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Showing content with the highest reputation since 09/29/2019 in all areas

  1. 4 points
    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.
  2. 2 points
    I am looking at one of the big .bin files. This is currently a very preliminary research, as at this stage all I can do is to recreate the past discoveries by TibEd and other people, before I can break new ground. As such, this is a very preliminary research. I hope to share this here so in the future, other people can read and save on the discovery (I can also put my research on GitHub or something, but I have not put my mind into that) Here is what I guess the game executable reads the Templates.bin file and splits it into different areas. These structural divisions is fundamental to how the game interprets the bin file. For instance, the game will reserve a block of memory for Unit data, and a different memory block for Building data. With the help of TibEd and running the game, these are my guesses on what each section belongs to. ------------------------------------------------------ Text copy of above image ------------------------------------------------------ At a glance, the game appears to support up to 60 unit types, 100 building types, 64 weapon types and 64 explosion types. I attempted to change what I suspect to be the Unit and Building Count, and I have some varied responses: Decreasing the values and loading a mission where such a value is needed leads to crash on mission load. Setting Unit Count to 0x00 up to 0x19, and loading A1V1 leads to crash at mission load with error "MyVersionOfUnit didn't find a unit". Setting Unit Count to 0x1A just below the Sandworm ID (25), leads to crash to desktop (no error message) Setting Unit Count to 0x1B just equal to the Sandworm ID (25), and loading A1V1 leads to working game, with graphically maimed animations and offset build icons Haha, Construction Wind Trap Setting Building Count to 0x3B (59), and loading O9V1 leads to crash with error related to the Imperial Palace (ID 59, or the 50thbuilding in the list). Setting Building Count to 0x3C (60), and loading H5V1 leads to crash with error related to the Harkonnen Special Outpost (ID 60, or the 61st building in the list). Setting Building Count to 0x3D (61), and loading O4V1 doesn't lead to crash, but the player loses instantly (since the Ordos Special Outpost (ID 61, or the 62nd building in the list)... does not exist??). This happens on both the -spawn and normal launches of the game. I am not sure why this behavior is different from the Harkonnen version. Changing other values in the surrounding region may lead to lead to very damaging graphical glitches. Clicking on the building queue (to construct a building) may lead to crash due to 'BlitErrors' Hypothesis: Unit Count and Building Count works like what I think they do, but their DATA.r8/.r16 folders may be arranged specifically to the exact number of items. Either this could be controlled by the .bin file, or it is hardcoded and any modder working on adjusting the counts need to also pad their DATA files so that the image sequences are aligned correctly. This is the extent of my current research. More to come.
  3. 2 points
    According to information provided by you, I am now able to parse TEMPLATES.BIN properly, and compute DATA.R16 image entry indexes for unit art, building art, projectile art, animation art etc. Here I made a helper program that parses all the values (DATA.R16 image entry indexes are usually those 4-digit numbers) : Sedondly, I discovered the logic how the game determines the version of building or unit (for example Harkonnen get Harkonnen-style buildings, only Emperor gets Emperor-type Construction yard and Heavy Factory, only Smugglers get Smugglers-type Starport, Sandworm gets Atreides-style buildings etc). I can precalculate the unit/building versions, and here are the results (they should match the real game behavior): unit_side_versions.txt building_side_versions.txt @lovalmidas thank you very much for providing all the information you discovered, which pushed me way forward!
  4. 2 points
    Ever feel like Gun Turrets kind of suck? Well, they don't, but I've got another new thing for y'all anyway. This is a standalone mod that turns your traditional long-barreled cannon turret into highly responsive dual guns that mow down infantry and can be generally oppressive against vehicles. That's all this mod does. Here are some screenshots of all 32 frames in the three main colors, and their sidebar icon: Here are some gameplay tips: Design theory rant below spoiler: Regarding their animation / sound design: Here's a download link: AGTs.zip If you wanna install the mod, merge the data folder in the zip with the one in your D2k directory. The data folder under the backup folder in the zip can be merged with the data folder in your D2k directory to restore the changes this mod makes to the default state of the game. Have fun.
  5. 2 points
    Okay, so... Here it goes: I'm now able to load buildings and units graphics from DATA.R16 directly, and easily dynamically recolor images with colors from COLOURS.BIN. Thanks to your Spice2k source code (https://github.com/nguoiyoujie/Spice2k/blob/master/src/Dune2000/Structs/R16/ResourceElement.cs) I was able to understand the DATA.R16 format and how to parse it. How is your investigation of TEMPLATES.BIN formats? I could notice UnitTemplate struct format is ready, but BuildingTemplate not yet. That would help me too. Reading graphics data directly from DATA.R16 directly is indeed advantageous, but also some issues. The most important issue is drawing of stealth units (stealth fremen and raider) - those units seem to use regular unit's graphics and the stealth effect is made by the in-game renderer. Also the side color cannot be seen on a unit in stealth mode. I'm thinking how to render stealth units - maybe whole unit shape with a solid color (the side color). The second issue is, that the Carryall and Frigate are too much spacious and they occupy much more space than size of a tile. I wonder how that would look in editor.
  6. 2 points
    Here's another update in D2kEditor. Here is a screenshot, can you spot all the new things? As you might know, I was working on implementing support for per-mission editor graphics and configuration files (I mean those .ini files under config folder). This can be extremely helpful for creating missions using modded game resources, as you can use i.e. the modified graphics, unit and building configuration per individual mission. Here is example of changes I made: - Modified graphics/structures.bmp (just swapped colors for a simple demonstration) - Modified graphics/misc_objects.bmp (changed the background tile for spice bloom) - Modified config/structures.ini (added Flame Tank on the list of units) - Modified config/misc_objects.ini (renamed Spice Bloom to Wood Bloom) - Modified config/players.ini (renamed player names - already showed previously) - Modified config/mis_units.txt (this is list of units for Events and Conditions, added Flame Tank on the list) - Modified COLOURS.bin - Modified TILEDATA.bin Here is the example folder structure and how editor loads it: CustomCampaignData |- WarOfTheLandsraad |- Colours |- colours_O9.bin |- Players |- players_O9.ini |- WOL |- config |- structures.ini |- misc_objects.ini |- mis_units.txt |- graphics |- structures.bmp |- misc_objects.bmp |- data |- bin |- TILEDATA.BIN So the file loading logic is in line with mission launcher folder structure. The _mask bmp files are created automatically, if missing.
  7. 2 points
    MVI (and some others who I don't know) made a lot of progress deciphering the format of various UIB files, culminating in the release of an editor that works on many uib formats. For the menus.uib, the each menu entry had: a key name (that UIL searches for when attempting to open a new menu), a value (the file that represents the menu to open) and two unknown integer values, named Unknown1 and Unknown2. I'll let Ghidra explain the unknown values for me. (Apparently the game has functions converting other files into UIB files. Probably used for debugging or their development, but very useful for reverse engineering their formats) ---------------------------------------- Unknown 1 (int): Determines how the menu fades in 0 = Fade From Black? (From videos of the game, this appears to be Fade From Black. However, my game does something weird when this is used, drawing a black rectangle at point 0,0 during the 'animation' phase). It could be due to the patched game, a graphics setting or that some legacy Windows broke on newer Windows. See below for a more visual result) 1 = Unused (the game flickers when you use this. I suspect this is for fading out but it doesn't play well as a fade in sequence) 2 = Tween (looks like the proper fade blending the menu and the background behind it) 3 = Skip (no transition. The new menu pops in) Other values (I only tested '4') = The new menu is not drawn, but is functional. See below for a more visual result) ---------------------------------------- Unknown 2 (int): Determines how the menu fades out 0 = Unused (the game flickers when you use this. I suspect this is for fading in but it doesn't play well as a fade out sequence) 1 = Fade To Black? (From videos of the game, this appears to be Fade To Black. However, my game does something weird when this is used, drawing a black rectangle at point 0,0 during the 'animation' phase). It could be due to the patched game, a graphics setting or that some legacy Windows broke on newer Windows. See below for a more graphical result) 2 = Tween (looks like the proper fade blending the menu and the background behind it) 3 = Skip (no transition. The new menu pops out) Other values (I only tested '4') = The background behind the closing menu is not drawn, but is functional. See below for a more visual result) ---------------------------------------- The tests are perform by modifying the entry for DIFFICULTY / skill.uid. This menu is called when you click Start New Game on the main menu. Visual - When using value 0 or 1 (Fade) as fade in / fade out For an example of a working Fade To Black, see 3:20 of https://www.youtube.com/watch?v=-x9MahcVn7k where a Fade To Black was demonstrated from the campaign map. Visual - Value 4 for Fade In Menu did not appear, but is active. Buttons will paint over the screen when you interact with them. Visual - Value 4 for Fade Out Menu did not disappear, but the previous menu (main menu) is active. Buttons from the currently active menu will paint over the screen when you interact with them. With this I think the description of the Menus.uib is complete. I hope this gives modders more control over the UI behavior of their experiments. :) EDIT: Corrected errors - it was Fade (value 0,1) that was giving display glitches, not Tween. Also added more information on the fade behaviour.
  8. 2 points
    Well, here I am. I'll post more shortly but Hi!
  9. 1 point
    So I finally did a research on SPEED.BIN file, because I wanted to make an editor for it. This file is really small and structure is pretty simple, so finding out what it does was a piece of cake. Here is the structure: - 32 floating-point numbers (4 bytes each) - 4 strings for speed names (32 bytes each): "Infantry", "Tracked", "Wheeled", "Flying" - 128 zero bytes (probably unused) All investigation was just about those 32 floating-point numbers. And, here is the tabular visualization of them: The rows are "Speed Modifier value" and columns are speed types. And numbers in cells are speed multipliers, for example, if the number is 0.5 it means that unit can move half its original speed. Now I will explain what does the "Speed Modifier value" mean. Remember tile attribute editor and those last three attributes that affect the unit speed? These three attributes are in fact Speed Modifier bits. Three bits can make a value from 0 to 7: Rock = bit 1 (value of 1) Dunes = bit 2 (value of 2) Rough Rock = bit 3 (value of 4) The speed modifier value is sum of those bits. If all three attributes are set, the value is (1 + 2 + 4) = 7, if no attributes are set, the value is 0, and for example if "Rock" and "Rough Rock" are set, the value is (1 + 4) = 5. Then for the speed modifier value, respective row from table is selected. So for example if "Rock" and "Rough Rock" attributes are set, then infantry will move 0.7 of their original speed, and both tracked and wheeled will move 0.5 of their original speed. And for example if you select all three attributes, surprisingly all the units will move their full speed.
  10. 1 point
    [UPDATE] The second pre-release version is now available, including important new features! Go to this post for download and more information: https://forum.dune2k.com/topic/28802-map-and-mission-editor-new-major-version-20-pre-release/?do=findComment&comment=400216 Hello all! It's time for a new major version of D2kEditor! Version 1.4 did not get any final official release, but it looks that it had so many and huge changes and new features from last version 1.3, so I decided that it really deserves a new major version number. All the changes and new features are described and discussed in the other thread (https://forum.dune2k.com/topic/28587-updated-1462020-map-and-mission-editor-v14-release-candidate-3-full-of-improvements-and-new-features/), but I'm making this new thread. The current version is yet far from being complete, but I just wanted to give it away for anyone who is interested in it and eager to try it out! Here's download for the first pre-release version: [OUTDATED] Please take pre-release version 2 from here And here is changelog (this includes ONLY the changes made since last release, v1.4 rc3): Changed: Spice Bloom graphics is now transparent Added support for new Mission Launcher: - New fields under additional Mission.ini file settings: "Campaign folder", "Mods folder", "Colours.bin file", "Players.ini file", "Intel ID" - Editor can load custom COLOURS.BIN file for individual mission, specified under "Colours.bin file" field - Editor can load custom player names from .ini file for individual mission, specified under "Players.ini file" field - Editor can load modified buildings&units graphics for individual mission from specified Campaign and Mods folder - Editor can load modified buildings&units configuration for individual mission from specified Campaign and Mods folder - Last two points are useful for mapping with modded game resources (i.e. new/replaced units) - Editor will load following graphics/config files for individual mission from this folder structure: {Dune2000 root folder} |- CustomCampaignData |- {Campaign folder} |- Colours |- {Colours.bin file} |- Players |- {Players.ini file} |- {Mods folder} |- graphics |- structures.bmp |- misc_objects.bmp |- config |- structures.ini |- misc_objects.ini |- buildings.txt |- buildings2.txt |- units.txt |- data |- bin |- TILEDATA.BIN And here is the VERY COMPLETE changelog since version 1.3. A huge list, isn't it? Enjoy! Looking forward to your feedback. D2kEditorv2.0pre1.zip
  11. 1 point
    I get to vote? Lol. Ok, I think that if you make an editor that does a better job than TibEd. Go for it!!! Who knows what kind of beautiful designs will come from it. Sometimes a different editor (wheter it is better or worse) will open up new options. I used to have 2 editors for Starcraft/Broodwar. Making the layout of the map, after altering other statistics. Most of my maps in those days needed 2 independend editors. I don't know if it is possible with TibEd and your editor. But seeing as how you are actively changing your editor. You can add stuff that others here request. That is a good idea.
  12. 1 point
    I think the floating crates are just the ships coming and going? They seem a little out of place. I do like the ornithopter design. I don't know if the miniseries Sardaukar were all that intimidating either. And yeah that was the Baron. This was Jodorowsky's take on the trailer:
  13. 1 point
    Hi Feda, Thank you for your reply. I downloaded CnCnet and put it where my Dune2000.exe is. I can launch CnCnet, choose a map and some options like IA, etc. but when I clic on "Launch Game", I have a black screen and... return to CnCnet. I selected different resolutions, different options like "DirectDraw", etc., but the game does not launch. I installed the Gruntmods Edition of the game but I have the same problem. However, when I launch the "MissionLauncher" of this edition, I can select a mission and play it. Do you know why does this happen ? I have a good PC (i9, RTX 2080 Super, 32 gb of RAM, etc.) and my screen displays 1080p natively. I wish I / we could fix this. Thank you for your help. Edit : It's okay, I unchecked "Disable Max Windowed Mode" and now, the game seems functional when I launch it in CnCnet. I thank you very much for your help. I have a lot of alternative missions to discover (alone and in co-op too), so I am happy. Thank you for all the work and the help given to the players about this really great game.
  14. 1 point
    WOW, yes I would use this over TibEd any day! TibEd actually limits my modding like Feda said, one has to know all the unknown bytes and its a pain to remember or look every one of them up and some are only discussed on discord which some can't use like myself. Again, it looks great and would help others like myself mod more!
  15. 1 point
    This is something bugged with your game then; this is what should happen. A) You start the game and harvest the amount of money requirement (no clicks needed). B) you get the Sonic tanks and destroy the windtraps C) Imperials get angry at you for doing that and then start with the attacks. And then only after the "C" part it's done, he will start launching attacks, but no before that. Did you play any modded campaign recently? because maybe my trigger it's "certain unit/building exist" but due you using a modded version, that unit/building arealdy exist (or don't) and everything trigger before expected. If you want to check this is the teaser I did for the campaign, I did move a bit the harversters (exploring a bit the area) for the sake of the video, but you can see how I am just calming doing my thing. https://www.youtube.com/watch?v=wwE-hAQqKxo Just in case I recently downloaded the mission and applied/loaded with the mission launcher. Nothing wrong happened to me (That's the MCV landing). Harvesting the quota, doing the windtrap thing, receaving the MCV, no enemy unit on sight. In fact, the enemy it's made to be passive, and will actually waits until you fullfill the windtrap goal, when you do that, you get a MCV. When you deploy the MCV, the enemy can start producing units, and only when the siege tank it's produced (which will take some time as the AI will build other units befre), an enemy wave will trigger and launch a attack. It's true that you only have low tech to protect against combat tanks and so on, but it's just that, he is passive until you do that job (or if you let the game running for... dunno, maybe 3 hours, then he may launch an attack on you). Just be sure that you copied the file "tiledata.bin" provied (although I don't think this has anything to do with it), which path it's "data/bin", but if you already did, then you may need to rever whatever change was done on the game. Here, these are the usual 4 files that gets modded depending on the campaign, this upload are the originals I have as a back up. Template Original.rar They are in the folder "data/bin". So try to overwrite them. This should revert the game to the vanilla state and try again the mission. And again, the battle shouldn't ever start not until a MCV it's delivered, and even then, the AI will take some time to arrive (so your Sonic tanks have enough time to come back, you can build a second ref and barracks and group a decent amount of infantry/troopers to protect yourself). Even storywise you are the neutral faction, Imperials are not the attackers, you are the one that "attacked" a windtrap the emperor wanted and then retaliate because of that action.
  16. 1 point
  17. 1 point
    The issue with TibEd is that even what works currently is very poorly documented (actually not all all by the author). Right now Fey is the guy everyone goes to when it comes to how to use TibEd, since he spent the most time researching it and its bugs. There is no way to create a decent mod (which involves more than just changing the HP of buildings and basic stuff like that) without spending tons of time finding out what certain unknown bytes do, or understand what behavior really means, as it's a pretty bad word to describe that feature. A new TibEd, especially based on the screenshot I saw above, would be absolutely amazing. Even more now, since people can actually get into modding and have their files installed and uninstalled automatically. The fact people had to copy paste and backup files themselves used to be the main reason not a lot of creators decided to go for mods in their missions. Ever since the new launcher, there has been a significant increase in modding desire on our discord server. However, TibEd is really not the greatest program ever, so I really believe your tool would be a life-saver. I know for sure that I'd use your tool over TibEd any minute just by watching that screenshot above. Not to mention the preview of the building with animation support, which is huge Lemme give you an example: let's say I want to make the sietch selectable and repairable, then add a unit queue to it. I have a general idea of what I have to change, but I'd have to go over 1-2-3 pages of forum topics or search in a big-ass history of discord messages, or even PM Fey just to find out the byte numbers that I have to change, since I don't remember the actual numbers. Your editor can only be a serious improvement over TibEd, there is no reason anyone would use TibEd over yours if you get it to do all that TibEd can do + the better, more documented interface. Another reason: I am planning a sequel to my War of the Landsraad campaign pack, but I said I'll wait even 2 years if that's how much it takes to have some documentation done over all the unknowns and other TibEd stuff. I would really prefer to not have to deal with numbers, but with actual text organized in a very good GroupBox-style interface like in your screenshot. Maybe there won't be 100 people using it, since the community is small, but I can guarantee me, Fey and Cm would use this without a thought, and I'm sure the other modders like @Amander will also transition to it, as there is simply no reason to stick to TibEd if something like this becomes available.
  18. 1 point
    I always had in mind a big campaign where I go to edit everything, using every single tileset done as multiple planets so you face nameless factions (or random factions as I may give them based on wikis) with weird tech; although for the most part I am aiming with the graphics that exist already, but as Fey had several graphics here and there (and units) I may use them too. If I had that tool with those nice "cannot be sold" It's something I would prefer over reasking Fey or re-re-researching myself which bytes do what. I simply cannot say for sure "I will do it" because who knows if by when I am finish with my current campaign I am totally done with modding, or maybe not; I don't know; my "Dune Emperor final" mission was on my mind but I created like 3-4 campaigns before actually doing it. For my part, having some of these options more clearly (and not lying as Tibed does in some parts) It could be that future/possible campaign of mine it's more certain to happens. And of course, it is more likely to happen now that Feda Launcher allow using modded stuff more easily and with less limits for the user/modder.
  19. 1 point
    the worm design is great, it reminds me of one famous illustration - https://cdn.onebauer.media/one/media/5d30/78f5/39e4/bc85/c544/bed9/dune-sandworms-schoenherr.jpg what are those floating crates? this seems to be some fetish motive of Villeneuve - https://youtu.be/n9xhJrPXop4?t=48 Atreides are Georgian? - https://youtu.be/n9xhJrPXop4?t=59 I also like the ornitopther, somewhat Dune 2-ish - https://youtu.be/n9xhJrPXop4?t=76 the white Sardaukar somewhat lacks intimidating flair of previous designs - https://youtu.be/n9xhJrPXop4?t=89 is that the baron? - https://youtu.be/n9xhJrPXop4?t=117
  20. 1 point
    Hello, Since I am basically finished with this sprite mod, I felt it should have its own thread so Fey's wonderful Turret mod thread doesn't get sidetracked. Basically I redone the Weapons using the Trooper Sprites to make them heavy Machinegun units. I did this for my own infantry mod which uses only Troopers for Harkonnen. I think other may find a use for this unit in any way they want. I am uploading the Original Edited Sprites as well as DATA.R16 file that has the images already loaded in it. But this version also has the turret Mod made by Fey. There is also a new UI card for Sardaukar troops. http://www.mediafire.com/file/eptzlslvjqig2zf/New_Trooper.zip/file Here is some Pictures of the units in action and the UI cards as well as the download file and complete sprites. New Trooper.zip
  21. 1 point
    Hi! I don't check back here very often lately but glad you're continuing your updates of similar games. There are many seemingly good, innovative indie games based on classics these days apparently, but finding out about them is increasingly hard with so many titles (and frankly I've no idea how one can find something at the Steam Store unless you know what you're looking for).
  22. 1 point
    The campaign map (also known in the game as 'Globe') had always fascinated me. Today I try to decipher what makes it work. When you first start a new campaign, you see the campaign map evolve from a globe of Arrakis (or if you did not have a working cutscene file, just the map). Then the following occur: The game announcer (SFX voice) opens the campaign with three statements. One for Atreides, one for Harkonnen, one for Ordos. The order depends on which house you chose to play as. Let's say you picked Atreides. In fact, we may use this video as reference: https://www.youtube.com/watch?v=-x9MahcVn7k The game announcer opens with the first statement about Atreides. Concurrently, the map animates, and some regions are colored blue, left to right. The game announcer delivers a second statement about the Ordos. Concurrently, the map animates, and some regions are colored green, left to right. The game announcer delivers a second statement about the Harkonnen. Concurrently, the map animates, and some regions are colored red, left to right. Two Atreides icons appear on the map. The game releases control to the player. The player may select the regions where the icons are, or perform other actions (Save, Load, Quit). If the player selects a playable region, the game takes the player to the briefing for that mission. For the most part, these actions are controlled by the campaign.uib file, I have found out roughly how it works, and other interesting tidbits related to the single-player campaign. My findings are summarized in the image below: ------------------------------ Text copy of the image description: ------------------------------ More detailed explanation: The campaign.uib file is divided into 3 Houses, each House with 10 104-byte sections. Each section represents a mission 0 to 9. Mission 0 appears to be a setup performed before animating Mission 1. The campaign.uib file is loaded into the game memory (0x00795708) at startup, like other uib files. If changes are made to the file while the game is in progress, the game has to be restarted for the changes to apply. The executable has hardcoded the following limits: 3 supported Houses, 9 supported missions, each mission having 2 supported versions (V1 and V2), and 27 map regions. Changing those require modifying the executable. The campaign map is split into 27 map regions. The background piece is DUNEMAP2. The graphics for each map piece lies in /data/UI_GFX/regions. The position and polygon hitbox are hardcoded in the game. The polygon points appear to be a POINT (int x, int y) array in executable addresses 0x004be3fc to 0x004beb84. Reference Flow: Atreides Mission 4 - https://www.youtube.com/watch?v=_3hZzNg9TrA When the player enters the campaign map, the game first notes which mission the player is going to play. (If the player just completed Mission 3, then the next mission is Mission 4) The game notes which House the player is playing as. (E.g. this is an Atreides campaign) The game will then load up the regions for all previous missions for the player's house. Specifically, it begins from a blank map, and starts awarding regions to each houses for each mission up to the previous mission map (right before the previous mission): Atreides Setup (or 'Mission 0'): Atreides is awarded regions 2, 3, 4. Harkonnen is awarded regions 12, 18, 22. Ordos is awarded regions 21, 25, 27. Atreides after Mission 1: Mission reward: regions 7, 8 to player House (Atreides). Atreides is awarded region 1. Harkonnen is awarded regions 13, 16, 19. Ordos is awarded regions 15, 17, 20. Subtotal: A = 1,2,3,4,7,8. H = 12,13,16,18,19,22. O = 15,17,20,21,25,27. Atreides after Mission 2: Mission reward: regions 5, 6 to player House (Atreides). Atreides is awarded nothing. Harkonnen is awarded regions 9, 26. Ordos is awarded regions 24, 11. Subtotal: A = 1,2,3,4,5,6,7,8. H = 9,12,13,16,18,19,22,26. O = 11,15,17,20,21,24,25,27. Player's previous mission was mission 3. Stop here. The game renders this map. The game begins the first SFX / Animation cycle: The first SFX for Atreides Mission 4 is C_A4a. Announcer plays the corresponding speech (AI_MAP4A.AUD) Concurrently, the first house to be animated is House ID 0 - Atreides. Since House Atreidies is also the player's house, the Mission 3 reward (regions 10, 11) and Atreides' own advancement (nothing) shall be given to House Atreides. The map animates the colors of regions 10 (unoccupied) and 11 (Ordos) changing to the Atreides blue. (while the speech is ongoing) First SFX / animation cycle end. The game begins the second SFX / Animation cycle: The second SFX for Atreides Mission 4 is NONE. Nothing is played The second house to be animated is House ID 1 - Harkonnen. Region 14 shall be given to House Harkonnen. The map animates the colors of region 14 (unoccupied) changing to the Harkonnen red. Second SFX / animation cycle end. The game begins the third SFX / Animation cycle: The third SFX for Atreides Mission 4 is NONE. Nothing is played The third house to be animated is House ID 2 - Ordos. Region 23 shall be given to House Ordos. The map animates the colors of region 23 (unoccupied) changing to the Ordos green. Third SFX / animation cycle end. The game looks at the mission versions for Atreides Mission 4: Version 1: Region 9, Mission: A4V1, Atreides Icon (AT_POINT) rendered at point 193, 75 Version 2: Region 0... Skip. The game renders the animated Atreides icon, and activates the hardcoded polygon for Region 9 and links it to mission A4V1. The game releases control to the player. If the player hovers over Region 9, he'll get an attack cursor. If the player clicks Region 9, he will be taken to the briefing for A4V1. The player starts playing the mission The initial music is indicated to be FREMEN. This will be first music that is played on starting the mission. The mission score multiplier is 2.5 (byteform 00 00 20 40). If he wins the mission, the score screen will divide 2.5 x 200 = 500 points between the player and the enemy AI. If the player wins the mission, the next campaign map will see Region 9 animated to turn to Atreides control. The values covered in green are values taken from campaign.uib. How moddable is this file? Alas, not very... Although you can change the values in campaign,uib as you like, the game logic imposes some rather arbitrary restrictions: Hardcodes: 3 Houses, 9 Missions, 2 Versions of one mission, 27 map regions Hardcodes: The region polygons for mouse selection. You can draw new regions however you want, the clickable region is still the same. The house icon is only for show. Region changes are cumulative. Campaign maps further down the campaign depend on the maps before it. You cannot return a region to a neutral color. Between any two missions, a non-player house can be awarded a maximum of 3 regions. The player house has the same limit, except that it is also awarded the player's targets from the prior mission, potentially bringing up the number to 5 (3 + v1 and v2 of previous mission). You cannot chose not to award the player's targets to the player's house. For example, A1V1 is Region 7, A1V2 is Region 10. Both regions will be Atreides after mission 1; you cannot make the house take only one region. However, I believe another house could take Region 7 from House Atreides during their animation phase. 1 Mission, 1 Campaign map. Doesn't look like it supports diverging paths and story branches. Only a linear march to victory. However, you can... Enable missions and define them on the campaign map, which were disabled by the original devs (A4V2, A5V2, A7V2...), provided you have made the missions for them. Change how the regions move around. With creativity you could make very interesting map progress with the 27 regions given to you. If you have new icons, this file can help you adjust their placement on the map. If you have new regions, you might have to look at the executable instead. This is quite the lengthy explanation, but I hope this is a start to understanding one of the more elusive UIBs we have in Dune 2000. EDIT: Fix typos. EDIT2: It appears I was wrong. Byte 56 / 0x38 (int) is indeed used during the second animation cycle, not the third. Updated the image and text to match.
  23. 1 point
    Alright, I managed to look into how the game loads the Data.r8 / Data.r16 file, since previous tests determine that playing with unit counts messes with animations, and animations are images, and images come from the data resource files. Here are the results, thus far: * I suspect UnitTypes and BuildingTypes are simply indices, since they don't appear to carry more data than a name reference. I suspect those two to be relevant to how the sidebar icons are arranged. (e.g. why Wall appears before Refinery) I am not very good at reading assembly, so having Ghidra IDA (it's open source) to decompile to a C-like flow helps a lot. This research has also been made much faster by MVI's old repository where the functions for processing images / BMP / TAR had been discovered, making it much easier to analyze the function loading the data resource file. Some major findings: In analyzing the Data.R16 file, I discovered an issue with the existing Resource Editor. The editor consumes null bytes so the user does not see them. On the contrary, the game does read the null byte as an empty entry (i.e. nothing is rendered). This is critical, as the game performs precise counting of the number of image frames an object has and read the same number of images in the data resource file to assign to that object. The empty entries act as 'padding', and are very important if we want not to replace entries, but to add to them and modify their ordering. For example, Templates.bin specifics 34 image frames for each of the 8 directions for Light Infantry, making a total of 272 images. There are 20 empty entries (situated around the death animations), so the existing editor sees only 252 entries. Unit art is different from Unit. TibEd seems to be already aware of this. The sections in the middle are all numbers instructing the game how many images are to be loaded for each unit art, building art, projectile art, animation (including explosions) etc. All these are used when the game loads the data resource file. I attach a set of my findings below, in three files (within one zip): - A dataR16 folder, which contains the extracted images from the Data.R16 resource file. Each entry is named "test_xxxx_yyyyyy", where xxxx is the image entry ID, and yyyyy is the hexadecimal address of its starting location. Empty entries are represented by 1x1 transparent pixel (actually 0x0 to the game). - sym_addenum.txt, which carries my findings for the game loading Data.R16 file, including memory addresses of where each image is sent to. I consider the Data.R16 loading mechanism to be almost fully discovered. - Template_bin_sections.txt, which carriers my findings for the templates.bin file (seen in above image). dataR16.rar I have also added some code that is able to parse the resource file and include the empty entries: https://github.com/nguoiyoujie/Spice2k/commit/1f3f8ace4f88eaa60ff42473b642da2f0ac9c63d . Credits to mvi, funkyfr3sh and co. for the original resource editor which allowed me to speed up other discoveries. This code was used to generate of the dataR16 folder as attached. (I should make some kind of test suite with the v1.06 files so I don't test on Program.Main())
  24. 1 point
    [UPDATE 1.7.2020]: Version 1.4 was superseded by version 2.0. Downloads in this topic are outdated. Go to this thread for more information and download of new version: https://forum.dune2k.com/topic/28802-map-and-mission-editor-new-major-version-20-pre-release/ Hello all! It's finally time for a new release of D2kEditor! It's been more than a year since I made the last release (v1.3). After some time of rest, I saw Warcraft 2 snowy tileset made by Cm_blast which inspired me to work on the program further. I wanted D2kEditor to be more friendly with custom tilesets, and ended up with plenty of ideas and improvements I made in order to make the program more powerful and yet easier to use. I already showed preview of most of the new features in the other thread (https://forum.dune2k.com/topic/28518-d2keditor-v14-new-feature-preview-new-tileset-research/) so you should be already familiar with most of them. But during last days, I worked intensively on even more bug fixes and new features that came into my mind, and here it is, really rich changelog. Download (OUTDATED, take Release Candidate 3 please) Changelog: Added: Smooth spice rendering. Thin spice and thick spice is now drawn exactly how it appears in game. Added: Save minimap image feature Fixed: Outpost and Modified Outpost are visually distinguished by antenna turn direction. Fixed: The "Maximized" window property is now preserved for all dialogs when you close and open program again. Fixed: The last used directory for various open/save dialogs is preserved independently for each dialog. Fixed: Scrolling map with arrows will always work Fixed: Some key shortcuts (i.e. Ctrl+G) will no longer select a preset Added: You can use Shift + mouse wheel up/down to change brush size Added: You can hold Ctrl + click to map to easily and quickly switch to Select mode and start a selection Added: Select structures only mode. You can set the checkbox "Structures" next to "Select mode" radio button to third (grayed) state, which means select structures only. Useful for copying or moving a base layout. Added: Area type in Select mode. You can make a selection only of tiles of specified type, which makes possible to select more precise non-rectangle areas. If you hold Shift, the selected area is erased, which makes possible to easily move the area around. Added: Using "Reopen map" immediately after starting program will open the map which was open last time. Added: New dialog window to change a tileset. When you start new map, this dialog will open so you can select a tileset. Added: Reload tileset option. Useful when you modify tileset .ini file. Changed: In D2kEditor.ini file, the default tileset is not specified as tileset index, but as tileset name (setting was renamed to "DefaultTilesetName"). Added: Editor will load contents of custom TEXT.UIB file, if it is specified in mission .ini file. The "Test map" feature will automatically launch game with custom TEXT.UIB file. Added: Preset Helper feature (accessible from "Open tileset" window). Here you can easily design a block preset and copy its code to tileset .ini file, or directly use that block in terrain editor. Three major new features and changes: 1) Merged TileAtrEditor program into D2kEditor, so D2kEditor now has built-in Tile Attribute editor. TileAtrEditor became obsolete and no longer needed. 2) Significant improvements related to creating maps using custom tilesets. Creating maps using custom tilesets is now much easier and faster. 3) Major changes in tileset configurations (tileset .ini files) related to new features and improvements. You will need to update your custom tileset .ini files to make them compatible with this version of program. Ad 1) - Tile Attribute editor is now available from main menu under Tileset. - You can edit the current tileset used by current map. Swithching tileset would change it for current map too. - You save map and tile attributes independently. When you save attributes, changes will apply immediately to your map. - There is "Test in-game" feature (F8) that would save attributes and launch current map in game. - You can now edit all 32 game attributes. Previously only 7 attributes (which were present in original TILEATRx.BIN files) were editable, but according to latest TILEATRx.BIN research, it was discovered that the other attributes are internal attributes used by game during gameplay for various purposes. You can achieve various effects using those additional attributes, for example place a real working concrete on a map. - Editor attributes (special attributes used only by the editor to recognize which tile is sand, rock, dune tile etc.) are no longer part of TILEATRx.BIN files, because they conflicted with internal game attributes. You no longer need to distribute two separate versions of TILEATRx.BIN files: one for game and one for editor. - Editor attributes are stored inside tileset .ini file and editor saves them into .ini file automatically. - TILEATRx.BIN files are no longer distributed with the program. The program loads these files from game folder. - Added more flexible ways how you can filter tiles by attributes. Added "Filter tiles having any of attributes" mode, as well as "Filter tiles by rule" mode. Removed "Mark infantry-only" mode as this was just a specific case of a rule. - "Filter tiles by rule" is the most advanced mode, where you can specify which attributes tiles need to have (either all of any of them) and which attributes tiles must not have (basically combination of all three previous filter modes). In this mode you can easily design your rule and then use it in your tileset .ini file. - Added new view modes: "Draw minimap colors" and "Draw fill area groups" mode. These modes can help you design minimap color rules and fill area rules in your tileset .ini file, as you can easily and immediately see the result here. - Added "Edit tile hint text" mode. Tile hint text is a text that displays in game when you move mouse cursor over that tile. In original tilesets this is used only on spice tiles. Ad 2) - In Terrain editing mode, there are now 4 common paint groups and 8 tileset-specific paint groups (12 paint groups total). - The 4 common pain groups are reserved for Thin Spice, Thick Spice, Concrete and Void. The latter two are not commonly used in maps, but are potentially usable for new designs, or in custom tilesets. For example concrete can be used for decoration (in original tilesets it cannot be built on it), but it can be made buildable using specific tile attributes and used as real concrete in for example Dune 2 tileset. The Void could be used to make non-rectangle maps, or it is useful for indoors tilesets (i.e. Heighliner). - The 8 paint groups can be used for any terrain types. The original tilesets use no more tha 3 types (Sand/Rock/Dunes) or 4 types (Ice), however, in custom tilesets you can use all 8. - Improved "Auto-Smooth edges" feature (Shift-Click) and made it more flexible and configurable for custom tilesets. You can take advantage of this feaure for any terrain type in custom tilesets, it is not strictly limited for Rock and Dunes edge in original tilesets. - Added "Restrict painting" feature, which will let you paint specific tiles only on specific terrain type (i.e. spice and dunes can be painted only on sand, concrete can be painted only on rock). This can be turned off in Settings menu. - Added support for block presets with "blank" tiles. You can now have presets of any shape (not strictly rectangle shape). Ad 3) - Changed the way how rules (minimap color rules, fill area rules) are specified. Rules are now specified in this form: $attrubites_tile_must_have -OR- $attrubites_tile_must_have;$attrubites_tile_must_not_have If $attrubites_tile_must_have is negative, it means tile must have ANY of specified attributes. To design a rule, you can simply use specific filter on Tile Attributes editor and just copy the rule specification. - Fill area rules now have names. The names correspond to area types in Select mode. - You can specify up to 12 paint groups in [Paint_Tile_Groups] section. Groups A,B,C,D are reserved for thin spice, thick spice, concrete and void. Groups 1-8 are tileset-specific groups you can use for any terrain type. - The list of tiles used by a paint group is no longer specified by marking those tiles by editor attributes (Paint type 1-4), but directly as part of paint group specification ("GroupX.paint_tiles"). You can specify same tile number multiple times, which would increase probability of that tile being randomly selected. - The block presets used by "Auto-smooth edges" feature (Shift-click) are specified with "GroupX.smooth_preset_group" and "Group2.smooth_presets" properties. The presets are specified as list of keys on keyboard. There are two different modes of "Auto-smooth edges" feature: 1) 20 presets mode: used by original Dune2000 tilesets. Uses 12 1x1 blocks and 8 2x2 curved blocks. 2) 12 presets mode: uses only 1x1 blocks (4 straight blocks, 4 corners, 4 inner turns). - Added paint group restruction rule, which can be specified as "GroupX.restriction_rule" - The [Spice_Settings] section was completely removed. The spice minimap colors are now specified as additional minimap color rules. The thin/thick spice name, tile and restriction rule is specified as part of paint group A and B. - Spice is now also specified as separate fill area group. - Changed way how custom block presets (= blocks consisting of tiles not continuously arranged in tileset) are specified. You no longer need to specify them under separate [Custom_Blocks] section, but directly under [Block_Preset_Group_X] section along with standard blocks. To distinguish custom blocks, the width and height must be negative. You can utilize "Preset Helper" feature to easily design a block preset, and then copy its code and paste to .ini file. - Normal block presets are represented as "width.height.tileset_x.tileset.y", but you can newly specify them also in simplified form "width.height.tile_index" - Added "default_paint_group" under [Basic] section which is used to fill a new map. If not specified, group 1 is used. Just try it out and I hope you will like it. Note that this is still a Release Candidate, so in case you find any problem or bug, or any other idea comes into your mind, you can tell me and I can still add it into the release before it will get officially published on D2K+ website.
  25. 1 point
    Hi, I am AnimalMan; I lost access to my original account; so I am using this account I once made to discuss modding Dune2000. It had been a while since I modded EBFD, but I have been making a mod recently and I have been making new discoveries left right and centre. The difference between this mod and my last mod; is that 4 or 5 years ago when I made a mod for EBFD; I had absoloutely no knowledge of game development< but now things have changed. Anyway if you are active PLEASE LETS INTERACT AND CONNECT AND DISCUSS THIS BEAUTIFUL GAME. I am going to start off by showcasing a breakthrough I had modding EBFD last night, and show off a new gameplay mechanic that resulted.. ------------------------------------------------------------------------ Trading / Economy New Item available at Starport - Trade Goods Trade Goods are crates that are delivered to the starport by the CHOAM frigates. The Trade Goods are then collected by any infantry or unit and credits are awarded to the collector of the crates. Trade Goods are the first of a great number of enhancements I have made to this version of EBFD. And I do believe I am restoring the playability of this game to a standard that was originally intended for the game, before it was rushed to the shelves. I will showcase my other improvements when I can get some actives up in here. I might even make a discord server to connect with you guys regular. And we can develop this thing for a good player base. I am removing the clunkiness of the game; and the mid-development vibe that the original game was dominated by(really fast units, weak buildings, all of the things that turned what is suppose to be a long game, into a match that is over in 5 mins; something you might want when you are testing many different mechanics; but is not intended for the final game) So we are restoring the game to a playable state akin tactically and in depth to Dune2000. ------------------------------------------------------------ Update;;;;; ADDING NEW UNITS ---- Finding reasons to include or add new units is always tough in Dune Games. Though there is always a need to add new units and structures. The problem I face with adding new units; its adding new units with justified functions; or uses; or mechanics in which the player can have fun with. This is why with this mod I kept main faction expansion to a minimum, and focussed on adding a set number of units; and these units would be hybrid classes between two selected sub faction houses. This would give player more choice in subhouse combinations, and would be encouraged to explore different combinations of subhouses to unlock different hybrid technologies. I have many units in game currently, but this is the first one I made; and it is also a structure I featured in a previous mod. Just as in ancient Egypt; the Sphynx, Pyramid and Palace combine the Imperial Sardaukar and Guild into a formidable, and independent faction of its own. FIXING THE ECONOMY CARRYALLS --- THE ORIGINAL BROKEN GAME ---> TECH JUMPING HARVESTERS && SLOWING DOWN THE PACE In the original version of EBFD -- you will receive a free harvester and carryall when you construct a Refinery. If you upgrade the refinery with a refinery dock you will also receive a free harvester and carryall. When playing vs lots of AI; this makes spice fields quite messy. With lots of carryalls circling around but no harvesters. And fundamentally; this is because everybody has carryalls. Therefor, this has been nerfed. And doing so throw up some unexpected benefits. For example;; The Tech Tree ---- In dune2000 carryalls are like a luxury to your core harvesting abilities. They just speed up the process; but the key in dune2000 was that they came at a certain tech level. In EBFD this idea was scrapped; and carryalls were expected to escort every harvester all of the time. With the introduction of the refinery dock upgrade; this allowed refineries to upgrade two additional docks; originally intended to reduce queue times at the refinery; however they would each also come along with their own harvester and carryall. But not anymore. I have removed the free harvester from dock upgrade and reduced the refinery dock upgrade cost to 500 and cut the build time in half. It no longer comes with a free unit, which means it no longer comes with a free carryall; only an 1800 credits Refinery will grant you a free early tier carryall and harvester; but only grant one of these. Everything else needs purchasing when the tech level is reached. This fix effectively slows down the tech progression and it becomes more obvious who is at what tech level simply by how they are managing their spice harvest operations, and in the process we decrowd the spice fields early game. But what does this effect? --- This fix effects player and AI speed of progression, and development of base/spending of resources; and puts the player and ai on more reasonable grounds. It makes the AI harder early game, and by late game it has the AI sporting on average two Refineries, with 6+ harvesters and around 3-4 carryalls managing each. (on average); and ordering harvesters in groups from starport; and building them at the factory(which was a rarity before). And gameplay-wise this is a lot more reasonable then having carryalls everywhere. It simply improves the feel of the game all around. and progression from a 10k start(which is how it has been balanced) has us progressing the tech tree at around the same rate as the AI, instead of vastly surpassing it as was the state of Skirmish on release. In addition; as a player activity --> we are now having to manage our refineries instead of just building them and clicking the upgrade dock button. We are having to spend factory production time on building harvesters; and we are having to actually use the Airbase for something economically useful. And finally.. Tactically --- This makes early decision making all that more important. since you will have limited funds early game -- you can no longer rely on a dock upgrade to keep your spice flowing; and such a military rush is harder to achieve and more high risk than it was before as the spice will flow at slower speeds if you do not invest production time into harvesters. Here we make decisions on space and time; --- we cant keep building refineries to exploit a free early tech carryall; as we will simply run out of space; and we will fall behind in the construction of other structures. We can build 3 harvesters - but then we'll need to address the traffic at the refineries by building additional docks. And later on -- when we have an outpost up and running we can buy carryalls to pimp out our fleet of harvesters. This simple adjustment -- believe me -- completely changes the game. And I am sure that had the original game not been rushed to release -- then the final game would have seen this change. Infantry Movement Speeds; Defensive Structures and War In addition to economic fixes; all infantry (except contaminator) have seen a 50% movement speed reduction -- they are now 50% slower; and All Buildings && Defenses have seen a 100% hitpoint increase. result = The contaminator at its base speed(unmodified( is now slightly faster (.5) than tier 1 and 2 infantry(except scout). Buildings are no longer made of matchsticks; and infantry are no longer covering the distance of the map in a matter of seconds. All attacks on base are less effective. Recon vehicles are now the fastest units in game. Defensive structures are stronger and last longer (AI now also act to repair a damaged structure or defense much faster than before; usually while you are still attacking it) Everything is more realistic as to how it looks and how it would have been if this had been Dune2000. Slow but effective infantry + Fragile but more efficient vehicles. and most of all -- Attacks require a number of infantry and vehicles and no longer are Ra2 Tanya style surgical tactics as easily performed. The player has time to enjoy the game, explore the tactics; use strategy; and stop playing feeling satisfied that it was a good game. lol Unlike the original version; that saw infantry move faster than vehicles; scouts moving faster than trikes; defense structures that cost near 1000 credits dying in 2 or 3 hits and most of your stuctures got one shot by a Harkonen Nuke. And what made this all so bad on release was that the actual infantry animation speed is tied in with its movement speed; so these infantry animations on release were looking ridiculous.
  26. 1 point
    More information on the fade (value 0, 1). It appears that the Fade to Black and Fade from Black works. The only issue is that the game uses a black rectangle to simulate the fading process. And the size of this rectangle follows the original resolution. This is what is seen on a game with the original dimensions (640 x 400) Looks like hi-res patch has some more work to do. :D
  27. 1 point
    Thanks! I did my best. I'm SUPER excited for the next installment of your legendary campaign, Feda! So glad these beauties are making their debut there, of all places.
  28. 1 point
    Hello everyone, While the community is not as numerous as it used to be few years ago, there are still people enjoying singleplayer custom campaigns created by the community or people who'd like to get into making their own missions or campaigns. This is why me, cm and fey thought it would be a good idea to centralize all this into one single Discord server, dedicated to the singleplayer scene, to custom campaigns and to modding. Therefore, if you'd like to get into making your own missions but struggle with the editor, we can help you out over there! Or, if you want to share your creations, we're always happy to play them, and you can let us know over there. If you don't want to create your own stuff, but simply want to keep up to date with what other people are making (spoiler alert: there are some big updates coming for the singleplayer scene) or to play their creations, or just simply talk about any Dune2000 related stuff or troubleshoot a problem, you can join too! This is in NO WAY aimed only at mappers or modders, it is for anyone who enjoys the singleplayer aspect of this game, which, quite frankly, has become pretty advanced lately. In other words, this Discord server is for people who are interested in: Anything singleplayer related, like talking about any campaigns or share their own experiences while playing a mission Anything mission-making related: if you have any questions or would like to create your own missions, we can help you Anything modding related If you have issues with the game, we can also help you fix them If you just want to keep updated with what other people are working on and chill within a friendly community If you are a tool developer, joining this would let you keep in touch with the mappers easily and get feedback or suggestions in a breeze In order to join the Discord server, please CLICK HERE Moderator note: Topic pinned at the author's request ~ MrFlibble
  29. 1 point
    Another update! RC3 is out! Download: D2kEditorv1.4rc3.zip Thank you all for your bug reports and feature suggestions. After taking some break after releasing the previous version, I finally resumed my work on D2kEditor and I was happy to implement another set of improvements and new useful stuff you asked me for. Sorry for a bit of delay and no responses - I was taking into account all your comments and I hope I did not forget about anything. It's quite difficult to keep track of all comments and suggestions that are scattered around many different threads. I suspended my work on the Mission Launcher. The main reason is, that a new mission launcher is currently under development by @Feda and I did not want to make something duplicate, which would work in different way and be incompatible. I still want to get in sync with Feda's mission launcher and make a support for it, and add even more support for loading modded files in the editor. Finally, after all, I decided to imlement @D2k Sardaukar's request about random background map for painting sand and rock (see https://forum.dune2k.com/topic/27824-map-and-mission-editor-finally-a-small-update-after-all-version-13-released/?do=findComment&comment=396039). Finally I got an idea how to reasonably implement this into the program. Thank you very much for these words. Seeing a new and active member in our small community is actually a motivation for me, who knows whether anyone else like you will yet appear. I hope you still get a new breath and continue making good quality missions, like the one you started up with. Having better tools and work getting done easier can be a good motivation for you, too. And here comes the most interesting part: The list of changes and new things in this version: Added: Mark Wall & Concrete owner side feature. Available as 4th toggle button "Own" below minimap (or Ctrl+W). "Show unknown specials" option was moved under Settings menu. Added: Map error check for Refineries per player limit (10 max) Added: Total column to map statistics (now it's easier to get total amount of structures in a map) Fixed: Map statistics grid scrolling with mouse wheel Added: Player names loaded from "config\players.ini" file are used in all places in editor and no longer hardcoded Added: Minimap colors for buildings and units are loaded from game's COLOURS.BIN file. Original COLOURS.BIN file is shipped with editor. Changed: Allegiance buttons on Mission settings window are changing in this order: Enemy -> Ally -> Neutral Added: Defence areas can be selected directly from map. A button will appear when you select a defence area in AI editor. Added: Use random paint map feature. Predefined 128*128 background map of clean sand and rock is used for painting. The advantage is better distribution of random sand/rock tiles and more natural look. Can be turned on in Settings. Fixed: Spacebar was not always working for switching from block preset window to tileset window Fixed: Filling of area surrounded by spice with spice Added: Remap tiles feature Added: A simple mission launcher Added: "D2k Mapping Manual" document As before, I would like to ask you to go through the list one by one, and verify whether everything mentioned got fixed and it's working as expected. Thank you. @Feda I will still need to get in touch with you, regarding addition of new fields related to new mission launcher. I need to understand exactly how it's going to work.
  30. 1 point
    Its best to get a majority of shares in an AI company before trying to merge. You can merge with less than a majority sometimes if you offer a very high price. The companies chairman will always vote against a merger in my experience so if the chairman of the AIU company has over 50% of shares in his company you won't be able to merge and may have to make him bankrupt (see the Robber Baron for tips on that) e.g steal all his traffic.
  31. 1 point
    I have finished 1898. I have more than $1.3B in cash. I stopped the dividends so as not to create an overflow, but my cash is increasing by more than $1M per year. What am I missing? Wealth tax? Was that a mechanism to overcome the lack of corporate income-taxes in the game? In any case, I own my railroad outright and have effectively neutered my AI opponents. But what lies ahead? It was depressing playing through a three-to-four year depression (though I loved the interest payments), so I am hardly looking forward to the Great Depression (my dad telling me about it growing up was depressing enough, back when it was just "the depression"). Also, my war industries never fired up, and the SpAm War never happened, not even in the papers.
  32. 1 point
    I'm not sure if I mentioned Emperor of the Fading Suns before as having rather obvious Dune influences and themes, but apparently there was another game (which was sadly cancelled) that also went in a somewhat similar direction. The game was called Mech Wars and then Metal Lords, and only a handful of pre-release screenshots and a non-playable demo appear to have been preserved. Here's a video of the demo: https://www.youtube.com/watch?v=W5HpANBASHY The premise seems to have a feudal interstellar empire with noble Houses, but unlike Dune, war is waged with giant mecha robots. Recently I found several preview screenshots on the SCORE magazine coverdisk (issue No. 21, found here), and uploaded them: https://imgur.com/a/2IzGgMV The shots show characters from noble Houses named Paul Strader and Vladimir Sardonis, which I believe are pretty obvious references to Paul Atreides and Vladimir Harkonnen: Note how the two characters on the latter two screenshots (which are BTW not the characters mentioned by name in the respective images) also look very fitting for Dune character art. Another noble House is called Ordeus. The game was developed by SimTex, the team behind Master of Orion and Master of Magic.
  33. 1 point
    Here you go. And one more thing, just started making a built-in mission launcher.
  34. 1 point
    If I had to guess it got lost in the forum conversion as the new software doesn't support having a limited selection of avatars. Oh, and what were you a moderator of? Fan Fiction?
  35. 1 point
    Woah! This is awesome. Thanks, Runis.
  36. 1 point
    Let's see if this works. Going to ping the top 20 posters of all time. Those with checks have visited recently. @Andrew✔️ @Acriku @Dunenewt ✔️ @Gobalopper ✔️ @Edric O ✔️ @nemafakei @Dante @Caid Ivik ✔️ @Anathema @exatreide ✔️ @lowzeewee @TMA_1 @Timenn @Terror @Mahdi @Inoculator9 @Nyarlathotep @emprworm @erjin999 ✔️ @gryphon ✔️ We'll see how many people still check their email accounts they had 10 years ago. 😂
  37. 1 point
    Zero commuting has been great but as I work in the staffing industry we have seen a big down turn (not many companies hire during recessions and depressions). Also I'm not at home (I live in Boston and was visiting my SO in Prague when the lock downs hit). Certainly not the worst place to be as Czech's early restrictions have meant a relatively low infection and death rate. Recent articles have stated that many ICUs are half empty and it seems that the number of active infections is stabilizing around 5,200 mark as the number of recoveries increases and the number of new cases stays quite low. Obviously my home home (UK) and new home (US) seem to be in quite some dire straits at the moment. (to be honest though most of my news on the US comes from @rebelliousplatypus posts on Facebook 😃)
  38. 1 point
    Wow, so many old friends! It's great to see you again, @Dunenewt, @Vanguard3000, @Caid Ivik and @rebelliousplatypus (I hope you don't mind if I still call you exatreides). Now I'm curious: What brought you all here at the same time? Did all of us just literally have the same idea to come back here at the same time after several years, or were you already checking the Fed2k forum regularly but without posting? Also, according to my profile, today marks precisely 20 years since I registered my account here. And to think, I once thought that being around for seven years made me an "old timer"...
  39. 1 point
    Hello there, I have always been lazy when it comes to writing any sort of documentations or manuals. For D2kEditor I never wrote any proper manual and rather relied on people figuring things themselves, or letting others advise and explain new users how things are done with the Editor. I myself do not usually read through manuals, since many times I even do not have any at hand, and this way I can miss some really useful information that can change things really lot. Due to the fact a new member came into our community recently and he struggled with missing knowledge of some mapping mechanics, and seeing how he was asking here in forum and you spent so much effort explaining things to him, I finally decided to write up a Mapping manual, which should cover all needed information about how to create maps in D2kEditor. I strongly recommend to read through it, because you could still find some useful information you possibly did not know for all the years. And also, I'd like to see your review and opinion, you can point out something what I forgot about and what I forgot to mention, or possibly, you could find any information that is not right. EDIT: Uploaded a new version of manual: https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=4259
  40. 1 point
    Welcome to the forum. People having trouble with the game will get a good help with your videos. I saw you play the game at the regular speed; I hope at some point you do the same with the many custom campaigns, some people struggle due how hard some of them are.
  41. 1 point
    Heya. There's a new version of the editor! Here: https://forum.dune2k.com/topic/28587-map-and-mission-editor-v14-release-candidate-full-of-improvements-and-new-features/ Not sure if it fixed the fullscreen image stuttering issue. I've seen it too. Usually I keep a movie or something up on the side while I edit, so I'm typically working in windowed mode. Anyway, there are several different tilesets with image data, and the tileset with those sand-sunken structures would be BLOXBASE, if I remember correctly. The 'tileset options' are in the top bar, here: https://prnt.sc/ritrkf Hope that helps.
  42. 1 point
    Hey mate! Glad to see a C&C enthusiast stop by and give us some love. This is nice. As a YouTuber myself, I can really appreciate what you've done with this review. Much love, mate. Say, if you're sticking around, there's a lot more that we've done with D2k in recent days. There are new tilesets, tons of custom campaigns and maps, and we can even play the game in windowed mode or higher resolution. I'd recommend giving this thread a look for more info. https://forum.dune2k.com/topic/27756-all-completed-mods-and-tools-index-dune-2000/ Enjoy!
  43. 1 point
    I honestly never thought I'd get my hands on this CD. It's like, super-rare. I had put a notification alert on a search for "Spice Opera" on ebay, so I got mailed when one appeared. Since it was an auction, though, I had no idea if I'd win it. But I got it The original Spice Opera, by Stéphane Picq and Philippe Ulrich: (oh and the EBFD soundtrack. Also pretty neat )
  44. 1 point
    You can now save games: Other notable changes in Release 20191117 Significantly improved behavior for harvesters, attack-move, and unit repair Aircraft-based support powers can be given an attack direction The Death Hand missile now works like the original game Fixed various issues with left-click mouse controls
  45. 1 point
  46. 1 point
    I haven't really been around here much on the forums recently, just wanted to make a quick post here to let everyone know that all the dune 2000 players (+me) hang around in datos discord!
  47. 1 point
    Eh. It was a point that hadn't specifically been mentioned back then. Can't help it this place is kinda dead in general Blame the C&C Remasters project; it got me looking into Dune Dynasty again since the scope of both projects is really similar.
  48. 1 point
    The difference is actually that Dune Dynasty is not a remake of Dune II at all. It's an actual upgrade of the original game. If you play Dune Dynasty, you really are playing the original Dune II, only, enhanced. Unlike remakes, it will act and feel exactly like the original game.
  49. 1 point
    I seem to remember that Stephane Picq said it would take 30 years for the rights to Spice Opera to revert to him, so he could re-release it himself, or make it publicly available. So in three more years, maybe it'll be freely (and legally) available again...
  50. 1 point
    There are different versions of the savegame. I tested this with the CD-version and the lists looked correctly. I made this page to collect all the info I could find, its on google pages - in the hope that spot will never vanish.. http://sites.google.com/site/duneeditor/savegame-editing Will have to add this excellent editor! It would be nice if would share the source code, I think there is still more to discover in the savegame, for example the ecology. As it seems the savegame 0 - is the data for starting the game, maybe it would be possible to create a different scenario for Dune. raising the difficulty, without changing the actual game code.
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