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  2. 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?
  3. 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)
  4. Many thanks @Cm_blast!! Now up and running
  5. Earlier
  6. The usual to go on these things is to open the config file, there is an option in there that sais "single processor" or something along those lines. Try to unmark that and try again, if that doesn´t work try other options to mark/unmark and try again.
  7. ah, hello there you looking for the tileset or playable missions? well, I guess the latest update to the tileset (which is compatible with Klofkac's recently-released v3.0 version of the editor and game exe) is included with a playable... I don't even wanna call it a mission, it's an experiment more than anything xD but anyway... here's what ya do: hope that answers your question. if you need more specific and/or rapid assistance, you're welcome to ping @Fey any time in the Landsraad Discord server pinned on this forum, linked here: and I'd be happy to help ya out then. otherwise, good luck and have fun! these test maps are kinda rough around the edges, even the much-more-polished ArkDebut mission, but they should be a showcase of a buncha cool new stuff we got goin' on. tileset or otherwise
  8. Noob question, how do I install this?
  9. Is there any chance we could use this launcher with an existing install? It would be so much simpler
  10. Good evening all I was wondering if anyone else has experienced what I have this evening? I installed the latest version available (Dune 2000 Gruntmods Edition 1.6.7.exe), and everything seemed to install fine. I started playing (first time on this computer), I set the screen to the max resolution of my monitor and set to full screen, and when I had finished choosing the House I was to play as. Once it goes to the map showing the house occupation, the voiceover starts skipping/scratched record style (repeating part of a word over and over) and the game does not progress. This seems to happen even if I go back to the old school resolutions for the game (1280x1024, 1024x768 etc). Has anyone else experienced this issue in the past? How did you get around the issue. Thanks in advance for any help you can provide. Rob PC details: Windows 11 12th gen i5 RTX4060
  11. Are you sure the files you uploaded are the corrects? I wanted to check, and I found that every mission is exactly the same as the original, no more enemies, no different events, nothing at all. Only thing that it is changed is the briefing, that you put a few lines in there, but other than that, missions are 1:1 from the original.
  12. yes, although if I recall on that mission there is not 1 but multiple enemies at once (even if they share land, base or whatever). If you open the editor, and open the mission settings (F10), if you deploy the "play as:" if you choose either Fremen, mercenaries or sandworm, you will play with around 1/3 of the enemy base. Now, you need to do extra steps. Let´s pretend you chose "Fremen", on the same windown, on the top right left, press the "Fre" tab and swap that value I marked to "0", just to avoid the Ai to control the units not letting you play. And then, if you want all the other 5 to actually play (as one of them were the human), let´s say that you are doing this on the Atreides campaign. In this case, go to the Harkonnen, ordos or imperial tab, press the "copy AI" on the bottom right, then you go on the Atr Tab and then you press "paste AI". If you don´t do that, the "atreides" side won´t do anything. This is the screen on how to change to play as: this is how to make an AI to stop being controlled by the AI to let you play. This is to make an AI that it was human controller to have the values other Ais has to at least being able to play.
  13. CAN I PLAY WAR OF THE LANDSRAAD MISSION 15 BUT AS TILEAXU ?
  14. Made a really small campaign !! It is the my first campaign !! Hope everyone will like it !!! Iron_Vengeance_Harkonnen_Campaign BY OXYEE.zip
  15. 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
  16. Wow, you managed to get ships in Dune2k?
  17. 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.
  18. I've done my bit trying to reverse engineer the xbf format completely, I'm wondering if it will finally be of use
  19. 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
  20. congratulations on the 3.0 release, Klofkac! what a milestone! I'm going to elaborate on build queues here for the average player who'd like to mess around with them on any map: lots of powerful new features in this update. have fun, everyone!
  21. 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.
  22. 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:
  23. Thank you very much! I haven't used this software for several years. And now I am trying to recall. I did it!
  24. 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
  25. Dune 2000, Gruntmod Edition.
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