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FunkyFr3sh

Dune 2000 1.06p - Game patching (bug fixes, new features)

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Didn't know it does switch the music in singleplayer, in skirmish it was the other way around, it would never switch it and thats why i set it up to use random songs by default after i made the music patch. Will take a look into it

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Didn't know it does switch the music in singleplayer, in skirmish it was the other way around, it would never switch it and thats why i set it up to use random songs by default after i made the music patch. Will take a look into it

If possible, maybe add an option to specify multiple music tracks in the ini

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You mean ,to tick what soundtracks we want to play on the game? Like there are 30 soundtracks, and we want to hear only 5.

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Will take a look into playlists later, gotta finish some other stuff first

 

-

Updates:

MissionLauncher.zip and dune2000.exe updated

MissionLauncher can now show a map preview (disabled by default, not everyone likes to see the map!)

MissionLauncher got its own score screen now, looks pretty much the same as the one from CnCNet

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You mean ,to tick what soundtracks we want to play on the game? Like there are 30 soundtracks, and we want to hear only 5.

Like if my mission has 3 music tracks, I want it to cycle between them, in the order listed.

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FunkyFr3sh I have another suggestion for D2k Patch. This is "Reveal Map" option. With this, the map won't be covered with shroud at all but will all be visible from the start.

This would be very useful for testing the map. Now I need to add dummy "Reveal Map" events to the map but they are limited to radius of 7. Unfortunately "Show Map" option on D2k Trainer is not working for me for some reason.

It would be great if it would be also option in spawn.ini file so that I can set it in "Test Map" dialog in D2kEditor.

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FunkyFr3sh I have another suggestion for D2k Patch. This is "Reveal Map" option. With this, the map won't be covered with shroud at all but will all be visible from the start.

This would be very useful for testing the map. Now I need to add dummy "Reveal Map" events to the map but they are limited to radius of 7. Unfortunately "Show Map" option on D2k Trainer is not working for me for some reason.

It would be great if it would be also option in spawn.ini file so that I can set it in "Test Map" dialog in D2kEditor.

Fixed that, you can now pass 0 as radius to reveal everything

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dune2000.exe updated:

 

In-game music list does now display every .aud file that was found in the game folder, if there is no matching text.uib entry then it will use the filename instead

Music does not repeat in singleplayer anymore, it will now use the original logic again and pick a different side specific track once the current one is done playing, if the current one is a custom one then it will pick a non side specific random one found in the music folder

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dune2000.exe updated:

 

In-game music list does now display every .aud file that was found in the game folder, if there is no matching text.uib entry then it will use the filename instead

Music does not repeat in singleplayer anymore, it will now use the original logic again and pick a different side specific track once the current one is done playing, if the current one is a custom one then it will pick a non side specific random one found in the music folder

Thanks for this. It was really pain to hear just one music again and again.

Btw I have question. Where are the mission-specific playlists stored? Are they hardcoded in exe? As far as I know, every mission for every side has its own playlist (not distinguishing V1 and V2). For example, Harkonnen mission 1 and 6 always starts with "Rise of Harkonnen" and so on. Or are there rather "Side-specific" tracks (as you stated) which cycle in each mission for respective side and just the starting track differs from mission to mission?

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I think those were stored in campaign.uib, at least the first track it plays. Next one is taken from a function inside dune2000.exe, not sure what it is exactly doing there though

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Tried the latest version, realized the missing resolution change when displaying cutscenes, wanted to post about it...and found your newly implemented option in the config file :D How about a changelog next time? :D :D

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By the way Funky. You need to check the missions in the "mission launcher + extra missions".

 

The Atreides original campaing A2V1 have a map from the "war of assasins".

 

A2V2 map have 2 black columns in both sides of the map. (H2 and O2 levels too). According to the editor the events in those levels are in a wrong position.

 

H1V1/V2 and O1V1/V2 are surrounded by black, and the events are in wrong places here too (Both A1V1 and A1V2 have the original map, without the black zone)

 

O4V2 have another map instead the original. 

 

I'm assuming the .mis files are ok. I had the "use allocation indexes" to check if the Harkonnen are Harkonnen, and the smuggler base (being Harkonnen) are converted to Harkonnen; didn't find anything wrong.

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Tried the latest version, realized the missing resolution change when displaying cutscenes, wanted to post about it...and found your newly implemented option in the config file :D How about a changelog next time? :D :D

 

Oops, might have forgotton to tell about this :D The option didn't seem to work for everyone, so i had to disable it by default just to keep the game highly compatible with the default settings

 

By the way Funky. You need to check the missions in the "mission launcher + extra missions".

 

The Atreides original campaing A2V1 have a map from the "war of assasins".

 

A2V2 map have 2 black columns in both sides of the map. (H2 and O2 levels too). According to the editor the events in those levels are in a wrong position.

 

H1V1/V2 and O1V1/V2 are surrounded by black, and the events are in wrong places here too (Both A1V1 and A1V2 have the original map, without the black zone)

 

O4V2 have another map instead the original. 

 

I'm assuming the .mis files are ok. I had the "use allocation indexes" to check if the Harkonnen are Harkonnen, and the smuggler base (being Harkonnen) are converted to Harkonnen; didn't find anything wrong.

That is weird, I dont even include the original missions in the .zip file, there are only custom missions in it. Did you maybe override the original missions at some point?

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That is weird, I dont even include the original missions in the .zip file, there are only custom missions in it. Did you maybe override the original missions at some point?

 

You are right. The mission launcher includes .ini files for the original maps, so I assumed the .map files were there too. 

 

Those custom maps sure was my fault. Sorry for not noticing better.

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i just checked out whats up with that uinew.bmp and found out that the game is able skip using its special formats and uses more standard stuff instead, maybe that could be interesting for some modders, dunno ... is there any file you guys have no clue what it does? or you dont know how to modify/mod it?

 

here is a small list of what i found (there is much more...) first you see the file name the game is using normally and afterwards the alternative it can load:

;Colours.bin -> colours.txt

;vars.bin -> vars.dat

;font.bin -> font.map

;font.fnt -> font.bmp

;mouse.r16/mouse.r8 -> mouse48.bmp

;circles.bin -> SCircles.bmp

;templates.bin -> many different .bmp files...

....

 

 

if you like to test around, the bool to change the formats is here:

0x004EB014, DisableDebugFileFormats

vars.bin -> vars.dat - this bin file need to editing in some program. Thera are include vars for damaged ground and it need to testing with new tile set (ise, volcanoes).

circles.bin -> SCircles.bmp - need

many different .bmp files.. - do you have full list of bin files with short description? Perhaps some bin don't know and they will helpful.

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vars.bin was the only file tibed could not edit, I already made it all adjustable via rules.ini and map .ini files

Maybe you meant tiledata.bin and tileatrX.bin?

 

rules.ini is here: http://funkyfr3sh.cncnet.org/files/d2k/rules.ini

a lot of map .ini files can found via cncnet, start it up once and it will download a lot of fan made mod maps, co-op missions and more

 

this file loads SCircles.bmp and afterwards converts it to circles.bin, so make sure you make a backup of the original circles.bin before you start it.

From the looks of it the file is loaded directly from the Data folder rather than Data/bin, so place your SCircles.bmp in there

 

http://funkyfr3sh.cncnet.org/files/temp/dune2000-circles.exe

 

Note: you have to figure out the size of the SCircles.bmp file, the only thing I can tell right now is that you need a 8bit bmp file and the circles graphic is only loaded once the gameplay starts (not used in the main menu)

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Thank you, FunkyFr3sh,

I consider the information and files. Then we'll see. The purpose of this question was originally this problem:

Preconditions:

- i created special new BLOXICE.RAR - wanted to create only ice tileset and i made it for test.
- in this ice tileset I replacet base ground tales to ice ground

Aktual result:

- ice gound displayed in game, can place buildings on it
- but when the building was destroyd - ice ground automatticaly changed to standart brown ground only in that area, where the building was. Other ground is ice (white)

100% i was replaced all ground tiles for tileset, but after destroing buildings i see brown ))) Unfortunately i don't have this tile set (in other laptop fot 2 month). I'll upload CnCnet certeinly. Probably will apply mod for cnc in final.

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I guess it is probably in data.r16, give that one a try

However, I cannot add support for custom data.r16 files in my patch, so you wont be able to play the normal tilesets anymore when you change this file

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Hi, guys,
You all did a great job and making me happy!! ))

Preconditions: (for 2 issues):

OS: Windows7
Screen resolution: 1600x900
Game resolution: 800x600

1. clean 1.02 dune 2000 (no cd)
2. patch to 1.06 (cd)
3. crack to NO CD
4. copy "win-builds-for-cnc-patch" folder to game directory and run "win-install.bat" (success)
5. download "dune2000.exe", "Dune2000Config.exe" from here: http://forum.dune2k.com/topic/26661-new-patching-framework/
and added files to the game.
6. copy "dune2k-master" folder to game directory and run "build.cmd"
7. run "Dune2000Config.exe" with video params: https://drive.google.com/file/d/0B3sIFwvou1uQclpUTFlaRFMweWc/view?usp=sharing

- tested with dxwnd or not (no matter how)
8. replaced files from my mod: BLOXBGBS.R8, R16, other additional tilesets, all bin files, SOUND.RS, maps, _PRAC.MIS, text.uib, DATA.R8, R16.

Issue 1:

Some graphic artifacts in gui (reproduce only in 8bit per pixel): https://drive.google.com/file/d/0B3sIFwvou1uQUlQwQUJYNncyTFk/view?usp=sharing

Issue 2:

Build Queues Patch bug maybe. How to reproduce:
 

When I spaming units from all buildings whith big queues (fom 20) sometimes the unit construction stops. I have to add more queues for construction, but the queue was already set > 10
Maybe it's in my mod only? Creating 7 units from 5 buildings at the same time:

Example:
 
- ORDOS BARRACKS (TROOPER) - queue 15 in production
- ORDOS HEAVY FACTORY (ORDOS COMBAT TANK) - queue 25 and no  construction
- ORDOS LIGHT FACTORY (QUAD) - queue 37 in production
- ORDOS HIGH TECH FACTORY (RAIDER + CARRYALL) - queue 40 no  construction + queue 10 in production
- ORDOS PALACE (NEW ORDOS HEAVY TANK + SABOTEUR) - queue 17 in production

Then after 1 minute or more some production units stoped and for dome starting constraction.
 
All units with queues, except Saboteur. It is possible to fix?

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I guess it is probably in data.r16, give that one a try

However, I cannot add support for custom data.r16 files in my patch, so you wont be able to play the normal tilesets anymore when you change this file

Data.R16 doesn't contain ground graph (cheсked). Normal tilesets no need to changing.

Possibly to add new tilesets in game. Write In "Dune2000.exe" you can write "..NEWBGBS.....R8", "......R16" and write map names assigned whith it. For BLOXXMAS westwood did that and some others except BLOXBGBS. Then need to add R files with new tilesetes and write maps in TEXT.UIB.

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The source code on github is outdated not maintained anymore, there is not really much use for it anymore

Build queues patch is using a older version of my patch, it does not have 8bit support and that's why you have the graphical glitches in the sidebar

 

Dune2000Config has a lot of new options not supported by these old versions, so it won't work properly with those. You will have to use the dune2000.exe linked here in the first thread to gain all new features including cncnet multiplayer

 

Build queues is not made by me so I cannot help you with anything related to it :)

 

Dato created a new tileset, it is pretty easy, all you need to do is to modify the .mis file. You can do that with a hex editor or even better use the latest D2k map and mission editor. A tile set is made out of the .r16/.r8 files and a matching tileatrX.bin file. But there are also a few things in other files sadly, that make it hard to have a 100% perfect new tileset. There is no need to modify the dune2000.exe or text.uib (at least not in skirmish / multiplayer)

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"to modify the .mis file" - this is for misssins only or fo skirmish lan to? Im not using hex editor unfortunately. Can you prompt how to create tileset for using in skirmish/lan without editing .exe?

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"to modify the .mis file" - this is for misssins only or fo skirmish lan to? Im not using hex editor unfortunately. Can you prompt how to create tileset for using in skirmish/lan without editing .exe?

dato made a few, you can find some examples on cncnet (I think he added "RA Graphics" to the name of the maps)

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dune2000.exe updated:

 

You can now form alliances with AI players during the game, select one of their units or buildings and press the "A" hotkey on your keyboard

 

CnCNet skirmish was automatically updated with the new feature

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A lot of people seem to have problems running the game on windows 10 so I tried to do some changes to prevent windows from setting any weird compat modes automatically. Now i'm looking for some tester to ensure the latest version is still working for everyone.

 

Please post your operation system in here, mainly looking for Vista/7/8/10 users

http://funkyfr3sh.cncnet.org/files/temp/dune2000.exe

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