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  1. See here for the blog post. Which has a changelog. Full change-log can be found here
    3 points
  2. I have made a Dune 2000 Campaign with Custom Content. In order to play it just copy the contents in your Dune 2000 folder and use the Mission Launcher to play them. The GruntMods or Dunemaster version of dune 2000 should work fine with the modded content. Here are the 2 versions of Dune 2000. Gruntmods: https://gruntmods.com/dune_2000_gruntmods_edition/ DuneMaster: https://dunemaster.webs.com/files Here are some screenshots Atriedes Chapter: Done Atreides Missions playthrough Ordos Chapter: Done Ordos Mission playthrough. Harkonnen Chapter: Work in progress Harkonnen Mission Playthrough. Mission List Mission 1: Done Mission 2: Done Mission 3: Done Mission 4: Done Mission 5: Mission 6: Mission 7: Mission 8: Mission 9: Mission 10: Mission 11: Mission 12: There is the all the content including the maps and custom content: https://drive.google.com/file/d/14oCxvtUFzDjoogac8CFflTX0RbZU91d_/view?usp=sharing I hope you have fun.
    2 points
  3. Hello everyone, I forked @segra's DuneMaps and ported it to Linux: https://github.com/fonic/dunemaps
    2 points
  4. Can't believe no one is talking about this game. And it has been a while since I looked at it. Here is my video. You can get the demo on steam. 1 misison to play. It is very hard. Of course I abuse some "features" But I think they are doing great.
    1 point
  5. I was given permision to post this. This is a Campaign done by VengeanceDM where you play as The Emperor side. It has the traditional fighting although it changes some basic knowledge so instead just figthing "Atreides and Harkonnen" you are facing guild assasins from those groups that not use the vanilla colors. It also have changes done with TibEd, something you will see in the early going, just on the earliest missions some new tech will be used. Besides that, the campaign plays like the regular way but it has some nice missions with an ally having small but multiple bases and things like that. It contains a total of 7 missions plus a tutorial. Two set of files uploaded: you only need to download one of them: File Raw (OPTION 1): VengeanceDM-Campaign.rar <--- this is the raw set of files provided by the author. It requires to overwritte vanilla files, so keep the back up folder (also included on the download) nearby (or create your own) to revert to the original state. File Mission Launcher (OPTION 2): VengeanceDM for Mission Launcher.rar <-- this is an edited set of files that I modified in order to work with the current mission launcher, so the mods will be loaded when using the mission launcher (1.2 only) and, after finishing the missions, it will revert back to the original files. This set of files will only overwrite the mission files. It shouldn't be required any back ups. Installation (for Raw file): this mod contain custom TibEd files, colors and his own text.uib. The text.uib can be moved freely as I edited the name to not overwrite the original (let me know if any map doesn't load). All the files into the "bin" folder need to be moved, but do a back up before overwritting any of the originals. He included back ups just in case. Installation (for mission launcher file): this mod contain custom TibEd files, colors and his own text.uib. unzip the rar and move all the files into the root of your game. all the files should go into certain specific folders. It is possible that it will ask for overwritting, which can happen for the missions files themselves, but nothing more should be affected.
    1 point
  6. I don't think they have done that simulator game yet. Goat simulator, mechanic simulator etc. There's a simulator for everything. MMO = pay monthly fee, or I assume nowadays its battlepass, hats, gambling machines. $44.99 USD for 1000 Solaris (or spice). Limited time only for this hat.
    1 point
  7. 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!
    1 point
  8. Not much to go on in the trailer but the Steam page has more details.
    1 point
  9. Reviews like this will protect my free time well.
    1 point
  10. Here's my review of Dune: Spice Wars that has 'Nickelodeon' art style, no introduction in any form once player launches the game, leader characters with no voice & shai-hulud with zero threat. Also more mindboggling things that are missing from it's 10-15€ misspriced Early Access release. This bad release led to refund & i know many who did the same. As a dedicated Arrakis gaming, telly, cinema & literature fan since early -90's the wait of 15+ years to end like this is very disappointing. Yes Shiro Games can still turn this around & make No Man's Sky touchdown if they understand to make workshop available & then their own crew to keep supporting the development with right changes & additions. Features like: Singleplayer campaign (even if it would come in parts), bigger map, more feeling of conflict, less cartoony graphics esp. for grimmy House Harkonnen. Mod that changes Liet Kynes to form it's meant to be by late talented Frank Herbert will be most downloaded mod in no time. Also no doubt that good modders out there waiting to give us proper looking map & more good content ^^ I wish good rest of May month to everyone & remember to buy Dune Books & keep streaming latest Dune movie via HBO Max so WB knows that it's supported. It surely helps with sign of support to 'Sisterhood of Dune' series that comes to HBO Max maybe early next year. Long dream of New Arrakis game is swept away.. for now at least.
    1 point
  11. Update from 2022-05-04: 3) Events system 3a) General changes - 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. 3b) Original event type changes Starport Delivery: Added "Delay" parameter (T minus messages will play during that time) Set Build Rate/Attack Building Rate/Tech/Cash: added generic value operation Show Timer: Changed to "Set Timer", added generic value operation Show Message: Added "Sound mode" parameter (default sound, no sound, custom sound selection) Unit Spawn: Added "Facing" and "Tag" parameter for initial direction and tag 3c) New event types Add Building Destruction: Simulates building destruction animation + spawns debris (technically adds a building and destroys it immediately) 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 (60-69): Destroy Building, Damage/Heal Building, Change Building Owner, Change Building Type, Set Building Flag, Set Building Property, Select Building, Show Building Data 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. 3d) Original condition type changes Spice Harvested: Added possibility to check for total credits, cash, spice or spice storage 3e) New condition types 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 4) Bug fixes - 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 5) Extensions and improvements - 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 to 512 kilobytes 6) New D2kEditor features - Show advanced mode buildings/units special property markers (tagged, primary, no harv) - Mark events using negated condition with different color - Added marking of events and conditions of selected type First post edited and download link updated.
    1 point
  12. Mixed review of early access from Polygon: https://www.polygon.com/platform/amp/23040700/dune-video-game-spice-wars-4x-strategy Anyone seen others?
    1 point
  13. There's a retro "demake" of Dune II called UnDUNE II.
    1 point
  14. You're welcome. As there is little to no interest from others, I'll probably leave it as is for now. The goal was to port it to Linux so that a friend of mine can use it to help with further development of OpenDUNE - and that goal was reached.
    1 point
  15. Back in 2019, a modder called Helkor started creating a campaign that it wasn't finished, but it got to make at least 3 missions. I have the permission from the author itself to share this, and maybe in the future it gets completed. Meanwhile, "Living in Sietch" are 3 missions, conected each other. They are part of the Atreides side, with some fremen implications. Screenshots: File: Living in Sietch.rar How to install. unzip the rar file, and move all the content into the root. It doesn't use any mod.
    1 point
  16. @X3M I've updated the Dune II website with all the corrections you've mentioned.
    1 point
  17. A new run - Day 7 at 12:00 a.m. This is a 21.0-hour improvement over my last run, mainly due to optimization of my military campaign - new route, leveraging fast travel to fight on multiple fronts in Arrakeen and Tsympo, grinding for Harkonnen Captains to avoid having to espionage a few fortresses, and expending an extra two troops to defeat Arrakeen-Tabr and Arrakeen-Timin faster. More details in the video description if anyone is interested. One interesting discovery I made during this run that I haven't seen described elsewhere. There are at least a couple instances where you can fast travel between locations in one direction but not the other - (i) Bledan-Timin -> Bledan-Tabr takes no time, but Bledan-Tabr -> Bledan-Timin takes one time period, and (ii) Haga-Clam -> Haga-Harg takes no time, but Haga-Harg -> Haga-Clam takes one time period. You can shorten the Bledan-Tabr -> Bledan-Timin and Haga-Harg -> Haga-Clam trips so that they take no time as well. When using either a worm or an orni to travel from one of the starting fortresses (Bledan-Tabr or Haga-Harg) to one of the target fortresses (Bledan-Timin or Haga-Clam): When selecting the destination on the map, click on the desert - not the actual target fortress - in the general direction of the target fortress; Travel ~10 seconds so that you move a little closer to the target fortress; "Change destination" to the target fortress; and "Skip to destination." See 1:22:40 of my video for an example. I'll post here if I find more trips where this works. Note that I use CD-ROM version 3.8 - haven't tested this on other versions.
    1 point
  18. First gameplay trailer is out:
    1 point
  19. I re-posted this map at the request of another member - see my post dated 10/22/2020 on the previous page. The map is still there.
    1 point
  20. Comparison between the Atreides and Harkonnen bases: And their units:
    1 point
  21. I googled for the website... but.... Make sure the old website is gone? It still contains mistakes. I see that the new website has gained cool features. Like images that are mono coloured. Yet get the original colour when the mouse is hovering over. That is cool! As for the new website, there are some little suggestions I have: - It contains some spelling errors: walktrus should be walkthroughs - The advice on the game speed to increase Sonic Tank range. Doesn't work on several versions. Perhaps Nyerguds can tell you which versions help here. The mobile version of Dune 2 as example, doesn't have that bug. - Maybe the mobile spice blooms factor is interesting for players. It can go up to 3.5 times that of the original value. Might as well add that. - by placing these buildings with a foundation: by placing these buildings without a foundation: Cheers, X3M
    1 point
  22. They added another post on House Atreides including some of the units: https://steamcommunity.com/games/1605220/announcements/detail/3140698954406047785
    1 point
  23. here is my second for dune 2000 you play as Atreides you have your main objective and an optional one have fun The assault at the Emperor base.rar
    1 point
  24. The only probelm with that is for some reason in borderless mode there is no in game audio except for the cutscenes. So I either have a choice to play the game with no sound or play it like I'm watching ants.
    1 point
  25. I played this mission and I want to tell people that it is a good designed map. The mission, which it is played in a traditional way, it has a combination of enemies that will attack both the player and you ally. The ally may need protection but it is a competent ally that will help you a lot to defeat the enemies one you get the advantage.
    1 point
  26. the pain box is a French Jesuit ritual dating back only to the 1800's. It was used by Jesuit priests to initiate the brothers into the military arm of the Catholic church. It was outlawed by the pope ! I have seen the box and have been taught that the heat was a con. The heat was from elements of many metals. Many an aspiring Jesuit would come out scarred. I wish I did not know this , and that the Jesuit priests had not made me a chosen one. I live free now , but still know the true meaning of ........
    1 point
  27. Er, DUNE38S*.SAV ? I didn't know about that version, only 21, 23, 37 for a long time and more recently 24. If that isn't a typo, then people implementing save game editors, be it the one linked by Dmitri Fatkin above or mine ( https://github.com/debrouxl/odrade ), will be pretty interested in getting a copy of these save files, to add support for this version to the editors Indeed. I was surprised by how large the impact on overall time of that cheat was. Without using it, I never managed to finish the game (which always includes full travel to all sietches, in my runs) before day 23. With it, I reached the morning of day 17, as mentioned above, and I had ideas for saving several periods. That's correct. I've been using that strategy for years, to destroy a subset of the fortresses - weakening them before finishing them, with or without a massive attack. All of the main army troops use ornis, as does the single, orni-equipped army troop which performs espionage on most of the planet ahead of time. Whoa, day 10 ? I can't watch much of this video right now, and I don't watch many videos in general (especially not long videos), but I suppose I will watch it at least partially Did you eventually enter all sietches on the whole planet, including the 5 ones which aren't uncovered by talking to Liet Kynes (well, at least in the versions of Dune I'm used to), and recruit all troops ? That easily adds a number of periods, even when not visiting all of them at once: the sietch closest to the Haga fortresses can easily be visited a bit later, on a Carthag <-> Haga path. Clearly, you must have used ornis for your army troops as well. I suppose you used smugglers much more extensively than I usually do, and more army troops. Do you use fast troop moves, where using A -> C -> B intermediate sietches for the movement can save some time over direct A -> B moves ? EDIT: you seem not to have used the fact that restarting the game in the mirror room saves a period - the day and time restarts at day 1, 7h30 instead of the day 1, 9h00 when entering the game.
    1 point
  28. all the files should go into the "data\missions" folder. But remember that on the launcher clicking on the "all missions" windown, and only then going into the mercenary tab (probably) and having it there. If don't appear there search on the other sides.
    1 point
  29. Reddit saying https://www.reddit.com/r/Games/comments/rcya9h/dune_spice_wars_announcement_trailer/ that it looks similar to NorthGuard game, same devs. I played it some and liked it.
    1 point
  30. > Extended limits to maximum of 1024 events and 256 conditions (needed to extend MIS file format) It is refreshing to see someone achieve what I could not. It looks like you have also handled the support for the old capacity and format. Great work! The theoretical limit to the number of different types of events and conditions should be 255 (0xFE) or 256 (0xFF), because that is storage of the type is one byte. The game has an internal check for the event and condition ID so as to produce an error if the read ID exceeds the old limit, but the patch can easily override that. The rest is a matter of developing the switch behavior. Some additional suggestions based on my rusty knowledge, and what I had wanted to do before: - In Event 12 / 0x0C - Switch My Side, there is the option of setting the enable AI. I suggest that we keep that option as it is, but also create an event to set only the AI for a house (similar to Event 06 / 0x06 - Set Build Rate and similar events). I guess it can be called Set AI, and the parameters can even be extended to include House and AI Enabled for a start, but also allow the future inclusion of EnablePractice, BuyUnits, UpgradeBuildings, RebuildBuildings, DontSell, GuardBase and GuardBuildings (more if you are willing to use the full set of 48 bytes in the event to its full potential). A possible favorite for mappers and scripts could be the SpecialWeaponDelay, but that may take up several bytes. - In Event 08 / 0x08 - Set Cash, a good expansion to the event is a switch (we can use the byte reserved for Deploy Action in Reinforcement / Unit Spawn) to determine different behaviors, such as: > 00 - Convert Spice to Cash and Set Cash (the default behavior, spice is set to zero / silos are emptied and the cash amount is set) > 01 - Preserve Spice and Set Cash (preserve the spice amount, and set Cash to the value - Spice, unless there is not enough Cash, then deduct from Spice) > 02 - Convert Spice to Cash and Add Cash (spice is set to zero / silos are emptied, the previous spice amount is added to cash, and the value is added to Cash) > 03 - Convert Spice to Cash and Subtract Cash (spice is set to zero / silos are emptied, the previous spice amount is added to cash, and the value is subtracted from Cash down to 0) > 04 - Convert Spice to Cash and Add Spice (spice is set to zero / silos are emptied, the previous spice amount is added to cash, and the value is added to Spice. Spice may be lost in case of insufficient spice storage) > 05 - Preserve Spice and Add Cash (preserve the spice amount, and the value is added to Cash) > 06 - Preserve Spice and Subtract Cash (preserve the spice amount,, and the value is subtracted from Cash down to 0) > 07 - Preserve Spice and Add Spice (preserve the spice amount, and the value is added to Spice. Spice may be lost in case of insufficient spice storage) > 08 - Preserve Spice and Subtract Spice (preserve the spice amount, and the value is subtracted from Spice down to 0) - Add Event "Add Unit to Starport Shop" (or a similar name), with two parameters: Amount and ID, to add the specified quantity to a unit availability on the Starport order tab. The IDs on the original game shall be: 00=Trike, 01=Quad, 02=Harvester, 03=Combat Tank, 04=MCV, 05=Missile Tank, 06=Siege Tank, 07=Carryall, but can change if Templates.bin is modded. This gives some control over the Starport shop to the mission creator. - In Conditions 00 - Building Exists and 01 - Unit Exists, I do not know how feasible it is, but we can see if conditions Building Count and Unit Count can be made. The search algorithm has to be retrieved from the XX Exists function and studied so it can be made to count instead. XX Exists will be a special case of XX Count where the required count is 1. This can be useful to enforce a defense of several bases (e.g. Protect all 5 Refineries) without consuming precious house allocations to implement via Building Exists. - For the following conditions, possible use of a special House value -1 (0xFF) as "Any House" to indicate a full map search inclusive of all 8 house players (implementation could simply be to run the function 8 times, one for each house and stop on success): > 00 - Building Exists, > 01 - Unit Exists, > 08 - Spice Harvested (if the specific side is shown) - Add Condition "Spice Storage", to compare the amount of Spice Storage similar to "Spice Harvested". This could be useful to enforce fail conditions where the player has lost the ability to acquire new silos to meet a certain "Spice Harvested" quota. - Several more conditions can be made if the in-game statistics can be read. Possibilities include: > "Buildings Destroyed" > "Buildings Lost" > "Units Killed" > "Units Lost" > "XX Building Owned" > "XX Unit Owned" - Outside of the events mechanism, I think it may be possible to allow larger reveal radii by extending CIRCLES.bin. But it also involves a patch into the EXE so that it reads more of CIRCLES.bin than the present 8 entries. As a refresher, CIRCLES.bin comprises of 8 sets of masks (00 - within circle, FF - outside circle), when read from the front, spells the values for 1x1, 3x3, 5x5, 7x7, 9x9, 11x11, 13x13, and 15x15 (radius 7). This could impact sight radius and map reveal events.
    1 point
  31. Hi everyone! Wanted to play the campaign in the game so bad, but couldn't for the life of me get it to work. The game played nicely in skirmish, but I would get error when trying to play campaign. The game wouldn't want to load the discs, even though the correct disc was inserted. So i tinkered a little with the files and from where I did the installation. So I figured I'd rip my original discs with the safedisc area, and then edit the installdisc (EMPEROR1) with the W10 fix setup file. That enabled me to install the game from disc, and run the campaign as intended. And since I couldn't find this solution/"kit" anywhere I thought I could share it with you. I made the container a SFX file, but it can easily be opened with 7-zip for direct viewing of what's inside. Would recommend reading the read-me first though. I'll embed it here also. Link: https://mega.nz/file/YUU0QZxB#lcPuozoYBxd6BS_t3U61OzLqQa_QCPIgKH8f-7_ZNDU
    1 point
  32. Update from 2021-09-13: 2) Events system 2a) General changes - 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. 2b) Original event type changes 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) Set Cash: Should work without crashes, added three operations: "Set", "Plus" and "Minus" Set Tech: Added option to immediately update available buildings and units Reveal map: Radius 0 (reveal whole map) will properly reveal radar map Show Message: Customizable message duration (the Unknown value is now used as duration in ticks) 2c) 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 Projectile: 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 Center Viewport: Centers camera view at specified place. If executed periodically, it locks the screen. 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 in respective way. 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. Change Tile Attributes: You can change attributes of tiles in specified map area. Either set attributes to absolute balue, or add or remove specified attributes. Change Tile Damage: Manipulates with tile's "Damage" property. The rock and sand craters are driven by tile's damage property (the more damage the bigger craters). You can set damage of tiles in specified map area to specific value or add/substract specific amount of damage. The damage range is 0 (healthy) to 255 (biggest craters). 3) Bug fixes - 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) - Exclude OPTIONS.AUD and SCORE.AUD music tracks from random music rotation 4) Extensions and improvements - 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) First post edited and download link updated.
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  33. It took almost two decades to happen but Daniel Cook's Hard Vacuum resources finally found their use in OpenHV - a project to (re)create this game based on the OpenRA engine. I have not tried it yet but it appears to play exceptionally well already.
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  34. It would be better if these guys will post something here.. I am sure that there are some that really want to play Dune online..
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