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  1. Dune 2000 Build Queues Patch Version 1 After about a month of development, I'm pleased to release Version 1 of the Build Queues Patch. This patch introduces queuing for units when you're already building a unit from that building. So if you click light infantry 5 times then 5 troopers it will build all 10 of them sequentially. This patch works for both single player modes (campaign and practice). I've spent much of the last week removing bugs from it, so it should be quite stable. But if you find any bugs please post. In Version 1.0 there is no facility to cancel queued orders (you have to cancel them when they begin production), I've not found this to be a major issue but if it does become a problem we can add something in. Special thanks to FunkyFr3sh, Sonarpulse, Hifi for the patching framework and invaluable help on IRC CCHyper and D2k Sardaukar for variable/function symbols Gruntlord6 for testing the alpha builds Download Version 1.0 at D2K+
    11 points
  2. Download latest version here: https://downloads.cncnet.org/Games/Dune2000/Dune2000_1.06p.zip Package includes: cnc-ddraw Dune 2000 Config tool CnCNet - Improved Skirmish/LAN/Online lobby rules.ini Fix for "The application was unable to start correctly (0xc000022). Click OK to close the application." crash - https://github.com/CnCNet/dummy-dplayx/releases Note: Extract the files to your game folder Download Multi-Language (English/German/French/Spanish) created by Morphosis - https://downloads.cncnet.org/Games/Dune2000/MultiLanguagex.zip Make sure you also check out the updated dune2000.exe for singleplayer: dune-2000-singleplayer-game-patching-new-features Fedas updated mission launcher: dune-2000-mission-launcher Credits FunkyFr3sh - 1.06p patch creator hifi - Patching framework creator Sonarpulse - Patching framework creator mvi - Ported the sub-house patch CCHyper - Provided symbols and made the sub-house patch D2k Sardaukar - Created the automatic high res graphic generator for the high resolution patch tomsons26 - New dune2000.exe icon N.Kindt - Creator of the first working high res patch Morphosis - Multi-Language
    9 points
  3. I hereby release D2kx - the ultimate Dune 2000 hacking tool. (Does not work on-line like on CnCNet, games will desync unless all games have same hacked version) Create hotkeys for spice, debugging, starport units and many many more. But also change memory based on other memory addresses to create unique mods! Screenshot: What you can do is almost endless. Here are some examples: - Display debug information or increase spice amount with one key press. - Jump between (player) sides with the numpad keys. - In mission 9, for example, give spice automatically to your ally if it goes below a certain value. - In mission 6, for example, change diplomacy based on any trigger you want. Download: d2kx-v1.2.zip Please explore and experiment to your heart's content. Post questions and suggestions in this topic. Also share new memory addresses that can be added to the program. Edit: - [bug] Don't use enters in comments. If you did and get an error, open the file with a text editor (Notepad++ for example) and remove them. Key- and Memory trigger files also save memory addresses, they perhaps also need fixing. - Version 1.1 brings production queue memory addresses shipped with the program (as well as instant atreides build example). - Version 1.2 brings liorlevi99 list with lots of building time settings. Only for Atreides, Harkonnen and Ordos currently, but this can probably easily be adjusted for other sides.
    8 points
  4. Now you can scroll the sidebar up and down with your mouse wheel! Test file is here: http://www27.zippyshare.com/v/46471557/file.html Thanks to wyq, he was my first tester!
    8 points
  5. dune2000.cfg = abandoned The new settings file is much easier to edit, all you need is a text editor like the standard windows notepad. Many new cool things will be added to this file soon (e.g. no-cd patch on/off) Of course we gonna need a nice config tool to edit this file too (not sure when im going to do that :D ) Test file: http://www54.zippyshare.com/v/78207005/file.html - To change your hotkeys visit this site: http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspxtake the hex number (e.g. 0x46 - F key) and convert it to dec here: http://www.binaryhexconverter.com/hex-to-decimal-converter Here is how it looks currently: [MultiPlayer] FirstTimePlay=No UnitCount=10 TechLevel=7 StartingCredits=7000 AIPlayers=0 Crates=No Worms=0 PlayerName=NONAME PlayerSide=0 PlayerColor=0 IPAddress= ModemPhone= SerialComPort=1 [Options] ScrollRate=20 GameSpeed=75 GameBitsPerPixel=16 SFXVolume=100 MusicVolume=100 [WOL] AllowFindUser=Yes AllowPageUser=Yes LanguageFilter=No ShowAllGames=No Microphone=No [Hotkeys] SelectAllUnits=69 Scatter=88 CenterNextUnit=78 Repair=84 Sell=89 Guard=71 CenterBase=72 Stop=83 Bookmark1=120 Bookmark2=121 Bookmark3=122 Bookmark4=123 SidebarUp=38 SidebarDown=40 Alliance=65 Retreat=82 OptionsMenu=27 Team1=49 Team2=50 Team3=51 Team4=52 Team5=53 Team6=54 Team7=55 Team8=56 Team9=57 Team10=48 CTRL=17 ALT=18 SHIFT=16 PrivateChat1=112 PrivateChat2=113 PrivateChat3=114 PrivateChat4=115 PrivateChat5=116 PublicChat=117 WOLPageReply=119 WOLProposeDraw=68 CenterSelectedUnits=36
    8 points
  6. High resolution patch! * Patch works on fresh/clean Dune 2000 (v1.06), English version preferred. * Mods need to be made for original resolution and first be installed on fresh/vanilla Dune 2000 before patching. * All you have to do is put the folder from the zip in the main Dune 2000 folder and run from within the folder "d2k_patch.exe". * Always keep a (zipped) backup of a fresh/clean Dune 2000 game in case the patch goes funky or you want to try mods. * Get mods and more stuff at http://d2kplus.com/ , like the mission select patch/mod. Special thanks to N.Kindt and mvi. DOWNLOAD: hi_res_patch_v1.4.2.zip Known bug: Certain reinforcements (mission events) on the smaller maps (first few missions) do not work correctly. Larger maps (larger than screen resolution) do work correctly. Not working? Try copying the whole folder like this: http://forum.dune2k.com/topic/19636-dune2k-high-resolution/?p=384335 Still not working?, try the cncnet-gruntmods-edition (contains code-parts of this patch and more!): https://cncnet.org/dune-2000 Here is an example of 1280x1024:
    7 points
  7. CnCNet 5 now supports Dune 2000! This is the initial release supporting Online/LAN/Skirmish games, more features will be added in the coming months (e.g. Map Previews..) Have the game already? Download CnCNet 5 here! (Dune 2000 version 1.06 is required) Don't have the game yet? Our friends over at gruntmods.com have updated their game packages to support CnCNet 5 out of the box! Visit their site for more info - www.cncnet.org
    6 points
  8. Hello guys. I see lately there are barely 1-2 new mods, which is sad :( So i thought i should announce that I am working on a big campaign pack for Dune 2k. It will feature new campaigns for all 3 great Houses, plus an expansion pack after these 3 are released. The campaigns are all linked to each other through the story; all 3 follow pretty much the same story, but the emphasise on certain events differs from faction to faction. So for example events in the Harkonnen campaign regarding Ordos will happen in the Ordos campaign as well. The story will be continued in the expansion pack, as this mid will end without a concrete verdict of the war. I don't want to tell u more so that i dont kill the element of surprise, but I can tell you this campaign won't be like anything you've seen before; the plot is complex, it's not like my previous campaigns in which u start as a weak side, kill and kill and kill and in the end u blow everyone up. This mod will be full of twists, betrayals, allegiance changes and desperate unholy alliances. I can guarantee: you'll love the story. The missions are designed 100% from scratch. This means in this mod I am not going to use the copy-paste terrain feature of Shai-Hulud. I realized missions don't look that good using that, and also you don't get the exact terrain you've wanted. A true mod should have maps created from 0,manually, thanks cm_blast for showing me how nice those maps look :D I am not going to add new units in the stock mod, because i dont really want to edit it that badly. The expansion pack will probably contain some new units, but I don't know now exactly which. As briefing, I have used GruntMods Edition's text.uib as that is the most popular dune installation. All in-game messages related to my campaigns are added at the end of it, or in the gaps present close to the end, in order not to mess up any other messages. So far I have the first 4 missions of the Harkonnen campaign, I will release it when i finish all 3 campaigns. If you want, i can post some screenshots.
    6 points
  9. 6 points
  10. Hello, me and SQDeviator have purchased a Hamachi Network for Dune 2000 which supports up to 32 people. Anyone who likes this game and can be a nice guy can join to play with us, the network already got 9 members in only a few days. Join us if you like to play Dune 2000 for fun, free of drama! Network ID: dune2000.my1.ru password: 0
    6 points
  11. An open letter to the admins of Dune2K.com With the Dune 2000 section by far the most popular section of the forums, I think it would be a good idea to expand it. Recent years have seen an explosion in Dune 2000 modding and Dune2K.com has been home to all of those developments. All the modders and a lot of the players have met here and it's been a great place for collaboration to brew, such as the High Resolution Patch, Mission reverse engineering and all new campaigns. Dune2K.com is now in a position where it makes sense to increase the amount of the forums dedicated to the Dune game with the most active following. Currently the majority of modding posts are posted in the main Dune 2000 forum, while forum guidance is for modding posts to be in Dune Editing with tags, the desire from modders has always been to keep it in the Dune 2000 section. Unfortunately the Dune Editing forum just doesn't work very well, posts are ambiguous and require the poster to attach relevant tags. If you're viewing the forums on mobile (which is how I generally use them), or looking at the forums on the root page you can't tell which game the post is related to which is extremely frustrating. It's also something which the modders have always been against, which is why the majority of Dune 2000 modding posts are still made in the Dune 2000 forum. My proposal is for Dune2k.com to go back to its namesake and create more Dune 2000 sections, moving Dune 2000 to a dedicated category to enable the Dune 2000 community to grow to its full potential. Creating dedicated sections for Dune 2000 modding, given its long term prevalence, as well as Dune's multiplayer scene which thanks to the work of the Dune 2000 Online and PVPGN teams is now in a great position, would help the Forums stay relevant to its users and set it up to grow further. It would also help the Dune 2000 community stay in one place, rather than fragmenting as its currently at risk of. Because a picture says a thousand words, here's a rough image of how it could be structured:
    6 points
  12. Patches: 6 Player patch (6p is the default setting when you host a game, once you move the slider the original values are used): 0043BD81 |. C605 EC8B4E00 >MOV BYTE PTR DS:[4E8BEC],6 0043BD88 \. C2 1000 RETN 10 1 Star handicap for tournament games (WOL was using 2 star handicap by default): 004099F2 . C605 48986B00 >MOV BYTE PTR DS:[6B9848],0 004099F9 . C2 0C00 RETN 0C 00419A45 |. C685 B2284F00 >MOV BYTE PTR SS:[EBP+4F28B2],0 Changed multiplayer vars to remove the huge delay WOL games had (copied the LAN settings over and improved them... recon time-out has been change to 15seconds): 0045A9C1 |> C705 E8936B00 >MOV DWORD PTR DS:[6B93E8],0B4 0045A9CB |. C605 E83A4E00 >MOV BYTE PTR DS:[4E3AE8],28 0045A9D2 |. C705 1C3B4E00 >MOV DWORD PTR DS:[4E3B1C],12C 0045A9DC |. C605 60946B00 >MOV BYTE PTR DS:[6B9460],0F 0045A9E3 |. C705 EC3A4E00 >MOV DWORD PTR DS:[4E3AEC],64 0045A9ED |. C705 F03A4E00 >MOV DWORD PTR DS:[4E3AF0],5DC 0045A9F7 |. 90 NOP Raised the game version to make the patch incompatible to the original 1.06 to avoid oos (only for WOL, LAN is still compatible): 00413EBE |. 83F8 04 CMP EAX,4 0041A291 |. 6A 04 PUSH 4 ... Maybe someone knows what these variables could be ? Here are the default settings for LAN and WOL (var 5 and 6 are already identified) vars: (start 0045A955) LAN: (Cases 0,1 of switch 0045A977) 1 = 40066666 (1074161254) 2 = 0B4 (180) 3 = 28 (40) 4 = 12C (300) 5 = 6 (6) [Reconnect time-out to a single player during the game] 6 = 96 (150) [send rate, lower = faster/more packets] 7 = 5DC (1500) WOL: (Cases 2,3 of switch 0045A977) 1 = 40000000 (1073741824) 2 = 12C (300) 3 = 4B (75) 4 = 3E8 (1000) 5 = 1E (30) [Reconnect time-out to a single player during the game] 6 = 12C (300) [send rate, lower = faster/more packets] 7 = 5DC (1500)
    6 points
  13. Launcher has been updated, special thanks to Grand_Leo for making this awesome background image !
    6 points
  14. I have been trying to hack Dune 2000 all day and I finally got something worth sharing. I found a memory location that allows you to in-game change sides. So if you play for example in mission 9 as Ordos you can switch to the Harkonen on the fly and control the units/buildings while the AI just keeps going on. This might be useful when having a computer AI that does not rebuild. The memory location contains the house index value, so for example 2 = Ordos. The memory location is 00798544. Just use Cheat Engine to change the value. Here is some proof controlling the Mercenaries (house index 6): I have today also figured out a way to inject code in the DUNE2000.DAT file so that I can run any code I want without needing a trainer or cheat engine. I only tried a small injection, like changing a memory value after a certain event, and it's all by hand (calculating offset etc, so takes much time to code), but it's a step in the right direction. edit: Download patcher that allows to change side by numkeys here: http://forum.dune2k.com/topic/26356-change-sides-during-gameplay/?p=385825
    6 points
  15. Dune 2000 Online now hosts tournaments again. Heres a screenshot of some ranking players, hope to see yall there soon. http://www30.zippyshare.com/v/71293886/file.html Theres the download link, completely automatic install, will install our client, and hamachi. Make sure to see the screenshot!
    6 points
  16. Hi, so finally it's here, the promised big update of Structures Editor, which will hopefully change the history of Dune 2000 modding and make both experienced as well as newbie modder's life much easier! Download here: D2kEditorv2.0pre5.7z Important new features: - You can now genuinely add new buildings, units, weapons, explosions and arts without replacing existing! This has never been possible (with TibEd) until now. - You can easily change order of buildings and units - this will break up building/unit references in events, as well as AI properties, which you need to fix manually. You can reorder all other things with PgDn/PgUp too. - D2kEditor can manipulate with images in DATA.R16 (add empty images, remove images, reorder images), for example it automatically adds/removes/reorders building and unit icons when you add/remove/reorder buildings and units. - You can export buildings, units, weapons, explosions, armour types and warheads into files and import them back. This way you can easily share modded resources (buildings, units etc.) without need to send whole .BIN files. - You can export and import arts. Art is series of R16 images (for example 32 unit frames). This way you can easily share modded sprites instead of importing them one by one with resource editor. However, you still need resource editor for modifying actual images. - You can export and import sound effects stored in SOUND.RS file from/to WAV files. - Cascade import of buildings and units: When you prepare exported files of a building or unit and all referenced objects (weapons, warheads, ...), arts and sounds into single folder in correct format and naming, editor will automatically perform import of everything needed in a single operation = import of a new building or unit with a single click! - Function of several unknown bytes was revealed. These are: Screen shake, Sell priority (for building) and Voice priority, Projectile shoot offset (for unit). Demonstration examples for easy and fast new resources (buildings, units) import: Flame Tank.7zAutogun Turret.7zAutogun Tank.7z The new version of Structures Editor dramatically simplifies the way of adding new modded resources (new buildings, units etc.) into your own mods. This will make modding easily accessible to many people who are not much experienced with editing stuff and using resource editor. Instead of distributing whole .BIN files or sprites one by one, you share a zip packages with export of all needed objects, arts and sounds, like I posted above. The import will be done in this way: - Extract all files into some local folder - Open Structures editor, go to respective tab, and in case you want to add a new building/unit without replacing existing, click "Add new" button. New blank building/unit will be added. Keep the blank building/unit selected and click "Import" button. In case you want to replace any existing building/unit, select that one and click "Import" button. - Select a file for import. For building it's .d2kbld file and for unit it's .d2kunt file. - During import process, you will receive many information messages about what is happening (importing of dependencies). In case any dependency is missing, editor will warn you and you will need to take special care. For example adding new text entries into TEXT.UIB is not supported. - Once done, new building/unit is ready to use! - Try it out with the provided three resources on unmodified vanilla game files. Some notes: - The process of importing dependencies will always add a new item (weapon, warhead, ...) in case item with that name does not exist yet in your Templates.bin. In case item with same name already exists, it will replace that item with imported file. - When designing new buildings/items, always try to make new (unique) weapons, explosions, warheads etc. so that importing will not overwrite any original data. - Importing referenced arts will always add a new art. In case exactly same art already exists, it will skip importing. If you intentionally want to replace existing art, you need to import that art manually. - Import of armour type will import a "column" in the damage percentage table and import of warhead will import a "row" in the table. Armour/Warhead export files store referenced warhead/armour names, so in case you have different armours/warheads or have them in different order, the import should be safe. You should always make armours/warheads with unique names. Looking forward to your comments and questions!
    5 points
  17. File Name : Datar8sprites.zip File Size : 6.89 Mb File Format : Zip Uploaded On : 11-3-2013 5:30pm @ All : This Sprite Pack contains all of data.r8 contents.... I still haven't found out what does the pics in unknown folder do.... Have fun people..... @ MVI : Add this pack into your D2k Plus website..... Darar8sprites.zip
    5 points
  18. Hello folks! As I promised, new Map Editor release is finally here! As usually, there are reasonable improvements and new features. Most importantly: The ability to place any building or unit for any side! Many people asked and begged for this feature years ago and I (and probably you too) strongly thought that it was not possible because of no support in the game. But after discovering the possibility to edit this in TILEDATA.BIN file, this dream became real. I also made lot of internal changes in the code and improvemens in the rendering engine, I tuned up the editor, so I hope you will see it. Direct download link: https://github.com/jkoncick/D2kEditor/releases/download/v1.2/D2kEditorv12.zip Download page: https://github.com/jkoncick/D2kEditor/releases/tag/v1.2 FULL CHANGELOG: Fixed: "Cannot focus a disabled or invisible window" error Fixed: Tile with index 0 (left-top-most sand tile) is no longer used for painting a sand Added: You can "cut" (erase) the selected area if you hold shift while selecting the area. Added: "Mark buildable tiles" option Changed: Structure list was divided into separate building and unit lists Added: You can now place any building or unit for any side. In order to use this feature in game, you must copy the file config/TILEDATA.BIN into your Dune2000/Data/bin folder. Added: Structures and Misc. objects are now externally configured (structures.ini, misc_objects.ini). Added: You can now place continuous wall by moving the mouse Changed: Units are now grouped by unit type in the event table in "Contents" column Added: Event notes are shown in the event table. Event table Columns are now resizable. Added: Map statistics Added: Support for "Custom blocks" - blocks which are not stored continuously in the tileset. Adjusted tileset configurations accordingly. Added: Confirmation dialog when closing the editor. It can be turned off in D2kEditor.ini. Improved the rendering engine and the editing interface: - Optimized map rendering: it should be faster and consume less CPU - Concrete is properly drawn under buildings, added "Draw concrete" option - Added Building marker and brush marker Note: I did really lot of internal changes in the source code, so bugs and errors are really very likely. Please let me know about all errors or problems you encounter. Note 2: This is probably the last relese with reasonable amount of changes and new features, because I ran out of ideas and needs to do something more. I think that now the editor has all it needs and I'm planning to do rather just bug fixes and minor enhancements in the future. If you have some good idea for something new I'd appreciate it, but be warned that I can reject it if it's too much work or I consider it unnecessary. For example I am not going to implement a random map generator - it's really too much complex. Enjoy!
    5 points
  19. Hello all! D-Day is finally here and I'm releasing new version of Campaign map editor, now with complete and brand new Mission editor. Download: D2kEditorv10.zip CHANGELOG: Added: "Smooth rock/dunes edge" feature: - Select "Paint Rock" or "Paint Dunes", and then Shift-Click somewhere onto the edge of rock or dunes area. All the edge will become smoothed: the rock/dunes tiles neighbouring with sand are turned into edge tiles. - The smoothing process starts in the point you click on and continues in the counterclockwise direction. - The process ends when any obstacle is encountered. That means you need to click onto appropriate tile. - The smoothed edge sometimes won't look as good as if you made it manually. Added: New editor-specific tileset attributes are used in order to make the "Smooth edges" feature work properly. These attributes are also used in "Fill area" feature. Modified TILEATRx.BIN files are distributed with the editor. (New version of Tileset attributes editor will also be released soon) Added: Ice has its own color on minimap Added: You can drag .map files into editor window to open them Added: Copy&Paste feature: You can copy and transfer selected block between two instances of the editor Added: New key shortcuts for spice (ctrl+Q, ctrl+W) and selecting player (Num 0 - Num 6) in Structures mode Added: Map name is shown in window title Added: Program now stores persistent settings in D2kEditor.ini file: - Editor window position and size is preserved when you close and open editor again. - Game path is is stored in ini file and can be edited. - Several default values are stored in ini file and can be edited. - Several preferences are stored in ini file and can be edited. More preferences will be possibly added in future. Added: Tileset window is vertically resizable Complete Mission (.mis file) editor was implemented. Program was renamed to "Dune 2000 Map and Mission Editor". - Two new windows were added: "Mission settings" and "Events and conditions" - Added support for map .ini file features (supported by FunkyFr3sh's Dune 2000 Patch and Mission launcher) - Event editor provides complete tabular overview of events, with detailed information about events and their conditions. - Events can be easily manipulated (move up/down, insert event, delete event, duplicate event etc.) - "Create common events" feature: You can quickly create events like Harvester replacement, or add flag to run the event only once. - Added event and condition notes (stored in map .ini file). If you set note to a Flag condition it is displayed like Flag name. - You can directly edit Message text in event editor (if map .ini is used) - You can easily set reinforcement (and other event) position by using "Go to map" and then clicking into map. You can also drag event markers in map editor to move the events. Double-click on event marker to show the event in Event editor. - You can easily edit all AI properties (which are known). The list of AI properties (and some other configuration) is stored externally and can be modified. - Added "Mark defence areas" feature (they are stored within AI and known uses are only in A4V1 and H4V1 Fremen bases). Tips: Use F10, F11, F12 to switch between windows. Use Enter to apply event/condition changes. There is no Undo feature for mission editing - you can save and then reload map to undo unwanted changes. I'm thanking FunkyFr3sh for making the MisEditor (modified Dune2000.exe which can edit AI in .mis files) and discovering the AI properties inside Dune2000.exe. Without them AI segments in .mis files would probably remain insoluble. Also thanks for patching Dune2000 and adding plenty of new features. Credits also go to mvi who reverse-engineered .mis files and the principle of events and conditions and created the original Mission editor. I'm looking forward to your comments and also new Missions where you can now utilize the full new potential of editing and modding possibilities.
    5 points
  20. Hi folks, so new official release of map editor is here. This is alpha 0.6, which has several additions and improvements from the 0.6 pre-release version. Download here: D2kEditor06.zip Changelog (what is new from pre-release is marked with *): Added: "Mark tiles" option also to Tileset window. Buildable tiles are marked there too. Added: "Edit" menu with Undo and Redo options Added: Press TAB key to switch between Structures and Terrain mode Added: "Show unknown specials" feature Added: If more events (Reinforcements etc) are placed in one tile, additional markers are dwawn next to that tile Added: If mouse cursor is moved over Reinforcement or Spawn marker, list of units is displayed. Works in Structures mode. Changed: Minimap is updated after you finish painting of sand/rock/dunes/spice, because rendering was very slow. Added: "Fill area" feature: works with sand, rock, dunes and *thin/thick spice. - You need to double-click into a tile inside area you want to fill. - *Area consists of connected tiles of same "type". There are 4 types: Clean sand, Dunes, Spice and anything other. Added: *Made block selection from tileset much easier. You no more need to select predefined block size and then click to tileset, but you can select any block simply with mouse. (You can still use presets if you want.) Fixed: *When you resize map, the new empty space is filled with random sand Added: "Test map" feature: you can now launch and test your map directly from the editor! Requirements: - You need to have modified version of Dune2000.exe, which supports mission launching. (It is distributed along with Mission launcher) - Dune2000.exe must be in parent directory of the directory where the map is saved - Counterpart .mis file must exist and there must be no map errors (missing Worm Spawners etc.) How it works: - Added "Test" menu with two options "Quick launch" and "Launch with settings" - "Quick launch" simply starts game with last settings - "Launch with settings" opens a window where you can set Difficulty, Mission number, Side you want to play as etc. - Mission number and Side is detected from map name's last 4 characters (like A4V1 - A for Side, 4 for mission). - For map names not having this name pattern you need to set them manually. - Before launching, map is saved into temporary file (TESTMAP.map) which is actually launched. - Original map is not saved. Don't forget to save! Added: "Create empty .mis file" feature: Creates .mis file with default settings, no events, no AI. Useful when creating new map. Added: *Keyboard shortcuts for Resize/Shift map and Change structure owner option I hope you will enjoy the new improvements. I'm looking forward to your feedback and new suggestions. I'm also going to write up some new description for D2kEditor on D2K+ site, because the current is quite outdated. @Gruntlord6: Please inform me when you are writing a new "news" post for D2K+. And I have one question/survey for you: Do you think that D2kEditor is now good enough so it can fully replace Shai-Hulud editor?
    5 points
  21. Hey everyone, After very long time of work I finished a full Ordos campaign (9 missions with in game briefings). I tested everything and couldn't find any more bugs but if you find some, please let me know and I'll fix it asap. Oh and any feedback is highly appreciated :) Ordos campaign.zip
    5 points
  22. Well, i might just remove those from the stats or group them up, so instead of HeayWarfacoryHarkonne HeayWarfacoryOrdos etc it will only show HeayWarfacory update: Spectators can now see live stats while watchign games
    5 points
  23. here we go again... :D Update: Human players can now choose their starting location
    5 points
  24. Made a lil config program for my patch :D Download: http://funkyfr3sh.cncnet.org/files/d2k/Dune2000Config.exe
    5 points
  25. done! News: Been spending the last 2days hunting bugs, i hope the public beta testing can start soon... Meanwhile, check this screenshot for the new Online/Lan/Skirmish lobby:
    5 points
  26. alright :) got some news, preplaced buildings and events (triggers) are now working in skirmish too. Its just for testing atm, nothing is done yet :D Feda and dato were able to play a singleplayer mission online using this patch :D but it still needs some tweaks to get it working perfectly online (players need to pick the right sides/colors or the game goes OOS) test file is here: http://funkyfr3sh.cncnet.org/files/d2k/dune2000-multiplayer-missions.exe here is a video of feda and dato playing a mission online in co-op mode :D
    5 points
  27. Hey guys, found this awesome program that can measure APM in dune. It can divide APM from keyboard and from mouse clicks or count an average of both. Could be interesting to see potential areas to improve in the game (mouse or keyboard controling). May be also good to set up balanced teams. CTRL+SHIFT+P is a shortcut to start / stop recording. APM Counter Installer.zip
    5 points
  28. Some extra stuff from dune2k installer (if anybody need this) 1.35mb archive there
    5 points
  29. This tutorial will cover how to add new music to the game. There are a few things you will need to get started: -The RAD Video Tools -An mp3 or wav sound file -XCC Mixer -D2K+ Table Editor -Copy of Dune 2000 The first step is to prepare the sound file with RAD Video Tools. 1. Open RAD Video Tools and select a sound file, then click the "Convert a file" button. 2. Enter the settings shown in the screenshot below (thanks Nyerguds), then select "Convert". 3. You will see dialogue a message saying the conversion is done. The output file name will be displayed in this window. Select "Done". 4. Close RAD Video Tools. The second step is to convert the new .wav file to a .aud file using XCC Mixer. 1. Open XCC Mixer. Navigate through the menu so that it is displaying the folder containing the .wav file you created earlier in both sections. 2. Right click on the .wav file and select "copy as AUD". 3. Right click again and select "refresh". You should now see the .aud file in the directory. 4. Close XCC Mixer. The third step is to edit the string file in Dune 2000 to contain the music information in the D2K+ Table Editor. 1. Open the D2K+ Table Editor as an administrator (right click on it and select "Run as administrator). Select the load button. 2. Navigate to your Dune 2000 installation directory, then navigate to data>UI_DATA>text.uib . In my case, the file path was "C:\Program Files (x86)\Gruntmods Studios\Dune 2000\data\UI_DATA\text.uib" 3. Scroll to the last entry, then select the button "Add After". 4. Double click the 1st field and enter "music_" and the name of the music file. In this example, it is "music_BennGess2". 5. Double click the 2nd field and enter the name you want the track to appear as in game. 6. Select the save button. 7. Close the Table Editor. The final step is to copy the .aud file to the music directory. For me, this was located at "C:\Program Files (x86)\Gruntmods Studios\Dune 2000\data\Music". Once you have done this, run the game to test it out. If you see your track listed in the music select menu, you have sucessfully added your music to the game! If you do not see your track listed, you need to ensure you entered the name exactly in the table editor, without spaces, and also check that you placed the .aud file in the correct folder.
    5 points
  30. It's me again. I am glad that the patch released, how about replace some graphics? Result of 30 minutes in photoshop:
    5 points
  31. I finished the first version of the menu, it lets you switch between each house as well as letting you choose the difficulty while you play. Select the "Debug" button from the options menu in game to access the new features. Rar Archive Download Self Extracting Download (NEW) Installer Download If you choose to use the installer, it will automatically create a backup to your game directory and restore the original menu files when the uninstaller is run. Screenshots of the new menu:
    5 points
  32. Gruntlord! This is awesome! Thank you!!!!!!! Dune2k is pretty much the last real computer game I played, 15 years ago. Married, babies, you know the routine. I found myself, once again, up 'til 2 am playing "just one more mission"
    5 points
  33. Tool for playing and converting Westwood .AUD audio. Feature Set: * Supports loading an AUD and playing it. * Supports exporting AUD to WAV file * Supports replacing AUD contents from WAV file * Supports saving AUD file with new WAV contents * Supports shortcuts (Ctrl-O, Ctrl-S, Ctrl-P, Ctrl-E, Ctrl-R) * Supports AUD files being dragged onto the EXE icon. * Supports AUD files being dragged onto the open window. Download at D2K+
    5 points
  34. Man i'm gonna repeat this: stop getting in so many things, you WON'T be able to make them all, or at least not in a decent amount of time especially if you say you're working alone. For example, the videos are totally useless, why don't you focus on the gameplay, the tilesets and missions to get a demo release ready. Try to do the things you can as fast as possible now, and let those hard & time consuming ones for later. People are waiting a release, an incomplete one ofc, just to be a release. Vids would take LOTS of time. Good luck anyway.
    5 points
  35. well all fed2k forumers work on their own blood and sweat to publicly help everyone who want help and not give any conditions for anything.. What you were researching now and not disclosing will be done by someone who is lyk the rest of us and will be available to all.. If you really wanted help on samp you should have said please and not talk like a gangster saying I'll give you this if you do this.. If you would have asked politely without saying anything about misai file research I or anyone would have helped you.. What you did now made everyone angry.. We had a great mind in our midst who helped us in modding Dune 2000.. For free he did.. MVI was his name.. The rest of us follow in his footsteps and completing the mission he started.. Try to understand the anger when we saw that post you posted.. Step into our shoes Luminar.. You did a good job.. But with great power comes great responsibility..
    5 points
  36. Small tut about installing it, as some subscribers & ppl kept asking me when is the bug-free version going to come out. And yeah I noticed that as well, mentioned it in the video :D
    5 points
  37. Little hacker D2k Sardaukar has some news. I made a Python script that takes any .UIL file and can move all the elements so that they are aligned in the centre of 1024x768. I also made a script that takes Dune 2000 tga images and adds black borders to fit the 1024x768 resolution. There are however some small glitches. The black border I added doesn't put the original image exactly in the middle (vertically), also in contains some funky colours (which are I think tga settings that should not be copied). The pop-up text is still also at the wrong place (see: enter your name). I also have a script that can take saved bmp files from GIMP in the X1R5G5B5 format. That's rather simple, but makes it possible to use GIMP for image editing. I'm personally not a big fan of the big main menu of mvi because it's all stretchy (border images don't look authentic) and you need to do a lot of image editing also. So I prefer just to put all the menus in the centre and only have the gameplay screen be full resolution (1024x768 in this case). My proof:
    5 points
  38. To have a good visuals for such complex weather effects, I need to have normal maps for every game sprite. It's a huge amount of work. But I am mad enough to do that. athanasiosathanasios, I am changing tiles color in realtime. To have a better understanding of how it looks like, check out this vid: http://youtu.be/DRyOvqkJx8Y
    5 points
  39. Emperor: Battle for Dune "The Revival" official blog link: http://ebfdrevivalblog.blogspot.com/ Visit the Events page for the latest event. Logo submissions and screenshots, send to: zhartconcepts@aol.com Important: Site is still under construction. Errors in design are to be expected. Clans event will be officially open for business when there are enough active clans registered. Every Clan should have their own logo. If you can't make your own, please let me know... I can always help with my limited skills in design. Please try to use English when using chat boxes in the site, as it is an universal language on the internet. Use of other languages are still allowed but try not to overdo it. There might be a new server, so be prepared for transition. A new server will allow us to record battles and setup our own Ladder ( As known as Ranking list ); It will also ensure there are no players playing under new nicks. Here is an update of the list of new clans and their members: 1. "Dark Allience" has changed their name to "Children of Dune" Members list: Kindjal86 Centner Moroz666 New logo on the way, "Dark Allience" Logo proposal was: 2. "Russian Attack" (Official when logo is submitted) Members list: Chaos Kralizets "Awaiting for new member" 3. (No name, no logo) Members list: Atom Newlords Viking
    5 points
  40. Hello all, so finally I got into Dune 2000 patching and fixing up things and adding new features! I had a talk with FunkyFr3sh and got some useful information and stuff needed for continuation of game pathing. I'm going to use the latest FunkyFr3sh's Cncnet version as a base (not the Gruntmods version which is not the latest one and can miss some important features), which should be fine and work well. I'm using the same patching methods and tools, which is pretty easy to use and only Dune2000.exe needs to be distributed. The latest version of cncnet's ddraw.dll needs to be used so I'm putting it in the zip file as well. I would also like to say many thanks to Tomsons26 and The Code Conqueors team for his hard work on reverse engineering Dune2000 with IDA, which helped me very much with seeing and understanding the code and which made game patching easier than it ever could be. Patching, which is practically kind of "source code modding" is lot of fun and can bring lot of new possibilities into the game. Download here: dune2000-sp-patches_2024-02-13.7z D2kEditor version 2.2 with support for the new game features: D2kEditorv2.2.7z Feature list: 1) New mapping possibilities - You can place any building (even specific version - i.e. Atreides, Harkonnen, Ordos) for any side with special values from range 8192 - 16383. The building type, side and other properties are coded in special value directly, no need to set them up in TILEDATA.BIN. D2kEditor provides GUI in the new Advanced structures mode. - You can place refinery which does not receive new harvester delivery upon starting a mission - You can place specific building as primary - For turrets, you can specify initial barrel direction (4 directions: up, right, down, left) - Tagged property: for use in events which refer to specific building(s) - You can place any unit (even specific version, i.e. Atreides, Harkonnen, Ordos tank) for any side with special values from range 16384 - 32767. The unit type, side and other properties are coded in special value directly, no need to set them up in TILEDATA.BIN. D2kEditor provides GUI in the new Advanced structures mode. - You can specify initial unit direction (8 basic directions) - You can place any unit as stealth - Tagged property: for use in events which refer to specific unit(s) - You can place static crates with special values from range 32768 - 65534. D2kEditor provides GUI in Advanced structures mode. - You can directly place thin spice, thick spice and real destructible concrete for any side out of the box as a direct tile property without use of any special value or tiles with specific pre-set tile attributes. You can place any building or unit on top of them. 2) Crates system - Added support for static pre-placed crates in maps + extended crates functionality and customization - Crates can be pre-placed using special values - You can place any crate/spice bloom types using any of 8 available graphics (4 crate sprites, 4 spice bloom sprites) - Extended Cash crate: Can give you customizable amount of money (multiplies by 100) - Extended Explosion crate: You can specify which "weapon" is used, crate can be detonated by shooting on it - Extended Reveal map crate: It can reveal a circle (same as Reveal map event) in relative position near to the crate - Extended Unit crate: You can specify which unit exactly it will give, for infantry it can give either 1 or 5 - Extended Stealth crate: Has more unit-powerup functions (heal unit, change unit type), customizable range and pickup animation - Extended Spice blooms: More spice bloom types (classic, instant circle/square, Dune 2 style) and customizable range - New crate type: Execute event! You can go wild and execute any event or chain of events you like. - Fixed disappearing crates and spice blooms when AI-controlled units are nearby. AI can actively collect crates. - AI won't collect customized explosive crates or crates with image 4 - How to use extended crates is described below 3) Events system 3a) General changes - Extended limits to maximum of 1024 events and 256 conditions (needed to extend MIS file format) - Added "Auto-block" and "Blocked" event property. If "Blocked" flag is set, the event won't execute even if all conditions are true for that event. If "Auto-block" is set, then event will automatically block itself when it is executed. The "Auto-block" is basically "Execute once" behavior without using an additional "Flag" condition and "Set Flag" event, the flag is integrated into the event itself. - Added "or" mode into event's condition list (event will trigger if at least one condition is true) - Added "generic value operation" option to some of existing as well as new events of type "Set Something". You can not only set the property to a static value, but also add or substract from existing value. There are many different operations such as multiply, modulo, cap min/max, bit operations as well as randomization operations. - Added "generic data manipulation" events which are generalized events of type "Set Some Property". For example instead of "Set Build Rate" event you can use a generalized event "Set AI Property" where you can select any AI property you want to change from the list. - Added "object manipulation" events with "object filters". You can do specific actions on Units, Buildings, Crates and Tiles, and you can easily select which objects should get affected using filters with many different criteria. For example you can select units with the position on map, unit type, health, and many different properties. You can combine more criteria with an/or operators. - Added debug events which can show internal data in real time on screen. These are just for development and testing and are there to help understanding internal game logic and troubleshooting. For example "Show Unit Data", "Show Building Data" etc. - Added event variables. This tremendously increases versatility of events and adds possibilities to implement new gameplay mechanics. There are now many events to work with variables and retrieve internal game data. You can use up to 256 variables which can be 32-bit integers or floats. - Added control flow events, such as loops, if-elseif-else statements and calling of blocks. This basically makes event system a full scripting language. - Added event hooks. This means your event blocks can be executed from within internal game logic, giving you possibilities to inject your own code into game logic and do your own customizations and modifications. Using event hooks and scripting you can: - Do custom action when a player presses any key on keyboard or mouse - Customize mouse cursor - Customize tooltips - Do custom unit/building/bullet/explosion update logic - Customize unit/building build speed and cost - Customize tiles where a specific unit can or cannot move 3b) Original event type changes Reinforcement: Added "Delay" and "Tag" parameter Starport Delivery: Added "Delay" parameter (T minus messages will play during that time) and "Tag" parameter Allegiance: Added "Both-sided" option so you can change diplomacy in both directions within a single event Play Sound: Can now have two types: "Global" (original behavior) and "Point" (will make sound at specific coordinates) Added Force option (only for Global sound), which will forcelully stop currently playing sound Set Cash: Should work without crashes Set Tech: Added option to immediately update available buildings and units Set Build Rate/Attack Building Rate/Tech/Cash: added generic value operation Reveal map: Radius 0 (reveal whole map) will properly reveal radar map Show Timer: Changed to "Set Timer", added generic value operation Show Message: Customizable message duration (the Unknown value is now used as duration in ticks) Added "Sound mode" parameter (default sound, no sound, custom sound selection) Added Reference ID, positioning, color, and type-on mode (see New messages system) Added possibility to show contents of a variable (up to 8 variables in a messages) in various formats (number, time, float, string) Unit Spawn: Added "Facing" and "Tag" parameter for initial direction and tag 3c) New event types Switch My Side: You can now change the side you play as (like the Debug feature) in the middle of mission. You can also turn off AI on side you switch to and turn on AI on side you switch from. "Reveal Base" option will also reveal tiles seen by buildings of the target side. Hide Map: Hides all map (like Hide Map crate type). If executed periodically, it can be used to simulate "Fog of War" mechanics - useful to mimic "darkness" (like inside caves). Un/block Event: Changes the "blocked" state of specific event Damage Tiles: Will cause damage to specific tile, like it was hit by specified weapon, without shooting a projectile. "Player": The side which gets score for killing buildings/units. "Pixel position": Pixel-precise target coordinates: [16 , 16] = center of tile, [0 , 0] = top-left, [31 , 31] = bottom-right "Rand. spread": Random inaccuracy (like Death Hand) in X and Y axis in pixels (32 = 1 tile) "Spread type": Random distribution in either square (rectangle) or circe (ellipse) shape "Hit explosion": Whether to show weapon's hit animation at target point Add Unit: Add a single unit at specified place. The unit can move in any direction after it is spawned: "Random": works is same way as when a building is destroyed/sold and infantry coming out of it will move in random direction Specific direction: works in same way as when a unit comes out of barracks/factory Add Building: Adds building at specified place. You can add building either with or without concrete, either instantly or with buildup animation, and also add refinery without a harvester coming with it. Add Bullet: Shoots projectile of a specific weapon from source position to target position. Source position is always center of specified tile. For target position you can specify "Pixel position" and "Rand. spread" in same way "Play sound": Whether to play weapon's firing sound from source tile Note that the distance from source to target is limited due to computation limitations to about 70 tiles. Add Explosion: Makes an animation at specified position. "Player" will specify color of deviator dust. You can specify "Pixel position" and "Rand. spread" in same way. "Play sound": Whether to play explosion's sound from the tile Add Crate: Add any type of crate during game. "Ext. data": Extension data, have different meaning for each crate type "Respawns": Number of respawns of Spice Bloom Spawner "Expiration": Time in ticks after which crate will disappear or spice bloom rises/explodes Add Concrete: Add concrete for specific side. If "Tile bitmask" is zero, it fills specified area with concrete (only buildable tiles). If "Tile bitmask" is nonzero, it places concrete of defined shape (up to 4*4 size, only buildable tiles) and reveals the tiles. Spice Bloom: Simulates explosion of a spice bloom crate at specified place. Shake Screen: Shakes screen for specified duration of ticks Change Viewport: Centers camera view at specified place. If executed each tick, it locks the screen and disables scrolling. Change Map Block: Changes tiles at specified place to different tiles. Maximum is 12 tiles in single event due to data size limitation (i.e. 4*3 area, 2*6 area). If the target tile is not buildable, buildings and concrete on it will be destroyed (except buildings which do not require concrete). If target tile does not have "drive on" attribute, vehicles on it will be destroyed. If target tile does not have "walk on" attribute, infantry on it will be killed. If target tile does not have "sandy" attribute, spice on it will be removed. If target tile has "occupied by building/unit/infantry" attribute, units on it will be killed respectively. Tile attributes will be changed to target tile's attributes, but building/unit owner will be preserved. Transform Tiles: Similar to "Change Map Block", but you can globally change specific tiles across whole map into their target counterparts. You can specify up to 6 "from-to" tile pairs. Add Building Destruction: Simulates building destruction animation + spawns debris (technically adds a building and destroys it immediately) Add Homing Bullet: Alternate version of Add Bullet, where target is unit/building instead of coordinates Activate Timer: If an "Interval", "Timer" or "Random interval" condition is set as Inactive, this event will activate it. The condition starts counting its time from the time of activation rather than from start of mission, so you can make a specific delay after some event happens. If already active condition is activated again, it resets and starts counting again from time of activation. So you can make repeatable chains of events. Remove Message: Remove a message with given Reference ID or multiple chat messages. Set Message Color: Change a predefined color. Also affects all currently shown messages using that color. There's support for fancy effects like gradient colors or color changing in time. Set Tooltip: To be used within Handle Tooltip hook, to customize tooltip Side manipulation events (40-45): Transfer Credits, Set Building Upgrades, Set Starport Stock, Set Starport Cost, Change Starport Unit, Show Side Data AI manipulation events (46-47): Set AI Property, Show AI Data Memory manipulation events (48-49): Set Memory Data, Show Memory Data Unit manipulation events (50-59): Destroy Unit, Damage/Heal Unit, Change Unit Owner, Change Unit Type, Set Unit Flag, Set Unit Property, Select Unit, Airlift Unit, Show Unit Data Building manipulation events (60-67): Destroy Building, Damage/Heal Building, Change Building Owner, Change Building Type, Set Building Flag, Set Building Property, Select Building, Show Building Data Set Bullet Property, Set Explosion Property (68, 69) Crate manipulation events (70-73): Remove Crate, Pickup Crate, Set Crate Property, Show Crate Data Tile manipulation events (74-79): Change Tile, Set Tile Attribute, Set Tile Damage, Reveal Tile, Hide Tile, Show Tile Data Order events (80-109): You can make orders like a player would do with mouse and keyboard input, like ordering units to move, attack etc., repair, sell buildings etc., as well as clicking on sidebar to build buildings, units, upgrades, order from starport etc. Before making some orders you need to select units/buildings you want give order to. Use in combination with "Select Unit" or "Select Building" event. When order is given, the selection can be restored, so it would not interfere with player's interface. Variable manipulation events (120-129) Get object count events (130-138) Get object property events (140-148) Get template property events (150-156) Get Unit Type, Get Building Type (158, 159) Get general game data events (160-165) Get side property events (166-183) Get game interface events (184-189) Positional events (190-195) Block control events (232-236) Conditional control events (237-239) Loop events (240-254) End block event (255) 3d) Original condition type changes Interval: Added "Inactive" property (can be activated/reset by "Activate Timer" event) Added rule "intervalsAreOffByOneTick" which is "Yes" by default to keep vanilla behavior. If set to "No", the times specified are exact times without need to substract one tick. Timer: Added "Inactive" property (can be activated/reset by "Activate Timer" event) Added "Shift" property to be used with "%" operation (triggers always "Shift" ticks earlier) Spice Harvested: Added possibility to specify a side to check for its credits (vanilla supports only My side) Added possibility to check for total credits, cash, spice or spice storage 3e) New condition types Random Chance: Can evaluate as True or False based on randomness. Has three parameters: "Range", "Min value" and "Max value". A random number within specified range (from 1 to "Range") is generated and condition is true if the generated number falls between Min and Max value. The generated random number is shared by all "Random Chance" conditions at same time, so you can make "multiple choice" behavior with each option having its probability by using multiple conditions with adjacent ranges. The condition can work in two modes: "dynamic" and "fixed", determined by "fixed result" parameter. If it is set to 0, then each tick a different random number is generated so condition evaluates differently each tick. If it is set to a nonzero value, then the random number is generated once in the beginning of mission and condition gives always same result through whole gameplay. Different "fixed result" value uses independent fixed random number. Random interval: Works in similar way as "Interval" condition, but instead of exact delay between runs you specify "Min delay" and "Max delay". Different delay is picked randomly within the range for each run. After "Start delay" passes, condition does not trigger, but there's also additional random delay before the first run. Can be activated/reset by "Activate Timer" event. Diplomacy: Check for current diplomacy between any two sides Difficulty: Check for current difficulty setting (easy, normal or hard) Object/environment checking conditions: Check Units, Check Buildings, Check Crates, Check Tiles Very flexible conditions where you can use same criteria as with object manipulation events. Spice in Area: Check how much spice blobs are left in specified rectangle area in total (thin = 2, thick = 4) Damage in Area: Check for sum of total damage caused to tiles in specified rectangle area Side-related conditions: Power, Building Upgrades, Starport Stock, Starport Cost, Starport Pick, Starport Delivery, Sidebar build icon status conditions: Building Icon, Unit Icon, Upgrade Icon Stats conditions: Spice Harvested, Units Built, Buildings Built, Units Lost, Buildings Lost Units Killed, Buildings Killed Generic data conditions: AI Property, Memory Value Variable Value: Check for specific variable value Variable Changed: Evaluates true if variable's value was changed from the previous tick 4) Bug fixes - Fixed: Building upgrade tooltip now shows correct cost for easy and hard difficulty - Fixed: Exploding barrel, sardaukar and grenadier death damage is now properly dealt in the middle of building/unit - Fixed: Missing devastator self-destruct sound - Fixed: Damaged unit speed (units with red health bar are now slower than units with yellow health bar) - Fixed: MCV could be deployed on crates - Fixed: Error messages when winning/losing as side > 2 - Fixed: Infantry rarely remaining invulnerable after being released from a destroyed building - Fixed: AI getting stuck in infinite loop building and cancelling concrete when it's about to (re)build a building - Fixed: AI starting building upgrade with zero credits causing upgrade stuck in HOLD state - Fixed: AI losing ability to order units from starport after it tries to order a unit with low cash - Fixed: Practice AI won't go/turn off berserk mode if it receives a MCV later during mission - Fixed: Increased the message duration to 400 ticks also for built-in messages (neutral became hostile etc) - Fixed: In-game briefing UI lockup, custom briefing will always show for any mission number or side - Fixed: When you change side you play as using Debug menu, it will restore to original after restarting map (does not work when you save game with the side changed and load it back) - Fixed: Excluded OPTIONS.AUD and SCORE.AUD music tracks from random music rotation - Fixed: Exploding barrel building should not deal damage when it is sold or captured by engineer - Fixed: When some units are picked before placing order and starport is sold, the credits are returned twice - Fixed: Returning wrong amount of credits from cancelled second and third building upgrade - Fixed: Units keeping firing on allied sandworm even after it was killed and put on sleep - Fixed: Sleeping sandworm should not take damage - prevents turning neutral to hostile - Fixed: Tile attribures not properly set after removing buildings not requiring concrete - Fixed: AI units getting stuck on targeting a cloaked unit (when doing harvester protection) - Fixed: When tech is lowered by event, running building upgrades which are no longer possible should get cancelled - Fixed: Improper cursor over enemy building when only armed engineer/saboteur is selected - Fixed: Improper cursor (engineer/saboteur/sell) when building has infiltrated flag - Fixed: Missing check for unit type availability when ordered to build such unit type - Fixed: Do not target invulnerable carryalls which bring a delivery - Fixed: Sounds with cooldown not playing after restarting or loading game - Fixed: Crash when AI tries to place different building type from what is actually built - Fixed: Music and sound playing always at max volume on score screen - Fixed: Orders not being processed after AI on side 0 is deactivated - Fixed: AI not always ignoring units with flag11 (Delivering/No AI) - Fixed: MCV can be deployed on unbuildable tile if all surrounding tiles are buildable - Fixed: Wrong sound played when clicking on unit with repair cursor and playing as Emperor or higher - Fixed: Enemy house not valid error on score screen 5) Extensions and improvements - Extended maximum length of in-game briefing loaded from mission ini file (from 4096 to 65536 characters) - Added support for different type of infantry released from destroyed/sold building for different side (This is driven by Owner side setting for unit types - the first infantry owned by a side matches) - Added custumizable max. number of infantry to be released from destroyed/sold building and customizable chance (This is driven by "infantryReleaseLimit" and "infantryReleaseChance" rules) - Preserve original tiles beneath spice, concrete and building skirt tiles after spice/concrete/building is removed - Concrete pre-paced on map using specific tiles having "concrete" attribute will be indestructible - Spice works properly in tilesets where spice and buildings can be placed on same tiles (i.e. Red Alert) (you cannot place buildings on spice but can place them where it was harvested, spice blooms won't create spice underneath buildings) - Added rule "buildingsAlwaysNeedPrerequisites": if turned on, a building will be available to build only when its prerequisites are present, and become unavailable when its prerequisite is destroyed or sold (like how it works for units). - Added rule "returnCreditsToSpiceStorage": if turned on, credits from cancelled builds and starport orders will be returned as spice into silo storage capacity (if not enough capacity, remaining credits will be given as cash and won't be lost). This makes the starport exploit unusable. Does not apply to selling buildings and bonus cash crates. - Added new AI property "DontFaceUnitsAwayFromConYard": if turned on, units for a side with active AI won't be set to face away from construction yard at the start of mission. - Guard mode radius can be customized by map rule "guardModeRadius" - Always show radar map if rule "alwaysShowRadar" is set to true - Made all tiles count tile damage (previously it was done only for sand and rock tiles) - Crates can be picked up by a carryall dropping a unit on them - Allow infantry to move on tile where some infantry is already standing (with Alt key) - Made top row of map buildable - Added new rules for customized cost and build speed percentage for Easy and Hard difficulty: "costPercentageEasy", "costPercentageHard", "buildSpeedPercentageEasy", "buildSpeedPercentageHard" - Increased sound size limit (.WAV file inside SOUND.RS and .AUD file) to 512 kilobytes - Added rule "uncloakRemainingStealthUnit" to toggle this functionality - Added unit and building terrain restrictions. That makes possible to allow placing buildings / moving units only on specific type of tiles (defined by terrain type attributes), like for example water. - Added Max Distance setting on buildings to define how far it can be built from existing side's structures. - Added force option to Play Sound event and Show Message custom sound, prevent non-forced sounds from being lost - Added rule showNeutralBecomeHostileMsg to enable of disable showing of NeutralBecomeHostile message - Added new AI property AutoBerserkMode (0 = Enabled only for practice AI, 1 = Disabled, 2 = Enabled also for non-practice AI) - Added more debug information to investigate unit->pos.steps > 255 error - Added customizable radar colors (radar colors and rules are stored in .rcl file, which can be created by D2kEditor for a specific tileset) - Added custom properties for units, buildings, bullets and explosions for custom gameplay logic 6) New messages system: - Messages can have a reference ID, used to replace a message with another one with same ID or remove message. - Messages with nonzero reference ID and zero duration will last forever (for zero ref. ID duration is 400 ticks). - Messages can be positioned anywhere on screen, with defined horizontal and vertical alignment. - Maximum number of messages shown in chat can be changed by "maxChatMessages" rule. - Added Type-on mode: message is typed on screen letter by letter. - Added colored messages: message text can be shown in one of 16 predefined colors. - Multiple colors can be used within one message by changing color with special character (^) followed by number 0-9 or letter A-F to select one of 16 possible colors. - A predefined color can be changed dynamically by "Set Message Color" event, which affects all messages using that color. There's support for fancy effects like gradient colors or color changing in time. - Maximum total number of messages that can be shown at same time is 32. - Added possibility to show contents of a variable (up to 8 variables in a messages) in various formats (number, time, float, string) D2kEditor Version 2.1 changelog ------------------------------- Added support for newly implemented features in singleplayer game modding. Added: Advanced Structures mode (place any unit, building or crate on map, with additional properties) Added: Extended Events and Conditions UI for new game features, made events configurable with ini files, increased event and condition limits Added: Convert structures to advanced mode option Added: Structures editor: Added unit upgrade type field Added: Export and Import Events feature Fixed: Sound name lockup Added: Mark events using negated condition with different color Added: Marking of events and conditions of selected type Changed: Increased sound size limit from 64kB to 512kB D2kEditor Version 2.11 changelog ------------------------------- Added: Deactivate Ctrl+X shortcut when on Briefing text box Added: Show empty lines in event/condition lists. Controlled by "EventGridShowEmptyLines" setting in D2kEditor.ini. Added: Unit and building terrain restriction fields in structures editor (new features in Dune 2000 mod) Added: New event types and rules (new features in Dune 2000 mod) D2kEditor Version 2.2 changelog ------------------------------- Added: Support for new game features related to events (event variables, indentation of blocks etc.) Changed: Allocation Index renamed to House ID, Player renamed to Side Added: Mission .ini file data are included in event export (in a separate .ini file) like variable names, messages etc. Fixed: Sprites having color index 0 other than magenta not being transparent Added: Produce radar color file option (for custom radar colors game feature) Added: Remap image colors and Set default palette colors option on palette view, show image color index How to place crates with special values: How to use building and unit terrain restrictions: Please test the new features and let me know if you see any problems. Here is github repository with my own added patches: https://github.com/jkoncick/dune2000-sp-patches
    4 points
  41. It's quite long silence here, so I'll break it by showing a progress from me: You would probably guess it right - it's a Templates.bin editor, a replacement of TibEd. This should be one level above TibEd, supporting all building properties including those that are Unknown fields in TibEd, crammed on a single screen, and most importantly, you can have a live preview of the building visual appearance, including animations. At this stage I am asking all of you who read this, for a comment and feedback on this question - will you ever make a good use of this feature? What I am concerned about is, that developing such functionality takes me really very lot of time and effort, and I want to make sure, that this won't be wasted effort, but there will be enough people that will actively use it and make a really good new stuff with this. At this time, we have TibEd, and people have used it for long of time so far and made really good creations and mods with that, and with some effort, it is still moreless still well-usable. I'm creating something that's going to be better and replace TibEd, but lot of stuff was already created with TibEd and I wonder if there's still somebody keen on modding that much who would create something brand new and interesting with the new possibilities. So @Fey @Cm_blast @Feda @firefly101 @Amander @X3M @azimovhaas8 @AZ-Stalker @lovalmidas @aarmaageedoon now you have opportunity to vote here and tell if you plan to use the better replacement of TibEd I'm currently working on. The more votes, the more I'll be into finishing this. Thank you.
    4 points
  42. Considering this build doesn't work online, it's not going to merge. That said, I don't see why anyone think it takes skill to click things repeatedly, it just makes the game extremely repetitive. Skill should be defined by your APM and strategy, not how fast you can spam a build button. Good job MVI.
    4 points
  43. some small updates, sidebar graphic glitches are now fixed (high res) tooltips are now showing on the proper place again (high res) - by D2k Sardaukar new high res game icon has been added - by tomsons26 in-game chat messages are now shown for a longer time the patch is now showing a version number (currently with this release 1.06.1) new option has been added to dune2000.ini - "Options", "SlowSideBarScrolling" (the sidebar will scroll the items one by one with this enabled) download: http://funkyfr3sh.cncnet.org/files/d2k/dune2000.exe sidebar graphcis: http://funkyfr3sh.cncnet.org/files/d2k/HighRes-sidebar.7z
    4 points
  44. The low speed and the sluggish response when selecting stuff of openra kills me. Dune2k would still be a better idea, if it could be more moddable. So far OpenD2k is good, but can't match d2k, not even by a half.
    4 points
  45. Well I just got a software and was working on speech recognition for windows when i thought about applying it to dune 2000... Believe it or not it worked.. Only because my speech recognition was not properly configured but it worked.. I could change cursor into repair and sell.. Then i added grouping into it and could group the persons into groups and recall them without keyboard.. Then i integrated the pause menu and it also worked.. As my speech recognition was not properly set the commands overlapped causing me to capture and immediately sell a refinery.. Anyone else has an idea how to do better?? [uPDTAE] In the software the thing works perfectly fine.. Only thing needed is that you have a speech recognition software(windows 7 and vista have inbuilt while for windows xp you need to download the speech sdk) And train your speech recognition properly.. I got most of the commands into speech recognition..
    4 points
  46. Will also have an option of showing the unit and structure shadows at their 50% translucency:
    4 points
  47. enyoy the beta and use these special binaryes (oh and some bonus missions):bonus missions.zip Fremen campaign (beta) 0.4.zip Luminar's binaryes 1.0.zip
    4 points
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