mvi Posted January 11, 2012 Share Posted January 11, 2012 This fix means that it is now possible to play as sub houses and select their units. Multiselect does not work you must move units one at a time like in Dune 2, but at least the game doesn't crash.Feature Set:* Previously if you play as a sub house the game would crash when you selected a unit* If your house index is invalid this patch defaults it to Ordos and does not crash* NEW: Fixes the score calculation crash, note your displayed score will be incorrect, but it will allow you to progress through the campaign properly now.* NEW: Other house sounds now supported in addition to the unit report sounds previously supported (e.g. Building Complete, Harvester Under Attack)* This patch is only for Dune 2000 version 1.06* Supports and enhances mods such as [aKa]FedaYkin's Mercenary missionCredits: by CCHyper and mviDownload at D2K+ 4 Quote Link to comment Share on other sites More sharing options...
Feda Posted January 12, 2012 Share Posted January 12, 2012 Great job man. I was really surprised to see this issue solved.. Didn't expect for so soon results :) Thanks. But in my opinion it is very hard to play like the Dune 2 style in dune2k since the AI makes big attacks, so maybe the human + AI on the same side could still help :)Are you going to try to find a way to be able to select more units? I mean do u plan to research these things? That could fully enable sub-houses and some good missions/campigns for them. I hope that you'll find a way. Quote Link to comment Share on other sites More sharing options...
Feda Posted January 12, 2012 Share Posted January 12, 2012 Lol mate, I found why you were not able to select more than one unit. Because there was active AI to the mercs side. I tried to switch side in O6V1 from Ordos to mercs and I was able to select all the units because O6V1 doesnt have AI for mercs. I observed that when u have AI on the same side with you it is not posible to select more than one unit. So it's fixed :) The sub-houses are fully functional and 90% playable now!!!An example of Imperial units from one of my O9V2 sub-houses remakes:But what about the "building...", "unit ready", "harvester under attack" etc. sounds? Can u find where these things are and replace them with the main houses' ones? 1 Quote Link to comment Share on other sites More sharing options...
mvi Posted January 12, 2012 Author Share Posted January 12, 2012 Nice find, I'll have a look at those other responses, maybe there's a similar way to activate them. Quote Link to comment Share on other sites More sharing options...
Feda Posted January 12, 2012 Share Posted January 12, 2012 You should update the posts and delete the part with "unit multiselection is not posible" :). I hope that you'll find a way to enable those voices too. Quote Link to comment Share on other sites More sharing options...
djbaskan60 Posted January 12, 2012 Share Posted January 12, 2012 Hello ! ı have 1.06 version but it didn't be ? where is problem? you are work very good and crazy !!!!! :) ı hope it will be ! Quote Link to comment Share on other sites More sharing options...
max1m84 Posted January 12, 2012 Share Posted January 12, 2012 How to make auto-repairs of buildings? Quote Link to comment Share on other sites More sharing options...
Skorocel Posted January 13, 2012 Share Posted January 13, 2012 Interesting idea to play as one of the subhouses. It's just pity that they aren't more differentiated from the other, "regular" houses. The Mercs & Smugglers look exactly like the Ordos (the only difference being the color & the inability to build Deviators for Mercs), Fremen look exactly like the Atreides (again, the only difference being the color & the ability to train Sardaukars instead of Fremen), and the Emperor are a carbon copy of Harkonnen (just violet instead of red, with Saboteurs instead of DHM & unable to build Devastators)... Quote Link to comment Share on other sites More sharing options...
Feda Posted January 13, 2012 Share Posted January 13, 2012 Auto-repairs? The only way to have your buildings repair themselves is to give AI to your side, but that won't let you to select more than 1 unit. Am example of "auto-repair" can be found in my Mercenary mission . But now that sub-houses are operational, my mission is not so useful. I will get rid of the AI and release a normal version + some other remakes of sub-houses missions today maybe. Quote Link to comment Share on other sites More sharing options...
Iheb96 Posted January 15, 2012 Share Posted January 15, 2012 good work for the sub-houses :) Quote Link to comment Share on other sites More sharing options...
vota dc Posted February 13, 2012 Share Posted February 13, 2012 Interesting idea to play as one of the subhouses. It's just pity that they aren't more differentiated from the other, "regular" houses. The Mercs & Smugglers look exactly like the Ordos (the only difference being the color & the inability to build Deviators for Mercs), Fremen look exactly like the Atreides (again, the only difference being the color & the ability to train Sardaukars instead of Fremen), and the Emperor are a carbon copy of Harkonnen (just violet instead of red, with Saboteurs instead of DHM & unable to build Devastators)...You can replace grenadier, stealth raider, thump infantry and harkonnen sardaukar to give more differences with Tibed. You can also replace Carryal 2. Quote Link to comment Share on other sites More sharing options...
Feda Posted February 18, 2012 Share Posted February 18, 2012 Both are posible. To be fremen put the index 4. To be atr in hark mission put index 0 instead of 1 to hark. Quote Link to comment Share on other sites More sharing options...
Feda Posted February 18, 2012 Share Posted February 18, 2012 I will edit it for you if u want.. Gimme 5 mins Quote Link to comment Share on other sites More sharing options...
Feda Posted February 18, 2012 Share Posted February 18, 2012 Ok I did a fast edit, so I havent check reinforcements , text messages etc. You'll have to do it by yurself hawker :), but the mission is playable. Btw idk why u would want to play as atreides, the mission will be too easy :DH9V1.zip Quote Link to comment Share on other sites More sharing options...
Feda Posted February 18, 2012 Share Posted February 18, 2012 MVI, did u search for the other voice commands (unit lost, missile lauch detected, construction complete etc.) ? Can you put atreides sounds to fremens, hark sounds to emperor and ord to smug & mercs? and if not, then put atreides sounds to all :D but this issue should be solved cuz without these sounds its really hard to play. Quote Link to comment Share on other sites More sharing options...
Feda Posted February 18, 2012 Share Posted February 18, 2012 you're welcome :) Quote Link to comment Share on other sites More sharing options...
Feda Posted February 18, 2012 Share Posted February 18, 2012 Yes i can do.. I will make it tommorow :D Quote Link to comment Share on other sites More sharing options...
Feda Posted February 19, 2012 Share Posted February 19, 2012 i'll release today but in the evening, I finished the .map file I need to work on .mis and now I'm busy. I'll release at 19:30 p.m. in our time hawker :) Quote Link to comment Share on other sites More sharing options...
Feda Posted February 19, 2012 Share Posted February 19, 2012 Ok here is the mission, I edited it very fast so maybe it suffers from bugs. Report them ! :) Have fun_A1V1.zip Quote Link to comment Share on other sites More sharing options...
mvi Posted February 19, 2012 Author Share Posted February 19, 2012 MVI, did u search for the other voice commands (unit lost, missile lauch detected, construction complete etc.) ? Can you put atreides sounds to fremens, hark sounds to emperor and ord to smug & mercs? and if not, then put atreides sounds to all :D but this issue should be solved cuz without these sounds its really hard to play.I did briefly look into this I seem to remember that I need cchyper to help with the fixApologies for brevity, sent from my iPhone Quote Link to comment Share on other sites More sharing options...
mvi Posted March 1, 2012 Author Share Posted March 1, 2012 UPDATEWith the help of CCHyper the sub house fix has been updated with two more fixes:* NEW: Fixes the score calculation crash, note your displayed score will be incorrect, but it will allow you to progress through the campaign properly now.* NEW: Other house sounds now supported in addition to the unit report sounds previously supported (e.g. Building Complete, Harvester Under Attack)Same link as before Quote Link to comment Share on other sites More sharing options...
Feda Posted March 1, 2012 Share Posted March 1, 2012 Nice work man! Finally sub-houses are 100% playable :) Quote Link to comment Share on other sites More sharing options...
DaxxXyrax Posted March 1, 2012 Share Posted March 1, 2012 So... Sub-houses are now playable on PC, eh?So here's my little secret :DBack in October 2011, I've played a little with editing Dune 2000 for PSX.And I discovered that if I change the bytes from e.g. Ordos to Smugglers, the game didn't crash.So I was like "I can finally play as any sub-house!" :)So I started modding, but I kept it quiet. I wanted to give Dune 2000 PSX fans a huge surprise with new levels, units etc...I have made 5 fully functioning missions with Smugglers (and A/B maps). And had 6th mission in progress. But... I was too lazy to continue. What a lazy fool I am.P.S. - Modding D2K for PSX is a pain in the a** :D Quote Link to comment Share on other sites More sharing options...
Moonlight AbaSSy Posted May 6, 2012 Share Posted May 6, 2012 Both are posible. To be fremen put the index 4. To be atr in hark mission put index 0 instead of 1 to hark.I dont understand. How did you do that? Quote Link to comment Share on other sites More sharing options...
Feda Posted May 6, 2012 Share Posted May 6, 2012 using D2K+ Toolkit, to be more exact, the Mission Editor. Thats the program which handles indexes. Quote Link to comment Share on other sites More sharing options...
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