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Showing content with the highest reputation since 12/21/2018 in all areas

  1. 1 point
    Hello all! It's been almost 3 years since I released the last version of the Map and Mission editor without any update. Once I made a topic (https://forum.dune2k.com/topic/27429-reviewing-map-and-mission-editor/) where I asked you for some ideas what to add to the editor. I was planning to do some updates based on your suggestions, but then unfortunately got disinderedted in development and never implemented the ideas... until now. Finally I kicked myself to finish off some missing and useful features to the editor, which I think should really be there, and the editor will feel more complete with them. It's just a small update (not having so many additions like previous releases) and it's not an official release, but just a preview. I wanted to make sure all the new features work correctly and there's not any serious bug. So I'd like to ask you to test it and give me some feedback and ideas. But I want to say that I'm not going to implement anything big, just probably some minor additions like I made in this version and bug fixes. Download (EDIT: new version from 2018-12-02): https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=3885 Changelog: Fixed: Size preset buttons in Tileset window were off by one position Added: Find object feature Changed: Some options (i.e. Show grid) are now toggle buttons below minimap instead of Settings menu items Removed: Draw concrete option (now is always on) Added: Play Sound event: now provides dropdown list of sound names (loaded from samples.uib) Added: Play Music event: now provides dropdown list of music names (list of existing .AUD files in Data\Music folder) Fixed: Set Attack Building Rate event: value is named "Arrack rate" instead of "Unknown" Fixed: Casualties condition: "Flags?" value renamed to "Proportion" and changed to floating-point number type Added: When temporary TESTMAP.MAP file is saved, the map name in ini file is renamed to "TESTMAP" in order to avoid duplicate entry in mission launcher Added: Open recent files feature Fixed: Editing marker (i.e. building marker, current block) not showing when Mission settings or Events/Conditions window is open and is on background or minimized Added: "MissionsPath" setting in .ini file. It can be changed in case game loads maps/mission files from different location Fixed: The UI components now should not be messed up on systems where scaling is set to different value than 100% Here are come comments to the ideas you gave me previously: Cannot reproduce, need more information Not feasible to easily implement. Would require very significant changes in code, or some hacks. Also writing text to map (i.e. event markers) would not work. Theoretically possible, but I think drawing a shape od placed building is enough and not feeling for spending time implementing this. I'm rendering the structures how exactly they are rendered in game, and in game they are not differentiated. The structures graphics file (shipped with the editor) was made by taking screenshots from game. So if anyone from you would want to help, you could somehow modify the graphics file, like adding colored tint to walls or marking somehow modified outpost. I'm not a graphician. Theoretically possible, but probably I would need to fiddle with CIRCLES.BIN file to load what the revealed areas should be. I don't even know if format of this file was ever reverse-engineered. So not feeling for adding this feature. Uh, yes, that's a problem. For some reason (don't remember if it was originally me or Mission launcher creator) we chose "_" as line break in ini files. So this character cannot be used itself in ini file. It could be worked-around by replacing "_" to some other character before saving into ini, but we would need to choose a character to sacrifice. Also changes in Mission launcher would need to be done. So enjoy the new preview release and once again, thank you all for your support! PS: Looking forward to see what you will come up with the Play Sound feature
  2. 1 point
    When that happen? And just in case, try to save your map; just any name and then try the test option; maybe that trigger another error with more info.
  3. 1 point
    On your editor open the file d2keditor.ini (with wordpad or any text editor); there is a section called "[Paths]". There will appear some lines, if they are wrong you need to write the path where you have the game. In my case I have it this way. GameExecutable=D:\Juegos\Gruntmods Studios\Dune 2000\DUNE2000.EXE That's the route the editor will try to execute the game; probably you have the game in a folder but the editor has a different path. Check the other three lines too. I am going to copy-paste what I have on my .ini for reference. GamePath=D:\Juegos\Gruntmods Studios\Dune 2000\ GameExecutable=D:\Juegos\Gruntmods Studios\Dune 2000\DUNE2000.EXE TextUIBPath=D:\Juegos\Gruntmods Studios\Dune 2000\data\UI_DATA\Text.UIB MissionsPath=D:\Juegos\Gruntmods Studios\Dune 2000\Missions\ Maybe the last line, "missionspath" don't appear on your .ini; but don't worry about that. I think this line appears to me now that I downloaded the .exe provided in this post and after executing the line it's created. In any case, write the correct path for the lines that appear in your .ini
  4. 1 point
    Hi, guys! I originally wanted to upload all my missions, but found adding information to the MissionLauncher using D2kEditorv12 took much time. So this is the first part, Atreides missions. Please read ReadMe text first. Enjoy! ***** I found Cm_blast's Smuggler's campaign (the 4 mini ones posted long ago) very difficult. Are my mission too easy? Glory_Awaits_AT_By MattBaker.zip
  5. 1 point
    Dune 2000 should work on Windows 10. Did you already try this version: https://forum.dune2k.com/topic/26661-dune-2000-106p-game-patching-bug-fixes-new-features/ You need to replace the dune2000.exe file with the one in the topic above. You can also try the dune2000config.exe tool (put it same folder as dune2000.exe) to change resolution and set max fps. No... latest version of tool you cannot change that, but perhaps it set standard at max 60fps.
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