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  1. 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 conc
    4 points
  2. 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 mod
    3 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 an
    2 points
  4. 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 lastes 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 H
    2 points
  5. 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
  6. 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
  7. Thank you all for your replies and opinion! I'm really very happy to hear you're interested in using the Structures Editor (replacement of TibEd) I'm currently working on. I will indeed continue on it! If there are even more of people interested in this, just put your vote here. Forgot to mention one thing, that the structures editor will be built-in into D2kEditor, so you will use just one program for all the stuff. The advantage will be that you can easily reflect the changes in the map you're currently working on immediately, and there will be support for CustomCampaignData and Mods fo
    2 points
  8. 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!
    2 points
  9. 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 funda
    2 points
  10. 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 Atrei
    2 points
  11. 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 wann
    2 points
  12. 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 direct
    2 points
  13. 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_object
    2 points
  14. 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
    2 points
  15. Well, here I am. I'll post more shortly but Hi!
    2 points
  16. 1 point
  17. [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 a
    1 point
  18. 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, RT
    1 point
  19. 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 everyt
    1 point
  20. 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
  21. Hello, I was wondering if there was a way to make Worms swallow Infantry they way they do Vehicles. There must be a hex number or something that allows this? thanks
    1 point
  22. More news from me: I'm in the middle of my way implementing D2kEditor loading all graphics and building and unit configuration from game's internal files (DATA.R16, Templates.bin). Here's a little teaser:
    1 point
  23. I'm continuing my investigation of building template data, and I discovered the meaning of almost all the bytes there! Thanks, althrough most of things you posted there I already discovered on my own, I did not know some of these and that indeed helped me. So here goes the meaning of building template bytes: D 0 Strength (hit points) B 4 Owner side (side bitfield) B 5 Armor type B 6 Turret turning speed (0 = fastest, the higher value the slower) B 7 Turret rate of fire (the higher value the slower frequency of shooting) B 8 ?? (Crewed field in TibEd, but does not a
    1 point
  24. Hello, I found a thread that spoke of editing the dat file to make buildings auto repair. I tried to look up the hex code and could not find it. The dat on my hex code is 2010 and I downloaded my 1.06 version from "old games". I also am using the Queue Patch .exe and menu select. I couldn't either hex numbers mentioned in the thread, I would love to add the feature to my game. If there is another way to make this happen since the thread was old and before the editing tools I would appreciate it. If not I would love to know what the new hex number is, apparently address 00031C15 from
    1 point
  25. I have not had time to read that yet, but the only thing that is really important in UnitTemplate / BuildingTemplate, in relation to data.R16 and rendering, is the UnitArt / BuildingArt / TurretArt entries (as seen in TibEd). If you want to render stealth, perhaps also the Special Logic entry. The idea is that art entries are divided into UnitArt (each entry with X frames * D directions), including turrets BuildingArt (1 BuildingBase + D directions (healthy frames) + D directions (damaged frames)), including turrets ProjectileArt (X frames * D directions) Animation
    1 point
  26. 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).
    1 point
  27. Ah, a guide to get started. Very good. It's my understanding you're diving into the deep end of D2k modding for starts - graphics editing - so I wish you luck with starting, yourself. Don't burn out too fast, mate!
    1 point
  28. 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
    1 point
  29. 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 br
    1 point
  30. For anyone who may be interested... AGT&SG.zip A little while ago I came out with a standalone mod for Light Infantry. Related thread here: https://forum.dune2k.com/topic/28716-shotgunners-light-infantry-graphicssoundweapon-mod/ Now that the Autogun Turret is complete, and with Feda's new launcher coming out soon (the one that will allow us to load mods on a per-mission basis), the Autogun Turret and standard Light Infantry together might be a little too much pew pew and not enough kaboom. So, that download link up there contains both the Autogun Turret and Shotgunner. Someone els
    1 point
  31. Howdy, y'all. For those of y'all who've followed my Heighliner tileset WIP thread (https://forum.dune2k.com/topic/27842-wip-heighliner-tileset/), here's the end of it. This release makes it officially done. Take it, map with it, and have fun! Here's a comprehensive list of the features of this tileset: - Built for compatibility. No game modding required, no files need to be overwritten and later replaced with the original versions, no nothin' like that. - Many colorful combinations of platform edge, wall, and base can come together to form interesting aesthetic designs. - Create m
    1 point
  32. 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 cr
    1 point
  33. Have you tried disabling the startup video? (you have to get the game to start before you can do this though and be in a scenario before you can use the games control panel options). Maybe temporarily use an old monitor to disable the startup video. The issue may be related to screen resolutions on your computer. You may be able to turn off sound via HDMI on your computer and use separate speakers but definitely try disabling the opening video first. You could also try disabling direct3d in your grapics card driver. WineD3D has been suggested as a fix for drivers. When buying old gam
    1 point
  34. Actually I do this on occasion depending on the game. The way to do this to keep the AI from buying it is: 1. Pause the game 2. Issue the stock 3. Go to the stock market and buy the stock. 4. Unpause the game The only way I know to get the stock once he has bought it is if he ever decides to sell it then you can buy it.
    1 point
  35. Wow, I am not much into skirmish, but the moments I was I wish I had this kind of stuff, I used to play with a friend using hamachi some years ago. New colors and more money would be an interesting way to play.
    1 point
  36. Woah! This is awesome. Thanks, Runis.
    1 point
  37. Good news for you: Release Candidate 2 released! I made some new changes and additions, mostly based on your comments, suggestions and bug reports since I released the first 1.4 release candidate. This is most likely not going to be the very final release, as you will still get change to provide more suggestions and bug reports, because I want to make 1.4 a good and stable version that would again last for some longer time (or forever, who knows if there will even be v1.5 in future). I still have some ideas what more to into the editor, but I just wanted you not to wait for too long time
    1 point
  38. 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. 😂
    1 point
  39. Y'all are gonna dig this. First, lemme mention that I updated the editor and grabbed the new ini from the other thread, and that issue from before is totally fixed. Definitely forgot to do that sooner lol Now I'll get on with the new features. I added some stars already, and the concrete, y'all saw that, and I did some touch-ups on a bunch of tiles, but there are some more new things. Like, certain celestial objects that might be neat to put in a campaign, like Caladan, Giedi Prime, Draconis IV, and Arrakis of course... We also make use of the behavior Klofkac recently discovered
    1 point
  40. Ok, I will tell you how the AI works, because it's totally a problem most of newcomers find. The AI, to define which area he should protect, he draws a rectangle from the building at the top, bottom, left and right. It does matter the distance, he consider the area he draw as "my base it's under attack". This is the imagen: This is your minimap, and the red rectangle it's the area the AI consider it's his base, which cover 80% of your map; so, doesnt' matter where you are, his base is "that big", and for that reason, anything he build he send it to attack, ¡He is not attacking, just def
    1 point
  41. 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.
    1 point
  42. 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 mecha
    1 point
  43. An Update: The turn counter is quite efficient and is on its third rewrite and this time its pretty clean and straightforward. I have begun the process of implementing stats for each house. Of whom each house now has a script. What we do now is --> if its a Houses turn their script is receiving +1 diplomacy point. If it has been a full revolution of turns -- and a full turn cycle is complete --> which is currently -> (Faction.Count / GameSpeed) Then all houses will receive HomeWorldIncome in Credits from their homeworld. HomeWorldIncome is defined on each house script; an
    1 point
  44. This happened to me when I had Windwos 7, doesn't happen now on windows 10 or XP back in the day. One recomendation; when you are about to do a map either left details to the end, or carefully think which tileset you are about to use, because you can only use 1 tileset, it's not possible to combine 2, so if start adding details and later you change your mind and change tileset, all those details are going to change into a mess. I guess you mean opening BLOXBGBS and adding for example the Ice mountains from BLOXICE, plus adding a frigate/carryall crashed from BLOXBAT and this/th
    1 point
  45. Do you mean this image? Or bene gesserit mentat sprites?
    1 point
  46. 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...
    1 point
  47. 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
  48. here is how you do it NAv.................... this is the ini file that contains all of atreides's voices.......(keep scrolling) ;********************************** ; -------- UNIT VOICES ------------ ;********************************** [LocalDefaults] Type = Dialog Control = Random [ATKindjalAttack] Sounds = $00-UA01 ;"Engaging enemy." Sounds = $00-UA04 ;"Victory!" Sounds = $00-UA07 ;"We're on them!" [ATKindjalSelection] Sounds = $00-US02 ;"Awaiting orders." Sounds = $00-US04 ;"Kindjal ready" Sounds = $00-US06 ;"Ready for a fight" Sounds = $00-US08 ;"Rea
    1 point
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