minniat Posted December 13, 2002 Share Posted December 13, 2002 There is now a page related to EMC format: http://republika.pl/minniatian/Dune2/INDEX.HTM [original link - not working] archived copy from the Wayback Machine You will find there a fast guide, package to alter EMC files with... notepad, and working patch replacing one file: build.emc, which features are: - trivial damage of structures no more (does not include caused by low-power), - rocket turret range decreased, - units repaired are always carried on battlefield if there's free carry-all (no need to surround) If you're still playing Dune2 (are there such people?) then this patch is a must Quote Link to comment Share on other sites More sharing options...
Will Posted December 16, 2002 Share Posted December 16, 2002 Hi minniatian! I tried your patch, and I love it, especially the Carryall improvement and no trivial damage (makes the AI a LOT harder to beat when all its buildings are still at full health after 30 minutes of playing ;))I do think you decresed the Rocket Turret range by 1 cell too much, it seems to have very small range now. Quote Link to comment Share on other sites More sharing options...
darkmage Posted December 31, 2002 Share Posted December 31, 2002 any chance of a linux port? there aren't too many games that run in linux... dune 2 would make a great addition. Quote Link to comment Share on other sites More sharing options...
Will Posted December 31, 2002 Share Posted December 31, 2002 any chance of a linux port? there aren't too many games that run in linux... dune 2 would make a great addition.This is about a Dune II patch, not a rewrite... Quote Link to comment Share on other sites More sharing options...
minniat Posted January 7, 2003 Author Share Posted January 7, 2003 I do think you decresed the Rocket Turret range by 1 cell too much, it seems to have very small range now.It is now 7.75 (original was 8) (not for download yet).I think it works fine. Thank you for beta-testing!!!any chance of a linux port?Oh my, I wish if I could. Besides that I do know nothing about Linux, my Dune 2 "cracks" are very messy. But if You think it's useful I could publish the parts that are hardware-independent and complete, and ..someday.. we will make a working thing. It's very hard to translate all to C. (variable names etc). Quote Link to comment Share on other sites More sharing options...
Will Posted January 7, 2003 Share Posted January 7, 2003 I do think you decresed the Rocket Turret range by 1 cell too much, it seems to have very small range now.It is now 7.75 (original was 8) (not for download yet).I think it works fine. Thank you for beta-testing!!!any chance of a linux port?Oh my, I wish if I could. Besides that I do know nothing about Linux, my Dune 2 "cracks" are very messy. But if You think it's useful I could publish the parts that are hardware-independent and complete, and ..someday.. we will make a working thing. It's very hard to translate all to C. (variable names etc).What about the carryall bug? :) Quote Link to comment Share on other sites More sharing options...
minniat Posted January 8, 2003 Author Share Posted January 8, 2003 What about the carryall bug? :)Hmm. After some testing I think it's not a bug in the script. With original script even full repaired units need few credits anyway to leave the facility.Do the unit get stuck only when You are out of credits? Quote Link to comment Share on other sites More sharing options...
Will Posted January 8, 2003 Share Posted January 8, 2003 What about the carryall bug? :)Hmm. After some testing I think it's not a bug in the script. With original script even full repaired units need few credits anyway to leave the facility.Do the unit get stuck only when You are out of credits?Definitely a bug - when I build stuff around my repair facility, it doesn't happen. The unit gets stuck no matter how many credits I have. First the building repairs it, then a Carryall comes to take it away, hovers over the facility for a few seconds and flies away...then whenever a unit needs to be repaired the Carryalls come, hover over the unit, and leave because the repaired unit is still in the repair facility.As I said before, I go through 6 or 7 repair facilities in some missions... Quote Link to comment Share on other sites More sharing options...
minniat Posted January 15, 2003 Author Share Posted January 15, 2003 Hopefully I found the reason!! It was the troublesome "VerifyAtch()" function which purpose is still unclear to me (AFAIK it is used to remove sth like "obsolete attachments" - hmm maybe the carryall is disattached by an accident). I removed it and it still works fine. But to be pretty sure could you please send me the Savegames where units get stuck? Quote Link to comment Share on other sites More sharing options...
Will Posted January 16, 2003 Share Posted January 16, 2003 Done. :) Quote Link to comment Share on other sites More sharing options...
vidiware Posted January 16, 2003 Share Posted January 16, 2003 BTw i think stefan is able to port his code easily Quote Link to comment Share on other sites More sharing options...
minniat Posted January 16, 2003 Author Share Posted January 16, 2003 Your savegames helped me a lot, Will! The solution was not to remove the function but to change itsplace in script. Now Repair Facility handles carryalls the same way like original Refinery, which means should not cause any problems. Thanks for turning it out.Now version 1.2 of the patch is available on my site which has less reduced r-turret range and the above bug removed completely. Quote Link to comment Share on other sites More sharing options...
Will Posted January 17, 2003 Share Posted January 17, 2003 The new patch works great! Good job! ;D Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted January 17, 2003 Share Posted January 17, 2003 BTw i think stefan is able to port his code easilyport into linux? I don't know; i know the library for putting graphics and using sounds is linux portable for sure, but i don't know if my code is 100% easy portable. However, whenever its done, the source will be released and i will ask some allegro dudes to fix that up for me. Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted March 6, 2009 Share Posted March 6, 2009 The program there doesn't seem to be able to decode unit.ecm correctly...Maybe you could just distribute a modified version of the program that dumps the specific unit routine names as "routine #00" to "routine #64" or something instead of trying to put the build.emc routines in there. Right now it shows the obvious results of reading past the end of an array, and dumps all kinds of nonsense in there. Quote Link to comment Share on other sites More sharing options...
XTF Posted July 12, 2009 Share Posted July 12, 2009 You do realize this topic is six years old, don't you? :P Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted July 19, 2009 Share Posted July 19, 2009 Yes. So? The topic was being discussed again, so it seemed relevant. Besides, you're bumping a 4-mnonth old thread now :P Quote Link to comment Share on other sites More sharing options...
XTF Posted July 20, 2009 Share Posted July 20, 2009 Yes. So? The topic was being discussed again, so it seemed relevant. Besides, you're bumping a 4-mnonth old thread now :PSo? The chance of the person writing to reading it is a bit slim.Yeah, I thought there was a bug in the warning code, but it was indeed 4 months old already. Quote Link to comment Share on other sites More sharing options...
Will Posted August 16, 2009 Share Posted August 16, 2009 I installed this fix again, after, what, 6 years?Working wonderfully, except turrets and r-turrets don't shoot anymore. At all. They don't even aim anymore.Too bad :( If only... Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted August 16, 2009 Share Posted August 16, 2009 ehm, you might be better off using MrFlibble's more complete fix now :P Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted August 18, 2009 Share Posted August 18, 2009 I've removed Minniatian's patch from it, though.Working wonderfully, except turrets and r-turrets don't shoot anymore. At all. They don't even aim anymore.Does this always happen, or does it only happen on a saved mission that you started before installing the patch?Minniatian's patch is based on BUILD.EMC from v1.0. In v1.07, BUILD.EMC is a bit different, this is why I never risked installing it over v1.07, but rather edited the v1.07 BUILD.EMC to incorporate most changes (except the no-decay stuff). This modified BUILD.EMC is included in Dune 2 eXtended MAIN.PAK. Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted August 18, 2009 Share Posted August 18, 2009 yeah, the decay is kinda meant to be that way... Quote Link to comment Share on other sites More sharing options...
MestreLion Posted September 1, 2010 Share Posted September 1, 2010 If this was already bumped after 6 years, i guess no one will mind just 1 single year :Pyeah, the decay is kinda meant to be that way...But eventually this feature also got included in your fix, right? Game seems much better now without that pointless and annoying "chek buildings hp and repair them all" routineAs for the "from repair back to battlefiled" feature, any chance it also get included? Its very frustrating to have to design my base so repair goes in the middle of other buildings, like exploiting a bug. And i also lose the ability to repair Harvesters. And no, i will NOT waste a unit as a "door" for the repair facility. Too much micromanagement, and besides, thats lame. Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted September 1, 2010 Share Posted September 1, 2010 MrFlibble removed that because sometimes, when a Carryall is on its way to pick up the unit from the repair bay, but the unit comes out anyway, the carryall is then stuck with that order and stops listening to other pickup requests. Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted September 2, 2010 Share Posted September 2, 2010 MrFlibble removed that because sometimes, when a Carryall is on its way to pick up the unit from the repair bay, but the unit comes out anyway, the carryall is then stuck with that order and stops listening to other pickup requests.That, and besides, this "fix" made the game way too easy :) Quote Link to comment Share on other sites More sharing options...
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