Staredit Network > Forums > Modding Projects > Topic: MagnetarCraft
MagnetarCraft
Apr 1 2021, 9:23 pm
By: X405  

Apr 1 2021, 9:23 pm X405 Post #1



MagnetarCraft

MagnetarCraft is an engine mod for StarCraft 1.16.1.

(Non)Goals

The goal is to introduce some small new features without changing game mechanics or gameplay. Hopefully some of the engine limitations will be removed. There will be no changes in the tech tree or unit stats.

The project is open source. When/if it matures, it might be usable as a template for other Starcraft mods. Those should be able to tweak the tech tree/unit stats/whatever.

It's written from scratch and it does not rely on FireGraft, MpqDraft, or other launchers. The code is a mix of auto-generated assemby and some horrible C++. Everything on top of the mess-of-an-engine that is Starcraft.

Everything is experimental!

Download

Release files: https://github.com/joankaradimov/MagnetarCraft/releases/download/0.1.0/MagnetarCraft.zip
Source: https://github.com/joankaradimov/MagnetarCraft
Release Information: https://github.com/joankaradimov/MagnetarCraft/releases/tag/0.1.0

Changelog

0.1.0 - Anxious Arbiter

- Enable establishing shots within custom scenarios




Oct 10 2021, 8:59 am Lagi Post #2



I run it. but it looks like normal sc 1.16.1 hmm... so what are the new small features?

its engine mod that allow tweaks, ok... so how do i change marine damage?



None.

Jan 14 2022, 8:01 am X405 Post #3



Quote from Lagi
its engine mod that allow tweaks, ok... so how do i change marine damage?

For marine damage - you'd need to use a DAT editor.

This is more of an alternative to GPTP. Every known/unknown address is available for calling/reading/writing/patching via some auto-generated code. Nothing is properly documented, but you can see examples here.

Quote from Lagi
I run it. but it looks like normal sc 1.16.1 hmm... so what are the new small features?

The new features are still a goal. Right now the 0.1.0 release can only display establishing shots in custom scenarios.

The latest code (available in github, but still not tagged as a release) reimplements minimap rendering. It allows for arbitrary map sizes below 256x256.

Another thing that's reimplemented are parts of tileset and CHK loading. I've succeeded in adding a 9th tileset to the game, but I've no art for it and no map editor to supports it.




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[2022-5-17. : 11:47 am]
Ultraviolet -- PandaCraft1989
PandaCraft1989 shouted: And path to eudraft executable??
wherever you have it stored on your computer, you have to DL it separately
[2022-5-17. : 11:46 am]
Ultraviolet -- PandaCraft1989
PandaCraft1989 shouted: I am new to modding SC1 for SC Remastered via EUD Editor 3..
it's not technically modding, although it emulates some features available through modding
[2022-5-17. : 7:13 am]
PandaCraft1989 -- And path to eudraft executable??
[2022-5-17. : 7:11 am]
PandaCraft1989 -- I am new to modding SC1 for SC Remastered via EUD Editor 3..
[2022-5-17. : 12:54 am]
Ultraviolet -- :wob:
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O)FaRTy1billion[MM] -- :wob:
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RIVE -- :wob:
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