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Nyerguds

Fedaykin
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Everything posted by Nyerguds

  1. Well the raw terrain map is just a seed number, and that is indeed definitely 100% identical for all of them.
  2. ...I sent you a message, but got no reply...
  3. I just looked through my iso collection, and it seems I actually do have those German videos! I'll upload it and PM you the link, okay?
  4. It's not hard to just find it on ebay. The videos are loose files on the CD, so copying them should be easy. You will probably have to rename them, though, to change the "_G" prefix to "_E" so the game thinks they're the English videos.
  5. Oh, huh. I missed that. You can just use the Quote feature though. No need to take screenshots of the thread here, lol.
  6. Y'know, reconstructing youtube urls containing i and l is a chore. You should've just linked to the video https://www.youtube.com/watch?v=qgynWflkIgs
  7. Pfff. Harah never stood a chance.
  8. I'm not sure where you got OpenDune, but I'm assuming you're either looking at the source code, or a non-Windows release. Seems the downloads of the actual binaries (meaning, compiled executabled) of OpenDune are somewhat hidden away on the github page, under "code" -> "releases": https://github.com/OpenDUNE/OpenDUNE/releases Under 0.8, choose the one most applicable to your OS. Assuming it's Windows, there's a 32-bit and a 64-bit version, so pick the one that corresponds to your system. Do note that OpenDune is merely a reconstruction of the Dune II executable; you need the original Dune II data files to actually run it, of the 1.07 version of the game. The readme says all three known releases of Dune II v1.07 (US, EU and the 'HitSquad' EU version) are supported. You'll need to create a "data" folder to put them in, though. If you're interested in a more upgraded version of OpenDune, though, with support for higher resolutions, on-the-fly zooming, multiple unit select and build queuing, you might want to look into Dune Dynasty instead.
  9. Hey, welcome to out sandy little sietch
  10. The Dice version? Nah, that isn't very rare. You can still find loads of those on Ebay.
  11. Recalled? Nah. Quite the contrary; you'll become a semi-permanent feature of the desert landscape, after he sends his Sardaukar after you
  12. Is the font format the same as the C&C1 one? I got that editor.
  13. Well, you insist on hacking the exe to get it done... and let me tell you, disassembling and hacking DOS exe files is a giant mess. There are threads around that document these things somewhere on the forum, but you'll have to dig through them yourself. also not sure if they'd actually have the exact addresses to edit, or just snippets of ASM code found there. In my opinion, you're much better off just recompiling it from the decompiled OpenDune sources, like Dynasty did. Actually, there's also accuracy to consider. This gives the chance in case both missiles hit spot on, but launchers are quite inaccurate, which lowers the chance. I think halving the deviation chance will probably be too much reduction.
  14. To still get the same effect, actually, the deviation chance should simply be changed, not the ROF of the unit.
  15. Actually, given the fact deviation chance is a factor in this game, this will change the behaviour a lot; it'll give every salvo of the Deviator double chances of deviating a unit. The fact they were invisible in 1.00 was actually a bug, as far as I know; after all the unit always had graphics.
  16. Yeah... you can't edit posts that are more than a year old. I already complained about it... which prompted them to give it as privilege to members with +500 posts or something silly like that. As if this forum has enough activity to warrant that kind of limitation anyway. I mean, it's not as if people who posted here years ago and only come back now would ever be spambots or anything like that X_x
  17. As far as I can see it's just for practical memory management related reasons. It's the same as with the sandworms; you can only have 2 of those as well. For Saboteurs, well, not like you'll ever make an army of them. You can only control one unit at the time in Dune anyway, it takes ages for the palace to reload, and they automatically go towards their target straight away. You loco, man? The Guild does commerce, not high-risk military insertions! Why do you think they only want to deliver once you got a nice big safe Starport anyway? (Okay, they might do high-risk military insertions. But those cost extra )
  18. It's "Atreides", not "Atredies" So you're basically saying to remove all house differences? Don't really see the point in that. Not sure what the logic is on that. The two units are completely different in purpose, and just share the same delivery mechanism. How is that a reason to make them act the same way? That'll just make players always order it from the starport once they got one, though, since 999 is the maximum starport price; it can only be the same or cheaper there. There are internal limits on the amount of saboteurs though. Only two of them (three in 1.00 IIRC) can exist on the battlefield at the same time. One neat thing that could be done is lowering their target priority (I think that's editable in the editor), combined with giving them worm camouflage
  19. Well, it's probably technically possible to find where that code is located in the exe, and put some hacks in there... but just finding it might be quite a chore. It's possible Segra documented it in his research, though. You can check out his IDA databases here: http://nyerguds.arsaneus-design.com/dune/segra/ Will require that you have IDA though. Not sure if it's made with the free version. Do note that you can't really hack the game to add extra code; you need space to add that code, and that's generally not available since the exe is already full. In some cases there are tricks you can apply to compact some asm commands to take a few less bytes, but you'll probably have to free up about 5-10 bytes to set the new home location. Not an easy task, and, you do need to know x86 assembler language and its 16 bit bytecode to pull it off. As I said in the editor thread, might be easier to just use OpenDune, and edit it in C code instead of hacking the original exes.
  20. 1. Really... "change how commands operate"? Come now. That's not even just small byte modifications anymore. It's plain reprogramming. It's nothing an editor like this can ever do. I guess they can be edited, if you disassemble the exe file and put some research into finding the relevant functions. But if you want to go into that, it's probably loads easier to check out the OpenDune project; it's a reconstruction of all the Dune II source code. If you know C, you can just edit it yourself and recompile the game. In the end it's always programming; your choice is just between raw X86 Assembler bytecode and C. 2. The editor only edits repeating data structures. These side-based exceptions are all in the game's actual functions to check what the player is allowed to build. Again, that's pure programming, not data. It's outside the scope of the editor. I think the byte locations of most of the faction exceptions are documented somewhere on the forum, though.
  21. You shouldn't apply the EU version if you start with 1.00 anyway; 1.00 only exists as the US version, so patched or not, you'll probably be missing some of the specific EU resources if you put a EU fix pack on that. If you're just after the data though, you don't need any patching; you can just take one of the different exes inside the fix pack, dump it somewhere, put the editor in the same folder and run it. Then again, if you just want the data... I got ini dumps of that. http://nyerguds.arsaneus-design.com/dune/dune2rules/
  22. All the exe versions have different locations where their data is located. If the detection would go wrong, all names shown for the units/structures/etc would be complete garbage, since it wouldn't be able to find the name strings. The editor will either identify the version correctly, or exit with an error telling you it can't detect the version. The detection is based on a string named like the exe filename stored in a specific location in the exe. Depending on where this string is found it will determine which version it's dealing with. So I can only conclude that yes, you're somehow using the 1.00 exe file. The fix pack has many folders. Which one did you take? Note that as far as I know, the fix pack is NOT a full game patch: it's a fix for the 1.07 version, not a patch to the 1.07 version, meaning it should be added on the 1.07 version, not on the 1.00 version.
  23. Wow, that looks chaotic. Seems the format I chose with the list of options works better for something like this Maybe I should make a c# version of my editor...
  24. It's a topic called "SD2SE Project Needs a Programmer", but I didn't manage to retrieve the actual post off archive.org; the thread wasn't archived at a date between that post's creation and the forum conversion changing all IDs. Took a while to locate the actual topic here since you changed its title, but it turned out to be the one drnovice already linked to; the "exe editing programming issues" one
  25. Nice! Does it contain the music? Or, at least a way to add it? I recorded all of those tracks off my emulator. Well, what's stopping you? Get on with it
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