Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation since 11/16/2018 in all areas

  1. 2 points
    Updated Dune 2000 with Compatibility fixes for all versions of windows + linux + macOS If you got any kind of problems running the game, do the following: 1. Download the latest dune2000.exe and place it into your game folder http://downloads.cncnet.org/Games/Dune2000/dune2000.exe 2. Download the latest Dune2000Config.exe and place it into your game folder http://downloads.cncnet.org/Games/Dune2000/Dune2000Config.exe 3. Start the new Dune2000Config and set your renderer to "Automatic" 4. Make sure you DO NOT have any kind of compatibility modes enabled for dune2000.exe and dune2000-spawn.exe 5 Download dplayx.dll and place it into your game folder: https://github.com/CnCNet/dummy-dplayx/releases 6. Start the game and have fun! Notes: You can now use Alt+Enter to switch between windowed and fullscreen mode. Use Ctrl+Tab to unlock your cursor. The window can be resized during runtime, but you might not see a resize cursor (just try until you found the right spot!) Supports new features such as Shaders, check ddraw.ini for all details. (See Shaders/readme.txt for more details about shaders). Example Shader usage for ddraw.ini: renderer=opengl shader=Shaders\crt-lottes-fast-no-warp.glsl
  2. 1 point
    Some years ago I created a small mini smuggler campaign that contained only 4 missions long. I was trying to keep the theme of my vision of the Smugglers; If the campaign would be bigger (and increasing the tech from map to map) at the end the missions would feel like if you were playing as Ordos but with another color. But today I had new ideas and I manage to pick up those 4 missions already made and expand that mini campaign into a full complete campaign: 9 missions + 1 bonus extra mission, being able to maintain the main theme of the Smugglers, so here we go. STORY: This it's the story of a specific group of smugglers, led by Esmar Tuek. He hired the player to command his army, since you have the skills to do it and help them with the problems that a hostile planet as Dune can throw at them. The Smugglers are neutral in the big war for Arrakis. They main purpose it's getting money by harvesting or doing business with contraband of vehicles inside or outside Arrakis. But this doesn't mean that their lives will be easy; not everyone is so peaceful. Can you help solve all the problems that may affect this small group of smugglers? THE THEME: For my vision of "who are the smugglers" I followed these three points: *Neutral: Smugglers are neutral in the big war of Dune. They don’t have allies or enemies, but this does not mean that they are not exempt from dangers. *Money: Smugglers main purpose it’s to earn profit. Harvesting it’s a good way to do it, but not the only one. *Weak: Smugglers are not too well prepared to fight like other factions, so they don’t really want to start a war against any House. Although that it’s the theme of the Smuggler, this campaign still has traditional fighting, building a base from zero and all that, but you never will face several factions at the same time, or maybe there are other favorable factors that will help you to survive, making credible that a such weak faction can win in specific situations. MINI CAMPAIGN REUSED: The original mini campaign was composed of four missions; I reused the three first to make the start of this new campaign. They are overall the same but I made a few adjustments now that I know more about the game. For example on the mission 2 the Ordos now will target your silos with their engineers instead going against a windtrap. Or in the mission 3 the walls around the base are owned by the player instead on an ally AI without affecting the main outcome of the events. There are a few more changes, but those missions are played roughly the same. I changed the most the briefing to add Esmar Tuek and other parts of the text to adapt to the new situation. Also the dialogue in mid-game will change a bit too, not only adding Tuek's name when talking/warning the player, but also a couple of more lines more. The 4º mission no longer made sense with the story of the full campaign extended, but I didn’t want to delete or leave this map out. For this reason I included it as part of a bonus singular mission following an alternate ending. This final map its' not part of the main cannon, so it's not mandatory to play it. The bonus mission has been altered a bit. The main part it's I make the enemy to not crush deliberately your infantry, so the luck (of being crushed by the AI or not) it's not a factor to win or loose the map. The map is still hard and can not be taken lightly. SCREENSHOTS: FILE: The file uploaded contain the missions and a few extra files just in case you apply it into a vanilla dune 2000, but I think at this point those extra files are not neccesary on gruntmods, just in case are added. Smuggling Operations.rar
  3. 1 point
    Hello all! It's been almost 3 years since I released the last version of the Map and Mission editor without any update. Once I made a topic (https://forum.dune2k.com/topic/27429-reviewing-map-and-mission-editor/) where I asked you for some ideas what to add to the editor. I was planning to do some updates based on your suggestions, but then unfortunately got disinderedted in development and never implemented the ideas... until now. Finally I kicked myself to finish off some missing and useful features to the editor, which I think should really be there, and the editor will feel more complete with them. It's just a small update (not having so many additions like previous releases) and it's not an official release, but just a preview. I wanted to make sure all the new features work correctly and there's not any serious bug. So I'd like to ask you to test it and give me some feedback and ideas. But I want to say that I'm not going to implement anything big, just probably some minor additions like I made in this version and bug fixes. Download (EDIT: new version from 2018-12-02): https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=3885 Changelog: Fixed: Size preset buttons in Tileset window were off by one position Added: Find object feature Changed: Some options (i.e. Show grid) are now toggle buttons below minimap instead of Settings menu items Removed: Draw concrete option (now is always on) Added: Play Sound event: now provides dropdown list of sound names (loaded from samples.uib) Added: Play Music event: now provides dropdown list of music names (list of existing .AUD files in Data\Music folder) Fixed: Set Attack Building Rate event: value is named "Arrack rate" instead of "Unknown" Fixed: Casualties condition: "Flags?" value renamed to "Proportion" and changed to floating-point number type Added: When temporary TESTMAP.MAP file is saved, the map name in ini file is renamed to "TESTMAP" in order to avoid duplicate entry in mission launcher Added: Open recent files feature Fixed: Editing marker (i.e. building marker, current block) not showing when Mission settings or Events/Conditions window is open and is on background or minimized Added: "MissionsPath" setting in .ini file. It can be changed in case game loads maps/mission files from different location Fixed: The UI components now should not be messed up on systems where scaling is set to different value than 100% Here are come comments to the ideas you gave me previously: Cannot reproduce, need more information Not feasible to easily implement. Would require very significant changes in code, or some hacks. Also writing text to map (i.e. event markers) would not work. Theoretically possible, but I think drawing a shape od placed building is enough and not feeling for spending time implementing this. I'm rendering the structures how exactly they are rendered in game, and in game they are not differentiated. The structures graphics file (shipped with the editor) was made by taking screenshots from game. So if anyone from you would want to help, you could somehow modify the graphics file, like adding colored tint to walls or marking somehow modified outpost. I'm not a graphician. Theoretically possible, but probably I would need to fiddle with CIRCLES.BIN file to load what the revealed areas should be. I don't even know if format of this file was ever reverse-engineered. So not feeling for adding this feature. Uh, yes, that's a problem. For some reason (don't remember if it was originally me or Mission launcher creator) we chose "_" as line break in ini files. So this character cannot be used itself in ini file. It could be worked-around by replacing "_" to some other character before saving into ini, but we would need to choose a character to sacrifice. Also changes in Mission launcher would need to be done. So enjoy the new preview release and once again, thank you all for your support! PS: Looking forward to see what you will come up with the Play Sound feature
  4. 1 point
    I'm hoping it will be a lot more than just a remake. Will be the first PC game I've bought in years, that's for sure.
  5. 1 point
    Some more compatibility updates... I made a dummy dplayx.dll that can be used to start the game without the need to install DirectPlay. DirectPlay is deprecated not included with windows anymore, hence why there have been problems starting the game. Normally windows 10 offers you to automatically install it, but this doesn't work all the time. To workaround the problem, download dplayx.dll and place it into your game folder: https://github.com/CnCNet/dummy-dplayx/releases The cool thing is, your game will be starting a lot faster now! So even if your game is already working you can still download the file and gain an advantage from it This is what you probably have seen if you tried to play the game without having DirectPlay installed: The application was unable to start correctly (0xc000022). Click OK to close the application.
  6. 1 point
    Hey! Another tiny update is here! Download: D2kEditorv13pre2.zip Changelog: Fixed: Editing marker (i.e. building marker, current block) not showing when Mission settings or Events/Conditions window is open and is on background or minimized Added: "MissionsPath" setting in .ini file. It can be changed in case game loads maps/mission files from different location Fixed: The UI components now should not be messed up on systems where scaling is set to different value than 100% Music can be selected from a dropdown list in the Mission settings window as well (like in Play music event). Fixed the last unit in unit selection list not shown. Thank you all for your comments and helping me making this editor better. Well, I have an idea how that can be worked around. You can create one additional Flag condition, which will be there just for temporarily disabling your events. If you want to disable an event, just add this condition into its condition list. As the condition is always evaluated false, the event will never happen. Hmm, I actually made a Red Alert tileset for Dune 2000 myself in the past: https://forum.dune2k.com/topic/27109-release-new-dune-2000-tilesets/?do=findComment&comment=391645 Not sure how popular/spread it got, and it looks like the attachment does not work anymore. I can reupload if you want. I don't think I ever downloaded or used the resource editor. About TILEDATA.BIN editor, I posted it in this thread: https://forum.dune2k.com/topic/27065-release-tiledata-editor/?tab=comments#comment-390973 but looks like attachment is broken there as well. Here's reupload: TileDataEditor.zip
  7. 1 point
    Updated Dune2000Config once more, I added most of the missing options! There are still a few options left that were not added, but those can be configured via ddraw.ini (Shaders/Stretching). I also added a option to disable the new renderer and use the old original one instead, it's named "DirectDraw". There are also quite a few new resolutions in the list, make sure you scroll down to see them. Those resolutions are nomally not possible in fullscreen, but the new renderer supports automatic scaling for unsupported resolutions, that means you can use any resolution in fullscreen now. You can also click on the resolution combobox and hit backspace, then type in a custom one.
  8. 1 point
  9. 1 point
    happy birthday to dune 2000! 20 years ago westwood released this great game! best game ever! after 20 year we still play this game and many people making new stuffs for this game. dune2000 most active game from dune game series! dune2000 still have more active online players than other dune games because peope like evreything in this game memorys and new features make people never forget about this game and im glad to see this congratulations to evreyone long live the fighters!
  10. 1 point
    @3371-Alpha Ahhaha. Sorry, I rarely document stuff in there, but I can help you with these two mystery files. The d2te_0-based_hacks.txt text is a piece of assembler code (you'll see more of that stuff in the Command & Conquer related folders on the site), and it details a bug fix I made on the exe file of the Dune 2 Tile Editor you'll find in the folder. You will notice there are two versions; one is marked as "zerobased". I did this fix because the indices used in the tiles editor started from "1", whereas the references to these tile indices I found used in the exe file itself actually started from 0. So all the numbers in the tiles editor were off by one compared to the real data. That's why I quickly hacked the exe file of the tiles editor and fixed that. There's another tool with a similar hack on the site, namely the Ingame Strings Editor in instr212_0based.zip located in the /tools/ folder on the site. The second file is actually referenced here on the forum, in the Dune Dynasty thread: So yeah, that's all that is; Me being silly with a microphone ten years ago and making custom house selection voice clips for the game I'm not sure if the clips work outside of a .pak file on the original game, though. But it works on Dune Dynasty. I have all releases of the game on my site. Whose lawyers, though? Nobody is even sure who owns the rights to sell Dune II. The game rights are probably owned by EA, but even if they are they can't sell it because the licensing from the Dino De Laurentiis company for the game has long expired. It's a large mess and it'd take an army of lawyers just to figure out which lawyer would have the right to sue me. It's uploaded on several abandonware sites, including Abandonia, which is pretty strict on its rules of what is considered "abandonware". Also, I'm pretty confident that if the rights indeed belong to EA, they won't care. They rarely do, unless it's costing them money. They didn't mind me uploading the expansion packs of Command & Conquer and Red Alert after they made the base games freeware, and the community managers have even given me several games for free as thanks/help for my patching work on C&C.
  11. 1 point
    Nyerguds' C&C64 File Converter now supports the Dune 2 SHP format and as such has been added to the list. Read more about this tool here. Thanks Nyerguds!
  12. 1 point
    As some people probably already heard, I made a font editor to edit the font format in Command & Conquer 1. Well, happy coincidence, it turned out this works for a bunch of other games, including Dune II. But that's not all; while implementing some of the pre-Dune2 font formats on request of Tomsons23, one of my strongest supporters and researchers in this journey, I got a request (from FunkyFr3sh) to also implement Dune 2000 support. Now, as people around here most probably already know, Dune 2000 was, in fact, not made by Westwood, and as a result, the font's internals were completely different from the Westwood formats. But we figured it out anyway So, without further ado... the Westwood Font Editor: Current version: 1.5.4 (21/12/2016) The project is built on the .Net framework v3.5 Its code is licensed under the WTFPL. Download: Downloads folder Source code: (C#) Sources folder Original development thread: (at cncnet.org) https://forums.cncnet.org/index.php?topic=6810.0 * * * Note on Dune 2000 support: The text encoding dropdown list has an extra "Dune 2000 text encoding" item at the bottom. The reason for this is that the font is strangely reordered. Dune 2000 has a text encoding translation table called "FONT.BIN", apparently meant to line up the used special characters in the font without leaving gaps. (Though, strangely, this isn't used to optimize the font in any way.) For example, if you need the character "ä", that's byte 0xE4 in the text encoding used by the game (Windows-1252; standard US / Western European). If you look on address 0xE4 in FONT.BIN, you'll see the value there is 0x80. This means that character "ä" is at index 0x80 (128) in the fonts. So, in short: ä = 0xE4 ==> table index 0xE4 ==> value 0x80 => font index 0x80 (The editor actually does the reverse; going from font table index to character by looking up in which spot in the table each index value is, but you don't need to do that, since Dune 2000 text files are just in Windows-1252 encoding) If you want to add fonts for a different text encoding to the game, I advise you to get rid of this whole nonsense by replacing FONT.BIN with a 256-byte file containing a simple sequence of bytes from 00 to FF, so each character simply gets mapped onto itself. This does require re-ordering all characters on the font to actually take their correct place... but I've already done that for you guys Dune 2000 fixed fonts: http://nyerguds.arsaneus-design.com/project_stuff/2016/WWFontEditor/resources/Dune2000FontsFixed.zip * * * Full list of supported types / games, as of v1.2.1: WWFont v1: -Wargame Construction Set -A Nightmare On Elm Street -DragonStrike -Circuit's Edge WWFont v2 -BattleTech The Crescent Hawk's Revenge -Eye of the Beholder -Eye of the Beholder II The Legend of Darkmoon WWFont v3 -The Legend of Kyrandia -Dune II -Lands of Lore The Throne of Chaos -The Legend of Kyrandia Hand of Fate -The Legend of Kyrandia Malcolm's Revenge -The Legend of Kyrandia Malcolm's Revenge Installer -Command & Conquer -Command & Conquer Installer -Command & Conquer Red Alert -Command & Conquer Red Alert Installer -Lands of Lore Guardians of Destiny -Lands of Lore Guardians of Destiny Installer -Command & Conquer Sole Survivor -Lands of Lore III WWFont v4 -Tiberian Sun -Tiberian Sun Installer -Tiberian Sun Firestorm -Tiberian Sun Firestorm Installer -Lands of Lore III Installer IGFont (Dune 2000 was made by Intelligent Games, not by Westwood) -Dune 2000
  13. 1 point
    there is short video https://www.youtube.com/watch?v=ngZXqkc22JI&feature=youtu.be
  14. 1 point
    All Complete campaigns, single maps, tools and more. Number of Campaigns = 42 Number of Single Missions = 51 Number of Skirmish Maps = 211 Number of Tools = 14 Color legend: ATR - HAR - ORD - EMP - FRE - SMU - MER - OTHER CAMPAIGNS: *A New House Campaign (8 Missions) - By Cm_Blast *A Secret Plot: Mercenary Campaign (13 Missions) - By Domaithianus *Alliance of Atreides Campaign (12 Missions) - By Dark Wesker *Atreides Campaign Battle for Dune (9 Missions) - By AKaFedaYkin & Iheb96 (rearrange By Cm_Blast) *Butlerian Jihad (9 Missions) - By Cm_Blast *Dune 2 based campaign (3 Campaigns - 27 Missions) - By Cm_Blast *Emperor Reign (9 Missions) - By Sandworm (rearrange By Cm_Blast) *Harkonnen Campaign (WIP) (? Missions) - By Fey *Harkonnen: Reign of Evil Campaign (28 Missions) - By Dark Wesker *Harkonnen Family (9 Missions) - By Cm_Blast *Heretic Alliances (9 Missions) - By Cm_Blast *Ixian Campaign – We tech-up Arrakis! (9 Missions) - By FedaYkin *Ixian Campaign: Masters of Technology (9 Missions) - By Cm_Blast *Frank Herbert (15 Missions) - By Cm_Blast *Fremen campaign (+ three bonus missions) (9 + 3 Missions) - By Luminar (rearrange By Cm_Blast) *Fremen Warriors (9 Missions) - By Cm_Blast *Mercenary Campaign – Keep ’em Coming! (9 Missions) - By FedaYkin *Mercenary Campaign: Fall of Emperor (WIP) (? Missions) - By Runtowin *Mercenary Campaign: The Origin of the Mercenaries (9 Missions) - By Cm_Blast *Mercenary Campaign (10 Missions) - By Domaithianus *Mini Campaign: Mercenaries Revenge (3 Missions) - By jbil1989 *Ordos Campaign (9 Missions) - By Magier (rearrange By Cm_Blast) *Ordos Campaign Alternative Missions (16 Missions) - By Domaithianus *Ordos Remake Campaign (20 + 1 Extra Mission) - By Dark Wesker *Ordos's Tactics (9 Missions) - By Cm_Blast *Rise of the Mercenary (unfinished) (2 Missions) - By gruntmod (rearrange By Cm_Blast) *Smugglers Campaign (15 Missions) - By Fey *Smuggler campaign (9 Missions) - By Rick Vorstenbosch (rearrange By Cm_Blast) *Smuggling Operations (9 Missions + 1 bonus mission) - By Cm_Blast *Spacing Guild Campaign (9 Missions) - By Cm_blast *The Antifremen campaing (10 Missions) - By Cm_Blast *The Emperor Returns (9 Missions) - By Cm_blast *The Emperor's Plan (9 missions) - By Cm-blast *Time Based Smugglers Campaign - Protect Mercenaries! (9 Missions) - By jbil1989 (rearrange By Cm_Blast) *Tleilaxu Campaign (7 Missions) - By Cm_Blast *Ultimate House Ordos (Suspended) (10 Missions) - By Dark Wesker *War of Assassins (3 Campaigns - 27 Missions) - By FedaYkin *War of Assassins Sandstorm expansion (3 Campaigns - 14 Missions) - By FedaYkin SINGLE MISSIONS: *Aerial Nightmare - By Cm_blast *Atreides Single Mission - Secrets, Power, and Children - By Domaithianus *Battle Royal (7 Single Missions) - By Cm_Blast *Dune 2 Genesis (3 Single Missions) - By Cm_Blast *EBFD: Ancient Rivalries - By Cm_Blast *EBFD: Final Assault (3 Single Missions) - By Cm_Blast *Emperor Mission - By Shai-Gel98 (rearrange By Cm_Blast) *Hammerfest mission - By FedaYkin (rearrange By Cm_Blast) *IX: The Technology is ours - By Cm_Blast *Mercenaries: Choose your ally - By Cm_Blast *Mulciber Valley - By MVI (rearrange By Cm_Blast) *New Mercenaries mission - By Galaxy (rearrange By Cm_Blast) *No More Spice - By Cm_Blast *Original Ordos missions without reinforcemens & Mercenaries (12 Single Missions) - By Dark Wesker *Skirmish mission - By FedaYkin (rearrange By Cm_Blast) *Skorocel remakes (3 Single Missions) - By Skorocel (rearrange By Cm_Blast) *Special Skirmish - By Cm_Blast *The Rebellion of Atreides - By Cm_Blast *Tleilaxu Plague - By Cm_Blast SKIRMISH MAPS: *Emperor assasination misión – By aarmaageedoon *Fan Maps (210 Skirmish Maps - Multiple authors) - By Gobalopper TOOLS: *Audio Converter - By Barnaby Smith *Colour bin editor - By FunkyFr3sh *Dune 2000 Map and Mission Editor v1.2 - By Klofkac *D2K+ Toolkit Download - by MVI *Dune 2000 Random Map Generator - By shai *Dune 2000 String Editor & Image Converter - By Siberian_GRemlin *Hex Converter (online web) - By Klofkac *Map Renderer - By MVI *Sound Effect Tool - By MVI *Resource Editor - By D2k Sardaukar *TibEd - Edition of atributes for Units & Buildings - By Koen *Tile Atribute Editor - By Klofkac *Tile Set Editor - By MVI *UI Table Editor - By MVI *User Interface Layout Editor - By MVI MISCELLANEOUS: *CnCNet 5 (supports Dune 2000) - By FunkyFr3sh *D2K AI Manual - By Fey & Cm_Blast *D2Kplus.com (Tools, Missions mods and Campaigns mods) - By gruntlord6. *DUNE 2000: GRUNTMODS EDITION (Full game compatible with W7/10, new tracks and more) - By Gruntmods *Dune 2000 1.06p - Game patching (bug fixes, new features) - By FunkyFr3sh *Dune 2000 multi languagepack + online - By Dato *Dune 2000 Patches, sountrack, trainers and more - By Gobalopper. *Dune 2000 Portuguese - Full game - By Dato *Dune 2000 random music player patch - By Dato *Dune 2000 V 3.5 - Full game portable (4 New Campaigns - 46 Missions + 9 Test Missions) - By Luisito EB *Installing Dune 2000 from CD and bring up-to-date - By D2k Sardaukar *Mission Launcher (95+ extra missions) - By FunkyFr3sh *Mission Select (For Dune 2000) - By D2k Sardaukar *Set of Vanilla AIs (Raw files) - By Cm_Blast *Tutorial: Dune 2000 AI Editor - Main overview of the AI functions - By aKaFeda *Tutorial: New Dune 2000 Map and Mission Editor - Terrain & Buildings showcase - By aKaFeda *Tutorial: New Dune 2000 Map and Mission Editor - Mission Settings & Scripting - By aKaFeda *Tutorials: Mission Editor Multiple Tutorials - By aKaFeda *New dune 2000 Tilesets - By Dato *Tibed Editions (raw files) - By Cm_blast For adding new content or removing something listed here, send me a PM.
  15. 1 point
    Hi there 3371-Alpha, and welcome to the forums! Indeed there isn't a lot of activity here lately (sadly). We have accumulated quite a lot of info on Dune II over the years, I have tried to document this stuff in separate threads, but probably not in a format that makes everything immediately clear. The unofficial patch fixes many bugs and issues with v1.07, but doesn't incorporate some of the recently found fixes, including that for the bug which causes a unit to get deselected after you give it an order sometimes, or the Saboteur exploding upon reaching its destination. Some files were actually not meant for public use, or were only uploaded for current needs. It's been a long time since I messed with the GUS drivers, but I'm pretty sure you didn't need to put anything into the Dune II folder except the modified game data files, which already include the drivers that have been confirmed to work with the game and DOSBox.
  16. 1 point
    I've updated the forum software to the latest version, 4.2.1: https://invisioncommunity.com/news/invision-community-42-r1030/ If you notice anything odd let me know and I can try to fix it.
  17. 1 point
    I've updated the forum software to the latest version. If you're curious this is all the things that have been added/changed/fixed since our last update: If you see anything broken let me know.
  18. 1 point
    Small demonstration of edited Dune 2000 font:
  19. 1 point
    I took the original A1V1 level, then added an event (Unit Spawn, spawning 2 devastators and 2 deviators) as well as a condition (Timer % 200) and a condition mapping link the event to the condition. This meant that every 3.3 (200 / 60) seconds I had 4 new units spawn. Pretty quickly I had the above result.
×