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Fey

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Fey last won the day on November 22

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  1. you'll wanna open C&Cnet, which you'll find in your d2k directory with any modern install package, and then you can run skirmish games from there. IIRC you just click the mini-map image in the C&Cnet lobby to choose which map you wanna load note that due to how the Mission Launcher works, replacing files and such, if you're encountering sync issues with a friend while trying to co-op, consider using a fresh install for the C&Cnet stuff. even if windows isn't being a jerk and preventing the Mission Launcher from properly restoring files after single-player missions, C&Cnet can sometimes give folks trouble anyway if the Mission Launcher was used at all. why? 1998 game voodoo, I guess anyway, hope that helps!
  2. ah, no worries! take your time I'm just doing spritework in the meantime lol. nice to hear from ya though, X3M got that Railgun Tank sidebar icon sorted the other day, but like the Kovi and Castle it doesn't have a place in any tech tree just yet. I DID intend for it to be a unit for the native rival faction to the Aether Knights, but it's a really cool new unit and the AK need something in the Autogun Tank's spot in their tech tree, sooooo I might just put it there. I've got other ideas for that other faction lol oh yeah, Shotgunners were in the Summers' Solstice campaign and will remain the Light Infantry-like unit for the smugglers and mercenaries in this campaign. they have more impact against light armor, albeit only slightly, than the former standard Riflemen. their area-effect, while larger as well, is nowhere near that of Grenadiers or Siege Tanks when trying to determine why exactly the Shotgunner is so superior to the regular Light Infantry, it has to do with their method of dealing damage. they don't actually have higher DPS than Riflemen with that small exception of more oomph against light armor. it's just that they deal their damage sooner, meaning they're more likely to eliminate threats sooner. Riflemen might need another shot or two Trikes' rapid fire attack works because it has the speed to compensate. it gets on top of stuff, eats it, and can leave just as quickly. since infantry are slower and tend to be stuck in the fight, a bursty damage model lends itself very well to the weakest infantry unit the Shotgunner becomes the player's standard infantry on S03V1 and on. both they and Grenadiers can be compared on this mission, and I'll link you to this vid from Felix where the action starts if you want to check it out for yourself, Summers' Solstice is in any regular d2k install with gruntmods or dunemaster nowadays... although I did do a small mostly-cosmetic update to backport a bunch of features Klofkac added for this campaign after its completion, including a new spirteset for the Shotgunners. more details about that are in... this post here ^^ hope that helps
  3. just an update for the curious... lotsa stuff needs doing before I can get on with doing up campaign missions, but just cuz it's boring backend stuff doesn't mean we can't look forward to the final results! Klofkac has been working on reviving mvi's ol' queues system I believe I already mentioned that my current pursuit is spritework and I've also refined the tech tree seen in the debut mission although ArkDebut was released primarily to showcase the tileset, it happens to also be the latest mission created for d2k and I could do up another draft later just to showcase the new art additions and gameplay tweaks. and also to make that art available for other mappers through the mod data y'all can see it in action with or extract it from. I've got a lot more spritework to wrap up first though that's all for now
  4. haha, yeah those final missions can get a bit hairy xD especially the Harkonnen ones! I guess because you get Devastators as Harkonnen, Westwood was like, "alright, start 'em off with the cruddiest of stuff between all the level 9's" lol ah, sorry to hear this issue has gotten in your way on thatun. fortunate it is, indeed, that we can freely select any mission from the Mission Launcher! starting a long mission over again is bothersome, but at least it ain't the whole campaign, right? I hope you enjoy the campaign though! 💕 good luck n have fun!
  5. hey there! the number you're seeing in the error message is the amount of "ticks" that have passed in the saved games you've got. 25 ticks = 1 in-game second, and at fastest game speed, an in-game second is roughly 0.4 of a real-life second. it's just a way to tell you when the crash occurred, for debugging purposes game data invalid is what it sounds like, unfortunately. something in the save file ain't playing nice with the new exe. we try to maintain backwards compatibility, but ya know how development can be the good news is, you should be able to run any mission made with a prior version of the game in mind just fine between stable versions of the exe. there are minor exceptions, like if a bug was exploited for map design and that bug was fixed, the map that used it may be a little different. nothing should be unplayable though and, you should also be able to run more modern campaigns making use of the powerful new features. Cm's index has all known playable content documented: and if you'd like some examples of more modern campaigns, I can make a few recommendations of threads to check out via that index: - Thel 'Vadam Flippy's Great Battle of Arrakis focuses heavily on large-scale macro missions, using some powerful variables-based features, such as 'repeat queueing' to let you mass-produce large armies to clash with - PsYcHo's Smuggler Restructure campaign is closer to vanilla in terms of most of the event types used, but makes use of minimap pings and quite a few lovely new units he created as voxels, which I later polished up - my Summers' Solstice campaign recently had some new features backported to it. nothing that fundamentally changes the missions, except ooone thing on the final mission, but some significant optimizations and QoL but there are plenty of gems besides those; these are specifically campaigns that use new features with the v2.3 exe and all that on a tangential note, the very latest mission designed for d2k at the time of this post is the Arkanon Debut mission included in that tileset's thread. it'd be under "single missions" in the index. that uses a cutting-edge exe though, technically not the stable version of 2.3. still, it might be of interest if you're looking to get a peek at the most modern of our capabilities anyway, I hope that answers your question!
  6. OpenRA is different! different engine and all that stuff. therefore, this process is not applicable to anything OpenRA they probably have another way to get custom tilesets in, but I wouldn't know how that works so, good luck!
  7. I feel that ^^ the build queues are a popular request
  8. aye, unfortunate about the build queue patch being so, uhh... you know. hard to get working thank you! I appreciate that! and I extend the same offer; if you need help getting the repeat queue system implemented on any missions at all (like those that NEED the new exes to work), feel free to reach out. I frequent the Landsraad Discord server, a link to which is pinned on these forums, and could help more rapidly over there. but if you just wanna give it a try and see how it feels, you'll find the system implemented in the recent ArkDebut mission, which is linked in the Arkanon tileset release thread hope that helps!
  9. that's factually incorrect! Klofkac didn't merely design new features - he designed, essentially, a new programming language we can use to add our own new features to Dune 2000. the custom special weapons in the new ArkDebut mission, for example, are of my own design thank you though there are a lot of things people have said we'll "never have." if that were our attitude, we wouldn't be here ^^ those two in particular are pretty popular requests though. I can poke Klofkac about those again. given progress in other areas, perhaps he's up to investigate the implementation of stuff like this more closely I'm no stranger to the OpenRA side of things either. I appreciate their platform... but it's not d2k! and we d2k folks over here don't intend to just pick up and start implementing everything in their engine. we've got our own to make improvements to, which is important for them too since they've benefit from our advancements and contributions. for instance, quite a few of our new art assets have wound up in OpenRA-based d2k thingiemajiggers. so, I hope they have fun, and I hope they get lots of use out of the next art assets we'll be polishing up over here! it's just not my place. that's all
  10. well, if you figure it out again, I'm curious how changing that graphic works! TibEd is entirely replaced and on many levels surpassed by Klofkac's editor. you'll be pleasantly surprised when you have a look, I'm sure
  11. no idea about that, mate ^^ I could show ya how to apply the repeat queue system to any mission though, if that helps
  12. naww, APC logic ain't a thing. probably possible to design somehow with the new systems, but we do have custom airlift unit behavior. you can give Carryalls new behaviors easily that way, like automatically helping vehicles cross impassable cliffs. the 'terrain restriction' behavior used on the new hovertech units can apply to a flying-type unit too, allowing traversal of cliffs and stuff. however, due to game logic, they can't pass over tiles with other units or structures in them, so... theoretically, it's feasible to make a "low flying" air unit that could navigate any kinda terrain, but not go over buildings and stuff. or something. maybe we get more proper flying unit logic later who knows lol
  13. oh yeah, we interact with those folks! they asked us for some of our new art assets a while back. we've ported over a couple they've made for OpenRA-based projects, but I'm not sure they've seen too much use yet. I worked personally with the prior dev on the Cameo project, who did stuff like this (streamable links expire eventually, so for posterity I'll just say this is a Terran v Protoss game in the OpenRA engine on the Tiberian Dawn temperate tileset I played back when I was testing bruv's new-at-the-time brutal AI) https://streamable.com/0tp0h1 no shade to the OpenRA folks, but it's simply not Dune 2000 ^^ that's a whole different engine. it certainly has its advantages, but make no mistake! there's plenty we can do with Dune 2000 nowadays! this old timer still has teeth!! I recently released a debut mission to showcase the aesthetic of a new tileset we have (and the assets are available in both vanilla and expanded size to map with), as well as some new features made possible through Klofkac's ingenuity. here're the first ten minutes: https://streamable.com/b8rwm8 amphibious units, shielded hovertech laser tanks, multi-shot bursts, explosive units and structures, ECMs throwing off homing rockets, repeat queue, a new hotkey for spamming structures... lots of stuff! Klofkac didn't just add new features; what he designed was an entire new system, essentially a programming language, atop which we could design our own features! the thread detailing those recent experiments and their fruits is over here: vanilla-sized tileset files for editing with are in the OP, and the second post in the thread has links to the example mission and some other stuff, like an editor capable of handling the expanded tileset size. remaps are also included for automatically swapping existing Arrakis maps to the new tileset, though they're not perfectly accurate, so some adjustments will probably be necessary on some maps. a notable example is the ice cliffs, which... I guess I could have remapped those to water instead for more precision, but there are no equivalents in the regular cliff tiles for some of those ice cliff pieces I've also notated lotsa stuff in the example mission so even if the events themselves are confusing, the notes describe what they're meant to do that server would be over here ^^ stop by sometime! I'd be happy to help ya get some new systems figured out for your maps and stuff!
  14. like Cm said, due to other changes and stuff it became incompatible with, uhh... everything :c but we do have a modern queue system. here's a convoluted example of 'repeat queue' cuz even weird units like Carryalls are included, and unit groups are in a funni order in this mod how's it work? just looking at the bottom three events in the top block, which are the most important: basically, is a unit leaving a building? cool, tag it and queue that kind of unit on the player's sidebar again. easy peasy it's not a traditional queue where you can mix and match on your sidebar, but it's a solid system that works well!
  15. I don't remember about manipulating the size of the Sonic Tank's ball. maybe it has to do with the size of the blue square graphic the weapon uses, and swapping out that graphic will make it smaller? anyway, for ANY modding of d2k, you'll wanna pick up the latest exe and editor from Klofkac's thread over here: and the structures editor is very intuitive. you'll find sonic weapon data, including its graphic, under the weapons tab. hope that helps! good luck!
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