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EagleEye

Fremen
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  1. EagleEye

    Dune Dynasty

    Not unless someone disassembles TD, RA, and D2k and converts them to C, as was done with Dune 2.
  2. EagleEye

    Dune Dynasty

    That's a pretty neat idea Westwood had. It's amazing how alien a concept that is compared to modern RTS games, isn't it?
  3. EagleEye

    Dune Dynasty

    Yes, sir. I apologize.
  4. EagleEye

    Dune Dynasty

    Ignore that. I misread your thing and had a breakdown. I'm sorry about that. It's been kind of a shitty decade for me, and I took it out on the wrong person. You didn't do anything.
  5. EagleEye

    Dune Dynasty

    Edit: Ignore that. I'm an idiot.
  6. EagleEye

    Dune Dynasty

    For legal reasons I didn't really look at the stuff in the code blocks, but just reading your explanation that makes a lot of sense. I never knew that the foreign language versions only had 1 EVA voice. Any clue why a VOC file larger than 20kb crashes Dune 2? Is it just that there's a 20kb buffer for each sound, rather than it being malloc()ed?
  7. EagleEye

    Dune Dynasty

    It's not in anything resembling a presentable state. I'll make a post here when it gets closer to being alpha-fundable.
  8. EagleEye

    Dune Dynasty

    My game isn't really that relevant to Dune Dynasty. Basically, it's a RTS with elements of a 4X, that controls like a Command and Conquer game. Dynasty would have to add support for 20x20 tiles, first. Edit: Just looking at Artil.bmp, the thing itself looks like it's supposed to be 20x20, but goes over it. Supporting 24x24 or 32x32 for units might be necessary to support the Hard Vacuum graphics.
  9. EagleEye

    Dune Dynasty

    MrFlibble, I am really glad you linked to that page. Now instead using horrible programmer art for my game, I can use that.
  10. EagleEye

    Dune Dynasty

    I forgot some words. I meant that as "I do agree with you that using switch with strings whenever you could use an enum or int is bad."
  11. EagleEye

    Dune Dynasty

    Agreed. That and the multilanguage support are the main reason I'm switching to your implementation. I disagree. I do agree with switch-case structures using strings whenever you could use an enum or int, though.
  12. EagleEye

    Dune Dynasty

    No, I said the current Dynasty sidebar had the same problem as C&C3 had: Whenever you select a unit, you lose the tab you were looking at. I then said: If Dune 2 doesn't have independent build queues: Use CnC's sidebar If Dune 2 does have independent build queues: Use CnC3's siderbar And in either case: Put the currently selected unit and their commands at the top of the sidebar Valid point. Those would be on the same tab, the same way the Barracks, Hand of Nod, and Mutant Hovel are on the same tab. By the way, Nyer, I looked at your complaints about my code. They do the same thing. Running Stopwatch a couple of times on both of them tells me they run at the same speed. I took an iterative approach rather than the approach you would've taken. It's no less valid. I can tell you used to write in Java.
  13. EagleEye

    Dune Dynasty

    Example code I'm part of "us programmers." You know, it's almost as if I explained this in a previous post: My problem was with scrolling the sidebar. CnC3 has tabs for each type of production, and sub-tabs for each production facility. (It only allows for one of each superweapon, but you could just put it in the sidebar and have it act like everything else.) Thanks, I'll use this in my game.
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