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Posted

my hex editor does not show x.. i  get few zeros and then  nessecary offset.  what for should i look? because im stuck. i have no offset for carryal editing.

Posted

thanks..  what about  other EE ?  ee58 ee60 ee70 etc.? they contain any  useful data?

also i think  limits are stored in dune2000.dat .  if we could crack it , we could get anything... what about reinforcements for ordos 3 map 1 and 2 . and for  harkonnen mission 6 map 1 and 2 and for harkonnen mission 5.

i tested these stuff for  sskirmish and none of them work. they are somehow disabled. 

Posted

Please read my tutorial above, I said that for each reinforcement there are 72 bytes. EE57 and the next 71 bytes are all useful data. That is one reinforcement, more reinforcements follow directly.

In file _A1V1.mis:

EE58-EE9F = start of Harvester carryal (when harvester destroyed carryal delivers new one)

EEA0-EEE7 = unknown

EEE8-EF2F = unknown

EF30-EF77 = start of Atreides reinforcements

EF78-EFBF = start of Harkonnen reinforcements

For the byte structure please see further up.

Posted

problem is  because my  hex editor dont support the x  i se only  something like this  0000EE58 or something. .. offsets you put there are invalid  because i cant find them on my hex edit

Posted

When people put "0x" in front of a number, it signifies that number is in hex. In your hex editor you need to ignore the "0x" and just put in what's after it. In XVI32, I just put in the bit after "0x" and it works fine. E.g. if the offset was at "0xEE58" you ignore the "0x" and simply go to "EE58" as the offset.

Posted

Allegiance/units 4 bytes revisited. (I'm now calling this the event 4 bytes, on account of it not just being carryals or just reinforcements.)

Byte One - Unknown

Byte Two - Event Type - See below

Byte Three - Quantity

Byte Four - House Allegiance

Event types:

0x01 - Carryal delivery of infantry, bytes three and four specify number of infantry to deliver and their allegiance, respectively.

0x0A - Mission success, bytes three and four seemingly ignored

0x0B - Mission failure, bytes three and four seemingly ignored

0x12 - Soldiers appear on screen, bytes three and four specify number of infantry to deliver and their allegiance, respectively.

Posted

i added  something and  carryal delivered unit at 144, and 54 or something and game crashed.. i am going to  use  again funreal plain to set the bases . then other stuff for more testing.  i have  tripled one of enemy reinforcements!!  i edited some values between EE58 and EFBF just did random stuff and i added something. also gotta use trainer to reveal map what i found something that can say to us about dune20000 foundry

Posted

well i suicided lol.  i  completily destroyed map h7v1.map had to backup it.  but   i succeful on h5v1 .  i got  8  trooopers instead of 4

got error

trying  to access side out of range [9]  what the hell

something is wrong

Posted

another  poo

something here .. test it

000102b8

000102d8

there

000101c0

since  in h5v1   harkonnen in one of reinforcements   is taking 4 tanks. i look for 04

also 0000f6d0

another one might be linked

0000f520

0000f3e0

=================

there are events!!!!!!!!!!!

because i edited them and i got error

error in events  checkevents() gameticks 1

Posted

I've checked the H5V1 references, all I can see are various infantry carryal reinforcements.

Also, what file are you referring to when you say:

"000102b8

000102d8

there

000101c0"

As to events, please see my earlier message: :)

Allegiance/units 4 bytes revisited. (I'm now calling this the event 4 bytes, on account of it not just being carryals or just reinforcements.)

Byte One - Unknown

Byte Two - Event Type - See below

Byte Three - Quantity

Byte Four - House Allegiance

Event types:

0x01 - Carryal delivery of infantry, bytes three and four specify number of infantry to deliver and their allegiance, respectively.

0x0A - Mission success, bytes three and four seemingly ignored

0x0B - Mission failure, bytes three and four seemingly ignored

0x12 - Soldiers appear on screen, bytes three and four specify number of infantry to deliver and their allegiance, respectively.

Posted

h5v1

.. i messed up events LOL. now i had to replace wreck of file. but  funny effect  128x128 map in harkonnen mission 5

if you ccan throw more tanks in reinforcements it could be good because i have earned 8 troopers but then i get  this error...

Posted

h5v1

.. i messed up events LOL. now i had to replace wreck of file. but  funny effect  128x128 map in harkonnen mission 5

if you ccan throw more tanks in reinforcements it could be good because i have earned 8 troopers but then i get  this error...

maybe the first byte is unit type?

Posted

I would have thought it unlikely, I'm fairly sure the first byte is used for something else. It's going to take a lot more research yet, I'll probably be taking a break from Dune 2000 modding efforts this weekend. But hopefully when I get back you guys will have worked out a better understanding of these files :)

Also of interest, as part of the Dune2000+ project the following tools are in development:

Campaign map editor - Supporting the creation of maps which incorporate buildings and units.

Mission editor - Very early days yet, once we've cracked some more of the events structure, this should come along a bit, but right now it only supports allegiances, starting money and time limits.

String editor - Edit .uib files.

Audio editor - Being created by team-mate Dracanus

R8/R16 editor - Being created by team-mate Cake

While a couple of these already exist, it is one of the purposes of the Dune2000+ project to create a pack of tools to edit virtually all files in Dune 2000, so that there's one central download that you need to install for full D2K modding. :)

Posted

these stuff could improve game.  but wait

i edited vars.bin and edited random stuff and map has like  200 crates or something. it was fun that ai was making huge army from crates. 

we  must get few people from westwood to this pplace maybe their knowledge is  eoungh to  support us

Posted

Well I would have thought it would be the next order of business to work out the triggers and how they work.

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