ya that's what i meant bad wording. If you replace the maps with your own then the program will function the same AS if you renamed starcraft.mpq to broodwar.mpq. I'm glad this problem was able to be worked out. Look forward to seeing your 6 campaigns!
What are your plans for the cinematics btw? Blank .smks maybe?
FireGraft 1.16.1 (primarily exe edit discussion)
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That odd behavior is not directly FG's fault.
The patcher only scans calls to Storm.dll functions and loads data when it sees particular files being opened. All the original calls still make it through.
As is obvious, there wasn't any testing for the no-cd version (as the registry key's weren't even considered then).
There is also some weird stuff going on when starcraft switches between vanilla and bw if i remember the code correctly. Most likely something about these two is causing the archive open call for starcraft.mpq to fail. OR, it could be related to enabling the mod archive to patch over files. I have to wipe out the specific archive handle when loading files so it uses the priority system properly. However, this is the same functionality as MPQDraft...so I wonder if you can see the same issues if you're using an MPQD patch instead.
The patcher only scans calls to Storm.dll functions and loads data when it sees particular files being opened. All the original calls still make it through.
As is obvious, there wasn't any testing for the no-cd version (as the registry key's weren't even considered then).
There is also some weird stuff going on when starcraft switches between vanilla and bw if i remember the code correctly. Most likely something about these two is causing the archive open call for starcraft.mpq to fail. OR, it could be related to enabling the mod archive to patch over files. I have to wipe out the specific archive handle when loading files so it uses the priority system properly. However, this is the same functionality as MPQDraft...so I wonder if you can see the same issues if you're using an MPQD patch instead.
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- Hercanic
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Thank you to Pastelmind, bajadulce, Heinermann, Mauron and everyone else who has helped convert and find new EXE Edits for FireGraft 1.16.1. It's a bit quiet at the moment, so it may seem that nobody cares or that nobody is using what you guys worked on. I just wanted to let you know that I'm working on something that is using many of these edits. I don't want to say much more about the project until it is near release, but I felt it might help to know that people are using your work.
Again, thank you!

- Hercanic
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The timer values for various spells struck me as odd. After comparing those numbers with known durations on Liquipedia, I deduced that the timer value is multiplied by 8 to get its equivalent ticks/frames (comparable to build times, weapon cooldowns, and iscript waits).
For example, Ensnare is . The Firegraft EXE Edit for Ensnare's timer is set to 75. Multiplied by 8, you get 600. Fastest game speed cycles 24 ticks per second. 600 / 24 = 25 seconds.
For example, Ensnare is . The Firegraft EXE Edit for Ensnare's timer is set to 75. Multiplied by 8, you get 600. Fastest game speed cycles 24 ticks per second. 600 / 24 = 25 seconds.
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