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    posted a message on Need MAJOR help with SCII (can't even play right now!)

    You should post more about your system. What OS are you using? How your internet connection is configured? Try inspect it with wireshark or similar tool.

    Posted in: General Chat
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    posted a message on Thoughts about editors - project Gemini birth

    Hi!
    You should really check this out :) try saving map from hacked editor and see, where and what it writes before packing :P
    working alpha build of Gemini: gemini_build0.1.7z
    and of course source full source code on github

    there will be a bunch of messageboxes with CreateFileW in the title during startup. Just click ok until editor opens.

    Tell me if you're antivirus tell you something bad about this exe, and if, treat it as false positive. My program uses some hacks like dll injection and Import Address Table (IAT) pathing. This is dangerous stuff for helpless application :P but i have good intentions doing that. If you don't trust me, check source and maybe even compile it for your own :) full code::blocks project and lualib included.

    Don't forget to check humans.txt on repo :)

    Posted in: Third Party Tools
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    posted a message on I got a new computer and terrain view wont work.

    Didn't know why it appears. You should wait for 1.4 path and check if it works. If did not, report it somewhere to blizzard as bug.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Thoughts about editors - project Gemini birth

    Good work :) thanks mate. I'm sure it will be very useful :) I'm planning to rewrite it completely, but i need some critical addresses anyway. I think it crashes, because phyngal overwrites memory, not just injecting some code. I have better idea how to do that. I want to add some jumps here and there, after that jump i will execute the patched instruction, do what i am jumping for and just return from hack. The same as i done with dll injection, but here i just path EIP register so i actually did not overwritten any other memory ;) this is good approach when i need something to be done immediately. Of course anything will be called from lua :)

    btw:
    there will be a big editor path in 1.4, i just hope opcode signatures wont change x)

    Posted in: Third Party Tools
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    posted a message on Thoughts about editors - project Gemini birth

    Check out my sc2Gemini project on github. It is in very early stage of development, but I'm working on it ;) Next step is link it with lua or node.js, but i probably put on lua, because it doesn't need external exe. I will release working build as soon as it will do something useful :P

    Posted in: Third Party Tools
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    posted a message on I can't export files from the editor

    I has the same issue several days ago (when i exported cliff models). The way to do it is to save it as .mdx, .mdl, .blp or something (from sc3 extensions)... it automagically works when you just rename the file in filesystem :P

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [POC] A*-Fruit (A-StarFruit) Pathfinding Algorithm

    Actually, i never have to write pathfinding for myself (as i never created full game with AI), but i read a bit about it and i i know wikipedia should tell you more about it. See "example" section. In your code you actually created a node for each terrain "cell" and link neighboring cells together.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Has a m3 exporter been made for Blender?

    For now, it isn't very hard to write something like that (because we have working open-source projects here), but free software have one big problem (don't get me wrong, I really really like it). People who made it, don't have much time and don't have money from their work... so, if I could, I'd do it, but it is hardly possible (high school exam this year, work... erf). If you want it done and know (even a little) how to do it, you can fork this project on github, do some work in your free time, share it with others. Use the power of community, and remember, never claim you do this all, because it is nothing but stealing ;)

    Posted in: Third Party Tools
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    posted a message on Thoughts about editors - project Gemini birth

    @midiway: Go
    I know that, i want to do the same what grimoire does in WE. I will export all data from map's mpq after save, run some other process on it (something like jassHelper, but for galaxy, i.e. galaxy++ parser). Another thing will be detecting, when user opens trigger editor (to inject TESH-like editor), add some windows menus etc. I wont really modify memory, only a few instructions ;) I have no time at the moment, but after hours i'm working on simple dll injector (and it actually almost works :P).

    @SouLCarveRR: Go
    Thanks for suggestions, but i wont create "jassHelper" or "TESH", but "Grimoire" :P Maybe later ;) Anyway, this is how it will work.

    Posted in: Third Party Tools
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    posted a message on [POC] A*-Fruit (A-StarFruit) Pathfinding Algorithm

    SC2 probably uses A* too :P but i don't know. How about custom nodes? A* can find a way not only on grid ;) I found it useful on hex-based games ;) There are often small arenas in maps like that.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Thoughts about editors - project Gemini birth

    doing small progress. Here is my current VerAddr table. If anybody can help me find missing adresses, it will be great ;) Small howto: google for older SC2Editor.exe, check for adresses in adress.asm from phyngal, find maching instructions in new version, get current address (and maybe signature for later scanning).

    I will update it every time i find something.

    @edit:
    nevermind, midiway get a good job done here, pray to him :P

    Posted in: Third Party Tools
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    posted a message on Help understanding Sc2 .m3 file

    Anyone already doing research about .m3a? It will be really good, to document it and try to write even a stub for reading/writing these files.

    Posted in: Artist Tavern
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    posted a message on Unit Enters Region question ...

    First: use multiple events for same trigger
    Second: Combine multiple region shapes into one big region, which triggers event (if regions have no other separated actions).
    TIP: use hotkeys for region editing. It is a LOT faster and convenient.

    • space - toggle addition/edition mode
    • ctrl + lmb - move closest (to mouse) selected region's (or shape's when playing with group) border/corner
    • alt + lmb - move selected regions to mouse
    • shift + lmb - multiple selections
    • numpad 0 - merge selected regions (check numlock)
    • ctrl + numpad 0 - split selected merged regions
    Posted in: Triggers
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    posted a message on Thoughts about editors - project Gemini birth

    I used flat assembler. I'm aiming to compile it as *.o and just link into some C++ source for clarity (i prefer GCC/MinGW). For now I'm learning assembler and I'm doing pretty well :) Old SC2Editor.exe will be great ;)

    edit:
    I left the theory part behind me, so it is time for practice now :P

    Posted in: Third Party Tools
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    posted a message on Help understanding Sc2 .m3 file

    @SoodaTH: Go

    Thank you very much for git repo :D just watch on pull requests ;)

    Posted in: Artist Tavern
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