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  1. Hi all! I have some fun news for you! During development of Templates.bin editor and researching various byte values, I made a pretty nice discovery: There is a support for explosive barrels in Dune 2000 (similar to those barrels that are present in Red alert or Emperor: Battle for Dune, IIRC). This functionality is UNUSED in the original game and it is probably a leftover from development stage. I discovered how to activate it and had loads of fun playing with this around! I changed the silos to explosive barrels that can pretty nicely destroy whole base! I'm attaching mod
    2 points
  2. Thanks. I, too, can't imagine there's any problem with replacing a lost file, so here it is. Australia - 1850 WA.zip
    2 points
  3. I might have it, but I'll have to look on another machine (legacy game platform) next time I turn it on. I don't think there's any issue with repairing a broken download. The link is still there in the OP; it's only the web site that misplaced the file.
    2 points
  4. Hi Folks :) OK I'm New: so about me : I'm A programmer of 30 (sheesh yes 30) yrs experience...I love RRT2, It's mellow and utterly engrossing at the same time... Anyways: I'm making a pretty tough Australia map atm. It starts in 1850, and you only have access to Western Australia. Rights to e.g. Victoria are very expensive. Basically you have to start in Perth, and Supply the city like mad. I've adjusted the economy to a realistic 1850 lvl ...many, many (literally)one horse towns,+ Sydney/Melbourne/Brisbane/Adelaide and Perth. But then all you get is Perth. Played half a dozen trials, gave up
    1 point
  5. Hello all, it's finally here! So much promised and advertised Structures Editor, which is going to be a better replacement of TibEd gets its preview release. I was working on this really hard during the last month, and spent countless hours and long evenings coding this stuff. It's probably the MOST COMPLEX thing I ever programmed in D2kEditor so far, I would say several times more complicated than mission and events and conditions editor I made years ago. I also need to say, that honestly, now I understand why TibEd was a paid application that needed to be ordered. Heh... I won't want an
    1 point
  6. So, for those who want to add more building and unit types via the new Structures Editor. I said that you need to fiddle with TILEDATA.BIN and modify some special values to add support for pre-placing extra building and unit types on map. Well, you do not need to, I prepared this stuff for you! I tried to make a generic TILEDATA.BIN file that can be used by anyone for any mods (that will be probably distributed with D2kEditor in same way as the previously modified file where I added support for all existing building/unit types for all sides i.e. Hark palace for Atreides). I tried to make
    1 point
  7. At the end I think only dune 2000.exe it's 100% necesary to work, as any patch (besides the oficials 1.03 and 1.06 patches) done into the game I think it was done into this .exe itself. I have a portable version that I use to mess when I am trying to use Tibed, new colors and so on, so I don't touch my gruntmods versions, and since it is portable I can do multiple copies or extract the .zip again withouth needing me to install or anything. So, for this portable version of the game I only copy the dune2000.exe, config.exe and the launcher. The config because game may not launch, or do it i
    1 point
  8. The latest version of our forum software has been installed which comes with a number of improvements. If you are interested in seeing all of them check out their site: https://invisioncommunity.com/news/product-updates/ If you run into any issues let me know.
    1 point
  9. No I hadn't! Thanks for that! Remind's me of the Sega Genesis/Megadrive version of Dune 2 from back in the day. I'll add it to the list for the next update whenever that'll be haha. Speaking of new discoveries I saw someone posting today in a C&C facebook group about a Dune 2000 remake in the Unreal 4 engine.. it looked pretty freaky.. annoyingly the guy didn't post any links to a project page or community and ignored all requests for them so all I can do is link to the facebook post if people want to check it out: https://www.facebook.com/groups/commandandconquer/permalink/35417
    1 point
  10. hey, it's been a while since i was last poking around inside this game, but my understanding is this: 0x00 to 0xff of the data segment contains variables that can be checked as dialogue conditions. these conditions are defined in condit.hsq and referenced in dialogue.hsq. i think characters being willing to follow you is always controlled by dialogue. i think these are consistent between different versions of the game, except the demo. 0x2A is the current game stage and 0xC2 is used for the phase of the final attack on arrakeen. this is followed by the location data, troop data
    1 point
  11. Oh hey folks. Since the last post i've been elected to city council (still running for state house). Yeah, lil ol exatreides is now in government. Hows the turns have tabled!
    1 point
  12. Have you seen the Dune 2 mod for Rusted Warfare? https://steamcommunity.com/sharedfiles/filedetails/?id=1893092397 At the moment units seem to work nicely and look good. Only grievance is that carryalls don't work automatically. Multiplayer matches are possible. ...but in skirmish, the AI doesn't seem to care to build a refinery so AI matches are quickly over. The mod is still in developement, so I hope that Skirmish AI and the automation of carryalls will be fixed.
    1 point
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