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  1. Hello all, so finally I got into Dune 2000 patching and fixing up things and adding new features! I had a talk with FunkyFr3sh and got some useful information and stuff needed for continuation of game pathing. I'm going to use the latest FunkyFr3sh's Cncnet version as a base (not the Gruntmods version which is not the latest one and can miss some important features), which should be fine and work well. I'm using the same patching methods and tools, which is pretty easy to use and only Dune2000.exe needs to be distributed. The latest version of cncnet's ddraw.dll needs to be used so I'm putting it in the zip file as well. I would also like to say many thanks to Tomsons26 and The Code Conqueors team for his hard work on reverse engineering Dune2000 with IDA, which helped me very much with seeing and understanding the code and which made game patching easier than it ever could be. Patching, which is practically kind of "source code modding" is lot of fun and can bring lot of new possibilities into the game. Download here: dune2000-sp-patches_2021-09-13.7z Updated version of D2kEditor where you can use the new features: D2kEditorv2.1dev1.7z Feature list: 1) Crates system - Added support for static pre-placed crates in maps + extended crates functionality and customization - Crates can be pre-placed using special values - You can place any crate/spice bloom types using any of 8 available graphics (4 crate sprites, 4 spice bloom sprites) - Extended Cash crate: Can give you customizable amount of money (multiplies by 100) - Extended Explosion crate: You can specify which "weapon" is used, crate can be detonated by shooting on it - Extended Reveal map crate: It can reveal a circle (same as Reveal map event) in relative position near to the crate - Extended Unit crate: You can specify which unit exactly it will give, for infantry it can give either 1 or 5 - Extended Stealth crate: Has more unit-powerup functions (heal unit, change unit type), customizable range and pickup animation - Extended Spice blooms: More spice bloom types (classic, instant circle/square, Dune 2 style) and customizable range - New crate type: Execute event! You can go wild and execute any event or chain of events you like. - Fixed disappearing crates and spice blooms when AI-controlled units are nearby. AI can actively collect crates. - AI won't collect customized explosive crates or crates with image 4 - How to use extended crates is described below 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 respectively. Tile attributes will be changed to target tile's attributes, but building/unit owner will be preserved. Transform Tiles: Similar to "Change Map Block", but you can globally change specific tiles across whole map into their target counterparts. You can specify up to 6 "from-to" tile pairs. 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 - Fixed: Building upgrade tooltip now shows correct cost for easy and hard difficulty - Fixed: Exploding barrel, sardaukar and grenadier death damage is now properly dealt in the middle of building/unit - Fixed: Missing devastator self-destruct sound - Fixed: Damaged unit speed (units with red health bar are now slower than units with yellow health bar) - Fixed: MCV could be deployed on crates - Fixed: Error messages when winning/losing as side > 2 - Fixed: Infantry rarely remaining invulnerable after being released from a destroyed building - Fixed: AI getting stuck in infinite loop building and cancelling concrete when it's about to (re)build a building - Fixed: AI starting building upgrade with zero credits causing upgrade stuck in HOLD state - Fixed: AI losing ability to order units from starport after it tries to order a unit with low cash - Fixed: Practice AI won't go/turn off berserk mode if it receives a MCV later during mission - Fixed: Increased the message duration to 400 ticks also for built-in messages (neutral became hostile etc) - Fixed: In-game briefing UI lockup, custom briefing will always show for any mission number or side - Fixed: When you change side you play as using Debug menu, it will restore to original after restarting map (does not work when you save game with the side changed and load it back) - Fixed: Excluded OPTIONS.AUD and SCORE.AUD music tracks from random music rotation 4) Extensions and improvements - Extended maximum length of in-game briefing loaded from mission ini file (from 4096 to 65536 characters) - Added support for different type of infantry released from destroyed/sold building for different side (This is driven by Owner side setting for unit types - the first infantry owned by a side matches) - Added custumizable max. number of infantry to be released from destroyed/sold building and customizable chance (This is driven by infantryReleaseLimit and infantryReleaseChance rules) - Preserve original tiles beneath spice, concrete and building skirt tiles after spice/concrete/building is removed - Concrete pre-paced on map using specific tiles having "concrete" attribute will be indestructible - Spice works properly in tilesets where spice and buildings can be placed on same tiles (i.e. Red Alert) (you cannot place buildings on spice but can place them where it was harvested, spice blooms won't create spice underneath buildings) How to place crates with special values: Please test the new features and let me know if you see any problems. Here is github repository with my own added patches: https://github.com/jkoncick/dune2000-sp-patches
    4 points
  2. 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!
    4 points
  3. Hello all, it's finally here! So much promised and advertised Structures Editor, which is going to be a better replacement of TibEd gets its preview release. I was working on this really hard during the last month, and spent countless hours and long evenings coding this stuff. It's probably the MOST COMPLEX thing I ever programmed in D2kEditor so far, I would say several times more complicated than mission and events and conditions editor I made years ago. I also need to say, that honestly, now I understand why TibEd was a paid application that needed to be ordered. Heh... I won't want any money or donations from you. But what will make me rewarded and satisfied is seeing that my program is being effectively used by people to make interesting and innovative mods that could not exist before. Download: Outdated, get a newer version (v2.0pre4) from this post: https://forum.dune2k.com/topic/29026-d2keditor-with-structures-editor-tibed-replacement-preview-release/?do=findComment&comment=401444 Feature description: Added Structures Editor where you can edit buildings, units, weapons, armour and much more. This is going to be a better replacement of TibEd, having much more features! - Available from main menu under "Structures" -> "Structures editor", or Ctrl+X shortcut - Support for editing Templates.bin, BUILEXP.BIN, ARMOUR.BIN, SPEED.BIN, TECHPOS.BIN files - More user-friendly user interface than TibEd, many unknown bytes were given correct meaning - Live preview of building and unit appearance - Support for adding, removing and renaming of buildings, units, weapons, explosions, armour types, warheads... - Support for editing building/unit/projectile/animation art count and direction/frame count (DATA.R16 needs to be edited separately to match proper frame count!) - Use "Apply changes" to see changes in map and misssion editor - Use "Save and test" to immediately test your changes in currently loaded map Limitations (this is important, please read!!!): - Althrough Structures Editor is able to load and save Templates.bin and other .BIN files from/to CustomCampaignData Mods folder, Save and test feature will not work because testing map won't copy BIN files from Mods folder into Dune2000\Data\bin folder! Save and test feature is usable only if you edit the files directly in their original game location (Dune2000\Data\bin folder). If you work with Mods folder and want to test your changes, you need to save first and manually copy modified .BIN files or use Mission Launcher. Copying of files from Mods to game folder when launching mission is a feature I'm planning to add in future. - Althrough it is technically possible to add new buildings, units, weapons, building art, unit art etc, this is not usable at this moment because adding a building/unit or art requires to add frames into DATA.R16 file. If you add a building/unit without adding frames into DATA.R16, graphical frames from DATA.R16 will get mismatched and graphical glitches or game crashes will occur. I'm not sure whether the resource editor supports adding new frames, but as far as I know it does not show empty frames which is a big problem. I'm thinking about adding support for DATA.R16 manipulating into Structures editor, but this is going to be another load of work to do. D2kEditorv2.0pre3.zip
    3 points
  4. thanks fey 😋 here's a sneak peek of what's to come!
    3 points
  5. Hi all! I have some fun news for you! During development of Templates.bin editor and researching various byte values, I made a pretty nice discovery: There is a support for explosive barrels in Dune 2000 (similar to those barrels that are present in Red alert or Emperor: Battle for Dune, IIRC). This functionality is UNUSED in the original game and it is probably a leftover from development stage. I discovered how to activate it and had loads of fun playing with this around! I changed the silos to explosive barrels that can pretty nicely destroy whole base! I'm attaching modified Templates.bin and a testing map (modified version of A9V2). I added lot of silos into your and enemy bases so just try to attack some and see the MADNESS happen! BARRELS.zip
    3 points
  6. Hello, it's been a very, very long way for D2kEditor to reach the release of version 2.0, but now we're there! The FINAL version is finally out! Download: D2kEditorv2.0.7z What does this mean: All features which I wanted to be included in D2kEditor are now implemented. This version is made for the current Gruntmods edition, and does not support yet the new features I'm now patching into game (i.e. static extended crates). I will start working on version 2.1, which will be especially aimed to support the new game features. Here is list of changes done since the last release (pre-release 5): Added: When you attempt to save over original game file (map, *.bin etc.) editor will show a warning and let you choose not to save Added: When you have configured Campaign and Mods folder on your mission and attempt to save changes in structures or tileatr editor, editor will automatically save the files into Mods folder (and automatically create Campaign and Mods folder if it did not exist) Added: Structures editor will save only those files (*.bin, data.r16, sound.rs) where any modifications were made. That does not apply to Templates.bin, Armour.bin, Builexp.bin, those will be always saved regardless if modified or not. Changed: Renamed "firing flash" to "muzzle flash" Added: More "Save and test" options in Structures editor (i.e. launching a game without launching any mission) Added: In Structures editor you can view images in raw mode, as well as in player colors of any of 8 players. You can also view image palette. Added: Export and Import images in structures editor. You can import a 256-color paletted bmp image and you can import your custom palette this way. You can import building/unit icon by clicking on that icon. You can edit image's frame size and offsets. Added: You can edit Samples.uib entries in structures editor and rename sounds in Sound.rs. Added: Export and import unit voice data. It will import samples.uib entries as well as .wav files into sound.rs automatically. Added: Manuals (mapping manual, event and condition manual...) are stored in "doc" folder and are accessible from Help in main menu Fixed: Finite spice blooms now have proper names (number of respawns) in misc. object list Added: Mission launcher feature (replacing game files with files from mods folder). If you set the config "CleanUpExtraModFilesAfterLaunch" in D2kEditor.ini to true, it will automatically clean up all extra files after the game ends, so it will leave your Dune2000 folder clean and in same state as before launch. Changed: Simplified "Launch with settings" dialog Fixed: Worm spawner is now treated as a normal unit and is counted in map statistics, which now give the exact proper number of total structures in a map. Added: Crate counter (to be used when static crates are supported) Added: Automatic "Apply changes" in Events and Conditions window. You no longer need to click Apply changes button or press Enter every time you do a change in a mission or event. Your changes are automatically applied when you switch to a different event/condition, on closing window and on saving a map. Added: In structures mode you can erase structures when right button is held and mouse is moved Enjoy!
    2 points
  7. For the first time; I am releasing a Coop Campaign, mean to be played by 2 humans. Keep in mind that this is not a made from scratch, but instead, I picked my "Herectic alliances" Campaign (which presented an Ally AI for all the missions) and I transforme it into a proper coop campaign. The herectic alliances mission 9 is more open than the original mission, now you can attack different enemies instead forming a big bottleneck as the vanilla mission was. Also, one of the herectic alliances mission wasn't suited for 2 humans, so I remove it and instead added a different mission from another campaign (so this is still a 9 mission campaign). I took in consideration that two humasn harverst more, so there are lots of more spice everywhere, both players and enemies. STORY: Well, since online/coop games doesn't have any sort of briefing and I don't want to add extra .txt files to read for every mission; the generic story goes on how the Ixians started to conquer Dune, and they all already defeated several strong Houses on their path. It's up to the last 2 sides that can still hold to pushing back the Ixian invasion into their own capital and defeat every one of them. CAMPAIGN: This campaign just reuse most of the events, like reinforcements, spanws and so on, but several parts have been oversimplified as they don't made sense for the coop. However; I altered multiple things, mostly on the terrain so the 2º player (or even both at the same time) has enough room to deploy a full base. This is a comparison: vanilla mission -- Coop version Same map and terrain but bigger, also there are much more spice so two humans can still get money in the long run. Enemy ais also get bigger mine field to harverst. About the objetive of every mission, there will be a message appearing at the very beggining of the mission that will write "destroy the Ixian base" or "protect the Smugglers". There is no really other objetives than either destroy the enemy or defending your ally (or both), avoiding specific objetives or goals. Even for secondary objetives such as "build the starport to get extra deliveries", instead writing them off, the player that gets those units for free will beging the mission with the Starport already placed on the map. This also makes this mission not set up in a mirror match up, as most of the time (but no always) the player 1 will start with the CY and several units, while the player 2 may start with certain structures there, and probably much less units or even with a lower amount of credits than the other player but, in return, it gets those free units later in the game. The enemy Ai values are very similar on what the enemy used to have in the vanilla campaign, although considering that there is a second human player (more usefull than an AI) I made the enemy to increase their speed production after all/most the enemy drops are done. HOW TO SET UP GAMES: I tried to be as simple as possible, and as clear as possible, so I don't want to bring a ultra-high explanation or plenty of screenshots to set up every mission. Instead, the name of the maps will tell you exactly what kind of IAS you are to face. Like this: Ixian Invasion 1 [Coop 2P] (Easy) Vs 1 Ixian This means that on your lobby, you need to set up 1 enemy AI that will be "Atreides" and will wear the light-brown color. Or this: Ixian Invasion 4 [Coop 2P] (Easy) AND Smugglers Vs 3 Ixian This means that after the 2 players, you need to place 1 Ai that plays as Ordos wearing the dark brown-smuggler color, and then 3 more Ais, all of them being Atreides and wearing the light-brown color. <-- It is important that the "smugglers" are before the "ixians", because you will have a 3º ally on a couple of missions. If you are wondering about what the players should chooose... There are no restriccions! Players can play as Atreides, Harkonnen or Ordos with no limitation. The only thing that it is "banned" is the use of the dark-brown, reserved for the smugglers and the light-brown, destined for the Ixians. It's suggested that people use canon colors (Atreides blue, Harkonnen red) and always the same houses just to feel like you are indeed playing a campaign that last for multiple missions; but you can use your imagination and pretend that Atreides and Harkonnen do an desesperate alliance just to defeat the Ixians... or you both can play as Atreides in blue and Atreides in grey (Fremen); or Harkonnen red and purple (imperials) or as Ordos in Green and Yellow (mercs) and pretend that you are the only alliance that has been not defeated yet by the Ixian assault. The reinforcements the player will get, and even the initial units may vary depending on what the player choose: So if a player with a free-loop delivery pick Atreides, you will get 2 Atreides Combat tanks, 1 missile tank and 2 Trikes; But if the same played chose Ordos, then you will get 3 Ordos Combat tanks and 2 Raiders instead. <--- 3 reinforcements are scripted, player will get only one of them based on which version of the CY you started playing as. As an extra note: Ordos always get a slighly early advantage over the other 2 houses. It could be some extra initial units, or a few raiders instead light infantry, or even 500 more initial credits. Nothing crazy, just a small early advantage. OTHER OPTIONS TO SET UP: things like "tech - credits - units" it doesn't matter, the .ini will give every player their thing; sometimes the first player will start with 6000 credits while the second player with 4500 (because it has some structures already there). I don't mind about the engineer option of exist or not, it is not used. Sandworms still will be forced into the game (but for the most part there is only 1 present). I suggest to keep active the turrets, even if for challenge purposes you don't want to use them; at least gave the AI the option to rebuild them. EASY AND HARD DIFFERENCES: Two difficulties have been added, one intended for people that simply want to play this coop campaign with a friend for fun, and the other for more skilled players. Easy: The missions are pretty much the same as the originals. The enemy Ai values are roughly the same as they had (or a bit slower-faster); after all the enemy carryalls have stopped dropping units, these ais will increase their speed production. Anything else is the same. Hard: Enemy Ai has be altered to build really fast on most of the situations. Enemy reinforcements or deliveries may be bigger, or may have extra units and/or turrets around the base even for maps where the tech is not enough to build turrets. Sometimes the ais have more factories or an extra CY; it depends on the map itself FINAL NOTE: I didn't play this on coop with anybody, although I checked as much as I could, and I ran small personal tests checking if the player gets the proper version of the combat tank based on the CY/starport or whatever script. So if there is any big error send me the report; I check every mission like 10 times (and everytime I fixed something that it was wrong). However, I don't fully understand how the online-thing goes; so I don't know exactly what will happen with the smugglers, although for the most part they are only a small ally but they still get use of the "enemy build faster on the hard version" and things like that. FILES: Coop Campaign Ixian Invasion Easy & Hard.rar Both difficulties are added to the zip. All share the same name but "easy/hard"
    2 points
  8. Using the full strengh of the new Feda's version of the launcher, I am here releasing my lastest Campaign. Coalition of Nobles. a long campaign with a good mix of many vs many battles, fights on your own, different areas (not just Arrakis), commando style missions that last for a while and so on. To properly apply this mod you will need the latest updated launcher, which you can get here. STORY: The Emperor challenge that made the three Major Houses to face each other it's already on the run. Nobody but Atreides, Ordos and Harkonnen will participate, but there is a group of four minor Houses, eager to get power, that think that if the four of them join forces they have a chance to defeat the big Houses. Because of this it is born a coalition of 4 Nobles hoping that they can defeat the superior technology of their enemies with they bigger number in units. Featuring: Lassoki: Nobody has proper info about the style of this House (controlled by the player, so their personality come from the player itself). Considered the leader of the Coalition. Iasi: Specialist on infantry, so it will focus on infantry kind of units like the Light Infantry and the Trooper, but it will produce other units as well. Qaii: Specialist on fast vehicles, so it will center their production on Trikes and Quads, but also producing other units too. Bromeli: Specialist on bombing. It lacks a proper army, but it will use their superior bombing skill to damage enemies on the rear. CAMPAIGN: This is a long campaign, 16 missions, plus one extra mission that it is not canon and has nothing to do with the story. The main idea here it's to have the player fighting alonside other small factions that will often will have lesser tecnology than the enemies. Because of this Tibed was used so this is why you need to use the lastes launcher, as it will change from mission to mission. A couple of missions contain more than 1 version. Those multi-versions are exactly the same but with small alterations. For example, on mission 6 it split on 3 versions. Depending which version you will have as an ally one of the other 3 members of the coalition. Terrain, gameplay, script... it's exactly the same (except the fact that every ally will focus more on some units than in the others). Not the 16 missions will happen on Arrakis, so check any intel regarding the planet's resources or which addition or modification certain units have for this version (and some lore attached to those modifications). THE GOLDEN RULE: People that played my campaigns by now will know that I usually gives drops for the enemy, which means that at any point the enemy (or the player) may see a carryall dropping certain units on the side or even behind your base. For this specific campaign, I applied a rule for myself to not even use that. This means that, with the exception of cutscenes, the Ais won't get extra units to attack the player, the same as the player don't get reinforcements. This also applies to deliveries and so on. The Ais will build their own forces and will use them in battle, but the amount of units they may send to attack may change, sometimes it's because I made them to delay/faster the attacks, or because the Ai may use the starport more in the late game. But the things it's, that nobody gets extra units (except some harvester remplacemente and, again, cutscenes related). SCREENSHOTS: Lassoki (player) paired together with their ally, the Qaii. The Iasi attacking with a bigger amount of infantry kind of units withouth negleting other units. Playing as Iasi on Draconis IV. Playing as Qaii on Caladan. Playing as Bromeli on Giedi Prime. The four Members of the Coalition striking together for a big combined attack. BONUS MISSION: This extra mission, the 17º mission, it is just a bonus mission non related to the story. It is a tribute to those old campaigns and authors that did maps back in then when no much info was there, so the mission itself it's simple in terms of the terrain, and even use a generic AI instead a one well though one. It has pseudorandom bases for the Ais (I clicked almost a random and whatever place the buildings were placed they stayed there). Everybody gets deliveries for free from time to time and your allies will build all the units equally (but those deliveries will give the speciality of each House). The golden Rule it's gone for this map. Also I added a few things that will separated this make from the old works, the briefing will say what I changed. Overall, this is a chaotic mission where at any moment the player or the allies can be the focus, or even the enemy can have problems to hold depending on who attacks who. FILE: Coalition of Nobles.rar Mission 12 Update: mission 12 update.rar<-- It was no point on doing the secondary objetives unless you could do the five of them, as the reward for doign all was making the main goal much more easy. However, doing some of them on their own was almost a waste of resources, with a better plan to just wait until having a big army to do all at once. With this update, players are rewarded with a free harvester and a few light vehicles every secondary objetive is done. Also, now every tile of ore is "thick", so it is more easy to track which areas containing ore are bigger han others, based on number of tiles and not if these pieces of ore could be harvest for shorter or longer; this also increase the overall amount of ore in the map, more in the area around the player which is the place that it is needed the most. Mission 13 Update: mission 13 update.rar <-- It seems that expecting people to scout with the saboteurs was a bit harsh, plus the location of the outpots don't seems as obvious as I though they were. This update now makes the first objetive easier by revealing the area around the outposts and all the wall-turrets, so now it's only about planning a path and not being spotted. Also now, after the destruction of the Outposts are achieve, a few more area will be revealed, making much more easy for players to use the airstrike and the Death Hand (when available) to strike something withouth aiming at the fog of war and hoping to hit something. Coalition of nobles bonus update.rar <-- Small fix; the Qaii weren't producing the modified version of the Raider, and they were getting regular Raiders as reinforcements (Deliveries were given the correct version). Update: (january 2021) The campaign has been updated. Among the changes, now the missions will appear in the proper order from 01 to 15 on the launcher and not having the double digit ones in bewteen the others. Also the name of the missions are going to be in english. About the missions, more or less the update are small changes, some wrong tiles here and there, and a bit more of information on some briefings to clarify certain things, plus other small fixes like more initial money for the Ai and other tiny things not worthy to mention. *Mission 6 (all 3 versions): besides other small changes, the most important now is that the Harkonnen base that was in the middle of the map no longer will begin the fight as neutral towar the player and no longer will attack the Atreides. Now, instead, it is going to be more passive, buildings units much more slowly until the time limit it's reached OR if the player lost a unit; in any of these cases the Ai will build exactly as it was in the previous version. Also, the Sandworm now enter the game much later, but now there are 3 of them instead of only 1 (for Mission 6c, only 2 sandworms will appear). *For Missions 12 and 13, which you ne ed to destroy the Outpost and protect an engineer for a few seconds, random debris and the infantry that spawned from the building destroyed could kill the engineer too quickly even if you had units nearby. Now these engineers (only for these two levels) will have more armor. They can take 2 Siege tanks bullets and still survive, so now you won't loose the mission due the random debris/infantry (you still need to protect him as they still will get killed if they are on their own). SCRAPPED MAP: Coalicion nobles scrapped map.rar This is a scrapped version from the final mission. I was doing the mission in a way until I realize that I didn't like how it was going. Instead having 4 houses figthing toghether having your 3 allies helping (even if they are not the strongest ally ever), I turned the mission into "who is stronger, the enemy or the player" with the allies being just there, 100% useless. So, this scrapped mission it's harder than the original, but also not the concept I was looking for. The mission it's the same as the mission 16, but you will face a much stronger enemy while the player have access to tons of spice to compensate. I left behind this mission for those who want's to play a harder version of mission 16, but otherwise ignore it. I name this mission so it will be at the bottom of the campaign, so play it the last. HOW TO INSTALL: First of all, get the newest version of Feda's Launcher on the post here. It is possible to manually copy files but you may need to do it per every mission, so it is not recommended. Also, if you are not using that version, you won't see the custom colors used (unless, again, you manually copy certain files depending on the missions; so just use the launcher). -CustomCampaignData: move this folder into the main root of your game. You should look at several .exe files (like dune2000.exe, missionlauncher.exe...) in the same place as CustomCampaignData folder is. -Missions: the mission on the inside (.map/.ini/.mis) needs to be placed into the same folder called "missions", it will be in the path "data/missions" but if you have the missions outside "data" then move them; just move them in the same folder you have any other missions stored. -data\Ui_data: move this files into the same path in order to be able to play the game. only one file should be promted to overwritte which you can say "no". Not all the text.uibs are going to be use as I included the spanish version too, so it is possible to left out all the files that contain "ESP" or "SPA" out. -Tilesets included but have to be applied manually too; if you are prompted to overwritte you can do it; these are the most updated versions of those tilesets. If any mission triggers a problem report to me, I could be done a mistake at any point. The custom color on the icon bars (wine color on the top and right sides) will only appear if you are playing in vanilla res, 800x600 or 1024x768; any other resolution bigger than that and the game will use the original color.
    2 points
  9. I want to just show you how much the modding capabilities have advanced recently thanks to @Klofkac and his new version of the editor. These are fully working naval mechanics in Dune 2000, with a functional Naval Yard that can build the ships and with sidebar icons. Although the video is currently mostly a concept, and could use some improvements, I thought it might still be a good idea to just showcase it, as an example of what can actually be achieved now. Thanks to @KippD2K for the Naval Yard sprites and the house colors on the ship sprites. Thanks again, Klofkac, for the new editor.
    2 points
  10. Just for info. I managed to patch the game, so that you can pre-place more than 1000 structures (buildings, units) in total in a map. The limitation of 1000 structures per side remains, but this will definitely help. After I finish release of D2kEditor 2.0, I will concentrate on game patching in order to add some new features (like static crates) and further versions of D2kEditor will reflect these changes. Thanks to The Code Conquerors group for their activities, which help me significantly with this.
    2 points
  11. Thanks. I, too, can't imagine there's any problem with replacing a lost file, so here it is. Australia - 1850 WA.zip
    2 points
  12. I might have it, but I'll have to look on another machine (legacy game platform) next time I turn it on. I don't think there's any issue with repairing a broken download. The link is still there in the OP; it's only the web site that misplaced the file.
    2 points
  13. After searching and reading many sites, I wish I had seen this one first. It is clear, concise, and to the point. I have copied and saved this into into my OneNote for future reference when I upgrade my computer. THANK YOU VERY much for doing this for the Dune community! You rock! Works great.
    1 point
  14. Update from 2021-07-27: - Fixed: Practice AI won't go/turn off berserk mode if it receives a MCV later during mission - Fixed: Increased the message duration to 400 ticks also for built-in messages (neutral became hostile etc) - Fixed: In-game briefing UI lockup, custom briefing will always show for any mission number or side - Added support for different type of infantry released from destroyed/sold building for different side (This is driven by Owner side setting for unit types - the first infantry owned by a side matches) - Added custumizable max. number of infantry to be released from destroyed/sold building and customizable chance (This is driven by infantryReleaseLimit and infantryReleaseChance rules) First post edited and download link updated. Maximum map size cannot be increased, unfortunately. I'm planning to do some improvements to the events system and add some new event types, according to how much possible it is to implement and integrate into game code.
    1 point
  15. I (and others) have already dumped the industrial buildings. They're on a tab of my EXE_Data spreadsheet, which I think ended up as an extra file in my US History zip file. Beware that there are tabs for both original and modded data tables. If you do your own modding, then you'll want to copy out the tabs of the originals and then get a hex editor to go in and do your own tweaking, keeping a record of what you've changed. Note that the exact addresses of the data tables are different for each version of the executable. Mine map to the v1.56 disk version. I think somebody else posted addresses for Steam in a thread around here somewhere (probably one of the larger modding threads).
    1 point
  16. Yeah, column names were guesswork and came from multiple sources back in the day. It was not always clear which source to believe, so I may have gone with the wrong one on that column. The numbers however come straight out of the program's executable code (numbers in search of meaning).
    1 point
  17. Note to anyone else reading this: Steam will "helpfully" overwrite the patched file with the original exe in its zeal to keep the installation up to date. To avoid this fate, you need to set the "Updates" settings in the game's Steam properties to "Only update this game when I launch it" and "Never allow background downloads". Then you need to avoid ever opening the game through Steam. This can be done by pinning the executable to the taskbar or using a desktop shortcut. It would still behoove you to backup the patched executable, and possibly any scenario map files you might have gotten from Fix your Ports.
    1 point
  18. Yo! I originally started this project as a means to improve my pixel art skills. Starting with little to no experience I knew this would be a daunting task to replicate the iconic style of Dune 2000. After approximately 6 months of on and off work on it, I'm happy to say it's finally complete. Download link is at the bottom of this post! Here are some in-game screenshots showcasing the new tiles: The preview mini map colours have been altered too: I have also repurposed the original 32 rock crater sprites to match: Here is the tileset as a whole: And finally here is a quick playthrough of an earlier version of this tileset which displays the crater sprites: https://www.youtube.com/watch?v=N54Zsa2Z_NY Download files here: Dune 2000 Icy Tileset.zip How to install: - WARNING: Make a backup of Dune 2000/ data to return to vanilla. - Unzip "Dune 2000 Icy Tileset". - Locate Dune 2000/ data and copy "BLOXICY.R16" and DATA.R16 into it. - Locate Dune 2000/ data/ bin and copy "TILEICY.BIN into it. Also a special thanks to the guys over at the Dune 2000 Singleplayer discord!
    1 point
  19. Seconded. I can't wait for the cave tileset to come out too, Kipp is doing some seriously beautiful work on that.
    1 point
  20. I'm a little late to the party with this even bigger news but OMG lol.. After 25 years of nothing it really is an amazing time for us diehard Master of Magic fans! There I was a few weeks ago getting excited about Seravy’s new Caster of Magic 2 for Windows release and then something even more amazing got officially announced, as we finally have confirmation of the Slitherine mystery MoM project I’ve posted about here before! Slitherine are working with Thea series creators MuHa games on a Official Master of Magic Remake!!! MuHa are a small indie studio so sure enough it's nothing AAA however the new remake already looks and sounds pretty good! I can already see people complaining about the hexes and lack of multiplayer but neither of those bother me. You can find the announcement videos (they've remade the old intro!), some nice pictures, and game info on their new Steam and GoG pages! But I'll stick a few here too! Trailer/Intro: https://www.youtube.com/watch?v=W44WH6pEXHY Dev Interview: https://www.youtube.com/watch?v=eCQHNKX6AtY
    1 point
  21. Good Job! My thoughts: Something looks off about the concrete slabs, lacking some of the 3D shading effect I believe. Explosions look really nice as does the animated mouse cursors actions, I will say the explosions appear blocky maybe that could be improved some. Many of the flying units seem to want to strafe at strange angles when flying in straight lines 😮 Flying units seem to fly under the smoke effect 😮 I love the unit path lines, I'm assuming this is a debug feature but should be gameplay IMO Carryall shadows are nice but i feel are maybe too dark? should have some level of transparency IMHO, similar to the one used by smoke. Frigate Shadows seem to be inconsistant from the caryall shadow angle, maybe thats just me. Like the carryalls appear to fly while the frigate seems to just hover slightly above the ground.
    1 point
  22. Hello all, I moved the website that I previously had at duneii.com to a more long-term subdomain... duneii.nahoo.net plus I redesigned (the old one was a mega-table design) and added a lot more content too. I did try the dune2k.com contact form but it sent me to a blank white page on submission... so have a look at that. If you want your Dune II website listed there, please send me a reply here or through the website. I want to have something there for the long term that can be used by the community.
    1 point
  23. @X3M All received thank you! I sent you an email response yesterday. I will go through the text, perform some edits and add them to various areas. Where did you want the acknowledgement linkt to direct to? @stefanhendriks Thanks for the suggestion! I'll add more downloads here and to Nahoo - it's all linked up in one system now and every single download listed leads to a file now. I'm slowly improving descriptions, adding new versions, screenshots, etc. Oh, and your D2TM is looking really good! I haven't checked it in years. Thanks to you both! Nahoo
    1 point
  24. Hello, so thanks to big help from tomsons26 and his decompiled Dune2000 source code, I was able to quite easily achieve something we always wanted to have in Dune2000: Static pre-placed crates in a campaign map! I patched the Dune2000 executable with assembly editing in OllyDebugger and replaced all 5 spice bloom types (specials 41-45) with cash, map reveal, bonus unit and stealth crate, as well as static one-time spice bloom. Technically it is possible to place crate of any of 6 types, with any of 4 color schemes, either non-disappearing or disappearing after some time, via a special value placed on map. The meanings of special values 1,2,3,23,41,42,43,44,45 are hard-coded in executable, so it would need a customized patching for a specific crate type you want, unless a more sophisticated mechanism is implemented. Here is the exe + demonstration map for download: Static Crates test.7z This is just a proof of concept where I'm trying to show that this is technically possible, but not practically usable in this form. Some proper patching (i.e. adding support without ovrewriting spice bloom special values) will be needed, probably with help from tomsons26. The executable I used as base for modification was the exe distributed within Gruntmod's edition, we'd need to clarify which is the most appropriate exe to use as base for further modifications.
    1 point
  25. There is a new release and the https://www.openra.net/ website got a makeover
    1 point
  26. Mmmm okay, I think now I finally get the idea. That will probably not be too big deal, I will introduce a new export file format (.d2kvcs) which will be a Voices section subset of unit export, and will support cascade import in pretty same way.
    1 point
  27. No worries mate, you can always post stuff here. This Quad variant looks pretty neat. You should post the frames by themselves, or in a format that can be imported into Klofkac's editor, else they really will be unavailable.
    1 point
  28. If you chooses to select a mission for Ordos ingame you can see that a number description are missing for OD4 V2. I have made a screenshot and marked the missing text and number. If some text is added for this box it will help the player to see that it can be selected easier. [url=https://postimg.cc/rdy3SHs9][img]https://i.postimg.cc/rdy3SHs9/missing-text-ordos.png[/img][/url] Im useing the 1.6.2.4 patch
    1 point
  29. Hello all, I know it's been a long time, but I'm back, and should have several new releases in store very soon. I also feel I need to compliment the modding community for the incredible new tools I've seen available on here - it would appear I have a lot of catching up to do, and it's wonderful to see how alive and well this community is. Here, I have a small pack of multiplayer maps I designed, all thoroughly tested online both with friends and with strangers. Contains: Smuggler's Cove [4P] - A pretty straightforward 4 player free for all map. Smuggler's Cove Co-Op Version [4P] - Same map, but for 2v2 co-op games. Desert Islands [4P] - A slightly strange 4 player map on which no single rock has reasonable room for a full base. Players can rapidly expand by capturing 'neutral' silos on other small rocks across the map, or deprive their opponents of the same opportunities by destroying them. >>>WANING - Win trigger will only activate once all silos are destroyed or captured. Desert Islands Co-Op Version [4P] - Same as Desert Islands, but for 2v2 co-op games. Abandoned Observatory [4P] - Bridges lead to a bottlenecked, easy to defend central island with easy access to safe spice harvesting, and a captureable Imperial Palace for cheap Sardaukar for any faction - if you can take and hold the middle in time. Abandoned Observatory CoOp Version [4P] - Same as Abandoned Observatory, but for 2v2 co-op games. Abandoned Observatory Extended CoOp Version [6P] - An extended version of Abandoned Observatory for 2v2v2 co-op games. >>>WARNING - Do not attempt to play with 8 players on this map, as supposedly neutral structures will be owned by player 8. MultiplayerMapPack.7z
    1 point
  30. Worked quite a bit on the sidebar, design and interaction wise. Sneak peek:
    1 point
  31. Ah, glad to hear it was fixed. And glad to help! For the record, the statistics still show the total amount of units / structures on the map, so that's perfectly fine for keeping on top of the limit. It's just that we didn't get an alert anymore when trying to save for breaking the limit. Good news though, I haven't noticed anything else being broken. But, I'll keep my eyes out.
    1 point
  32. Some update from me: During last week I was working on internal code changes in D2kEditor (some important refactoring which was needed to keep further development manageable and preparation for continuing with planned features). This has almost no visible effect for the users of program, it just changes how things internally work, so the only actual visible new feature are translated building and unit names, which I showed here some time ago. @Fey I'm uploading the current version here and I would like to ask you to take it and use it regularly for your normal work. Not because of new features, but I need someone who can test it thoroughly by regular use, in order to find any possible bugs or problems caused by the changes. Please, let me know if you observe any change in behavior or bug or any other problem. @Cm_blast @Feda If you can join too, it would be really good. Thank you all! D2kEditorv2.0pre3_test.zip
    1 point
  33. So, for those who want to add more building and unit types via the new Structures Editor. I said that you need to fiddle with TILEDATA.BIN and modify some special values to add support for pre-placing extra building and unit types on map. Well, you do not need to, I prepared this stuff for you! I tried to make a generic TILEDATA.BIN file that can be used by anyone for any mods (that will be probably distributed with D2kEditor in same way as the previously modified file where I added support for all existing building/unit types for all sides i.e. Hark palace for Atreides). I tried to make a standardized file (a new generation of it) that will be widely used by everyone and nobody needs to do this on his own in his own way and then we would have 10 different versions of such file which would be hell to maintain. I added 8 extra building types and 13 extra unit types. I hope this will be enough for whatever you do! It is trickier to find free unused special values, but we still have some free ones for even more potentially possible stuff. Take it and use it: TILEDATA.BIN Hopefully this will not break any existing (most importantly vanilla) missions. If you see any problem, let me know.
    1 point
  34. 1 point
  35. Int the Hirez patch available the same as gruntmods? I use the Queue.exe and use the Hi-Rez patch that is downloadable and it seems to work? I also use the mission selector, all downloaded separate and installed.
    1 point
  36. The latest version of our forum software has been installed which comes with a number of improvements. If you are interested in seeing all of them check out their site: https://invisioncommunity.com/news/product-updates/ If you run into any issues let me know.
    1 point
  37. Haha, I also paused the trailer to take a look at the script and had similar ideas. A few characters have a fleeting similarity to Devanagari signs though. Apparently that's a nod to a scene in Apocalypse Now, although I watched it so long ago I'd never recognise the reference had it not been pointed out by a reviewer.
    1 point
  38. Sounds neat, but for me I can't use Discord, the online one refreshes all the time which causes bad lag which I can't type without freezes and I can't download the program as it doesn't work on WinXP for the download. lol
    1 point
  39. Despite how it looks, yesterday evening I concluded the rendering is wrong. But working on that. When I got something new to show I'll post it here.
    1 point
  40. I was on a holiday and worked from time to time on a zooming feature. Ie, where you can zoom in/out on the battle field using your scroll wheel. I found it a quite neat feature in C&C Remastered (and in the Golden Path dune remake). I had to dive into real old rendering code, and I really had to restrain myself from rewriting stuff (pitfal!). The result so far is that I can zoom, but rendering is far from perfect. It also is unstable. Hence, see this github ticket: https://github.com/stefanhendriks/Dune-II---The-Maker/issues/65 Screenshots:
    1 point
  41. I guess this is the more appropriate place to report a bit of progress. Long story short, revamping the original C++ project, finishing it has priority. Made a bit of progress: and: See also github: https://github.com/stefanhendriks/Dune-II---The-Maker/issues/59
    1 point
  42. The new launcher comes up with some useful features, and now you have a campaign that takes full advantage of all these new features. War of the Landsraad is the sequel to my previous campaigns, War of Assassins and its Sandstorm expansion. It features 50 new mission, 5 for the Sardaukar and 15 for all 3 Houses: Atreides, Harkonnen and Ordos. While the Sardaukar campaign follows the very immediate events that occurred after the end of Woa: Sandstorm, the main Houses' campaigns follow up on the end of the Sardaukar campaign, so the Sardaukar missions should be played first. The new campaign features new planets, such as Caladan, Giedi Prime, Draconis IV and Ix, along with small mods that get installed automatically by the mission launcher, such as @Fey's Autogun Turret, or combat tanks having different names (Harkonnen=Heavy Tank, Atreides=Medium Tank, Ordos=Light Tank). There is also a colored sidebar reflecting the House you are currently playing as. It is recommended you read the Intel and tactical map available for most of the missions in the briefing interface. The intel can contain important story-related information or some secret stuff you won't find anywhere else. Download the mission launcher from THIS TOPIC in order to play the campaign. It is included in the New Mission Launcher. Special thanks to: @Cm_blast: for testing this whole beast very carefully, along with the new mission launcher, and providing countless great feedback and for his Warcraft 2/Draconis IV tileset @Fey: for his autogun turret mod, the heighliner tileset @dato 2000: for his Giedi Prime tileset @FunkyFr3sh: for sharing the source code of the mission launcher with me Here are a few screenshots
    1 point
  43. Do you mean this image? Or bene gesserit mentat sprites?
    1 point
  44. File Name : Datar8sprites.zip File Size : 6.89 Mb File Format : Zip Uploaded On : 11-3-2013 5:30pm @ All : This Sprite Pack contains all of data.r8 contents.... I still haven't found out what does the pics in unknown folder do.... Have fun people..... @ MVI : Add this pack into your D2k Plus website..... Darar8sprites.zip
    1 point
  45. Sure Nyerguds, I'll modified the posts when have more time. Meanwhile, you could see the blocks of original and changes bytes in the Collection that I attached. ;)
    1 point
  46. You mean multiple life bans? :)
    1 point
  47. Wasnt Nav the first to get a life ban ?
    1 point
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