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Everything posted by Cm_blast
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Option 1: check the config and check and uncheck multiple options until one works. Opcion 2: Try using dunemasters version (it is almost the same as gruntmods) Here you can find the all in one installer, it has the game and all the other 50 custom campaigns ever made. Both gruntmods and dunemasters are the same and both use almost all the same files, but for some reason 50% people can play gruntmods fine, while the other 50% game has issues and have to install dunemaster instead (and other times people installing dunemaster game doesn´t work, but gruntmod does). I would fully try the options on the config first, some options are like "use core affinity" I think or something along those lines that for some people game have issues until they disable it; you can also try with different resolutions and that kind of stuff, I don´t know for sure what makes the game to not start, but you can try with that, and if it doesn´t work, using dunemaster.
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So, if you only want the base game (and I think a few custom campaigns) you can download and install gruntmods from here: https://gruntmods.com/dune_2000_gruntmods_edition And if you want 95% of the custom campaigns, missions and all the stuff download this instead: The 2º is a post with the "all in one" installer that somebody did with dunemaster, so you can download all in 1 single file, the file is very big so it may take some time to download it, but no need to worry on the very last .exe (unless maybe if you want to play some custom stuff very specific). But for the most part, the all in one is just to download, unzip and install and everything will work right away, it was done to have just that and not having to download extra stuff. This already includes 50 custom campaigns or around that number so... it has lots of stuff to play and will be applied all. One very important: care where you install the game, installing on certain folders may have issues with Windows, permits and stuff; just be sure to execute the game in admin mode. Loading certain missions it won´t matter, but if a custom campaign try to apply X mod, windows may partially block the mod (because the launcher will move, copy and delete files around, which lastests windows doesn´t like that much) going so far to even break the game. Maybe the mission looks like a huhe gibberish, and then even if you load any of the original westwood made maps they won´t load properly (random visuals, wrong units... so on) which may force you to reinstall from scratch again. Just exec as "admin" to be sure and you will fine.
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were you using the original game, gruntmods version or dunemaster version? You can write any issues you have like "it doesn´t work because this error pop up" or something along those lines, or if you were trying to play the original campaigns or a custom ones and etc, the more info, the better. Gruntmods and dunemaster are practically the same, I cannot even tell the differences, but usually if one works, the other not. If you were using the original iso of the game, just try any of those 2, if you were using any of those two just open the config and mark and unmark all the options until there is one that click. And if that doesn´t help, if you had gruntmods install dunemaster or vicevera.
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How do you delete a specific saved game
Cm_blast replied to Nyteshade12134's topic in Dune 2000 Support
Glad to help. For the future, the name on an user is on the top of the avatar, "Fedaykin" is just a range based on number of posts or something like that. If you check yourself your name "Nyteshade" is on top of the "N" picture, while below the range is just "Fremen". I mention this just in case another person write something and you think we are the same person (there is also an user that has the name "Feda" and may be confusing why are so many "fedas" around here). -
How do you delete a specific saved game
Cm_blast replied to Nyteshade12134's topic in Dune 2000 Support
There is an actual in game optiont that sais "delete save", just open the menu with the escape key while you are on the battlefield at any moment. you should have a load, a save and a delete option, you go in there and delete the ones you don´t need. Game will rename saves to have only the ones you actually want. Game probably loads saves from 0 to maximum, so if you manually delete any number it just doesn´t know because 1 is missing, but if you use the actual delete option on the game you don´t need to do that. -
Visual bug. No holes in damaged ground.
Cm_blast replied to TacoBurrito's topic in Dune 2000 Support
Maybe during installation something went broke, is hard to tell, anyway, glad you get the thing working. Sill worth mentioning the executing as admin if you go into any custom mission, most the time doesn´t matter, but it takes that one custom mission that mod whatever and Windows may interfere, making that it only copy part of it, which makes the mission to look really bad or being really broken, and then it stays that broken even if you try to play the original missions again. On this case only a fresh install will fix it. -
Visual bug. No holes in damaged ground.
Cm_blast replied to TacoBurrito's topic in Dune 2000 Support
That´s a really strange bug I have never even account nor somebody else even reporting this. There are 2 possible "solutions" to this. 1: Try to execute the game with admin privileges and or even installing the game on a different folder instead the default one. 2: Installing the other version of dune 2000: If I am not wrong, the all in one is dunemaster´s, the other version is gruntmods. Both are nearly identical versions, but for some reason some people have issues, crashes, freezing... with 1 version but not the other, while other people is in reverse. Gruntmods don´t have a dedicated link to download the thousand of custom campaigns, but you can apply one into the other just fine. -
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.
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Hey, long time. I remembre I rearrange your very old campaign because you had to add the imperial palace on the building queue or something like that. Glad to see you are back and creating a campaign. I only gave the missions a quick glance, just to see how a couple of missions locked (but didn´t wanted to see events or anything in deep just to play them blind later). There is already a small issue which it is not exactly your fault. The missions gruntlords release waaaaay back then, the one called "rise of the mercenaries", as you may remember as those they are only 2 missions, well, those missions were named M1v1.map and M2v1.map, which it is the same name you gave yours. If it is possible, give the files a different name. You don´t need to change the name of the campaign or the customcampaign folder stuff, that seems fine. But if you can, you can make your files "Mercenary guild 1.map /.mis /.ini" and same for all 9. Files no need to have any specific name for any specific faction so you can write whatever you want, is just to avoid overwritting those 2 missions from gruntlords. For example, when I rearrange these old campaign from Feda I wrote the name of the authors as part of the file, and this works fine. Also, this another thing is not really necesary: the customcampaign folder you added has "mercenaries" which it is fine, just a bit generic. If you also want you can have it as "mercenariesguild" just in case in the future somebody does a mercenary campaign and decided to use a generic named convention. Again, this is not mandatory, but the same as gruntmods using a generic m1v1.map file, which now can be an issue with yours, a future modder can generate a issue with a generic "mercenary" folder. If you want to get insta feedback on the mission or simply watching people playing it, here on the our discord there is a person that likes to record playing every single new mission or campaign drop and then he shares, so you can see people playing your mission, or at least know for sure that people are playing it even if on the forum we are not too active. You can read the post. The discord is mostly for singleplayer and modders, any question on "how you do this or that" can be solved here if you need help, or if you want to play the game and don´t know which campaign to pick from the big list.
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First post updated: Update December 2025: -Mission 17 slighly changed. Now the Ordos get a decent amount of units if the time reach zero, instead of depending on how many refineries were still alive. Also, opening the briefing during mid-game would make the game to crash, that´s fixed. -Mission 18 bug fixed. 1 of the 2 Axlotl Tanks was producing the ghola for both (so depending which one got destroyed, either nothing will happen or the entire ghola production would stop). -Tleilaxu Plague 1 watered down in difficulty is now added into the pack.
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you posted on the dune 2000 subforum, you mean dune 2000 or dune emperor? If it is emperor, no idea if it is dune 2000, they don´t get chaos lighting.
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Is hard to tell, the Sardaukar has 2 weapons, one intented to do damage on vehicles, another on infantry, but because they don´t have the same range, the unit may use the wrong type of weapon (but they use it because the good one has less range). Maybe they were thinking on also doing similar to the missile tank and, if they were based on Dune 2 (missiles are not guided, so the missile tank is intented as a base destroyed, outranging even turrets), maybe they were thinking on having it a guide bullet for units, and a stronger non-guide bullet for structures. Dune 2 also had 2 structures, one the barracks, another the WOR. One was for infantry (so only Atreides and Ordos), and the other only for heavy infantry (troopers), which the Harkonnen gets and on later stages the Ordos too. There are references of the WOR around there. And even the sietch can be fully used as barracks, they got switched into "Sietch" type of structure, but if you change into barracks, they can produce units and your units will spawn from inside just like any other regular barrack.
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I don´t know which one you are refering to. That mission was a very old made or more newer? It was part of a campaign or just a single mission? maybe this can help you find, as long as you remember as which side you played on that mission. For example, if you remembre playing that mission as Ordos, you only need to check all the green colored lines, and checking 1 by 1 (campaign or mission) if it was that one. If you remember the mission being old (so, you played it many years ago), then the suggestion goes to start with campaigns made by Feda, or the ones that has "rearrange by Cm_Blast", most of Feda´s stuff is old, and the rearrange done by me were also on old campaigns/missions as well, so if by change you played it many years ago, chances are is one of those.
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What do you guys think of the Dune 2000 mod for OpenRA?
Cm_blast replied to DoMoNiC_HuNtEr's topic in Dune 2000
OpenRa is a bit different, from what I got told, some units have different stats or behaviours on the bullets which are not the same as in dune 2000. I am going to say, modding in dune 2000 is difficulty because if anything there is way too much stuff, it may takes time, efford and reading testing a lot, but on 2025, the amount of stuff that you can do on dune 2000 is insanelly big. To put you on perpsective. The original game (and the older editors by extent) had a total of 21 events. These events are your usuall "reinforcements" "mission win", "show message", "play music" and so on. AT the time at this writing, we are around 250 events. This new events can "make the player to swap control with a different side (so you are controlling the Atreides base and units, and 10 minutes later you control the Harkonnen base and units while the Atreides now use a generic AI to keep producing while you are not controlling it). You can spawn structures, so you can make a terrain that has no base, make the player moves away, and suddenly that base out of nowhere appears. You can make that every single unit produced is cloacked, so sthealed tanks or sthealed harversters (no mod required, you no need to mod the units themselves). You can make that the player cannot select an specific unit or structure, you can make that even if you click on the repair icon, the structure stop being repaired on his own. You can make that an unit is always selected and you cannot deselect. You can make the screen to focus on 1 specific area, blocking the player for moving the screen when the mouse is on the edges. <--- you can make a whole cutscene where the player has 1 unit that will move on their own (as you are not allowed to select it), while the camera won´t move away so you won´t miss the cutscene. You can alter the layout of the map midway! like, putting 5 cliffts on an area, telling the player to use a siege tank and shoot at them, and you may see explosions and those cliffs transforming into actually walkable terrain. You can trigger an "orbital attack" by making stuff to rain out of nowhere, you can make that the player, depending on which position on the map you click, you get the reinforcements on that specific coordinates (withouth moving or attacking anything prior to that, it is just based on where the mouse is on which part of the map and clicking into "nothing"). You can make events to trigger based on the difficulty played, so you can have a reinforcements for the player dropping 20 units on easy, 10 on normal, and not a single unit on hard, you can make that if you play on hard the cost and speed production for the player is the same as normal, so a combat tank may still cost 700 on easy, normal and hard. You can force the enemy AI to produce stuff with events not by their own chose, or even block an entire queue by making the player unable to produce a MCV even if you click. As soon as you click and queue bar starts, it will stop on their own. You can make messages to appears on the top, bottom, left, right... on the screen, you can make them to show different colors, not always red, or show like on the other C&C where letters appears one by one instead all at once... add your own custom voice lines withouth almost any limit... You can alter which units appears on the starport, and how fast or slow those stocks changes, or just being able to raise the stocks of the quad faster than anything there, or justr straigh swap every unit on the starport and put infantry, trooper, sardaukar, fremen... to order. (this also no mod is required, just events on the regular editor). Like this: (on this mission, every 5 minutes the units on the starport swaps back and forth, so for 5 minutes you can order devastators and missile tanks, on the next 5 minutes you can order siege and deviators) And this is the only tip of the iceberg man, this is only a part that you can do. Right now, in 2025, our imagination (and patiente to actually pull of that) is the onyl limit on what we can do know. I have been modding dune 2000 for 10 years, and the amount of stuff added in this last 2-3 years is way way more than everything that came prior to that. I am going to show this small clip of a cutscene that triggers only when the player perform what it is the main objetive. This is a nod to the Mammoth tank presentation on Tiberian Sun, where you see the enemy testing the unit against multiple things. Here, since this is also a new structure, I wanted to give players full context of the strenfg of the turret. The trikes that move in position are AI controlled and they move on their own on those specific positions, to also showcase the range of this said turret and the accuracy: https://www.youtube.com/clip/UgkxT7Kf9L6afh63Jy5OU-SiqymN6f-nyStN I will only add that there is a discord focused on modding, and although we are not too many, there will always be at least 1 or 2 of us that can help you with any modification you can think of or need help if you want to join to learn more about it. And finally, if you have the chance, play Summers solstice, that campaign is the peak of modding, adding new units, new structures, new visuals, new voice lines... so many new cool things, including a hero unit that can transform into different units, from a tanky to make it easier to survive, or a high damage one to help you finish enemies. Play this and you will find how this specific custom campaign could be the "dune 2000 lost unreleased sequel". -
The queue patch no longer works nowadays, too many updates has been done with the exe on these years so unfornatelly, this doesn´t longer work anymore. just pointing that nowadays you no longer need any patch, downloading either gruntmods or dunemaster nowadays will have the most updated stuff (funky patch is also heavily updated), in fact, maybe applying that funky "update" could make it work? The closer we got on the a "queue" nowadays is by doing it something similar with events with the editor. I release a campaign "a new house sequel" which has some sort of queue. what it does is when you click on any military unit, it will keep producing that unit over and over until you have less than 1000 credits or you stop it. harversters, engies, MCVS... just produce one unit and stop. But I know this is not exactly a full queue. Has been way many updates over the recent years, so the queue one doesn´t work anymore.
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Missions: -Added: Starport Struggles - By PsYcHo -Added: Forgotten - By PsYcHo -Arkanon Debut mission - By Fey Tileset: -Arkanon tileset - By Fey Campaign: -Removed: Mercenary campaign By Domaithianus. (duplicated line, It was an incomplete version of "A Secret Plot: Mercenary Campaign" by the same author.
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This is a post done for preservation purposes. Name: Starport Struggles Player House: Atreides Game Speed: Fastest preferred It's a mess down there, House Ordos has a massive amount of shipments being delivered to this region. They have the help of the smugglers to make this possible. They've also hired mercenaries to help keep the area secure. If Ordos keeps hold of this region they'll be able to launch large attacks on nearby Territories. We have an Outpost setup in the area to track the shipments so you'll have an early warning system to their arrival. A friendly reminder to build on concrete, the weather hasn't been kind in this region. Objective 1: Destroy all Starports ||| Difficulty differences ||| == Easy: - 15min Frigate Timer - Frigates contain less enemies == Normal: - 12min Frigate Timer - Frigates contain moderate amount of enemies == Hard: - 10min Frigate Timer - Frigates contain large amount of enemies Easy: 100% Production / 25% cheaper costs Hard: 100% Production / 25% more expensive costs The AI gets more aggressive the more frigate waves happen up to a cap. This isn't changed for any of the difficulties Download file: StarportStruggles.zip
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This is a post done for preservation purposes. Player House: Harkonnen Game Speed: Any The Atreides have launched an attack against our early warning system. If they take out any outposts they will be able to sneak more enemy troops in undetected. If an Outpost is destroyed expect more enemy resistance. Objective: Eliminate the Atreides from the region. ||| Difficulty differences ||| == Easy: - Enemy reinforcements have less units == Normal: - Enemy reinforcements have normal amount of units == Hard: - Enemy reinforcements have larger amount of units Easy: 100% Production / 25% cheaper costs Hard: 100% Production / 25% more expensive costs =================================== Dev Note: I didn't do anything special for this mission. It was being made cause i wanted to mess with the tileset and try out defense zones. AI doesn't get more difficult during the mission or more aggressive based on difficulty. The only quirk on this map is every outpost you lose the enemy gets more reinforcements. Pretty easy mission this time around. This version should work Forgotten.zip
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Tileset -Added: Arkanon tileset By Fey Campaigns Re-releases(*) -Added: Smuggler Rise part 1 (unfinished) by The dragon (2022) -Added: Harkonnen but as Emperor Campaign by Comrade Marshal Wrathnar (2023) -Added: Original Campaign but map expanded by Залупенко (2025) -Added: Smuggler Restructure by PsYcHo (2025) Missions Re-releases(*) -Added: Intruders sietch by Helkor (2022) -Added: The Dragons Showcase By The Dragon (2022) -Added: Exhibice by Neme (2023) -Added: Unexpected Assault By PsycHo (2023) -Added: Defense Into Offense by PsYcHo (2024) -Added: Recon Strike by PsYcHo (2024) -Added: The Tleilaxu Infiltration by Neme (2024) -Added: UphillBattle by PsYcHo (2024) -Added: Conflicting Forces by PsYcHo (2025) -Added: Decisive By PsYcHo (2025) -Added: Distress by PsYcHo (2025) -Added: Elite Absolve by PsYcHo (2025) -Added: Emperor on the Battlefield by NewName (2025) -Added: Fort Able by PsYcHo (2025) -Added: Profiteers by PsYcHo (2025) -Added: Tech Stealer by PsYcHo (2025) -Added: The House Ordos - Mission 1v2 by NewName (2025) Skirmish and Coops Re-releases(*) -Added: all Coop missions by Fey (2024) -Added: Outpost Wars 2.20 & 3.3.0 by Helkor (2024) -Added: Mirror Match by Fey (2025) -Added: Modded Custom campaign by Fey (2025) * All of these campaigns/missions/maps were originally uploaded on the Landsraad discord (on X year).
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This is a post done for preservation purposes. First campaign that I've made. Uses some of the new features made like radar pings and hover units. (I included a version of the exe that supports the features) I wanted to focus on make a simple campaign and making sure all missions can be played at max speed for all difficulties. Campaign: Smuggler Restructure Missions: 9 GameSpeed: supports all speeds House: Smugglers There is no voice overs in this campaign (maybe one day) There is custom units and a slightly modified tech tree. Difficulties will effect reinforcements and AI behavior Easy: 75% cost / 100% build rate Normal: 100% cost / 100% build rate Hard: 125% cost / 100% build rate The story focuses on the player being a newly appointed Taskmaster for a smuggler faction. While adjusting to this role and proving you can handle it you are quickly thrown into conflicts with other fellow taskmasters. Special thanks to Fey for testing/feedback as well as general help with code Download file: SmugglerRestructureV1.zip
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This is a post done for preservation purposes. Enjoy the Harkonnen but as Emperor Campaign Harkonnen_Campaign_harder_but_as_emperor.rar -By Comrade Marshal Wrathnar ------- these are expanded versions of the vanilla campaign maps set up for co-op. the terrain is brand new, drawn from scratch, but the layout is all based heavily on the original vanilla maps' layouts. enemy bases are larger, enemy reinforcements are great in number, umm... some other stuff these are designed to be pretty difficult compared to the average campaign, so good luck 😛 All co-op missions.zip -By Fey Fix all levels 1.zip <-- fix for all level 1 on the coop. ------- Fully Original Campaign but map expanded done by Fey All_Original_Campaing_maps_but_expanded_and_with_AI.rar - By Залупенко ------ Modded Custom campaign (coop) Installation instructions on the spoiler: File download modded custom campaign.zip - By Fey
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This is a post done for preservation purposes. The first part of my campaign named "Smugglers Rise". If you find bugs please tag me and tell me the bug, i will fix it as fast as i can and release a patch for it soon. You should be able to play it without any difficulty, but if the game crashes just download the latest "Dune2000.exe" from the D2K forum If it still crashes, tag or dm me. IMPORTANT: The info about the new additions are not present in the briefings yet, check general on discord for more info file download: Smugglers_Rise_Part_1.rar
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This is a post done for preservation purposes. Player House: Emperor Game Speed: Any Atreides have a strong bond with the fremen and it's become a problem for our spice mining operations. The Emperor has order his commanders to deploy and apply pressure to the Atreides. You as a commander under the Emperor have been ordered to destroy an Atreides base. The base is using new stealth technology allowing them to hide a variety of troops. You are being granted Sardaukar reinforcements. Do not fail. Primary Objective: Destroy the main Atreides base Secondary Objective: Destroy the outposts at the enemy forward bases to secure tech levels. ||| Difficulty differences ||| == Easy: - Sardaukar reinforcements include 10 infantry - Small sneak attacks - AI build rate increases slightly == Normal: - Sardaukar reinforcements include 7 infantry - Moderate sneak attacks - AI build rate increases moderately - Outpost attack waves include more infantry == Hard: - Sardaukar reinforcements include 5 infantry - Sneak attacks also include fremen - AI build rate increases highly - Outpost attack waves include stealth infantry - Main AI gets stealth heavy armor Easy: 100% Production / 25% cheaper costs Hard: 100% Production / 25% more expensive costs File: Decisive.zip
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This is a post done for preservation purposes. Player House: Atreides Game Speed: Any Greetings commander, I have some concerning news, one of our outposts is sending data about Harkonnen in the region however we discovered the Emperor is also involved. We detected enemy forces are closing in and I need you on the ground and keep the Outpost safe. I'll send an MCV along with additional reinforcements when possible, but it will take a bit. Do not let that Outpost fall! Objective 1: Protect the Outpost Objective 2: Destroy all enemy forces ||| Difficulty differences ||| == Easy: - Start with an additional Harvester - Reinforcement waves aren't as brutal - AI has slower production and weaker attack waves - Extra 1000 credits on timer reaching 0 - Friendly Reinforcement attack waves - Missile Tanks on player reinforcements. == Normal: - No additional starting Harvester - Reinforcement waves are brutal - AI has moderate production - No extra credits on timer reaching 0 - Friendly Reinforcement attack waves have no tanks - No missile tanks on player reinforcements. == Hard: - No additional starting Harvester - Reinforcement waves are slightly more brutal - AI has higher production - No extra credits on timer reaching 0 - No friendly Reinforcement attack waves - No missile tanks on player reinforcements. Easy: 100% Production / 25% cheaper costs Hard: 100% Production / 25% more expensive costs ==================================== Dev note: I haven't posted a mission in a while but here we are. More of a challenge map with a protect objective. Tried to be mean in this one, less forgiving compared to my other maps. Would recommend not building your structures to close to the Outpost. Download file: ConflictingForces.zip
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This is a post done for preservation purposes. Player House: Mercenaries Game Speed: Any We've been hired to eliminate the Emperor's forces in the area. This won't be easy as we lack the technology to deal with them. Luckily there is several research centres in the area. If we are able to capture these we can unlock more technology. There is an issue, the tech is unfortunately local. So it would be best to not lose the research centres as it will prevent us from using the technology. Keep in mind this is a time sensitive mission, the longer you take the worse it will be. You should have some breathing space before the emperor's forces start taking us seriously. You will start with a strike force, secure the first research centre and we will drop in an MCV. If you lose the first research centre we will not have the necessary firepower to continue the mission. If you capture the outpost we can locate the other research centres in the area. Afterwards the structure serves little purpose. Objective 1: Capture and protect the first research centre Objective 2: Destroy the Emperor's forces Optional Objective: Capture additional research centres to expand your arsenal ||| Difficulty differences ||| == Easy: - AI build rates do not change - No change to AI attack wave size == Normal: - AI build rates change under certain conditions - AI Attack waves increase during the mission == Hard: - AI build rates change under certain conditions but the numbers are higher - AI attack waves have bigger increase during the mission ======================================= Dev notes: So this is the first mission where i do not give the AI any reinforcements at all. Unless you count spaceport deliveries. In which case its only for AI's to get Sardaukar. File download: TechStealer.zip