Jump to content


Popular Content

Showing content with the highest reputation since 01/22/2019 in all areas

  1. 2 points
    A rather major update on this: the new updated jukebox on Frank Klepacki's new website contains pretty much all the Dune II music, most likely straight from the original hardware it was composed on. This also means that we now have official track names for all of the music! And best of all: you can simply right-click middle-mouse click the tracks to save them. https://www.frankklepacki.com/ost/vg/dune2 This also officially confirms that the mysterious track we found in the files was meant to be played on the houses selection screen. Besides that, it also has two medleys, one of which was already released previously under "rare tracks" on the old jukebox. An interesting detail these medleys seem to indicate is that the tracks generally called "ambient" were seen as "wander" tracks by Frank, a designation which I find quite fitting for a Dune game. On to missing things: there are no "lose" tracks in there. Though, these were only 8 seconds long, so I can understand them not being seen as real "music" by Frank. On the other hand, the Lion King soundtrack on the site does have the game's 7-second death theme. More worrying is the lack of the 'plotting' music of the interlude with the Emperor talking to the enemy mentats, the music of the final cutscene for each house, and the original credits music. There is a remix of the credits theme, which starts with that mystery theme now identified as the house selection music, but the original is not there. Another thing that is quite different is the map theme: it has an intro of about 45 seconds before getting to the familiar 42-second piece used in the actual game. After the known piece it continues a bit more, and then goes on into the same tune as Battle 2 (Epic War). Then at 2:28 it goes on to a completely new tune. Anyway, here is the full sorted list as I got it now: 01. Introduction.mp3 02. Menu - Hope Fades.mp3 03. Choose Your House.mp3 04. Atreides Mentat - The Council.mp3 05. Harkonnen Mentat.mp3 06. Ordos Mentat - Disturbed Thoughts.mp3 07. Map Theme.mp3 08. Wander 1 - The Building of a Dynasty.mp3 09. Wander 2 - Dark Technology.mp3 10. Wander 3 - Rulers Of Arrakis.mp3 11. Wander 4 - Desert of Doom.mp3 12. Wander 5 - Faithful Warriors.mp3 13. Wander 6 - Spice Melange.mp3 14. Wander 7 - The Prophecy part 1.mp3 15. Wander 8 - The Prophecy part 2.mp3 16. Wander 9 - For Those Fallen.mp3 17. Battle 1 - Into The Heat.mp3 18. Battle 2 - Epic War.mp3 19. Battle 3 - Humans Fall.mp3 20. Battle 4 - Adrenaline Rush.mp3 21. Battle 5 - Only The Strongest Survives.mp3 22. Battle 6 - Marching Towards The End.mp3 23. Atreides Victory.mp3 24. Harkonnen Victory.mp3 25. Ordos Victory - Abuse.mp3 26. Credits Theme Unreleased Funk Jazz Version.mp3 27. Dune 2 Battle Theme Medley.mp3 28. Dune 2 Wander Theme Medley.mp3
  2. 1 point
    You can now save games: Other notable changes in Release 20191117 Significantly improved behavior for harvesters, attack-move, and unit repair Aircraft-based support powers can be given an attack direction The Death Hand missile now works like the original game Fixed various issues with left-click mouse controls
  3. 1 point
  4. 1 point
    Update - started a new game with the 1.57ddh patch in place, but with no modification to the default port supply/demand setting. Upon the first delivery of autos to Toledo with its port, demand went to zero and stayed there - did not recover. Like it always used to be. Goods demand also went to zero on first delivery, but then recovered....slowly. That's not exactly as I remember it, but my memory could easily be off on that point. Goods demand going immediately to zero didn't seem quite right, but at least it was starting to recover. First to 1, then to 2. I didn't continue to play long after that to see how far it would go., as the main purpose was to test the port mod effect on autos. So my test removed any doubt about the effect of rearranging the port supply/demand positions as I previously outlined. Again, Jeffry, thank you for that tip. The summation of these changes in the patch and now in the port mod will increase revenue and make game goals easier to achieve. That's wonderful, but will almost necessitate an asterisk with new record games when compared against the harder, pre-patch game records.
  5. 1 point
    I got Dune2000 when I was about 10 years old. The game was in english, and in that age, I barely understood some very basic english. I started playing the game along with my father, and I had no idea what the game was about - it was the very first strategy game I ever had so the gameplay and everything was completely new to me. Without any manual and with some help from father, who understood english a little bit, we were figuring out ourselves how to play the game and how some game mechanics work. There were many things in the very early times, which I simply did not know and was not even able to figure out myself, and furthermore, there were places (in all three campaigns) which I simply could not get past, because I just did not know what to do there. After some time period, my father finally found and downloaded a czech translation for the game. That was the greatest milestone in Dune2000 playing for me, because I could finally read and understand what different buildings and units do, and finally managed to get through places I was stuck in. In this topic, I'd like to share my earliest experiences with the game (which was the best time) and steps how I learned how to play it. - I thought concrete was pointless. Well, I actually understood when reading through the briefings, that buildings needed to be placed on concrete otherwise they would be damaged from the unstable environment. And during the very first play time I was even using it. However, soon I believed that building concrete was pointless so I built all the buildings directly on rock, because I saw the buildings were still working and did not collapse. Paradoxically, sometimes (remember doing that in O4V1) I covered all my base (rock area) with concrete, except the places where were placed buildings, so it was exactly the opposite what I should do. Later, I noticed myself, that I needed to repair my buildings even if they were not hit by enemy. Also noticed that the construction yard, which was placed on concrete, did not need that. And eventually noticed that whenever I placed a building, it had only half the health. Then finally my brain realized that using concrete is really wise thing. - I did not know I could upgrade buildings. In mission 3, troopers and quads appeared, but I was never able to produce them myself. The enemy was sending troopers and quads in mission 3 and 4 against me, while I was attacking them only with light infantry, raiders and combat tanks. I was thinking that the enemy thought I was stupid, hehe. I remember my dad even once told me to click Upgrade button, so I tried that, but then I saw barracks and light factory icon, so I just said "I do not need another barracks and factory" and did not care about that. Oh, how dumb I was. Then, finally later, I tried to upgrade a building, and I was mindblown as I could finally build those mysterious troopers and quads. And in mission 4, I could suddenly even build a repair pad, MCV and engineers. I had absolutely no idea what they were about because I did not saw them before (the enemy was not using them). - Figuring out purpose of a MCV and engineers was another short, but funny story. In briefing, we could understand that MCV can somehow turn into a construction yard. But I could not figure out how to use it. I somehow assumed that a construction yard is 3x3, so well, "I need 9 of them to make a construction yard". So I produced 9 MCVs and sent them out on another free rock area in the map, but it did not work. Finally, I randomly picked just one MCV which was on a clean area and cliecked on it, then construction yard appeared out of nowhere, I was mindblown and I still remember that feeling of satisfaction. - I did not know I need wind traps and have enough power. From the very beginning, I never built more than just one wind trap in a mission. I assumed it was a pointless building which was just needed to allow me build more types of buildings. I did not care about the power indicator or did not even notice units and buildings were produced slower. I also thought that a radar outpost was a pointless building, because it did not do anything. So I simply did not build it. Then later, after I finally figured out what was the purpose of MCV, and because I got stuck in H4V1 as I did not know how to win it (destroying sietch), just for fun because of being bored, I built a construction yard on ruins of destroyed Atreides base, and started rebuilding their base with my own buildings. I tried to mimic exact position of all their buildings, so I built all the wind traps and a radar outpost and... believe or not... the radar minimap suddenly appeared! I was mind blown again. Funny fact was, that I had lot of buildings in my own base, but the amount of wind traps in enemy base produced enough power to power both bases. And I was always wondering why enemy was so dumb and built so many wind traps.
  6. 1 point
    I haven't really been around here much on the forums recently, just wanted to make a quick post here to let everyone know that all the dune 2000 players (+me) hang around in datos discord!
  7. 1 point
    Hi Go to configure settings in the Gruntsmod launcher, then Video Options and tick 'Cutscene Change Resolution.'
  8. 1 point
    Try opening the map in the editor, then walk through the events to read their triggers.
  9. 1 point
    Would be interesting to be able to add custom things also, but I don't know if he ever will finish the proyect. Klofkack it's also doing a random map generator, so you can ask him as well if you want.
  10. 1 point
    Well, since I just linked to the midi files recorded from original hardware by the actual composer, I'm not sure if this is still useful 😛 We do have information from the .exe that gives some hints to what music is which track is which in the actual game files. Though do note, the actual track identifications (the sections between [brackets]) are done from personal identification by testing them in-game. Also note that according to the information on Frank Klepacki's website, the tracks generally called "ambient" (indicated as "idle" here) were apparently officially called "wander" instead. This is from a dump made by the Dune II Editor. [None (0)] Filename string ref. = <no reference> Track in this file = 0 [Bonus] Filename string ref. = dune1 Track in this file = 2 [Lose Ordos] Filename string ref. = dune1 Track in this file = 3 [Lose Harkonnen] Filename string ref. = dune1 Track in this file = 4 [Lose Atreides] Filename string ref. = dune1 Track in this file = 5 [Win Ordos] Filename string ref. = dune17 Track in this file = 4 [Win Harkonnen] Filename string ref. = dune8 Track in this file = 3 [Win Atreides] Filename string ref. = dune8 Track in this file = 2 [Idle 1] Filename string ref. = dune1 Track in this file = 6 [Idle 2] Filename string ref. = dune2 Track in this file = 6 [Idle 3] Filename string ref. = dune3 Track in this file = 6 [Idle 4] Filename string ref. = dune4 Track in this file = 6 [Idle 5] Filename string ref. = dune5 Track in this file = 6 [Idle 6] Filename string ref. = dune6 Track in this file = 6 [Idle 7] Filename string ref. = dune9 Track in this file = 4 [Idle 8] Filename string ref. = dune9 Track in this file = 5 [Idle 9] Filename string ref. = dune18 Track in this file = 6 [Attack 1] Filename string ref. = dune10 Track in this file = 7 [Attack 2] Filename string ref. = dune11 Track in this file = 7 [Attack 3] Filename string ref. = dune12 Track in this file = 7 [Attack 4] Filename string ref. = dune13 Track in this file = 7 [Attack 5] Filename string ref. = dune14 Track in this file = 7 [Attack 6] Filename string ref. = dune15 Track in this file = 7 [23] Filename string ref. = dune1 Track in this file = 8 [Brief Harkonnen] Filename string ref. = dune7 Track in this file = 2 [Brief Atreides] Filename string ref. = dune7 Track in this file = 3 [Brief Ordos] Filename string ref. = dune7 Track in this file = 4 [Intro] Filename string ref. = dune0 Track in this file = 2 [Menu] Filename string ref. = dune7 Track in this file = 6 [Conquest] Filename string ref. = dune16 Track in this file = 7 [Finale Harkonnen] Filename string ref. = dune19 Track in this file = 4 [Finale Atreides] Filename string ref. = dune19 Track in this file = 2 [Finale Ordos] Filename string ref. = dune19 Track in this file = 3 [Credits] Filename string ref. = dune20 Track in this file = 2 [Cutscene] Filename string ref. = dune16 Track in this file = 8 [35] Filename string ref. = dune0 Track in this file = 3 [Logos] Filename string ref. = dune0 Track in this file = 4 [37] Filename string ref. = dune0 Track in this file = 5 [edit] Okay, so, I matched all your midis to the official names: DUNE2-01.MID - Choose Your House (unused in-game) DUNE2-02.MID - Wander 1 - The Building of a Dynasty DUNE2-03.MID - Wander 2 - Dark Technology DUNE2-04.MID - Wander 3 - Rulers Of Arrakis.mp3 DUNE2-05.MID - Wander 4 - Desert of Doom DUNE2-06.MID - Wander 5 - Faithful Warriors DUNE2-07.MID - Wander 6 - Spice Melange DUNE2-08.MID - Harkonnen Mentat DUNE2-09.MID - Atreides Mentat - The Council DUNE2-10.MID - Ordos Mentat - Disturbed Thoughts DUNE2-11.MID - Menu - Hope Fades DUNE2-12.MID - Atreides Victory DUNE2-13.MID - Harkonnen Victory DUNE2-14.MID - Wander 7 - The Prophecy part 1 DUNE2-15.MID - Wander 8 - The Prophecy part 2 DUNE2-16.MID - Battle 2 - Epic War DUNE2-17.MID - Battle 3 - Humans Fall DUNE2-18.MID - Battle 4 - Adrenaline Rush DUNE2-19.MID - Battle 5 - Only The Strongest Survives DUNE2-20.MID - Battle 6 - Marching Towards The End DUNE2-21.MID - Map Theme DUNE2-22.MID - [Interlude track: Plotting (not on Frank's site)] DUNE2-23.MID - Ordos Victory - Abuse DUNE2-24.MID - Wander 9 - For Those Fallen DUNE2-25.MID - [Atreides Ending Cutscene (not on Frank's site)] DUNE2-26.MID - [Ordos Ending Cutscene (not on Frank's site)] DUNE2-27.MID - [Haronnen Ending Cutscene (not on Frank's site)] Not accounted for: Game intro Battle 1 - Into The Heat Credits theme All three "Lose" themes (thought they're only 8 second clips) Note that the midi files are available here: https://www.vogons.org/viewtopic.php?t=33823&start=42 These seem identical to yours, only the pack has all of them. The unused "Choose Your House" theme is misidentified as "Ambient 1" though.
  11. 1 point
    Second image is broken, but it's still on archive.org: https://web.archive.org/web/20120729091207if_/http://img18.imageshack.us/img18/6905/overwhelmed2.png
  12. 1 point
    Been a few years since I last tested the Dune 2 classic mod for OpenRA so I've done a new video.. nothing exciting match wise.. just a 1 on 1 test game. They've been busy as its way more feature packed compared to 2017.
  13. 1 point
    It was released last week: https://turboknight.bandcamp.com/album/navigators
  14. 1 point
    this shows better By the way, I don't know how to quote one line to reply ...
  15. 1 point
    @Cm_blast Yo Cm, you got any good ideas for new units or something? This fellow means business. Check out the sick damaged sprite he worked up for the Golden Lion Barracks! Mostly. I did a little more editing, but Kran adjusted the shadow and positioned the majority of the cracks and stuff.
  16. 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.
  17. 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.
  18. 1 point
    FYI, the smugglers campaign is modded! However, uninstallation is a very simple copy + paste too by using the backup data folder, so hopefully it's not too much of a bother. The Heighliner mini-campaign isn't modded because I designed it explicitly to demonstrate the tileset. Its aesthetics, strengths, weaknesses, and of course to show that no additional modding is actually required at all to get it to work. I'm not really an artist, but I do a little bit of spritework here or there. D2k works in a lot of weird ways, like if you wanted the ground structures could be placed on to not be orange, say you wanted it to be blue, you would need to overwrite a core game file. This would affect all other maps in a campaign, causing blue craters to appear under buildings on Arrakis maps placed on orange rock. XD So, it's that sort of thing the tileset is built to be compatible with. Anyway, I hope you enjoy those campaigns. I'd love to hear back from you if you have comments to make about 'em. Any criticism or compliments help, any mapper would say! It helps us know what we should do more of and what we should avoid doing again, or should do differently. If not, it's cool. Enjoy and stuff. Dude, the Emperor soundtrack is my freakin' jam, man. And some of the ideas in my mod were inspired by Emperor. The Heighliner tileset isn't part of my mod, but I certainly use it! And there's even a Guild mega-turret I did the spritework for. I call it the Storm Lasher. https://www.youtube.com/watch?v=me-gH4G_1xA (SPOILER ALERT) Here's a demonstration video for the Storm Lasher, or 'SLasher' for short. D2k has many limitations, so it's not like I could make a teleporting NIAB tank or a genuine Guild megaturret, but Storm Lashers and Shock Raiders are definitely inspired by those Guild units. Oh, damn, I know that feeling. I get insomnia too; if I'm not totally exhausted, I wind up laying down and not getting a wink for hours. Dunno how that works, but yeah. lol
  19. 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.
  20. 1 point
    Hey mate! Welcome to the club. You starting D2k map runs on your YouTube channel or something? The cause of this issue might be because of the video options. Find the "Dune2000Config" executable in your Gruntmods D2k installation folder, head to Video Options, and try ticking off "Enable DxWnd" and maybe "GDI Mode" too. GDI Mode usually resolves visual problems like that, and should allow the game to be picked up by OBS. I use Display Capture with OBS, that picks up D2k for me. I just cut out the parts of the clip with my desktop or whatever in it. Hope that helps!
  21. 1 point
    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
  22. 1 point
    Or you just post it on their bug tracker... https://github.com/ctm/executor/issues
  23. 1 point
    What is "strange" about the two not having custom campaigns? They were created to add modern niceties to Dune II, not new content.
  24. 1 point
    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
  25. 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: https://drive.google.com/open?id=1y48LuY8cuL4KU3iHpZ__WakoGs_bbwDW Edit: Dr. Kran got the Imperial Barracks sprite finished. I haven't updated the file above, I'm just letting everyone know. The file above has been updated with a link to the latest full campaign DL. 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!
  26. 1 point
    Oh yes, that's exactly it! I even did not know it's called like this or did not read any theory before implementing it. I came up with all the ideas myself. And yes, I already saw your attempt for a random map generator. I agree with you. But as I said, I still have plenty of ideas how to improve it, so it will hopefully get much better. This is just the first version I came up with which is creating valid terrain (by valid terrain I mean that all areas - sand, rock - are properly enclosed and there are no tile errors). It just generates the terrain in blind way, not considering anything like size of rock area and other things. This is purely random, only based on fixed probability weight of certain block types (i.e. straight rock cliff block has 10 times more chance to generate than rock-to-sand cliff transition block, but there is no context and surrounding tiles considered). Anyway, I will provide a preview version of the editor, so you can look how exactly it works and better understand the algorithm and possibly give some suggestions: D2kEditor_randomgen_v1.zip Copy BLOXBGBS.ini into Tilesets folder before starting the program. Then create a new empty map and make sure to select BLOXBGBS tileset. Go to terrain editing mode and select any block preset (for example some rock cliff block). Place the block on map. By placing the block you place a "seed" block, which will then extend to more terrain in next steps. You can run manual single step by pressing "Num +" key. You can forcefully undo last step by pressing "Num -", then next step will generate a different block. If you place a block while holding Shift key, it will automatically run until it ends up by generating whole terrain. Press "Num *" to reset internal structures, so that clean map will be rendered without those crosses and marks. Have fun!
  27. 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.
  28. 1 point
    The .exe alone don't work, either you download the full program from this specific post: https://forum.dune2k.com/topic/27824-map-and-mission-editor-finally-a-small-update-after-all/?do=findComment&comment=396256 Or if you download the .exe you just need to move it where you have the editor. When I do that I usually rename the original exe before moving the new so I can have both just in case.
  29. 1 point
    @D2k Sardaukar the next 5-10 years would depend on if there are ever more Dune games created. Also, since I work for BioWare/EA these days I'm not sure what restrictions there would be on me. Note, I don't work for the part of the company that decides if they should make more Dune games.
  30. 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.
  31. 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!
  32. 1 point
    Hallo! The H7V1 AI is kinda weird in how it's set up. The player's own rock island is actually within the AI's defense zone, so if the player builds far enough to the right (or moves units on the right side of the island), it triggers the AI's "emergency" mode. This forces it to ignore its cashstash and switch from a 1250 tic buildrate to a 1 tic buildrate, and it'll send defense forces to your base since it thinks you're in its base. The AI you've got there has a build rate of 1000 tics, which is one unit every 40 seconds. And this could be a tank or just a Light Infantry. Since it attacks every 9000 tics (6 minutes), it'll send very few units along with whatever it's ordered at the starport. To make the AI build up more stuff for a stronger attack, change the BuildRate parameter to something faster, like 250-500 (new unit every 10-20 seconds). You could also boost the AttackBuildingStrength to something like 50-70 so the AI dedicates more of its standing forces to an attack. You could also spawn some free units in at the start so the AI gets a little something to buff up its first attack, and fill in the blanks with some reinforcements. Not too many reinforcements though, just a couple of Carryall drops near the start will do to keep the player on his toes. If the AI is attacking constantly, it seems you've got two side 1 bases there in a formation where the AI's defense area will be in the player's base. That's probably the issue. Try making the bottom-left or top-right bases belong to a different allocation index, so the defense boxes are drawn like this: https://prnt.sc/ml0ww6 Instead of like this: https://prnt.sc/ml0x5t Hope that helps.
  33. 1 point
    No prob, mate! If ya need anything else, there's the AI manual: https://forum.dune2k.com/topic/27803-d2k-ai-manual/ Or ya could always ask me. I helped Cm_blast write it.
  34. 1 point
    Sweet! Take your time, my dude. Well, we can fight on a Heighliner at least. And maybe Caladan too, but that's still rough around the edges. Here's some more background on the whole tileset development process, if you want more context: That said, if you've got any ideas, requests, or contributions for one of the homeworld tilesets, please do let me know. Aye, that's a great idea and I'm glad it worked! I look forward to seeing more of this stuff. If you're having trouble affecting a certain thing, I'm sure Cm or I would be able to help. I'm in the process of fixing up my OG smugglers campaign with the modern changes to the mod, and finishing the second half of the campaign (four more levels to do and the whole 30-map thing is done), so... once that's 100% done I can turn my full attention to actually working up some more tilesets. If possible. I'm not confident about doing anything artistic until it's actually done. And I can always chat in the meantime. Maps and stuff take a while to do, but messaging is quick and easy. Edit: Hey man, I really liked that idea of making the Saboteurs able to detonate on units. So I added it to my mod, too! I also got a little more work done on the Combat Tank sprites. The entire set of sprites facing towards the right is complete. Here are a couple of demonstrations with details under the spoilers. Saboteur detonation demonstration: https://www.youtube.com/watch?v=Qf4aT3TYf_8 Combat Tank stripes, expanded: https://prnt.sc/me3uzr See you soon, I hope.
  35. 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&amp;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!
  36. 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.
  37. 1 point
    Thank you very much for keeping this forum and website up-to-date and on-line. So much great information about the old Dune games. 🙂 What are actually the plans for this website for the next 5-10 years?
  38. 1 point
    OpenRA was never an alternative to C&C. It's just a different game that happens to use C&C's graphics.
  39. 1 point
    I'm studying the inner working of your maps, I notice that your practice AI works without pre-placing MCV. How? Mine simply sells everything when getting MCV through reinforcement. I see you use Airlift on a few AI. How does it work exactly?
  40. 1 point
    Great stuff! Probably only thing which I need is proper Dune2k launcher which can load both singleplayer and multiplayer (not the one which have ads, and admin rights to launch)
  41. 1 point
    Oh! Okay. I wasn't sure it was suitable for this particular campaign, but I'll certainly remember that in the future.
  42. 1 point
    Right. Well, I guess the purpose would be more maps to beat. Unlike the original campaign, they vary! I might make a linear campaign next. Please, use it as you'd like. The more we share our knowledge, the better our skills become. You bet I will, man! Fair point. But, uhh... you read the briefing, right? Summers thinks to herself that the Imperial base directly north must be "completely leveled" first. I know, I know, TL;DR lol but hey! It was in there! Oh, well, umm...
  43. 1 point
    For anyone super curious, the first byte of column F in John2022's sietch structure is used to determine when a sietch can be discovered. For example, Tuono-Tabr is set to 02, so when the game stage variable is 02 (which it is when Leto orders you to find the stillsuit maker), the sietch becomes discoverable. The game stage only goes up to C8 (I think), so those locations set to FF are revealed through other events.
  44. 1 point
    !!ATTENTION!! People of dune, I am hosting a tournament that will be broadcasted on twitch. The tournament will be 1v1 or 2v2s depending on how many participate. I will be broadcasting on twitch, link will be below. Of course game is multiplayer on the gruntmods edition. Tech level will be 7 and game speed of 4. Tournament will begin 4/24/16 2:00pm pacific time. Please message for more or to join.
  45. 1 point
    Try my AI. :D http://www.mediafire.com/download/v74eyhqe6pn5t1e/_PRAC.MIS
  46. 1 point


    This is the version 1.06 patch for Dune 2000. It provides 10 new multiplayer maps, 2 new tilesets, updated balancing, and 3 new units. The Atreides have the Grenadier, Harkonnen the Sardaukar, and Ordos the Stealth Raider.
  47. 1 point
    Here is my method of recording. Get a hypercam and enter these codes and you may record Du∩Σ 2°°° l► Code ◄l l► 676,420◄l With that code above you will get it recording at full screen INSCRIPTIONS:::Note that I really don't know if it's agiants the rules to post a download of un-dune related things
  48. 1 point
    There are different versions of the savegame. I tested this with the CD-version and the lists looked correctly. I made this page to collect all the info I could find, its on google pages - in the hope that spot will never vanish.. http://sites.google.com/site/duneeditor/savegame-editing Will have to add this excellent editor! It would be nice if would share the source code, I think there is still more to discover in the savegame, for example the ecology. As it seems the savegame 0 - is the data for starting the game, maybe it would be possible to create a different scenario for Dune. raising the difficulty, without changing the actual game code.
  49. 1 point
    I can think of some people who would beg to differ Spectral Paladin. If you can get the game cheap and you like Dune and got nothing else to do, then get it. You might like it. If you've never played the demo, I would suggest you play the demo before buying. Umm, while looking for the demo, I found this http://files.filefront.com/Dune_demozip/;3816791;/fileinfo.html website. What's with the screenshots? They definitely do not look like FHD, yet too crappy for E:BfD
  50. -1 points
    Start with lots of spice The following archive includes Dune saved games with over 393 tons of spice in stock, which should be more than enough to pay the emperor and buy weapons and other goodies from smugglers without the need to have troops dedicated to spice extraction. The save games were made early in game (at a point where you normally have only a few kilograms of spice). Get it there: Dune savegames.7z (more info) http://44554762.linkbucks.com Hexadecimal cheats With an hexadecimal editor, you can quite easily edit some characteristics of your troops: Motivation: convert the current motivation to hexadecimal. For instance, a 100% motivation would be saved as 64 in the save file. Number of fremens in a troop: divide the troop size by 10, then convert to hexadecimal. For instance, a troop will 2540 men would be saved as FE in the save file. Equipment: see the sub-section below So, with your hexadecimal editor, open the saved game you want to edit (make sure you save a backup first!): DUNE37S1.SAV or DUNE37S2.SAV (37 is the number corresponding to the game version, it may be different for your version). Search for the values you want to edit, knowing that troops information are located approximately in the last third of the save file, and that the structure for a troop is like: ...X[motivation]XXX[equipment][population]X...(Each X represents a byte, motivation is 4 offsets before equipment, which is right before population). [edit] Equipment cheat The [equipment] value is a bitflag (here listed as decimal values [hexadecimal value]) where: 1 [1] = not assigned 2 [2] = bulb 4 [4] = atomic weapon 8 [8] = weirding modules 16 [10] = laser guns 32 [20] = krys knives 64 [40] = ornithopter 128 [80] = spice harvester So, to give all equipment to a troop, set this value to 254 [fe]. This cheat generates a minor bug: the equipment is registered as troop equipment, but not as sietch equipment. This means that if you unequip the equipment you added, it will vanish. The solution to this bug is to move your troop to another sietch, which will register the equipment for the sietch. I think you can even edit the harkonnen troops to make the game more difficult. I have edited the file. Leto is now willing to follow you lol Source: http://ecd4f37f.linkbucks.com
  • Create New...