Staredit Network > Forums > Modding Discussion > Topic: Firegraft Update Discussion
Firegraft Update Discussion
May 22 2008, 4:24 am
By: Fyrinite
Pages: < 1 « 5 6 7 8 >
 

Feb 7 2009, 7:38 am Fyrinite Post #121



Okay.

I'm trying to decide if I should implement renaming for them or not. It's a horribly difficult to do, and there's a way to manually rename them as is. Mainly I want to finish saving and then go on to touching stuff up and releasing this much better version.

Also - A small gift. Please don't bug me to make fgp's compatible with the new version i'm working on. If I really want to i'll try...but don't expect me to.



None.

Feb 7 2009, 1:22 pm ForTheSwarm Post #122



We <3 you DoA.



None.

Feb 8 2009, 8:30 pm Fyrinite Post #123



My current plan for the release is to do a beta release of the new version where I know some stuff doesn't work completely, but that'll be stuff that most people don't use. Then I'll work on that while people tell me other problems that exist. :)

Sounds okay?

btw, i took out in-editor exe edit renaming. It was going to be way too hard to implement...so yeah...



None.

Feb 8 2009, 8:43 pm Excalibur Post #124

The sword and the faith

Good. Make sure I get it first. :P




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Feb 8 2009, 9:56 pm Syphon Post #125



What are the chances on getting .exe edits for the flag beacons?



None.

Feb 8 2009, 11:19 pm A_of-s_t Post #126

aka idmontie

ASM INJECTION!!!!!!



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Feb 9 2009, 7:58 am Fyrinite Post #127



@Syphon - What kinds of edits?

ASM - via plugins. Which you and poiuy_qwert are going to have to help me test out. That's one of the things I'm really not sure if it works.

EDIT-

So, yeah. As an update, i'm stuck in the middle of save right now. s:

Hopefully I can get through it and then I'll do the last couple of things. Couple of weeks at most I hope.

Post has been edited 1 time(s), last time on Feb 9 2009, 5:34 pm by DiscipleOfAdun.



None.

Feb 10 2009, 1:23 am Syphon Post #128



Quote from name:DiscipleOfAdun
@Syphon - What kinds of edits?

ASM - via plugins. Which you and poiuy_qwert are going to have to help me test out. That's one of the things I'm really not sure if it works.

EDIT-

So, yeah. As an update, i'm stuck in the middle of save right now. s:

Hopefully I can get through it and then I'll do the last couple of things. Couple of weeks at most I hope.

Allow for other units, remove/alter timer on it. If possible, range.



None.

Feb 11 2009, 5:37 pm Fyrinite Post #129



Okay.

Also, I had a successful test with the new App+Loader yesterday. Which means things aren't too far away from release.

To give you guys an idea of what's left, my current todo list -
TODO:
*Patcher - Exe Edits
*Patcher - Plugins
*App - Save and Save+Run(not save as...)
*App - Open
App - About
App - Credits
*Patcher - Registry Key
Patcher - Fail SC 100% on bad version, plugins too.
App - Context Menus

the * items are ones I will must finish before releasing anything. Hopefully I can get them done quickly. ^^



None.

Feb 11 2009, 11:28 pm poiuy_qwert Post #130

PyMS and ProTRG developer

Sweet, I can't wait :D




Feb 11 2009, 11:58 pm A_of-s_t Post #131

aka idmontie

Do you mind adding in cheat changing?



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Feb 12 2009, 12:03 am Syphon Post #132



Have you considered adding an auto-patcher? (As in, automatically downgrade SC, and then re-upgrade to the latest version when the program closes.)



None.

Feb 12 2009, 1:06 am Fyrinite Post #133



@ A_of-s_t : It's going to be in a plugin at some point.

@Syphon - Not really. Mainly because I don't want to deal with the patch_rt changes.



None.

Mar 17 2009, 5:16 pm Sand Wraith Post #134

she/her

*Threadomance.*

In regards to the new FG release for SCBWv1.16.1, is there full support for everything not plug-in and EXE edit? As in, all buttons and tech requirements, etc.?

Also, are there any bugs, glitches, etc. for FGv0.93 (for SCBWv1.15.1)?




May 28 2009, 3:16 pm Mauron Post #135



I don't know if you already have something like this, but what about an EXE edit to make all units have the rally point capability?

In 1.16.1, the list of buildings to check is at 0x0047B2E0. It's called by 0x00466F59.



None.

Jun 1 2009, 2:11 am BlazerX Post #136



Personally, I would really like an EXE Edit to make spells affect the caster, kinda like Stim pack and cloak. Really, a self-affecting defensive matrix would be awesome.



None.

Dec 17 2009, 11:41 am Grocel Post #137



Sorry for this bump but, I found a better FGD file for 1.16.1, with it you can do exe edits! :D
[attach=5181]

Attachments:
1161.rar
Hits: 12 Size: 4.15kb



None.

Dec 18 2009, 6:01 am KooKsTeR Post #138



cue patch

Question did you test all of the exe edits? did they work?

Also where the heck did you find this and who did it?

Post has been edited 2 time(s), last time on Dec 18 2009, 6:07 am by KooKsTeR.



None.

Dec 18 2009, 8:19 pm poiuy_qwert Post #139

PyMS and ProTRG developer

I'll bet it's the EXE edits updated by bajadulce and a few more people at BWAI.com in this thread.




Jan 28 2010, 6:16 am Heinermann Post #140

SDE, BWAPI owner, hacker.

@Syphon: There's really nothing special about the flag beacon. The order is what you want to change.

If I were to suggest anything, it's support for ChaosLauncher plugins, and standard/generic DLLs(hax lawl).

EDIT: Also, how about a statdata editor? (Unit stats data @ 0x005193A0)

EDIT2: Also, how about import detours for the following?
SetTextColor (change text colours)
SetBkColor (change background colours)
TextOutA (maybe)
GetUserDefaultLangID (change language)
DrawTextA (maybe)

Post has been edited 2 time(s), last time on Jan 28 2010, 6:45 am by Heinermann.




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