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HunCraft Genocide is perhaps the most detailed unofficial expansion ever created. It is an alternative timeline that takes place immediately after the events of Brood War. The creators of the game added a full campaign for each of the 3 races, modified the campaign selection screen, added a new soundtrack for each race,added a new unit for each race, and even full on cinematics. Not only are the same characters from the BW universe present, but also a few that Blizzard didn't feature in BW, and a completely new one. Now, unfortunately, HunCraft was only available in Hungarian, BUT... I have actually downloaded a few modding tools and manually changed everything that I could into English, including the user interface text, unit names and titles, the mission briefings, and in-game text, so now the game can be fully enjoyed by those who do not know the language. Here are some screenshots:
![[image loading]](http://i.imgur.com/xuML8bv.png)
![[image loading]](https://i.imgur.com/U8Tfa2z.png)
![[image loading]](https://i.imgur.com/X0L1Oa9.png) Here are instructions on how to download and install it. If you are interested, it is important to read them. + Show Spoiler +-Insert your Starcraft CD into your disc drive and install a separate instance of Starcraft Brood War -Get Starcraft Brood War version 1.16.1 . You must have that version for the game to run properly. You can use Starcraft Classic Installer to do this. It can be downloaded here: http://www.staredit.net/topic/17625/-Go to https://www.moddb.com/mods/huncraft-genocide and download the original Huncraft. Do not download the patch. -Run the installer. When prompted, install files into the directory containing version 1.16.1. -Download the huncraft.exe file from http://www.staredit.net/?downloadAttachment=10778&key=9139550-Download the MPQ file from https://drive.google.com/file/d/1k-7iDjz72C83nDo0TpWi8A9MxQ_Vi8yx/view-Replace the original MPQ and .exe files that are installed with the ones you've downloaded from me. Delete the original. -Run huncraft.exe or click on the desktop icon called "Normal fokozat" (The other icon that gets installed is the shortcut to the easy version of the campaign, which I did not bother translating because I do not condone noobness ). -Play the game WARNING: If you are going to remove your StarCraft: Brood War disk from your computer's disk drive, make sure to create a system restore point before doing so (Or uninstall huncraft BEFORE REMOVING YOUR DISK). REMOVAL OF THE DISK WILL BREAK THE HUNCRAFT GAME. However, the bug that is caused by removing the disk from the drive can be fixed by doing a system restore to a point before the removal. -If you lack a StarCraft CD, follow the instructions for installing the game as normal, but first (BEFORE YOU DOWNLOAD HUNCRAFT) do the following: Download the Brood War .iso from http://www.mediafire.com/file/8269hhqchp8mhee/BroodWars.iso/file . Then, download WinCDEmu from http://wincdemu.sysprogs.org/download/ . -Use WinCDEmu to open the .iso file, and it will immediately mount it, tricking your computer into thinking that you have a Brood War CD inserted. Then, just install Huncraft as directed.
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Damn, that must have taken a lot of effort! I know for a fact there are people who still play campaigns, would be exciting to hear what they have to say about the new units and the missions.
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You're MVP man! I remember this shit back then when I was hardcore campaign collector. There are some interesting new units here and challenging missions, definitely recommend to check out.
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The new units for the Terrans, Zerg, and Protoss respectively are:
Phantom:
![[image loading]](https://media.moddb.com/images/mods/1/20/19998/HunCraft_Terran_phantom_StarCraft.jpg) Essentially a valkyrie that can attack ground units. Also has a weak anti-air attack.
![[image loading]](http://i.imgur.com/O0toFdF.png)
![[image loading]](http://i.imgur.com/a3JrxC7.png) Has 250 HP and costs 50 minerals and 50 gas less than a Battlecruiser. Very powerful.
Scantolisk: Essentially a walking spore colony.
![[image loading]](https://media.moddb.com/images/articles/1/129/128750/starcraft_scantolisk.1.jpg)
![[image loading]](http://i.imgur.com/cwFpK70.png) Morphed from Hydralisk and can only attack air units.
Psi-Priest: Essentially a templar that can attack like an archon and has the range of a dragoon. Excellent ground attack unit that also possesses the restoration ability that Terran Medics have and also has detection.
![[image loading]](http://i.imgur.com/gQQSMQK.png)
![[image loading]](http://i.imgur.com/6OgRzzH.png) Built from Gateway and cannot attack air units. Also rather expensive.
@Jealous: I'm currently playing the Zerg campaign. It's pretty challenging and the Scantolisk seems like a great unit.
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Thanks for the update and screen shots! That Psi Priest sounds hella OP haha.
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Psi Priest hmmmmmmmmmmmmmmmmmm...
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All those units are already far more interesting than anything in SC2.
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Thats interesting about the zerg unit because I actually designed something very similar a few years back and I had a few chats to some modders for tips and was learning some of the modding programs required to make it and started doodling some drawings for the unit but decided not to pursue it in the end as I thought nobody would actually play the mod. Would have been a lot of work for nothing was my conclusion. (why did I go into brood war mapping instead then haha)
But the concept was very similar, a hydra morph into a dedicated anti air unit. My concept required the unit to burrow in order to attack though (like a siege tank sort of). My idea was specifically for ZvZ only though so it only did biological damage and had a small splash (a very over the top hard counter I know), ofcourse to move ZvZ gameplay away from mutalisk and towards ground based play instead, mostly just for the fun of the experiment. I know that the economy/larvae management is also hugely influential to the nature of the matchup but this new unit concept would certainly play a part too.
It was just an idea I flirted with more than anything, interesting to see someone else had the same idea and impressive to know they actually made it as well, good job. Can the new unit be played in 1v1 multiplayer? Where abouts is the upgrade on the tech tree? How much does the unit and the upgrade cost and how long to upgrade/morph etc. What range does the zerg unit have? How fast can it fire? Id love to know all the details.
Can we get a video of the new units in action from someone? That would be great.
Most importantly, who are the people who made the mod? Should add their names to the OP in my opinion. Thanks for the english translation.
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The scantolisk concept art looks great. Very aesthetically pleasing design. In fact, it looks better than the actual zerg units Blizzard made.
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How do i start HunCraft without any Starcraft CD-Rom ?
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5386 Posts
On March 26 2019 22:51 earob84 wrote: How do i start HunCraft without any Starcraft CD-Rom ? The obvious way around this is to get a copy of the starcraft ISO and mount it using a virtual CD-Rom drive.
What I'm interested in knowing, did anyone get this expansion working with the iccup "no-cd" version of BW 1.16.1?
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@Jukado:
It was just an idea I flirted with more than anything, interesting to see someone else had the same idea and impressive to know they actually made it as well, good job. Can the new unit be played in 1v1 multiplayer? Yes, it can be played, but you cannot play HunCraft multiplayer through Battle.net. You either need to use one of the other options in the multiplayer connection menu or have some sort of modification. But otherwise, yes, it could be used.
Where abouts is the upgrade on the tech tree It's the same upgrade with the same requirements as morphing the Hydralisk into a Lurker. The Lurker and Scantolisk Aspect is now one upgrade evolved at the Hydralisk Den.
How much does the unit and the upgrade cost and how long to upgrade/morph etc. On top of the 75 minerals and 25 gas for the Hydralisk, the Lurker/Scantolisk Aspect requires a Lair and costs 200 minerals and 200 gas. The morphing itself costs 150 minerals and 50 gas (The Lurker, for reference, requires 50 minerals and 100 gas). Morphing the Hydralisk into a Scantolisk takes the same amount of time as morphing a Hydralisk into a Lurker. The Scantolisk takes up 2 supplies (The same as the Lurker)
What range does the zerg unit have? How fast can it fire? Id love to know all the details. The Scantolisk takes up 4 spaces inside a transport (The same as an Ultralisk or a Lurker) and cannot burrow. It starts with 2 armor and gets an additional +1 armor for every ground carapace upgrade. It deals 15 damage initially (The same as a spore colony) and gains +2 damage for every ranged attack upgrade. It's attack range seems to be 1 or 2 tiles less than the Spore Colony's. Range is unaffected by the Grooved Spines upgrade.
![[image loading]](https://i.imgur.com/EE2xdkO.png) On the left is the Scantolisk within attack range of the Overlord. If I were to float the overlord to the Evolution Chamber, the Spore Colony would still be able to attack within that range. Once that Overlord goes past the Evolution Chamber, however, even the Spore Colony is unable to attack it. The Scantolisk's rate of fire seems to be roughly the same as the Spore Colony's. The Scantolisk moves as fast as an UNupgraded Hydralisk both on and off Creep. Movement speed is unaffected by the Muscular Augmentation upgrade for the Hydralisk.
Most importantly, who are the people who made the mod? Should add their names to the OP in my opinion. Thanks for the english translation. Honestly, I don't know who the actual people are. All I know is that the game was originally made by a company called "HunCraft Interactive", which originally translated StarCraft and WarCraft into Hungarian for people in Hungary to enjoy. Another thing that I know is that, apparently, someone who goes by the alias "Cerberus" played an important role in the project's development in some way (And one of the Zerg hero units is named after him in the expansion, lol).
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Wow, nice work by the Hungarian community, very interesting new units! Thanks for sharing
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Nice addition of units, always interesting to see something like that
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Will this work with just a 1.16.1 exe file, like LotC, Inconsummate, etc?
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What do you mean, Sentinel? The game requires a disk to be present in the disk drive. If there is no disk present, you'll simply get a message saying "Disk could not be found" and the game will refuse to start. The MPQ file is also needed for the game to function.
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On March 27 2019 10:07 Alure155 wrote: What do you mean, Sentinel? The game requires a disk to be present in the disk drive. If there is no disk present, you'll simply get a message saying "Disk could not be found" and the game will refuse to start. The MPQ file is also needed for the game to function. I've never owned a physical SC disk, I got Remastered online and also have two copies of the 1.16.1 installation, one from iCCup and one from somewhere else. I think past 1.15.2 BW shouldn't require a disk to be inserted but I know nothing about HunCraft so it might be an exception.
I also don't have a disk drive for that matter.
Is there any way I could get it to work with the EXE/MPQ files? Or somehow create a virtual disk?
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I found a few articles in some gaming journals in Hungarian in 2001 and 2002 about this game.
![[image loading]](https://i.imgur.com/a42vtCY.jpg) Translation: + Show Spoiler +A few years have passed since the launch of StarCraft. However, the popularity of the game is unbroken. One only has to go to a couple servers to see that there is life. I think it is superfluous to say what has made this game a popular multiplayer game. Everyone knows the keywords: balanced gameplay and three quite diverse races, perfect building models. In this issue I will write about something other than game tips, but still a bit connected to this month's IG3 theme, I would like to introduce you to a Hungarian team who have been working on a StarCraft expansion for quite some time, which may soon be coming to light - to my great joy in Hungarian. It is really exhilarating that a player, who has been a little bit tired of the battles of StarCraft or BroodWar, can pull up his sleeves again,and new opportunities are opening up. Let's see what the developers say about their "Child". GameStar: When did you start developing the game? What made you start developing it? Cerberus: When StarCraft was released in 1998, I've spent weeks playing the campaign several times. Then, after going through two times, I started playing so that I killed every enemy in each mission, because it was no longer a challenge. Meanwhile, in parallel with this, I found Battle.net, which made my life much worse, because the phone bill came (Familiar, only Diablo 2 at Bad Sector  [Botched translation here]). I was so shocked that my family members had to buy another mobile, because they simply couldn't pay the phone bill. In the meantime, I also clicked on the icon of the campaign editor out of curiosity. I had discovered so much opportunity and took to creating another campaign right away. BadTiger: Yes, and then they formatted the drive at a computer shop because of a problem and that was the only way to fix it, so the whole campaign was destroyed. Cerberus: Then I couldn't speak for a week. At the final stage of my depression, the savior, Brood War, arrived. Once again, the multiplayer and big multiplayer games came.The editor also changed a lot, so I wanted to make a campaign again, but now I made a continuation of the original story. This all started in 1999. Of course, since then, I changed most of the missions as my knowledge grew. GameStar: And how does it relate to StarCraft? Cerberus: The story is designed to be an integral part of the StarCraft universe. HunCraft continues immediately where Brood War ends.There are many references to characters and events in StarCraft and Brood War. BadTiger: In all three campaigns, one can meet.familiar faces and new heroes. Anyone who knows and likes the story of StarCraft and Brood War will not be disappointed. GameStar: What are the new missions? BadTiger: Here I can comment mainly because I once played the campaigns. We designed the missions to outperform BW, but we don't throw the player right into the deep water. First, there are a couple of warm-up missions, but after that, only the more persistent and more skilled players will succeed. [I can personally confirm this] GameStar: Do we get new units? What are they? Cerberus: Of course, as with all real expansions, there are new units here, albeit only one per race. We did not consider it necessary to create more new units because the gameplay would change a lot. The Terran Phantom is a heavy-bomber-type aircraft inspired by the Earth Army. The Dominion spies introduced it, and the Dominion first produced such a unit. Since the control of Phantom is extremely cumbersome, experienced pilots are not allowed near the Phantoms. All you have to do is put in the sacrificial rookies into the Phantom's cockpit. Despite its difficult control, the Phantom is very useful for destroying large groups of ground units or air defenses. You can also effectively neutralize air scouts and intruders. BadTiger: The Psi Priest is of the highest Protoss caste, and the smartest Protoss Templar there are. Thanks to their very strong psi energy, they are the enforcers of the Protoss race, whose task it is to observe the Protoss common people and advise on critical decisions. Since the beginning or the struggle with the Terrans and the Zerg, their role has been greatly reduced. [End of Page 1] Page 2 of the GameStar article:
![[image loading]](https://i.imgur.com/zW6uJ7I.jpg) + Show Spoiler + Disregarding their advice, Protoss leaders continued their way of thinking, resulting in an indirect decline in the ancient, glorious Protoss species. In line with the changed circumstances, the Psi Priest Council decided not to confine itself to the policy of deeds and to give permission to volunteer Psi Priests to participate in the battlefield. The noble intent and pure conviction of the Psi Priests is a great help for those who are struggling to save the Protoss species. With their special psi capabilities, the Priests can, by sacrificing their own strength, fill up their comrades' armor, but only to a limited extent. [Sounds like they were referring to a canceled feature there. Perhaps the Psi Priest was intended to be a medic of sorts, only they would sacrifice their own health? Maybe they were first intended to be walking shield batteries that would sacrifice their own shields?] Cerberus: The Zerg got the Scantolisk. Zerg colonies were attacked by air squads many times during the war. However, the Spore Colonies of the primary hive cluster were stationary, and so the protection of the individual colonies against the air surveyors was only good in the area.However, the sporadic appearance of the Spore Colonies was a huge disadvantage against the attacks of the Terran Battlecruiser Fleet and the Protoss Carriers. That's why the race started long-term mutation experiments and accelerated the evolution of the perfect air defense unit by accelerating complex evolutionary processes. However, this requires a body of Hydralisk as a host. GameStar: Does the basic StarCraft multiplayer change? Cerberus:Nothing changed. Perhaps there will be so many changes to the original that Battle.net can only be launched with a separate "exe", but it is not a big problem. However, if Blizzard launches a new patch for the game, we have to create one for HunCraft to be compatible. GameStar: How many minutes of animation are there? Cerberus:The game includes approximately eight minutes of animation. It starts with an intro that takes place after Brood War. We can get a glimpse into the night life of a Terran base, and then we will join the game. It's about four minutes. The other four minutes are the closing animation that the players can see at the end of the last campaign. This includes mainly battle scenes. BadTiger:At the end of the other two campaigns, we can only see text epilogues that the narrator reads. This will happen Star Wars style. GameStar: When will the game be complete? Cerberus: There's just a little bit of stuff left, like finishing the new portraits, etc. Then there will be a test of about 10 days, but I want to finish it in June. GameStar: What do you need to start playing the game? BadTiger: HunCraft runs only with StarCraft and Brood War. We are still thinking about whether StarCraft and Brood War have to be Hungarian [They don't. I am playing the HunCraft campaign and my version of StarCraft BW is in English]. This has come up because the Hungarian version of HunCraft may coincide with StarCraft's, but it is still different. [Botched again. I guess they're unsure if the StarCraft and HunCraft versions have to match. Spoiler alert: They don't.] GameStar: So one more question as a closing: if you finish this expansion pack, what are you going to do? Are you thinking about making an independent game? Or another accessory? Cerberus: HunCraft-style additional expansions are only destined for Warcraft 3 in the future, but their appearance is still far from now. We also created a Hungarianization team in Addin, which is working on request. The Hungarianization of StarCraft and Brood War by XY ltd was somewhat overwhelming. So if we get an invitation, we'll get it working on Warcraft 3. Our team is also known as HunCraft Interactive, HunCraft's "Hungarian Technique" - if you are interested in it, feel free to contact support@huncraft.net.
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On March 27 2019 11:29 [UoN]Sentinel wrote:Show nested quote +On March 27 2019 10:07 Alure155 wrote: What do you mean, Sentinel? The game requires a disk to be present in the disk drive. If there is no disk present, you'll simply get a message saying "Disk could not be found" and the game will refuse to start. The MPQ file is also needed for the game to function. I've never owned a physical SC disk, I got Remastered online and also have two copies of the 1.16.1 installation, one from iCCup and one from somewhere else. I think past 1.15.2 BW shouldn't require a disk to be inserted but I know nothing about HunCraft so it might be an exception. I also don't have a disk drive for that matter. Is there any way I could get it to work with the EXE/MPQ files? Or somehow create a virtual disk? Honestly, I don't know much about that. If you're going to attempt modifications in order to run a mod, you should create a system restore point before doing so. Remember, it's better to restore than reinstall. First, try installing HunCraft as you would if you had a disk in the drive. Maybe it can still work after all. If not, try writing your installation program onto a disk and then install a separate instance of SC BW and reinstall HunCraft. See if that works.
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Really cool article!
I'll give it a shot over the weekend and let you know.
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By the way, how come your computer doesn't have a disk drive?
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On March 27 2019 13:07 Alure155 wrote: By the way, how come your computer doesn't have a disk drive? I feel like most modern laptops do not have CD drives.
Brood War is now sold and downloadable online as well - why would you buy a CD?
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On March 27 2019 15:55 Jealous wrote:Show nested quote +On March 27 2019 13:07 Alure155 wrote: By the way, how come your computer doesn't have a disk drive? I feel like most modern laptops do not have CD drives. Brood War is now sold and downloadable online as well - why would you buy a CD? This. My laptop came without one. My desktop's power supply has fat wires so to give them extra space and not hit the fans or something, I removed the disk drive years ago and I don't know where it is now. Probably I threw it away.
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On March 27 2019 23:19 [UoN]Sentinel wrote:Show nested quote +On March 27 2019 15:55 Jealous wrote:On March 27 2019 13:07 Alure155 wrote: By the way, how come your computer doesn't have a disk drive? I feel like most modern laptops do not have CD drives. Brood War is now sold and downloadable online as well - why would you buy a CD? This. My laptop came without one. My desktop's power supply has fat wires so to give them extra space and not hit the fans or something, I removed the disk drive years ago and I don't know where it is now. Probably I threw it away. Oomph. Well, in that case, for my second solution, you could look up how to run Starcraft off of a flash drive and write the install program onto a flash drive instead of a disk and try using that if the first solution doesn't work.
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On March 28 2019 03:47 Alure155 wrote:Show nested quote +On March 27 2019 23:19 [UoN]Sentinel wrote:On March 27 2019 15:55 Jealous wrote:On March 27 2019 13:07 Alure155 wrote: By the way, how come your computer doesn't have a disk drive? I feel like most modern laptops do not have CD drives. Brood War is now sold and downloadable online as well - why would you buy a CD? This. My laptop came without one. My desktop's power supply has fat wires so to give them extra space and not hit the fans or something, I removed the disk drive years ago and I don't know where it is now. Probably I threw it away. Oomph. Well, in that case, for my second solution, you could look up how to run Starcraft off of a flash drive and write the install program onto a flash drive instead of a disk and try using that if the first solution doesn't work. Why not just use a virtual drive?
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On March 28 2019 04:19 Jealous wrote:Show nested quote +On March 28 2019 03:47 Alure155 wrote:On March 27 2019 23:19 [UoN]Sentinel wrote:On March 27 2019 15:55 Jealous wrote:On March 27 2019 13:07 Alure155 wrote: By the way, how come your computer doesn't have a disk drive? I feel like most modern laptops do not have CD drives. Brood War is now sold and downloadable online as well - why would you buy a CD? This. My laptop came without one. My desktop's power supply has fat wires so to give them extra space and not hit the fans or something, I removed the disk drive years ago and I don't know where it is now. Probably I threw it away. Oomph. Well, in that case, for my second solution, you could look up how to run Starcraft off of a flash drive and write the install program onto a flash drive instead of a disk and try using that if the first solution doesn't work. Why not just use a virtual drive? I don't know if that will work, but yeah, one could attempt that as well.
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I remember following the development of this wayyy back when and of course playing through it immediately as it came out.
Great modding effort and of course very cool concepts...
Phantom is hella OP though, and the psi-priest is also very, very strong.
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On March 28 2019 08:52 Naib wrote: I remember following the development of this wayyy back when and of course playing through it immediately as it came out.
Great modding effort and of course very cool concepts...
Phantom is hella OP though, and the psi-priest is also very, very strong. That's really cool. Did you finish the game? If so, what are your thoughts on the story itself? + Show Spoiler +(Personally, I think that it's great and even needs a sequel)
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On March 27 2019 11:50 Alure155 wrote:I found a few articles in some gaming journals in Hungarian in 2001 and 2002 about this game. ![[image loading]](https://i.imgur.com/a42vtCY.jpg) Translation: + Show Spoiler +A few years have passed since the launch of StarCraft. However, the popularity of the game is unbroken. One only has to go to a couple servers to see that there is life. I think it is superfluous to say what has made this game a popular multiplayer game. Everyone knows the keywords: balanced gameplay and three quite diverse races, perfect building models. In this issue I will write about something other than game tips, but still a bit connected to this month's IG3 theme, I would like to introduce you to a Hungarian team who have been working on a StarCraft expansion for quite some time, which may soon be coming to light - to my great joy in Hungarian. It is really exhilarating that a player, who has been a little bit tired of the battles of StarCraft or BroodWar, can pull up his sleeves again,and new opportunities are opening up. Let's see what the developers say about their "Child". GameStar: When did you start developing the game? What made you start developing it? Cerberus: When StarCraft was released in 1998, I've spent weeks playing the campaign several times. Then, after going through two times, I started playing so that I killed every enemy in each mission, because it was no longer a challenge. Meanwhile, in parallel with this, I found Battle.net, which made my life much worse, because the phone bill came (Familiar, only Diablo 2 at Bad Sector  [Botched translation here]). I was so shocked that my family members had to buy another mobile, because they simply couldn't pay the phone bill. In the meantime, I also clicked on the icon of the campaign editor out of curiosity. I had discovered so much opportunity and took to creating another campaign right away. BadTiger: Yes, and then they formatted the drive at a computer shop because of a problem and that was the only way to fix it, so the whole campaign was destroyed. Cerberus: Then I couldn't speak for a week. At the final stage of my depression, the savior, Brood War, arrived. Once again, the multiplayer and big multiplayer games came.The editor also changed a lot, so I wanted to make a campaign again, but now I made a continuation of the original story. This all started in 1999. Of course, since then, I changed most of the missions as my knowledge grew. GameStar: And how does it relate to StarCraft? Cerberus: The story is designed to be an integral part of the StarCraft universe. HunCraft continues immediately where Brood War ends.There are many references to characters and events in StarCraft and Brood War. BadTiger: In all three campaigns, one can meet.familiar faces and new heroes. Anyone who knows and likes the story of StarCraft and Brood War will not be disappointed. GameStar: What are the new missions? BadTiger: Here I can comment mainly because I once played the campaigns. We designed the missions to outperform BW, but we don't throw the player right into the deep water. First, there are a couple of warm-up missions, but after that, only the more persistent and more skilled players will succeed. [I can personally confirm this] GameStar: Do we get new units? What are they? Cerberus: Of course, as with all real expansions, there are new units here, albeit only one per race. We did not consider it necessary to create more new units because the gameplay would change a lot. The Terran Phantom is a heavy-bomber-type aircraft inspired by the Earth Army. The Dominion spies introduced it, and the Dominion first produced such a unit. Since the control of Phantom is extremely cumbersome, experienced pilots are not allowed near the Phantoms. All you have to do is put in the sacrificial rookies into the Phantom's cockpit. Despite its difficult control, the Phantom is very useful for destroying large groups of ground units or air defenses. You can also effectively neutralize air scouts and intruders. BadTiger: The Psi Priest is of the highest Protoss caste, and the smartest Protoss Templar there are. Thanks to their very strong psi energy, they are the enforcers of the Protoss race, whose task it is to observe the Protoss common people and advise on critical decisions. Since the beginning or the struggle with the Terrans and the Zerg, their role has been greatly reduced. [End of Page 1] Page 2 of the GameStar article: + Show Spoiler + Disregarding their advice, Protoss leaders continued their way of thinking, resulting in an indirect decline in the ancient, glorious Protoss species. In line with the changed circumstances, the Psi Priest Council decided not to confine itself to the policy of deeds and to give permission to volunteer Psi Priests to participate in the battlefield. The noble intent and pure conviction of the Psi Priests is a great help for those who are struggling to save the Protoss species. With their special psi capabilities, the Priests can, by sacrificing their own strength, fill up their comrades' armor, but only to a limited extent. [Sounds like they were referring to a canceled feature there. Perhaps the Psi Priest was intended to be a medic of sorts, only they would sacrifice their own health? Maybe they were first intended to be walking shield batteries that would sacrifice their own shields?] Cerberus: The Zerg got the Scantolisk. Zerg colonies were attacked by air squads many times during the war. However, the Spore Colonies of the primary hive cluster were stationary, and so the protection of the individual colonies against the air surveyors was only good in the area.However, the sporadic appearance of the Spore Colonies was a huge disadvantage against the attacks of the Terran Battlecruiser Fleet and the Protoss Carriers. That's why the race started long-term mutation experiments and accelerated the evolution of the perfect air defense unit by accelerating complex evolutionary processes. However, this requires a body of Hydralisk as a host. GameStar: Does the basic StarCraft multiplayer change? Cerberus:Nothing changed. Perhaps there will be so many changes to the original that Battle.net can only be launched with a separate "exe", but it is not a big problem. However, if Blizzard launches a new patch for the game, we have to create one for HunCraft to be compatible. GameStar: How many minutes of animation are there? Cerberus:The game includes approximately eight minutes of animation. It starts with an intro that takes place after Brood War. We can get a glimpse into the night life of a Terran base, and then we will join the game. It's about four minutes. The other four minutes are the closing animation that the players can see at the end of the last campaign. This includes mainly battle scenes. BadTiger:At the end of the other two campaigns, we can only see text epilogues that the narrator reads. This will happen Star Wars style. GameStar: When will the game be complete? Cerberus: There's just a little bit of stuff left, like finishing the new portraits, etc. Then there will be a test of about 10 days, but I want to finish it in June. GameStar: What do you need to start playing the game? BadTiger: HunCraft runs only with StarCraft and Brood War. We are still thinking about whether StarCraft and Brood War have to be Hungarian [They don't. I am playing the HunCraft campaign and my version of StarCraft BW is in English]. This has come up because the Hungarian version of HunCraft may coincide with StarCraft's, but it is still different. [Botched again. I guess they're unsure if the StarCraft and HunCraft versions have to match. Spoiler alert: They don't.] GameStar: So one more question as a closing: if you finish this expansion pack, what are you going to do? Are you thinking about making an independent game? Or another accessory? Cerberus: HunCraft-style additional expansions are only destined for Warcraft 3 in the future, but their appearance is still far from now. We also created a Hungarianization team in Addin, which is working on request. The Hungarianization of StarCraft and Brood War by XY ltd was somewhat overwhelming. So if we get an invitation, we'll get it working on Warcraft 3. Our team is also known as HunCraft Interactive, HunCraft's "Hungarian Technique" - if you are interested in it, feel free to contact support@huncraft.net.
Wowowow Sc1 most have been pretty popular in Hungary back then! Thank you for the out of season Christmas gift Alure! This is freaking epic!
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So I found two other articles that give insight as to who "Cerberus" and "BadTiger" are, as well as explain some politicking that was going on at the time. This first article is from a website called Retrotime. The entry is from 2013, but I suspect that the actual interview took place much, much earlier. Translation: + Show Spoiler +Interview with Zoltán Halmos, one of the creators of HunCraft - I would like to ask for a brief introduction! Who is currently working on the project? - The interesting thing about HunCraft is that it was made entirely through the Internet, that is, members do not even meet each other. Exceptions to this are the team's core members, who have done the essential work, like the videos, the sync, and the other studio works. Krnyán "BadTiger" György, Bendo "Mat" Matthias, and myself, "Cerberus" Zoltán Halmos, make up the core. We often came together for several days to solve a problem on networked machines. Needless to say, we found new curses for all of the things that plagued us. Neither of us deals professionally with programming, or even with translation, we only made it as a hobby. It is also true that programming was not really necessary during the production. - How many hours per day do you spend on StarCraft?  ) - Well, a lot! It may be surprising at first, but it is the truth. For months, we were only busy with the SC and our khm… sneakers were already full. Previously, of course, we played a lot at Battle.net, at least for the majority of the time. Personally, I played every weekend while I was still using a modem. I also played the campaign about 5-6 times, many times I destroyed everyone who was registered as an enemy. Now we are "Done" with it, but maybe if HC gets released, we will get new strength from that. - A translation is never a simple job; that is, how do you actually "do" the original StarCraft? Fortunately, Blizzard's games are all based on a schema, and since we had some prior experience of how to "unpack" them, we've managed to make the most of this knowledge. To do this, we used a number of utilities available to anyone, even on our website (www.huncraft.net). Of course, for the explanation, or even for the creation of your own expansion pack, such as HunCraft, besides the utilities, there is a need for sounds, videos, music and many more that we have to create ourselves. Most of these were commercial programs. - Besides the translations, have you also translated the multiplayer part of the game? Maybe you have planned new maps? - Yes, the game itself became 100% Hungarian. Battle.net, because it is not structurally part of the game, is English, as is the campaign editor. Everything else is in Hungarian. HunCraft uses its own map format (no explanation) [Yep, can confirm], yet we've included all the original old maps in this format alongside HunCraft, and we've also created nearly 50 self-made multiplayer maps. - Thank you for the interview. Source: https://retrotime.jatekok.hu/huncraft-interju/ That link that was given in the interview, huncraft.net, is now dead and instead dedicated to a Hungarian Minecraft server. However, looking it up on the Wayback Machine for 2002 gives this:
![[image loading]](https://i.imgur.com/bnx86iK.png) Apparently, Cerberus and co actually wanted to distribute this expansion and sought Blizzard's blessing to do so. They also wanted to translate it to English. However, something got in the way. There is also a Hungarian version of the site, last updated on December of 2001. It just seems to say that Cerberus and his guys endorsed some campaigns from Campaign Creations. Already in June 2002, the site went down.
I have another article here, in a Hungarian magazine called PcGames. (The Huncraft download from ModDB provided pictures of the article and the one I've translated earlier) This one is dated March of 2002.
![[image loading]](https://i.imgur.com/PuS0ufX.jpg) Translation: + Show Spoiler + HUNCRAFT Interview with Halmos Zoltan, a creator of HunCraft. If anything, Huncraft can be called a vomited-up development, since the Hungarianization team has been working with Blizzard for a long time to deal with the release of the game, but so far it has failed to get over the bureaucracy. However, I think many should wait for further development to read more on our pages later. In our short interview we would like to see a little bit behind the scenes, so we interviewed some of the team's representatives. I would like to ask for a brief introduction! Who is currently working on the project? [HEY, WAIT A SECOND! The rest of this page is exactly word-for-word what appears on the RetroTimes website! Whoops. Moving on.]
There is a third article whose pictures came with the download. This is a two-pager. This is from a different journal. Page 1:
![[image loading]](https://i.imgur.com/wThfYN8.jpg) Translation: + Show Spoiler +HUNCRAFT Caption: > Not yet [Released].Huncraft Interactive. www.huncraft.net < The first Hungarian expansion for Starcraft, which adheres to the old story, but also establishes a new one. Recently, I told Puma that the main games that started off this month were Huncraft, "Mad Max", and he uttered the name of one of the most well-known mythical beasts: -Cerberus. At first my thoughts went not to this, but to the bowels of hell, but after a harsh whim, it turned out that he was not thinking of a puppy who loved the porch of hell, but the savior of the Hungarian Starcraft fans. The gentleman and the team hiding behind him know that "the nation lives in its language", so the words that once slipped from Petőfi's [He is referring to Sándor Petőfi, a Hungarian poet and revolutionary that said that] lips were finally settled on the Terran-Zerg-Protoss battlefields, but I doubt that the bearded nationalist would have guessed anything about the relationship between Zerg mutation and Hungarian literature... Predictably Starcraft, and Blizzard do not need a more sophisticated presentation - behind Huncraft Interactive is a small online team, not a registered company, but the popular targets of the hype of the fanbase. I'd tell you that I was looking at the first half of the Cerberus & BadTiger duo, and as it turned out, at the beginning of '98, it wasn't about localization, but Starcraft was not challenging anymore, so they wanted to raise the bar with a Hungarian-language campaign. The early work was also a victim of a freak accident [probably the aforementioned incident with formatting the drive]. Then Brood Wars came, but of course the boys did not let the thing go and went on, in the meantime they got so involved in the uproar that the idea of making a stand-alone expansion came up. Blizzard's Hungarian publisher initially supported it, and even entrusted the boys with the localization of the first two parts, but because of later financial reasons, the trilogy, and all the costs incurred so far, remained with Huncraft's champions. Currently, the case is dancing with another potential publisher, waiting for Blizzard's approval from overseas to arrive ... Until it arrives, let's see what they are grinding so slowly for the "god" mill. Before using the two plastic pieces, Starcraft must be unpacked, and then Brood Wars will be released immediately. otherwise the miracle will be lost. The 1.3 GB of data localizing the two works will then be installed, and then Huncraft will add three new campaigns to Brood Wars. [Yes, I messed this part up a bit. I don't know of any better way to rephrase that, so I'll just write it as is] [This next part is almost a total paraphrasing by me, since the translation is botched completely due to me being unable to make out what the last words/letters of the line are due to the journal's midline blocking the view in the picture. Hell, I'm probably way off here.] Although Cerberus was betrayed, the Hungarian versions StarCraft and Brood War are as impressive as ever. Everything, including the menu buttons and unit names, was translated. Any voice acting that they could not contact the voice actors for was done by family members and friends. The voice acting is clean and strong. However, the quotes and unit names may slightly differ from their English counterparts. Some of this was done on purpose. For instance, one of the Firebat's- we called him the "Cremator" in our version- quotes is "You can't call 105" [That is the telephone number for the fire brigade in Hungary]. The Ghost's- we called him a "Spirit"- voice and quotes sound more Darth Vader-y. We didn't change anything for the Zerg. [End of Page 1] There is a second page to that article.
![[image loading]](https://i.imgur.com/lJzO0iq.jpg) But I am too busy to translate it at the moment. Maybe I'll get to it tomorrow or the day after.
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Can we please insert "Psi-Priest:" to SCR, Thank you!
OMG ))
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So, here is the translation of that journal page that I promised: + Show Spoiler + As a whole, it can be said that the team's cavalry of sound engineers has achieved good results. Let's see what's on the Huncraft front. Kerrigan's Zerg, at the end of the Brood Wars, defeated the UED forces. After that, only the mentally ill could believe that this is the end. When the war broke out, the Queen of Blades had called her mutants to war against the Protoss and Terrans licking their wounds. Then the story starts. The old heroes return, and even new ones appear as Admiral Tom Kazansky [Actually, Kazansky was featured in the Enslavers campaign] or Hudson Rheims. I won't reveal the story ahead of time, but I'll tell you that it fits into SC, has some humor, betrayal, treachery, heroic self-sacrifice, and a big pile of Raynor's blunders.There are four animations present, exactly one narrator, a moody intro, two text sequences, and great art complete with a tailored closure. The opening animation is of course not comparable to Blizzard's action-packed work, but for a few amateurs, it is undoubtedly a good job, and some details of the closing animation are very close to professional workshop quality [can confirm], so why pedal us to get to the end of the war as soon as possible. Otherwise, the game can be started in the same way as in the previous expansions - by clicking one of the three stylizing characters of its species - so the interface is old. Of course, in the zerg-protoss-terran series, the beauty has been worn down over the past few years, but I planned for 27 new missions. I was very pleased to see a lot of pre-arranged scenes on in the missions, which often change the destination or the way they are executed [What he means is that some scenes in the missions were done with triggers and can have a slightly different outcome. For instance, there is a battle scene where the player's base is attacked. The attackers can take a few different paths and thus end up destroying different buildings, but otherwise nothing changes]. By the way, most of the troubles are B&D (Build and Destroy)-style, that is, well-organized construction with fieldwork, but there are some exceptions to that rule, and roughly every third, fourth mission is a kind of "small team-big task". For example, [SPOILERS REDACTED]. I haven't told you yet, but there is a new soundtrack for each race, and we get three new units. The BW gave this double, but there was a pressing need to balance the power, and now only the Phantom, the Scantolisk, and the Psi Priest, were made it in. The Terran Heavy Bomber hunts mainly against air defense units, dealing heavy damage to crowds of ground units, so it's worth making. The Scantolisk is a new mutation of the Hydralisk, a mobile air defense tower, so it's also really nice. The Psi Priest, as the most prestigious ecclesiastical brother, has no problem fighting on the frontlines, but he can also hit moderately far away with an invisible psionic wave that creates a blue energy bomb on the target, but the poor guys are defenseless against air units. By the end, when I finally succeeded, I've had the greatest experience, the first few days were a failure, because it is definitely not like riding a bicycle. Of course, the Difficulty level is rough for the average user when SC is regularly crushed and maybe slaughtered on a daily basis in the net by the creator who wants a challenge, but what can I say...Also, the multiplayer needs to be played on Huncraft's standalone server [With the recent revelations about how Huncraft Interactive was in deep shit over finances, I have little faith that the server is still operational] , but the game automatically connects to it, so you don't have to search for it. In determining the cost, I put aside my soft heart, especially because it wasn't a million-dollar work in the end, only a few enthusiastic, sympathetic guys, and I don't want to be particularly spooked by Starcraft fans on the street, and just to say goodbye, maybe there were one or two sporadic grammatical errors. Due to limited resources, it would have been hard to do any better. For 3,000, we would have made something better. Also, we're not sure about our luck now, because without Blizzard's approval, it's just net distribution or non-profit CD-sending.
It's really sad how HunCraft Interactive began, how it rose to fame in Hungary, and then ended.
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So I have a friend who is playing HunCraft:Genocide. He also encountered a problem where he could not initially play the game because he neither had a BW disk nor a disk drive. However, he has managed to figure out how to install and play the game. Yes, his method used a virtual drive to achieve this. It also requires you to have the files that are found on the BW disk, but this is already a step towards progress. Hell, I'm pretty sure that just the Install.exe for BW would do.
http://www.mediafire.com/file/3aaekl8vbk36rvk/README_Huncraft_(1)_(1).txt
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I really want a video showing the added units in action. Just playing around with a ton of interaction would be cool.
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konadora
Singapore66145 Posts
holy crap i never heard about this! i remember playing others like insurrection and retribution, as well a lot of custom map campaigns... this looks insane! thanks for sharing
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btw from HunCraft's moddb page:
We are looking for: - English reviews about HunCraft (new units, campaign, ...) - recorded lan games between pro StarCraft 1 gamers with commentary - English videos about the new units (tech tree, armor, attack, cost, hp, ...) - old pictures, screenshots about HunCraft, old saves about huncraft.net site
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Belgium6766 Posts
Was interested by this so here's a translation using chatGPT:
September 3, 2007, 14:07, Cerberus (Zoltán Halmos)
Liderc05
When we were still young, when we didn't drive cars yet, when we managed things with dial-up internet, when we didn't really understand anything, and when we were still learning what and how.
Initial Attempts (1998)
From a small campaign to something bigger. The game's creation began around 1998 by the first member of the team, Cerberus. The project, named Genocide, was designed for StarCraft. Initially, it was planned to include Hungarian missions and texts in the project. At that time, it was just about having Hungarian-language missions and texts in the project. Cerberus' computer broke down once, and despite the preliminary ban, they formatted his hard drive at the service center, which had the then-current version. Of course, this was an extremely primitive mission series made with the campaign editor, including child voices as placeholders.
After Brood War was released, Cerberus restarted the whole project with the expanded campaign editor. Soon, his own little website was ready, where he advertised Genocide. He was looking for beta testers and promoted his StarCraft clan at the time, the once Hungarian Troopers. The plan was to make Genocide available for download from the internet.
BadTiger entered the picture around this time. He found Cerberus' site by searching for the keyword "StarCraft" on the internet. They got to know each other via ICQ, and BadTiger asked Cerberus to create a demo version that could be placed on the PC Guru CD, where he was the StarCraft section leader. A 2-level demo was created. Since there wasn't a suitable person for recording the necessary sounds, Cerberus invited BadTiger to Szeged to record these texts. The introduction went smoothly, and they managed to record all the missing sounds in one day, including those for the entire HunCraft. Compared to the final version, these were still modest quality sounds, mostly with young voices.
BadTiger showed Cerberus how to replace unit portraits and a few other details on modifying elements of StarCraft. From this point on, BadTiger became a team member. They decided that in the completed demo version, not only the missions but also the voices of the heroes would be in Hungarian. The approximately 20 MB demo was uploaded to BadTiger's school server, from where anyone could download it. A new website was also created and uploaded to a free hosting provider.
They asked the HC Gamers to put the Genocide link on their page. A few days later, visitors reported that the download was not working because the demo was deleted from the school server. This is when Robi from a company contacted them, offering to host their website, providing a free domain, and even giving some gigabytes of storage. This is when they changed the game's name to HunCraft, as it better expressed what this project was about. The www.huncraft.net website was created. This was later changed to www.huncraft.hu due to domain registration issues a few years later.
Two Years of Ordeal (End of 1998 - Mid-2000)
The most challenging elements: chasing after synchronized voices and a sound engineer. Our very first experience with recording voices was with Miskin. He was the former sound engineer of the Hip-Hop Boyz, and upon seeing our website, he reached out to help. He promised that in his studio in Budapest, we could record the voices with professional actors. Galla Miklós would have been among the actors, who he wanted to hire as Marine. A peculiar idea! Months passed, and we wanted to start recording the voices, but our friend Miskin was never reachable. Once, when we were in Budapest and wanted to meet him to discuss the voice recording, he said he was sleeping, but we should call him around 4. We did. We told him we were at Keleti Railway Station and asked him to come there. We called him an hour and a half later, asking where he was, and he said he would be there soon. We called him another half an hour later, and he informed us that he was at Nyugati Station and couldn't find us anywhere. Meanwhile, we missed the next train home because of this.
Around this time, Ooops joined the team, who created various images for the HunCraft website and also designed one of the earlier designs. Knowing that we couldn't count on Miskin anymore, we tried to find a new person. We asked our sysadmin at the time, Robin, if he knew a sound engineer who would do the sounds for us for free. It was around this time that the #huncraft IRC room was created, which was active for a few years.
One day, a guy named Comp joined the chat, claiming to be the new sound engineer. We waited for the holidays to pass, and he said we could start the sound recording next year, in 1999. We called him to start the recording after the holidays. Or we would have called. We tried about five times to reach him, but we could never get hold of him. We gave up.
By this time, we decided, based on our expanding knowledge, that the HunCraft would be an MPQ campaign. This meant that in the single-player part, you could start campaigns by clicking on the characters, just like in the original StarCraft. Over half a year, the team grew with several members. First, Norby applied as a writer, then Artax as a multiplayer map editor, later Tarathiel and Tassadar as text translators. Reaper also applied to the team around this time.
He volunteered; we didn't ask him. He said he would gladly make animations for HunCraft since he was an "animation supervisor" at a company and was very knowledgeable about the subject. We told him we currently didn't have a sound engineer and asked if he could get one. He said he had a home studio where we could record the sounds, and after that, he would do the post-production, effects, etc. When we first went to meet him in Pest, we couldn't find him as he had gone away. On the second attempt, after great efforts, we managed to meet for the date, and we went to record the sound.
It turned out that what he called a studio was actually a wardrobe and a microphone. There wasn't even an amplifier because it was broken. He said he could only create the animation if we got him a Marine doll so he could animate the 3D model from it. We weren't really planning to fulfill this request. We went to record sound at his place twice, and on the third occasion, when we were going for a week to record all the sounds, he went abroad, then came back home but went to the countryside afterward. By then, we knew he was just as unreliable as the first two sound engineers.
During one of the Reaper meetings, we met Egri2, who later joined the team as a multiplayer map editor. By this time, it was clear that someone needed to create the promised intro, and new units and buildings were needed for HunCraft. This is when Cly applied as a video animator, and Psychoo and Jax,
The Publisher and the HunCraft Team (February 2001 – October 2001) Shark01
Race for the Publishing License and the Beginnings of Professional Sounds When HunCraft was in its final stages, we began to consider whether it was legal to distribute HunCraft by mail for postage and printing costs. We wrote to Blizzard, describing what HunCraft truly was in a 45-page English letter. They responded, acknowledging the Battle.net server overload issue and stating they were working on it. Unfortunately, this copy-paste response didn't get us far. We then wrote to Ecobit Kft to inquire if they could help with legal matters related to StarCraft. They replied, saying it belonged to N-TEC Kft.
So, we wrote to N-TEC, detailing everything we had previously written to Blizzard. In their response, they expressed interest in the completed version and wanted a personal discussion, also requesting three CDs of the finished version. To facilitate this, one CD was to be sent to Blizzard and the other to the publisher. In our reply, we confirmed that this was possible and asked for a suitable time for the discussion. A week passed with no response. We decided to call them and set a time for the conversation.
We managed to reach them and scheduled the meeting for the following Friday at 11 am. On Tuesday of that week, BadTiger traveled to Szeged to perfect the version intended for presentation. However, during the week, a 20-kilogram weight fell on BadTiger's foot. Its effects became apparent on the evening of that day.
By 4 a.m., we had completed the 100% functional version, and after a two-hour sleep, exhausted, we headed to the train station, traveling to Budapest. The company's office was in Kőbánya, near Szent László tér. When the train arrived at Kőbánya-Kispest station (at 9:15), after a 2-hour journey and several inquiries with police and information desks, we reached the office. However, it was only 11:15, and we had 45 minutes until the agreed-upon time. Thinking we had plenty of time, we decided to find a McDonald's for lunch.
We spotted a sign indicating it was straight ahead 800 meters. We walked until we saw another sign pointing back to the fast-food place. We started walking back, thinking we must have passed it. But there was no McDonald's anywhere. This was not the era of GPS yet. By this time, we were very hungry and tired, so we bought some food from a street vendor. We consumed the sandwiches sitting in front of an elementary school, and precisely at 12 o'clock, we headed to the office.
"Good day, we're looking for Tünde." "I am she." "We are the HunCraft team..." After a minute of silence: (they had no clue who we were) "...Hungarian StarCraft!" "Jaaaaaaaaaaa, the HunCraft team! I'll inform Sanyi, please have a seat." Once Sanyi arrived (we later found out we spoke to him on the phone), he asked us to follow him and led us to a computer room where we installed StarCraft, Brood War, and finally, HunCraft. After demonstrating the entire game from A to Z, Sanyi mentioned that they would re-release the StarCraft Battle Chest, and they wanted to include a bonus CD with the original games' Hungarian patches. They wanted to fit all 5 hours of audio material and 10 synchronized videos on one floppy disk. We clarified that it would require precisely 400 floppies, but we agreed to release it on CD instead. Sanyi asked us to do it, and we agreed. After a 3-hour negotiation, based on Sanyi's instructions, we headed to Nyugati (Western Railway Station). Another hour of travel followed, and 10 minutes before the train departed, we arrived at the station. Thanks to the first-class compartment being packed, people standing in the aisle, and two 20-minute delays at two stations, the return journey was extremely comfortable.
Once back in Szeged, we started thinking about how to find the right person for distorting the sounds. That's when we remembered our third sound engineer, Reaper, who was quite skilled in sound distortion but didn't like working for free. Later that evening, we managed to contact Reaper online and discuss sound distortion-related matters. Regarding the sounds, he mentioned that distortion in a studio would cost around 500,000 HUF, but he would do it for 200,000 HUF. We were amazed when we heard this.
Sándor had earlier requested that once we talked to everyone, we should call him. We told him about Reaper asking for 200,000 HUF for sound distortion, and upon hearing this, he started banging his head against the wall vigorously. Then he asked about the progress of the Hungarian localization and requested us to write a letter describing the sounds in StarCraft, so he could send it to sound studios. He gave us 1-2 days to write the letter, but we only got around to it on Saturday.
He also asked us to send him at least a 3-minute excerpt from the video(s). At that point, we mentioned that it would be good if the things mentioned in the StarCraft manuals matched those in the Hungarian localization. He then said the Battle Chest's manual would be the same as the 1998 version. However, he realized it had already gone to print, and it might not be possible to stop it, but he would check. This process didn't go smoothly either, as the administrative lady fell ill, and it took a week to reach her. She said modifying the manual was no longer possible as it had already been produced.
After finishing the massive project, HunCraft, several enthusiastic amateurs, called by us, arrived to help from Budapest and Kecskemét. For eight days, almost every day from ten in the morning until two at night, we worked on the sounds until we were done.
Upon the agreed-upon time, we completed the Hungarian translation and its testing. We scheduled a meeting with N-TEC on a Friday to hand over the master CD. Endre tried the game, found everything in order, but payment issues arose. We couldn't resolve them satisfactorily, and there were also complications with the Battle Chest edition. As a result, we parted ways with N-TEC, keeping the recorded materials for ourselves.
We wrote our story to two other Hungarian game publishing companies, expressing our willingness to work with them. Automex Kft. responded, expressing interest in the translation CD and inquired about the conditions for game translation. We sent them our terms along with the promised CD and the HunCraft beta version. Unfortunately, things did not go smoothly here either, as our small package got mixed up in the mail but was eventually received. Meanwhile, negotiations with GameStar regarding HunCraft began because they were also interested. They mentioned talking to Blizzard at E3 and the possibility of getting approval for the release. The maximum royalty fee they expected to pay was around $700.
Since HunCraft was still not completed at that time, we decided it was time to finish it for real. On a Thursday, BadTiger traveled to Cerberus to put an end to this madness. Mat had already finished the closing animation by then, and the next day, three of us traveled to Kecskemét to create the soundtracks for the videos at Bogi's place. Bogi mentioned that if we had all the sounds for the video, we could finish everything in an hour. However, she wouldn't work for free, and we had to pay from our pockets. Mat promised that if we didn't finish within an hour, he would cover the additional hourly rates.
Upon arrival, we spent 3 hours converting the intro on the secretary's computer to uncompressed AVI because the animation encoded with DivX was not compatible with pro systems. During this time, Bogi worked on the epilogues on her computer. Once this was done, we started transferring the 4.5 gigabytes of animation over the network, which again took an hour... or would have taken if we hadn't realized that we needed to remove the hard drive from the computer and transfer it to another one. We started the video synchronization, but due to the huge size of the animation, it ran at about 1 frame per second. We had to start the conversion again, which took another half hour. When it was done, Mat arrived with his computer and the uncompressed chaos animation. We were very happy because now it could be recompressed.
While this was happening, we started creating the sound for the intro. Our task was made difficult by the fact that the effects and raw sounds were in different libraries. Instead of the predicted 1 hour by Bogi, it took us 4 hours to synchronize the intro. We didn't touch the closing animation that day. We traveled back home and started converting the sound to the video, revealing a multitude of errors in the soundtrack. We thought it didn't matter since we had to go to Bogi's again, and we would fix it then.
And so it happened. A week later, we traveled again, and Mat went to Kecskemét. We quickly corrected minor errors in the intro and started synchronizing the chaos animation. It took a brief 8 hours to complete the sound for the 6.5-minute animation. When we returned home, we started converting the AVIs to SMK, which Starcraft uses. Unfortunately, since the animators didn't create the video in the same size as the original, the game stuttered terribly, and the size was about 1/3 of the original. After 2 weeks of suffering, we managed to compress it to a size that didn't sacrifice speed or quality.
By this time, the entire HunCraft was ready, but during testing, we discovered that our Russian friend Snoopy's AI (artificial intelligence for computer players) was faulty, so that needed reworking as well. We came up with the idea of merging the translation with HunCraft, allowing a complete trilogy to be played in Hungarian. When everything was done, we informed both Automex and GameStar that the master CD was ready for release.
We called Automex, and since they couldn't connect us to their representative Attila, we left a message. He called back half an hour later and explained that they hadn't received the rights from Blizzard yet, so we should write to them. After reading our letter to Blizzard, Attila agreed to forward it. We sent it and waited for feedback. Attila mentioned that they had also written a letter to Blizzard. We agreed that Attila would contact Cedric Marecal, the person responsible at Blizzard.
When they called Blizzard's California office, the secretary informed them that Marecal was spending a 3-week vacation somewhere on the Florida coast. They were advised to call in August. Attila did call, miraculously managing to reach him. Marecal claimed not to have received any of our letters, although we had sent him about 10. He promised to look into the situation with HunCraft and also find our lost emails.
Tired of waiting, we called GameStar - our last hope - to do something. The boss said he had a meeting in the afternoon but promised to call the next day. Regarding the Marecal issue, he mentioned that they relied more on their own Blizzard contacts.
Has the curse been broken?
For several weeks, we heard nothing from our helpers until one sunny Friday afternoon when BadTiger, on a crowded bus, received a call from Attila. He informed us that they had managed to speak with someone at Blizzard. We needed to send a sample copy of HunCraft to Blizzard (which they probably didn't understand much). Overcoming some reluctance, BadTiger agreed.
Over a weekend, we put together the CD, traveled to Budapest (for approximately the 894th time since the start of HunCraft), and after a half-day odyssey and negotiations, handed over the CDs. The package was sent to Blizzard.
Three months had passed since then... We thought Automex didn't take our case seriously because we couldn't reach them and received no response. Meanwhile, a lynching atmosphere developed on our forums and in our email traffic because we still hadn't released HunCraft. Some accused us, while others were understanding, and some just wanted to play. We decided that come what may, we would release the game.
We called Automex, and finally, they provided a clear and understandable answer: Vivendi Universal, Blizzard's publisher, wouldn't deal with it because the Hungarian market was too small, and they wouldn't allow the release as an attachment to the original game. However, they gave the green light for the release of HunCraft and the Translation if it was distributed freely on the internet.
Finally, the path to release opened. On February 15, 2002, HunCraft was uploaded to the server. After three years of torment, the grand work was released. The translation, after solving other problems, could be downloaded from us starting July 23, 2002.
"It's done, the grand work is finished. The computer is running, the creator is resting."
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