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D2kEditor 2.0 Release candidate!


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Hello, it's been a very, very long way for D2kEditor to reach the final release of version 2.0, but now we're almost there! The first release candidate version is finally out.

Download: D2kEditorv2.0rc1.7z

What does this mean: All features which I wanted to be included in D2kEditor are now implemented. Now you should take and use this version thoroughly and let me know if you find any big or small bug you find. The goal is to make the final release version as stable and bug-free as possible, so please report me anything that seems not to be right, or give me suggestions how things could be improved to make the program better for you.

Here is list of changes done since the last release (pre-release 5):

Added: When you attempt to save over original game file (map, *.bin etc.) editor will show a warning and let you choose not to save
Added: When you have configured Campaign and Mods folder on your mission and attempt to save changes in structures or tileatr editor,
       editor will automatically save the files into Mods folder (and automatically create Campaign and Mods folder if it did not exist)
Added: Structures editor will save only those files (*.bin, data.r16, sound.rs) where any modifications were made. That does not apply
       to Templates.bin, Armour.bin, Builexp.bin, those will be always saved regardless if modified or not.
Changed: Renamed "firing flash" to "muzzle flash"
Added: More "Save and test" options in Structures editor (i.e. launching a game without launching any mission)
Added: In Structures editor you can view images in raw mode, as well as in player colors of any of 8 players. 
       You can also view image palette.
Added: Export and Import images in structures editor. You can import a 256-color paletted bmp image and you can import your custom
       palette this way. You can import building/unit icon by clicking on that icon. You can edit image's frame size and offsets.
Added: You can edit Samples.uib entries in structures editor and rename sounds in Sound.rs.
Added: Export and import unit voice data. It will import samples.uib entries as well as .wav files into sound.rs automatically.
Added: Manuals (mapping manual, event and condition manual...) are stored in "doc" folder and are accessible from Help in main menu
Fixed: Finite spice blooms now have proper names (number of respawns) in misc. object list
Added: Mission launcher feature (replacing game files with files from mods folder).
       If you set the config "CleanUpExtraModFilesAfterLaunch" in D2kEditor.ini to true, it will automatically clean up all extra files
       after the game ends, so it will leave your Dune2000 folder clean and in same state as before launch.
Changed: Simplified "Launch with settings" dialog
Fixed: Worm spawner is now treated as a normal unit and is counted in map statistics, which now give the exact proper number of total 
       structures in a map.
Added: Crate counter (to be used when static crates are supported)
Added: Automatic "Apply changes" in Events and Conditions window. You no longer need to click Apply changes button or press Enter every
       time you do a change in a mission or event. Your changes are automatically applied when you switch to a different
       event/condition, on closing window and on saving a map.

Enjoy!

Edited by Klofkac
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iAwesome! Thank you.

I did not know you added a whole structures editor, really nice. Very tempting to start making new graphics for Dune 2000, it is just very tricky to get the right style. They used some custom light en camera settings that are hard to recreate (some years ago in Blender I tried it).

So much settings / goodies to play with, nice! 😍

 

afbeelding.png.5d568ba242644787cbf9ee951561f5eb.png

 

Oh yeah, pretty cool. I just added a new unit (sort of - just as a test a faster infantry) within 10min. I called it HEAVY_INF... creativity points right there. :P

No name pops up when I hover the mouse in-game. ... I just copied the LIGHT_INF settings.

 afbeelding.png.950de8e7e0d53903bf1d9815c5c5dfcc.png

Edited by D2k Sardaukar
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1 hour ago, D2k Sardaukar said:

name pops up

Hey there, D2k Sardaukar! Nice to see you again. :)

The name is determined by the text.uib. You need to add a key that's identical to the new type name you've added, and then you need to write the name after that. You'll also need to assign the custom text.uib to the mission, if you don't replace the original entirely.

Here's an example:

1662074178_textuib.png.215d5c4d4ea4763dd403f8bd93d27335.png

The key on the left would be "Heavy_Inf" and the value on the right would be what you want the actual name to be, like "Heavy Infantry" or something.

Adding new art and stuff is easier than ever too, so, just hit me up if ya need any help!

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