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D2k Sardaukar

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D2k Sardaukar last won the day on February 9 2019

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About D2k Sardaukar

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  1. If there is a (small) update, please also update your first post of this topic. Will you also implement your random map generation functionality into this program. Talking about this awesome stuff: https://forum.dune2k.com/topic/27886-implementing-new-feature-into-d2keditor-a-random-map-generator/
  2. Nobody who tried this? Screenshot looks good. With what did you make/write it? How much is already implemented? Do you already know about OpenRA which contains also Dune 2000? Maybe they can help on that forum.
  3. It looks like you are using the (old) high resolution patch, which is not perfect. You can try the improved version from FunkyFresh from here: https://forum.dune2k.com/topic/26661-dune-2000-106p-game-patching-bug-fixes-new-features/ Or follow a complete tutorial here: https://forum.dune2k.com/topic/27834-how-to-install-dune-2000-from-cd-and-bring-up-to-date/ Also, this game does not work that great at that high resolution. The game units will be too small. I suggest trying a lower resolution.
  4. Wow, really nice. It is a lot of fun to play with it. Just using the + and - keys you can kinda steer the direction of the 'line'. Just pressing shift and seeing a big map part being filled is also cool, however often it's too wiggly (too random?). On smaller maps it seems to generate slightly better rock area's, not sure. Some kind of layer on top of the map where you can paint on that gives higher priority to how the random walk should go could be nice. I'm sure you are aware, but an undoing of the shift-auto-run feature would be useful.
  5. Wow nice work! Please keep us updated. Random path finding walk algorithm thing? I once tried it with Perlin (Noise) and Simplex Noise from Eliot Eshelman to get that more islands effect. https://forum.dune2k.com/topic/21583-r8-and-r16-graphics/?do=findComment&comment=390131 https://forum.dune2k.com/topic/21583-r8-and-r16-graphics/?do=findComment&comment=390146
  6. Very short basic background atmosphere sound idea: Empty Sand.mp3
  7. Thanks! The debris is a piece of a starport or not, it could be anything. The crater was made by adjusting a crater from the (white) sand to rock. I'm not working on a new tileset, just playing with the graphics. 🙂 Nice work on the new Barracks. I do have some trouble seeing a lion's head in it. Looks more like a cool alien-snake-monkey-combo.
  8. Made three new graphics. What do you think? I prefer the exploded MCV, looks most 'natural'. :-)
  9. Thanks! I used the normal devastator image, removed the 'bottom' and corrected the colours, because all the old abandoned (destroyed) stuff gets a more sand colour. Also added some shadow and lost pixels/dust/sand with the clone/stamp tool in Gimp. Was fun to make, perhaps I will try more. :-) Do you perhaps also know why(/how/what) there is a difference in colours between exported images and the game itself. In-game has more red in the images it seems. Like this:
  10. Quick try, see image below, at crashed old Dune 2000 stuff. Not sure about the Death Hand Missle, it should lay more diagonal I think. Also... why the heck is there a whole intact Death Hand Missle in the middle of nowhere, haha. 🙂
  11. Just downloaded the program (version from (EDIT: new version from 2018-12-02) ?) and just starting the program gives me errors. I cannot load maps (sort of same error). Invalid filename Access violation at address 00427A60 in module 'D2kEditor.exe'. Read of address 0000002C. etc. EDIT: I cannot run the program alone? It still needs config and graphics files?
  12. I'm probably doing something wrong, but when I load (as example) the map MO8V1.MAP and do a quick launch I start as mercenaries. It should be Ordos. If I do Test>Launch with settings and select play as on Ordos.... I'm not really in control and the computer starts building. Cm_blast, see below, spotted my mistake. Ignore this post.
  13. Thank you for the update Klofkac. I tested with my multi-monitor set and the program now nicely goes to the main monitor if the other one is disabled. I dragged a map into the program and it beautifully got the correct tileset. Did a Test>Quick launch and it work flawlessly. Awesome! When I got some time I will do more map analysis for fun, perhaps it will show some interesting connections or nothing, haha. edit: I did notice one small thing. The colors are different in your program compared to the game. See image below.
  14. Yeah, I see what you mean. I will also try that. This might mean that the music will be more 'basic', because I can't do fancy rhythm stuff (because of my limits and the program). Gonna be fun to make some new 'Dune 2000' sounds and mixing. If you guys got suggestions just post here. By the way, I will be aiming at spooky space dark background sounds/music, not the next pop song.
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