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D2k Sardaukar

Fedaykin
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Everything posted by D2k Sardaukar

  1. Nice work, mvi! Training infantry will finally be fun. Perhaps it's an idea to keep this as a separate branch/fork, because not everybody thinks this fits with the original game(play)?
  2. Amazing work, Funky! Co-Op will be awesome.
  3. Any luck with transporting the sub houses fix patch to the patching framework? I did a quick check for differences/patched locations and you can count them on one hand, if I'm correct. :) Or else mvi might know the finer details of the sub houses patch.
  4. It's a "drop all images related to d2k" topic with a heavy flavour of my own creations in the beginning posts of this thread. A vector version of the westwood logo is a nice catch, perhaps mvi will also put it on d2kplus? And while I'm at it, he might perhaps also check his forum inbox. ;-)
  5. Have not heard of that issue. It sounds more like your PC overheats. Are you sure the PC gets enough cooling (no dust in cooling fins and fans)?
  6. More graphics, mvi! for on the website: https://docs.google.com/uc?id=0ByRZMKXTjUMbRFRRUDdzWWhkbWs&export=download It are images from PC Action issues from 1998. Source is from Hallfiry (from freenode #cncnet). It's a big file, but around Archiv-1364.jpg there are 20 images of Dune 2000. Also at Archiv-1761.... and Archiv-3237.... and more start at Archiv-3514 (nice big one there)... it's like candy-land...
  7. tomsons26 from freenode chat found out that the menu background textures are almost exactly 3Ds max stock textures (Burloak.jpg): https://dl.dropboxusercontent.com/u/58357192/LOADGAME.png and https://dl.dropboxusercontent.com/u/58357192/BURLOAK.JPG Perhaps this can be added to d2kplus and wiki.
  8. yeah, it seems so.
  9. It already is. You just generate/copy an ini where you change GameWidth=... andGameHeight=... to whatever you want (as long as videocard supports it). For correct sidemenu and background you need to install separate UIBB files. And for all menus to centre also separate background tga files. See: http://forum.dune2k.com/topic/26661-new-patching-framework/?p=388122
  10. In Atreides Test Mission you start with 10000 spice (if I'm correct) and by changing that value you get 0 spice, restarting the game has no effect. I haven't tried if getting new money/credits/spice/solaris is possible.
  11. So I figured out how to fix tooltips (for skirmish), but I don't know how to do it in the patching framework. I tried all @something but they add jumps. All I want is this (a couple of times); change this line: cmp eax,00000280 to cmp eax,004EB020 Where 004EB020 is defined as ScreenWidth in the code of course. EDIT: Got it working with @PATCH thanks to Sonarpulse I got a fix for the tooltips, but when I use github windows program, it get the message that I do not have permission to push my changes to this repository. I completely understand that I don't have the permissions, but do you see my push or do I need to use a fork with a pull request? Or something else ..... so you can accept my changes? I'm okay that all my changes need approval, keep it that way, I understand that, I'm just not sure if my push is visible for you.
  12. Change for the fun memory location 0x4EB000 to 0 in-game. After doing that you get zero spice in single player (Atreides Test Mission) and the only way to get rid of this burden is to delete the game and get the backup off the shelf. :) Strange. IDA seems to show something with editing .mis files, not sure.
  13. Got a fork with a fix for the tile-bug with resolutions that have bad remainder: https://github.com/Cuban-Pete/dune2k I don't know that much about github, but the fix is in there somewhere, lol. Edit: I did a pull request... or something like that. My name is Cuban-Pete on github... long story...
  14. Awesome work! Perhaps add to TO-DO (but not that important as Airstrike OOS): - center tooltips/pop-ups (for example in skirmish menu) - center videos - tile-bug resolutions (width/32 has remainder) For fixing the crash with small maps and large resolutions I added unreachable grey/black tiles in the map data. This is not a neat solution. Perhaps you can find in the code a way to prevent the crash and just let it display black? Is it also an idea to eventually add the option/code that when an user enters a fancy resolution like 1366x768 the game first (if not available) generates the custom UIBB background image(s)? Or incorporate this functionality into the ini file editor you perhaps wanted to make? I might give a try at converting my python code to c++ for generating the UIIBB. You can probably do it way faster, but perhaps other things are more important now. I got code for editing the UI_ENG files to fix "sidebar graphic glitches when you switch the menu", but like I mentioned it is a cheap hack and it means for each resolution again lots of UI_ENG (r8 and r16) files. Do you think you can fix it within the code? Not to mention there are lots of other UI files out there, like UI_GER, UI_ITA etc.
  15. You can use/test it with the d2kx tool: http://forum.dune2k.com/topic/26507-release-d2kx/ It's called the 'Debug Basic' (under basic addresses) and all you need to do is add two 'trigger on keys' keys with one on 0 and other on 1 (normal mode) with of course as memory address 'Debug Basic'.
  16. When you change the fullscreen/window bool (0x004EB008) during fullscreen gameplay to window mode (=0), you get the debug features, but in fullscreen mode. Only problem with this method is that it speeds up the game massively. This faster speed must have been for AI testing.
  17. The tga files use some sort of custom bit format (15bit). If I remember correctly. Mvi has some info on converting to normal format (perhaps useful one day): http://mvinetwork.co.uk/2013/05/27/colour-code-snippets/ It's 16bit: http://d2kplus.com/wiki/index.php?title=Image_files I once edited tga files correctly with paint shop pro something...: http://forum.dune2k.com/topic/21583-r8-and-r16-graphics/?p=386228 I also made a quick python program for you that adds black space to dune 2000 tga files. I call it background generator mark II. Very creative naming. :P Perhaps this is enough for you (see 'back' folder for generated resolutions) or else you are free to convert the code to c/c++ or whatever as long as you mention my name (and this forum). :)
  18. I support this. +1 :) Edit: Is it perhaps also possible to add some sort of SuperDebugMode where you add all the debug from window mode but dump the real window thing.
  19. Wow, really awesome with the auto adjust UIL files!! You are making great progress. I looked for it a couple of times with IDA Pro Free, but I could not figure it out. What's your trick? Hmm, the uibb.r16 is purely the background image, it don't think it will fix the sidebar problem. Editing the ui_eng file to fix the problem is actually a hack/trick. I make the starport buttons at the bottom (which are grey blocks) very long so they overlay the non-usable building icons. Perhaps there is a better way with editing the code?
  20. You mean with other backgrounds those in other menus like title screen etc? What I do with those is just add black space around original image, perhaps you can edit the code more pro and just put the images at the centre. BUT! to align the menus then with the backgrounds you need to edit all the .uil files (also different for each resolution). I got code for that but perhaps it's easier to just keep everything at old location and only change the battlefield/gameplay menu. This one could perhaps be adjusted on the fly when the game is started? The .uil files for putting gameplay menu (when you press esc) in the middle are: InGame.uil, InGameMP.uil and InGameSK.uil. When you open the files (for example with d2k+ toolkit from mvi) you will see 4 numbers (sometimes separated with comma, sometimes not). The first two are x,y position, the other are width and height. So just change for those 3 files the x,y position for all elements in the uil files will do it. I also have code to change build icon buttons (UI_ENG file) so when you go to starport you don't see non-usable build icons, but those also are resolution depended. I haven't seen uinew.tga or uinew.bmp. If you can get the code to work, its perhaps easier to just make it load bmp or tga files. This way the gameplay background is also tga just like menu backgrounds are already tga.
  21. I can help you with 2. I quickly made a background generator. It's based on my high resolution patch. See attachment. On end of python file you can see the resolutions I already created. You can find them in 'res' folder. edit: it's only for r16 (16bit resolution). background generator.7z
  22. It looks like the latest version doesn't make and/or read the .ini file. Perhaps I'm doing something wrong. I did get an error message when making the .exe, but it looks like build.bat just wants to start the game and cannot find all the files. I started .dune2000.exe without an ini and with an "selfmade" ini, but changing stuff has no effect. Having the high res patch inside dune2000.exe would be really nice, but you are aware of the fact that the cosmetic changes you mention are (background) images that need to be changed? Perhaps its possible to change to them on loading the game? Also, the menus etc are located inside the .uil files, which is also outside the dune2000.exe. I can give you my Python code for changing the images and .uil files. It's not the most pretty code, but it works. :) Edit: Got it working. Other make program was buggying it, had to fix path variable in windows. Only problem is that the file that is generated is called: ".dump-.patch-.import-.dune2000" ... hmmm Ah, yes, high resolution is indeed working besides the cosmetics. The resolution 1680x1050 and other variants display the tile bug, this can be fixed by generating some black space next to the ingame build menu. The game needs for the battle view a width that fits 32 pixel tiles perfectly. So if you divide the width resolution by 32 and add the remainder to the build menu bar width (160pixels), other resolutions can also be supported. At decimal location 928224 (file offset) the menu bar width is given and so just do 160+(width%32)
  23. Interesting. Gonna test it right away. Edit: The No-CD is not working.
  24. Nice addition! Window mode does indeed not work good, but it is workable in 16bit mode (videocard set at 16bit). If I remember correctly.
  25. Funny, that was already easily possible with my d2kx program. The program also contains lots of memory locations which we might be able to use for this patching framework. For quick hotkey adding d2kx is nice, but for real code injection this framework (with being able to inject C code) looks way better. Making it opensource is also nice. Edit: Lets say I want to inject code when a sound is played. There is a certain function (don't which one at the moment) in the code that is always called when a sound needs to be played. How do I apply this framework? Where do I make the inject? I guess I need to know the location where the function starts and inject from there or should I change the jmp everywhere it's being used to a new location? A small tutorial would be nice.
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