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  1. Hi, so finally it's here, the promised big update of Structures Editor, which will hopefully change the history of Dune 2000 modding and make both experienced as well as newbie modder's life much easier! Download here: D2kEditorv2.0pre5.7z Important new features: - You can now genuinely add new buildings, units, weapons, explosions and arts without replacing existing! This has never been possible (with TibEd) until now. - You can easily change order of buildings and units - this will break up building/unit references in events, as well as AI properties, which you need to fix manually. You can reorder all other things with PgDn/PgUp too. - D2kEditor can manipulate with images in DATA.R16 (add empty images, remove images, reorder images), for example it automatically adds/removes/reorders building and unit icons when you add/remove/reorder buildings and units. - You can export buildings, units, weapons, explosions, armour types and warheads into files and import them back. This way you can easily share modded resources (buildings, units etc.) without need to send whole .BIN files. - You can export and import arts. Art is series of R16 images (for example 32 unit frames). This way you can easily share modded sprites instead of importing them one by one with resource editor. However, you still need resource editor for modifying actual images. - You can export and import sound effects stored in SOUND.RS file from/to WAV files. - Cascade import of buildings and units: When you prepare exported files of a building or unit and all referenced objects (weapons, warheads, ...), arts and sounds into single folder in correct format and naming, editor will automatically perform import of everything needed in a single operation = import of a new building or unit with a single click! - Function of several unknown bytes was revealed. These are: Screen shake, Sell priority (for building) and Voice priority, Projectile shoot offset (for unit). Demonstration examples for easy and fast new resources (buildings, units) import: Flame Tank.7zAutogun Turret.7zAutogun Tank.7z The new version of Structures Editor dramatically simplifies the way of adding new modded resources (new buildings, units etc.) into your own mods. This will make modding easily accessible to many people who are not much experienced with editing stuff and using resource editor. Instead of distributing whole .BIN files or sprites one by one, you share a zip packages with export of all needed objects, arts and sounds, like I posted above. The import will be done in this way: - Extract all files into some local folder - Open Structures editor, go to respective tab, and in case you want to add a new building/unit without replacing existing, click "Add new" button. New blank building/unit will be added. Keep the blank building/unit selected and click "Import" button. In case you want to replace any existing building/unit, select that one and click "Import" button. - Select a file for import. For building it's .d2kbld file and for unit it's .d2kunt file. - During import process, you will receive many information messages about what is happening (importing of dependencies). In case any dependency is missing, editor will warn you and you will need to take special care. For example adding new text entries into TEXT.UIB is not supported. - Once done, new building/unit is ready to use! - Try it out with the provided three resources on unmodified vanilla game files. Some notes: - The process of importing dependencies will always add a new item (weapon, warhead, ...) in case item with that name does not exist yet in your Templates.bin. In case item with same name already exists, it will replace that item with imported file. - When designing new buildings/items, always try to make new (unique) weapons, explosions, warheads etc. so that importing will not overwrite any original data. - Importing referenced arts will always add a new art. In case exactly same art already exists, it will skip importing. If you intentionally want to replace existing art, you need to import that art manually. - Import of armour type will import a "column" in the damage percentage table and import of warhead will import a "row" in the table. Armour/Warhead export files store referenced warhead/armour names, so in case you have different armours/warheads or have them in different order, the import should be safe. You should always make armours/warheads with unique names. Looking forward to your comments and questions!
    5 points
  2. Hello all, so finally I got into Dune 2000 patching and fixing up things and adding new features! I had a talk with FunkyFr3sh and got some useful information and stuff needed for continuation of game pathing. I'm going to use the latest FunkyFr3sh's Cncnet version as a base (not the Gruntmods version which is not the latest one and can miss some important features), which should be fine and work well. I'm using the same patching methods and tools, which is pretty easy to use and only Dune2000.exe needs to be distributed. The latest version of cncnet's ddraw.dll needs to be used so I'm putting it in the zip file as well. I would also like to say many thanks to Tomsons26 and The Code Conqueors team for his hard work on reverse engineering Dune2000 with IDA, which helped me very much with seeing and understanding the code and which made game patching easier than it ever could be. Patching, which is practically kind of "source code modding" is lot of fun and can bring lot of new possibilities into the game. Download here: dune2000-sp-patches_2021-11-03.7z Updated version of D2kEditor where you can use the new features: D2kEditorv2.1dev3.7z Feature list: 1) New mapping possibilities - You can place any building (even specific version - i.e. Atreides, Harkonnen, Ordos) for any side with special values from range 8192 - 16383. The building type, side and other properties are coded in special value directly, no need to set them up in TILEDATA.BIN. D2kEditor provides GUI in the new Advanced structures mode. - You can place refinery which does not receive new harvester delivery upon starting a mission - You can place specific building as primary - For turrets, you can specify initial barrel direction (4 directions: up, right, down, left) - Tagged property: for use in events which refer to specific building(s) - You can place any unit (even specific version, i.e. Atreides, Harkonnen, Ordos tank) for any side with special values from range 16384 - 32767. The unit type, side and other properties are coded in special value directly, no need to set them up in TILEDATA.BIN. D2kEditor provides GUI in the new Advanced structures mode. - You can specify initial unit direction (8 basic directions) - You can place any unit as stealth - Tagged property: for use in events which refer to specific unit(s) - You can place static crates with special values from range 32768 - 65534. D2kEditor provides GUI in Advanced structures mode. - You can directly place thin spice, thick spice and real destructible concrete for any side out of the box as a direct tile property without use of any special value or tiles with specific pre-set tile attributes. You can place any building or unit on top of them. 2) Crates system - Added support for static pre-placed crates in maps + extended crates functionality and customization - Crates can be pre-placed using special values - You can place any crate/spice bloom types using any of 8 available graphics (4 crate sprites, 4 spice bloom sprites) - Extended Cash crate: Can give you customizable amount of money (multiplies by 100) - Extended Explosion crate: You can specify which "weapon" is used, crate can be detonated by shooting on it - Extended Reveal map crate: It can reveal a circle (same as Reveal map event) in relative position near to the crate - Extended Unit crate: You can specify which unit exactly it will give, for infantry it can give either 1 or 5 - Extended Stealth crate: Has more unit-powerup functions (heal unit, change unit type), customizable range and pickup animation - Extended Spice blooms: More spice bloom types (classic, instant circle/square, Dune 2 style) and customizable range - New crate type: Execute event! You can go wild and execute any event or chain of events you like. - Fixed disappearing crates and spice blooms when AI-controlled units are nearby. AI can actively collect crates. - AI won't collect customized explosive crates or crates with image 4 - How to use extended crates is described below 3) Events system 3a) General changes - Added "Auto-block" and "Blocked" event property. If "Blocked" flag is set, the event won't execute even if all conditions are true for that event. If "Auto-block" is set, then event will automatically block itself when it is executed. The "Auto-block" is basically "Execute once" behavior without using an additional "Flag" condition and "Set Flag" event, the flag is integrated into the event itself. - Added "or" mode into event's condition list (event will trigger if at least one condition is true) - Extended limits to maximum of 1024 events and 256 conditions (needed to extend MIS file format) 3b) Original event type changes Allegiance: Added "Both-sided" option so you can change diplomacy in both directions within a single event Play Sound: Can now have two types: "Global" (original behavior) and "Point" (will make sound at specific coordinates) Set Cash: Should work without crashes, added three operations: "Set", "Plus" and "Minus" Set Tech: Added option to immediately update available buildings and units Reveal map: Radius 0 (reveal whole map) will properly reveal radar map Show Message: Customizable message duration (the Unknown value is now used as duration in ticks) 3c) New event types Switch My Side: You can now change the side you play as (like the Debug feature) in the middle of mission. You can also turn off AI on side you switch to and turn on AI on side you switch from. "Reveal Base" option will also reveal tiles seen by buildings of the target side. Hide Map: Hides all map (like Hide Map crate type). If executed periodically, it can be used to simulate "Fog of War" mechanics - useful to mimic "darkness" (like inside caves). Un/block Event: Changes the "blocked" state of specific event Damage Tiles: Will cause damage to specific tile, like it was hit by specified weapon, without shooting a projectile. "Player": The side which gets score for killing buildings/units. "Pixel position": Pixel-precise target coordinates: [16 , 16] = center of tile, [0 , 0] = top-left, [31 , 31] = bottom-right "Rand. spread": Random inaccuracy (like Death Hand) in X and Y axis in pixels (32 = 1 tile) "Spread type": Random distribution in either square (rectangle) or circe (ellipse) shape "Hit explosion": Whether to show weapon's hit animation at target point Add Unit: Add a single unit at specified place. The unit can move in any direction after it is spawned: "Random": works is same way as when a building is destroyed/sold and infantry coming out of it will move in random direction Specific direction: works in same way as when a unit comes out of barracks/factory Add Building: Adds building at specified place. You can add building either with or without concrete, either instantly or with buildup animation, and also add refinery without a harvester coming with it. Add Projectile: Shoots projectile of a specific weapon from source position to target position. Source position is always center of specified tile. For target position you can specify "Pixel position" and "Rand. spread" in same way "Play sound": Whether to play weapon's firing sound from source tile Note that the distance from source to target is limited due to computation limitations to about 70 tiles. Add Explosion: Makes an animation at specified position. "Player" will specify color of deviator dust. You can specify "Pixel position" and "Rand. spread" in same way. "Play sound": Whether to play explosion's sound from the tile Add Crate: Add any type of crate during game. "Ext. data": Extension data, have different meaning for each crate type "Respawns": Number of respawns of Spice Bloom Spawner "Expiration": Time in ticks after which crate will disappear or spice bloom rises/explodes Add Concrete: Add concrete for specific side. If "Tile bitmask" is zero, it fills specified area with concrete (only buildable tiles). If "Tile bitmask" is nonzero, it places concrete of defined shape (up to 4*4 size, only buildable tiles) and reveals the tiles. Spice Bloom: Simulates explosion of a spice bloom crate at specified place. Shake Screen: Shakes screen for specified duration of ticks Center Viewport: Centers camera view at specified place. If executed periodically, it locks the screen. Change Map Block: Changes tiles at specified place to different tiles. Maximum is 12 tiles in single event due to data size limitation (i.e. 4*3 area, 2*6 area). If the target tile is not buildable, buildings and concrete on it will be destroyed (except buildings which do not require concrete). If target tile does not have "drive on" attribute, vehicles on it will be destroyed. If target tile does not have "walk on" attribute, infantry on it will be killed. If target tile does not have "sandy" attribute, spice on it will be removed. If target tile has "occupied by building/unit/infantry" attribute, units on it will be killed respectively. Tile attributes will be changed to target tile's attributes, but building/unit owner will be preserved. Transform Tiles: Similar to "Change Map Block", but you can globally change specific tiles across whole map into their target counterparts. You can specify up to 6 "from-to" tile pairs. Change Tile Attributes: You can change attributes of tiles in specified map area. Either set attributes to absolute balue, or add or remove specified attributes. Change Tile Damage: Manipulates with tile's "Damage" property. The rock and sand craters are driven by tile's damage property (the more damage the bigger craters). You can set damage of tiles in specified map area to specific value or add/substract specific amount of damage. The damage range is 0 (healthy) to 255 (biggest craters). Activate Timer: If an "Interval", "Timer" or "Random interval" condition is set as Inactive, this event will activate it. The condition starts counting its time from the time of activation rather than from start of mission, so you can make a specific delay after some event happens. If already active condition is activated again, it resets and starts counting again from time of activation. So you can make repeatable chains of events. 3d) Original condition type changes Interval: Added "Inactive" property (can be activated/reset by "Activate Timer" event) Added rule "intervalsAreOffByOneTick" which is "Yes" by default to keep vanilla behavior. If set to "No", the times specified are exact times without need to substract one tick. Timer: Added "Inactive" property (can be activated/reset by "Activate Timer" event) Added "Shift" property to be used with "%" operation (triggers always "Shift" ticks earlier) Spice Harvested: Added possibility to specify a side to check for its credits (vanilla supports only My side) 3e) New condition types Random Chance: Can evaluate as True or False based on randomness. Has three parameters: "Range", "Min value" and "Max value". A random number within specified range (from 1 to "Range") is generated and condition is true if the generated number falls between Min and Max value. The generated random number is shared by all "Random Chance" conditions at same time, so you can make "multiple choice" behavior with each option having its probability by using multiple conditions with adjacent ranges. The condition can work in two modes: "dynamic" and "fixed", determined by "fixed result" parameter. If it is set to 0, then each tick a different random number is generated so condition evaluates differently each tick. If it is set to a nonzero value, then the random number is generated once in the beginning of mission and condition gives always same result through whole gameplay. Different "fixed result" value uses independent fixed random number. Random interval: Works in similar way as "Interval" condition, but instead of exact delay between runs you specify "Min delay" and "Max delay". Different delay is picked randomly within the range for each run. After "Start delay" passes, condition does not trigger, but there's also additional random delay before the first run. Can be activated/reset by "Activate Timer" event. 4) Bug fixes - Fixed: Building upgrade tooltip now shows correct cost for easy and hard difficulty - Fixed: Exploding barrel, sardaukar and grenadier death damage is now properly dealt in the middle of building/unit - Fixed: Missing devastator self-destruct sound - Fixed: Damaged unit speed (units with red health bar are now slower than units with yellow health bar) - Fixed: MCV could be deployed on crates - Fixed: Error messages when winning/losing as side > 2 - Fixed: Infantry rarely remaining invulnerable after being released from a destroyed building - Fixed: AI getting stuck in infinite loop building and cancelling concrete when it's about to (re)build a building - Fixed: AI starting building upgrade with zero credits causing upgrade stuck in HOLD state - Fixed: AI losing ability to order units from starport after it tries to order a unit with low cash - Fixed: Practice AI won't go/turn off berserk mode if it receives a MCV later during mission - Fixed: Increased the message duration to 400 ticks also for built-in messages (neutral became hostile etc) - Fixed: In-game briefing UI lockup, custom briefing will always show for any mission number or side - Fixed: When you change side you play as using Debug menu, it will restore to original after restarting map (does not work when you save game with the side changed and load it back) - Fixed: Excluded OPTIONS.AUD and SCORE.AUD music tracks from random music rotation - Fixed: Exploding barrel building should not deal damage when it is sold or captured by engineer 5) Extensions and improvements - Extended maximum length of in-game briefing loaded from mission ini file (from 4096 to 65536 characters) - Added support for different type of infantry released from destroyed/sold building for different side (This is driven by Owner side setting for unit types - the first infantry owned by a side matches) - Added custumizable max. number of infantry to be released from destroyed/sold building and customizable chance (This is driven by "infantryReleaseLimit" and "infantryReleaseChance" rules) - Preserve original tiles beneath spice, concrete and building skirt tiles after spice/concrete/building is removed - Concrete pre-paced on map using specific tiles having "concrete" attribute will be indestructible - Spice works properly in tilesets where spice and buildings can be placed on same tiles (i.e. Red Alert) (you cannot place buildings on spice but can place them where it was harvested, spice blooms won't create spice underneath buildings) - Added rule "buildingsAlwaysNeedPrerequisites": if turned on, a building will be available to build only when its prerequisites are present, and become unavailable when its prerequisite is destroyed or sold (like how it works for units). - Added rule "returnCreditsToSpiceStorage": if turned on, credits from cancelled builds and starport orders will be returned as spice into silo storage capacity (if not enough capacity, remaining credits will be given as cash and won't be lost). This makes the starport exploit unusable. Does not apply to selling buildings and bonus cash crates. - Added new AI property "DontFaceUnitsAwayFromConYard": if turned on, units for a side with active AI won't be set to face away from construction yard at the start of mission. 6) New D2kEditor features - Convert structures to advanced mode option - Structures editor: Added unit upgrade type field - Export and Import Events feature How to place crates with special values: Please test the new features and let me know if you see any problems. Here is github repository with my own added patches: https://github.com/jkoncick/dune2000-sp-patches
    4 points
  3. thanks fey 😋 here's a sneak peek of what's to come!
    3 points
  4. Hello, it's been a very, very long way for D2kEditor to reach the release of version 2.0, but now we're there! The FINAL version is finally out! Download: D2kEditorv2.0.7z What does this mean: All features which I wanted to be included in D2kEditor are now implemented. This version is made for the current Gruntmods edition, and does not support yet the new features I'm now patching into game (i.e. static extended crates). I will start working on version 2.1, which will be especially aimed to support the new game features. Here is list of changes done since the last release (pre-release 5): Added: When you attempt to save over original game file (map, *.bin etc.) editor will show a warning and let you choose not to save Added: When you have configured Campaign and Mods folder on your mission and attempt to save changes in structures or tileatr editor, editor will automatically save the files into Mods folder (and automatically create Campaign and Mods folder if it did not exist) Added: Structures editor will save only those files (*.bin, data.r16, sound.rs) where any modifications were made. That does not apply to Templates.bin, Armour.bin, Builexp.bin, those will be always saved regardless if modified or not. Changed: Renamed "firing flash" to "muzzle flash" Added: More "Save and test" options in Structures editor (i.e. launching a game without launching any mission) Added: In Structures editor you can view images in raw mode, as well as in player colors of any of 8 players. You can also view image palette. Added: Export and Import images in structures editor. You can import a 256-color paletted bmp image and you can import your custom palette this way. You can import building/unit icon by clicking on that icon. You can edit image's frame size and offsets. Added: You can edit Samples.uib entries in structures editor and rename sounds in Sound.rs. Added: Export and import unit voice data. It will import samples.uib entries as well as .wav files into sound.rs automatically. Added: Manuals (mapping manual, event and condition manual...) are stored in "doc" folder and are accessible from Help in main menu Fixed: Finite spice blooms now have proper names (number of respawns) in misc. object list Added: Mission launcher feature (replacing game files with files from mods folder). If you set the config "CleanUpExtraModFilesAfterLaunch" in D2kEditor.ini to true, it will automatically clean up all extra files after the game ends, so it will leave your Dune2000 folder clean and in same state as before launch. Changed: Simplified "Launch with settings" dialog Fixed: Worm spawner is now treated as a normal unit and is counted in map statistics, which now give the exact proper number of total structures in a map. Added: Crate counter (to be used when static crates are supported) Added: Automatic "Apply changes" in Events and Conditions window. You no longer need to click Apply changes button or press Enter every time you do a change in a mission or event. Your changes are automatically applied when you switch to a different event/condition, on closing window and on saving a map. Added: In structures mode you can erase structures when right button is held and mouse is moved Enjoy!
    2 points
  5. For the first time; I am releasing a Coop Campaign, mean to be played by 2 humans. Keep in mind that this is not a made from scratch, but instead, I picked my "Herectic alliances" Campaign (which presented an Ally AI for all the missions) and I transforme it into a proper coop campaign. The herectic alliances mission 9 is more open than the original mission, now you can attack different enemies instead forming a big bottleneck as the vanilla mission was. Also, one of the herectic alliances mission wasn't suited for 2 humans, so I remove it and instead added a different mission from another campaign (so this is still a 9 mission campaign). I took in consideration that two humasn harverst more, so there are lots of more spice everywhere, both players and enemies. STORY: Well, since online/coop games doesn't have any sort of briefing and I don't want to add extra .txt files to read for every mission; the generic story goes on how the Ixians started to conquer Dune, and they all already defeated several strong Houses on their path. It's up to the last 2 sides that can still hold to pushing back the Ixian invasion into their own capital and defeat every one of them. CAMPAIGN: This campaign just reuse most of the events, like reinforcements, spanws and so on, but several parts have been oversimplified as they don't made sense for the coop. However; I altered multiple things, mostly on the terrain so the 2º player (or even both at the same time) has enough room to deploy a full base. This is a comparison: vanilla mission -- Coop version Same map and terrain but bigger, also there are much more spice so two humans can still get money in the long run. Enemy ais also get bigger mine field to harverst. About the objetive of every mission, there will be a message appearing at the very beggining of the mission that will write "destroy the Ixian base" or "protect the Smugglers". There is no really other objetives than either destroy the enemy or defending your ally (or both), avoiding specific objetives or goals. Even for secondary objetives such as "build the starport to get extra deliveries", instead writing them off, the player that gets those units for free will beging the mission with the Starport already placed on the map. This also makes this mission not set up in a mirror match up, as most of the time (but no always) the player 1 will start with the CY and several units, while the player 2 may start with certain structures there, and probably much less units or even with a lower amount of credits than the other player but, in return, it gets those free units later in the game. The enemy Ai values are very similar on what the enemy used to have in the vanilla campaign, although considering that there is a second human player (more usefull than an AI) I made the enemy to increase their speed production after all/most the enemy drops are done. HOW TO SET UP GAMES: I tried to be as simple as possible, and as clear as possible, so I don't want to bring a ultra-high explanation or plenty of screenshots to set up every mission. Instead, the name of the maps will tell you exactly what kind of IAS you are to face. Like this: Ixian Invasion 1 [Coop 2P] (Easy) Vs 1 Ixian This means that on your lobby, you need to set up 1 enemy AI that will be "Atreides" and will wear the light-brown color. Or this: Ixian Invasion 4 [Coop 2P] (Easy) AND Smugglers Vs 3 Ixian This means that after the 2 players, you need to place 1 Ai that plays as Ordos wearing the dark brown-smuggler color, and then 3 more Ais, all of them being Atreides and wearing the light-brown color. <-- It is important that the "smugglers" are before the "ixians", because you will have a 3º ally on a couple of missions. If you are wondering about what the players should chooose... There are no restriccions! Players can play as Atreides, Harkonnen or Ordos with no limitation. The only thing that it is "banned" is the use of the dark-brown, reserved for the smugglers and the light-brown, destined for the Ixians. It's suggested that people use canon colors (Atreides blue, Harkonnen red) and always the same houses just to feel like you are indeed playing a campaign that last for multiple missions; but you can use your imagination and pretend that Atreides and Harkonnen do an desesperate alliance just to defeat the Ixians... or you both can play as Atreides in blue and Atreides in grey (Fremen); or Harkonnen red and purple (imperials) or as Ordos in Green and Yellow (mercs) and pretend that you are the only alliance that has been not defeated yet by the Ixian assault. The reinforcements the player will get, and even the initial units may vary depending on what the player choose: So if a player with a free-loop delivery pick Atreides, you will get 2 Atreides Combat tanks, 1 missile tank and 2 Trikes; But if the same played chose Ordos, then you will get 3 Ordos Combat tanks and 2 Raiders instead. <--- 3 reinforcements are scripted, player will get only one of them based on which version of the CY you started playing as. As an extra note: Ordos always get a slighly early advantage over the other 2 houses. It could be some extra initial units, or a few raiders instead light infantry, or even 500 more initial credits. Nothing crazy, just a small early advantage. OTHER OPTIONS TO SET UP: things like "tech - credits - units" it doesn't matter, the .ini will give every player their thing; sometimes the first player will start with 6000 credits while the second player with 4500 (because it has some structures already there). You need to activate sandworms or else it won't appear even if I tried to forced them into the game. there is only 1 sandworm per map, so nothing crazy. I suggest to keep active the turrets, even if for challenge purposes you don't want to use them; at least gave the AI the option to rebuild them. EASY AND HARD DIFFERENCES: Two difficulties have been added, one intended for people that simply want to play this coop campaign with a friend for fun, and the other for more skilled players. Easy: The missions are pretty much the same as the originals. The enemy Ai values are roughly the same as they had (or a bit slower-faster); after all the enemy carryalls have stopped dropping units, these ais will increase their speed production. Anything else is the same. Hard: Enemy Ai has be altered to build really fast on most of the situations. Enemy reinforcements or deliveries may be bigger, or may have extra units and/or turrets around the base even for maps where the tech is not enough to build turrets. Sometimes the ais have more factories or an extra CY; it depends on the map itself FINAL NOTE: I didn't play this on coop with anybody, although I checked as much as I could, and I ran small personal tests checking if the player gets the proper version of the combat tank based on the CY/starport or whatever script. So if there is any big error send me the report; I check every mission like 10 times (and everytime I fixed something that it was wrong). However, I don't fully understand how the online-thing goes; so I don't know exactly what will happen with the smugglers, although for the most part they are only a small ally but they still get use of the "enemy build faster on the hard version" and things like that. FILES: Coop Campaign Ixian Invasion Easy & Hard.rar Both difficulties are added to the zip. All share the same name but "easy/hard"
    2 points
  6. I want to just show you how much the modding capabilities have advanced recently thanks to @Klofkac and his new version of the editor. These are fully working naval mechanics in Dune 2000, with a functional Naval Yard that can build the ships and with sidebar icons. Although the video is currently mostly a concept, and could use some improvements, I thought it might still be a good idea to just showcase it, as an example of what can actually be achieved now. Thanks to @KippD2K for the Naval Yard sprites and the house colors on the ship sprites. Thanks again, Klofkac, for the new editor.
    2 points
  7. Just for info. I managed to patch the game, so that you can pre-place more than 1000 structures (buildings, units) in total in a map. The limitation of 1000 structures per side remains, but this will definitely help. After I finish release of D2kEditor 2.0, I will concentrate on game patching in order to add some new features (like static crates) and further versions of D2kEditor will reflect these changes. Thanks to The Code Conquerors group for their activities, which help me significantly with this.
    2 points
  8. here is my second for dune 2000 you play as Atreides you have your main objective and an optional one have fun The assault at the Emperor base.rar
    1 point
  9. I played this mission and I want to tell people that it is a good designed map. The mission, which it is played in a traditional way, it has a combination of enemies that will attack both the player and you ally. The ally may need protection but it is a competent ally that will help you a lot to defeat the enemies one you get the advantage.
    1 point
  10. Well, to explain this. D2kEditor 2.0 is "vanilla"-compatible version, which does NOT include my patches and additions into game, like new event types, advanced structures mode etc. So it does not include event_types.ini because that was not a thing in v2.0. After releasing 2.0 I started working on 2.1 which is basically 2.0 plus additions related to my game patches and features. This version is constantly in development and still changes over time. I make a release into this thread https://forum.dune2k.com/topic/29411-dune-2000-singleplayer-game-patching-new-features/ once I finish some stage in my development. So... 2.0 is the finalized and stable version which can safely go to D2K+ site and I'd be happy if that happened. 2.1 is under constant development and changes often, so I'd keep releasing it here in the forums. The latest available dune2000.exe along with corresponding version of editor can be found in the mentioned thread.
    1 point
  11. Just got back from seeing the movie. Still digesting it. Also all the dust that was on this account, cough cough hi folks. There were things I liked, things I didn't. Spoiler-free overriding thought is that I'm not sure it will be accessible enough to make money, no matter how much the critics are fawning over it.
    1 point
  12. In addition to the Mod Overview above, I've been streaming this campaign and slicing the vods for historic record on YouTube - so if people are having difficulties getting past missions etc. they can have a look at it, playlist link below (so far includes Atreides & Ordos campaigns, should contain Harkonnen by end of next week as well!)
    1 point
  13. Hey folks, I came across ReShade in some Tiberian Sun mods and thought I would go about configuring it for Dune 2000. I put together a little video on how to do it here that may be of interest to some. ReShade is an Open Source post-processing injector that can provide some interesting graphical improvements/effects. It's highly customizable so your mileage can vary but I've also included a few screenshots below to show off a couple variations on how it can look! Screenshots:
    1 point
  14. YouTube video from the stream here checking out the Mod for any curious how it looks!
    1 point
  15. Uh. Obviously. Dune II is a 16-bit DOS application. It doesn't run on 64-bit windows. Either use DOSBox, or look into Dune Dynasty.
    1 point
  16. Very interesting update at a glance! Looking forward to trying out more of it when back from vacay, will hopefully get to stream some!
    1 point
  17. Update from 2021-09-13: 2) Events system 2a) General changes - Added "Auto-block" and "Blocked" event property. If "Blocked" flag is set, the event won't execute even if all conditions are true for that event. If "Auto-block" is set, then event will automatically block itself when it is executed. The "Auto-block" is basically "Execute once" behavior without using an additional "Flag" condition and "Set Flag" event, the flag is integrated into the event itself. 2b) Original event type changes Allegiance: Added "Both-sided" option so you can change diplomacy in both directions within a single event Play Sound: Can now have two types: "Global" (original behavior) and "Point" (will make sound at specific coordinates) Set Cash: Should work without crashes, added three operations: "Set", "Plus" and "Minus" Set Tech: Added option to immediately update available buildings and units Reveal map: Radius 0 (reveal whole map) will properly reveal radar map Show Message: Customizable message duration (the Unknown value is now used as duration in ticks) 2c) New event types Switch My Side: You can now change the side you play as (like the Debug feature) in the middle of mission. You can also turn off AI on side you switch to and turn on AI on side you switch from. "Reveal Base" option will also reveal tiles seen by buildings of the target side. Hide Map: Hides all map (like Hide Map crate type). If executed periodically, it can be used to simulate "Fog of War" mechanics - useful to mimic "darkness" (like inside caves). Un/block Event: Changes the "blocked" state of specific event Damage Tiles: Will cause damage to specific tile, like it was hit by specified weapon, without shooting a projectile. "Player": The side which gets score for killing buildings/units. "Pixel position": Pixel-precise target coordinates: [16 , 16] = center of tile, [0 , 0] = top-left, [31 , 31] = bottom-right "Rand. spread": Random inaccuracy (like Death Hand) in X and Y axis in pixels (32 = 1 tile) "Spread type": Random distribution in either square (rectangle) or circe (ellipse) shape "Hit explosion": Whether to show weapon's hit animation at target point Add Unit: Add a single unit at specified place. The unit can move in any direction after it is spawned: "Random": works is same way as when a building is destroyed/sold and infantry coming out of it will move in random direction Specific direction: works in same way as when a unit comes out of barracks/factory Add Building: Adds building at specified place. You can add building either with or without concrete, either instantly or with buildup animation, and also add refinery without a harvester coming with it. Add Projectile: Shoots projectile of a specific weapon from source position to target position. Source position is always center of specified tile. For target position you can specify "Pixel position" and "Rand. spread" in same way "Play sound": Whether to play weapon's firing sound from source tile Note that the distance from source to target is limited due to computation limitations to about 70 tiles. Add Explosion: Makes an animation at specified position. "Player" will specify color of deviator dust. You can specify "Pixel position" and "Rand. spread" in same way. "Play sound": Whether to play explosion's sound from the tile Add Crate: Add any type of crate during game. "Ext. data": Extension data, have different meaning for each crate type "Respawns": Number of respawns of Spice Bloom Spawner "Expiration": Time in ticks after which crate will disappear or spice bloom rises/explodes Add Concrete: Add concrete for specific side. If "Tile bitmask" is zero, it fills specified area with concrete (only buildable tiles). If "Tile bitmask" is nonzero, it places concrete of defined shape (up to 4*4 size, only buildable tiles) and reveals the tiles. Spice Bloom: Simulates explosion of a spice bloom crate at specified place. Shake Screen: Shakes screen for specified duration of ticks Center Viewport: Centers camera view at specified place. If executed periodically, it locks the screen. Change Map Block: Changes tiles at specified place to different tiles. Maximum is 12 tiles in single event due to data size limitation (i.e. 4*3 area, 2*6 area). If the target tile is not buildable, buildings and concrete on it will be destroyed (except buildings which do not require concrete). If target tile does not have "drive on" attribute, vehicles on it will be destroyed. If target tile does not have "walk on" attribute, infantry on it will be killed. If target tile does not have "sandy" attribute, spice on it will be removed. If target tile has "occupied by building/unit/infantry" attribute, units on it will be killed in respective way. Tile attributes will be changed to target tile's attributes, but building/unit owner will be preserved. Transform Tiles: Similar to "Change Map Block", but you can globally change specific tiles across whole map into their target counterparts. You can specify up to 6 "from-to" tile pairs. Change Tile Attributes: You can change attributes of tiles in specified map area. Either set attributes to absolute balue, or add or remove specified attributes. Change Tile Damage: Manipulates with tile's "Damage" property. The rock and sand craters are driven by tile's damage property (the more damage the bigger craters). You can set damage of tiles in specified map area to specific value or add/substract specific amount of damage. The damage range is 0 (healthy) to 255 (biggest craters). 3) Bug fixes - When you change side you play as using Debug menu, it will restore to original after restarting map (does not work when you save game with the side changed and load it back) - Exclude OPTIONS.AUD and SCORE.AUD music tracks from random music rotation 4) Extensions and improvements - Preserve original tiles beneath spice, concrete and building skirt tiles after spice/concrete/building is removed - Concrete pre-paced on map using specific tiles having "concrete" attribute will be indestructible - Spice works properly in tilesets where spice and buildings can be placed on same tiles (i.e. Red Alert) (you cannot place buildings on spice but can place them where it was harvested, spice blooms won't create spice underneath buildings) First post edited and download link updated.
    1 point
  18. Updated the patch: Removed all the old renderers since they're causing too many issues on newer versions of windows, it's using Direct3D 9 now which comes with some new features such as borderless mode. There are also some other new features like hardware cursor support. Also included the dplayx.dll which is fixing the "The application was unable to start correctly (0xc000022). Click OK to close the application." crash Added links to the new mission launcher and dune2000 sp patch to the first post now as well
    1 point
  19. Hello all, it's finally here! So much promised and advertised Structures Editor, which is going to be a better replacement of TibEd gets its preview release. I was working on this really hard during the last month, and spent countless hours and long evenings coding this stuff. It's probably the MOST COMPLEX thing I ever programmed in D2kEditor so far, I would say several times more complicated than mission and events and conditions editor I made years ago. I also need to say, that honestly, now I understand why TibEd was a paid application that needed to be ordered. Heh... I won't want any money or donations from you. But what will make me rewarded and satisfied is seeing that my program is being effectively used by people to make interesting and innovative mods that could not exist before. Download: Outdated, get a newer version (v2.0pre4) from this post: https://forum.dune2k.com/topic/29026-d2keditor-with-structures-editor-tibed-replacement-preview-release/?do=findComment&comment=401444 Feature description: Added Structures Editor where you can edit buildings, units, weapons, armour and much more. This is going to be a better replacement of TibEd, having much more features! - Available from main menu under "Structures" -> "Structures editor", or Ctrl+X shortcut - Support for editing Templates.bin, BUILEXP.BIN, ARMOUR.BIN, SPEED.BIN, TECHPOS.BIN files - More user-friendly user interface than TibEd, many unknown bytes were given correct meaning - Live preview of building and unit appearance - Support for adding, removing and renaming of buildings, units, weapons, explosions, armour types, warheads... - Support for editing building/unit/projectile/animation art count and direction/frame count (DATA.R16 needs to be edited separately to match proper frame count!) - Use "Apply changes" to see changes in map and misssion editor - Use "Save and test" to immediately test your changes in currently loaded map Limitations (this is important, please read!!!): - Althrough Structures Editor is able to load and save Templates.bin and other .BIN files from/to CustomCampaignData Mods folder, Save and test feature will not work because testing map won't copy BIN files from Mods folder into Dune2000\Data\bin folder! Save and test feature is usable only if you edit the files directly in their original game location (Dune2000\Data\bin folder). If you work with Mods folder and want to test your changes, you need to save first and manually copy modified .BIN files or use Mission Launcher. Copying of files from Mods to game folder when launching mission is a feature I'm planning to add in future. - Althrough it is technically possible to add new buildings, units, weapons, building art, unit art etc, this is not usable at this moment because adding a building/unit or art requires to add frames into DATA.R16 file. If you add a building/unit without adding frames into DATA.R16, graphical frames from DATA.R16 will get mismatched and graphical glitches or game crashes will occur. I'm not sure whether the resource editor supports adding new frames, but as far as I know it does not show empty frames which is a big problem. I'm thinking about adding support for DATA.R16 manipulating into Structures editor, but this is going to be another load of work to do. D2kEditorv2.0pre3.zip
    1 point
  20. I have published a 45+ minutes playtest on Youtube with the latest (WIP) version : https://dune2themaker.fundynamic.com/2021/08/15/playtest-skirmish-ai/
    1 point
  21. It took almost two decades to happen but Daniel Cook's Hard Vacuum resources finally found their use in OpenHV - a project to (re)create this game based on the OpenRA engine. I have not tried it yet but it appears to play exceptionally well already.
    1 point
  22. I used Project64, but you can switch between different controller plugins. This was all ages ago though; current versions of P64 handle the game better, and have more advanced input plugins.
    1 point
  23. https://www.reddit.com/r/Games/comments/m7ym37/dunes_forgotten_video_games/
    1 point
  24. Update from 2021-07-27: - Fixed: Practice AI won't go/turn off berserk mode if it receives a MCV later during mission - Fixed: Increased the message duration to 400 ticks also for built-in messages (neutral became hostile etc) - Fixed: In-game briefing UI lockup, custom briefing will always show for any mission number or side - Added support for different type of infantry released from destroyed/sold building for different side (This is driven by Owner side setting for unit types - the first infantry owned by a side matches) - Added custumizable max. number of infantry to be released from destroyed/sold building and customizable chance (This is driven by infantryReleaseLimit and infantryReleaseChance rules) First post edited and download link updated. Maximum map size cannot be increased, unfortunately. I'm planning to do some improvements to the events system and add some new event types, according to how much possible it is to implement and integrate into game code.
    1 point
  25. Thanks @Fey and @Cm_blast! Looks like I'm putting the New House next on the radar ! Still have to record second half of the Harkonnen campaign, bit of luck will get it done on schedule this week.
    1 point
  26. I (and others) have already dumped the industrial buildings. They're on a tab of my EXE_Data spreadsheet, which I think ended up as an extra file in my US History zip file. Beware that there are tabs for both original and modded data tables. If you do your own modding, then you'll want to copy out the tabs of the originals and then get a hex editor to go in and do your own tweaking, keeping a record of what you've changed. Note that the exact addresses of the data tables are different for each version of the executable. Mine map to the v1.56 disk version. I think somebody else posted addresses for Steam in a thread around here somewhere (probably one of the larger modding threads).
    1 point
  27. * My vague recollection is that towns and cities need about two loads of each cargo in each 2-year cycle to help them grow. Demand softening and recovery is independent from that growth mechanism. * Industries generally conserve cargo car count, so if you supply 2 steel + 1 tire to an auto factory, then you'll get 3 cars out. * Unpatched, only the top port demand will recover. That's a bug. The simplest repair is to edit your map to put the most important trade in the top slot of the map's port definition. Other threads on this site explain how to patch ports completely, but I think they have to be fixed one map at a time. * If you are investing in industries, then you have a trade-off. You can either trade slow to maximize delivery profit, or you can trade fast so certain buildings "gush cash" (buy them first). * Pax & mail are the big money makers in the game. Sadly, cargo is usually unprofitable. However: * Haul slow heavy cargoes only short distances. Be willing to accept losses needed to produce fast cargoes that profit from longer hauls. * Also be willing to accept losses needed to supply town and cities with the cargoes that will grow your pax & mail. * Towns and cities come in different sizes, so your pax & mail "pairings" will be uneven. What you want is balance of house-count (i.e. 1 city with 12 houses can balance 3 towns of 4 each on the other side of the map). As you play, you'll become more familiar than my now-fuzzy memory, so please post discoveries and epiphanies back to your own thread.
    1 point
  28. Update from 2021-07-01: - Customizable message duration for Show Message event (the Unknown value is now used as duration in ticks) - AI won't collect customized explosive crates or crates with image 4 - Fixed: Building upgrade tooltip now shows correct cost for easy and hard difficulty - Fixed: Exploding barrel, sardaukar and grenadier death damage is now properly dealt in the middle of building/unit - Fixed: Missing devastator self-destruct sound - Fixed: Damaged unit speed (units with red health bar are now slower than units with yellow health bar) - Fixed: MCV could be deployed on crates - Fixed: Error messages when winning/losing as side > 2 - Fixed: Infantry rarely remaining invulnerable after being released from a destroyed building - Fixed: AI getting stuck in infinite loop building and cancelling concrete when it's about to (re)build a building - Fixed: AI starting building upgrade with zero credits causing upgrade stuck in HOLD state - Fixed: AI losing ability to order units from starport after it tries to order a unit with low cash First post edited and download link updated.
    1 point
  29. This is so cool. I really need to try it. I have in mind a Tleilaxu Sequel and I am sure that I wanted to use the ice one for (at least) the very first mission, but this is much better.
    1 point
  30. I'm a little late to the party with this even bigger news but OMG lol.. After 25 years of nothing it really is an amazing time for us diehard Master of Magic fans! There I was a few weeks ago getting excited about Seravy’s new Caster of Magic 2 for Windows release and then something even more amazing got officially announced, as we finally have confirmation of the Slitherine mystery MoM project I’ve posted about here before! Slitherine are working with Thea series creators MuHa games on a Official Master of Magic Remake!!! MuHa are a small indie studio so sure enough it's nothing AAA however the new remake already looks and sounds pretty good! I can already see people complaining about the hexes and lack of multiplayer but neither of those bother me. You can find the announcement videos (they've remade the old intro!), some nice pictures, and game info on their new Steam and GoG pages! But I'll stick a few here too! Trailer/Intro: https://www.youtube.com/watch?v=W44WH6pEXHY Dev Interview: https://www.youtube.com/watch?v=eCQHNKX6AtY
    1 point
  31. Single player or multiplayer? For multiplayer you need to either play a mission that has the alliances set up (maps are usually called "2 vs 4 AI" or a similar name), or you create yours, which can be done with the editor. For Single player is using the editor, a windown (F10) where you need to make every side controlled by an AI as "ally" with every other AI, this is done the same for multiplayer, although the (1º) human will be always Atreides, and in case of multiple human players they will be "Harkonnen", "Ordos", and so on (even if in the game later every human play as Harkonnen).
    1 point
  32. Good Job! My thoughts: Something looks off about the concrete slabs, lacking some of the 3D shading effect I believe. Explosions look really nice as does the animated mouse cursors actions, I will say the explosions appear blocky maybe that could be improved some. Many of the flying units seem to want to strafe at strange angles when flying in straight lines 😮 Flying units seem to fly under the smoke effect 😮 I love the unit path lines, I'm assuming this is a debug feature but should be gameplay IMO Carryall shadows are nice but i feel are maybe too dark? should have some level of transparency IMHO, similar to the one used by smoke. Frigate Shadows seem to be inconsistant from the caryall shadow angle, maybe thats just me. Like the carryalls appear to fly while the frigate seems to just hover slightly above the ground.
    1 point
  33. Actually scratch that, it will still be on HBO Max on release day:
    1 point
  34. Hello all, I moved the website that I previously had at duneii.com to a more long-term subdomain... duneii.nahoo.net plus I redesigned (the old one was a mega-table design) and added a lot more content too. I did try the dune2k.com contact form but it sent me to a blank white page on submission... so have a look at that. If you want your Dune II website listed there, please send me a reply here or through the website. I want to have something there for the long term that can be used by the community.
    1 point
  35. Hey there, D2k Sardaukar! Nice to see you again. The name is determined by the text.uib. You need to add a key that's identical to the new type name you've added, and then you need to write the name after that. You'll also need to assign the custom text.uib to the mission, if you don't replace the original entirely. Here's an example: The key on the left would be "Heavy_Inf" and the value on the right would be what you want the actual name to be, like "Heavy Infantry" or something. Adding new art and stuff is easier than ever too, so, just hit me up if ya need any help!
    1 point
  36. Your efforts are noble, but futile. Just sail the high seas instead. Yarrrrr, matey!
    1 point
  37. Yes, both things are entirely possible. We even had controllable Ornithopters in earlier releases. You can make a map and edit the rules to play custom games in multiplayer. Look at an existing https://github.com/OpenRA/OpenRA/tree/bleed/mods/d2k/maps on how to apply your own rules and https://docs.openra.net/en/latest/playtest/traits/ on how to use them.
    1 point
  38. Hello all, hope you're all going well this year during the hard times. I'm back again and have some good new stuff for you: Another update for D2kEditor! This time it's relatively minor update (with nothing new related to structures editor and DATA.R16 entries manipulating as I promised last time), but still I'm bringing you a few useful and handy new features that are definitely worth it! There are important changes in loading of tilesets (loading tilesets from Mods folder is now supported, as well as using a tileset without having its configuration ini file), addition of debug window, improving built-in mission launcher to provide good overview of your missions, and important improvements in tile attribtes editor, and a few more. See complete changelog below! Download: D2kEditorv2.0pre4.7z Changelog: Fixed: Units were not counted to 1000 structures limit check Added: Debug window. Accessible from Help menu. It will show some internal values, most importantly paths to currently loaded files (configuration, graphics) to easily track which modded files are used. Added: Support for loading tileset (.R16) and tileatr (.BIN) files from CustomCampaignData Mods folder. You can for example easily load a map with older version of tileset. Added: Editor is now able to load tileset graphics even if you are missing tileset configuration .ini file. Added: Editor now checks for compatibility of tileset configuration .ini files. If ini file has older format (made for older version of editor), editor will show a warning. Added: Extended "Remap tiles" feature to support remapping of special values as well. You can use [Remap_Specials] section in remap ini file in same way as [Remap_Tiles]. Added: Extended the built-in mission launcher to show a table with mission details (name, author, campaign and mods folder, tileset name etc) to make easy overview of your mission settings. You can select columns you want. Menu item renamed to "Mission browser". Added: Many improvements to Tile attributes editor so you can manage your custom tileset much easier. - Added owner side markers (side color) on tiles with "Occupied by..." and "Concrete" attribute - Draw editor attribute markers (a small square in the middle) for each attribute separately - You can give custom names to editor attributes to better understand the meaning of each attribute - Added "Hide not-marked tiles" option, so you can filter tiles much easier - Added "Hover text" option, so you can see which attributes a tile has by just moving mouse cursor over it Changed: The way how "Unassign .mis file" option and unchecking "Use mission .ini file..." checkbox behaves. When you save the map, it will delete .MIS/.ini file from disk. Changed: Lot of source code refactoring! Some screens: Mission Browser / Launcher showing details about your missions: Debug window in action, showing you what files are loaded from which folders: Improved Tile attributes editor: And like before, I would like to provide updated tileset configuration ini files for the most important tilesets, so that you can properly use those tilesets in this new version of editor (if you do not use the up to date version, editor will warn you). Heighliner, Warcraft 2 snowy, Dune 2 Retro, and Geidi Prime are included. Ini files included in my Red Alert tilesets release are already up to date. Here you go: tilesets.7z Next main goals (in order to finalize version 2.0): - Add support for DATA.R16 entries manipulation, so that you can genuinely add new buildings and units into game - Add support for overwriting game files with files from Mods folder before launching a mission (testing map), replicating new Feda's Mission Launcher behavior I hope I will manage it soon, thanks for your support and keeping me motivated!
    1 point
  39. Worked quite a bit on the sidebar, design and interaction wise. Sneak peek:
    1 point
  40. Both zooming and mouse scrolling issues are finished now. Next up is redoing the sidebar.
    1 point
  41. Like I said, I normally play in 800x600 for fun or 640x400 for testing. I have really cruddy eyesight too. I set it to max because when the game's resolution matches the desktop's resolution, it'll appear to be fullscreen even if it's windowed, and that can help fix some problems with, say, Display Capture in OBS for instance. The reason we use 640x400 for testing purposes is because certain things, like in-game text transmissions, might clip off the side of the screen or onto the sidebar if they're too long. So if we play at the default resolution and there's no problem with the text, that's one more glitch we don't gotta fix! Among some other things, like difficulty scaling for instance. That's tested with a lower resolution because our macro and micro are limited. Anyway, link us a clip when you test the stream out with that idea. I'm really curious to see how that works out!! P.S. - FYI, Fraps works for recording D2k. At least, it does for me. I don't think you could stream with Fraps, but if you were to do YouTube videos or something, it might be handy to know. I use Fraps for some other stuff too, it seems to work nicely for old stuff, but really you've gotta have a lot of hard drive space and compress your footage whenever you record. Fraps' file sizes are ridiculous! But if you run the files through Virtualdub with the Xvid codec, that shaves off like 95% of the file size without any losses in quality, and there ya go. Sorry, I don't mean ramble. If you wanna know more about my process for video editing, compression and stuff, feel free to ask. Otherwise, I'm gonna try to stay on topic.
    1 point
  42. File Name : Datar8sprites.zip File Size : 6.89 Mb File Format : Zip Uploaded On : 11-3-2013 5:30pm @ All : This Sprite Pack contains all of data.r8 contents.... I still haven't found out what does the pics in unknown folder do.... Have fun people..... @ MVI : Add this pack into your D2k Plus website..... Darar8sprites.zip
    1 point
  43. I have made my own dune stories with commanders that don't exist in the same paradox but are very impressive. The method I used was 2D objectifying art in dune style armor and in many regions my nation with the Harkonnen conquers all paradoxes with my exactor science. Gordon Dark Shnider Also originally a Harkonnen Ruler and Advisor in the High Commanding General Rikes that shares with Ecticon his commander rikes and his conquering strategies along with battle formation and new units. He leads the from his own deadlier version of the assault tank, the Demonstrator I which has tri cannon that could demolish enemy territory. Assault Tank (The Devision Panzers Tank) The assault tank is a very fast tank with heavy armor and armed with an assault cannon. Which means it takes 8 cannon shells to be destroyed instead of 4 hits to making this tank a good front arms tank. Similar to the original assault tank found in the Emperor's Battle for dune. I also conquer in text based conquest/skirmish. Are you interested in this type of gaming? A freestyle text based conquest in a hosting server, if you're interested I can give you any props you request in this field. A friend of mines has chosen the old Dune the battle for Arrakis style for his RP so this has given me an offset for my original unit making style. It isn't dune but it is quite an interesting game.
    1 point
  44. I wonder why that rumor speculation has yet to hit this forum: https://www.reddit.com/r/commandandconquer/comments/7bs6jz/greg_black_apparently_is_a_dune_fan_could_his_new https://www.reddit.com/r/dune/comments/7bkkw4/new_dune_rts_game_in_the_works_whod_like_that_who Greg Black is back at EA after six years in Blizzard. Hope he learned something there. Though he is apparently a Dune fan: https://twitter.com/TheGregBlack/status/920911336615186432 What are the chances of EA making a Dune game (probably a RTS) now that a Dune movie reboot is in progress?
    1 point
  45. Happy belated birthday. This is my 3rd post in 1.5 years :(
    1 point
  46. Hi Guys. This was one of my favourite games ever back in the days. I enjoyed this game so much that I just had to create my own Savegame editor. Unfortunately I only saw this thread a few weeks ago otherwise I would have done this a long time ago. In the Editor you can Edit the Amount of Spice you have, Charisma, Contact distance, Troops with equipment and the Sietches with their equipment. Excuse my english as it is not my mother tongue. Anyone interested in the Editor? I will be happy to share. Cheers!
    1 point
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