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drnovice

Fedaykin
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drnovice last won the day on September 3 2016

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About drnovice

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  • Birthday 01/11/1984

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  1. OpenDune

    Old units you intend raiders (trikes) and Soldier/Infantry? Maybe it could be possible, adding some extra slots to structs/arrays and rooms on OpenDune code and integrate unit.emc file, but the effort could be a waste of time, if we're talking about the least used units in the game. We should completely redo the units stats to make useful and characteristic some units to avoid becoming the least used in the game. Anyway, I can't do any other PR if I have no answers on git about last fullscreen changes.
  2. OpenDune

    I looked at: https://sourceforge.net/p/dunedynasty/dunedynasty/ci/master/tree/src/video/video_a5.c But Dynasty used Allegro and OpenGL to render graphics. OpenDune way lets to manage SDL1.2/SDL2.0 with Nearest, Scale2x and Hqx filters to use Zoom In/Out and Toggle Fullscreen features.
  3. OpenDune

    We're waiting for approval by an opendune admininstrator. This changes can be ported even on Dune Dynasty if owner still can use SDL/SDL2 to graphics. But I don't understand why to port enhancements and improvements of Dynasty into OpenDune project, since this one is just a 1:1 porting by 16bit original game. I think OpenDune should remain a base opensource project to start if anybody would create something new (like Dynasty) on Dune2 clone games.
  4. OpenDune

    Resuming this topic, because OpenDune is still the most faithful porting of Dune2 original game. I'm trying to bring SDL1.2/SDL2.0 support even for Win32, because SDL is very good and simple to manage on Windows compiling by MSVC. So I wanted to give a Zoom In/Out feature (+/- keys) and a complete toggle fullscreen (F11 or Alt+Enter) mode, since with current default WinAPI code there is only possibility to manual resize window, but breaking original aspect ratio of game... If anyone would like try my Fork, please go here: https://github.com/drnovice/OpenDUNE consulting PR changes info: https://github.com/OpenDUNE/OpenDUNE/pull/281 Moreover: currently I can't try to compile on Linux/Mac, can anyone try if these features work fine on those systems and report feedback here or on github? Thanks!
  5. Westwood Font Editor

    Awesome work. The user interface seems very pro! So could it be used to other languages characters support?
  6. Moddifying the Dune 2 EXE

    Hello again The_Legacy, have you tried to read my PDFs? https://forum.dune2k.com/topic/24707-hex-editing-collection-on-exe/?page=1 If you don't understand anything, don't worry, I can give you a little support.
  7. Dune II editor with 1.07 support

    The_Legacy, maybe you should read this topics: https://forum.dune2k.com/topic/24707-hex-editing-collection-on-exe/ https://forum.dune2k.com/topic/18875-exe-editing-programming-issues/ https://forum.dune2k.com/topic/18360-dune-2-extended-project/ There, you can find more stuff and a start point to understand how and if you can change the game like you want. Opendune is great to start to expand the game, though I think DuneLegacy has already most of new modern functionality to give more life to a game that has more than 20 years old. By the way, I'm still waiting a reply about my last PR: https://github.com/OpenDUNE/OpenDUNE/pull/275 hoping that someone read it somewhere.
  8. Carryalls in harkonnen mission 2

    Yes I mean "embedding" external videos, I can't remember how to do it.
  9. Carryalls in harkonnen mission 2

    Thank you very much! It's a bit my life all that opcodes.. But I still can't edit my old posts to correct some things about attachments and/or code blocks used (the port transform them "all inline"). Moreover I would like to know if is it still possibile upload youtube video directly inside the posts instead only to link to refer them.
  10. Carryalls in harkonnen mission 2

    Yes, many of bugs are reported on: EXE editing & programming issues Dune 2 eXtended Project but I would like to know if it's possibile restore opendune forum (maybe by archive.org?) and why code blocks in new format forum are all "inline", so you can't understand much them. Surely my PDFs links should be fixed, but if you pass number of post direcly to "?do=findComment&comment=" querystring, whatever the name of the topic, it could find correct topic name and page number. E.g. if link to fix is: http://forum.dune2k.com/topic/18875-dune-2-exe-editing-programming-issues/page-18#entry370640 it can't bring to correct page and point of the topic, but using: https://forum.dune2k.com/topic/24707-hex-editing-collection-on-exe/?do=findComment&comment=370640 even if topic name into the url is wrong, forum engine will bring to correct topic name, page number and post point, thanks to 'findComment' paramater. Now I only would edit old post, to upload again the "Dune 2 v1.07-EU - Hex Editing PDF Collection" ZIP archive.
  11. Carryalls in harkonnen mission 2

    You mean this? https://forum.dune2k.com/topic/18875-exe-editing-programming-issues/?page=15 The 'error' (or 'bug') should be on: seg010:2657 7E 02 jle short loc_1CA8B ; Jump if Less or Equal (ZF=1 | SF!=OF) changing the "jle" to "jl" the equation, as shown by segra, will be: if (s->o.houseID == HOUSE_ORDOS && s->o.type == STRUCTURE_HEAVY_VEHICLE && s->upgradeLevel == 1 && si->upgradeCampaign[2] >= g_campaignID) return false; if (s->o.houseID == 2 && s->o.type == 4 && s->upgradeLevel == 1 && si->upgradeCampaign[2] >= 6) return false; P.S. Why my PDF attachment isn't available anymore? P.P.S. Is it possibile added youtube video objects directly into the post?
  12. Carryalls in harkonnen mission 2

    I remember that Amiga version (realesed after v1.07 MS-DOS AFAIK) gives Siege Tanks in Mission 6 for Ordos: https://www.youtube.com/watch?v=XW6M8XmD6DY&t=11988 this is why I always considered a bug, like saboteur "invisible" (Dos v1.0) and exploding to move commands (Dos v1.07). I have already shown all that things about Saboteur to Amiga version (here my video test: https://www.youtube.com/watch?v=20pV6sx01KI ). However House Ordos already manages things WITHOUT Launchers (unless Starport) and it's already a very hard penalty I think.
  13. OpenFodder - Cannon Fodder opensource

    Uhm, it seems definitively that the reason of the blurry (more or less marked) it was the scaler. If scaler=normal3x is less blurry on fullsceen respect scaler=none & fullscreen.
  14. OpenFodder - Cannon Fodder opensource

    Yes I played originally Amiga version when I was boy, since I haven't got a PC in '90s. Indeed if you see on screenshots of review, the written are on 16:10 ratio respect 4:3 of ms-dos version. Anyway with: fullscreen=true fullresolution=desktop output=ddraw aspect=true scaler=normal2x seems better for DosBox Daum. (even if a bit of blurry remains, it seems to me).
  15. OpenFodder - Cannon Fodder opensource

    With Dosbox Daum: no blurry but the ratio letters (look at "J" letters of Jools and Jops, are completely different) isn't maintained... I don't think is the right solution.
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