half-way down someone has summarized. It could be that they'll support this too, although it might be hard for them to set it as an exemption from the warden thing.
Dustin Bowder just said "we support IT" in the video. "IT" doesn't necessarily mean the mod or hack. I take it as Dustin Bowder is saying they support the idea of adding a feature for stronger colors in the SC2 client but not that they support a mod. Blizzard cannot endorse mods, even if the mods are not harmful to Blizzard or the SC2 community. I guarantee you that if one of the big tournaments like IPL or MLG ran this color mod, they would hear from Blizzard.
While Blizzard cannot endorse any mods, Blizzard can turn a blind eye to certain mods. IMO, the color mod and this resume game mod may qualify as mods that Blizzard can turn a blind eye to because it does no harm to Blizzard and the SC2 community endorses it. However, Blizzard would only turn a blind eye to these mods for individual use or small tourney use - Blizzard would most certainly disallow it at large tournaments.
There's no way Blizzard will turn a blind eye to it. It's an outright hack that modifies working memory. The published code is basically a guide on how to make other SC2 hacks. Even if they don't outright ban people who use it they're going to move memory addresses around and break the method by which it works.
half-way down someone has summarized. It could be that they'll support this too, although it might be hard for them to set it as an exemption from the warden thing.
Dustin Bowder just said "we support IT" in the video. "IT" doesn't necessarily mean the mod or hack. I take it as Dustin Bowder is saying they support the idea of adding a feature for stronger colors in the SC2 client but not that they support a mod. Blizzard cannot endorse mods, even if the mods are not harmful to Blizzard or the SC2 community. I guarantee you that if one of the big tournaments like IPL or MLG ran this color mod, they would hear from Blizzard.
While Blizzard cannot endorse any mods, Blizzard can turn a blind eye to certain mods. IMO, the color mod and this resume game mod may qualify as mods that Blizzard can turn a blind eye to because it does no harm to Blizzard and the SC2 community endorses it. However, Blizzard would only turn a blind eye to these mods for individual use or small tourney use - Blizzard would most certainly disallow it at large tournaments.
There's no way Blizzard will turn a blind eye to it. It's an outright hack that modifies working memory. The published code is basically a guide on how to make other SC2 hacks. Even if they don't outright ban people who use it they're going to move memory addresses around and break the method by which it works.
But then shouldn't they ban orb and shut down the esv korean weekly for using the stronger color mod on stream immediately? Then update the game to break the mod? Why haven't they done that yet?
On April 15 2012 16:57 Xapti wrote: I don't know if you've already done this (I think replay viewers have this info?), but you should probably indicate the order the players joined the lobby/map (player numbers) in the GUI so that when it's remade they can get it right without much hassle.
That would be a lot more work and will not be easy. UI alterations is an entirely new can of worms that one might not want to open, and it definitely would go way beyond the scope of this proof of concept. So far this program does not replace functions of the game. It simply calls some more of its subroutines to achieve piggybacking replay instructions when opening a custom game. This would, however, be the most sensible way Blizzard could/would incorporate this into the client, as I mentioned earlier.
I think you misunderstood what I said. I'm just talking about the program itself saying which order the players joined the game, not to actually display that information in the SC2 client itself. Not only that, but I'd say that displaying it in-game wouldn't be nearly as hard as you'd think, not that it needs to be done.
Oh another thing that could be added to this program that would be convenient would be indicating the times any player left the game. Considering that this is usually just the length of the replay (1v1 games) that doesn't make it too useful, but it DOES make it useful for games with multiple players, like 2v2 games.
On April 16 2012 22:18 scsnow wrote: Viewing the replay is already in SC2, they just have to add mutiplayer support for it and a "play from here" button.
Wow Mr small post... you actually gave a really good idea. Not only does this program load replays as games, but it can be used to watch replays with other players, a feature many people have also wanted.
The "play from here" button is also a really good idea that could maybe be implemented in this program, but it certainly a bit of an additional challenge compared to what's already been done.
On April 15 2012 23:50 skeldark wrote: I get it. Btw Sc2 lan servers already exist.
Whoa. Apparently I'm late to the party. Where does this exist?
------ if I'm not allowed to post this, someone please PM me or something and I'll edit it out, not sure on etiquette there User was warned for this post
Why is the site not allowed to be posted? It wasn't that long ago when there was an iCCup link on the sidebar of TL.
You are amazing dude The potential of that thing is limitless! For training or simply for entertainment value I really hope blizzard takes up on your idea and makes it an official mode Thank you for showing the way!
I forgot some files in the source code .zip. I updated the link, it should compile now.
On April 18 2012 05:57 Attribute wrote: TheSuperCow, would you consider putting this project on a website such as Github, Google Code, or Sourceforge? Or if you don't want to do that yourself, would you mind formally giving your work a permissive license so someone else can? I'm sure there are a number of coders on TL that appreciate you have released your source code and would like to help if they can.
I do not care what people do with the source code, but for formalities sake (and legally, stupid as it is), let's say it's released under the MIT license. Note that it uses udis86 (http://udis86.sourceforge.net/) whose website claims BSD license, but there is no LICENSE file included with the source code. I don't know which version, and I don't know what this means, since I do not care to research it (but I do believe the BSD licenses are quite permissive). I will happily develop my own x86 disassembly library if it comes to that.
I will not put it up on a website at this time, I'm sorry. If anyone wishes to do that, be my guest. They can even claim it as theirs, I care not.
On April 18 2012 07:57 theBullFrog wrote: You know what i'd really love ? if you were to stream and explain how this work as a tutorial or just for us peopel who want to learn
My apologies, but I will be unable to do this. If anyone else wants to, go ahead.
On April 15 2012 16:57 Xapti wrote: I don't know if you've already done this (I think replay viewers have this info?), but you should probably indicate the order the players joined the lobby/map (player numbers) in the GUI so that when it's remade they can get it right without much hassle.
That would be a lot more work and will not be easy. UI alterations is an entirely new can of worms that one might not want to open, and it definitely would go way beyond the scope of this proof of concept. So far this program does not replace functions of the game. It simply calls some more of its subroutines to achieve piggybacking replay instructions when opening a custom game. This would, however, be the most sensible way Blizzard could/would incorporate this into the client, as I mentioned earlier.
I think you misunderstood what I said. I'm just talking about the program itself saying which order the players joined the game, not to actually display that information in the SC2 client itself. Not only that, but I'd say that displaying it in-game wouldn't be nearly as hard as you'd think, not that it needs to be done.
Oh another thing that could be added to this program that would be convenient would be indicating the times any player left the game. Considering that this is usually just the length of the replay (1v1 games) that doesn't make it too useful, but it DOES make it useful for games with multiple players, like 2v2 games.
On April 16 2012 22:18 scsnow wrote: Viewing the replay is already in SC2, they just have to add mutiplayer support for it and a "play from here" button.
Wow Mr small post... you actually gave a really good idea. Not only does this program load replays as games, but it can be used to watch replays with other players, a feature many people have also wanted.
The "play from here" button is also a really good idea that could maybe be implemented in this program, but it certainly a bit of an additional challenge compared to what's already been done.
On April 15 2012 23:50 skeldark wrote: I get it. Btw Sc2 lan servers already exist.
Whoa. Apparently I'm late to the party. Where does this exist?
------ if I'm not allowed to post this, someone please PM me or something and I'll edit it out, not sure on etiquette there User was warned for this post
Why is the site not allowed to be posted? It wasn't that long ago when there was an iCCup link on the sidebar of TL.
Very good point.
The order players joined is no longer significant. The visual slot on screen which a player occupies is.
True, UI alterations would probably not be much work, and I don't know if it is so much different from what the program already does.
The program could indeed display the times when players left and when the replay ends, as you would typically try to resume from a disconnect a second or two before the player disconnected, but I do not intend to add it at this time. Maybe if the program sees widespread use.
Real shared replay viewing would be a fun feature to add. Maybe I'll take a look at that...
Best of luck to you mate I hope it develops in to something special. I'm a little nervous to use it at the minute incase Blizz pull out the banhammer but will keep a close eye on it. Cheers
On April 18 2012 05:57 Attribute wrote: TheSuperCow, would you consider putting this project on a website such as Github, Google Code, or Sourceforge? Or if you don't want to do that yourself, would you mind formally giving your work a permissive license so someone else can? I'm sure there are a number of coders on TL that appreciate you have released your source code and would like to help if they can.
I do not care what people do with the source code, but for formalities sake (and legally, stupid as it is), let's say it's released under the MIT license. Note that it uses udis86 (http://udis86.sourceforge.net/) whose website claims BSD license, but there is no LICENSE file included with the source code. I don't know which version, and I don't know what this means, since I do not care to research it (but I do believe the BSD licenses are quite permissive). I will happily develop my own x86 disassembly library if it comes to that.
I will not put it up on a website at this time, I'm sorry. If anyone wishes to do that, be my guest. They can even claim it as theirs, I care not.
Thank you TheSuperCow for formally releasing your code under the MIT license.
I have placed the code at https://sourceforge.net/p/sc2replayresume/ for anyone who wishes to take part. I will update the SourceForge page whenever TheSuperCow releases future versions of the program. I won't be able to make any contributions myself for at least the next two weeks, but I hope to do so after that.
I know that this pogram isn't cheats but seriously that's how hard it is for someone to make a hack for a game? LOL no wonder developers don't waste time trying to stop haxors. Shows you how good anti cheat is too. What a joke.
Quite suprisingly this thread only has 35 pages for it's impact. Got a lot of mention as well yesterday in State of the Game by all guests including Adam from MLG.
Blizzard must be lurking around here as well,... somewhere...
Awesome work bringing this to light in such a matter.
On April 19 2012 00:53 ngri wrote: Got a lot of mention as well yesterday in State of the Game by all guests including Adam from MLG.
The State of the Game and Adam from the MLG started talking about TheSuperCow's program at 31:27 mark of this video:
(they also talk about it at the 1:49:00 mark of the video but only very briefly)
Adam mentions that MLG is looking into TheSuperCow's program and that MLG may talk to Blizzard about this.
I would be very surprised if Blizzard gave MLG permission to use this. However, if MLG, IPL, GOM, and Dreamhack all requested that Blizzard allow them to use this program, Blizzard may just go ahead and add some type of resume game feature (not necessarily resuming off a replay like this program) to placate the big tournaments.
On April 18 2012 05:57 Attribute wrote: TheSuperCow, would you consider putting this project on a website such as Github, Google Code, or Sourceforge? Or if you don't want to do that yourself, would you mind formally giving your work a permissive license so someone else can? I'm sure there are a number of coders on TL that appreciate you have released your source code and would like to help if they can.
I do not care what people do with the source code, but for formalities sake (and legally, stupid as it is), let's say it's released under the MIT license. Note that it uses udis86 (http://udis86.sourceforge.net/) whose website claims BSD license, but there is no LICENSE file included with the source code. I don't know which version, and I don't know what this means, since I do not care to research it (but I do believe the BSD licenses are quite permissive). I will happily develop my own x86 disassembly library if it comes to that.
I will not put it up on a website at this time, I'm sorry. If anyone wishes to do that, be my guest. They can even claim it as theirs, I care not.
Awesome. For those who don't know, MIT and BSD licenses are esentially 'do whatever you want with code, just don't sue me if something goes wrong'
On April 18 2012 17:20 TheSuperCow wrote: Real shared replay viewing would be a fun feature to add. Maybe I'll take a look at that...
Would be amazing. If you could somehow make it so they are one in the same and you seemlessly go from watching a shared replay to taking control...
On April 18 2012 17:20 TheSuperCow wrote: Real shared replay viewing would be a fun feature to add. Maybe I'll take a look at that...
I don't know the exact workings of the tool, but I guess one could set up a custom game with 2 AI players and me & friends as observers, then play the replay at 1x speed. That way, the AI players are 'playing' and me & friends can do the observing...
If Blizzard ever introduced shared replay viewing, I think they would use the party system of BNET for it, because I think that would be a lot easier with a lot of the synchronization stuff alread available for party play.
The implementation sounds very different. This once executes the actions from the replay in a normal game. The one you linked, creates a multiplayer savegame while watching the replay, and then allows you to use that savegame as the starting point of a game.
On April 18 2012 17:20 TheSuperCow wrote: Real shared replay viewing would be a fun feature to add. Maybe I'll take a look at that...
I don't know the exact workings of the tool, but I guess one could set up a custom game with 2 AI players and me & friends as observers, then play the replay at 1x speed. That way, the AI players are 'playing' and me & friends can do the observing...
This would not work right now. I will need to disable the AI for that to work, since otherwise the AI interferes with the actions from the replay, and things will just look very strange.
Yeah, I didn't say it would be working immediately But to me it seemed the easiest solution without requiring funky stuff with the observer controls and players' vision/camera/etc.
On April 18 2012 02:28 coolcor wrote: want to note that the first question in this interview was about any alternate solution to tournament disconnects and browder's answer was that some of these solutions are big engineering tasks and some of them may be impossible for them to do.
I guess by some of them he meant the ones that aren't this one because it doesn't seem like a big engineering task or impossible. But then why even think or talk about the impossible solutions at all and instead talk about the reasons they haven't done this solution?
Dustin Bowder may be referring to a reconnect feature. I think a reconnect feature is a bit more complicated than other solutions.
On April 18 2012 02:28 coolcor wrote: want to note that the first question in this interview was about any alternate solution to tournament disconnects and browder's answer was that some of these solutions are big engineering tasks and some of them may be impossible for them to do.
I guess by some of them he meant the ones that aren't this one because it doesn't seem like a big engineering task or impossible. But then why even think or talk about the impossible solutions at all and instead talk about the reasons they haven't done this solution?
Dustin Bowder may be referring to a reconnect feature. I think a reconnect feature is a bit more complicated than other solutions.
Reconnect is already in the game actually. I've been completely disconnected from the Internet, had my connection restored, and was able to get back into the game without getting dropped. This doesn't work in the case of crashes, but for network outages, it's in the game. The timer just isn't very long.