A.k.a. D2TM. Is a Dune 2 remake.
- Website: https://dune2themaker.fundynamic.com
- Discord: https://dune2themaker.fundynamic.com/discord
- Twitter: https://twitter.com/dune2themaker
Report bugs via Discord, Twitter or add one in Github.
Read the wiki for more information about startup params, controls, and more.
CMakeversion 3.21 or higherGCCversion 14 or higher
Make sure you can run make (or ninja) from command line.
It currently depends on MinGW32. Make sure you also have GCC 14 installed,
which you can do via MSYS2 (using pacman). GCC 14 is not installed by
default in MinGW32!
- git clone this project
- create a
builddir
mkdir build
cd build
cmake .. -G "MinGW Makefiles"
cmake --build . --target all -- -j 6
If you use ninja you can use cmake .. -G Ninja instead.
Once compilation is done you'll end up with a d2tm.exe file and several DLL's.
- git clone this project
- run
./install_dependencies_ubuntu.sh(only required once) - create a
builddir
mkdir build
cd build
cmake ..
make -j4
- git clone this project
- run
./install_dependencies_macosx.sh(only required once) - create a
builddir
mkdir build
cd build
cmake ..
make -j4
Make sure you set up your toolchain to use gcc-15 and g++-15. Ie, change your default toolchain
OR create a new one (and make sure CMake points to that one), with the following values:
| Field | Value |
|---|---|
| C-Compiler | /opt/homebrew/bin/gcc-15 |
| C++-Compiler | /opt/homebrew/bin/g++-15 |
Then make sure to (re)load CmakeLists.txt
Run create_release.bat (Windows) or ./create_release.sh (Linux/macOS) once after building to produce a complete runnable package in bin/, including all required dependencies. Then run the executable from bin/.
D2TM plays music from MIDI files via FluidSynth. FluidSynth requires a General MIDI soundfont (.sf2) to render audio — without one, music is silent.
Install a soundfont:
- Linux:
sudo apt install fluid-soundfont-gm(installs to/usr/share/sounds/sf2/FluidR3_GM.sf2) - macOS / Windows: Download FluidR3_GM.sf2 or GeneralUser GS and place it anywhere.
Point the game at it:
Set the SDL_SOUNDFONTS environment variable to the path of your .sf2 file before launching:
export SDL_SOUNDFONTS=/path/to/FluidR3_GM.sf2 # Linux/macOS
set SDL_SOUNDFONTS=C:\path\to\FluidR3_GM.sf2 # WindowsAdd the export line to your shell profile (~/.zshrc, ~/.bashrc) to make it permanent.
See the Project Board what's going on.
You have various options:
- Grab the latest release from Github
- Grab a version from D2TM's homepage
- Compile this project yourself
In the code there are several known concepts; see below for extra information about them: