D2k Sardaukar Posted September 7, 2009 Share Posted September 7, 2009 Did you guys know this?With the closing of the Dune-2000.com site also comes the source code for DuneEdit'98. The code is free so just email Steve and he will pass it on to you. It is written in Delphi 4.source: http://forum.dune2k.com/index.php?topic=5195.msg58449But who is Steve? :)edit: if you look at read-me of the program (download at FED2k download section) you can get his e-mail. His website looks also like to be childs-play-software.com. Quote Link to comment Share on other sites More sharing options...
GeneralStrife Posted November 28, 2009 Share Posted November 28, 2009 This needs to be bumped for educational reasons Quote Link to comment Share on other sites More sharing options...
sandworm Posted March 4, 2010 Share Posted March 4, 2010 I was wondering, and this question goes to amigabot, were you able to figure out how to work AI acitivity where 1 is active 2 is passive and 3 is unassigned?If you figured out where, do you know which offset it is? Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted March 4, 2010 Author Share Posted March 4, 2010 active - ai do military do attack do harvest replace harvesters replace destroyed construction yard/ buldingspassive- ai will build units harvest spice replace harvesters and replace some buldings but it like to forget to do error in scripting passive ai can be forced to obey conditions (triggers,events)unassigned is ai player that has no loaded script to work with so ai wont repair buldigns will not replace destroyed harvester/buldings will continue harvest spice untill his harvesters are not destroyed. this ai will not work ever if are set triggers and events because to make ai work it must be coded into mis and map filehow to get example inactive ai?replace some missions example replace a6v1 (or a6v2 here is mercenary base) with o6v1 ,, placing atreides map into ordos map will cause mercenary ai to not function as its not ccoded into ordos missiion 6 map 1 , mercenary start from mission 7 ordos. howewer smugglers are coded on map and mis file but their base existence is none , if you put smuggler buldings there you get still notthing as smuggler is unassigned part of ai Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted March 4, 2010 Share Posted March 4, 2010 active - ai do military do attack do harvest replace harvesters replace destroyed construction yard/ buldingspassive- ai will build units harvest spice replace harvesters and replace some buldings but it like to forget to do error in scripting passive ai can be forced to obey conditions (triggers,events)unassigned is ai player that has no loaded script to work with so ai wont repair buldigns will not replace destroyed harvester/buldings will continue harvest spice untill his harvesters are not destroyed. this ai will not work ever if are set triggers and events because to make ai work it must be coded into mis and map filehow to get example inactive ai?replace some missions example replace a6v1 (or a6v2 here is mercenary base) with o6v1 ,, placing atreides map into ordos map will cause mercenary ai to not function as its not ccoded into ordos missiion 6 map 1 , mercenary start from mission 7 ordos. howewer smugglers are coded on map and mis file but their base existence is none , if you put smuggler buldings there you get still notthing as smuggler is unassigned part of aiTo sum it all up, unassigned is just that, unassigned, they just sit there, the harvester moves just like yours would, the units just sit there and attack whatever comes in range. Quote Link to comment Share on other sites More sharing options...
sandworm Posted March 4, 2010 Share Posted March 4, 2010 active - ai do military do attack do harvest replace harvesters replace destroyed construction yard/ buldingspassive- ai will build units harvest spice replace harvesters and replace some buldings but it like to forget to do error in scripting passive ai can be forced to obey conditions (triggers,events)unassigned is ai player that has no loaded script to work with so ai wont repair buldigns will not replace destroyed harvester/buldings will continue harvest spice untill his harvesters are not destroyed. this ai will not work ever if are set triggers and events because to make ai work it must be coded into mis and map filehow to get example inactive ai?replace some missions example replace a6v1 (or a6v2 here is mercenary base) with o6v1 ,, placing atreides map into ordos map will cause mercenary ai to not function as its not ccoded into ordos missiion 6 map 1 , mercenary start from mission 7 ordos. howewer smugglers are coded on map and mis file but their base existence is none , if you put smuggler buldings there you get still notthing as smuggler is unassigned part of aiMy question is though, can you set what you want in the .mis file? You said you located where the variables are to switch AI from inactive to active. So my hope is you can take a mercenary base from O9V1 or 2, and place them in lets say O5V1, and switch them to active and allied. If you know where the offset is in the mission file could you let me know, thanks alot Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted March 4, 2010 Author Share Posted March 4, 2010 hex editor can be used right now Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted March 4, 2010 Share Posted March 4, 2010 hex editor can be used right nowhe wants a tut. Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted March 5, 2010 Author Share Posted March 5, 2010 ok here we goowe need1. shai hulud2. hex editor3. notepadopen in shai hulud map file a5v1.map now open same file in hex editortake look at smuggler starport two wind traps. they will appear as spice or worm on rocksswitch to select mode and move around and copy whole terrrain with smuggler base, move your mouse with clicked left button and hold it move down a bitnow release mouse but dont click again now hit ctrl and c on keyboard to copy the baseopen now any mission where you can use engineers to capture buldings. look for empty place with no terrain or small amount of it. dont paste base on edges of mapdont overwrite actual bases too. resupply broken terrain around copied starport base.save the map file . (be sure to have opened map file from missions folder!!) now start game and play locate smuggler base and see, attack it a bit , ai will not repair the base , the smugglers does not exist in harkonnen mission 4 or mission 5 (we copy base to harkonnen missio 5) now open hex editor. and close the game. more things will translate gruntlord yesterday i formatted hard drive i lost all data except backup thngs from dvd's ( not saved files with locations of hex values)look for posts of mvi for hex offsets Quote Link to comment Share on other sites More sharing options...
mvi Posted March 5, 2010 Share Posted March 5, 2010 Raw AI is stored in a section of the mission file. This section is split down into 8, one for each of the players. It is important that the first byte of each sub-section is the house index (zero based). So if you're copying player 4's AI to player 3, in addition to overwriting player 3's AI section you would have to change the first byte to 2 (2 is the zero based equivalent of the one based number 3).My mission file specification topic should show you what bytes the AI occupies. Quote Link to comment Share on other sites More sharing options...
sandworm Posted March 6, 2010 Share Posted March 6, 2010 Thanks mvi, but im not sure which offset sets the AI's activity. Is there a certain one that sets them to "active or passive"? Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted March 6, 2010 Author Share Posted March 6, 2010 there are no offsets. ai passive is ai with base but does notthing ecept repair/rebuid passive ai is located in atreides mission 7 where you fight harkonnen put there emperor base and see. ai does not build tanks quads trikes, sometimes does infantry but rare. this is example of passive ai. Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted March 6, 2010 Share Posted March 6, 2010 Thanks mvi, but im not sure which offset sets the AI's activity. Is there a certain one that sets them to "active or passive"?The ai is all logic, so right now you have to copy and paste the code from another house with ai, as we have no idea what code does what(in the AI logic), and it will be like that for a while. Quote Link to comment Share on other sites More sharing options...
sandworm Posted March 6, 2010 Share Posted March 6, 2010 Gotcha. Ive been fooling around with some of the variables just above the alliances offsets. So far havent found anything. Ill keep in touch in what i can find Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted March 6, 2010 Share Posted March 6, 2010 Gotcha. Ive been fooling around with some of the variables just above the alliances offsets. So far havent found anything. Ill keep in touch in what i can findSounds good, Discovering AI logic would be very usefull to writing out own unique ai that is more advanced. Quote Link to comment Share on other sites More sharing options...
Mernon Posted July 17, 2010 Share Posted July 17, 2010 If anyone still wants to play in skirmish mode with an AI ally, here is slightly modified original _PARC.Mis. Place it into datamaps directory (don't forget to backup original file). All AI opponents will act as they should in skirmish, including your ally. AI ally randomly plays for any house with any colour; it knows where other players are, and constantly attacks them. If Ally's CY is destroyed, it will restore it if possible. You cannot break the alliance with an 'A' hotkey.Warning: this works in Network games, too! There you can break the alliance with AI, but you won't be able to restore it. Still, I don't recommend to play Network games with an AI ally, 'cause I've never tested it and the result is unpredictable.the AI don't act JUST like in the original game.when they selling the base they sell it not as fast as before.(can you make the AI sell only buildings like palace's to get enough muney to rebuild hes refinery/harvester?) Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted August 18, 2010 Share Posted August 18, 2010 the AI don't act JUST like in the original game.when they selling the base they sell it not as fast as before.(can you make the AI sell only buildings like palace's to get enough muney to rebuild hes refinery/harvester?)That would take a great deal of effort for something that wouldnt see much use. Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted August 19, 2010 Author Share Posted August 19, 2010 he forgot place attachment :O Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted September 3, 2010 Author Share Posted September 3, 2010 sorry for post under post but i see dune2000 modding team is almost gonei am alive gruntlord , mvi left devasta left, we should get more team members sonehow. to continue, as in total we have large progress. . i want to continue progress. but with who?, who can continue modding too? i have ceased actual "hacking" as awaiting for some fresh news Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted September 10, 2010 Share Posted September 10, 2010 sorry for post under post but i see dune2000 modding team is almost gonei am alive gruntlord , mvi left devasta left, we should get more team members sonehow. to continue, as in total we have large progress. . i want to continue progress. but with who?, who can continue modding too? i have ceased actual "hacking" as awaiting for some fresh newsI'm still alive, but atm I'm without anyone to hex the missions for me. I can keep designing concepts and maps but that's the scope of things. Once my Xbox 360 modding program is complete I may be able to have someone look at this old gem of a game. Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted September 11, 2010 Author Share Posted September 11, 2010 did you opened var.bin topic? i have found nice things in it :D Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted September 11, 2010 Share Posted September 11, 2010 did you opened var.bin topic? i have found nice things in it :DI still think we need to focus on mission and map files, and sadly the language barrier is still a bit annoying.I have a solid coder now, so when xbox development is done we can make a .map editor that supports buildings. Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted September 12, 2010 Author Share Posted September 12, 2010 cool! and later maybe we can figure out unit/bulding limits and remove them so we can have game with huge armies Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted September 12, 2010 Share Posted September 12, 2010 cool! and later maybe we can figure out unit/bulding limits and remove them so we can have game with huge armiesthere's a unit and building limit? I've yet to hit one. Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted September 12, 2010 Author Share Posted September 12, 2010 use icecheat trainer and take largest map make sure ai is ordos to not get raped with airstrike/death hand , whe you start with it build like 10 barracks light/heavy factory and produce units as fast as you can soon or sooner you will get very nice message saying that you reached bulding/unit limit and any new unit wont be produced also yyour units will not shot any projectile somehow when limit is reachedi cant check this since i dont have icecheat trainer because cant find it and i dont have it on computer after hard disk death Quote Link to comment Share on other sites More sharing options...
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