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  1. Yo! I originally started this project as a means to improve my pixel art skills. Starting with little to no experience I knew this would be a daunting task to replicate the iconic style of Dune 2000. After approximately 6 months of on and off work on it, I'm happy to say it's finally complete. Download link is at the bottom of this post! Here are some in-game screenshots showcasing the new tiles: The preview mini map colours have been altered too: I have also repurposed the original 32 rock crater sprites to match: Here is the tileset as a whole: And finally here is a quick playthrough of an earlier version of this tileset which displays the crater sprites: https://www.youtube.com/watch?v=N54Zsa2Z_NY Download files here: Dune 2000 Icy Tileset.zip How to install: - WARNING: Make a backup of Dune 2000/ data to return to vanilla. - Unzip "Dune 2000 Icy Tileset". - Locate Dune 2000/ data and copy "BLOXICY.R16" and DATA.R16 into it. - Locate Dune 2000/ data/ bin and copy "TILEICY.BIN into it. Also a special thanks to the guys over at the Dune 2000 Singleplayer discord!
  2. All Complete campaigns, single maps, tools and more. Color legend: ATR - HAR - ORD - EMP - FRE - SMU - MER - OTHER CAMPAIGNS: *A Christmas Tale (4 missions) - By Cm_Blast *A New House Campaign (9 Missions) - By Cm_Blast *A Secret Plot: Mercenary Campaign (13 Missions) - By Domaithianus *Alliance of Atreides Campaign (12 Missions) - By Dark Wesker *Atreides Campaign Battle for Dune (9 Missions) - By Feda & Iheb96 (rearrange By Cm_Blast) *Butlerian Jihad (9 Missions) - By Cm_Blast *Butlerian Jihad: War Machines (9 Missions) - By Cm_Blast *Butlerian Jihad: Zone Zero (9 Missions) - By Cm_Blast *Coalition of Nobles (19 Missions + 1 bonus Mission) - By Cm_Blast *Dune 2 based campaign (3 Campaigns - 27 Missions + 2º version with a custom tileset) - By Cm_Blast *Emperor Reign (9 Missions) - By Sandworm (rearrange By Cm_Blast) *Frank Herbert (15 Missions) - By Cm_Blast *Fremen campaign (+ three bonus missions) (9 + 3 Missions) - By Luminar (rearrange By Cm_Blast) *Fremen Warriors (9 Missions) - By Cm_Blast *Glory Awaits Campaigns, AT part (17 missions) - By MattBaker *Glory Awaits Campaign HK part (18 missions) - By Mattbaker *Glory Awaits Campaign- Ordos Part (18 missions) - By Mattbaker *Harkonnen Campaign (WIP) (? Missions) - By Fey *Harkonnen: Reign of Evil Campaign (28 Missions) - By Dark Wesker *Harkonnen Family (9 Missions) - By Cm_Blast *Heretic Alliances (9 Missions) - By Cm_Blast *Heighliner Mini-Campaign (4 Missions) - By Fey *Ixian Campaign – We tech-up Arrakis! (9 Missions) - By Feda *Ixian Campaign: Masters of Technology (9 Missions) - By Cm_Blast *Luisito Pack of Campaigns (4 campaigns - 46 missions + 9 extra TEST missions) - By Luisito Eb (rearrange By Cm_Blast) *Mercenary Campaign – Keep ’em Coming! (9 Missions) - By Feda *Mercenary Campaign: Fall of Emperor (WIP) (? Missions) - By Runtowin *Mercenary Campaign: The Origin of the Mercenaries (9 Missions) - By Cm_Blast *Mercenary Campaign (10 Missions) - By Domaithianus *Mini Campaign: Mercenaries Revenge (3 Missions) - By jbil1989 *New Fremen Missions (4 missions) - By Player *Ordos Campaign (9 Missions) - By Magier (rearrange By Cm_Blast) *Ordos Campaign Alternative Missions (16 Missions) - By Domaithianus *Ordos Remake Campaign (20 + 1 Extra Mission) - By Dark Wesker *Ordos's Tactics (9 Missions) - By Cm_Blast *Pack Campaigns LuisitoEB (4 Campaigns - 46 Missions + 9 extra Test missions) - By Luisito Eb (rearrange by Cm_Blast) *Rise of the Mercenary (unfinished) (2 Missions) - By gruntmod (rearrange By Cm_Blast) *Smuggler campaign (9 Missions) - By Rick Vorstenbosch (rearrange By Cm_Blast) *Smuggling Operations (9 Missions + 1 bonus mission) - By Cm_Blast *Spacing Guild Campaign (9 Missions) - By Cm_blast *Summers' Solstice (30 Missions) - By Fey *The Antifremen campaing (10 Missions) - By Cm_Blast *The Emperor Returns (9 Missions) - By Cm_blast *The Emperor's Plan (9 missions) - By Cm_Blast *Time Based Smugglers Campaign - Protect Mercenaries! (9 Missions) - By jbil1989 (rearrange By Cm_Blast) *Tleilaxu Campaign (7 Missions) - By Cm_Blast *Ultimate House Ordos (Suspended) (10 Missions) - By Dark Wesker *VengeanceDM (8 missions) - By VengeanceDM *War of Assassins (<-- more info here --> 3 Campaigns - 27 Missions) - By Feda *War of Assassins Sandstorm expansion (3 Campaigns - 21 Missions) - By Feda *War of the Landsraad (4 Campaigns - 50 Missions + Launcher) - By Feda *Westwood Studios Original Campaigns (3 Campaigns - 42 Missions) - By Westwood Studios SINGLE MISSIONS: *1P Outpost Defence (+ Lunatic version) - By Kipp & UL *Aerial Nightmare - By Cm_blast *Atreides Single Mission - Secrets, Power, and Children - By Domaithianus *Battle Royal (7 Single Missions) - By Cm_Blast *Changed Dune (3 Single Missions) - By MustaphaTR (rearrange by Cm_Blast). *Challenge set of maps (10 Single Missions) *Dune 2 Genesis (3 Single Missions) - By Cm_Blast *D2K Atreides mission 1B (with Dune 2 tileset) - By sayedmamdouh *D2k Tower Defense - By Fey *EBFD: Ancient Rivalries - By Cm_Blast *EBFD: Final Assault (3 Single Missions) - By Cm_Blast *Emperor Mission - By Shai-Gel98 (rearrange By Cm_Blast) *Hammerfest mission - By Feda (rearrange By Cm_Blast) *Harkonnen mission 8 but as Mercenaries - By sayedmamdouh *IX: The Technology is ours - By Cm_Blast *Jorney To the past - By Cm_Blast *Mercenaries: Choose your ally - By Cm_Blast *Mulciber Valley - By MVI (rearrange By Cm_Blast) *New Mercenaries mission - By Galaxy (rearrange By Cm_Blast) *No More Spice - By Cm_Blast *Original Ordos missions without reinforcemens & Mercenaries (12 Single Missions) - By Dark Wesker *Skirmish mission - By Feda (rearrange By Cm_Blast) *Skorocel remakes (3 Single Missions) - By Skorocel (rearrange By Cm_Blast) *Special Skirmish - By Cm_Blast *The end of the Butlerian Jihad - By Cm_Blast *The Rebellion of Atreides - By Cm_Blast *Tleilaxu Plague - By Cm_Blast *Warcraft 2 Map (+Warcraft 2 Snowdy tileset) - By Cm_Blast SKIRMISH MAPS: *Emperor assasination misión – By aarmaageedoon *Fan Maps (210 Skirmish Maps - Multiple authors) - By Gobalopper *Multiplayer and Skirmish Map Pack (7 maps)- by Domaithianus TILESETS: *All Red Alert Tilesets (Barren - Desert - Jungle - Snow - Temperate - Winter) - By Klofkac *Arrakis at night (includes .ini files for other tilesets) - By Luminar (rearrange by Cm_Blast) *Dune 2 Tileset (For Dune 2000) - By Cm_Blast *Giedi Prime Tileset - By Dato *Heighliner tileset - By Fey *Heroes of Might and Magic 3 (fantasy) tileset! - By azimovhaas8 *New dune 2000 Tilesets & Updated.ini (TD, RA, Snow)- By Dato *Red Alert 1 Interior Tileset - By sayedmamdouh *Red Alert 1 Temperate HD Tileset - By azimovhaas8 *Vanilla tilesets (recolor - less orange) - By Blob *Warcraft 2 snowdy tileset (+1 Mission) - By Cm_Blast UNITS/STRUCTURES: *Autogun Turret (replaces Gun Turret) - By Fey *Flame Tank & Autogun Tank (replaces MP Sardaukar & Thumper) - By Fey *Sardaukar (new graphics) - By Fey & DxSard *Shotgunner (replaces Light Infantry) - By Fey *Trooper (new graphics) - By firefly101 TOOLS: *Audio Converter (only compatible with 32 bits O.S.)- By Barnaby Smith *Colour bin editor - By FunkyFr3sh *Dune 2000 Map and Mission Editor v2.0 + Structures Editor (Tibed remplacement) integrated - By Klofkac *Dune 2000 Mission Launcher 1.2 (+Missions) - By Feda *D2K+ Toolkit Download (includes editors for "string table", "Tileset" and "Uib") (Obsolete) - by MVI *Dune 2000 Random Map Generator - By shai *Dune 2000 String Editor & Image Converter - By Siberian_GRemlin *Hex Converter (online web) - By Klofkac *Map Renderer - By MVI *Sound Effect Tool - By MVI *Resource Editor - By D2k Sardaukar *TibEd - Edition of atributes for Units & Buildings (Obsolete) - By Koen *Tile Atribute Editor (Obsolete)- By Klofkac *Tile Set Editor - By MVI *UI Table Editor - By MVI *User Interface Layout Editor - By MVI Note: "Obsolete" tools are really old tools which job can be done easier/better with other moderns tools. MISCELLANEOUS: *CnCNet 5 (supports Dune 2000) - By FunkyFr3sh *Custom tileset ".ini" files - By Cm_Blast *D2K AI Manual - By Fey & Cm_Blast *D2Kplus.com (Tools, Missions mods and Campaigns mods) - By gruntlord6. *DUNE 2000: GRUNTMODS EDITION (Full game compatible with W7/10, new tracks and more) - By Gruntmods *Dune 2000 1.06p - Game patching (bug fixes, new features) - By FunkyFr3sh *Dune 2000 multi languagepack + online - By Dato *Dune 2000 Patches, sountrack, trainers and more - By Gobalopper. *Dune 2000 Portuguese - Full game - By Dato *Dune 2000 random music player patch - By Dato *Dune 2000 V 3.5 - Full game portable (4 New Campaigns - 46 Missions + 9 Test Missions) - By Luisito EB *How to use minimap color rules in tileset .ini file - By Klofkac *Installing Dune 2000 from CD and bring up-to-date - By D2k Sardaukar *Map and Mission Editor FAQs (Frequently Asked Questions) - By Cm_Blast *Mission Select (For Dune 2000) - By D2k Sardaukar *Set of Vanilla AIs (Raw files) - By Cm_Blast *Tutorial: Dune 2000 AI Editor - Main overview of the AI functions - By Feda *Tutorial: New Dune 2000 Map and Mission Editor - Terrain & Buildings showcase - By Feda *Tutorial: New Dune 2000 Map and Mission Editor - Mission Settings & Scripting - By Feda *Tutorials: Mission Editor Multiple Tutorials - By Feda *Tibed Editions (raw files) - By Cm_blast For adding new content or removing something listed here, send me a PM.
  3. The smugglers campaign is done! Again! Features: - Eighteen campaign levels; Thirty meticulously-crafted missions in total. - Highly varied objectives between mostly non-linear, large-scale maps. - A smooth difficulty curve from the simple tutorial to the thrilling climax. - Custom artwork to bring your most dire foes and epic confrontations to life. - Engaging story full of twists, evoking surprise, and bringing identity to each faction. - Your in-game choices will affect how certain missions play out. You are the Commander! - Challenge and drama that amp up constantly, adding a sense of desperation to your battles. - Re-imagined tech and balancing through a complex mod that's still loyal to the original designs. In-Game Screenshots: Details: Glossary of Units & Structures: Download Link: Summers' Solstice.zip Don't have Dune to run this on for some reason, or want a fresh installation? Here ya go: https://dunemaster.webs.com/files Installation & Execution: 1. Unpack the downloaded zip. 2. Merge the data folder inside the downloaded zip with the data folder in your D2k directory. Overwrite everything. 3. Launch the "Mission Launcher" application in your D2k directory. Navigate to "All Missions," then "Smugglers." Uninstallation: 1. Merge the data folder inside the backup folder inside the downloaded zip with the data folder in your D2k directory. Overwrite everything. That's all. Enjoy!
  4. This is now officially part of OpenRA since playtest-20120715-2. Please report broken things at http://bugs.openra.net and see https://github.com/OpenRA/OpenRA/labels/Dune%202000 for known issues. Fork us at https://github.com/O...enRA/tree/bleed to contribute patches. http://www.openra.net is a modern open source cross-platform reimplementation of the early westwood RTS games. It supports Command & Conquer: Red Alert and Tiberian Dawn as mods adding new units and rebalancing the game. There is an active community of developers and players for online matches via a nice Lobby. I've been working the last weeks on a Dune 2000 mod for OpenRA. As the game engine is similiar, but not identical (different game files, tile sizes, frameorders ...) so progress is not so fast. I already wrote a converter for the sprites and scripted some units/buildings. As the ratings of the original Dune 2000 are overall quite bad and this is quite some work I wonder if people will actually play the game once it is in a more polished state. Is there any interest at all? The text in the splash screen will change over time. If you have nice ideas, I will add them :) Well you can see, it's more like Command & Conquer: Yellow Alert right now. Some misplaced Dune 2000 units invading the UdSSR in winter. The code is in C#, but mostly it consists of simple YAML textfiles. It requires the DATA.R8 to be ripped off using a shell script at the moment. Not very user friendly, I know and you guys probably all use Windows so you need to write a batch file instead. I plan to later add an in-game GUI auto-import of the game files as exists for the other official OpenRA mods.
  5. GOD DAMN I like this game's aesthetic. The realistic scale of infantry, tanks & buildings, the way buildings blow up with all the debris, the terrain & atmosphere, it's all brilliant. My mod for Dune 2000 was coming along nicely years ago, but I ran into some seemingly dead ends. So I want to make a thread for the milestones which I'm trying to reach. I'm going to get back into modding D2K this year and was wondering if any other modders out there have any tips. - Ornithopters. They're next to impossible to make build-able. The best thing I managed to do was swap the Airstrike support power to non Atriedes High Tech centers. Gotta double check that all three factions can use it though. - Deviators. I'm not sure if it's possible for them to mind control infantry. In my mod they currently do damage to them at least; normally deviators don't do squat versus infantry but now at least they can attack them and kill them. But that's not what I want! - Saboteurs. They still spawn from the palace, but instead of infiltrating a building and blowing it up, they now can attack ground units, blowing themselves up along with any unit within a sizeable radius, like a more powerful Devastator self destruct attack. Weird thing is when told to attack a building they walk up to the building but stop. Force firing onto the ground next to them does blow them up along with the building. It takes two saboteurs to take out a ConYard, so they're not OP. I probably need to extend the range of it's weapon just a smidge or two in order for attack commands to work properly on buildings. That way the AI can use them effectively. I'm curious if you guys have any cool ideas for Dune 2K mod?
  6. I recently installed the GruntsMod edition of Dune2k, in hopes that it would be easier than attempting to run the original ISO or find some kind of Abandonware varient of the original program. However, upon initial launch the game only displays a black screen. I've tested it in several resolutions with several different settings without any success. I've also attempted running the Executable directly from the directory to no avail. I have noticed however that when I press the escape key on my keyboard the in-game music starts to play. however the game doesn't display anything at all. Hopefully someone can help me solve this issue; I was really looking forward to playing this game.
  7. We are approaching the Christmas time; well, there are still days before it comes, but so in this mini campaign too. Using The Snowdy tileset; I create a small mini campaign that only last for 4 missions; overall short, but I tried to do a few new things here, so here it is: "A Christmas Tale": an overall short and easy campaign, although takes some time for players to adapt to the limited resources and the narrow layout of the maps. STORY: Christmas time it's approaching. There are still some days before the time it's up, so Santa Claus it's just waiting on his house while the rest of the village, populated by elfs, are enjoying their happy lifes. Unfortunatelly, some stranger coming from outside the planet "Earth" decided to appear in a belic way. Those foreigners attacked and destroyed Santa's workshop. Since it wasn't the right day yet that place was empty, so there are no casualties. However, those hostiles army vehicles now have the village as their new target. The Elfs have drawn their weapons and will try to fight back. Will Christmas be celebrated this year? GAMEPLAY: The mini campaign it's composed of 4 missions, player will take control of a different side depending of the map; each one with a different idea in mind to make every mission unique from the others. On this campaign you won't use the classic spice but the gems from the snowdy tileset; these gems worth more money. 1000 credits per harvester instead 700 and, since you can build on almost anyplace, the player it's guarantee a very fast pace at the beggining of the map. However, these gems won't reappear once they have been harvested. Don't focus your mining operations on one place but spread your refineries to get the most amount of money quickly. Since a full harvester gives more money than usual and since you can build the refineries 1 tile away from the mining area, the money will increase really fast, so be carefull with the amount of refineries you place. Assuming you play on the normal difficulty, 2 refineries (and no extra harvesters) are enough to keep building "trooper + combat tank" constantly and still increasing your amount of credits (but again, the gems won't last forever). Last; navigating the map may be a bit hard, so don't use huge armies while trying to face the enemy. This also goes into the player favor, once you see an AI that double your units being defeated easily because the configuration of the map will make the AI to split his units. Use this info to win maps more easily. MISSIONS: *Mission 1: Playing as the Elfs, you need to survive the map from those army vehicles that threaten the village. Player it's given plenty of Elfs (Fremen) to help on this task, but be carefull with the superior weaponry of the enemy. *Mission 2: Playing as Atreides, a base vs base kind of map. Deploy your MCV, build a base, protect Santa Claus's village and destroy the enemy base. *Mission 3: Playing as Ordos, you need to deploy a new base, protect from the enemy attacks but, this time, your objetive it's not destroying the enemy base, but a smaller task: Capturing the village. *Mission 4: Playing as the Elfs; you will face a big puzzle map. No base, no resources, only a fortnight of vehicles available to go to different islands and reach the final destination of those islands, using a type of vehicle per island; go with the wrong vehicle and the unit will be inefficient, suffering too much damage, or that unit simply can't go that road without dieing. SCREENSHOTS: Elfs protecting themselves against some belic enemies. Atreides deploy a base, taking some gems to increase his economy. 1 Puzzle. 5 Islands. Can you solve it? <--- the text.uib included here it's for the english version, so don't worry, all the names and briefings are in english. FILE: A Christmas Tale.rar - download, unzip and follow the instructions below (Tileatr9.bin included) Missing file on the .rar here: TILEATR9.bin- needed to load the maps. INSTALLATION: Move each file at the place it correspond; remember that depending of the version of your game "missions" could be inside the "data" folder or at the outside. This includes:*TILEDATA.BIN - the file that won't alter you game, but it is needed to make devastators for certain factions to appear into the game. *BLOXSNOW.R16 - the tileset, copy into the "data" folder on the game.*DATA.R16 (optional file) - This will disable the crates that appear on the game, those that appear when you shoot, so instead the brown from arrakis, now they won't show any crates at all. Warning: This will alter you game forever. *TEXTCHRISTMAS.UIB - With this file some parts of the game will show a different naming, such as Elfs (instead Fremen) and Gems (instead spice) among others. *Back up - original "DATA.R16" to revert the original game. "BLOXSNOW.r16" and "TEXTCHRISTMAS.UIB" are files you need in order to make the campaign playable. (BLOXSNOW may be already into your game if you use the online updater). These files don't alter your game. "DATA.R16" it's optional, but since it will alter your game after that (no more crates on the ground) do a copy of the file before overwritting or just revert to the original using my back up. NOTE: To any that can beat the puzzle map; try to not post the solution. After +100 missions I have done this is actually my first puzzle map, so let my puzzle to survive at least a few players before getting revealed, please ☹️. But if you are stuck a need help, send me a private to recieve the solution. EDIT: JULY/2020 With the creation of the new version of the mission launcher by Feda, now this can be loaded more easily by using my custom stuff, like having different crates, altering the tech of the player/enemy, and all kind of things that previosly required to being overwritten manually. With the new version of that said launcher that's not needed anymore, if you have well placed the next pair of files. One contain the custom stuff used for this specific work, and the other the new .ini that can make that custom stuff to be loading it. Download files here: CustomCampaignData.rar A Christmas tale updated inis.rar MINI UPDATE: (February 2021) This mini-update it's about a single file that only will do a minor alteration on the 4º mission. Right now it is possible to sell the repair pad to get a few infantry and use them to "break" some puzzles, or simply making solving them pointless. I didn't want to trigger a "mission loose" and making people to loose the progression of the map by selling a repair pad, even if it is by mistake. After applying this specific file: Templates.bin : the repair pads on that mission won't spawn infantry, while Atreides and Ordos repair pad from previous missions will behave as usuall. Copy this file into the path "\<path gameinstalled>\CustomCampaignData\CmBlastMisiones\Navidad\data\bin" (this folder should contain a couple of .bin files already. How to install. -CustomCampaignData: un zip this rar and move it into the root of the game, which means a folder called "CustomCampaignData" has to share the same folder as "Dune2000.exe" and "Missionlauncher.exe" are stored. -.ini files: After downloading the campaign (on the above area of this post), ovewritte with these .ini files. Simply Unzip it and ovewritte. - These two things only work together with the new version MissionLauncher released in this 2020 year, but they are still compatible with an early version, although if that's the case you have to do all the changes needed manually.
  8. This is the current work-in-progress version of the Random Map Generator I have been working on. Please keep in mind I am by no means a professional at this so please report any problems you may encounter while running it here in this thread. A link to download it and the uncompiled code are below, Java is required to run it. Simply double click the 'run.bat' file to generate a map. When a map is created, a total of three files are made. A log file, an ini file, and the map file. The log file contains the settings that were used to create the map. The ini file contains the name of the map, for use with the CnCNet launcher included in the GruntMods Edition of Dune 2000. And the map file, of course is the map itself. An optional fourth file, a .mis file, can be made as well. Updated: v170407 D2KMapGen-170407.zip src-170407.zip Heavily reduced the time it takes to save the map and mis file Replaced the settings bellow with the following new settings: 'numberOfSandSpecialsToAdd', 'numberOfRockSpecialsToAdd', 'numberToAdd', 'numberOfSpiceSquares', numberOfDuneSquares', 'numberOfIslandSquares' 'sandSpecialFreq', 'rockSpecialFreq', 'rockFreq', 'spiceFreq', 'duneFreq', 'islandFreq' These new settings are instead now a percentage. Ex. If 'rockFreq' is set to 0.2, then roughly 20% (0.2 * 100) of all blocks on the map will be a rock tile All areas have been properly altered to prevent it from getting stuck due to a value that is too high Improved the GUI Fixed the AI in the mis files being incorrect Partially fixed the placment of the dune edges Altered how the openings in the cliff faces are added, they can now be varied in size Sped up the placing of player spawns somewhat with 'autoSpaceSpawns' enabled, and the placement of spice blooms After a map is completed, the time it took to make it is displayed Prevented cliff faces and rock-to-sand edges from having two identical blocks right next to each other Example of a map made with the default settings: v170322 D2KMapGen-170322.zip src-170322.zip Implemented safe guards to prevent the program from locking up; you may now set the settings as high as you want All 7 original tilesets are now supported Now creates a .mis file to go with the map Added new setting: 'addMis' Setting to true will create a .mis file, false will not Added new setting: 'autoSpaceSpawns' Setting to true will use a new, better method to add the spawn points in a more evenly distributed layout. 'spaceBetweenPoints' is not used under it A 'README.txt' file is included which explains the settings and how to use the generator v170317 D2KMapGen-170317.zip src-170317.zip Added a new system where all you need to do is specify the map dimensions and tileset, and the remaining values will be estimated. Setting 'useSettings' to false will enable this. Added a basic interface which utilizes the above feature. To use it, run the 'runGUI.bat' file. 'Load Defaults' will load the settings last saved and 'Quit and Save Defaults' will save the current settings Picture: Now uses the tileset ini files from Klofkac's Map Editor for the tile info Added new setting: 'numberOfEmptyBlooms' Like how 'numberOfBlooms' would be the start of a spice field that has a spice bloom, 'numberOfEmptyBlooms' is the start of a spice field that does not have one Added new setting: 'addTimeStamp' Setting this to false will disable the time stamp that is added to the end of a map's file name Reorganized the settings file to be more neat Spice blooms are now ensured to be spread across the map more evenly 'Islands' can now become merged with the rock-to-sand openings in the cliff walls Altered the list of rock tiles in use v170311 D2KMapGen-170311.zip src-170311.zip Updated settings file; now uses ini4j to read ini formating Added small patches of rock to the generation Fixed spawns being put on inaccessible rock plains Updated the way extra spawns are added/removed to ensure there are always 8 in total v170304 D2KMapGen-170304.zip src-170304.zip
  9. This is the release on my newer Campaign for the Emperor side. Since now the game no longer have bugs with the Repair Pad and with the adition of the editor that allows me to place any building and unit I can; I decided to create my second Emperor campaign, this time without recurring to Tibed or any other special tool. STORY: The campaign takes the inspiration of the original plot from the Dune 2 and 2000 series. The Padishad Emperor Shaddam IV challenge the three main houses to fight for the control of Arrakis, but this it's just a trick to bring the Atreides to Arrakis, far from their original planet; then the Emperor will use both Harkonnen and Ordos to take out the Atreides Forever. Unfortunately, the Emperor gets sick and things have started to go downhill. The Sardaukar that were part of the Harkonnen army (which have helped to conquer some Atreides territories) don't want to come back to their leader; instead they remain on the Baron side, since the Emperor may died at any moment, the harkonnen seems a more safe election. The Bene Gesserit Lady Elara, chief counselor of the Emperor, takes charge of the situation and send the best commander available (you) to give to both Harkonnen and those rebel Sardaukar a lesson they never forget. What about the Ordos? They will follow The Emperor's plan or they will go by themselves with the absence of Shadam IV? Can the Bene Gesserit Lady Elara recover the control of the situation and continue with the plan? GAMEPLAY: This campaign will start with a very low tech, increasing from mission to mission. Lady Elara will tell you all the info needed to succedd; sometimes she or a few of her buildings will be there to assist you, but for the most part you will use the imperial Army. On the early going a few Sardaukar will be deliver from time to time as part of reinforcements. Once the Starport become available more will arrive at once, helping on your battle. Also the Imperial Palace although can't be builded, several maps have the building already placed there, so you can train Sardaukar on your own. Lady Elara will provide with their personal army to help you in the main task, if necesary. NOTE: Tibed wasn't used for this campaign. This means that there is not needed to overwritte files. SCREENSHOTS: Updated 04/11/18: *Fixed some typos and wrong tiles. *Some new screenshots included into the .rar file (2 not being showed here). Too see all the changes that affect the game open the spoiler below: Updated 06/17/19: *Changes on three missions: *Small changes into mission 2 and 9 *Heavy changes into mission 7, spoiler for more info. FILE: The Emperors Plan.rar Like usual, the files incluse all the missions needed. Also a couple of extra files that are not really necessary if you are already playing using gruntmods, but needed if it is the vanilla game. Tibed wasn't used at all.
  10. Using the full strengh of the new Feda's version of the launcher, I am here releasing my lastest Campaign. Coalition of Nobles. a long campaign with a good mix of many vs many battles, fights on your own, different areas (not just Arrakis), commando style missions that last for a while and so on. To properly apply this mod you will need the latest updated launcher, which you can get here. STORY: The Emperor challenge that made the three Major Houses to face each other it's already on the run. Nobody but Atreides, Ordos and Harkonnen will participate, but there is a group of four minor Houses, eager to get power, that think that if the four of them join forces they have a chance to defeat the big Houses. Because of this it is born a coalition of 4 Nobles hoping that they can defeat the superior technology of their enemies with they bigger number in units. Featuring: Lassoki: Nobody has proper info about the style of this House (controlled by the player, so their personality come from the player itself). Considered the leader of the Coalition. Iasi: Specialist on infantry, so it will focus on infantry kind of units like the Light Infantry and the Trooper, but it will produce other units as well. Qaii: Specialist on fast vehicles, so it will center their production on Trikes and Quads, but also producing other units too. Bromeli: Specialist on bombing. It lacks a proper army, but it will use their superior bombing skill to damage enemies on the rear. CAMPAIGN: This is a long campaign, 16 missions, plus one extra mission that it is not canon and has nothing to do with the story. The main idea here it's to have the player fighting alonside other small factions that will often will have lesser tecnology than the enemies. Because of this Tibed was used so this is why you need to use the lastes launcher, as it will change from mission to mission. A couple of missions contain more than 1 version. Those multi-versions are exactly the same but with small alterations. For example, on mission 6 it split on 3 versions. Depending which version you will have as an ally one of the other 3 members of the coalition. Terrain, gameplay, script... it's exactly the same (except the fact that every ally will focus more on some units than in the others). Not the 16 missions will happen on Arrakis, so check any intel regarding the planet's resources or which addition or modification certain units have for this version (and some lore attached to those modifications). THE GOLDEN RULE: People that played my campaigns by now will know that I usually gives drops for the enemy, which means that at any point the enemy (or the player) may see a carryall dropping certain units on the side or even behind your base. For this specific campaign, I applied a rule for myself to not even use that. This means that, with the exception of cutscenes, the Ais won't get extra units to attack the player, the same as the player don't get reinforcements. This also applies to deliveries and so on. The Ais will build their own forces and will use them in battle, but the amount of units they may send to attack may change, sometimes it's because I made them to delay/faster the attacks, or because the Ai may use the starport more in the late game. But the things it's, that nobody gets extra units (except some harvester remplacemente and, again, cutscenes related). SCREENSHOTS: Lassoki (player) paired together with their ally, the Qaii. The Iasi attacking with a bigger amount of infantry kind of units withouth negleting other units. Playing as Iasi on Draconis IV. Playing as Qaii on Caladan. Playing as Bromeli on Giedi Prime. The four Members of the Coalition striking together for a big combined attack. BONUS MISSION: This extra mission, the 17º mission, it is just a bonus mission non related to the story. It is a tribute to those old campaigns and authors that did maps back in then when no much info was there, so the mission itself it's simple in terms of the terrain, and even use a generic AI instead a one well though one. It has pseudorandom bases for the Ais (I clicked almost a random and whatever place the buildings were placed they stayed there). Everybody gets deliveries for free from time to time and your allies will build all the units equally (but those deliveries will give the speciality of each House). The golden Rule it's gone for this map. Also I added a few things that will separated this make from the old works, the briefing will say what I changed. Overall, this is a chaotic mission where at any moment the player or the allies can be the focus, or even the enemy can have problems to hold depending on who attacks who. FILE: Coalition of Nobles.rar Coalition of nobles bonus update.rar <-- Small fix; the Qaii weren't producing the modified version of the Raider, and they were getting regular Raiders as reinforcements (Deliveries were given the correct version). Update: (january 2021) The campaign has been updated. Among the changes, now the missions will appear in the proper order from 01 to 15 on the launcher and not having the double digit ones in bewteen the others. Also the name of the missions are going to be in english. About the missions, more or less the update are small changes, some wrong tiles here and there, and a bit more of information on some briefings to clarify certain things, plus other small fixes like more initial money for the Ai and other tiny things not worthy to mention. *Mission 6 (all 3 versions): besides other small changes, the most important now is that the Harkonnen base that was in the middle of the map no longer will begin the fight as neutral towar the player and no longer will attack the Atreides. Now, instead, it is going to be more passive, buildings units much more slowly until the time limit it's reached OR if the player lost a unit; in any of these cases the Ai will build exactly as it was in the previous version. Also, the Sandworm now enter the game much later, but now there are 3 of them instead of only 1 (for Mission 6c, only 2 sandworms will appear). *For Missions 12 and 13, which you ne ed to destroy the Outpost and protect an engineer for a few seconds, random debris and the infantry that spawned from the building destroyed could kill the engineer too quickly even if you had units nearby. Now these engineers (only for these two levels) will have more armor. They can take 2 Siege tanks bullets and still survive, so now you won't loose the mission due the random debris/infantry (you still need to protect him as they still will get killed if they are on their own). SCRAPPED MAP: Coalicion nobles scrapped map.rar This is a scrapped version from the final mission. I was doing the mission in a way until I realize that I didn't like how it was going. Instead having 4 houses figthing toghether having your 3 allies helping (even if they are not the strongest ally ever), I turned the mission into "who is stronger, the enemy or the player" with the allies being just there, 100% useless. So, this scrapped mission it's harder than the original, but also not the concept I was looking for. The mission it's the same as the mission 16, but you will face a much stronger enemy while the player have access to tons of spice to compensate. I left behind this mission for those who want's to play a harder version of mission 16, but otherwise ignore it. I name this mission so it will be at the bottom of the campaign, so play it the last. HOW TO INSTALL: First of all, get the newest version of Feda's Launcher on the post here. It is possible to manually copy files but you may need to do it per every mission, so it is not recommended. Also, if you are not using that version, you won't see the custom colors used (unless, again, you manually copy certain files depending on the missions; so just use the launcher). -CustomCampaignData: move this folder into the main root of your game. You should look at several .exe files (like dune2000.exe, missionlauncher.exe...) in the same place as CustomCampaignData folder is. -Missions: the mission on the inside (.map/.ini/.mis) needs to be placed into the same folder called "missions", it will be in the path "data/missions" but if you have the missions outside "data" then move them; just move them in the same folder you have any other missions stored. -data\Ui_data: move this files into the same path in order to be able to play the game. only one file should be promted to overwritte which you can say "no". Not all the text.uibs are going to be use as I included the spanish version too, so it is possible to left out all the files that contain "ESP" or "SPA" out. -Tilesets included but have to be applied manually too; if you are prompted to overwritte you can do it; these are the most updated versions of those tilesets. If any mission triggers a problem report to me, I could be done a mistake at any point. The custom color on the icon bars (wine color on the top and right sides) will only appear if you are playing in vanilla res, 800x600 or 1024x768; any other resolution bigger than that and the game will use the original color.
  11. Well, I keep this post open to all who want to ask questions on Dune 2000 modding and such. Post your questions with numbers.Anyone who knows the answer just tell "to the question no. x the answer is so nd so".I'll post the first one in the next post. I wish everyone to use this post as a FAQ and a place to ask questions.
  12. Here I am with a new tileset for dune 2000, picked from the Dune 2 game and applied into Dune 2000. Here, an image of the tileset: And here an screen of an imagen with a map created with the Tileset (click to see the original size); map from my Dune 2 based campaign (editor's image, spice will look less blocky in game). Tileset Here: BLOXRETR.R16 (16 bits only available). How to install: Move the file into your "data" folder, then you can play any mission that use this specific tileset, as my "Dune 2 based campaign - retro addition". Modders only: Modders only.zip This file includes the .ini file so the editor will chose the correct attributes, presets groups with assignes keys and the png file with the tileset, in case somebody want it. Note: On the game will appear the original dune 2000 crates (when you shoot the floor). To have the ones from Dune 2 instead download this other file too: DATA.R16 WARNING: Doing this will altered your game forever, do a back up of this file before overwritting! Small update: I added a concrete tile that it's actually buildable. will behave as any other rock, you can place your own concretes on top of it, will create crates when shooted, etc... (but it's not an actual concrete). FINAL UPDATE: Now you can build on top of the corners and edges, so there is only a few rock tiles which you can't build concretes. Will look a bit blocky, but that's how dune 2 used to look and honestly, it doesn't look too bad here on Dune 2000 either. NEW VERSION + UPDATE: This is both an new version and an update. The other still will work fine, and even this one will work with the current vanilla "TILEATR1" (except for the concrete per side) and maps that have been already done are not affected at all; this version it's mean to overwritte the last one. Dune retro 2 new version.rar Here, Klofkack update: BLOXRETR.ini Here the post that contains what it was done in the update. https://forum.dune2k.com/topic/28333-release-new-dune-2-tileset-for-dune-2000/?do=findComment&comment=399294 The main difference, visually, it's this. You can place on the map different concretes per side; this means that as the player, you can have a CY in one side of the map, then these concretes on the opposite side of the map the player can deploy buildings there. The concrete at the very top it's behaves the same: only a cosmetic concrete; you can build buildings on top of it but will have only 50% health. This will happen in both versions. As part as behaviour on the map. These old retro buildings will change the pointer of the mouse as if you could select a building, but besides that, no other differences and has no impact. It use a new ".bin" file, and a new ".ini" file to be used with the lastest version of the editor, although the colors were reverted back into the vanilla values. On the editor painting with the concretes (click + drag or double click) will be the cosmetics ones, to use the others you have to do it manually; for the AI even the cosmetics works because it will build their own concretes on top of it.
  13. I was given permision to post this. This is a Campaign done by VengeanceDM where you play as The Emperor side. It has the traditional fighting although it changes some basic knowledge so instead just figthing "Atreides and Harkonnen" you are facing guild assasins from those groups that not use the vanilla colors. It also have changes done with TibEd, something you will see in the early going, just on the earliest missions some new tech will be used. Besides that, the campaign plays like the regular way but it has some nice missions with an ally having small but multiple bases and things like that. It contains a total of 7 missions plus a tutorial. File: VengeanceDM-Campaign.rar Installation: this mod contain custom TibEd files, colors and his own text.uib. The text.uib can be moved freely as I edited the name to not overwrite the original (let me know if any map doesn't load). All the files into the "bin" folder need to be moved, but do a back up before overwritting any of the originals. He included back ups just in case.
  14. I was given permission to post this. This is a couple of single missions done by Kipp & UL. The mission don't have any briefing as it was made with the online set in mind, but this can be played in the traditional campaign style too, I think. I added myself the side the player are mean to play as, and to trigger at random music. It has no story, so this is just a simple tower-defense kind of mission. Files: 1P Outpost Defence By Kipp & UL.rar 1P Outpost Defence By Kipp & UL (Lunatic).rar Video: https://www.youtube.com/watch?v=GlcKaSa1o3M
  15. As a quick introduction, I sometimes visit the forum but haven't had an account up until now. My online origin is from the Command & Conquer community. I've recently made a video about Dune 2000 as an uplifting showcase of sorts. I call these inspirational reviews, as they're less about the technical stuff and more about the game's atmosphere and legacy, along with a deeper message that expands beyond the entertainment. Figured this would be the perfect place to share it and give back to the community a bit. Feedback is very much appreciated! https://youtu.be/jj2jLBsgMwg EDIT: If you're new to the thread, please note that most of the conversations below have shifted to learning about how to map/mod D2k. So if you're not up for reading that sort of stuff, please feel free to just leave a random reply with your thoughts on the above linked video if you so desire. I'll quote you so you get notified of my reply.
  16. Hi everyone, * At this campaign, I changed in original Ordos missions ( 7-8-9 ) and I changed teams regions. * We have some change * I tested with hard difficulty * Story : Ordos is traitor, Ordos don't pay money to mercenaries, Mercenaries want to revenge Briefing : All of them same, some change, Important Briefing : All mission Mission Fail is your ally destroyed And in finally mission some change : When the time finish, they will come a lot of. Meanwhile the emperor will stall them, you need fast growth Have Fun Mercenaries Revenge.rar My first campaign Time Based Smugglers Campaign - Protect Mercenaries Mini Campaign - Mercenaries Revenge ( Last 3 Mission )
  17. I have made a secret colour slider in practise a.k.a. skirmish. Black colour is 127, but there are more similar colours. You can also select black colour after the light brown colour. Also for your convenience there are 7 AI's and credits up to 65000 (more is not possible). Skirmish.uil
  18. First of all; this is not new missions, just preexisted missions from campaigns and maps that I done in the past but with values altered in order to make these 10 maps that will put a challenge for veteran players; but if you consider yourself a very high skilled player, then I recommend you playing on hard. The spoiler will give all the detailed info about the changes done, but to summarize a bit: *AI will start with "unlimited money"; more initial harvesters; will produce units much more faster and also start with double amount of units defending the base; this doesn't means that are more defensive (except for maybe a couple of maps), that value it's unchanged, but now the AI won't waste time buildings units with a defending task, the extra initial spawn will fill that defense, so anything that he builds will focus on attacking the player. *A "rage mode" will activate though the game, warned by a message into the game; this will activate at this formula: 5.000 + 10.000 * <number or Ais>, in ticks. This "rage mode" will make all the AIs to builds units as fast as possible and will spawn twice amount of sandworm into the map. The player gets some advantages too (ally Ais also gets them), like starting with more money and getting more stuff when a reinforcement or delivery it's given (doesn't apply if it is a loop); If the maps turn out too easy I can revert to the original values, but I wanted people to have more money early to keep doing stuff and being more aggresive if he wants; also some of these maps the spice it's on smaller fiels while the AI gets producing units non-stop even if you harass him. The briefing has been completely removed, now will only tells usefull information, like which side you are playing, who it's your ally, who it's your enemy, tech and main objetives, including bonus objetives. Also which mission it's based. The maps I choose to do this were maps that were originally easy and that rely on enemy getting free stuff from time to time (which they will get faster now). Also, these maps are very simple in terms of gameplay and objetives, but I tried to pick enough variety to avoid similar maps being played the same way. Full list of changes on values done here: Disclaimer: I didn't try to beat my own maps; so it is impossible to me to know if the maps can be beat it; I leave that for veteran players. However, I did internal test to ensure that any thing that happens during mid game and/or alliances work as intended, it's just that I am not even going to try to beat these maps. File: Challenges.rar : the missions will be listed into the "Fremen" section, since I switched all to be together. _CHALLENGE 04.MIS: Fix to avoid the game crashing on mission 4. This include the mission pack being challenge 01 the easiest and challenge 10 the hardest (based on amount of enemies, stuff that they recieve and how the terrain affect the enemy waves). A readme with instructions and "changes" with the same info as the spoiler. No screenshots, except this one: On 1 map, the AI will now get this amount of units since the beggining of the map (twice the amount the original), so carefull about dragging an enemy AI into your base too early.
  19. Here, I created a new single map using the Dune 2 tileset. On this map Ordos try to rewrite history going back in time to the beggining of the war, but they end by mistake in 1992, a time period where Ordos didn't exist, so the Atreides and Harkonnen join to face that new enemy. The story it's just an excuse, what matters it's the gameplay from the game. I tried to emulate the old Dune 2 behaviour as much as I could. Not only using the tileset, but trying to make the AI to act like it is 1992 again, including the well know team bug that prevent the AI to group units to attack. List of Dune 2 behaviour for this map: *AI "Cheat" on the money they got, to avoid running out of credits. *No wandering units around the base, just the normal units placed on the map. *AI passive until hostilities begin (via reinforcements or if the player goes too far). *Both Enemy and allied reinforcements dropped on some random spots. *The Atreides won't use the Fremen expected from Dune 2000 but dune 2: visible Fremen spawns an amount of units (bewteen 5-10) in a different spot each time (with some kind of limit). *Atreides don't train Troopers. Harkonnen don't train Infantry and don't build Trikes. *The Sandworm won't spawn unless you scout certain areas. They don't fully dissapear (not possible in Dune 2000) but a sandworm shooted/feeded will remaining in sleeping mode for near 18 in game minutes. Mission v1.0 & Mission v1.07 + fix The single map includes two versions, one based on Dune 2 v1.0 and another one inspired on Dune 2 v1.07 plus the extra fix. The briefing tells the player the changes on that second version compared to the first one. The most noticeable, it's how the "team bug" it's fixed and now the AI will group vehicles to attack too. Screenshot: Double click to enlarge the imagen. File and instrucctions: Journey to the past.zip UPDATE: Edges, corners and concretes are now buildable; the are where the player starts is smaller (less rock area) but you will have the same room to build buildings as before. Other smaller editions to avoid players to deploy a refinery separated from the base without using a MCV. The image provide on top doesn't match 100% the current, but it's the same map overall. Each corefile needs to be copied in thes same path that I created the zip. The missions have both versions separated. Both maps can be hard and take times to beat due the low amount of initial money given to the player plus the non-stop production of the AI (even if he send units 1 by 1 there is never time to rest). BLOXRETR.R16 it's a core file needed to play the map at all. Won't mess your game so don't worry about this. COLOUR.BIN will overwrite the original and alter your game with new colors for the main houses. This is an optional file. DATA.R16 will also overwrite the original altering the game. This changes the default crates generated when you shoot the ground for a the ones from Dune 2. It's also an optional file. Map is still playable withouth the modded colour.bin and data.r16, only bloxretr is required (and this one won't alter you game). EDIT: JULY/2020 With the creation of the new version of the mission launcher by Feda, now this can be loaded more easily by using my custom stuff, like having different crates, altering the tech of the player/enemy, and all kind of things that previosly required to being overwritten manually. With the new version of that said launcher that's not needed anymore, if you have well placed the next pair of files. One contain the custom stuff used for this specific work, and the other the new .ini that can make that custom stuff to be loading it. Download files here: CustomCampaignData.rar jorney to the past update ini.rar How to install: -CustomCampaignData: un zip this rar and move it into the root of the game, which means a folder called "CustomCampaignData" has to share the same folder as "Dune2000.exe" and "Missionlauncher.exe" are stored. -.ini files: After downloading the campaign (on the above area of this post), ovewritte with these .ini files. Simply Unzip it and ovewritte. - These two things only work together with the new version MissionLauncher released in this 2020 year, but they are still compatible with an early version, although if that's the case you have to do all the changes needed manually.
  20. Again, I am here to present a new campaign. Yet another Butlerian Jihad related campaign that form a trilogy and goes the final chapter of the whole story... or maybe not. As the last time, it's highly recommended to play both the Original Butlerian Jihad and the sequel BJ: War Machines to fully understand all the events of the game. Like those two campaigns, here you will play as the main trio of houses depending of the maps, indicated on the top of the briefing, so you will always know which faction you are playing. Backstory (spoilers from the two first campaigns). On the original Butlerian Jihad Campaign, the three main houses were using an artificial intelligence to help them to manage a big scale war. The Emperor used his power to turn all those units controled by an A.I. against their masters. Atreides, Ordos and Harkonnen joined forces to defeat the Emperor, making the A.I. to not have an owner anymore. Even withouth an onwer, the A.I. still follow a basic programming code: Defeat all the houses. They were much more predictable and easy to defeat, but each day their numbers grown, and not even the superior human tactics could deal with a such disadvantage in numbers. Atreides, Ordos and Harkonnen join once again to disable once for all the A.I. by shuting down the main sever where the code it's stored. Story The A.I. are no longer a threat. Unmanned vehicles/Cyborgs have a "auto-target" lock on to target any enemy vehicle that approach, but their factories are disabled, they cannot expand, build or attack anybody. Are easy prey for the three factions that simply conquer as many land as they can before restarting the war for Arrakis once again. However, the Ordos take advantage of no interventions from the other houses to try to develop a new an improved A.I. one that requires much more testing to be sure that the story doesn't repeat again. To make things worse. Ixians and Mercenaries are interested on the adquisition of those kind of vehicles. They want to make use of any sort of an A.I., they want to simply sell as scrap those Unmanned vehicles or they have other intentions? Atreides and Harkonnen, after the two wars, are totally against any kind of A.I. Can these two discover what the Ordos are planning and what it's the reason about Ixian and Mercenaries having those kind of vehicles in their armies? GameplayFor this final campaign I tried to present the A.I. as it is: a finished "enemy". Because of that, some maps will show Machines buildings that are that "for show", withouth producing units or anything. Of course, other factions may want those building for themselves. But, at the same time, vechiles both unmanned and with an A.I. will strengh the attacks of defenses of whatever faction tries to use them, being enemy or ally. Screenshots Mercenaries reinforce their defenses thanks to unmanned vehicles Ixians protect a Machines base to avoid the Atreides to raze it. The Ordos activate one A.I. To help them against an enemy ambush. FILE Butlerian Jihad Zone Zero.zip How to install: Extract the files and move it into the mission folder, then using the mission launcher on the "Harkonnen" section of the menu. Not needed other extra files, the ones provided doesn't mod the game and, if you already played any other campaign of mine, you probably will have those files already into your game, if not, just overwrite them just in case. Like the previous 2 campaigns, this is a hard campaign, so if you are not used to play this game, it's recommended to play it on easy. Also, although I recommend playing the other 2 campaigns first, there is some kind of "almost loop" feeling that, by the time you finish the final map, playing the first map on the first campaign still would make sense. EDIT: JULY/2020 With the creation of the new version of the mission launcher by Feda, now this can be loaded more easily by using my custom stuff, like having different crates, altering the tech of the player/enemy, and all kind of things that previosly required to being overwritten manually. With the new version of that said launcher that's not needed anymore, if you have well placed the next pair of files. One contain the custom stuff used for this specific work, and the other the new .ini that can make that custom stuff to be loading it. This specific campaign adds specific information with a summary of the main objetives, secondary objetives (if available), tips and suggestion that there are also told on the briefings, but with a image to help much better. Download files here: CustomCampaignData.rar<-- includes intel of the trilogy + single mission BJ 3 update inis.rar How to install: -CustomCampaignData: un zip this rar and move it into the root of the game, which means a folder called "CustomCampaignData" has to share the same folder as "Dune2000.exe" and "Missionlauncher.exe" are stored. -.ini files: After downloading the campaign (on the above area of this post), ovewritte with these .ini files. Simply Unzip it and ovewritte. - These two things only work together with the new version MissionLauncher released in this 2020 year, but they are still compatible with an early version; but if that's the case there is no point on downloading it as I didn't use any "custom" stuff (only the intel, not affecting the gameplay at all).
  21. UPDATE: NEW DUNE 2 TILESET AVAILABLE. (9/10/2019) I created a new tileset taken directly from the Dune 2 game (you can see here); I use it to translate this campaign to use the dune 2 tileset instead. The campaign it's exactly the same (except now should be a bit more room to place buildings due a specific tile now being buildable), but the campaign doesn't change at all. Check the link and other additions about the campaign at the bottom of this post. Back in time I created a campaign based in the Dune 2 game, but until now I didn’t update it. Today I can release the campaign again, not only update to work with the mission launcher, but also a good amount of changes on the AI to balance the game: More stable, improved and more fun to play (and harder). Later I will detail some of the main changes regarding the old version. Features: - Type of terrain based on the original Dune 2: Wide areas to move and attack, no rifts, mostly rock, sand, spice and dunes. - Spice limited; no blooms or way to get more money once all has been depleted. - Starting money, initial units, reinforcements and the configuration of the enemy base is heavily based in the original maps from Dune 2. - Briefing and advices extracted directly from Dune 2. - Voice and text “Enemy units approaching!” will warn players when an enemy carryall drops units around the base. - Overall is more easy with the Atreides and more harder with the Ordos. - The tech tree and weaponry is still the one from the Dune 2000 game: Troopers for Atreides, Trikes for Harkonnen... Basic tips: - If you are not used to the game, play the full campaign on easy (cost of units/building reduced and enemy reinforcements will be the same as the original Dune 2). Also, Atreides is the more easy of the three. - Defense yourself using gun turrets at the beginning (later rocket turrets may be added). - In advance missions don’t attack the enemy base from the front. The sides are always less protected and require less units/effort to do the most damage. -Don't over harvest. Build silos and/or stop harversters if you haverst more than needed. Main changes from the old version: - Sandworm presented in almost all missions. - No more AI not building certain type of unit because wrong proportions. - Missions where the AI don’t have light factory, the production of heavy tanks will be reduced. - New behaviour to the AI in mission 2: Passive until the player confronts it. - Improved AI (all missions): First and subsequent attacks are more efficient/stronger. - Adaptive AI: The more enemies are present, the production of units is reduced and the time between attacks is delayed. - A new mission 7 in the Atreides Campaign (last one has lots of problem due the way Dune 2000 works). - All the reinforcements now appear 25% faster. - New voice line of dialogue “Enemy units approaching!” said by the mentat. - Both text and voice “Enemy units approaching!” now appears when the carryall is dropping the units instead when the carryall enter the scenario. - Initial defensive units given to the AI. - More "guard area" units around the enemy base (most in the front). - Carryalls no longer pick up vehicles for short travels. - In missions with 2 AI sharing the same area (2 enemies together) have the same proportion of units patrolling as if they were only one. - AI don't build faster under attack (same pace whether it is attacked or not). - Starport removed from the AI bases. - Mission 9 reinforcement now loops in intervals. No longer the first enemy drop will repeat over and over due the short timer. - More initial money to the player and less to the Atreides in the mission 9 of the Ordos campaign. Also an extra mine field of spice in the enemy base (the mission is still more harder than Atreides/Harkonnen version). Final Update: - Enemy attacks now are 100% fixed (not random). * Now the enemy attack it's guaranteed to happen after the enemy carryall drop. - When two Ai's share the same side (for example, two Harkonnen bases) they attack together. * The weakest Ai's of the two now starts without any money. - When facing more than one faction, their time to attack depends on when the carryall from his side appears. - Some enemy drops have been moved. Images here: Download the three campaigns here: Dune 2 Campaign.rar How to install: Copy/move the files from the "mission" Folder into the "mission" folder on your Dune2000\gruntmod. Coping "tiledata.bin" into "\data\bin" is totally necessary (skip this step if you already did it to any other campaign). Readme.txt included with all the information needed. If you have already done this with other campaigns then only the files from the "mission" folder are needed. CAMPAIGN RETRO STYLE: Here you can find the maps translated to use the dune 2 tileset instead the regular map. The rest of the maps it's unaltered. Matching the original dune 2 colors they have been altered too. This is the new color set: Screenshots in game. Campaigns transformed available at the bottom of the post: :includes the missions, tileset... Campaign updated: edges and corners are now buildable, giving more room to deploy a base. Rest of the campaign unchanged. This includes: *BLOXRETR.R16 - the tileset, copy into the "data" folder on the game. *DATA.R16 - With this file the crates (that appear while shooting on the ground) will be the ones at dune 2, instead the default from dune 2000; overwritting with this file will altered your game forever. *BLOXRETR.ini - For modders only, not needed to play the campaigns. *COLOUR.BIN - Colors for the factions based on the dune 2 game. Overwritting with this file will altered your game forever. *Maps and missions with altered name - you can have both versions into your game. *Back ups - Multiple back ups with the original files to revert to the original state after ending the campaigns. EDIT: JULY/2020 With the creation of the new version of the mission launcher by Feda, now this can be loaded more easily by using my custom stuff, like having different crates, altering the tech of the player/enemy, and all kind of things that previosly required to being overwritten manually. With the new version of that said launcher that's not needed anymore, if you have well placed the next pair of files. One contain the custom stuff used for this specific work, and the other the new .ini that can make that custom stuff to be loading it. Download files here: missions and updated ini.rar CustomCampaignData.rar How to install: -CustomCampaignData: un zip this rar and move it into the root of the game, which means a folder called "CustomCampaignData" has to share the same folder as "Dune2000.exe" and "Missionlauncher.exe" are stored. -Missions and update ini: Due lack of room to have both things, I removed the previous download; now you need to copy all the maps, mis and ini (and using the updated versions included in the rar) plus the Custom Campaign data in order to have all together and working (if not, you have to move the files manually on your own from the CustomCampaignData folder and ignore the folder itself. - These two things only work together with the new version MissionLauncher released in this 2020 year, but they are still compatible with an early version, although if that's the case you have to do all the changes needed manually. It is included custom color, the retro version of the tileset and entrances extractred from the dune 2 game as well as the tactical map, as show like here: Some intel entrances have been slighly altered if it goes agains the dune 2000 changes, like saying that the Siege tank has heavy armor when it is not true in Dune 2000. These intels varies from house to house, as every meant said something different. - Tactical map it's not animated or selectable, it's just for show.
  22. This is a new tileset based on the interior from Red Alert 1, all credit goes to "sayedmamdouh". Download file here: BLOXINT.rar The tileset doesn't have an 8-bit version. How to install: Move the file "BLOXINT.R16" into the "data" folder and the file "TILEATRI.bin" into the path "data/bin" Here an imagen of the tileset:
  23. Original post above. Due to combining this campaign with the second, I've gone back and brought these maps up in quality since I'm better at mapping now. Should be more fun. We got new Combat Tanks... Blue: https://i.imgur.com/rFTtXc7.jpg Green: https://i.imgur.com/3bCV9E1.jpg Red: https://i.imgur.com/ldRXB4D.jpg Purple: https://prnt.sc/meei8z We got optimized AIs, we got bug fixing, we got better A E S T H E T I C S, we got new units, we got everything. Go check out the latest post in the thread and have fun - I'm not changing the maps again now that they're in their final draft states. I ain't doin' it. Theseuns are gonna be in the same 30-map campaign as the second half in the other WIP thread, still a WIP. Always WIP. WIP forever. Maybe. Kind of. Latest post: https://forum.dune2k.com/topic/27508-release-smugglers-campaign/page/6/?tab=comments#comment-396536 WIP thread 2: https://forum.dune2k.com/topic/27783-wip-smugglers-campaign-2/ Knock yer socks off, mates.
  24. Hola en este póster mostraré mis campañas personalizadas de Dune 2000. Les dejare un link aquí abajo para verlos directamente desde la plataforma YouTube 😁 👉👉👉 Link 👈👈👈
  25. I did a good amount of research about the file "colours.bin", which decide the colours from all the eight factions. This post is to show to you all I know about this: the meaning of the valors, what to do, etc... First. To open this file, is needed a hex editor. In my case (I am someone who barely never used a hex editor) I found the webpage "hexed.it" which contains an online version of a hex editor; so if you don't want to install another program but just mess around a bit, this is a good choice. After entering that web-page, and using the "open file" in the menu to open "colours.bin" (in the data/bin folder), this will appears. The first thing about this, is how the first two lines (selected with cyan) refers to Atreides, the next two are Harkonnen, Ordos, Emperor, Fremen, Smugglers, Mercenaries and Sandworm, respectively. (the same order that in the Dune 2000 editor). Now, the colours are defined by 4 values. So, "84 04" (the very first line) will refer to a specific colour in a specific part of the Atreides. I don't know exactly what will change, although not all affect to units (some seems to affect a very small in the refinery but not the factories (is recommended to use a map editor and place all the buildings and units to see what changes). At least I know for sure that the four group "2D D2" (first 4 numbers in the second line) refers from the colour in the radar. Change this four valours and the colour in the radar (minimap) will change. Now, the biggest problem I found, is how to know what number means what thing. In the colour code from HTML they are a total of six numbers. Two referring for Red, Green and Blue respectively. so 00-00-00 is black, 127-0-0 is a mid Red-bright, and 0-0-255 is the brightest Blue possible. HOWEVER. Here this not work this way, thus making it a bit confusing: "00 00" is black; FF FF is white, but 88 88 is not gray. In fact, don't even have red. To know exactly what the values are, I changed the values from the "minimap" and then check in the minimap (with photoshop) during the game and created an Excel to have it well documented. Here the table I did. So, taking my previous example, using 88 88 it means this: 1º 8 = 32 of Green 2º 8 = 66 of Blue 3º 8 = 0 of Red 4º 8 = 16 of Red So, 88 88 gives this colour <-- Just for adding more examples. The brightest of the three colours will be this way: For Red: 00 FC --> 0 + 231 + 0 + 24 = 255 (and zero of Green/Blue) For Green: E0 03 --> 48 + 0 + 0 + 195 = 243 (and zero of Red/Blue) For Blue: 1F 00 --> 132 + 0 + 123 + 0 = 255 (and zero of Red/Green) Note: I didn't found a way to make the green goes 255. Here I upload the excel, so people can have access to it. Feel free to download it and changing the spanish words to english (Or any other language you understand better). I hope this will help people to create intereseting colours, like a cyan or a magenta or... for houses or enemies. colores y hexadecimal.xls Just remember that this will change the original colours forever. Create a back_up first, so you can revert the changes. Finally, to show how it looks, Look at this original campaign levels, affected by a simple palette spaw done by me. For now is just a swap pallete bewteen the Houses, but Maybe is possible to make a new color that is not confused with the other players (like happens now with Atreides and Fremen tanks and quads).
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