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  2. Hello community! I am DoDoCat (cookgreen on GitHub), and I’m very excited to introduce a passion project I’ve been working on: CorrinoEngine. CorrinoEngine is an open-source, custom game engine written from scratch in C#. Its primary goal and ultimate milestone is to completely recreate and run the classic 2001 Westwood Studios RTS, Emperor: Battle for Dune. The project is named "Corrino"—derived from the Emperor Corrino character in *Emperor: Battle for Dune*—and is thus called "CorrinoEngine." This naming choice was made to avoid the common "Open+XXX" convention, as a project named "OpenDune" already exists. The project is built using pure C# and OpenTK; C# handles the logic layer, while OpenTK manages 3D rendering. It also includes logic for parsing Xbf and RFH/RFD file formats. Why CorrinoEngine? As many of you know, playing Emperor: Battle for Dune on modern operating systems (Windows 10/11) has become incredibly difficult due to outdated DirectX dependencies, deprecated DRM systems, and overall compatibility issues. CorrinoEngine aims to solve this by providing a native, cross-platform capable, modern foundation to play the original game natively—much like what OpenRA has done for the 2D C&C games. Technical Overview Language & Framework: Built entirely in C# running on .NET 6.0. Rendering: Powered by OpenTK for modern 3D graphics, stepping away from the original legacy rendering pipelines. UI & Tooling: Integrated with ImGui to build robust debugging tools and model viewers. Credit: A huge shoutout to IceReaper and the ebfd-re project. Their previous reverse-engineering efforts on the game's original file formats laid the crucial groundwork for this project. Current Status & What's Next Currently, the project is in its heavy development phase. We can successfully parse and render many of the original game assets. The focus right now is on building out the core engine systems and refining the asset pipeline. It is a long-term journey, but every parsed model and rendered frame is a step closer to Arrakis. Get Involved! Since this is an open-source project (GNU GPLv3), I am warmly welcoming anyone interested in C# game development, reverse engineering, or RTS game logic to check out the repository. Whether it's contributing code, testing, or just dropping a star and some feedback, your support means a lot. GitHub Repository: https://github.com/cookgreen/CorrinoEngine/ Join the Discussion: Leave a comment below or open an issue on GitHub! I also created the moddb page for CorrinoEngine: https://www.moddb.com/engines/corrinoengine The Spice must flow, and so must the code! Thanks for reading. Youtube:
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  3. Earlier
  4. Thank you very much! I haven't used this software for several years. And now I am trying to recall. I did it!
  5. create a timer condition in Klofkac's editor, apply it to a reinforcement drop. F11 to open the events & conditions menu, and it's pretty straightforward from there. 3 mins into the game in in-game time is 4500 ticks there are gonna be some upgrades to the editor soon, including even more help text for the various events and conditions, AI parameters, rules.ini... I'd invite you to swing by the Landsraad server for quick help on stuff like this. here's a link to its thread: hope that helps
  6. Dune 2000, Gruntmod Edition.
  7. if would be good if you specify at least which dune are you talking about: cryo´s dune, dune 2, dune 2000, dune emperor, frank herbert´s dune, dune spice wars...
  8. I would like to create a Reinforcement. For example, 3 minutes after the game starts.
  9. I was poking around and discovered that people had cracked the game's PK2 file format to extract the game's sprites. I'm wondering if this can be done for the game's sound effects, or has been done already, or isn't necessary because Railroad Tycoon 3's sounds recycle a lot of RT2's and are easily available on sounds.spriters-resource.com here.
  10. hey mate! sorry for the late reply. I tried to get in touch with Feda first, but he's pretty busy nowadays. doesn't have time to troubleshoot, himself I can't be sure what the exact problem is, but I can tell you that the Mission Launcher automates file replacement. in the old days, before this function, people had to replace their game files with modded ones if they wanted to play any modded campaigns. it was quite troublesome! the new Mission Launcher is not perfect, however. the most frequent issue that results in things changing unintentionally on other maps is a file permissions problem, where the Mission Launcher may be able to move modded files into place so you can play a mission, but fails to restore backups afterwards. this results in mod files being left in places they shouldn't be, and affecting other maps I could recommend a few courses of action. you could try a fresh install of gruntmods, or dato's 'dunemaster' version instead of gruntmods. you could check Cm's index, linked here: for the WoA thread, redownload it from there and see if that fixes the issue. and to prevent the file permissions-related issue I described earlier, simply make sure you're running both the game exe itself and the Mission Launcher in administrator mode. you can also feel free to drop by the Landsraad discord server for more help and information. that's also linked in the above index hope that helps, mate. good luck!
  11. Hello everyone. I am playing War of Assassins using Gruntmods Dune 2000 (Mission Launcher). I have a problem with Ordos Mission 8. In my version of the mission I cannot build: - Starport - Rocket Turrets - Palace - IX Research Center I also cannot build upgraded turrets that are available in the YouTube playthroughs. However, I found several YouTube playthroughs of the exact same campaign and the exact same mission where all of these are available. Examples: https://www.youtube.com/watch?v=olbQapVl8hU https://www.youtube.com/watch?v=-hW_-GP-N1s I already checked my installation, opened D2K_O8.MIS and D2K_O8.MAP in the D2K Map & Mission Editor, and compared the mission settings. Everything seems normal, but my mission is clearly different. Could someone please tell me: 1. Which version of War of Assassins are those YouTube videos using? 2. Is there a newer or older version of the campaign? 3. Could someone share the correct campaign or the correct D2K_O8.MIS file? Thank you very much!
  12. Hello! From my knowledge, we never had such tool available.
  13. Hello everyone, I am currently working on modding the campaigns (specifically Ordos Mission 5) and I want to edit the mission logic. I know about Klofkac's Map and Mission Editor and its features, but I strictly prefer to work directly with the raw text code rather than using a GUI. Is there a working tool available (like a mis2txt / txt2mis utility or FunkyFr3sh's MisEditor) that allows me to decompile the .MIS binary file into a plain .txt file, edit the Events, Conditions, and Triggers manually, and then compile it back to .MIS? Unfortunately, most of the old download links I found are dead. Any help, guidance, or working download links would be greatly appreciated! Thanks in advance!
  14. It's in ../data/DATA/saves/ if you are using my launcher. Update for anyone who ran into the small-text problem at high resolution: v2.5 is out and adds exactly this. There are new "Upscale 4K / 2K / 1K, big UI" presets in the launcher. They do the same thing dgVoodoo does, the game renders at a lower resolution and the whole frame is stretched up to fill your screen, so the menus and text get big and stay readable. It is a touch soft up close, same as the dgVoodoo route, since it is the same upscale trick and the game's UI art is fixed-size, there is no high-res UI to draw instead. The difference is that it is built into the launcher, so there is no separate wrapper to install or configure, and it runs alongside the widescreen and HUD fixes out of the box. Your Windows desktop stays at its native resolution the whole time. The number is the render resolution, not your screen, so pick the tier at or below your monitor. On a 4K display "Upscale 2K" is the sweet spot, or "Upscale 1K" if you want the UI even bigger. Grab it here: https://github.com/azmawee/EmperorReborn/releases/latest
  15. awesome, hey where are the save game files? I wanna use your latest build and transfer over my campaign progress, plus mods.
  16. Is the equivalent of playing on easy, normal and hard difficulty on the main game. So if you have 2 humans, one with handicap 1, and another with handicap 2, the first player will get tanks at the cost of 525 credits while for the 2º player tanks will cost the normal 700; plus on handicap 1 everything, buildings and units, builds faster. (and on handicap 3, everything is more expensive and slower to build). Take in consideration that if you play the original game skirmish mode, AI enemy controllers always plays on normal. However, if you play with the new modern lobbies (gruntmods-dunemaster), the AI will always play as handicap 1. Now, you can select the difficulty of the enemy AI, but this doesn´t change that the enemy AI tanks still will cost 525 credits; what the difficulty actually does is changing how much money the AI starts with. Easy: 3000 credits ; having a slow starts, just enough for barely having 1 refinery, running early out of money so it needs time to assemble a base. Normal: X credits, same as you set the lobby (so if you start with 7000, the AI also starts with 7000). hard: 40.000 credits; The AI has more than enough to deploy lots of structures but also enough refineries and harversters to not running out of money easily.
  17. https://azmawee.github.io/EmperorReborn/widescreen-story Finally a true widescreen.
  18. Late reply to this thread but figured it was worth bumping, I just released v2.1 of Emperor Reborn with proper Hor+ widescreen support, which based on my research nobody has actually pulled off before for this game. Camera projection patched at the matrix level, UI re-anchored to screen edges, FMV cutscenes pillarboxed separately so they don't get stretched, tested at 1280x720 and the sidebar and minimap stay where they should be, you actually see more of the battlefield rather than the stretched or cropped mess from the old registry hack. Release: github.com/azmawee/EmperorReborn/releases Install guide and FAQ: azmawee.github.io/EmperorReborn Built on wheybags' patch foundation, credit to him for the original Windows compatibility work that made this possible.
  19. Thanks for the Moro pointer, joined the Discord and grabbed his files. Good preservation work there. On LAN/custom MP: EmperorReborn handles direct IP and DDNS, so LAN works by pointing to local IP. Bigger news: I cracked true widescreen support. Proper Hor+ rendering, not stretched or cropped. Few bugs left to clean up, then I'll push the build out. Will post back here when ready.
  20. Handicaps, which is better 1, 2 or 3, and what are they?
  21. HELL YEAH!!! Does custom multiplayer work too? You know, like LAN? For 8 player matches with bots? Also, this discord has some good stuff on it, check out Morros files. I have a few too, a SFX folder that has more group unit voices: https://discord.gg/PHceUK3x Moro even has a way to allow alliances in skirmish mode, so you can have 2 ordos versus 3 harkonnen versus 3 atreides, for example.
  22. Hi FED2K folks, Quick update for anyone following this thread, v2.1 is out now with proper Hor+ widescreen support, which based on what I've found nobody has actually pulled off before for this game. Camera projection patched at the matrix level, UI re-anchored to screen edges, FMV cutscenes pillarboxed separately so they don't get stretched, tested at 1280x720 and the sidebar and minimap stay where they should be, you actually see more of the battlefield rather than the stretched or cropped mess from the old registry hack. Release: github.com/azmawee/EmperorReborn/releases Install guide and FAQ: azmawee.github.io/EmperorReborn For anyone who's tried to get Emperor: Battle for Dune running on Windows 10/11, I've been working on a launcher called Emperor Reborn that addresses the common compatibility issues. It builds on wheybags' patch foundation but adds a few features I wanted personally: - Fullscreen scaling instead of pillarboxing on 4K monitors - DDNS/hostname support for multiplayer (useful if your home IP rotates) - Bundled launcher UI for selecting resolution without editing config files - Self-contained, no VC++ Redist required Release and source: https://github.com/azmawee/EmperorReborn Install guide: https://azmawee.github.io/EmperorReborn/ Same approach as wheybags' original patch: you bring your own game files and the official EA 1.09 patch. Nothing copyrighted is redistributed. If anyone here still plays online multiplayer or wants to test the DDNS handling, I'd appreciate feedback. The Co-op Campaign mode is also restored. Credit to wheybags for the original Windows compatibility groundwork that made this kind of project feasible. Not affiliated with EA or Westwood.
  23. installer updated to version 1.06.42.11 added new coop maps and custom campaigns
  24. seems redundant. we can simply upgrade the MCV mid-game using new events, or make the hover version the default on a hypothetical archipelago mission like this. pretty sure we can adapt ConYard animations for different MCV types already, too; it's the Harvesters that are locked in to only one docking animation at the moment energy-based technology, like hover engines, are quite commonplace in this new setting and the main new faction there makes frequent use of such things ^^ so I didn't intend to attach some kind of heightened cost to hovertech units. if anything, The Order's hovertech stuff costs so much in ArkDebut because of their firepower lol
  25. Yeah, a hoover MCV would be cool. Makes me wonder, has anyone tried having 2 MCV options yet in one of these C&C games? Normal one costs 2k. Hoover 3k. Something like that?
  26. it occured to me that building space on majority-water maps is hard to come by and would be painfully limited. like, look at this... we need space for the buildable areas, the harvestable resources, decorations, all that stuff. how can we fit that in a puny space like this? the top left there makes the issue very obvious: there are shale/flats borders, flats/water borders... but no shale/water borders. if we fix that, we gain a lot more build space on island maps soooo i did some cooking: and now we have shale/water borders, and shale/flats/water borders here's the expanded tileset image with those additional tiles: I'll do up the attributes later. we just have the image for now still, I implemented those tiles' appearances only and here's an in-game test screenshot: we should be able to make much better effective use of the available space thanks to this. no needless two layers of terrain borders. better-looking too, right? form AND function! what? "how does island warfare work in d2k when there are no transport ships"? custom Carryall logic, hovertech, and duct tape. also, I poked PsYcHo about doing up a hovertech MCV. repack it like in ArkDebut, fly it over the water with a light escort of whatever hover tanks are available in your faction's arsenal, and plop it down somewhere new I'm still working on polishing up units' spritesets that PsYcHo generously provided via his voxels, but wanted to post this update since it has to do with the tileset itself. that's all for now edit 5/27/26: island map's drawn up. here's a full map image this map is 110x80. A8V1 is 96x96, which is 9216 tiles as opposed to 8800. and, it has about 3ish enemy bases on it, and this archipelago map is designed for 3ish enemy bases. a fairly close comparison... A8V1 is slightly larger as a whole for comparison, A8V1 has 410 thick Spice tiles and 1108 thin Spice tiles, for a total of 385,600 harvestable credits, and 23 Spice blooms. there are exactly 20 Mining Rig build spots on the archipelago mission, so those could be considered Spice blooms' equivalents so, with another ~86k harvestable resources on the archipelago map, and much less space to build in any one area (because ConYard repacking and expanding, including to enemy islands, is expected), therefore less space to cap out on factories and be greedy before expanding somewhere, it seems my estimations should be on the money. no pun intended edit 5/31/26: drew some bases on the map and did an AFK test with six Harvesters on the bottom left island... took 'em about 37 mins to mine out the island, from map start. more than enough to work with, and that's like ~22k in resources from Mining Rigs too. you know, it didn't look like much when i mapped this out, but it lasts a lot longer than i'd expect as for the bases drawn on the rest of the map, uhh... here's another full map image with those who knows when we'll have a playable test map here though. lotsa crap needs sorting. d2k doesn't have any traditional transports like those naval transports you can use to get landlocked units across the water, or APCs for infantry. custom Carryall logic needs to be implemented in order to get them to move vehicles to other islands. infantry are totally stuck because without APC logic and due to old game BS, if a Carryall lifts one up and sets him down, that infantry unit is crushed when the Carryall lands 💀 not to mention how silly it looks having a guy standing on the underside of a Carryall. there's no hover MCV yet, no non-placeholder naval units yet, and because the attributes are incomplete, if you attempt to send units across the rock/water bridges, you die IRL somehow. still working out how i came back to life from that; we'll chalk that up to 1998 game voodoo too I wrote some primitive APC logic the other day for the Lyovros Borer, but it only half-works - the unit spawns an infantry unit, but the infantry unit's health level isn't saved, so it spawns at full, and the infantry unit also doesn't properly exit the vehicle, so the vehicle can keep spawning the same infantry unit, and there's no exception for if the infantry unit can't spawn, so it would cause a crash... not to mention it only works for a single infantry passenger. hardly helpful when needing to move 30 of the guys across the water it's an absolute mess. but i have infinity spritework to work on in the meantime, so i guess i'll get back to that for now and think on this stuff for later
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