View Full Version : About Firegraft
DiscipleOfAdun
08-20-2006, 1:04 AM
Well, I feel rather wierd doing this with 3 other topics about it on the first page...but I think it needs to be done.
Anyway, here's the simple answers:
1. Firegraft is a button/exe patcher similar to Stargraft and Memgraft. So far, this project has been coded by scratch. I have used several other source codes as reference...but that is it so far.
2. Firegraft does not have a release date yet. Many conflicting things contribute to this, such as:
a. I've been learning C++(and the VCL interface) as I go
b. I learn a new coding method I want to use, then I put it in
c. A new feature is requested that sounds useful
d. A new patch comes out
e. I just don't have time to work on it
3. Beta test - I'm not sure what I'm going to do for beta. I've got about 4-5 people in mind that have really helped me on this project that I will most likely give an 'advance copy' too, but I'm not decided on a beta test yet.
4. I don't know how the patcher is going to work. when I decide, you'll know.
5. Sometime soon, I'll be holding a Q/A over MSN about FG. When I find a suitable time, I'll post it. Save your questions until then please.
6. Exe Edits - these are constants or jumps that can be changed. The thread I made trying to determine the ones I could do is here (http://www.staredit.net/index.php?showtopic=29451). It hasn't really be 'updated' for a while...because I've been buzy. Although, you can enjoy the screens in that thread. :)
King_Critter
08-20-2006, 3:57 PM
That Q/A sounds fun. :P
Screenshot looks ASOME!!! :D
I remember trying to learn how to use StarGraft. I gave up, it so confusing. :< But that screenie looks WAY better. ^_^
Instead of holding it on msn why not hold it on IRC? That'd be a little easier since people don't have to add contacts to their lists and such.
Also, judging form that screenie I'd say it looks very well thought out. Very nice looking indeed.
Kaja-TG
08-21-2006, 5:51 PM
I think it should be on MSN, but that's just me.
That screen shot looks so cool. I can't wait to use Firegraft!
DiscipleOfAdun
08-21-2006, 6:48 PM
I cannot get on IRC, that would have been my first choice.
BroodKiller
08-22-2006, 7:53 AM
I suggest this gets stickied - this way we will avoid some more "When Firegraft is out??!!111" sort of threads here.
Kaja-TG
08-22-2006, 12:04 PM
Excellent idea BroodKiller, this thread should be stickied.
JarquaFelmu
08-22-2006, 3:47 PM
MG is currently in transit from China right now, if he doesn't sticky it in a day or two, I'll get after him on MSN.
DiscipleOfAdun
08-22-2006, 9:34 PM
I would have suggested it myself, but that seemed arrogant.
Anyway, new pics up, shows a little more about how the button preview works.
U-238
08-22-2006, 10:47 PM
Hmm I'm seeing that button thing making sense now. At first I wasn't sure exactly how it'd work but now it's clearer.
Bleh you use nortons :P
MG is currently in transit from China right now, if he doesn't sticky it in a day or two, I'll get after him on MSN.
That makes two of us ;)
Kaja-TG
08-23-2006, 12:24 AM
The pictures make it hard to bear the wait.
HyperDemonic
08-23-2006, 5:46 AM
Well, I feel rather wierd doing this with 3 other topics about it on the first page...but I think it needs to be done.
yeah the one name firegraft is mine from 6 months ago... but someone renewed it damit.....
any way nice work so far,the button preview box is f-ing nice...
DiscipleOfAdun
08-23-2006, 8:22 PM
Can we please let the other threads die?
Anyway, sometime soon, I'll screenshot the Dat Reqs tab...
rubberd91
08-23-2006, 8:52 PM
I would love to help, but the only programming I know is Visual Basic.
I'm learning C++ right now. (my head is bursting already)
Also, I want to try and get IceCC out of java and into just regular Visual C++. (doing this by my self)
If you want me to help you or do something just PM me or email me.
(I'm using Visual C++ .NET 2005)
(and Visual Basic Basic .NET 2005 and 6.0)
DiscipleOfAdun
08-26-2006, 12:32 PM
*Don't die, little thread...don't die*
Okay, so, If you all would, please post your preferred method of patching. If you like the single exe, say so. If you prefer the MPQ seperate, I want to know. If you liked MG's putting the file in the mpq, this is the time to tell me. If you'd rather use a plugin for MPQDraft, I can do that too. Tell me what you'd like, and I'll see what I can do.
HyperDemonic
08-26-2006, 10:52 PM
ether the sep. MPQ, or the way MG does it
MidnightGladius
08-27-2006, 2:46 AM
Stickied. And I would like it the way memgraft does it.
I suppose MG will end up being the way it's done but, for size constraints, I believe it'd be better to do it the mpqdraft plugin way.
Voyager7456_MM
08-27-2006, 10:53 AM
Single EXE is the way to go! :)
BroodKiller
08-28-2006, 1:43 PM
Personally, I think the best option would be to implement all ways to do this, and just see which one people will like the best. I am all for a single EXE, just like StarGraft could do: CWD+PAT = EXE. Just that this time you'll have MPQ+FGP(?) = EXE.
To make things easier, I think that FG itself should have this option, as well as decompiling the FGP(?) from an EXE.
FGP(?) = FireGraft Project....whatever ;)
rubberd91
08-28-2006, 6:29 PM
You should do it both ways.
That way everyone's happy.:)
DiscipleOfAdun
08-29-2006, 8:43 PM
Me thinks so to. Both are ok. One may have slightly different options than the other one ;), but I'll do both.
Actually, the .fgd and .fgp stand for:
FireGraft Data.
FireGraft Patch.
EDIT - Not on Thursday...will try to find a better time.
SuiCidAl-KiSmEt
08-29-2006, 8:49 PM
I like to see it make autoexecutables for the mods. You can put it anywhere and not put junk in the StarCraft directory folder.
The copy and past feature was already called for right? What I would really like for Firegraft to do is allow you add cinamatics in the game, if that is possible. I was just thinking that would be great for big campaign projects.
DiscipleOfAdun
08-30-2006, 9:44 PM
Okay. Tomorrow - 6:30 EST(for me, that's 4:30, I'm mountain time). If you need me to add you, then PM me.
Sikawtic
08-31-2006, 2:46 AM
Both mpq and single exe have very nice features, I say support both, if it's not too much trouble.
Sikawtic
08-31-2006, 3:00 AM
I'd also be for a FG loader... something that you would download and it would contain a list of different mods you have on your system.
Not sure of the possibility , but yea.
JarquaFelmu
09-01-2006, 1:46 PM
One thing I didn't understand about MG, was how to make the MG work with the mod, while still having the mod exe, perhaps could you make it so that FG is internal in the mod, and not an external exe?
Dark_hunter4
09-02-2006, 8:56 AM
i would like it to be easy for ppl like me who just can understand anything
and be complex to where it has a lot more stuff to do on it, if im making ne sense.....
im back, i had football but i was driven out of that.....
DiscipleOfAdun
09-06-2006, 6:17 PM
Attached is the log for the Q/A. Towards the end, we kinda ended up doing a modding general conversation, so I cut out the unimportant, not FG related parts.
King_Critter
09-06-2006, 7:02 PM
Um, I don't know if this is just my computer, but that log is messed up. -_-
DiscipleOfAdun
09-06-2006, 8:44 PM
It's fine for me...I changed the formatting a little from a traditional log(I removed the date and the recipients....)
BroodKiller
09-07-2006, 7:44 AM
Turn off Word Wrap :P
Heh, guess I did leave towards the end.
noooo! DoA change your avy back! The old one was much better.
BroodKiller
09-08-2006, 7:00 AM
Heh, guess I did leave towards the end.
noooo! DoA change your avy back! The old one was much better.
^ Ditto.
Hawthorne
09-12-2006, 6:33 PM
Something else that spurred into my mind. Before you release the main version could we discuss translations of the program and in-game support ( hwile you're playing ) for not just latin, but cyrillic and asian languages, since that isn't implimented ( might be in next SC patch, but not so sure ), and also as I said the program being translated, so it can be used by a wide variety of people. Some things can't be translated but we can try.
I'm fluent in Bulgarian, English, German ( Beginner ), French ( Beginner ) and Russian ( Beginner ).
So, if we can get the program translated into a lot of languages, or add in-game support for cyrillic and other alphabets different from latin ( there are a lot of russian modders desperately wanting this, so they can have astoryline in their own alphabet, not to mention bulgarian, polish, macedonians, ukranians, belarusians, asians and other guys for their alphabets ) this modification will gain an even higher success and will be used by twice as much as people.
DiscipleOfAdun
09-15-2006, 6:08 PM
Not something I've thought about at all. I've never even looked at changing anything like that in game. Translating it wouldn't be hard, I don't think. When I get that far, I'll bring it up again.
However, I've never done anything with in-game support for text. As far as I can tell, the .tbl files store as ASCII, not Unicode(at least the ones I checked were). Meaning support would be changing a lot of things. Not that I wouldn't like to do it...but I don't see it happening immediately. I could be wrong...I'd have to look more in depth at it. If anyone knows any more about it, now would be the time to tell me.
crystal679
09-22-2006, 7:26 PM
A few general questions about Firegraft that I'm not sure if were answered in the FAQ.
1. We all know that Firegraft will allow us to edit the EXE, but what will it exactly let us do? ex: Will we be able to change the recources gathered from a mineral, will we be able to make things, besides lurkers, attack when burrowed?
2. How does the program work? Is it text based, like ICE CC, or more button based like .Dat EDIT, and will we need to learn any special coding to use it?
Hope you can answer these 2 for me and the general public.
DiscipleOfAdun
09-23-2006, 1:00 PM
1. This will be based on what I can find. Mainly now, it's just different constant values(the biggest examples being number of Spider mines, interceptors, and scarabs), and some jumps. I'm not including anything until I can verify that it is safe to do so.
2. Hmm, there should be some screens around somewhere.... Anyway, it's a graphical interface, similar to DatEdit. Since BK, the creator of DatEdit, helped me get started coding, many things in FG are similar to how he did DatEdit. Basic stuff will not require any coding knowledge. If, however, some people would like to use FG to its fullest potential, there is a way to add ASM into sc still. However, I doubt many people will need to do that.
AlchemistOfSorrow
09-25-2006, 4:03 PM
sounds even harder then DatEdit.
DiscipleOfAdun
09-25-2006, 5:29 PM
Bleh...if you want a preview of what I have done...PM me telling me why and I'll consider giving you a look at the exe.
BroodKiller
09-26-2006, 12:34 PM
sounds even harder then DatEdit.
That was really funny...:D
DatEdit is a program at a basic programming difficulty level: static data format, static properties, static data entries, static everything. Honestly, the most difficult parts of it were some of the new features, like back-reporting, but even they doesn't really do much else that just operating on arrays, integer numbers and strings. One reason for this is that it is not a very complicated task, another is that I intentionally designed it this way (using the simplest things from the programmers toolkit). All in all, DatEd is a piece of cake programming-wise: enough said that it's enough for DoA to look into the code and he understands it right away (and he's been doing serious programming for a year only, mind you), whereas the same can't be said the other way round.
FireGraft, on the other hand, is a much more complex problem, both coding- and concept-wise. Other process' memory reading, inline memory injections, hex-hacking and offset-research are tasks which take much more time and effort to be accomplished, when compared to, say, DAT property research which can be carried out by virtually anyone who can read and think.
If I were to give both programs an 'out-of-ten' score, with 10 being an insanely difficult programming task, I would give DatEd the count of 3, and FG would be at 5-6.
crystal679
09-26-2006, 4:20 PM
What would 10 be? Rebuilding starcraft from scratch?
Holocaust
09-26-2006, 6:00 PM
What would 10 be? Rebuilding starcraft from scratch?
That'd be a 9.
If you're rebuilding Starcraft, you would have all the plans and ideas. 10, is without all the ideas and having spend the countless hours brainstorming ideas, then hiring people to design models and test the game stages. You would also need to hire people to create new storylines and characters, and actors to act out the voices of the numerous units. After Alpha, beta have been completed, you need marketers who will put your game on the market.
Echo_8
10-03-2006, 10:18 AM
To DiscipleOfAdun: With regards to ASM insertion, will you make any offsets to data and their structure, public? Or better yet, any of Blizzard's functions?
DiscipleOfAdun
10-03-2006, 11:59 AM
Eh...considering it. Most the strucutres are being worked on by a group of people right now...if you know where to look you can find them. As for offsets of data - only to those who take the time to look for it. I'm releasing the specs of my data file, which will have the offsets in it. However, matching them up will take some dedication. I'll be honest, I'm not trying to make it easy. I don't know what might happen if I make public a lot of this stuff. That's part of why I'm not releasing the code to the loader. My goal here is to make it so you don't need any of my code to update the program. I might type some basic stuff up about offsets, but that's a long way off. I kinda need to finish the program first...:P
wingedcloud
10-04-2006, 11:31 AM
DoA, are u making a function that imports stargraft project in firegraft?
BroodKiller
10-04-2006, 1:19 PM
Support for StarGraft *.pats is a very simple thing, since they're just text files. I am sure DoA will add it.
DiscipleOfAdun
10-04-2006, 1:28 PM
Darn you, BK, beat me to it. Anyway, yeah, that's my project this weekend. Of course, I'll also going to go for importing memgraft's files.
TheNomad
10-05-2006, 11:55 AM
One thing to add... I am one of these people that agree to protecting/obfuscating only when it comes to security stuff (such as anticheats). When it comes to fun stuff, like maps or mods or tools, I would prefer to do stuff open-source (*hugs* for BK). Making one big exe "archive" so to speak would kinda protect them I think, and people that see a feature never thought to be done before will not know how it was done if the modmaker is an arrogant t**t.
While I am for originality and against stealing ideas... mpq with the preset insertion that MG has is better I'd say.
wingedcloud
10-06-2006, 1:10 AM
ic... lol... if cant import i need to RE do my thing >< thx for the reply
'Nomad, knowing that some previous modding knowledge was converted onto some game hacking programs, I'd say that in the long run DoA is acting in our interest (read, the whole SC-BW community).
DiscipleOfAdun
10-09-2006, 3:42 PM
I'll release what I will release. Don't worry, it will be easier to update. I can promise you that you won't be seeing the loader or the dll code, though. Way to easy to convert it into a hack. Trust me.
Chances are you'll be able to get your grubby little hands on the application code. And the formats for everything. And that includes the files that I'm importing.
btw, Nomad, you wouldn't still happen to have anything on what you percieve as the .mgp format? I'd like to check it against what I have if you do.
wingedcloud
10-24-2006, 2:29 AM
DoA, after seeing your reply on the locked firegraft thread, i think a fire layout will be nice, since the title of this graft is firegraft, so many fire layouts will suit the name. ignore my post if u think it does not be needed.
Echo_8
10-25-2006, 5:21 AM
Which version(s) of SC will your first release support? I've quickily scanned through the thread and it hasn't been mentioned
ShadowFlare
10-25-2006, 2:22 PM
I'm sure it will at least support 1.14, especially if there isn't a new SC version before FireGraft's release.
Echo_8
10-25-2006, 8:15 PM
I don't play on B.Net so I was wondering as to which version I had to update to in order to be ready for FG's release.
HyperDemonic
10-26-2006, 5:45 PM
I don't play on B.Net so I was wondering as to which version I had to update to in order to be ready for FG's release.
just sign on to B.net and it will make you download the most up to date one.
@DoA can you put some stuff for DAT Edit in to firegraft, just a ?? dont really need to put any in it.
Echo_8
10-27-2006, 5:18 AM
When I was younger, I obtained a copy of SC through less than reputable means. So I just use the 1234... cd key sequence. I plan to buy a legal copy when I get a job.
DiscipleOfAdun
10-27-2006, 1:04 PM
Well now. Let's see.
1) Versions. At least 1.14, as SF said. I might keep in the old 1.13f file too.
2) Other stuff. Eh, no. I'm having trouble as it is with making FG with it's currently planned features. You don't want this to take longer, do you?
Also, if anyone wants to make me some grp's, tell me. I kinda didn't post here because I don't seem to see many people making them. Over on SEN more people do, so I posted there. You can read my post...click here (http://www.staredit.net/index.php?showtopic=35804), and PM me here.
Scourge_Splitter
10-30-2006, 1:13 AM
well, I must honestly say that i'm getting quite anxious to when it is released
I sure could use it right about now :)
RedShift
10-30-2006, 8:40 PM
No! Not that! It would be terrible if blizzard decided to throw out ANOTHER new version. Its good that they want the game running nicely but Firegraft would have to be delayed even more!
RedShift
10-30-2006, 8:42 PM
And then wouldnt it be really bad if they also are like, "Yeah we dont like you modding us anymore" and they make a whole new system for running things. but that is pretty unlikely I guess
Scourge_Splitter
10-31-2006, 12:54 AM
And then wouldnt it be really bad if they also are like, "Yeah we dont like you modding us anymore" and they make a whole new system for running things. but that is pretty unlikely I guess
i believe that they should be proud that starcraft is probably one of the most used games for modding and thus popular.
and it's a good source for inspiration would they finally make a sequel to it.
Flametrooper
11-04-2006, 6:08 PM
When will Firegraft be out?
TheNomad
11-04-2006, 6:34 PM
Never ask a programmer that :P
DiscipleOfAdun
11-04-2006, 8:17 PM
Soon....very soon....
Scourge_Splitter
11-06-2006, 5:46 AM
Soon....very soon....
I'm looking forward to it :)
Echo_8
11-06-2006, 5:26 PM
Hmm, I just thought of another question. Will custom starcraft.exe's work with it? I added a new section to mine so I could just update starcraft.exe rather than go through the process of creating a new memgraft patch each time I edit my action, and was wondering if I could do the same with FG.
DiscipleOfAdun
11-06-2006, 5:41 PM
Not if that's a button action. FG rewrites the offsets to the button commands. However, the actions/requirements/other code is going to be in external files, and save works right, so you don't have to remake the entire patch. I actually think that you'd just need to update the file in the mpq the way I have it planned.
Echo_8
11-06-2006, 10:15 PM
I don't think I understood what you said clearly, so I'll just say what I did.
At the end of my starcraft.exe, I have appended some new code, the first of which is my teleport function. In my memgraft patch, I wrote a new action which pushed some parameters onto the stack and called that function.
The other stuff was test code for that race-specific shield colours I was trying to do.
It makes debugging so much easier, since I know exactly where to put a break-point and can apply changes while it is in memory, if it did something it shouldn't (:confused: Like popping the stack when the corresponding pushes were removed). I'd post my files for you to test for FG compatibility but you didn't mention FG supporting 1.12b.
DiscipleOfAdun
11-07-2006, 9:59 AM
Heh, I mostly knew what you meant. I still stand by that, and this...
I cannot guarantee that FG will support any of that. First of all, I have no intention of supporting 1.12b. I'm still wary about including support for 1.13f, even though I have all the offsets in a FG data file. Second, FG uses a scanning system to replace offsets. If you accidentally code in an additional one, FG doesn't care, it'll replace it. Given, that's a very rare occurance, so it shouldn't ever happen, but better save than sorry.
Now, debugging is easier your way, right now. However, I have a couple of plans to make it better with FG. I'm not exactly sure what I'm going to do, but I'm going to do something.
Apart from the small things, you might get away with doing it for a newer version. But even I wouldn't try it. I'm going to stick by the code addition that I have planned.
Echo_8
11-08-2006, 12:03 AM
In that case are you putting the injected code in a fixed position, or will it be in dynamically allocated memory?
*Echo 8 crosses his fingers and hopes that DoA will say fixed position
DiscipleOfAdun
11-08-2006, 12:50 AM
It's dynamically allocated. Allocated by Storm.
I will say: bnet has a nice new check that will probably not like your new code if you directly edit the exe. If getting it to work over bnet is a concern. This is a problem for me too, so when a patch gets applied is a bit different than you'd expect.
The best I can do to help is create a file with the locations.
Echo_8
11-08-2006, 5:04 AM
I never expected it to work over B.Net, and even if I did, I wouldn't be able to test it. Networked games, maybe, since I could test that. Anyway, there is always the problem of the desynching I read so much about...
I'm wondering, should I have asked these questions via PM since no one else seems interested in making new actions?
DiscipleOfAdun
11-08-2006, 9:49 AM
Eh, it's fine. btw, if you get it working on a network game, then it'll work over bnet(if you could get on). And if you code it the way the exe needs it, then if it works in single player, then it works in network. The desync is just caused by using local variables.
And I think there's 1 or 2 other people. Besides, FG has an entire page/file format devoted to code addition...given I can get it working.
Now, if we could genericize your action and make it work multi-player, I'd possibly like to include it with FG. I am going to write some of my own eventually, like shield->HP spell for protoss, an accurate Afterburner spell, some fix code so perm cloak units don't lose energy, stuff like that. It'd be really neat if I could get code from others to include. Of couse, I haven't solved the problem of formatting and updating code yet...so this is just something for you to think about.
Echo_8
11-08-2006, 9:41 PM
I thought of another question. I should really think of them all at once instead of one by one... Anyway, is there a way to have some initialization code run before the game starts? I'd like to perform some of my own code injection before the game starts, since you say hex-edited *.exe's aren't a good idea.
Now, if we could genericize your action and make it work multi-player, I'd possibly like to include it with FG. I am going to write some of my own eventually, like shield->HP spell for protoss, an accurate Afterburner spell, some fix code so perm cloak units don't lose energy, stuff like that. It'd be really neat if I could get code from others to include. Of couse, I haven't solved the problem of formatting and updating code yet...so this is just something for you to think about.
Lol, I'm only at planning stages with multiplayer, as I get distracted too easily to even start on it. Generalizing (sp?) actions... Are the units in the linked-list which makes up the unit struct in the same order in all the machines? If they are, at least that could be exploited to create a basic indexing system.
And speaking of spells, actions, and energy, when I was testing my teleport action, it didn't subtract the energy cost when I had The Gathering activated, but I never put in any cheat-detection coding :confused:. Any thoughts?
Now I remember why I didn't update BW beyond 1.12b. The files are so big :cry:
:O It took me over 7 hours from first posting this, to the last edit, before I was happy with it...
DiscipleOfAdun
11-09-2006, 10:20 AM
Hmm. What kind of initialization? My goal is to try to keep anything that would possibly prohibit bnet play out of FG.
>.<, spelling strikes again...
Making it so it can be reused by other people. I don't remember if the UnitNode is the same on each computer. I assume not, and the exe's network routine is responsible for finding the right unit(s).
As for the spell energy...I dunno.
Echo_8
11-09-2006, 9:28 PM
Hmm. What kind of initialization? My goal is to try to keep anything that would possibly prohibit bnet play out of FG.I found where SC created the shield-hit overlays, and I wanted to change that, though I have to find it again for 1.14. As that doesn't change any unit stats, it should be b.net compatible.
My plans of starting up a new thread (I can't think of any other way) for a unit-veterancy system, now sounds more and more like a single-player only thing...
DiscipleOfAdun
11-10-2006, 8:41 PM
Well, I haven't added code to check the size of the exe yet...so you're ok as you are. However, bnet does some very extensive checks anyway, which is why my code. Dunno about stuff like actions or not...we'll just have to see.
Calibius
11-18-2006, 9:34 PM
I wasn't sure if you still wanted splash screens, but here's one anyway.
if you want things move around or resized or cropped or anything just mention it.
wingedcloud
11-19-2006, 6:49 AM
Nice Splash Screen. It even has DOA Name There!!
BroodKiller
11-19-2006, 8:06 AM
I always wondered....why FireGraft, anyways?
I always wondered....why FireGraft, anyways?
Eh, I'll let the DoA answer this one... if he truly can. ;) It started with other name and then a suggestion to something else popped... that wouldn't clash with existing apps.
wingedcloud
11-19-2006, 8:40 AM
for me, i think fire is a powerful thing, you see, it can burn this and that, so by putting fire into graft, it makes the program sound VERY power, bugless and etc
DiscipleOfAdun
11-19-2006, 11:59 PM
Basan, I'd copy your PM to me if I could... But, I archived it to my old comp...so bleh. If you still have it, be my guest. :P
Anyway, shortened version of it: I had used a name for an existing sc program(before I'd payed attention to those kinds of things), and Basan kindly pointed it out to me. He also suggested the current name. :)
Of course, I remember all the old names I had for it...but I'm not sharing.
Basan, I'd copy your PM to me if I could... But, I archived it to my old comp...so bleh. If you still have it, be my guest. :P
Anyway, shortened version of it: I had used a name for an existing sc program(before I'd payed attention to those kinds of things), and Basan kindly pointed it out to me. He also suggested the current name. :)
Of course, I remember all the old names I had for it...but I'm not sharing.
Eh, I had the explanation in my previous post... just not that crystal clear. And no, I don't usually keep more than one year old PM's (if dl'ed them in the 1st place). :)
Anyway, I thought that fire would do nicely 'cause your program would fire the SC-BW modding back up a few notches when completed. That, and took part of your ol' names for it. ;)
INcuBI-wolfgang
12-04-2006, 11:39 PM
ehh.... any idea when firegraft might be near completion?
ShadowFlare
12-05-2006, 12:19 AM
ehh.... any idea when firegraft might be near completion?
As far as I know, it is at least somewhat close to the public beta stage. Some people have even been given a mostly working beta version of it already. There are still some things that DoA wants to finish up before releasing a public beta, though.
DiscipleOfAdun
12-05-2006, 10:14 AM
Correct, as usual SF. ;)
I am in the middle of beta testing(right now, 0.86). Before I start going public with the application, I want to get out all the bugs that are in it. Plus, I want to implement the ASM/C/C++ plugin system I dreamt up last night(literally dreamt. :P).
TheNomad
12-05-2006, 12:11 PM
Plus, I want to implement the ASM/C/C++ plugin system I dreamt up last night(literally dreamt. :P).
At least I'm not the only one that gets code ideas in their sleep :D
ShadowFlare
12-05-2006, 1:15 PM
At least I'm not the only one that gets code ideas in their sleep :D
I get code ideas AND relationship advice in my dreams. lol, j/k :D I do sort of get some program ideas visually in my dreams sometimes (but not often). Heh, I can't think of any time I had that second type of thing in my dreams; I just made up that part. :)
BTW, somehow I haven't really encountered any of the bugs in the FireGraft patcher that I've seen when using a FireGraft patch exe while I've been using that patcher in SCMLoader. Maybe it's only a problem of when and how it is used.
BroodKiller
12-06-2006, 7:02 AM
At least I'm not the only one that gets code ideas in their sleep :D
Welcome to the team :)
Scourge_Splitter
02-24-2007, 6:35 AM
so a question?
I haven't been aroud lately but.. how is firegraft comig because I am eager to get my modding back up :D
TheNomad
02-24-2007, 8:18 AM
http://www.warboards.org/showthread.php?t=24937
DiscipleOfAdun:
Due to unfortunate events pertaining to my personal life, I must unfortunately announce that Firegraft has been placed on temporary hold. Along these lines, I shall be taking a break from Starcraft and more specifically, modding.
Let the man sort out his life... geez...
You guys are so selfish that it's unbelievable...
Scourge_Splitter
02-24-2007, 10:44 AM
no need to attack me on this.. how the hell should I know about this???
If I knew such thing had happened I wouldn't ask.
keep your pants on nomad...sigh
@DoA.. good luck with things..
I am a little surprised that you saw this thread before his leaving thread.
Regardless, while it was an acceptable necro, I'm locking the thread because there are more recent discussions about the matter. Don't take offence from TheNomad. He's a level guy and probably a bit tetchy about to because a lot of n00bs have been going 'OMG! Wherz teh Fizgraft!' recently.
Not to call you a n00b, I know that you are not.
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