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Fey

Fedaykin
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Fey last won the day on April 22

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  1. ah yeah, you can convert stuff with xcc mixer. I've encountered issues converting longer stuff, like music tracks might be pitched funny? but brief sound clips work just fine for some reason. if you have Thel 'Vadam Flippy's campaigns, he converted some Emperor tracks. I dunno if they're included in his campaigns or anything, but you would see what I mean if you have those tracks he converted
  2. oh darn well, hopefully the new one can when you switch to it in developing new features we tried to take caution and not do anything too modern. even so, there are always the odd issues folks run into from time to time. 1998 game memes
  3. ah, I believe I encountered that error once while attempting to change the status of a unit attached to a Carryall. try removing all Carryalls and see if you run into it again, and if not, you might need to add a caveat to some events that units being airlifted are not a factor that is, if you're using the latest editor and stuff. if you're still using oldschool Gruntmods and stuff... umm... I'm really not sure in that case ^^ I would need to have a look at the map myself to try to figure that out oh yeah sure, here ya go but if you say the 'newer program' can't run on that laptop... are you referring to Dunemaster? in any case, that campaign there does make use of new features, so... mission launcher 1.3 is linked in that thread, and you can find the latest patches in the OP of this thread here: if it's unplayable, Nguyen gave every map a playthrough ^^ his videos are linked under the spoilers in the campaign's thread
  4. They work just fine for me. Didja try to download before making an account, make an account to report the issue, and then not try again? Since the files are linked directly to the forum, an account is required to download them. If you're referring to the second link, you'll find the most up-to-date exe in Klofkac's thread, which Cm linked just after the campaign download link. Klofkac designs the new features and stuff, so his thread is the place to go! Hope that helps.
  5. zalu pointed out to me that this existed on H9V1's map expansion, in the bottom left corner that would have made this map expansion unplayable garbage! thanks for the heads up mate, it's fixed now also apparently H9V2 was a duplicate of O9V2's map file. oops. the reuploaded zip in the OP has the proper map file now: yep alright, that's all that's in the update. feel free to reach out some more or post here if any of y'all find any more nonsense, thanks
  6. np <3 if ya got any more questions, feel free to poke me. I frequent the Landsraad server, pinned on this forum which Feda is also in. he's rather busy these days and unfamiliar with the newer features, but I'm sure he'd love to hear your compliments so I'll be sure to pass 'em along ^^ if ya check out the revamped Summers' Solstice sometime, I'd be curious watcha think of that one too
  7. hey there mate ^^ aye, Feda's WotL campaign is cool the Giedi Prime tileset? recolored Arrakis tileset, IIRC done by dato, though I did some minor work on it as well regarding the Combat Tanks, that just requires adjusting their groups. here's how it works: five things are highlighted here: unit group, unit type, group assignment, owner side and prerequisite owner side basically, the Combat Tanks share a single unit group. only one unit type belonging to a group is available, resulting in what you describe - other factions' Combat Tanks cannot be built. all you really have to do is add two new unit groups under the left column for the other two Combat Tanks, adjust prerequisite owner side to match owner side, and that's that. the new unit groups should be called COMBAT_TANK so the name shows up properly if you want to edit the name, that requires text.uib editing. not difficult, just means you need another mod file is all ...oh yeah, and the Starport may only have a maximum of eight units, so you'd need to remove CTs entirely, use v2.1+ events to adjust Starport units, or settle on one sort of CT at the Starport anyway, as for the difference between owner side and prerequisite owner side, AKA owner side needed, those are this: owner side, the section at the top next to the sidebar icon, controls which faction owns which unit type. it's what determines that Atreides get medium Combat Tanks, Harkonnen get heavy and Ordos get light. prerequisite owner side determines that any Heavy Factory can build any Combat Tank, hence being able to build Atreides Combat Tanks from Harkonnen Heavy Factories as long as you're playing a faction that owns medium CTs. if you were to add new unit groups without changing prerequisite owner side, all factions would be able to build all Combat Tanks. in that scenario, even though Atreides and Fremen are the only owners of medium CTs, there's only one unit type assigned to that unit group, so that's the type built by any factions not ticked in the owner side section regardless. then, the unit type can be built from any factory. that said, the downside of this is that you can't build med CTs out of hark heavies anymore, or some other related combination, but at least you can build different kinds of CTs hope that helps!
  8. here ya go MP_EX_Maps.zip what's this, you ask? umm that's all, i guess. have fun
  9. it's not the same, but the closest we've got is OpenRA. there have also been new sprites made for OpenRA's recreation of d2k, and surely artists have more freedom with that platform. OG d2k is more limited in this regard N.N,> is around the Landsraad server on Discord, pinned on this forum, so feel free to drop by and poke him he'd be able to give you much more info about OpenRA stuff
  10. oh hey! I remember this Outpost it's been ported in-game and used in Thel 'Vadam Flippy's campaign we don't have a way to scale big sprites to smaller forms in d2k. real size is real size, but you could draw something in high quality and then maybe most of the details would be maintained when it's converted to small sprite form 128x128 is the largest possible structure size, at 4x4 tiles hope that helps
  11. hey fam! looking good so far but it doesn't appear you've added a download link! just the screenies above xD didja forget to attach the map files? coincidentally, I've been working on some expanded versions of the vanilla maps - redrawn maps that are bigger than the originals, but mostly similar in structure. I started the project because folks keep coming back to the vanilla campaign to edit it, but the original maps don't necessarily have that much room on 'em. so, these would be blank slates sans terrain, blooms, worm spawns, anything but mission settings and base structures, for folks to do as they please with. including modifying the terrain further, if they're so inclined! I'll make a new thread for that when they're totally done, but missions 1-8 for all three campaigns are finished being expanded. if you imagine that might apply to this project of yours, the work-in-progress assets are on the Landsraad server on Discord. you know, the one Feda posted in the pinned thread if not, don't worry about it but yeah, might wanna attach the map files to the OP here either way lol
  12. oh absolutely like, I tried to balance my mod around, like, unit categories n stuff, but one of the results was that formations became even stronger. I guess that's okay when turrets were kinda sorta nerfed and units have some bulky alternatives that can hold the line nicely as turret substitutes, but still, meme balance and speaking of meme balance no lol yeah, it takes a long time to get the snowball rolling there >.> but one of the most satisfying parts of d2k is the snowball, at least after it gets going xD it should be a hurdle to get rolling, but after it does, is yay ayyy yeah! all the little things, like stationing Troopers near Spice fields to handle worms, the Carryall Harvester dynamic, the Starport for dumping funds and stuff, they all add up nicely. and now we have even more options like Mining Rigs to generate funds passively like tib spikes in C&C3 or oil derricks in RA2, cash crates can be placed on maps, other ways to generate funds via special scripted events are possible... lotsa cool ways to spice things up nowadays, but the vast majority of custom campaigns are oldschool due to, uhh, new features being fairly new and all that hahahahahaahahaha if only I were good XD I just took my d2k macro habits back to SC and, uhh... well, when a game you really like doesn't have unit queues at all, you just kinda get used to clicking stuff all the time, even if you never touch multiplayer >.> so SC was like "you have queues and also multiple factories." okay, everything dies i guess lol anyway, SC2 is alright it's just so damn formulaic. I imagine its custom campaigns are more interesting than the original campaigns, but I haven't really checked any out ah, you would have had to have captured a palace belonging to the Emperor. then it would allow you to train Sardaukar. that's kinda bothersome though there are a few imperial campaigns colored purple in Cm's index: but there are accessible Sardaukar, trainable or otherwise, that appear in other campaigns you might not expect. my Summers' Solstice campaign for instance permits Sardaukar, among other things, be trained later on for reasons. and if it counts, the main player commander uses Ixian-modified Sardaukar Elite power armor to do stuff and like Sardaukar Elites is uncrushable, cannot be suppressed, heals to 100% HP over time, but additionally has a minigun that can swap modes related clip from around the time when 'modular unit implementation' first became possible, or at least the first twenty seconds is the aforementioned unit: https://streamable.com/ji7kfi regarding Sardaukar themselves, there was actually a problem with their behavior, originally: https://streamable.com/mf0hhz this is one of lotsa things Klofkac fixed, a fix that's in the latest exes. kinda funny that their on-death damage was limited to position xD but now they do actually pose a threat to vehicles that try to crush them it feels pretty different to me, personally but it's definitely KKND and has the spirit of the game in it. it also has a neat third faction to murder all the humans and mutants and everything in-between with, so that's cool
  13. hehe I was only being hyperbolic; it's entirely fair to critique d2k on its own merits still, it's good to look at it through the lens of the past era and its own history. it being a dune 2 remake, taking obvious inspiration from C&C, what it did differently, and how exactly it succeeded or failed in that regard I replayed SC recently! BW mission design is great, but the original has so many cheesable maps it's just... kinda nuts xD speedran the hell outta original but BW decided to macro up and kill everything on most of the maps cuz the OG left me wanting af. that was fun! I mean, BW still has a lot of cheesable maps, but the mission design and objectives are better in general. like if you wanna meme on the zerg hives on BW terran 03, sure, the hives can easily be hit from certain angles or spots by bunkers or sieges, but at least you have to take out four of them lol yeah! Carryall drops are a classic, just ask Cm how much he loves them and then suffer when that one tile behind your base is actually dangerous because he put a fucking drop there WHY?! no reason, Cm logic lol anyway yeah, and thankfully there were a lot of macro maps! I can certainly do without the no-buildings nonsense maps with the classic design style xD hell, delete the spice-mining maps while we're at it, and hark 6 because you can just yeet into the ord starport and it's over lol I replayed TD / RA recently too and those no-build maps made me suffer 💀 there have been some more modern no-build or limited-build missions that were okay though, more detailed and stuff. I think every mapper does them. even I do, but I tried to make them short or convey something important, or both, like S02V2 introducing a hero unit in a perilous situation and forcing the player to make sacrifices to defend it, or SBON1 being literally only five minutes long xD aye, I'm familiar! KKND is another classic. a janky classic, but lotsa fun. and it had a lot of macro maps too, to my recollection like, exploding scorpions? giant autocannon tanks? the funny briefing text? other fun, over-the-top stuff like that, count me in xD
  14. I'm sure the devs factored in modern esports metagaming when designing their 1998 RTS campaign missions really though, it was still the 90's when this game came out. Starcraft took seven years or so to perfect. if it were after that became a huge e-sports thing, it would be a different story, but you have to remember the history of games in general, let alone RTS games. campaign maps used to be designed in a much more free-format way! it resulted in weird things happening, like A5V1's Harkonnen defensiveness or H7V1's Atreides defense area, things that hinder the player from doing normal things like scouting, but it's kinda hard to polish things for modern tastes and a modern understanding of game mechanics in a weird era for games like the 90's, yeah? if you're looking for a more modern campaign, it sounds like you'll want to check out some custom campaigns
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