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Feda

Fedaykin
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About Feda

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    Dune2k Mapping BOSS
  • Birthday 07/16/1995

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    Romania

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  1. I have just fixed a small bug with the campaign, please re-download it if you already got it. The link is the same.
  2. 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
  3. 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.
  4. Hey. Is this fixed? Not sure, but from what I understood it works now, right?
  5. I am not sure about this. Maybe @FunkyFr3sh can tell you more, since he messed around with the bin files a bit and managed to get a few variables in a rules.ini format which can be edited per mission file. There are a lot of unknown bytes in TibEd, it would be EXTREMELY useful is somebody figured them out.
  6. Great job man, indeed there are tons of work involved in this so thanks for making this available for everyone. I will also be using this, quite possibly include it in a few missions of my upcoming July new campaign.
  7. This is amazing, and extremely helpful. Thank you for this great update! Keep us posted!
  8. Hello everyone, While the community is not as numerous as it used to be few years ago, there are still people enjoying singleplayer custom campaigns created by the community or people who'd like to get into making their own missions or campaigns. This is why me, cm and fey thought it would be a good idea to centralize all this into one single Discord server, dedicated to the singleplayer scene, to custom campaigns and to modding. Therefore, if you'd like to get into making your own missions but struggle with the editor, we can help you out over there! Or, if you want to share your creations, we're always happy to play them, and you can let us know over there. If you don't want to create your own stuff, but simply want to keep up to date with what other people are making (spoiler alert: there are some big updates coming for the singleplayer scene) or to play their creations, or just simply talk about any Dune2000 related stuff or troubleshoot a problem, you can join too! This is in NO WAY aimed only at mappers or modders, it is for anyone who enjoys the singleplayer aspect of this game, which, quite frankly, has become pretty advanced lately. In other words, this Discord server is for people who are interested in: Anything singleplayer related, like talking about any campaigns or share their own experiences while playing a mission Anything mission-making related: if you have any questions or would like to create your own missions, we can help you Anything modding related If you have issues with the game, we can also help you fix them If you just want to keep updated with what other people are working on and chill within a friendly community If you are a tool developer, joining this would let you keep in touch with the mappers easily and get feedback or suggestions in a breeze In order to join the Discord server, please CLICK HERE Moderator note: Topic pinned at the author's request ~ MrFlibble
  9. @Klofkac Thank you very much for the updates! Sure, I can describe how the new mission launcher works. Let me know how you'd like to communicate. In my opinion, the easiest way would be to talk on discord, as we've set up a special discord dedicated to Dune 2000 singleplayer mapping & modding. You can join by clicking this https://discord.gg/Adwfxxe. This way, you could also stay in touch with us easier, as me cm and fey are there and talk daily. Alternatively, if you don't want to join the discord server, we could talk via PM here on FED2K I guess, although that would be much slower and more difficult.
  10. Feda

    Any new mods ?

    Hey! I am currently in testing phases with an updated mission launcher which can load missions with modded files automatically (and obviously revert the changes once the game closes, so you don't need to care about copying mod files anymore manually). This new version of the Mission Launcher will also release with a brand new set of campaigns, which are the sequel to my War of Assassins: Sandstorm. The pack will include 50 total new missions, 5 for the Sardaukar and 15 for each of the 3 main Houses. So yea, keep checking this place, as once we are done testing this stuff, I will release them and make a topic here on the forum Those 50 new missions split between four campaigns linked to each other story-wise should give you quite a bunch of play time. If you want a small sneak preview about it, check this: https://forum.dune2k.com/topic/27863-release-heighliner-tileset/?do=findComment&comment=399215
  11. I am updating the existing mission launcher, not making a new one. Funky was kind enough to give me the sorce code so I can maintain it and update it from now on. https://forum.dune2k.com/topic/27863-release-heighliner-tileset/?do=findComment&comment=399215 Check this post for some screenies and info. Basically I have enabled per mission automatic mod file installations. The launcher can automatically copy modded files when starting a mission and revert them when it ends. This works with a colors.uib too, so you can use custom colors for every mission. There are also other story telling improvements such as intel text and image entries per mission, a tactical map image per mission, check that post for more details. I also fixed the flickering of the briefing textbox with large briefings, although that is a bit wonky, as it would flicker again if the window is minimized and then restored. I couldnt get to fix this part, and I have limited knowledge about WinForms as I am normally doing WPF. The tool is currently in the testing phase, as the guys need to have a look at it and help me see and spot any possible bugs.
  12. Yes, select the coop maps available with the cncnet client. Look for maps with Coop or Co-op in their names, or maps like 2P 4AI etc., those are coop maps indicating how many players and how many AI are needed.
  13. Hey @Klofkac, thanks for the tileset arrangements, it was extremely helpful. I love the way you did the WC2 tileset, basically everything could be smoothed out. Making maps with that tileset was a breeze, so a lot of thanks for that! After talking to the guys I started implementing the modding changes to the launcher based on their suggestions, as Fey mentioned above. It is now a per-mission modding capability, with also intel entries available per mission. This means people can provide a folder with intel images and text files where they can describe various stuff about their mission, and that gets displayed in an intel window that can be opened from the briefing view. Actually @Fey, those screenies are pretty old already xD Here's an up to date screenshot from my upcoming War of the Landsraad campaign, the first Sardaukar mission intel. Here's how the new briefing screen looks like There's also a tactical map image that players can attach to their mission. I am using it for story-related reasons, but people can literally use anything, like a map generated high definition preview, for example. @Klofkac, these things are achieved by getting a new section and a few entries in the mission ini file. I was wondering, since you said you are returning to working on the mission editor, if you could add this feature, so that those few entries can be written directly inside the editor, as right now players must do it manually with notepad. [Data] CampaignFolder=WarOfTheLandsraad ModsFolder=WOL ColoursFile=colours_A7.bin IntelId=A7 This is the new section. CampaignFolder is the name of the directory that must be inside a CustomCampaignData folder from the root dune directory. ModsFolder is a folder inside the CampaignFolder, that is used for the current mission to copy and install mod files from. This means players can use one directory for most of the maps that are the same (like I am using the WOL folder in the example above) but can use another folder if they want some mission-specific mods for that campaign. The ColoursFile entry is the name of the colours.bin that the mission will use, and the IntelId is the format of the Intel text files and image files for that particular mission. I am sorry for the offtopic, I know this wasn't the best place to put all this stuff but I would like to ask you if these 4 entries and the section itself could be added in the editor as simple textboxes, similar to how text.uib can be written from the editor window. It would help people a lot to use this new system. Thanks!
  14. From what I also know, it would require patching the most up to date exe, by someone who knows how to work on that level. So that would be either mvi, who made it initially, or Funky, but something tells me Funky is done with features for Dune 2000 xD Besides, even if he did it, he'd never add that exe on the cncnet installation, as he mentioned some time ago. So yea, just putting iit out there for you so that nobody gets their hopes too high for this to work again, it's pretty unlikely for now.
  15. Hey @Klofkac , I used the most recent version last few days, gotta say thank you for the improvements, it's really amazing. The warning messages for over-the-limit blooms and empty reinforcements are very cool. Love the smooth spice rendering, really cool addition. I've yet to try all new features, such as the tileset related improvements, but should soon get to some of them in my campaign development. I have a small question, maybe a future feature suggestion: would it require a lot of effort to allow a drag on map defence area creation for a side? There could be a button somewhere on the tabs to allow you the creation of a defence area for the AI of a specific faction. Creating a new area like this would increment the value of DefenceAreas that was currently set for that AI player and would look for the first Group in the .misai which is full of zeroes, meaning there is no defence area defined for that slot. Just a suggestion.
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