Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 04/10/2020 in all areas

  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, 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 manu
    3 points
  3. 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
  4. 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, Klo
    2 points
  5. 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 H
    2 points
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. Well, here I am. I'll post more shortly but Hi!
    2 points
  18. 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 Vers
    1 point
  19. Good, I always looking to play campaigns, or to replay old campaigns if you they are revamped. It is not needed to use every single tool available, unless you want to do it or it fits your story. If with the vanilla stuff your campaign it's good enough, then it won't made any difference using the new launcher/tools or just the old ones, but if you want to add the intel, new colors and so on then yes, it requires to work for a while just to "modern" everything. For example, those campaigns I mentioned early, like the "Emperor return", "Ixian campaign"... had some modifications of the
    1 point
  20. such things should be at least linked to this forum - https://readonlymemory.vg/the-making-of-dune-ii/
    1 point
  21. Ayyo, webaa my dude. It's easier than ever to work up a sick d2k mod, so go poking around and have fun! If you don't wanna make stuff, some great new campaigns have come out using the latest modding features.
    1 point
  22. At the end I think only dune 2000.exe it's 100% necesary to work, as any patch (besides the oficials 1.03 and 1.06 patches) done into the game I think it was done into this .exe itself. I have a portable version that I use to mess when I am trying to use Tibed, new colors and so on, so I don't touch my gruntmods versions, and since it is portable I can do multiple copies or extract the .zip again withouth needing me to install or anything. So, for this portable version of the game I only copy the dune2000.exe, config.exe and the launcher. The config because game may not launch, or do it i
    1 point
  23. No I hadn't! Thanks for that! Remind's me of the Sega Genesis/Megadrive version of Dune 2 from back in the day. I'll add it to the list for the next update whenever that'll be haha. Speaking of new discoveries I saw someone posting today in a C&C facebook group about a Dune 2000 remake in the Unreal 4 engine.. it looked pretty freaky.. annoyingly the guy didn't post any links to a project page or community and ignored all requests for them so all I can do is link to the facebook post if people want to check it out: https://www.facebook.com/groups/commandandconquer/permalink/35417
    1 point
  24. hey, it's been a while since i was last poking around inside this game, but my understanding is this: 0x00 to 0xff of the data segment contains variables that can be checked as dialogue conditions. these conditions are defined in condit.hsq and referenced in dialogue.hsq. i think characters being willing to follow you is always controlled by dialogue. i think these are consistent between different versions of the game, except the demo. 0x2A is the current game stage and 0xC2 is used for the phase of the final attack on arrakeen. this is followed by the location data, troop data
    1 point
  25. Glad you got it fixed man! If you're interested in learning more about how to edit/create missions or modding in general, feel free to join our modding discord server. Link is in my signature.
    1 point
  26. 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
  27. 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
    1 point
  28. 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
  29. 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
  30. That is really nice one! I also made this small Guild Mercenary one.
    1 point
  31. Hello everyone. As you should know already, the current Mission Launcher was created by Funky, and he was kind enough to give me the source code so I can work on it and improve it. And that is what I did. The new version of the launcher allows modded files PER MISSION, that get installed and reverted automatically by the launcher, so the player doesn't need to copy any mod files anywhere. Besides, there is also a new briefing screen, which has support for a bunch of Intel entries displayed in a popup window and a tactical map, both being possibilities to either enhance the storytel
    1 point
  32. I'm doing fine, thanks! How are you? Perhaps take this to something like Skype/etc? (or email, stefan [at] fundynamic [dot] com still works 😉 )
    1 point
  33. For the reveal map 0 not updating the minimap, I found that the game updates the battlefield map and the shroud / minimap separately. For performance saving measures, the shroud and minimap is updated only within an NxN square centered around the reveal point (either a unit or a map location). For range 0, the square size is effectively 0x0 (or 1x1), meaning that effectively nothing is updated on the minimap. A quick fix would be to replace this logic with another that supplies the whole map dimensions. This fix may reduce performance, so I'll try to think of something to help branch this
    1 point
  34. 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
    1 point
  35. Hello fellow commanders / modders, I had spent the past few nights looking through some of the past research on the executable and data files, with the intention of uncovering past limits and removing some limitations of the game. My main inspirations are: Data modding (without modifying the executable) Uncovering what each data bit in each of the major .bin file means Uncovering what each data bit in each of the major table file (.uib) means Uncovering how the game registers a unit / building and links resources to it (bin, data.r8/r16, so
    1 point
  36. Well it got funded in the end so I was glad to be wrong lol! Speaking of which I've found yet another love letter to Master of Orion except this one is more MOO2 like! Has anyone here tried Interstellar Space Genesis? If so was it good? Was it stable? Apparently the indie team behind it consists of only 2 people haha! It looks pretty awesome so am thinking about trying it out now that it's finally on sale (it's normally pretty pricey lol). https://store.steampowered.com/app/984680/Interstellar_Space_Genesis/
    1 point
  37. 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
  38. Another update: Apart from loading custom COLOURS.BIN file per each mission, editor can also load customized list of player names per mission! @Feda you would be interested (hope I used correct names, this is just for demonstration): Rather a cosmetic thing in the editor, but I believe it can help a lot when designing events for the mission: Much better, isn't it? All you need to do, is to place .ini file into Colours folder. The file name is same but extension is .ini instead of .bin (for example colours_O9.ini). And the file structure should be same as config/players
    1 point
  39. 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.
    1 point
  40. Update done. First post updated: To be short: Now the neutral structures will show a name when you place your cursor over it, but only if you are using my custom text.uib (otherwise an empty square will appear). It is possible to build on the concretes (when placed directly on the map); they are owned by the sandworm side, so no player or AI can use them to expand from the other side of the map unless 1 enemy AI it's using the sandworm side (but since that's usually reserved for the animal itself, most the time it's not used). This means you can place a windtrap on top of these concre
    1 point
  41. 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
  42. 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?
    1 point
  43. Woah! This is awesome. Thanks, Runis.
    1 point
  44. 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
  45. 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
  46. Awesome, dude! The OG D2k campaign can be a bit tricky in a lot of places. There are some more campaigns out there which amp up the difficulty, but tend to be more and more polished the closer you get to the modern day. We're still innovating new ways to change up the game and throw a curveball at the player, so if you check out any custom campaigns, I'm sure you'll have a blast! This thread should have links to all of the custom missions and campaigns: https://forum.dune2k.com/topic/27756-all-completed-mods-and-tools-index-dune-2000/ Enjoy.
    1 point
  47. Do you mean this image? Or bene gesserit mentat sprites?
    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
×
×
  • Create New...