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Modcrafters We mod Starcraft 2018-02-23T17:21:23+00:00 2013-04-27T20:26:25+00:00 <![CDATA[Maplantis Database]]> preserved on SEN since their merger, up and vanished. Only a few people were known to have copies. Voyager was kind enough to dig through his files and scrounge up what he had.

Download the Maplantis Database (414 MB)

Unfortunately, he did not have the database's index, so all of the 500+ files were named as numbers. He did manage to go through ~200 of them and give them names. I plan to sort through these at some point, but figured it'd be best to release it immediately in its current state so that anyone who really needs one of its files has the opportunity to find it.


Statistics: Posted by Hercanic - April 27th, 2013, 8:26 pm - Replies 0 - Views 9460

2011-09-13T00:08:11+00:00 <![CDATA[Open Source: STF Plugin]]>
poiuy qwert wrote:
Hercanic (creator of STF) has given me permission to release the source of the STF Plugin. He originally asked me to document how to print text to screen, but has graciously let me release the full source. I hope to augment the code with some actual "tutorial" bits and maybe more in-depth descriptions of parts, but don't hold your breath.

Also note, this is old code so its not the best, and im not saying any part of it is the best way to do things, but it gets the job done and I hope it can help others. I've gone over it and heavily commented it, but If you have any questions, ask away (oh, and while i was commenting i fixed up some code to be better/easier to understand, but don't have any way to check I didn't break anything).

Download STF Plugin source code

Statistics: Posted by Hercanic - September 13th, 2011, 12:08 am - Replies 0 - Views 8890

2010-01-07T12:30:11+00:00 <![CDATA[Open Source: MPQDraft/ThunderGraft]]> non-grafted mods that are compatible with any Starcraft version, as well as a StarEdit version of your mod for mapmaking fans, has been made open source by its original creator, Quantam. Along with MPQDraft, Quantam has released ThunderGraft's source code. If you want MP3 music in your mod instead of bulky WAV files, you want ThunderGraft.

BahamutZERO has also made available the source code of his Mac version of MPQDraft.

Statistics: Posted by Hercanic - January 7th, 2010, 12:30 pm - Replies 0 - Views 8910

2009-12-03T00:34:40+00:00 <![CDATA[24-Hour Modding Contest]]> here at Modcrafters. All are invited to test their skill and creativity under the pressure of a mere 24 hour deadline. There will be no time for over-ambition -- can you handle it?

The contest starts at noon EST on Saturday, Dec 5th. Send your submission to Voyager through PM by noon EST on Sunday, Dec 6th.

Statistics: Posted by Hercanic - December 3rd, 2009, 12:34 am - Replies 0 - Views 10511

2009-09-10T18:57:59+00:00 <![CDATA[ThunderGraft is now undead]]>
Quantam wrote:
Well, as a lot of people know, I'm primarily motivated by my whims. As it turns out, writing this pseudo-eulogy for ThunderGraft last week made me want to get it working again. So, here it is, about ready for beta-testing. And now that I'm able to compile it for the first time in many years, I can actually look at fixing bugs, if any are found.

For those who aren't familiar with it, ThunderGraft allows Diablo through Diablo II (including Starcraft and Warcraft II BNE) to use modern audio compression algorithms (those games only natively support uncompressed WAVs and WAVs compressed with a lossy 4:1 compression that noticably affects audio quality). MP3, Ogg Vorbis, and FLAC are all supported, as well as the other recent ones (the only common one it doesn't support is MP4). Save for FLAC (which is lossless), these allow for superior quality and less than 1/2 the file size compared to compressed WAVs, or about 1/4 the file size for the same quality.

To preempt a couple questions:
  1. This is a debug build. Like all the other debug builds, it produces debug log files. They're now, however, in the temp directory for your Windows user.
  2. There are some really strange problems with this and FireGraft, and it currently does not work with FireGraft. I'm talking with DiscipleOfAdun about it.
You should read the readme, as it contains some info that will help avoid certain problems.

Also, in the process of getting this thing working again I found 5 different MPQDraft bugs, which I'm really surprised nobody mentioned to me in the last 6 months (2 of them were major, and all of them were pretty stupid little mistakes). There will be a new build of MPQDraft in the very near future.


Statistics: Posted by Hercanic - September 10th, 2009, 6:57 pm - Replies 2 - Views 10736

2009-08-27T18:45:44+00:00 <![CDATA[Super StarCraft Modders Brawl]]> SUPER STARCRAFT MODDERS BRAWL

Welcome one and all to Super StarCraft Modders Brawl, the contest where you design a single unit and battle other players in an epic FFA!

The rules will be simple. You select a single unit and modify it. You may modify the iscript in any way desired, and/or use grafting to edit its button sets. Plugins are also allowed and encouraged. DAT Editing will be strictly controlled in order to prevent ridiculous changes such as giving a unit 9001 hitpoints, but allowed.

The only things which you are NOT allowed to do are as follows:

-Attempt to intentionally hit the image/sprite/weapon limit
-Use spells such as Mind Control, Consume, or Spawn Broodlings that can instantly destroy an enemy unit
-Use the spell Optical Flare
-Use DAT edits without permission

The contest will start this Saturday (August 29). You will have a week to design your unit, plus another week if we do not receive enough units by the first deadline.

List of players and their units:
TassadarZeratul (High Templar)
poiuy qwert (Ultralisk)
ForTheSwarm (Vulture and Spider Mines)
Hydrolisk (Dark Archon)


Statistics: Posted by TassadarZeratul - August 27th, 2009, 6:45 pm - Replies 7 - Views 15092

2009-08-14T23:35:04+00:00 <![CDATA[Modcrafters' Monthly Modnight]]> "M3" will be held September 5th, 2009. Mark your calendar!

The event is currently in planning stages, so stop on by and let us know about your opinion and ideas.

Statistics: Posted by Hercanic - August 14th, 2009, 11:35 pm - Replies 0 - Views 8395

2009-06-13T22:29:21+00:00 <![CDATA[Wiki up]]>
The website frontend will utilize the wiki for its core data, fetching from certain protected pages. These pages will in turn fetch from different categories to compile sortable databases. Pages hooked to these categories will use specialized templates to package the data used by the tables. The website will present the information retrieved seamlessly and simply.

Deeper down the rabbit hole, the wiki will endlessly expand to consume all knowledge of Starcraft modding. Proper organization will be paramount, with the goal to deliver this information clearly and concisely without overwhelming the view with lists of links or walls of text. We want practical, user-friendly organization.

Currently, editing is restricted to a select few. Our trial run shall being with the following users, with more to be added as time goes on: BroodKiller, Voyager, poiuy_qwert, Corbo, bajadulce, A_of_s_t, Polaris. These people have been selected based on their past contributions toward teaching and promoting modding.

Logging In
You log in with the same username and password as your forum account. The wiki now refers to the forum's user database instead of using its own. A member must belong to a special usergroup in order to log into the wiki, however. This usergroup is titled "Scribes", and serves as a handy membership control. Right now, the group is closed, meaning I must manually add anyone wishing to contribute to the wiki, but later on I can set it to "Request" (and therefore will be able to take in requests to join), or "Open" (allowing anyone to join freely).

In case you haven't noticed, or if lurking as a guest, there is a Wiki subforum here in News that will redirect you to the wiki. Only registered viewers are set to see this, however. The full web address is

Statistics: Posted by Hercanic - June 13th, 2009, 10:29 pm - Replies 41 - Views 68627

2009-06-12T16:35:24+00:00 <![CDATA[About moderators]]>
I am very particular about hiring and assigning staff. I look for very specific things and will only select someone after a long length of observation. I do not give the position on request. To sum up what I look for, I require a high level of maturity, stability, emotional control, diplomacy, activity, consistency, intelligence, clear communication ability, and solid writing skills. I maintain very high standards.

Statistics: Posted by Hercanic - June 12th, 2009, 4:35 pm - Replies 7 - Views 14446

2009-06-07T16:39:21+00:00 <![CDATA[Modcrafters' Manifesto]]>
If I may present to you,

Clan [MC]

  • Subject: Starcraft Modding Clan
  • Purpose: To educate, support, promote, motivate, and network its members.
  • Objective: To be a structured clan of elite modding professionals.

We will emphasize producing tutorials, example mods, and answering questions. Even the best modders were once new, and their first projects weren't their proudest accomplishment, but rather a necessity of growth. If Starcraft modding is to continue, the community must preserve and pass on its accumulated knowledge to succeeding generations of modders.

During the course of mod development, problems are guaranteed to arise. When we find ourselves stumped and in need of help, where do we turn? We will support one another, both newbie and veteran alike, for the sake of our craft.

If people are going to play a mod, they have to know about it. We will work together to raise awareness and visibility of our mods across the internet. We will offer hosting, spotlights, and use our connections with various Starcraft sites to advertise. We will continue the traditions of Mod Night, organize events and competitions. A Hall of Fame will be established for the most influential mods and their creators. We will seek to interview such people, with questions suggested by our members.

I can hear you laughing. How, you snort. After all, you can drag a horse to water, but you can't make him drink, right? The answer is, the horse has to want to drink. When all the best horses are drinking from a special trough, you bet that other horse is going to want some too.

Elite: To be a full member, you must prove your skill and earn the respect of the community. All are welcome to take part, but to wear our tag it must be earned. A title should have substance, right? Where is the value if it isn't earned?

Benefits: Membership will entail its own tangible perks as well, such as the possibility for your own space on our server. No more annoying Rapidshare links or Imageshack screenshots.

Standards: Yes, we'll actually have them. You don't need a clan to mod. So what does it really offer? For one, I want to offer standards. A bar people can see and set as a goal to rise to. We will be a group identified as one of the elite, whose title holds weight and means something.

Reputation: Once a member, you will have a documented reputation. Modders are infamous for being unreliable, lazy, and lacking dedication. We will not abide by those excuses, instead requiring a level of accountability from our members. Your reputation will serve as your rank, a tool by which others can assess your ability to work in a team where others will count on you to pull your weight and not leave them hanging. Even I will start at ground zero, and will need to earn every ounce of my reputation through contributions such as tutorials, weekly updates on my project, and delivering on my word.

Updates: If you choose to advertise your current project, we as the community will require you to make at least one update per week. You will need something to show progress and retention of momentum. As a structured clan, this is a formalized version of what a community already demands at an unspoken level.

As a clan community, we are in the business of building bonds and forging friendships that can last well beyond Starcraft. Talent often connects with talent, and from that spark collaborative projects are born. One person's strength might be another's deficit, and so we link together as gears, pushing and being pushed, to achieve something grand.

Timeline and Goals
We will incubate as a forum clan, establishing our expectations and conduct with a budding membership. If proven successful, we will blossom into a complete website.

After over ten years, the only thing that could possibly kill Starcraft modding is Starcraft 2 itself (look at Diablo when Diablo II released). Should that occur, our contingency will be the archival of our entire modding world, to preserve its rich history. In the span between now and SC2's release, we will have laid the groundwork for a clan dynamic that could easily transition to SC2 if we choose, or merely include it under our roster. We are, after all, the Modcrafters.

What now?
Speak your mind. Are you for or against? Do you have reservations, suggestions, or any other feedback?

If you have skills in web development, particularly PHP or another scripting language, I would love to hear from you.

If you run a website, I am open to talks of affiliation and collaboration. We needn't be divided with arms raised in competition.

Statistics: Posted by Hercanic - June 7th, 2009, 4:39 pm - Replies 0 - Views 5108

2009-06-07T06:27:12+00:00 <![CDATA[Status to official release]]>
    Week 1
  1. Jun 3: Announced intentions on SEN.
  2. Jun 4: Received positive feedback from the community. Registered domain.
  3. Jun 5: Made logo.
  4. Jun 6: Set up forum and skin.
  5. Jun 7: Updated forum to latest version. Continuing work on forum layout. Researching shoutbox options and other potential forum mods, though will likely wait on implementation until community needs can be better established.
  6. Jun 8: Further forum and module research.
  7. Jun 9: Implementation of many new BBcodes.

    Week 2
  8. Jun 10: Attempt to update wiki thwarted. Mod Trailer thread started.
  9. Jun 11: Embarked on a search for replacement smileys. First set established, but later removed due to size.
  10. Jun 12: New smiley set found, and partially added for feedback.
  11. Jun 13: Wiki updated, but was broken somehow by the process. Reinstalled fresh with the new release. Wiki finally working at latest version. Extension installed allowing Wiki to use the user database of the forum. Starcraft: Unravelled transferred to the Modcrafter wiki, with permission from Broodkiller and DiscipleofAdun.
  12. Jun 14: Wiki logo made. Researching wiki extensions to add.
  13. Jun 15: Many new wiki extensions added, such as a WYSIWYG editor, syntax highlighter, tree menus, internal page tabs, and breadcrumbs. New forum logo made (not pixellated, a bit shinier). Poiuy_Qwert has coded a new syntax highligher script for Iscript.
  14. Jun 16: Front page now has buttons, demonstrating the site's intended categories. AI syntax highlighting script made for the wiki, supporting both PyAI and SCAIEdit code.

    Week 3
  15. Jun 17: New forum icons made!
  16. Jun 18: Internet has been down for 28 hours. Front page buttons resized for better balance, and CREATE renamed to CRAFT for further visual balance and a tie-in to our namesake. Wiki's Iscript, PyAI, and SCAIEdit syntax highlighting has been updated, adding missing things and fixing duplicates. A new highlighter script has also been made for triggers (PyTRG).
  17. Jun 19: Design and coding for the real front page has started. New Glossary wiki extension added. Acronyms added to the Glossary page will function like an automated tip BBcode on all wiki pages. This handy tool allows us the convenience of technical terms without losing the unfamiliar, without needing to hyperlink everything to new pages. Because it's automated, you don't even have to think about it while writing your articles or fumble with clumsy code.
  18. Jun 20: Web development continues. New Gallery extension added to the wiki. This lets you create a slideshow of multiple images, smoothly transitioning to the next image either by user interaction or timed automation. There is currently a bug where anything after a gallery is not displayed, so right now it can only be used at the bottom of a page. Looking into fixing this problem.
  19. Jun 21: Web development continues.
  20. Jun 22: Layout finalized. Code cleanup and PHP backend programming started.
  21. Jun 23: Website news system is up!

    Week 4
  22. Jun 24: Website's sub-tabs now highlight when moused-over. Backend coding done to support custom BBcodes in news posts.
  23. Jun 25: Topic title of last post now displayed on forum index.
  24. Jun 26: Talks with BWAI. Researched chat software
  25. Jun 27: Researched chat software
  26. Jun 28: Installed chat software, modified to use forum usernames
  27. Jun 29: Planned to skin the chat and integrate into forum, but two critical bugs discovered in chat software. Development terminated.
  28. Jun 30: Researched wiki infoboxes.

    Week 5
  29. Jul 1: Starcraft Team Fortress wiki page made as testbed for mod database.
  30. Jul 2:
  31. Jul 3:
  32. Jul 4: Working on wiki infoboxes. Also looking into PJIRC as a possible webchat client.
  33. Jul 5: An "[ANSWERED]" forum has been added to the "How to? Can you?" forum.
  34. Jul 6:
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    Week 6
  36. Jul 8:
  37. Jul 9:
  38. Jul 10: Wiki infoboxes are working.
  39. Jul 11:
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    Week 7
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    Week 8
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    Week 9
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Statistics: Posted by Hercanic - June 7th, 2009, 6:27 am - Replies 64 - Views 80996