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Klofkac

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Klofkac last won the day on December 12 2021

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  1. - Get the latest D2kEditor release 2.0 from this topic: https://forum.dune2k.com/topic/29391-d2keditor-20-released/ - Run it, and in main menu, go to Structures - Structures editor (or press Ctrl+X)
  2. It's not missing. Warheads can be edited under Armour tab.
  3. Hello @lovalmidas, nice to see you appearing here again after so long time. We thought you were gone for good. Actually, your short appearance and activities helped me a lot with doing many things, like loading of graphics resources in D2kEditor, implementing structures editor and more. A miracle has happened in the meantime - I got help from both FunkyFr3sh side and The Code Conqueors side regarding game patches code and decompilation of the game using IDA Pro, so I could start with heavy modding. Not sure if you saw it, but in this git repo: https://github.com/jkoncick/dune2000-sp-patches I am open-sourcing my own code, which are the bug fixes and additions, but most importantly, the complete rework of events system. You can see the events system code under src/event-system/ folder, here's how I implemented the new events, if you are interested. I'm not publishing the whole repository I'm working with, especially FunkyFr3sh's code and definitions of internal game structures and data addresses, because FunkyFr3sh asked me to keep those things private as this might interfere with the multiplayer community. So this is a compromise approach I came up with. Actually I wanted to do this earlier as well, and I already had the ideas how to implement this back then. Move the events and condition data into a new, bigger location in memory, extend MIS and game save file format to hold the extended data, and patch the MIS and game save read/write routines. It was quite easy to implement, as the event and condition system is pretily isolated logic from the rest of game code, so only minimum changes needed to be done to actual game code. Yeah, I am planning to do some generic event like "Set AI Property", where you will select which property to change and the target value. So you can change every single AI byte to whatever value you like. Generally, I am planning to implement generic events to access the internal game logic data, so you will be able to read and change them and alter the game logic. This will be some advanced stuff which would require some skills and knowledge of game logic and data, so wondering if that will be even used by mappers and modders to the full potential. Well, this looks quite complicated to me and can become quite confusing to the mappers. I'll probably not add this for now, unless someone would request it. I was already thinking and planning about adding this kind of event. Furthermore, I wanted to add event to manipulate starport prices as well. I want to keep the conditions "Building exists" and "Unit exists" untouched for vanilla compatibility, and add new, much more generic and flexible conditions that would check for existence of buildings and units according to many possible criteria (unit's location, type, health, minimum or exact amount of such units etc). This is what I am just planning as the next feature to add, it's just a bit of challenge for me and I'm not making much progress at this moment. I was thinking about adding someting like "Any House" option as well, but not sure how that would work with Spice Harvested condition. I'll add this just to conditions to check existence of units and buildings. As I said about the events, I would like to add also some generic condition that would check any side property (you specify the property, and value to compare with). I'm not planning this, as I don't see this as a big prioirity, and it would be some work.
  4. Update from 2021-11-03: Events system: General changes - 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) New event types - 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. - Add Unit, Add Building: Added parameters which are settable in Advanced stuctures mode (initial direction, stealth, primary, tagged) 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) 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. Bug fixes: - Exploding barrel will not cause damage if it is captured by engineer New D2kEditor features - Convert structures to advanced mode option - Structures editor: Added unit upgrade type field - Export and Import Events feature First post edited and download link updated.
  5. 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.
  6. Update from 2021-10-08: 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. New GUI is available in D2kEditor 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. Bug fixes: - Exploding barrel building does not deal damage when it is sold Extensions and improvements: - 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. First post edited and download link updated.
  7. Yes. Just copy all the files included in the package into your Dune 2000 folder, whatever version you have. I'm personally using it with Gruntmods.
  8. 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.
  9. 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.
  10. Ok, thanks for mentioning this, I was not thinking about it. Here's my point: Imagine a practice AI player loses its construction yard and cannot obtain MCV in any way, but still has barracks and can make engineers. Then I was like "ok, I deploy extra CY just for you to capture, then you get a CY and can build new buildings again". AI player eventually captured the CY, but sold it immediately anyway, and I said "How DUMB!!! Here you got a CY and got rescued, but you sold it, how you are STUPID dumb ass!". So for such situation, more logical behavior would be keeping the CY and I wished AI did so. But as you say, it's hard to make it perfect, as keeping captured structures would also have unwanted side effects.
  11. That was something I was thinking about myself! This could be an improvement that would make AIs more useful and acting more logically. I will take a look at this at some point in future.
  12. 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.
  13. Hello! D2kEditor 2.0 is finally out! First post updated, find the download there! There are only a few small changes since the release candidate, but I believe it is worth updating for you! Added: In structures mode you can erase structures when right button is held and mouse is moved Fixed: Custom message text not properly saving for Show Message event Fixed: Buggy Create Events functionality (Add harvester replacement, unit spawn, side annihilated message) Changed: Building Types and Unit Types are now called Building Groups and Unit Groups Changed: File config/templates_other.txt renamed to config/group_ids.txt Added: Two remaining CashStash AI properties This version can be uploaded to D2k+ website and mods and tools index. Enjoy!
  14. Update from 2021-06-16: - Added new crate type: Execute event - Added possibility to specify different pickup animation for different powerup crate mode - Changed "Set tech" event to behave like originally, the new behavior (immediate update of available buildings and units) will be made optional later First post edited and download link updated.
  15. Update from 2021-06-16: - Fixed crash when picking up many unit crates next to each other - Made explosion crates shootable (can be specified for each crate individually) - Extended Spice Bloom and Spice Bloom Spawner crates: More spice bloom types (classic, instant circle/square, Dune 2 style) and customizable range - Extended Reveal Map crate: It can reveal a circle (same as Reveal map event) in relative position near to the crate - Extended Stealth crate: Has more functions (heal unit, change unit type) and customizable range First post edited and download link updated.
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