
dynasty
Fedaykin-
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Everything posted by dynasty
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Thanks for adding the page on Dune Dynasty! Much appreciated.
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You can already play your own missions in Dune Dynasty. Just make a campaign folder with your scenarios in it, they don't needto be PAK-ed. It needs a META.INI for the campaign name, but I thinkit'll just take resources from the base campaign if it's missing anything.
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The delay between two shots is always 5. Testing should be done on normal because on any other game speed thegame will adjust the numbers, which is prone to integer arithmetic,overflows, etc. There's even an overflow for deviators on normalspeed. The game works with RoF*2, and on the slowest game speed it furtherincreases the delay by *2. However, the final value is capped at 255,so all RoFs above 64 look the same on slowest. No.
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Hi fire_qc, Did you install the development packages for FluidSynth and MAD?
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Thanks! The 0x3C is the ringing bell synth sound which Dune II used to play insome cases (e.g. no sound blaster or something of higher priority playing). I assume that's the "weird" sound you're referring to. I seem to have both synth and digitised samples enabled by default. I think I meant to change it play one or the other at random. Anyway, just change the (rather clumsy looking) "sounds are both"option to "digital".
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I seriously doubt anything changed in the Android port from OpenDUNE. Just going by OpenDUNE in the following. It looks like allied unit losses added to your score, rather than subtracted. Oops! Not sure if OpenDUNE bug or Dune II bug at this stage. That's right. Carryalls and ornithopters lost/killed don't count towards score either. Yes, there is. The bonus is: g_campaignID * 45 - minutes played.
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Might as well complete the collection. Turbulence from his youtube page.
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No, that's not right. To skip launcher tech it should be si->upgradeCampaign[2] > g_camaignID + 1g_campaignID is the mission number/tech level, i.e. 0..8.g_scenarioID is the file name number to load, i.e. 1..22. Because Atreides can upgrade any heavy factory they own twice in level 5, andan heavy factory created by Ordos can build siege tanks after 2 upgrades. In Structure_GetBuildable: if (unitType == UNIT_SIEGE_TANK && s->creatorHouseID == HOUSE_ORDOS) upgradeLevelRequired--; When you capture the factory, the Ordos heavy factory has onlybeen upgraded once (tested in OpenDUNE). Otherwise the AI would be able to build siege tanks throughout the level. There's a difference between a structure's creatorHouseID and houseID,houseID is the current owner. This line bumps up the structure's upgrade level when it is currently owned by Ordos so that (1) the Ordos player doesn't get useless a third upgrade, and (2) when someone captures a twice upgraded Ordos factory, they too can build siege tanks.
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The code is mainly written to skip the launcher tech, rather than to delay Ordos siege tank tech. You could argue that they intended on both effects in one step though. In Structure_IsUpgradable: if (s->o.houseID == HOUSE_ORDOS && s->o.type == STRUCTURE_HEAVY_VEHICLE && s->upgradeLevel == 1 && si->upgradeCampaign[2] > g_campaignID) return false;The g_campaignID test here is a bit weird compared to code just below: if (si->upgradeCampaign[s->upgradeLevel] != 0 && si->upgradeCampaign[s->upgradeLevel] <= g_campaignID + 1) { ... return true; // if structure can be upgraded. }
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Thanks! I didn't intentionally change it. I must have made a mistake when I generalised the tech tree for Dune 2 eXtended. No idea. Although I thought v1.07 was meant to have fixed this. What MrFlibble said about ornithopters in the scenarios is right. Dune Dynasty allows for some minor typos in the original campaign's scenario files, because people just want to jump into the game after unpacking the data files, rather than hunting for MrFlibble's fixed scenario pack. Other examples are that some devastator reinforcements were missing in v1.07 ("devistator"), and that the wheeled and tracked attack teams didn't get used.
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Yes, the server can cheat, but I don't think it's really a big deal. I'd be happy to just have something really solid. For someone really worried about such things, you could set up adedicated server using a trusted binary and all the players would bededicated clients.
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I don't think you can actually divide by the hitpoints, which is why they go through the whole * 256 / hitpoints, * cost / 256 thing. If you don't care about keeping the repair cost of the other structures the same, then inverting the order of emu_Math_ValueToPercent and emu_Math_PercentToValue seems like the easiest thing to do.
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Cool, thanks! I don't like this formula much. In v1.07, the repair costs per tick for each structure work out to be: 0, if palace5, if heavy factory or repair facility1, if barracks or turret2, everything elseUsing the OpenDUNE formula, the repair costs change like this: +1, for palace+2, for repair factory+1, for heavy factory, windtrap, and barracks-1, for refinery and outpostThe heavy factory and repair facility changes seem quite significant since the AI likes to target them.You might as well just do: if (heavy factory || repair facility) cost = 5;else if (turret || barracks) cost = 1else cost = 2;Hopefully that fits.
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The v1.07 repair cost formula (cost per tick, which is up to 5hp) is: repairCost = ((2 * 256 / si->o.hitpoints) * si->o.buildCredits + 128) / 256; Whereas the v1.0 repair formula appears to be: repairCost = ((10 * 256 / si->o.hitpoints) * si->o.buildCredits + 128) / 256; "Appears to be" because I didn't locate it in the binary(I haven't tried, but I'd love to have this verified). The divisions here round down, so the repair cost for structures withgreater than 512 hitpoints becomes free. The "+ 128" bit is just forrounding up. The OpenDUNE code is in the commit linked below (search for 0x2000,emu_Math_ValueToPercent, emu_Math_PercentToValue). You probably couldjust invert the order of emu_Math_ValueToPercent andemu_Math_PercentToValue to get something decent, but the repair costfor the other structures might change do to rounding. https://github.com/OpenDUNE/OpenDUNE/commit/eaeea887a50c4567dfdc413263b185d88a685350
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One of the players will be both client and server. That machine will handle basically all of the game logic. The other clients are pretty dumb, mostly just handling UI stuff. It's more robust this way, and easier too.
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At the moment, clients can send the server some basic instructions like "move here", "attack that", or "build something". The server processes the game logic and sends the updated game state out to the clients.
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Multiplayer has been in development for a little while now. Might look into CnCNet in the future.
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It's a Dune Dynasty thing. It currently lets you pay for as many units as you can afford, provided there is stock. When the frigate comes to deliver your order, if you reach the maximum unit limit, it will give you a refund instead. This change makes it also restock the starport, which I had forgotten to do. Anyway, the starport ordering system will be changed in the future so that you will only be allowed to buy a unit if it can actually be spawned on the map. I made it so that "game speed" adjusts the game logic rate (e.g. it runs at 60 cycles per second on normal, but at 120 cycles per second on fastest). So the range will be the same as normal game speed. I took the titles from http://www.vgmpf.com/Wiki/index.php?title=Dune, which, uh, says: "The titles come from a popular unofficial soundtrack of unknown origin." Oh, right. It currently works because of the 3 minutes before checking of lose conditions thing. No, but spice blooms are being placed after bases (some pre-exploded). Depending on how many random numbers are consumed, the spice fields can sometimes change. It was done mostly to avoid units spawning on spice blooms. It's a bit odd and really should be changed. Also on the wish list: add a way to increase the amount of spice on the level. It looks really weird to me, to be honest. It's already done for fog of war, so no reason why not. I think it's a little too difficult at the moment. I'll probably reduce the number of turrets and initial high-level tanks, and make the AI build a few key structures (e.g. palace). As always, thanks for the feedback!
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I don't have any of these missing graphics issues. Mentat, Options, Credits, Confirm, Repeat, Yes, No, etc. are all there in Spanish. Somehow yours is not displaying any of the .SHP files. (Mentat, Options, and Credits should be blue.) Do your mentats animate? This kind of reminds me of Nyerguds' problem on win7, though not quite as bad. I completely forgot about that issue. Nyer, was that ever resolved? I'm not really sure at this stage. Maybe try upgrading video drivers, and using Direct 3D instead of OpenGL. I'd like to know if the long line problems occur in the original too, and if they don't, what they look like. Either it's a bug in the OpenDUNE code, or the Spanish DUNE and INTRO files need to be fixed. The "!" is actually a newline character (\n or 0x0D) instead of a space (0x20), which is likely to be a bug in the data file. The Spanish credits file is encrypted (other languages aren't), is in English, and has everyone's name removed. You might as well just replace your CREDITS.GER with the English one here. (The Italian version is also just the same as the English version.) Future work. Thanks. (Not limited to the Spanish version.) Oops, made a bug that only shows up in Windows (in all languages). Try again.
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Release notes from version 1.5.7: Fix crash on startup when by using Spanish data files.Put nouns before adjectives for Italian and Spanish.Use English audio for Italian and Spanish. The string for STR_WARNING_SANDWORMS_SHAIHULUD_ROAM_DUNE_DEVOURING_ANYTHING_ON_THE_SAND is simply missing in the Spanish version's MESSAGE file. Normally there are 28 non-empty strings in the MESSAGE file, but the Spanish version only has 27 non-empty strings. OpenDUNE made some changes to the string loading, which meant that all strings that are loaded after this one are off by one index. (As you can see in the code posted, the hint is only shown for English. Who knows why they decided to do that.)
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The OpenDUNE weirdness is just the same missing sandworm string issue in a different form. Should be fixed in OpenDUNE now.
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Thanks. Found the problem with the Spanish version: For whatever reason, only the English version of Dune II actuallydisplays the sandworm hint. The German version didn't even bother totranslate it, and the Spanish version decided to cut it outaltogether. I reworked the string system slightly for customcampaigns, and the missing string broke something. (The accented characters problem you described in the other thread hasbeen fixed in OpenDUNE for a while now.) The two Italian versions work for me. The fan Italian version ismissing english.pak, and the game may or may not produce an errormessage, but otherwise it works (using "English").Not sure if that fixes your problem.
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I always wondered why OpenDUNE listed Italian and Spanish, but never did anything with it. Hehe, it's not really as horrendous as you make it sound. I'm pretty sure there are only two cases: "<House> <Structure> is destroyed" and "<House> <Unit> destroyed" If you want to patch the English-Italian-Spanish binary, I guess it could be done. But a combined 5-language version isn't possible as Nyerguds has already elaborated on. Might as well add this to the collection too: http://www.old-games.ru/forum/showthread.php?t=34477
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Release notes from version 1.5.6: Fix crash due to scenarios incorrectly using "MaxUnits" when it should be "MaxUnit" (e.g. Stefan Hendriks' Atreides Campaign).Implemented true (timer-based) game speed adjustment option. Enabling this will fix game-speed-dependent bugs in the original game such as the sonic blast range and the launcher's inaccuracy.Fix error sound being played continuously when an AI cannot release a saboteur.Launch deathhand missiles from the centre of the selected palace.In skirmish mode, fix walls being revealed to the player.
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The mentat's face is clickable for me. He should blink or move his lips when you poke him. I haven't been able to reproduce the crash either. I haven't increased the structure or unit limits, only the scenario limit. It should also be okay to queue units in the starport but not purchase. It's probably some weird memory error or a translation error. I'll probably add in some more error checking in the future, which will hopefully locate the cause.