Jump to content

Colos

Fremen
  • Posts

    11
  • Joined

  • Last visited

  • Days Won

    1

Colos last won the day on April 20

Colos had the most liked content!

Reputation

1 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Here are the files. I managed to get only "Buildings" to turn over. You will have to dig through the events in the editor to know where to go and what to do since the messages won't display. _MAP4.MIS MAP4.ini MAP4.map
  2. I get this message when I reach a certain point in a custom mission I'm making. Basically I set up an event where if an engineer goes through a particular tile, it converts all the units and buildings from one owner to another. But every time I send an engineer to that spot, the game crashes with this message. The only thing that changes, is the value they there [1], if I send five engineers, then it becomes [5]. To add to that, the Player's side is not hostile to the faction they are capturing. So I've got no idea how to fix this.
  3. The real link for it is here: https://github.com/Fedal/Dune2000MissionLauncher/releases
  4. there was a "unit queue patch" from a long time ago, but it no longer works and no one with know-how has wanted to fix it on account of how drastically it changes the game, unfortunately. however, there is a new event in the latest version of the editor which forcefully clicks something on the player's sidebar for him. making that repeat and implementing a system for it would require a workaround, but it is possible to "queue" things that way now. the event should be number 100, here: I've been thinking; why not implement Unit Queuing as a game option? Kind of like how you can enable Crates or Worms? That way the people that want it can have it while the people who don't want it can just ignore selecting that option. Don't know how to implement is for the main campaign or any pre-exisiting campaign but that can be future goal. An actual bug I found was in the WoL missions, especially in Mission 2 for the Sardaukar: sometimes the "Missile Launch Detected" line might get switched with another random line or sound. I've had both gunfire and "the ordos are coming closer!" play when selecting the target for the nuke. Non-code-based suggestions: Would it be possible to give the Smugglers a different colored tank and structures? I get they're Not Ordos but if you have them, Mercenaries and Ordos all on the same map its kind of a mess. The main issue I can see would be if a re-color was applied then it would affect anyone using an Ordos Tank thus making the change to begin with useless. Then there's the Mercenary Tank. I think, haven't tried it yet, that this one suggestion could be done via the new map editor. Anyways I was thinking that it would make more sense for the Merc's to have the Atreides Tank. Both from a statistical perspective, since its the all-rounder combat tank, and from a visual perspective since the Merc Heavy Factory has that sloped roof...
  5. What about the file errors that you now get when you try to play skirmish mode? Are those being looked at? I know 1.6.2.3 made it so that if you tried to play skirmish, the game would never work again unless reinstalled.
  6. No, no ramps up to the platforms. Closest thing are the ruined ramps from the XMAS tileset.
  7. I re-installed OpenRA and popped this "map" out. They only have stairs for rock-to-rock. Didn't even see anything for a top to bottom movement. Or even going left to right, etc. But, I too would love to see these back-ported. They also made a decent platform tile. The biggest issue though is that we're stuck with a bunch of similar tilesets that have a few unique features on them. OpenRA compiles all of the tilesets into one big tileset; so they never have to worry about picking the right one for a map. Which sucks for us, since we have to keep in mind the limits of the tileset. But I guess that's off-set by having a more stable engine? I don't know. But so far trying to extract these tiles from OpenRA has been kind of a pain.
  8. Long ago, someone managed to get a working Unit Queing system up and running. but it only worked for one version of the game. Even at the time of its release, it was for an outdated version of the game. My question is this; is it possible to add production queing into the game?
  9. Basically, anything new would require room that is probably taken up by something else? What if, its something that, in theory, "exists," but not actually a thing? Like a proper Combat Tank for Mercenaries or Fremen? How does the Grenadier or the Stealth Raider work? My physical copy of the games doesn't have those. But online versions do. Were they patched in or are they from some mod? Also, if someone were to add new units, as in brand-new, how many slots or how much space do they have to work with?
  10. Same here. No idea what causes it. Have to re-install everytime it does happen. From what I have seen, its whenever you use CnCNet. It dosen't matter if its multiplayer, skirmish or LAN, the game will either not launch or it pops the "Access violation," error. Haven't tried the earlier versions to see if this happens.
  11. Recently I've been messing around with some C&C mods and I figured that it is entirely possible to add Dune 2K assets to other C&C games. I've had this idea for sometime, even though its been shot-down. Still I would at least like to attempt it. Aside from basic AI scripting, there is only one problem. As you could guess from the title, the color palette used by Dune 2K is in a completely different format than other C&C color palettes. Most other C&C games use a .PAL format for their color palettes while Dune 2K uses .RES. Currently, there is no known method or software to convert one to the other. The people I've talked to, who made the mod that I plan to either integrate into or branch off of, have no idea on how to work with such a format. But since you guys, people who currently work with Dune 2K assets, might have a solution to this. The only way I've tried so far was to open up the .BIN version and then copy off the hex code, then paste that into a RGB converter and hope for the best. I'd appreciate any feedback you guys could give me since this is the biggest issue outside of the actual coding. Basically: I want to find a way to convert the PALETTE.RES file to .PAL so I can import sprites from Dune 2K that will have the proper colors.
×
×
  • Create New...