This is now officially part of OpenRA since playtest-20120715-2. Please report broken things at http://bugs.open-ra.org and see https://github.com/O...=D2k&state=open for known issues. Fork us at https://github.com/O...enRA/tree/bleed to contribute patches.
http://open-ra.org/ is a modern open source cross-platform reimplementation of the early westwood RTS games. It supports Command & Conquer: Red Alert and Tiberian Dawn as mods adding new units and rebalancing the game. There is an active community of developers and players for online matches via a nice Lobby.
I've been working the last weeks on a Dune 2000 mod for OpenRA. As the game engine is similiar, but not identical (different game files, tile sizes, frameorders ...) so progress is not so fast. I already wrote a converter for the sprites and scripted some units/buildings.
As the ratings of the original Dune 2000 are overall quite bad and this is quite some work I wonder if people will actually play the game once it is in a more polished state. Is there any interest at all?
d2k_splash_screenshot.png 20.88K
160 downloads
The text in the splash screen will change over time. If you have nice ideas, I will add them ![]()
first try.png 301.39K
194 downloads
Well you can see, it's more like Command & Conquer: Yellow Alert right now. Some misplaced Dune 2000 units invading the UdSSR in winter. The code is in C#, but mostly it consists of simple YAML textfiles. If you want to help you can see the code here: https://github.com/Mailaender/OpenRA/ It requires the DATA.R8 to be ripped off using a shell script at the moment. Not very user friendly, I know and you guys probably all use Windows so you need to write a batch file instead. I plan to later add an in-game GUI auto-import of the game files as exists for the other official OpenRA mods.
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OpenD2k - cross platform reimplementation of Dune 2000
#1
Posted 19 May 2012 - 06:03 PM
#2
Posted 21 May 2012 - 06:17 PM
#3
Posted 21 May 2012 - 06:43 PM
#4
Posted 21 May 2012 - 08:50 PM
If you need access to any of the D2K+ source code let me know. It's written in C# so should integrate easily.
#5
Posted 21 May 2012 - 09:03 PM

Screenshot of my resource editor handling Data.R8 although I seem to recall according to Sib Grem's editor there were a few hundred more.
Attached Files
#6
Posted 21 May 2012 - 09:03 PM
arrakis.png 479.43K
88 downloadsThey actually have support for the 32x32 tileset, there is even a tileset editor to slice the (custom made) Arrakis bitmap and the map editor already works. However I am currently stuck with in-game crashes whenever I load an Arrakis map combined with strange and not very helpful error messages. Defining on which tiles you are allowed to build is easy once this is fixed.
Many people already complained about the annoying concrete plates. Maybe I will just leave them out. What do you think?
#7
Posted 21 May 2012 - 09:16 PM
Screenshot of my resource editor handling Data.R8 although I seem to recall according to Sib Grem's editor there were a few hundred more.
I already got inspired by portions of http://code.google.c...Editor/Form1.cs to fix the DATA.R8 reader (please tell me how to credit you appropiately) and got help to understand the offset variables at http://www.sleipnirs...p=282006#282006
The http://d2kplus.com/tileset.php looks interesting. Can I use portions from that one to enhance the OpenRA.Utility.exe to rip the BLOX*.R8 files via commandline options? Are you interested in helping me?
#8
Posted 21 May 2012 - 09:49 PM
The tile set editor is on the trunk as tile set converter. I'm fine with you using any of the source code on there as long as I get a credit somewhere (as mvi) although a plug for d2kplus.com would also be welcome if you can work it in ;-)
If I recall correctly I worked out the entry count should be something like 5600, sib gremlin's editor is interesting to compare to, but I've found that his editors do have a few mistaken assumptions in a few places, I think his R8 editor while awesome has a couple of mistakes too, would need to look into it properly but realistically I'm so busy at work that isn't going to happen in the foreseeable future.
I would love to actively develop for OpenRA but as I said on IRC with the amount of work I have on at the moment I don't have time for my main hobby projects let alone D2K (which is probably about 5th on my coding priority list these days).
The mission files are now very well documented, so it could be cool to include support for the original missions conditions and events. I don't know if you're planning a mission system, but the D2K one seems to work reasonably well and is quite simple. Could be an idea to add a few more conditions and events of your own to make things more interesting? For example an event for giving the player money, so that a mission could be created on another planet (a bit like in EBFD) where harvesting spice isn't a requirement. Just a thought.
Seems like you're making great progress, if you have any queries please ask on here or shoot me an email at barnabysmith@gmail.com :-)
#9
Posted 22 May 2012 - 05:27 AM
The mission files are now very well documented, so it could be cool to include support for the original missions conditions and events. I don't know if you're planning a mission system, but the D2K one seems to work reasonably well and is quite simple. Could be an idea to add a few more conditions and events of your own to make things more interesting? For example an event for giving the player money, so that a mission could be created on another planet (a bit like in EBFD) where harvesting spice isn't a requirement. Just a thought.
OpenRA has preliminary support for missions with scripted AI, but I think it uses a different format and it is still in the making. Maybe you can write a converter into the map editor which already imports legacy maps. It also has capturable oil rigs that generate money over time so this gameplay element is possible, too.
#10
Posted 23 May 2012 - 06:21 PM
progress.png 492.44K
104 downloads
#11
Posted 23 May 2012 - 06:59 PM
Scripting the units and buildings is not so hard. I am making good progress. Fixed some rendering bugs and added some units and structures. However notice that the OpenRA engine does not support the Dune 2000 overlays yet leaving some buildings without door and the Arrakis tileset still crashes. I could need a helping hand there.
progress.png 492.44K 104 downloads
Would be nice to have more tilesets, like in EBFD, not only the Arrakis one.
New Atreides Campaign
New Mercenary Campaign
New Ixian Campaign <<<< NEW
Mercenary Mission
Practice/Multiplayer Allied Mod + 8 player patch
D2K_Hammerfest (modded mission) <<<<<<<<<< NEW
YouTube Channel <<<< Many modding-related videos + different goodies.
Second You-Tube channel <<< I'm continuing my dune2k videos here, follow this one as well
D2K+ Toolkit Video Tutorials
---------------------------Administrator on d2kplus.com------------------------------
#12
Posted 25 May 2012 - 11:59 PM
Scripting the units and buildings is not so hard. I am making good progress. Fixed some rendering bugs and added some units and structures. However notice that the OpenRA engine does not support the Dune 2000 overlays yet leaving some buildings without door and the Arrakis tileset still crashes. I could need a helping hand there.
progress.png 492.44K 104 downloads
lol you should test the D2K buildings on C&C95 Desert maps to use those as D2K Placeholder maps, no offense that D2K Buildings on Grass is a no no
Other than that, good job so far with the mod that I hope one day you can get the real D2K maps in OpenRA (with campagins too of course).
#13
Posted 26 May 2012 - 07:40 PM
welcome-back-to-arrakis-commander.png 413.85K
99 downloadsThe shot looks kinda boring as I don't have very many tiles and the TilesetBuilder is currently broken. Animations (like windtraps, radar dish, infantry) are missing, but this is already playable as I fallback on Red Alert stuff whenever something is not yet implemented.
#14
Posted 26 May 2012 - 07:54 PM
#15
Posted 27 May 2012 - 10:55 AM
#16
Posted 27 May 2012 - 11:19 AM
New Atreides Campaign
New Mercenary Campaign
New Ixian Campaign <<<< NEW
Mercenary Mission
Practice/Multiplayer Allied Mod + 8 player patch
D2K_Hammerfest (modded mission) <<<<<<<<<< NEW
YouTube Channel <<<< Many modding-related videos + different goodies.
Second You-Tube channel <<< I'm continuing my dune2k videos here, follow this one as well
D2K+ Toolkit Video Tutorials
---------------------------Administrator on d2kplus.com------------------------------
#17
Posted 27 May 2012 - 12:35 PM
Playing together against the AI is already possible. OpenRA has two AIs. One that is similar to the skirmish AI and a scripted AI for singleplayer campaigns. The skirmish AI works well. It can't handle island maps because it only builds ground vehicles, but that is already enough for Dune.A question: is there a posibility to add more game types? Such as coop ? From what I've seen in text.uib it was kinda intended by Westwood, but was never released.
#18
Posted 27 May 2012 - 01:34 PM
#19
Posted 27 May 2012 - 01:41 PM
You're making fantastic progress, is this all on the Git repo?
Thanks. I created a new branch https://github.com/M...penRA/tree/dune which I update once I tested if everything works correctly. If you want to help here is my https://github.com/M...e/mods/d2k/TODO list.
#20
Posted 27 May 2012 - 01:43 PM
Also tagged with one or more of these keywords: openra, mod, open source, dune 2000
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