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  1. 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
  2. It's quite long silence here, so I'll break it by showing a progress from me: You would probably guess it right - it's a Templates.bin editor, a replacement of TibEd. This should be one level above TibEd, supporting all building properties including those that are Unknown fields in TibEd, crammed on a single screen, and most importantly, you can have a live preview of the building visual appearance, including animations. At this stage I am asking all of you who read this, for a comment and feedback on this question - will you ever make a good use of this feature? What I am concerned about is, that developing such functionality takes me really very lot of time and effort, and I want to make sure, that this won't be wasted effort, but there will be enough people that will actively use it and make a really good new stuff with this. At this time, we have TibEd, and people have used it for long of time so far and made really good creations and mods with that, and with some effort, it is still moreless still well-usable. I'm creating something that's going to be better and replace TibEd, but lot of stuff was already created with TibEd and I wonder if there's still somebody keen on modding that much who would create something brand new and interesting with the new possibilities. So @Fey @Cm_blast @Feda @firefly101 @Amander @X3M @azimovhaas8 @AZ-Stalker @lovalmidas @aarmaageedoon now you have opportunity to vote here and tell if you plan to use the better replacement of TibEd I'm currently working on. The more votes, the more I'll be into finishing this. Thank you.
    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. 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
  5. thanks fey ๐Ÿ˜‹ here's a sneak peek of what's to come!
    2 points
  6. 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_2021-06-21.7z Put the files from config folder (misc_objects.ini + templates_other.txt) into your D2kEditor (latest version) config folder in order to be able to place basic static crates and use custom powerup-crate pickup animations! Feature list: - 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. - How to use extended crates is described below - Fixed disappearing crates and spice blooms when AI-controlled units are nearby - Fixed some of the event types - Reveal map event with radius=0 will reveal whole map including radar map (- Set tech event will also immediately update available buildings and units) - removed, will be made optional later - Set cash event should work without crashes - Extended maximum length of in-game briefing loaded from mission ini file (from 4096 to 65536 characters) 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
    2 points
  7. 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
  8. 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
  9. 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 17ยบ 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 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
  10. 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
  11. 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
  12. 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 folders too. Oh, it's really nice to see a new member here! Thank you for joining and posting here. Anyway, here's more progress: Unit editor!
    2 points
  13. 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
  14. I am looking at one of the big .bin files. This is currently a very preliminary research, as at this stage all I can do is to recreate the past discoveries by TibEd and other people, before I can break new ground. As such, this is a very preliminary research. I hope to share this here so in the future, other people can read and save on the discovery (I can also put my research on GitHub or something, but I have not put my mind into that) Here is what I guess the game executable reads the Templates.bin file and splits it into different areas. These structural divisions is fundamental to how the game interprets the bin file. For instance, the game will reserve a block of memory for Unit data, and a different memory block for Building data. With the help of TibEd and running the game, these are my guesses on what each section belongs to. ------------------------------------------------------ Text copy of above image ------------------------------------------------------ At a glance, the game appears to support up to 60 unit types, 100 building types, 64 weapon types and 64 explosion types. I attempted to change what I suspect to be the Unit and Building Count, and I have some varied responses: Decreasing the values and loading a mission where such a value is needed leads to crash on mission load. Setting Unit Count to 0x00 up to 0x19, and loading A1V1 leads to crash at mission load with error "MyVersionOfUnit didn't find a unit". Setting Unit Count to 0x1A just below the Sandworm ID (25), leads to crash to desktop (no error message) Setting Unit Count to 0x1B just equal to the Sandworm ID (25), and loading A1V1 leads to working game, with graphically maimed animations and offset build icons Haha, Construction Wind Trap Setting Building Count to 0x3B (59), and loading O9V1 leads to crash with error related to the Imperial Palace (ID 59, or the 50thbuilding in the list). Setting Building Count to 0x3C (60), and loading H5V1 leads to crash with error related to the Harkonnen Special Outpost (ID 60, or the 61st building in the list). Setting Building Count to 0x3D (61), and loading O4V1 doesn't lead to crash, but the player loses instantly (since the Ordos Special Outpost (ID 61, or the 62nd building in the list)... does not exist??). This happens on both the -spawn and normal launches of the game. I am not sure why this behavior is different from the Harkonnen version. Changing other values in the surrounding region may lead to lead to very damaging graphical glitches. Clicking on the building queue (to construct a building) may lead to crash due to 'BlitErrors' Hypothesis: Unit Count and Building Count works like what I think they do, but their DATA.r8/.r16 folders may be arranged specifically to the exact number of items. Either this could be controlled by the .bin file, or it is hardcoded and any modder working on adjusting the counts need to also pad their DATA files so that the image sequences are aligned correctly. This is the extent of my current research. More to come.
    2 points
  15. According to information provided by you, I am now able to parse TEMPLATES.BIN properly, and compute DATA.R16 image entry indexes for unit art, building art, projectile art, animation art etc. Here I made a helper program that parses all the values (DATA.R16 image entry indexes are usually those 4-digit numbers) : Sedondly, I discovered the logic how the game determines the version of building or unit (for example Harkonnen get Harkonnen-style buildings, only Emperor gets Emperor-type Construction yard and Heavy Factory, only Smugglers get Smugglers-type Starport, Sandworm gets Atreides-style buildings etc). I can precalculate the unit/building versions, and here are the results (they should match the real game behavior): unit_side_versions.txt building_side_versions.txt @lovalmidas thank you very much for providing all the information you discovered, which pushed me way forward!
    2 points
  16. Okay, so... Here it goes: I'm now able to load buildings and units graphics from DATA.R16 directly, and easily dynamically recolor images with colors from COLOURS.BIN. Thanks to your Spice2k source code (https://github.com/nguoiyoujie/Spice2k/blob/master/src/Dune2000/Structs/R16/ResourceElement.cs) I was able to understand the DATA.R16 format and how to parse it. How is your investigation of TEMPLATES.BIN formats? I could notice UnitTemplate struct format is ready, but BuildingTemplate not yet. That would help me too. Reading graphics data directly from DATA.R16 directly is indeed advantageous, but also some issues. The most important issue is drawing of stealth units (stealth fremen and raider) - those units seem to use regular unit's graphics and the stealth effect is made by the in-game renderer. Also the side color cannot be seen on a unit in stealth mode. I'm thinking how to render stealth units - maybe whole unit shape with a solid color (the side color). The second issue is, that the Carryall and Frigate are too much spacious and they occupy much more space than size of a tile. I wonder how that would look in editor.
    2 points
  17. Here's another update in D2kEditor. Here is a screenshot, can you spot all the new things? As you might know, I was working on implementing support for per-mission editor graphics and configuration files (I mean those .ini files under config folder). This can be extremely helpful for creating missions using modded game resources, as you can use i.e. the modified graphics, unit and building configuration per individual mission. Here is example of changes I made: - Modified graphics/structures.bmp (just swapped colors for a simple demonstration) - Modified graphics/misc_objects.bmp (changed the background tile for spice bloom) - Modified config/structures.ini (added Flame Tank on the list of units) - Modified config/misc_objects.ini (renamed Spice Bloom to Wood Bloom) - Modified config/players.ini (renamed player names - already showed previously) - Modified config/mis_units.txt (this is list of units for Events and Conditions, added Flame Tank on the list) - Modified COLOURS.bin - Modified TILEDATA.bin Here is the example folder structure and how editor loads it: CustomCampaignData |- WarOfTheLandsraad |- Colours |- colours_O9.bin |- Players |- players_O9.ini |- WOL |- config |- structures.ini |- misc_objects.ini |- mis_units.txt |- graphics |- structures.bmp |- misc_objects.bmp |- data |- bin |- TILEDATA.BIN So the file loading logic is in line with mission launcher folder structure. The _mask bmp files are created automatically, if missing.
    2 points
  18. MVI (and some others who I don't know) made a lot of progress deciphering the format of various UIB files, culminating in the release of an editor that works on many uib formats. For the menus.uib, the each menu entry had: a key name (that UIL searches for when attempting to open a new menu), a value (the file that represents the menu to open) and two unknown integer values, named Unknown1 and Unknown2. I'll let Ghidra explain the unknown values for me. (Apparently the game has functions converting other files into UIB files. Probably used for debugging or their development, but very useful for reverse engineering their formats) ---------------------------------------- Unknown 1 (int): Determines how the menu fades in 0 = Fade From Black? (From videos of the game, this appears to be Fade From Black. However, my game does something weird when this is used, drawing a black rectangle at point 0,0 during the 'animation' phase). It could be due to the patched game, a graphics setting or that some legacy Windows broke on newer Windows. See below for a more visual result) 1 = Unused (the game flickers when you use this. I suspect this is for fading out but it doesn't play well as a fade in sequence) 2 = Tween (looks like the proper fade blending the menu and the background behind it) 3 = Skip (no transition. The new menu pops in) Other values (I only tested '4') = The new menu is not drawn, but is functional. See below for a more visual result) ---------------------------------------- Unknown 2 (int): Determines how the menu fades out 0 = Unused (the game flickers when you use this. I suspect this is for fading in but it doesn't play well as a fade out sequence) 1 = Fade To Black? (From videos of the game, this appears to be Fade To Black. However, my game does something weird when this is used, drawing a black rectangle at point 0,0 during the 'animation' phase). It could be due to the patched game, a graphics setting or that some legacy Windows broke on newer Windows. See below for a more graphical result) 2 = Tween (looks like the proper fade blending the menu and the background behind it) 3 = Skip (no transition. The new menu pops out) Other values (I only tested '4') = The background behind the closing menu is not drawn, but is functional. See below for a more visual result) ---------------------------------------- The tests are perform by modifying the entry for DIFFICULTY / skill.uid. This menu is called when you click Start New Game on the main menu. Visual - When using value 0 or 1 (Fade) as fade in / fade out For an example of a working Fade To Black, see 3:20 of https://www.youtube.com/watch?v=-x9MahcVn7k where a Fade To Black was demonstrated from the campaign map. Visual - Value 4 for Fade In Menu did not appear, but is active. Buttons will paint over the screen when you interact with them. Visual - Value 4 for Fade Out Menu did not disappear, but the previous menu (main menu) is active. Buttons from the currently active menu will paint over the screen when you interact with them. With this I think the description of the Menus.uib is complete. I hope this gives modders more control over the UI behavior of their experiments. :) EDIT: Corrected errors - it was Fade (value 0,1) that was giving display glitches, not Tween. Also added more information on the fade behaviour.
    2 points
  19. https://www.reddit.com/r/Games/comments/m7ym37/dunes_forgotten_video_games/
    1 point
  20. 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 ๐Ÿ˜ฎ Flying units seem to fly under the smoke effect ๐Ÿ˜ฎ 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
  21. @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
  22. The first question I have is - how do you run the game? Do you use DOSBox? If so, does this crash your system with any other game? What OS are you using?
    1 point
  23. 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
  24. 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
  25. I see it would be better if all available missions could be displayed on that list, but its bug fixing that is priority here.
    1 point
  26. I believe color square number nine (from the left to the right) is the one that controls minimap color, but that's also a color that appears on units. So, you can't totally change it or it'll stick out like a sore thumb on the faction's units and structures.
    1 point
  27. such things should be at least linked to this forum - https://readonlymemory.vg/the-making-of-dune-ii/
    1 point
  28. Hello, Since I am basically finished with this sprite mod, I felt it should have its own thread so Fey's wonderful Turret mod thread doesn't get sidetracked. Basically I redone the Weapons using the Trooper Sprites to make them heavy Machinegun units. I did this for my own infantry mod which uses only Troopers for Harkonnen. I think other may find a use for this unit in any way they want. I am uploading the Original Edited Sprites as well as DATA.R16 file that has the images already loaded in it. But this version also has the turret Mod made by Fey. There is also a new UI card for Sardaukar troops. http://www.mediafire.com/file/eptzlslvjqig2zf/New_Trooper.zip/file Here is some Pictures of the units in action and the UI cards as well as the download file and complete sprites. New Trooper.zip
    1 point
  29. 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
  30. 1 point
  31. [UPDATE] The second pre-release version is now available, including important new features! Go to this post for download and more information: https://forum.dune2k.com/topic/28802-map-and-mission-editor-new-major-version-20-pre-release/?do=findComment&comment=400216 Hello all! It's time for a new major version of D2kEditor! Version 1.4 did not get any final official release, but it looks that it had so many and huge changes and new features from last version 1.3, so I decided that it really deserves a new major version number. All the changes and new features are described and discussed in the other thread (https://forum.dune2k.com/topic/28587-updated-1462020-map-and-mission-editor-v14-release-candidate-3-full-of-improvements-and-new-features/), but I'm making this new thread. The current version is yet far from being complete, but I just wanted to give it away for anyone who is interested in it and eager to try it out! Here's download for the first pre-release version: [OUTDATED] Please take pre-release version 2 from here And here is changelog (this includes ONLY the changes made since last release, v1.4 rc3): Changed: Spice Bloom graphics is now transparent Added support for new Mission Launcher: - New fields under additional Mission.ini file settings: "Campaign folder", "Mods folder", "Colours.bin file", "Players.ini file", "Intel ID" - Editor can load custom COLOURS.BIN file for individual mission, specified under "Colours.bin file" field - Editor can load custom player names from .ini file for individual mission, specified under "Players.ini file" field - Editor can load modified buildings&units graphics for individual mission from specified Campaign and Mods folder - Editor can load modified buildings&units configuration for individual mission from specified Campaign and Mods folder - Last two points are useful for mapping with modded game resources (i.e. new/replaced units) - Editor will load following graphics/config files for individual mission from this folder structure: {Dune2000 root folder} |- CustomCampaignData |- {Campaign folder} |- Colours |- {Colours.bin file} |- Players |- {Players.ini file} |- {Mods folder} |- graphics |- structures.bmp |- misc_objects.bmp |- config |- structures.ini |- misc_objects.ini |- buildings.txt |- buildings2.txt |- units.txt |- data |- bin |- TILEDATA.BIN And here is the VERY COMPLETE changelog since version 1.3. A huge list, isn't it? Enjoy! Looking forward to your feedback. D2kEditorv2.0pre1.zip
    1 point
  32. Yeah I don't think it was a great fit, I just took it as a nod to Jodorowsky wanting Pink Floyd for his version.
    1 point
  33. I get to vote? Lol. Ok, I think that if you make an editor that does a better job than TibEd. Go for it!!! Who knows what kind of beautiful designs will come from it. Sometimes a different editor (wheter it is better or worse) will open up new options. I used to have 2 editors for Starcraft/Broodwar. Making the layout of the map, after altering other statistics. Most of my maps in those days needed 2 independend editors. I don't know if it is possible with TibEd and your editor. But seeing as how you are actively changing your editor. You can add stuff that others here request. That is a good idea.
    1 point
  34. I think the floating crates are just the ships coming and going? They seem a little out of place. I do like the ornithopter design. I don't know if the miniseries Sardaukar were all that intimidating either. And yeah that was the Baron. This was Jodorowsky's take on the trailer:
    1 point
  35. This is something bugged with your game then; this is what should happen. A) You start the game and harvest the amount of money requirement (no clicks needed). B) you get the Sonic tanks and destroy the windtraps C) Imperials get angry at you for doing that and then start with the attacks. And then only after the "C" part it's done, he will start launching attacks, but no before that. Did you play any modded campaign recently? because maybe my trigger it's "certain unit/building exist" but due you using a modded version, that unit/building arealdy exist (or don't) and everything trigger before expected. If you want to check this is the teaser I did for the campaign, I did move a bit the harversters (exploring a bit the area) for the sake of the video, but you can see how I am just calming doing my thing. https://www.youtube.com/watch?v=wwE-hAQqKxo Just in case I recently downloaded the mission and applied/loaded with the mission launcher. Nothing wrong happened to me (That's the MCV landing). Harvesting the quota, doing the windtrap thing, receaving the MCV, no enemy unit on sight. In fact, the enemy it's made to be passive, and will actually waits until you fullfill the windtrap goal, when you do that, you get a MCV. When you deploy the MCV, the enemy can start producing units, and only when the siege tank it's produced (which will take some time as the AI will build other units befre), an enemy wave will trigger and launch a attack. It's true that you only have low tech to protect against combat tanks and so on, but it's just that, he is passive until you do that job (or if you let the game running for... dunno, maybe 3 hours, then he may launch an attack on you). Just be sure that you copied the file "tiledata.bin" provied (although I don't think this has anything to do with it), which path it's "data/bin", but if you already did, then you may need to rever whatever change was done on the game. Here, these are the usual 4 files that gets modded depending on the campaign, this upload are the originals I have as a back up. Template Original.rar They are in the folder "data/bin". So try to overwrite them. This should revert the game to the vanilla state and try again the mission. And again, the battle shouldn't ever start not until a MCV it's delivered, and even then, the AI will take some time to arrive (so your Sonic tanks have enough time to come back, you can build a second ref and barracks and group a decent amount of infantry/troopers to protect yourself). Even storywise you are the neutral faction, Imperials are not the attackers, you are the one that "attacked" a windtrap the emperor wanted and then retaliate because of that action.
    1 point
  36. 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
  37. That is really nice one! I also made this small Guild Mercenary one.
    1 point
  38. So I was doing some research of Building Template data, the meaning of all the byte values. Some values are already covered by TibEd, all the others are available on the Unknown tab in TibEd. I concentrated on meaning of those unknown values. Here is my research do far. Letter B means a single-byte value, D means "Doubleword", a 4-byte value (marked as Long in TibEd). I was playing around with these values: D 80 Tiles occupied by building - all tiles (tile bitfield) D 84 Tiles occupied by building - solid tiles (tile bitfield) and there are very interesting and funny results: Any crazy shape concrete: Yay, a 4x4 concrete, very useful: A compact 2x2 windtrap. More Retro-Dune2 style, isn't it? Then I took advantage of this: B 90 Flags (32 = draw building bottom, 64 = do not decay without concrete + do not create concrete (used on Sietch), 128 = ?? (used on light, heavy and hi-tech factory)) Using value 64, I was able to made a building that won't decay without concrete. So we can finally screw concrete on other planets where it does not make sense, a la Red Alert! Probably someone of you ( @lovalmidas? @Fey? @Cm_blast? @Feda? ) already know meaning of some of the unknown values. For example I noticed you were able to make wall selectible with health bar and shift the selection frame. If you have such knowledge, I would appreciate if you share it here. I also made a complete table of buildings and all the values, which helped me a lot to discover meaning of those values. Here it is, it might be helpful for you too: buildings.txt One thing that I cannot still figure out is, how the game determines specific house's version of building, meaning, if you play as Harkonnen, you can build Harkonnen-style buildings. It looks it has something to do with the "Owner" bitfield, but there's some logic behind this I still don't understand.
    1 point
  39. 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) Animations (used by explosions, building buildup animations, building active animations, smokes or some special animations (harvester docking) The sections after those main sections (Unit, Building, Weapon, Explosion) are what is important for the game to inform itself how many of each frames each entry takes. template_bin_sections.txt Data.R16 image order, as known thus far. This includes the context of other images (some to be confirmed). Generally, unit image data starts from the 206th entry, and then the game uses the information obtained from Templates.bin in order to determine how many entries are loaded for one art. sym_addenum.txt I think an editor can afford some leeway to not require exact rendering since an editor is not the game, although you can go ahead with an exact rendering if you want. Carryall and Frigates can be resized to 32x32 without much confusion since a single tile is the atomic unit in the map format (you can't preload 5 infantry in the same tile, unfortunately). For stealth, the stealth 'static' animation seems to be entries 178 - 193. And then the stealth alpha mask seems to be entries 194 - 205. Knowing whether a unit is stealthed is also a bit tricky, since: It involves reading the unit's definition for Special Logic. There is a hardcode in the game that applies stealth for a unit named "STEALTH RAIDER" (probably a coding afterthought since the unit is added in a patch, and the special logic infrastructure is not as modular as I thought it would be)
    1 point
  40. 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 logic conditionally on range = 0. The results is sampled here, check the minimap: As for the minimap itself, this is interesting, but I have no in-depth knowledge of how saves recreate the minimap. Here is what I observed: Before save. (I am Ordos. Ordos structures to the north, Ordos units to the south. Map reveal triggers reveal Harkonnen base.) After loading Change map (dark grey is revealed before save, and shrouded after load) The battlefield itself follows the one after load. So the minimap is actually being revealed one tile beyond sight range into the shroud. Hmm... Edit: Added image for proof of concept
    1 point
  41. 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, sounds.rs), allowing the possibility of adding new units / buildings. Executable modding (modifying the executable) Removing size restrictions (example: the number of entries in Colours.bin), where possible Merging the changes by other patches (if I ever figure out how the individual patches work, like the build queue patch) Expanding the mission triggers system (Conditions / Events system) My main investigative tool is Ghidra IDA. I use it mainly to read and interpret the Dune2000 executable and find where the data gets put in, and leave a trail of annotations / comments. It is like playing Minesweeper on a grid with almost 1.8 million cells (the size of the Gruntlords Dune2000 executable is about 1.795 million bytes). One of the obstacles I face is that I am late to the party. Thus, I am re-discovering what others have found before e.g. Intelligent Games had two mission event action codes 12 and 13 defined and named (BLOXFILE, ATTRIBFILE), but an internal parser converts them to invalid code 20, and there is no handling of those codes, suggestive of a scrapped mechanic. I discovered this yesterday. Kloflac, FunkyFr3sh and co. discovered this in 2015. So, I have changed my endeavor to collate what other people have researched, so that I can work on most updated information on the game's internals. I found one of the resources to be very valuable in my initial research, as it collated and documented the list of changes made to the game since the last official patch (1.06): https://github.com/mvi/dune2k Unfortunately, it is no longer maintained (https://forum.dune2k.com/topic/26661-dune-2000-106p-game-patching-bug-fixes-new-features/page/19/?tab=comments#comment-391397) and a lot of changes have since been made to the current Gruntlord / CnCNet version that were not present in this record: For example, the patches to fix several mission events (Trigger Actions as known in the RA/C&C world), described from here onwards: https://forum.dune2k.com/topic/26661-dune-2000-106p-game-patching-bug-fixes-new-features/?do=findComment&comment=390766 , are absent in this source. The addition of the PlayMusic (action code 21) is very valuable patch, and it would be much easier to tweak a C-source file that implements the additional function branch that calls the PlayMusic function and re-patch than re-hack the post-patch executable. While I could run through both versions and make comparisons to append to my findings, I feel like a lot of time could be saved if the sources for those changes are available somewhere. In addition, I am quite confident I would trip over many of the same bugs from 2015 till now as I try to rebuild my interpretation of other people's changes to match the current game version. I am thinking of rebuilding the list of changes, and then use the research thus far to suggest new ones. This task is not an urgent task, as I would be spending my time reading all those BIN files first. But if I want to go about making changes to the EXE, without these prior information, it would be quite an inconvenience spending months to re-research what has been researched. Basically, I am hoping that instead of playing a new game of 1.8 million cell Minesweeper, I get to continue some other person's game where some cells have already been uncovered and navigated. I get it that it has been a long time since those research were taken, and the game of research may have been stopped at some parts. I am willing to continue this game. So, here, I ask if there are resources available that lists the source of changes that converted the original Westwood 1.06 patch to the current Gruntlords executable version, and any annotation that came with that research. Hopefully these are public; I am not sure how to go about getting permission to use knowledge that aren't public and put them in my fork of MVI's project.
    1 point
  42. 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 else looking to add one or the other to the standalone mods would have had to go rifling through TibEd, importing and adjusting all the sprites, and sorting the sound effects. Figured I'd take care of it myself for those looking to make new maps with both and for those who just want to play with both. Enjoy.
    1 point
  43. 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.ini in the editor folder. [Player1] name=Tleilaxu Right short=TlxR [Player2] name=Tleilaxu Left short=TlxL [Player3] name=Ordos short=Ord [Player4] name=Tleilaxu Mid short=TlxM [Player5] name=Capital Power short=CapP [Player6] name=Capital Small short=CapS [Player7] name=Capital Main short=CapM [Player8] name=None short=None You are right. For higher indexes, editor will display black color.
    1 point
  44. Another update! RC3 is out! Download: D2kEditorv1.4rc3.zip Thank you all for your bug reports and feature suggestions. After taking some break after releasing the previous version, I finally resumed my work on D2kEditor and I was happy to implement another set of improvements and new useful stuff you asked me for. Sorry for a bit of delay and no responses - I was taking into account all your comments and I hope I did not forget about anything. It's quite difficult to keep track of all comments and suggestions that are scattered around many different threads. I suspended my work on the Mission Launcher. The main reason is, that a new mission launcher is currently under development by @Feda and I did not want to make something duplicate, which would work in different way and be incompatible. I still want to get in sync with Feda's mission launcher and make a support for it, and add even more support for loading modded files in the editor. Finally, after all, I decided to imlement @D2k Sardaukar's request about random background map for painting sand and rock (see https://forum.dune2k.com/topic/27824-map-and-mission-editor-finally-a-small-update-after-all-version-13-released/?do=findComment&comment=396039). Finally I got an idea how to reasonably implement this into the program. Thank you very much for these words. Seeing a new and active member in our small community is actually a motivation for me, who knows whether anyone else like you will yet appear. I hope you still get a new breath and continue making good quality missions, like the one you started up with. Having better tools and work getting done easier can be a good motivation for you, too. And here comes the most interesting part: The list of changes and new things in this version: Added: Mark Wall & Concrete owner side feature. Available as 4th toggle button "Own" below minimap (or Ctrl+W). "Show unknown specials" option was moved under Settings menu. Added: Map error check for Refineries per player limit (10 max) Added: Total column to map statistics (now it's easier to get total amount of structures in a map) Fixed: Map statistics grid scrolling with mouse wheel Added: Player names loaded from "config\players.ini" file are used in all places in editor and no longer hardcoded Added: Minimap colors for buildings and units are loaded from game's COLOURS.BIN file. Original COLOURS.BIN file is shipped with editor. Changed: Allegiance buttons on Mission settings window are changing in this order: Enemy -> Ally -> Neutral Added: Defence areas can be selected directly from map. A button will appear when you select a defence area in AI editor. Added: Use random paint map feature. Predefined 128*128 background map of clean sand and rock is used for painting. The advantage is better distribution of random sand/rock tiles and more natural look. Can be turned on in Settings. Fixed: Spacebar was not always working for switching from block preset window to tileset window Fixed: Filling of area surrounded by spice with spice Added: Remap tiles feature Added: A simple mission launcher Added: "D2k Mapping Manual" document As before, I would like to ask you to go through the list one by one, and verify whether everything mentioned got fixed and it's working as expected. Thank you. @Feda I will still need to get in touch with you, regarding addition of new fields related to new mission launcher. I need to understand exactly how it's going to work.
    1 point
  45. Do you mean this image? Or bene gesserit mentat sprites?
    1 point
  46. 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
  47. I have made my own dune stories with commanders that don't exist in the same paradox but are very impressive. The method I used was 2D objectifying art in dune style armor and in many regions my nation with the Harkonnen conquers all paradoxes with my exactor science. Gordon Dark Shnider Also originally a Harkonnen Ruler and Advisor in the High Commanding General Rikes that shares with Ecticon his commander rikes and his conquering strategies along with battle formation and new units. He leads the from his own deadlier version of the assault tank, the Demonstrator I which has tri cannon that could demolish enemy territory. Assault Tank (The Devision Panzers Tank) The assault tank is a very fast tank with heavy armor and armed with an assault cannon. Which means it takes 8 cannon shells to be destroyed instead of 4 hits to making this tank a good front arms tank. Similar to the original assault tank found in the Emperor's Battle for dune. I also conquer in text based conquest/skirmish. Are you interested in this type of gaming? A freestyle text based conquest in a hosting server, if you're interested I can give you any props you request in this field. A friend of mines has chosen the old Dune the battle for Arrakis style for his RP so this has given me an offset for my original unit making style. It isn't dune but it is quite an interesting game.
    1 point
  48. Wasnt Nav the first to get a life ban ?
    1 point
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