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aye, unfortunate about the build queue patch ^^ thank you! I appreciate that! and I extend the same offer; if you need help getting the repeat queue system implemented on any missions at all, feel free to reach out. I frequent the Landsraad Discord server, a link to which is pinned on these forums, and could help more rapidly over there. but if you just wanna give it a try and see how it feels, you'll find the system implemented in the recent ArkDebut mission, which is linked in the Arkanon tileset release thread hope that helps!
- Yesterday
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fallenx3 joined the community
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I just want to reply, I have a dune 1.06 working folder with the buildque patch working..however as the others mentioned, it will not work on the current Gruntmods edition. Also wanted to point out how awesome that build que event you created Fey, very intuitive. I may give that a shot as I strongly admired the build ques.
- Last week
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What do you guys think of the Dune 2000 mod for OpenRA?
Fey replied to DoMoNiC_HuNtEr's topic in Dune 2000
that's factually incorrect! Klofkac didn't merely design new features - he designed, essentially, a new programming language we can use to add our own new features to Dune 2000. the custom special weapons in the new ArkDebut mission, for example, are of my own design thank you though there are a lot of things people have said we'll "never have." if that were our attitude, we wouldn't be here ^^ those two in particular are pretty popular requests though. I can poke Klofkac about those again. given progress in other areas, perhaps he's up to investigate the implementation of stuff like this more closely I'm no stranger to the OpenRA side of things either. I appreciate their platform... but it's not d2k! and we d2k folks over here don't intend to just pick up and start implementing everything in their engine. we've got our own to make improvements to, which is important for them too since they've benefit from our advancements and contributions. for instance, quite a few of our new art assets have wound up in OpenRA-based d2k thingiemajiggers. so, I hope they have fun, and I hope they get lots of use out of the next art assets we'll be polishing up over here! it's just not my place. that's all - Earlier
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Update: I went through the text again (3 years!) and archaized it even more (including ꙋ > ѫ where it etymologically makes sense), also terminology and recurring phrases are more consistent The current state of work is available (as Word file) at GitLab - https://gitlab.uzh.ch/ivan.simko/dune_cs I also just published an Old Church Slavonic translation of Little Prince in print – it is also about a young aristocrat lost in a desert, and not so prohibitive from the point of view of costs... But there is one Bulgarian guy, who was intrigued to make a rather limited edition of Дꙋна as well, so perhaps in the next 1-2 years...
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A new Dune 2000 clone appeared recently on Reddit - https://www.reddit.com/r/dune/comments/1one55u/dune_rts_prototype_i_made_in_2_weeks_just_to_test/ and an RPG - https://www.reddit.com/r/dune/comments/1n4xuwi/sands_fanmade_free_roguelike_inspired_by_dune/
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since there was some unused content in other westwood games what about dune2k? was there any content planned for dune2k pre-release and was removed on final release? i assume something was because when was working on my mod i found few weapons that were never used Hydra Bullet14 non homing rocket mtank sec from my knowledge the hydra would be aerial bombardment weapon like airstrike since hydra were actually missiles. bullet14 probably another infantry weapon non homing got no idea but maybe something like ww2 non guided rockets? mtank sec is flamethrower. also we have small gun turret then medium gun trret and then large gun turret. did the small one was deleted ? perhaps the bullet14 was designed for that one?
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What do you guys think of the Dune 2000 mod for OpenRA?
DoMoNiC_HuNtEr replied to DoMoNiC_HuNtEr's topic in Dune 2000
Ultimately, OpenRA's dune 2000 mod is the only way to open up more gameplay logic. The advancements you guys have made with the original Dune 2000 are incredible. But... you'll still never get proper troop transport logic, nor proper player controllable aircraft units, and many other gameplay features. I recommend you guys check out OpenRA just to dip your toes into the D2K game they've got. I think you'll like the core features. -
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I don´t know which one you are refering to. That mission was a very old made or more newer? It was part of a campaign or just a single mission? maybe this can help you find, as long as you remember as which side you played on that mission. For example, if you remembre playing that mission as Ordos, you only need to check all the green colored lines, and checking 1 by 1 (campaign or mission) if it was that one. If you remember the mission being old (so, you played it many years ago), then the suggestion goes to start with campaigns made by Feda, or the ones that has "rearrange by Cm_Blast", most of Feda´s stuff is old, and the rearrange done by me were also on old campaigns/missions as well, so if by change you played it many years ago, chances are is one of those.
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Hello everyone! First off, thank you to those who create new levels for us to play, I have played this game since I was twelve, am now thirty six! I am looking for a specific level that I cannot find now. It was a modded level, the homebase started in the bottom right corner with enemies on every other section of land. From memory, the colour of the army was silver and green. Does this ring a bell for anyone? Help me find my fav level!
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Hello friend, thanks for share. I haven't logged in for a while. I was curious.
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I just asking ... I install the game and is working ... the only issue is in launcher , everything is working expect the multiplayer (Wont start, probably windows script)... Can I somehow download multiplayer part separately?
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What do you guys think of the Dune 2000 mod for OpenRA?
X3M replied to DoMoNiC_HuNtEr's topic in Dune 2000
I remember trying out the OpenRA version of Dune2000. What I remember is that siege tanks had much more attack range. And the projectile looked and sounded differently. But this is all I remember. And it is such a long time ago. I am not even sure if it was really from OpenRA. I liked that long ranged Siege tank. -
well, if you figure it out again, I'm curious how changing that graphic works! TibEd is entirely replaced and on many levels surpassed by Klofkac's editor. you'll be pleasantly surprised when you have a look, I'm sure
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no idea about that, mate ^^ I could show ya how to apply the repeat queue system to any mission though, if that helps
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What do you guys think of the Dune 2000 mod for OpenRA?
Fey replied to DoMoNiC_HuNtEr's topic in Dune 2000
naww, APC logic ain't a thing. probably possible to design somehow with the new systems, but we do have custom airlift unit behavior. you can give Carryalls new behaviors easily that way, like automatically helping vehicles cross impassable cliffs. the 'terrain restriction' behavior used on the new hovertech units can apply to a flying-type unit too, allowing traversal of cliffs and stuff. however, due to game logic, they can't pass over tiles with other units or structures in them, so... theoretically, it's feasible to make a "low flying" air unit that could navigate any kinda terrain, but not go over buildings and stuff. or something. maybe we get more proper flying unit logic later who knows lol -
Back when I had it setup, I was using TibEd. I think the projectile size of the sonic weapon is tied to the unit size, so tanks have larger projectile than infantry. As far as I can remember I basically copied and pasted the sonic weapon stats over to one of the fremen guns. Of course it's not that simple with Dune 2000, there must have been logic components other than bullet and warhead I messed around with.
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Would the que patch theoretically work on the original Dune 2000 patched with an unmodified 1.06 patch file?
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What do you guys think of the Dune 2000 mod for OpenRA?
DoMoNiC_HuNtEr replied to DoMoNiC_HuNtEr's topic in Dune 2000
Cool. I just got OpenRA and tried out it's Dune 2000. I was wrong, they still don't have all of the original campaign missions. Have you guys been able to make a transport unit? Like an Armored Personnel Carrier from C&C? It's the one thing Dune 2000 doesn't have. That, and controllable Ornithopters. -
What do you guys think of the Dune 2000 mod for OpenRA?
Fey replied to DoMoNiC_HuNtEr's topic in Dune 2000
oh yeah, we interact with those folks! they asked us for some of our new art assets a while back. we've ported over a couple they've made for OpenRA-based projects, but I'm not sure they've seen too much use yet. I worked personally with the prior dev on the Cameo project, who did stuff like this (streamable links expire eventually, so for posterity I'll just say this is a Terran v Protoss game in the OpenRA engine on the Tiberian Dawn temperate tileset I played back when I was testing bruv's new-at-the-time brutal AI) https://streamable.com/0tp0h1 no shade to the OpenRA folks, but it's simply not Dune 2000 ^^ that's a whole different engine. it certainly has its advantages, but make no mistake! there's plenty we can do with Dune 2000 nowadays! this old timer still has teeth!! I recently released a debut mission to showcase the aesthetic of a new tileset we have (and the assets are available in both vanilla and expanded size to map with), as well as some new features made possible through Klofkac's ingenuity. here're the first ten minutes: https://streamable.com/b8rwm8 amphibious units, shielded hovertech laser tanks, multi-shot bursts, explosive units and structures, ECMs throwing off homing rockets, repeat queue, a new hotkey for spamming structures... lots of stuff! Klofkac didn't just add new features; what he designed was an entire new system, essentially a programming language, atop which we could design our own features! the thread detailing those recent experiments and their fruits is over here: vanilla-sized tileset files for editing with are in the OP, and the second post in the thread has links to the example mission and some other stuff, like an editor capable of handling the expanded tileset size. remaps are also included for automatically swapping existing Arrakis maps to the new tileset, though they're not perfectly accurate, so some adjustments will probably be necessary on some maps. a notable example is the ice cliffs, which... I guess I could have remapped those to water instead for more precision, but there are no equivalents in the regular cliff tiles for some of those ice cliff pieces I've also notated lotsa stuff in the example mission so even if the events themselves are confusing, the notes describe what they're meant to do that server would be over here ^^ stop by sometime! I'd be happy to help ya get some new systems figured out for your maps and stuff! -
like Cm said, due to other changes and stuff it became incompatible with, uhh... everything :c but we do have a modern queue system. here's a convoluted example of 'repeat queue' cuz even weird units like Carryalls are included, and unit groups are in a funni order in this mod how's it work? just looking at the bottom three events in the top block, which are the most important: basically, is a unit leaving a building? cool, tag it and queue that kind of unit on the player's sidebar again. easy peasy it's not a traditional queue where you can mix and match on your sidebar, but it's a solid system that works well!
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I don't remember about manipulating the size of the Sonic Tank's ball. maybe it has to do with the size of the blue square graphic the weapon uses, and swapping out that graphic will make it smaller? anyway, for ANY modding of d2k, you'll wanna pick up the latest exe and editor from Klofkac's thread over here: and the structures editor is very intuitive. you'll find sonic weapon data, including its graphic, under the weapons tab. hope that helps! good luck!
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What do you guys think of the Dune 2000 mod for OpenRA?
Cm_blast replied to DoMoNiC_HuNtEr's topic in Dune 2000
OpenRa is a bit different, from what I got told, some units have different stats or behaviours on the bullets which are not the same as in dune 2000. I am going to say, modding in dune 2000 is difficulty because if anything there is way too much stuff, it may takes time, efford and reading testing a lot, but on 2025, the amount of stuff that you can do on dune 2000 is insanelly big. To put you on perpsective. The original game (and the older editors by extent) had a total of 21 events. These events are your usuall "reinforcements" "mission win", "show message", "play music" and so on. AT the time at this writing, we are around 250 events. This new events can "make the player to swap control with a different side (so you are controlling the Atreides base and units, and 10 minutes later you control the Harkonnen base and units while the Atreides now use a generic AI to keep producing while you are not controlling it). You can spawn structures, so you can make a terrain that has no base, make the player moves away, and suddenly that base out of nowhere appears. You can make that every single unit produced is cloacked, so sthealed tanks or sthealed harversters (no mod required, you no need to mod the units themselves). You can make that the player cannot select an specific unit or structure, you can make that even if you click on the repair icon, the structure stop being repaired on his own. You can make that an unit is always selected and you cannot deselect. You can make the screen to focus on 1 specific area, blocking the player for moving the screen when the mouse is on the edges. <--- you can make a whole cutscene where the player has 1 unit that will move on their own (as you are not allowed to select it), while the camera won´t move away so you won´t miss the cutscene. You can alter the layout of the map midway! like, putting 5 cliffts on an area, telling the player to use a siege tank and shoot at them, and you may see explosions and those cliffs transforming into actually walkable terrain. You can trigger an "orbital attack" by making stuff to rain out of nowhere, you can make that the player, depending on which position on the map you click, you get the reinforcements on that specific coordinates (withouth moving or attacking anything prior to that, it is just based on where the mouse is on which part of the map and clicking into "nothing"). You can make events to trigger based on the difficulty played, so you can have a reinforcements for the player dropping 20 units on easy, 10 on normal, and not a single unit on hard, you can make that if you play on hard the cost and speed production for the player is the same as normal, so a combat tank may still cost 700 on easy, normal and hard. You can force the enemy AI to produce stuff with events not by their own chose, or even block an entire queue by making the player unable to produce a MCV even if you click. As soon as you click and queue bar starts, it will stop on their own. You can make messages to appears on the top, bottom, left, right... on the screen, you can make them to show different colors, not always red, or show like on the other C&C where letters appears one by one instead all at once... add your own custom voice lines withouth almost any limit... You can alter which units appears on the starport, and how fast or slow those stocks changes, or just being able to raise the stocks of the quad faster than anything there, or justr straigh swap every unit on the starport and put infantry, trooper, sardaukar, fremen... to order. (this also no mod is required, just events on the regular editor). Like this: (on this mission, every 5 minutes the units on the starport swaps back and forth, so for 5 minutes you can order devastators and missile tanks, on the next 5 minutes you can order siege and deviators) And this is the only tip of the iceberg man, this is only a part that you can do. Right now, in 2025, our imagination (and patiente to actually pull of that) is the onyl limit on what we can do know. I have been modding dune 2000 for 10 years, and the amount of stuff added in this last 2-3 years is way way more than everything that came prior to that. I am going to show this small clip of a cutscene that triggers only when the player perform what it is the main objetive. This is a nod to the Mammoth tank presentation on Tiberian Sun, where you see the enemy testing the unit against multiple things. Here, since this is also a new structure, I wanted to give players full context of the strenfg of the turret. The trikes that move in position are AI controlled and they move on their own on those specific positions, to also showcase the range of this said turret and the accuracy: https://www.youtube.com/clip/UgkxT7Kf9L6afh63Jy5OU-SiqymN6f-nyStN I will only add that there is a discord focused on modding, and although we are not too many, there will always be at least 1 or 2 of us that can help you with any modification you can think of or need help if you want to join to learn more about it. And finally, if you have the chance, play Summers solstice, that campaign is the peak of modding, adding new units, new structures, new visuals, new voice lines... so many new cool things, including a hero unit that can transform into different units, from a tanky to make it easier to survive, or a high damage one to help you finish enemies. Play this and you will find how this specific custom campaign could be the "dune 2000 lost unreleased sequel". -
The queue patch no longer works nowadays, too many updates has been done with the exe on these years so unfornatelly, this doesn´t longer work anymore. just pointing that nowadays you no longer need any patch, downloading either gruntmods or dunemaster nowadays will have the most updated stuff (funky patch is also heavily updated), in fact, maybe applying that funky "update" could make it work? The closer we got on the a "queue" nowadays is by doing it something similar with events with the editor. I release a campaign "a new house sequel" which has some sort of queue. what it does is when you click on any military unit, it will keep producing that unit over and over until you have less than 1000 credits or you stop it. harversters, engies, MCVS... just produce one unit and stop. But I know this is not exactly a full queue. Has been way many updates over the recent years, so the queue one doesn´t work anymore.
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What the hell happened to the build que patch for D2K? I found the link on D2K+ Build Queues Patch — D2K+ but I can't get it to work, even though I did a fresh install using this guide: I skipped the funky fresh patch, I only installed the regular 1.06 patch. Then I installed mission select menu, subhouses fix, and high resolution patch. But it's not working, game wont launch. I could have sworn the que worked on high resolutions in the past.
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I've been modding Dune 2000 fremen units to be distinct from each other. I want the regular fremen to have machine guns and the cloaked fremen you get from Atriedes palace I want them to have basically a miniature sonic tank gun, and it uses the weirding weapon firing sound. I've done it before in years past, but I forget how. I remember the projectile even scaled with the fremen infantry size, so instead of a large sonic ball the size of the sonic tank's mounted RADAR dish cannon, the fremen fired a smaller sonic ball about the size of their gun.