Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Sun Mar 01, 2009 5:49 pm Post subject:
Super Dune II Classic
Subject description: An upgrade of the classic Dune II mod.
Super Dune II Classic is an updated version of the Dune II modification/add-on, Super Dune 2, which was released back in 1994 by Power C and Shadow Knight. The Classic edition fixes as many glitches and bugs in Super Dune 2 as possible, while keeping the original feel and all features of the modification intact.
Super Dune II Classic is designed for stand-alone installation, but you will still need certain original Dune II files to play.
NOTE: It is not recommended to install Super Dune II Classic into your Dune II directory. Follow the instructions in the readme file on how to create a stand-alone installation of Super Dune II Classic.
NOTE: If you're running Super Dune II Classic from Windows (without DOSBox), it is highly recommended that you also download and install the Windows sound/speech fix.
The fixes and changes introduced in Super Dune II Classic include:
All scenario (mission) files have been cleaned of errors and mistakes, first and foremost of the team bug, which means the AI is now harder. Here's a nice example of enemy attack teams:
The Mentat animations for the new sides were messed up in SD2, this has, too, been fixed. Now the Fremen are briefed by Cyril, the Mercenaries by Ammon, and the Sardaukar by Radnor.
All missions are now supplied with appropriate briefings.
The errors which caused concrete placement restrictions for the Mercenaries and the Sardaukar ("concrete bug") and prevented the Fremen- and Mercenary-conquered regions from showing up on the conquest map ("vanishing houses bug") have been fixed.
Frigate delivery now works properly for the new sides:
The player-owned sandworms in the Fremen campaign are now more friendly towards the player's other units. They are set by default to Area Guard, in which mode they do not devour friendly units. Additionally, the player can now manually set the worms into Area Guard mode if the need arises:
Fixed some in-game graphical bugs, including the IX remap error.
All modified files are neatly packed into PAK archives for your convenience.
_________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more Last edited by MrFlibble on Sat Jan 07, 2012 1:23 pm; edited 16 times in total QUICK_EDIT
Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Tue Mar 10, 2009 9:02 pm Post subject:
Super Dune II: Classic Edition Update
I've fixed a couple more issues in the new release, the most significant being that the Sandworms have been made more controllable now. You can issue different orders to the Sandworms: Attack, Move, Guard and Area Guard. The latter is most useful so far, since it makes the worm to only target enemy units. It will follow your units that are on sand though, but will not attack them.
Also, Area Guard is now the default command for the Fremen-owned Sandworms in all missions of the Fremen campaign.
Other changes include:
Unit cap for all sides increased from 25 to 35 in most missions.
The AI had been given a significant boost in initial credits in all missions.
Some pre-placed units have been changed (e.g. Fremen Raider Trikes have been replaced with regular Trikes).
The final missions for each side were completely rewritten: the enemy bases are more nicely planned now, and all AI players have been given construction yards so that they can rebuild their bases (which never happened in Dune II v1.0).
_________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more QUICK_EDIT
Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Fri Mar 27, 2009 10:00 pm Post subject:
Thanks to segra the concrete bug and the vanishing house bug have been fixed, and I have updated Super Dune II: Classic Edition accordingly. Kudos to segra for that! _________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more QUICK_EDIT
Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Thu Apr 02, 2009 5:55 pm Post subject:
Minor Update
Okay, I've uploaded an updated version of the mod. Thanks to segra once again, the Bene Gesserit female from the introduction has been reinstated:
I've also fixed a small flaw in the main menu of the game, which would display an "empty" menu item if there are no saved games to load and no recorded high scores (i.e. when you start the game for the first time). _________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more QUICK_EDIT
Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Sun Apr 12, 2009 6:28 pm Post subject:
(Super) Dune II Retro
I have created a small package called Dune II Retro, basically its a version of Super Dune II: Classic Edition for Dune II v1.0, which also fixes a couple of issues in regular Dune II as well. It's made for nostalgic purposes only Download it here:
Installation: unpack the contents into your Dune II (v1.0) directory (answer Yes when it asks if some files should be overwritten), and enjoy Dune II Retro can be installed over the original release of Super Dune 2 (1994). If you have this release, run CLEANUP.BAT after the installation to remove some redundant files from your Dune II directory.
NOTE: It's not compatible with Dune II v1.07! More info in the supplied Readme file. _________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more QUICK_EDIT
Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Fri Apr 17, 2009 8:30 pm Post subject:
Super Dune II Classic Edition Update
I've decided that the tweaks and changes I made in the were a bit too much, so now SD2 missions are as close to the original as possible - with all errors fixed, of course
I've also uploaded a set of savegames for SD2 campaigns. The savegames are compatible with both Super Dune II: Classic Edition and Dune II Retro. Enjoy! _________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Sat Apr 18, 2009 9:57 am Post subject:
looking great i dont have dune 2 but im reading dune (and its great best book ive read in a while) and i have dosbox so dune 2 is on my list to find and i hope to give your version a go. _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Sat May 02, 2009 5:20 pm Post subject:
Some more screenshots
Added some more screenshots to the first post. They show a Mercenary player being overrun by a combined Ordos, Sardaukar and Fremen attack force consisting of Troopers, Quads and 'Thopters. _________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more QUICK_EDIT
Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Thu Oct 22, 2009 1:54 pm Post subject:
Super Dune II: Classic Edition Screenshot Gallery
I've started a screenshot gallery for Super Dune II: Classic Edition at the Command & Conquer Communications Center. The first post has been updated with the link to the gallery. Check it out - there are some new screenshots _________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more QUICK_EDIT
Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Wed Jan 05, 2011 7:12 pm Post subject:
Super Dune II Classic has been updated to v1.5. The update includes the latest fixes, such as the IX remap bug fix, digitized sound effects fix, glowing selection boxes for the new sides and fixed heralds in the production/starport screen. I've also figured out how to skip the Atreides ending (which plays for all "new" sides) but keep the game credits playing after the final mission. With this done, the credits text is now for both Super Dune 2 and the original Dune II. The Fremen are now much more resistant to deviation than in the previous releases, to balance issues with the first Fremen mission. To compensate for the fact that the Mercenaries and the Sardaukar no longer have restricted concrete slab placement, the "decay" damage received by these sides has been increased somewhat.
IMPORTANT NOTE: The modification is now designed for a stand-alone installation, and installing it into the Dune II directory is not recommended. Please refer to the supplied readme file for installation instructions. _________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more Last edited by MrFlibble on Sun Jul 10, 2011 3:20 pm; edited 1 time in total QUICK_EDIT
Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Wed Mar 02, 2011 7:36 pm Post subject:
Uploaded the patch that adds Gravis Ultrasound support to Super Dune II. Gravis Ultrasound features high-quality sample-based synthesized music, which sounds much better than MIDI music played through the Microsoft MIDI Synthesizer, which is the default MIDI device under Windows.
The patch comes with a configuration file that sets the game to use Gravis Ultrasound as the MIDI music device, and Sound Blaster Pro as the digitized speech and sound effects playback device. You can change the default sound device settings at any time using the setup programme. For more information, refer to the included readme file.
NOTE: After installing the patch, you will still be able to use other sound devices like Sound Canvas, MT-32 or Sound Blaster for MIDI music playback. However, the use of the digital Gravis Ultrasound driver for speech and sound effects is currently unsupported.
[Edit] The GUS patch is now part of the Super Dune II Classic Distribution, see below. _________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more Last edited by MrFlibble on Sun Jul 10, 2011 3:15 pm; edited 1 time in total QUICK_EDIT
Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Tue Apr 05, 2011 11:16 pm Post subject:
Sure, take a look here:
List of Dune II Editing Tools _________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more QUICK_EDIT
Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Sun Jul 10, 2011 3:14 pm Post subject:
Super Dune II Classic v1.5g combines the original v1.5 release and the GUS patch into a single distribution. Also added is the Turbo Mode (launched with a separate executable), a homage to the old releases of Super Dune 2 that had the instant build hack. Essentially, Turbo Mode does the same, but with the internal Dune II debug switch rather than via a code hack. As an extra bonus, the Turbo Mode uses unit and building stats from the Sega Mega Drive Dune: The Battle for Arrakis port of the original game, generally resulting in a 25% increase in damage against units for all weapons, and 25% decrease in damage against structures; some structure stats have been modified too, and the wheeled vehicles now move a lot faster in Turbo Mode. All of these tweaks should make the game a bit more intense.
I've also made a neat DOS installer for the mod using the installer SFX module from RAR for DOS v2.50. Being an SFX RAR archive, the installer can be opened in any archive manager that supports the RAR format (like WinRAR or 7zip) if you encounter troubles running the installation programme directly (although it should work fine in DOSBox).
Download Super Dune II Classic v1.5g _________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more QUICK_EDIT
Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Sun Jul 10, 2011 3:47 pm Post subject:
Glad you like it I thought keeping it retro in details is kinda cool _________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more QUICK_EDIT
Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Tue Jul 26, 2011 5:10 pm Post subject:
Those who have ever tried running Dune 2 from Windows are most likely familiar with this problem that digitized sounds and speech will seemingly randomly disappear and reappear as the game gets progressively unstable. This problem exists in Super Dune II as well.
Well, it turns out it's not due to a programming bug or faulty drivers, but some speech files for the in-game Mentat announcements are simply corrupt. Whenever such sound file is played, all further sound playback is halted until you go to the Mentat or options screen, but, more importantly, these files screw up memory, ultimately leading to crashed. There are only few of them for the Harkonnens and the Ordos, but a whole lot of frequently used files for the Atreides. Here's the list:
AATRE.VOC
AFREMEN.VOC
AHARK.VOC
AORDOS.VOC
ARADAR.VOC*
HSABOT.VOC
HWARNING.VOC
OFREMEN.VOC
OHARK.VOC
*This is most likely the real cause of the "radar bug" that was supposedly fixed in v1.07
Fortunately, the corrupt files weren't hard to fix, so I repackaged the PAK archives with speech sets for each House. This should remedy any problems with sound hat might arise when running Dune 2 under Windows. DOSBox users aren't likely to notice the difference, as for whatever reason the problem with speech files does not affect game performance at all when run in DOSBox.
Download Dune II/Super Dune II sound fix _________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more QUICK_EDIT
Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Sat Jan 07, 2012 1:18 pm Post subject:
I'm happy to announce that Super Dune II Classic now has its own page at ModDB. The main summary of the mod is here, and the latest version, Super Dune II Classic v1.5g, can be downloaded here. _________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more QUICK_EDIT
good to see you still working on this. It was one of my favorites many years ago. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Tue Jan 10, 2012 5:09 pm Post subject:
Thank you _________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more QUICK_EDIT
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