# Dune Dynasty [![Latest Release](https://img.shields.io/github/v/release/gameflorist/dunedynasty?display_name=tag&label=Download%20Latest%20Release&style=for-the-badge)](https://github.com/gameflorist/dunedynasty/releases) [![Windows x64 Build Status](https://img.shields.io/github/actions/workflow/status/gameflorist/dunedynasty/windows-x64-build.yml?label=Windows%20x64%20Build%20Status&style=flat-square)](https://github.com/gameflorist/dunedynasty/actions/workflows/windows-x64-build.yml) [![Windows x86 Build Status](https://img.shields.io/github/actions/workflow/status/gameflorist/dunedynasty/windows-x86-build.yml?label=Windows%20x86%20Build%20Status&style=flat-square)](https://github.com/gameflorist/dunedynasty/actions/workflows/windows-x86-build.yml) [![Windows ARM64 Build Status](https://img.shields.io/github/actions/workflow/status/gameflorist/dunedynasty/windows-arm64-build.yml?label=Windows%20ARM64%20Build%20Status&style=flat-square)](https://github.com/gameflorist/dunedynasty/actions/workflows/windows-arm64-build.yml) [![macOS x86-64 Build Status](https://img.shields.io/github/actions/workflow/status/gameflorist/dunedynasty/macos-x86-64-build.yml?label=macOS%20x86-64%20Build%20Status&style=flat-square)](https://github.com/gameflorist/dunedynasty/actions/workflows/macos-x86-64-build.yml) [![macOS ARM64 Build Status](https://img.shields.io/github/actions/workflow/status/gameflorist/dunedynasty/macos-arm64-build.yml?label=macOS%20ARM64%20Build%20Status&style=flat-square)](https://github.com/gameflorist/dunedynasty/actions/workflows/macos-arm64-build.yml) [![Linux Build x86-64 Status](https://img.shields.io/github/actions/workflow/status/gameflorist/dunedynasty/linux-x86-64-build.yml?label=Linux%20x86-64%20Build%20Status&style=flat-square)](https://github.com/gameflorist/dunedynasty/actions/workflows/linux-x86-64-build.yml) [![Linux Build ARM64 Status](https://img.shields.io/github/actions/workflow/status/gameflorist/dunedynasty/linux-arm64-build.yml?label=Linux%20ARM64%20Build%20Status&style=flat-square)](https://github.com/gameflorist/dunedynasty/actions/workflows/linux-arm64-build.yml) ![Dune Dynasty](/docs/banner.jpg) ## About (This fork is a continuation of the abandoned [sourceforge project](https://sourceforge.net/projects/dunedynasty/) - see [development history](#development-history) for details.) _Dune Dynasty_ is an enhancement of the classic real-time strategy game _Dune II_ by Westwood Studios. It's goal is to make _Dune II_ playable on modern systems with additional features, bugfixes and QoL-improvements. It is not a remake. It builds upon the original game engine as reverse-engineered by the [OpenDUNE](https://github.com/OpenDUNE/OpenDUNE) project. __Note: The original _Dune II_ game data files are required to run _Dune Dynasty_.__ _Dune Dynasty_ features these modern enhancements for _Dune II_: - __Runs natively on modern machines (OpenGL or Direct3D):__ - Windows (32bit, 64bit and ARM64) - macOS (Intel x86_64 and Apple Silicon M1 ARM64) - Linux (x86_64 and ARM64) - __Graphics Enhancements:__ - High-resolution widescreen graphics - Separate customizable scaling of menubar, sidebar and map/viewport for HiDPI displays - [Aspect-ratio correction](#aspect-ratio-correction) - Smoother unit animation (optional) - High-res overlay (optional) - __Control Enhancements (Command & Conquer style):__ - Build/order units and structures in scrollable sidepanel - Queue building of multiple items - Select and command multiple units by drawing a rectangle - Select all units of same type in viewport via double-click (or CTRL-LMB) - Save/load unit control groups via keyboard hotkeys - Set rally points for buildings - Show target lines of selected units like in Tibarian Sun (optional) - Pan viewport by keeping RMB pressed - Zoom in/out viewport via mousewheel - [Windows Touchscreen Support](#touchscreen-support) - __Skirmish and [Multiplayer](#multiplayer):__ - With 3 additional factions: Fremen, Sardaukar and Mercenaries - For up to 6 human or AI players - Fully custom alliances with up to 6 teams - Random generated maps (or enter fixed map seed) - Settings for starting credits, amount of spice fields, worm count and lose condition (structures/units) - __Sound and Music Enhancements:__ - Emulated AdLib sound and music playback - MIDI playback via the system's MIDI output or via [FluidSynth](#fluidsynth) (supporting SoundFonts) - [Support for external music sets](#external-music-sets): - Recorded AdLib, MT-32, SC-55 and PC speaker versions of the original soundtrack - [SCDB's excellent 5-Device Mix](https://www.youtube.com/watch?v=k_Mlozm6fZY) - Sega Mega Drive soundtrack (mostly different songs, but also ___very___ good!) - Amiga soundtrack - _Dune 2000_ game soundtrack - _Emperor: Battle for Dune_ game soundtrack - _Dune_ (1992) game by Cryo (an excellent, award winning, much more chill soundtrack of _Dune II_'s predecessor in three different flavours) - _Dune_ (1984) Original Motion Picture Soundtrack - _Dune: Part One_ (2021) Original Motion Picture Soundtrack and "_The Dune Sketchbook_" soundtrack - _Dune: Part Two_ (2024) Original Motion Picture Soundtrack - ...with many options for randomly combining them during gameplay - ...all playable in in-game jukebox - Multiple sound channels - __[Gameplay Enhancements](#gameplay-enhancements) (optional):__ - Health bars - Fog of war - Brutal AI mode - Infantry squad corpses - Raise structure and unit limits - Start level selection - Consistent directional damage - Instant wall construction - Extend light vehicle sight range - Extend spice sensor range - __[Support for Custom campaigns](#custom-campaigns):__ - [Dune 2 eXtended](http://forum.dune2k.com/topic/18360-dune-2-extended-project/) - [MrFlibble's Alternate Scenarios](https://mega.nz/file/gGUUSZbI#DwUrH3AL6sABUX2Y2wlXfblTNM_h41jq0HQnC2sLjnA) - [Stefan Henriks' Atreides campaign](http://arrakis.dune2k.com/downloads.html) - [Super Dune II](http://forum.dune2k.com/topic/20065-super-dune-ii-classic/) - __Various bug fixes__ ### Development History _Dune Dynasty_ was initially developed by __David Wang__, with the source code hosted on [SourceForge](https://sourceforge.net/projects/dunedynasty/). Its last official version was v1.5.7 from 2013. After that David added lots of new features (mainly multiplayer) up until 2015, but never released a new version. Later some github-repos emerged with additional fixes and improvements (by [1oom-fork](https://github.com/1oom-fork) and [neg3ntropy](https://github.com/neg3ntropy/dunedynasty)), but again no new release. This fork is intended to merge these improvements, fix further bugs, add minor features, and provide new releases (v1.6.0+) with binary download-packages for Windows, macOS and Linux. ## Screenshots ![Screenshots](/docs/screenshots.jpg) ## Alternatives Here are some alternatives for enjoying _Dune II_ on modern systems: - [___OpenDUNE___](https://github.com/OpenDUNE/OpenDUNE): Reverse-engineered source port of _Dune II_, upon which _Dune Dynasty_ is based on. It's goal is to keep it as close to the original as possible and thus has significantly less features and modernizations than _Dune Dynasty_. _OpenDUNE_ and _Dune Dynasty_ can both read original file formats (e.g. save games). - [___Dune Legacy___](https://dunelegacy.sourceforge.net/): A _Dune II_ clone / engine recreation / remake with a similar feature-set as _Dune Dynasty_, but deviating more from the original's look and feel. Has multiplayer support and map editor. - [___Dune II - The Maker___](https://dune2themaker.fundynamic.com/): Another _Dune II_ remake with modern features and upscaled graphics. Also deviates quite a bit from the original's look and feel. - There is also a [___Dune II mod for OpenRA___](https://github.com/OpenRA/d2/wiki), an open source engine for the early _Command & Conquer_ games. - A unique and amazing take on the game is [___UnDUNE II___](https://liquidream.itch.io/undune2) - a de-make re-created from scratch in PICO-8. - _Dune II_ is also perfectly playable using [DOSBox](https://dosbox-staging.github.io/). _Dune Dynasty_'s unique selling points are probably it's faithfulness to the look and feel of the original (due to it basing on an [engine re-creation](https://github.com/OpenDUNE/OpenDUNE) of the original) combined with many control modernizations, it's support for [fan-generated campaigns](#custom-campaigns), [various music soundtracks](#external-music-sets) and multiplayer. ## Changes You can find the list of changes between versions in the file [CHANGES.txt](CHANGES.txt). ## Download The most current Windows, macOS and Linux binaries and source code can be downloaded from the Github release page: [![Latest Release](https://img.shields.io/github/v/release/gameflorist/dunedynasty?display_name=tag&label=Latest%20Release&style=for-the-badge)](https://github.com/gameflorist/dunedynasty/releases) ## Installation You will need the `\*.PAK` data files from the EU v1.07 release of _Dune II_. See the file [data/FILELIST.TXT](/static/general/data/FILELIST.TXT) for a complete list of needed files. The location to put the files depends on the OS / release bundle (see below). ### Installation on Windows The recommended place is the directory named `data` next to the dunedynasty executable. As an alternative, you can also use the personal data directory, which depends on the 64bit or 32bit version: - 64bit: `C:\users\\AppData\Roaming\Dune Dynasty\data` - 32bit: `C:\users\\Application Data\Dune Dynasty\data` ### Installation on macOS Using the macOS app-bundle, the `data` folder is located inside the app package under the following folder: `Dune Dynasty.app/Contents/Resources/data` You have to right click on the `Dune Dynasty` app and click `Show Package Contents` in the context menu to be able to access it and copy your data there. As an alternative, you can also use/create a personal data directory at `$HOME/Library/dunedynasty/data`. Due to the executable and included dylibs not being built with an Apple Developer ID, the Gatekeeper service might put them in a quarantine after download. A `setup` script is included to lift quarantine from all files. You will have to open the script with the right- or control-click menu, choose `Open` in the warning dialog, and then `y` on the terminal-prompt. After the script has run, you should be able to start the app without problems. If you get a `disallowed by system policy` error, your system policy does not allow to load the included libraries (mainly to happen with company macs). ### Installation on Linux #### Linux Flatpak package The recommended package for Linux is the Flatpak package. For this you need to have Flatpak installed (see [setup instructions](https://flatpak.org/setup/)). On a GUI-distribution you can simply double-click `DuneDynasty.flatpak` to install it. Via command line you can install the Flatpak package by calling: `flatpak install --user DuneDynasty.flatpak` Next start the Flatpak app once using: `flatpak run io.github.gameflorist.dunedynasty` This will create the needed resource folders. Now you can place the data files at: `~/.var/app/io.github.gameflorist.dunedynasty/data/dunedynasty/data` #### Linux regular package Using the regular Linux package, you will also have to install the libraries __Dune Dynasty__ depends on: ```shell # Debian/Ubuntu sudo apt install liballegro5.2 liballegro-acodec5.2 liballegro-image5.2 libenet7 libfluidsynth3 libmad0 libgl1 # Fedora sudo dnf install allegro5 allegro5-addon-acodec allegro5-addon-image enet fluidsynth-libs ``` If `libfluidsynth3` is not available on your distribution, try `libfluidsynth2` instead. The data-files can be placed at one of the following locations: - The directory named `data` next to the dunedynasty executable, - or `~/.local/share/dunedynasty/data`. ## Recommended mods ### Normalized VOC.PAK Many sound effects in _Dune II_ were built with an DC offset. This leads to distortions when playing a lot of sounds together, such as pops and clicks. A fixed version of the affected `VOC.PAK` file was made by _Tiddalick_ and can be downloaded on [ModDB](https://www.moddb.com/games/dune-ii-the-building-of-a-dynasty/addons/vocpak-normalized). ## Configuration Just as the data-files, the configuration file `dunedynasty.cfg` will be read from one of two places: 1. In the same directory as the dunedynasty executable. (Using the macOS bundle you have to use the `Dune Dynasty.app/Contents/Resources` folder inside the app). 2. In a personal data directory. This is the default behaviour - meaning `dunedynasty.cfg` will be created here on initial launch. The location depends on your operating system: - Windows 64bit: `C:\users\\AppData\Roaming\Dune Dynasty\dunedynasty.cfg` - Windows 32bit: `C:\users\\Application Data\Dune Dynasty\dunedynasty.cfg` - macOS: `$HOME/Library/Application Support/dunedynasty/dunedynasty.cfg` - Linux Flatpak package: `~/.var/app/io.github.gameflorist.dunedynasty/config/dunedynasty/dunedynasty.cfg` - Linux regular package: `~/.config/dunedynasty/dunedynasty.cfg` See the sample file `dunedynasty.cfg-sample` for a list of configuration options. You can modify the existing `dunedynasty.cfg` file or replace it with `dunedynasty.cfg-sample`. ### Portable mode If you place `dunedynasty.cfg` in the same directory as the dunedynasty executable, _Dune Dynasty_ will operate in portable mode - keeping everything (e.g. savegames) inside the install directory. Using the macOS bundle you have to use the `Dune Dynasty.app/Contents/Resources` folder inside the app. ### Video Settings Display mode and resolution can be changed in the game's "Options and Extras" menu. The game initially launches in _Fullscreen Window_ mode (using your Desktop-resolution). Note that _Fullscreen_ mode does not work on Linux and macOS currently. You might want to increase or decrease the scaling factors of the menubar, sidebar and viewport. You can do this in-game in the __Game Control__ menu. ### Aspect ratio correction In contrast to modern displays, old CRT-monitors had rectangular non-square pixels. All non-in-game graphics (menus, cutscenes, mentat screens, etc.) were designed with rectangular pixels in mind. The game/map/command-screen itself however seems to have been designed for square pixels (presumably due to targetting multiple platforms), meaning it always had a rather stretched look in the original DOS version - with a tile or the construction yard not being a perfect square. Dune Dynasty allows various options to deal with aspect ratio via the "Aspect Ratio Correction" option in the Video Options (`correct_aspect_ratio` in the config-file). It's value can be: - __None__ (`none`): No aspect ratio correction is applied, meaning all pixels will be displayed as square pixels. This means, the game will appear squashed on modern monitors. Use this setting, if you are playing on an old CRT-monitor. - __Menu Only__ (`menu`): Non-square pixels are used for non-in-game graphics (menu, cutscenes, mentat screens, etc.) and square pixels for the game itself. This will display all graphics in the (presumably) intended aspect ratio on modern displays. - __Full__ (`full`): This will apply the aspect ratio correction on all graphics - essentially displaying everything as in the original DOS version on a CRT-monitor. It will retain the stretched look of the in-game graphics. - __Auto__ (`auto`): Same as option `menu`, except when the screen height is less than 800 pixels, option `none` will be used for better readability. This is the default setting. The applied correction ratio is 1.2. ## Controls The controls should be similar to most real-time strategy games. You can finally select multiple units by dragging a rectangle, or shift clicking. You can also select all units of the same type in the current viewport via a double click or via `Ctrl + LMB`. Right click issues commands to units, and sets the rally point on buildings. You can also change this to Left Click (which is very useful for touchscreen input). You can pan the viewport by keeping your right mouse-button pressed, and zoom in/out via the mouse-wheel. Keyboard shortcuts are mostly just the first letter of the action. ```txt A Attack or Harvest H Harvest M Move G, S Guard (Stop) P Place constructed structure Ctrl-1 Assign control group 1 Ctrl-2 Assign control group 2, etc. 1-0 Select control group 1-0 (press 2 times to center in viewport) Ctrl + LMB Select all units of the same type in current viewport Double LMB Select all units of the same type in current viewport Ctrl + RMB Set rally points for all similar buildings Space Focus viewport on selected structure Tab Select next building of the same type Esc Pause/Cancel factory task -, + Zoom in or out [, ] Toggle size of menu and side bars Alt-Enter Toggle windowed mode F1 Mentat F2 Options F3 Click structure icon F4 Select construction yard (press 2 times to center in viewport) F5 Show current song F6 Decrease music volume F7 Increase music volume F11 Toggle windowed mode F12 Save screenshot into data directory ``` There are also keyboard shortcuts for constructing buildings with the construction yard. They are displayed in the build-panel. ### Touchscreen Support _Dune Dynasty_ works very well with touchscreens (e.g. like Microsoft Surface Pro), since most actions are performed using the left mouse button. You can perform a right button click via a long (ca. 1 sec.) press. Commands are issued via the right button by default, but you can change this by setting `Control Style` to `Left Click` in the Game Control options. Then you can quickly select and command your units via short taps with your finger. To deselect units or structures perform a long press or simply _draw_ an empty rectangle into the sand. You can even zoom the viewport with a _pinch_ finger-movement. ## Gameplay Enhancements _Dune Dynasty_ (and it's parent project _OpenDUNE_) feature several optional as well as always active enhancements and fixes over the original _Dune II_. A detailed list of various fixes be found in the file [enhancement.txt](enhancement.txt). Here is an explanation of all optional enhancements, that can be enabled in-game in the main menu or game control options. They are disabled by default (except otherwise noted). ### Gameplay options (main menu) - __Skip introduction video:__ Should be self explanatory. - __Brutal AI:__ Various AI changes to make the game tougher. Includes double production rate, half cost, flanking attacks, etc. - __Fog of war:__ Regrowing (_Warcraft_-style) shroud. - __Insatiable sandworms:__ In the original game, sandworms disappear after eating a set number of units. This makes them insatiable. - __Raise unit cap:__ _Dune II_ has 3 types of unit caps: - A unit cap defined per house by the scenario (usually 25 for the player, and 20 for the CPU) - A hard-coded overall cap of 102 - And a hard-coded cap per unit/group of units: - Caryalls and Ornithopters: 11 - Saboteurs: 3 - All others (ground units): 80 This enhancement sets the scenario unit cap for all houses to 50, raises the overall cap to 322 and allows a total of 300 ground units (incl. saboteurs). This enhancement is always enabled in multiplayer/skirmish. - __Raise structure cap:__ _Dune II_ limits total structures on a map to about 70. This enhancement raises that limit by 100. This enhancement is always enabled in multiplayer/skirmish. __Note:__ Games saved with this option enabled will throw an error, when loaded without this option enabled! - __Show unit control info in outpost:__ Shows info about active/standby/max units to outpost text. Standby units are either: - in production - ordered in factory - outstanding reinforcements - usually 1 backup-harvester This will always be enabled in multiplayer/skirmish. - __Instant wall construction:__ Reduces build time of walls to 0. - __Extend light vehicle sight range:__ Increases fog uncover radius of trikes and quads from 2 to 4 tiles. - __Extend spice sensor range:__ This enhancement extends the spice sensor ranges in these cases: - Harvesters searching for spice (from about 3-4 to 64) - Carryalls searching for spice (from 20 to 64) The extended search will only work for unveiled tiles visible to the house. - __True game speed adjustment:__ _Dune II_'s game speed implementation doesn't affect scripts and other things. This enhancement takes care of that. It also fixes a bug with the range of the sonic tank. (Enabled by default.) - __Consistent directional damage:__ In Dune II, attack damage is heavily dependent on the direction. Horizontal attacks make only half damage, while attacks from top or bottom make full damage. This enhancement makes attack damage consistent from all directions. It is always enabled in multiplayer. ### Game control options (in-game) - __Health bars:__ Show health bars either for selected or all units. (Enabled for selected units by default.) - __Hi-res overlays:__ Displays hi-res instead of pixelated overlays (e.g. selected unit overlay). (Enabled by default.) - __Smooth unit animation:__ Smoother unit animations by rendering units (and bullets) as if they move every frame, and rotating top-down units to arbitrary angles. (Enabled by default.) - __Infantry squad corpses:__ Display decaying infantry corpses. (Enabled by default.) - __Unit target lines:__ Show trajectory lines and target of selected units (like in C&C: Tiberian Sun). The lines and target icon are red for attack/harvest orders and gray for any other orders. (Disabled by default.) ## Saved games Saved games are located in the `save` directory next to wherever `dunedynasty.cfg` resides (see [Configuration](#configuration)). Saved games from _Dune II_ should work if placed there. ## Music _Dune Dynasty_ supports the following music sources: - Midi (using your machine's default Midi device) - AdLib (built-in emulation) - FluidSynth (General Midi via SoundFonts) - Various External music sets ([see below](#external-music-sets)) By default, _Dune Dynasty_ will randomly mix music from all the available sources. You can disable any sources in the game's "__Options and Extras__"-menu (changes require a restart). There you will also find a __Jukebox__ to listen to all available songs from all available sources. In the music options you will also be able disable the attack music, that dynamically starts playing, when an attack begins. Only the _Dune II_ and _Dune 2000_ music sets have such tracks. This is useful, if you want to mix _Dune II_ or _Dune 2000_ music with other music sets and don't want to have the music interrupted. ### Midi _Dune Dynasty_ can play music via the system MIDI output on Windows, macOS (Core Audio) and Linux (ALSA). _Dune II_ includes midi tracks for various devices (PC Speaker, Tandy 3 voices, General Midi, MT-32). By default the General Midi (SC-55) tracks are played. You can switch to a different format in the game's Music Options (e.g. if you want to play the MT-32 tracks on real hardware or via the [MUNT](https://github.com/munt/munt/tree/master/mt32emu_win32drv_setup) emulator). #### Windows You can specify the MIDI device ID to use via the `midi_device_id` config parameter (default is `0`). To find out the correct device ID, you can use the tool [ListMIDI32.exe](https://www.vcode.no/VCFiles.nsf/viewByKey/ListMIDI32). #### macOS For macOS only Core Audio is supported. Core MIDI, which is required to play midi on external MIDI devices (e.g. real MT-32 hardware) is not supported at the moment. You can use the MT-32 (or any other) recorded music pack as a workaround instead (see [External music sets](#external-music-sets) below). #### Linux If you use [Timidity++] as an ALSA sequencer client on Linux you should start it with smaller buffer sizes to avoid the "drunk drummer" problem: ```txt timidity -iA -B 4,8 ``` ### FluidSynth FluidSynth allows playing music via a specified SoundFont. You will need to set the `sound_font` path in the [configuration file](#configuration) to an appropriate sound font (.sf2) file, e.g. ```ini [audio] sound_font=/usr/share/sounds/sf2/FluidR3_GM.sf2 ``` Popular SoundFonts are e.g.: - [Timbres of Heaven](https://midkar.com/soundfonts/index.html) - [Arachno Soundfont](https://www.arachnosoft.com/main/soundfont.php) ### External music sets _Dune Dynasty_ can play various external music sets, e.g. recordings of the original PC or Sega Mega Drive soundtrack, music from different Dune games like _Dune 2000_ or Cryo's 1992 _Dune_, or even the motion picture soundtracks. Each of these have their own subdirectory in the `music` directory. The location of this directory is the same as the `data` directory (see [Installation](#installation)). Instructions and download/purchase links are provided below and in the respective `FILELIST.TXT` files. The file-types of all music files can be either `flac`, `mp3`, `ogg` or `aud`. Only the rest of the filename must match what is specified in the `FILELIST.TXT` files. Here is a list of supported Music packs: - Original _Dune II_ (PC) music: - [SCDB's 5-Device Mix](https://www.moddb.com/downloads/dune-ii-soundtrack-5-device-scdb-mix) A highly recommended mix of the PC Speaker, Tandy, AdLib, MT-32 and SC-55 tracks by _the Sound Card database_ (listen to it on [YouTube](https://www.youtube.com/watch?v=k_Mlozm6fZY) with additional details, information and visuals!) - [rcblanke's SC-55 recording](https://www.vogons.org/viewtopic.php?t=33823&start=42) - [ShaiWa's (FED2k) MT-32 recording](https://forum.dune2k.com/files/file/116-dune2_mt32zip/) - [Dune II - The Maker AdLib recording](https://dune2themaker.fundynamic.com/downloads/mp3adlib.zip) - [Dune II - The Maker SC-55 recording](https://dune2themaker.fundynamic.com/downloads/mp3sc55.zip) - [PC speaker recording](https://forum.dune2k.com/files/file/1517-pc-speaker-recording-all-tracks/) - [___Dune II___ Sega Mega Drive music](http://nyerguds.arsaneus-design.com/dune/dunesega/) Mostly different songs from PC version, but also ___very___ good! - [___Dune II___ Amiga music](https://downloads.khinsider.com/game-soundtracks/album/dune-2-amiga) - ___Dune 2000___ game music Unfortunately, this game cannot be purchased anymore at the moment. - ___Emperor: Battle for Dune___ game music Unfortunately, this game cannot be purchased anymore at the moment. - ___Dune___ (1992) game (by Cryo) music by Stéphane Picq and Philippe Ulrich: The excellent award-winning soundtrack for _Dune II_'s predecessor - the 1992 _Dune_ game by _Cryo_. It is very atmospheric, and makes _Dune II_ a much more relaxing and chill experience. Three versions are supported: - [AdLib Gold recording by DOS Nostalgia](https://www.dosnostalgia.com/?p=542) - [___Spice Opera___ by Exxos](https://stphanepicq.bandcamp.com/album/dune-spice-opera-2024-remaster) A remastered CD release of the soundtrack (re-released in 2024). - [SCDB Mix (AdLib + MT-32 + AdLib Gold)](https://www.moddb.com/downloads/dune-soundtrack-3-card-scdb-mix) ([mirror](https://forum.dune2k.com/files/file/1518-3-card-mix-of-cryos-dune-soundtrack/)) An amazing 3-card mix by _the Sound Card database_ (listen to it on [YouTube](https://www.youtube.com/watch?v=o-Q_UO6Hp7U) with additional details, information and visuals!) - ___Dune (1984)___ Original Motion Picture Soundtrack by Toto and Brian Eno Seems to be only available on CD. Purchase e.g. from [amazon.com](https://www.amazon.com/-/de/dp/B000006YDD/) or [amazon.de](https://www.amazon.de/Dune-Toto/dp/B000006YDD/) and rip files to MP3. - ___Dune: Part One (2021)___ Original Motion Picture Soundtrack by Hans Zimmer Purchase e.g. from [amazon.com](https://www.amazon.com/music/player/albums/B09F1Y3NCK/) or [amazon.de](https://www.amazon.de/music/player/albums/B09F2HWHGJ). - ___Dune: Part One (2021)___ "The Dune Sketchbook" soundtrack by Hans Zimmer Purchase e.g. from [amazon.com](https://www.amazon.com/music/player/albums/B09C3YS6DX) or [amazon.de](https://www.amazon.de/music/player/albums/B0CW28Y532). - ___Dune: Part Two (2024)___ Original Motion Picture Soundtrack by Hans Zimmer Purchase e.g. from [amazon.com](https://www.amazon.com/Dune-Original-Motion-Picture-Soundtrack/dp/B0CW2BH4TS) or [amazon.de](https://www.amazon.de/music/player/albums/B0CW28Y532). After installation of a music set, you can check it's availability in the "Music" section of the game's "Options and Extras" menu. There you can also enable/disable music sets for random play. #### Disabling individual songs You can also disable individual songs from music sets. This is done by setting the volume of the track to 0 inside a `volume.cfg` file situated inside the set-specific subfolder of the `/music` directory (where the actual music-files reside). This file is not present for every music set, so you might have to create it. Example: If you want to exclude the track `05 - Revelation.mp3` of the `dune1992_spiceopera` music-set, create a `volume.cfg` file inside the folder `music/dune1992_spiceopera` with the following content: ```ini [volume] 05 - Revelation = 0 ``` ## Custom campaigns _Dune Dynasty_ supports various fan-made campaigns: - [Dune 2 eXtended](http://forum.dune2k.com/topic/18360-dune-2-extended-project/) - [MrFlibble's Alternate Scenarios](https://mega.nz/file/gGUUSZbI#DwUrH3AL6sABUX2Y2wlXfblTNM_h41jq0HQnC2sLjnA) - [Stefan Henriks' Atreides campaign](http://arrakis.dune2k.com/downloads.html) - [Super Dune II](http://forum.dune2k.com/topic/20065-super-dune-ii-classic/) These should be placed in the existing subdirectories inside the `campaign` directory. The location of this directory is the same as the `data` directory (see [Installation](#installation)). Click the arrows next to the __"The Building of a Dynasty"__ subtitle in the main menu to switch between campaigns. You can also create your own campaigns. A campaign should consist of a `META.INI` file, a `REGIONX.INI` file for each playable House, where X is the first letter of the House name, and a complete set of scenarios for each House, named `SCENX001.INI` through `SCENX022.INI`. See Stefan Hendriks' Atreides Campaign (subfolder `shac`) as a simple example. Each campaign can also contain custom balance tweaks, specified in `PROFILE.INI` and `HOUSE.INI`. Please refer to the sample files in the campaign directory for more information. Finally, the scenarios can either be distributed as loose INI files or as a single PAK file. Data stored in PAK files must be listed in `META.INI`. See _MrFlibble's Alternative Scenarios_ (subfolder `mfas`) as a simple example of scenarios stored in a PAK file. ## Multiplayer For ___hosting___ online multiplayer matches, make sure to forward the UDP port `10700` via your NAT-router to your hosting machine's local IP address. On the multiplayer menu-screen, you can leave the default `0.0.0.0` HOST IP address in most cases, as this will listen to all your network-connections. If this is not working, try setting it to the IP address of the network card connected to the internet. For ___joining___ an online multiplayer match, use the host's public IP address. ## Development ### Compilation #### General Info The binary will be placed in the `dist` directory. Copying of static content will handled depending on target platform (see `CMakeLists.txt`). The steps below will build the release-version. You can change value of the `DCMAKE_BUILD_TYPE` parameter to build different versions, with the possible options being: `Debug`, `Release`, `RelWithDebInfo` and `MinSizeRel`. #### Building for Windows 1. Download and install [MSYS2](https://www.msys2.org/#installation). 2. For a 64bit executable, launch `MSYS2 UCRT64` from the startmenu. For 32bit, launch `MSYS2 MINGW32`. For ARM64, launch `MSYS2 CLANGARM64`. 3. Install dependencies: For 64bit: ```shell pacman -S mingw-w64-ucrt-x86_64-cmake \ mingw-w64-ucrt-x86_64-gcc \ mingw-w64-ucrt-x86_64-gdb \ mingw-w64-ucrt-x86_64-allegro \ mingw-w64-ucrt-x86_64-enet \ mingw-w64-ucrt-x86_64-fluidsynth \ mingw-w64-ucrt-x86_64-libmad ``` For 32bit: ```shell pacman -S mingw-w64-i686-cmake \ mingw-w64-i686-gcc \ mingw-w64-i686-gdb \ mingw-w64-i686-allegro \ mingw-w64-i686-enet \ mingw-w64-i686-fluidsynth \ mingw-w64-i686-libmad ``` For ARM64 (`gdb` is not available for ARM64): ```shell pacman -S mingw-w64-clang-aarch64-cmake \ mingw-w64-clang-aarch64-gcc \ mingw-w64-clang-aarch64-allegro \ mingw-w64-clang-aarch64-enet \ mingw-w64-clang-aarch64-fluidsynth \ mingw-w64-clang-aarch64-libmad \ mingw-w64-clang-aarch64-llvm-openmp ``` 4. Perform build: For 64bit: ```shell ./scripts/build-windows-x64.sh ``` For 32bit: ```shell ./scripts/build-windows-x86.sh ``` For ARM64: ```shell ./scripts/build-windows-arm64.sh ``` #### Building for macOS 1. Install [Homebrew](https://brew.sh/) package manager. 2. Install dependencies: ```shell brew install cmake allegro fluid-synth mad enet ``` If you are building for ARM64 on a x86-64 machine, you have to make sure, all required packages and their dependencies are the arm64 variant by reinstalling them using the `--bottle-tag=arm64_monterey`: ```shell PACKAGES=(argtable sdl2 dumb libogg flac libpng freetype libvorbis ca-certificates openssl@3 opus opusfile physfs theora giflib jpeg-turbo xz lz4 zstd libtiff webp pcre2 gettext glib lame mpg123 libsndfile portaudio readline allegro fluid-synth mad enet) for PACKAGE in "${PACKAGES[@]}" do brew uninstall --force --ignore-dependencies $PACKAGE brew fetch --force --bottle-tag=arm64_monterey $PACKAGE brew install $(brew --cache --bottle-tag=arm64_monterey $PACKAGE) done ``` 3. Perform build: ```shell ./scripts/build-macos-bundle.sh ``` If you are building for ARM64 on a x86-64 machine (or vice versa), you have to state the wanted architecture via the `CMAKE_OSX_ARCHITECTURES` flag in the cmake command. E.g.: ```shell cmake -DCMAKE_BUILD_TYPE=Debug -DCMAKE_MACOSX_BUNDLE=YES -DCMAKE_OSX_ARCHITECTURES=arm64 . ``` 4. Due to the executable and included dylibs not being built with an Apple Developer ID, the Gatekeeper service will put them in a quarantine. A `setup` script to lift quarantine on all files is included in [static/macos-bundle/](static/macos-bundle/). #### Building for Linux 1. Install dependencies: ```shell # Debian or Ubuntu sudo apt -y install build-essential cmake liballegro5-dev libenet-dev libmad0-dev libfluidsynth-dev fluidsynth # Fedora dnf install fluidsynth-devel libmad-devel cmake patchelf allegro5-devel ``` 2. Perform build: ```shell ./scripts/build-linux.sh ``` ##### Linux Flatpak The Flatpak config is managed via a separate repository ([gameflorist/dunedynasty-flatpak](https://github.com/gameflorist/dunedynasty-flatpak)). ### Debugging You can display debugging info via the function `GUI_DisplayText` in the status bar, or via `GUI_DisplayModalMessage` as a modal message. E.g.: ```c GUI_DisplayText("my debug info:%u, my other debug info:%u", 2, my_value, my_other_value); GUI_DisplayModalMessage("my debug info:%u, my other debug info:%u", 0xFFFF, my_value, my_other_value); ``` ## Acknowledgements Thank you to: - David Wang, the original author of _Dune Dynasty_ - The OpenDUNE team: - Albert Hofkamp (Alberth) - Loic Guilloux (glx) - Patric Stout (TrueBrain) - Steven Noorbergen (Xaroth) - The Allegro 5 developers. - The developers of DOSBox, MAME, ScummVM, Dune Legacy, and everyone else who worked on the AdLib/OPL/MIDI player code. - rcblanke, ShaiWa, Nyerguds, Stefan Hendriks, the Sound Card Database and DOS Nostalgia for their soundtrack recordings. - Peter, for help on various bits of the code, the music code, and AUDlib. - Dracks for his help on the Flatpak package and other things. - Nyerguds, for his Dune II editor. - Bug reports, improvement suggestions and testing: MrFlibble, Nyerguds, mellangr, clemorphy, Zocom7, EagleEye, gerwin, Leolo, VileRancour, swt83, Paar, Akaine, blam666, whipowill, sviscapi, Wesker, WillSo, johnmx, Shotweb, chrcoluk, leorockway, All3n-Hunt3r, gyroplast and Tiddalick. - Westwood Studios, for an amazing game! ## License _Dune Dynasty_ is licensed under the GNU General Public License version 2.0. For more information, see the `LICENSE.txt` file included with every release and source download of the game. ## Authors - [David Wang aka wangds](https://github.com/wangds/): Original author - [Andrea Ratto aka neg3ntropy](https://github.com/neg3ntropy/): Compilation fixes and graphics updates - [Zbynek Vyskovsky aka kvr000](https://github.com/kvr000/): Compilation fixes and other polishing - [1oom-fork](https://github.com/1oom-fork/): Various fixes and new features - [codeflorist](https://github.com/codeflorist/): Various fixes, new features and maintainer of this fork