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Fey last won the day on August 11
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Dune 2000 Campaign: The Great Battle of Arrakis. (Complete)
Fey replied to Thel Vadam FLippy's topic in Dune 2000 Strategy
I got around to looking at this myself. did a fresh install, installed only Flippy's pack, and found I was getting the same error on level 32. after testing a few things, it seems BLOXXMAS, a unique vanilla tileset that happens to be missing its .r16 graphic file by default, might be at fault. it only has a .r8, and maybe when Klofkac was trying to ensure backwards compatibility with the vanilla format we overlooked maps using this tileset. that could be why maps using custom tilesets, like mission 27, or maps using 'normal' vanilla tilesets like 30 or 31, launch properly although that needs to be investigated further, I was able to launch 32 by saving BLOXXMAS into the new .TLS format. here's that file: BLOXXMAS.TLS just drop that under your Dune 2000 folder in the directory CustomCampaignData > FlippysContent > FlippysContent (H) > Data > Tilesets and that'll fix the issue. dang 1998 game voodoo can be real pesky sometimes -
Dune 2000 Campaign: The Great Battle of Arrakis. (Complete)
Fey replied to Thel Vadam FLippy's topic in Dune 2000 Strategy
hmm. I know we've run into this error before, but I'm pretty sure it was patched... I can't say for sure if Flippy arranged everything in his zip correctly either. if you haven't, grab the exe and associated files directly from Klofkac over here: it'll be in the OP of the thread. if that fixes it, it just means Flippy's missing something or another in his zip hopefully that's it -
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!
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Dune 2000 Campaign: The Great Battle of Arrakis. (Complete)
Fey replied to Thel Vadam FLippy's topic in Dune 2000 Strategy
🤔 could it be that your Dune 2000 data folder does not have a tilesets folder? go to the data folder. you'll see stuff like "bin" "GAMESFX" "missions" and so on. if you don't see a "tilesets" folder, make one. you don't have to put anything in it; it might just be that the latest version of the game does not like that that folder does not exist -
this thread is for the development of my campaigns on the Arkanon tileset. related thread here about the tileset itself: I'll be updating the OP of this thread periodically with new levels. for now, I have only one, and it's not even on the Arkanon tileset, but it's part of the campaign so screw it, we're starting the thread lol. here's a link to the rough draft of level 1: https://drive.google.com/file/d/1yiITJiJdbkWy4w6sfdCMzg4Czoz8LIfU/view for ease, I included the latest exe from Klofkac. if you'd rather grab v3.0 yourself, the thread's right here: and here's some more information about the first level, including a full map image (with and without events displayed) EDIT 8/29/26: an uncommon issue was found where if the player didn't explore all expected locations, the enemy would keep some extra units. I also fixed an issue where an unmanned unit would move. and, some more failsafes were added in case of funni unit pathing. the zip's been updated with those tweaks I also got this footage of mapping this mission, and mapping the next. level 2 is not done yet. still, here are the clips: level 1: https://streamable.com/jnyu1f level 2: https://streamable.com/0kfqpn that's all for now. any feedback while this crap is under development is greatly appreciated!
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Dune 2000 Campaign: The Great Battle of Arrakis. (Complete)
Fey replied to Thel Vadam FLippy's topic in Dune 2000 Strategy
not working how? if you're running into random errors, it's probably just an exe issue. make sure to update to the latest version over here: if you're having a different problem, please be more specific. hope that helps though! -
ah, hello there you looking for the tileset or playable missions? well, I guess the latest update to the tileset (which is compatible with Klofkac's recently-released v3.0 version of the editor and game exe) is included with a playable... I don't even wanna call it a mission, it's an experiment more than anything xD but anyway... here's what ya do: hope that answers your question. if you need more specific and/or rapid assistance, you're welcome to ping @Fey any time in the Landsraad Discord server pinned on this forum, linked here: and I'd be happy to help ya out then. otherwise, good luck and have fun! these test maps are kinda rough around the edges, even the much-more-polished ArkDebut mission, but they should be a showcase of a buncha cool new stuff we got goin' on. tileset or otherwise
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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
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with Klofkac having released v3.0, I wanna just throw this out there for the heck of it. make sure ya pick it up here if ya ain't already: this does not really qualify as a mission. so, idk what to call it other than an "experiment." or, a buncha experiments all colliding in one map. whatever the case, details below: I've got more spritework to do, but ya know, if anybody gives this a peek, feel free to poke me here or on Discord about it. what feels like absolute crap, what doesn't. thanks EDIT: oh yeah, and v3.0 can handle the new .TLS format too. the tileset file with all the new water/rock tiles is in the zip above. guess I should probably mention that. yep EDIT 8/6/26: I finally got around to doing a test run of this island warfare test map. yay
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create a timer condition in Klofkac's editor, apply it to a reinforcement drop. F11 to open the events & conditions menu, and it's pretty straightforward from there. 3 mins into the game in in-game time is 4500 ticks there are gonna be some upgrades to the editor soon, including even more help text for the various events and conditions, AI parameters, rules.ini... I'd invite you to swing by the Landsraad server for quick help on stuff like this. here's a link to its thread: hope that helps
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War of Assassins - Ordos Mission 8 is different from YouTube playthroughs
Fey replied to Abbat's topic in Dune 2000 Support
hey mate! sorry for the late reply. I tried to get in touch with Feda first, but he's pretty busy nowadays. doesn't have time to troubleshoot, himself I can't be sure what the exact problem is, but I can tell you that the Mission Launcher automates file replacement. in the old days, before this function, people had to replace their game files with modded ones if they wanted to play any modded campaigns. it was quite troublesome! the new Mission Launcher is not perfect, however. the most frequent issue that results in things changing unintentionally on other maps is a file permissions problem, where the Mission Launcher may be able to move modded files into place so you can play a mission, but fails to restore backups afterwards. this results in mod files being left in places they shouldn't be, and affecting other maps I could recommend a few courses of action. you could try a fresh install of gruntmods, or dato's 'dunemaster' version instead of gruntmods. you could check Cm's index, linked here: for the WoA thread, redownload it from there and see if that fixes the issue. and to prevent the file permissions-related issue I described earlier, simply make sure you're running both the game exe itself and the Mission Launcher in administrator mode. you can also feel free to drop by the Landsraad discord server for more help and information. that's also linked in the above index hope that helps, mate. good luck! -
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
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it occured to me that building space on majority-water maps is hard to come by and would be painfully limited. like, look at this... we need space for the buildable areas, the harvestable resources, decorations, all that stuff. how can we fit that in a puny space like this? the top left there makes the issue very obvious: there are shale/flats borders, flats/water borders... but no shale/water borders. if we fix that, we gain a lot more build space on island maps soooo i did some cooking: and now we have shale/water borders, and shale/flats/water borders here's the expanded tileset image with those additional tiles: I'll do up the attributes later. we just have the image for now still, I implemented those tiles' appearances only and here's an in-game test screenshot: we should be able to make much better effective use of the available space thanks to this. no needless two layers of terrain borders. better-looking too, right? form AND function! what? "how does island warfare work in d2k when there are no transport ships"? custom Carryall logic, hovertech, and duct tape. also, I poked PsYcHo about doing up a hovertech MCV. repack it like in ArkDebut, fly it over the water with a light escort of whatever hover tanks are available in your faction's arsenal, and plop it down somewhere new I'm still working on polishing up units' spritesets that PsYcHo generously provided via his voxels, but wanted to post this update since it has to do with the tileset itself. that's all for now edit 5/27/26: island map's drawn up. here's a full map image this map is 110x80. A8V1 is 96x96, which is 9216 tiles as opposed to 8800. and, it has about 3ish enemy bases on it, and this archipelago map is designed for 3ish enemy bases. a fairly close comparison... A8V1 is slightly larger as a whole for comparison, A8V1 has 410 thick Spice tiles and 1108 thin Spice tiles, for a total of 385,600 harvestable credits, and 23 Spice blooms. there are exactly 20 Mining Rig build spots on the archipelago mission, so those could be considered Spice blooms' equivalents so, with another ~86k harvestable resources on the archipelago map, and much less space to build in any one area (because ConYard repacking and expanding, including to enemy islands, is expected), therefore less space to cap out on factories and be greedy before expanding somewhere, it seems my estimations should be on the money. no pun intended edit 5/31/26: drew some bases on the map and did an AFK test with six Harvesters on the bottom left island... took 'em about 37 mins to mine out the island, from map start. more than enough to work with, and that's like ~22k in resources from Mining Rigs too. you know, it didn't look like much when i mapped this out, but it lasts a lot longer than i'd expect as for the bases drawn on the rest of the map, uhh... here's another full map image with those who knows when we'll have a playable test map here though. lotsa crap needs sorting. d2k doesn't have any traditional transports like those naval transports you can use to get landlocked units across the water, or APCs for infantry. custom Carryall logic needs to be implemented in order to get them to move vehicles to other islands. infantry are totally stuck because without APC logic and due to old game BS, if a Carryall lifts one up and sets him down, that infantry unit is crushed when the Carryall lands 💀 not to mention how silly it looks having a guy standing on the underside of a Carryall. there's no hover MCV yet, no non-placeholder naval units yet, and because the attributes are incomplete, if you attempt to send units across the rock/water bridges, you die IRL somehow. still working out how i came back to life from that; we'll chalk that up to 1998 game voodoo too I wrote some primitive APC logic the other day for the Lyovros Borer, but it only half-works - the unit spawns an infantry unit, but the infantry unit's health level isn't saved, so it spawns at full, and the infantry unit also doesn't properly exit the vehicle, so the vehicle can keep spawning the same infantry unit, and there's no exception for if the infantry unit can't spawn, so it would cause a crash... not to mention it only works for a single infantry passenger. hardly helpful when needing to move 30 of the guys across the water it's an absolute mess. but i have infinity spritework to work on in the meantime, so i guess i'll get back to that for now and think on this stuff for later
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that sounds like an unthinkably difficult challenge, bruc. I'm sorry y'all had to go through that ordeal. I'm really thankful our work was able to accompany you through those times. it means a lot that we were able to make a difference in your time of need. we're gonna keep trying hard to bring the best outta this beloved ol' game and, thanks for reaching out, Cm 😅 always helpful