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Klofkac

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Klofkac last won the day on June 5

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  1. 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.
  2. 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.
  3. Yesterday I implemented the extended reveal map crate, which would reveal a circle in a place near to the crate. I was also experimenting with a crate which would change unit stats (basically extending stealth crate). Changing health (i.e. full or partial healing) was pretty straightforward, but changing other stats (I wanted to try changing unit speed or rate of fire) was not much possible through. That would require additional changes in code, so that individual unit's value is used instead of global value for respective unit type, specified in templates.bin. But one interesting thing, I tried changing unit's type for existing unit on the fly, and that kinda worked. Wonder whether that would be any useful, but seems rather as obscure thing to me. I could also change the range of effect for the stealth crate. By default it turns stealth all units which are at most 2 tiles far from the crate in both X and Y directions. You could probably give me ideas gow the crate could be customized (i.e. different kinds of effects, customizable range etc). Basically I'm now concentrating on implementing the extended crates, after that I will take a look at the points and bug fixes reported by @Fey one by one.
  4. Eh, you got crazy with the number of things I should look at and fix, lol. Not sure if I will manage everything, and I'll take my time. I got also my own ideas what new stuff to add, I believe you will like them. Oh, really strange, no idea, maybe the exe FunkyFr3sh provided to me is somehow different. I'll take a look at some time, thanks Cm_blast for the tip. Yes I noticed that myself and fixed that, will be part of next editor release (the last release was a not the final v2.0, so luckily I still have place for such bug fixes). It was caused by the new auto-apply feature. I'm planning to implement a user-friendly way to place customized crates in the editor. But that will be done later, I still want to finalize (finally!) the version 2.0 which will not have this yet, but just after that I'll start v2.1 where I will only concentrate on adding stuff which I add within exe patching. Of course it will take time.
  5. Update from 2021-06-05: Extended crates functionality and customization - 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 and use that weapon's hit explosion - Extended Unit crate: You can specify which unit exactly it will give, for infantry it can give either 1 or 5 First post edited and download link updated. The first post contains description how to use the extended crates.
  6. Update from 2021-05-20: - Extended maximum length of in-game briefing loaded from mission ini file (from 4096 to 65536 characters) - Fixed disappearing crates and spice blooms when AI-controlled units are nearby - Made set cash event set the cash instead of add First post edited and download link updated.
  7. Hello all, so finally I got into Dune 2000 patching and fixing up things and adding new features! I had a talk with FunkyFr3sh and got some useful information and stuff needed for continuation of game pathing. I'm going to use the latest FunkyFr3sh's Cncnet version as a base (not the Gruntmods version which is not the latest one and can miss some important features), which should be fine and work well. I'm using the same patching methods and tools, which is pretty easy to use and only Dune2000.exe needs to be distributed. The latest version of cncnet's ddraw.dll needs to be used so I'm putting it in the zip file as well. I would also like to say many thanks to Tomsons26 and The Code Conqueors team for his hard work on reverse engineering Dune2000 with IDA, which helped me very much with seeing and understanding the code and which made game patching easier than it ever could be. Patching, which is practically kind of "source code modding" is lot of fun and can bring lot of new possibilities into the game. Download here: dune2000-sp-patches_2021-06-21.7z Put the files from config folder (misc_objects.ini + templates_other.txt) into your D2kEditor (latest version) config folder in order to be able to place basic static crates and use custom powerup-crate pickup animations! Feature list: - Added support for static pre-placed crates in maps + extended crates functionality and customization - Crates can be pre-placed using special values - You can place any crate/spice bloom types using any of 8 available graphics (4 crate sprites, 4 spice bloom sprites) - Extended Cash crate: Can give you customizable amount of money (multiplies by 100) - Extended Explosion crate: You can specify which "weapon" is used, crate can be detonated by shooting on it - Extended Reveal map crate: It can reveal a circle (same as Reveal map event) in relative position near to the crate - Extended Unit crate: You can specify which unit exactly it will give, for infantry it can give either 1 or 5 - Extended Stealth crate: Has more unit-powerup functions (heal unit, change unit type), customizable range and pickup animation - Extended Spice blooms: More spice bloom types (classic, instant circle/square, Dune 2 style) and customizable range - New crate type: Execute event! You can go wild and execute any event or chain of events you like. - How to use extended crates is described below - Fixed disappearing crates and spice blooms when AI-controlled units are nearby - Fixed some of the event types - Reveal map event with radius=0 will reveal whole map including radar map (- Set tech event will also immediately update available buildings and units) - removed, will be made optional later - Set cash event should work without crashes - Extended maximum length of in-game briefing loaded from mission ini file (from 4096 to 65536 characters) How to place crates with special values: Please test the new features and let me know if you see any problems. Here is github repository with my own added patches: https://github.com/jkoncick/dune2000-sp-patches
  8. Oh nice to see you again @FunkyFr3sh, we all thought you were gone for good. Thanks for showing up here and offering me the source code. If you're on Discord, maybe we could discuss it further there?
  9. Hi, sorry, I can't really manage this during this weekend (maybe next week). There's more stuff I wanted to add into the patch than only the static crates. Why to hurry so much with this? And you somehow managed to contact Funky? How? I'd probably like to talk to him myself, if possible. Here are some answers from me: - There's not any strict limit on how much crate types you can impmement. With deeper exe patching you can give any number of special values any meaning (any combination of crate behavior and graphics). So you can have all 6 basic crate types + I got idea for an "invisible mine" (exploding crate with no image) + you can place also static spice blooms, because crates and spice blooms are done in same way in game. - Yes the static crates would contribute 30 spice blooms limit (or at least I believe so, did not test that yet) - We do not need (and should not) overwrite any existing special value because it would break vanilla missions which use limited spice blooms - Dunno about the "random unit" implementation, there's some game logic behind this which we would need to examine and modify if needed
  10. Hello, it's been a very, very long way for D2kEditor to reach the final release of version 2.0, but now we're almost there! The first release candidate version is finally out. Download: D2kEditorv2.0rc1.7z What does this mean: All features which I wanted to be included in D2kEditor are now implemented. Now you should take and use this version thoroughly and let me know if you find any big or small bug you find. The goal is to make the final release version as stable and bug-free as possible, so please report me anything that seems not to be right, or give me suggestions how things could be improved to make the program better for you. 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. Enjoy!
  11. Here you go. bins.zip In the newer version of D2kEditor I added a safeguard that will warn you when you try to save into original game files.
  12. 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.
  13. Nope, it is only possible to configure buildings and units through tiledata.bin. Other special values (thin spice, thick spice, superdense spice error, player start flag, spice blooms) are special cases which are handled in specific way in the executable, or in other words, the behavior of those special values is hardcoded in executable. And crate placement is implemented in pretty much same way as spice bloom placement.
  14. Hello, so thanks to big help from tomsons26 and his decompiled Dune2000 source code, I was able to quite easily achieve something we always wanted to have in Dune2000: Static pre-placed crates in a campaign map! I patched the Dune2000 executable with assembly editing in OllyDebugger and replaced all 5 spice bloom types (specials 41-45) with cash, map reveal, bonus unit and stealth crate, as well as static one-time spice bloom. Technically it is possible to place crate of any of 6 types, with any of 4 color schemes, either non-disappearing or disappearing after some time, via a special value placed on map. The meanings of special values 1,2,3,23,41,42,43,44,45 are hard-coded in executable, so it would need a customized patching for a specific crate type you want, unless a more sophisticated mechanism is implemented. Here is the exe + demonstration map for download: Static Crates test.7z This is just a proof of concept where I'm trying to show that this is technically possible, but not practically usable in this form. Some proper patching (i.e. adding support without ovrewriting spice bloom special values) will be needed, probably with help from tomsons26. The executable I used as base for modification was the exe distributed within Gruntmod's edition, we'd need to clarify which is the most appropriate exe to use as base for further modifications.
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