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Showing content with the highest reputation since 07/15/2020 in all areas

  1. 1 point
    I am looking at one of the big .bin files. This is currently a very preliminary research, as at this stage all I can do is to recreate the past discoveries by TibEd and other people, before I can break new ground. As such, this is a very preliminary research. I hope to share this here so in the future, other people can read and save on the discovery (I can also put my research on GitHub or something, but I have not put my mind into that) Here is what I guess the game executable reads the Templates.bin file and splits it into different areas. These structural divisions is fundamental to how the game interprets the bin file. For instance, the game will reserve a block of memory for Unit data, and a different memory block for Building data. With the help of TibEd and running the game, these are my guesses on what each section belongs to. ------------------------------------------------------ Text copy of above image ------------------------------------------------------ At a glance, the game appears to support up to 60 unit types, 100 building types, 64 weapon types and 64 explosion types. I attempted to change what I suspect to be the Unit and Building Count, and I have some varied responses: Decreasing the values and loading a mission where such a value is needed leads to crash on mission load. Setting Unit Count to 0x00 up to 0x19, and loading A1V1 leads to crash at mission load with error "MyVersionOfUnit didn't find a unit". Setting Unit Count to 0x1A just below the Sandworm ID (25), leads to crash to desktop (no error message) Setting Unit Count to 0x1B just equal to the Sandworm ID (25), and loading A1V1 leads to working game, with graphically maimed animations and offset build icons Haha, Construction Wind Trap Setting Building Count to 0x3B (59), and loading O9V1 leads to crash with error related to the Imperial Palace (ID 59, or the 50thbuilding in the list). Setting Building Count to 0x3C (60), and loading H5V1 leads to crash with error related to the Harkonnen Special Outpost (ID 60, or the 61st building in the list). Setting Building Count to 0x3D (61), and loading O4V1 doesn't lead to crash, but the player loses instantly (since the Ordos Special Outpost (ID 61, or the 62nd building in the list)... does not exist??). This happens on both the -spawn and normal launches of the game. I am not sure why this behavior is different from the Harkonnen version. Changing other values in the surrounding region may lead to lead to very damaging graphical glitches. Clicking on the building queue (to construct a building) may lead to crash due to 'BlitErrors' Hypothesis: Unit Count and Building Count works like what I think they do, but their DATA.r8/.r16 folders may be arranged specifically to the exact number of items. Either this could be controlled by the .bin file, or it is hardcoded and any modder working on adjusting the counts need to also pad their DATA files so that the image sequences are aligned correctly. This is the extent of my current research. More to come.
  2. 1 point
    That is really nice one! I also made this small Guild Mercenary one.
  3. 1 point
    Hello, I found a thread that spoke of editing the dat file to make buildings auto repair. I tried to look up the hex code and could not find it. The dat on my hex code is 2010 and I downloaded my 1.06 version from "old games". I also am using the Queue Patch .exe and menu select. I couldn't either hex numbers mentioned in the thread, I would love to add the feature to my game. If there is another way to make this happen since the thread was old and before the editing tools I would appreciate it. If not I would love to know what the new hex number is, apparently address 00031C15 from 84 to 85 but I don't have this address and gruntmod is suppose to be 0004 9E35. I have neither in my dat file. Also I tried to make some infantry sprites based off the sardauker units, but the pallet issue gave me issues I tried indexing them but to no avail. Any help would be great On another note I am making a small mod for myself and maybe other if they want it. I removed all Vehicles except Harvesters to be more like the 84 movie. Emperor is Black Atreides are Tan etc. I add many other changes to maps and file to balance an all infantry game. It's turned out pretty well with the tools and the game play is unique, turrets are machinegun now and Fremen are recruited in a new way for palace.
  4. 1 point
    Hello, Since I am basically finished with this sprite mod, I felt it should have its own thread so Fey's wonderful Turret mod thread doesn't get sidetracked. Basically I redone the Weapons using the Trooper Sprites to make them heavy Machinegun units. I did this for my own infantry mod which uses only Troopers for Harkonnen. I think other may find a use for this unit in any way they want. I am uploading the Original Edited Sprites as well as DATA.R16 file that has the images already loaded in it. But this version also has the turret Mod made by Fey. There is also a new UI card for Sardaukar troops. http://www.mediafire.com/file/eptzlslvjqig2zf/New_Trooper.zip/file Here is some Pictures of the units in action and the UI cards as well as the download file and complete sprites. New Trooper.zip
  5. 1 point
    I get the quality of image out of the video. See the original ones are very contrasted so they look sharp in game, but the video ones are blurred which gives that different look compared to the others. I took this one from the Playstation cover image which was way more sharper and better contrast and in game it goes well with the original ones. Funny because the video shows Harkonnen as using heavy infantry yet in the game they had the same model. Makes you think they originally planned to have another model for the Harkonnen and then decided not to for some reason. I know Emperor has a lot more units than Dune 2000 for each house. I also made a Sardauker version since I never liked the one in the original game. And here are a couple new models using the background either could be used if one liked.
  6. 1 point
    Hello, I was wondering if there was a way to make Worms swallow Infantry they way they do Vehicles. There must be a hex number or something that allows this? thanks
  7. 1 point
    Okay, so... Here it goes: I'm now able to load buildings and units graphics from DATA.R16 directly, and easily dynamically recolor images with colors from COLOURS.BIN. Thanks to your Spice2k source code (https://github.com/nguoiyoujie/Spice2k/blob/master/src/Dune2000/Structs/R16/ResourceElement.cs) I was able to understand the DATA.R16 format and how to parse it. How is your investigation of TEMPLATES.BIN formats? I could notice UnitTemplate struct format is ready, but BuildingTemplate not yet. That would help me too. Reading graphics data directly from DATA.R16 directly is indeed advantageous, but also some issues. The most important issue is drawing of stealth units (stealth fremen and raider) - those units seem to use regular unit's graphics and the stealth effect is made by the in-game renderer. Also the side color cannot be seen on a unit in stealth mode. I'm thinking how to render stealth units - maybe whole unit shape with a solid color (the side color). The second issue is, that the Carryall and Frigate are too much spacious and they occupy much more space than size of a tile. I wonder how that would look in editor.
  8. 1 point
    I would LOVE to check those out! That sounds really interesting. By the way, I also did a little work on something you might want to use for your infantry-based mod: https://i.imgur.com/N7tWkE5.mp4 https://i.imgur.com/yMbzj6C.mp4 This still needs color correction, but the basic frames and alignment are done. Each Engineer has a pistol now. Here's the sound effect: engi boi.wav Not particularly useful compared to standard infantry, but not totally useless either. An Engineer can 1v1 a Trooper, two can possibly take down a Shotgunner or Grenadier... this mechanism mostly just enables them to defend themselves against injured infantry, such as those that pop out of structures, and contribute to the infantry force while being escorted. When you compare the Shotgunner and Engineer in my own mod, the former under normalized conditions costs 50 credits, is immediately available, takes 5 seconds to train, has superior armor, HP, and movement speed, deals 16.67% greater area damage, does 125 DPS, and stacks up burst a whopping ~45% better. The latter deals ~92 DPS, takes 30 seconds to train, costs 400 credits, and requires the Barracks upgrade and an Outpost. There is no contest; Engineers can't be massed and used like normal infantry while you go storming the enemy base and capturing everything. They still rely quite heavily on the protection of other units. However, they're slightly more capable units and the pistol is a bit of flavor if nothing else. That's for my mod though. If you have another idea of how to balance them, you're free to use the sprites however you'd like just as soon as they're finished, if you'd like to use them.
  9. 1 point
    Yep. This is only a piece of the puzzle. I have not yet investigated how allocation indices drive the selection of the player house, but at some point I hope to make an edit to the executable so that the player house is effectively "alloc. index mod 8" instead of "Max( 7, alloc. index )", or a more flexible method, if possible. Loading custom colours.bin is probably the easier (and probably the preferred way in modded content), when you are willing to work with third-party launchers. The benefit of extended Colours.bin file with > 8 colors is mostly research points into finding out how the game handles allocation indices (Funkyfr3sh modded the game so that indices > 2 use Ordos unit voices & Announcer / EVA.) If this can be customized into a mapping (or extended to support more Announcers), that would be sweet (though this may require modifications to templates bin as well). With the templates bin format known, loading from Data.R18 may be possible. But I am still working on a template bin editor (that integrates with an Data.R18 editor) and it is definitely not a trivial endeavour. xD An easier alternative would be to extract only the images as a 8bpp image (I'm trying to get my Data.R18 editor to do that instead of exporting as true color RGB). Recoloring a 8bpp image is much easier as the palette is already embedded in the image. The current editors only export as a true color RGB so you may have to wait for me to finish my version, or try a hand in parsing the data.R18 file yourself.
  10. 1 point
    I'm doing fine, thanks! How are you? Perhaps take this to something like Skype/etc? (or email, stefan [at] fundynamic [dot] com still works 😉 )
  11. 1 point
    I spent endless hours playing Master of Orion 1 in the 90s so this sounds good! Pretty much a love letter to MOO1.. infinite techs.. dynamic AI.. wormhole/starlane game or not.. super customizable UI & gameplay. What's even crazier is that he's released the latest build (not just a demo) of the game for free on his kickstarter. Do you like free stuff? I like free stuff! https://explorminate.co/dominus-galaxias-kickstarter-has-launched/ https://www.youtube.com/watch?v=1jwG4D-fCsg
  12. 1 point
    Ah, a guide to get started. Very good. It's my understanding you're diving into the deep end of D2k modding for starts - graphics editing - so I wish you luck with starting, yourself. Don't burn out too fast, mate!
  13. 1 point
    Well it got funded in the end so I was glad to be wrong lol! Speaking of which I've found yet another love letter to Master of Orion except this one is more MOO2 like! Has anyone here tried Interstellar Space Genesis? If so was it good? Was it stable? Apparently the indie team behind it consists of only 2 people haha! It looks pretty awesome so am thinking about trying it out now that it's finally on sale (it's normally pretty pricey lol). https://store.steampowered.com/app/984680/Interstellar_Space_Genesis/
  14. 1 point
    Hello everyone, While the community is not as numerous as it used to be few years ago, there are still people enjoying singleplayer custom campaigns created by the community or people who'd like to get into making their own missions or campaigns. This is why me, cm and fey thought it would be a good idea to centralize all this into one single Discord server, dedicated to the singleplayer scene, to custom campaigns and to modding. Therefore, if you'd like to get into making your own missions but struggle with the editor, we can help you out over there! Or, if you want to share your creations, we're always happy to play them, and you can let us know over there. If you don't want to create your own stuff, but simply want to keep up to date with what other people are making (spoiler alert: there are some big updates coming for the singleplayer scene) or to play their creations, or just simply talk about any Dune2000 related stuff or troubleshoot a problem, you can join too! This is in NO WAY aimed only at mappers or modders, it is for anyone who enjoys the singleplayer aspect of this game, which, quite frankly, has become pretty advanced lately. In other words, this Discord server is for people who are interested in: Anything singleplayer related, like talking about any campaigns or share their own experiences while playing a mission Anything mission-making related: if you have any questions or would like to create your own missions, we can help you Anything modding related If you have issues with the game, we can also help you fix them If you just want to keep updated with what other people are working on and chill within a friendly community If you are a tool developer, joining this would let you keep in touch with the mappers easily and get feedback or suggestions in a breeze In order to join the Discord server, please CLICK HERE Moderator note: Topic pinned at the author's request ~ MrFlibble
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