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  1. When I signed up here back in 2004, one of the first FED2k people to greet me was Nema Fakei. He had a link in his signature that would lead to his homepage, which, among some other things, had re-arranged MIDI tunes from Cryo's Dune, Dune II, and a few other games. Unfortunately, his page is no longer up, and the Wayback Machine copy has not preserved the downloads. However, I downloaded those tunes back in the day, and recently rediscovered them among my backups, so I'm sharing them with whoever may find them useful. Personally, this is quite nostalgic for me. Nema_Fakei_MIDIs.zip
    1 point
  2. i made repack of Emperor: battle for dune which include patch by Tom Mason who restored and patched the game for modern computers in professional manner. this is his web site https://wheybags.com/blog/emperor.html Works fine with HD resolutions on Windows 10, 11 on modern computers. You might get a virus warning, but it is a false alarm. Patch is made by professional programmer and developer, and it is safe. Easy to install simple launcher, no need for CD key, patched to 1.09 Online multiplayer fully restored with direct IP connection, deathmatch and Coop campaigns fully working. Easy to connect, you simply input IP address of the game host into launcher. Direct IP connection, no need for Hamachi or any LAN emulation Settings for multiplayer game speed in options are finally working, you can finally set normal game speed for multiplayer. you dont have to download multiple ISO files and patch, just download one single exe file install then run game with shortcut on desktop and play, all in one installer! also added 16:9 patch by Moro DOWNLOAD more information and online players you can find on our discord server
    1 point
  3. Hi, I just finished my new Sandworm update for Dune II that allows the user to actually train Sandworms from the barracks and order them from the CHOAM. I accomplished this by replacing the Soldier with the Sandworm. I have also updated the controls of the Sandworms so they now have the ability to Hunt. Each Sandworm you train/order will only eat once, so I made the cost very cheap so you can easily train/order more (but the game default Sandworms still eat 3 times). Also your enemies also have Sandworms, and your Sandworms can eat enemy Sandworms as well. FYI, it helps to build your barracks by the sand so that your Sandworms can deploy on their own, but if not, don't worry, they will be picked up by a Carryall. Yes, Sandworms will actually be picked up by a Carryall. Funny right? My update works for Dune II and Super Dune II. The zip file contains an updated version of Dune2.exe, a profile.ini file, and a basic test scenario to make it easy to test the update. I would also appreciate any feedback. If you are interested in my update, you can download the Zip File from the Google Drive Link below, or from the Download button below, or email me at jessemiv@yahoo.com and I can personally email the zip file. Enjoy! Shai Hulud. Zip File to download the update: https://drive.google.com/file/d/1KW_nuq7S2C31Adqz9K2D7zL5HFqREiVB/view?usp=drivesdk sandworm-update-video.mp4 Dune2 Sandworm Update V1.zip
    1 point
  4. Last night I got into a bind where my saved game would consistently crash RT2 a few moments after restarting the clock. The save was in mid December. Since there was a motion-freeze before any end-of-year events, I knew that the game was trying to do something complicated with an AI company (such as build track). Since the crash occurred before my events, I figured that the action chosen by the AI caused the crash. My investigation (and about a dozen reloads) revealed the problem: After futilely poking at many odd joints and ends of AI companies' tracks where builds might occur (in the forlorn hope that I'd disrupt the bad AI decision), I finally happened upon a corner of the map where my track intersected another company's track, and three of my trains were stuck waiting to get across. As it happened, the AI had a train that was "active" (hogging the track) but not moving -- a sign that it had no route to its destination. My trains were stuck with their noses pressed against this moribund AI train. So my idea for stirring the pot and get a non-crash result was to build a connector to fill a gap where the AI company's track had been destroyed by an earlier event. I ran the clock, and miracle of miracles, the AI's train pulled away, and my trains began pouring through. Then the year ended, the game froze to do its AI thinking, and instead of a crash all hell broke loose. This AI company had been the sickest of the sick companies still on the map, and it had picked this year to give up the ghost. Because of my game settings, its track was being deleted from the map (along with my three trains). RIP! Apparently, in its prior configuration, my trains' noses were so delicately balanced on the edge of the AI track that the deletion did not kill the trains, but the absence of track under them crashed the game. This then becomes the latest in a whole constellation of game bugs that crash the game by somehow producing a train without track under some part of it. For the curious, the easiest such bug to reproduce is the one where a naked engine pulls into a station, then you pause the game and delete the track it rode in on. Then you tell the train to pick up a few cars of anything, and then you restart the clock. As soon as the train puts on cars, it tries to put them on the track it rode in on, but that track is no longer there. The game crashes. Another such bug, much more difficult to reproduce, but virtually the same one I encountered above, is where an event deletes track in an area where trains are moving. There's a fine line between the point where a train gets deleted with a segment of track and where a train decides that it can go forward rather than reroute by bouncing. Unfortunately for the game, a train in motion can be beyond its fail-safe point and still not be deleted when the track in front of it vanishes. The timing is thin, but if you get "lucky", a track deletion event can catch a train on the edge. The train will then run off the end of the track and crash the game. The work-around is to program all track-destruction events to also contain the train-stop effect. This keeps them out of danger, but it also means that a trailing event needs to restore train-move rights if/when you want rebuilt track to be usable.
    1 point
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