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Fey

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Fey last won the day on September 22

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  1. worked level 6 up real quick. the link in the OP is the same, but the zip was updated here's the changelog: SARD 06: Double Dragons no recorded test runs from others yet, (Nguyen's runs are now under the spoiler) but I did my own. for however long this link stays up, here ya go: level 6: https://streamable.com/qt1ww1 it appears my estimations for tuning the AI were almost spot-on with the rough draft. I can't account for what other players or testers will experience, so hmu if it seems like something should be changed that's all for now. enjoy!
  2. level 5 is finished. the link in the OP is the same, but the zip was updated here's the changelog: SARD 05: Imperial Rage no recorded test runs from others yet, (Nguyen's runs are posted under the spoiler) but I did my own. for however long this link stays up, here ya go: level 5: https://streamable.com/a6ad6g even if you checked under the dev commentary spoiler above, you may not expect that the drop at 6:20 was actually... that's all for now. have fun!
  3. levels 3 & 4 are finished. the link in the OP is the same, but the zip was updated now for some info. first, here's a changelog for general adjustments and levels 1 & 2: SARD 03: Cutter Teeth SARD 04: Skullcracker oh yeah, and although Nguyen or other testers haven't recorded runs just yet, I've got some test runs right here. streamable links will expire eventually, but by whenever it is that that happens I'll surely have edited this post with Nguyen's runs. he always comes through level 3: https://streamable.com/rfved4 level 4: https://streamable.com/j4oegl these clips were of earlier drafts. certain things are different in the current result have fun! there's a lot to play around with on level 4. even if striking out early on hard mode isn't really feasible, it's possible on normal and especially doable on easy mode EDIT 10/15/26: uhh... it seems I forgot to include the SOUNDS.RS in the zip. whoops. that'd be why a buncha sounds are missing. I'll patch it properly later; for now, just drop this under CustomCampaignData > FeyArkanon > Ark01IS > GAMESFX and/or GAMESFXEng <ATTACHMENT REMOVED> friendly reminder that this file, being attached directly to the forum, will appear to be missing or unavailable unless you're logged in if that's a problem, swing by the Landsraad Discord server pinned at the top of this forum and poke me there if ya want. I listed it there first when this issue was discovered I was also made aware that level 4 accidentally calls for the wrong color file. it won't stop the map from launching or anything, it'll just make the AK gray instead of pink as the vanilla color is used instead. so dw about it lol EDIT 10/18/26: level 5's out and the zip's updated with the SOUNDS.RS in the right place. the above is no longer a problem!
  4. are you attempting to launch multiplayer through the in-game menu? it should work outta the box by launching through C&Cnet. just keep in mind that C&Cnet messes with things in order to prep the install for multiplayer, so I would advise keeping a separate install for multiplayer and one for single-player
  5. yeah or the Dune2000.exe, rather SOME features, like unit queues, are set up on a per-map basis for reasons like preserving the mappers' original intent and balance and whatnot on maps designed without queues in mind. hence why those would need to be added via the ini on a given map YOU want queues on. other quality of life hotkeys like type select (W), all units with unarmed exception (alt + E), deploy (D, but you need to delete the WOLProposeDraw line from your Dune2000.ini for that to work properly), that nifty B hotkey for repeatedly spamming certain kinds of buildings... all those are just baseline now
  6. eh? yeah, you just overwrite the game exe I've run it on either modern version of d2k, gruntmods or dunemaster. and the current 1.6.7 install of gruntmods uses a prior version of Klofkac's advancements - this is just a later branch that gruntlord and dato haven't placed in their install packages yet
  7. oh, that's great! I'm glad to hear it suits your purposes aye, dato gets too little credit. everybody stumbles across gruntmods first, and gruntlord does good work too, but we gotta shout out our boy dato!
  8. it's this one I linked up there I left details in the latest post in that thread on enabling queues sounds like you've gotta enable cutscene stretching. in the Dune2000Config executable, click advanced settings, go to the video options tab, and check the "Cutscene Change Resolution" box. that should solve the problem otherwise, you could try setting up custom scaling through ddraw.ini. in your Dune 2000 directory, at least after you mess with the config exe, there should be both a dune2000.ini and a ddraw.ini. you can set GameWidth and GameHeight in the former and what you want it stretched to in the latter. for instance, try 1056 x 588 in the former, then width 1795 and height 1000 in the latter. and that'll make the game almost 2x zoomed, like this: which should affect everything in the game, including cutscenes. the original resolution of the game is 640x400, but that allows for only four icons on the sidebar the reason for the weird dimensions I suggested trying is because a new sidebar icon will only appear if there's enough space vertically, so if those dimensions are off, the sidebar will be screwy. as for horizontal, if those dimensions are off, there will be space between the sidebar and the battlefield. 1056x588 is one of those perfect combos that isn't too zoomed out, but still provides a good eight icons on the sidebar eh, idr how this'll work out in fullscreen though. I play in windowed to test crap all the time. anyway, I hope that helps
  9. ah yeah, redundancies and all that. glad you figured out the problem! still, be sure to update to the latest from Klofkac's thread. it has a number of great bugfixes and new hotkeys, like B to queue or ready for placement the last structure you queued, and the much-requested unit queues feature, which can be enabled on any mission
  10. that, I ain't sure of. I do know it works on modern machines though, so it'd at least serve as a great starting point!
  11. you can try this thread dato is the same fellow who maintains the dunemaster version of Dune 2000
  12. hmm, that's kinda odd. I might guess that some kinda video setting isn't playing nice with the game, but even the Mission Launcher ain't booting up? even if you double-click THAT one in your d2k directory, and don't go through the gruntmods launcher? can't say I've heard of this one before. feels like every machine has a different problem with this game lol I guess you could try the dunemaster edition. it's an install package like gruntmods, but maintained by dato rather than gruntlord. if one version ain't working at all for somebody, usually the other one does. you can find its thread over here: other than that, you can try making sure your game exe is the latest one. Klofkac fixed all sortsa bugs and stuff. you can find his devlog thread over here: which also contains the latest version of the editor, if that's of any consideration. the game exe here will work with either gruntmods or dunemaster can also swing by the Landsraad to bounce some things back and forth more quickly. that discord server's pinned in this thread here: here's hoping that helps though edit: oh yeah, and try running the game exe and mission launcher in admin mode. the gruntmods launcher too, if you wanna go through that. admin mode fixes some other problems; maybe this issue is related to permissions too lol
  13. have you tried launching the game exe by itself? Dune2000.exe in your d2k install directory. it should work just fine. just keep in mind that the menu is NOT upscaled to whatever resolution you set the game to. cutscenes will be stretched though, if you have that option enabled you could also go through the Mission Launcher application. it won't have cutscenes, but you can access all sorts of custom campaigns
  14. 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!
  15. with level 2 finished, I'm gonna do it this way... details about each new mission will be done up in a new post (and I'll move the details for level 1 down here too), and while I'll only add onto the OP if there's some kinda new FAQ that pops up, I'll at least change the thread name to reflect how many playable missions there are. that way folks can keep up easily here's the original info for level 1: and here's some info on level 2: that's all for now. the OP's been updated with the new link and stuff. good luck and have fun
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