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  1. It's because modern browsers are paranoid about secure https websites linking to resources on plain old http websites. Just right-click the link, copy the link address, and paste it in a new tab.
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  2. Uh. Obviously. Dune II is a 16-bit DOS application. It doesn't run on 64-bit windows. Either use DOSBox, or look into Dune Dynasty.
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  3. here's a download link: https://drive.google.com/file/d/1gi_1k_3vANcCVnMJzRqUGo4S1xwuIxa0/view?usp=sharing but I'm gonna ramble on for a few down here so yeah if you dunno how to install a custom campaign, just unzip that pack to your d2k directory. overwrite whatever's replaced. details about setup below spoiler: regarding gameplay: the player usually begins the campaign maps with just a Construction Yard, so here are some build orders: lots of options, huh? anyway, that's all. if you have any questions, just hmu in the replies or something lol enjoy
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  4. Hello all, so finally I got into Dune 2000 patching and fixing up things and adding new features! I had a talk with FunkyFr3sh and got some useful information and stuff needed for continuation of game pathing. I'm going to use the latest FunkyFr3sh's Cncnet version as a base (not the Gruntmods version which is not the latest one and can miss some important features), which should be fine and work well. I'm using the same patching methods and tools, which is pretty easy to use and only Dune2000.exe needs to be distributed. The latest version of cncnet's ddraw.dll needs to be used so I'm putting it in the zip file as well. I would also like to say many thanks to Tomsons26 and The Code Conqueors team for his hard work on reverse engineering Dune2000 with IDA, which helped me very much with seeing and understanding the code and which made game patching easier than it ever could be. Patching, which is practically kind of "source code modding" is lot of fun and can bring lot of new possibilities into the game. Download here: dune2000-sp-patches_2021-09-13.7z Updated version of D2kEditor where you can use the new features: D2kEditorv2.1dev1.7z Feature list: 1) Crates system - Added support for static pre-placed crates in maps + extended crates functionality and customization - Crates can be pre-placed using special values - You can place any crate/spice bloom types using any of 8 available graphics (4 crate sprites, 4 spice bloom sprites) - Extended Cash crate: Can give you customizable amount of money (multiplies by 100) - Extended Explosion crate: You can specify which "weapon" is used, crate can be detonated by shooting on it - Extended Reveal map crate: It can reveal a circle (same as Reveal map event) in relative position near to the crate - Extended Unit crate: You can specify which unit exactly it will give, for infantry it can give either 1 or 5 - Extended Stealth crate: Has more unit-powerup functions (heal unit, change unit type), customizable range and pickup animation - Extended Spice blooms: More spice bloom types (classic, instant circle/square, Dune 2 style) and customizable range - New crate type: Execute event! You can go wild and execute any event or chain of events you like. - Fixed disappearing crates and spice blooms when AI-controlled units are nearby. AI can actively collect crates. - AI won't collect customized explosive crates or crates with image 4 - How to use extended crates is described below 2) Events system 2a) General changes - Added "Auto-block" and "Blocked" event property. If "Blocked" flag is set, the event won't execute even if all conditions are true for that event. If "Auto-block" is set, then event will automatically block itself when it is executed. The "Auto-block" is basically "Execute once" behavior without using an additional "Flag" condition and "Set Flag" event, the flag is integrated into the event itself. 2b) Original event type changes Allegiance: Added "Both-sided" option so you can change diplomacy in both directions within a single event Play Sound: Can now have two types: "Global" (original behavior) and "Point" (will make sound at specific coordinates) Set Cash: Should work without crashes, added three operations: "Set", "Plus" and "Minus" Set Tech: Added option to immediately update available buildings and units Reveal map: Radius 0 (reveal whole map) will properly reveal radar map Show Message: Customizable message duration (the Unknown value is now used as duration in ticks) 2c) New event types Switch My Side: You can now change the side you play as (like the Debug feature) in the middle of mission. You can also turn off AI on side you switch to and turn on AI on side you switch from. "Reveal Base" option will also reveal tiles seen by buildings of the target side. Hide Map: Hides all map (like Hide Map crate type). If executed periodically, it can be used to simulate "Fog of War" mechanics - useful to mimic "darkness" (like inside caves). Un/block Event: Changes the "blocked" state of specific event Damage Tiles: Will cause damage to specific tile, like it was hit by specified weapon, without shooting a projectile. "Player": The side which gets score for killing buildings/units. "Pixel position": Pixel-precise target coordinates: [16 , 16] = center of tile, [0 , 0] = top-left, [31 , 31] = bottom-right "Rand. spread": Random inaccuracy (like Death Hand) in X and Y axis in pixels (32 = 1 tile) "Spread type": Random distribution in either square (rectangle) or circe (ellipse) shape "Hit explosion": Whether to show weapon's hit animation at target point Add Unit: Add a single unit at specified place. The unit can move in any direction after it is spawned: "Random": works is same way as when a building is destroyed/sold and infantry coming out of it will move in random direction Specific direction: works in same way as when a unit comes out of barracks/factory Add Building: Adds building at specified place. You can add building either with or without concrete, either instantly or with buildup animation, and also add refinery without a harvester coming with it. Add Projectile: Shoots projectile of a specific weapon from source position to target position. Source position is always center of specified tile. For target position you can specify "Pixel position" and "Rand. spread" in same way "Play sound": Whether to play weapon's firing sound from source tile Note that the distance from source to target is limited due to computation limitations to about 70 tiles. Add Explosion: Makes an animation at specified position. "Player" will specify color of deviator dust. You can specify "Pixel position" and "Rand. spread" in same way. "Play sound": Whether to play explosion's sound from the tile Add Crate: Add any type of crate during game. "Ext. data": Extension data, have different meaning for each crate type "Respawns": Number of respawns of Spice Bloom Spawner "Expiration": Time in ticks after which crate will disappear or spice bloom rises/explodes Add Concrete: Add concrete for specific side. If "Tile bitmask" is zero, it fills specified area with concrete (only buildable tiles). If "Tile bitmask" is nonzero, it places concrete of defined shape (up to 4*4 size, only buildable tiles) and reveals the tiles. Spice Bloom: Simulates explosion of a spice bloom crate at specified place. Shake Screen: Shakes screen for specified duration of ticks Center Viewport: Centers camera view at specified place. If executed periodically, it locks the screen. Change Map Block: Changes tiles at specified place to different tiles. Maximum is 12 tiles in single event due to data size limitation (i.e. 4*3 area, 2*6 area). If the target tile is not buildable, buildings and concrete on it will be destroyed (except buildings which do not require concrete). If target tile does not have "drive on" attribute, vehicles on it will be destroyed. If target tile does not have "walk on" attribute, infantry on it will be killed. If target tile does not have "sandy" attribute, spice on it will be removed. If target tile has "occupied by building/unit/infantry" attribute, units on it will be killed respectively. Tile attributes will be changed to target tile's attributes, but building/unit owner will be preserved. Transform Tiles: Similar to "Change Map Block", but you can globally change specific tiles across whole map into their target counterparts. You can specify up to 6 "from-to" tile pairs. Change Tile Attributes: You can change attributes of tiles in specified map area. Either set attributes to absolute balue, or add or remove specified attributes. Change Tile Damage: Manipulates with tile's "Damage" property. The rock and sand craters are driven by tile's damage property (the more damage the bigger craters). You can set damage of tiles in specified map area to specific value or add/substract specific amount of damage. The damage range is 0 (healthy) to 255 (biggest craters). 3) Bug fixes - Fixed: Building upgrade tooltip now shows correct cost for easy and hard difficulty - Fixed: Exploding barrel, sardaukar and grenadier death damage is now properly dealt in the middle of building/unit - Fixed: Missing devastator self-destruct sound - Fixed: Damaged unit speed (units with red health bar are now slower than units with yellow health bar) - Fixed: MCV could be deployed on crates - Fixed: Error messages when winning/losing as side > 2 - Fixed: Infantry rarely remaining invulnerable after being released from a destroyed building - Fixed: AI getting stuck in infinite loop building and cancelling concrete when it's about to (re)build a building - Fixed: AI starting building upgrade with zero credits causing upgrade stuck in HOLD state - Fixed: AI losing ability to order units from starport after it tries to order a unit with low cash - Fixed: Practice AI won't go/turn off berserk mode if it receives a MCV later during mission - Fixed: Increased the message duration to 400 ticks also for built-in messages (neutral became hostile etc) - Fixed: In-game briefing UI lockup, custom briefing will always show for any mission number or side - Fixed: When you change side you play as using Debug menu, it will restore to original after restarting map (does not work when you save game with the side changed and load it back) - Fixed: Excluded OPTIONS.AUD and SCORE.AUD music tracks from random music rotation 4) Extensions and improvements - Extended maximum length of in-game briefing loaded from mission ini file (from 4096 to 65536 characters) - Added support for different type of infantry released from destroyed/sold building for different side (This is driven by Owner side setting for unit types - the first infantry owned by a side matches) - Added custumizable max. number of infantry to be released from destroyed/sold building and customizable chance (This is driven by infantryReleaseLimit and infantryReleaseChance rules) - Preserve original tiles beneath spice, concrete and building skirt tiles after spice/concrete/building is removed - Concrete pre-paced on map using specific tiles having "concrete" attribute will be indestructible - Spice works properly in tilesets where spice and buildings can be placed on same tiles (i.e. Red Alert) (you cannot place buildings on spice but can place them where it was harvested, spice blooms won't create spice underneath buildings) How to place crates with special values: Please test the new features and let me know if you see any problems. Here is github repository with my own added patches: https://github.com/jkoncick/dune2000-sp-patches
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  5. Nvm! see that the general convention is for authors to use 01 02 10 11 naming style convention! And this specific campaign has its own separate sorted mission names so alls good! Great work on the client cool to see the improvements maybe get onto dunemaster about upgrading their default client, I was running the old one because I just used the default download there!
    1 point
  6. Update from 2021-09-13: 2) Events system 2a) General changes - Added "Auto-block" and "Blocked" event property. If "Blocked" flag is set, the event won't execute even if all conditions are true for that event. If "Auto-block" is set, then event will automatically block itself when it is executed. The "Auto-block" is basically "Execute once" behavior without using an additional "Flag" condition and "Set Flag" event, the flag is integrated into the event itself. 2b) Original event type changes Allegiance: Added "Both-sided" option so you can change diplomacy in both directions within a single event Play Sound: Can now have two types: "Global" (original behavior) and "Point" (will make sound at specific coordinates) Set Cash: Should work without crashes, added three operations: "Set", "Plus" and "Minus" Set Tech: Added option to immediately update available buildings and units Reveal map: Radius 0 (reveal whole map) will properly reveal radar map Show Message: Customizable message duration (the Unknown value is now used as duration in ticks) 2c) New event types Switch My Side: You can now change the side you play as (like the Debug feature) in the middle of mission. You can also turn off AI on side you switch to and turn on AI on side you switch from. "Reveal Base" option will also reveal tiles seen by buildings of the target side. Hide Map: Hides all map (like Hide Map crate type). If executed periodically, it can be used to simulate "Fog of War" mechanics - useful to mimic "darkness" (like inside caves). Un/block Event: Changes the "blocked" state of specific event Damage Tiles: Will cause damage to specific tile, like it was hit by specified weapon, without shooting a projectile. "Player": The side which gets score for killing buildings/units. "Pixel position": Pixel-precise target coordinates: [16 , 16] = center of tile, [0 , 0] = top-left, [31 , 31] = bottom-right "Rand. spread": Random inaccuracy (like Death Hand) in X and Y axis in pixels (32 = 1 tile) "Spread type": Random distribution in either square (rectangle) or circe (ellipse) shape "Hit explosion": Whether to show weapon's hit animation at target point Add Unit: Add a single unit at specified place. The unit can move in any direction after it is spawned: "Random": works is same way as when a building is destroyed/sold and infantry coming out of it will move in random direction Specific direction: works in same way as when a unit comes out of barracks/factory Add Building: Adds building at specified place. You can add building either with or without concrete, either instantly or with buildup animation, and also add refinery without a harvester coming with it. Add Projectile: Shoots projectile of a specific weapon from source position to target position. Source position is always center of specified tile. For target position you can specify "Pixel position" and "Rand. spread" in same way "Play sound": Whether to play weapon's firing sound from source tile Note that the distance from source to target is limited due to computation limitations to about 70 tiles. Add Explosion: Makes an animation at specified position. "Player" will specify color of deviator dust. You can specify "Pixel position" and "Rand. spread" in same way. "Play sound": Whether to play explosion's sound from the tile Add Crate: Add any type of crate during game. "Ext. data": Extension data, have different meaning for each crate type "Respawns": Number of respawns of Spice Bloom Spawner "Expiration": Time in ticks after which crate will disappear or spice bloom rises/explodes Add Concrete: Add concrete for specific side. If "Tile bitmask" is zero, it fills specified area with concrete (only buildable tiles). If "Tile bitmask" is nonzero, it places concrete of defined shape (up to 4*4 size, only buildable tiles) and reveals the tiles. Spice Bloom: Simulates explosion of a spice bloom crate at specified place. Shake Screen: Shakes screen for specified duration of ticks Center Viewport: Centers camera view at specified place. If executed periodically, it locks the screen. Change Map Block: Changes tiles at specified place to different tiles. Maximum is 12 tiles in single event due to data size limitation (i.e. 4*3 area, 2*6 area). If the target tile is not buildable, buildings and concrete on it will be destroyed (except buildings which do not require concrete). If target tile does not have "drive on" attribute, vehicles on it will be destroyed. If target tile does not have "walk on" attribute, infantry on it will be killed. If target tile does not have "sandy" attribute, spice on it will be removed. If target tile has "occupied by building/unit/infantry" attribute, units on it will be killed in respective way. Tile attributes will be changed to target tile's attributes, but building/unit owner will be preserved. Transform Tiles: Similar to "Change Map Block", but you can globally change specific tiles across whole map into their target counterparts. You can specify up to 6 "from-to" tile pairs. Change Tile Attributes: You can change attributes of tiles in specified map area. Either set attributes to absolute balue, or add or remove specified attributes. Change Tile Damage: Manipulates with tile's "Damage" property. The rock and sand craters are driven by tile's damage property (the more damage the bigger craters). You can set damage of tiles in specified map area to specific value or add/substract specific amount of damage. The damage range is 0 (healthy) to 255 (biggest craters). 3) Bug fixes - When you change side you play as using Debug menu, it will restore to original after restarting map (does not work when you save game with the side changed and load it back) - Exclude OPTIONS.AUD and SCORE.AUD music tracks from random music rotation 4) Extensions and improvements - Preserve original tiles beneath spice, concrete and building skirt tiles after spice/concrete/building is removed - Concrete pre-paced on map using specific tiles having "concrete" attribute will be indestructible - Spice works properly in tilesets where spice and buildings can be placed on same tiles (i.e. Red Alert) (you cannot place buildings on spice but can place them where it was harvested, spice blooms won't create spice underneath buildings) First post edited and download link updated.
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  7. Updated the patch: Removed all the old renderers since they're causing too many issues on newer versions of windows, it's using Direct3D 9 now which comes with some new features such as borderless mode. There are also some other new features like hardware cursor support. Also included the dplayx.dll which is fixing the "The application was unable to start correctly (0xc000022). Click OK to close the application." crash Added links to the new mission launcher and dune2000 sp patch to the first post now as well
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  8. Me too mate.. me too! Unfortunately Implodes MoM-IME project is the closest we've got to that dream. He's been making great progress lately too! But yeah if there was a whole team working on it the project would have been finished years ago. Anyway MuHa appear to be doing monthly (or at least trying to do monthly lol) developer diaries for the official Master of Magic remake... looks pretty good although some of the Wizard redesigns are not as good plus everything seems a bit bland and lacking colour compared to the original. First dev diary http://muhagames.com/dev-diary-1-june-2021/ Second dev diary http://muhagames.com/mom-dev-diary-2-august-2021/ Third dev diary https://muhagames.com/mom-dev-diary-3-september-2021/
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  9. I have published a 45+ minutes playtest on Youtube with the latest (WIP) version : https://dune2themaker.fundynamic.com/2021/08/15/playtest-skirmish-ai/
    1 point
  10. I used Project64, but you can switch between different controller plugins. This was all ages ago though; current versions of P64 handle the game better, and have more advanced input plugins.
    1 point
  11. Hey guys, Big update as it's been a while! I've been busy doing lots of searching and tracking down long lost mods & scenarios to rescue and upload (including some more Dune and C&C scenarios). I've also added some new search categories of interest to me and made some big changes to existing ones... - Merged C&C and Red Alert together to save space. - Merged Doom with Fallout & Mad Max under a new main Apocalypse category to save space & also added new Terminator, Judge Dredd, Zombies, & After WW3 to the Apocalypse category too. - Added a new Starcraft category and combined it with the existing Warcraft one to save space - Added a new Lunar/Moon category to the existing Mars Colonization one. - Added a new Final Fantasy category - Added a new Civ Crossover category (Mods that make a Civ game look like another Civ game) as I've been finding some good stuff for these and wonder if there's more out there! Regarding that rescue work keeping me busy I recently started a huge new scenario catalog & rescue project creating proper download pages at CivFanatics (even rescuing lost scenarios that are not part of this search cause I'm nice like that lol), as well as extra scenario download mirror pages on ModDB and Internet Archive Library to ensure they don't get lost again as both those sites are long living & offer free hosting. At the moment I'm setting up Civ2 scenario libraries on these other sites but I look forward to setting up these library file mirrors for other Civ game scenarios in the future. Uploading to these sites is not hard (I've written guides over in my CivFanatics project thread) so hopefully others in the Civ community eventually follow my example and add to all these collections in the future to ensure all these great old pieces of work live on! List updates... Civ2: - Added FrankJohnson's Final Fantasy II/IV modpack to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Added Jomb's Final Fantasy NES Civ scenario to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Added honourable mention of the Final Fantasy III/VI scenario to the list which has no custom graphics but is the only surviving FF Civ2 scenario! - Added Jeelen's Master of Orion Jr Remake 4 scenario, & have uploaded its missing file to CFC. - Added MichaelDMcCart's Judge Dredd - I am the LAW modpack to the list (Apocalypse), & have uploaded its missing file to CFC. - Added ParVahadar's Fallout for Civilization scenario to the list (Apocalypse), however its CURRENTLY MISSING so if anyone has it let me know! - Added honourable mention of Skulb's Fallout City Background graphic to the list (Apocalypse), which would go great with a Fallout scenario if we can find one! - Added JBG's Colonisation of the Moon scenario to the list. - Added JohnMavin's Alpha Centauri scenario to the list, & have uploaded its missing file to CFC. - Added honourable mention of JohnValdez & AndrewLivings's SMAC Project scenario to the list which sadly appears abandoned (Blake is considering fixing up). - Added Aland007's Starcraft: Terran War scenario to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Added N.Chautru's Dune - Pour L'epice! scenario to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Added IsaacAshdown's The Battle for Arrakis scenario to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Added JamesDahl's Sands of Dune scenario to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Added DavidGreenfield's CivDune scenario to the list, & have uploaded its missing file to CFC. - Added Skulb's Star Trek 2018 modpack to the list. - Added NikolaKupreŇ°anin's Star Contact Part I: The Star Wars scenario to the list, & have uploaded its missing file to CFC. - Added Markus Schegel's The Battle of Endor scenario, & have uploaded its missing file to CFC. - Added PaulCaldwell's Star Wars scenario modpack, & have uploaded its missing file to CFC. - Added Ambra's Star Wars scenario, & have uploaded its missing file to CFC. - Added TomChoinski's CivSpace (Star Trek, Star Wars & more crossover) modpack, & have uploaded its missing file to CFC. - Added FredericMeunie's MoonLand modpack, & have uploaded its missing file to CFC. - Added DirkWeber's ST Mission on Vesta scenario, & have uploaded its missing file to CFC. - Added C&C2 Red Alert scenario, & have uploaded its missing file to CFC. - Added Wonx2150's Command & Conquer scenario to the list, which Blake is remastering. - Added Blake's Demaster of JohnValdez's Civ1 modpack to the list (Crossover). - Added KasiusKlej's Civ1 modpack (uses some of Blake & John's work) to the list (Crossover). - Added Blake's Remaster of VWPsycho1984's ToT Graphics modpack to the list (Crossover) which is in progress. - Added CarlosDiaz's Alpha Centauri modpack to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Added Blackclove's Dawn/Day of the Dead scenario to the list (Apocalypse), however its CURRENTLY MISSING so if anyone has it let me know! - Added StLeo's Star Trek 7of9 (Voyager) scenario to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Added Jeelen's Star Trek Voyager scenario to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Added the German Babylon 5 scenario to the list, however its CURRENTLY MISSING so if anyone has it let me know! Civ2ToT: - Added Kestrel's Extended Original Game 4-Worlds modpack to the list (Alpha C), & have uploaded its missing file to CFC. - Added Kestrel's Escape From Sol scenario to the list (Mars/Moon, Alpha C), & have uploaded its missing file to CFC. - Added Kestrel's Unit-Mania Addon 4 World scenario to the list (Alpha C), & have uploaded its missing file to CFC. - Added honourable mention of Dadais's TES The Stormcloak Rebellion scenario to the list (Elder Scrolls) which is unfinished. He's also made a Skyrim Map! - Added honourable mention of CatFish's Starcraft scenario which sadly appears abandoned. Civ3: - Added the AMAZING Vuldacon's Escape From Zombie Island 2 Elite scenario to the list (Apocalypse). - Added Hunterkiller's Mars: Alien Invasion scenario to the list. - Added Magus77's Final Fantasy 7 mod to the list, & have uploaded its missing file to CFC. - Added DJBonebraker's Final Fantasy mod to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Added Matrix's Civ1 Terrain modpack to the list (Crossover), however its CURRENTLY MISSING so if anyone has it let me know! - Added Sims2789's Civ1 Units modpack to the list (Crossover). - Added honourable mention of Theov's Civ1 Clone modpack to the list (Crossover) which is in progress. - Added honourable mention of Xiaoxiaoa's Red Alert 2 mod to the list which sadly appears abandoned. Civ4: - Added Star Wars Final Frontier Plus mod to the list. - Added honourable mention of Dumanios's Star Wars modpack that LouisTheXIV told me about to the list which is unfinished. - Added mention of the Official Firaxis Afterworld BTS scenario that LouisTheXIV told me about to the list (Apocalypse). - Added the Master of Mana Modpack (built from FFH) to the list (MoM). - Added the Ashes of Erebus Modpack (built from FFH) to the list (MoM). - Added the Fall from Heaven Modpack to the list (MoM). - Added Monaldinio's Conflict on Chiron Modpack (built from Planetfall) to the list (Alpha C). - Added agentsmith952's Final Fantasy Tactics mod to the list, however its CURRENTLY MISSING so if anyone has it let me know! - Added JBG's The Song of the Moon scenario to the list. - Added Flobi's Civ1 Terrain modpack to the list (Crossover), and have also managed to obtain its missing download file (thanks GeneralKillCavalry) and preserve it on CFC. Civ5: - Added mention of the Official Firaxis Conquest of the New World Deluxe scenario that Pfeffersack told me about to the list (Colonization). - Added the 5 mod combo (FramedArchitecture's AlphaC Civilizations, AlphaC Policies, AlphaC Maps + HandyVac's Centauri City States + Arbogli's Beyond the Future) that creates an Alpha Centauri experience that Beetle told me about to the list. - Added MrCookie's Eorzea - Final Fantasy 14 scenario to the list. - Added honourable mention of MSW2010's Final Fantasy 2 map to the list. FreeCiv: - Added ComradeOleg's Civilization 2 modpack for FreeCiv to the list (Crossover). AlphaC: - Missing download for GeoModder's Mars Survivor scenario has been rescued by Geo himself! Thanks to Darsnan for fixing the link. FreeMars: - Added mention of the really cool Civ/Col/AlphaC hybrid FreeMars Project game that's not finished but quite playable. .
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  12. I set up a Discord server for those who would like to follow development there.
    1 point
  13. Worked quite a bit on the sidebar, design and interaction wise. Sneak peek:
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  14. Both zooming and mouse scrolling issues are finished now. Next up is redoing the sidebar.
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  15. Despite how it looks, yesterday evening I concluded the rendering is wrong. But working on that. When I got something new to show I'll post it here.
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  16. I was on a holiday and worked from time to time on a zooming feature. Ie, where you can zoom in/out on the battle field using your scroll wheel. I found it a quite neat feature in C&C Remastered (and in the Golden Path dune remake). I had to dive into real old rendering code, and I really had to restrain myself from rewriting stuff (pitfal!). The result so far is that I can zoom, but rendering is far from perfect. It also is unstable. Hence, see this github ticket: https://github.com/stefanhendriks/Dune-II---The-Maker/issues/65 Screenshots:
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  17. I guess this is the more appropriate place to report a bit of progress. Long story short, revamping the original C++ project, finishing it has priority. Made a bit of progress: and: See also github: https://github.com/stefanhendriks/Dune-II---The-Maker/issues/59
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  18. I was given permission to post this. This is a couple of single missions done by Kipp & UL. The mission don't have any briefing as it was made with the online set in mind, but this can be played in the traditional campaign style too, I think. I added myself the side the player are mean to play as, and to trigger at random music. It has no story, so this is just a simple tower-defense kind of mission. Files: 1P Outpost Defence By Kipp & UL.rar 1P Outpost Defence By Kipp & UL (Lunatic).rar Video: https://www.youtube.com/watch?v=GlcKaSa1o3M
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  19. Like I said, I normally play in 800x600 for fun or 640x400 for testing. I have really cruddy eyesight too. I set it to max because when the game's resolution matches the desktop's resolution, it'll appear to be fullscreen even if it's windowed, and that can help fix some problems with, say, Display Capture in OBS for instance. The reason we use 640x400 for testing purposes is because certain things, like in-game text transmissions, might clip off the side of the screen or onto the sidebar if they're too long. So if we play at the default resolution and there's no problem with the text, that's one more glitch we don't gotta fix! Among some other things, like difficulty scaling for instance. That's tested with a lower resolution because our macro and micro are limited. Anyway, link us a clip when you test the stream out with that idea. I'm really curious to see how that works out!! P.S. - FYI, Fraps works for recording D2k. At least, it does for me. I don't think you could stream with Fraps, but if you were to do YouTube videos or something, it might be handy to know. I use Fraps for some other stuff too, it seems to work nicely for old stuff, but really you've gotta have a lot of hard drive space and compress your footage whenever you record. Fraps' file sizes are ridiculous! But if you run the files through Virtualdub with the Xvid codec, that shaves off like 95% of the file size without any losses in quality, and there ya go. Sorry, I don't mean ramble. If you wanna know more about my process for video editing, compression and stuff, feel free to ask. Otherwise, I'm gonna try to stay on topic.
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  20. I wonder why that rumor speculation has yet to hit this forum: https://www.reddit.com/r/commandandconquer/comments/7bs6jz/greg_black_apparently_is_a_dune_fan_could_his_new https://www.reddit.com/r/dune/comments/7bkkw4/new_dune_rts_game_in_the_works_whod_like_that_who Greg Black is back at EA after six years in Blizzard. Hope he learned something there. Though he is apparently a Dune fan: https://twitter.com/TheGregBlack/status/920911336615186432 What are the chances of EA making a Dune game (probably a RTS) now that a Dune movie reboot is in progress?
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