Classic Dune. Modern Controls.
Dune Dynasty is a continuation of the classic real-time strategy game Dune II by Westwood Studios. It is not a remake. It builds upon the original game engine as reverse-engineered by the OpenDUNE project.
Dune Dynasty features these modern enhancements:
- Runs natively on Linux and Windows (OpenGL or Direct3D)
- High-resolution graphics, including zooming
- Multiple unit selection with control groups
- New build queue interface
- Rally points
- Multiple sound channels
Plus:
- Emulated Ad-Lib sound and music playback
- General MIDI playback
- Custom campaigns
- Fog of war option
- Smoother unit animation
- Brutal AI mode
- Skirmish mode
- Jukebox
- Bug fixes
Dune Dynasty is licensed under the GNU General Public License version
2.0. For more information, see the COPYING
file included with every
release and source download of the game.
Download the source code or Windows binaries from the Github project page.
Read the list of changes.
Skip this if you are using precompiled Windows binaries.
Skip this if you are using installed OS packages.
You will need CMake and Allegro 5. FluidSynth and MAD are optional dependencies.
sudo apt -y install cmake liballegro5-dev libenet-dev libmad0-dev libfluidsynth-dev fluidsynth
Install Homebrew.
brew install cmake allegro enet libmad fluidsynth
export LDFLAGS="-L/opt/homebrew/lib"
cmake .
make
The binary will be placed in the dist/
directory.
You will need the *.PAK data files from the EU v1.07 release of Dune II. Place them into one of the following places:
-
In a directory named
data
next to the dunedynasty executable. This is the simplest option. -
In your personal data directory. The location depends on your operating system.
On Unix, this will be:
~/.local/share/dunedynasty/data
On Windows, this will be something like:
C:\users\nobody\Application Data\Dune Dynasty\data
or
C:\users\nobody\AppData\Roaming\Dune Dynasty\data
or
C:\Documents and Settings\nobody\Application Data\Dune Dynasty\data
-
The system-wide directory as configured in the CMake variable
$DUNE_DATA_DIR/data
.
Once the data files are in place, you may start the game by running
dunedynasty.exe
or dunedynasty
.
The controls should be similar to most real-time strategy games. You can finally select multiple units by dragging a rectangle, or shift clicking. Right click issues commands on units, and sets the rally point on buildings.
Keyboard shortcuts are mostly just the first letter of the action.
A Attack or Harvest
M Move
G, S Guard (Stop)
H Select construction yard
P Place constructed structure
Ctrl-1 Assign control group 1
Ctrl-2 Assign control group 2, etc.
1-0 Jump to control group 1-0
-, + Zoom in or out
[, ] Toggle size of menu and side bars
Alt-Enter Toggle windowed mode
F1 Mentat
F2 Options
F3 Click structure icon
F5 Show current song
F6 Decrease music volume
F7 Increase music volume
F11 Toggle windowed mode
F12 Save screenshot into data directory
Double tap H or a control group number to centre on the construction yard or the control group.
The configuration file will be read from one of two places:
-
In the same directory as the dunedynasty executable.
-
In a personal data directory. On Unix the configuration file is located at:
~/.config/dunedynasty/dunedynasty.cfg
On Windows the configuration file will be located somewhere like:
C:\users\nobody\Application Data\Dune Dynasty\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
.
Saved games are located in the save
directory next to dunedynasty.cfg
.
If no configuration file exists, they will be in placed in a personal
data directory.
On Unix this will be:
~/.config/dunedynasty/save
On Windows this will be something like:
C:\users\nobody\Application Data\Dune Dynasty\save
Saved games from Dune II should work if placed there.
Dune Dynasty can play MIDI music via FluidSynth. You will need
to set the sound_font
path in the configuration file to an
appropriate sound font (.sf2) file, e.g.
[audio]
sound_font=/usr/share/sounds/sf2/FluidR3_GM.sf2
Dune Dynasty can also play music via the system MIDI output on Windows and Linux (ALSA). 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:
timidity -iA -B 4,8
Dune Dynasty can play various external music sets, e.g. music from Dune 2000. Each of these have their own subdirectory in the music/ directory. Instructions are provided in the respective FILELIST.TXT files.
If you want to disable any music set, edit the [music] section of the config file. If a particular track is missing, it will look for a suitable replacement in the default music pack, or use the Adlib music if that also fails. e.g. to play Sega Mega Drive music, and MT-32 rips only as required:
[music]
dune2_adlib=0
dune2_midi=0
...
dune2_smd=1
default=fed2k_mt32
In addition, individual songs can be disabled. e.g. if you want to include Dune 2000 music, but exclude "Robotix":
[music/dune2000]
ROBOTIX=0
Dune Dynasty can play fan-made campaigns such as Super Dune II Classic, Stefan Hendriks' Atreides Campaign, and Dune 2 eXtended. These should be placed in the subdirectories inside the campaign/ directory. Click the "The Building of a Dynasty" subtitle 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 (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 infomation.
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 (mfas/) as a simple example of scenarios stored in a PAK file.
Thank you to:
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.
Peter, for help on various bits of the code, the music code, and AUDlib.
Nyerguds, for his Dune II editor.
Bug reporters and other improvement suggestions: MrFlibble, Nyerguds, Zocom7, EagleEye, gerwin, Leolo, VileRancour, swt83, Paar, Akaine, Wesker.
Westwood Studios, for an amazing game!
- David Wang dswang@users.sourceforge.net https://github.com/wangds/ - original author
- Andrea Ratto aratto@topcon.com https://github.com/neg3ntropy/ - compilation fixes and graphics updates
- Zbynek Vyskovsky kvr000@gmail.com https://github.com/kvr000/ - compilation fixes and other polishing