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    posted a message on Looking for decryption key for Starcraft II installation (Diginal Purchase)
    Quote from Ladik001: Go

    @tigerija: Go

    Yes, for each language version of SC2.

    @vjeux: Go

    Hmm, interesting. The decryption key is shuffled version of the authentication code, but yes, these basically correspond to decryption keys. Thanks!

    Edit: Could someone having enUS version of the downloaded installer check if the MPQE can be open with the latest build of MPQ Editor (3.1.0.484) ?

    I can't find 484, but I found 473...Is that perhaps a typo on your part? Anyways, will try with 473 and see if it works.

    EDIT: Doesn't work. Tried to open the enUS version of "Installer Tome 2.MPQE" or something like that (the file is around 40mb). The first Installer Tome was 7 or so gb and took too long to open, so I cancelled it. It took to long to cancel so I killed the MPQ editor process with task manager.

    I'm guessing you really were talking about a new version, but I can't find it...

    Posted in: Third Party Tools
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    posted a message on Ladik's MPQ Editor
    Quote from Ladik001: Go

    Yeah, you got the reason right. Whenever you see this error message while adding something into MPQ, means that there is no space in the hash table. MPQ Editor includes a feature called "Change hash table size", which should do the same thing, just faster.

    Another problem of this kind might be an attempt to add too many files into a default SC2 map, which have hash table size set to 0x40 (IIRC).

    Ah, didn't notice the "Change hash table size" feature before. >_< Thanks for pointing it though, that should definitely speed things up.

    And yeah, maps have a really small hash table. Mods have a slightly larger one, I think, but it looks like we can change it and the files are still read accordingly. I really think it's Blizzard setting size limits to avoid getting large mod and map files published on BNET. (Or to avoid having maps that take too long to load)

    Posted in: Third Party Tools
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    posted a message on Campaign dependency bug not a bug, but maybe a feature?

    Hey, everyone. After playing around with the dependencies and mods a bit, I found something. I think I figured out the strange "campaign dependency bug" and why it happens.

    So here we go! Usually, when you try to use singleplayer art & sounds, if you use only the melee dependency, it won't load any of the campaign art & sound. By putting the 2 multiplayer dependencies at the top, and leaving the campaign one at the bottom, it will allow for Multiplayer mods and maps to use campaign art & sound, but with the Multiplayer balance and unit stats. I don't think this is a bug, but rather a feature on Blizzard's part to allow MP-based maps to use campaign assets.

    Here's a quick test map I made to prove this. The campaign dependency is at the bottom, so none of the campaign unit, model, actor, effect, weapon, etc. data is loaded within the data editor. However, I modified 2 units; The Archon uses its Dark texture that is only seen in the 2nd Zeratul mission, and the Banshee uses the Mercenary Banshee model (portrait and death model, too). These models are inside the WoL Campaign MPQ, but not the Melee one, yet the map reads them: Link Removed: http://www.mediafire.com/?nupjk2ciynd956v

    I guess the bug that most people refer to as a bug is due to the campaign dependency being loaded on top of the melee dependency when you add it after having created a map with the melee dependency, even though that shouldn't happen since in the list it appears last. There's also I'm guessing the fact that it loads the unit data from SP, but the MP one overrides the SP modified values (Like the Siege Tank Siege Mode weapon doing the normal 50 damage from MP instead of 60 from SP). I agree that it's a shame that it doesn't remain that way when you reload the map (Maybe if you could set this to work within the editor, as an option? Like, MP dependency data overrides the SP modified ones, or vice-versa. Blizzard, take note!), you can either have the SP data or the MP data, but not both with one overriding the other. I'd rather say that THIS is a bug (the temporary override that happens when adding a dependency), after playing around with the editor dependencies and mod files. But, maybe this bug can be turned into a feature?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Possible fix for Campaign dependency bug

    This dependency bug actually proved to be quite useful. =) Usually, when you try to use singleplayer art & sounds, if you use only the melee dependency, it won't load any of the campaign art & sound. By putting the 2 multiplayer dependencies at the top, and leaving the campaign one at the bottom, it will allow for Multiplayer mods and maps to use campaign art & sound, but with the Multiplayer balance and unit stats. I don't think this is a bug, but rather a feature on Blizzard's part to allow MP-based maps to use campaign assets.

    I made a mod that is basically the campaign stuff, but for MP. Now I can simply remove the campaign modified values to certain units in the mod, and have an MP version of the game with all the new campaign data in it, and can easily just make a quick mod from that (like making the Scout buildable, for example).

    Here's a quick test map I made to prove this. The Archon uses its Dark texture that is only seen in the 2nd Zeratul mission, and the Banshee uses the Mercenary Banshee model (portrait and death model, too). These models are inside the WoL Campaign MPQ, not the MP one, yet the map reads them: Link Removed: http://www.mediafire.com/?nupjk2ciynd956v

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Zeratul Morph to Custom Phoenix

    Tell us more.

    Do you have art set for Pheonix2? You need actors, effects, etc. Simply showing us this is not enough.

    Posted in: Miscellaneous Development
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    posted a message on Mod and Map files have a hard-coded limit of how much data they can hold?

    I've tried editing a SC2mod file with several MPQ editors, but I can only add 8 files to it... Is this Blizzard hard-coding the SC2 map and mod files to prevent them from going over a certain filesize?

    EDIT: Yup, I can confirm this. There is however a way to circumvent this! Just create a new MPQ with a larger hash file, and import the files that were inside your original map or mod.

    Posted in: Miscellaneous Development
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    posted a message on Ladik's MPQ Editor

    I made a mod file with 7 files in it (default mod, didn't change anything, just created it in the editor and saved it). When I open it with the MPQ editor, I want to copy all the campaign SC2 data (53 XML files) to make it into a mod. I make a new folder (Base.SC2Data), and inside that, another new folder (GameData), like in the Liberty.SC2campaign file, so I can add the WoL campaign stuff into this mod manually, without the editor. Problem is, I can only add 8 files inside the SC2 mod. It keeps telling me that "there is not enough space on the disk", yet my hard disk has plenty of free disk space (about 1tb out of 1.5tb).

    Is this a bug or a feature? If it's a feature, how can I disable it?

    EDIT: Nevermind, it's the hash file. I managed to create a new MPQ, rename its filetype to SC2mod, and the editor can read that as it would read a normal mod. Now I just need to test it with the actual campaign files instead of a quick mod I did.

    Posted in: Third Party Tools
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    posted a message on [Data] Creating New Units - Easy!!

    I like your enthusiasm, Neocross!

    Nice tutorial, though, very helpful!

    Posted in: Tutorials
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    posted a message on Open two maps at once?

    For copying custom data from the data editor, there is a workaround I found out: http://forums.sc2mapster.com/development/tutorials/6184-xml-data-modding-and-porting-mod-campaign-data-without/

    Posted in: Third Party Tools
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    posted a message on [XML, Data] Modding and porting Mod/Campaign data without the SC2 Editor and avoiding dependencies

    Post reserved; Answers to questions and additional help will be provided here.

    Posted in: Tutorials
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    posted a message on [XML, Data] Modding and porting Mod/Campaign data without the SC2 Editor and avoiding dependencies

    Hi, everyone. Ever wanted to get that campaign unit into your map without making your map dependent on any of the 2 campaign dependencies? Or, perhaps you have a mod and want to port the mod into a map or another mod (in this case a part of it). Say, you want to add the Diamondback into the game, but don't want to have to open a map with the campaign dependency, copy a part of the diamondback, open your map, paste it there, switch again, until the entire unit is in your map. Well, this tutorial is for you, then.

    I'm not going to copy a unit from the campaign, but I will go over the basics of what you need to do to accomplish this. Here are the tools you'll need:

    • Ladik's MPQ Editor (Be sure to download the 64-bit version if you have a 64-bit OS)
    • A text editor (Notepad will do)
    • StarCraft 2 and the SC2 Editor

    So, let's get this started. Open up Ladik's MPQ Editor.

    1. Go to File > Open
    2. At the bottom, at the "files of type" dropdown menu, select "All Files *.*"
    3. Navigate to the StarCraft 2 installation folder (usually C:\Program Files (x86)\StarCraft II or C:\Program Files\StarCraft II)
    4. Find Campaigns\Liberty.SC2Campaign\Base.SC2Data inside the StarCraft II installation folder and open it.
    5. Extract the "GameData" folder somewhere you can find it (E.G. Local Disk, Desktop, My Documents). This folder will contain ALL the in-game campaign data (Units such as the Diamondback and Leviathan, for example.)
    6. Now close the MPQ file (File > Close)
    7. Go to File > Open and again, under the StarCraft II installation directory, find and open Campaigns\LibertyStory.SC2Campaign\Base.SC2Data (Remember to set the "files of type" to "All Files *.*" or "StarCraft II Data")
    8. CAUTION: Once again, extract the GameData folder, but NOT in the same directory as the previous file, as the files inside will override the in-game campaign data. These files contain the campaign data that is outside the missions (Hyperion Upgrades for example).

    Now that all these files are extracted, you can open them with a text editor (Right Click, "Open With"), as double-clicking on them usually opens them in Internet Explorer and copy the unit, ability, model, etc. data that you want. I'm not going to cover this part in the tutorial however. Each data type (Ability, or Model, for example) has its very own XML file. AbilData.xml is the XML file for Abilities. You can also open the editor and check what you have to copy, for say, the Spectre. All its abilities, upgrades, etc. So this works well to replace the need for having a second editor open, which is not possible so far on the same computer.

    Now, let's go to the editor and create a really basic mod so we can just add the data we want to the mod outside the editor. Open up the SC2 Editor.

    1. Create a new Mod (File > New, and select Document Type "Mod" from the dropdown menu. Leave "Melee (Liberty)" as the dependency).
    2. Save the Mod somewhere and close the editor.
    3. Open the Mod with Ladik's MPQ Editor. (You need to select "All Files *.*" from the file type dropdown menu)
    4. Create a new folder (Right Click on the mod filename at the top of the list on the left, and then click "New Folder...") and name it "Base.SC2Data"
    5. Now again, click "Base.SC2Data" and click "New Folder..." and name this folder "GameData"
    6. Create a new XML and add your data in it or edit an existing one. Remember all abilities have to be in the AbilData.XML file, and the same applies to Models, Units, etc. Take a look at the XML files you extracted to get an idea of what goes where. See note (1).
    7. In the MPQ Editor, select the GameData folder from the list. Now drag & drop the XML file into the GameData folder. A menu will pop-up, but you can just click ok and ignore the pop-up menu.
    8. Close the MPQ Editor and open the mod in SC2. Check the data editor for your new custom data. If you did everything correctly, it should be in there under the appropriate section.

    This should make it much easier to port singleplayer heroes, units and buildings to multiplayer.

    (1) Remember, every XML has to have this in it:

    <?xml version="1.0" encoding="us-ascii"?>
    <Catalog>
    </Catalog>
    

    The first and second lines are the opening lines, and the third one is the closing line. So if you add "XYZ" which will be variable denoting, let's say, a weapon or an ability, it will look like this:

    <?xml version="1.0" encoding="us-ascii"?> 
    <Catalog>
        XYZ
    </Catalog>
    
    Posted in: Tutorials
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    posted a message on Possible fix for Campaign dependency bug

    Problem. I can't find a way to have it load all the multiplayer stuff over the campaign stuff. So if the Siege Tank weapon from both are loaded, the campaign version automatically is loaded on top of the other ones. (Siege Mode cannon does 60 damage instead of 50 in campaign) I don't want that, I want the multiplayer balance, but with the SP stuff in there, too. Is that possible by only playing with the dependencies and not having to copy + paste the campaign units or the multiplayer stats onto the SP stats?

    EDIT: Made some progress. Opened the base.sc2data MPQ file out of the Liberty.sc2campaign folder...There's some XMLs in there that contain all the ability, model, button, upgrade, unit, etc. data from the campaign. I have thus an idea; Just copy & paste to a sample mod's data, and voila!

    EDIT 2: It works! Mod files are like MPQs. Now let's see if the SC2 Editor will be able to read the mod file if I edit it with Ladik's MPQ Editor. If it works, it means I can basically create a mod using a text editor to mod the XML files! And it will also be compatible with newer patches, too! Just like modding C&C3 and RA3, in a sense. Now I can add SP stuff quickly and painlessly to the MP game, so that the SP dependency data does not override the MP one. That way, I don't have Siege Tanks that do 60 damage in Siege Mode in MP with my mod, rather than the normal 50.

    EDIT 3: It all worked fine. Making a new topic and a tutorial.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on STARTOOLS is it coming?

    @tigerija: Go

    I have to agree with tigerija. Look at how they made the dependencies work for example. It's fine for them as they used one for melee and one for campaign. But imagine map makers who want to use the melee one and add campaign stuff, like, say, an upgrade, an ability and a unit for each race, or a specific hero. It's not made with that in mind. (That doesn't mean it was made purposely to avoid having players do this kind of thing, because, on the contrary, Blizzard encourages people to do this kind of stuff)

    Posted in: General Chat
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    posted a message on My map deleted from Bnet :(

    The swatsika means literally "moving forward". The fact the Nazis used it is what makes people so angry about it. It's just symbol like any other, and it really ticks me off that some people are so naive and so sensible to a symbol. Hey, those nazis existed, why are we so afraid to acknowledge that? It's as if we fear that we might be like them. Who is like that today? I know I'm not, so I have no reason to fear the swatsika. And a reverse swatsika is NOT a swatsika either. It's like homophobia. I don't have it, because I know I'm not homosexual and even if I was, why would I fear it, if that's what made me happy? I'm not afraid if some homosexual would be into me. It's almost the same feeling I get with the swatsika. It's just a symbol and I am not racist, so why should I cower in fear when I see it? Why is it so immoral, if it's just a symbol? You can use a spoon as a symbol for your empire and kill everyone that doesn't have a red nose. Would spoons be outlawed? Is that the solution to the violence expressed by this "empire"? I doubt it.

    It's like someone used the word "fuck" in a sentence and the people who overheard died of a heart attack. Why are people so serious about such things, yet when they hear about people dying on the news they're all like "who cares?".

    Anyways, I think they should give you the reason if you ask for it. But I guess they don't want to because then they'd feel obliged to give an answer to any person who's map gets deleted, and they might have to delete hundreds of them daily. That way, by not giving you an answer, they don't have any responsibility to give an explanation to everyone who's map gets removed. Otherwise it would give reason to every map maker to whine, spam them with questions and requests and even follow them to court, if they want to go that far. It's too much time wasted for Blizzard and the moderators on the forums are those who check the maps usually. It takes lots of time and it's a repetitive task, and they have other things to take care of, too. Being a community manager (like Karune, Xordiah and the rest) is not an easy job, I can attest to that; I know a guy who is a community manager and he's got his hands very busy every day.

    Sometimes there's also the mentality that goes like "You know what you did. You're just pretending not to know to avoid the consequences. If we saw it, you know what you did wrong." And that's not a good argument. We're human and we don't see everything. But, this happens rarely and is not a promoted philosophy within the game's team and the community managers. (Not sure I used the right words...)

    Posted in: General Chat
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