FunkyFr3sh Posted June 15, 2015 Author Share Posted June 15, 2015 dune2000.exe updated: I decided to get rid of the music.ini file which I added some time ago and loading the setting now from map .ini files instead Example for atreides mission 1:http://funkyfr3sh.cncnet.org/files/d2k/music.zip Play Super Mario[Settings]Music=Super Mario.aud[Text]596=Super Mario!Play Random Music[Settings]Music=* Quote Link to comment Share on other sites More sharing options...
shai Posted June 17, 2015 Share Posted June 17, 2015 This is some really great stuff. Quote Link to comment Share on other sites More sharing options...
Cm_blast Posted June 17, 2015 Share Posted June 17, 2015 Several questions here. -First. I have a .ini with500=enemy unit aproaching in the mission editor I create the event "Message", but instead "500" I write "550". What will happen?The game then will be use the line 550 for the text.uib by default? - How about if I create a .ini, and write a message which number share the airstrike-saboteur-fremen-death hand ready. What will happen in this case? - last one.Where I must copy the mario.aud? The "Super mario" message appears, but I have no music at all. Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted June 17, 2015 Author Share Posted June 17, 2015 when you choose id 550 then the game will look into the .ini file (if there is one) and if there is a 550= text then it will use it. If there is no 550= then it will check text.uib for 550 instead Everything written in the .ini file will override text.uib copy the .aud into your music folder Quote Link to comment Share on other sites More sharing options...
Cm_blast Posted June 17, 2015 Share Posted June 17, 2015 when you choose id 550 then the game will look into the .ini file (if there is one) and if there is a 550= text then it will use it. If there is no 550= then it will check text.uib for 550 instead Everything written in the .ini file will override text.uib copy the .aud into your music folderOh, I was copying in the wrong folder, meh, now it works. Thanks. Quote Link to comment Share on other sites More sharing options...
Cm_blast Posted June 18, 2015 Share Posted June 18, 2015 Another question. How to add a briefing using .ini files? Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted June 18, 2015 Author Share Posted June 18, 2015 Briefing is not supported, not sure if it's possible cause the names for the briefing keys are all saved in these menu files :/It would work for the mission launcher tho Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted June 19, 2015 Author Share Posted June 19, 2015 MissionLauncher.zip updated: Briefings can now be stored inside of MissionLauncher.ini, this way you can avoid using text.uib files completely 1 Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted June 21, 2015 Author Share Posted June 21, 2015 I centered all menus including backgrounds on any resolution (also the campaign select and score screen) testers needed: http://funkyfr3sh.cncnet.org/files/d2k/dune2000-test.exe Let me know if I forgot something Edit:Just noticed the videos are getting stretching to full screen in a weird way when DxWnd is enabled, that is pretty cool, need to find out what happens there and take advantage of it. Can anyone else confirm this video stretching bug? 1 Quote Link to comment Share on other sites More sharing options...
Cm_blast Posted June 21, 2015 Share Posted June 21, 2015 A random test briefing for 1 test map Smugglers. (true smuggler, no Ordos-as-smugglers). Seems works and the game is playable Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted June 21, 2015 Author Share Posted June 21, 2015 Nice, you added the briefing to MissionLauncher.ini? Quote Link to comment Share on other sites More sharing options...
Cm_blast Posted June 22, 2015 Share Posted June 22, 2015 Nice, you added the briefing to MissionLauncher.ini?Yes, like this: [prueba1]Name=prueba1SideId=5Briefing= Esto es una prueba con los contrabandistas;Salto de línea aquí;;Doble salto de línea;;;;;FunkyFr3sh Rocks! Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted June 22, 2015 Author Share Posted June 22, 2015 Nice :D You can also remove the "Name=", it will then use the name from the section [prueba1] automatically :D - done some updates again, fixed the bug where the game was crashing if the map was smaller than your resolution. There are a few graphical glitches on the right side just like the cnc games have too with their high res patch because the game is not redrawing this area. Will fix that problems later, here is how it looks:http://funkyfr3sh.cncnet.org/files/pictures/dune2000-small-map-bug.png test file:http://funkyfr3sh.cncnet.org/files/d2k/dune2000-test.exe 1 Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted June 22, 2015 Author Share Posted June 22, 2015 Yes sounds good, I will look into it Quote Link to comment Share on other sites More sharing options...
Klofkac Posted June 22, 2015 Share Posted June 22, 2015 Ok, so I have been working a bit on mission settings part in my editor and I'm adding support for D2k patch and Mission launcher features (basically everything what's stored in map's ini file).I'd like to be in sync with FunkyFr3sh's development, so I'll present how the mission settings window looks like now and ask what else is (or will possibly be) supported by game/launcher. And this is how the ini file looks like:[Basic]Name=Crate Wars On ArrakisAuthor=DatoSideId=1MissionNumber=5Briefing=This is my briefing.;Collect as many crates as possible!;And don't get killed by enemy![Settings]Music=Music.aud[Vars]harvestUnloadDelay=150harvestBlobValue=1000harvestLoadSpiceDelay=60starportUpdateDelay=1500starportStockIncreaseDelay=1500starportStockIncreaseProb=10starportCostVariationPercent=25starportFrigateDelay=1500refineryExplosionOffsetX=62refineryExplosionOffsetY=-79HarvesterDriveDistance=64RepairDriveDistance=64BuildingRepairValue=12UnitRepairValue=8SinglePlayerDelay=2NumberOfFremen=2SandWormAppetite=3SandWormInitialSleep=50SandWormFedSleep=40SandWormShotSleep=90NumberOfCrates=1CratesPerPlayer=NoDevastatorExplodeDelay=100IgnoreDistance=2CrateCash=1000ShowWarnings=YesDeathHandAccuracy=3InfiniteSpice=No[Text]596=No more text.uib, yay!597=Some other string So, it would be probably good if Mission launcher could read map's ini file for map name, author, briefing etc. Or alternatively, make some tool which would process all ini files in Missions folder and fill MissionLauncher.ini from them.What about other settings and rules? Is there anything to be added? 2 Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted June 22, 2015 Author Share Posted June 22, 2015 sounds like a good idea, I will change it tomorrow so the mission launcher will read all settings from map .ini files instead. There are some more settings under the [settings] sections, but all of those are only for multi player. I guess you only want to add single player settings to your editor? Might be the best if i move "Music=" from [settings] to [basic] and then rename [settings] to [MultiPlayer] to separate the multi player exclusive stuff properly. I will then continue to add all new features to the [Vars] section in the future (except they are excluse for multi player) Quote Link to comment Share on other sites More sharing options...
Klofkac Posted June 23, 2015 Share Posted June 23, 2015 Ok, sounds good.Actually I thought that all what was in [basic] would be ignored by game (and utilized by Mission Launcher) and what was in [settings] would be used by the game. I was thinking whether to place SideId and MissionNumber into [basic] or [settings], but Mission launcher would place them into spawn.ini anyway. Quote Link to comment Share on other sites More sharing options...
Cm_blast Posted June 23, 2015 Share Posted June 23, 2015 Hey funky how about a concrete option? When we choose ON , the concrete will show in the constuction bar and it will be used as we know before and when it will be OFF then it will not appear in the construction bar and if it is possible that all structures to have 100% life. I think its a good idea. Yes sounds good, I will look into it I would like to see one rule for Dune 2: the production speed decrease the more damaged the building is.a 50% health factory builds a tank much slower than a 100%, and a 50% refinery collect the money at half speed than a full health one. But I guess this is impossible :P. Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted June 23, 2015 Author Share Posted June 23, 2015 I would like to see one rule for Dune 2: the production speed decrease the more damaged the building is.a 50% health factory builds a tank much slower than a 100%, and a 50% refinery collect the money at half speed than a full health one. But I guess this is impossible :P.Might be possible xD - Some updates: Dune2000.exe:All menus are now centeredSmall maps are not crashing the game anymore[settings] section in map .ini files was renamed to [MultiPlayer]Music= key was moved from [settings] to [basic] sections in map .ini filesRandom starting locations will not mix up with pre set starting locations anymore (CnCNet Online games) MissionLauncher.exe:MissionLauncher.ini was removed and the launcher is does now search the mission folder for .ini files insteadLine breaks in briefing files are now _ instead of ; Dune2000Config.exe:Added a bit more space for the DxWnd settingsComic Sans font was removed High res background download was removed since it is not needed anymore 2 Quote Link to comment Share on other sites More sharing options...
D2k Sardaukar Posted June 23, 2015 Share Posted June 23, 2015 Might be possible xD - Some updates: Dune2000.exe:All menus are not centeredSmall maps are not crashing the game anymore[settings] section in map .ini files was renamed to [MultiPlayer]Music= key was moved from [settings] to [basic] sections in map .ini filesRandom starting locations will not mix up with pre set starting locations anymore (CnCNet Online games) MissionLauncher.exe:MissionLauncher.ini was removed and the launcher is does now search the mission folder for .ini files insteadLine breaks in briefing files are now _ instead of ; Dune2000Config.exe:Added a bit more space for the DxWnd settingsComic Sans font was removed High res background download was removed since it is not needed anymoreYou mean they are now in the centre! :) Very nice work! Also on the too small map fix. Good call on the comic sans, hehe. :P You 'own' Dune 2000 now, don't ya?! Quote Link to comment Share on other sites More sharing options...
Cm_blast Posted June 23, 2015 Share Posted June 23, 2015 Might be possible xD Wow. I remember how someone make a mod for Dune 2 to make the buildings drop their health if you didn't build concretes, like Dune 2000. And maybe now you make the buildings go slower if their health is not a 100%, like Dune 2. This is awesome. I just did a quick look to this. If I'm not wrong now if I want to share my new "Ordos Campaign", I'm just need to upload "OrdosX.map" "OrdosX.mis" and "OrdosX.ini", and all of those files goes to the same folder, being more easy to copy-paste them. Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted June 23, 2015 Author Share Posted June 23, 2015 You mean they are now in the centre! :) Very nice work! Also on the too small map fix. Good call on the comic sans, hehe. :P You 'own' Dune 2000 now, don't ya?!Arrakis is mine! Wow. I remember how someone make a mod for Dune 2 to make the buildings drop their health if you didn't build concretes, like Dune 2000. And maybe now you make the buildings go slower if their health is not a 100%, like Dune 2. This is awesome. I just did a quick look to this. If I'm not wrong now if I want to share my new "Ordos Campaign", I'm just need to upload "OrdosX.map" "OrdosX.mis" and "OrdosX.ini", and all of those files goes to the same folder, being more easy to copy-paste them.yes, you just share the 3 files with others and they will be able to play it in the Mission Launcher! - Another update:Dune2000.exe does now play videos in fullscreen with the high res patch enabled! The game will try to set the lowest possible video mode supported while playing the videos to get them as big as possible! When DxWnd GDI Mode is enabled the videos will not be stretched but centered instead 2 Quote Link to comment Share on other sites More sharing options...
Feda Posted June 24, 2015 Share Posted June 24, 2015 Hey funky, would it be possible to have modded units only in one map like in RA? By .ini files or dunno. Or at least, if not possible, have an entry in mission's ini file CustomBins= where you can specify the modded .bins and the mission launcher would temporarily set them when the mission gets launched, something like what happens with cncnet when it disables engi and turrets. 1 Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted June 24, 2015 Share Posted June 24, 2015 Comic Sans font was removedAbout time Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted June 24, 2015 Author Share Posted June 24, 2015 1. Thats a good thing funky, but I dont see any "DxWnd GDI Mode" in settings or it will be after the update? 2. And what CM_STORM said its an good idea but if you think to add this , add it as an option in the menu(lobby) couse you know, we need to keep the same gameplay. 3. In my mind all those new improvements were/are and would be good, I mean this mods(disable turret, engineer, concrete, cm_storm idea etc) but I like/would like if they are added as an option not as an obligation, I think you know what I mean. Yes, it will be optional cause in some maps you don't want to have such changes. I already looked up the concrete building damage and found it, but I would also like to remove the concrete from the building menu when this option is enabled since it becomes useless, still need to look out for thisHey funky, would it be possible to have modded units only in one map like in RA? By .ini files or dunno. Or at least, if not possible, have an entry in mission's ini file CustomBins= where you can specify the modded .bins and the mission launcher would temporarily set them when the mission gets launched, something like what happens with cncnet when it disables engi and turrets.I will add that later, currenty only vars.bin is in the rules.ini/map .ini, other files will be added one by one 1 Quote Link to comment Share on other sites More sharing options...
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