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Posts
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Everything posted by mvi
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Great, I'll give it a play next weekend. Do you want this uploaded to D2k+?
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That's interesting Sandworm, we should make a test map, then copy in AI from different missions and see what changes. If we wrote down a list of what happens when we try different mission's AI on the same house on the same map it would be extremely helpful in the process of reverse engineering the AI. On a related note, I've also got a theory regarding special values in map files. I've yet to test this, but when I was making Mulciber valley I noted that rather than attack me, the Harkonnen units trended to a certain point. Now, I seem to recall when I was working on map special values that there were a bunch of tiles with special values outside of the list Daxx and I put together EDIT: Ok, took a look at the Mulciber mission and it doesn't look like this particular map file has any of those special indices, I think perhaps the Atr mission where you have to capture the starport (A5V1?) does have some of those special indices though, but if they're not in every mission they may not necessarily be used.
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Nice, I'll have to play a few games online one of these days
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Feature Set: * Supports loading RS sound collections * Supports playing sounds in application * Supporting importing, exporting, deleting and replacing sounds Download at D2K+
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That's very strange, if you could send me an example mission file where this happens I'll take a look at it. But to be honest this doesn't look like an editor glitch, this looks like a Dune glitch.
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Nice find, I'll have a look at those other responses, maybe there's a similar way to activate them.
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This fix means that it is now possible to play as sub houses and select their units. Multiselect does not work you must move units one at a time like in Dune 2, but at least the game doesn't crash. Feature Set: * Previously if you play as a sub house the game would crash when you selected a unit * If your house index is invalid this patch defaults it to Ordos and does not crash * NEW: Fixes the score calculation crash, note your displayed score will be incorrect, but it will allow you to progress through the campaign properly now. * NEW: Other house sounds now supported in addition to the unit report sounds previously supported (e.g. Building Complete, Harvester Under Attack) * This patch is only for Dune 2000 version 1.06 * Supports and enhances mods such as [aKa]FedaYkin's Mercenary mission Credits: by CCHyper and mvi Download at D2K+
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In theory it comes down to modifying the Play_Unit_Response function. This is the function which produces the error "house >= 3" It contains an if statement checking the house index, now I don't have the experience needed to modify the exe but in theory there are several options here. We can try disabling the entire function which could mean no unit response sounds but it wouldn't crash. Or we could modify the function so that if the house is >= 3 then the house number defaults to 0 (Atreides). Edit: fixed with some major help by CCHyper - Patch released
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"wont receive ALL THE UNITS that I've selected in the editor." How many units did you order? How many arrived? What units did you order and which ones didn't arrive? "An AI without Carryal reinforcements is not aggresive and that lets the player to build up base and units in peace, which results in a too easy mission. " This sounds like you're talking about a second issue right?
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Nice one, want these posted on the D2K+ site?
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Added, if you would like to be credited by a different name than Cugo let me know :-)
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Only played the first mission so far but looks good. :) Man that's a big download, probably best just to include the changed files and let the user do their own backup first, that way rather than 120 meg it'll be 1 or 2 meg.
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Thanks, I'm working on another mission now.
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Briefing: The Harkonnen have built a new death hand missile base. The main entrance to the base is protected by continuous detonations of death hand missiles. Use infantry, enter the secondary infantry entrance and destroy the Harkonnen outpost that is guiding the missiles. Once the enemy outpost is destroyed the way will be opened for our forces to smash the Harkonnens. Note, the infantry entrance is well guarded and is in close proximity to a secondary Harkonnen base. Mission Success Requirements: Destroy all Harkonnen buildings and units. To install: Download and unzip the files, copy and replace A1V1.MAP and _A1V1.MIS in your Dune missions directory with the files from the zip. Download at D2K+ MulciberValley.zip
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Added :-) http://mvinetwork.co.uk/dune/mod_pracmis.php
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There are some very interesting images of D2K on the net (many of them on this site) but I have collated these images in one place in case some of their obscure hosts go offline and the images are lost forever. Link
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Awesome, just changed one of the houses to be my ally in practice mode. This should make practice a lot more interesting! Nice find, do you mind if I add them to http://mvinetwork.co.uk/dune (with full credit of course.) I'm planning on turning that page into a new place for Dune 2000 modding downloads (since the admins can no longer edit dune2k.com's main site). Unfortunately I don't have a copy of IDA Pro/Hex Rays, which is what I'd need to decompile Dune, since the other decompilers I've tried don't work with Dune. CCHyper may be some help there. If we get the multiplayer server that Gruntlord was looking into working we'd then not only have a community controlled internet server, we'd also have the ability to process and manipulate data on the server. This would mean that we'd be able to invent our own co-op campaign missions and add a lot of new functionality and our own modes. Including CTF, king of the hill, domination, etc.. This could then be integrated with a program that hooks into the game's DirectX rendering, to render messages and special CTF markers with not too much trouble. (This is how mod speedometers in games like GTA work for example). This is a very exciting opportunity in my view.
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Great work, I've not tried modifying this file before. I tend to play practice quite a lot, didn't realise that I could ally one of the AI sides to me in practice mode.
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I made the mistake of continuing to the end of Hunters. I reached the same conclusion as in the comic. I didn't think the Butlerian Jihad was too bad if you view it as a non-canon fan work. But the House trilogy and Hunters should never have been written.
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Fantastic work, would you mind if I mirrored it on http://mvinetwork.co.uk/dune ?
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Since I recently exported all the vanilla (default) mission ai segments, I had the idea that generating the CRC hashes would show us the duplicates. I've uploaded the hashes in a text file if anyone is interested (and understands what I'm on about). Identical hashes mean that the AI data is exactly the same. Of the 360 AI segments that come with the game, there are 109 unique segments. Most of the duplicates appear to be empty sides, so it certainly implies that some level specific behaviour is going on. output.txt
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I've just tried replacing the AI from A9V1 side 1(Hark) and overwriting the existing AI in A2V1 side 1 (Hark). I also upped the tech levels and money for the side to facilitate it doing more advanced actions. The AI appears to behave exactly the same, which is rather interesting. It also doesn't appear to expand its base. It's been some time since I've played single player, I know in practice multiplayer mode the AI will strongly expand its base, in single player does this behaviour still occur? Will an AI side in single player never ever build a building?