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  1. 3 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. 2 points
    Hi, this is the Ordos part of my campaign. If you play through from the first HK part to the final OD part, you may find the improvement of maps It's a pity that I cannot add music to it, because the audio converter (other forms to .aud) doesn't work. Enjoy! Glory_Awaits_OD.zip
  3. 2 points
    EDIT: Did you know your ports were broken? The built-in map editor always sets the port demand level to 0 when it writes the port data. This results in demand dropping to zero after a single delivery if playing the expert industry model. Many maps exhibit this error, since the only way to fix it, is to directly manipulate the binary data of the map file. As noted in my other thread for 1.57, I tend to like things to be 'right' even if it doesn't really affect the gameplay too much. I also needed a little programming project so I created a little command line tool to display / fix / edit the RT2 ports. It will display in hex, decimal, or words. The fix option will set the demand to 5.0. This value was selected for two reasons, the first is that in most scenario maps, port entry 1 has demand set to 5.0 even if the demand is unneeded for that entry, like a raw producer. The second reason is that according to the strategy guide, demand level 5.0 is the level that pays 100% in the expert industrial model. If one wants to use a different value, the tool will allow you to edit to any reasonable value that you'd like. Just to be explicit for those who didn't realize, ports are not defined in the exe file like other building production data, ports are defined in the map, and once a game is started, the map is copied into your save file. So to fix a port, the map file is modified, and if one wants to fix a port in an ongoing game, then the save file must be modified. Generally, RT2 is installed under C:\Program Files or c:\Program Files (x86) in modern Windows, and this is a protected area, so one can view the port data without privileges, but to make fixes or edits then the shell should be 'Run as Administrator'. As noted in the help option, the program will accept wildcards, but a Microsoft bug causes the first match to be truncated to the first character. Multiple map files may also be specified individually on the same line. As an example if I wanted to look and all the Second Century scenarios in my install, and I type 'RT2_Port maps\#e*' (without the single quotes) then I would get a file error for maps\# then I would get data for all the Second Century maps other than #e01camp.mp2. As a workaround I would type 'RT2_Port maps\#e01camp.mp2 maps\#e*'. You still get the error which can be ignored, but now one gets all the data since the missing file was individually specified. (The above path presumes the RT2_Port.exe file was placed in the main RT2 directory.) Help will be printed if the program is run with -h or -? or any illegal option. I developed the tool for map files and it works with *.map and *.mp2 files. Game files seem to put the data in the same location and so it seems to also work with *.gm2 game files though I didn't test the game files extensively. Note any file names with spaces must be enclosed within double quotes, so the name is recognized as a single token. RT2_Port.zip includes just the RT2_Port.exe file which I recommend putting in the same directory as RT2_Plat.exe for simplicity, but it can go anywhere. Fixed RT2_Plat Maps.zip contains updated maps for a subset of the standard 36 scenarios with the only change being the ports, and a readme file. Note: From my recent experience, guests can download from the download area, but cannot download files within forum posts. If you then create an account to question or comment on this, you'll notice that you can download from forum posts once you have an account. Questions and comments welcome. RT2_Port.zip Fixed RT2_Plat Maps.zip
  4. 2 points
    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
  5. 2 points
    Hi, guys! I originally wanted to upload all my missions, but found adding information to the MissionLauncher using D2kEditorv12 took much time. So this is the first part, Atreides missions. Please read ReadMe text first. Enjoy! ***** I found Cm_blast's Smuggler's campaign (the 4 mini ones posted long ago) very difficult. Are my mission too easy? Glory_Awaits_AT_By MattBaker.zip
  6. 2 points
    @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.
  7. 1 point
    I can't really describe it more than I can say it's good. When I make 100 units I'll send it to you. And I don't see why Harkonnen would have a medium tank instead of a heavy one. The only ones that might have one are house Atreides because and because Ordos doesn't spend a lot.
  8. 1 point
    Harkonnen Medium Tank Model What's your view on this @FembotESMP?
  9. 1 point
    Define/Specify the components for your sonic tank or state your fan based response for any dune franchise sonic tanks.
  10. 1 point
  11. 1 point
    this shows better By the way, I don't know how to quote one line to reply ...
  12. 1 point
    The deviation mission: After you capture one vehicle, you need to send it to repair pad immediately; that's what carryalls use for! When it reaches the repair pad, you can try using hotkey "S" to stop it ON one of the four points of the pad, then it won't transfer, unless you move it or the repair pad is destroyed! the four points are (let's see if I can draw something ):
  13. 1 point
  14. 1 point
    Phase 1; Note to selves ~ that Dune Two Grand is the precise version for it's own specified measurements; this can only mean if or not for the same, similar or unrelated plan, schedule and courses for the same franchise will only be precisely equivalent if matching history is found your personal placement's, content's or foundation's link which might result surveys, questioning and comments for your own version, simulation or composition for the original franchise (Incase you're insufficient on any previous, original or important actors, stunt doubles or replacements it is recommended to make a newer, improved or altered version for the existing franchise revealing history, category or correction links.) and to do this you'll have to compromised with it's history or make a new delta/series phase. If a portion, season or percentage for the original franchise already exist, this doesn't make your version incorrect. Phase 2; Make the title for your original franchise compatible to the history or make an alpha series to be compromised as another historic era with other characters. Phase 3; Give your alpha or scripted franchise categories like fun, original, realistic, dramatic or reconjunctionized. Phase 4; After you've successfully tested all the scenes, tasks and phases with your own terrains, elements and possibilities then you can finally practice in perfecting the franchise's theme, glamor and composition for a player's or guest's appeal, interest and rating. Requirements; Alterations, improvement or representations for object, terrain and task in your franchise. Advise, assistance and utilities for conjunctionization, replacements and qualities. Achievement, equivalence and unity to create prefix, activity and purpose for your guests, players and personnel.
  15. 1 point
    I do not wish to update any tools, I only want to know the formula in making utilities so I can make my own. If the Dune 2000 development methods is extinct then I recommend making one through experimentation with every code combination and compare it to original dune to see if you can freshly remake it by copying and pasting the text format with the Notepad++ and paste it into a fresh exe then rearrange, remove and improve it with more codes. The only way to make the perfect .exe file is to be flexible with the old ones at this time as there are no way for me to access the character keys acquired to make everything. With a alliance having 5 people in attempts to the same method will reduce the requirements in making the perfect file. The producer and his or her cooperatives if their goals was purely to achieve success can initiate test runs through finding all the error causes. Each producer and cooperative is supposed to select a percentage in the file and repeat the primitive process in row and column edits and this is how you will achieve success. With each character casing if you can find them will be tested in an exe file in every order until everything is checked complete. For example a cooperative has been divided into the first 25% in codes and has changed all his letters to A and he reported that there was either failure or changes when combining his with the other 75%'s codes. This is my method/personnel in coding. Note that I'm an available producer or cooperative.
  16. 1 point
    The existing tools makes everything so easy, and I'm planning on finding another way to make more features Dune 2000.
  17. 1 point
    Nice timing, I just got on. XD I see, that's awfully strange. Hmm, have you tried running the game in windowed mode and using display capture to set it? I believe the way the fullscreen works is it'll put the game window in the top left and set the display to match that resolution. OBS will pick up the rest of the screen while all you're seeing is the resolution you set. Maybe if you tweak your monitor's resolution in the control panel AND the in-game resolution, and run in windowed / borderless / modal style, that should simulate fullscreen without actually being fullscreen. I'll give you an example: In the above screenshot, I had the game set to windowed mode, but it appeared to be fullscreen because it took up the entire resolution of my display - I have an ultrawide for video editing. Say you were to go to the display settings in control panel (https://i.imgur.com/8dVkHaK.png) and bump your monitor's resolution down to where you want the game to run. Would that appear to be fullscreen in the stream output, you suppose? Might be worth testing.
  18. 1 point
    All Complete campaigns, single maps, tools and more. Number of Campaigns = 45 Number of Single Missions = 55 Number of Skirmish Maps = 211 Number of Tools = 14 Color legend: ATR - HAR - ORD - EMP - FRE - SMU - MER - OTHER CAMPAIGNS: *A New House Campaign (9 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 *Butlerian Jihad: War Machines (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) *Glory Awaits Campaigns, AT part (17 missions) - By MattBaker *Glory Awaits Campaign HK part (18 missions) - By Mattbaker *Glory Awaits Campaign- Ordos Part (18 missions) - By Mattbaker *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 *Heighliner Mini-Campaign (4 Missions) - By Fey *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 - 21 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 *Changed Dune (3 Single Missions) - By MustaphaTR (rearrange by Cm_Blast). *Dune 2 Genesis (3 Single Missions) - By Cm_Blast *D2k Tower Defense - By Fey *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 (only compatible with 32 bits O.S.)- By Barnaby Smith *Colour bin editor - By FunkyFr3sh *Dune 2000 Map and Mission Editor v1.2 - By Klofkac *Dune 2000 Map and Mission Editor v1.3 - 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 *Heighliner tileset - By Fey *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.
  19. 1 point
    Aye, always good to keep backups. The backup data folder I included contains the vanilla stuff like it's meant to be since Cm and I take great caution in our uploads, but as he pointed out and as I'll emphasize now, the smugglers campaign is designed to be played with the included mod. And other campaigns might not provide a backup folder, so you'd need to backup manually. We weren't always so thorough! Also, Cm's Emperor maps are awesome. He did NIAB tanks (minus the teleporting), they have a lightningy attack and the Tleilaxu get special turrets. My adaptation differs.
  20. 1 point
    Glad to hear you got it working, mate! If you plan to stream, you'll be happy to know that Dune 2000 comes with TONS of additional content. Not only are the original campaigns a whole 27 levels totaling 45 maps, but there is a whole crapton of original content for the game. Here's a link to an index full of original content for D2k: https://forum.dune2k.com/topic/27756-all-completed-mods-and-tools-index-dune-2000/ The original content varies in style and quality, but you can bet your butt there's some fine stuff there. While older campaigns may have been designed with limited tools, newer ones have superior AI enhancements, mods, and more. I, myself, have created a tileset allowing D2k to be taken off Arrakis and up to space in the Heighliner tileset! (https://i.imgur.com/6USFCxP.png) Which is linked in the above index, under the "Heighliner Mini-Campaign." If you enjoy that one, I have another completed campaign totaling fifteen missions using the latest advancements in modding and gameplay knowledge. Suped-up AIs, fun, fast-paced gameplay, and unique missions often with multiple objectives, non-linear progression, and optional hard modes. That one's also on the index, under "Smugglers Campaign" by yours truly. To install any campaigns, it's very easy. Downloading takes seconds thanks to the minuscule file size. Usually, you'll only find mission files (.mis, .map, and .ini), and those go in your main D2k directory > data > Missions. Once you've got the missions in the folder, you should be able to start them by using the Mission Launcher application in your main D2k directory. Boot that up, select All Missions, and navigate to the faction you'd like to play. Hope that helps you get started, mate! And hey, give us a stream schedule when ya get the chance.
  21. 1 point
    henlo I know everyone hates it that I keep updating this thing, but ya know what? I've been developing that mod throughout making this campaign and its second part! Little fine-tuning over and over until I get it to that point where I'm totally happy with it. Now, I didn't intend to do any major work on this campaign, but having honed my mapping and done up a bunch of maps for the second campaign, I wanted to take the opportunity to shape up these maps. After all, this campaign and the second will be part of the same 30-map campaign when I'm done. I feel the second campaign (or what's done in it so far) consistently has much higher map quality than this campaign. Not anymore! Where the previous update was little more than a patch to get the new Combat Tanks in, that was far from enough. I've since gone through each and every map and brought them up in quality while trying to stay as faithful to the original premises as possible. The mod is better, the maps are better, and now it feels like the final draft I want for when the second campaign is done. That said, unless a game-breaking bug is discovered, I refuse to touch these maps again. Y'all've got my word. I'm excited to say that the changes to the mod are more fun than ever! The Ordos and smugglers have some armor in the form of the Duelist Tank so they can better push on fortified positions. The play between units' ranges and Concrete Walls is much more balanced and rewards better micro. Shock Raiders make a minor appearance in the campaign, a Storm Lasher can be seen on the new Heighliner-based S06V2, and RPG Quads will appear as incidental units in the earlier maps. As for the maps themselves, I'll post the changelog, old / new full map comparisons, par time, and extra comments below. No strategy guides yet, but I've measured my time on hard(+) on every map in tics and real time. Fastest speed, default resolution. The maps are harder in general, but the difficulty curve is better and the changes to the mod, like I said, reward better micro. For instance, my previous par time on S03V2 hard+ was around 24 minutes real-time. Although S03V2 is harder now, I manage it reliably in 20 minutes. If you do happen to be in need of some strategic advice, here are some general tips: If you don't care to look at any of that and instead want to actually jump into the game, here's a download link: S01-09.zip Edit: Dr. Kran got the Imperial Barracks sprite finished. I haven't updated the file above, I'm just letting everyone know. Since he started a thread about unit sets, I decided to drop every unit stat and intel entry in that thread. I'm gonna repost it here, for reference: Anyway, enjoy!
  22. 1 point
    Hey there! Here are some first reasonable results. I have still plenty of improvement ideas! You may guess which principle and algorithm I am using here.
  23. 1 point
    @Gruntlord6 I uploaded the new version of editor to D2K+ site. Will you please update the existing download page with new version? Or is there anyone else who has rights to do that? Thank you!
  24. 1 point
    Yooo, sick, dude! 😮 You just draw those? I agree about the DHM, that should be laid on its side or buried diagonally in the sand. I really like the wrecked Devastator, that's pretty cool.
  25. 1 point
    On another post you said the zip ask for a password, here you said that happens when downloading missions. I am not sure which one is, but I can tell you that I don't remember any mission to ask any kind of password when downloaded or unzipped. On the post you find the problem (Feda's Ixian campaign) that file got "corrupted" when the forum changed, so the file you may download from there it's broken and can't be unzipped in any way; did you try to download any other missions?. If you want to try other missions, or just this one but being sure that the file it's working fine, check this link. https://forum.dune2k.com/topic/27756-all-completed-mods-and-tools-index-dune-2000/ The Feda's Ixian campaign it's grouped with more campaigns, but feel free to try any campaign you want; all post and files should work fine and no password it's required.
  26. 1 point
    Hello Richard, The best tip I could offer you is to use the Pause Game (or lower game speed to "0") early and often. There are so many things that occur in this game in the seeming "blink of an eye" while the game clock is running if one is not paying close attention to the details. and I, for one, don't like to miss anything. Almost ANYTHING you might want to do in the game is worth doing with the game clock paused. Plan your work, then work your plan...and then restart the game clock. I am probably quite anal when it comes to this matter, but this is how I get enjoyment from playing this great game. I used to just be concerned with what I was doing during a scenario or campaign, but I eventually broadened my horizon by watching everything and everybody. What joy!! It is as if a story is being played out right before your eyes, so why miss any of the pages and/or scenes. As an added bonus, I guarantee this game will make you laugh out loud when you least expected it would. And you will remember these moments the most, I am thinking. Long after you will have forgotten about a certain achievement or attained medal, these moments will stick with you. A most amazing and satisfying experience for anyone, indeed.....don't miss any of them. I will relate two such personal experiences, hoping you will not mind my sharing of them. The first one occurred when I finally learned how to really make some money by using the Stock Market. Following many of the good people's advice in these threads, I was able to successfully manipulate my company's share price down to $1....yes ONE DOLLAR....I laughed so hard I nearly spilled my beverage. And I bought every share that was available (with the game paused of course) before anyone else had the chance. I owned every share of stock available and was 100% owner of my RR. I roared with glee yet again, when my next train pulled into it's next station, as the share price soared into the $300+ range. Timing can sometimes be everything in this game, and the pause mode sure aids us in that regard. The second experience occurred when, as a result of attaining a majority of an AI opponent's shares, I attempted and succeeded in merging our two companies. In itself, this is not very noteworthy; happens all of the time. What happened after was what I remember the most. The Chairman of the dissolved Company decided to start another railroad, again quite typical. It was when he chose to name it Conrail that I nearly fell out of my seat. This is an amazing game.....and you will have some amazing moments ahead I am sure. Main thing is...find a "style" of gameplay you enjoy, and do just that.....ENJOY!! Watch and be amazed!
  27. 1 point
    Alright, I was about to answerd this but Fey caught me. Overall it's just this part. the AI just draw an imaginarie rectangle around all the buildings owner of that AI; I am talking only about the Harkonnen ones, here the smuggler and Atreides doesn't count. As you can see, the player it's inside the area the AI it's about to defend, it believes that you are attacking it because you are "near" his base; that's the logic the AI uses and, because of that, he will try to fight you with any units available. The best you can do it's what suggest Fey: 1 of those two bases, instead using the "harkonnen" side; change it into other side; Imperial, for example. Then, on the missions settings change the alloc. index of the Emperor to be Harkonnen and that's it: of course later you need to update the Imperial AI tab, but at this point I guess you know how to do that (or you can just simply export/import the one the Harkonnen are using to have those two Ais to behave the same). With that it's enough; with the "first attack building delay" you can control the time the AI waits until attacking for the first time. The bigger the number it's, the more time the wait to attack the first time. Remember that 1500 ticks = 1 minute (in game time); so if you want that AI to wait 15 minutes before attacking the first time, his first attack building delay needs to be 15*1500 = 22500 ticks.
  28. 1 point
    MO8v1 it's a Mercenaries map. It's just the original O8v1 map but the authoer changed the ownership to be played as Mercenaries instead Ordos, and the Ordos were given a practice type of AI. any other scripting it's untouched. So in this case there is nothing wrong, that map it's played the way it's suppose to be. There is other called "Co-Op 2P 3AI Ordos Mission 8 ported by Feda" on the "maps" folder mean to be played on multiplayer; it's the original O8v1 map but here both Ordos and Merc (swapped as Atr/Hark) are playable by humans (you will reconize because the MCV spawns are all together and surrounded by a few turrets to kill them at the beggining). In shor. MO8v1 it's mean to play in single player mode (campaign style, not initial MCV spawns), while the "Co-op [...] ported by Feda" it's mean to play it in multiplayer game. Player 1 will be at the Ordos position and player 2 at the merc one (but you can play it as whatever house you want).
  29. 1 point
    I forgot something. From the moddb.com webpage somebody uploaded "Changed dune", modding the game: the list on the spoiler contain the changes he did; just in case you want new ideas or something. Those modifications are suppose to be as part of the main game, but on top of a slighly edited original maps he also included a few new maps. I arrange those maps to work with the mission launcher without needing to overwrite the original game; in case you would like to have a try of that specific mod (or just seeing how the changes behave in game) you can test it on the three new maps the guy added or just any other map; from here: https://forum.dune2k.com/topic/27422-updating-and-rearranging-missionscampaigns-from-d2k/ It's at the botton as stand alone file. It's always interesting seeing stuff like a quad using a machine gun or the Devastator having an insane splash damage and things like that. Also there is the Luminar Fremen campaign that add Fremen, grenadiers and building sietchs; I don't remember right now if there were more changes done into the game. Keep in mind that post it's just a recopilation of other people creation. I did some fixes and the update to work with mission launcher, but none of those maps and campaigns posted there are mine in any way.
  30. 1 point
    Oh hey dude! Yeah man, I gotchu. On some of that stuff, anyway. D2k's an old game, it can be limited in places, but we can still make some really cool shit. You seem to want to change the behavior of certain special units, so to affect that, there's a section in TibEd for it, but it will unfortunately demand sacrifices to implement certain changes. That's just how it works. Although I did see that Dune 5000 thread... I'm curious about that, too. Anyway, I'll answer with what I do know in the meantime: About Ornithopters: About Deviators: About Saboteurs: Those are some tough milestones to reach, and maybe you can't after all, but I still wish you the best of luck and hope you keep trying. As Cm said, I've been working on my own mod with some crazy milestones passed as well! Perhaps that's motivating. As he said, I did in fact create a new tileset for the game allowing it to take place on a Heighliner. I also added a new structure to the game. I'll go over the specs of the mega-turret since you're also a modder; maybe it'll answer some other questions about turret projectiles for you. First, if you want to check out the tileset, here's the thread. Please note, they are overtuned! So, no worries about playing on easy or something, I'll re-tune them for the final release thread. Which is the only thing not really made yet, the latest version of the tileset is 100% done and is ready to be mapped with. https://forum.dune2k.com/topic/27842-wip-heighliner-tileset/ There's also a video of me playing through the second test map linked in the OP. It's very short, only like eight minutes, and you can get a good look at it without installing anything. The tileset is built for maximum compatability, so unlike another idea to get rid of the rock / sand craters (which would require .r16 editing and affect an entire campaign), a Heighliner map can be placed in the middle of normal desert maps without any editing at all. The only downside is that there are no shortcuts in the editor for, like, auto-fill or specific setpieces, so that needs to be found in the tileset until I can figure out how to make those quick-fills work and stuff. Or maybe Klofkac could help with it... Anyway, you're also welcome to use the mega-turret sprites I did, if you wish. It doesn't even have to be a mega-turret - maybe it's a power plant or something. Here are some images of that: Storm Lasher w/ attack: https://prnt.sc/l44lv2 Storm Lasher damaged: https://prnt.sc/l44x62 Storm Lasher attack range: https://i.imgur.com/zlamRyn.png Storm Lasher blast radius: https://i.imgur.com/17PyVv1.png Storm Lasher in blue: https://prnt.sc/l4043n Storm Lasher prototype: https://i.imgur.com/Lxlqpj3.png The attack range is 14 tiles from the top-left Silo. It instantly strikes targets over long distance with a powerful area-effect blast. If you want to see one in action, here's the unlisted prototype test which I integrated into S15: https://www.youtube.com/watch?v=PvXPULNk6hE If you want a more intimate look, the now-complete 15th level (24th mission) in the smugglers campaign has a special introduction for it. Here's a link to the post for the latest version of that map in the WIP thread: https://forum.dune2k.com/topic/27783-wip-smugglers-campaign-2/?do=findComment&comment=395913 Under the strategy section in the map details is an outline of how its introduction begins: Regarding the technical process behind its design: If you're interested in more spritework, I've also been editing Combat Tank bodies and trying to come up with a better alternative than the Shock Raider as a miniature version of the Storm Lasher. Here's some other random spritework: Combat Tanks / Spark Darters, black & red: https://prnt.sc/l6jm6y Combat Tanks, 8 directions: https://prnt.sc/l6197k Duelist Tank sidebar icon: https://prnt.sc/l3d672 The Duelist Tank is another unit added for the Ordos and smugglers exclusively in my mod. They appear on S14V1 and V2 if I remember correctly, but their purpose as a damage soaker is already fulfilled by the strong merc Combat Tanks. Which Summers begins using in the second half of the campaign. So, I only gave them to the Ordos on those maps. You can at least see them on the map! They have tough armor and can win a 1v1 against almost any other unit, but they are slow and have a short range. The other new units, the RPG Quad and Shock Raider, appear on S14V1 and S15 respectively. I'll give you a list of some other stuff I changed for my mod since Cm summoned me for that. Pretty minor stuff after the above, but it all comes together to make the whole thing: And some more stuff aside from all that. Ya know, little tweaks here and there, slowly balancing it better... It's really nice to see other modders around. I hope to see some of your work sometime soon, and I hope my rambling has given you some ideas for your own mod!
  31. 1 point
    I used TibEd to do stuff for my campaigns, never editing too much the original values, but at some point I started to create "new units". My campaign called "The Emperor Return" make use of a few editions, like the sardaukar being the only unit the player (as imperial) can be trained from your barracks. Later, on the last stage, building the Imperial Palace give you access to both the Devastator and the Saboteur (this will spawn from a barracks). A simple imagen here: https://forum.dune2k.com/uploads/monthly_2016_04/571b69522ab60_EmperorReturn0.PNG.d02394d9193b55fabaaf0027922b8ae1.PNG Sardaukar available, but not infantry or trooper. My single map "IX: The technology is ours" present 1 "new" combat tank for the Ixian faction. This "new" combat tank it's a mix between the other three, both in stats and visually, while the three main factions (present on the map) still make use of his original tanks. You can look the tank here: https://forum.dune2k.com/uploads/monthly_2016_10/57f3b6a8c1207_Ix1.PNG.8af03563aa01729961bc1995be35ad21.PNG On a plus note: the St.Raider now it's more expensive, slower to build but make use of the Fremen weapons. Later, taking from that previous single map I created the campaign "IX: Master of Tecnology"; besides several changes (like showcasing the tank and St.Raider I said before), the most stronger changes was removing the light factory from the build tech and instead adding a second heavy factory, like this: https://forum.dune2k.com/uploads/monthly_2017_04/58eaabbcbf2fe_IxTechnology3.PNG.6bf63776ac1dea758ee0e7493626a342.PNG The second heavy factory let the player to produce the three special vehicles, but not only that, but doing it into a separated queue, allowing the production of a missile tank and a Devastator at the same time. And of course, it's illegal to crush people during this campaign, so Siege tanks has their purpose here. And finally, my stronger edition ever done with Tibed was on my trio of single maps based on the final map from the Dune Emperor game. The player has the traditional tecnology plus Fremen and Sardaukar (just as the original game), but here the St.Raider, besides being more expensive and much more slower movement, now has no weapons and instead self destruct, just like the original Ix vehicle. For enemies the changes are much more bigger: The grenadier now it's a close combat unit with the ability to insta kill any infantry and the Raider transformed into a more fragile but very strong unit (with very slow bullet); those two are being trained from a Sietch (since I made the sietch to be able to train units without requiring something more). Also a "tleilaxu Turret" that it's only a normal turret with no cannon, different bullet; imagen here: https://forum.dune2k.com/uploads/monthly_2018_04/Tleilaxu.png.a251010d813480bb24d57f08887af188.png There is other 2 new spacing guild units, but those are "secret" for the good of surprising people; they are combination of other vehicles and other weapons. On top of that, Fey gave instructions how to make a building to no present concrete under the building while still having 100% HP that not decay; with this, the Tleilaxu turrets I made are on the pure rock withouth concrete, thus now they are truly a "living creature" (same for the Emperor Worm). And then, we have Fey, which it's creating plenty of stuff like new units and toons of balanced for his smuggler campaigns, but I will let him to tell you about all the crazyness he is doing, including a totally new tileset: Calling for @Fey to report with the full info. Yes, we have been busy these years xD. In case you are interested to check any of those works, just search on the index. https://forum.dune2k.com/topic/27756-all-completed-mods-and-tools-index-dune-2000/ At the very bottom there is a link to the edited raw files so at any moment you can load on Tibed any of my editions and check for yourself what I did. From the last time I tried; it's not possible. Tanks and infantry has like 2 propierties: "I am a vehicle" or "I am an infantry"; you can make a infantry to change to "vehicle", but then the game won't use the 12 animations (or whatever number) of that unit walking, instead, it will move on the ground withouth moving the feet (and crashing if you try to attack, I think); so no, you can't do that.
  32. 1 point
    When that happen? And just in case, try to save your map; just any name and then try the test option; maybe that trigger another error with more info.
  33. 1 point
    Dune 2000 should work on Windows 10. Did you already try this version: https://forum.dune2k.com/topic/26661-dune-2000-106p-game-patching-bug-fixes-new-features/ You need to replace the dune2000.exe file with the one in the topic above. You can also try the dune2000config.exe tool (put it same folder as dune2000.exe) to change resolution and set max fps. No... latest version of tool you cannot change that, but perhaps it set standard at max 60fps.
  34. 1 point
    OpenRA was never an alternative to C&C. It's just a different game that happens to use C&C's graphics.
  35. 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
  36. 1 point
    Micro- can give best profits, I played for years that way. But, finally I managed to relax my play a bit more and dabble in automation. Simplification was how I went about it. For express traffic I look for pairs of cities. These should be of about equal size and as far apart as practically possible, connected by as straight track as practically possible with no grades on the turns. I will go for max carriages, mix of mail and passengers. Wait to fill 4. For 4-house towns it will be wait for 3 out of 5. For freight, it's better not to mix cargoes. Highest revenue is achieved by dumping a full trainload of one cargo type. At this moment I would summarize 3 overall strategies for set-and-forget freight. 1. Use it just to provide volume to push city growth. Long distance express revenue is so much higher. Best use in the 19th century. Rising running costs and rot factor make this less practical for a modern game. 2. Industrialize. Buy the factories, and run as short and cheap service, both resource in and finished good out, with the maximum of volume. Focus on the industries. Industrial profits are perhaps a little less, but more stable over an economic cycle. 3. Work the chains as Jeffry suggested. The money maker is hauling finished goods a moderate distance. Manage those end-product demands as first priority. You are in control of supply via how many resources you hook up. Resource hauls should be as short as possible, minimize costs. This is the place to use wait-till-full trains. Then when converted you have a full trainload of say Grain -> Food. Often I will repeat the resource section, but alternate destinations. Food -> City A followed by Food -> City B. This gives time for demand to recover. The typical map has heaps of resources that are just for eye candy. Automation is accepting this is ok and for #3 to ignore even more of them. I have a plan for distribution ahead of time before connecting a new resource. A rare few cargoes*, including Food can work as long distance. But said journeys in the 20th century are best if not dead-headed on the way back. That means combining with a different chain. This makes the route more complex, but after a bit of practice it can be setup without headache. *There is some confusion in the documentation about distance factor. https://forum.dune2k.com/topic/23923-cargo-data-for-v156-ripped-from-exe-file/?do=findComment&comment=395629 At the moment the figures I trust most are in the data included with the download of Jeffry's US History map. PS. Sorry to say I haven't found time and/or worked out how to do the check I mentioned in the link.
  37. 1 point
    Oh, heh. Sorry, But, yes, you mentioned the helipad right after it, so I thought you referred to that. Yeah, harvester is 1400, so that's indeed 600. I confused it with the price of the helicopters.
  38. 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!
  39. 1 point
    Port notes for map builders: The port data is patterned after the conversion data for other buildings, though it lives in the map rather than in the exe like the other building data. Though the built-in editor won't let you enter it, ports do support inputs to boost production of raw producers, like grain boosts cattle production. Though the data structure supports 2 inputs per output, the ports do not. Conversions like the Steel Mill, 1 iron + 1 coal -> 2 steel, do not work. Though the data structure supports Start and End dates for each entry, the dates are not honored. While only one input is only supported for each output, the ratios do not need to be 1 for 1. Entries may be 1 for 2 or 2 for 1 or probably other similar choices. The built-in editor sets demand to 0.0; the tool in this thread will accept values up to 9.0, but I did not test for an actual maximum. It may be above or below 9.0, though 5.0 definitely works. Demand of 5.0 is the only value other than 0.0 found in campaign maps, and 5.0 pays 100% in the expert industry model. Demand less than 1.0 will, in the expert industry model, initially present as a demand of 2 cars, but as soon as any delivery is made, the demand will permanently drop to 0.
  40. 1 point
    I have been playing RT2 on and off for a long time, but only just recently found this site. I hadn't necessarily noticed the errors that remain in the latest official patch, but as an engineer I like things to be correct when possible. Using data from the 'Modding RT2' and 'Historical RT2 Mod' threads, I started a few small projects. And a huge thanks to everyone who contributed on those threads, particularly JeffryFisher and jcco. JeffryFisher created his historically patched exe which corrected the data errors, but also made changes specific for his US History scenario, or for historical accuracy. I could not find anywhere that someone had corrected the errors without additional changes. I therefore created this patch (replacement exe for RT2_PLAT.exe) to fix the errors without further changes. Since it builds on the official 1.56 patch, I called it 1.57ddh, with the ddh suffix to distinguish it from anyone else's 1.57. The version is changed internal to the file as well and the Main Menu properly reports 1.57ddh. Versions added for GoG.com platinum installations (1.57gog) and Gold CD installations (1.57gld). The content of the readme follows: Note: From my recent experience, guests can download from the download area, but cannot download files within forum posts. If you then create an account to question or comment on this, you'll notice that you can download from forum posts once you have an account. RT2_PLAT 1.57ddh.zip for standard CD installations of Railroad Tycoon II - Platinum RT2_PLAT 1.57 GoG.zip for GoG.com installations of Railroad Tycoon II - Platinum RT2_Gold 1.57.zip for standard CD installations of Railroad Tycoon II - Gold
  41. 1 point
    I have the GoG version. Just to confirm that Silverback is correct. It reports as 1.56. I still see the bugs with Milk demand, ports etc.. I know GoG has been known to do updates that will help a game run with current generation PCs, I don't have a PC that was difficult to run the original disc version, so I have no experience whether there has been some improvements in that regard or not. I'm not a programmer. I don't know this hex stuff. I do have a simplistic free hex program. I tried a compare, but it doesn't give me a report on the % difference. The files appear to be similar length but there are at least a couple larger blocks that are showing as different as well as quite a scattering of shorter edits throughout much of the file. But as I said, I really have no idea. . . .
  42. 1 point
    GoG version is 1.56 with DRM removed I believe. No other changes to standard 1.56 are likely to be in there. GoG usually release the games DRM free with the latest official patches but no other modifications.
  43. 1 point
    I've been having loads of fun with that tool lately Oh... the information in your post says WSA contains "the frame rate at which the animation is played". This is wrong; play rates are determined purely by the program. The thing previously mistaken as being frame rate related is actually a buffer size saved into the file. I will release full specs of the WSA format and all SHP formats on the modding wiki when I got some time. Side note: the WW Font Editor also has a wiki page, here By the way, you should check the links in that post... some of them are broken, and some refer to threads on this forum from before the url format changed. The "How to set up XCC Mixer" link should go to https://forum.dune2k.com/topic/20363-dune-2-remake-development/?do=findComment&comment=342079 Siberian Strings Table Editor link is broken. GRem's official page for it is http://siberian-studio.ru/files_text.htm The domain hosting the Dune II Tile Editor is sadly long gone. I host a mirror of the editor itself, in my Dune tools folder. Note that there are two versions there; the original, and the one I edited to fix the fact the frame indices in the program started from 1, whereas the research we did in the exe for my Dune II Editor showed that the game references them as zero-based. The explanation page of the Tile Editor is likewise gone. The explanation on the forum should point to https://forum.dune2k.com/topic/19099-format80-decompression/?do=findComment&comment=337181 Ultraq seems to have removed his Red Horizon utilities. As the post already mentions, I got them hosted too, though to be honest the C&C64 File Converter is now vastly superior to these tools The forum topic reference of DuneMaps seems to still redirect correctly for now, but for the future's sake you may want to update it with the redirected url; quite old some redirects stopped working after a few consecutive forum updates. The link to the site of "Dune II: The Building of A Scenario" is broken... but neither archive.org nor the fortunecity.ws mirror have a trace of it, it seems. The download link does still work. The Dune Legacy/Doon Lunacy wiki page is broken, but the main dunelegacy.sourceforge.net page still works. The forum thread link to libeastwood is also broken, and archive.org has nothing. Did that lead to https://forum.dune2k.com/topic/20712-libeastwood-03-released/ ? EMC Editor link is broken; domain no longer exists. It's preserved on archive.org, though, and I have the script tools backed up on my site. Dune II Script Tools: forum link is broken. Probably referred to https://forum.dune2k.com/topic/23834-dune-2-script-tools-13/ Link to Team Bug explanation is broken. Probably this one? https://forum.dune2k.com/topic/20262-dune-2-team-bug/ Dune II Seed Map Revealer: another broken forum link. Seems to be https://forum.dune2k.com/topic/19229-instant-seed-map-revealer/ [edit] Seems this listing is a great help for finding old topic IDs... but sadly it doesn't have all that many of them. Could use the old forumn indices too of course and check all the actual topic links on it. https://web.archive.org/web/*/http://forum.dune2k.com/index.php?topic=* Seems a large part of these redirect problems was that between 2009 and 2010 the forum was closed to guests, and I think that's when a few consecutive forum upgrades messed up all old URLs... [edit] Found the one that redirects to the new IDs https://web.archive.org/web/*/http://forum.dune2k.com/smf.php?topic=*
  44. 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!
  45. 1 point
    I think it's still linear the current way, as the outcome is basically the same. Think of it as meaningless choice. Unless you go full force on route system like I proposed. I'd rather make 15 missions campaign since it's easier to be more detailed on the story. If I need to create a choice, I'll try to couple them on the mission. Mission 3 of my campaign presents you a choice on how to take down the target. Mission 4 was actually originally intended to have 2 version, smuggler side and Atreides side. Sure space is a problem. I steal replicate that on one of my upcoming mission! That looks so cool. Well, the thing is if you give out too many names in a short time, reader won't remember them. Especially, if that name shows up just once in the whole story. I understand your intention. I hope you give them more roles in the story though. The problem I had was I didn't know what phase I was in. My logical conclusion was destroy everything. Well, some betrayal on enemy's side perhaps? Or someone questions on the idea of taking Summers down? Poor Summers, the great, being betrayed by almost everyone they meet.
  46. 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.
  47. 1 point
    Small demonstration of edited Dune 2000 font:
  48. 1 point
    It's me, TaxOwlbear, long-term fan of the Dune universe and RTS games - Dune II was in fact the game that got me to read the books.
  49. 1 point
    Welcome. I think many must have been introduced to Dune by it's by products. I believe for me it was the David Lynch movie first, I was VERY Impressed as a teenager, then I got a hold of the games Dune, then Dune 2, and the rest was history.
  50. 1 point
    FROM DIFFICULT TO INSANE Among other things, delivery schedules for Albany and Grant's Pass must be completed. It was Nick's original intention to include Warm Springs as a 3rd depot. But that would have made the scenario insanely difficult. Nevertheless, some months ago I attempted to do just that and have enclosed the resulting scenario in the attached zip file along with a short technical note. I never played very far into this one so it is not fully tested. As I recall it just seemed like such a daunting task at the time. Nevertheless, here it is. Note that I never intended to distribute this so it may have some odd things in it, for example, 2 or 3 variables strung into the same variable in the status report either as xxx,yyy xxy,yzz (can't get rid of the comma). I just looked and saw that I disabled gold so I may not have even expanded it to include the additional connection, so you'll have to keep track of your own results. The event will trigger a report but with no gold effect. The gold effect in the gold trigger has been removed. It was quite likely just as it says in the dialogue, so you could continue playing. I have no reason to believe the trigger is incorrect, but however the silver, etc effects have not been altered so they might still trigger even for a gold win. A player may want add back the gold effect or remove the other medal events, but its not really necessary to do so [Ed.] Hoping this gives you a good challenge, outofmage & MaglevForever, and that you will report your views/results and upload your post-gold game if you get one. Note that I didn't state when I got gold in the above narrative, it seemed better not to at the time for various reasons. And I don't remember any more. I can tell you though, that it would have been a no-tricks honest play because I always disclose anything like that and anyhow wanted an honest play so I could write the review. But then (lack of) trickery is oft in the eye of the beholder. Good Railroading Cascadia-NSB.zip
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