Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 07/04/2021 in Posts

  1. See here for the blog post. Which has a changelog. Full change-log can be found here
    3 points
  2. 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_2022-06-30.7z D2kEditor version 2.11 with support for the new game features: D2kEditorv2.11.7z Feature list: 1) New mapping possibilities - You can place any building (even specific version - i.e. Atreides, Harkonnen, Ordos) for any side with special values from range 8192 - 16383. The building type, side and other properties are coded in special value directly, no need to set them up in TILEDATA.BIN. D2kEditor provides GUI in the new Advanced structures mode. - You can place refinery which does not receive new harvester delivery upon starting a mission - You can place specific building as primary - For turrets, you can specify initial barrel direction (4 directions: up, right, down, left) - Tagged property: for use in events which refer to specific building(s) - You can place any unit (even specific version, i.e. Atreides, Harkonnen, Ordos tank) for any side with special values from range 16384 - 32767. The unit type, side and other properties are coded in special value directly, no need to set them up in TILEDATA.BIN. D2kEditor provides GUI in the new Advanced structures mode. - You can specify initial unit direction (8 basic directions) - You can place any unit as stealth - Tagged property: for use in events which refer to specific unit(s) - You can place static crates with special values from range 32768 - 65534. D2kEditor provides GUI in Advanced structures mode. - You can directly place thin spice, thick spice and real destructible concrete for any side out of the box as a direct tile property without use of any special value or tiles with specific pre-set tile attributes. You can place any building or unit on top of them. 2) Crates system - Added support for static pre-placed crates in maps + extended crates functionality and customization - Crates can be pre-placed using special values - You can place any crate/spice bloom types using any of 8 available graphics (4 crate sprites, 4 spice bloom sprites) - Extended Cash crate: Can give you customizable amount of money (multiplies by 100) - Extended Explosion crate: You can specify which "weapon" is used, crate can be detonated by shooting on it - Extended Reveal map crate: It can reveal a circle (same as Reveal map event) in relative position near to the crate - Extended Unit crate: You can specify which unit exactly it will give, for infantry it can give either 1 or 5 - Extended Stealth crate: Has more unit-powerup functions (heal unit, change unit type), customizable range and pickup animation - Extended Spice blooms: More spice bloom types (classic, instant circle/square, Dune 2 style) and customizable range - New crate type: Execute event! You can go wild and execute any event or chain of events you like. - Fixed disappearing crates and spice blooms when AI-controlled units are nearby. AI can actively collect crates. - AI won't collect customized explosive crates or crates with image 4 - How to use extended crates is described below 3) Events system 3a) General changes - Extended limits to maximum of 1024 events and 256 conditions (needed to extend MIS file format) - Added "Auto-block" and "Blocked" event property. If "Blocked" flag is set, the event won't execute even if all conditions are true for that event. If "Auto-block" is set, then event will automatically block itself when it is executed. The "Auto-block" is basically "Execute once" behavior without using an additional "Flag" condition and "Set Flag" event, the flag is integrated into the event itself. - Added "or" mode into event's condition list (event will trigger if at least one condition is true) - Added "generic value operation" option to some of existing as well as new events of type "Set Something". You can not only set the property to a static value, but also add or substract from existing value. There are many different operations such as multiply, modulo, cap min/max, bit operations as well as randomization operations. - Added "generic data manipulation" events which are generalized events of type "Set Some Property". For example instead of "Set Build Rate" event you can use a generalized event "Set AI Property" where you can select any AI property you want to change from the list. - Added "object manipulation" events with "object filters". You can do specific actions on Units, Buildings, Crates and Tiles, and you can easily select which objects should get affected using filters with many different criteria. For example you can select units with the position on map, unit type, health, and many different properties. You can combine more criteria with an/or operators. - Added debug events which can show internal data in real time on screen. These are just for development and testing and are there to help understanding internal game logic and troubleshooting. For example "Show Unit Data", "Show Building Data" etc. 3b) Original event type changes Starport Delivery: Added "Delay" parameter (T minus messages will play during that time) Allegiance: Added "Both-sided" option so you can change diplomacy in both directions within a single event Play Sound: Can now have two types: "Global" (original behavior) and "Point" (will make sound at specific coordinates) Added Force option (only for Global sound), which will forcelully stop currently playing sound Set Cash: Should work without crashes Set Tech: Added option to immediately update available buildings and units Set Build Rate/Attack Building Rate/Tech/Cash: added generic value operation Reveal map: Radius 0 (reveal whole map) will properly reveal radar map Show Timer: Changed to "Set Timer", added generic value operation Show Message: Customizable message duration (the Unknown value is now used as duration in ticks) Added "Sound mode" parameter (default sound, no sound, custom sound selection) Added Reference ID, positioning, color, and type-on mode (see New messages system) Unit Spawn: Added "Facing" and "Tag" parameter for initial direction and tag 3c) New event types Switch My Side: You can now change the side you play as (like the Debug feature) in the middle of mission. You can also turn off AI on side you switch to and turn on AI on side you switch from. "Reveal Base" option will also reveal tiles seen by buildings of the target side. Hide Map: Hides all map (like Hide Map crate type). If executed periodically, it can be used to simulate "Fog of War" mechanics - useful to mimic "darkness" (like inside caves). Un/block Event: Changes the "blocked" state of specific event Damage Tiles: Will cause damage to specific tile, like it was hit by specified weapon, without shooting a projectile. "Player": The side which gets score for killing buildings/units. "Pixel position": Pixel-precise target coordinates: [16 , 16] = center of tile, [0 , 0] = top-left, [31 , 31] = bottom-right "Rand. spread": Random inaccuracy (like Death Hand) in X and Y axis in pixels (32 = 1 tile) "Spread type": Random distribution in either square (rectangle) or circe (ellipse) shape "Hit explosion": Whether to show weapon's hit animation at target point Add Unit: Add a single unit at specified place. The unit can move in any direction after it is spawned: "Random": works is same way as when a building is destroyed/sold and infantry coming out of it will move in random direction Specific direction: works in same way as when a unit comes out of barracks/factory Add Building: Adds building at specified place. You can add building either with or without concrete, either instantly or with buildup animation, and also add refinery without a harvester coming with it. Add Projectile: Shoots projectile of a specific weapon from source position to target position. Source position is always center of specified tile. For target position you can specify "Pixel position" and "Rand. spread" in same way "Play sound": Whether to play weapon's firing sound from source tile Note that the distance from source to target is limited due to computation limitations to about 70 tiles. Add Explosion: Makes an animation at specified position. "Player" will specify color of deviator dust. You can specify "Pixel position" and "Rand. spread" in same way. "Play sound": Whether to play explosion's sound from the tile Add Crate: Add any type of crate during game. "Ext. data": Extension data, have different meaning for each crate type "Respawns": Number of respawns of Spice Bloom Spawner "Expiration": Time in ticks after which crate will disappear or spice bloom rises/explodes Add Concrete: Add concrete for specific side. If "Tile bitmask" is zero, it fills specified area with concrete (only buildable tiles). If "Tile bitmask" is nonzero, it places concrete of defined shape (up to 4*4 size, only buildable tiles) and reveals the tiles. Spice Bloom: Simulates explosion of a spice bloom crate at specified place. Shake Screen: Shakes screen for specified duration of ticks Center Viewport: Centers camera view at specified place. If executed periodically, it locks the screen. Change Map Block: Changes tiles at specified place to different tiles. Maximum is 12 tiles in single event due to data size limitation (i.e. 4*3 area, 2*6 area). If the target tile is not buildable, buildings and concrete on it will be destroyed (except buildings which do not require concrete). If target tile does not have "drive on" attribute, vehicles on it will be destroyed. If target tile does not have "walk on" attribute, infantry on it will be killed. If target tile does not have "sandy" attribute, spice on it will be removed. If target tile has "occupied by building/unit/infantry" attribute, units on it will be killed respectively. Tile attributes will be changed to target tile's attributes, but building/unit owner will be preserved. Transform Tiles: Similar to "Change Map Block", but you can globally change specific tiles across whole map into their target counterparts. You can specify up to 6 "from-to" tile pairs. Add Building Destruction: Simulates building destruction animation + spawns debris (technically adds a building and destroys it immediately) Activate Timer: If an "Interval", "Timer" or "Random interval" condition is set as Inactive, this event will activate it. The condition starts counting its time from the time of activation rather than from start of mission, so you can make a specific delay after some event happens. If already active condition is activated again, it resets and starts counting again from time of activation. So you can make repeatable chains of events. Remove Message: Remove a message with given Reference ID or multiple chat messages. Set Message Color: Change a predefined color. Also affects all currently shown messages using that color. There's support for fancy effects like gradient colors or color changing in time. Side manipulation events (40-45): Transfer Credits, Set Building Upgrades, Set Starport Stock, Set Starport Cost, Change Starport Unit, Show Side Data AI manipulation events (46-47): Set AI Property, Show AI Data Memory manipulation events (48-49): Set Memory Data, Show Memory Data Unit manipulation events (50-59): Destroy Unit, Damage/Heal Unit, Change Unit Owner, Change Unit Type, Set Unit Flag, Set Unit Property, Select Unit, Airlift Unit, Show Unit Data Building manipulation events (60-69): Destroy Building, Damage/Heal Building, Change Building Owner, Change Building Type, Set Building Flag, Set Building Property, Select Building, Show Building Data Crate manipulation events (70-73): Remove Crate, Pickup Crate, Set Crate Property, Show Crate Data Tile manipulation events (74-79): Change Tile, Set Tile Attribute, Set Tile Damage, Reveal Tile, Hide Tile, Show Tile Data Order events (80-109): You can make orders like a player would do with mouse and keyboard input, like ordering units to move, attack etc., repair, sell buildings etc., as well as clicking on sidebar to build buildings, units, upgrades, order from starport etc. Before making some orders you need to select units/buildings you want give order to. Use in combination with "Select Unit" or "Select Building" event. When order is given, the selection can be restored, so it would not interfere with player's interface. 3d) Original condition type changes Interval: Added "Inactive" property (can be activated/reset by "Activate Timer" event) Added rule "intervalsAreOffByOneTick" which is "Yes" by default to keep vanilla behavior. If set to "No", the times specified are exact times without need to substract one tick. Timer: Added "Inactive" property (can be activated/reset by "Activate Timer" event) Added "Shift" property to be used with "%" operation (triggers always "Shift" ticks earlier) Spice Harvested: Added possibility to specify a side to check for its credits (vanilla supports only My side) Added possibility to check for total credits, cash, spice or spice storage 3e) New condition types Random Chance: Can evaluate as True or False based on randomness. Has three parameters: "Range", "Min value" and "Max value". A random number within specified range (from 1 to "Range") is generated and condition is true if the generated number falls between Min and Max value. The generated random number is shared by all "Random Chance" conditions at same time, so you can make "multiple choice" behavior with each option having its probability by using multiple conditions with adjacent ranges. The condition can work in two modes: "dynamic" and "fixed", determined by "fixed result" parameter. If it is set to 0, then each tick a different random number is generated so condition evaluates differently each tick. If it is set to a nonzero value, then the random number is generated once in the beginning of mission and condition gives always same result through whole gameplay. Different "fixed result" value uses independent fixed random number. Random interval: Works in similar way as "Interval" condition, but instead of exact delay between runs you specify "Min delay" and "Max delay". Different delay is picked randomly within the range for each run. After "Start delay" passes, condition does not trigger, but there's also additional random delay before the first run. Can be activated/reset by "Activate Timer" event. Diplomacy: Check for current diplomacy between any two sides Difficulty: Check for current difficulty setting (easy, normal or hard) Object/environment checking conditions: Check Units, Check Buildings, Check Crates, Check Tiles Very flexible conditions where you can use same criteria as with object manipulation events. Spice in Area: Check how much spice blobs are left in specified rectangle area in total (thin = 2, thick = 4) Damage in Area: Check for sum of total damage caused to tiles in specified rectangle area Side-related conditions: Power, Building Upgrades, Starport Stock, Starport Cost, Starport Pick, Starport Delivery, Sidebar build icon status conditions: Building Icon, Unit Icon, Upgrade Icon Stats conditions: Spice Harvested, Units Built, Buildings Built, Units Lost, Buildings Lost Units Killed, Buildings Killed Generic data conditions: AI Property, Memory Value 4) Bug fixes - Fixed: Building upgrade tooltip now shows correct cost for easy and hard difficulty - Fixed: Exploding barrel, sardaukar and grenadier death damage is now properly dealt in the middle of building/unit - Fixed: Missing devastator self-destruct sound - Fixed: Damaged unit speed (units with red health bar are now slower than units with yellow health bar) - Fixed: MCV could be deployed on crates - Fixed: Error messages when winning/losing as side > 2 - Fixed: Infantry rarely remaining invulnerable after being released from a destroyed building - Fixed: AI getting stuck in infinite loop building and cancelling concrete when it's about to (re)build a building - Fixed: AI starting building upgrade with zero credits causing upgrade stuck in HOLD state - Fixed: AI losing ability to order units from starport after it tries to order a unit with low cash - Fixed: Practice AI won't go/turn off berserk mode if it receives a MCV later during mission - Fixed: Increased the message duration to 400 ticks also for built-in messages (neutral became hostile etc) - Fixed: In-game briefing UI lockup, custom briefing will always show for any mission number or side - Fixed: When you change side you play as using Debug menu, it will restore to original after restarting map (does not work when you save game with the side changed and load it back) - Fixed: Excluded OPTIONS.AUD and SCORE.AUD music tracks from random music rotation - Fixed: Exploding barrel building should not deal damage when it is sold or captured by engineer - Fixed: When some units are picked before placing order and starport is sold, the credits are returned twice - Fixed: Returning wrong amount of credits from cancelled second and third building upgrade - Fixed: Units keeping firing on allied sandworm even after it was killed and put on sleep - Fixed: Sleeping sandworm should not take damage - prevents turning neutral to hostile - Fixed: Tile attribures not properly set after removing buildings not requiring concrete - Fixed: AI units getting stuck on targeting a cloaked unit (when doing harvester protection) - Fixed: When tech is lowered by event, running building upgrades which are no longer possible should get cancelled - Fixed: Improper cursor over enemy building when only armed engineer/saboteur is selected - Fixed: Improper cursor (engineer/saboteur/sell) when building has infiltrated flag - Fixed: Missing check for unit type availability when ordered to build such unit type - Fixed: Do not target invulnerable carryalls which bring a delivery - Fixed: Sounds with cooldown not playing after restarting or loading game 5) Extensions and improvements - Extended maximum length of in-game briefing loaded from mission ini file (from 4096 to 65536 characters) - Added support for different type of infantry released from destroyed/sold building for different side (This is driven by Owner side setting for unit types - the first infantry owned by a side matches) - Added custumizable max. number of infantry to be released from destroyed/sold building and customizable chance (This is driven by "infantryReleaseLimit" and "infantryReleaseChance" rules) - Preserve original tiles beneath spice, concrete and building skirt tiles after spice/concrete/building is removed - Concrete pre-paced on map using specific tiles having "concrete" attribute will be indestructible - Spice works properly in tilesets where spice and buildings can be placed on same tiles (i.e. Red Alert) (you cannot place buildings on spice but can place them where it was harvested, spice blooms won't create spice underneath buildings) - Added rule "buildingsAlwaysNeedPrerequisites": if turned on, a building will be available to build only when its prerequisites are present, and become unavailable when its prerequisite is destroyed or sold (like how it works for units). - Added rule "returnCreditsToSpiceStorage": if turned on, credits from cancelled builds and starport orders will be returned as spice into silo storage capacity (if not enough capacity, remaining credits will be given as cash and won't be lost). This makes the starport exploit unusable. Does not apply to selling buildings and bonus cash crates. - Added new AI property "DontFaceUnitsAwayFromConYard": if turned on, units for a side with active AI won't be set to face away from construction yard at the start of mission. - Guard mode radius can be customized by map rule "guardModeRadius" - Always show radar map if rule "alwaysShowRadar" is set to true - Made all tiles count tile damage (previously it was done only for sand and rock tiles) - Crates can be picked up by a carryall dropping a unit on them - Allow infantry to move on tile where some infantry is already standing (with Alt key) - Made top row of map buildable - Added new rules for customized cost and build speed percentage for Easy and Hard difficulty: "costPercentageEasy", "costPercentageHard", "buildSpeedPercentageEasy", "buildSpeedPercentageHard" - Increased sound size limit (.WAV file inside SOUND.RS and .AUD file) to 512 kilobytes - Added rule "uncloakRemainingStealthUnit" to toggle this functionality - Added unit and building terrain restrictions. That makes possible to allow placing buildings / moving units only on specific type of tiles (defined by terrain type attributes), like for example water. - Added Max Distance setting on buildings to define how far it can be built from existing side's structures. - Added force option to Play Sound event and Show Message custom sound, prevent non-forced sounds from being lost 6) New messages system: - Messages can have a reference ID, used to replace a message with another one with same ID or remove message. - Messages with nonzero reference ID and zero duration will last forever (for zero ref. ID duration is 400 ticks). - Messages can be positioned anywhere on screen, with defined horizontal and vertical alignment. - Maximum number of messages shown in chat can be changed by "maxChatMessages" rule. - Added Type-on mode: message is typed on screen letter by letter. - Added colored messages: message text can be shown in one of 16 predefined colors. - Multiple colors can be used within one message by changing color with special character (^) followed by number 0-9 or letter A-F to select one of 16 possible colors. - A predefined color can be changed dynamically by "Set Message Color" event, which affects all messages using that color. There's support for fancy effects like gradient colors or color changing in time. - Maximum total number of messages that can be shown at same time is 32. D2kEditor Version 2.1 changelog ------------------------------- Added support for newly implemented features in singleplayer game modding. Added: Advanced Structures mode (place any unit, building or crate on map, with additional properties) Added: Extended Events and Conditions UI for new game features, made events configurable with ini files, increased event and condition limits Added: Convert structures to advanced mode option Added: Structures editor: Added unit upgrade type field Added: Export and Import Events feature Fixed: Sound name lockup Added: Mark events using negated condition with different color Added: Marking of events and conditions of selected type Changed: Increased sound size limit from 64kB to 512kB D2kEditor Version 2.11 changelog ------------------------------- Added: Deactivate Ctrl+X shortcut when on Briefing text box Added: Show empty lines in event/condition lists. Controlled by "EventGridShowEmptyLines" setting in D2kEditor.ini. Added: Unit and building terrain restriction fields in structures editor (new features in Dune 2000 mod) Added: New event types and rules (new features in Dune 2000 mod) How to place crates with special values: How to use building and unit terrain restrictions: 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
  3. I have made a Dune 2000 Campaign with Custom Content. In order to play it just copy the contents in your Dune 2000 folder and use the Mission Launcher to play them. The GruntMods or Dunemaster version of dune 2000 should work fine with the modded content. Here are the 2 versions of Dune 2000. Gruntmods: https://gruntmods.com/dune_2000_gruntmods_edition/ DuneMaster: https://dunemaster.webs.com/files Here are some screenshots Atriedes Chapter: Done Atreides Missions playthrough Ordos Chapter: Work in Progress Mission List Mission 1: Done Mission 2: Done Mission 3: Done Mission 4: Done Mission 5: Done Mission 6: Done Mission 7: Done Mission 8: Mission 9: Mission 10: Harkonnen Chapter: Not started yet Mission List Mission 1: Mission 2: Mission 3: Mission 4: Mission 5: Mission 6: Mission 7: Mission 8: Mission 9: Mission 10: Mission 11: Mission 12: There is the all the content including the maps and custom content: https://drive.google.com/file/d/14oCxvtUFzDjoogac8CFflTX0RbZU91d_/view?usp=sharing I hope you have fun.
    2 points
  4. Hello everyone, I forked @segra's DuneMaps and ported it to Linux: https://github.com/fonic/dunemaps
    2 points
  5. For the first time; I am releasing a Coop Campaign, mean to be played by 2 humans. Keep in mind that this is not a made from scratch, but instead, I picked my "Herectic alliances" Campaign (which presented an Ally AI for all the missions) and I transforme it into a proper coop campaign. The herectic alliances mission 9 is more open than the original mission, now you can attack different enemies instead forming a big bottleneck as the vanilla mission was. Also, one of the herectic alliances mission wasn't suited for 2 humans, so I remove it and instead added a different mission from another campaign (so this is still a 9 mission campaign). I took in consideration that two humasn harverst more, so there are lots of more spice everywhere, both players and enemies. STORY: Well, since online/coop games doesn't have any sort of briefing and I don't want to add extra .txt files to read for every mission; the generic story goes on how the Ixians started to conquer Dune, and they all already defeated several strong Houses on their path. It's up to the last 2 sides that can still hold to pushing back the Ixian invasion into their own capital and defeat every one of them. CAMPAIGN: This campaign just reuse most of the events, like reinforcements, spanws and so on, but several parts have been oversimplified as they don't made sense for the coop. However; I altered multiple things, mostly on the terrain so the 2º player (or even both at the same time) has enough room to deploy a full base. This is a comparison: vanilla mission -- Coop version Same map and terrain but bigger, also there are much more spice so two humans can still get money in the long run. Enemy ais also get bigger mine field to harverst. About the objetive of every mission, there will be a message appearing at the very beggining of the mission that will write "destroy the Ixian base" or "protect the Smugglers". There is no really other objetives than either destroy the enemy or defending your ally (or both), avoiding specific objetives or goals. Even for secondary objetives such as "build the starport to get extra deliveries", instead writing them off, the player that gets those units for free will beging the mission with the Starport already placed on the map. This also makes this mission not set up in a mirror match up, as most of the time (but no always) the player 1 will start with the CY and several units, while the player 2 may start with certain structures there, and probably much less units or even with a lower amount of credits than the other player but, in return, it gets those free units later in the game. The enemy Ai values are very similar on what the enemy used to have in the vanilla campaign, although considering that there is a second human player (more usefull than an AI) I made the enemy to increase their speed production after all/most the enemy drops are done. HOW TO SET UP GAMES: I tried to be as simple as possible, and as clear as possible, so I don't want to bring a ultra-high explanation or plenty of screenshots to set up every mission. Instead, the name of the maps will tell you exactly what kind of IAS you are to face. Like this: Ixian Invasion 1 [Coop 2P] (Easy) Vs 1 Ixian This means that on your lobby, you need to set up 1 enemy AI that will be "Atreides" and will wear the light-brown color. Or this: Ixian Invasion 4 [Coop 2P] (Easy) AND Smugglers Vs 3 Ixian This means that after the 2 players, you need to place 1 Ai that plays as Ordos wearing the dark brown-smuggler color, and then 3 more Ais, all of them being Atreides and wearing the light-brown color. <-- It is important that the "smugglers" are before the "ixians", because you will have a 3º ally on a couple of missions. If you are wondering about what the players should chooose... There are no restriccions! Players can play as Atreides, Harkonnen or Ordos with no limitation. The only thing that it is "banned" is the use of the dark-brown, reserved for the smugglers and the light-brown, destined for the Ixians. It's suggested that people use canon colors (Atreides blue, Harkonnen red) and always the same houses just to feel like you are indeed playing a campaign that last for multiple missions; but you can use your imagination and pretend that Atreides and Harkonnen do an desesperate alliance just to defeat the Ixians... or you both can play as Atreides in blue and Atreides in grey (Fremen); or Harkonnen red and purple (imperials) or as Ordos in Green and Yellow (mercs) and pretend that you are the only alliance that has been not defeated yet by the Ixian assault. The reinforcements the player will get, and even the initial units may vary depending on what the player choose: So if a player with a free-loop delivery pick Atreides, you will get 2 Atreides Combat tanks, 1 missile tank and 2 Trikes; But if the same played chose Ordos, then you will get 3 Ordos Combat tanks and 2 Raiders instead. <--- 3 reinforcements are scripted, player will get only one of them based on which version of the CY you started playing as. As an extra note: Ordos always get a slighly early advantage over the other 2 houses. It could be some extra initial units, or a few raiders instead light infantry, or even 500 more initial credits. Nothing crazy, just a small early advantage. OTHER OPTIONS TO SET UP: things like "tech - credits - units" it doesn't matter, the .ini will give every player their thing; sometimes the first player will start with 6000 credits while the second player with 4500 (because it has some structures already there). You need to activate sandworms or else it won't appear even if I tried to forced them into the game. there is only 1 sandworm per map, so nothing crazy. I suggest to keep active the turrets, even if for challenge purposes you don't want to use them; at least gave the AI the option to rebuild them. EASY AND HARD DIFFERENCES: Two difficulties have been added, one intended for people that simply want to play this coop campaign with a friend for fun, and the other for more skilled players. Easy: The missions are pretty much the same as the originals. The enemy Ai values are roughly the same as they had (or a bit slower-faster); after all the enemy carryalls have stopped dropping units, these ais will increase their speed production. Anything else is the same. Hard: Enemy Ai has be altered to build really fast on most of the situations. Enemy reinforcements or deliveries may be bigger, or may have extra units and/or turrets around the base even for maps where the tech is not enough to build turrets. Sometimes the ais have more factories or an extra CY; it depends on the map itself FINAL NOTE: I didn't play this on coop with anybody, although I checked as much as I could, and I ran small personal tests checking if the player gets the proper version of the combat tank based on the CY/starport or whatever script. So if there is any big error send me the report; I check every mission like 10 times (and everytime I fixed something that it was wrong). However, I don't fully understand how the online-thing goes; so I don't know exactly what will happen with the smugglers, although for the most part they are only a small ally but they still get use of the "enemy build faster on the hard version" and things like that. FILES: Coop Campaign Ixian Invasion Easy & Hard.rar Both difficulties are added to the zip. All share the same name but "easy/hard"
    2 points
  6. Not much to go on in the trailer but the Steam page has more details.
    1 point
  7. Reviews like this will protect my free time well.
    1 point
  8. Hello all, I moved the website that I previously had at duneii.com to a more long-term subdomain... duneii.nahoo.net plus I redesigned (the old one was a mega-table design) and added a lot more content too. I did try the dune2k.com contact form but it sent me to a blank white page on submission... so have a look at that. If you want your Dune II website listed there, please send me a reply here or through the website. I want to have something there for the long term that can be used by the community.
    1 point
  9. A new run - Day 7 at 12:00 a.m. This is a 21.0-hour improvement over my last run, mainly due to optimization of my military campaign - new route, leveraging fast travel to fight on multiple fronts in Arrakeen and Tsympo, grinding for Harkonnen Captains to avoid having to espionage a few fortresses, and expending an extra two troops to defeat Arrakeen-Tabr and Arrakeen-Timin faster. More details in the video description if anyone is interested. One interesting discovery I made during this run that I haven't seen described elsewhere. There are at least a couple instances where you can fast travel between locations in one direction but not the other - (i) Bledan-Timin -> Bledan-Tabr takes no time, but Bledan-Tabr -> Bledan-Timin takes one time period, and (ii) Haga-Clam -> Haga-Harg takes no time, but Haga-Harg -> Haga-Clam takes one time period. You can shorten the Bledan-Tabr -> Bledan-Timin and Haga-Harg -> Haga-Clam trips so that they take no time as well. When using either a worm or an orni to travel from one of the starting fortresses (Bledan-Tabr or Haga-Harg) to one of the target fortresses (Bledan-Timin or Haga-Clam): When selecting the destination on the map, click on the desert - not the actual target fortress - in the general direction of the target fortress; Travel ~10 seconds so that you move a little closer to the target fortress; "Change destination" to the target fortress; and "Skip to destination." See 1:22:40 of my video for an example. I'll post here if I find more trips where this works. Note that I use CD-ROM version 3.8 - haven't tested this on other versions.
    1 point
  10. Comparison between the Atreides and Harkonnen bases: And their units:
    1 point
  11. 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!
    1 point
  12. here is my second for dune 2000 you play as Atreides you have your main objective and an optional one have fun The assault at the Emperor base.rar
    1 point
  13. I played this mission and I want to tell people that it is a good designed map. The mission, which it is played in a traditional way, it has a combination of enemies that will attack both the player and you ally. The ally may need protection but it is a competent ally that will help you a lot to defeat the enemies one you get the advantage.
    1 point
  14. Er, DUNE38S*.SAV ? I didn't know about that version, only 21, 23, 37 for a long time and more recently 24. If that isn't a typo, then people implementing save game editors, be it the one linked by Dmitri Fatkin above or mine ( https://github.com/debrouxl/odrade ), will be pretty interested in getting a copy of these save files, to add support for this version to the editors Indeed. I was surprised by how large the impact on overall time of that cheat was. Without using it, I never managed to finish the game (which always includes full travel to all sietches, in my runs) before day 23. With it, I reached the morning of day 17, as mentioned above, and I had ideas for saving several periods. That's correct. I've been using that strategy for years, to destroy a subset of the fortresses - weakening them before finishing them, with or without a massive attack. All of the main army troops use ornis, as does the single, orni-equipped army troop which performs espionage on most of the planet ahead of time. Whoa, day 10 ? I can't watch much of this video right now, and I don't watch many videos in general (especially not long videos), but I suppose I will watch it at least partially Did you eventually enter all sietches on the whole planet, including the 5 ones which aren't uncovered by talking to Liet Kynes (well, at least in the versions of Dune I'm used to), and recruit all troops ? That easily adds a number of periods, even when not visiting all of them at once: the sietch closest to the Haga fortresses can easily be visited a bit later, on a Carthag <-> Haga path. Clearly, you must have used ornis for your army troops as well. I suppose you used smugglers much more extensively than I usually do, and more army troops. Do you use fast troop moves, where using A -> C -> B intermediate sietches for the movement can save some time over direct A -> B moves ? EDIT: you seem not to have used the fact that restarting the game in the mirror room saves a period - the day and time restarts at day 1, 7h30 instead of the day 1, 9h00 when entering the game.
    1 point
  15. Well, to explain this. D2kEditor 2.0 is "vanilla"-compatible version, which does NOT include my patches and additions into game, like new event types, advanced structures mode etc. So it does not include event_types.ini because that was not a thing in v2.0. After releasing 2.0 I started working on 2.1 which is basically 2.0 plus additions related to my game patches and features. This version is constantly in development and still changes over time. I make a release into this thread https://forum.dune2k.com/topic/29411-dune-2000-singleplayer-game-patching-new-features/ once I finish some stage in my development. So... 2.0 is the finalized and stable version which can safely go to D2K+ site and I'd be happy if that happened. 2.1 is under constant development and changes often, so I'd keep releasing it here in the forums. The latest available dune2000.exe along with corresponding version of editor can be found in the mentioned thread.
    1 point
  16. Thank you for playing!! I'm so glad to hear you got it working and enjoyed the first mission. If you need help with future missions, please do feel free to stop back any time!
    1 point
  17. Yeah I also found that Magic mod a while back while I was doing my huge fantasy and scifi Civilization scenario search and it sounded interesting but sadly was for an ancient version of FreeCiv. There's a Alpha Centauri inspired one for FreeCiv as well that looked cool but like most FreeCiv mods they become broken quickly due to new version releases and modders just lose interest and gave up sadly. If only FreeCiv was more modder friendly. Anyway yeah it's a shame that mod didn't inspire someone to do a full branch off separate from regular FreeCiv development for a 'FreeMoM' like game as that's what happened with the FreeCol project. It used FreeCiv as a base for a Colonization remake and then broke away for form its own project and 20 years later it barely resembles FreeCiv (for better or worse haha).
    1 point
  18. Just got back from seeing the movie. Still digesting it. Also all the dust that was on this account, cough cough hi folks. There were things I liked, things I didn't. Spoiler-free overriding thought is that I'm not sure it will be accessible enough to make money, no matter how much the critics are fawning over it.
    1 point
  19. In addition to the Mod Overview above, I've been streaming this campaign and slicing the vods for historic record on YouTube - so if people are having difficulties getting past missions etc. they can have a look at it, playlist link below (so far includes Atreides & Ordos campaigns, should contain Harkonnen by end of next week as well!)
    1 point
  20. Hi everyone! Wanted to play the campaign in the game so bad, but couldn't for the life of me get it to work. The game played nicely in skirmish, but I would get error when trying to play campaign. The game wouldn't want to load the discs, even though the correct disc was inserted. So i tinkered a little with the files and from where I did the installation. So I figured I'd rip my original discs with the safedisc area, and then edit the installdisc (EMPEROR1) with the W10 fix setup file. That enabled me to install the game from disc, and run the campaign as intended. And since I couldn't find this solution/"kit" anywhere I thought I could share it with you. I made the container a SFX file, but it can easily be opened with 7-zip for direct viewing of what's inside. Would recommend reading the read-me first though. I'll embed it here also. Link: https://mega.nz/file/YUU0QZxB#lcPuozoYBxd6BS_t3U61OzLqQa_QCPIgKH8f-7_ZNDU
    1 point
  21. why do I notice this thread only now? I was wondering if @nemafakeiis still around? (or how to contact him, @MrFlibble do you know?).
    1 point
  22. Hey folks, I came across ReShade in some Tiberian Sun mods and thought I would go about configuring it for Dune 2000. I put together a little video on how to do it here that may be of interest to some. ReShade is an Open Source post-processing injector that can provide some interesting graphical improvements/effects. It's highly customizable so your mileage can vary but I've also included a few screenshots below to show off a couple variations on how it can look! Screenshots:
    1 point
  23. YouTube video from the stream here checking out the Mod for any curious how it looks!
    1 point
  24. It's because modern browsers are paranoid about secure https websites linking to resources on plain old http websites. Just right-click the link, copy the link address, and paste it in a new tab.
    1 point
  25. Uh. Obviously. Dune II is a 16-bit DOS application. It doesn't run on 64-bit windows. Either use DOSBox, or look into Dune Dynasty.
    1 point
  26. Very interesting update at a glance! Looking forward to trying out more of it when back from vacay, will hopefully get to stream some!
    1 point
  27. I have been interviewed. Although 90% of my answers have not been shown... https://geekculture.co/dune-2-superfan-spends-20-years-remaking-cult-classic-pc-game/ oh well
    1 point
  28. Updated the patch: Removed all the old renderers since they're causing too many issues on newer versions of windows, it's using Direct3D 9 now which comes with some new features such as borderless mode. There are also some other new features like hardware cursor support. Also included the dplayx.dll which is fixing the "The application was unable to start correctly (0xc000022). Click OK to close the application." crash Added links to the new mission launcher and dune2000 sp patch to the first post now as well
    1 point
  29. Me too mate.. me too! Unfortunately Implodes MoM-IME project is the closest we've got to that dream. He's been making great progress lately too! But yeah if there was a whole team working on it the project would have been finished years ago. Anyway MuHa appear to be doing monthly (or at least trying to do monthly lol) developer diaries for the official Master of Magic remake... looks pretty good although some of the Wizard redesigns are not as good plus everything seems a bit bland and lacking colour compared to the original. First dev diary http://muhagames.com/dev-diary-1-june-2021/ Second dev diary http://muhagames.com/mom-dev-diary-2-august-2021/ Third dev diary https://muhagames.com/mom-dev-diary-3-september-2021/
    1 point
  30. 1 point
  31. I changed his account to a regular one so he should be able to log in again, can you let him know? The authenticator was a requirement for moderators and I thought it was skippable if you weren't using moderator functions but I might have been wrong.
    1 point
  32. After searching and reading many sites, I wish I had seen this one first. It is clear, concise, and to the point. I have copied and saved this into into my OneNote for future reference when I upgrade my computer. THANK YOU VERY much for doing this for the Dune community! You rock! Works great.
    1 point
  33. I used Project64, but you can switch between different controller plugins. This was all ages ago though; current versions of P64 handle the game better, and have more advanced input plugins.
    1 point
  34. Update from 2021-07-27: - Fixed: Practice AI won't go/turn off berserk mode if it receives a MCV later during mission - Fixed: Increased the message duration to 400 ticks also for built-in messages (neutral became hostile etc) - Fixed: In-game briefing UI lockup, custom briefing will always show for any mission number or side - Added support for different type of infantry released from destroyed/sold building for different side (This is driven by Owner side setting for unit types - the first infantry owned by a side matches) - Added custumizable max. number of infantry to be released from destroyed/sold building and customizable chance (This is driven by infantryReleaseLimit and infantryReleaseChance rules) First post edited and download link updated. Maximum map size cannot be increased, unfortunately. I'm planning to do some improvements to the events system and add some new event types, according to how much possible it is to implement and integrate into game code.
    1 point
  35. Thanks @Fey and @Cm_blast! Looks like I'm putting the New House next on the radar ! Still have to record second half of the Harkonnen campaign, bit of luck will get it done on schedule this week.
    1 point
  36. I (and others) have already dumped the industrial buildings. They're on a tab of my EXE_Data spreadsheet, which I think ended up as an extra file in my US History zip file. Beware that there are tabs for both original and modded data tables. If you do your own modding, then you'll want to copy out the tabs of the originals and then get a hex editor to go in and do your own tweaking, keeping a record of what you've changed. Note that the exact addresses of the data tables are different for each version of the executable. Mine map to the v1.56 disk version. I think somebody else posted addresses for Steam in a thread around here somewhere (probably one of the larger modding threads).
    1 point
  37. Yeah, column names were guesswork and came from multiple sources back in the day. It was not always clear which source to believe, so I may have gone with the wrong one on that column. The numbers however come straight out of the program's executable code (numbers in search of meaning).
    1 point
  38. * My vague recollection is that towns and cities need about two loads of each cargo in each 2-year cycle to help them grow. Demand softening and recovery is independent from that growth mechanism. * Industries generally conserve cargo car count, so if you supply 2 steel + 1 tire to an auto factory, then you'll get 3 cars out. * Unpatched, only the top port demand will recover. That's a bug. The simplest repair is to edit your map to put the most important trade in the top slot of the map's port definition. Other threads on this site explain how to patch ports completely, but I think they have to be fixed one map at a time. * If you are investing in industries, then you have a trade-off. You can either trade slow to maximize delivery profit, or you can trade fast so certain buildings "gush cash" (buy them first). * Pax & mail are the big money makers in the game. Sadly, cargo is usually unprofitable. However: * Haul slow heavy cargoes only short distances. Be willing to accept losses needed to produce fast cargoes that profit from longer hauls. * Also be willing to accept losses needed to supply town and cities with the cargoes that will grow your pax & mail. * Towns and cities come in different sizes, so your pax & mail "pairings" will be uneven. What you want is balance of house-count (i.e. 1 city with 12 houses can balance 3 towns of 4 each on the other side of the map). As you play, you'll become more familiar than my now-fuzzy memory, so please post discoveries and epiphanies back to your own thread.
    1 point
  39. Update from 2021-07-01: - Customizable message duration for Show Message event (the Unknown value is now used as duration in ticks) - AI won't collect customized explosive crates or crates with image 4 - Fixed: Building upgrade tooltip now shows correct cost for easy and hard difficulty - Fixed: Exploding barrel, sardaukar and grenadier death damage is now properly dealt in the middle of building/unit - Fixed: Missing devastator self-destruct sound - Fixed: Damaged unit speed (units with red health bar are now slower than units with yellow health bar) - Fixed: MCV could be deployed on crates - Fixed: Error messages when winning/losing as side > 2 - Fixed: Infantry rarely remaining invulnerable after being released from a destroyed building - Fixed: AI getting stuck in infinite loop building and cancelling concrete when it's about to (re)build a building - Fixed: AI starting building upgrade with zero credits causing upgrade stuck in HOLD state - Fixed: AI losing ability to order units from starport after it tries to order a unit with low cash First post edited and download link updated.
    1 point
  40. There is a new release and the https://www.openra.net/ website got a makeover
    1 point
  41. Worked quite a bit on the sidebar, design and interaction wise. Sneak peek:
    1 point
  42. Both zooming and mouse scrolling issues are finished now. Next up is redoing the sidebar.
    1 point
  43. I was on a holiday and worked from time to time on a zooming feature. Ie, where you can zoom in/out on the battle field using your scroll wheel. I found it a quite neat feature in C&C Remastered (and in the Golden Path dune remake). I had to dive into real old rendering code, and I really had to restrain myself from rewriting stuff (pitfal!). The result so far is that I can zoom, but rendering is far from perfect. It also is unstable. Hence, see this github ticket: https://github.com/stefanhendriks/Dune-II---The-Maker/issues/65 Screenshots:
    1 point
  44. I was given permission to post this. This is a couple of single missions done by Kipp & UL. The mission don't have any briefing as it was made with the online set in mind, but this can be played in the traditional campaign style too, I think. I added myself the side the player are mean to play as, and to trigger at random music. It has no story, so this is just a simple tower-defense kind of mission. Files: 1P Outpost Defence By Kipp & UL.rar 1P Outpost Defence By Kipp & UL (Lunatic).rar Video: https://www.youtube.com/watch?v=GlcKaSa1o3M
    1 point
  45. I wonder why that rumor speculation has yet to hit this forum: https://www.reddit.com/r/commandandconquer/comments/7bs6jz/greg_black_apparently_is_a_dune_fan_could_his_new https://www.reddit.com/r/dune/comments/7bkkw4/new_dune_rts_game_in_the_works_whod_like_that_who Greg Black is back at EA after six years in Blizzard. Hope he learned something there. Though he is apparently a Dune fan: https://twitter.com/TheGregBlack/status/920911336615186432 What are the chances of EA making a Dune game (probably a RTS) now that a Dune movie reboot is in progress?
    1 point
  46. Hi Guys. This was one of my favourite games ever back in the days. I enjoyed this game so much that I just had to create my own Savegame editor. Unfortunately I only saw this thread a few weeks ago otherwise I would have done this a long time ago. In the Editor you can Edit the Amount of Spice you have, Charisma, Contact distance, Troops with equipment and the Sietches with their equipment. Excuse my english as it is not my mother tongue. Anyone interested in the Editor? I will be happy to share. Cheers!
    1 point
  47. Well, as far as I'm aware, Saddam Hussein was not in power when Dune was written. Saddam is not an uncommon name, and Shaddam may well be an real-life extant regional variation. Herbert has acknowledged that there is an intentional parallel between water and oil. Arrakis... I presume the word Rakis means damp or similar in Arabic or another language: Arrakis was dry,then became wet Rakis, then dry Arrakis. The a- idea is presumably from the greek privative alpha.
    1 point
×
×
  • Create New...