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  1. 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_2021-11-03.7z Updated version of D2kEditor where you can use the new features: D2kEditorv2.1dev3.7z 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 - 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) - Extended limits to maximum of 1024 events and 256 conditions (needed to extend MIS file format) 3b) Original event type changes 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) Set Cash: Should work without crashes, added three operations: "Set", "Plus" and "Minus" Set Tech: Added option to immediately update available buildings and units Reveal map: Radius 0 (reveal whole map) will properly reveal radar map Show Message: Customizable message duration (the Unknown value is now used as duration in ticks) 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. Change Tile Attributes: You can change attributes of tiles in specified map area. Either set attributes to absolute balue, or add or remove specified attributes. Change Tile Damage: Manipulates with tile's "Damage" property. The rock and sand craters are driven by tile's damage property (the more damage the bigger craters). You can set damage of tiles in specified map area to specific value or add/substract specific amount of damage. The damage range is 0 (healthy) to 255 (biggest craters). 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. 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) 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. 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 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. 6) New D2kEditor features - Convert structures to advanced mode option - Structures editor: Added unit upgrade type field - Export and Import Events feature 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
    4 points
  2. Hi, so finally it's here, the promised big update of Structures Editor, which will hopefully change the history of Dune 2000 modding and make both experienced as well as newbie modder's life much easier! Download here: D2kEditorv2.0pre5.7z Important new features: - You can now genuinely add new buildings, units, weapons, explosions and arts without replacing existing! This has never been possible (with TibEd) until now. - You can easily change order of buildings and units - this will break up building/unit references in events, as well as AI properties, which you need to fix 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
  3. thanks fey 😋 here's a sneak peek of what's to come!
    3 points
  4. Hello, it's been a very, very long way for D2kEditor to reach the release of version 2.0, but now we're there! The FINAL version is finally out! Download: D2kEditorv2.0.7z What does this mean: All features which I wanted to be included in D2kEditor are now implemented. This version is made for the current Gruntmods edition, and does not support yet the new features I'm now patching into game (i.e. static extended crates). I will start working on version 2.1, which will be especially aimed to support the new game features. Here is list of changes done since the last release (pre-release 5): Added: When you attempt to save over original game file (map, *.bin etc.) editor will show a warning and let you choose not to save Added: When you have configured Campaign and Mods folder on your mission and attempt to save changes in structures or tileatr editor, editor will automatically save the files into Mods folder (and automatically create Campaign and Mods folder if it did not exist) Added: Structures editor will save only those files (*.bin, data.r16, sound.rs) where any modifications were made. That does not apply to Templates.bin, Armour.bin, Builexp.bin, those will be always saved regardless if modified or not. Changed: Renamed "firing flash" to "muzzle flash" Added: More "Save and test" options in Structures editor (i.e. launching a game without launching any mission) Added: In Structures editor you can view images in raw mode, as well as in player colors of any of 8 players. You can also view image palette. Added: Export and Import images in structures editor. You can import a 256-color paletted bmp image and you can import your custom palette this way. You can import building/unit icon by clicking on that icon. You can edit image's frame size and offsets. Added: You can edit Samples.uib entries in structures editor and rename sounds in Sound.rs. Added: Export and import unit voice data. It will import samples.uib entries as well as .wav files into sound.rs automatically. Added: Manuals (mapping manual, event and condition manual...) are stored in "doc" folder and are accessible from Help in main menu Fixed: Finite spice blooms now have proper names (number of respawns) in misc. object list Added: Mission launcher feature (replacing game files with files from mods folder). If you set the config "CleanUpExtraModFilesAfterLaunch" in D2kEditor.ini to true, it will automatically clean up all extra files after the game ends, so it will leave your Dune2000 folder clean and in same state as before launch. Changed: Simplified "Launch with settings" dialog Fixed: Worm spawner is now treated as a normal unit and is counted in map statistics, which now give the exact proper number of total structures in a map. Added: Crate counter (to be used when static crates are supported) Added: Automatic "Apply changes" in Events and Conditions window. You no longer need to click Apply changes button or press Enter every time you do a change in a mission or event. Your changes are automatically applied when you switch to a different event/condition, on closing window and on saving a map. Added: In structures mode you can erase structures when right button is held and mouse is moved Enjoy!
    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. 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
  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. 😂That's pretty wacky. Kinda reminds me of those oldschool 'harder' or 'redone' OG campaign maps. Amusing. I believe you were the one who requested the, uhh... event export / import behavior? Well, Klofkac implemented that in the latest version of the editor. If you plan to keep going with other maps and make them similarly absurd, events can be copied over now. So I hope that helps!
    1 point
  9. Still no luck finding these missing Civilization 2 Dune scenarios sadly. Tried everywhere I can! On the bright side I have found something else rather rare and not commonly known about. A fellow named Autumn Leaf made a Dune Arrakis scenario for Civilization 1! Until recently I didn't even think that Civ1 even had scenarios let alone a Dune one made for it haha. I tried it out and it was really fun!
    1 point
  10. 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
  11. Thanks so much for the help! Sorry for the late reply, have been busy with work but managed now to get this working and have played the first mission which was GREAT! Would love to see more missions in this format on this version!! Awesome job to all involved, thanks for taking the time out to do this and make people you have never met happy!
    1 point
  12. 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
  13. 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
  14. 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
  15. Hello everyone. As you should know already, the current Mission Launcher was created by Funky, and he was kind enough to give me the source code so I can work on it and improve it. And that is what I did. The new version of the launcher allows modded files PER MISSION, that get installed and reverted automatically by the launcher, so the player doesn't need to copy any mod files anywhere. Besides, there is also a new briefing screen, which has support for a bunch of Intel entries displayed in a popup window and a tactical map, both being possibilities to either enhance the storytelling of your campaigns or to provide tips & tricks regarding your mission. This is the release of version 1.2.0, which includes the following new features and bugfixes Features Automated mod file installation per mission, mods get reverted once the game is closed Same for colours.uib: now you can have custom colors per mission as well New UI elements for the briefing: Show Intel button and Show Tactical Map button Ability to add intel entries and images for these entries to your mission (see screenshots below) Full Changelog v.1.2.0 ======= Added support for automated mod file installation per mission Added new UI elements to the briefing view: Show Intel button and Show Tactical Map button Partially fixed flickering when scrolling long briefings Added a new campaign, with a corresponding custom campaign window: War of the Landsraad, by Feda, with 50 new missions in total Added a manual describing how to use the new features It is ALWAYS advised to create a backup of your game before working with any mods, so please do that, just in case. The launcher will also back up anything you had inside the dune data folder when you run a modded mission. You can find the backups in your <Dune2000Root>/MissionLauncherBackups. Dune 2000: GruntMods edition is recommended for this, but it should work for the DuneMaster version as well, although I haven't tested this. There is a manual included with the package, please read that for more in-depth instructions on how to use this and how to create missions that can take advantage of the new features. The Launcher comes with a brand new Campaign as well, featuring 50 new missions, 5 for the Sardaukar and 15 for each of the three main Houses. The campaign is called War of the Landsraad, and it created taking advantage of the new features. This means you can use this as an example of how to use the automated mod file support and the intel feature. As I said, all this info is in the manual as well, so read that. Download it from HERE (current version is: 1.2) For information, screenshots and other details about the new campaign, War of the Landsraad, please read THIS TOPIC For a video demonstration of the new launcher, have a look at this: https://www.youtube.com/watch?v=kHQr87vC3j8&t If you have further questions, you can talk to me directly on Discord by joining our Dune 2000 Singleplayer modding server: https://discord.gg/Adwfxxe Special thanks to Cm_blast, for testing it, and FunkyFr3sh, for giving me the source code of the Mission Launcher to work on it. Here are a few screenshots.
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  16. YouTube video from the stream here checking out the Mod for any curious how it looks!
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  17. Very interesting update at a glance! Looking forward to trying out more of it when back from vacay, will hopefully get to stream some!
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  18. Update from 2021-09-13: 2) Events system 2a) General changes - 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. 2b) Original event type changes 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) Set Cash: Should work without crashes, added three operations: "Set", "Plus" and "Minus" Set Tech: Added option to immediately update available buildings and units Reveal map: Radius 0 (reveal whole map) will properly reveal radar map Show Message: Customizable message duration (the Unknown value is now used as duration in ticks) 2c) 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 in respective way. 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. Change Tile Attributes: You can change attributes of tiles in specified map area. Either set attributes to absolute balue, or add or remove specified attributes. Change Tile Damage: Manipulates with tile's "Damage" property. The rock and sand craters are driven by tile's damage property (the more damage the bigger craters). You can set damage of tiles in specified map area to specific value or add/substract specific amount of damage. The damage range is 0 (healthy) to 255 (biggest craters). 3) Bug fixes - 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) - Exclude OPTIONS.AUD and SCORE.AUD music tracks from random music rotation 4) Extensions and improvements - 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) First post edited and download link updated.
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  19. 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
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  20. 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/
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  21. I have published a 45+ minutes playtest on Youtube with the latest (WIP) version : https://dune2themaker.fundynamic.com/2021/08/15/playtest-skirmish-ai/
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  22. 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.
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  23. 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.
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  24. https://www.reddit.com/r/Games/comments/m7ym37/dunes_forgotten_video_games/
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  25. 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.
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  26. 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.
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  27. So, according to my profile, I registered here on the Fed2k forums on 17 April 2000. This means that today marks my 20th forum birthday. And what better way to celebrate 20 years than to post a new thread on my favourite board? PRP needs some new life breathed into it. Back in November-December 2009, @Wolf posted a thread called The Next Decade and @Dunenewt posted one called The Last Decade, which were about looking back on the political events of the 2000s and speculating about what the 2010s might be like. In that spirit, let's look back on the 2010s now, and speculate about the twenties (finally, we will have clear, uncontroversial decade names again!). I actually wanted to come back to Fed2k to post a thread like this back in December 2019. In retrospect, maybe it's a good thing I didn't, because almost everything I was going to say about the 20s just became obsolete in a matter of months, due to the coronavirus pandemic. In fact, even some of what I was going to say about the 10s is a little obsolete, because what happens in the present changes how we look at the past. What I was going to say, in December 2019, was something like this: The 2010s have been a decade of economic stagnation and increasing political tensions. The decade started in the shadow of the Great Recession, which seemed to be the harbinger of great change, with movements such as Occupy Wall Street in the West, the Arab Spring in the Arab world, and the election of Syriza in Greece. But nothing came of them. The Occupy movement fizzled out (largely due to its lack of any clear goals), Syriza capitulated to the neoliberal order of the EU, and the Arab Spring turned into a harsh winter of civil wars and Islamist insurgencies, with Libya descending into Somalia-like chaos and Syria having a decade-long civil war. None of the underlying problems of global economics or politics were resolved. The second half of the decade saw the rise of the far-right, especially in Europe and North America, but even this rise has been slow. I predicted the return of fascism to the political mainstream back in 2012, and this has been happening, but very slowly. Fascist and right-wing authoritarian ideas have been growing in popularity and acceptance continuously since 2012 (and especially since 2016), but so slowly that today they are still very much on the fringes of politics. They're important enough that mainstream right-wing politicians try to appeal to them from time to time, but no more than that. So here we are, at the end of 2019, with the world not being too different from how it was in 2009. Back in 2009, I said that "for the most part, it was a decade of business as usual" and that "there was no shift in the global balance of power". That still holds more or less true for the 2010s, although less so. A few major changes in the global balance of power did happen. Crimea was annexed by Russia. The UK left the EU. China's rise, although as gradual as ever, began to have a noticeable impact. Donald Trump's presidency has brought right-wing populism to the US (as well as staggering incompetence that endangers the American empire). But overall, things in 2019 are not fundamentally different from 2009. The United States is still the global hegemon with no close challenger (although China can be seen on the horizon). Neoliberal capitalism still reigns. Revolutionary movements (of any and all kinds) have made no progress. Climate change proceeds as before. But tensions are rising. Economic growth rates in the developed world the 2010s have been the lowest since World War II. Economic inequality is the highest it has been since 1929 (and still growing). The legitimacy of liberal democracy has been greatly eroded, and populist movements (mostly of the right-wing variety) are slowly chipping away at the fortress walls of the global liberal order, which don't look nearly as invulnerable as they did a decade ago. Politics is extremely polarized in every Western country, and seems to be only growing more polarized over time. There is growing anger and discontent all around. I think future historians will look back at the 2010s as a decade of growing tensions, leading up to... something. Something big is coming. I don't know what it will be, but I know a "factors leading up to" chapter in a history book when I'm living through it. This was a decade of storm clouds gathering. I don't know what storm is coming, but it's there, just beyond the horizon. * * * * * So that's what I was going to say back in December 2019. Since then, the storm has actually begun. I expected it more like around 2025, but it's already here, now. I expected a political or economic storm - maybe another 2008-style great recession, or a far-right government taking power somewhere and throwing the balance of power into chaos (perhaps Marine Le Pen becoming French president). But instead, the catalyst for the storm came from... nature. It was a pure exogenous shock, the likes of which we almost never see in the modern world. A deadly pandemic swept across the world and shut down the global economy. We were heading for some kind of big recession anyway, but Covid-19 just upgraded it from "big recession" to "Second Great Depression" status. The 2010s will not be seen as the gathering storm now, because the storm hit abruptly from a completely different direction. Now the 2010s will be seen as the Intercrisis Period. The decade between the Great Recession and the Second Great Depression. The 20s will be interesting times indeed. The world as we knew it is over, and anything is possible. Global supply chains are fracturing, and developed countries will be forced to bring back domestic industrial production. Globalization is - at least for now - over. Neoliberalism is also dead, permanently so. The only way out of the coming Depression will be with massive government intervention in the economy. The right as well as the left will have no choice but to return to state-driven economic policies. And there will be mass unemployment, poverty, and shortages of basic goods - the kind of conditions that give rise to revolutions. I thought we were gradually headed towards a breaking point some time in the mid-to-late 20s. But the breaking point is already here. The 20s will be a decade of great change. It's still too early to tell if the change will be good or bad, but it will be great. * * * * * And of course, this leads us to the most important question: Are we still going to have Fed2k around in 2029? Well, past evidence suggests that the answer is yes: It turns out that we did. Here's to another decade!
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  28. Hey guys, Big update as it's been a while! I've been busy doing lots of searching and tracking down long lost mods & scenarios to rescue and upload (including some more Dune and C&C scenarios). I've also added some new search categories of interest to me and made some big changes to existing ones... - Merged C&C and Red Alert together to save space. - Merged Doom with Fallout & Mad Max under a new main Apocalypse category to save space & also added new Terminator, Judge Dredd, Zombies, & After WW3 to the Apocalypse category too. - Added a new Starcraft category and combined it with the existing Warcraft one to save space - Added a new Lunar/Moon category to the existing Mars Colonization one. - Added a new Final Fantasy category - Added a new Civ Crossover category (Mods that make a Civ game look like another Civ game) as I've been finding some good stuff for these and wonder if there's more out there! Regarding that rescue work keeping me busy I recently started a huge new scenario catalog & rescue project creating proper download pages at CivFanatics (even rescuing lost scenarios that are not part of this search cause I'm nice like that lol), as well as extra scenario download mirror pages on ModDB and Internet Archive Library to ensure they don't get lost again as both those sites are long living & offer free hosting. At the moment I'm setting up Civ2 scenario libraries on these other sites but I look forward to setting up these library file mirrors for other Civ game scenarios in the future. Uploading to these sites is not hard (I've written guides over in my CivFanatics project thread) so hopefully others in the Civ community eventually follow my example and add to all these collections in the future to ensure all these great old pieces of work live on! List updates... Civ2: - Final Fantasy - Added FrankJohnson's Final Fantasy II/IV modpack to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Final Fantasy - Added Jomb's Final Fantasy NES Civ scenario to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Final Fantasy - Added honourable mention of the Final Fantasy III/VI scenario to the list which has no custom graphics but is the only surviving FF Civ2 scenario! - MoOrion - Added Jeelen's Master of Orion Jr Remake 4 scenario, & have uploaded its missing file to CFC. - Apocalypse - Added MichaelDMcCart's Judge Dredd - I am the LAW modpack to the list, & have uploaded its missing file to CFC. - Apocalypse - Added ParVahadar's Fallout for Civilization scenario to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Apocalypse - Added honourable mention of Skulb's Fallout City Background graphic to the list, which would go great with a Fallout scenario if we can find one! - Apocalypse - Added Blackclove's Dawn/Day of the Dead scenario to the list (Apocalypse), however its CURRENTLY MISSING so if anyone has it let me know! - Mars & Lunar - Added JBG's Colonisation of the Moon scenario to the list. - Mars & Lunar - Added FredericMeunie's MoonLand modpack, & have uploaded its missing file to CFC. - AlphaC & Alien Col - Added JohnMavin's Alpha Centauri scenario to the list, & have uploaded its missing file to CFC. - AlphaC & Alien Col - Added honourable mention of JohnValdez & AndrewLivings's SMAC Project scenario to the list which sadly appears abandoned (Blake is considering fixing up). - AlphaC & Alien Col - Added CarlosDiaz's Alpha Centauri modpack to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Warcraft & Starcraft - Added Aland007's Starcraft: Terran War scenario to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Dune - Added N.Chautru's Dune - Pour L'epice! scenario to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Dune - Added IsaacAshdown's The Battle for Arrakis scenario to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Dune - Added JamesDahl's Sands of Dune scenario to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Dune - Added DavidGreenfield's CivDune scenario to the list, & have uploaded its missing file to CFC. - Star Trek - Added Skulb's Star Trek 2018 modpack to the list. - Star Trek - Added DirkWeber's ST Mission on Vesta scenario, & have uploaded its missing file to CFC. - Star Trek - Added StLeo's Star Trek 7of9 (Voyager) scenario to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Star Trek - Added Jeelen's Star Trek Voyager scenario to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Star Trek / Star Wars - Added TomChoinski's CivSpace (Star Trek, Star Wars & more crossover) modpack, & have uploaded its missing file to CFC. - Star Wars - Added NikolaKuprešanin's Star Contact Part I: The Star Wars scenario to the list, & have uploaded its missing file to CFC. - Star Wars - Added Markus Schegel's The Battle of Endor scenario, & have uploaded its missing file to CFC. - Star Wars - Added PaulCaldwell's Star Wars scenario modpack, & have uploaded its missing file to CFC. - Star Wars - Added Ambra's Star Wars scenario, & have uploaded its missing file to CFC. - Babylon 5 - Added the German Babylon 5 scenario to the list, however its CURRENTLY MISSING so if anyone has it let me know! - C&C & Red Alert - Added C&C2 Red Alert scenario, & have uploaded its missing file to CFC. - C&C & Red Alert - Added Wonx2150's Command & Conquer scenario to the list (which I AM REMASTERING). - Crossover - Added Blake's Demaster of JohnValdez's Civ1 modpack to the list. - Crossover - Added KasiusKlej's Civ1 modpack (uses some of Blake & John's work) to the list. - Crossover - Added Blake's Remaster of VWPsycho1984's ToT Graphics modpack to the list which is in progress. Civ2ToT: - Mars & Lunar / AlphaC & Alien Col - Added Kestrel's Escape From Sol scenario to the list, & have uploaded its missing file to CFC. - AlphaC & Alien Col - Added Kestrel's Extended Original Game 4-Worlds modpack to the list, & have uploaded its missing file to CFC. - AlphaC & Alien Col - Added Kestrel's Unit-Mania Addon 4 World scenario to the list, & have uploaded its missing file to CFC. - Elder Scrolls - Added honourable mention of Dadais's TES The Stormcloak Rebellion scenario to the list which is unfinished. He's also made a Skyrim Map! - Warcraft & Starcraft - Added honourable mention of CatFish's Starcraft scenario which sadly appears abandoned. Civ3: - Apocalypse - Added the AMAZING Vuldacon's Escape From Zombie Island 2 Elite scenario to the list. - Mars & Lunar - Added Hunterkiller's Mars: Alien Invasion scenario to the list. - Final Fantasy - Added Magus77's Final Fantasy 7 mod to the list, & have uploaded its missing file to CFC. - Final Fantasy - Added DJBonebraker's Final Fantasy mod to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Crossover - Added Matrix's Civ1 Terrain modpack to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Crossover - Added Sims2789's Civ1 Units modpack to the list. - Crossover - Added honourable mention of Theov's Civ1 Clone modpack to the list which is in progress. - C&C & Red Alert - Added honourable mention of Xiaoxiaoa's Red Alert 2 mod to the list which sadly appears abandoned. Civ4: - Star Wars - Added Star Wars Final Frontier Plus mod to the list. - Star Wars - Added honourable mention of Dumanios's Star Wars modpack that LouisTheXIV told me about to the list which is unfinished. - Apocalypse - Added mention of the Official Firaxis Afterworld BTS scenario that LouisTheXIV told me about to the list. - MoMagic - Added the Master of Mana Modpack (built from FFH) to the list. - MoMagic - Added the Ashes of Erebus Modpack (built from FFH) to the list. - MoMagic - Added the Fall from Heaven Modpack to the list. - AlphaC & Alien Col - Added Monaldinio's Conflict on Chiron Modpack (built from Planetfall) to the list. - Final Fantasy - Added agentsmith952's Final Fantasy Tactics mod to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Mars & Lunar - Added JBG's The Song of the Moon scenario to the list. - Crossover - Added Flobi's Civ1 Terrain modpack to the list, and have also managed to obtain its missing download file (thanks GeneralKillCavalry) and preserve it on CFC. Civ5: - Colonization - Added mention of the Official Firaxis Conquest of the New World Deluxe scenario that Pfeffersack told me about to the list. - AlphaC & Alien Col - Added the 5 mod combo (FramedArchitecture's AlphaC Civilizations, AlphaC Policies, AlphaC Maps + HandyVac's Centauri City States + Arbogli's Beyond the Future) that creates an Alpha Centauri experience that Beetle told me about to the list. - Final Fantasy - Added MrCookie's Eorzea - Final Fantasy 14 scenario to the list. - Final Fantasy - Added honourable mention of MSW2010's Final Fantasy 2 map to the list. FreeCiv: - Crossover - Added ComradeOleg's Civilization 2 modpack for FreeCiv to the list. AlphaC: - Mars & Lunar - Missing download for GeoModder's Mars Survivor scenario has been rescued by Geo himself! Thanks to Darsnan for fixing the link. FreeMars: - Mars & Lunar - Added mention of the really cool Civ/Col/AlphaC hybrid FreeMars Project game that's not finished but quite playable. .
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  29. Well, I've basically conducted enough tests to convince me I've got the orthodox supply and demand model mostly figured out. I've attached the excel sheets containing the values for the 1.57 fan patched executable. I'm about 50-60% done my toy DB app for planning train routes now. Roughly speaking, the demand numbers for each industrial building are listed in the float called demand in jeffryfisher's extraction of the executable. However, pouring 4 units of coal and 4 units of iron into a steel mill doesn't result in a long term equilibrium demand level of 5. It's actually closer to a long term equilibrium of 2 or so. Getting any industry to an equilibrium demand level of 5 requires you to deliver about half of its demand requirements. Since 70% the revenue on twice the volume still nets 140% of the revenue you get keeping the price at 100%, and since you probably use fewer trains to do it and get to buy a steel mill gushing cash on top of everything else, you'd be kind of a fool to shoot for maintaining level 5 demand. Multiple industries don't stack demand proportionately, but multiple houses DO. There are a lot of cases where the demand and supply numbers don't quite line up. 2 1/2 bauxite mines sate 1 aluminum mill which sates 1 2/3rds Tool and Die Factories, for example. I've classified industrial buildings into 3 types. Single, Combination and Parallel. Single input buildings are places with one input and one output, like aluminum mills and fertilizer factories. Combination input buildings are 2 things in, one thing out, like steel mills. Parallel have two inputs that aren't combined, like a textile mill. There are also parallel pairings, such as the weapons and munitions factories and the cannery, especially between 1910 and 1930. Outstanding questions: Do buildings with parallel pairing inputs experience extra demand for one half of a pair if the second half is unavailable in the scenario? Example. Canneries have 3 demand for produce and 3 demand for steel or aluminum in the Canadian Pacific "Crossing the Divide" scenario, but there is no coffee, which would generate 3 coffee demand for each cannery along with 3 demand for steel or aluminum. So does each cannery generate 3 demand for produce and 3 demand for steel and/or aluminum OR does it generate 3 demand for produce and 6 demand for steel and/or aluminum? (Note that between 1910 and 1930 canneries generate 6 demand each for produce and coffee and 6 each for aluminum and steel, because it's generating demand for all 4 possible permutations of input combination.) What's the deal with the demand model for Metra scenarios? These values mostly weren't included in jeffryfisher's extraction. It looks like the commercial and retail buildings convert commercial commuters (people coming from housing or the airport) back to residential commuters (people going back to housing) at a 1:1 exchange rate, but don't have stated demand values like the industrial conversion buildings. Maybe, if we're very lucky, all buildings have a fixed demand throughput in Metra. (There's only the one airport terminal though. So it'd be very sucky if it were limited to 6 carloads per year.) I also have no idea how depoting would work in the Metra. It looks like it would be convenient to offload people who want to go to the airport from the residential areas into the downtown district where dedicated airport shuttles would pick them up and take them directly, but it isn't clear that would work. Does 1.57 introduce new bugs while fixing the ones it did, and if so, is it worth trying to fix them? EDIT: Fixed some errors in the excel file on grain and fertilizer bonus production. RRT2 Demand.xlsx
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  30. This is so cool. I really need to try it. I have in mind a Tleilaxu Sequel and I am sure that I wanted to use the ice one for (at least) the very first mission, but this is much better.
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  31. I'm a little late to the party with this even bigger news but OMG lol.. After 25 years of nothing it really is an amazing time for us diehard Master of Magic fans! There I was a few weeks ago getting excited about Seravy’s new Caster of Magic 2 for Windows release and then something even more amazing got officially announced, as we finally have confirmation of the Slitherine mystery MoM project I’ve posted about here before! Slitherine are working with Thea series creators MuHa games on a Official Master of Magic Remake!!! MuHa are a small indie studio so sure enough it's nothing AAA however the new remake already looks and sounds pretty good! I can already see people complaining about the hexes and lack of multiplayer but neither of those bother me. You can find the announcement videos (they've remade the old intro!), some nice pictures, and game info on their new Steam and GoG pages! But I'll stick a few here too! Trailer/Intro: https://www.youtube.com/watch?v=W44WH6pEXHY Dev Interview: https://www.youtube.com/watch?v=eCQHNKX6AtY
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  32. 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 😮 Flying units seem to fly under the smoke effect 😮 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
  33. Actually scratch that, it will still be on HBO Max on release day:
    1 point
  34. @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
  35. 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
  36. 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
  37. Something to watch while we wait for the movie... 😂
    1 point
  38. Hello all, I know it's been a long time, but I'm back, and should have several new releases in store very soon. I also feel I need to compliment the modding community for the incredible new tools I've seen available on here - it would appear I have a lot of catching up to do, and it's wonderful to see how alive and well this community is. Here, I have a small pack of multiplayer maps I designed, all thoroughly tested online both with friends and with strangers. Contains: Smuggler's Cove [4P] - A pretty straightforward 4 player free for all map. Smuggler's Cove Co-Op Version [4P] - Same map, but for 2v2 co-op games. Desert Islands [4P] - A slightly strange 4 player map on which no single rock has reasonable room for a full base. Players can rapidly expand by capturing 'neutral' silos on other small rocks across the map, or deprive their opponents of the same opportunities by destroying them. >>>WANING - Win trigger will only activate once all silos are destroyed or captured. Desert Islands Co-Op Version [4P] - Same as Desert Islands, but for 2v2 co-op games. Abandoned Observatory [4P] - Bridges lead to a bottlenecked, easy to defend central island with easy access to safe spice harvesting, and a captureable Imperial Palace for cheap Sardaukar for any faction - if you can take and hold the middle in time. Abandoned Observatory CoOp Version [4P] - Same as Abandoned Observatory, but for 2v2 co-op games. Abandoned Observatory Extended CoOp Version [6P] - An extended version of Abandoned Observatory for 2v2v2 co-op games. >>>WARNING - Do not attempt to play with 8 players on this map, as supposedly neutral structures will be owned by player 8. MultiplayerMapPack.7z
    1 point
  39. 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, improving built-in mission launcher to provide good overview of your missions, and important improvements in tile attribtes editor, and a few more. See complete changelog below! Download: D2kEditorv2.0pre4.7z Changelog: Fixed: Units were not counted to 1000 structures limit check Added: Debug window. Accessible from Help menu. It will show some internal values, most importantly paths to currently loaded files (configuration, graphics) to easily track which modded files are used. Added: Support for loading tileset (.R16) and tileatr (.BIN) files from CustomCampaignData Mods folder. You can for example easily load a map with older version of tileset. Added: Editor is now able to load tileset graphics even if you are missing tileset configuration .ini file. Added: Editor now checks for compatibility of tileset configuration .ini files. If ini file has older format (made for older version of editor), editor will show a warning. Added: Extended "Remap tiles" feature to support remapping of special values as well. You can use [Remap_Specials] section in remap ini file in same way as [Remap_Tiles]. Added: Extended the built-in mission launcher to show a table with mission details (name, author, campaign and mods folder, tileset name etc) to make easy overview of your mission settings. You can select columns you want. Menu item renamed to "Mission browser". Added: Many improvements to Tile attributes editor so you can manage your custom tileset much easier. - Added owner side markers (side color) on tiles with "Occupied by..." and "Concrete" attribute - Draw editor attribute markers (a small square in the middle) for each attribute separately - You can give custom names to editor attributes to better understand the meaning of each attribute - Added "Hide not-marked tiles" option, so you can filter tiles much easier - Added "Hover text" option, so you can see which attributes a tile has by just moving mouse cursor over it Changed: The way how "Unassign .mis file" option and unchecking "Use mission .ini file..." checkbox behaves. When you save the map, it will delete .MIS/.ini file from disk. Changed: Lot of source code refactoring! Some screens: Mission Browser / Launcher showing details about your missions: Debug window in action, showing you what files are loaded from which folders: Improved Tile attributes editor: And like before, I would like to provide updated tileset configuration ini files for the most important tilesets, so that you can properly use those tilesets in this new version of editor (if you do not use the up to date version, editor will warn you). Heighliner, Warcraft 2 snowy, Dune 2 Retro, and Geidi Prime are included. Ini files included in my Red Alert tilesets release are already up to date. Here you go: tilesets.7z Next main goals (in order to finalize version 2.0): - Add support for DATA.R16 entries manipulation, so that you can genuinely add new buildings and units into game - Add support for overwriting game files with files from Mods folder before launching a mission (testing map), replicating new Feda's Mission Launcher behavior I hope I will manage it soon, thanks for your support and keeping me motivated!
    1 point
  40. 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 4) we were attacked. Our main base has been attacked. We'll have to wait for reinforcements to arrive. The first will come in 15 minutes, the second after the first reinforcement, the second will come, much more. you have to wait 30 minutes or destroy one of the outposts of the empire. Mercenaries and their allies will help you 5)You have to destroy ALL opponents in an unequal battle, I wish you good luck download the company : https://drive.google.com/file/d/1AMfCKmyUet7MCePAB2BiPkcWYadBe3Vh/view?usp=sharing
    1 point
  41. Worked quite a bit on the sidebar, design and interaction wise. Sneak peek:
    1 point
  42. Despite how it looks, yesterday evening I concluded the rendering is wrong. But working on that. When I got something new to show I'll post it here.
    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. The new launcher comes up with some useful features, and now you have a campaign that takes full advantage of all these new features. War of the Landsraad is the sequel to my previous campaigns, War of Assassins and its Sandstorm expansion. It features 50 new mission, 5 for the Sardaukar and 15 for all 3 Houses: Atreides, Harkonnen and Ordos. While the Sardaukar campaign follows the very immediate events that occurred after the end of Woa: Sandstorm, the main Houses' campaigns follow up on the end of the Sardaukar campaign, so the Sardaukar missions should be played first. The new campaign features new planets, such as Caladan, Giedi Prime, Draconis IV and Ix, along with small mods that get installed automatically by the mission launcher, such as @Fey's Autogun Turret, or combat tanks having different names (Harkonnen=Heavy Tank, Atreides=Medium Tank, Ordos=Light Tank). There is also a colored sidebar reflecting the House you are currently playing as. It is recommended you read the Intel and tactical map available for most of the missions in the briefing interface. The intel can contain important story-related information or some secret stuff you won't find anywhere else. Download the mission launcher from THIS TOPIC in order to play the campaign. It is included in the New Mission Launcher. Special thanks to: @Cm_blast: for testing this whole beast very carefully, along with the new mission launcher, and providing countless great feedback and for his Warcraft 2/Draconis IV tileset @Fey: for his autogun turret mod, the heighliner tileset @dato 2000: for his Giedi Prime tileset @FunkyFr3sh: for sharing the source code of the mission launcher with me Here are a few screenshots
    1 point
  45. @Domaithianus Your probably long gone, judging by the fact you've not logged in since January 2018, but I still want to share my thoughts and appreciation for your work, this is one of the best campaigns for Dune 2000 I've experienced and certainly one of my favourite's that I will revisit time and again, to replay missions with enthusiasm and saveless for a greater challenge. The composition of the map layouts were excellent, faithful to the original concepts but with your own unique reindition making for a familiar yet fresh experience. The terrain was creative and interesting, I like when authors make detailed rock formations, multiple paths around a map and especially alternative versions of the same mission for extra replayability. The difficulty was challenging yet fair, even catching me off guard in certain missions where I failed initially and had to restart and utilize a different strategy, I always play on Hard being a skilled player. I enjoy missions where you need to consider your tactics and build orders early, then consider how you progress from early to mid and then end game like a game of chess, you need to build a certain way and priortize different areas such as early defense or a strong offense in order to overcome an aggressive A.I and difficult circumstances. I will share my reflections on missions 4 and beyond as this is where the difficulty and enjoyment really kicked in for me. I really hope you return one day and remake the Atredies and Harkonnen campaigns like you said! There you have it, if you actually read this and return I'll be gobsmacked, but if it was a futile endeavour no matter, thank you for sharing your creative talent at awesome game design.
    1 point
  46. 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
  47. 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
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