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  2. Another release! See here for the blog post.
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  4. with level 2 finished, I'm gonna do it this way... details about each new mission will be done up in a new post (and I'll move the details for level 1 down here too), and while I'll only add onto the OP if there's some kinda new FAQ that pops up, I'll at least change the thread name to reflect how many playable missions there are. that way folks can keep up easily here's the original info for level 1: and here's some info on level 2: that's all for now. the OP's been updated with the new link and stuff. good luck and have fun
  5. Nyerguds

    Dune Dynasty

    It's not about what I want. You released a binary, so you must release the sources. That's how GPL works. That is the "contract" you automatically agree to when downloading and changing these sources. It is the requirement given for the fact they are made public for anyone to use. Because then other people can look at your changes and use them too, in their own further developments, and not just in the one binary you released. You can just include it in the zipfile, or attach it alongside it.
  6. The modified sources are on my computer — do you need them?
  7. Nyerguds

    Dune Dynasty

    so... you made a fork and started modding it? Not sure I see the point. This is GPL, so if you publish a binary, you need to post your modified code, too.
  8. dunedynasty-v1.6.5-windows-x64 dunedynasty-v1.6.5-windows-x64.zip
  9. my pleasure, mate! ah, that's what the ini is for. the event import is one thing, that'll get you the events set up. the variable names, event notation, those kindsa thing are detailed in the associated ini. if you try exporting some events of your own, you'll notice the editor produces an ini of that too. at any rate, the names are irrelevant to the variables' functions; I've used variables called "MCVIndex" and "MCVHP" to get coordinates, for reasons yep, I've worked with Warcraft 3's map editor too. nice one, that the version I've got is v3.0. Klofkac just updated the editor & game exe over in his thread over here pretty recently: but we're often testing even more new features over in the Landsraad Discord server pinned at the top of the "Dune 2000" section of this forum. new releases like this only occur when things are considered stable anyway: basically, Klofkac's additions to the game weren't just new features we could make use of, but a new programming language of sorts that you can build your own new features on top of. it operates very logically too: you write variables to values with certain events and read variables as needed for other events. once you get an idea of it for the first time, it's not too difficult to come up with other systems! to break this particular system down further... event 89 checks for dead, untagged units belonging to any side. the side is written to the [Player] variable, and the unit meeting the criteria is indexed at the [Index] variable event 90 tags the [Index] belonging to side [Player] so the bounty can't be collected multiple times on one unit. event 91 uses a similar principle, checking the side whose unit attacked [Player]'s [Index] and writing that side's value to [Player2] if [Player] is not the same as [Player2], so the player can't kill his own units to trigger the bounty... ...then add 20 cash to [Player2]'s coffers. if you'd like some other examples, uhh... PsYcHo's been doing up a whole bunch of new maps, many of which which Cm has posted to this forum, that make use of new features like variables, I'm pretty sure. those would be good to have a glance at. my recent Arkanon-related maps also make liberal use of variables, though some of the systems are very complex, even if they are notated. feel free to ask for more info on a particular system if you'd like hope that helps though. if you swing by that Discord server I mentioned, feel free to ping me any time and we could do some speedier back and forth
  10. Thank you! From the looks of it ... i have only scratched the surface of what is possible with the newer editor versions šŸ˜… Also i didnt know about the ? icons, thank you. Hold on, actually it looks different for me as it does for you, the overlay and everything when i import it, what version do you have there? I downloaded the Gruntmods Studios which automatically included "D2K Editor (Map and Mis) Version 2.2" ...so i didnt test this yet so dunno if it still works, but the actual problem for me personally is, that i dont understand all that variable stuff, from the word alone i first thought its similar as how they work in warcraft 3, but i dont really get how to use them.
  11. āœ… Carryall: "A unit enters the repair base automatically — it leaves automatically; if a Carryall is delivered, it will also return." āœ… Action buttons (7 instead of 4) āœ… AREA_GUARD — guards the location when the button is pressed āœ… Turrets are disabled when there is no power āœ… Place buildings 2 tiles away āœ… Units do not interfere with concrete placement āœ… MCV deployment on concrete tiles āœ… Init attacks precisely on the building tile āœ… Custom repair multiplier via META.INI āœ… Immortality for units and buildings (except PvP) in the options āœ… Half damage from AI in the options
  12. I got around to looking at this myself. did a fresh install, installed only Flippy's pack, and found I was getting the same error on level 32. after testing a few things, it seems BLOXXMAS, a unique vanilla tileset that happens to be missing its .r16 graphic file by default, might be at fault. it only has a .r8, and maybe when Klofkac was trying to ensure backwards compatibility with the vanilla format we overlooked maps using this tileset. that could be why maps using custom tilesets, like mission 27, or maps using 'normal' vanilla tilesets like 30 or 31, launch properly although that needs to be investigated further, I was able to launch 32 by saving BLOXXMAS into the new .TLS format. here's that file: BLOXXMAS.TLS just drop that under your Dune 2000 folder in the directory CustomCampaignData > FlippysContent > FlippysContent (H) > Data > Tilesets and that'll fix the issue. dang 1998 game voodoo can be real pesky sometimes
  13. hmm. I know we've run into this error before, but I'm pretty sure it was patched... I can't say for sure if Flippy arranged everything in his zip correctly either. if you haven't, grab the exe and associated files directly from Klofkac over here: it'll be in the OP of the thread. if that fixes it, it just means Flippy's missing something or another in his zip hopefully that's it
  14. true there was no folder as tilesets in the data folder i made it like u said still its giving the same error
  15. although the Starport is very strict about what it allows, the 20 cash thing would actually be rather simple. you just need a unit loop here ya go. this doesn't work perfectly, I just tried it with the new Drop Pods system and I guess cuz the pods are spawned via events the game doesn't really know what to do when they explode and kill inf. maybe need "Attacker is unit" criteria in the unit loop to make sure it doesn't give cash to side zero when something like this happens? bounty.d2kevtbounty.ini but anyway, it should still be a good example, even if it doesn't work perfectly. after the dropped sardaukar started killing stuff my cash went up by 20 each time. to import the above d2kevt, right-click the events rows and the import option will be there. the .ini is only there to give the variables the appropriate names here's how it works... hope that helps, mate. if you need any more help, feel free to poke me any time. I frequent the Landsraad Discord server pinned on this forum, so you're welcome to drop by there too. otherwise, good luck and happy mapping!
  16. Is it possible in the mission editor to make it so i get - for example 20 cash every time i kill 1 unit? I have not much experience with the newer versions of the editor since last time i created some maps was about 5 years ago. Also while im at it, i was wondering if in the starport menu you can just blank out some slots, basicly having only like 6 slots to buy units in. Would also be cool if you could buy more than just 6 units at once, but i suppose thats not possible.
  17. šŸ¤” could it be that your Dune 2000 data folder does not have a tilesets folder? go to the data folder. you'll see stuff like "bin" "GAMESFX" "missions" and so on. if you don't see a "tilesets" folder, make one. you don't have to put anything in it; it might just be that the latest version of the game does not like that that folder does not exist
  18. ha file not found foundbin/.bin . this is the error that is coming !!
  19. I'll be updating the OP of this thread periodically with new levels. there are currently 2 playable missions: https://drive.google.com/file/d/1XDkNfZVmBoC8dSk5KL2u-zETcaTbJvsn/view please keep in mind however that this is a development thread. these missions are considered rough drafts. that said, feel free to try them out anyway! any data y'all can send my way will be helpful for improving the final result! some general dev commentary and/or FAQs: for ease, I included the latest exe from Klofkac in the zip. if you'd rather grab v3.0 yourself, the thread's right here: but, please note that there are some occasional hotfixes Klofkac does that are tested in the Landsraad Discord server pinned at the top of this forum. there might be something important in the exe in the zip. at the moment, I don't think it'll crash the game or anything if you use Klofkac's "stable" exe over the one in the Arkanon campaign zip, but I'm just throwing this out there in case somebody runs into a problem. I'll adjust this advice if something in particular is added that makes it vital to use the one in the campaign's zip that's all for now
  20. it could indeed be outdated EXE-related crashes. Anyhow, the latest EXE is included, make sure you copy everything over in the Dune 2000 root folder
  21. not working how? if you're running into random errors, it's probably just an exe issue. make sure to update to the latest version over here: if you're having a different problem, please be more specific. hope that helps though!
  22. alot of missions are not working . harkonnen mission 12 is not working please check it into it and provide a file where harkonnen mission 12 is working atleast
  23. Thanks for sharing this. The PowerShell patch worked for me as well on Dune 2 v1.07 US. I’d recommend making a backup of the original DUNE2.EXE before applying it, since the offsets are version specific.
  24. HaDeEs

    Dune Dynasty

    edit: okay lol seems to have worked Unit sounds don't work anymore. I played with the sound settings (only ingame "options>gamecontrols") because the building complete jingle annoyed me so much. I only had options "off/synth/digital/both" that was the only change i made but going back to both or digital (then there is "construction complete") unit sounds are no longer present. Is there in the duneconfig something that i missed?
  25. I'm new here so i don't know how successfull people were in the last 17 years, because when i look for it, i find 2009 Articles. From what i understand Dune2.exe has to be edited and there is also an emc file in one .pak but i don't find guides how to edit that exe ... edit: i found some pdfs here and used chatgpt to help me with that. This Powershell command fixed the decay rate on concrete for me. (i played 1.07 US ). the shown path "H:\Zoggers\DOSgames\DUNE2\DUNE2.EXE" is the one on my hdd. you have to change that to yours (also make a backup in case it doesn't work for you) $b=[IO.File]::ReadAllBytes("H:\Zoggers\DOSgames\DUNE2\DUNE2.EXE");$b[0xF686]=0x90;$b[0xF687]=0x90;$b[0xF688]=0x90;$b[0xF689]=0x90;$b[0xF68A]=0x90;$b[0xF68B]=0x90;[IO.File]::WriteAllBytes("H:\Zoggers\DOSgames\DUNE2\DUNE2.EXE",$b)
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