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bluehappybyte

Fremen
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Everything posted by bluehappybyte

  1. Dune Legacy uses ENet, which is UDP-based.
  2. The (non-playable) demo version does only contain a subset of the graphics, e.g. IIRC it does not contain the graphics used when selecting a new building or unit to build. Thus Dune Legacy would need quite some replacement graphics. Scenarios would also be missing. There is also the demo from the Kyrandia CD which contains nearly all data. Do you know if there's a website to download this demo officially? Dune Legacy does contain a multiplayer mode (LAN or Online) and even a online matchmaking service. Unfortunately, for online games you currently need to enable port forwarding in your router.
  3. After quite a longish development cycle and many new, interesting features being implemented the next version of Dune Legacy is ready for download. Main changes: New AI Smart Bot and Quant Bot Port to SDL 2 Use hardware acceleration for drawing HD graphics: Use mask overlays to generate high-res graphics out of the low-res ones of the original game Maximum number of units per house (either map dependent or as a new game option “override maximum number of units”) Use a smaller logical resolution for high resolution displays, e.g. 960x540 for 1920x1080 Further changes: Move to fix-point math for game logic as floating-point operations may differ between platforms and compilers Units entering refineries or repair yards are now moving onto the structure tile before disappearing ADL music playback replaced: Now combines ScummVM AdlibDriver with Woody OPL chip emulation code from adplug Tutorial hints are shown in the campaign to guide the user New key bindings: Cycle through construction yards with ‘H’ and factories with ‘F’; capture buildings with ‘C’ Improve performance of Fog of War Units can now be instructed to find the next repair yard on their own Save game speed, scroll speed and sound volume as game settings In campaign mode, the map choice screen remembers the region of a failed mission (the user has to select a different region) New game option “Manual Carryall Drops” Mentat’s eyes are following the cursor Clicking on mentat’s eyes makes him blink and clicking on mentat’s mouth makes him open it Modding: Make it possible to disable a unit or structure Save screenshots as PNG 64-bit builds for Windows Store complete map in save games (and replays) of single player custom games 18 new maps by heinrich arkonnen 4 new maps by Kuffar Bugfix (Bug #32): Repaired units getting removed from control group (Reported by Chan Kun Wa) Bugfix (Bug #36): AI non-hostile and inactive (Reported by Chan Kun Wa) Bugfix (Bug #40): Bullets from gun turrets hit own building, e.g. other turrets (Reported by Dream Worker) Bugfix (Bug #50): Changing the player’s name while playing a mission makes starting the next mission or restarting the current mission crash Bugfix (Bug #53): SFX mismatch when playing Harkonnen Bugfix (Bug #62): Worms spawn under rock (Reported by heinrich arkonnen) Bugfix (Bug #67): Saving a game under Windows with (for filenames) illegal characters results in no save at all (Reported by vangrunz) Bugfix (Bug #70): Changing the player name makes replays crash Bugfix (Bug #71): Ornithopter animation is too fast (Thanks to Kartones for the patch) Bugfix (Bug #72): Texture sizes were too big for older hardware; now textures are smaller than 2048x2048 (Reported by gdm85) Bugfix (Bug #73): Shift the level of the voc files so that the last sample is 128 (Reported by Vortaka) Bugfix (Bug 3610246): Mentat help used wrong houses (Reported by kuffar) Get it from the Dune Legacy Website and don't hesitate to report bugs you find.
  4. Do you have any example? Was looking for some more Dune II save game (or ini) scenarios but couldn't find any that I did not already know of.
  5. I managed to repair the zip file (see attachment). KMCS Dune is a very nice scenario. Have fun! Some word about how I fixed the broken zip file: At first glance I thought that only a few bits were flipped. Thus I prepared for a brute force approach as this guy here has done on a broken git repository: http://git.661346.n2.nabble.com/pack-corruption-post-mortem-td7597765.html But then I noticed that if you zip the original ZIP a second time, you achieve about 12% compression. This is rather astonishing for an already compressed file. Inspecting the file even further in a hex editor I noticed that some part of it reoccur. The file seems to be stored or transferred in 512 byte chunks, e.g. HDD sectors size. But some of these blocks repeat. Thus instead of a file ABCDEFG we got ABBCDEFFG. Manually removing those additional blocks restored the original zip as is attached. KMCSDUNE.ZIP
  6. The good old pkunzip (for DOS) is able to extract it but with CRC errors. I attached the files I got. They are certainly broken!!! FYI: The map used in the save game seems to be a map based on seed number 269. KMCSDUNE-With-CRC-Errors.zip
  7. Is anyone able to extract these files without CRC errors? Tried various zip utilities. Probably already a problem with the file stored on the waybackmachine. The file KMCSDUNE.ZIP I downloaded multiple times has always a md5 of bfe4295afecba368f87d8a307912fd7a
  8. Currently it is not possible to run Dune Legacy as a dedicated server. Instead players connect directly to each other (peer to peer).
  9. The map editor that is integrated in Dune Legacy can be used to build Dune II compatible maps (just select that option when starting a new map). It should work for most map editing requirements though there might be some corner cases where manually modifying the INI file in a text editor is needed. Of course it still is a lot of hard work to make a really good map. I would also like to ask any potential map maker to consider putting your map under a Creative Commons License: CC-BY-SA if you want to allow others to modify/improve your map or CC-BY-ND if you don't like any derivatives of your map. This way Dune II remakes like Dune Legacy or Dune Dynasty can ship these maps without legal troubles. You can add license information with the Dune Legacy map editor or by simply adding to keys to the BASIC section of your map in a text editor: [BASIC]License=CC-BY-SAAuthor=Unknown <unknown@mail.com>I think we have many marvelous Dune II remakes available. But what is currently needed are new maps or even whole scenarios as pointed out by xima. Interesting idea! Dune Legacy has this currently per map (Key "TechLevel") but not per player.
  10. Yes. Currently Dune Legacy is using the 8-bit mode of SDL. Thus first a switch to 32-bit colors is necessary. Creating maps. The number of available maps is currently very limited. I hope to get people interested in creating maps and extending http://sourceforge.net/apps/mediawiki/dunelegacy/index.php?title=Maps BTW: I tested your map yesterday and really enjoyed it. It was interesting to have a map with an uneven number of players as most other maps are symmetric. Just one remark: Only Player 1 gets sandworms every 4 minutes, but other players are left out. Nevertheless I uploaded your map to the above mentioned map section. Currently there is only the sourceforge page and a wiki as a least effort approach. But if someone would take care of the website we could have a map database, a forum, etc. Problem is not just setting things up but also updating them (e.g. security bugfixes) and moderating them (e.g. removing spam). Definitely and I'm looking forward in getting your help (e.g. further maps?). Polishing up things is needed and planned to happen in the future. Just file bugs in case you notice something even though I'm sometimes too busy with other things to respond to them timely.
  11. I never tried the upload of maps in this forum but I thought it is possible. Anyway I sent you a private msg with my mail adress. I think one major next point is further improving the AI. Another point is porting to SDL2. But the project is very open for developers to join and develop other features. So if you wanna join... There is not just coding but also mapping, modding or taking care of the website.
  12. Maybe you can just attach it to a forum post. Currently there is no central map repository where user can upload maps but I can add your map to http://sourceforge.net/apps/mediawiki/dunelegacy/index.php?title=Maps. Copy/Paste: What shall be copied? Just the terrain or also building/units? I think this feature would result in more and more further feature requests: Not only rectangular selections, rotating selections, changing houses, ... Not sure that it would be easily managable for (new) map creators at the end because of the many features. Is it really that useful? For what use case would you have used it? Losing conditions: That's definately needed. Current win/lose conditions are based on what is available in Dune II. But an extension to the map format might make a wide variety of conditions possible. e.g. the objective of a mission could be to destroy a certain building. Sandworms being spawned: Not sure what you mean. Do you think of using sandworms as reinforcements that are just spawned? How is it in Dune II? If they are brought there by carryall I wouldn't change that. If they just spawn I would consider this as a bug in Dune Legacy. Top priority is to behave similar to the original. But that doesn't mean we could provide this as an extra feature/extension, e.g. by supporting triggers with varios conditions and varios actions Sandworms with a random number of units eaten before disappearing: This might be an interesting option to add.
  13. There are actually two places where maps are stored. One is for the maps that are shipped together with Dune 2. This directory may be (depending on your operating system) read-only. Thus custom maps are saved at a different location. Dune Legacy uses for these custom maps the directory where also the configuration is stored which also depends on the system you are using. Have a look at http://sourceforge.net/apps/mediawiki/dunelegacy/index.php?title=FAQ: ~/.config/dunelegacy (on Linux) ~/Library/Application Support/Dune Legacy (on Mac OS X) C:\Documents and Settings\<YourName>\Application Data\dunelegacy\ (on Windows) There you will find subfolders for the maps. Hope this helps
  14. Most of the changes are either things reported here in the forum (Thanks!) or are discovered with tests I do with the original game. The new map editor made it really easy to quickly put up a map, copy it into the Dune II folder and test things in a "controlled environment". They are implemented at least since Dune Legacy 0.96.2 as random chance to get/reveal money, a trike, enemy trike or 3 enemy soldiers. Are you interested in using them in the Dune 2 eXtended Project?
  15. It took longer than expected but finally a new version of Dune Legacy is released. Main changes: Full-featured map editor with support of Dune2-compatible maps as well as the extended map formatIntegration of OpenSuperDune (a replacement to the original SuperDune)Unit/Structure stats and the techtree is read from a config fileUsed scaler (Nearest Neighbor or Scale2x) is configurable (default = Scale2x)Game completely localizable (except helping menu)Harvesters now have a return commandTrying to place a structure on a tile which is already occupied by (your own) units orders them to move awayAdd support for multiple different AI implementationsImproved AI: Base is now built up faster and more compactNew single and multiplayer mapsFurther changes:Determine username automatically upon first start upPressing an assigned number twice centers the screen on the selected unitsDestroyed units might spawn a soldier (Probability depends on the type of unit)Quad, Trike and Infantry units have a bumpy moving style when moving over rocks, mountains and thick spiceIdling units randomly turn aroundBullets now have an explosion animation when hittingSpice blooms have now their own animationFull Harvesters move 40% slower than empty onesUnits are defined badly damaged (smoke, only one weapon) if < 50% max. health (instead of 30%)Sardaukar Troopers and Fremen Troopers are no unit types on its own anymore (just normal Troopers)Deviation chance is now house specificStarport prices are now normal distributed (instead of uniform)Limiting number of palaces to one is now optional (default = off)As in Dune II killed sandworms no longer respawn; old behavior is now an option (default = off)New game option: Sandworms drop spice when killed (default = off)Changes to game speed: Globally configurable; saved to and loaded from savegame; configurable before start of a multiplayer gameUpdate enet to version 1.3.6Code was refactored in order to have a more consistent styleBugfix: Sand damage was using the wrong graphicsBugfix: Make it possible to order any type of unit from the starport if specified in the CHOAM sectionBugfix: Build with SDL 1.2.14 on Mac OS X for Lion compatibilityBugfix: Allow special units to be delivered by reinforcementsBugfix: Correct order of houses is Harkonnen, Atreides, Ordos, Fremen, Sardaukar, Mercenary as in the color paletteBugfix: Minimap was not updated correctly when playing with fog-of-war enabledBugfix: Stopping a unit that was awaiting pickup could "freeze" the carryallBugfix: It was possible to exceed the spice storage limit (it's still possible to circumvent the limit but it's more complex)Bugfix: Harvester returns after the last tile of spice on the map is clearedBugfix: Playing xmi music on Windows was brokenBugfix: Various fixes to the correct handling of music and sfx volume changesKnown issues:Multiplayer games still have a rare chance of getting out of syncGet it from the Dune Legacy Website. I'm curious to see what maps you create. hf
  16. Is there a list of all the limitation of the Dune II map format? Above you mention 80 structures. Is this number precise? What about units? I'm not talking about in-game but loading a scenario. Would like to add as many of these limits as possible to my map format specification. This would also make it easy for an editor to check for these limits. Something like "Warning: This map is not Dune II compatible..."
  17. It can! Have a look at the REGION?.INI files. They are full of whitespaces, e.g. TOTAL REGIONS = 27 As far as I know Dune II just ignores this section. And as any such feature wouldn't be for version 1 of the file format no one should expect it to magically work. But it could be clearer: I inserted a version information (>= 2) in the title of the chapter. I'm all up for further hints on missleading/hypothetical stuff. In fact I wrote this specification as their was no such complete guide available.
  18. For Dune Legacy I wrote a specification of the Dune II Map Format (see http://sourceforge.net/apps/mediawiki/dunelegacy/index.php?title=Development/Map_Format). It contains extensions to the original format but these a clearly marked.
  19. The GUI itself is not zoomed, just the map. Actually I would need a higher res cursor image to support different cursor sized. I think no one wants to have a blocky cursor I know. Focus with this release was on getting multiplayer running and improving the custom maps. I think you a wrong here. I tested it with different versions and the unit just disappears in Dune II, the screen shakes and then after a short time a crater appears. I just added the explosion to make it more interesting. The bullets are probably too fast. Again a problem with the low res of the original game data. That's why I prefer the downscaling of the other images. Will probably be changes but I'm still undecided because I find it annoying if the music changes every few "clicks": Start Dune Legacy => Menu music Start campaign => Briefing music Start game => Game music Quit game => Menu music Just a short note: I've just put two skeleton maps on the Dune Legacy Webpage that can be used as basis for creating your own maps. All you need is a text editor.
  20. Just want to drop a short note that Dune Legacy 0.96.2 has been released today which is the first release to support multiplayer games. I've tested it a lot but have not the resources to test internet games with up to 6 players so internet game is marked as beta. The list of other changes is quite long, so I hope you appreciate it: Added LAN multiplayer modeInternet multiplayer mode with metaserver (Beta!)Use scale2x for scalingMake game scalable ingame (Zoomlevel x1, Zoomlevel x2 and Zoomlevel x3)Add mentat helpScroll build list with mouse wheelLoading maps is more fault tolerant and shows only warnings in most casesLoading maps now checks for non-standard features (see Section "Features" in the Dune II Format Specification)Confirm window for game restart and game exitAdded 13 maps by RippsblackNew options "Structures Degrade On Concrete", "Start with Explored Map" and "Instant Build"Earthquake ("Window shaking") on large explosions (e.g. death hand explosion)French translation (incomplete and only a machine translation)Bugfix: Loading SCENH008.INI of Dune II V1.0 failedBugfix: Dune Legacy.log was not used on WindowsBugfix: Support non-ascii characters in paths and filenames on WindowsBugfix: Infantry units could not trigger spice bloomsBugfix: When playing as the Sardaukar, the announcer still says "Harkonnen", e.g. "Harkonnen harvester deployed"Bugfix: Sardaukar Reinforcements did not workRefactoring: Drop Visual Studio 6.0 support completely and start using C++0x featuresDownloads can be found on the Dune Legacy Website. Have fun!
  21. I've updated the format specification with the main addition being a new features section which allows for extensions to the format. Dune2-like games shall check upon loading if they support all needed map features. The new version of Dune Legacy already does this. Another new thing is the possibility to place special units (Deviator, Devastator, Sonic Tank) for houses that are chosen at the start of the game by the player (and not by the map designer as it is done in original Dune II). This way if the player wants to play Ordos he gets Deviators, and if he chooses Atreides he gets Sonic Tanks. Of course the map designer has to make sure that the balancing of the map is not influenced too much by the players house choice. You can find the new version of the specification in the Dune Legacy Wiki.
  22. Is there any documentation of all the differences between Dune II and Super Dune? I was wrong. There are sound files for every house. Fixed! Yes, I noticed it back then. Thanks
  23. Thanks, fixed! Super Dune is only partially implemented atm. Currently the 3 "other" Houses are mapped to the corresponding "normal" Houses and the differ only slightly. How is this solved in Super Dune? Questionable if it is better to switch the music that often. Can be quite disruptive when finishing one mission, seeing the debriefing screen, going on to the score screen, map selection, briefing of the next mission, starting the next mission and the music is always changing. But I note it down. Yes, could be better. Dune Legacy can either use the ADL Sounds (default) or the XMI Sounds. ADL is done by emulating the OPL chip found on e.g. SoundBlaster cards. XMI is done with converting to MIDI and then using the SDL MIDI playback method which is based on timidity afaik. Neither the OPL emulation nor the XMI to MIDI conversion is written by me but taken from other open source projects. If there is someone interested in implementing another sound output method (e.g. using Windows MIDI synth directly) or improve the music playback I would be very happy. Anyone interested? This is exactly the cause why I need more testers. Did not even know that is was this way in Dune II. Is there any more detailed description on this? Yea, especially on Windows which does not allow UTF-8 filenames. SDL does all the conversion for you but as soon as you do something outside SDL (e.g. directory listings) you have to do all the conversion yourself. It's just a pre-release. A real release gets much more testing. I streamlined the whole building process very much. Building for any supported platform is now a matter of about 15 min. Testing is what takes much more time. If I know there is interest in testing for a particular platform I can provide test builds: I added a 0.96.2 pre3-version for Mac OS X in post #18.
  24. The bug should be fixed now. Thank you for your help. Link to the new pre-release: Source Code: dunelegacy-0.96.2-pre3.tar.bz2 Windows: Dune Legacy 0.96.2 pre3 Setup.exe 64-bit Debian/Ubuntu: dunelegacy_0.96.2~pre3_amd64.deb Mac OS X (PPC/Intel): Dune Legacy 0.96.2 pre3.dmg.zip
  25. Ok, I have found the bug. It always happens when the user name contains any non-ascii characters (and only on windows). The reason are SDL and fnkdat having different encodings for filename/paths: fnkdat returns paths in the local charset (e.g. 28595 for russians) and SDL expecting UTF-8 paths. This causes everything to fail which operates on this directory (except logging which is done without SDL): loading/saving a game, loading a custom map, ... I will be able to fix this hopefully until weekend.
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