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Everything posted by firefly101
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I wanted to ask a question about Squish infantry. Is the setting based on the 32pixel per square or is the number some other calculation? What I am asking is the current setting is 9 should I change it to 32 to destroy every unit in the square so all 5 infantry are killed instantly?
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[Updated] Map and Mission Editor new major version 2.0 pre-release 2
firefly101 replied to Klofkac's topic in Dune 2000
I am trying to understand this, does this mean that instead of using the graphics from the editor that the editor will now pull whatever graphics is used in the game for editor use? I see nothing different in the image posted but I know something is important. Sorry for my Newbie question. -
Thank you that worked. I see so converting the Decimal to hexadecimal shows where your at 1500, then you systematically check each one until it changes something? Thank you for your help.
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Any news on the location of the stealth fremen in the hex editor? I would hate to have to switch the units to achieve my goal.
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Hi, well everyone has their opinion, :-) Let me explain behind the Icons. It was impossible for me to make the ones the game designers made as I don't have their 3d models or background. In order to keep the Troopers as CLOSE to the original design as possible I opted for a background image instead of them standing on sand. This is possible as if one is on a dune and then a picture is taken the background would look similar without the unit actually standing. I actually like the background I used better than the stock one the game uses, we have better art than they did back then. But again to each there own. On the palace, the one uses the game palace and that is why I think most like it the best, I like it also. But I noticed the Palaces use different background to the other buildings and have a mod side view than top down. I had to use a 3D model of the palace which was facing the wrong direction so I had to flip it causing the light to shine from another direction. The other 2 icons that use unique units were just something I threw together, I need a Guild Mercenary and wanted a unique icon, its VERY hard to find good images for Dune related stuff that fits with the game! Thanks for your opinion I love them! :-)
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I have been looking all around and I cannot find enough pictures or a 3d model that I can make into sprites. It was the black ship shown in the 1984 movie all the time. If I can get a model or if someone can provide me with 8 pictures at a certain angle I could make a sprite for the game.
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No The attribute in Tibed for Fremen give the stealth ability, I disabled this as I wanted to be able to Queue the Fremen out of the palace like a normal unit. By by disabling this attribute in Tibed you no longer have stealth function for the unit. I want to add the Byte 56 setting of 16 to the Stealth Fremen unit, so I get the stealth feature without the limitation of the attribute in Tibed. Its really simple, I just need the right Hex location to give stealth to the Stealth fremen, the one Fey gave me is for the Non Stealth fremen which needs the sietch to build. I hope I am more clear as you both misunderstood me. The Stealth feature for Fremen is a hardcoded thing that has other stuff added like timer etc. I just want the stealth feature normal, which the byte 56 does, but I need to applied to the right unit which is the other fremen unit. The given to me affects the Non Stealth Fremen.
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Ok I did that, you changed the WRONG fremen, I want to change the stealth fremen without the attibute stealth as it limits the recruitment queue. Do you have the byte for the other fremen?
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Ok, I gave another shot and I didn;t get a changed error but now when I recruit Fremen, they look the same, no stealth on them. Row1630 column 9 which is 08, is what I edited. changed 00 to 10 and got no stealth. Last time I must have hit something that added like you said. I also reloaded the templates.bin in the hex editor and it showed the changed byte to 10 but no change to the unit, unless the stealth look isn't visible on them? I also noticed something interesting with the map editor, when I use the INI feature to set fremen to 4 I still only get 2 the ini doesnt seem to work for campaign maps at least for me they don't I must be missing a step on it? Here is my Bin file so you can see what I edited. Templates.bin
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Anyone have this bug before and how to fix it?
firefly101 replied to firefly101's topic in Dune 2000
Well I hope so, we need one. :-) -
Hello Fey, Sorry for the Tardy reply. On this hex change, will just give stealth to the unit in question or will it give the Fremen stealth which has the Timer junk? I figure the Stealth works on the AI so they cannot see my units till they attack? I hate the stealth look and wished it could be removed but still keep the stealth feature. BTW Tibed wont override a changed Bin will it? I mean the hex changes stay even when we still use Tibed after it? Also what other Hex changes have you made? I get a SetImagetoResource error when I EDITED that value to 10.
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Anyone have this bug before and how to fix it?
firefly101 replied to firefly101's topic in Dune 2000
Hello Feda, Thank you for the tip 0 crashes the game but 1 worked fine 1% is so low that its like have 0. The both attacked normal now. Do you ever think Tibedit will be fixed to add the new changes and bugs that were found? -
Anyone have this bug before and how to fix it?
firefly101 replied to firefly101's topic in Dune 2000
Hi, I figure this is the best thread to use to ask this. I noticed from the beginning when modding the map that if I set 2 houses to attack at the same time that one seems to cancel the other and only 1 house attacks? Is this a bug or am I missing something? I noticed the game designers left about 1500 ticks or so between house attacks. When I do the same both houses attack, but if I get too close to the same number of ticks only 1 side attacks. All house are set to 100 for morale. -
Hello, I can look into those. Here is the number to replace 4368 I made both styles and while the first one looks great, I chose the second for myself since it matches the background of the other houses. But both look good imo. I added a dune Planet Icon that I use for my game, looks like my Avatar but without the black, its just the planet. Looks really cool on the desktop.
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Hello, I made a couple versions of the Emperor Palace Icon Cards One looks similar to the other Palaces, the other one like the buildings cards. I Hope this helps some modders out there. 🙂 I also added my other Icon cards so they were easy to find in one thread. I added my dune planet Icon for desktop and Dune Title Images in case anyone wanted them. I had to modify the animation for the new title, I like the woman better than the original. :-) Dune Icon.rar Title.tga LOGOANIM.TGA
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Anyone have this bug before and how to fix it?
firefly101 replied to firefly101's topic in Dune 2000
Hi, Well everything is working again, even with my changes removed. I have no idea if this is a memory thing or what. It really doesn't make sense...... How can the vanilla produce the same results and then the changes fixes the problem, but removing the changes and the problem is gone anyway. lol Only reason I post this is if ANY of you get the same issue when testing your map try what I did to fix it. I can only think this game was made for win98 and somehow it was glitching on the system I am running. I would think it would be a memory based issue but I am at a loss. In BOTH AT9 maps the AI is rebuilding as normal, but before they were not. I did find keeping the base from the edge is a good idea to remove the build cancel bug, but this other bug that happened is beyond me. I'll let you know if it returns, but I hope not..... Ghosts in the Machine. lol -
I tied to manually edit Tibeds template.ini in the game and added Byte56=16 to fremen and they were not stealth. I guess the ini file can't be used to modify the template.bin? I checked and the Byte56=16 was [FREMEN] ULong=1 ULong2=2 Byte0=1 Byte15=0 Byte46=1 Byte52=0 Byte54=0 Byte55=2 Byte56=16 UnitBehaviour=FREMEN But fremen still came out normal instead of stealth? I don't use the fremen attribute as I prefer to have the Fremen Queued like the regular units for my mod. Tibed doesn't have an option to enter data for Byte56 so I added it manually using Tibed.
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Anyone have this bug before and how to fix it?
firefly101 replied to firefly101's topic in Dune 2000
Hi CM, I am using Campaign AI. Well I adjusted the Wintraps to 9 instead of 13 and the whole base is acting normal in rebuild. I am using the campaign AI and like you said it should be fine at 1, even the Game designers have their map like that. But I found testing on a vanilla CD version of the game that the AI behaved exactly the same way as my modded version, I also tried the Gruntmod version with the same results. It was only when I adjusted the Max Buildings for the Harkonnen that they started rebuilding buildings correctly. It has to be some internal bug in code or something, maybe a glitch between the game using the Practice AI and Campaign AI getting mixed up at times. I just know what I tested out. By nature I usually am methodical and work with computers as my occupation, I've made mods for other games so I know about backups and doing little changes to test. My results were as follows and I hope this helps Map AT9v1 Emperor would rebuild Buildings but Harkonnen would not Tried copying working Emperor AI over to Hark, no results Tried rebuilding Base making smaller and not so close to edge, no results Tried using Gruntmods and had the same results no better performance by Hark AI Tried using Vanilla Map in my modded version, No real results Tried finally using vanilla CD version US 1.06 patch no mods, No results except AI rebuilding Barracks once and replacing only 1 Windtrap. Then I decided to modify the Max Build to match the units placed for the Harkonnen Side, when I originally did this all buildings were rebuilding but windtraps which seemed to only rebuild when low power was reached. Then I changed Windtraps to 9 instead of the 13 and not the AI is rebuilding ALL buildings destroyed including windtraps. Emperor still rebuilding base even though nothing was changed on max units. I also seemed to notice that this weird bug seems to happen when two powerful main houses on the map, one behaves normal the other doesn't, but EACH map seems to react different. In AT9v2 the Emperor is not rebuilding buildings like he should but Hark will rebuild barracks but not the other buildings. More testing needs to be done and AI changes made to that map to confirm that for some reason the game is reading one of the houses or more with MP AI settings. I just know I tested the Vanilla game, and when the same results were happening it cannot be any change I made to cause this bug. I have seen some other weird bugs with custom maps AI mass spamming Units and sending to attack player base for no reason, I never figure what caused that in the map, I know the game is sensitive to building placement, place a wall piece of the wrong faction the AI behaves funny. Personally as long as it works I have no problem in changing max buildings for and AI house. I will let you know if the change in another map works the same if it does, then there must be an issue that the developers didn't catch. -
Anyone have this bug before and how to fix it?
firefly101 replied to firefly101's topic in Dune 2000
Thank you, Btw I did some more testing and adjusted Max buildings for the Hark, 2 Barracks, refineries etc. And they AI started to rebuild the destroyed buildings again. Funny thing is the changes I made were only to the Hark, but the Emperor benefited from them and started rebuilding everything when destroyed. About the only thing that still have a problem was the windtraps for Hark, they only tried to rebuild them when they power was low, so maybe its some coded thing. But I also set the number higher to 13 because that is how many wintraps were placed. But I wonder if Max Buildings has a limit like 9 or something? I would think that would be used only for MP Practice AI, but changing the Max to 0 causes the AI not build at all, so there may be some connection. I have tested it though and the AI was rebuilding Destroyed Barracks, Refineries, Outposts with no problems. I also noticed the AI likes SMALL bases, Large bases seem to cause weird AI behavior. I did make the base smaller, but when I tested it the Hark were still not rebuilding, but when I did the Max Building changes they started acting normal. I did notice the AI tends to rebuild more on destroyed buildings, than ones you just sell. So there must be some hardcoded AI stuff somewhere besides the stuff we are editing. -
Anyone have this bug before and how to fix it?
firefly101 replied to firefly101's topic in Dune 2000
Hello, Yes it does help a lot, thank you for the Tips, this game is a learning experience for me since I haven't played with it for years. I was thinking, since you and others are making custom maps, maybe that is why it wasn't noticed as much on the vanilla maps having building issues? I know a lot of people seem to play MP also. I was surprised the Vanilla maps had similar problems as it meant its going to be harder to find out why the AI is not rebuilding right. -
Anyone have this bug before and how to fix it?
firefly101 replied to firefly101's topic in Dune 2000
Yes I would be interested. I always like to make the AI more challenging. If you already have the experience I can only benefit from it, 🙂 I do think there is something going on as the Vanilla maps without editing are not behaving properly with the rebuilds. I was using the standard 1.06 and it still had issues, tried using Gruntmods and the Queue Patch exe's and get similar results. I noticed on the vanilla map the AI tried to build a couple buildings but after that didn't do them. Maybe something with Building priorities is causing this or an order of some sort. Is there any other AI files besides what we can edit, I read the manual and there is still a lot of known things about this. P.S. Will your S18 AI work with an all infantry version? -
Anyone have this bug before and how to fix it?
firefly101 replied to firefly101's topic in Dune 2000
Hi, That explains some things on the attack build strength, but as you can see I haven't modded a lot in the msi files, more just to restrict certain units or buildings like the ones I removed. Well the manuals are in Docx format my MS word cant read them. I need to use that online converter to convert them which I plan to do now. I did do some more testing, but this time I decided to use a clean Vanilla 1.06 version of the game, the only thing installed was the menu and debug. Vanilla .exe. what I FOUND out is VERY interesting. The AI did the same thing! The Emperor in that level built the barracks but the Hark only did it once, then stopped. Also it did not rebuild any of the other buildings I deleted. Mind you this was a VANILLA game, I did NO edits whatsoever. I think what this means is the AI is messed up in this game, and someone needs to look into redoing the AI, as each map the AI behaves differently on what they rebuild or not. They may have done this on purpose thinking it would be too hard for the player if the AI rebuilt everything. Also the Practice AI may be different than the regular single player AI. I think this is important as I confirmed that the vanilla was doing the same thing, so my changes cannot be the cause of the AI behavior completely. I am using this game on Winxp SP3. Anyway some thoughts on this would be nice as you guys have more experience than myself. This may have been something that got overlooked as each map the AI will behave differently. Sometimes rebuilding then not, also I didn't notice this problem until I was testing with my Ornithopters, once watching them destroy the barracks and then them not rebuilding tipped me off on this one map, if I was watching the emperor I would have never caught it. -
Anyone have this bug before and how to fix it?
firefly101 replied to firefly101's topic in Dune 2000
Hi Fey, Since I have been able to add the Debug to my game I have been using it. I tested out the startport theory, but it still didn't work. I decided to upload my game mod minus the movies, so the Z file is about 56mb, This way maybe someone would like to take a look and see if they can find out something I am missing. What I need to test is the vanilla version with the queue patch, to see if it does it, If it does then its something in the .exe. I already noticed that the Battle map in the main game doesn't show the territories taken in both the gruntmod or queue patch. So that is a bug that shouldn't be. You can see the map locations after, but while the voice is saying ordos took this etc, it shows nothing but a blank desert map and I tried all resolutions thinking maybe that was the cause but it wasn't. Also I found a weird bug that when I set the mission to have 160+ units to attack they AI didn't always send that number even when they had the amount of units and the time to build them. So there are some bugs with the engine or AI, I watched them send 60 units and leave 100 on base just sitting there, but the 120+ area seems to work fine? P.S. I just did some more testing this time taking the .exe from Gruntmod and using it. It made no difference. I also readjusted the base to be far away from the edge and that didn't do anything either. I did not the AI start to rebuild turrets, but then it did something weird and rebuilt them in one location next to each other, after about 5 of them were made, it went into the building and cancelled routine. I wonder if there is a vanilla issue that wasn't noticed with some of the maps. Each map seems to react differently on the AI behavior, maybe Tibed has some bugs I know its missing some of the sound slots for Hark and Ordos. -
Anyone have this bug before and how to fix it?
firefly101 replied to firefly101's topic in Dune 2000
Hi, I just was able to do more testing and found later in the game after deleting all the stuff the AI is building then cancelling. I tried changing the Windtraps back to 2x3 foot print thinking this may be the cause but I am still have the problem. I cannot figure what the AI is trying to build but cannot place? The concrete is left over after the delete, but that shouldn't cause an issue. Could it be turrets or walls too close to the border causing this action. Its very destressing as the Emperor AI now does it, but still builds other buildings, but I am wondering if the close proximity to the map edge may be causing this bug? The only things I changed was the removal of certain buildings using the -1 so they cannot be built, I also removed the ownership for them. I changed the tileset to allow clefts to be passable with infantry. and removed the availability of buying certain starport units. Really most of the time the AI is just sitting there without building anything and just stays that way, even though the have money. I wonder if changing the units to be less of price on the starport may help. Maybe the AI is SAVING up to buy the 99000 credit item? I'll let you know what I find as knowing what the limits of this engine is very useful. I am doing some things other mods don't so.... -
Anyone have this bug before and how to fix it?
firefly101 replied to firefly101's topic in Dune 2000
Hello, Ok I was able to add the debug to my mod, it overwrote my text file, but I can rename the stuff again. I checked out both houses. The Emperor rebuilds as normal. But the Harkonnen do not. There is no activity in the build queue at all only the building of units. Plenty of Money 12k+ when I delete the building they wont rebuild, but if I build for them, they start to build troopers again. I tried adding all upgrades for barracks back, no change, removed the fake concrete around the area, still no effect. I tried with and without the Palace, I copied the AI from the emperor to Harkonnen with no results still no rebuild. In Mission 9.2 the Hark AI will not build the Barracks but will build the Hanger for the Ornithopters and the emperor will not rebuild barracks. Something buggy but I have not done anything that big to change the behavior this randomly. Maybe there is something buggy with the Queue patch exe? I once seen the AI produce none stop Units and send them to the player to attack, I still don't know what caused the issue, I just dumped the map I was working on when I seen that.