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Showing content with the highest reputation on 06/30/2020 in all areas

  1. Ever feel like Gun Turrets kind of suck? Well, they don't, but I've got another new thing for y'all anyway. This is a standalone mod that turns your traditional long-barreled cannon turret into highly responsive dual guns that mow down infantry and can be generally oppressive against vehicles. That's all this mod does. Here are some screenshots of all 32 frames in the three main colors, and their sidebar icon: Here are some gameplay tips: Design theory rant below spoiler: Regarding their animation / sound design: Here's a download link: AGTs.zip If you wanna install the mod, merge the data folder in the zip with the one in your D2k directory. The data folder under the backup folder in the zip can be merged with the data folder in your D2k directory to restore the changes this mod makes to the default state of the game. Have fun.
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  2. Here's another update in D2kEditor. Here is a screenshot, can you spot all the new things? As you might know, I was working on implementing support for per-mission editor graphics and configuration files (I mean those .ini files under config folder). This can be extremely helpful for creating missions using modded game resources, as you can use i.e. the modified graphics, unit and building configuration per individual mission. Here is example of changes I made: - Modified graphics/structures.bmp (just swapped colors for a simple demonstration) - Modified graphics/misc_objects.bmp (changed the background tile for spice bloom) - Modified config/structures.ini (added Flame Tank on the list of units) - Modified config/misc_objects.ini (renamed Spice Bloom to Wood Bloom) - Modified config/players.ini (renamed player names - already showed previously) - Modified config/mis_units.txt (this is list of units for Events and Conditions, added Flame Tank on the list) - Modified COLOURS.bin - Modified TILEDATA.bin Here is the example folder structure and how editor loads it: CustomCampaignData |- WarOfTheLandsraad |- Colours |- colours_O9.bin |- Players |- players_O9.ini |- WOL |- config |- structures.ini |- misc_objects.ini |- mis_units.txt |- graphics |- structures.bmp |- misc_objects.bmp |- data |- bin |- TILEDATA.BIN So the file loading logic is in line with mission launcher folder structure. The _mask bmp files are created automatically, if missing.
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  3. here is how you do it NAv.................... this is the ini file that contains all of atreides's voices.......(keep scrolling) ;********************************** ; -------- UNIT VOICES ------------ ;********************************** [LocalDefaults] Type = Dialog Control = Random [ATKindjalAttack] Sounds = $00-UA01 ;"Engaging enemy." Sounds = $00-UA04 ;"Victory!" Sounds = $00-UA07 ;"We're on them!" [ATKindjalSelection] Sounds = $00-US02 ;"Awaiting orders." Sounds = $00-US04 ;"Kindjal ready" Sounds = $00-US06 ;"Ready for a fight" Sounds = $00-US08 ;"Ready for action" [ATKindjalMove] Sounds = $00-UM01 ;"Yes" Sounds = $00-UM04 ;"You've got it!" Sounds = $00-UM05 ;"On the move!" Sounds = $00-UM06 ;"Look sharp!" [ATAPCAttack] Sounds = $03-UA01 ;"Acknowledged." Sounds = $03-UA05 ;"Order confirmed." Sounds = $03-UA06 ;"Acknowledged." Sounds = $03-UA07 ;"Silent and deadly!" [ATAPCSelection] Sounds = $03-US02 ;"Ready to go!" Sounds = $03-US03 ;"Climb aboard" Sounds = $03-US04 ;"APC" Sounds = $03-US05 ;"We're powered up." [ATAPCMove] Sounds = $03-UM00 ;"On our way!" Sounds = $03-UM02 ;"Rolling!" Sounds = $03-UM03 ;"Transport in motion" Sounds = $03-UM06 ;"Moving to new location." [ATSniperAttack] Sounds = $06-UA05 ;"I need a clear shot." Sounds = $06-UA06 ;"He's mine" Sounds = $06-UA07 ;"I've got him in my sights." [ATSniperSelection] Sounds = $06-US04 ;"Sniper waiting" Sounds = $06-US06 ;"Just give me a taget" Sounds = $06-US07 ;"Readu and willing." Sounds = $06-US08 ;"Eyes like a hawk" [ATSniperMove] Sounds = $06-UM01 ;"Check." Sounds = $06-UM02 ;"Moving out." Sounds = $06-UM05 ;"I'm on the move." Sounds = $06-UM06 ;"Roger" [ATADVCarryallAttack] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $07-UA02 ;"Prepare for pickup" Sounds = $07-UA07 ;"Grapplers in position." Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [ATADVCarryallSelection] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $07-US01 ;"Transport." Sounds = $07-US04 ;"Carryall reporting" Sounds = $07-US06 ;"On your command" Sounds = $07-US07 ;"Transport standing by." Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [ATADVCarryallMove] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $07-UM01 ;"Roger." Sounds = $07-UM03 ;"We can do that." Sounds = $07-UM04 ;"On the move." Sounds = $07-UM06 ;"Coming about." Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [ATSonicTankAttack] Sounds = $10-UA01 ;"Cover your ears." Sounds = $10-UA02 ;"For the Duke!" Sounds = $10-UA04 ;"Harmonics set." Sounds = $10-UA05 ;"Full power!" [ATSonicTankSelection] Sounds = $10-US02 ;"Sonics Online" Sounds = $10-US04 ;"Wave shifters ready" Sounds = $10-US05 ;"Sonic tank" Sounds = $10-US07 ;"We're ready for action." [ATSonicTankMove] Sounds = $10-UM02 ;"Yes Commander." Sounds = $10-UM06 ;"Rolling thunder." Sounds = $10-UM07 ;"Good to go" [ATInfantryAttack] Sounds = $16-UA01 ;"Attacking target." Sounds = $16-UA03 ;"For the Duke!" Sounds = $16-UA04 ;"Charge!" Sounds = $16-UA05 ;"Attack!" [ATInfantrySelection] Sounds = $16-US00 ;"Infantry here." Sounds = $16-US04 ;"Are we going in?" Sounds = $16-US06 ;"In position" Sounds = $16-US07 ;"On your order." [ATInfantryMove] Sounds = $16-UM02 ;"Yes Sir!" Sounds = $16-UM04 ;"To the battle!" Sounds = $16-UM06 ;""Right away" [ATRepairUnitAttack] Sounds = $24-UA00 ;"Repairing." Sounds = $24-UA02 ;"What seems to be the problem?" Sounds = $24-UA04 ;"We're on the job." Sounds = $24-UA06 ;"We're here to help." [ATRepairUnitSelection] Sounds = $24-US00 ;"Who needs help?" Sounds = $24-US01 ;""If it moves" Sounds = $24-US02 ;"Repair here." Sounds = $24-US03 ;"Mobile repair" [ATRepairUnitMove] Sounds = $24-UM00 ;"Let's go." Sounds = $24-UM01 ;"At once" Sounds = $24-UM03 ;"Heading out!" Sounds = $24-UM05 ;"We're on the move." [ATMongooseAttack] Sounds = $28-UA00 ;"Locked on target." Sounds = $28-UA04 ;"Target locked." Sounds = $28-UA05 ;"They'll not escape" Sounds = $28-UA07 ;"Time for battle!" [ATMongooseSelection] Sounds = $28-US03 ;"Mongoose " Sounds = $28-US04 ;"Mongoose" Sounds = $28-US07 ;"Standing by." [ATMongooseMove] Sounds = $28-UM01 ;"Let's go." Sounds = $28-UM02 ;"At once" Sounds = $28-UM07 ;"On my way!" [ATEngineerAttack] Sounds = $35-UA00 ;"I see it." Sounds = $35-UA02 ;"I'm going in." Sounds = $35-UA03 ;"It shall be ours." [ATEngineerSelection] Sounds = $35-US00 ;"Engineering." Sounds = $35-US01 ;"Engineer reporting" Sounds = $35-US05 ;"At your service" Sounds = $35-US06 ;"My tools are at your disposal." [ATEngineerMove] Sounds = $35-UM01 ;"Yes Sir!" Sounds = $35-UM03 ;"Cover me" Sounds = $35-UM04 ;"On my way." Sounds = $35-UM05 ;"I'll check into it." [ATMinotaurusAttack] Sounds = $39-UA00 ;"They wont know what hit them." Sounds = $39-UA03 ;"No holding back." Sounds = $39-UA04 ;"I smell fear!" Sounds = $39-UA05 ;"Open fire!" [ATMinotaurusSelection] Sounds = $39-US02 ;"Awaiting orders." Sounds = $39-US03 ;"Canons loaded" Sounds = $39-US06 ;"Awaiting your signal." Sounds = $39-US07 ;"Canons at the ready." [ATMinotaurusMove] Sounds = $39-UM00 ;"Responding." Sounds = $39-UM01 ;"Yes Sir!" Sounds = $39-UM04 ;"Orders confirmed!" Sounds = $39-UM06 ;"Moving to new position." [ATScoutSelection] Sounds = $40-US00 ;"On watch." Sounds = $40-US01 ;"Yes Sir?" Sounds = $40-US02 ;"In position." Sounds = $40-US04 ;"They won't notice me" [ATScoutMove] Sounds = $40-UM00 ;"On the double." Sounds = $40-UM01 ;"Yes" Sounds = $40-UM03 ;"Scouting ahead." Sounds = $40-UM07 ;"On alert" Sounds = $40-UM08 ;"Eyes wide" [ATOrniAttack] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $41-UA00 ;"Target spotted - twelve o'clock low." Sounds = $41-UA01 ;"I've got the boogey." Sounds = $41-UA02 ;"Attacking." Sounds = $41-UA03 ;"Target locked!" Sounds = $41-UA06 ;"Hostiles engaged." Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [ATOrniSelection] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $41-US02 ;"Eagle force ready!" Sounds = $41-US05 ;"Holding position" Sounds = $41-US08 ;"Airborne ready!" Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [ATOrniMove] Control = random attack decay Sounds = Static01i_vol1 Sounds = Static02i_vol1 Sounds = $41-UM00 ;"Roger. Watch our six." Sounds = $41-UM01 ;"Roger that." Sounds = $41-UM03 ;"On attack vector" Sounds = $41-UM05 ;"Course plotted." Sounds = Static01i_vol1 Sounds = Static02i_vol1 Attack = 2 Decay = 2 [ATTrikeAttack] Sounds = $45-UA02 ;"Engaging enemy commander!" Sounds = $45-UA04 ;"For House Atreides!" Sounds = $45-UA06 ;"Take 'em out!" [ATTrikeSelection] Sounds = $45-US01 ;"Ready and willing." ;Sounds = $45-US02 ;"Trike here" Sounds = $45-US03 ;"Need somethin?" Sounds = $45-US04 ;"How 'bout a little recon?" [ATTrikeMove] Sounds = $45-UM00 ;"Right away Sir." Sounds = $45-UM04 ;"Sounds good!" Sounds = $45-UM06 ;"On the way." NOW OPEN up the hark ini file with the Hark voices............ keep scrolling for example ;********************************** ; -------- UNIT VOICES ------------ ;********************************** [LocalDefaults] Type = Dialog Control = Random [HKScoutSelection] Sounds = $01-US01 ;"Yes!" Sounds = $01-US02 ;"Reporting!" Sounds = $01-US03 ;"What?! (as if you are bothering him)" Sounds = $01-US06 ;"Just lurking about." [HKScoutMove] Sounds = $01-UM00 ;"At once." Sounds = $01-UM01 ;"Understood." Sounds = $01-UM04 ;"Let's get a closer look." Sounds = $01-UM07 ;"As you wish." [HKFlameAttack] Sounds = $04-UA01 ;"Burners on." Sounds = $04-UA02 ;"Ashes to ashes
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