AMIgaBot Posted September 11, 2011 Share Posted September 11, 2011 i am trying to find facts.... if its not choam so then what is light brown color atreides? mis file allow 8 houses bu you can get to work with 7. did not you see a problem? i dont want to be i credits of any program either.. im not helping deelop them ... some things were found just while finding other things and have been forgotten.. i just want them to be researched and see result. you evade question for modyfing skirmish stuff. you say its impossible or equal... i know that skirmish mis file is different structure than campagin - that true... but there must be something that prevent execute events and conditions. - question what is it.. what just want to try say? create multiplayer missions... and dontt say its impossible , for now it may be just difficult. 2 Quote Link to comment Share on other sites More sharing options...
Andrew Posted September 11, 2011 Share Posted September 11, 2011 No personal attacks please. Otherwise in future posts will just be deleted. Quote Link to comment Share on other sites More sharing options...
Mernon Posted September 17, 2011 Share Posted September 17, 2011 I'v found a weird fact in the game.in A7V1,you have 4 enemies!hark,emp,merc and freman!I know that the 2 last factions are just placeholders for hark,but how do they turn into hark? Quote Link to comment Share on other sites More sharing options...
Feda Posted September 18, 2011 Share Posted September 18, 2011 I'v found a weird fact in the game.in A7V1,you have 4 enemies!hark,emp,merc and freman!I know that the 2 last factions are just placeholders for hark,but how do they turn into hark?There is a "thing" in the .mis file (A7V1.MIS) that make those 2 factions to act as Harkonnen. It is called "index allocations". You can find it in MVI's Mission Editor. Using that feature you can make any house or sub-house to act as another one. Quote Link to comment Share on other sites More sharing options...
Mernon Posted September 19, 2011 Share Posted September 19, 2011 ok thx Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted September 20, 2011 Share Posted September 20, 2011 ok thxIt also works so you can play as a subhouse, but the game will crash when you click on a unit because they game cannot find the proper sound files. Quote Link to comment Share on other sites More sharing options...
Feda Posted September 20, 2011 Share Posted September 20, 2011 It also works so you can play as a subhouse, but the game will crash when you click on a unit because they game cannot find the proper sound files.Btw, about the sounds.. Is there a solution about these sound errors in your project? Are you working on a program that will solve the problem? I understood that there is needed a good .r8 or .r16 editor. Quote Link to comment Share on other sites More sharing options...
mvi Posted September 20, 2011 Share Posted September 20, 2011 Btw, about the sounds.. Is there a solution about these sound errors in your project? Are you working on a program that will solve the problem? I understood that there is needed a good .r8 or .r16 editor.I've not completely ruled it out, but it looks unlikely that it will be possible to enable sub houses for play. A good Resource editor is needed that works with both R8 and R16 files, I have started one, but my work on Dune 2000 is on hold until after some modifications are released. Quote Link to comment Share on other sites More sharing options...
Mernon Posted September 21, 2011 Share Posted September 21, 2011 can't we simply use tibed manual edit and add subhouse sound files? Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted September 21, 2011 Share Posted September 21, 2011 can't we simply use tibed manual edit and add subhouse sound files?That doesn't work, you need to edit more then what tibed allows. Quote Link to comment Share on other sites More sharing options...
AMIgaBot Posted September 21, 2011 Share Posted September 21, 2011 you need create new sound files and linking in data files Quote Link to comment Share on other sites More sharing options...
mvi Posted September 21, 2011 Share Posted September 21, 2011 I'm virtually certain it's not that simple, prefixes are on each sound file, it looks like these prefixes are hard coded. Quote Link to comment Share on other sites More sharing options...
Mernon Posted September 25, 2011 Share Posted September 25, 2011 can someone update the original download link at the 1st post?(for ppl like me that download the 1st thing they see) Quote Link to comment Share on other sites More sharing options...
Billion Posted November 12, 2011 Share Posted November 12, 2011 hey dudes any of you know the value of the mission notices,like wwhen it say in the top right corner"Caryall spotted"things like that someone send me the values and the messages that the value goes with,Thanks Quote Link to comment Share on other sites More sharing options...
Mernon Posted November 26, 2011 Share Posted November 26, 2011 hey dudes any of you know the value of the mission notices,like wwhen it say in the top right corner"Caryall spotted"things like that someone send me the values and the messages that the value goes with,ThanksI think you can check them with the string editor..should be dowloadable in the download section Quote Link to comment Share on other sites More sharing options...
mvi Posted November 26, 2011 Share Posted November 26, 2011 I think you can check them with the string editor..should be dowloadable in the download sectionFor clarity to future readers, prior to Billion's post it was difficult to work out what numbers in the mission editor correlated to which entry in the string table editor. A new version of the string table editor has now been released which has row numbers. To find the message that is used by a mission message, simply note the number from the mission editor, then open the string table editor and scroll until you reach that number.If your version of the string table editor does not have row numbers you will need to download the new string table editor Make sure that the version number in the corner is 0.2 (or higher) Quote Link to comment Share on other sites More sharing options...
Billion Posted November 26, 2011 Share Posted November 26, 2011 I need help can someone send me a download of all the misai files! Quote Link to comment Share on other sites More sharing options...
NERUB Posted December 14, 2011 Share Posted December 14, 2011 Hello guys.You've noticed that some units and buildings in the editor look different and have a different color, not like in the game. This is due to index allocations thing. Here comes a fixed version.d2k_camp_edit_by_NERUB.zip Quote Link to comment Share on other sites More sharing options...
sandworm Posted January 31, 2012 Share Posted January 31, 2012 Hey guys, I just wanted to know know something about a trigger event. Im using a Unit in Tile condition and I want a reinforcement to drop when one of my units enters the tile position. Will the event trigger if any unit enters from any house? Or is it only the enemy of the reinforcement drop? Quote Link to comment Share on other sites More sharing options...
mvi Posted January 31, 2012 Share Posted January 31, 2012 No, the condition is only true when a player unit enters the tile. This condition will never be true when an AI unit is in that tile.A good example of how this condition is used is A5V1. Quote Link to comment Share on other sites More sharing options...
sandworm Posted February 1, 2012 Share Posted February 1, 2012 Ah, gotcha, I figured as much becuase im pretty sure westwood did not want it to be triggered when AI units were already in that title.Also MVI had a suggestion. Would it be possible to add the option in the mission editor to enable/disable AI? The code after the house index in the AI section is the byte im talking about, either can be switched from 00 or 01. It would be easier to do it from the editor rather then going through winhex to do it. Thanks Quote Link to comment Share on other sites More sharing options...
mvi Posted February 1, 2012 Share Posted February 1, 2012 Ok, I'll add that in the next mission editor release. In the meantime if you download the vanilla .misai files you can pick one of the empty AI files and replace a mission AI segment with that Quote Link to comment Share on other sites More sharing options...
sandworm Posted February 2, 2012 Share Posted February 2, 2012 Thank you! And thanks for the misai files I needed those! Finally some well working AI for the campaign. Hopefully we can find a way to start coding our own. Quote Link to comment Share on other sites More sharing options...
Skorocel Posted February 21, 2012 Share Posted February 21, 2012 When playing Dune 2000, you may’ve noticed that some of these „spice blooms“ will continue to reappear forever, whilst some will reappear, say, 15 or 20 times, and then disappear for good. But when you try to use the klofkac’s editor, there are only the „infinite“ ones visible (i.e. the ones which continue to reappear forever), whilst the later aren’t visible on the map at all. Is there a chance to put these on the map? Quote Link to comment Share on other sites More sharing options...
mvi Posted February 21, 2012 Share Posted February 21, 2012 Can you screenshot an existing map marking which ones are finite and which ones are infinite? Quote Link to comment Share on other sites More sharing options...
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