|
I just tried using the 1.18 PTR mpqs in scmdraft 2 and it crashed when I tried to load my UMS map or just start the editor.
So, I advise anyone that uses any 3rd party editor to make backups of the old mpq files or even the entire old installation folder to keep the editors in a usable state.
Regardless of Blizzard's potential editor efforts, I assume that we need a new community-created editor with an open source. (Closed source like scmdraft2 is bad in the long run as it solely depends on the author to maintain/improve it.)
Chkdraft might be a potential candidate for the future, but it is far from being usable right now.
edit:
Scmdraft fix for 1.18 PTR: Suicidal Insanity's post:
The only file you really need to keep is the "StarDat.mpq" file from any pre 1.18 installation. 1.18 appears to have removed or changed the font files. Just add the old file to the list of data MPQs and make sure to move it all the way to the top of the list.
|
I haven't had any problems with it so far. But yes I would definitely say keep a copy of your map file just in case.
|
On March 31 2017 20:02 JungleTerrain wrote: I haven't had any problems with it so far. But yes I would definitely say keep a copy of your map file just in case. Mine instantly crashes when I use 1.18's StarCraft path. Are you sure that you are using the correct path? Instant crashes for just some people seems very odd as the difference are just the MPQ files.
|
Is there a way to make these maps playable in 1.18?
|
On March 31 2017 22:05 LEmental wrote: Is there a way to make these maps playable in 1.18? Maps that do not rely on memory writing/reading (e.g. 4x game speed, EUD conditions, ...) should work in 1.18 PTR right now. But that is listed as a "known problem" in the PTR's patch notes.
|
Oh god.
Also, Ahli I'm sure you probably already saw it
http://www.staredit.net/topic/17207/4/#81
FaRTy1billion: the PTR or whatever answered a few questions about GRPs. It uses a new format, .dds.grp, which are just groups of DDS files for the frames. I wrote a program to extract them (as of writing this it doesn't re-compile them, because I need to go to bed). Also confirmed 32-bit images. Space tiles use transparency
SC:R uses a new format for MPQ's DDS
|
Yes. Some editors seem to be able to read data from the MPQs, so it is a bit weird. Starforge and Chkdraft can read files just fine (well, starforge doesn't display BW units properly for some reason). Chkdraft seemed to be able to read those new .grp files properly.
When 4k's textures appear in a remastered version, I assume that those can potentially break the editors, too, as they were not created with big textures in mind.
|
On March 31 2017 22:51 Ahli wrote:Yes. Some editors seem to be able to read data from the MPQs, so it is a bit weird. Starforge and Chkdraft can read files just fine (well, starforge doesn't display BW units properly for some reason). Chkdraft seemed to be able to read those new .grp files properly. When 4k's textures appear in a remastered version, I assume that those can potentially break the editors, too, as they were not created with big textures in mind. Yeah, yet because both BW 1.18 and Remastered client will share the same netcode, I would assume that any map which works with 1.18 will also work for Remaster. Tho, I also know you guys won't be happy with that and will probably ending up creating a editor from scratch just to mess around and play with the Remastered version's assets.
I wonder if when 1.18 is fully out, and the differences between 1.16 and 1.18 are known might it be possible to make some rather "easy to use" map porting tool, because it is simply not feasible to try and manually port all the maps which used EUD, 4x, etc, using the "future" new editor.
|
On March 31 2017 22:51 Ahli wrote:Yes. Some editors seem to be able to read data from the MPQs, so it is a bit weird. Starforge and Chkdraft can read files just fine (well, starforge doesn't display BW units properly for some reason). Chkdraft seemed to be able to read those new .grp files properly. When 4k's textures appear in a remastered version, I assume that those can potentially break the editors, too, as they were not created with big textures in mind. Now that you have outed yourself as some one who actually has a functional installation of StarForge, we need to talk! I could not get that damn thing to work properly in years now...
|
I guess you could use the original mpqs for 1.18, too
|
On April 01 2017 00:06 Freakling wrote: Now that you have outed yourself as some one who actually has a functional installation of StarForge, we need to talk! I could not get that damn thing to work properly in years now... I didn't do more than open it, make it find the mpqs, created a new map and placed a few units. It kept throwing a popup about players not being set to disabled every few seconds until I finally accepted that popup. Its version is "Beta Test 2.2" according to its changelog.html. However, the editor itself labels itself as version 2.0.0 in its "About" dialog.
On April 01 2017 00:19 st4ck0v3rfl0w wrote: I guess you could use the original mpqs for 1.18, too That's what I hope people will do. It's most advisable to create backups of those files in time before 1.18 is released.
Since the terrain textures will differ in the remaster, you might want to use an editor that is using the remastered version, for example when you attempt to create tile blends, etc... also, there are a few small things missing in scmdraft that we cannot just add to it, e.g. center of a location (important for some trigger mechanics like detection of structures under construction) or just the default name of a unit in the unit settings, atm it only shows the custom new name. Also, resizing the classic trigger window makes the buttons disappear. Also, I would love to be able to browse through each unit's data inside the editor (no editing of course, just reading). E.g. some hero units are different than the base version (firing speed, range, move speed) and I do not know these differences by heart, so I could just compare both units' data.
|
Oh ok. Thing is I have like 3 different versions of Starcraft on my computer, and my SCMDraft probably uses the files from those. I have the anthology, the ICCup version, as well as the PTR version 1.18 of the game. My SCMDraft probably uses the files from the anthology, I'd have to check.
|
On April 01 2017 01:36 JungleTerrain wrote: Oh ok. Thing is I have like 3 different versions of Starcraft on my computer, and my SCMDraft probably uses the files from those. I have the anthology, the ICCup version, as well as the PTR version 1.18 of the game. My SCMDraft probably uses the files from the anthology, I'd have to check. It's using SCBW's install path in the registry unless you set a StarCraft path in the settings, I believe... I've no registry entries, so I have to use the path setting. Make it point to 1.18 and it should start crashing when you launch the editor with that profile.
|
Updated first post with a fix and the source.
|
On April 01 2017 01:17 Ahli wrote:Show nested quote +On April 01 2017 00:06 Freakling wrote: Now that you have outed yourself as some one who actually has a functional installation of StarForge, we need to talk! I could not get that damn thing to work properly in years now... I didn't do more than open it, make it find the mpqs, created a new map and placed a few units. It kept throwing a popup about players not being set to disabled every few seconds until I finally accepted that popup. Its version is "Beta Test 2.2" according to its changelog.html. However, the editor itself labels itself as version 2.0.0 in its "About" dialog. Well, I'll try it. I have actually not tried to run it under Linux so far. My last Windows installation I could get to load without crashing, but none of the functions were working... Can you maybe share your installation files with me?
On April 01 2017 01:36 JungleTerrain wrote: Oh ok. Thing is I have like 3 different versions of Starcraft on my computer, and my SCMDraft probably uses the files from those. I have the anthology, the ICCup version, as well as the PTR version 1.18 of the game. My SCMDraft probably uses the files from the anthology, I'd have to check. You can see and change mpq locations in the \options\profile settings
|
On April 01 2017 08:36 Freakling wrote:Show nested quote +On April 01 2017 01:17 Ahli wrote:On April 01 2017 00:06 Freakling wrote: Now that you have outed yourself as some one who actually has a functional installation of StarForge, we need to talk! I could not get that damn thing to work properly in years now... I didn't do more than open it, make it find the mpqs, created a new map and placed a few units. It kept throwing a popup about players not being set to disabled every few seconds until I finally accepted that popup. Its version is "Beta Test 2.2" according to its changelog.html. However, the editor itself labels itself as version 2.0.0 in its "About" dialog. Well, I'll try it. I have actually not tried to run it under Linux so far. My last Windows installation I could get to load without crashing, but none of the functions were working... Can you maybe share your installation files with me? Oh, some dialogs like forces settings seem to crash starforge...
|
You know I've never asked this even though it's been crashing my SCMDraft for a few years now, but does your guys' SCMDraft crash when you try to view strings? It gives me the message "something bad happened, would you like to save a diagnostic file?" And curiously it mentions SCMDraft 2.0.7.0 or something like that... but the version I have is 0.8.0 or w/e it is. Do you guys encounter this too?
Edit: and hey look freak, suicidal insanity is alive
|
On April 01 2017 10:51 JungleTerrain wrote: You know I've never asked this even though it's been crashing my SCMDraft for a few years now, but does your guys' SCMDraft crash when you try to view strings?
Yes, yesterday I tried to update my old map and SCMDraft2 crashed when viewing trigger strings. Windows 10 x64.
|
On April 06 2017 20:35 BWMapper wrote:Show nested quote +On April 01 2017 10:51 JungleTerrain wrote: You know I've never asked this even though it's been crashing my SCMDraft for a few years now, but does your guys' SCMDraft crash when you try to view strings?
Yes, yesterday I tried to update my old map and SCMDraft2 crashed when viewing trigger strings. Windows 10 x64. Did you apply the fix that I posted in OP?
|
On April 06 2017 21:25 Ahli wrote:Show nested quote +On April 06 2017 20:35 BWMapper wrote:On April 01 2017 10:51 JungleTerrain wrote: You know I've never asked this even though it's been crashing my SCMDraft for a few years now, but does your guys' SCMDraft crash when you try to view strings?
Yes, yesterday I tried to update my old map and SCMDraft2 crashed when viewing trigger strings. Windows 10 x64. Did you apply the fix that I posted in OP? Yes, I applied the fix. It allows me to run SCMDraft2 on Windows 10. But then there's that trigger string editor crash (Map Settings - String Editor).
Edit: "STARCRAFT PTR 3 UPDATE - Fixed cause of SCMDraft crash"
|
|
|
|