(This fork is a continuation of the abandoned sourceforge project - see 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 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
- 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
- Skirmish and 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 (supporting SoundFonts)
- Support for external music sets:
- Recorded AdLib, MT-32, SC-55 and PC speaker versions of the original soundtrack
- SCDB's excellent 5-Device Mix
- 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 (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:
- Various bug fixes
Dune Dynasty was initially developed by David Wang, with the source code hosted on SourceForge. 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 and neg3ntropy), 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.
Here are some alternatives for enjoying Dune II on modern systems:
- 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: 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: 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, an open source engine for the early Command & Conquer games.
- A unique and amazing take on the game is UnDUNE II - a de-make re-created from scratch in PICO-8.
- Dune II is also perfectly playable using DOSBox.
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 of the original) combined with many control modernizations, it's support for fan-generated campaigns, various music soundtracks and multiplayer.
You can find the list of changes between versions in the file CHANGES.txt.
The most current Windows, macOS and Linux binaries and source code can be downloaded from the Github release page:
You will need the \*.PAK
data files from the EU v1.07 release of Dune II. See the file data/FILELIST.TXT for a complete list of needed files.
The location to put the files depends on the OS / release bundle (see below).
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\<your user>\AppData\Roaming\Dune Dynasty\data
- 32bit:
C:\users\<your user>\Application Data\Dune Dynasty\data
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).
The recommended package for Linux is the Flatpak package. For this you need to have Flatpak installed (see setup instructions).
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
Using the regular Linux package, you will also have to install the libraries Dune Dynasty depends on:
# 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
.
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.
Just as the data-files, the configuration file dunedynasty.cfg
will be read from one of two places:
-
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). -
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\<your user>\AppData\Roaming\Dune Dynasty\dunedynasty.cfg
-
Windows 32bit:
C:\users\<your user>\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
.
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.
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.
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 optionmenu
, except when the screen height is less than 800 pixels, optionnone
will be used for better readability.
This is the default setting.
The applied correction ratio is 1.2.
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.
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.
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.
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.
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).
-
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.
-
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 are located in the save
directory next to wherever dunedynasty.cfg
resides (see Configuration).
Saved games from Dune II should work if placed there.
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)
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.
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 emulator).
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.
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 below).
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
FluidSynth allows playing music via a specified SoundFont. 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
Popular SoundFonts are e.g.:
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). 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
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 with additional details, information and visuals!) - rcblanke's SC-55 recording
- ShaiWa's (FED2k) MT-32 recording
- Dune II - The Maker AdLib recording
- Dune II - The Maker SC-55 recording
- PC speaker recording
- SCDB's 5-Device Mix
-
Dune II Sega Mega Drive music
Mostly different songs from PC version, but also very good! -
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
- Spice Opera by Exxos
A remastered CD release of the soundtrack (re-released in 2024). - SCDB Mix (AdLib + MT-32 + AdLib Gold) (mirror)
An amazing 3-card mix by the Sound Card database (listen to it on YouTube 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 or amazon.de and rip files to MP3. -
Dune: Part One (2021) Original Motion Picture Soundtrack by Hans Zimmer
Purchase e.g. from amazon.com or amazon.de. -
Dune: Part One (2021) "The Dune Sketchbook" soundtrack by Hans Zimmer
Purchase e.g. from amazon.com or amazon.de. -
Dune: Part Two (2024) Original Motion Picture Soundtrack by Hans Zimmer
Purchase e.g. from amazon.com or amazon.de.
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.
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:
[volume]
05 - Revelation = 0
Dune Dynasty supports various fan-made campaigns:
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).
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.
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.
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
.
-
Download and install MSYS2.
-
For a 64bit executable, launch
MSYS2 UCRT64
from the startmenu. For 32bit, launchMSYS2 MINGW32
. For ARM64, launchMSYS2 CLANGARM64
. -
Install dependencies:
For 64bit:
pacman -S mingw-w64-ucrt-x86_64-cmake pacman -S mingw-w64-ucrt-x86_64-gcc pacman -S mingw-w64-ucrt-x86_64-gdb pacman -S mingw-w64-ucrt-x86_64-allegro pacman -S mingw-w64-ucrt-x86_64-enet pacman -S mingw-w64-ucrt-x86_64-fluidsynth pacman -S mingw-w64-ucrt-x86_64-libmad
For 32bit:
pacman -S mingw-w64-i686-cmake pacman -S mingw-w64-i686-gcc pacman -S mingw-w64-i686-gdb pacman -S mingw-w64-i686-allegro pacman -S mingw-w64-i686-enet pacman -S mingw-w64-i686-fluidsynth pacman -S mingw-w64-i686-libmad
For ARM64 (
gdb
is not available for ARM64):pacman -S mingw-w64-clang-aarch64-cmake pacman -S mingw-w64-clang-aarch64-gcc pacman -S mingw-w64-clang-aarch64-allegro pacman -S mingw-w64-clang-aarch64-enet pacman -S mingw-w64-clang-aarch64-fluidsynth pacman -S mingw-w64-clang-aarch64-libmad pacman -S mingw-w64-clang-aarch64-llvm-openmp
-
Perform build:
For 64bit:
./scripts/build-windows-x64.sh
For 32bit:
./scripts/build-windows-x86.sh
For ARM64:
./scripts/build-windows-arm64.sh
-
Install Homebrew package manager.
-
Install dependencies:
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
: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
-
Perform build:
./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.:cmake -DCMAKE_BUILD_TYPE=Debug -DCMAKE_MACOSX_BUNDLE=YES -DCMAKE_OSX_ARCHITECTURES=arm64 .
-
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/.
-
Install dependencies:
# 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
-
Perform build:
./scripts/build-linux.sh
The Flatpak config is managed via a separate repository (gameflorist/dunedynasty-flatpak).
You can display debugging info via the function GUI_DisplayText
in the status bar, or via GUI_DisplayModalMessage
as a modal message. E.g.:
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);
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!
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.
- David Wang aka wangds: Original author
- Andrea Ratto aka neg3ntropy: Compilation fixes and graphics updates
- Zbynek Vyskovsky aka kvr000: Compilation fixes and other polishing
- 1oom-fork: Various fixes and new features
- codeflorist: Various fixes, new features and maintainer of this fork