# October 2026 - News archive
{{begin-newsitem |time=2026-10-20T18:10:11Z |title=Chkdraft 2.16 released |author=Ojan |categories=StarCraft I, tools |summary=Chkdraft 2.16 is out with bug fixes}}

Yesterday, {{highlight |text=TheNitesWhoSay}} released version 2.16 of the StarCraft I map editor {{highlight |text=Chkdraft}}.

It is a smaller release with two bug-fixes:

- Fix a bug where zero-sized anims (e.g. start locations) rendered at the wrong positions on HD skins
- Fix a crash where cutting units while not having a selection resulted in a crash

Version 2.16 is available [here](https://github.com/TheNitesWhoSay/Chkdraft/releases/tag/2.16).
{{end-newsitem}}



{{begin-newsitem |time=2026-10-15T22:10:47Z |title=mpqcli 0.13.0 released |author=Ojan |categories=StarCraft I, WarCraft II, modding, tools |summary=mpqcli 0.13.0 released with consistent subcommand arguments}}

{{highlight |text=Thomas Laurenson}} just made a new release of [mpqcli](https://github.com/thegraydot/mpqcli). The release makes the subcommands consistent, with the archive now always being the first argument, and lets the `create` and `extract` subcommands work on several files at once. Note that this breaks compatibility with scripts written for earlier versions, as some arguments have moved and a few flags have been removed.


## Changes in {{highlight |text=mpqcli}} 0.13.0:

**Added**
- Accept several files, or a list read from stdin, in `create` and `extract`
- Add a flat option to `extract`
- Add short flags `-e`, `-j`, `-q` and `-x` for the `locale`, `flat`, `property` and `print` options

**Changed**
- Take the archive as the first argument in every subcommand, including `create` and `read`
- Keep folders when extracting named files
- Rename the `create version` option to `format-version`
- Reject an unknown locale in `extract` and `read` instead of using the default locale

**Fixed**
- Show the encryption keys of encrypted files listed without their names
- Accept Windows line endings in paths read from stdin
- Stop `add` and `create` from storing an archive inside itself
- Leave no archive behind when `create` cannot add every file

**Removed**
- Remove `create -o`, `extract -f` and `-k`, and the `-p` flag from `info`, `list` and `verify`

## Download:

Find version 0.13.0 of {{highlight |text=mpqcli}} [here](https://github.com/thegraydot/mpqcli/releases/tag/v0.13.0).
{{end-newsitem}}



{{begin-newsitem |time=2026-10-13T21:43:34Z |title=StarDraft 2, a new map editor for StarCraft: Remastered |author=Ojan |categories=StarCraft I, modding, tools |summary=StarDraft 2 v0.5 Alpha is out; a new map editor for StarCraft: Remastered that brings EUD mapping together in one place}}

{{highlight |text=Milestone}} and {{highlight |text=iDoodler}} have released the first alpha of {{highlight |text=StarDraft 2}}, a new map editor for StarCraft: Remastered on Windows. It can be used for classic maps, but its main focus is EUD maps, with new units, weapons and game rules. Apparently, modding support is on the way.

The name is a homage to the original {{highlight |text=StarDraft}} by {{highlight |text=Camelot Systems}} from 1998, which pretty much started the StarCraft modding scene and gave modders what they needed to make their creations in the early 2000s. {{highlight |text=StarDraft 2}} aims to be a spiritual successor for StarCraft modders in 2026 and beyond. Just like the original, {{highlight |text=StarDraft 2}} seems to be aiming to be a one-stop-shop for all modding eventually.

EUD mapping has opened up exciting possibilities for StarCraft maps, but getting started can be challenging. Typically, one needs to set up [euddraft](https://github.com/armoha/euddraft) alongside one or more editors, learn which tool handles what, and switch between them to edit units, triggers and other game data. The goal of {{highlight |text=StarDraft 2}} is to bring all of this together in one place, making EUD mapping more accessible to newcomers while giving experienced mappers a faster and more integrated workflow.

Some of the features:
- **Maps:** terrain brushes with symmetry, generated terrain, HD, SD and Carbot graphics, and a town area overlay
- **Classic maps:** a classic trigger editor, unit, upgrade and tech settings, and a briefing editor with a preview
- **EUD projects:** editing of every `.dat` file, as well as strings, requirements and button sets, with previews of things such as ranges, images and the command card
- **Triggers:** trigger blocks are turned into epScript, a checker finds EUD errors and desyncs, and you can link your own `.eps` files
- **Debugging:** a debug mode, and epTrace profiling that shows which script lines take the most time
- **Building:** `Ctrl+B` builds the playable map, and {{highlight |text=StarDraft 2}} downloads {{highlight |text=euddraft}} for you

More features are planned, such as campaign projects and support for mods. The authors update the editor often based on feedback, and the editor checks for updates when it starts. Feedback can be given by right-clicking almost anything and selecting *Report feedback*, or on the [StarDraft 2 Discord](https://discord.gg/JBMCwSRJBm).

As this is an alpha, expect bugs and features that are not fully implemented. Save often and keep backups of your maps!

A video showing the editor can be seen [here](https://www.youtube.com/watch?v=pUr3eruPKA4).

## Download:

Find the latest version of {{highlight |text=StarDraft 2}} on [GitHub](https://github.com/stardraft-editor/stardraft/releases/latest).
{{end-newsitem}}



{{begin-newsitem |time=2026-10-12T21:44:10Z |title=scmJS, a new StarCraft map editor |author=Ojan |categories=StarCraft I, tools |summary=scmJS is a new map editor for StarCraft and Brood War that runs in the browser or as a desktop app}}

{{highlight |text=jeany55}} has been working on {{highlight |text=scmJS}}, a new map editor for StarCraft, Brood War and StarCraft: Remastered. It takes inspiration from {{highlight |text=StarEdit}}, {{highlight |text=SCMDraft 2}} and {{highlight |text=StarForge}}, and runs either directly in the browser or as a desktop app for Windows, macOS and Linux. The editor is still in beta, but it already has an impressive set of features.

{{highlight |text=scmJS}} opens and saves `.scm` and `.scx` maps as well as bare `.chk` scenarios. Map sections that the editor does not understand, as well as malformed ones, are written back unchanged when saving, so maps are not damaged by sections the editor does not know about. Backups (`.bak`) and recovery copies are kept as well.

Some of the features:
- Classic graphics, or StarCraft: Remastered graphics if you point it to a Remastered installation
- Real-time collaborative editing, where several people can edit the same map at once through a shared link
- TrigScript, which lets you write triggers in TypeScript, with a simulator for testing them
- A Repair plugin for damaged or protected maps, and a Section Explorer that shows the contents of the map file byte by byte
- Plugins for graphing trigger dependencies, showing walkability (islands, chokepoints and distances), importing terrain from images and recording timelapses as GIF or WebM
- A stamp library for reusable map pieces, and conversion of doodads to terrain
- Searching for and opening maps from [scmscx.com](https://scmscx.com)
- English and Korean interfaces

No game data is bundled with the editor. On first use, it offers to download the needed files from Blizzard, or you can use the `.mpq` files from a classic installation.

## Try it out:

The editor can be used directly in the browser at [scmjs.dev/editor](https://scmjs.dev/editor/), where the maps stay on your own disk. Desktop builds are available on [GitHub](https://github.com/scm-js/scm-js/releases), and there is also a Docker container image:

```
docker run --rm -p 8080:80 ghcr.io/scm-js/scm-js:latest
```

The documentation, including a user guide, a TrigScript guide, a trigger reference and a reference for the CHK format, is available at [docs.scmjs.dev](https://docs.scmjs.dev/). The source code is available on [GitHub](https://github.com/scm-js/scm-js) under the MIT license.
{{end-newsitem}}



{{begin-newsitem |time=2026-10-10T21:46:55Z |title=Finding the last unknown filenames in MPQs |author=Ojan |resources=namebreak-small.png |categories=StarCraft I, WarCraft II, modding, Namebreaking |summary=The race is on to find the last unknown filenames in the MPQ files. Using namebreak-bombe we can coordinate efforts to crack the names on GPUs}}

For many years, Blizzard used MPQ files as their archive files for many of their games. MPQ files are basically like ZIP files; they store many other files in a compressed format. One quirk of MPQ files is that they don't contain the filenames of their own content. Some MPQ files contain a listfile consisting of the filenames of their content, but other MPQ files do not. For these, an external listfile is needed. By now, we know the names of nearly all files of these games, but there are a few files whos names are yet to be cracked.

I have made a tool, {{highlight |text=namebreak-bombe}} (available on [GitHub](https://github.com/sjoblomj/namebreak-bombe)), which bruteforces filenames on GPUs. By default, it will contact a [central server](https://namebreak-coordinator.fly.dev/) which will assign it a range to search in, thus allowing coordinated efforts where many people simultaneously can look for filenames (though it can also be set to run locally only without talking to servers).

{{img |file=namebreak-small.png |title=namebreak-bombe}}

I ask everyone who finds this interesting to join in on the search by [running namebreak-bombe](https://github.com/sjoblomj/namebreak-bombe/releases) on their machines - the more machines that run this, the faster we crack this. The [dashboard here](https://namebreak-coordinator.fly.dev/) shows the current progress on the remaining names.

I have over the past month optimised the client significantly, and me and {{highlight |text=Heinermann}} have been testing it together on Linux and Windows 10 over the past few days. Already we have uncovered quite a few names that were previously unknown:

**WarCraft II: Battle.net Edition, War2Dat.mpq:**
```
ART\\CHAT_BNE_PLAIN.PCX
```

**WarCraft II: Battle.net Edition, Install.exe:**
```
MacFiles\\DF.ModuleUniverselUSBHID
MACFILES\\DF.PATCH.TXT
MacFiles\\RF.ModuleUniverselUSBHID
MACFILES\\RF.PATCH.TXT
```

**StarCraft Beta, StarDat.mpq:**
```
GLUE\\BATTLE.NET\\ICONS\\RAD_PRESSED.PCX
GLUE\\BATTLE.NET\\ICONS\\RAD_UNPRESSED.PCX
```

**StarCraft Brazil edition, Install.exe:**
```
CAMPAIGN\\EXPTERRAN\\TERRAN03\\STAREDIT\\WAV\\T3M02GAL.WAV
```

**Diablo II Mac Installer TOME:**
```
103b\\DF.BNUpdate
103b\\DF.Diablo II
103b\\DF.Storm
103b\\RF.BNUpdate
103b\\RF.Diablo II
103b\\RF.Storm

103c\\DF.Diablo II
103c\\RF.Diablo II
103c\\DF.Storm
103c\\RF.Storm
103c\\DF.BNUpdate
103c\\RF.BNUpdate

DF.InputSprocket Extension
RF.InputSprocket Extension
```

Again, if you find this interesting, please join the search by [running namebreak-bombe](https://github.com/sjoblomj/namebreak-bombe/releases) on your machine! The [dashboard here](https://namebreak-coordinator.fly.dev/) shows the current progress on the remaining names.
{{end-newsitem}}



{{begin-newsitem |time=2026-10-06T06:53:37Z |title=IronGRP 0.6 released |author=Ojan |resources=irongrp.png |categories=StarCraft I, WarCraft I, WarCraft II, modding, tools, IronGRP |summary=Released IronGRP 0.6 with a bugfixes, hardening and overhauled commands}}

{{highlight |text=IronGRP}} is a GRP to PNG converter for WarCraft I, WarCraft II and StarCraft.

{{img |file=irongrp.png |title=IronGRP}}

I just released {{highlight |text=IronGRP}} version 0.6. It mainly focuses on bug-fixes, hardening the program and taking care of corner cases. The command-line interface now uses subcommands, which changes the interface compared to before.

Some of the breaking changes:

The command-line interface uses subcommands instead of `--mode`, and takes the input and output paths as positional arguments:
- `--mode grp-to-png --input-path X --output-path Y` is now `grp-to-png X Y`
- `--mode png-to-grp --input-path X --output-path Y` is now `png-to-grp X Y`
- `--mode analyse-grp --input-path X` is now `analyse X` (`analyse-grp` is accepted as an alias)
- `--generate-shell-completions SHELL` is now `completions SHELL`

Some flags are renamed: `--pal-path` to `--palette`, `--use-transparency` to `--transparent`, `--frame-number` to `--frame`, `--compression-type` to `--compression` and `--analyse-row-number` to `--row`. The old names are still accepted. New short forms: `-c` for `--compression`, `-f` for `--frame` and `-r` for `--row`.

Some other safety features:
- Existing files are no longer silently overwritten. `png-to-grp` refuses to overwrite an existing GRP, and `grp-to-png` refuses to overwrite existing PNGs or to write all frames into a directory that already contains frame PNGs, unless the new `--force` flag is given.
- `png-to-grp` writes the GRP to a temporary file and renames it into place, so a failure no longer leaves a partially written GRP.
- `png-to-grp` reports up front when the input path is not a directory.

These are just a few of the many changes. See the full changelog [here](https://github.com/sjoblomj/irongrp/blob/main/CHANGELOG.md).

{{highlight |text=IronGRP}} is available on [GitHub](https://github.com/sjoblomj/irongrp/releases/tag/v0.6.0).
{{end-newsitem}}



{{begin-newsitem |time=2026-10-05T06:55:49Z |title=mpqcli 0.12.0 released |author=Ojan |categories=StarCraft I, WarCraft II, modding, tools |summary=mpqcli 0.12.0 released with many new features}}

{{highlight |text=Thomas Laurenson}} just made a new release of [mpqcli](https://github.com/thegraydot/mpqcli). The release mainly refactors the code, overhauls the install scripts and release artifacts, and makes the program work more in accordance with how terminal programs are expected to behave.


## Changes in {{highlight |text=mpqcli}} 0.12.0:

**Added**
- Stop cleanly on Ctrl-C, leaving no partial archive behind

**Changed**
- Ship one static musl Linux binary per architecture, with the release assets renamed by OS and architecture
- Publish install scripts and a signed checksums file with each release
- Run the Docker image in /data so mounted paths need no prefix
- Print progress and warnings on stderr, leaving stdout for results alone
- Mark an overwritten file as changed rather than added when adding

**Fixed**
- Fail with a non-zero exit code on an unknown subcommand, a missing argument or an internal error
- Fail with a non-zero exit code when closing, signing, listing or printing a signature fails
- Complete every locale, game profile and archive path in the zsh, fish and PowerShell scripts

**Removed**
- Remove the install scripts from the repository; each release now carries its own

## Download:

Find version 0.12.0 of {{highlight |text=mpqcli}} [here](https://github.com/thegraydot/mpqcli/releases/tag/v0.12.0).
{{end-newsitem}}



