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Dune 2000 Singleplayer game patching (new features and bug fixes) + D2kEditor 3.0 release


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Posted (edited)

Hey, so, I'm back, after several years of life going very wrong, I'm starting to get back on track, and back to the things I love doing.  I've been poking around this editor, and I'd love to have a play with building some new units.  Was thinking of starting with an Imperial Hammer Tank - basically a very heavy combat tank with a Gun Turret (the building) weapon, instead of the usual tank cannon.  I wanted to take the top part of the Gun Turret, and put it on the Siege Tank base, but I seem to have no idea what I'm doing with sprites, as the two seem incompatible without some editing... I had a look at the 'Resource Editor', but, currently, it's just going straight over my head.

I was also hoping I could edit the colours for the 'Sandworm' faction, so, instead of using an odd Atreides allocation index for my House Sarakeen, I could use the Sandworm, and build some real differences between Sarakeen, and Atreides (like making the TibEd built Sarakeen commando only accessible to them, and not giving them an Atreides palace).

This software is amazing, thank you for all the work you've put into this.  I feel obsolete.

Edited by Domaithianus
Posted (edited)
8 hours ago, Domaithianus said:

Hey, so, I'm back, after several years of life going very wrong, I'm starting to get back on track, and back to the things I love doing.  I've been poking around this editor, and I'd love to have a play with building some new units.  Was thinking of starting with an Imperial Hammer Tank - basically a very heavy combat tank with a Gun Turret (the building) weapon, instead of the usual tank cannon.  I wanted to take the top part of the Gun Turret, and put it on the Siege Tank base, but I seem to have no idea what I'm doing with sprites, as the two seem incompatible without some editing... I had a look at the 'Resource Editor', but, currently, it's just going straight over my head.

I was also hoping I could edit the colours for the 'Sandworm' faction, so, instead of using an odd Atreides allocation index for my House Sarakeen, I could use the Sandworm, and build some real differences between Sarakeen, and Atreides (like making the TibEd built Sarakeen commando only accessible to them, and not giving them an Atreides palace).

This software is amazing, thank you for all the work you've put into this.  I feel obsolete.

Oh, hi back! If you are interested on all that complicated stuff, I can suggest you to join a discord that we have available for modders, you can recieve and answer almost in real time (depending on who are online and how much we know about the topic). There are some modding going just right now on and, since has been a while, you may not even be aware at the multiple new units that some people created, such as tank that uses a machinegun-gattling kind of weapon, flamethrower tanks/turrets, autogun turrets (think on yuri`s gattling tanks and turrets) tesla coils wannabe and more!

If you don't want to join a discord, you can always start a new topic with all the questions you have and we will try to give specific answers, as some like creating a new unit with new graphic may be a bit dense for this topic that doesn't involve the editor in specific or needs a bit of heavy explanation. Like the palettes, which unit you are using to import and lots of stuff going on.

For editing the colors of the units is incredible easy, there is a tool although it seems that now it is not available for some reason; I will post the tool there later, but meanwhile you can check the screenshot under that post, which I took using that tool and a few clicks, is just really easy: https://forum.dune2k.com/topic/27380-coloursbin-research/page/3/#comment-394728

You may not even be aware of the "Custom campaign data" folder so you can do your own mods per mission withouth needing to move files around (nor asking other people to do it) and well, lots of things really, it is nice the amount of improvement and stuff we can do now, as you can make 5 different mods with 5 different tech trees all for just 1 single campaign and nobody has to move files around while playing it.

This new editor is so new that I don't even know how to fully use it yet, but I know it has so many stuff that you may want to use at some point. 

So feel free to either join the discord (on the main dune 2000 there is a pinned post on it) or create a new topic to go more deep into every part you may need.

Edited by Cm_blast
  • 6 months later...
  • 3 months later...
Posted

Update from 2025-06-16:

Game changes:

Added: Ported back multiplayer code
Fixed: Crash when trying to place building below bottom line on 128 tiles height maps
Added: Additive multiselection of units when Shift key is held
Added: Order selected units to deploy with O key
Added: Exclude non-armed units from multiselection when Alt key is held
Added: Remove limit of units which can be given an order
Added: Select all units on screen of same type with W key
Fixed: Allow cancelling of building production for right-clicking anywhere on buildings sidebar stripe
Added: New unit shooting features
Added: New building shooting features
Added: Lightning bullet behavior
Added: DontPreferTargetingHumanPlayers AI option, Implement AttackSidePriority AI property
Added: Unstuck AI units ordered to attack unreachable target
Added: Radar markers feature
Added: Uncrushable infantry
Added: Customizable infantry death sound
Added: Improved error reporting in the event system
Added: Increased number of sound channels from 6 to 15
Added: Debug Features for map testing purpose
Added: Allow playing music file also from GAMESFX folder
Added: Reworked unit and building terrain restrictions
Added: Not edible units
Added: Make barrel art respect unit's animation frame
Fixed: Mouse clicking to the left of unit icon
Fixed: Keyboard/Mouse Up hook not updating mouse button state
Fixed: Crash on IF event

D2kEditor changes (release 2.3):

Added: Remap Structures feature
Added: New unit, building and weapon properties in Structures editor with respect to new game features
Added: New AI property "DontPreferTargetingHumanPlayers"
Added: Image importing and exporting improvements (exporting and importing multiple images at once)
Added: New event type "Add Radar Marker"
Added: Tooltips to structures editor
Added: Debug Features for map testing purpose
Added: Show Event Areas feature
Fixed: Test Map dialog remembers the settings even if cancelled
Added: Event type search filter and event type categories
Added: Event separators (also colored)
Added: Preferences window
Added: Ability to draw map blocks of Change Map Block event on a map
Added: Show crate markers option
Added: Built-in AI properties help
Added: Built-in events and conditions help
Fixed: Crash on tile markings
Fixed: Duplicate Event action did not update indentation
Removed: Obsolete manuals

First post edited and download link updated.

  • Klofkac changed the title to Dune 2000 Singleplayer game patching (new features and bug fixes) + D2kEditor 2.3 release
  • 1 year later...
Posted

Update from 2026-08-03

Game changes:

Fixed: Some multiplayer patch conflicts, causing multiplayer features not working properly
Fixed: Inconsistent unit shoot range (mainly on targeting infantry)
Added: Extended tileset size from 800 to up to 4000 tiles, added support for .TLS files which store tileset 
       configuration, radar colors, attributes and hints (replacing TILEATRx.BIN file) and custom hints
Added: Implemented tile restrictions (sight, shooting and guarding restrictions) and tile armour type
Added: Event profiling to measure number of event executions and help optimize/fix performance slowdown
Added: Handle Building Placement hook
Fixed: Rewrote stats logic to use native unit/building counters
Fixed: Mispacement of building when clicked and moved mouse away very quickly
Added: Increased the number of sprites that could be drawn on screen from 1000 to 4000
Added: Implemented railgun bullet behavior
Added: Allow no more than 2 simultaneously playing instances of same sound at same tick, and overally
       according to "maxSameSoundsPlaying" rule
Added: Customizable refinery/silo storage capacity
Added: Customizable Harvester storage capacity and Saboteur cloaking capacity
Added: New unit shooting features (use barrel, y-offset, weapon priority)
Added: Always turn unit barrel even if using non-barrel weapon
Added: Implemented build queues (controlled by per-mission rules)
Added: Templates and rules modification events
Added: Shoot angle will affect also single-shot unit/building weapons
Added: Extended number of explosion types to 128
Added: Pre-place explosions on map, Explosion Repeat count and Animation delay, association with unit
Added: Place building or rebuild last built building with B key
Added: Native support for loading files directly from CustomCampaignData folder
Added: Reimplemented DisableEngineer, DisableTurrets, NoCarryall spawn.ini settings
Fixed: Crash when a carryall is delivered by frigate and appears on bottom of 128 tiles tall map
Added: Improved some error messages with more debug information
Added: Weapon synchronized inaccuracy
Added: Extended number of warhead and armour types to 64
Added: Use building/unit name instead of building/unit group name
Added: "showEnemyStructureNames" and "showNeutralStructureNames" rules
Added: Reworked the hotkeys system, fixed some non-functioning hotkeys
Added: Extended Change Viewport event for Scroll speed and Lock duration parameters
Added: Allowed damaged sprites for turret barrels, Allowed permanent animation for factories
Added: Extended event number limit to 16384
Fixed: W key and group selection selecting dead units

D2kEditor changes (release 3.0):

Added: PNG image format support for loading and saving images
Added: Randomization to Remap tiles feature. If multiple target values are specified, a random one will be used.
Added: Complete Tileset editor (previously Tile attributes editor). Allows editing of all tileset settings, 
       no need to manually edit tileset ini file anymore.
       Tileset settings are now saved into a .TLS file (instead of .ini file), which is loaded also by the game and
       is put into game's data\Tilesets folder. Ini files can be still read for compatibility with older tilesets.
       Added tile restrictions and tile armour type support. Custom tile hints directly in TLS file.
Added: Major event editor changes and improvements. Removed Position and Side columns, all event contents is now
       more unified to be better readable and organized. Added multiselect of events, multiple events can be moved,
       duplicated, deleted, blocked or auto-blocked at once (with a keyboard shortcut). Added names for callable 
       blocks, hook vars are shown in hook event content. Extended number of events limit to 16384.
Removed: Create events and Add run-once flag options in event editor
Added: Extended Remap structures feature to support all structure types, remapping crates, remapping AI values
Added: Support for many new in-game features: Event profiling debug feature, Handle Building Placement hook type, 
       Railgun weapon behavior, building and unit storage capacity, new building and unit shooting features, 
       build queues and more new rules, new event types, extended number of explosion, warhead and armour types,
       pre-placing explosions on map, and some others...
Added: Improved Structures editor so that any selected item can be deleted instead of only the last one
Removed: Copying files from CustomCampaignData to game folder when launching a map. Not needed anymore.
Added: Zooming in art previews
Added: Customizable side names in mission ini directly, removed players.ini files
Added: Load last open map on start setting in Preferences
Changed: Reworked some keyboard shortcuts, F1-F4 are used for Mission launcher, Tileset editor, Resource editor and
         Preferences
Changed: Structures editor is renamed to Resources editor.
Added: Ability to edit TILEDATA.BIN, UI+Mouse graphics, UIBB.R16, COLOURS.BIN within Resources editor.
Added: Ability to show shadow-only units
Fixed: Power calculation formula is now same as game's, editor now shows correct power percentage
Added: Save remap structures ini file feature
Added: Mirror modes for tile painting
Added: Highlighting of rules and AI values different from default
Added: Import rules from other mission feature
Added: Help for rules
Added: Map size and mission preview image into mission launcher
Added: Resources editor and Mission settings windows are resizable
Added: Default AI Template setting in Preferences
Fixed: Auto-smooth with block presets containing holes
Added: AI building build order calculation feature
Added: Updated existing AI templates and added some new
Added: Sync building count from map feature for AI
Removed: TILEDATA.BIN and COLOURS.BIN file is no longer shipped with the editor. Editor now contains no game files.
Changed: Random paint maps are now in its own "random_maps" folder instead of tilesets folder

First post edited and download link updated.

  • Klofkac changed the title to Dune 2000 Singleplayer game patching (new features and bug fixes) + D2kEditor 3.0 release

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