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  1. Hello community! I am DoDoCat (cookgreen on GitHub), and I’m very excited to introduce a passion project I’ve been working on: CorrinoEngine. CorrinoEngine is an open-source, custom game engine written from scratch in C#. Its primary goal and ultimate milestone is to completely recreate and run the classic 2001 Westwood Studios RTS, Emperor: Battle for Dune. The project is named "Corrino"—derived from the Emperor Corrino character in *Emperor: Battle for Dune*—and is thus called "CorrinoEngine." This naming choice was made to avoid the common "Open+XXX" convention, as a project named "OpenDune" already exists. The project is built using pure C# and OpenTK; C# handles the logic layer, while OpenTK manages 3D rendering. It also includes logic for parsing Xbf and RFH/RFD file formats. Why CorrinoEngine? As many of you know, playing Emperor: Battle for Dune on modern operating systems (Windows 10/11) has become incredibly difficult due to outdated DirectX dependencies, deprecated DRM systems, and overall compatibility issues. CorrinoEngine aims to solve this by providing a native, cross-platform capable, modern foundation to play the original game natively—much like what OpenRA has done for the 2D C&C games. Technical Overview Language & Framework: Built entirely in C# running on .NET 6.0. Rendering: Powered by OpenTK for modern 3D graphics, stepping away from the original legacy rendering pipelines. UI & Tooling: Integrated with ImGui to build robust debugging tools and model viewers. Credit: A huge shoutout to IceReaper and the ebfd-re project. Their previous reverse-engineering efforts on the game's original file formats laid the crucial groundwork for this project. Current Status & What's Next Currently, the project is in its heavy development phase. We can successfully parse and render many of the original game assets. The focus right now is on building out the core engine systems and refining the asset pipeline. It is a long-term journey, but every parsed model and rendered frame is a step closer to Arrakis. Get Involved! Since this is an open-source project (GNU GPLv3), I am warmly welcoming anyone interested in C# game development, reverse engineering, or RTS game logic to check out the repository. Whether it's contributing code, testing, or just dropping a star and some feedback, your support means a lot. GitHub Repository: https://github.com/cookgreen/CorrinoEngine/ Join the Discussion: Leave a comment below or open an issue on GitHub! I also created the moddb page for CorrinoEngine: https://www.moddb.com/engines/corrinoengine The Spice must flow, and so must the code! Thanks for reading. Youtube:
    3 points
  2. https://azmawee.github.io/EmperorReborn/widescreen-story Finally a true widescreen.
    2 points
  3. Late reply to this thread but figured it was worth bumping, I just released v2.1 of Emperor Reborn with proper Hor+ widescreen support, which based on my research nobody has actually pulled off before for this game. Camera projection patched at the matrix level, UI re-anchored to screen edges, FMV cutscenes pillarboxed separately so they don't get stretched, tested at 1280x720 and the sidebar and minimap stay where they should be, you actually see more of the battlefield rather than the stretched or cropped mess from the old registry hack. Release: github.com/azmawee/EmperorReborn/releases Install guide and FAQ: azmawee.github.io/EmperorReborn Built on wheybags' patch foundation, credit to him for the original Windows compatibility work that made this possible.
    2 points
  4. Hi FED2K folks, Quick update for anyone following this thread, v2.1 is out now with proper Hor+ widescreen support, which based on what I've found nobody has actually pulled off before for this game. Camera projection patched at the matrix level, UI re-anchored to screen edges, FMV cutscenes pillarboxed separately so they don't get stretched, tested at 1280x720 and the sidebar and minimap stay where they should be, you actually see more of the battlefield rather than the stretched or cropped mess from the old registry hack. Release: github.com/azmawee/EmperorReborn/releases Install guide and FAQ: azmawee.github.io/EmperorReborn For anyone who's tried to get Emperor: Battle for Dune running on Windows 10/11, I've been working on a launcher called Emperor Reborn that addresses the common compatibility issues. It builds on wheybags' patch foundation but adds a few features I wanted personally: - Fullscreen scaling instead of pillarboxing on 4K monitors - DDNS/hostname support for multiplayer (useful if your home IP rotates) - Bundled launcher UI for selecting resolution without editing config files - Self-contained, no VC++ Redist required Release and source: https://github.com/azmawee/EmperorReborn Install guide: https://azmawee.github.io/EmperorReborn/ Same approach as wheybags' original patch: you bring your own game files and the official EA 1.09 patch. Nothing copyrighted is redistributed. If anyone here still plays online multiplayer or wants to test the DDNS handling, I'd appreciate feedback. The Co-op Campaign mode is also restored. Credit to wheybags for the original Windows compatibility groundwork that made this kind of project feasible. Not affiliated with EA or Westwood.
    1 point
  5. Bear with me, as I have not played the game in probably 15 years. I see a lot of information and apparently various options, but I'm wondering, simply: What is the best method to play Emperor: Battle for Dune in 2026? On my Windows 11 PC? Is this Emperor Reborn option the most sensible?
    1 point
  6. understandable. hey, the original features were upgraded too, and they're much easier to work with! knock your socks off with those there's beauty in simplicity. I'm certain spectacular maps can be made even without resorting to the fancy new stuff. and yeah, sure! here ya go hope that helps!
    1 point
  7. although the Starport is very strict about what it allows, the 20 cash thing would actually be rather simple. you just need a unit loop here ya go. this doesn't work perfectly, I just tried it with the new Drop Pods system and I guess cuz the pods are spawned via events the game doesn't really know what to do when they explode and kill inf. maybe need "Attacker is unit" criteria in the unit loop to make sure it doesn't give cash to side zero when something like this happens? bounty.d2kevtbounty.ini but anyway, it should still be a good example, even if it doesn't work perfectly. after the dropped sardaukar started killing stuff my cash went up by 20 each time. to import the above d2kevt, right-click the events rows and the import option will be there. the .ini is only there to give the variables the appropriate names here's how it works... hope that helps, mate. if you need any more help, feel free to poke me any time. I frequent the Landsraad Discord server pinned on this forum, so you're welcome to drop by there too. otherwise, good luck and happy mapping!
    1 point
  8. The usual to go on these things is to open the config file, there is an option in there that sais "single processor" or something along those lines. Try to unmark that and try again, if that doesn´t work try other options to mark/unmark and try again.
    1 point
  9. it's all thanks to everyone's efforts! I'll elaborate on their creation. the stars aligned, you know? we have to give the proper credits to everyone who helped along the way. and I need to be judicious in my mission designs to do these ones justice
    1 point
  10. congratulations on the 3.0 release, Klofkac! what a milestone! I'm going to elaborate on build queues here for the average player who'd like to mess around with them on any map: lots of powerful new features in this update. have fun, everyone!
    1 point
  11. Thank you very much! I haven't used this software for several years. And now I am trying to recall. I did it!
    1 point
  12. It's in ../data/DATA/saves/ if you are using my launcher. Update for anyone who ran into the small-text problem at high resolution: v2.5 is out and adds exactly this. There are new "Upscale 4K / 2K / 1K, big UI" presets in the launcher. They do the same thing dgVoodoo does, the game renders at a lower resolution and the whole frame is stretched up to fill your screen, so the menus and text get big and stay readable. It is a touch soft up close, same as the dgVoodoo route, since it is the same upscale trick and the game's UI art is fixed-size, there is no high-res UI to draw instead. The difference is that it is built into the launcher, so there is no separate wrapper to install or configure, and it runs alongside the widescreen and HUD fixes out of the box. Your Windows desktop stays at its native resolution the whole time. The number is the render resolution, not your screen, so pick the tier at or below your monitor. On a 4K display "Upscale 2K" is the sweet spot, or "Upscale 1K" if you want the UI even bigger. Grab it here: https://github.com/azmawee/EmperorReborn/releases/latest
    1 point
  13. HELL YEAH!!! Does custom multiplayer work too? You know, like LAN? For 8 player matches with bots? Also, this discord has some good stuff on it, check out Morros files. I have a few too, a SFX folder that has more group unit voices: https://discord.gg/PHceUK3x Moro even has a way to allow alliances in skirmish mode, so you can have 2 ordos versus 3 harkonnen versus 3 atreides, for example.
    1 point
  14. seems redundant. we can simply upgrade the MCV mid-game using new events, or make the hover version the default on a hypothetical archipelago mission like this. pretty sure we can adapt ConYard animations for different MCV types already, too; it's the Harvesters that are locked in to only one docking animation at the moment energy-based technology, like hover engines, are quite commonplace in this new setting and the main new faction there makes frequent use of such things ^^ so I didn't intend to attach some kind of heightened cost to hovertech units. if anything, The Order's hovertech stuff costs so much in ArkDebut because of their firepower lol
    1 point
  15. Another release after 4 years! See here for the blog post.
    1 point
  16. Hola, yo también hablo español pero este es primeramente un foro en inglés. Si puedes usar algún traductor en inglés (más que nada para que en el futuro cualquiera pueda ayudarte) mejor que mejor. Todas las campañas y mods se pueden usar con gruntmods, de hecho, eso es lo que hacemos, creamos misiones para funcionar con gruntmods. Todas y cada una de las listadas aquí son para este sistema. Tienes que descargarlas, descomprimir y aplicarlas correctamente pero todo debería funcionar. Sigue las indicaciones del anterior usuario y hazte con el último exe para asegurarte que todas funcionan perfectamente. Ah, y para otra, si es posible escribe en otra parte del foro y no aquí. Más que nada porque el post principal es el listado de todo lo que existe (para dune 2000) y uso los posts de a continuación para escribir que he actualizado y que cosa he añadido o retirado.
    1 point
  17. see you there, mate! ping Fey there anytime, I can help ya set up the following: ah, we've actually got a proper queue now. it's hot off the presses, made more recently than the ArkDebut mission. behold: very customizable. comes with bulk, priority, infinite, and other queue functions I see you created a thread for your new merc / guild campaign, so I suppose that would also be a fine place to discuss it further
    1 point
  18. Didn't find any time yet. In order to check it out. Too busy with RL, work and other games 😛 I spotted shotgunner. I like that. Is it going to be a classic short ranged anti infantry unit? Will it deal medium damage to light vehicles by any chance? Is the attack type similar to that of the siege tank and grenadier? In other words, the projectile goes fast and deals similar damage.
    1 point
  19. Greetings everyone! Save files attached. I've been painstakingly playing the very punishing 1850 WA map and am almost 100 years into it with 280 trains. I micro every single arrival/departure, so you can imagine how much time has been poured into this save. For whatever reason, just as train 241 comes in (about 5 seconds in) the game hangs and exits to the OS. It also seems to hang if I grab the scrollbar and drag down rapidly through the train list. No error is given, just a brief hang followed by a crash / exit to OS. I've tried saving a different version after making some in-game tweaks (deleting trains, adding trains, other minor changes) and have tried virtual OS and host OS restarts. I've tried changing resolution and other interface settings as well. Nothing seems to work so far. I've loaded an older version of the save (2 game years, an eternity for me) and ran it past the 'expiry date' of the troublesome save, and all seems ok. My next step will be to reinstall the game and copy these over, but I'm hesitant to do that cause of all the completed scenarios. Any help any of you can give me here would be greatly appreciated! Two files attached: Version 12 is the one that has the issues, Version 11 is the previous functional save AAustralia WA1850 - (12).GM2 Australia WA1850 - (11).GM2
    1 point
  20. Hi, I just finished my new Sandworm update for Dune II that allows the user to actually train Sandworms from the barracks and order them from the CHOAM. I accomplished this by replacing the Soldier with the Sandworm. I have also updated the controls of the Sandworms so they now have the ability to Hunt. Each Sandworm you train/order will only eat once, so I made the cost very cheap so you can easily train/order more (but the game default Sandworms still eat 3 times). Also your enemies also have Sandworms, and your Sandworms can eat enemy Sandworms as well. FYI, it helps to build your barracks by the sand so that your Sandworms can deploy on their own, but if not, don't worry, they will be picked up by a Carryall. Yes, Sandworms will actually be picked up by a Carryall. Funny right? My update works for Dune II and Super Dune II. The zip file contains an updated version of Dune2.exe, a profile.ini file, and a basic test scenario to make it easy to test the update. I would also appreciate any feedback. If you are interested in my update, you can download the Zip File from the Google Drive Link below, or from the Download button below, or email me at jessemiv@yahoo.com and I can personally email the zip file. Enjoy! Shai Hulud. Zip File to download the update: https://drive.google.com/file/d/1KW_nuq7S2C31Adqz9K2D7zL5HFqREiVB/view?usp=drivesdk sandworm-update-video.mp4 Dune2 Sandworm Update V1.zip
    1 point
  21. hey there! the number you're seeing in the error message is the amount of "ticks" that have passed in the saved games you've got. 25 ticks = 1 in-game second, and at fastest game speed, an in-game second is roughly 0.4 of a real-life second. it's just a way to tell you when the crash occurred, for debugging purposes game data invalid is what it sounds like, unfortunately. something in the save file ain't playing nice with the new exe. we try to maintain backwards compatibility, but ya know how development can be the good news is, you should be able to run any mission made with a prior version of the game in mind just fine between stable versions of the exe. there are minor exceptions, like if a bug was exploited for map design and that bug was fixed, the map that used it may be a little different. nothing should be unplayable though and, you should also be able to run more modern campaigns making use of the powerful new features. Cm's index has all known playable content documented: and if you'd like some examples of more modern campaigns, I can make a few recommendations of threads to check out via that index: - Thel 'Vadam Flippy's Great Battle of Arrakis focuses heavily on large-scale macro missions, using some powerful variables-based features, such as 'repeat queueing' to let you mass-produce large armies to clash with - PsYcHo's Smuggler Restructure campaign is closer to vanilla in terms of most of the event types used, but makes use of minimap pings and quite a few lovely new units he created as voxels, which I later polished up - my Summers' Solstice campaign recently had some new features backported to it. nothing that fundamentally changes the missions, except ooone thing on the final mission, but some significant optimizations and QoL but there are plenty of gems besides those; these are specifically campaigns that use new features with the v2.3 exe and all that on a tangential note, the very latest mission designed for d2k at the time of this post is the Arkanon Debut mission included in that tileset's thread. it'd be under "single missions" in the index. that uses a cutting-edge exe though, technically not the stable version of 2.3. still, it might be of interest if you're looking to get a peek at the most modern of our capabilities anyway, I hope that answers your question!
    1 point
  22. Update: I went through the text again (3 years!) and archaized it even more (including ꙋ > ѫ where it etymologically makes sense), also terminology and recurring phrases are more consistent The current state of work is available (as Word file) at GitLab - https://gitlab.uzh.ch/ivan.simko/dune_cs I also just published an Old Church Slavonic translation of Little Prince in print – it is also about a young aristocrat lost in a desert, and not so prohibitive from the point of view of costs... But there is one Bulgarian guy, who was intrigued to make a rather limited edition of Дꙋна as well, so perhaps in the next 1-2 years...
    1 point
  23. Hi, I am AnimalMan; I lost access to my original account; so I am using this account I once made to discuss modding Dune2000. It had been a while since I modded EBFD, but I have been making a mod recently and I have been making new discoveries left right and centre. The difference between this mod and my last mod; is that 4 or 5 years ago when I made a mod for EBFD; I had absoloutely no knowledge of game development< but now things have changed. Anyway if you are active PLEASE LETS INTERACT AND CONNECT AND DISCUSS THIS BEAUTIFUL GAME. I am going to start off by showcasing a breakthrough I had modding EBFD last night, and show off a new gameplay mechanic that resulted.. ------------------------------------------------------------------------ Trading / Economy New Item available at Starport - Trade Goods Trade Goods are crates that are delivered to the starport by the CHOAM frigates. The Trade Goods are then collected by any infantry or unit and credits are awarded to the collector of the crates. Trade Goods are the first of a great number of enhancements I have made to this version of EBFD. And I do believe I am restoring the playability of this game to a standard that was originally intended for the game, before it was rushed to the shelves. I will showcase my other improvements when I can get some actives up in here. I might even make a discord server to connect with you guys regular. And we can develop this thing for a good player base. I am removing the clunkiness of the game; and the mid-development vibe that the original game was dominated by(really fast units, weak buildings, all of the things that turned what is suppose to be a long game, into a match that is over in 5 mins; something you might want when you are testing many different mechanics; but is not intended for the final game) So we are restoring the game to a playable state akin tactically and in depth to Dune2000. ------------------------------------------------------------ Update;;;;; ADDING NEW UNITS ---- Finding reasons to include or add new units is always tough in Dune Games. Though there is always a need to add new units and structures. The problem I face with adding new units; its adding new units with justified functions; or uses; or mechanics in which the player can have fun with. This is why with this mod I kept main faction expansion to a minimum, and focussed on adding a set number of units; and these units would be hybrid classes between two selected sub faction houses. This would give player more choice in subhouse combinations, and would be encouraged to explore different combinations of subhouses to unlock different hybrid technologies. I have many units in game currently, but this is the first one I made; and it is also a structure I featured in a previous mod. Just as in ancient Egypt; the Sphynx, Pyramid and Palace combine the Imperial Sardaukar and Guild into a formidable, and independent faction of its own. FIXING THE ECONOMY CARRYALLS --- THE ORIGINAL BROKEN GAME ---> TECH JUMPING HARVESTERS && SLOWING DOWN THE PACE In the original version of EBFD -- you will receive a free harvester and carryall when you construct a Refinery. If you upgrade the refinery with a refinery dock you will also receive a free harvester and carryall. When playing vs lots of AI; this makes spice fields quite messy. With lots of carryalls circling around but no harvesters. And fundamentally; this is because everybody has carryalls. Therefor, this has been nerfed. And doing so throw up some unexpected benefits. For example;; The Tech Tree ---- In dune2000 carryalls are like a luxury to your core harvesting abilities. They just speed up the process; but the key in dune2000 was that they came at a certain tech level. In EBFD this idea was scrapped; and carryalls were expected to escort every harvester all of the time. With the introduction of the refinery dock upgrade; this allowed refineries to upgrade two additional docks; originally intended to reduce queue times at the refinery; however they would each also come along with their own harvester and carryall. But not anymore. I have removed the free harvester from dock upgrade and reduced the refinery dock upgrade cost to 500 and cut the build time in half. It no longer comes with a free unit, which means it no longer comes with a free carryall; only an 1800 credits Refinery will grant you a free early tier carryall and harvester; but only grant one of these. Everything else needs purchasing when the tech level is reached. This fix effectively slows down the tech progression and it becomes more obvious who is at what tech level simply by how they are managing their spice harvest operations, and in the process we decrowd the spice fields early game. But what does this effect? --- This fix effects player and AI speed of progression, and development of base/spending of resources; and puts the player and ai on more reasonable grounds. It makes the AI harder early game, and by late game it has the AI sporting on average two Refineries, with 6+ harvesters and around 3-4 carryalls managing each. (on average); and ordering harvesters in groups from starport; and building them at the factory(which was a rarity before). And gameplay-wise this is a lot more reasonable then having carryalls everywhere. It simply improves the feel of the game all around. and progression from a 10k start(which is how it has been balanced) has us progressing the tech tree at around the same rate as the AI, instead of vastly surpassing it as was the state of Skirmish on release. In addition; as a player activity --> we are now having to manage our refineries instead of just building them and clicking the upgrade dock button. We are having to spend factory production time on building harvesters; and we are having to actually use the Airbase for something economically useful. And finally.. Tactically --- This makes early decision making all that more important. since you will have limited funds early game -- you can no longer rely on a dock upgrade to keep your spice flowing; and such a military rush is harder to achieve and more high risk than it was before as the spice will flow at slower speeds if you do not invest production time into harvesters. Here we make decisions on space and time; --- we cant keep building refineries to exploit a free early tech carryall; as we will simply run out of space; and we will fall behind in the construction of other structures. We can build 3 harvesters - but then we'll need to address the traffic at the refineries by building additional docks. And later on -- when we have an outpost up and running we can buy carryalls to pimp out our fleet of harvesters. This simple adjustment -- believe me -- completely changes the game. And I am sure that had the original game not been rushed to release -- then the final game would have seen this change. Infantry Movement Speeds; Defensive Structures and War In addition to economic fixes; all infantry (except contaminator) have seen a 50% movement speed reduction -- they are now 50% slower; and All Buildings && Defenses have seen a 100% hitpoint increase. result = The contaminator at its base speed(unmodified( is now slightly faster (.5) than tier 1 and 2 infantry(except scout). Buildings are no longer made of matchsticks; and infantry are no longer covering the distance of the map in a matter of seconds. All attacks on base are less effective. Recon vehicles are now the fastest units in game. Defensive structures are stronger and last longer (AI now also act to repair a damaged structure or defense much faster than before; usually while you are still attacking it) Everything is more realistic as to how it looks and how it would have been if this had been Dune2000. Slow but effective infantry + Fragile but more efficient vehicles. and most of all -- Attacks require a number of infantry and vehicles and no longer are Ra2 Tanya style surgical tactics as easily performed. The player has time to enjoy the game, explore the tactics; use strategy; and stop playing feeling satisfied that it was a good game. lol Unlike the original version; that saw infantry move faster than vehicles; scouts moving faster than trikes; defense structures that cost near 1000 credits dying in 2 or 3 hits and most of your stuctures got one shot by a Harkonen Nuke. And what made this all so bad on release was that the actual infantry animation speed is tied in with its movement speed; so these infantry animations on release were looking ridiculous.
    1 point
  24. Well said! The feasibility of tunneling depends on map-scale. In Metra mode, a whole system should be possible underground. On a continental map, tunneling under even one square (six miles) would represent one of the longest tunnels in the US. If the game did have tunnels, then I'd allow only electric track and locomotives. While some steam and diesels can / do use tunnels, there are many places (e.g. under Manhattan and the Hudson) where heat and fumes caused so many problems that electrification came quickly. I'm not sure that max train length needs to be explicit. Loco strength vs cargo weight alone effectively limits length already.
    1 point
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