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    3. Dune Editing

      The board for help, tips and details on what is happening in the Dune editing community.

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    4. Other Dune Games

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      A place for tech support but also somewhere to talk about other tech related issues, news, and reviews.

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    6. Politics, Religion, & Philosophy

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  3. The Terminal

    1. Railroad Tycoon 3 Discussion

      General discussion relating to Railroad Tycoon 3.

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    2. Railroad Tycoon 2 Discussion

      General discussion relating to Railroad Tycoon 2.

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    3. The Terminal General Discussion

      Discussion of topics not found in the other boards, within the discretion of the moderators.

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    4. The Terminal News

      Comment on news related to The Terminal and the Railroad Tycoon games.

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  4. Hosted Sites

    1. Arrakis

      These are the forums for the Arrakis games. Check out http://arrakis.dune2k.com/ for more details.

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    2. Shiroko's FAQs

      Talk about all of the FAQs made by Shiroko. If you haven't seen them yet check out http://faq.dune2k.com/.

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  • Posts

    • Thank you, Dato / Fedaykin! Appreciate the re-pack. I've been waiting for a long time to play this game again since my old PC broke down. I still have the original box and CDs. To people concerned about Tom Mason's patch being detected as malware (mine was detected as having "Gen:Variant.Lazy.594268"), I recently submitted the file to BitDefender for analysis. And after 2 days, they replied to me directly and concluded that the file is clean and definitely a false-positive. As of today (11-04-2024), BitDefender no longer flags the file as malware. Thanks again.
    • I appreciate the feedback. Yea I thought about giving the infantry more health, but didn't want to change it too much without some people giving me feedback. I guess another option is to just make the units a lot cheaper and quicker to produce.
    • With the unofficial patch and the opengl wrapper mod it works fine on Windows 11.
    • Starting this topic as a placeholder, although it’s early days. After the recent excellent patch by Tom Mason that allowed playing the coop campaign again, felt motivated to dig out previous work on XBF, which seems to still have some obscure corners after all those years. Two tools have been created so far, a Python library: https://github.com/Lunaji/xanlib And a cross-platform viewer/animation player, with a stand-alone Windows exe just released: https://github.com/Lunaji/Xanadu-Animation-Viewer/releases/tag/v.0.1.0 What these do that, to my knowledge, has not been done before: 1 - Parsing compressed vertex animation data, where essentially each vertex is packed into 64-bits, including its normals. The files that have these may not be a lot - about ~170 among the ~1500 that come with the game, but they are important for human units and some other objects, like flags. 2 - Beginning to parse the FX Data header, which also contains information on animations (notably their names and frames of each), effects (including trigger frames) and particles. As far as I know, any mods so far would at best copy this section around, but not edit it per se or create it, and it has been a major roadblock in having new, functional 3D models. The library is functional. In principle, it may be used to view, edit and export models from the game, or even import other models from other formats into it - there are examples and proofs of concept for each of these. However, for the moment it is not very user-friendly. The fx data parsing is not done, and there remain a few bits and pieces to clarify. In the end, these are just tools, conceived to explore and experiment. There exist many possibilities for their usage and evolution. For example the game menus and UI elements are also stored in XBF files, so technically it is possible to redo the entire look. Maybe one day there will be again a concrete mod or remake that needs such.
    • The old post is pretty much outdated since then now with all the new releases of new versions of the editor we have actual regular numbers and not hexadecimal counts, although overall still works the same. I don´t remember if I mention the proportions on the original post: this is a screenshot from the lastes editor that no longer use hexadecimal values. If you have a proportion of 1,000, killing your own units won´d do anything, as you get both a kill an a casualty at the same time. Because of these, the mercenaries with whatever proportion they had (I don´t remember from memory right now), even if they kill their own troopers with the sieges that won´t affect them, or at least not in a negative way. I guess you can make them kill their own troopers with their sieges just to make it to not turn against you easily on those missions. And, if I recall, crushing over infantry also count.
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