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Dune 2000 Singleplayer game patching + new features


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Update from 2021-09-13:

2) Events system
2a) General changes
- Added "Auto-block" and "Blocked" event property. If "Blocked" flag is set, the event won't execute even
  if all conditions are true for that event.
  If "Auto-block" is set, then event will automatically block itself when it is executed.
  The "Auto-block" is basically "Execute once" behavior without using an additional "Flag" condition
  and "Set Flag" event, the flag is integrated into the event itself.

2b) Original event type changes
Allegiance: Added "Both-sided" option so you can change diplomacy in both directions within a single event
Play Sound: Can now have two types: "Global" (original behavior) and "Point" (will make sound at
            specific coordinates)
Set Cash: Should work without crashes, added three operations: "Set", "Plus" and "Minus"
Set Tech: Added option to immediately update available buildings and units 
Reveal map: Radius 0 (reveal whole map) will properly reveal radar map
Show Message: Customizable message duration (the Unknown value is now used as duration in ticks)

2c) New event types
Switch My Side: You can now change the side you play as (like the Debug feature) in the middle of mission.
                You can also turn off AI on side you switch to and turn on AI on side you switch from.
                "Reveal Base" option will also reveal tiles seen by buildings of the target side.
Hide Map: Hides all map (like Hide Map crate type). If executed periodically, it can be used to simulate 
          "Fog of War" mechanics - useful to mimic "darkness" (like inside caves).
Un/block Event: Changes the "blocked" state of specific event
Damage Tiles: Will cause damage to specific tile, like it was hit by specified weapon, without shooting
              a projectile. 
              "Player": The side which gets score for killing buildings/units.
              "Pixel position": Pixel-precise target coordinates: 
                                [16 , 16] = center of tile, [0 , 0] = top-left, [31 , 31] = bottom-right
              "Rand. spread": Random inaccuracy (like Death Hand) in X and Y axis in pixels (32 = 1 tile)
              "Spread type": Random distribution in either square (rectangle) or circe (ellipse) shape
              "Hit explosion": Whether to show weapon's hit animation at target point
Add Unit: Add a single unit at specified place. The unit can move in any direction after it is spawned:
          "Random": works is same way as when a building is destroyed/sold and infantry coming out of it 
                    will move in random direction
          Specific direction: works in same way as when a unit comes out of barracks/factory
Add Building: Adds building at specified place. You can add building either with or without concrete,
              either instantly or with buildup animation, and also add refinery without a harvester
              coming with it.
Add Projectile: Shoots projectile of a specific weapon from source position to target position.
                Source position is always center of specified tile.
                For target position you can specify "Pixel position" and "Rand. spread" in same way
                "Play sound": Whether to play weapon's firing sound from source tile
                Note that the distance from source to target is limited due to computation limitations
                to about 70 tiles.
Add Explosion: Makes an animation at specified position. "Player" will specify color of deviator dust.
               You can specify "Pixel position" and "Rand. spread" in same way.
               "Play sound": Whether to play explosion's sound from the tile
Add Crate: Add any type of crate during game. 
           "Ext. data": Extension data, have different meaning for each crate type
           "Respawns": Number of respawns of Spice Bloom Spawner
           "Expiration": Time in ticks after which crate will disappear or spice bloom rises/explodes
Add Concrete: Add concrete for specific side. If "Tile bitmask" is zero, it fills specified area
              with concrete (only buildable tiles). If "Tile bitmask" is nonzero, it places concrete
              of defined shape (up to 4*4 size, only buildable tiles) and reveals the tiles.
Spice Bloom: Simulates explosion of a spice bloom crate at specified place.
Shake Screen: Shakes screen for specified duration of ticks
Center Viewport: Centers camera view at specified place. If executed periodically, it locks the screen.
Change Map Block: Changes tiles at specified place to different tiles. Maximum is 12 tiles in single
                  event due to data size limitation (i.e. 4*3 area, 2*6 area).
                  If the target tile is not buildable, buildings and concrete on it will be destroyed
                  (except buildings which do not require concrete).
                  If target tile does not have "drive on" attribute, vehicles on it will be destroyed.
                  If target tile does not have "walk on" attribute, infantry on it will be killed.
                  If target tile does not have "sandy" attribute, spice on it will be removed.
                  If target tile has "occupied by building/unit/infantry" attribute, units on it will
                  be killed in respective way.
                  Tile attributes will be changed to target tile's attributes, but building/unit owner
                  will be preserved.
Transform Tiles: Similar to "Change Map Block", but you can globally change specific tiles across whole
                 map into their target counterparts. You can specify up to 6 "from-to" tile pairs.
Change Tile Attributes: You can change attributes of tiles in specified map area.
                        Either set attributes to absolute balue, or add or remove specified attributes.
Change Tile Damage: Manipulates with tile's "Damage" property. The rock and sand craters are driven by
                    tile's damage property (the more damage the bigger craters).
                    You can set damage of tiles in specified map area to specific value or add/substract
                    specific amount of damage. The damage range is 0 (healthy) to 255 (biggest craters).

3) Bug fixes
- When you change side you play as using Debug menu, it will restore to original after restarting map
  (does not work when you save game with the side changed and load it back)
- Exclude OPTIONS.AUD and SCORE.AUD music tracks from random music rotation

4) Extensions and improvements
- Preserve original tiles beneath spice, concrete and building skirt tiles after spice/concrete/building
  is removed
- Concrete pre-paced on map using specific tiles having "concrete" attribute will be indestructible
- Spice works properly in tilesets where spice and buildings can be placed on same tiles (i.e. Red Alert)
  (you cannot place buildings on spice but can place them where it was harvested, spice blooms won't
  create spice underneath buildings)

First post edited and download link updated.

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@Klofkac Howdies. I'm asking here if this exe update would solve my weird game launch probs. that hasn't got assist yet on it's own thread. I've read through your first post on this thread, but didn't gather it up from there. I mean the answer to this question. So can i use this "dune2000-sp-patches_2021-09-13.7z" with Gruntmods Edition ? Good week o/ Kindly: Fedaygin

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1 hour ago, Fedaygin said:

@Klofkac Howdies. I'm asking here if this exe update would solve my weird game launch probs. that hasn't got assist yet on it's own thread. I've read through your first post on this thread, but didn't gather it up from there. I mean the answer to this question. So can i use this "dune2000-sp-patches_2021-09-13.7z" with Gruntmods Edition ? Good week o/ Kindly: Fedaygin

Yes. Just copy all the files included in the package into your Dune 2000 folder, whatever version you have. I'm personally using it with Gruntmods.

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@Klofkac Thanks, that's good to know :) Hope that adding all the content from the mentioned package to Dune2k Gruntmods Edition's root folder fixes the things i mention here: Three errors blocking the good times. Take care, share good word about Movie & other Arrakis content o/ 

UPDATE: Got it to work earlier this evening & with fullscreen mode after it first launched in small res at top left corner. Toggled on that cutscene box at launcher so it went back to Fullscreen mode as did first time when installed few days ago. Prev. it stopped working all of sudden & gave that 'your gpu doesn't support ..' error pop up. Hope it doesn't happen this time after couple days. Waiting for zoom in & out feature to be added & rat buttons to be reversed so they match today's controls. I'll happily support also via small monthly donation once they arrive. Also important to mod cutscene vol settings so that audio won't rise into stratosphere when they're played. That tends to happen & it's no fun. Wish good week to all o/

Edited by Fedaygin
Clarified things.
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