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Fey last won the day on September 21

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  1. Ayyo, sure mate. So that looks like the non-MultiLanguagePack Dunemaster install, which is good! No weird shenanigans to deal with. ^^^ This here is what your install folder looks like immediately after installing. Look at the Data folder, that's the most important part. Now, this is what's in the zip: So here's what you do. Put ALL OF THIS in the folder in the first screenshot, also known as your 'root d2k directory.' - The CustomCampaignData folder and its contents are added to the directory. - Merge the data folder in the zip with the one in your d2k directory. - Replace the exe for both the game and the Mission Launcher. To launch the modified campaign, or any custom campaigns for that matter, run the MissionLauncher application and navigate to the House you want to play via All Missions. What do these files and folders do or contain? - The ddraw tools are used for rendering on modern PC and you can launch ddraw.ini to adjust your resolution and fullscreen or windowed settings. - The exe is a community patched version made by our very own Klofkac. If you'd prefer, you can get the one from his thread right here: - The Mission Launcher is the newest version by Feda, which is designed to load mods on a per mission basis. This is used so the mod doesn't overwrite the original game. - The CustomCampaignData folder contains the mod data the Mission Launcher application uses in place of normal game data while on any of these modded maps. - Inside the data folder is some new sounds used in the mod and all of the mission files. Hope that answers all of your questions. If you have more, you're welcome to stop by the single player d2k discord; we help folks here all the time. Thank you! I hope you enjoy this mod.
  2. ayyo mate https://dunemaster.webs.com/files https://gruntmods.com/dune_2000_gruntmods_edition/ pick one, get it, eat it, love it ye
  3. Interesting, Danku! I saw this in action in your Tiberian Warzone episodes, and it looks absolutely gorgeous there, so I imagine there must be some equally gorgeous settings for d2k. Thanks for the tutorial on setting this up!
  4. Danku has been playing through some more and some glaring issues have been brought to light. First of all, I accidentally put a Harkonnen Palace for the Emperor on A9V1, meaning the enemy got two Death Hands. That's unacceptable, so I HAD to update this. Although the special weapons are balanced in a multiplayer sense, or for a custom campaign built with the mod, I went out of my way to leave as many things that were vanilla behaviors alone in the vanilla campaign maps. Even things Westwood left broken, or difficulty spikes, or AI shenanigans, stuff like that. The special weapons are a different story. Due to how they are balanced, and how it takes the player time and resources to tech up as is intended with the mod, the extremely low special weapon delays on final maps were a nightmare difficulty spike that warranted a change. Also, while the original game had technology shown to the player in the form of intel screens in the briefing window, I did not integrate anything from the mod into the Mission Launcher's new intel screen. This led to confusion on how the tech tree develops, and hindered learning about the new stuff. So, here's a summary of what's fixed: - The exe is updated. Restarting missions works fine now. - That dumb issue of two Palaces of Destruction on A9V1 was fixed. Sorry about that lol - Also fixed an issue on A9V2 where the main Harkonnen enemy was actually at low power. - ddraw was replaced with a default one instead, so it doesn't have my settings and all that junk. - Special weapon delays have been increased wherever the enemy uses special weapons. This gives more time to build up, tech up, and upgrade stuff. - A special tip to put concrete under all buildings is at the start of any map where an enemy Palace of Destruction exists. - The player receives an advance warning message before a special weapon activates for the first time. - Enemy special weapons are revealed from mission start. - Whenever new tech becomes available, there is an in-game message pointing the player in its direction on the tech tree. Play from level 1 and on for the full tour! - Any new units or structures built on the first level they're available on will come with a brief message summarizing their role. - Messages for existing units were also added, to give a clearer idea of how they might be changed or used in the mod. - The player gets one additional delivery of reinforcements on any version of level 3 to show off Grenadiers. Mostly, these are just messages helping the player learn the new tech tree and stuff, and fixing the glaring balance issues with special weapons by having them occur after a longer time. You'll still need a solid strategy to beat the final levels, but hopefully you have all the advice you need on the way up to the endgame to put one together! Enjoy. EDIT: Oh yeah, and if you have a multilanguagepack, that issue still exists. I'd refer you to this post here on how to fix that: But if you don't want to bother, then here's a copy of my Dunemaster installer with no multilanguagepack BS. Just do this fresh install and the zip in the OP will work perfectly. https://drive.google.com/file/d/1HikTvQBfZyEvoBbMkr5LGcCVma6MH3sJ/view You can also find it via the first link on this page: https://dunemaster.webs.com/files Hope that helps.
  5. thanks so much for checking it out, Danku! I hope you had a blast I certainly did, joining in for this stream unfamiliarity with the mod, and skipping past all the introductory levels that might have helped give you ideas of how to handle the enemies on the later maps, no doubt contributed to the inordinate difficulty on the final missions so for anyone else browsing this thread and wondering how those final levels might be even remotely fair, I threw up a quick clip of my own start on H8V1 just as an example. I started this on easy difficulty, same as Danku (though they ARE possible to complete on hard mode, I wanted a direct comparison), and I did an aggressive build order combining the safe economy and high economy starts. the third spoiler in the original post has a list of potential early game build orders. on normal or hard difficulty, the strategy might need some adjustment on account of more limited funds early on, or the mercs could be outright destroyed. but here's the clip: https://streamable.com/j27049 the first 4 mins 20 secs, blaze it, of the map. got an economy set up, turned the mercs friendly, set up autoguns on the north side and made grens available to force-fire in case of sabos, etc. but, a tip for this map: if you set up an autogun turret above the western cliff overlooking where the ordos units come down, it can fire on a lone sabo before it stealths. autogun turrets' ROF is so high that stealth units cannot re-enter stealth while under fire from one. still a good idea to have a gren force-firing the choke just in case one manages to slip by, like if that autogun turret is occupied with another unit at the time a sabo comes down, but the turret in the right position by itself can stave them off. I would add that simply playing some earlier missions to learn the strengths and weaknesses of the various units and structures, and how existing ones have changed, would be more effective than looking at my dumb little clip something Danku could not do on account of only having limited time to showcase the mod, but again, for anyone else reading this. so nevertheless, I do hope that clip helps if anyone else skips ahead!
  6. Nope! OpenRA is not actually a version of Dune 2000, but a complete remake. New engine and everything. This editor would only work with the original Dune 2000 game. If you need OG d2k, pick it up at either of these links: https://dunemaster.webs.com/files https://gruntmods.com/dune_2000_gruntmods_edition/ Have fun.
  7. thank you for having a look, Danku! I hope you enjoy what you see when you get back I'll put that more in-depth list of new shit you requested here: the really big thing is that the units are all balanced around their types, first and foremost. they each have their own role where they excel, to a much greater degree than how they were balanced in the original game. ALL infantry self-heal and are inexpensive, but move relatively slowly and are easy to slaughter. light armored vehicles, or LAVs, are all fast but fragile. armored units tend to not deal so much damage or have crappy range, but absorb a ton of damage compared to other unit types. LRA, or long range artillery, are slow and expensive backline support units with tremendous range and firepower, and can attack over walls or turrets without exception. and logistics units like MCVs, haresters, engis, etc are your "keep me away from combat lol" guys. if you count base defenses, then fortifications like walls or turrets would be your sturdy but stationary stuff. needs power, probably also needs some support from friendly units at least until you reach a critical mass of them, but hey, you can repair them on demand and that's pretty cool. so... your LAVs are best in the open sand, swarming slower enemy units or surgically striking enemy Harvesters, and if you try to send them against a strong enemy frontline, they'll just be eaten up really fast. infantry, best if given the occasional break from combat to heal up, best if escorted by faster or stronger units, and if you throw them into enemy Grenadiers or Siege Tanks or something without scattering them first, they can be lost rather quickly. etc. etc. strengths and weaknesses! some of the new unit quotes are intended to give an impression of what a unit excels at. generic infantry may respond if selected with "Strength in numbers!" for instance. the first few missions of any of the three campaigns are good for getting the hang of how exactly LAVs and infantry complement each other in this mod. and especially if you want to check out Grenadiers and the new Shotgunners under less complicated circumstances than you might find on later missions! armor is added on mission 4, logistics on mission 5, and LRA on mission 6. anyway, hope that helps ya check out things in full lol
  8. just did a little hotfix. download link has been updated. a fellow kindly found some issues for me, so I went ahead and fixed them. details and some other troubleshooting here: music wasn't properly starting at the start of each map. easy fix, turned out the inis didn't have that data so I just added the music lines. the player for some reason has tech level 8 on the final atreides and ordos missions. nothing there, so, I just dropped it to tech level 7. doesn't really affect anything; it simply resulted in the Research Center being upgradable for absolutely no reason on those levels. there's an issue at the moment with the latest exe where if you restart a mission, you default to side zero, which can change your faction if you're playing the Harkonnen or Ordos campaigns. nothing I can do about that, but it's an easy fix: just exit the mission and then load it up again, or if you save your game and then load it back, your faction will be maintained. this is the latest exe, so it has a bit of experimental stuff in it an issue with sound conflicts with multi-language packs was also found. this is kind of a big one, since it can result in none of the new sounds being recognized or played in-game, which kinda ruins the mod lol. if your installation of the game has multiple language options, simply unzipping the campaign and running it may not work. the game would pick a specific GAMESFX folder, like "GAMESFXEng," "GAMESFXRus," etc. the way the new Mission Launcher works is, it copies files under CustomCampaignData into place, and then replaces the original files when you're done with a mission. given that the folder under CustomCampaignData is simply "GAMESFX," it may not work! the solution is to simply rename the GAMESFX folder under CustomCampaignData > FeyVanilla > FeyVanilla > data to the same name as the GAMESFX folder your game is actually using. likewise, there is another GAMESFX folder under data in the zip, and the stuff in there will have to be put in the proper folder too. this is also the reason that briefings might be missing from the Mission Launcher, but the patched exe by Klofkac is very versatile and you can simply view the briefing in-game via the pause menu. or, you know, you can just do a fresh install with the first Dunemaster link here that doesn't contain any of this MultiLanguagePack nonsense: https://dunemaster.webs.com/files that works too. oh, if you need the music, just drop the "Music" folder under "data" in your main d2k directory. here's a zip containing all the tracks, including the bonus community-made ones from Gruntmods: https://drive.google.com/file/d/15_-haRV_H2M0tX8DXFm_2Q7-d3ZD5fIF/view uhh, that should be all. enjoy lol
  9. I really appreciate your comments! So, thank you! 😃 It makes me so happy that you've enjoyed my work!! Oh golly, that sounds like a matter with the mod itself! This mod is NOT built to work with Feda's new mission launcher yet. The revamp will take care of that, and a bunch of other things. But, in this incarnation, it replaces the original game's files. So, I'd recommend replacing the files under the data folder, and under data > bin. The data.r16 file under data governs graphics, while the stuff under data > bin involves the mod itself. The reason Starport images would be popping up on a Storm Lasher has to do with animation misalignment. Which is strange, since the SLasher doesn't have animations in this version... but, I suppose that proves something is the matter with the mod files So, simply replacing them should fix it. I'm not sure if that will preserve the saved game, but here's hoping! If I remember correctly, you'll need to upgrade your Research Center after the ConYard is captured to trigger SLasher availability. That's the only time in the campaign the Research Center is upgraded, just for that moment on S18. As a side note, the SLasher has new animations and stuff done for the revamp. Here's a peek: Also seen above are Shotgunner infantry. I too am quite excited. Feda's amazing new launcher has already enabled leaps and bounds, and Klofkac's developments with the editor are just as powerful!
  10. Thank you very much!! I have a slight update on the progress on this campaign's revamp so far. Twenty-one splash art images have been finished, all of the thinner ones for missions with two versions, so the only ones left are nine of the 512x512 ones for missions with one version. SBON1 already has its sketch done. Feda's also gotten some work done on the Mission Launcher integration! It's not gonna look exactly this way, this is just a concept image for the sake of programming the layout in the Mission Launcher, but here's that layout concept (with both splash images for level 1): Turns out the framework for the Mission Launcher is really old. We've already discovered that Feda can't make the text centered! But that's okay, we expected some bumps in the road. So maybe graying out an image doesn't work, and due to how the text boxes have to be set up the sides of the image have already received extensions, as you can see in the second screenie under the spoiler. We'll keep figuring it out, but, ya know, it'll still be a few on account of the remaining images that need finishing. Something finished RIGHT NOW though is, I did a little work on the original d2k campaigns and made them function with my mod. I didn't, like, change the AI or terrain, or add any special new tech structures or anything, so there's more stuff that just doesn't appear in the original three campaigns. But, still playable, and still a lot of new stuff! I linked the modified maps in this thread here: So if ya check that one out, then I hope you have fun!
  11. here's a download link: https://drive.google.com/file/d/1M8_jCbBd8YPS4KBKiZJoguzn5RHWpzx1/view?usp=sharing but I'm gonna ramble on for a few down here so yeah if you dunno how to install a custom campaign, just unzip that pack to your d2k directory. overwrite whatever's replaced. details about setup below spoiler: regarding gameplay: the player usually begins the campaign maps with just a Construction Yard, so here are some build orders: lots of options, huh? anyway, that's all. if you have any questions, just hmu in the replies or something lol enjoy
  12. Well, uhh, Klofkac is in the middle of doing a community patch. I think he plans to post a big exe and editor update soon, but if you want to keep up with the latest in d2k modding, I'd recommend stopping by the Discord server: https://discord.gg/Adwfxxe I test stuff for Klof here all the time.
  13. Check the OP: Download Flame Tank data, add new unit (both unit type and the unit itself), import data, there you go. Left-click the picture up here to bring up the import window. You can right click to export instead. Alternatively, there's this old resources editor: ResourceEditor.exe It needs COLOURS.BIN and PALETTE.BIN in the same folder to work properly, so just put it in your Dune 2000's "bin" subfolder under the "data" subfolder. I would recommend only using the old resources editor under very specific circumstances. Klofkac's all-encompassing editor is leagues beyond and comes with some hidden perks that keep things from breaking, like they might if you were to use certain outdated tools for d2k. Like TibEd. The downside for importing images like this is it seems to only recognize BMP, probably for palette conversion reasons, so if you want to import a PNG, that'd be the instance to use the old resources editor. Can't deviate infantry units due to game logic-related reasons. However, you can make the Deviator damage / kill infantry by changing the warhead data under the "Armour" tab in Klofkac's editor. Noooo, no no no no! No no no, no no. no. No no. No. No TibEd anymore. There is no TibEd, there is only Klofkac's editor. You'd need some new art for that infantry, or to re-use old art somehow. The problem with Sniper mechanics in gameplay is that your unit will be less accurate the longer the "projectile" has to travel. The Sniper would NEED a homing weapon, but many weapons simply don't work with "Homing" ticked. You'd need to test different weapons with "Homing" ticked on and see if they behave as one should expect a homing weapon to. When you find one, duplicate it so the old unit or turret using the weapon can keep functioning as intended, then overwrite the weapon that works with the Sniper's weapon. Hope that answers all your questions.
  14. Bingo. You gotta add a key to the text.uib. Take this: UITableEditorV0.3.exe The left column is where you should type the unit type. The right column is the unit's in-game name. All units of the same type will share the same name. This works for Combat Tanks just fine, but for Deviators, Sonic Tanks and Devastators, you'd need to come up with something for all three.
  15. Huh? How to do? Sure. Have a look here in the 'structures' editor's units tab: I highlighted most of the important stuff. Basically, all three Combat Tanks (in the list on the right) have the same "type." There is only one "type." So here's what you do: First, add three new units in the list on the right. Copy-paste Deviators, Sonic Tanks, and Devastators over those three new entries. Then make ONE new unit type in the list on the left. Name it whatever you want, just make sure your three duplicated units share that type. After that, simply check "available in starport" and make sure "owner" is set to the proper sides. And there you go. Oh, and don't forget, you can only have eight unit types total at the Starport. You'll need to remove something from the Starport list to make room for the new unit type.
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