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it's all thanks to everyone's efforts! I'll elaborate on their creation. the stars aligned, you know? we have to give the proper credits to everyone who helped along the way. and I need to be judicious in my mission designs to do these ones justice
- Yesterday
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Wow, you managed to get ships in Dune2k?
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Kupit_pgml joined the community
- Last week
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anetanel joined the community
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I got it in my head that it would be cool to edit the intro title of Dune II (where the title drops from the top). I was able to identify and extract the file (INTRO01.WSA), and now I want to edit it and put it back into the game. I tried using Red Horizon tools to export the file to png and then back to WSA, but it did not work for me. Version 30 failed to export the png (it was all transparent). Version 28 was able to export to png, but the conversion back to WSA did not work for me (corrupted file). I tried using Engie File Converter, but even just loading the WSA file and saving it back without any change, caused the title to hang the game. Is there a tried and tested way to do that? All my tests were done on a US 1.07 version of the game.
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You joined the community
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Frostmourn joined the community
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NewName joined the community
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downloadtest joined the community
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with Klofkac having released v3.0, I wanna just throw this out there for the heck of it. make sure ya pick it up here if ya ain't already: this does not really qualify as a mission. so, idk what to call it other than an "experiment." or, a buncha experiments all colliding in one map. whatever the case, details below: I've got more spritework to do, but ya know, if anybody gives this a peek, feel free to poke me here or on Discord about it. what feels like absolute crap, what doesn't. thanks EDIT: oh yeah, and v3.0 can handle the new .TLS format too. the tileset file with all the new water/rock tiles is in the zip above. guess I should probably mention that. yep EDIT 8/6/26: I finally got around to doing a test run of this island warfare test map. yay
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Alexis87 joined the community
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Update from 2026-08-03 Game changes: Fixed: Some multiplayer patch conflicts, causing multiplayer features not working properly Fixed: Inconsistent unit shoot range (mainly on targeting infantry) Added: Extended tileset size from 800 to up to 4000 tiles, added support for .TLS files which store tileset configuration, radar colors, attributes and hints (replacing TILEATRx.BIN file) and custom hints Added: Implemented tile restrictions (sight, shooting and guarding restrictions) and tile armour type Added: Event profiling to measure number of event executions and help optimize/fix performance slowdown Added: Handle Building Placement hook Fixed: Rewrote stats logic to use native unit/building counters Fixed: Mispacement of building when clicked and moved mouse away very quickly Added: Increased the number of sprites that could be drawn on screen from 1000 to 4000 Added: Implemented railgun bullet behavior Added: Allow no more than 2 simultaneously playing instances of same sound at same tick, and overally according to "maxSameSoundsPlaying" rule Added: Customizable refinery/silo storage capacity Added: Customizable Harvester storage capacity and Saboteur cloaking capacity Added: New unit shooting features (use barrel, y-offset, weapon priority) Added: Always turn unit barrel even if using non-barrel weapon Added: Implemented build queues (controlled by per-mission rules) Added: Templates and rules modification events Added: Shoot angle will affect also single-shot unit/building weapons Added: Extended number of explosion types to 128 Added: Pre-place explosions on map, Explosion Repeat count and Animation delay, association with unit Added: Place building or rebuild last built building with B key Added: Native support for loading files directly from CustomCampaignData folder Added: Reimplemented DisableEngineer, DisableTurrets, NoCarryall spawn.ini settings Fixed: Crash when a carryall is delivered by frigate and appears on bottom of 128 tiles tall map Added: Improved some error messages with more debug information Added: Weapon synchronized inaccuracy Added: Extended number of warhead and armour types to 64 Added: Use building/unit name instead of building/unit group name Added: "showEnemyStructureNames" and "showNeutralStructureNames" rules Added: Reworked the hotkeys system, fixed some non-functioning hotkeys Added: Extended Change Viewport event for Scroll speed and Lock duration parameters Added: Allowed damaged sprites for turret barrels, Allowed permanent animation for factories Added: Extended event number limit to 16384 Fixed: W key and group selection selecting dead units D2kEditor changes (release 3.0): Added: PNG image format support for loading and saving images Added: Randomization to Remap tiles feature. If multiple target values are specified, a random one will be used. Added: Complete Tileset editor (previously Tile attributes editor). Allows editing of all tileset settings, no need to manually edit tileset ini file anymore. Tileset settings are now saved into a .TLS file (instead of .ini file), which is loaded also by the game and is put into game's data\Tilesets folder. Ini files can be still read for compatibility with older tilesets. Added tile restrictions and tile armour type support. Custom tile hints directly in TLS file. Added: Major event editor changes and improvements. Removed Position and Side columns, all event contents is now more unified to be better readable and organized. Added multiselect of events, multiple events can be moved, duplicated, deleted, blocked or auto-blocked at once (with a keyboard shortcut). Added names for callable blocks, hook vars are shown in hook event content. Extended number of events limit to 16384. Removed: Create events and Add run-once flag options in event editor Added: Extended Remap structures feature to support all structure types, remapping crates, remapping AI values Added: Support for many new in-game features: Event profiling debug feature, Handle Building Placement hook type, Railgun weapon behavior, building and unit storage capacity, new building and unit shooting features, build queues and more new rules, new event types, extended number of explosion, warhead and armour types, pre-placing explosions on map, and some others... Added: Improved Structures editor so that any selected item can be deleted instead of only the last one Removed: Copying files from CustomCampaignData to game folder when launching a map. Not needed anymore. Added: Zooming in art previews Added: Customizable side names in mission ini directly, removed players.ini files Added: Load last open map on start setting in Preferences Changed: Reworked some keyboard shortcuts, F1-F4 are used for Mission launcher, Tileset editor, Resource editor and Preferences Changed: Structures editor is renamed to Resources editor. Added: Ability to edit TILEDATA.BIN, UI+Mouse graphics, UIBB.R16, COLOURS.BIN within Resources editor. Added: Ability to show shadow-only units Fixed: Power calculation formula is now same as game's, editor now shows correct power percentage Added: Save remap structures ini file feature Added: Mirror modes for tile painting Added: Highlighting of rules and AI values different from default Added: Import rules from other mission feature Added: Help for rules Added: Map size and mission preview image into mission launcher Added: Resources editor and Mission settings windows are resizable Added: Default AI Template setting in Preferences Fixed: Auto-smooth with block presets containing holes Added: AI building build order calculation feature Added: Updated existing AI templates and added some new Added: Sync building count from map feature for AI Removed: TILEDATA.BIN and COLOURS.BIN file is no longer shipped with the editor. Editor now contains no game files. Changed: Random paint maps are now in its own "random_maps" folder instead of tilesets folder First post edited and download link updated.
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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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DoDoCat changed their profile photo
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Thank you very much! I haven't used this software for several years. And now I am trying to recall. I did it!
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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
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Dune 2000, Gruntmod Edition.
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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...
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I would like to create a Reinforcement. For example, 3 minutes after the game starts.
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trar started following Extracting sound effects?
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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.
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War of Assassins - Ordos Mission 8 is different from YouTube playthroughs
Fey replied to Abbat's topic in Dune 2000 Support
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! -
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!
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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!
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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
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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.
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https://azmawee.github.io/EmperorReborn/widescreen-story Finally a true widescreen.