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stefanhendriks

FED2k Staff
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Everything posted by stefanhendriks

  1. See here for the blog post. Which has a changelog. Full change-log can be found here
  2. I don't check this place very often, but it looks like this question is answered at the wiki, see: https://github.com/stefanhendriks/Dune-II---The-Maker/wiki
  3. Hi all, well this thread is surely very old... I haven't forgotten about your efforts; you might have noticed I've been working on D2TM quite steadily for past 1,5 year now. I am now working on a Credits screen and try to mention everyone. If I forget someone, please let me know and I'll update that list of people I have. Keep an eye for the next version (0.7.0) and you'll see what I mean
  4. Thats a shame, does anyone else know? Same goes for @Timenn ?
  5. Also a Fed2K meeting some day? Would be awesome!
  6. why do I notice this thread only now? I was wondering if @nemafakeiis still around? (or how to contact him, @MrFlibble do you know?).
  7. @Fedayginthanks for your response! If you want to support monthly you can do that via Ko-fi (also supports Paypal I think). You have good suggestions, I also saw such suggestions on Discord so they certainly are requested by more people. I think eventually it comes down to making the buttons configurable. Combined with a proper options menu so you can change that easily. Do check the github issues, as I collect *all* these ideas/bugs/features/etc there. Also drop your suggestions at Discord so I don't miss them and they can be discussed further.
  8. This time it only took 9 months 😉 Read all about it here (incl download link). Thanks to all those who supported me and who motivated me to pick this up again!
  9. If you're talking about "has spent 20 years every day on the game up till this point". Absolutely does not apply. We all know that is not true. In fact, I told the dude who interviewed me. Elaborated about other side projects (distractions), basically a 10 year gap (dune2themaker4j happening, etc). But alas it didnt make it in the article. If you just look at the start date and compare that with today. Well you could say it has been going on for 20+ years now. 🤷‍♂️ It feels like a hobby for sure sometimes 😉
  10. I have been interviewed. Although 90% of my answers have not been shown... https://geekculture.co/dune-2-superfan-spends-20-years-remaking-cult-classic-pc-game/ oh well
  11. Version 0.6.0 has been released! Yay! https://dune2themaker.fundynamic.com/2021/09/11/version-0-6-0-released-🎉/
  12. Yes that is a goal that is in the back of my mind. In fact, thats also a reason why I want it to be able to mod-friendly as well.
  13. stefanhendriks

    Music

    I had to hear them and you're right. The MT32 recordings I have sound different.
  14. I have published a 45+ minutes playtest on Youtube with the latest (WIP) version : https://dune2themaker.fundynamic.com/2021/08/15/playtest-skirmish-ai/
  15. haha, I wouldn't dare to tell you about that. My post was for the generic audience 😉 I guess we have enough info here then.
  16. Aha. I've been digging into the OpenDune code; Here you can see how damage is calculated for a unit. It looks like it is taken from a "UnitInfo", which is probably the config values. And as said earlier it reduces the amount of damage to inflict depending on health or unit type (scroll a bit down for that). The createBullet function simply sets a value if it is a "big bullet" or not; and does not alter the damage property. The UnitInfo struct does not seem to have an "Arms" property, so the Insiders Guide has some made up word for it probably. Why the multiplier exists remains a mystery I think. (even searching for the word "arms" will find nothing) btw, if you're wondering about the unit stats, you can find them here
  17. He is a mod. Mods have 2fa enabled for some time. I suspect @Gobalopper can help out here? as for the rest of your post: I’m still confused :). So there is a “damage” and an “arms” property? Or “damage” is just in the guides? I can imagine “arms” == “damage/fire rate”? So if I conclude that one missile of a Launcher does 112/2 damage - does that make sense?
  18. Thx! So it looks like they are related to inflicting damage rather than absorbing them.
  19. I've been searching through this forum, looked into the Dune 2 - Insiders guide, but to no avail. I'm trying to figure out how the "arms" property works (seen in the dune 2 insides guide). It reminds me of armor, but there is no information how the amount of "arms" influences anything? If anyone can help me with that it would be great. I want to replicate this behavior in my own dune 2 remake, hence my question. @Nyerguds - I also DM'd you, since you're the source of the Insiders guide 😉
  20. Well. Considering the state of the project now… how do you feel about it? Btw I am looking for someyy playtesters for the upcoming 0.6.0… if you want to help, send me an email to stefan[at]fundynamic.com
  21. It has been a year since I picked up D2TM again! https://dune2themaker.fundynamic.com/2021/07/09/one-year-of-progress/
  22. air units are glowing pixels on the minimap at the moment. The radar surely needs polish. In fact, with the higher resolution (pixels are smaller) and even bigger maps it gets harder to distinguish stuff. So perhaps use the Dune2K color scheme to improve upon that? Also, I think some kind of "warning" / flashing when your base is under attack would be nice. (kind of like how Emperor does it)
  23. wow such feedback, thanks! I've got to take some time to read all of it in detail. But you're correct in most cases. All playtesting bugs, except: - the select your next conquest screen is more empty due the higher resolution. I tried to center some stuff here and there and not blow up some gfx, but the result looks more 'empty' yes. (if you have any suggestion to improve upon this then I'm all ears) - fire drawn over smoke, yes a known issue (no z-ordering, so you get these errors) - harvesters stuck, yes, no idea why - units not attacking spice bloom is obviously a bug. Weird! But yes , noted in github... - About the smoke: No I improved it. I made a shadow (mirrored the smoke, and made it in an angle) and I made it fade out. Looks kinda neat 😉
  24. I think it would look better to have a different kind of 'fade-in' at the edges. So not fog of war, but a little different. That could work, only requires a few 'tiles' so to speak, and makes the transition smoother. And yes, it has to do with the zooming ability and that maps can be smaller than the resolution (combined really). I've made a github issue for this. Ah yes. I've created a github ticket for that too (will be picked up after 0.6.0 though). there are a few things to untangle here. One is how the enemy AI should react to threats, and another how unit behaviour in general should be (ie also for human players). I've created yet another Github ticket to re-evaluate this and spec further. I do agree the units are dumb at the moment, they just chase and do not care for other threats enough. The AI in general should be more aware that a chase should be given up as well.
  25. Yeah makes sense. I think the solution you describe might work. It won't be trivial to build I think. I haven't thought about it. In theory the credit bar could be made flexible (in width). I believe currently it has 6 digits, so max amount would be 999999 credits. (although it is purely a rendering issue, the real amount of credits you can have is much more. Hmm, I guess it is taste. I quite like the sharp edges at the very boundaries of the map. But, yes, they can be made like FOW; the map has an 'invisible' border so I could render that and draw Fog Of War there probably. Though I am unsure if it will look as nice. Especially since I'm unsure if there are tiles for rendering the corners properly (inwards, instead of outwards). The engine draws the selected structure all the time. You mean you would expect it to be deselected when you are selecting any units? That sounds like a similar issue, yes. It is as you said. I tried to draw a lightning symbol but it sucket to be honest. So I stuck with a P. Perhaps if @nemafakei was still around (not sure?) I would ask him 😉 , as he and others contributed to the current gfx of D2TM. ( @Timenn as well I believe, but also others). I'm unsure how it works right now. I do know any guarded/moving units will retaliate when fired upon. How would you expect it to work? Ie, do you mean the tank should stop chasing my units to my base? Or the tank has to start attacking the enemy turrets perhaps (when attacked, and still chasing the unit?). cool! Always good to read feedback. I'll create GH issues out of them later; as I still had some questions
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