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Showing content with the highest reputation since 06/13/2020 in Posts

  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 manu
    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 conc
    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 an
    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 mod
    3 points
  5. 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 pu
    2 points
  6. 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
  7. 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
  8. Using the full strengh of the new Feda's version of the launcher, I am here releasing my lastest Campaign. Coalition of Nobles. a long campaign with a good mix of many vs many battles, fights on your own, different areas (not just Arrakis), commando style missions that last for a while and so on. To properly apply this mod you will need the latest updated launcher, which you can get here. STORY: The Emperor challenge that made the three Major Houses to face each other it's already on the run. Nobody but Atreides, Ordos and Harkonnen will participate, but there is a group of four minor H
    2 points
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  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 direct
    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_object
    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
    2 points
  19. Single player or multiplayer? For multiplayer you need to either play a mission that has the alliances set up (maps are usually called "2 vs 4 AI" or a similar name), or you create yours, which can be done with the editor. For Single player is using the editor, a windown (F10) where you need to make every side controlled by an AI as "ally" with every other AI, this is done the same for multiplayer, although the (1ΒΊ) human will be always Atreides, and in case of multiple human players they will be "Harkonnen", "Ordos", and so on (even if in the game later every human play as Harkonnen
    1 point
  20. @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
  21. Hello, it's been a very, very long way for D2kEditor to reach the final release of version 2.0, but now we're almost there! The first release candidate version is finally out. Download: D2kEditorv2.0rc1.7z What does this mean: All features which I wanted to be included in D2kEditor are now implemented. Now you should take and use this version thoroughly and let me know if you find any big or small bug you find. The goal is to make the final release version as stable and bug-free as possible, so please report me anything that seems not to be right, or give me suggestions how things co
    1 point
  22. Hey there, D2k Sardaukar! Nice to see you again. The name is determined by the text.uib. You need to add a key that's identical to the new type name you've added, and then you need to write the name after that. You'll also need to assign the custom text.uib to the mission, if you don't replace the original entirely. Here's an example: The key on the left would be "Heavy_Inf" and the value on the right would be what you want the actual name to be, like "Heavy Infantry" or something. Adding new art and stuff is easier than ever too, so, just hit me up if ya need any help!
    1 point
  23. 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
  24. Hello all, hope you're all going well this year during the hard times. I'm back again and have some good new stuff for you: Another update for D2kEditor! This time it's relatively minor update (with nothing new related to structures editor and DATA.R16 entries manipulating as I promised last time), but still I'm bringing you a few useful and handy new features that are definitely worth it! There are important changes in loading of tilesets (loading tilesets from Mods folder is now supported, as well as using a tileset without having its configuration ini file), addition of debug window, i
    1 point
  25. 1) so in the first mission, you will have to give atreides reinforcements to destroy the harkonnens. You will also have reinforcements. "successful survival" 2)you are surrounded on all sides. Defend and prepare an army to counterattack, and the Atreides will also help you, but the Harkonen have allies. you have to destroy the base and units of the harkonen and the empire 3) we were betrayed...we were betrayed by the atreides and they are now with the harkonnens and there are mercenaries here. We'll bribe them. But it will take some time, hold out a little and we will destroy the traitors
    1 point
  26. 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 Sardauk
    1 point
  27. Ah, glad to hear it was fixed. And glad to help! For the record, the statistics still show the total amount of units / structures on the map, so that's perfectly fine for keeping on top of the limit. It's just that we didn't get an alert anymore when trying to save for breaking the limit. Good news though, I haven't noticed anything else being broken. But, I'll keep my eyes out.
    1 point
  28. 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 fea
    1 point
  29. So, for those who want to add more building and unit types via the new Structures Editor. I said that you need to fiddle with TILEDATA.BIN and modify some special values to add support for pre-placing extra building and unit types on map. Well, you do not need to, I prepared this stuff for you! I tried to make a generic TILEDATA.BIN file that can be used by anyone for any mods (that will be probably distributed with D2kEditor in same way as the previously modified file where I added support for all existing building/unit types for all sides i.e. Hark palace for Atreides). I tried to make
    1 point
  30. 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
  31. So I finally did a research on SPEED.BIN file, because I wanted to make an editor for it. This file is really small and structure is pretty simple, so finding out what it does was a piece of cake. Here is the structure: - 32 floating-point numbers (4 bytes each) - 4 strings for speed names (32 bytes each): "Infantry", "Tracked", "Wheeled", "Flying" - 128 zero bytes (probably unused) All investigation was just about those 32 floating-point numbers. And, here is the tabular visualization of them: The rows are "Speed Modifier value" and columns are speed types. And numbe
    1 point
  32. 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
  33. I would also love the new "TibEd". 😬😁 Darlax~
    1 point
  34. The issue with TibEd is that even what works currently is very poorly documented (actually not all all by the author). Right now Fey is the guy everyone goes to when it comes to how to use TibEd, since he spent the most time researching it and its bugs. There is no way to create a decent mod (which involves more than just changing the HP of buildings and basic stuff like that) without spending tons of time finding out what certain unknown bytes do, or understand what behavior really means, as it's a pretty bad word to describe that feature. A new TibEd, especially based on the screenshot
    1 point
  35. 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
  36. I get the quality of image out of the video. See the original ones are very contrasted so they look sharp in game, but the video ones are blurred which gives that different look compared to the others. I took this one from the Playstation cover image which was way more sharper and better contrast and in game it goes well with the original ones. Funny because the video shows Harkonnen as using heavy infantry yet in the game they had the same model. Makes you think they originally planned to have another model for the Harkonnen and then decided not to for some reason. I know Emperor has a l
    1 point
  37. 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
  38. 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
  39. More information on the fade (value 0, 1). It appears that the Fade to Black and Fade from Black works. The only issue is that the game uses a black rectangle to simulate the fading process. And the size of this rectangle follows the original resolution. This is what is seen on a game with the original dimensions (640 x 400) Looks like hi-res patch has some more work to do. :D
    1 point
  40. 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
    1 point
  41. 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
  42. Do you mean this image? Or bene gesserit mentat sprites?
    1 point
  43. 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
  44. You mean multiple life bans? :)
    1 point
  45. Wasnt Nav the first to get a life ban ?
    1 point
  46. 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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