Jump to content

Feda

Fedaykin
  • Posts

    1,723
  • Joined

  • Last visited

  • Days Won

    5

Feda last won the day on June 2

Feda had the most liked content!

Reputation

479 Excellent

3 Followers

Profile Information

  • Location
    Romania

Recent Profile Visitors

23,457 profile views
  1. Hello. Version 1.3.0 of the Mission Launcher is now available, with the following changes, new features, and bug fixes: [New] Implemented splash art system for campaign windows [New] Changed the layout and looks of the main view [New] Added campaign window for Summers' Solstice (author: Fey) [New] Added campaign window for Coalition of Nobles and its sequel (author: Cm_blast) [New] Added campaign window for the Butlerian Jihad trilogy (author: Cm_blast) [New] Added buttons for All Missions view to display only the original Westwood missions [Bugfix] Fixed the launcher not reverting mod files in certain scenarios (i.e. colored bars staying on vanilla missions) [Bugfix] Fixed an issue with colours.bin not being properly restored for mod missions [Compatibility] Added compatibility solution for War of the Landsraad to work properly with Klofkac's new exe You can download it below: DOWNLOAD Main screen changes New splash art functionality
  2. Cannot say for sure, but there are high chances this is caused by an incompatibility between the editor you use and your version of the game .exe file. Are you using the new editor (I think 2.11) without the new .exe? This could be the issue. The new editor and new exe have completely changed how spice works in the code. If you have the new exe and use the new editor, another reason can be that you are trying to launch the map with the cncnet client (which does not run dune2000.exe, the new version, it instead uses the dune2000-spawn.exe file which contains the cncnet patches). You did not specify what type of map it is, so I am just mentioning all things I know can cause that crash for spice. If this is the case, you will have to remake the map in the old version of the editor (probably 2.10 or whatever the number was) because, as I mentioned, 2.11 changes the way spice works.
  3. Hello. I don't know what that mod is, never heard or seen it before, but there are a lot of custom campaigns created by the community, and most of them give you allies (sometimes more than one ally, I went up to 4 allies on your side in War of the Landsraad and so did Cm_blast in his Coalition campaign). Here's a link to all custom campaigns:
  4. You are right about the Heavy Tank, it is a bug and I believe it only happens with the Hark factory, sorry about that. As for finishing the last mission, the Atreides version is, by far, the most difficult, with the Ordos version being pretty easy and Harkonnen being in-between. As the Atreides, the way I played it was to rush a few refs and harvs (since nobody attacks me directly, therefore I can go full macro and get a booming economy early) then mass units near the sardaukar base. This works well if you can micro the units semi-decently and if you can build fast enough to keep a constant flow of reinforcements. Eventually you can tech-up to sonics and keep them there for defence, they help a lot on this map. Another way to do it is to get an MCV there, expand with concrete till u reach the edge of the base where they get attacked and build turrets there (support them with some army ideally). This might be a bit easier, but it really just depends on your playstyle. Dont be afraid if the sardaukars lose a lot of their base, that is somewhat normal, its important that they dont lose the ConYard, refs or all production buildings. As for videos, the only one I know about is this one, on low speed: But there is a guy (DuneTiger) on our discord server that is recording War of the Landsraad Atreides right now and he is playing on fastest speed (if you want that), he is currently on the 8th Atreides mission but over time he will eventually upload the 15th mission. Here is his channel: https://www.youtube.com/channel/UCbl_fLaVCJJlUhVDSBoqhwQ
  5. Can you record this or something? I don't understand much from the explanation and it sounds very strange, so a video would help
  6. It's saying that you are missing the missions, so you probably did not copy or extract everything the archive contains to your dune 2000 folder. You'll have to copy or extract everything for it to work, the missions for War of the Landsraad are included in this download too, besides the launcher.
  7. You're also using a very outdated version of the editor btw, just saying.
  8. The idea is that, for example, if I were to add Fey's voice overhaul now, I'd have to add every sound manually in SOUNDS.RS and samples.uib (because I dont want to import his entire unit, since he has different unit stats that I dont want, I only want the voice lines). There's also the fact that each unit has 18 sounds, so changing each one manually takes some time (if you do it for ALL units it will take a lot of time). Which is why I think a voice line separated import/export can help a lot, if it's not too much implementation complexity for it.
  9. Thanks for the update, there are a lot of nice quality-of-life improvements in there! And wow, finally the mysterious palettes can be changed/edited. Are you going to also add the Import/Export button for unit voice lines too, as we discussed on Discord?
  10. Yes. I modified the tiledata for it to work with the naval mechanics, but otherwise yea, it's yours, looks much better than the old RATEMP.
  11. 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.
  12. Just to note, adding entries to text.uib is totally fine. I added a lot of them at the end, after the rise of the mercenaries entries from the gruntmods text.uib, and they all show up properly and work fine. The naval unit names are there and they show up properly.
  13. I am not sure, but it might be the renderer. Don't use DxWnd on CnCNet as it doesn't work properly, you have to use the other one. Open the Dune 2000 Config and you can change it there.
  14. It's in cm's signature. But considering I saw you also joined the discord, just have a look in the Downloads center section, and then in the #tools channel, it's there
×
×
  • Create New...