10:38 pm]
O)FaRTy1billion[MM] -- Specifically, " Set Deaths("Int:4925", "Terran Marine", Set To, 65537);" shows up as "EUD: Modify Unnamed Location's bottom edge: Set to 65537 pixels."
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